• Star Citizen Megathread - Star Marine isn't doomed after all!
    5,001 replies, posted
[QUOTE=MendozaMan;51098301]And wtf Kotaku, why are you suddenly posting quality games journalism It ain't like you[/QUOTE] Kotaku UK is a different group from the mothership. Kotaku UK wrote a nice article about the Alpha 2.0 demo at Gamescom 2015, because it had impressed the socks off them. Kotaku.com's corresponding article TL;DR'd to "meh, it was literally nothing special". As suspected, Illfonic's problems were primarily those of an outsourcer -- poor communication between staff from each company meant the work they were putting out was not immediately usable. It's a shame, because it'd be interesting to know how 2015's development timeline would've unfolded if Star Marine had been ready by, say, Gamescom.
[QUOTE=MendozaMan;51098301]I don't say this often (or at all really), but read [B]this[/B] Kotaku article on SC to know a shitload more about SC development [url]http://www.kotaku.co.uk/2016/09/23/inside-the-troubled-development-of-star-citizen[/url] It's very well written, presents factual information and told me a whole bunch of shit that I didn't know Looking back it's a small miracle CIG even got as far as they are now, in terms of employment and work progress/schedules they had some BAD bad years And wtf Kotaku, why are you suddenly posting quality games journalism It ain't like you [editline]24th September 2016[/editline] Seriously it made me understand why the first releases and ship designs were such an ungodly fuckin awful mess, and why we are just now getting the sort of Alpha release standards that were promised[/QUOTE] [quote]Critics of Star Citizen’s release structure often point to Elite Dangerous as an example of how the game should have been made.[/quote] no thanks
[QUOTE=Grenadiac;51099465]no thanks[/QUOTE] Elite is alright, but jesus christ when it first released it was so fucking barebones. It literally felt like there was more to do in the initial release of the Hangar Module for SC. It's getting better with the expansions (glad I have the lifetime expansion pass), but if SC released that barebones I would be fucking pissed to hell and back.
[QUOTE=Forumaster;51099693]Elite is alright, but jesus christ when it first released it was so fucking barebones. It literally felt like there was more to do in the initial release of the Hangar Module for SC. It's getting better with the expansions (glad I have the lifetime expansion pass), but if SC released that barebones I would be fucking pissed to hell and back.[/QUOTE] The lifetime expansion pass they claimed would be gone forever, only to bring it back around a year later at 3 times the original price, as well as charging almost as much for the very first expansion as it cost to buy [I]all [/I]of them with that lifetime pass? Yeah, I'm glad the two games don't have more in common. People saying "Elite did it right!" seem to ignore all the bad things that happened with it, and that's not just referring to state of the actual game itself. Besides, more paid content doesn't actually mean the base game is any better.
Elite's still a godawful game.
Where's my Mechs, Where's my Mechs, Where's my Mechs. *imagine a tantrum moving your hands around like banging two drums*
i also vote for gundam space fights in star citizen any game can be improved with mechs [QUOTE=Oicani Gonzales;51099861]elite is not a [I]bad[/I] game, it just doesn't have much to do it's still a comfy as fuck Space Truck Simulator[/QUOTE] it wouldnt be a bad game if i can turn my spaceship faster then a elderly person in a wheelchair
[video=youtube;-2LfQoFbLWg]https://www.youtube.com/watch?v=-2LfQoFbLWg[/video] As far as we know, players eventually owning the spider mining robots as pilotable "walkers" is still not off the table. Leave off the giant ore container "bulb" and give them weapon/shield hardpoints and increase their movement speed. We manned tachikoma in space now.
[QUOTE=elixwhitetail;51100481][video=youtube;-2LfQoFbLWg]https://www.youtube.com/watch?v=-2LfQoFbLWg[/video] As far as we know, players eventually owning the spider mining robots as pilotable "walkers" is still not off the table. Leave off the giant ore container "bulb" and give them weapon/shield hardpoints and increase their movement speed. We manned tachikoma in space now.[/QUOTE] "You exist because we allow it, and you will end because we [B][I]demand it.[/I][/B]"
[QUOTE=Why485;51099174]months upon months of wasted work[/QUOTE][QUOTE]They listed only 3 examples, but off the top of my head I can think a couple more.[/QUOTE]Damage states. What's another?
redoing the character rig 3 times?
I've been eyeing up this game for a while and am eager to give it a shot because [I]holy shit this has ambition and is probably gonna deliver[/I] and I have some questions. 1. On the minimum requirements, they just say "Quad Core CPU". I have my doubts, but will an AMD FX-4300 handle this game? (rest of my system is a 960 4GB + 16GB of RAM so no potential issues there) 2. What's the barrier to entry? What's the minimum i'm expected to pay? Is there a trial of some kind? 3. What's the difference between the two "starter" ships? (Mustang and Aurora) I've never played a space sim before and i'm guessing that the former is trickier to control? 4. Is KB/M a perfectly servicable control scheme or am I going to have to grab a joystick? 5. How much of the game is playable right now?
[QUOTE=little.sparrow;51101231]I've been eyeing up this game for a while and am eager to give it a shot because [I]holy shit this has ambition and is probably gonna deliver[/I] and I have some questions. 1. On the minimum requirements, they just say "Quad Core CPU". I have my doubts, but will an AMD FX-4300 handle this game? (rest of my system is a 960 4GB + 16GB of RAM so no potential issues there) 2. What's the barrier to entry? What's the minimum i'm expected to pay? Is there a trial of some kind? 3. What's the difference between the two "starter" ships? (Mustang and Aurora) I've never played a space sim before and i'm guessing that the former is trickier to control? 4. Is KB/M a perfectly servicable control scheme or am I going to have to grab a joystick? 5. How much of the game is playable right now?[/QUOTE] While I'm sure Elix will come along and make a giant post, I'll just toss out my two cents. 1: You should be OK to play the game on lowish settings at launch, but right now nobody is getting over 30 fps in a Crusader (Mini-PU) session due to poor serverside framerate (server/netcode rewrite in progress) 2: Minimum price is 45$ (VAT applies if in EU) for a game package. You can get either the [url=https://robertsspaceindustries.com/pledge/Packages/Mustang-Alpha-SC-Starter]"Star[/url] [url=https://robertsspaceindustries.com/pledge/Packages/Aurora-MR-SC-Starter]Citizen"[/url] package which is for the massive multiplayer persistent universe, or the [url=https://robertsspaceindustries.com/pledge/Packages/Squadron-42-Standalone-Pledge]"Squadron 42"[/url] package, which is only the single player game. Free flies happen every now and again (usually around large events, there should be one for citizen con in ~2 weeks) in which you can download and try out the game for free (~30 gigs) 3: The aurora is a multipurpose ship that flies like a brick but can haul a decent amount of cargo, and the mustang flies like a dream but looks utterly silly and is about as solid as a tin foil hat. 4: I use KBM exclusively and I murderbone dedicated dogfighters in an aurora, it's serviceable. 5: Very little of the game is actually playable. Right now you can fly a good number of ships, engage in space battles (both in arena based matches as well as in the mini-pu) FPS is implemented in a very basic form in the mini-pu, though right now it is fairly janky. Alpha 2.6 is going to introduce Star Marine, the arena based FPS shooter, as well as the refined FPS mechanics. In the mini-pu, you can take some basic salvage/combat missions, but nothing beyond fly here and press this button. Also as of now, you can only play as a spaceman who looks very dead inside. Overall I'd say if you have the money and want to get the game, go for it, but remember to keep a healthy amount of skepticism lest you become a rabid cult member like most of the SC reddit and official forums. Also I'd advise jumping on our [url=https://discord.gg/0elHVcbeLfgCDlW5]FP SC discord[/url] if you wanna talk with people about the game or organize a session.
[QUOTE=Korro Bravin;51101297]While I'm sure Elix will come along and make a giant post, I'll just toss out my two cents. 1: You should be OK to play the game on lowish settings at launch, but right now nobody is getting over 30 fps in a Crusader (Mini-PU) session due to poor serverside framerate (server/netcode rewrite in progress) 2: Minimum price is 45$ (VAT applies if in EU) for a game package. You can get either the [url=https://robertsspaceindustries.com/pledge/Packages/Mustang-Alpha-SC-Starter]"Star[/url] [url=https://robertsspaceindustries.com/pledge/Packages/Aurora-MR-SC-Starter]Citizen"[/url] package which is for the massive multiplayer persistent universe, or the [url=https://robertsspaceindustries.com/pledge/Packages/Squadron-42-Standalone-Pledge]"Squadron 42"[/url] package, which is only the single player game. Free flies happen every now and again (usually around large events, there should be one for citizen con in ~2 weeks) in which you can download and try out the game for free (~30 gigs) 3: The aurora is a multipurpose ship that flies like a brick but can haul a decent amount of cargo, and the mustang flies like a dream but looks utterly silly and is about as solid as a tin foil hat. 4: I use KBM exclusively and I murderbone dedicated dogfighters in an aurora, it's serviceable. 5: Very little of the game is actually playable. Right now you can fly a good number of ships, engage in space battles (both in arena based matches as well as in the mini-pu) FPS is implemented in a very basic form in the mini-pu, though right now it is fairly janky. Alpha 2.6 is going to introduce Star Marine, the arena based FPS shooter, as well as the refined FPS mechanics. In the mini-pu, you can take some basic salvage/combat missions, but nothing beyond fly here and press this button. Also as of now, you can only play as a spaceman who looks very dead inside. Overall I'd say if you have the money and want to get the game, go for it, but remember to keep a healthy amount of skepticism lest you become a rabid cult member like most of the SC reddit and official forums. Also I'd advise jumping on our [url=https://discord.gg/0elHVcbeLfgCDlW5]FP SC discord[/url] if you wanna talk with people about the game or organize a session.[/QUOTE] 1. Fair enough. 2. I'll probably wait for a free-fly before I put any money down. Nice to hear one's coming up soon though. 3. I actually prefer the look of the Mustang, but the weak armour sounds like a pisser. Is it as modular as the aurora? 4. Good to hear that KB/M is servicable. Might try and snag a cheap joystick from CEX or something anyway. 5. Sounds like a decent slice so far. Can't wait for customisation though, it sounds crazy.
Here's the giant post you predicted, Korro, you ninja bastid. 1. The minimum requirements are a moving target as the game builds towards completion and tech advances. You should probably expect to build a new computer within the next three years to respond to SC coming out, or upgrade parts to roughly equivalent in the same timespan. As for the actual current state of the game with your machine, you should do [I]okay[/I] but understand that there are a lot of performance issues in the game right now, and a lot of them are CPU-bound, which means bad times for you when physics/netcode performance issues kick in. However, this is obviously to be expected from an alpha and they're obviously going to be improving things over time. The netcode's a huge source of shit performance (in the Crusader map, specifically) and that's due for a complete overhaul with the 3.0 patch due sometime around the end of the year/into next. 2. Your exact pricing is going to vary based on VAT, so I'll instead link to the minimum required for entry. Your choices are the [URL="https://robertsspaceindustries.com/pledge/Packages/Aurora-MR-SC-Starter"]Aurora MR[/URL] starter package or the [URL="https://robertsspaceindustries.com/pledge/Packages/Mustang-Alpha-SC-Starter"]Mustang Alpha[/URL] starter. These packages include everything you need for accessing all of the online components currently available as well as entry into the final game. The MMO component of SC is intended to be a pay-once-play-forever situation, so once you have a package, you are in. Anything beyond that is an optional contribution to help pay for development. Note that the single-player campaign, Squadron 42, is [I]not[/I] included in the above packages. [URL="https://robertsspaceindustries.com/pledge/Packages/Squadron-42-Standalone-Pledge"]A package that costs the same as the above two that only provides SQ42 is available,[/URL] but it doesn't include [U]any online access[/U] at all, even now. It's for the person who wants only the single-player. There are combo packs that include both SQ42 and the online stuff, [URL="https://robertsspaceindustries.com/pledge/Packages/Aurora-MR-Star-Citizen-Squadron-42-Combo"]Aurora[/URL] and [URL="https://robertsspaceindustries.com/pledge/Packages/Mustang-Alpha-Star-Citizen-Squadron-42-Combo"]Mustang[/URL] versions. There are no free trials right now, but there usually are free trials around their events -- you missed the Gamescom one last month. Expect one in a couple weeks to coincide with Citizencon on October 9th. This thread will also be very active around then because Citcon is the single largest SC event of the year in most circumstances. We have high expectations (except on the streaming quality, which is typically mixed to shit). 3. The Aurora MR is like the VW Westphalia of spaceships. It's a trusty all-rounder but it's nothing amazing or flashy. When geared for combat, it can hit well above its weight class, but it's fragile compared to a dedicated military-grade fighter like the Hornet. The Mustang Alpha is more of a flashy sports car by comparison; it's light, fast, agile, but even more fragile and less versatile than the Aurora. The Aurora's maneuvering thrusters are also positioned and directionally aligned in such a way that it has sucky yaw/horizontal translation capability, but superior pitch/vertical capability, meaning rolling through pitch turns is much more efficient than a yaw turn; the Mustang, by comparison, can dart around almost however you want because it has the most overpowered thrusters in the game (to compensate for its completely wrong center of thrust -- the flight model is Newtonian but the Mustang was designed to be cool before it was designed to be flyable). Which one is "the best" depends on what you want to do. If you want to get your start in the game hauling commodities around and schlepping your way through an honest joe's work into a more specialized and capable ship, the Aurora line's a very solid start. If you want to be more daring, get into some combat, maybe go into riskier areas and outrun trouble, a Mustang's your better choice. There's also going to be a good amount of tweaking and customization, so the chances are that you can make the ship do what you want it to do (except make usable cargo space appear when there is physically no room), but certain ships will still be more suited for certain roles. 4. Input balance is [I]fairly[/I] equal right now but it hasn't had a proper balance pass. You'll do fine on kb/m, though, and the devs' goal is to be input-agnostic. 5. Not much but it's alpha. Rather than writing out a novel, [URL="https://robertsspaceindustries.com/feature-list"]I'll link you to the site's own feature list for what is currently live.[/URL] The next patch, 2.6, ETA unknown and not until mid-October at least, will include the long-awaited Star Marine fps gamemode. Like Arena Commander, it's a standalone, round-based game within the game, and it's also an fps testbench. It was originally intended to be [I]the[/I] fps testbench, but that plan didn't work out as well as hoped and it wasn't ready when it was needed; instead, Alpha 2.0 rolled fps test functionality into itself and the devs just skipped right to the merged fps-space experience instead of starting with an isolated module. [editline]24th September 2016[/editline] [QUOTE=little.sparrow;51101317]I actually prefer the look of the Mustang, but the weak armour sounds like a pisser. Is it as modular as the aurora?[/QUOTE] This is unknown, but it lacks the external cargo rack of the Aurora and what that means for expandability on the external side. It's worth browsing [URL="https://robertsspaceindustries.com/ship-specs"]the ship matrix.[/URL] Variants of the ships are, in [I]most[/I] cases, nothing more than preassembled packages of module upgrades on top of the base ship plus a different paint job. The Aurora CL is just an Aurora MR with a bigger cargo box attached to its belly and a better power plant/thruster. The Mustangs are a bit more of a custom job for each variant, but I have to imagine that you'll be able to swap their parts around; e.g. swapping the Alpha's belly cargo sled out for the Omega's additional ventral scoop and engine or the Delta's internal ammo hold. Also just going to throw this out there even though you probably already know it: Everything is obtainable in-game. Pledging for anything beyond the minimum now is something you do because you want to support the project.
[QUOTE=elixwhitetail;51100481][video=youtube;-2LfQoFbLWg]https://www.youtube.com/watch?v=-2LfQoFbLWg[/video] As far as we know, players eventually owning the spider mining robots as pilotable "walkers" is still not off the table. Leave off the giant ore container "bulb" and give them weapon/shield hardpoints and increase their movement speed. We manned tachikoma in space now.[/QUOTE] Was referring to one of the first posts about suits. [url]https://robertsspaceindustries.com/comm-link/transmission/12978-Introducing-Your-RSI-Space-Suit[/url]
Apparently my spaceman has an allergic reaction to the Mustang Delta, and turns into spaghetti. [t]http://i.imgur.com/6QmjSw6.jpg[/t]
There is exactly 1 ticket left for citizencon it seems if you want to go, this is prob your last chance [url]https://robertsspaceindustries.com/pledge/Event-Tickets/CitizenCon-2016[/url] [IMG]http://i.imgur.com/JlppCyE.png[/IMG]
[QUOTE=Wii60;51108308]There is exactly 1 ticket left for citizencon it seems if you want to go, this is prob your last chance [url]https://robertsspaceindustries.com/pledge/Event-Tickets/CitizenCon-2016[/url] [IMG]http://i.imgur.com/JlppCyE.png[/IMG][/QUOTE] [IMG]http://i.imgur.com/62dvbk9.png[/IMG]
reminds me how sell a lot of stuff fast ? create feeling they in demand and will run out of fast ... ;)
[QUOTE=Dwarden;51108919]reminds me how sell a lot of stuff fast ? create feeling they in demand and will run out of fast ... ;)[/QUOTE] Nah, pretty sure they've been on sale for weeks. And these are actual event tickets, they can't sell an infinite amount.
there's probably a few tickets in people's carts awaiting finalization and some have timed out/canceled, as well as legit use of the refund system ;)
it's always a conspiracy huh dwarden
[QUOTE=Sgt. Khorn;51108749][IMG]http://i.imgur.com/62dvbk9.png[/IMG][/QUOTE] ... What? [IMG]http://i.imgur.com/apdc7yC.png[/IMG]
[img]http://i.imgur.com/Zj7Nnb1.png[/img] your answer lies within and is probably taxes
[QUOTE=Grenadiac;51109039]it's always a conspiracy huh dwarden[/QUOTE] well I think you didn't get the joke ;) nothing about conspiracy ... but some said it's all farce ;)
[QUOTE=Oicani Gonzales;51109369]it does make sense tho[/QUOTE] not really. archangel and dai nailed it.
[QUOTE=Dwarden;51108919]reminds me how sell a lot of stuff fast ? create feeling they in demand and will run out of fast ... ;)[/QUOTE] So you think faking ticket numbers to create an artificial demand makes more sense than a much simpler explanation of an event with limited tickets almost running out and someone cancelling their ticket for any numbers of reasons...
the most logical explanation is that over the course of several hours, once in the past days/weeks after the tickets were initially in the selling frenzy, they generated a single $45 ticket, to increase the appearance of demand, by adding more supply. a beautiful and deadly scheme
[QUOTE=dai;51109464]the most logical explanation is that over the course of several hours, days/weeks after the tickets were initially in the selling frenzy, they generated a single $45 ticket that still hasn't been bought, to increase the appearance of demand by adding more supply. a beautiful and deadly scheme[/QUOTE] it makes sense, didn't you hear CIG is strapped for cash?
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