Star Citizen Megathread - Star Marine isn't doomed after all!
5,001 replies, posted
The store has the 'farer up at $360 but on the upgrade path its only $300? Which means I cant trade my lovely LTI Endeavor in for one, how poopy :v:
[QUOTE=Sweeney;50010133]The store has the 'farer up at $360 but on the upgrade path its only $300? Which means I cant trade my lovely LTI Endeavor in for one, how poopy :v:[/QUOTE]
do you even know how much more expensive the endeavor's gonna be if the SF inflated this much
like dude don't drop it
huh? it's at $300 both as a standalone and an upgrade
the only way you would be able to turn an LTI Endeavor into an LTI SF would be to melt down the Endeavor, use the credit buyback token on a P-72, and then upgrade that to the SF
[editline]26th March 2016[/editline]
[t]http://i.imgur.com/m2CsRUF.jpg[/t]
...don't drink and fly, kids
u tricked me once mr roberts but i win now
[vid]https://u.pomf.is/yfmptg.webm[/vid]
but... the sabre is also a limited ship, so you need a bunch of upgrades to and from that as well?
[QUOTE=krail9;50013595]but... the sabre is also a limited ship, so you need a bunch of upgrades to and from that as well?[/QUOTE]
when the scout goes off sale than i can sell it to people who have sabers as it's a limited ship.
niche market sure but yeah
With all these people buying ships that will most likely outclass someone that starts the game with a Mustang Alpha, how will balancing work on game launch?
[QUOTE=Daemon White;50013692]With all these people buying ships that will most likely outclass someone that starts the game with a Mustang Alpha, how will balancing work on game launch?[/QUOTE]
player skill and experience within the game will be a start, then there's running costs (especially with huge ships) and limits to your actual ability to pick up relevant jobs for the specialty ships and upkeep thereof
[QUOTE=Binladen34;50013535][quote]-starfarer video-[/quote]Pricing starts out at $4700[/QUOTE]
Ugh, here we go yet again.
I'm gonna be so fucking smug when the game does launch and the naysayers get shown up.
[QUOTE=dai;50013718]player skill and experience within the game will be a start, then there's running costs (especially with huge ships) and limits to your actual ability to pick up relevant jobs for the specialty ships and upkeep thereof[/QUOTE]
Bingo. Faction rep and such > ship.
The economy's going to have room for everyone, but buying ships can't buy you positions in society.
[QUOTE=Wii60;50013682]when the scout goes off sale than i can sell it to people who have sabers as it's a limited ship.
niche market sure but yeah[/QUOTE]
can't trade CCUs
[QUOTE=the_killer24;50013792]can't trade CCUs[/QUOTE]
You can if they have a dollar value. However, that does exclude the $0 ones.
...or at least you used to be able to.
[QUOTE=dai;50013718]player skill and experience within the game will be a start, then there's running costs (especially with huge ships) and limits to your actual ability to pick up relevant jobs for the specialty ships and upkeep thereof[/QUOTE]
Very much this. Delta in player skill and game familiarity should not be underestimated - even as the game is now, a bigger or more expensive ship is not an automatic "I win" asset. I would imagine the case to be even more so after launch, when more focused balance passes have actually taken place.
I'm guessing the answer is no but are the Hull series really viable for anything outside of pure transport?
[QUOTE=The Drones;50015116]I'm guessing the answer is no but are the Hull series really viable for anything outside of pure transport?[/QUOTE]
Unless we get some gimmick cargo modules like missile racks, turret fixtures or docking clamps, no.
[QUOTE=The Drones;50015116]I'm guessing the answer is no but are the Hull series really viable for anything outside of pure transport?[/QUOTE]
Yes, appearing as simple transporters while actually carrying [URL="https://en.wikipedia.org/wiki/Q-ship"]Q-ship defenses[/URL] hidden in its faked cargo boxes. But basically the Hull series are purpose-built mass-transit haulers and won't make for a good exploration vessel or anything. They aren't set up to be armed that well -- the Hull's weapons are more intended to be a deterrent and an assist to fighter escorts than to be a ship fully capable of autonomous self-defense.
However, when not carrying cargo they're said to be fairly fast, because those huge engines are intended to push a lot of tonnage along with the ship itself and when you take the tonnage off you basically have a cockpit attached to lots of giant thrusters.
[QUOTE=Big Bang;50017082]Oh yeah there's also this shit with the weird cult to Chris Roberts and people willing to blindly defend the project as if it's somehow too big to fail. Yes, of course they're not going to report those numbers officially, particularly if they're bad. No company on Earth would do that, particularly if your budget is that big.
But even then, it's very easy to see that the budget is not enough, even if $100 million seems huge. $100 million is roughly the budget for World of Warcraft, which took roughly 5 years. SW:TOR had a $200+ million budget, and also took roughly 5 years to make. And those two games, while huge, have an even smaller scope than what Star Citizen wants to be. This is no WoW clone, this game is supposed to have HUGE customizable multi-manned ships with persistent environments, realtime dogfighting, FPS elements, and so forth, all in a fully traversable universe a la EVE Online. Not only that but the same budget also includes a single player story mode with actors such as Mark Hamill and Gary Oldman attached to it.
You explain to me how they're going to finish that in less than 5 years with a $100 million budget when any other project of similar scope has at least twice that budget.
As for incompetence, well, there's plenty of evidence of it, I think the clearest evidence that they don't have a clue on what they're doing is how they chose CryEngine to develop the game only to discover halfway through that it was unfitting for nearly all of the space shit they wanted to do by Chris' own admission.[/QUOTE]
I love the bent narrative, drenched in ignorance.
are refunds for pledges possible? I'd assume not as it's more of a donation than a purchase, but have to ask. I feel like I've spent way too much on this game and would love to refund a few ships if possible
[QUOTE=PredGD;50017116]are refunds for pledges possible? I'd assume not as it's more of a donation than a purchase, but have to ask. I feel like I've spent way too much on this game and would love to refund a few ships if possible[/QUOTE]
Take it up with CS.
Be prepared for an uphill battle. CS used to be pretty easy with refunds until this past summer when Derek Smart tried to force a rush on refunds. Now CS is a lot more locked down because Goons ruin everything.
And even if you get a refund don't expect 100% back, because your pledge has been going towards paying for development and development is spending money on an ongoing basis to pay for the devs/etc. as the game advances forward.
Lando just confirmed testing the very first builds of persistence just a bit ago, as well as idris multiplayer testing. Interesting stuff coming soon™
[video=youtube;zvm1jW_Xp_8]https://www.youtube.com/watch?v=zvm1jW_Xp_8[/video]
[QUOTE]00:58 - Job Duties
02:15 - Exploring Shubin
03:23 - Features of SQ42
04:40 - Keeping Up with the Roberts
06:57 - Interaction with Wingmen
08:31 - Landing Zone Pipeline Vs. Ship Pipeline
10:52 - Dream Big Mentality Vs Be Realistic
12:50 - After Squadron 42
14:09 - Previous Development Experiences
16:08 - What's Next[/QUOTE]
Erin says that upcoming milestones are:
- Persistence and the economy
- Procgen for more than just planets (RtV included the tidbit from Ben that internal builds have Greycats driving around on procgen terrain)
- Flyable Starfarer
Can't wait.
2.3.1a is on PTU now. [URL="https://forums.robertsspaceindustries.com/discussion/324759/2-3-1a-published-to-ptu"](patch notes)[/URL]
Most significant change (imo): "Fixed an issue where the Khartu-al guns were firing perpendicular to the direction the guns were pointing."
I went onto the PTU and warped to a comm array where people were trying to test the max pirate spawn population. I started trying to figure out why my weapons weren't shooting the right way, and the others must've thought I was trying to kill the pirates, because I came back into my cockpit after going out to third-person and flying around a bit shooting at nothing trying to see where my lasers were going, to 8 missiles on me from two angry Sabres firing Rattlers, and my K-A had [I]one[/I] engine left.
[media]https://imgur.com/a/GD3mA[/media]
A K-A with only one main thruster is [I]severely[/I] compromised in flight performance, as you'd expect.
INN's TL;DR summary of their own transcript for today's Subscriber-special RtV with Chris Roberts, who pretty much hogged the mic the whole way and would answer a question and then keep going for five minutes to fill in tons more info (which was GOOD info but way beyond the question asked). My additional notes are in italics.
[QUOTE]- Starfarer will be in everyone's hangar regardless if they own or or not for the next several days to give everyone a chance to see the work Foundry42 put inside it [I](confirmed; clear out your ships in the My Hangar slots and select R&Y)[/I]
- [B]Refuelling will come when the Starfarer becomes flyable.[/B] (:hypeisreal:)
- Subscriber Mousepads will be available tomorrow featuring Carrack, Crucible, Hornet and Gladiator pads [I](you probably already got two emails about it)[/I]
- Next concept sale will be a small MISC Mining ship with the name chosen, but will not be revealed yet. [I](this is NOT the Terrapin concept in any form)[/I]
- Larger ships may be given the Starfarer as a loaner such as the BMM
- Due to the amount of information Chris gave I will summarize what he talked about for 2.4 and the future. [B]2.4 will be like 2.0 in terms of scope. It will change how we play Star Citizen on a fundamental level.[/B] 2.4 is the start of Persistence where everything that was temporary or local before will now exist serverside and remain there. Loadouts will be server side, things you buy from the stores in 2.4 will be server side. In the future, changes to your hangar, ships, character, etc will all be server side, including ship damage, character health will persist after logging out. [B]Many UI changes will come in with 2.4 and 2.5 that have been held back due to Persistence. The holotable has had things moved into MobiGlas and focus will be more on that rather than the holotable for the time being.[/B] Alpha UEC will be introduced which is a beta test for the UEC we have in our accounts currently, but will be wiped throughout testing to allow us to give feedback and hone in the currency for them. [B]2.4 will have bugs and some issues, but it's the start of Persistence and many things are coming and coming soon as it has been in development for over a year.[/B] [I](as with anything Chris says, add a month; I expect persistence to actually not be ready until 2.5, BUT to be fair Erin Roberts also said it and Erin's job title might as well be Chief of Getting Shit Done Around Here so the dream might be real after all)[/I]
- Vaulting will come in 2.4 and the Push/pull mechanic will come soon, but it will have ongoing tweaks to it just like physicalized EVA to make it feel right.
- Server desync is something that they're working on, but in a larger scope. [B]Optimization is something they haven't focused on largely because they're been building the game, but are now working on ways to optimize the code[/B] in order to reduce desync which is caused by a difference in fps between the client and server. An example is ship spawning where a tali may use 5mb of network data to spawn, whereas the new code will use bits of data(Not bytes) to spawn it. Currently the game sends too much unnecessary data and they are crafting ways to reduce that amount significantly as given the example above.
- [B]Procedural tech will be used for large things other than planets like moons, anything with enough mass it'll be spherical. Procedural landing will come first and then mining after.[/B] [I](This was not stated to be in 2.4, so don't freak out too much yet, but, this is gonna be good once it runs at more than 3fps. So, October.)[/I]
- Character customization will start in 2.4 by giving people the option to choose from 16 faces, 8 female and 8 male with the more indepth customizable options coming later on the year.
- The launcher revamp is ongoing and no ETA on it yet, however when it's complete, the amount of data needed to patch will be significantly reduced from 2GB pak files to only what you need which may be 7mb. This is because of how CryEngine's files are designed and they've had to redesign how to break them up in such a fashion that you only download what you need. [I](translation: no we have NOT fucking forgotten about delta patching please stop asking)[/I]
- They're working on Vulcan and DX12 and trying to clean up DX11. CryEngine was built on DX9 and they have to get rid of a lot of old stuff in order to plug in the new stuff. [I](expect this to take a while, but I appreciate the proactive Vulkan support effort)[/I]
- The ability to lock your ships doors wont come till at least 2.6 because they are working towards having the ability to lock, but also [B]force open those doors by hacking or explosives[/B], etc. They want players to be able to get into those who want to keep people out. It is also apart of Item port 2.0 which allows them to do this as well.[/QUOTE]
[URL="https://robertsspaceindustries.com/comm-link/spectrum-dispatch/15273-Empire-Report-Victory-On-The-Vanduul-Front"]The week's lorepost went up, and oh shit.[/URL] The [I]UEES Retribution[/I] super-dreadnought is active and is the UEE's new flagship, with [I]Bishop himself[/I] onboard. It led the 65th battle group to victory in fighting against the Vanduul in Oberon (apparently there was a battle in Oberon). The Admiral the UEE Navy trotted out to answer press questions doesn't want to talk about the casualties, predicably, but acknowledges that there were some. Bishop may be positioning to retake Oberon and push the front line back against the Vanduul.
So I opened up the starmap to see how far Oberon is from Odin. Conveniently, [I]Odin isn't on the starmap,[/I] [URL="https://www.robertsspaceindustries.com/comm-link/transmission/12768-Unlocked-Odin-System"]but it definitely exists.[/URL] It connects, originally, to Baker, Helios, and Osiris.
Baker, Helios, and Osiris are all close to each other in the starmap, [URL="https://robertsspaceindustries.com/starmap?camera=53.62,124.72,0.95,0,0"]and there's a suspicious gap between them and [B]Terra[/B].[/URL]
[IMG]http://i.imgur.com/AJIxBXt.png[/IMG]
My, that's awfully close to Terra and Xi'An space and nowhere near the Vanduul front.
Why does Odin system matter? Because Odin is where almost all of SQ42 ep1 is happening.
The Starferer should cause a larger, more damaging explosion if it's killed while full of fuel :v:
[QUOTE]UEES Retribution super-dreadnought[/QUOTE]
Found this on reddit, a searchable version of Q&A from 10 from the chairman. [url]http://www.scqa.info[/url]
It's incomplete but still pretty cool.
[quote]The holotable has had things moved into MobiGlas and focus will be more on that rather than the holotable for the time being.[/quote]
oh man imagine if we can change loadouts [i]while out and about in universe[/i]. Maybe land at cryastro where they'll actually do the part swapping for you
my only concern is, damage persistence will probably mean a few hiccups for a while regarding some situations around respawning/summoning/destroying for a fresh copy
[quote]Character customization will start in 2.4 by giving people the option to choose from 16 faces, 8 female and 8 male with the more indepth customizable options coming later on the year.[/quote]
I'm praying the new heads have decent shaders so we don't have perma-caveman-brow from harsh light/shadow
holy shit, Saitek just put out an X56 Rhino, built for space sims. Seems the additional gimmick besides the paint job is adding several analog sticks for finer secondary controls of things like gimbals or finite decoupled thruster use or whathaveyou
[url=http://www.amazon.com/dp/B01CZTSS3O]Amazon pre-orders, $250, release May30th[/url]
[url]http://www.saitek.com/uk/prod/x56.html[/url]
[img]http://www.saitek.com/uk/imgs/product/x56/gallery/Pro-Flight-X-56-Rhino-for-PC-01.jpg[/img]
[editline]e[/editline]
in the meantime I just spent $30 for a logitech EXTREME 3D PRO at best buy, heh
[t]http://ecx.images-amazon.com/images/I/414X2Z0A7TL.jpg[/t]
pew pew
personally I don't mind running HOMAS since I mouse left-handed and have plenty of controls within reach. I just wish I had some pedals for throttle, I don't like using keys/buttons for throttle and while I CAN use the mousewheel, it moves slowly and I lose zoom function on top of it
[editline]e[/editline]
what I REALLY wish I could use is this thing, which I've used for years with work-
[t]http://www.vmhinternational.com/wp-content/uploads/2015/01/3dconnexion_spacemouse.png[/t]
similar to the joystick you can pitch, roll, twist, but you can also push and pull it in any direction. Feels extremely natural to float around my 3D scenes with it, and due to how I usually control yaw/roll with it, adjusting to a joystick is slightly disorienting.
Unfortunately it doesn't just output normal controller axes, it requires running through its own software for interfacing, and still to this day their website says they only support [i]secondlife[/i]
[t]http://i.imgur.com/jBCWWwd.png[/t]
[QUOTE]Combatible with Most Flight Simulation, Combat Simulation, and Space Simulation Software including:
Elite: Dangerous
Star Citizen
Flight Simulator X
Flight Simulator 2004
X-Plane 10
X-Plane 9
Star Citizen
Elite Dangerous
[/QUOTE]
:ok:
I wonder how many X56's I'll get before I get one that works
[video=youtube;IkwIzILcoxM]https://www.youtube.com/watch?v=IkwIzILcoxM[/video]
[QUOTE]01:32 – Intro
05:59 – News From Around the Verse
17:35 – ATV Interview: Erin Roberts
44:28 – ATV Rewind: Aegis Retaliator
46:03 – Loremaker’s Guide to the Galaxy: Elysium
01:01:16 – [URL="https://forums.robertsspaceindustries.com/discussion/319781/starfarer-floor-plan/p1"]MVP[/URL]
01:02:13 – ATV Fast Forward: Subsumption, the AI system
[URL="https://www.youtube.com/watch?v=vrL8M4aG7VU"]Gameplay Bumper[/URL][/QUOTE]
[URL="https://robertsspaceindustries.com/pledge/Anvil-Aerospace-Mousepad/Anvil-Aerospace-Mousepad-Pre-Order-Subscriber"]If you're a subscriber or concierge you can preorder the new Anvil mousepad here.[/URL] It'll go up for general preorder soon.
[QUOTE]Please note that this is a pre-order; estimated delivery for this item is June 2016.[/QUOTE]
[t]https://robertsspaceindustries.com/media/qismg96omlt0ur/source/Mousepad.jpg[/t]
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