Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
5,006 replies, posted
Projectiles penetrate your shields, but that's what armor is for. It's a two-step rock-paper-scissors, because both layers are protecting your thin hull from rupture, and each is better at one of the two primary weapon types (laser and projectile). Right now, armor is basically not a thing except on a select few fighters, so projectiles are basically OP, but that won't stay true for much longer.
Also, right now, time to kill is almost zero, but when physically-modeled damage is implemented, TTK will go up by a [I]lot[/I]. Don't mistake Arena Commander's current balance for the representative PU experience by any means. There is no reason for a PU one-on-one combat encounter to end with the destruction of a ship literally seconds into the engagement (unless the ships are a SH vs an M50 that gets cockpit-shot).
Oh god, autotracking gimbals, no. I know that's how Wing Commander did it but its UI was a lot more primitive by comparison. That's basically ESP++. I also see that as empowering mouse users even more, unless you limit the autotracking to only HOTAS or something, and that's a whole other mess to untangle.
However, at the same time, in this week's RtV, it was clearly stated that HOTAS balance isn't being prioritized right now because it's a waste of time to balance against a constantly-moving target. HOTAS balance will come after they get the foundations of the game up and running, and they're working on that at a frantic pace. People need to remember they're in an alpha, and lack of immediate results != indication that your feedback is being shit on instead of listened to. I'm talking less about people in this thread and specifically [del]this page[/del]last page, and more the noisy rabble on the SC forums.
I don't think auto-tracking is a good idea in this, shit is a lot harder to hit manually than in ED, and having a constant source of damage from auto-aim would just be insanely strong - no sane person would use fixed weapons
they could definitely do with toning down the manoeuvring thrusters and limiting rotational power
[QUOTE=krail9;47951650]I don't think auto-tracking is a good idea in this, shit is a lot harder to hit manually than in ED, and having a constant source of damage from auto-aim would just be insanely strong - no sane person would use fixed weapons
they could definitely do with toning down the manoeuvring thrusters and limiting rotational power[/QUOTE]
Gimballed guns in ED are pretty inaccurate past ~500m, though. They have a lot of inherent play in their aim as they try to zero in on the enemy and any chaff causes them to go completely haywire.
Saw this game online, looked unreal then I saw the prices..... WOW nope, must be a good game I can tell but if I wanted to play with a lot of the ships and what not, it looks like I'll have to pay a small fortune, I wish this was sort of pay for the game but pay for bigger ships if you want but still have some available for free.
[QUOTE=tails484777;47953427]Saw this game online, looked unreal then I saw the prices..... WOW nope, must be a good game I can tell but if I wanted to play with a lot of the ships and what not, it looks like I'll have to pay a small fortune, I wish this was sort of pay for the game but pay for bigger ships if you want but still have some available for free.[/QUOTE]
The prices are only there to aid the funding for development. You can simply purchase the cheapest package (~$45 now?) and work your way up to the bigger ships once the Persistant Universe is released. All the ships that have been for sale can be purchased with ingame funds earned however you please.
[QUOTE=Sweeney;47953530]The prices are only there to aid the funding for development. You can simply purchase the cheapest package (~$45 now?) and work your way up to the bigger ships once the Persistant Universe is released. All the ships that have been for sale can be purchased with ingame funds earned however you please.[/QUOTE]
Don't forget that you can always earn REC in Arena Commander to rent other ships.
[QUOTE=tails484777;47953427]Saw this game online, looked unreal then I saw the prices..... WOW nope, must be a good game I can tell but if I wanted to play with a lot of the ships and what not, it looks like I'll have to pay a small fortune, I wish this was sort of pay for the game but pay for bigger ships if you want but still have some available for free.[/QUOTE]
Click the "Fly Now!" on the RSI homepage and either one of those packages will give you access to the final game plus immediate development access (what the rest of us are playing). When the fps module drops, you will need to pay an additional $5 module pass to play it, however (it is not required if you don't want to playtest the fps).
Any additional ship or package purchases from there are strictly if you want and the proceeds go into the development budget.
There are also periodic free-fly weeks where anywhere between 1 and 10+ ships are made available for all backers to try out for free. Between this and REC, I've flown every flyable ship except the Avenger, the Cutlass, and the Gladiator (and some variants) and the only flyable ships I actually own are an Aurora and two Mustangs, so I think the actual reality's pretty all right.
And, as the others have said, once the actual game is up and running, [B]everything[/B] that was put up for pledge sales (ships, decorative items, whatever) will be obtainable in the Persistent Universe. Buying ships doesn't give you exclusivity, it just gives you a headstart in exchange for supporting the project above and beyond the minimum cost of a package.
Really, you can get in for $35 if you don't care about playing before the game is "released" (out of beta, 1.0 retail) and don't mind starting out with the most no-frills Aurora variant--which just means it isn't pre-fitted with a few pieces of slightly better equipment that the other four variants come with. In fact, starter ships are designed to be versatile and capable of many tasks, and a lot of Chris's design ethos in past games is present here. In Freelancer, many people completed the entire game using their starter ship, without ever swapping it out for something bigger, because they never needed to swap out the chassis; they were able to mount or swap out whatever they needed onto their ship. The modularity system is intended to give players a lot of versatility, and as with Freelancer, you should be able to do just about anything in your starting Aurora, so long as you keep your ship's limitations in mind. No matter how it's geared, an Aurora is not going to be able to out-mine an Orion, a dedicated, four-crew mining platform ship, but the Orion can't do many things the Aurora can.
I could write an entire essay about the topic (and have), but let me give you the condensed version: There is no linear power climb from zero to endgame in Star Citizen. There is, in fact, no traditional "endgame". Having a bigger ship does mean you have stronger and bigger shields and bigger, meaner guns, but unless you've spent fucktons of money and time on upgrades and tuning or are in very special circumstances, you're also slower and less maneuverable and you will need more people to help you fly it.
- A bigger ship has higher running costs--fuel won't be free, maintenance won't be free, NPC crew (if you don't have friends online when you need them) aren't free and are dumber the cheaper you hire, missiles are not replenished by the magic ammo fairy in the middle of nowhere in space, etc.
- Aftermarket upgrades and modifications will range from reasonable to beyond fucking expensive to purchase and will define the ship and its role far more than what the site currently says for most ships
- The bigger you are, the higher value a target you are to pirates as well as griefers (stealing your ship being a legitimate activity, trollishly blowing it up repeatedly being bad conduct)
- Bigger ships will start to need fighter escorts, either players or AI, and that's not free
- Bigger ships won't fit through some Jump Points (wormholes between star systems) and have to take longer alternate routes, possibly through more dangerous territory
- Bigger ships will likely take longer to get into warp using the in-system supercruise, Quantum Drive
- Activating Q Drive requires flying in a straight line for long enough -- making you a very predictable target
In short, mo' money gives you mo' ship, but mo' ship means mo' problems. It's not a linear power climb but a way of getting something in return for supporting the game. It's how they've managed to achieve $84 million.
Seriously. Any pilot who takes out their Idris (max crew: 10) solo on day 1 in stock equipment is six hours away from being known on YouTube, the SC forums, and Reddit, as the guy whose $1,250 ship was stolen from him on launch day. :v: He'd be able to get it replaced by insurance -- but the ship actually has to be constructed in the economy before it's delivered, so it might take a few hours or days.
[QUOTE=tails484777;47953427]Saw this game online, looked unreal then I saw the prices..... WOW nope, must be a good game I can tell but if I wanted to play with a lot of the ships and what not, it looks like I'll have to pay a small fortune, I wish this was sort of pay for the game but pay for bigger ships if you want but still have some available for free.[/QUOTE]
That's exactly what the game is, though. You don't have to pay for any of the ships (other than buying the cheapest game package). You can get the game with a basic ship and then once it's fully released, get whatever ship you want without having to pay real money for any of them. You'll be able to get all of them in-game and the ability to buy ships at the moment is just to help fund development at the moment. Once it's released it won't be possible to buy any of them that way anymore.
Our lord and savior Chris Roberts will be speaking shortly on the PC gaming conference
[URL]http://twitch.tv/pcgamer[/URL]
[QUOTE=Saxon;47983981]Our lord and savior Chris Roberts will be speaking shortly on the PC gaming conference
[URL]http://twitch.tv/pcgamer[/URL][/QUOTE]
I have come to consume gaben, and become the one true gaming god of money.
[sp]Figths gabe with a gladius and gabe defends with his sword he keeps below his knife shelf.
Chris cuts off gabe's head and lightning strikes the stage.[/sp]
[sp]Lord british speaks behind the audience and whispers, "there can only be one...[/sp][sp]game''[/sp]
some neat little clips they showed, noticed an elevator ride in a huuuuuuge space station, a fighter ship strafing around some static models of the new vanduul bomber and other ships, and some odd hand-to-hand fighting mocap (and a dude landing like spiderman zerking out, likely acting for a vanduul!)
They showed capitals in game and fighting for a brief second.
And that scene with the dreadnought docked at the planet was cool
[QUOTE=paindoc;47986698][t]http://i.imgur.com/Di1XC2o.png[/t]
[I]holy shit[/I][/QUOTE]
So who's going to foot the repair build on player-owned capital ships? Because by the looks of that they're going to be, uh... costly.
[editline]17th June 2015[/editline]
[QUOTE=elixwhitetail;47951557]Projectiles penetrate your shields, but that's what armor is for. It's a two-step rock-paper-scissors, because both layers are protecting your thin hull from rupture, and each is better at one of the two primary weapon types (laser and projectile). Right now, armor is basically not a thing except on a select few fighters, so projectiles are basically OP, but that won't stay true for much longer.
Also, right now, time to kill is almost zero, but when physically-modeled damage is implemented, TTK will go up by a [I]lot[/I]. Don't mistake Arena Commander's current balance for the representative PU experience by any means. There is no reason for a PU one-on-one combat encounter to end with the destruction of a ship literally seconds into the engagement (unless the ships are a SH vs an M50 that gets cockpit-shot).
Oh god, autotracking gimbals, no. I know that's how Wing Commander did it but its UI was a lot more primitive by comparison. That's basically ESP++. I also see that as empowering mouse users even more, unless you limit the autotracking to only HOTAS or something, and that's a whole other mess to untangle.
However, at the same time, in this week's RtV, it was clearly stated that HOTAS balance isn't being prioritized right now because it's a waste of time to balance against a constantly-moving target. HOTAS balance will come after they get the foundations of the game up and running, and they're working on that at a frantic pace. People need to remember they're in an alpha, and lack of immediate results != indication that your feedback is being shit on instead of listened to. I'm talking less about people in this thread and specifically [del]this page[/del]last page, and more the noisy rabble on the SC forums.[/QUOTE]
It's not just HOTAS I care about. I'm a gamepad user, and that's the absolute lowest control scheme in terms of playability. I don't think a single person on the high leaderboards is a gamepad user.
[video=youtube;WhiriMAEtOE]https://www.youtube.com/watch?v=WhiriMAEtOE[/video]
[video=youtube;kIZPFt57KCw]https://www.youtube.com/watch?v=kIZPFt57KCw[/video]
Via Sandi's Facebook, the floor plan of a Starfarer:
[t]https://i.imgur.com/bn72bMo.jpg[/t]
[URL="https://robertsspaceindustries.com/comm-link/spectrum-dispatch/14780-Plain-Truth-Clinical-Trial"]There are rumblings that Lynch Fever, which can be fatal according to past loreposts, is a cover story for a false flag operation[/URL] intended to give the UEE an excuse to neuter political dissent by shutting down any mobilization of opposition under the guise of medical quarantine.
Vault update and Jump Point this week, along with a Scythe Q&A post on Friday.
I see, thank you everyone for correcting me on that, much appreciated.
The idea with ballistic is an agreement between permanent damage and permanent ammo loss. Its Not A Terrible Idea really. Cockpits just shouldn't be so fragile. If they are on the bigger ships it will be soo easy to kill them.
[QUOTE=Why485;47989408]Pew pew
[vid]http://i.imgur.com/27dectk.webm[/vid][/QUOTE]
By the stars I swear we will have a magnificent beast such as that with the SpacePunch Logo emblazoned on the sides with none of those crap words such as "subtlety" or "minimalism" I will grind every stockmarket, every bounty, I shall reach into the core of celestial mountains and RIP the metallic treasures from within them. I will not stop till my feet are on the bridge
of our mightiest vessel.
We will have or SpacePunch "Space Sector Defilement Engine" and all shall fear our cries of war.
Remind me what's our warcry?
[video=youtube;0CPzveBCWCU]https://www.youtube.com/watch?v=0CPzveBCWCU[/video]
[QUOTE=thisguy123;47993590]Remind me what's our warcry?[/QUOTE]
"YOUR BOOZE OR YOUR LIVES!"
[video=youtube;Cw5KnQb_0C4]https://www.youtube.com/watch?v=Cw5KnQb_0C4[/video]
[QUOTE]0:00 – Empire Report is back!
1:01 – Welcome & News with Ben Lesnick
5:42 – News from Around The Verse
15:32 – Meridian Transit – Sol System
16:10 – Interview with Gage Hallman
21:00 – Ship Shape with Lisa Ohanian
24:45 – Meridian Transit – Castra System
25:19 – Exploring the Scythe UI with [B]Zane Bien[/B]
29:50 – Sneak Peek[/QUOTE]
Also, a couple days back, [URL="https://forums.robertsspaceindustries.com/discussion/comment/5190946/#Comment_5190946"]Calix said these two things[/URL]:
[QUOTE]There seems to be some issues with REC yield at the moment - I've been seeing a lot of matches award less than 100 REC for being an active participant from start to finish. REC is not meant to be a grind, this is a bug.[/QUOTE]
[QUOTE]Also, Aurora's should be getting more REC than Super Hornets - that should be the case already. Again, if they are not, this is a bug.[/QUOTE]
So that's interesting, REC scaling based on your ship's position in the AC dogfighting power curve. Makes an all-Aurora VS run a more interesting proposition.
wind pressure?
Looks like a fluff display for a monitor on Shubin, but I hope it's some kind of sensor for exploration.
that glitch-out with the scythe UI is pretty clever
Jump Point goes up later today (being worked on now).
[URL="https://robertsspaceindustries.com/comm-link//14786-Scythe-Q-A"]The Scythe Q&A is up.[/URL]
There's a backer freefly week starting today: [I]all[/I] flyable ships are unlocked. We've gotta get some stuff organized this week. Who's up for a Gladiator race?
Also, on RtV and after in comments, Ben has confirmed that next Friday will be the Genesis Starliner concept sale, and its price will be $400. It has a passenger capacity of 40 and is a sizeable ship with important world-building roles to play, and that's the reason for the cost.
This is a bit old, and the other thread is just over a year old, but:
[QUOTE=archangel125;47948586]Finally, Star Citizen stands the best chance of solving the controller disparity if they make gimballed weapons automatically track targets. They don't need to make it as hands-off as it is in Elite: Dangerous, but they SHOULD create something like a thumb-sized aiming circle that, if you hover it over an enemy, automatically makes your gimballed weapons track the enemy within that circle. Subsystem targeting like Elite boasts would also be very cool.[/QUOTE]
[URL="http://facepunch.com/showthread.php?t=1250197&p=45002541&viewfull=1#post45002541"]How times have changed in merely one year.[/URL] :v:
I'm not trying to start any fights, but I thought it was just funny to stumble on that while I was trawling through the old thread.
[URL="https://i.imgur.com/uyzYgCM.jpg"]Holy shit, Terra Prime is pretty (leak content).[/URL]
[URL="https://robertsspaceindustries.com/the-pledge"]The Pledge is available online again.[/URL]
[URL="https://forums.robertsspaceindustries.com/discussion/269192/comm-link-schedule-for-the-week-of-june-22"]Weekly schedule[/URL]
[QUOTE]As you’ve heard, the Genesis Starliner sale is this next weekend. We’re putting together some cool stuff to show off the ship, including an interactive experience from Turbulent and a selection of artwork that’s a little more interesting than the usual sale. I think that the Starliner is going to be a ship that only a select number of backers actually want to fly… but everybody will get to learn about its role in the persistent universe and some of the gameplay we’re developing for it. Next week, we’ll follow with at least two Q&A threads. One of the reasons we really like events like this isn't so much that we're selling a new ship, but more that we get to do some creative stuff (like the web games) that don't take time from the folks' working on the patch.
And on that note, I know that everyone wants to know where the FPS patch is. I don’t have a date for you, but I have asked the folks involved to provide more information on the status. If you remember the Arena Commander rollout, we worked to get you weekly updates with some more specifics as to what bugs we’re facing, and my goal is to do something similar here. Getting the folks involved away from their work is a challenge in cases like this, but we’re going to do something. No date yet, but at the very least expect us to be better able to answer your questions on RtV this week.
On a completely unrelated line of thought, I realized last night that we have been missing out on something the last two months: the rerun Jump Point content we’ve promised. To catch up, we’re going to put a previously published Jump Point story out each day this week, [URL="https://robertsspaceindustries.com/comm-link/transmission/14628-WIP-Retaliator"]starting with the Retaliator WIP piece (which should be available now.)[/URL]
Tuesday, June 23rd
- Meet the Devs: Gage Hallman
- Jump Point Rerun
Wednesday, June 24th
- Vault Update
- Jump Point Rerun
Thursday, June 25th
- Around the Verse: Episode 50!
- Jump Point Rerun
Friday, June 26th
- Reverse the Verse
- Crusader Industries Starliner Sale
- Jump Point Rerun[/QUOTE]
10 for the Monday:
[video=youtube;m5eFAdJXXSE]https://www.youtube.com/watch?v=m5eFAdJXXSE[/video]
[QUOTE]0:37 – Development stability in module integration
2:59 – Accounting for the unexpected in development timelines
6:20 – Breaking down asset development by type
9:28 – Staffing a project
14:45 – Minimizing delays in production
18:49 – Difficult aspects of being a Senior Producer
21:28 – Planning
25:29 – Sharpening your skills as a producer
31:50 – The process of implementing a new feature in Star Citizen
35:45 – Resolving creative disagreements during development[/QUOTE]
laser grappling hook - become the spidernaut
[url]https://gfycat.com/IllegalMiserableGardensnake[/url]
[QUOTE=dai;48035787]laser grappling hook - become the spidernaut
[url]https://gfycat.com/IllegalMiserableGardensnake[/url][/QUOTE]
I need to find out how to get the gun working; if so, I can give you guys a good tour of the Astro Arena map instead of just drifting through and out of the level through geometry that isn't properly set collide yet.
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