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Marathanes
Jun 13, 2009

Octopode posted:

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.

Thank you for watching that show, so I didn't have to.

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xgp15a-ii
Jan 10, 2014
I'm really late on the SC bandwagon.

After taking the minute to figure out what I actually had to buy to participate in all of this madness, I downloaded the client and got in.

I can tell everything's really rough and there is only the most bare-bones of a tech demo available right now, but it's still pretty novel & cool to me. I haven't played any other games of this genre besides Freelancer. This one seems fine for how much ambition they have and how early it is in the development of something of this size, so I am optimistic.


Right now I use mouse & keyboard. I'm thinking about trying some other space/flight sim games, too, and will be interested in eventually getting an Oculus Rift or a joystick.

Is just a decent joystick + the keyboard practical and worth it, or would you strongly recommend getting something like a saitek x52/x55 that comes with the throttle thing for the left hand, too?

TorakFade
Oct 3, 2006

I strongly disapprove


^^ I have a cheap HOTAS joystick (with the separate throttle thing), costed around 50$ and it's lots of fun, it has so many buttons you normally don't need the keyboard, and I find the throttle genuinely useful since it's much easier to fine-tune your speed on the fly vs a keyboard.

drat that Freelancer MIS is sexy. 2 to 6 missile reloaders sounds pretty awesome for a "basic" ship which hopefully can be easily bought with in-game credits (no Chris Roberts I'm not giving you 120$ for a Freelancer drat you) - also it has just 2 reloaders and a total of 36 missiles leaving space for cargo and other equipment while still being able to lay down lots of pain, I'd guess.

What remains to be seen is the cost/effectiveness balance for missiles ; if they're too easy to shoot down / countermeasure or too expensive to replenish in between fights, I can see missile boats failing pretty miserably compared to more generalist ships.

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

Eldragon
Feb 22, 2003

xgp15a-ii posted:

Is just a decent joystick + the keyboard practical and worth it, or would you strongly recommend getting something like a saitek x52/x55 that comes with the throttle thing for the left hand, too?

Personally I don't think having a throttle for the left had is all that important, or even preferable. You won't need to make fine adjustments to throttle much like you do with a flight sim. Instead it will be mostly 0% straight to 100% and back again, and you can do that with the W and S keys.

Having a keyboard for the left hand is also useful for the larger number of key needed, and that list is only going to get bigger.

Rastor
Jun 2, 2001

xgp15a-ii posted:

Is just a decent joystick + the keyboard practical and worth it, or would you strongly recommend getting something like a saitek x52/x55 that comes with the throttle thing for the left hand, too?
This kind of thing is going to come down to personal preference in many cases.

They state as a goal to make the game playable with mouse+keyboard and I expect some significant percentage of the game population to play that way.

A decent joystick or even just an Xbox 360 controller will definitely be supported and very playable.

While a HOTAS setup will also be supported, I don't strongly recommend getting one personally, especially if you only plan to use it for this one game.

BitBasher
Jun 6, 2004

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


While true, a decent throttle also has a pile of buttons and hats on it making a keyboard totally redundant in combat.

Renaissance Spam
Jun 5, 2010

Can it wait a for a bit? I'm in the middle of some *gyrations*


xgp15a-ii posted:

Is just a decent joystick + the keyboard practical and worth it, or would you strongly recommend getting something like a saitek x52/x55 that comes with the throttle thing for the left hand, too?

It's really subjective; I'm a big fan of using a joystick, but I've got a $40 Thrustmaster T-Flight HOTAS and it does everything I need it to; there's no need to drop 100+ just for a peripheral.

I'm personally a big fan of having a throttle and find it far easier to use than the keyboard (and I change velocity a lot), but it comes down to personal preference.

Moral_Hazard
Aug 21, 2012

Rich Kid of Insurancegram
I think I remember the Logitech Extreme 3D Pro being recommended in this thread. Is that accurate? Amazon is having a sale for them at $20.00.

e: thanks for the replies.

Moral_Hazard fucked around with this message at 19:10 on Jun 18, 2014

imperialparadox
Apr 17, 2012

Don't tell me no one has told the girl she isn't exactly human!

MoraleHazard posted:

I think I remember the Logitech Extreme 3D Pro being recommended in this thread. Is that accurate? Amazon is having a sale for them at $20.00.

It's a good starter stick. I'd try one of those before I splurged on a HOTAS just to see if I liked it.

Personally, I went from the Logitech to an X55, but I play other games to warrant the HOTAS (flight sims and the like). I'd also say that I use the throttle a lot in Arena Commander, because I find lowering your speed can help with some turns, and all the switches can take over for the keyboard, but there is nothing wrong with using just the keyboard and a cheap stick.

illectro
Mar 29, 2010

:jeb: ROCKET SCIENCE :jeb:

Hullo, I'm Scoot Moonbucks.
Please stop being surprised by this.

MoraleHazard posted:

I think I remember the Logitech Extreme 3D Pro being recommended in this thread. Is that accurate? Amazon is having a sale for them at $20.00.

It's worth getting, to get something better requires serious investment.

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.

TorakFade posted:

What remains to be seen is the cost/effectiveness balance for missiles ; if they're too easy to shoot down / countermeasure or too expensive to replenish in between fights, I can see missile boats failing pretty miserably compared to more generalist ships.

I'm wondering if they're going to have any kind of computer controlled countermeasures launcher / anti-missile system for smaller ships as a potential upgrade. It seems logical, given the fact that AI turrets are going to be a thing, and if that's the case missile boats are probably dead in the water except against the dumbest / poorest people (which could probably be handled with a relatively cheap missile anyways). If countermeasures always have to be managed manually, however, I can see them being a lot more useful.

Eldragon
Feb 22, 2003

Octopode posted:

I'm wondering if they're going to have any kind of computer controlled countermeasures launcher / anti-missile system for smaller ships as a potential upgrade. It seems logical, given the fact that AI turrets are going to be a thing, and if that's the case missile boats are probably dead in the water except against the dumbest / poorest people (which could probably be handled with a relatively cheap missile anyways). If countermeasures always have to be managed manually, however, I can see them being a lot more useful.

I can't see them doing automatic countermeasures for exactly the reasons you mentioned. In the end, its a game, and making people respond to events happening in the game is part of the challenge of it all.

xgp15a-ii
Jan 10, 2014
In most games I play where you can use missiles, they're always really strong. They explode for big damage, and they lock on and home in. The downside is always just that they have low ammunition count, and ammunition is expensive. Just from my experience in the AC versus the Vanduul swarm, this seems to be the case here, too - a missile will wreck an enemy easily.

Do you think SC will have adequate counters against missiles? Like, flares/chaff, ECM stuff to break target locks, or just plain nimble maneuverability to dodge missiles? And that these countermeasures will be actually effective?

If missiles are reliable enough, and can be mounted instead of guns, guns seem sort of useless.

Renaissance Spam
Jun 5, 2010

Can it wait a for a bit? I'm in the middle of some *gyrations*


xgp15a-ii posted:

In most games I play where you can use missiles, they're always really strong. They explode for big damage, and they lock on and home in. The downside is always just that they have low ammunition count, and ammunition is expensive. Just from my experience in the AC versus the Vanduul swarm, this seems to be the case here, too - a missile will wreck an enemy easily.

Do you think SC will have adequate counters against missiles? Like, flares/chaff, ECM stuff to break target locks, or just plain nimble maneuverability to dodge missiles? And that these countermeasures will be actually effective?

If missiles are reliable enough, and can be mounted instead of guns, guns seem sort of useless.

Think about it this way: How many times have you been hit by missiles? Yes, the missiles are pretty drat powerful, but proper use of flares and boost mean they're an annoyance at most. Even against the AI, missiles lose a great deal of their effectiveness once you start fighting enemies above Hunter Level. Add in the limited number you can carry and trading in guns for missiles (something I don't think is possible anyways due to the hardpoint system) becomes less and less a viable spec strategy.

Justin Tyme
Feb 22, 2011


Renaissance Spam posted:

Think about it this way: How many times have you been hit by missiles? Yes, the missiles are pretty drat powerful, but proper use of flares and boost mean they're an annoyance at most. Even against the AI, missiles lose a great deal of their effectiveness once you start fighting enemies above Hunter Level. Add in the limited number you can carry and trading in guns for missiles (something I don't think is possible anyways due to the hardpoint system) becomes less and less a viable spec strategy.

This'll get worse though once they implement different missiles like IR and Radar lock, right now all missiles are IR and don't require switching to chaff.

It'd be funny if when they implement the P52, Constellation owners will have to fly that instead of being gifted a Hornet.

Marathanes
Jun 13, 2009
Missiles, even cheap ones, can provide a huge annoyance / distraction in combat, even if not striking an enemy. I know I've fat fingered my flare button a few times in Vanduul swarm and though I avoided the incoming missile, it put me in a disadvantageous position in some way. Further, overwhelming countermeasure dispensers in terms of cycle time or even just ammo count might be possible with enough cheap missile spam. Personally I like the prospect of single missiles being somewhat easy to avoid, but many at the same time or in rapid succession (teamwork is OP) causing far greater difficulties.

We really don't know enough about the entire missile / countermeasure system at this point to make any sort of real judgement, but I hope that they remain a viable low ammo count weapon useful for specific situations.

EDIT: VV I agree. I hope different homing mechanisms will have different quirks and such. We know we have infrared, radar and image recognition tracking so far (possibly EM too?). Each of those should have quirks to possibly trick the missile without using countermeasures, like cutting in front of another hornet in your hornet to get a image recognition missile to go after an enemy (or at least some j4g / ally).

Marathanes fucked around with this message at 20:13 on Jun 18, 2014

Justin Tyme
Feb 22, 2011


Hopefully they will accurately model the way radar missiles work so if you fire a missile at them from head-on/BVR chaff won't effect the lock, also maybe even a SACLOS type missile (guided by the player basically) that isn't affected by anything other than a powerful ECM suite.

SACLOS missiles might be a bit OP vs larger targets though, since you could just spam them from afar in a missile boat and precisely target ship subsystems and propulsion.

BitBasher
Jun 6, 2004

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


Renaissance Spam posted:

Think about it this way: How many times have you been hit by missiles? Yes, the missiles are pretty drat powerful, but proper use of flares and boost mean they're an annoyance at most. Even against the AI, missiles lose a great deal of their effectiveness once you start fighting enemies above Hunter Level. Add in the limited number you can carry and trading in guns for missiles (something I don't think is possible anyways due to the hardpoint system) becomes less and less a viable spec strategy.

This is pretty much my view. Missiles in previous Wing Commanders were only really reliable when launched on a competent trajectory. Missiles launched because you could did not have a very high hit rate.

Justin Tyme posted:

It'd be funny if when they implement the P52, Constellation owners will have to fly that instead of being gifted a Hornet.

Well they have said that the p52 con be flown optionally when the Constellation is added.

Justin Tyme posted:

SACLOS missiles might be a bit OP vs larger targets though, since you could just spam them from afar in a missile boat and precisely target ship subsystems and propulsion.

When launched at long distances it should be pretty easy just to target and shoot down the incoming missiles. It was in all the previous Wing Commanders.

imperialparadox
Apr 17, 2012

Don't tell me no one has told the girl she isn't exactly human!
I think I'm ok with the idea that missiles are high-damage weapons that are expensive to use and avoidable with the appropriate countermeasures. I'd expect a paradigm where faster fighters are able to outmaneuver them (essentially making missiles a distracting kind of debuff again them) and slower fighters are able to defeat missiles by deploying flares and chaff at the appropriate time (a resource cost). I would also imagine that bigger ships might have the option to have anti-missile batteries in the place of normal turrets (flak cannons basically), and all ships will probably have the options to make them harder to lock onto by selecting specific components. I also hope that capital-ship busting torpedoes are a thing that fighters can escort while the enemy defenders try to shoot them down.

I also like how the current ships in Arena Commander feel somewhat fragile (with the exception of the buggy shields on the hornet). I like how the shields basically absorb a hit or two, and then any further damage to your ship really hurts you, which kind of mirrors air combat in real life. It does make me wonder about how the Persistent Universe will work though - are you really going to be able to do many things in small single-seat fighters, or are you really expected to upgrade into bigger ships when you first get the opportunity? If you think about how often you die in Vanduul Swarm, having a PU mission where you need to "kill the space bandits" sounds pretty risky.

I can almost see a situation where you are expected to do a lot of things in bigger ships, and the smaller fighters are basically there for combat specifically. Like you will essentially need your Cutlass or Freelancer or whatever in order to tractor in material, haul goods, and the like, but if you are expecting trouble, having friends in some Hornets would be a superior option. It sort of looks like the ships will be very role specific, so I wonder if that will actually be the case?

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:

imperialparadox posted:

It does make me wonder about how the Persistent Universe will work though - are you really going to be able to do many things in small single-seat fighters, or are you really expected to upgrade into bigger ships when you first get the opportunity?



I have a feeling the fighters will be pretty specialized, although they did talk some BS about the hornet tracker being used for exploration...but maybe they forgot to mention you had to be based on somebody's Idris out there in deep space.

I do hope the larger ships hold together better than the hornet, because we're not going to be able to scoot away til our shields recharge

BitBasher
Jun 6, 2004

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


imperialparadox posted:

I can almost see a situation where you are expected to do a lot of things in bigger ships, and the smaller fighters are basically there for combat specifically. Like you will essentially need your Cutlass or Freelancer or whatever in order to tractor in material, haul goods, and the like, but if you are expecting trouble, having friends in some Hornets would be a superior option. It sort of looks like the ships will be very role specific, so I wonder if that will actually be the case?

That's the model I expect. Big ships do the heavy lifting, small ships are there to attack them and/or keep them alive. Fighters are your security, don't hire defensive fighters and there is a big chance you get screwed, which you risk by not paying them to accompany you.

Broccoli Cat posted:

I do hope the larger ships hold together better than the hornet, because we're not going to be able to scoot away til our shields recharge

On of the devs did mention that the large shields on the Constellation gave substantially more protection than the Hornet, so it may go that way.

Also ships to not have the largest shield size that they can carry equipped on them, so shields will get better.

BitBasher fucked around with this message at 20:41 on Jun 18, 2014

Fredrik1
Jan 22, 2005

Gopherslayer
:rock:
Fallen Rib
They just sent out beta invites up to #20.000.

Courthouse
Jul 23, 2013

Fredrik1 posted:

They just sent out beta invites up to #20.000.



Also it says something about weapon rebalancing weapons. Get in it, spreadsheet spergs!
please tell me the Omnisky got nerfed and there will be brown sea threads by people who bought a half dozen with real money :allears:

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.
New Patch: https://robertsspaceindustries.com/comm-link//13956-Star-Citizen-Patch-123

quote:

New Features/Fixes

Arena Commander

Arena commander menu now accessible through options menu
Proper score awarded when an enemy is destroyed in Vanduul Swarm
All ballistic weapons now use ammo boxes
Frozen effect no longer appears for everyone after ejecting
Command pp_rebindKeys layout_joystick_spacesim now properly works
HOTAS X55 Joystick is diplayed under controller options menu
Run no longer toggled off when user interacts with something
Cockpit and ship should now despawn after ejecting
All ship controls now have smoother animations
X-box right joystick can now be inverted
Countermeasures should now be more effective
Hornet chaingun audio should no longer cut out
No longer stuck unable to respawn if chat open while killed
Spawn warping audio no longer heard by everyone in the match
Broadsword when equipped now has ammo and properly overheats
Ship debris can no longer pass through cockpit
Improvments to zero-g movement
Various performance improvements
Various server and client crash fixes
Switched spawn points so that players respawn next to their own bases in CTC
Match end after reaching over 100 points.
Helmet Animations
Various matchmaking tweaks (public matches were requesting private ones)
Reduced texture sizes on the 300i
Implement new win mechanic into Team Deathmatch. Fixed up next kill wins mode, audio and HUD alerts.
Item Balancing
Shield energy reallocation does not loose energy but realloc existing energy
Loading screen remains on screen after the level has loaded
Pausing the game as DFM loads from hangar sticks on a black screen
Added directional indication for shield impacts not in view (similar to an older verison of the shield) for gameplay feedback.
ReExported LandingGear_deploy animation
Player is able to enter ship while he is also able to ‘press X to respawn’. Ship now correctly rez’s out when landed after ejection.
Improved lighting but for real this time
If a Vanduul becomes sufficiently damaged they disappear from the map and their name in-game becomes “undefined”. Need to be destroyed to progress. Added missing return to fix.
Allow custom user CFGs to be specified in cmd line.
When one player ejects from their ship, the frozen visor FX may appear on all player’s screens.
After destroying another player their body will float in space in a t-pose.
MP Fix – Player is now hidden following a vehicle destruction death as in SP.

Hangar

Buggy can now drive properly in the Business Hangar
Turrets no longer mountable on missile racks hardpoints
Third person camera no longer rotates using Q and E
Replace me ball no longer present under Hornet Trainer
Improvements to Trainer Hornet rear landing gear geometry
No longer able to place 325a engine on other ships
Hornet Ghost engine no longer able to be equipped on other ships
Resolved issue of no ammo when chaingun removed and added back to ship
Fix for third person camera rotating when pressing Q or E when not in zero-g
Created basic mapping for Logitech G940. Fixed up a number of asserts it caused in the Joystick device handler.
The Logitech G940 completely changes if you install the correct drivers. Updated the mappings to work with those drivers rather than the default windows ones.
AC menu can be navigated using a gamepad

Known Issues:

HUD target indicator arrows can be missing
Graphical issues can occur while using SLI/Crossfire
It can be possible to sometimes load into a black screen when choosing an Arena Commander match
Hornet gatling guns take heat damage when not being fired

E: "This version adds the ‘Squadron’ mode to the game’s multiplayer for all eligible testers."

Octopode fucked around with this message at 21:18 on Jun 18, 2014

xgp15a-ii
Jan 10, 2014

imperialparadox posted:

I can almost see a situation where you are expected to do a lot of things in bigger ships, and the smaller fighters are basically there for combat specifically. Like you will essentially need your Cutlass or Freelancer or whatever in order to tractor in material, haul goods, and the like, but if you are expecting trouble, having friends in some Hornets would be a superior option. It sort of looks like the ships will be very role specific, so I wonder if that will actually be the case?

I like this concept, and judging from the high risk nature of combat as seen so far in Vanduul swarm, people who take missions would want to do them with friends. Going solo in a transport ship only to be ambushed by several pirate ships, even NPCs, could be very fatal.

So I'd also assume that there should be a balance of risk vs reward. If it takes multiple players to mission with any reasonable chance of no-casualties, then the reward for mission completion should be something that would feel fair & reasonable to split across the members of the team. Particularly daring players can certainly go out alone in a fragile ship and if they succeed get the rewards all for themselves, but again - judging by how much we talk about dying in Vanduul Swarm, I think that our solo player here would have to be pretty highly skilled to avoid costly damages or death.

That, or missions for the most part will be easier than the vanduul swarm, or maybe I'm just highly underestimating players' ability to kill without being killed.

Exioce
Sep 7, 2003

by VideoGames
When you buy something with UEC from the cash shop, is it permanent or does it get destroyed when your ship blows up?

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.

Exioce posted:

When you buy something with UEC from the cash shop, is it permanent or does it get destroyed when your ship blows up?

For Arena Commander, since it is a simulation in the game, nothing is lost on death.

For the PU, you will need to insure cash-bought equipment just like the rest of your equipment, or it will be lost when dying. This is a separate insurance from the insurance on your ship's hull, so any existing LTI will not apply for any upgrades over the base hull equipment.

imperialparadox
Apr 17, 2012

Don't tell me no one has told the girl she isn't exactly human!
In other words spending real money to buy gear in the Voyager Direct store is dumb.

Rastor
Jun 2, 2001

Reminder for those with slow connections: if you leave your computer running with the launcher logged in it will automatically download and install any patches that get released.

Fredrik1
Jan 22, 2005

Gopherslayer
:rock:
Fallen Rib
Hey cool, I thought I would actually have to buy the hornet to fly a decent ship. Apparently not.

Also, the game rules, I did get shot down and somehow managed to spawn outside my ship though.

Eye of Widesauron
Mar 29, 2014

Octopode posted:


For the PU, you will need to insure cash-bought equipment just like the rest of your equipment, or it will be lost when dying.

I can't wait to see how many people froth with rage the first time this happens to them.

imperialparadox
Apr 17, 2012

Don't tell me no one has told the girl she isn't exactly human!

Widestancer posted:

I can't wait to see how many people froth with rage the first time this happens to them.

I wonder if things will happen like how people forget to upgrade their clones in EVE, and someone goes suicidal when they get their $2000 autism chariot blown up and realize that they forgot to extend their insurance.

calusari
Apr 18, 2013

It's mechanical. Seems to come at regular intervals.

Eldragon posted:

Personally I don't think having a throttle for the left had is all that important, or even preferable. You won't need to make fine adjustments to throttle much like you do with a flight sim. Instead it will be mostly 0% straight to 100% and back again, and you can do that with the W and S keys.

Having a keyboard for the left hand is also useful for the larger number of key needed, and that list is only going to get bigger.

When dogfighting a throttle may not be necessary, but it's drat near impossible to dock or scoop cargo in Elite: Dangerous without making those fine adjustments. I believe Chris stated that docking will be done manually.

Justin Tyme
Feb 22, 2011


imperialparadox posted:

In other words spending real money to buy gear in the Voyager Direct store is dumb.

only if you assume this will ever be anything more than an arena-based game like MWO or War Thunder

calusari posted:

When dogfighting a throttle may not be necessary, but it's drat near impossible to dock or scoop cargo in Elite: Dangerous without making those fine adjustments. I believe Chris stated that docking will be done manually.

in one of the ten for the chairmans he said docking will be automated but you may/may not have the option to do it manually

Eye of Widesauron
Mar 29, 2014

imperialparadox posted:

I wonder if things will happen like how people forget to upgrade their clones in EVE, and someone goes suicidal when they get their $2000 autism chariot blown up and realize that they forgot to extend their insurance.

With the amount of money people have invested into this game and the sheer amount of anger that it causes in people particularly in this thread I really do worry hence why I come here to make sure that they are aware of the cycle of abuse and do not take it too seriously. No one wants to see Octopode go Elliot Rodgers, for example; his understanding of the game's mechanics are impressive and bely an intelligent person who seems to just get worked up over certain things.

There are several people here who are legitimately having a good time and can laugh at themselves and the game and are pretty awesome but some people have had some serious autistic episodes that make me wonder. Regardless, I shall continue to fight the good fight :911:

imperialparadox
Apr 17, 2012

Don't tell me no one has told the girl she isn't exactly human!

Justin Tyme posted:

only if you assume this will ever be anything more than an arena-based game like MWO or War Thunder

They mentioned before that they are thinking about providing a system where you can earn upgrades in game. Also, given that there will probably be extreme balance passes coming, I think that spending real money on a space-gun right now is dumb - whatever you buy might be crap in the next patch.

Also, I expect this game to be SpaceWarrior Online for a long time.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Upgrades and access to new ships are definitely expected. It's really the only way to open up testing to some of the ships. I remember at least one dev mentioning they would probably do things like give everyone temporary access to a new ship so they could break it.

Courthouse
Jul 23, 2013

Beer4TheBeerGod posted:

Upgrades and access to new ships are definitely expected. It's really the only way to open up testing to some of the ships. I remember at least one dev mentioning they would probably do things like give everyone temporary access to a new ship so they could break it.

Incidentally, dangling a cool internet spaceship in front of nerds only to then take it away from them is a great way to squeeze out more moneys. Same way drug dealers give out free samples to get fools hooked.

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:

Upgrades and access to new ships are definitely expected. It's really the only way to open up testing to some of the ships. I remember at least one dev mentioning they would probably do things like give everyone temporary access to a new ship so they could break it.

The caveat, which I'm not sure they've spelled out yet, is that anything earned this way will probably only persist through the testing period, however long that is. There have been conflicting bits of information in the past, but the latest information seems to be that essentially you will be wiped back down to whatever you've actually pledged/bought when the final PU goes live (in 2144).

Which is probably one of the best examples of where their modular development approach hurts them--if they do develop a WarThunder in space progression system to keep AC relevant over time, it's likely that the development effort that went into that would be wasted effort, eventually, when the real progression system finally goes in.

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BitBasher
Jun 6, 2004

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


Octopode posted:

There have been conflicting bits of information in the past, but the latest information seems to be that essentially you will be wiped back down to whatever you've actually pledged/bought when the final PU goes live (in 2144).

Really? That directly contradicts what I have heard them say more than once, which is that they plan to have no wipe at all at the "official launch" but instead that the universe just keeps on rolling. They said there would be wipes throughout the alpha and beta, but not at the end.

Where did you hear that?

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