Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


Justin Tyme posted:

I wish you could mount missile launchers on turret hardpoints like some sort of modern frigate CWIS system. Put one of those Omnisky cannons or rotary ballistic cannon on one mount and a missile pod on the other. Imagine a Retaliator with all turret hardpoints fitted with anti-fighter missiles instead of guns.

MissileTurrret is a listed turret type, we just haven't seen one yet.

EDIT: Assuming they actually put it in the game I guess.

Adbot
ADBOT LOVES YOU

CLAM DOWN
Feb 13, 2007




DatonKallandor posted:

It's a shame the Starlancer sequence where player flies a proper heavy space-soviet bomber isn't on Youtube, because that's exactly what you could show people and go "That's what the Retaliator should be like". Handles like a brick, 4 torpedoes as big as a small fighter and it can pop the biggest capital ships in the game in one good run.

That's the only good mission in all of Starlancer, and it was so good compared to the rest of the game it's like it was outsourced or something.

Justin Tyme
Feb 22, 2011


for people that have played MP: which of the 3 different account monickers is displayed as your name ingame and can it be changed or is it static?

Hobold
Jan 10, 2012


I love my Cutlass
I love big stompy mechs
I love my HOTAS
I love to salvage wrecks
I love Star Citizen, and all it's craziness
GOONDEYADA, GOONDEYADA, GOONDEYADA
College Slice

BitBasher posted:

MissileTurrret is a listed turret type, we just haven't seen one yet.

EDIT: Assuming they actually put it in the game I guess.

The only missle turrets currently listed anywhere to my knowledge are the anti-ship and anti-capital batteries on the Idris and the Bengal. They're class 6-7 or 8 or some such.

Octopode
Sep 2, 2009

No. I work here. I manage operations for this and integration for this, while making sure that their stuff keeps working in here.

Wulfling posted:

The only missle turrets currently listed anywhere to my knowledge are the anti-ship and anti-capital batteries on the Idris and the Bengal. They're class 6-7 or 8 or some such.

Nah, he's talking about in the ship stat XML files or on the holotable, where things like the Hornet turret mount lists both GunTurret and MissileTurret as acceptable equipment that can be slotted there. We don't have any equipment of MissileTurret type though, so no way to actually try to mount them.

Hobold
Jan 10, 2012


I love my Cutlass
I love big stompy mechs
I love my HOTAS
I love to salvage wrecks
I love Star Citizen, and all it's craziness
GOONDEYADA, GOONDEYADA, GOONDEYADA
College Slice

Octopode posted:

Nah, he's talking about in the ship stat XML files or on the holotable, where things like the Hornet turret mount lists both GunTurret and MissileTurret as acceptable equipment that can be slotted there. We don't have any equipment of MissileTurret type though, so no way to actually try to mount them.

Oh right I had forgotten about those. Sounds neat.

Capntastic
Jan 13, 2005

A dog begins eating a dusty old coil of rope but there's a nail in it.

Justin Tyme posted:

I wish you could mount missile launchers on turret hardpoints like some sort of modern frigate CWIS system. Put one of those Omnisky cannons or rotary ballistic cannon on one mount and a missile pod on the other. Imagine a Retaliator with all turret hardpoints fitted with anti-fighter missiles instead of guns.

I don't have a source but I think a dev said there will be missile turrets.

Adventure Pigeon
Nov 8, 2005

I am a master storyteller.

DatonKallandor posted:

They should have a fairly easy time hitting other capital ships, but hitting fighters with anything but AoE flak is going to be almost impossible. For regular straight line bolts the most likely target is incoming torps and bombers lining up a torp lock - both of which should move in predictable straight(ish) lines.

And that's exactly how it should be. If capital ships could hit anything smaller than a capital ship they'd obsolete anything small. Look at Freespace Capital ships - the seemingly useless energy bolt guns on those are exactly what capital guns have to be like to make for a fun game. When they introduce capital guns that can hit fighters reliably they constrain them to specific weak-hulled anti-fighter specialist ships and every capital has large blind spots for fighters to do their stuff in.

I can't think of any space sims that don't make capital ships basically unable to deal with fighters in any "realistic" way because it makes for a much better game.

Edit: ^ That's a great video Scott Manley.

The big difference between capital ships in this game and other games (EVE) will be that these will require multiple people to run, since that really reduces the chance of people deploying a horde of caps. Ideally the game will force a balance of shiptypes, but I think it's okay for a destroyer or cruiser crewed by 20-30 PCs to put some serious hurt on fighters unless they launch a coordinated attack, and even then the fighters should expect to take losses.

Edit: The primary defense for fighters and bombers against capital ships should be that they can use their speed to keep them at range and choose when to engage. Once they go in on them, though, it should probably get dangerous.

Adventure Pigeon fucked around with this message at 01:38 on Jun 18, 2014

Broccoli Cat
Mar 8, 2013

"so, am I right in understanding that you're a bigot or aficionado of racist humor?




STAR CITIZEN is for WHITES ONLY!




:lesnick:

Adventure Pigeon posted:

The big difference between capital ships in this game and other games (EVE) will be that these will require multiple people to run, since that really reduces the chance of people deploying a horde of caps. Ideally the game will force a balance of shiptypes, but I think it's okay for a destroyer or cruiser crewed by 20-30 PCs to put some serious hurt on fighters unless they launch a coordinated attack, and even then the fighters should expect to take losses.

Edit: The primary defense for fighters and bombers against capital ships should be that they can use their speed to keep them at range and choose when to engage. Once they go in on them, though, it should probably get dangerous.



this is where the team with the most LTI Gladiator kamikaze pilots has the edge.


:wiggle:

Jegan Ace
May 6, 2014

Every non-lethal catapult launch is a triumph

:corrupt:
So far, taking into account some of the responses up to this point, this is what seems to be a "good" loadout:

  • Fighter-class with smaller sig radius.
  • Sensor Dampener/Stealth Suite.
  • Hardpoints for nothing but missile bays.
  • Most expensive PvP missile loadout.

When it comes down to it, I'd pay a lot of money for the best "tiered missile class", to ensure my payload reaches the target and knocks out one or several critical systems. As an educated guess, I assume most people here would do the same thing.

Reasons:

  • You force other players to sacrifice a hardpoint for sensor boosters, or;
  • You force other players to sacrifice a hardpoint for stealth, or risk detection.
  • You don't have to engage in space jousting/space turning.
  • You don't have to care about FM compromises because missiles auto-home regardless.
  • You don't need to have HOTAS or Joystick to be competitive.
  • CIG can't make missiles useless, because that would negate their existence in-game.
  • CIG can't make missile range any worse, and they are already pretty excellent with the maps at the current size.

Either way, I'm good with the arguments presented so far. Mainly because instead of lamenting about a FM that doesn't agree with me, I'm just going to let a computer program overcome any issues with control surfaces. I don't need an autopilot if my payload has one, and can travel faster than a Scythe.

Octopode
Sep 2, 2009

No. I work here. I manage operations for this and integration for this, while making sure that their stuff keeps working in here.

Jegan Ace posted:

So far, taking into account some of the responses up to this point, this is what seems to be a "good" loadout:

Of course, you haven't really considered the impact of missile countermeasures there. If your super expensive missile can be reliably defeated by the right type of countermeasure pretty much just as easily and cheaply as a cheap missile, you're looking at a losing proposition. So long as countermeasures are cheaper and more plentiful than super missiles, it's the idiot's own fault if he gets shot down from afar.

Adventure Pigeon
Nov 8, 2005

I am a master storyteller.

Broccoli Cat posted:

this is where the team with the most LTI Gladiator kamikaze pilots has the edge.


:wiggle:

We will sip sake with the newbies, give them honorary bandanas, then bolt them into their cockpits.

Barnsy
Jul 22, 2013

Warbadger posted:

Either missiles work reliably or they don't. If they work missiles will offer a huge advantage in a game where precise control is difficult. If they don't work they're a waste of a hardpoint and why have them in the game?

Beyond that I'll just say that ammo price is a very tricky way to do balance that rarely actually works out well.

If CR can learn anything from EVE, it's that making things expensive isn't a way to balance them.

Jegan Ace
May 6, 2014

Every non-lethal catapult launch is a triumph

:corrupt:

Octopode posted:

So long as countermeasures are cheaper and more plentiful than super missiles, it's the idiot's own fault if he gets shot down from afar.

I've played EvE enough to know that there are a shitload of idiots out there in space, and a lot of them will be playing SC. That knowledge itself warms my loins, countermeasures be damned.

brakanjan
May 26, 2014
Never mind the space truck. Didn't CR confirm some sort of space transport in between planets if you did not have a ship. Just wondered if someone wanted to make extra UEC to pay off a debt or a reformed captured pirate trying to work off criminal status could work and pilot one of these. All aboard the space train! Alternatively they could attract train sim fans as backers :)

brakanjan
May 26, 2014

Jegan Ace posted:

I've played EvE enough to know that there are a shitload of idiots out there in space, and a lot of them will be playing SC. That knowledge itself warms my loins, countermeasures be damned.

Only problem then is ...do they outnumber you and can CIG drown out the grumble of a thousand carebears. Hopefully for their sake the pvp slider does not stop them from flying in interesting times.

Rougey
Oct 24, 2013

brakanjan posted:

Only problem then is ...do they outnumber you and can CIG drown out the grumble of a thousand carebears. Hopefully for their sake the pvp slider does not stop them from flying in interesting times.
And when they do, they will panic.

OptimusWang
Jul 9, 2007

Anyone know what might cause the view to zoom in 50% or so and stay that way? When it happens, I lose a good chunk of the HUD and can't track poo poo. If it helps, I'm using an x52 when I play.

Octopode
Sep 2, 2009

No. I work here. I manage operations for this and integration for this, while making sure that their stuff keeps working in here.

OptimusWang posted:

Anyone know what might cause the view to zoom in 50% or so and stay that way? When it happens, I lose a good chunk of the HUD and can't track poo poo. If it helps, I'm using an x52 when I play.

Make sure you're not scrolling with the mouse wheel on the back of the throttle. Scrolling it causes you to zoom in like that, usually.

Warcabbit
Apr 26, 2008

Wedge Regret
A: Nope, I still suck.
B: Can you even kill a Vanduul with a Hornet's dual Bulldogs anyhow? I spent a full thirty seconds pegging one and don't think I broke the shields.
C: If you lop the gun and scythe off a Vanduul, they become really freaking fast.

OptimusWang
Jul 9, 2007

Octopode posted:

Make sure you're not scrolling with the mouse wheel on the back of the throttle. Scrolling it causes you to zoom in like that, usually.

Gah I had no idea that was there, thanks.

froody guy
Jun 25, 2013

Warcabbit posted:

A: Nope, I still suck.
B: Can you even kill a Vanduul with a Hornet's dual Bulldogs anyhow? I spent a full thirty seconds pegging one and don't think I broke the shields.
C: If you lop the gun and scythe off a Vanduul, they become really freaking fast.

A: I feel you bro
B: not sure if the Hornet is still as bugged as it was on day-1 of AC but for sure those guns make it a real pain in the rear end to use. Options are: 300i or try plugging other guns in. Or wait few days more and we should have some more weapons to use, guess we need to buy them first tho :s
C: hopefully it's a bugged mechanic, since to be forced to use missiles on a piece of metal almost splitted in 2 and unable to shoot at you but spinning around like a rabid space rabbit is meh.

imperialparadox
Apr 17, 2012

Don't tell me no one has told the girl she isn't exactly human!
Isn't the Scythe really just some big ol' engines once you lop off the wings? It makes sense in some ways that it would become faster.

I wonder if players will be able to purposefully leave the blade off of their Scythes, just to be speedy assholes?

froody guy
Jun 25, 2013

Yeah it makes sense and in pvp it can be *something* (even if....) but in pve next wave doesn't spawn if you don't kill that drat mofo so you have to waste 1 missile to take that piece of tin down or hunt it few minutes before rage quitting the match :arghfist:

Goredema
Oct 16, 2013

RUIN EVERYTHING

Fun Shoe

brakanjan posted:

Never mind the space truck. Didn't CR confirm some sort of space transport in between planets if you did not have a ship. Just wondered if someone wanted to make extra UEC to pay off a debt or a reformed captured pirate trying to work off criminal status could work and pilot one of these. All aboard the space train! Alternatively they could attract train sim fans as backers :)

In my dream world, the public transportation between systems is not only something you can work on as a pilot, but is a 4K resolution, Oculus Rift enabled recreation of Desert Bus.

:pervert: I sense a potential Stretch Goal! :pervert:

https://www.youtube.com/watch?v=p9c2oHbM-3A

Furism
Feb 21, 2006

Live long and headbang
I'm backer #6100ish and I just got my ArCom multiplayer alpha invite yesterday \o/

ShineDog
May 21, 2007
It is inevitable!

CLAM DOWN posted:

That's the only good mission in all of Starlancer, and it was so good compared to the rest of the game it's like it was outsourced or something.

The actual core dogfighting in Starlancer is pretty great. God drat, the way those guns sounded, looked and felt, compared to the gutless farts the guns in SC make. (I think projectile speed in SC needs upped partly for this reason - it doesn't look exciting.)

The disastrous loving mission design ruins it, but it had some fun ideas. Did you know that in co-op, during the missions where the squad got split between objectives, the players could end up split between groups doing entirely different poo poo you never saw in singleplayer?

brakanjan
May 26, 2014

Goredema posted:

In my dream world, the public transportation between systems is not only something you can work on as a pilot, but is a 4K resolution, Oculus Rift enabled recreation of Desert Bus.

:pervert: I sense a potential Stretch Goal! :pervert:

https://www.youtube.com/watch?v=p9c2oHbM-3A

Ha! Classic. Reminds of the place everyone goes to when they die in the Terry Prachett books.

I think if that is the road to redemption then we're definitely going to have more pirates.

macnbc
Dec 13, 2006

brb, time travelin'
Just a note for anyone needing to play an actual finished Chris Roberts space sim:

The entire Wing Commander series is going for less than $10 on GOG.com today. That's 80% off the usual rate.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
PC Gamer recently released an interview in which Chris reveals additional plans for dates. According to Chris this is what we'll be seeing:

Version "1.5" (Cutlass & Avenger): Released between now and towards the end of the year.
Version 2 (Multi-Crew Ships): Towards the end of the year.
Version 3 (FPS, Boarding): Reveal Oct 31 - Nov 2, no release date.
Planetside: No date, but before mid-2015.
Squadron 42: Mid-2015 start, 1-2 months in between releases of 5 packages of 10 missions.
PU: Single system end of 2015, expands to multiple systems over time.
Release: Middle of 2016.

Given that around this time last year Chris was quoted saying that the PU would be basically be done by the end of December this is a much more realistic estimate. I'm still expecting release in 2017 at the earliest.

macnbc
Dec 13, 2006

brb, time travelin'

Beer4TheBeerGod posted:

PC Gamer recently released an interview in which Chris reveals additional plans for dates. According to Chris this is what we'll be seeing:

Version "1.5" (Cutlass & Avenger): Released between now and towards the end of the year.
Version 2 (Multi-Crew Ships): Towards the end of the year.
Version 3 (FPS, Boarding): Reveal Oct 31 - Nov 2, no release date.
Planetside: No date, but before mid-2015.
Squadron 42: Mid-2015 start, 1-2 months in between releases of 5 packages of 10 missions.
PU: Single system end of 2015, expands to multiple systems over time.
Release: Middle of 2016.

Given that around this time last year Chris was quoted saying that the PU would be basically be done by the end of December this is a much more realistic estimate. I'm still expecting release in 2017 at the earliest.

Can we get this in the OP? I have a feeling this is going to be info people are going to ask about/reference a ton.

Execute
Apr 25, 2014

*Insert Electric Noise Here*
I ruled out going to PAX AUS this year as was the first one last year and it was poo poo due to overcrowding they had 200,000 people in a space for 45,000. Star Citizen does sweeten the deal but.

Octopode
Sep 2, 2009

No. I work here. I manage operations for this and integration for this, while making sure that their stuff keeps working in here.

Beer4TheBeerGod posted:

PC Gamer recently released an interview in which Chris reveals additional plans for dates. According to Chris this is what we'll be seeing:

Version "1.5" (Cutlass & Avenger): Released between now and towards the end of the year.
Version 2 (Multi-Crew Ships): Towards the end of the year.
Version 3 (FPS, Boarding): Reveal Oct 31 - Nov 2, no release date.
Planetside: No date, but before mid-2015.
Squadron 42: Mid-2015 start, 1-2 months in between releases of 5 packages of 10 missions.
PU: Single system end of 2015, expands to multiple systems over time.
Release: Middle of 2016.

Given that around this time last year Chris was quoted saying that the PU would be basically be done by the end of December this is a much more realistic estimate. I'm still expecting release in 2017 at the earliest.

Interesting that the Cutlass is being rolled out with the single seater ships, whereas the Freelancer is not, despite them being roughly comparable in size and equipment.

It also looks like they've dropped plans for a separate FPS level / test module between version 2 and 3 of AC like they had previously put out and are just going to roll it straight into boarding instead.

Marathanes
Jun 13, 2009
I'm wondering when we'll start to see ships like the Mustang, M50, Gladiator and others that aren't talked about as often. We know that the Avenger and Cutlass will be in 1.5 now, and that the Constellation and Freelancer will be in 2.0. Will other single seaters get rolled into AC now as soon as they are completed, or will they get completed and wait for the next big release?

I want to fly my space kaiten (M50), but if I have to wait until i have something sizable to ram it into, I'm comfortable with that. I'd just like to know.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

macnbc posted:

Can we get this in the OP? I have a feeling this is going to be info people are going to ask about/reference a ton.

Yeah, I plan on updating the OP with it when I get home. Updating that thing on a phone is a pain.

Octopode
Sep 2, 2009

No. I work here. I manage operations for this and integration for this, while making sure that their stuff keeps working in here.

Marathanes posted:

I'm wondering when we'll start to see ships like the Mustang, M50, Gladiator and others that aren't talked about as often. We know that the Avenger and Cutlass will be in 1.5 now, and that the Constellation and Freelancer will be in 2.0. Will other single seaters get rolled into AC now as soon as they are completed, or will they get completed and wait for the next big release?

I want to fly my space kaiten (M50), but if I have to wait until i have something sizable to ram it into, I'm comfortable with that. I'd just like to know.

In last week's Around the Verse, Travis Day claimed they were going to have all the single seaters in before they put the multicrew ships in. If they stick to that, they should all be in before 2.0, but CIG's plans are notoriously fickle.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Octopode posted:

Interesting that the Cutlass is being rolled out with the single seater ships, whereas the Freelancer is not, despite them being roughly comparable in size and equipment.

It also looks like they've dropped plans for a separate FPS level / test module between version 2 and 3 of AC like they had previously put out and are just going to roll it straight into boarding instead.

I might be wrong about the Freelancer. I do recall them specifically mentioning the Cutlass before. I will ask.

Rastor
Jun 2, 2001

Beer4TheBeerGod posted:

PC Gamer recently released an interview in which Chris reveals additional plans for dates. According to Chris this is what we'll be seeing:

Version "1.5" (Cutlass & Avenger): Released between now and towards the end of the year.
Version 2 (Multi-Crew Ships): Towards the end of the year.
Version 3 (FPS, Boarding): Reveal Oct 31 - Nov 2, no release date.
Planetside: No date, but before mid-2015.
Squadron 42: Mid-2015 start, 1-2 months in between releases of 5 packages of 10 missions.
PU: Single system end of 2015, expands to multiple systems over time.
Release: Middle of 2016.

Given that around this time last year Chris was quoted saying that the PU would be basically be done by the end of December this is a much more realistic estimate. I'm still expecting release in 2017 at the earliest.
Nice to see Chris finally get hit by the reality bat. Gonna enjoy playing the PU in 2017 on an nVidia Pascal / NVLink 20TFlop supersystem (or whatever equivalent AMD rolls out).


macnbc posted:

Just a note for anyone needing to play an actual finished Chris Roberts space sim:

The entire Wing Commander series is going for less than $10 on GOG.com today. That's 80% off the usual rate.

This is a sweet deal. For those who bought the set previously, check this out anyway because GOG has gotten more games from the series recently.

drunkill
Sep 25, 2007

me @ ur posting
Fallen Rib

Execute posted:

I ruled out going to PAX AUS this year as was the first one last year and it was poo poo due to overcrowding they had 200,000 people in a space for 45,000. Star Citizen does sweeten the deal but.

I have a feeling the FPS stuff will be at a separate venue and PAX will have a floor demo type of deal, same as the dogfight reveal at PAX East. If it means I don't need to pay for a $55 one day ticket that is a good thing.

By the way, they are no longer at a small segment of the showgrounds, PAX Aus will be held at the convention and exhibition centre at Southbank with triple the floor space, plenty of room. I don't even know if they'll be using the convention centre, the exhibition center is ~500 meters long, pretty big room.

drunkill fucked around with this message at 17:26 on Jun 18, 2014

Adbot
ADBOT LOVES YOU

froody guy
Jun 25, 2013

Beer4TheBeerGod posted:

......

Given that around this time last year Chris was quoted saying that the PU would be basically be done by the end of December this is a much more realistic estimate. I'm still expecting release in 2017 at the earliest.
Derp, so when the game will be ready to launch I should be bored by it already for at least 1 year.

  • Locked thread