[QUOTE=darth-veger;49349626]Star Citizen still has me confused. I know what the single player part is (Squadron 42) but the multiplayer (Star Citizen itself) has a bit bewildered, is it a MMO? Can you actually build stuff like bases, ships, weapons or anything?[/QUOTE]
It's an "MMO" but more a huge open-ended sandbox. Think more EVE than WoW in space. Or Freelancer on all the steroids.
At the moment, while it's still in alpha, [URL="https://robertsspaceindustries.com/feature-list"]the feature list is fairly small and limited.[/URL] However, that'll obviously change with time.
As far as crafting/building bases and shit goes, well, yes and no. With the understanding that all of this has yet to be implemented so there's no guarantees the devs'll pull it off within the next three years, here are the basic points:
- Players will not be able to [I]build[/I] space stations (at least not until [I]far[/I] later, if ever), but they will be able to temporarily occupy ones in lawless space (temporarily meaning as long as they can hold them, which could be weeks/months/years, but it's not a locked-in permanency)
- Players will not have direct control over crafting ships/weapons as in a typical MMO, but they will be able to pay to take control of economic nodes on planets/etc. that produce a particular thing. You won't have control over what that thing is (you buy a node that produces XYZ weapon, it produces XYZ weapon at a certain rate for a certain set of material costs) but you can maintain a material supply chain into it to produce its output.
- When insured ships are replaced due to ship destruction, the replacement ship has to actually come out of the economy, rather than just appearing from nothing.
This video for the economy model is older but it's still the broad design they've stuck with, as far as we know (the economy and multiple star systems are not online yet).
[video=youtube;r0qXEAqYIH8]https://www.youtube.com/watch?v=r0qXEAqYIH8[/video]
The economy is embedded in an offline simulation of 20 million NPCs (the intended ratio is 10 NPCs per player to prevent players from taking full control of the economy) that will sync with instances to inform them of what's happening in a given space; e.g. a player warps into an arbitrary location, the universe sim says there are two pirates there, player kills them both, instance reports to the sim that both pirates are dead, -2 NPCs that'll be reincarnated as possibly not pirates somewhere else in the galaxy at some point in the near future.
The idea with the PU is that there'll be constant microupdates, every week or two, rather than single big quarterly/annual expansion drops, to keep the universe feeling alive and evolving to react to player actions. The devs are experimenting with procedurally-assembled missions, bolting together various stages from a (hopefully large) toolbox of scenario sub-components so that missions are semi-unique every time, rather than everyone going out to a particular NPC and grinding out the same "bring me five cave bear anuses" fetch quest.
elix finally ninjas me
[QUOTE=darth-veger;49349626]Star Citizen still has me confused. I know what the single player part is (Squadron 42) but the multiplayer (Star Citizen itself) has a bit bewildered, is it a MMO? Can you actually build stuff like bases, ships, weapons or anything?[/QUOTE]
It's an MMO in the sense it's all online and there's a lot of people sharing the space. 10:1 NPC to Human population, with a [url=http://kythera.ai/]neat new AI system[/url] and the intent that it'll be hard to differentiate humans from NPCs without more direct interaction. This overwhelming NPC population also means people can't dominate and manipulate markets, and organizations (guilds) can't just take control over regions of space, planetary sites, space stations, or cap ships without CONSIDERABLE personnel and niche circumstances
As for building things (and contradicting elix), you will have the option to essentially be an engineer. Its been described before that you'd be able to design tuner parts for ships or weapons (which is great for your own doings as well), start a contract with a manufacturer, and if it gains traction you make passive profits off it for a while between NPCs and players purchasing those schematics to enhance their ships. There could even come a point where you're saturating the market too hard and competitor manufacturers start hiring goons to put a dent in your operations, or just in you.
If player housing is a thing you're interested in, there's going to be personal segments that you'll be able to customize layout and interior contents, essentially connected offices. I know there's been talk previously of having weapons testing ranges (there used to be one in the past, complete with a ship gun mount so you could toy with that), living spaces, and other fun stuff. Beyond that, people are now asking if they'll be capable of setting up their own bases on planets, specifically in reference to this video and the implications that we'll essentially have infinite space to just set up shop and slowly upgrade a custom base/hangar space. (I'd LOVE that)
There's going to be [url=https://robertsspaceindustries.com/starmap]100 star systems[/url] to start, with plenty of room for expansion. (To see the area currently covered in the 2.0 footage, search 'Crusader'. It's just those satellites near it, and without quantum jumping a good speed ship could take upwards of 40-50 hours just to fly from one point of interest to another. [someone did that]). Players focusing on exploration are encouraged to hunt for jump points, with old routes between systems closing over time; people looking to run trade routes really need up to date info on that, so there's profit to be had in selling details on the hottest new routes. SO as new content gets released it's pretty easy to just like, hint that there's some new signal coming from a fringe system and they can hunt for the new connection
If anyone has any doubts as to the scale of this game, and the Morrow Tour video above on the Idris wasn't enough...
Here's the [I]work in progress[/I] walkthrough of the Javelin destroyer, the largest player ship ever offered to players (in very finite quantities since it'd fuck everything up if there were 50,000 of these in players' hands at launch).
[video=youtube;btcy4Wl2oas]https://www.youtube.com/watch?v=btcy4Wl2oas[/video]
This isn't even the largest ship in the game by far. Minor spoiler: [URL="https://i.imgur.com/6yOOJHO.png"]unrevealed 2km-long super-dreadnought[/URL] next to the Broken Moon terraformer. How big is the terraformer? This big.
[video=youtube;FGe5DC8FyS4]https://www.youtube.com/watch?v=FGe5DC8FyS4[/video]
[editline]19th December 2015[/editline]
[QUOTE=dai;49350766]As for building things (and contradicting elix), you will have the option to essentially be an engineer. Its been described before that you'd be able to design tuner parts for ships or weapons (which is great for your own doings as well), start a contract with a manufacturer, and if it gains traction you make passive profits off it for a while between NPCs and players purchasing those schematics to enhance their ships.[/QUOTE]
Well, yeah, this is planned, but I interpreted the question as more if the PU was going to have construction the way EVE's blueprints and assembly lines work, and it doesn't, not in the arbitrary freedom aspect. I could've written a novel going into the details, but I do that enough already. :v:
[editline]19th December 2015[/editline]
[QUOTE=dai;49350766]Beyond that, people are now asking if they'll be capable of setting up their own bases on planets, specifically in reference to this video and the implications that we'll essentially have infinite space to just set up shop and slowly upgrade a custom base/hangar space. (I'd LOVE that)[/QUOTE]
To this point, CR has said that, in the loooooong term, allowing players to basically set up homes/bases on procedural planets is [I]maybe[/I] going to be a thing.
I'd like to see that question revisited now that this procgen tech demo happened ahead of even CR's schedule.
let me reiterate that terraformer scale since a zippy flyby in a ship with no scale reference isn't much to go by
[t]http://i.imgur.com/HTIaNW2.jpg[/t]
[t]http://i.imgur.com/OSUKRkV.jpg[/t]
[t]http://i.imgur.com/90CP8OW.jpg[/t]
[t]http://i.imgur.com/ankWaJF.jpg[/t]
[t]http://i.imgur.com/qweAwP8.jpg[/t]
man I hate that we gotta be super talkative about it but there's a lot to cover when people just assume there's just a dogfighting module and nothing else to show for it
[QUOTE=dai;49350881]man I hate that we gotta be super talkative about it but there's a lot to cover when people just assume there's just a dogfighting module and nothing else to show for it[/QUOTE]
That's all I seem to have access to :(. I'll go ask in the megathread, 'error code 7' keeps coming up, I've tried verifying, etc. Not exactly keen on trying to redownload the entire game either here in Australia.
[QUOTE=jjjohan;49353578]That's all I seem to have access to :(. I'll go ask in the megathread, 'error code 7' keeps coming up, I've tried verifying, etc. Not exactly keen on trying to redownload the entire game either here in Australia.[/QUOTE]
[url]https://robertsspaceindustries.com/faq/disconnection-codes[/url]
[quote]Code 7s occur when the game client receives information that it isn’t expecting. A good example of this is the situation that would occur when a player had an older, not fully updated version of the game (we’ve recently resolved this with version checking). Another example is when a bad asset in the game exists, such as when we discovered that Cutlasses were disconnecting all clients on the internal QA server.[/quote]
I'd suggest verifying your install
[img]http://i.imgur.com/0mZkfnL.png[/img]
also go to "StarCitizen\Cloud Imperium Games\StarCitizen\Public" and delete the 'USER' file, that can cause the conflict as well. It resets your preferences and keybinds but seems to fix a lot of blips in the new builds
Also delete your USER folder (this is going to erase your keybinds and reset your settings to defaults).
Huh, deleting the USER folder worked. Very strange seeing as this was the first time I installed the game, it somehow got corrupted during.. install?
The XML in the USER folder is incredibly fiddly and can cause weird shit to happen like an M50 spawning in space without engines or thrusters.
[t]http://i.imgur.com/70zcySW.png[/t] [t]http://i.imgur.com/RvniHk8.png[/t]
That was from my very first test flight in the M50, and the XML had gotten corrupted.
Pretty much step 1 of fixing any SC glitch ever, if the game will load to the hangar, is delete USER and try again.
Well I had my first proper experience then. Spawned on Alistair, got in my ship, figured out how to quantum travel to a shipping hub, landed on a random landing pad, glitched out of my ship, ran inside and pressed F on a weapon on a wall which caused me to die or something since it looked like I was travelling at light speed. I was a little scared when my ship's distance meter was somewhere along the lines of 23059420 kilometers, fortunately the ship panel can magically retrieve it.
Think I'll stop hijacking this thread now :).
Grabbing a weapon shouldn't teleport you a billion miles away from your position, but for some reason a few bugs do weird things like that.
I parked a Constellation next to a station in the PTU and the instant I hit ctrl+f to get up from my seat, me, everyone in the ship, and the ship itself rapidly accelerated away from the station for no reason, coming to a stop 7km away.
I also ended up getting thrown 250,000km away from my ship once. RIP.
It's a good thing I like the look of Port Olisar, I end up having to suicide often enough to get back to it. :v:
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