Star Citizen Megathread v. procedurally-generated deadlines
1,645 replies, posted
[QUOTE=thisguy123;51651042]It would be real neat if the Inertial dampener subsystem was targetable such that if someone blew it up suddenly the whole crew is now subject to g-force. Scrambling to repair it while the pilot tries to keep evading enemy fire while also balancing not passing out seems like one of those emergent tense moments that a game like star citizen was built for.[/QUOTE]
I can just imagine everybody in the ship wildly ragdolling around
[QUOTE=thisguy123;51651042]It would be real neat if the Inertial dampener subsystem was targetable such that if someone blew it up suddenly the whole crew is now subject to g-force. Scrambling to repair it while the pilot tries to keep evading enemy fire while also balancing not passing out seems like one of those emergent tense moments that a game like star citizen was built for.[/QUOTE]
As far as I am aware, sub-system damage is eventually going to be a thing so that sort of scenario could quite possibly happen.
[QUOTE=dai;51651069]I can just imagine everybody in the ship wildly ragdolling around[/QUOTE]
For the love of God make this optional or I'm out
[QUOTE=dai;51651069]I can just imagine everybody in the ship wildly ragdolling around[/QUOTE]
I just want a button to disable it so when I'm piloting a Carrack I can kill the dampeners and just slam on the brakes and watch the entire crew come screaming through the rear door to smash into the huge canopy.
[QUOTE=Saber15;51651412]I just want a button to disable it so when I'm piloting a Carrack I can kill the dampeners and just slam on the brakes and watch the entire crew come screaming through the rear door to smash into the huge canopy.[/QUOTE]
Being able to selectively turn off the artificial gravity in larger ships (which I assume also includes the dampeners) section by section is something CIG has talked about being in the plans for a while now, and the zone system should make this fairly trivial to do. Captaining, say, an Idris, you should be able to turn the ship's interior into an obstacle in itself against boarders. Or lazy/inattentive crew.
[B]BRAKE CHECK[/B]
I don't think I'm going to multi-crew with any facepunchers now. I don't want to be a pancake.
[QUOTE=Intoxicated Spy;51651459]I don't think I'm going to multi-crew with any facepunchers now. I don't want to be a pancake.[/QUOTE]
Then stay in the turret / bed / at a station. It would most likely only affect people that were freely walking around.
Language Man ASMR Challenge (Try Not To Sleep!)
[video=youtube;4b6tWxM_d0o]https://www.youtube.com/watch?v=4b6tWxM_d0o[/video]
$50m stretch goal if anyone was wondering why
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[QUOTE=Viper_;51660934]
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Why is he missing a finger :ohno:
Shit happens
[QUOTE=jonoPorter;51661178]Why is he missing a finger :ohno:[/QUOTE]
It's probably tucked against his palm. He said he disabled his thumb and pinky so he could approximate the three-claw hand of the Vanduul.
[QUOTE=jonoPorter;51661178]Why is he missing a finger :ohno:[/QUOTE]
Did you ever play Assassin's Creed?
[t]https://i.imgur.com/7FzBNej.png[/t]
I assembled this from the AtV shots because the one on Reddit sucks.
[IMG]http://i.imgur.com/2eUlrGv.png[/IMG]
Nothing unusual over on Reddit.
[video=youtube;u6s8yY3BJj0]https://www.youtube.com/watch?v=u6s8yY3BJj0[/video]
[URL="https://robertsspaceindustries.com/comm-link/spectrum-dispatch/15668-This-Day-In-History-The-Walzer-Massacre"]This week's lorepost is about the massacre in the real Station Demien that makes its inclusion as an environment in Star Marine [I]~controversial~[/I].[/URL]
What kind of controllers do you even use for this for maximum playability? Two joystick or a 3D-mouse? I don't get it.
I use a mouse+keyboard because aiming sucks with a joystick. The game is way too twitchy for joysticks to be as viable as mice for aiming.
It may be worth using a left-handed joystick for strafing, a mouse for pitch/roll, and pedals for throttle.
Controllers suck majorly, I personally prefer mouse and keyboard, but dai says that dual sticks can work quite well, the just take practice
MKB is far from bad, I love it and it provides the best aim for gimbal users
Dual Joystick FEELS the best for me, you're really connected with the motion. While fine aiming is a bit touchy at the moment (til they implement a proper curve editor, so the center zone of the stick covers finer tilt), it's better than using mouse for fixed weapons.
I feel joystick+mouse is a neat option, but you have to be a bit ambidextrous. This would probably be a bit more useful if you had pedals for some extra flight control, since a single joystick's 3 axes is pretty limited when you've got 6DOF. The biggest benefit here is unlocking your view from your flight control, allowing you to operate gimballed weapons accurately without fighting with your ship over what direction you're flying.
I was trying to play with an XBONE controller last night and dear lord it was touchy and bad. Made everything move super chunky like it did 2 years ago. Having said that, my dad tried the game out for the first time the other day and not only had an easier time picking it up than flight in BF1's storymode and battlefront's xwings (not hard, to be fair), but managed to shoot down three consecutive pirate ships manning a cat turret with no prior training. (on this note though, any form of controller is leagues better than using mouse on the turrets right now, there's a completely separate motion format and they're not slidy pieces of trash)
3D Mouse is great in concept but
1: the game has to directly support 3dconnexion software natively because 3dx love their proprietary formatting and don't output joy axes. (hint: for most of the past decade, the only officially supported game listed on 3dx's website was [i]secondlife[/i] and even that sucked ass with the control)
2: the puck is super resistant and not exactly built for constant forward pushing, you'll tire your arm out or continually fight with the device sliding forward on your desk.
I love my 3d mouse for camera controls and it's like an extension of my body when I'm working in 3D software, but I don't think it'll get proper support nor would it be as relaxed and finite as using properly setup joysticks
Probably a total noob question, assuming it's been spoken about: How is SC dealing with exploration? From what I understand exploration is going to be a major job possibility, but to my knowledge, the galaxy/universe is all already planned out /generated. Are we going to be getting entire star systems that are not currently on the galaxy map that we can find if we go deep enough? Or is 'exploration' going to be limited to landing on already known planets, moons or asteroids and finding unique and unmarked POI?
[QUOTE=Lord Hayden;51669018]Probably a total noob question, assuming it's been spoken about: How is SC dealing with exploration? From what I understand exploration is going to be a major job possibility, but to my knowledge, the galaxy/universe is all already planned out /generated. [B]Are we going to be getting entire star systems that are not currently on the galaxy map that we can find if we go deep enough?[/B] Or is 'exploration' going to be limited to landing on already known planets, moons or asteroids and finding unique and unmarked POI?[/QUOTE]
Finding an uncharted Jump Point that leads to an undiscovered system is the holy grail of exploration -- reporting the discovery gives you naming rights (must be approved by CIG, so no jumping to Asscrack) and makes you a permanent entry in the game lore. You can also choose to delay reporting the system to survey and harvest resources from it or sell the information to a player group for their exclusive mining access, but that runs the risk that someone else might find it and scoop you by reporting in first.
Once a system is registered, it is added to the global public charts.
They haven't given us a fleshed-out picture of exploration, but we got a peek at one angle with the Endeavour. [URL="https://robertsspaceindustries.com/comm-link/transmission/14323-Into-The-Unknown-A-Carrack-Her-Crew"]One of the concepted modules is a comet telescope that scans for objects moving against the static background.[/URL]
Plus with procgen planets being a reality and not a two-years-from-now thing, that changes the nature of surface exploration. Space is plenty big, and even in systems that are settled, lots can happen outside the reach of official charting.
[QUOTE=elixwhitetail;51669100]They haven't given us a fleshed-out picture of exploration, but we got a peek at one angle with the Endeavour. [URL="https://robertsspaceindustries.com/comm-link/transmission/14323-Into-The-Unknown-A-Carrack-Her-Crew"]One of the concepted modules is a comet telescope that scans for objects moving against the static background.[/URL][/QUOTE]
Could that be used to spot ships too? Like as a way to see people who try to hide their stealth signature.
[QUOTE=elixwhitetail;51669100]Finding an uncharted Jump Point that leads to an undiscovered system is the holy grail of exploration -- reporting the discovery gives you naming rights (must be approved by CIG, so no jumping to Asscrack) and makes you a permanent entry in the game lore. You can also choose to delay reporting the system to survey and harvest resources from it or sell the information to a player group for their exclusive mining access, but that runs the risk that someone else might find it and scoop you by reporting in first.
Once a system is registered, it is added to the global public charts.
They haven't given us a fleshed-out picture of exploration, but we got a peek at one angle with the Endeavour. [URL="https://robertsspaceindustries.com/comm-link/transmission/14323-Into-The-Unknown-A-Carrack-Her-Crew"]One of the concepted modules is a comet telescope that scans for objects moving against the static background.[/URL]
Plus with procgen planets being a reality and not a two-years-from-now thing, that changes the nature of surface exploration. Space is plenty big, and even in systems that are settled, lots can happen outside the reach of official charting.[/QUOTE]
Seems very interesting, although by the sounds of it hundreds and thousands of players could be floating around in the depths of space aimlessly for [i]months[/I] before CIG decides to add in (or activate) a new system, which I imagine they wouldn't do every week or so. Flying through space where someone has been already but finding something that wasn't there for them gives me the feeling of a cheap discovery. From what I get they want to keep it rather populated in-game as opposed to Elite's millions of star systems with nobody around.
[QUOTE=_Axel;51669785]Could that be used to spot ships too? Like as a way to see people who try to hide their stealth signature.[/QUOTE]
Maybe? I really don't know, but I kind of imagine that the ship scanning gameplay's probably going to be separate. Even an Idris gets pretty small more than 50km away.
[QUOTE=Lord Hayden;51670234]Seems very interesting, although by the sounds of it hundreds and thousands of players could be floating around in the depths of space aimlessly for [i]months[/I] before CIG decides to add in (or activate) a new system, which I imagine they wouldn't do every week or so. Flying through space where someone has been already but finding something that wasn't there for them gives me the feeling of a cheap discovery. From what I get they want to keep it rather populated in-game as opposed to Elite's millions of star systems with nobody around.[/QUOTE]
Jump Points aren't supposed to be easy to find and system discovery registrations will be global events. You're searching for invisible space anomalies that can only be detected from a supposedly small radius, and potentially only from the right angle. Few people will get to have this honour by design.
The promise is for there to be 100 star systems at launch (although CIG have been warning that it's unlikely they'll make it to 100 for launch); there are ~85 [I]known[/I] star systems on the starmap. CIG could add new star systems (say once a month, or once every two months) to the game even if the other 15 haven't been discovered yet.
They'll just be out there, waiting to be stumbled upon -- and if CIG needs a certain system discovered and players aren't finding it or nobody's even looking in the right place, they can have an NPC discover it and just push it along into playability that way.
I don't see the game going past 250 star systems by the end of its lifespan unless they go apeshit with spamming systems that have nothing of interest in them except resources to be extracted. They're going for quality over quantity.
[highlight]Reminder[/highlight] to people who want to join us for some casual SC, [URL="https://discord.gg/0elHVcbeLfgCDlW5"]gather up in the Discord[/URL] for the top of the hour. As in 20 minutes from now.
I have a little bit of money, but I am absolutely torn.
I am having a really hard time wondering if I really, REALLY want SC right now..
Or do I prepurchase Resident Evil 7? I was impressed by the performance, graphics, and style of what the demo was....
Agh.
AGH. VIDEO GAMES AND MONEY ARE DIFFICULT.
[QUOTE=Covalent;51677190]I have a little bit of money, but I am absolutely torn.
I am having a really hard time wondering if I really, REALLY want SC right now..
Or do I prepurchase Resident Evil 7? I was impressed by the performance, graphics, and style of what the demo was....
Agh.
AGH. VIDEO GAMES AND MONEY ARE DIFFICULT.[/QUOTE]
if it helps I have vowed never to drop money down on an EA game again. Only because after the likes of the starbound debacle and Eternal crusade i've been stung one too many times.
As it stands with SC my line is thus. I am not going to put a penny to SC until I could theoretically walk to the shops, pick up the game and come home with the actual Star Citizen 1.0 (or more like 1.03) and play the full fledged game then and there.
And even then I shall wait two to three weeks, firstly to allow reviews to make sure the game is all it's cracked up to be and to allow for day one patches.
I would wager it's better to spend your money on a complete product now and have some patience. If star Citizen is going to be good I do not want to be burnt out before I can play the game as Chris Roberts dreamed.
[QUOTE=Covalent;51677190]I have a little bit of money, but I am absolutely torn.
I am having a really hard time wondering if I really, REALLY want SC right now..
Or do I prepurchase Resident Evil 7? I was impressed by the performance, graphics, and style of what the demo was....
Agh.
AGH. VIDEO GAMES AND MONEY ARE DIFFICULT.[/QUOTE]
impatience doesn't mesh well with SC, hold off for a while and play games that are finished
[QUOTE=dai;51677952]impatience doesn't mesh well with SC, hold off for a while and play games that are finished[/QUOTE]
At minimum until 3.0 is out, and I'll be fairly surprised if it's before April 1st.
[media]https://imgur.com/a/j7dx7[/media]
There's a Gamestar.de article and it has some 3.0 shots and a peek at what appears to be a concept/storyboard shot of SQ42. Nothing really new in the article, though, about the same as usual.
[QUOTE=Covalent;51677190]I have a little bit of money, but I am absolutely torn.
I am having a really hard time wondering if I really, REALLY want SC right now..
Or do I prepurchase Resident Evil 7? I was impressed by the performance, graphics, and style of what the demo was....
Agh.
AGH. VIDEO GAMES AND MONEY ARE DIFFICULT.[/QUOTE]
I would hold off on purchasing SC until [I]at least[/I] alpha 3.0.
At the moment there's basically nothing to do but ship combat and janky FPS combat, the game runs like complete dogshit and it crashes whenever you look at it wrong.
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[URL="https://facepunch.com/showthread.php?t=1545588&p=51590040&viewfull=1#post51590040"]It is finally complete.[/URL]
Amusingly, the Drinks bar has turned out to be the most popular item I've proxy-purchased for non-subscribers on FP. Bunch of space drunks, that's how I know I've found my people. :v:
[URL="https://robertsspaceindustries.com/comm-link/citizens/15673-This-Week-In-Star-Citizen"]The weekly schedule this week is about normal.[/URL] Jump Point should be coming this Friday, as well.
Was the production schedule only up until the 2.6 release or are they just getting shit together for the new year? It hasn't been updated in a while from what I can see.
It'd be nice if they reactivated it for 2.6.1, but they haven't specifically confirmed that they will. I imagine it'll be there for 3.0.
CIG does these weekly status updates whenever a patch cycle is running long and morale starts to dip and they want to reassure us that they're still working. This is pretty much textbook CIG, dropping it as soon as the big late patch comes out. It's extra work to gather, sanitize, clear with legal, and post this information, and posting the schedule contributes no material improvements to CIG's workflow -- it only appeases us backers.
The beginning of the year is always a bit of a slow start, because people have to get back up to speed after vacation and the studio heads plan out the year ahead (which can sometimes cause things to be rearranged rather soon after Citizencon timeline slides lay out the plan), so maybe it's coming back soon. I don't know, but I'd be a bit surprised if it starts back up before mid March (when community patience over 3.0 will probably start to wear thin if it's not at least in Evocati by then).
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