Star Citizen Megathread - Star Marine isn't doomed after all!
5,001 replies, posted
How does permadeath work, anyways? Do you lose all your ships/money/equipment?
[QUOTE=revan740;49621350]How does permadeath work, anyways? Do you lose all your ships/money/equipment?[/QUOTE]
Last I read, there was a will and heir system in place, so you'd lose your stats but your assets would transfer.
[QUOTE=revan740;49621350]How does permadeath work, anyways? Do you lose all your ships/money/equipment?[/QUOTE]
Your character's heir will take over your estate, and you lose a chunk of reputation (both good and bad) that your previous character built up with the various factions and what not.
Otherwise, you don't lose anything.
This means that if you were a paragon of justice, and your character dies, your next character can presumably become cozy with the pirates thanks to the reputation on both sides being brought closer to zero.
How permadeath and dying works: [URL="https://robertsspaceindustries.com/comm-link/engineering/12879-Death-Of-A-Spaceman"]Death of a Spaceman[/URL]
TL;DR eventually your character runs out of last chances and corks it, and everything transfers to your new character, minus an inheritance fee and a standing loss across the board. This can also be a redemption for a pirate player who wants to play a law-abiding Citizen.
Do you lose your name? Then again, IDK how the naming system will work. Right now it's just your username.
[editline]27th January 2016[/editline]
Also, thanks a shit ton guys.
[QUOTE=revan740;49621526]Do you lose your name? Then again, IDK how the naming system will work. Right now it's just your username.
[editline]27th January 2016[/editline]
Also, thanks a shit ton guys.[/QUOTE]
as far as I know your characters will have unique names, but you'll have a player handle alongside it. Also I'm sure there isn't much stopping you from just re-using your name over and over but where's the fun in that
Ages ago, I heard someone at CIG say that when you create your character in the live character creator, it'll ask you for your character's name, and also their facial attributes/etc., but it'll also ask you for a second name. This is your character's heir/protége who'll take over all of your character's shit when they die.
dai is correct; your characters' names will be separate from your game handle, but there'll be some capacity to look at peoples' character profiles, and their handle will display. The internal format for the server keeping track of your character is handle.FirstNameLastName, it'll just display as FirstName LastName in-world.
Nothing's stopping you from naming the second one Leeroy Jenkins2, the third Jenkins3. I might have a policy of killing people on sight if their character name looks like an AOL email address, though.
Joe Smith2456 has piloted his last Aurora. Xxluke XxSkywalker is also dead meat, too.
[t]http://imgur.com/mhFEvnZ.jpg[/t]
[t]http://imgur.com/91cJ9af.jpg[/t]
Do these images imply that 1: the Khartu-Al cockpit is a closed sphere with a 360 projected view of a camera feed of outside or 2: the Khartu-Al has a big retractable armored metal shield that covers the bubble cockpit in combat? Because I enjoy either of those options.
[QUOTE=Lambda 217;49622147]
Do these images imply that 1: the Khartu-Al cockpit is a closed sphere with a 360 projected view of a camera feed of outside or 2: the Khartu-Al has a big retractable armored metal shield that covers the bubble cockpit in combat? Because I enjoy either of those options.[/QUOTE]
I believe it's actually shielded by energy.
Well, keep in mind both of those are pretty old concepts and you shouldn't be using them to represent the actual ship
[img]https://robertsspaceindustries.com/media/koqbfjwegsdp1r/source/Scout_wip_04.png[/img]
the version that's gonna hit hangars soon™ has plain old tinted spaceglass
Possible 2.1.2 PTU build coming today to fix HUD issues and Vanguard targeting issues.
[video=youtube;MOoinEmmVLI]https://www.youtube.com/watch?v=MOoinEmmVLI[/video]
[QUOTE]00:29 – Intro
03:13 – News From Around the Verse
14:26 – [URL="http://www.youtube.com/watch?v=muepTb63tPw"]Gameplay Video[/URL]
15:08 – ATV Interview with Mark Skelton
29:05 – ATV Ship Shape: Flight Model Discussion
48:29 – [URL="http://www.youtube.com/watch?v=muepTb63tPw"]Gameplay Video[/URL]
51:00 – [URL="http://www.youtube.com/watch?v=08Ok9X3TzPk"]MVP[/URL]
52:00 – Art Sneak Peek: Apocalypse Arms "Scourge" railgun[/QUOTE]
[URL="https://forums.robertsspaceindustries.com/discussion/315825/2-1-2-published-to-ptu"]2.1.2 is on PTU.[/URL] 2.2 is "a few weeks" away. [URL="https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha/SC-9360-_CIG_QA_Official__Master_QA_Audio_Data_Gathering"]There is a master thread on the Issue Council for the audio hell bug[/URL] because CIG wants this one dead.
Caught up with The Expanse and it has my hungry for some space games, did I miss anything after 2.1 hit live?
[editline]29th January 2016[/editline]
woo 26,000 posts. kill me.
Upgraded from a quad core phenom to an octacore fx.
Star citizen PU is now playable for me, wooooo!
How do I hook up in game with you guys?
[QUOTE=Raidyr;49630345]Caught up with The Expanse and it has my hungry for some space games, did I miss anything after 2.1 hit live?
[editline]29th January 2016[/editline]
woo 26,000 posts. kill me.[/QUOTE]
I'm really surprised at how not shit Expanse is, especially considering it's on the syphilis channel and after Ascension last year promising relatively hard sci-fi and then just giving us some dumb psychic power conspiracy bullshit that never left earf all along
p gud show, everyone should give it a chance
[QUOTE=cyanidem;49630880]Upgraded from a quad core phenom to an octacore fx.
Star citizen PU is now playable for me, wooooo!
How do I hook up in game with you guys?[/QUOTE]
Get in the Discord channel (linked in the OP). Arranging matches is kind of ad-hoc, and getting into the same Olisar instance as other people is currently a crapshoot because you have to wait until the instance has room and they're usually full.
But CIG has prioritized a party system since this stuff bothers QA just as much as it does the players, and everyone will gain value from being able to join as a group (and, eventually, reserve private instances the way private AC matches can be done now).
RtV is on right now, with Ben, Alexis, Justin "MONEY", and Hennessy. I will leave highlight notes.
- The Esperia Prowler is on-hold until they finish working out the Tevarin race's crap, which they're currently doing right now (along with sorting out the other alien races)
- The community team is being taught how to use JIRA instead of being out-of-the-loop scrubs bothering devs at random hours for content
- CIG LA is looking to hire a copyeditor
- Sandi keeps digging up more original concept art and other physical paper assets for Wing Commander game/movie stuff and giving it to Ben to spaz out over
- CIG LA tends to hold a single monthly birthday party for anyone who had a birthday that month; the 2.0 crunch was so busy that they've got several months happening together tonight
- Expect more testing of playercount increases (like how a recent PTU had a temporary adjustment to 24 players/instance)
- Hoping to put the flyable Reliant in next patch, but only if it's ready for live when 2.2's cutoff happens
- CIG isn't showing SQ42 gameplay because it's spoilers, but the mechanics are the same so dogfighting in the baby PU is what dogfighting is like in SQ42 so they don't need to show spoilery gameplay
- (PAX South?) Free-fly ships are probably an Aurora, a Hornet, and a Mustang Delta this weekend
- Randy (Min Diesel) has been promoted to Producer; Calix is now in charge of the Caterpillar
- Talking about community managers, "We already have a troll manager; he's at PAX right now." (Lando is on vacation at PAX South)
- One store-credit unmelt token will be given to everyone every 3 months; they [I]do not stack[/I]. The limitation is to prevent abuse.
- The Mustang Omega can't be unmelted due to complications with the AMD deal (AMD paid CIG for every copy, I'm guessing, and unmelting could screw up with CIG trying to bill AMD incorrectly or something)
- "Our trailer had more Mark Hamill than Star Wars." -Ben
- The Apocalypse Arms personal-sized railgun is an [B]antiship[/B] weapon
- A post about the credit buyback tokens will go up today, along with a post about the free fly weekend. Also a Gillian Anderson interview (this time not on the SQ42 set) with Sandi.
[QUOTE=elixwhitetail;49632357]
- Hoping to put the flyable Reliant in next patch, but only if it's ready for live when 2.2's cutoff happens[/QUOTE]
omg
omg
omg
SF and reliant in 2.2 yes please
[editline]29th January 2016[/editline]
also [B]one store credit unmelt token every 3 months, they don't stack[/B]
[vid]https://giant.gfycat.com/NarrowAdeptBarebirdbat.webm[/vid]
makes me hope they add trails to ships as well, it just adds so much extra to the movement, would probably allow reduction of the space dust effect that's supposed to give us our major indication of travel speed and direction in open space
[QUOTE=dai;49632956]makes me hope they add trails to ships as well, it just adds so much extra to the movement, would probably allow reduction of the space dust effect that's supposed to give us our major indication of travel speed and direction in open space[/QUOTE]
I [I]really[/I] want Star Citizen to have engine trails.
It actually already does on a few ships. The Hornet I've always noticed had one, and while flying the Mustang around a bunch lately I've noticed it has a trail too. However they're so faint that you'll pretty much never see them unless they are right in front of your face and you're looking for them.
They also only show up when the engines are firing, which I'm fine with, but I think it could look more dynamic if they were going to go that way by giving the trails a velocity. Nexus Jupiter Incident did this with its trails and when you can't have trails always on, this makes them look so much better because it looks like they actually get ejected from the engine. It looks especially good when ships turn.
[QUOTE=dai;49632956][vid]https://giant.gfycat.com/NarrowAdeptBarebirdbat.webm[/vid]
makes me hope they add trails to ships as well, it just adds so much extra to the movement, would probably allow reduction of the space dust effect that's supposed to give us our major indication of travel speed and direction in open space[/QUOTE]
I only want trails if a ship's engines are actively firing. In atmosphere, for example, this will be necessary. If you're travelling in a straight line at max speed in a vacuum, and your engines have stopped burning, no trails, please. Not only is that non-immersive, it also hampers stealth gameplay.
That said, I do like Why485's idea of the exhaust actually having some sort of velocity. If done right, it could look awesome. If done wrong, it'd be horrible. Though I'd much prefer if the engine trails in Star Citizen weren't as glaringly bright as they are in Nexus.
[QUOTE=archangel125;49633362]I only want trails if a ship's engines are actively firing. In atmosphere, for example, this will be necessary. If you're travelling in a straight line at max speed in a vacuum, and your engines have stopped burning, no trails, please. Not only is that non-immersive, it also hampers stealth gameplay.
That said, I do like Why485's idea of the exhaust actually having some sort of velocity. If done right, it could look awesome. If done wrong, it'd be horrible.[/QUOTE]
I was just thinking about this too, in how its visibility is determined by things like what thrusters are firing and how it could coincide with your IR signature. It would be cool if maneuvering thrusters at least had a little visual flair (maybe make it more visible/release small contrails when you're decoupled). If they do it I hope it's visible from a distance and maybe toned down up close, but way too much of it could end up turning pretty anime which we really don't need
I am super okay with engine trails that leave trails no matter what. It's not like the engines in Star Citizen ever fully turn off after all, they just go down to an idle thrust. I have no qualms whatsoever with things looking "too anime" because God damn this game is so visually boring that in my opinion it could use any spice it could get.
My original answer is my pragmatic/realistic answer to the problem though, not necessarily what I [I]really[/I] want. If I had my way, Star Citizen would look like Homeworld or Freelancer.
[t]http://media.moddb.com/images/mods/1/13/12064/itanocircus018.jpg[/t] [t]http://i.imgur.com/4KyGYyF.jpg[/t]
[t]http://cdn.arstechnica.net/wp-content/uploads/2015/02/2015-02-24_00013-980x551.jpg[/t] [t]http://i2.wp.com/galyonkin.com/wp-content/uploads/2015/02/partthewave.jpg[/t]
Or maybe Strike Suit Zero and Project Sylpheed if you want to go full anime.
[t]https://upload.wikimedia.org/wikipedia/commons/4/49/Strike_Suit_Zero_-_Screenshot_05.jpg[/t]
[t]http://xboxaddict.com/images/screenshots/18216.jpg[/t]
However I am fully aware that Star Citizen is supposed to be "realistic" and we can't have such frivolous things.
the reason I say it should output based on your IR signature (or other controllable factors) is that it would ruin the stealth mechanics of the game pretty hard if you were dragging a giant "LOOK OVER HERE" banner behind you at all times
and man I'd love it to be too anime but it just wouldn't fit well I'd think, going over the top with laser contrails and jet flares everywhere would probably drag it down too many notches in its balance of realism vs cartoony stuff
like I think we talked before I loved the style of project sylpheed and hope to get some of that again in the future
I like the way it looked in previous iterations of Arena Commander, where ships had trails that were visible from some distance off, but only when their engines were actively firing. You could spot a dogfight from a long way away by the crazy crisscross of strokes and trails left in the wakes of the circling ships.
[QUOTE=dai;49632956][vid]https://giant.gfycat.com/NarrowAdeptBarebirdbat.webm[/vid]
makes me hope they add trails to ships as well, it just adds so much extra to the movement, would probably allow reduction of the space dust effect that's supposed to give us our major indication of travel speed and direction in open space[/QUOTE]
it occurs to me in this video that explosions don't inherit velocity from the ship. I don't know why I never noticed before but I could have sworn that was something they spoke about adding ages ago... like pre-AC development videos
Free-fly week is on right now for [B]all accounts[/B] and it includes full access to what's live (online AC/ArcCorp/Olisar). Tell yer friends.
[QUOTE]This is the first Free Fly that includes Crusader, so there’s more to explore than ever before. Free Fly accounts will have access to the Hornet F7C military fighter, the Aurora LN starter and the Mustang Delta interceptor.[/QUOTE]
[video=youtube;vECofeHSmqo]https://www.youtube.com/watch?v=vECofeHSmqo[/video]
Do non-free accounts get to fly those ships? I really want to try the Mustang Delta.
Usually yes. [URL="https://robertsspaceindustries.com/electronic-access/Ship-Roms/Mustang-Delta"]You can get a Delta out on REC, too.[/URL]
[QUOTE=the_killer24;49632647]omg
omg
omg
SF and reliant in 2.2 yes please
[editline]29th January 2016[/editline]
also [B]one store credit unmelt token every 3 months, they don't stack[/B][/QUOTE]
Oooh, was there an announcement that Starfarer is coming next patch?
[QUOTE=Useful Dave;49634651]Oooh, was there an announcement that Starfarer is coming next patch?[/QUOTE]
Well, first, Chris said in a 10FTC that Starfarer would be in the hangar by the end of the month. That ain't happening, but it's [I]intended[/I] that the 'farer will be hangar-ready in a near-future patch (2.2, 2.2.1, something). The Xi'An Scout 'should' be the next hangar-ready ship according to this week's AtV.
But soooooooon. It's been shown off in the enlargened R&Y hangar, so it can't be too far out.
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