• Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
    5,006 replies, posted
[QUOTE=LordCrypto;47794820]i need some scale bb put a aurora or something in those pics[/QUOTE] [URL="https://i.imgur.com/LIcr5Jg.png"]Here's an Idris and a Hull E next to the Retribution super-fucker.[/URL] No wonder Squadron 42's been delayed so much. Holy fuck.
So I wanna know what this is. Gunna be honest, it [I]looks[/I] interesting but I've never heard anything specific about it for the few years it's been in development. Is it just a space fighting game? What is there to do? Is it open world, or I suppose open universe? Missions? Is it going to be ALL player driven or will there be some NPC stuff present so newbies can compete? And the most important question, can I be a space pirate?
[QUOTE=elixwhitetail;47796824][URL="https://i.imgur.com/LIcr5Jg.png"]Here's an Idris and a Hull E next to the Retribution super-fucker.[/URL] No wonder Squadron 42's been delayed so much. Holy fuck.[/QUOTE] two things, is that placement meant for an idris and two how the fuck do you do the interior. like how many jazz bars can you have, does it come with a theme park.
[QUOTE=elixwhitetail;47796824][URL="https://i.imgur.com/LIcr5Jg.png"]Here's an Idris and a Hull E next to the Retribution super-fucker.[/URL] No wonder Squadron 42's been delayed so much. Holy fuck.[/QUOTE] Holy mother fuck. That thing better be an epic setpiece in Sq42
Well, really, Star Citizen is several different games, sort of. It helps to know that it's being called a first-person universe (Chris Roberts is pushing the FPU acronym, because it's more than just a space sim now). When the game leaves beta and "launches" as finished, there will be two (or more) games: - Squadron 42, a single-player campaign with a structured storyline (with potentially branching paths based on mission outcomes); think Wing Commander - The Persistent Universe is the "MMO" component of the game, and there'll be 110+ star systems and 400+ landing zones (planets, space stations, moons) according to promises Right now, however, the game's far from finished, and development modules are being released that are testbeds for the various components of the experience. Right now, the only things available are the hangar module (walk around in your 'house' and look at the ships you own) and Arena Commander, an in-universe video game and the testbench for everything space right now. Coming soon are the FPS module (with maps on a derelict space station and a zero-g sports arena for a non-lethal sport/gamemode called Sataball) and the social/planetside module (your hangar is online and others can visit it, and you'll be able to leave the hangar and go walk around the ArcCorp Sector 18 landing zone and check out its shops). There'll also be enhancements to all of the modules on an ongoing basis, and at some point (scheduled to be by the end of this year, likely to slip), the planetside module will expand into an early implementation of the Persistent Universe where you can take off from the planet and jump to another system and land there. SQ42 is actually set to be a trilogy of titles (each its own full-size game), with Behind Enemy Lines and an unnamed third rounding out the story. In SQ42, you're in the UEE Navy doing your military service, just as in Wing Commander you were a pilot for the human empire, fighting the Kilrathi. Other offline campaign titles are a future likelihood, where you're a pirate or a bounty hunter or some other role instead of being a military pilot. As for the PU, let me tackle your questions one at a time, because it's pretty big. - Space will be [I]big[/I]; not as big as Elite: Dangerous (SC is likely going to be at 1:10 scale, while E:D is 1:1). You will be able to go anywhere you want (although the likelihood of being attacked goes up the more unsafe the place). - It's open-ended and much of the content will be player-directed. More on this in a sec. - The PU's economy model is comprehensive and will have about 10 NPCs for every player in the economic simulation. What this means is that players cannot take over and control the global economy, although it may be possible to temporarily control and interfere with the economy of single planets by organizing and maintaining an effective blockade to prevent supplies from reaching the planet, kind of thing. The game servers us players will play on won't actually be simulating millions and millions of NPCs, but the play servers will connect to a back-end economy simulation that [I]does[/I], and if the economy sim says that there is a pirate in the grid of space you just flew into, the game server spawns an appropriate pirate. The devs want the AI to be intelligent enough that, when you're in space and a ship is approaching you, you can't be sure that it's a human or AI pilot (unless they hail you on VoIP and call your mother a faggot, that's a definite Turing test winner). As for what there is to do, [I]lots[/I]. Here are some of the "professions" we know will have gameplay support for: Bounty hunting/piracy/mercenary, cargo hauler/merchant, info-runner, miner, explorer (pioneer is the official term), racer, fuel hauler [I]and[/I] collector, salvager, transport (vehicle or passenger -- this MAY be AI-only), scientist (taking observations of phenomena), search and rescue/medic, and all sorts of crew positions on ships such as radar operator, turret gunner, comms officer, and who knows what else so far. The MISC Reliant that just got unveiled will have a "news van" variant that's basically for space journalism, and who knows how that's going to play out. Piracy is a nuanced and multilayered thing, because pirates don't have one single thing they can do, they have options for screwing with people, ranging from holding up player ships and "mugging" them to stealing ships to outright blowing them up and just committing cold-blooded murder. You asked about missions, and it's pretty cool. Missions are how things get done in the 'Verse, and players should be able to create them as well as NPC-generated missions, and the mission system is a cascading system to a degree. Consider a mission to haul goods from safe space through lawless territory to safe space. Me, a hauler looking to make big money, accept this mission, but I'm not dumb; I create a mission for escorts, that I pay out, so I have some muscle with me. Players or AI could take this mission, in theory. While I'm preparing to leave, a mission has been created on the pirate "job board" in the lawless system to attack my convoy. System-created missions will run in two types and will be complex chains of situations. One is the standard job off the mission board, traditional RPG/MMO deal, here, take this stuff to here (things may happen during the trip, of course). The other is the kind you stumble on in the game. An example Chris Roberts gave was, you're flying in space and you receive a distress call; you fly out to that location and find a civilian being attacked by pirates; you blow the pirates up and recover the black box/whatever from one of them which reveals the location of their hideout; you then fly to that hideout and kick their asses, and while you're there you discover the location of an even BIGGER nest of pirates, and then you go and report this info to law enforcement and you're done (in theory you could round up 25 of your closest friends and try and clean up that big pirate's nest, too). I mentioned that players will be able to themselves become part of the game's history and lore. "Boss" NPCs will be uniquely named, and by that I mean, there will only ever be one Skulldriller Bloodthirst; you kill that pirate, and you're known as the guy who killed Skulldriller, and when that boss NPC respawns after whatever period of time, it'll have a new name and could possibly be in a different ship or loadout or something (within balance limits). Most of all, if you are lucky enough to discover an uncharted jump point to a new star system, you get to name it if you're the first one to travel to the new system, come back alive, and file the discovery with the authorities. [I]However[/I], you can also choose to keep the existence of the system a secret and exploit its resources for yourself and your friends -- but if someone else independently finds the system while you're doing that and reports it, they get naming rights. The devs intend on not always immediately giving access to new star systems when they add them, and instead leaving players to locate (in the huuuuuuge system maps) the anomaly that opens up a wormhole (a jump point) to the new system. Also, you won't always be in a space ship cockpit, either. You are a person, not a ship. You'll be able to get up from your seat and walk around, and walk around planetside. Here, watch this: [video=youtube;8gGLE3USB2U]https://www.youtube.com/watch?v=8gGLE3USB2U[/video] That's a live in-engine demo of the planetside module and the first of the five landing zones being prepared for it. That's a lot of words and it's probably badly-organized, but Star Citizen is a hard concept to explain in very short terms, and I've just saved you having to watch 5+ hours of videos explaining/discussing all the various elements of the game. Oh, and also, since the game's in development, it does have to be said that we don't know how all of these elements will turn out, because they've been designed, but designing something and it actually being fun when it's put into the game are two different things, and some things may also not be technically feasible for a while. Not everything is promised for day-1 launch readiness, either, but the game's got a projected 10-year lifespan for supported content.
That was a lot more than I expected man, thanks. I'm kind of excited for this game now. Not excited enough to spend 500$ on a damn ship, but excited enough. Personally I just want a space game where I can be a pirate. One thing that worries me though is big ships. Like nearly every player owning big ass ships and being fighting people and no one actually being merchants and such because its boring. Because whats the point in pirating when the only thing you can find are warships? Also, can you make your own bases/hideouts/whatever, or do you just live with the starports and such you're given? Very understandable if you can't. Anyways, thanks for the explanation again.
Oh, and the scale is going to be huge. Here's the Argo, a Shubin Interstellar mining station. It's 6km wide. [video=youtube;9dekkDN9pKY]https://www.youtube.com/watch?v=9dekkDN9pKY[/video] Something I forgot to even mention is that as ships get bigger, their crew sizes scale up, and it's going to become increasingly impossible for one single person to run the whole shebang. The Bengal carrier (not even the largest ship in the game as demonstrated by the above leak pics) is 1.1km long, has almost one hundred [I]weapons stations[/I] alone, carries like 70-80 fighters, and has an operating crew of >800. Most of these slots will be filled by AI-driven NPCs, and the AI will range from really stupid to near-human precision depending on how much you spend when hiring them. Keeping AI crew around will also have them gradually get better (and cost more correspondingly), but you [I]can[/I] replace AI with other human players if you can find enough people. If you own a bigass ship, you have bigass running costs (fuel is not free, neither is maintenance or ammo) and bigass responsibilities. As ships get bigger, they do become more powerful, but with bigger demands going with them, so the power scale isn't a linear climb but a series of tradeoffs between capability and responsibility. And even if the entire playerbase down to the last carebear got into fighters and acted like it was Space CoD, there will be millions of NPCs that do fulfill the various roles. And there are definitely people who want to be merchants and explorers and other non-combat roles. At the moment, there's no intended plan for players to be able to construct their own permanent bases in the PU, but it'll be possible to temporarily (temporary may be a long time, but it's not [I]permanent[/I]) control space stations and similar in lawless space. Oh, and one very important thing: There are no classes. There are no skill ranks where you level your gun skill up by headshotting 500 guys. Any player can do any activity, and success is determined by player skill, not RPG skill ranks. Mining, for example, is going to be a multi-faceted thing; someone's gotta aim the mining laser and monitor the asteroid to make sure it doesn't go unstable and explode, someone's gotta direct the tractor beam and tractor only the valuable chunks of rock into the hold, and someone should be in the pilot seat so that, if the asteroid [I]does[/I] start to become dangerously unstable, the ship can fuck off and not get massively damaged from debris impacts. Let's talk about buying ships for the moment. All you need to get into the game is a package; [URL="https://robertsspaceindustries.com/fly-now"]either of these[/URL] contains everything you need except for module passes that don't exist yet (like the $5 fps module pass when fps drops). All ships will be obtainable in-game without real money, and buying any ships above the minimum package is entirely optional and goes to support development. It's how we got over $83 million in crowdfunding and counting. As I said before, ships are not a linear power climb, and you should be able to do anything you want to do in your starter ship...as long as you don't try and do something that requires a lot more capability than you have available. The Aurora MR is a basic jack-of-all-trades ship, but no matter how you gear it out, it'll never outperform an [URL="https://robertsspaceindustries.com/comm-link/transmission/14518-Rugged-Colossus-Orion-Mining-Platform"]Orion mining platform[/URL] on ore haul. Hell, if you don't care about playing during the development cycle and don't mind starting out with the absolute base-tier ship with zero frills, [URL="https://robertsspaceindustries.com/pledge/Packages/Aurora-ES"]you can buy in for $35[/URL], and the retail price is intended to be $60. This specific package doesn't include development access or module passes, and that's why it's so cheap.
WIP Bengal from the leak [URL]https://www.youtube.com/watch?v=fEDEZbGd6_0[/URL] [editline]24th May 2015[/editline] and this gallery has some more vanduul stuff as well as some cockpit shots of the F8 [url]https://imgur.com/a/3fvrv/layout/blog[/url] [editline]24th May 2015[/editline] and some interiors for the lucky idris owners here [url]http://imgur.com/a/hmgV5[/url]
pretty sure that bengal is straight from the kickstarter video
Didn't they say you wouldn't be able to buy a Bengal, but that there were derelict ones out in space that you could find, fix up and use?
Someone got the FPS level working somewhat, they posted some screens on 4chan. [t]http://i.4cdn.org/vg/1432542419825.jpg[/t]
[QUOTE=elixwhitetail;47796824][URL="https://i.imgur.com/LIcr5Jg.png"]Here's an Idris and a Hull E next to the Retribution super-fucker.[/URL] No wonder Squadron 42's been delayed so much. Holy fuck.[/QUOTE] ok it's decided retribution is a fucking squad goal LOOK AT IT. HOLY. SHIT. It's big, bordering on absolutely retarded and I love it
Oh, and stupid me forgot possibly the most important detail to know about Squadron 42: When you finish SQ42, your character migrates into the PU (once it's up and the connection between the two works) for you to continue your personal story. It's generally assumed/confirmed that completing Squadron 42's campaign will grant your character Citizenship and you'll get to take a ship with you as a reward. You also will have the opportunity to cut the campaign short and mutiny, shoot your commanding officer in the head, and steal a ship from the capship you're stationed on and fuck off, entering the PU as a wanted criminal destined to a (potentially short) life of living outside the law. Due to overpopulation, Citizenship is not automatically granted, but earned through service (including the service of quietly paying a lot of money to the right people, if you want to go about it that way). [I]Exactly[/I] what benefits and perks Citizenship will grant hasn't been fully detailed, but it includes the right to vote (civil unrest is increasing as the non-Citizen enfranchisement movement gains in strength in ongoing lore posts) and is accorded a level of respect the rabble don't get from authority. ...on the other hand, there are places in the 'Verse where Citizens are most definitely unwelcome, in the lawless places, where (again, in ongoing lore posts), anti-United Earth Empire sentiment is not only on the rise, but it's becoming increasingly organized, extremist, and violent. By the way, Star Citizen will have permadeath, but a less aggressive system than the name sounds. In short, you will have an invisible life counter, and every time you 'die' (a headshot is almost automatically fatal) you lose a life and wake up in the nearest hospital. Less-fatal wounds can be treated without dinging off a life, although you may suffer permanent damage, and this will be reflected on your character -- your character should evolve over time as you go through with your character's personal story. Once you run out of lives, your character is too wasted and dead for even 30th-century medical science to save, and your character's stuff and reputation transfer to a new character of yours (a next of kin, or an apprentice, someone that somehow knows the character picks up the torch, as you decide), less an inheritance fee and a blanket standing loss. Your account remains, but the character you've been playing up until that point has finally passed away -- death in Star Citizen matters and you should want to avoid it. Rather than me post another novel, here are the two design posts that explain it way better, with diagrams and game art: [URL="https://robertsspaceindustries.com/comm-link/engineering/12879-Death-Of-A-Spaceman"]Death of a Spaceman[/URL] (the permadeath mechanic) [URL="https://robertsspaceindustries.com/comm-link/engineering/14318-Healing-Your-Spacemen"]Healing Your Spacemen[/URL] (character health, non-lethal limb damage, healing items) [QUOTE=ScottyWired;47798773]ok it's decided retribution is a fucking squad goal LOOK AT IT. HOLY. SHIT. It's big, bordering on absolutely retarded and I love it[/QUOTE] I wanna know how many weapons stations this thing has, and if there's even a TR rating for the engines that must be strapped to that thing's ass. "TR: FUCKTONS"
[QUOTE=elixwhitetail;47798851] I wanna know how many weapons stations this thing has, and if there's even a TR rating for the engines that must be strapped to that thing's ass. "TR: FUCKTONS"[/QUOTE] I wouldn't be surprised if it was treated as a special ship, where lots of stuff is a fixed asset. Kinda like how the elite S-rank super cars in most racing games are the only ones that can't be modified, only tweaked.
[QUOTE=ScottyWired;47798900]I wouldn't be surprised if it was treated as a special ship, where lots of stuff is a fixed asset. Kinda like how the elite S-rank super cars in most racing games are the only ones that can't be modified, only tweaked.[/QUOTE] Yeah, I suspect it'll be pretty damn hard to find a shop that deals in modular components for Bengal carriers and above. Though, if we're to repair the derelict Bengals that [I]are[/I] out there, that raises the question, "How?" Somewhere has to be able to fabricate replacement parts, or you'll have to keep that huge gouge on decks 3-5 sealed from the vacuum with duct tape. But when you consider that the interior spaces are also (going to be) modeled, if boarders manage to get in you will be having firefights in the hallways (with the ever-present risk of damaging the ship or breaching the hull and initiating an unplanned spacing of everyone between the nearest sets of bulkhead doors) as you fight for control of kilometer-long ships. How boner-inducing is that? Eat shit, EVE Online's Titans. :v:
[QUOTE=elixwhitetail;47798938]pretty damn hard to find a shop that deals in modular components for Bengal carriers and above. [/QUOTE] Barry's Homemade Bargain Bengals and Discount Superweapons Co.
[IMG]http://i.imgur.com/IpAs5E8.png[/IMG] [IMG]http://i.imgur.com/co1ABLu.png[/IMG] Look at this fucktard who is genuinely upset that CIG is refusing to sell the ships revealed in the leak (you know, big fucking UEE mega-capships and a sizeable portion of the Vanduul fleet) and is instead "milking" him on smaller ships. I think someone's lost sight of the fact that there's an actual game being built behind Spaceship Sales Simulator 2015. postal for RSI lead mod 2015 BTW, I found the original screenshot Lando posted: [t]http://i.imgur.com/kljzomw.png[/t] Oooooops.
Getting shit done here. [IMG]http://a.pomf.se/fvqhnh.png[/IMG] [editline]25th May 2015[/editline] Hype intensifies [t]http://a.pomf.se/ewpddk.png[/t] [t]http://a.pomf.se/ktftyd.png[/t] [t]http://a.pomf.se/lzrrvv.png[/t] [t]http://a.pomf.se/cbavqb.png[/t] [t]http://a.pomf.se/ryfobe.png[/t] [t]http://a.pomf.se/zcvtgx.png[/t] [t]http://a.pomf.se/syndtj.png[/t] [t]http://a.pomf.se/eoglnr.png[/t] [t]http://a.pomf.se/drbged.png[/t] [t]http://a.pomf.se/upaqzj.png[/t] Sorry for the small splatter on my helmet.
Someone made a hangar preview style video for the Vanduul Stinger. God this thing looks scary [url]https://www.youtube.com/watch?v=jFr9qqL8-4I&feature[/url]
The Vanduul boarding pods remind me of a Magog boarding ships from Andromada.
Let's play the "How many ships can you cram in an Idris" game. [url]http://imgur.com/gallery/cfGBQ/[/url] (spoilers its a lot)
[QUOTE=capgun;47801513]Let's play the "How many ships can you cram in an Idris" game. [url]http://imgur.com/gallery/cfGBQ/[/url] (spoilers its a lot)[/QUOTE] The Idris (and other carriers) are going to be a nightmare to land and takeoff from in multiplayer without elevators or winches to take the ships off of the flight deck and into a storage compartment, even if it's only carrying half the actual ship capacity [t]http://i.imgur.com/ASOZ439.png[/t]
[QUOTE=Saber15;47801991]The Idris (and other carriers) are going to be a nightmare to land and takeoff from in multiplayer without elevators or winches to take the ships off of the flight deck and into a storage compartment, even if it's only carrying half the actual ship capacity [t]http://i.imgur.com/ASOZ439.png[/t][/QUOTE] we've already got an auto-lander system that knows to position you in a certian place then drive you to a coordinate on the landing pad, I don't see why we wouldn't have a more automated landing sequence to trigger when entering a hangar like that.
I feel pretty bad about that asset leak.
[QUOTE=archangel125;47802159]I feel pretty bad about that asset leak.[/QUOTE] while the assets aren't exactly groundbreaking discoveries (barring the whole 'story spoilers' aspect if they genuinely wanted them to stay surprises until they jumped into space right in your face), it's a shit situation for CIG to pull damage control and especially for the guy the whole thing kind of originated through [IMG]http://i.imgur.com/YkXY4CC.png[/IMG] like, goddamn that little line caused a lot of grief
I feel it would be more cooler if some of the capital ship designs and stations incorporate zero G rooms and hangars. But I can see problems when you accelerate, but the gravity tech could be design to make it zero g even if the ship accelerate.
[QUOTE=Toyokunari;47802190]I feel it would be more cooler if some of the capital ship designs incorporate zero G rooms and hangars. But I can see problems when you accelerate, but the gravity tech could be design to make it zero g even if the ship accelerate.[/QUOTE] on a technical standpoint, if a ship uses big powerful 1g downforce generators that cover the whole thing, you could mount a toggleable 1g generator in the ceiling of a room and it'll cancel the gravity out. Double the energy for technically no effect in an area but if it's necessary it's necessary for something like an idris, I'd assume the whole thing (if in reality) would have a low grav system so crew can manage traversing around it more efficiently (like you could jump to and from various levels on that bridge with the open floor design), and ships could take off from higher levels (further away from generator, less impact) without too much effort. Maybe get small localized 1g generation in the living quarters/rec rooms for people to maintain themselves, since you lose muscle mass and bone density if you're in microgravity
mobiglas sort of working [vid]http://3kv.in/~techbot/ShareX/2015/05/2015-05-26-0052-14.webm[/vid] [editline]25th May 2015[/editline] sorry about the background noise
So.. What sort of goodies were in that leak?
[QUOTE=capgun;47800920]Someone made a hangar preview style video for the Vanduul Stinger. God this thing looks scary [url]https://www.youtube.com/watch?v=jFr9qqL8-4I&feature[/url][/QUOTE] [URL="https://dl.dropboxusercontent.com/u/111996868/2015-1/Space%20Games/eep.JPG"]Welp, we're boned[/URL]
Sorry, you need to Log In to post a reply to this thread.