• Star Citizen Megathread - Star Marine isn't doomed after all!
    5,001 replies, posted
Alright so seeing how well-designed that editor is kind of alleviates my concern that procgen planets would end up being pretty but barren landscapes with nothing to do on them a la No Man's Sky. If those tools enable them to quickly create interesting and somewhat scripted missions like the one we saw in the demo, I guess they'll be able to fill them with content satisfyingly. I'm wondering where "dynamic" missions fit in all that, though. I don't follow the game very closely but IIRC one of the game's mechanics is generating missions based on various stuff that's happening dynamically in the universe. Stuff like, doing a big heist on a secure trade route redirects trading trafic elsewhere and prompts in-verse companies to hire mercs to secure it again. Would that kind of stuff also happen planetside? Like if, say, a band of AI pirates down an important ship and make it crash on a planet's surface, would it generate a wreck there along with a mission asking players to retrieve its blackbox/cargo/survivors? Perhaps have the pirates land nearby to defend it from salvagers?
Question: will this game have mech suits? If so then I might get this one day.
honestly later in dev they should release proc gen tools and let players make planets, the best planets get in the game
[QUOTE=_Axel;51180296]Would that kind of stuff also happen planetside? Like if, say, a band of AI pirates down an important ship and make it crash on a planet's surface, would it generate a wreck there along with a mission asking players to retrieve its blackbox/cargo/survivors? Perhaps have the pirates land nearby to defend it from salvagers?[/QUOTE] In theory. That sounds like something you'd ask Chris and he'd say "Yes!" and [I]then[/I] turn and look at the designers with a grin on his face, going "We can do that, right guys?" [QUOTE=jimbobjoe1234;51180385]Question: will this game have mech suits? If so then I might get this one day.[/QUOTE] If you're expecting Mechwarrior-style stuff, at anything larger than say 10-foot scale, probably not. There are also the spider mining robots, which may still include a cockpit for players to steer them from, but those aren't combat mech suits. However, there [I]is[/I] [URL="https://robertsspaceindustries.com/comm-link/transmission/12978-Introducing-Your-RSI-Space-Suit"]the Class IX space suit.[/URL]
It feel like all this time their creating individual jigsaw puzzle pieces.
Wasn't there a future planet building npc/player driven economy feature that was talked about in one of the ATV episodes?
Link to the part where they talk about the ProCen Gen editor?
[QUOTE=Toyokunari;51180576]It feel like all this time their creating individual jigsaw puzzle pieces.[/QUOTE] Individual pieces that all run on the same engine, an engine that, itself, is being largely rewritten underneath their feet. Knitting these pieces together is fairly standard software development, even if the specifics of the project are unique and unusual. Brian Chambers was on the game stream yesterday and said that, although it's hard to measure precisely, they've probably rewritten about half of CryEngine -- it's now definitely called StarEngine. [editline]9th October 2016[/editline] [QUOTE=FlandersNed;51180629]Link to the part where they talk about the ProCen Gen editor?[/QUOTE] [url]https://www.twitch.tv/starcitizen/v/94032328?t=13m52s[/url]
[QUOTE=elixwhitetail;51180639]Individual pieces that all run on the same engine, an engine that, itself, is being largely rewritten underneath their feet. Knitting these pieces together is fairly standard software development, even if the specifics of the project are unique and unusual.[/QUOTE] It is fairly standard, but the big question is when will they finally start knitting those pieces together?
They already are? SC Alpha 2.5 includes fps and space gameplay, Star Marine is just an encapsulation of the fps gameplay into its own separate mode (originally conceived to be a stepping stone to what we now know as Alpha 2.0), and every new thing being added is tied into the Crusader large world map (except Star Marine and the new Arena Commander game mode promised in the slides, obviously). Alpha 2.0 was the beginning of the knitting together, because it took the Arena Commander experience and the fundamentals of the hangar/social module experience and merged them together: You wake up on Port Olisar as a dude and you have to call your ship and walk out to it to fly, rather than going through an Arena Commander lobby screen and spawning in space already in your ship. The knitting is in progress. 3.1 to 4.0 are intended to be the roadmap for the next 12 months after 3.0 comes out (whenever that is), and the 3.0-4.0 roadmap is pretty much a case of filling in careers and major gameplay features, one at a time. There's your knitting. It'll remain to be seen if they actually do it and if it is anywhere near the scheduled timeline they hope to manage, but they are at least saying the right things.
[QUOTE=Viper_;51178996][video=youtube;rzcNx3x-Kj4]https://www.youtube.com/watch?v=rzcNx3x-Kj4[/video][/QUOTE] 2
[QUOTE=Wii60;51180497]honestly later in dev they should release proc gen tools and let players make planets, the best planets get in the game[/QUOTE] I think they talked about releasing a modding suite down the line fairly early into the games development. I haven't heard about it since though We should have "The next great planet" competition, the starship one was pretty fun despite its assests being forgotten about since They should considering licensing out their own build of Cry Engine in the future like Amazon, it seems vastly superior to what CryTek is working off of :v:
They've talked about modding tools since day one. A modding guide was part of the original Freelancer package, and is actually one of the reasons I bought that package. Whether or not they follow through, I have no idea. As the game has gotten more and more complicated, and more reliant on server infrastructure, I'm starting to doubt that they will follow through on it. Ditto for the private server claims as well. I would not be surprised if private servers get dropped in the same way drop in coop was dropped for Squadron 42. Not out of malice or whatever, but because it might not make sense anymore with the way the game is developing.
[QUOTE=Saxon;51181091]I think they talked about releasing a modding suite down the line fairly early into the games development. I haven't heard about it since though[/QUOTE] Modding tools and private (Freelancer-style run-your-own) servers are stretch goals and intertwined features (modded content is for private servers). All discussion about them since has TL;DR'd to "actually making the game is priority over making the mod tools and private server for it, we have to get the game out of beta before we focus on official mod tool/private server releases". Which is pretty sensible, honestly. Otherwise you're having to update the modding tools with every alpha/beta patch, and that's just adding more work to keep patches from breaking everything. I could see the private server thing working, but there'd probably be a pretty hard playercount limit unless server capacity is really fucking beefy by then. Either that or they'll cut some kind of deal with Google to offer private server hosting at a specific rate (maybe per-slot) so people don't need to have ridiculous hardware to run more than four slots. As for TNGS, the Redeemer is not used in SQ42 and so is lower priority, and CIG hasn't forgotten about the other ships. There was, at least a year or so ago, an XML file for the Boomslang in the dev builds (as glimpsed in a freeze-frame of a Bugsmashers episode where Mark is scrolling through a huge folder of XML files). [QUOTE=Saxon;51181091]They should considering licensing out their own build of Cry Engine in the future like Amazon, it seems vastly superior to what CryTek is working off of :v:[/QUOTE] I've been saying this for a long time and I really hope that they can work out some kind of deal with Crytek over what's left of the Crytek code in StarEngine and license StarEngine to other people, because imagine a Dead Space 4 looking like the fucked Idris in the catastrophically-damaged capship R&D clip.
Because the problem with modding is that if the game is supposed to be this big MMO thing, it's like having mods for World of Warcraft or Eve Online. Sure you might be able to do little client side things, but you can't just make a Star Wars mod for a game that has everybody in a single shared universe. I think how moddable Star Citizen ends up being will be very tightly coupled to how private servers are going to work. If they work. [editline]10th October 2016[/editline] muh automerge
For as long as I've been a backer, modding tools have been almost 100% private server only. Whether private servers will happen or they'll get ED-offline-mode'd, that's something we're going to find out eventually, but I imagine CIG will at least try and fulfill the stretch goal. SQ42's co-op isn't gone, it's just being delivered in the closest form that makes sense because the original pitch doesn't.
[video=youtube;8LSWDZmEWn0]https://www.youtube.com/watch?v=8LSWDZmEWn0[/video]
[video=youtube;cHf7LOk7EJo]https://www.youtube.com/watch?v=cHf7LOk7EJo[/video] Someone posted this to Reddit: [t]https://i.imgur.com/GTX3ZLq.jpg[/t] Smartest guy in the room during the preshow/slideshow segments. Not so much for the demos.
[vid]https://giant.gfycat.com/QuestionableOfficialCero.webm[/vid]
[video=youtube;XuDj5v81Nd0]https://www.youtube.com/watch?v=XuDj5v81Nd0[/video] There'll likely be a clean version of just the demo up in the next couple days, too.
I was pretty bored tbh. Gamescom was much more impressive. Feel sorry for the guys who spent over a thousand dollars to see the presentation in person.
most of the pres was weak but the planetside demo more than made up for it, extremely impressive stuff achieved in a relatively short time
[QUOTE=Thom12255;51182024]I was pretty bored tbh. Gamescom was much more impressive. Feel sorry for the guys who spent over a thousand dollars to see the presentation in person.[/QUOTE] I'm not sure people went explicitly to see what was in the stage presentation. It's a huge meet'n'greet in the meantime, have some big jpgs [t]http://i.imgur.com/u5Yf7dq.jpg[/t] [t]http://i.imgur.com/yPnSDth.jpg[/t] [t]http://i.imgur.com/rlj1iAh.jpg[/t] [t]http://i.imgur.com/26jXEfr.jpg[/t] [t]http://i.imgur.com/XY49V4Q.jpg[/t] [t]http://i.imgur.com/RGWS9sI.jpg[/t] [t]http://i.imgur.com/6q6QqZ0.jpg[/t] that javelin was quite the setpiece
Does anybody know the size of the planets? Has a maximum size that you can land on been mentioned?
I hope SC does not get base building like in ARK or Rust, and especially not alien mount taming or anything dumb like that
[QUOTE=Kurnuttaja;51182402]I hope SC does not get base building like in ARK or Rust, and especially not [B]alien mount taming or anything dumb like that[/B][/QUOTE] :what: [editline]10th October 2016[/editline] What made you think they would ever implement mount taming?
How do you even hold on when it goes underground that's just silly.
[QUOTE=jonoPorter;51182426]:what: [editline]10th October 2016[/editline] What made you think they would ever implement mount taming?[/QUOTE] I'd love to ride a sandworm
[QUOTE=jonoPorter;51182426]:what: [editline]10th October 2016[/editline] What made you think they would ever implement mount taming?[/QUOTE] Osiris: New Dawn
[QUOTE=jonoPorter;51182426]:what: [editline]10th October 2016[/editline] What made you think they would ever implement mount taming?[/QUOTE] Well, one of the stretch goals was pets.
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