• Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
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Star Citizen: Freelancer MIS Walk Around + Look at the missile system. [media]http://www.youtube.com/watch?v=LrHaCq3DoeQ[/media] Star Citizen- Trade and Development Division (Missions) [media]http://www.youtube.com/watch?v=eNi-Yayf4y4[/media]
YouTubers really need a lesson in getting to the fucking point. If that TDD video was ten minutes long, the preamble would be acceptable, but almost one third of that video wasn't content related to the topic. Branding's important, but about a minute was wasted before any facts about the TDD actually got dropped. I'm hoping that players will have the opportunity to create missions like, "Please protect me as an escort while I bring tons of valuable cargo through high-crime systems", and it shows up as "Escort Joe Pledgebucks from X to Y" (which would signify a route through dangerous systems). Also, it's Monday, that means [video=youtube;9d2T5vN8SVc]http://www.youtube.com/watch?v=9d2T5vN8SVc[/video] [URL="https://www.reddit.com/r/starcitizen/comments/2trw7s/10_for_the_chairman/co1rr6e"]Reddit provides a detailed summary as usual.[/URL]
Star Citizen LH-86 Combustion Pistol. The LH-86 combustion pistol was added to the Voyager Direct store [media]http://www.youtube.com/watch?v=YwoyghrDfnQ[/media] Interesting to see, no reason to buy it though.
Basic persistent module by June or July? A little too optimistic in terms of timeline, man.
I'm sure it'll be [I]very[/I] basic. Like how AC 0.8 was: Painful, awkward, buggy, but the first step that, with a half-dozen significant patches and a lot of sweat, tears, and bitchy concern threads, CIG will tidy up into something worth calling a game experience.
has anyone had any experience with support (not concierge)? how long was the response time? I submitted a ticket nearly a week ago and no response
[QUOTE=krail9;47019129]has anyone had any experience with support (not concierge)? how long was the response time? I submitted a ticket nearly a week ago and no response[/QUOTE] Check the priority of your ticket. If it's on low it'll probably take a bit.
[QUOTE=elixwhitetail;47019086]I'm sure it'll be [I]very[/I] basic. Like how AC 0.8 was: Painful, awkward, buggy, but the first step that, with a half-dozen significant patches and a lot of sweat, tears, and bitchy concern threads, CIG will tidy up into something worth calling a game experience.[/QUOTE] Oh, I'm willing to bet. I just mean that CR has stated he'll have both the FPS AND Planetside modules out by then. By the middle of this year. (Unpolished though I'm sure they will be) I know they've been working hard, but I'm a little skeptical. [editline]27th January 2015[/editline] [QUOTE=darkgodmaste;47018985]Star Citizen LH-86 Combustion Pistol. The LH-86 combustion pistol was added to the Voyager Direct store [media]http://www.youtube.com/watch?v=YwoyghrDfnQ[/media] Interesting to see, no reason to buy it though.[/QUOTE] I hope there'll be a lot of combustion weapons. I'm old school, fuck your pseudo-lasers.
FPS and planetside should be live, in their initial releases, by end of April. Hangar and planetside will effectively merge into one, and from there it's a matter of getting the PU instancing going and then fps and space combat just fall right into place (relatively speaking) -- you have a rudimentary PU. Obviously that's a fuckton of work, but we've been hearing for a few months that the fps and planetside/social teams have been busting their balls and that it was up in the air whether fps or planet/social would release first. I believe they'll do it, but of course the initial release is likely to be rough and thin on content as would be expected, so it's arguable that the modules won't be working [I]well[/I] until at least July. I believe that they can do it without more than minor deadline slides (though I wouldn't be surprised if something pushes fps or social back to, say, June), as long as we also don't expect [QUOTE=krail9;47019129]has anyone had any experience with support (not concierge)? how long was the response time? I submitted a ticket nearly a week ago and no response[/QUOTE] CS is still digging itself out of the backlog from the holidays; right now, the delay is higher than usual because they came back from company vacation in the new year to 5,000 tickets waiting for them. That's a fuckton for a CS team with less than 10 people on it. They've been making headway (it was about 2,500 a week and a half ago or something like that). I wonder what makes the $5000/$10000 tiers of Concierge different from normal Concierge (there are a few tiers). I imagine the biggest one is priority -- $10,000+ Concierge backers get first response in the ticket queue and then down the line. Speaking of, that reminds me, I need to file a CS ticket because I'm getting corp invites despite having "Block invites" turned on. And a mod suggested that CS, not the bug forums, would be the best place for this. (It's a website bug, not a game bug, so, I guess..) fuck, there's another one sitting in my email waiting for me.
[QUOTE=archangel125;47019081]Basic persistent module by June or July? A little too optimistic in terms of timeline, man.[/QUOTE] Basic in the following form, 1, 2 or a handful systems. [editline]27th January 2015[/editline] Aurora's have been fixed, they had some problems with overheating. Here is the in-lore fix. [url]https://robertsspaceindustries.com/comm-link/transmission/14456-AURORA-WARRANTY-SERVICE-COMPLETE[/url] [editline]27th January 2015[/editline] Did anyone else notice that the stretch goals have been stopped? Since the 65M mark there haven't been more goals. [editline]27th January 2015[/editline] PAX South Town Hall Photos [url]https://robertsspaceindustries.com/comm-link/transmission/14455-PAX-South-PU-Town-Hall-Photos[/url] [editline]27th January 2015[/editline] New image from Sandi's facebook, looks like a shipyard. [img_thumb]https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xfp1/t31.0-8/10931595_805374469515841_3466239651588667459_o.jpg[/img_thumb] [editline]27th January 2015[/editline] Beware the shadows [media]http://www.youtube.com/watch?v=2DyT3gNMlKw[/media]
[QUOTE=archangel125;47019081]Basic persistent module by June or July? A little too optimistic in terms of timeline, man.[/QUOTE] From the BAFTA presentation. I'd say even these dates are optimistic. [t]http://i.imgur.com/lFnU8Oy.png[/t]
The reason stretch goals have "stopped" is that CIG is taking a little break from throwing more things on devs' to-do lists and is giving us deep-dive design posts on things for a bit. This Friday should be when a deep-dive post for mobiGlas goes up. Funding was coming in so fast between the anniversary sale and the big-ticket concepts (Javelin, lol) that we were breaking 2-3 million before CR had time to write a letter for the first million, although he was also busy with travel and lots of shit. The other thing this does is takes ammo away from the gaming media who is all too happy to smear SC for collecting millions and promising more and more stretch goals when (due to priorities and the speed of development) stuff that was unlocked in the $20mil range still isn't in public builds. There was a lot of shit and misrepresentation (intentional or not) going around about SC's funding and stretch goals, and the deep-dive posts give CIG a chance to show that there is a ton of substance to their plans, and that the stretch goals are not just a case of promising whatever it takes to keep the money rolling in at a million a month. Feature-unlock stretch goals will return soon enough, CIG is just taking s little break to groom its public image and not overwhelm the devs. We've already got all the wave 4 ships sitting at the top of the ship pipeline just waiting for anyone to finish their current work to start on the new wave, for example, so piling more work on the devs just because backers keep throwing money into the jar isn't a solution. Also, look closely at the shipyard pic. That lower green thing is almost guaranteed a Bengal. Now look at the big fucker over top of it. That's likely the Retribution-class Super Dreadnaught, which is mentioned in lore. Where the Bengal has one huge anti-capship railgun mounted on its spine, the Retribution-class has a ring of them.
Quick question. Does anyone know how long it will take to jump from place to place while dodging through the wormhole forest? I think it would be cool to make jumping actually quite stressful on the pilot (which I will be for my group of friends). Would it take longer depending how long you go? I am just sitting in lecture wondering this stuff.
[QUOTE=Commando1234;47022712]Quick question. Does anyone know how long it will take to jump from place to place while dodging through the wormhole forest? I think it would be cool to make jumping actually quite stressful on the pilot (which I will be for my group of friends). Would it take longer depending how long you go? I am just sitting in lecture wondering this stuff.[/QUOTE] From what I understand, you only have to navigate a jump point once, and then (maybe) only if it's newly discovered. The process will be automated on subsequent jumps.
We don't know how long the jump points will be, but I somehow doubt any but the most extreme ones would be like two minutes long. The R&D clip we saw was a Tali going from one end of the wormhole to the other in 20 seconds. Although, they might be a bit long -- see the pilot of the Constellation being all worked up when the Connie comes out of jump in the Connie commercial. "Huff puff.. did we get it?" But then you take into account the fact that SC's in-game time will run several times faster than real life, and a 30-second jump for a player is like 2-3 minutes of terror for the character. They'll be of different sizes, too -- the smallest size currently doesn't allow anything bigger than a Freelancer to traverse it. The diameter of the tunnel might also affect the length. Flying an M50 or a Xi'An Scout (maneuverable as fuck) into a jump point large enough for an Idris would be so much of a ball I wouldn't mind it being a 2-minute ride, although it'd quickly get tedious if every jump's that long every time you switch systems. [QUOTE=archangel125;47022761]From what I understand, you only have to navigate a jump point once, and then (maybe) only if it's newly discovered. The process will be automated on subsequent jumps.[/QUOTE] [I]If[/I] you have a jump scanner to chart the course (although everything about equipment's changing so this might not be true by the time the PU launches). And jump points will shift over time, invalidating old navigation data and requiring someone to run the wormhole again. Then they can sell this nav data to others. I love that SC is treating information itself as a valuable commodity and that information broker is a legitimate "career path" just like mining and bounty hunting is.
I don't know, maybe I am odd but, I think the tediousness of having to navigate those wormholes every single time you jump would make me a happy boy. It would really hit the immersion right on the head. I would not mind having to buy something to "skip" that. Just my opinion.
You bring up a good point, and something that I forgot about when I replied. [QUOTE=archangel125;47022761]The process will be automated on subsequent jumps.[/QUOTE] Actually, according to CR at the PAX South panel, it [I]won't[/I] be entirely on autopilot. If you buy/chart the navigation data for a particular jump point (and it hasn't gone stale and is still valid), it's less an autopilot and more a GPS plotter, so it'll give you advance warning of the maneuvers you'll need to make, but you'll still be flying it manually. If you don't have the course plotted from a previous run, you'll be flying entirely on your own reflexes with no help at all. Shorter jumps would be great, but a two-minuter every time on manual flight would become tedious in a "I can't even get up to take a piss while I'm in the relative safety of a fold in spacetime where nobody can attack me" way, and long jumps is what I was referring to when calling it tedious.
[QUOTE=elixwhitetail;47024922]Actually, according to CR at the PAX South panel, it [I]won't[/I] be entirely on autopilot. If you buy/chart the navigation data for a particular jump point (and it hasn't gone stale and is still valid), it's less an autopilot and more a GPS plotter, so it'll give you advance warning of the maneuvers you'll need to make, but you'll still be flying it manually..[/QUOTE] source on this because I'm pretty sure it's completely wrong
[QUOTE=krail9;47024964]source on this because I'm pretty sure it's completely wrong[/QUOTE] [URL="https://www.youtube.com/watch?v=mQJ0OEMSUrA#t=466"]From CR's own mouth[/URL] [video=youtube;mQJ0OEMSUrA]http://www.youtube.com/watch?v=mQJ0OEMSUrA#t=466[/video] 7:45-9:48, specifically 9:30 on. Up to this point, CR's been talking about the different sizes of wormhole, and then he talks about the importance of having current nav data and talks about the experience you'll have in a jump point with that data. "It's not 100% automatic, but, you know, it's either flying it in easy mode, where it's showing you where you need to go, or it's flying it in hard mode where you don't have any hints and you've got to have good reactions." This was the first time I've ever heard these details, so I was surprised, too.
Just how bad is it going to be if you hit those obstacles? I'd hope something as routine as going through known jump points is more like jumping on the freeway than an episode of Ice Road Truckers.
They don't know yet and are discussing that internally right now. It either damages your ship, kills you, or drops you out into normal space somewhere.
Not sure. Right after the time codes, Tony Z starts talking about the penalties for screwing up, and how they didn't want it to be too harsh. CR mentions that they want it to not just be an instakill. If, say, you fuck up on the first or last segment, you end up getting dumped either back into the system you were jumping from (first segment) with damage to your ship, or you drop out into the system you were jumping to (last segment) with damage to your ship. Not sure what'll happen in the middle or if you fly into one of those vortices that spring up. There's also talk that you might get dropped off in an unknown section of space (i.e. a random system within some range something something) instead of where you want to go, and presumably your ship would get fucked up then as well. However, when the R&D pre-vis video of flying through the wormhole was played, Skelton said, "Don't screw up -- you'll die." It's supposed to be a risky thing, but not an impossibly risky thing.
[QUOTE=archangel125;47022761]From what I understand, you only have to navigate a jump point once, and then (maybe) only if it's newly discovered. The process will be automated on subsequent jumps.[/QUOTE] Wormholes degrade, I also believe there will be some kind of jump gates or stabilized jump points.
[QUOTE=elixwhitetail;47025097][URL="https://www.youtube.com/watch?v=mQJ0OEMSUrA#t=466"]From CR's own mouth[/URL] [video=youtube;mQJ0OEMSUrA]http://www.youtube.com/watch?v=mQJ0OEMSUrA#t=466[/video] 7:45-9:48, specifically 9:30 on. Up to this point, CR's been talking about the different sizes of wormhole, and then he talks about the importance of having current nav data and talks about the experience you'll have in a jump point with that data. "It's not 100% automatic, but, you know, it's either flying it in easy mode, where it's showing you where you need to go, or it's flying it in hard mode where you don't have any hints and you've got to have good reactions." This was the first time I've ever heard these details, so I was surprised, too.[/QUOTE] I stand corrected sounds like it would get tedious though, especially for a route you take often, just going through the motions every single time on the other hand, it might make jobs like transport and trade a bit less brainless
It was unexpected news to me, too, and the panels are only just now going online. Well, if they shift over time, it won't be that tedious, especially with points that are unstable and shift their patterns faster, and especially if you're pushing the limits for the size of ship going in. Falls into the same box as planetary landings; this [I]could[/I] get tedious after a while, but it's for the sake of maintaining immersion, and if CIG takes the time to fine-tune it in the alpha/beta/post-launch support it won't feel tedious. Though, if I was going through a single point a lot, say a hauling commute, I'd try and find the best route or take alternate routes from the nav (unless it's the optimal and only path) and mix it up. The catch is, get cocky and the consequences could be punishingly severe. :v: Also, first panel: [video=youtube;U2GmLvwtnCk]http://www.youtube.com/watch?v=U2GmLvwtnCk[/video]
I can't even imagine going through those wormholes when the oculus cv1 comes out. Going to be ducking in mu chair! Haha
This game has me really tempted to get an Oculus and HOTAS once it comes out.
New video, "The Path You Choose" [video=youtube;XHf2HA37okM]http://www.youtube.com/watch?v=XHf2HA37okM[/video]
Guys, which one do I get? [t]http://nichegamer.net/wp-content/uploads/2013/10/Star-Citizen-Retaliator-SS-5.jpg[/t] [B]Or[/B] [t]http://i.imgur.com/rt1ilQZ.jpg[/t] Or just buy a load of small starter ships?
[QUOTE=Dispenser;47029713]This game has me really tempted to get an Oculus and HOTAS once it comes out.[/QUOTE] With how agile ships are, I can't see joysticks being competitive against mice. Sticks work great in E:D because of how clunky the ships are, with physics much more like that of a flight simulator. But sticks in SC suffer the problem as they do in, say, X3, where the ships turning thrusters are so overpowered that you'll just end up fighting your own overcorrection.
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