• Star Citizen Megathread - Star Marine isn't doomed after all!
    5,001 replies, posted
[QUOTE=Forumaster;49275907]Is there any way to obtain different ships on the PTU? Using my Constellation gets me a crash or a disconnect within 3 minutes and my Merlin isn't QD capable. I can rideshare with people in other ship types and the PTU stays running.[/QUOTE] At the very moment AC is disabled again so this isn't actually useful, but when AC was re-enabled, you could earn REC in PTU AC and then use REC-rented ships in Port Olisar. CIG already stated that we'll be able to use REC for stuff in the baby PU. Have you tried the offline trick? It might help you with stability (or it'll be proof that the Connie itself is causing crashes no matter the external conditions).
Just tried Vanduul Swarm using the whole free flight thing, and I gotta say I'm having a blast. Definitely gonna buy into this game, I like the flight model a lot to be honest, very spacey feeling with all that inertia and no air resistance. It at least feels somewhat like I'm flying a space ship rather than just a jet fighter in space. [editline]9th December 2015[/editline] Also props to Elix for reminding me how to bypass admin perms, game runs much better now.
[QUOTE=Milkdairy;49278131]Just tried Vanduul Swarm using the whole free flight thing, and I gotta say I'm having a blast. Definitely gonna buy into this game, I like the flight model a lot to be honest, very spacey feeling with all that inertia and no air resistance. It at least feels somewhat like I'm flying a space ship rather than just a jet fighter in space. [editline]9th December 2015[/editline] Also props to Elix for reminding me how to bypass admin perms, game runs much better now.[/QUOTE] The flight model's what I love about this game. It can use some refinement, but the essence of it is perfect for a space game.
[QUOTE=Milkdairy;49278131] Also props to Elix for reminding me how to bypass admin perms, game runs much better now.[/QUOTE] Can you elaborate on this? I installed the game last night, but haven't gotten a chance to boot it up yet. Anything to help optimize the experience the first time around is appreciated. Also - Thanks for the tips on the packages/ships/rental system. One question I do have is about insurance. I see people mention lifetime insurance, but all the packages I've seen say 3 months. Do you pay for insurance with in-game currency after that period is over?
[QUOTE=Roninjinn;49278869]One question I do have is about insurance. I see people mention lifetime insurance, but all the packages I've seen say 3 months. Do you pay for insurance with in-game currency after that period is over?[/QUOTE] yes LTI is an incentive offered way back at the beginning of the crowdfund period+any new concept ship sales; its importance is massively overstated by the general community and is really just a convenience so you don't have to pay a supposedly negligible amount of spacebucks each time your renewal period comes up
also insurance only covers your ship, not any modules weapons or w/e you have on it.
That's good to know.
PTU 2.0.0j is out. Restart launcher/verify/delete USER as usual. [URL="https://www.reddit.com/r/starcitizen/comments/3w1hgz/official_patch_notes_for_alpha_200j/"]Patch notes[/URL] highlights: - Constellation has received some handling tweaks to make it feel a little more massive. Reduced jerk on strafe, increased rotational jerk on yaw and increased ship responsiveness. - Fixed an issue where one character could push another character away from the ship spawn terminals while interacting with it. - Fixed an issue where the error message overlay would not go away without a full game exit. From Discord a couple hours ago: [QUOTE]WLeverett-CIG: I'll know more about today's patch in a bit. UK QA are testing right now. All of us in Texas actually just woke up, we stayed up really late to get last night's build out the door. We've found a potentially major bug that has to do with the destruction of objects that resulted in a server crash. [B]Was kinda fun watching CR and @Sean "Criminal" Tracy get after it and publish a fix.[/B][/QUOTE] Also, [URL="https://facepunch.com/showthread.php?t=1446574&p=49056297&viewfull=1#post49056297"]this is everything we know about insurance right now[/URL]. The subscriber-exclusive stream is happening in an hour and a half. If there are any questions non-subs would like me to ask on their behalf (no guarantee I'll get answered), post them here. This week multiple people from CIG LA's design team are going to be on, including Matt Sherman. AFAIK CR will not be participating, but who knows if he'll have time to drop in. On the topic of improving performance, if you're suffering major stuttering and choking, and SC is already installed on an SSD so it's not I/O bottlenecking, you can set some custom parameters to improve performance. This works in 1.3 as well as 2.0 PTU. The file must be named [B]user.cfg[/B] and needs to live in (SC path)\Star Citizen\Public\ (or, if it's the PTU, \Test\ instead of \Public\). [QUOTE]Con_Restricted = 0 sys_spec = 1 ai_NavigationSystemMT = 1 e_ParticlesThread = 1 e_StatObjMergeUseThread = 1 gfx_loadtimethread = 1 p_num_threads = 1 sys_job_system_enable = 0 sys_main_CPU = 0 sys_physics_CPU = 1 sys_streaming_CPU = 2 r_AntialiasingMode = 1 e_GsmCache = 1 r_ssdo = 0 r_ssao = 0 r_SilhouettePOM = 0 e_ShadowsMaxTexRes = 256 e_ShadowsResScale = 10 r_VSync = 0 r_MotionBlur = 0 g_radialBlur = 0 [/QUOTE] sys_spec 1 is optional and sets your presets to Low; you could put 2-5 for medium-ultra instead, but sys_spec needs to be the second line because it sets the presets and then any lines that follow customize the preset. All of the lines between sys_spec and r_ssdo involve setting CPU threading to forced values instead of letting Cryengine attempt to figure it out itself. The lines from r_ssdo to the end set/disable different graphical effects and can be left out, but motion blur is out of control and costly so it's worth leaving out unless you really like it. Note: If your CPU has HyperThreading/AMD's equivalent, you instead need to set these lines to correctly assign different physical cores to the threads: [QUOTE]sys_main_CPU = 0 sys_physics_CPU = 2 sys_streaming_CPU = 4 [/QUOTE]
after the whole LTI fiasco with everybody buying the recent P72 Archimedes for $30 and upgrading it to any ship they wanted in the sale, I really think the deal should be shuffled around. I feel that, given people are paying for the privilege of having certain ships with real money, it would genuinely suck if insurance slipped your mind and you legit lose it forever. It'll be a rarity, but it's protection I think most early backers should be afforded across the board. The question becomes, what do you offer the people who owned legit LTI ships prior to that sale if you make everything else LTI? I'm sure they'll be salty (grey market overpriced buyers earned the grief anyways) but I think people should still get rewarded for being first to the punch on concepts
LTI should be implemented as a permanent ability to re-buy the same insurance plan and get your ship back even if you lost your ship and wasnt insured. kinda like a post-death insurance plan guarantee. Shouldnt just free ship hulls. I want ship hulls to be worth something but as described the LTI mechanic will force them to be worthless or the game will really become pay to win.
LTI is just insurance payments, you still have to pay a premium to replace it but it at least guarantees you don't have to buy an entire ship from scratch
I think the idea is that the stock parts on a ship are crap, so replacing the hull is the cheaper part of replacing a powerful build. In my exploration-fitted Cobra Mk. III in Elite, the ship's hull costs about 350k and I have over 3mil worth of gear fitted to it (top FSD and discovery scanner/surface scanner). ED insurance lets me replace all of this for 5% of the cost (at this point, a significant fraction of the original hull cost, but still cheaper than buying a new hull). If the hull was replaced freely but the components were significantly more expensive to replace, I wouldn't call this a cheap "win" tactic, and that's the scenario SC is pitching so far. Mattk50, I don't really understand how this changes anything at all except that insurance isn't renewed automatically but you have a "forget that happened" button, instead of LTI just ensuring that the scenario you describe can never happen by making it impossible for the ship to be uninsured when it blows up. Unless you mean that this applies to [I]all ships you own[/I] now and in the future, and not just the ships you have LTI on -- and that seems like a really broken, OP proposition that would definitely make backing for LTI a P2W activity. I don't think LTI should be extended to cover any ship purchased during the backing period. At the same time, the grey market emerged basically because LTI was offered for any and all ship purchases during the backing period up to a cutoff, and that created perceived value. It's a tricky road to walk, because at once I like that CIG is devaluing LTI to gut the grey market, but devaluing LTI also causes early backers to feel as if their pioneering contributions aren't being rewarded properly. The problem is that LTI never should have even had such a high perceived value, and I would place the blame squarely on the backers on both sides of the grey market for thinking that LTI is in fact P2W and that CR would let this happen. But then what do first-era backers get? Aside from the buckets of shit they've gotten from the many stretch goal rewards. I think CIG should stick to their guns. LTI is a [I]minor convenience[/I] and it was always pitched as such. Any delusions of incredible value worth paying 3x the cost on the grey market are in the mind of the greedy player who believes that LTI is going to give them some huge advantage over the post-launch plebs with their limited hull insurance. Offering concept ships that are effectively cheap LTI upgrade tokens to take the piss out of the grey market is a questionable move, but one that I think is acceptable as long as it only comes around a few times a year tops, just like how limited ship sales are periodic. One thing old backers get that latecomers like me don't is LTI on packages. I will never have LTI on my Mustang Beta because it's a package ship (and it's a $20 2014 Anni Aurora package so I'm [I]not[/I] melting it), and I'm fine with that. And there will never be an LTI'd Mustang Omega unless you buy a Completionist pack (which basically throws LTI on everything because if you're spending $15,000 you at least deserve that) or CIG brings Omegas into the store sometime. What if purchasing a concept gave you a permanent (or maybe time-limited, first real year or two, or something) 10% discount on purchasing further ships of that same hull, but only if you buy them direct from the manufacturer's HQ-location showroom? ED's founder-exclusive system* has a space station where every ship and part in the game is sold with a 10% discount; it seems like a less-broad version of this would help. I mean, if we take the idea into the fiction, I'm basically crowdfund-preordering a Herald from Drake, sight-unseen. Drake would likely want to court me as a customer and see if they can tap into my apparent moneybags for the next time they announce a new ship and need extra funding to pay off that R&D debt/cover construction of the first batch of models. I've got a sweetheart deal on the insurance, but with the growing subculture of pilots swapping lifetime insurance policies around to minmax their coverage for ridiculously low initial premiums (buying a P-72 from Origin and then having the policy transferred to their Freelancer sitting on cinderblocks in the yard), Drake needs my loyalty to [I]stay[/I] with Drake, so I get a VIP discount. This could be abused as well, so maybe there's a surcharge if you sell the ships on to others that takes the margin out, I don't know. It's a complicated issue. * There is a backer-exclusive system in SC's stretch goals, but anyone will be able to visit it if they get the chart data from an early-tier backer. Only original backers can set it as their home planet/station, though - but this exclusivity is also said to expire after one year. Similarly, ED's founder system can be entered once you achieve Elite in a discipline.
[t]http://3kv.in/~techbot/ShareX/2015/12/09/19-03_199.png[/t] well it happened v:v:v
[QUOTE=elixwhitetail;49279862] Also, [URL="https://facepunch.com/showthread.php?t=1446574&p=49056297&viewfull=1#post49056297"]this is everything we know about insurance right now[/URL]. [/QUOTE] Just reading that blurb about insurance, falsifying tags, theft of ships, etc. made me get super excited about this game. I think I'm going to take the plunge and pickup a package so I can be in on this as it progresses. I don't mind the wait, as I've done it for many early access games... but I had no idea half of that stuff you mentioned was planned, let alone fleshed out as you explained. So here's my next question. Will all of this be persistent and in a fully fleshed out MMO type world, or are we looking at utilizing menus to swap modes (racing, combat, exploration, etc.)? Is it looking to work like E:D, where it's all instanced, or one grand world? Split among Servers? I know I'm asking a bunch of questions that I could probably spend an hour or two researching online, but I'm at work and it's much easier to pop in, ask a question and pop back out. However, feel free to say "LMGTFY asshole" and tell me to move on...
LMGTFjustkiddingdon'tbanme Okay, so, let's break these down into their separate topics. I'm feeling "long post" in my fingers already as I type this post start so forgive me. The PU is the Persistent Universe and is the MMO component where all these ship purchases land in and all this insurance and combat and everything else is going to be happening. There is also the separate-but-loosely-linked single-player campaign, Squadron 42, which is much more like 2016's spiritual rebirth of Wing Commander. You can transfer your SQ42 character into the PU, but you don't have to and you can play through SQ42 after starting in the PU - it gets retconned in as your character reliving their war experiences by writing in their diary or whatever. As for how immersive the persistent universe is going to be, hooo boy you're in for a treat. Immersion is one of the pillars this project rests on, and the devs have shed a lot of blood and sweat and overtime in its name. You're not a ship like in ED, you're a dood who becomes a ship pilot if they sit in a ship cockpit and take the controls. Changing between racing, combat, and exploration is a matter of changing what you're doing, and changing ships if possible/necessary. The entire experience is intended to be a seamless first-person universe where you will decide what you want to do that day and get into your ship (after making any adjustments to loadout/etc.) and fly off and do it. For races there'll obviously be a starting time and other conditions for being at the race, but there's no special menu you'd enter, you show up with your regulation-valid racing ship and register for the race (however that'd work; exact details TBD) and then get going. For the moment, it's a segmented experience but that's an artifact of development bootstrapping the game one module and mode at a time. First was the hangar module, and all you could do was walk around, look at your expensive shit, and ride buggies around. That allowed them to refine the basic concepts (loading and rendering at all, player motion and simple interaction), and then they brought out the first spaceflight module, Arena Commander, and added racing and PVE vs AI modes and so on. Now, as to how individual spaces will work, it's similar to ED but the specifics vary. The game is going to heavily use instancing and the PU is global for everyone (no regional "realm" servers like WoW). A certain number of the slots in an instance will be reserved for friends/enemies/guildmates of the players within (to try and ensure that people are matched with people they want to play with), and when an instance is over capacity, any new players arriving in the same area will be shunted into a new instance and the process begins again. Instancing should also be taking into account ship numbers as well as player numbers, because a certain amount of player activity can be abstracted away from the performance hit inflicted on nearby players if multiple players are within the walls of a multicrew ship and the interior is not visible to a given player -- they're effectively not relevant to me in a Hornet 2km away if they're just walking through the cargo bay inside the Constellation I'm flying past. Exactly how well this is going to work remains to be seen. However, one important distinction that I want to make between ED and SC, one with particular impacts to the "supercruise" level of gameplay. In ED, supercruise is an instanced space that is entirely divorced from local-area normal space when you drop out of supercruise. The transition in and out of supercruise is essentially a brief loading screen, and your 5-second FSD countdown is a pre-load signal for the transition. In SC, Quantum Drive doesn't "leave" the star system instance. In the 2.0 PTU, if you are at Port Olisar and you QD over to the Covalex Shipping Hub, you never leave the space; your instanced position transfers from Olisar to Covalex but remains on the same coordinate grid. I'm pretty sure this is the primary limitation as to why you can't freely fly like you can in ED supercruise - and having spent hours decelerating and circling around stations/planets/moons because I didn't throttle down juuust early enough and overshot, I'm fine with this. Your location will be instanced and may be a different local instance at Covalex than at Olisar, but you haven't left the map, you've just zipped to a different area. This is a technical distinction, at this point, but this also has implications for how exploration and pirate interdiction will work. Quantum Drive is point-to-point warping, but if there is anything more obstructive than dust and ambient hydrogen in the way (including a ship, an uncharted asteroid belt, or a projected interdiction bubble in a pirate ambush), your ship will pull out of QD in an emergency stop and probably take minor damage. You might also be interested to see [URL="https://robertsspaceindustries.com/comm-link/engineering/13128-The-Star-Citizen-Economy"]how the economy's planned to work[/URL], and how it involves the speed of information: [video=youtube;r0qXEAqYIH8]https://www.youtube.com/watch?v=r0qXEAqYIH8[/video] Here are two more important design documents to read, because in case you didn't know, Star Citizen has relaxed permadeath. TL;DR your account remains, but your character has a finite number of chances at resuscitation and once that's over, your character corks it and you watch their funeral through the eyes of their heir or protége, who inherits all your shit less an inheritance tax and a global reputation standing loss. Healing your Spaceman goes into detail about temporary/permanent limb damage and the healing mechanisms planned. [URL="https://robertsspaceindustries.com/comm-link/engineering/12879-Death-Of-A-Spaceman"]Death of a Spaceman[/URL] [URL="https://robertsspaceindustries.com/comm-link/engineering/14318-Healing-Your-Spacemen"]Healing your Spaceman[/URL] [URL="https://robertsspaceindustries.com/comm-link/spectrum-dispatch/15102-KAIZEN-Government-Spending"]Lorepost time, Kaizen[/URL] brings a news show post giving us a peek at how the empire's doing in the wake of Bishop's speech and the new war the UEE is preparing to enter. [QUOTE]In similar news, I’m hearing that RSI has landed what is being called a substantial contract from the government. Exact details are under wraps, but one insider claims that it isn’t a standard order of ships and parts. Supposedly, the company’s facilities in Kilian are being expanded and revamped to accommodate the custom order, and a slew of job openings are to be expected in the near future.[/QUOTE] [I]holy shit[/I] [sp]The Retribution-class superdreadnought with a ring of anti-capship mega-railguns has begun construction.[/sp] From the subscriber RtV going on right now, Ben mentioned that a (unused, presumably) PTU release candidate yesterday had a bug where triggering it would apply gravity to the entire PU instance - space suddenly developed a "down". :v:
[quote]• We’ve resolved the annoying error message overlay that would not go away. [/quote] dear lord I hope so [QUOTE=elixwhitetail;49280846]and having spent hours decelerating and circling around stations/planets/moons because I didn't throttle down juuust early enough and overshot, I'm fine with this.[/quote] I can never stress enough how much that 'decelerate for 12 minutes toward a thing' mechanic ruins ED [QUOTE=elixwhitetail;49280846][I]holy shit[/I] [sp]The Retribution-class superdreadnought with a ring of anti-capship mega-railguns has begun construction.[/sp][/QUOTE] also it has begunnnnn [t]http://i.imgur.com/SkXBpod.png[/t] [media]http://imgur.com/a/FNh09[/media] 2 Kilometers of raw power
"It's a personal goal of mine that you should be able to destroy your ship from the HUD." -Calix, speaking about how turning off/losing your cooling system and keeping the rest of the components on should overheat your ship to death Someone on Reddit had a close encounter with one of their own missiles just as the game crashed. [t]https://puu.sh/lOCw4/143423dbf9.jpg[/t] I did not know you could embed Imgur galleries like that. Time to start using that more often for gallery dumps instead of putting 5+ thumbnails in the thread by hand.
It didn't sink in to me how silly huge the whatever it's called is until the shot with it next to the terraformer. Not having seen the Bengal ingame it's not the best reference, but everybody knows how big the terraformers are and this thing is somehow supposed to be ship that flies around. Those turrets look like they could shoot Constellations out of their barrels. [editline]9th December 2015[/editline] [QUOTE=dai;49280920]I can never stress enough how much that 'decelerate for 12 minutes toward a thing' mechanic ruins ED[/QUOTE] Also super this. Supercruise is amazing but the deceleration minigame completely ruins it for me because it's so uninteresting, a huge time sink that takes up a completely unreasonable amount of your total travel time, and doesn't even take any skill once you figure out the 6-7 second trick. [editline]9th December 2015[/editline] [QUOTE=Roninjinn;49280590]I know I'm asking a bunch of questions that I could probably spend an hour or two researching online, but I'm at work and it's much easier to pop in, ask a question and pop back out. However, feel free to say "LMGTFY asshole" and tell me to move on...[/QUOTE] One of the unfortunate aspects of Star Citizen is that the information you're asking about, which is pretty critical stuff to somebody investigating the game, isn't available in any central and easily searchable place. The only way to really know is either to follow the game on a day to day basis and keep up with developer comms, or have somebody like elix text dump all that info because they keep up with the game and developer talk on a day to day basis and is actually willing to explain all that stuff over and over again. As much as I hate the person who created the original [url=http://elite-dangerous.wikia.com/wiki/Elite_Dangerous_FAQ]Elite Dangerous FAQ on the wiki[/url] (it's since been cleaned up and no longer an obvious passive aggressive attack on Star Citizen), it's hard to deny that it's a great resource to somebody asking those kinds of questions. Not only does it answer most any question you could have, but it also cites all the cryptic places where that information came from. Star Citizen doesn't really have any equivalent to it as far as I know, and it really needs one.
I wish the deceleration thing was at the very least able to be made automated or something so I could alt tab while it's happening.
This lack of easy info is something I intend on fixing when I get off my ass and renovate Jono's old OP, even if it ends up just being links to past brain dumps from me/others that are suitable enough to be defining statements for things as we know them now. The challenge is to keep it from growing out of control and hitting the max size and becoming a thing nobody reads because it's too info-dense to get into. I suppose I could just drop a post somewhere in the thread and be like, 'scuse the interruption, here's one of the FAQ posts, and then link into that page from the OP. I also got zero feedback on that outline for a "what is SC?" video that I wrote up in the past thread, too, so nobody complain if the script's written the way I like it. :v:
[QUOTE=Why485;49281245]It didn't sink in to me how silly huge the whatever it's called is until the shot with it next to the terraformer. Not having seen the Bengal ingame it's not the best reference, but everybody knows how big the terraformers are and this thing is somehow supposed to be ship that flies around. Those turrets look like they could shoot Constellations out of their barrels.[/QUOTE] for more in-depth consideration [media]https://www.youtube.com/watch?v=60Qdyewq4ag[/media]
Oh man I tried to do a race in my legionnaire and I ended up impaled on a spike in a wall after doing a sick drift around a corner. The pole went through my entire ship and into my pilot.
[QUOTE=archival;49281405]Oh man I tried to do a race in my legionnaire and I ended up impaled on a spike in a wall after doing a sick drift around a corner. The pole went through my entire ship and into my pilot.[/QUOTE] RIP, speed was activated [video=youtube;vzx2PgZOzP4]https://www.youtube.com/watch?v=vzx2PgZOzP4[/video] (Any excuse to post the best song.) [t]https://i.imgur.com/NFaMdnC.png[/t] Also, pretty sure this thing can fire Auroras.
[QUOTE=dai;49280920]dear lord I hope so I can never stress enough how much that 'decelerate for 12 minutes toward a thing' mechanic ruins ED also it has begunnnnn [t]https://i.imgur.com/vkwoJ2S.png[/t] 2 Kilometers of raw power[/QUOTE] [t]https://i.warosu.org/data/tg/img/0274/35/1380221886168.jpg[/t] Maybe it's just me, but I always thought that any vessel much longer than a kilometer in size borders on the ridiculous. Looks awesome, no denying that, but how do you even operate, coordinate and maintain that monster?
[QUOTE=archangel125;49281553]Looks awesome, no denying that, but how do you even operate, coordinate and maintain that monster?[/QUOTE] Very Slowly. Like one of those big ships that carry the smaller ship carrying ships. A ship shipping ship that ships shipping ships.
[QUOTE=Oicani Gonzales;49281844]it's kind of depressing to see how many of the annoying mechanics in E:D are intentional. E:D's biggest flaw is that it doesn't have much to do. you do a bit of combat, you do trading, you do exploring and you've seen literally all there is to see of combat, trading and exploration. there's no variety. you land on a couple types of station, you've seen them all. ships are very similar in handling and capabilities. yeah, some turn a wee bit faster, some have a couple more hardpoints, but there's nothing really unique that makes you go "holy shit i need that" higher-end ships are exponentially more expensive just to give you a goal. it's artificial lengthening, because if ships had similar prices you'd have no real goal or drive to play the game. i really love the [I]feel[/I] of E:D, but i hate its gameplay. it's repetitive. it's shallow. it's a chore. i really hope SC doesn't fall into this spectrum. i'm often very pessimistic in this thread, but it's because it's [I]extremely unlikely[/I] that SC will be the game croberts has in his head. he talks of a LIVING BREATHING UNIVERSE!!!!!!!!!!! but probably in the end there's gonna be some 4-8 types and layouts for cities/landing zones/stations scattered around the verse, the EXTREMELY DEEP AND IMMERSIVE FLIGHT ATTENDANT, SHIP HACKER etc jobs will probably be shitty boring minigames that noone will bother with, and so on. it's not because it's impossible or because cig isn't capable, it's because it demands a never-done-before metric fuckton of work! i still hope to have some fun grinding for better ships through (boring) mining and (mostly exciting) combat, and i also hope it'll be better than elite. ps.: i talk shit about elix and his hugeass spergrants but i guess this post makes me a hypocrite [editline]9th December 2015[/editline] [url]https://docs.google.com/forms/d/1vLFrotXOUUVQQcl4Zyni5Kwfk-SDt_C9OEyEg6fjmOE/viewanalytics?usp=form_confirm[/url] why do so many people have the archimedes?[/QUOTE] Because it was a cheap LTI'd ship that can be upgraded later on.
[QUOTE=archangel125;49281553][t]https://i.warosu.org/data/tg/img/0274/35/1380221886168.jpg[/t] Maybe it's just me, but I always thought that any vessel much longer than a kilometer in size borders on the ridiculous. Looks awesome, no denying that, but how do you even operate, coordinate and maintain that monster?[/QUOTE] "SS Freudian Nightmare" the compensation is real As far as SC's logic goes, the Retribution is basically a military space station with engines and "this is the core of all of our military operations abroad" levels of weaponry to prevent it from getting 'sunk'. Its purpose, in a place as vast as our galactic neighborhood, is essentially acting as a base of operations for the core of your fleet while it's out on long engagements. For a comparison though, the longest military vessel we've had in real history was [url=https://en.wikipedia.org/wiki/USS_Enterprise_(CVN-65)]the USS Enterprise[/url] (heh) at 342m long. The Retribution is only 6x longer than that, and- being in space -is bound by a very different set of physics. Making it heavier/taller/seriously thicker skinned doesn't require consideration into how well it floats or stays upright in rough seas or when damage is sustained below water level. You just compartmentalize to minimize the effects of a breach and carry on your merry way, with a slight loss to crew and maybe a few people still accessing the area in pressurized suits.
[QUOTE=Daemon White;49281886]Very Slowly. Like one of those big ships that carry the smaller ship carrying ships. A ship shipping ship that ships shipping ships.[/QUOTE] [IMG]http://pics.imcdb.org/0is259/snapshot20070219003351gg4.4301.jpg[/IMG]
[QUOTE=Oicani Gonzales;49281844]i really hope SC doesn't fall into this spectrum. i'm often very pessimistic in this thread, but it's because it's [I]extremely unlikely[/I] that SC will be the game croberts has in his head. he talks of a LIVING BREATHING UNIVERSE!!!!!!!!!!! but probably in the end there's gonna be some 4-8 types and layouts for cities/landing zones/stations scattered around the verse, the EXTREMELY DEEP AND IMMERSIVE FLIGHT ATTENDANT, SHIP HACKER etc jobs will probably be shitty boring minigames that noone will bother with, and so on. it's not because it's impossible or because cig isn't capable, it's because it demands a never-done-before metric fuckton of work! i still hope to have some fun grinding for better ships through (boring) mining and (mostly exciting) combat, and i also hope it'll be better than elite. ps.: i talk shit about elix and his hugeass spergrants but i guess this post makes me a hypocrite[/QUOTE] My posting in this thread was very slow for a long time because I got very tired of talking about what the game [I]might[/I] be. This is not my first Chris Roberts rodeo. I know what to expect. I know how much he loves to talk a big game about how all your dreams will come true, spend years trying many things that don't really work and spin his wheels, [del]and then eventually get bought out by a bigger company that picks up his mess, polishes it, and releases it.[/del] There are so many promises made about this game that are hard to believe for so many reasons that they're just not worth getting into and starting a spergfight over. All I can really say is to remember the Chris Roberts mantra: [B]Half the game he says it'll be, a quarter of the game you've hyped yourself up to thinking it'll be[/B]. Thankfully though, there actually has been stuff to talk about lately because 2.0 is now becoming a real thing and there's actual tangible stuff to talk about and not just continuing to jerk off over vague promises and dreams. I mean it's rough as hell, but at least it's something and it can only get bigger and [I]hopefully[/I] better from here.
My biggest gripe with ED, is that it feel like you're playing as the ship, not a pilot. You never once need to leave your ship, nor do you ever get to actually see another living creature. With SC, the fact that you can exit your ship anytime, basically makes the universe seem so much larger. ED, your ship is attached to you 24/7. In SC, you will need to disembark your ship to do other things(EVA, trading, hangar, social).
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