• Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
    5,006 replies, posted
Your package UEC will only be given out when the PU goes live. It's to cover fuel and landing fees and other early incidentals, as a convenience. The insurance will remain the same, and even if your package says less, everyone's getting 6 months' insurance (probably) if the insurance is not longer (2-year anniversary insurance or permanent LTI). If you have no UEC and you want to buy something on Voyager Direct [I]now[/I], [URL="https://robertsspaceindustries.com/pledge/uec"]buy UEC[/URL]. You can also wait for stuff to be obtainable permanently in-game in the PU.
yes, and the package UEC only comes into effect at game/PU launch they throw free creds at backers every once in a while anyway
[QUOTE=Dustoff;47295902]Quick question here since I haven't gotten any answers on this in the SC website, if you upgrade from a package to another ship, do you get the same amount of insurance? I'm switching from my LN to the Avenger and I haven't gotten ly 1k UEC either. I really wanna buy myself a fish.[/QUOTE] Yep! So long as you apply an upgrade and don't melt your original game package, you keep all the extra stuff that came with that package.
[QUOTE=elixwhitetail;47295975]Your package UEC will only be given out when the PU goes live. It's to cover fuel and landing fees and other early incidentals, as a convenience. The insurance will remain the same, and even if your package says less, everyone's getting 6 months' insurance (probably) if the insurance is not longer (2-year anniversary insurance or permanent LTI). If you have no UEC and you want to buy something on Voyager Direct [I]now[/I], [URL="https://robertsspaceindustries.com/pledge/uec"]buy UEC[/URL]. You can also wait for stuff to be obtainable permanently in-game in the PU.[/QUOTE] I thought I read somewhere that insurance covers all of those things like fuel and whatnot, but that you could make it "cheaper" or something by getting your own fuel at a gas giant?
Hull insurance only covers your hull. You will be able to scoop fuel in space, and scooping would likely be much more effective near a gas giant. The Starfarer is a dedicated fuel scooper/hauler, and it's been suggested that they can orbit close around gas giants to scoop tons of hydrogen and then haul it off. [I]Exactly[/I] how landing fees and fuel fees and such will work and their costs (fuel will fluctuate based on the economy, obviously) is yet to be revealed, as with most specific details about the PU economy (plenty about how the system will work has been posted, but not what, say, the baseline price of iron ore is).
I hope there'll be inclusive policies that allow you to insure your ship and all the ship's upgrade components.
[QUOTE=elixwhitetail;47296387]Hull insurance only covers your hull. You will be able to scoop fuel in space, and scooping would likely be much more effective near a gas giant. The Starfarer is a dedicated fuel scooper/hauler, and it's been suggested that they can orbit close around gas giants to scoop tons of hydrogen and then haul it off. [I]Exactly[/I] how landing fees and fuel fees and such will work and their costs (fuel will fluctuate based on the economy, obviously) is yet to be revealed, as with most specific details about the PU economy (plenty about how the system will work has been posted, but not what, say, the baseline price of iron ore is).[/QUOTE] So you're actually able to take a job as a guy that sells fuel or something? Because that must be a goldmine, as a lot of people aren't gonna be willing to scoop themselves I'd presume :v:
[QUOTE=elixwhitetail;47295081]By freezes, do you mean it just takes a long time to load, or does it actually cork out and die? Two steps: How much RAM do you have, and what's your graphics driver version? (xx.xx for AMD, xxx.xx for Nvidia, don't need the complete version numbers, just the short ones)[/QUOTE] Nevermind, after the last 2 times it froze to death, it finally worked
There will likely be component insurance, but it'll be substantially more expensive than hull insurance. However, considering that the stock loadouts are 1-2/10 on the power scale, 3/10 for luxury ships like the Connie Phoenix, 9/10 and 10/10 items are suggested to cost more than the stock hull of the ship itself, each. If that's the case, loading up a ship with the best shit and then paying 50% of the hull cost on insurance may not be a bad idea if you would end up losing 4x the hull cost in parts. And, Star Citizen'll let you do quite a lot. You could in fact be a dude that goes around scooping fuel in his fat old Starfarer and then sells it to the planet/system that pays the highest price for fuel, yes. Information is also a valuable commodity. You may know the location of an uncharted and unexploited asteroid belt with some hefty deposits of minerals, and this would be worth a lot to a mining corp so they had exclusive access to the belt. If the belt is much more average, you could instead sell it to the UEE and it becomes a charted phenomena. Another "career" you could have is selling jump point navigation data. (If you missed the PAX South reveal, this is the first R&D of what flying inside jump points will be like -- it could be several minutes of this.) [video=youtube;lfpaOIRl7hM]http://www.youtube.com/watch?v=lfpaOIRl7hM[/video] Most jump points will fluctuate and their positions will shift enough that, over time, navigation data will go stale and a new course will need to be charted. If you feel like a daredevil, you could just fly around the universe, taking different jump points and updating the data on the info broker, and you'd be paid for copies of the nav data for different points. Chris Roberts once mentioned a subscription system, where you kind of have a navdata RSS feed of public routes, and people subscribed to you (for a fee) get the updated routes as you publish them. A number of different careers are possible, that's what's so awesome. And there's no rigid classing system, so you can do it all. :dance:
I cant figure out how to invert my throttle axis, send help.
[QUOTE=Ithon;47295499]Eric 'wingman' peterson started a new studio with some RSI people to reboot decent. [url]https://www.kickstarter.com/projects/1215021703/descent-underground?ref=nav_search[/url][/QUOTE] huh? Did I miss something? Why'd they leave CIG to make something else?
CIG basically needed Wingman in LA, so he had to choose between moving his family from Austin to LA (or not living with them), or leaving CIG to stay local. Family > CIG, no hard feelings from either side.
[QUOTE=elixwhitetail;47287996][QUOTE] ability to configure their hangars the way they want[/QUOTE]From the BHVR panel at IDGA, via INN's liveblog. That's pretty much a direct paraphrase of what the BHVR guy said. "The way they want." What that means, who knows. However, immediately prior to that, and not mentioned in the liveblog, is that they're hoping that, as they get social working,[/QUOTE] Their exact choice of words bothers me. "Configure" makes it sound like there'll be a few parameters and basic selections to make rather than full-blown construction à la Runescape houses / The Sims. Not that I'd expect that to be a thing in 1.0 or even months after release.
I'd rather they didn't tbh it's not a huge deal, but personally I'm kind of annoyed with these suggestions/questions that constantly pop up on the forums and 10ftcm basic 'roleplay' for immersion and story is fine, but I backed this game as a space sim - not a dress up sim, or an interior decoration sim, or even second life in space I don't want to have to manage my characters eating, sleep and bowl movements, just because there's beds and a shithouse on the ship. and we don't need some sims-esc overblown interior design where you can align your furniture into a dick formation with millimetre accuracy it seems as though CR has been swayed by the constant wish-fulfillment fantasies of the community, as evidenced by the changing attitudes towards eating etc, and the term 'first person universe' is getting thrown around a lot more now most of that doesn't necessarily detract from the gameplay, but I'd rather that they didn't spend resources on it until FAR in the future general rant, not aimed at anyone here in particular
Well, if the furniture was just handled like cargo (physics), then you could use the same tools to move around your furniture. Problem solved.
Oh please tell me they're not going to make me have to eat. What is with these fucking retards trying to turn a space sim into a survival game? Idiots are constantly trying to do the same thing with Space Engineers and it's infuriating. No, I don't want to have to manage my blood sugar or take my meds daily, thanks.
Yeah, I mean, i get that you might need some rest after flying nonstop for a whole week in-game or after getting shot up but we shouldn't have to worry about blacking out due to starvation or some shit. "Hey Kev, your character looks a bit dehydrated. You sure you're up for piloting this thing?" "Yeah ma-"*Procceeds to crash Bengal into space station due to blackout.*
I don't think we're going to have to sleep OR eat, sleeping is useful for logging out of the game while not docked to a station or landed. Has CIG even mentioned eating? I think you might be able to, but I doubt you'd have to, they want realism for sure, but they also want fun.
Having Quarters should allow you to transport passengers for cash, Kinda like in the X series of games.
[QUOTE=krail9;47301104]I'd rather they didn't tbh it's not a huge deal, but personally I'm kind of annoyed with these suggestions/questions that constantly pop up on the forums and 10ftcm basic 'roleplay' for immersion and story is fine, but I backed this game as a space sim - not a dress up sim, or an interior decoration sim, or even second life in space I don't want to have to manage my characters eating, sleep and bowl movements, just because there's beds and a shithouse on the ship. and we don't need some sims-esc overblown interior design where you can align your furniture into a dick formation with millimetre accuracy it seems as though CR has been swayed by the constant wish-fulfillment fantasies of the community, as evidenced by the changing attitudes towards eating etc, and the term 'first person universe' is getting thrown around a lot more now most of that doesn't necessarily detract from the gameplay, but I'd rather that they didn't spend resources on it until FAR in the future general rant, not aimed at anyone here in particular[/QUOTE] I find it a bit annoying how there are so many complaints about the game trying to be immersive, as from the start the game has been about trying to create something that doesn't feel like a game all the time and is more like a living universe, so there will be things that aren't necessarily 'fun' but they add to the experience. Just flying ships has never been what the game was going to be about. It's never just been a normal Space sim, it's not like they've suddenly changed it. They've wanted it to be an immersive universe right from the beginning, it has nothing to do with what the community has suggested. I understand not wanting to have to eat and things like that, but i think anyone who complains about things like the landing animation doesn't quite understand what the developers want and what the game is trying to be. Chris Roberts has said he wants people to “Forget that's it's a game” while playing it, a high level of immersion has always been their goal, rather than just a normal Space Sim (at least for the Persistent universe part). Not everything in the game is going to be fun or the easiest way to do things all the time. Permadeath, the ability to lose cargo and ships, being captured by other players, waiting to get ships restored, shops can run out of things to sell, things actually have to be made and delivered, other players can take your ship, the landing animations etc. There are lots of things they're adding to try to make the game more immersive and like a real universe instead of a game. They aren't going to add something unless they think it improves the game in some way. I'm not directing this at you, it's just a complaint I've seen a lot of the time. I'm not saying the game should be 100% realistic or something, i don't think anyone really wants that, but being against the game being immersive beyond just some sort of limited basic elements does not make much sense. [media]http://www.youtube.com/watch?v=VVua4SsaGqU[/media] What does the term 'first person universe' mean exactly, though? Just that the game is going to be in First person?
Giving Arena Commander a shot since the free weekend thing is going on. The most offputting thing about SC to me is the ship prices - I'm assuming (hoping) when the full game launches you'll be able to buy these ships with in-game money? Sorry if this has already been answered, I haven't paid a lot of attention to Star Citizen as I've been spending so much time with Elite.
[QUOTE=Grenadiac;47302321]Giving Arena Commander a shot since the free weekend thing is going on. The most offputting thing about SC to me is the ship prices [B]- I'm assuming (hoping) when the full game launches you'll be able to buy these ships with in-game money?[/B] Sorry if this has already been answered, I haven't paid a lot of attention to Star Citizen as I've been spending so much time with Elite.[/QUOTE] Yes.
[QUOTE=nightlord;47302227] What does the term 'first person universe' mean exactly, though? Just that the game is going to be in First person?[/QUOTE] It's not just spaceships anymore. You can hop out of your ship at any time and move around without it.
[QUOTE=jonoPorter;47302355]It's not just spaceships anymore. You can hop out of your ship at any time and move around without it.[/QUOTE] That's always been the plan, though. They've intended that since the start. I don't see how the term being used recently is a problem.
[URL="https://imgur.com/a/As6DP"]Via Reddit, this Gladius took three simultaneous missile explosions.[/URL] [t]http://i.imgur.com/ktaDKRj.jpg[/t] [t]http://i.imgur.com/2r4gBxW.jpg[/t] [t]http://i.imgur.com/DXkdVqp.jpg[/t] [t]http://i.imgur.com/Bf0xDBZ.jpg[/t] [t]http://i.imgur.com/WrOlWRk.jpg[/t] Also, Jeremy Masker, CIG dev, [URL="https://forums.robertsspaceindustries.com/discussion/comment/4591962/#Comment_4591962"]fairly confirms that the game's going to be massive[/URL]: [QUOTE]The game compression and asset removal is unlikely to yield such high gains that we will be able to reduce our client size to 30-40gb. The size and number of assets that are left to deliver means that our client size is much more likely to be 100gb.[/QUOTE]
[QUOTE=nightlord;47302227]I find it a bit annoying how there are so many complaints about the game trying to be immersive, as from the start the game has been about trying to create something that doesn't feel like a game all the time and is more like a living universe, so there will be things that aren't necessarily 'fun' but they add to the experience. Just flying ships has never been what the game was going to be about. It's never just been a normal Space sim, it's not like they've suddenly changed it. They've wanted it to be an immersive universe right from the beginning, it has nothing to do with what the community has suggested. I understand not wanting to have to eat and things like that, but i think anyone who complains about things like the landing animation doesn't quite understand what the developers want and what the game is trying to be. Chris Roberts has said he wants people to [B]“Forget that's it's a game” [/B]while playing it, a high level of immersion has always been their goal, rather than just a normal Space Sim (at least for the Persistent universe part). [/QUOTE] Now here's the kicker, realism and immersion do NOT always go hand in hand. In fact if you were to have some kind of hunger system with a little bar that pops up "BING BONG! YOU ARE NOW HUNGRY!" actually serves to make it feel MORE like a game what with micromanaging the various needs, in short you feel like the character you play as is a puppet rather an an extension of yourself within the game world. Now making hunger mechanics IMMERSIVE is difficult, but not impossible. In short you'd have to use a series of subtle visual cues, minor sound effects and whatnot to create the illusion that your character is suffering due to lack of food. Then comes the other point that if we begin adding negatives to not eating then we get the same issue, we suddenly ender "Food chomping simulator" and it becopmes blatantly obvious that we are only eating for mechanical reasons. [editline]11th March 2015[/editline] [QUOTE=elixwhitetail;47302613] Also, Jeremy Masker, CIG dev, [URL="https://forums.robertsspaceindustries.com/discussion/comment/4591962/#Comment_4591962"]fairly confirms that the game's going to be massive[/URL]:[/QUOTE] By the time this game begins to approach something releasable 2tb Hard rives will be prolific and I'm sure most tech enthusiasts will have a 5 tb drive... possibly bigger.
[QUOTE=thisguy123;47302642]Now here's the kicker, realism and immersion do NOT always go hand in hand.[/QUOTE] I cannot stress this enough, and too many Star Citizen fans seem to fall for it. There are plenty of things that are immersive but not realistic and vice versa. On a related topic, there need to be concessions made for gameplay. A frightening amount of the suggestions I read on the subreddit, forums, and even here sometimes are ridiculous and would contribute only to the [I]ideal[/I] of immersion with no understanding of the implications it would have on the play experience.
[QUOTE=thisguy123;47302642]Now here's the kicker, realism and immersion do NOT always go hand in hand. In fact if you were to have some kind of hunger system with a little bar that pops up "BING BONG! YOU ARE NOW HUNGRY!" actually serves to make it feel MORE like a game what with micromanaging the various needs, in short you feel like the character you play as is a puppet rather an an extension of yourself within the game world. Now making hunger mechanics IMMERSIVE is difficult, but not impossible. In short you'd have to use a series of subtle visual cues, minor sound effects and whatnot to create the illusion that your character is suffering due to lack of food. Then comes the other point that if we begin adding negatives to not eating then we get the same issue, we suddenly ender "Food chomping simulator" and it becopmes blatantly obvious that we are only eating for mechanical reasons. [editline]11th March 2015[/editline] By the time this game begins to approach something releasable 2tb Hard rives will be prolific and I'm sure most tech enthusiasts will have a 5 tb drive... possibly bigger.[/QUOTE] I know that, the game being ultra realistic would not be a good thing, but there are a lot of things that are for immersive reasons (like the landing animations) that people seem to be against anyway. It's like they just want everything done the easiest way all the time, which is not what the game is going to be like. For example Krail (just an example) mentioned not wanting in-depth clothing or housing, even though neither of those things would be bad and they would improve the game a lot. Things like having to sleep and eat would be a bit too far, but i don't see a problem with things like those, they make the game world feel more alive and less like it's just a video game. The game isn't just going to be flying ships all the time, there's a lot more to it than that, they're going for a full universe which means game aspects other than the ships themselves are just as important. [QUOTE=Why485;47302944]I cannot stress this enough, and too many Star Citizen fans seem to fall for it. There are plenty of things that are immersive but not realistic and vice versa. On a related topic, there need to be concessions made for gameplay. A frightening amount of the suggestions I read on the subreddit, forums, and even here sometimes are ridiculous and would contribute only to the [I]ideal[/I] of immersion with no understanding of the implications it would have on the play experience.[/QUOTE] What sort of things have you read here? I don't always read this thread so I'm just curious. While there are things in the game that might not always be fun, they are all there for a purpose and the devs think they add to the game in some way. They aren't going to add things for no reason.
[QUOTE=nightlord;47303010]It's like they just want everything done the easiest way all the time, which is not what the game is going to be like. [/QUOTE] It's not so much that they want the game to be easy, they just don't want to deal with arbitrary survival bullshit in their space game. [editline]11th March 2015[/editline] Also there is no reason to suspect player housing would be much different in star citizen than it is in various MMO's that offer it. That is, 3% of the playerbase will actually care about it while the other 97% will be actually doing content. Not the best use of developer resources, which is why MMO developers give the game years to grow before adding it in to a patch or expansion, if they add it in at all. I don't have a problem with Star Citizen in 2018 having player housing but it really shouldn't be a focus right now. No one on the art team needs to be working on chairs and desks 40 hours a week. It's not at the state where that is justifiable.
[QUOTE=nightlord;47303010]I know that, the game being ultra realistic would not be a good thing, but there are a lot of things that are for immersive reasons (like the landing animations) that people seem to be against anyway. It's like they just want everything done the easiest way all the time, which is not what the game is going to be like. For example Krail (just an example) mentioned not wanting in-depth clothing or housing, even though neither of those things would be bad and they would improve the game a lot. Things like having to sleep and eat would be a bit too far, but i don't see a problem with things like those, they make the game world feel more alive and less like it's just a video game. The game isn't just going to be flying ships all the time, there's a lot more to it than that, they're going for a full universe which means game aspects other than the ships themselves are just as important. [/QUOTE] Landing animations just make things feel nicer. If you've ever played planetside one and planetside 2 then I have a good example. In PS1 there was an animation for when you got into and out of any vehicle, hatches would open, mechs would drop chairs out of the cockpit and pull you in etc.. But in PS2 they lacked these(despite most vehicles having a full 3d modelled cockpit which PS1 lacked) From a gameplay perspective it was good because if an engineer hopped out his tank to fix it there was an element of risk as if he got caught short he could be killed while getting in. From an immersion perspective it made the game feel more visceral, you could imagine all the soldiers lined up in the back of some dropship waiting to deploy and when everyone did bail out of the dropship with the swan-dive animation and stuff it all felt so much nicer. In PS2 everyone in a vehicle is teleported into that magical "vehiclespace" and it kinda takes you out of the game a bit. Vehicles feel more like you're looking at a 3d model that's animated as opposed to an actual APC.
Sorry, you need to Log In to post a reply to this thread.