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Tijuana Bibliophile posted:why is there no dedicated ramming vessel One of the shield variants described is "ramming shields" which are super powerful at the front. It's obviously not in the game yet
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# ? Dec 9, 2015 17:05 |
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# ? Apr 24, 2024 19:54 |
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Tijuana Bibliophile posted:why is there no dedicated ramming vessel Ss funhole obviously
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# ? Dec 9, 2015 17:06 |
kikkelivelho posted:The issue with the Retaliator (and with other multicrew ships to a degree) is that you need 6 guys to fully crew it. Now, would you rather have: Well, I think the ideal answer is to not just count on a fully crewed Retaliator to defend itself, much in the same way that fully-crewed B-17s still had fighter escorts. That's kind of the point I'm getting at. Anybody who just assumed they could slam 5 NPCs into the turrets of their space bomber and jet off across the universe is kind of dumb IMO (no offense). I don't know what the difference is in the number of bombs/retaliator to the number of bombs/gladiator, but assuming the retaliator can hold more/bigger bombs, you'd be better off with 1 or 2 retaliators chock full of NPCs and the rest of your guys in superhornets, right?
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# ? Dec 9, 2015 17:06 |
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Thor-Stryker posted:VR will always be a higher competitive edge in gaming because at its base it is a monitor, but even with the basic ability to use your head to look around means players in FPSes will either have a tactical advantage by being able to look one way without moving their gun, or they'll be able to apply a second later of fine-motor control to their shots if the crosshair is bound to head movement. You can't really play FPSes with VR. Even slow shooters like Arma are too twitchy to be comfortable. You would need a new game built for VR from the start. A game that would be considerably slower than current competitive shooters. Beet Wagon posted:Well, I think the ideal answer is to not just count on a fully crewed Retaliator to defend itself, much in the same way that fully-crewed B-17s still had fighter escorts. That's kind of the point I'm getting at. Anybody who just assumed they could slam 5 NPCs into the turrets of their space bomber and jet off across the universe is kind of dumb IMO (no offense). I don't have a single buck on this game and I don't own any ships so I ultimately don't care how good any ship really is. The Retaliator is simply a perfect example of why croberts obsession with manned turrets is bad. I can't see a situation where putting an actual player into one of the turrets was a useful thing to do. IMO the turrets should be AI controlled with a remote control option available at the bridge. kikkelivelho fucked around with this message at 17:13 on Dec 9, 2015 |
# ? Dec 9, 2015 17:07 |
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Dapper Dan posted:I cannot imagine the gigantic fallout from something like that happening. That would be the worst (in terms of entertainment, best) case scenario. To just blow through 100 million and then file for bankruptcy without finishing a single thing or something that is complete garbage would be pretty bad. I imagine November bought them a lot more time and I have no doubts they are planning to introduce more poo poo to entice these idiots to spend money. For whatever reason CIG hates providing us with financial information, but Frontier Games is much more open and has about the same number of employees. In 2015 Frontier employed around 260 people while spending $17 million in salaries and $12 million in overhead, taxes, and other expenses. So that's $29 million per year or a little over $2.4 million per month. We know how many dedicated staff CIG has. Although that's not an entirely accurate indication of staffing levels. Either way I did the basic math using CIG's staffing numbers and Frontier's current burn rate per person, and the most conservative estimate I can get for CIG's costs alone have them burning through a total of $41.2 million at this point. That assumes staff magically appear in steps at the beginning of the month CIG said they were there (so 8 people in January 2013, 20 people in February 2013) and that the per person cost to run a business does not increase as the number of people decreases. That also does not include the cost of contracting, special events (PAX, hall rentals, etc), or whatever they paid AAA actors to dress in gimp suits. Given that in 2014 there were twice as many "developers" as "dedicated staff" I suspect the total spent is far higher.
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# ? Dec 9, 2015 17:08 |
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kikkelivelho posted:You can't really play FPSes with VR. Even slow shooters like Arma are too twitchy to be comfortable. You would need a new game built for VR from the start. A game that would be considerably slower than current competitive shooters. Where'd you get that idea?
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# ? Dec 9, 2015 17:09 |
kikkelivelho posted:The issue with the Retaliator (and with other multicrew ships to a degree) is that you need 6 guys to fully crew it. Now, would you rather have: I have been saying this (as others) for a while. Multi crew ships are the dumbest idea. NPCs have always been used for those jobs because no one in their right mind would want to sit and do a mini game while someone else gets to pilot (99% of the 'fun' of this game). Get in a turret and hope to get a shot off, or just grab your own ship to escort? Yeah, I'd like to escort, tia. Instead of a turret that has to be manned, why can't a computer 'man' it? What stops technology from adding a huge Gauss rifle to the top of your ship that tracks other ships and fires when you tell it too? WHY??!?!? ZenMaster fucked around with this message at 17:15 on Dec 9, 2015 |
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# ? Dec 9, 2015 17:12 |
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quote:The Drake Stake is made out of scraps and parts of spaceship wreckade, diverse fabrics and even small meteors. It's tremendous mass and oversized engines is offset by the absence of any defensive mechanics, lackluster steering and a life-support system that is dimensioned to support a single pilot for at most twenty-four hours. While it does not have a cargo hold and its cabin is welded shut before takeoff, the Stake is nonetheless a popular vessel due to its ubiquity and very low cost. Officially marketed as a space-tourist vessel for single trips beyond the atmosphere, its more prevalent use has given it its well-earned nickname of the "Carebear Shaft".
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# ? Dec 9, 2015 17:15 |
kikkelivelho posted:I don't have a single buck on this game and I don't own any ships so I ultimately don't care how good any ship really is. The Retaliator is simply a perfect example of why croberts obsession with manned turrets is bad. I can't see a situation where putting an actual player into one of the turrets was a useful thing to do. IMO the turrets should be AI controlled with a remote control option available at the bridge. I mean you're not going to get an argument from me on that one. I think the inclusion of manned turrets is a pretty dumb thing meant to cater to the 5% of players who will find it fun for a while. But I don't know that the Retaliator is super broken as much as people had/have stupid expectations for it.
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# ? Dec 9, 2015 17:16 |
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Manned turrets are a great way of making sure large ships are poo poo without escort.
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# ? Dec 9, 2015 17:17 |
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Truga posted:Where'd you get that idea? Is this not the case? I was under the impression that FPS moment (fast movement, strafing, quick 180 turns) makes most people really loving sick when using VR. Oculus and Sony have time and time again stated that you can't just convert a game to VR, the game needs to be designed for it from the very start. If I'm wrong I'd like to see some sources. Truga posted:Manned turrets are a great way of making sure large ships are poo poo without escort. In croberts' fever dreams you can just fill all those guns with NPCs so this isn't actually the case. kikkelivelho fucked around with this message at 17:21 on Dec 9, 2015 |
# ? Dec 9, 2015 17:19 |
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kikkelivelho posted:The issue with the Retaliator (and with other multicrew ships to a degree) is that you need 6 guys to fully crew it. Now, would you rather have: Ah, it's the Planetside Terran Republic problem all over again. You'd think that someone trying to save PC gaming, especially in the MMO arena, would take the time to study PC gaming, and especially the MMO arena, to see what kind of flaws need to be fixed in order for it to be saved…
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# ? Dec 9, 2015 17:19 |
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quote:[–]FrozenIcemanColonel 0 pontos 14 minutes ago Get these loving fun havers out of my game.
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# ? Dec 9, 2015 17:20 |
MeLKoR posted:Get these loving fun havers out of my game.
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# ? Dec 9, 2015 17:20 |
Beer4TheBeerGod posted:For whatever reason CIG hates providing us with financial information, but Frontier Games is much more open and has about the same number of employees. In 2015 Frontier employed around 260 people while spending $17 million in salaries and $12 million in overhead, taxes, and other expenses. So that's $29 million per year or a little over $2.4 million per month. We know how many dedicated staff CIG has. Although that's not an entirely accurate indication of staffing levels. lmao they are so hosed
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# ? Dec 9, 2015 17:21 |
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I'm the manned turret on a spaceship even though automated turrets already exist in real life.
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# ? Dec 9, 2015 17:23 |
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kikkelivelho posted:Is this not the case? I was under the impression that FPS moment (fast movement, strafing, quick 180 turns) makes most people really loving sick when using VR. Oculus and Sony have time and time again stated that you can't just convert a game to VR, the game needs to be designed for it from the very start. If I'm wrong I'd like to see some sources. That's not what you said earlier. Yes. VR takes time to make it work right, because you need to have the backend to handle all the head movements. Lack of those things makes people sick. But no, FPS games work just fine in VR. In fact, they're much easier to play in VR, because aiming with your head is much more intuitive than aiming with your mouse, and your head is already really loving good at aiming, better than a mouse unless you're a veteran FPS player.
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# ? Dec 9, 2015 17:24 |
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While I understand everyone's holding out for SC's ultimate demise, I still do hope that it does mature to a releasable state. The amount of tears to be shed in unfair space sim dogfighting that is clearly fought with malicious intent to assault anyone's space sims safe space would certainly be most delicious. The reaction of those peasants certainly explains why so many emotional comments have been made about people crying from watching promotional videos of SC. loving cult of snowflakes.Truga posted:I'm lolling.
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# ? Dec 9, 2015 17:28 |
There's no way 90% of the turrets in this game won't be automated in some way - either through NPCs or by being slaved to the pilot's radar in some way. If some people want to crawl into a turret in their buddy's zeppelin then fine, it's no skin off my rear end, but there's no way the AI in charge of turrets isn't going to be at least competent. The playerbase would lose their goddamn minds. Of course, that requires there to be a game.
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# ? Dec 9, 2015 17:28 |
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https://www.reddit.com/r/starcitizen/comments/3w2u1g/someone_remind_me_why_maul218_is_a_moderator_on/cxswpt9quote:It's a difference in opinion on whose fun should be more important. To a lot of people getting jumped like the connie in the video isn't fun, especially if they're trying to test other things. In other words, the video was showing a 'no fun allowed zone' for someone else.
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# ? Dec 9, 2015 17:31 |
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Truga posted:https://www.reddit.com/r/starcitizen/comments/3w2u1g/someone_remind_me_why_maul218_is_a_moderator_on/cxswpt9 Hear Hear
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# ? Dec 9, 2015 17:33 |
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Beer4TheBeerGod posted:For whatever reason CIG hates providing us with financial information, but Frontier Games is much more open and has about the same number of employees. In 2015 Frontier employed around 260 people while spending $17 million in salaries and $12 million in overhead, taxes, and other expenses. So that's $29 million per year or a little over $2.4 million per month. We know how many dedicated staff CIG has. Although that's not an entirely accurate indication of staffing levels. I'm guessing CIGs overhead is also way higher than Frontiers. What a loving shitshow.
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# ? Dec 9, 2015 17:37 |
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Truga posted:That's not what you said earlier. Yes. VR takes time to make it work right, because you need to have the backend to handle all the head movements. Lack of those things makes people sick. Huh? Motion sickness mostly comes from movements not matching visual input. You don't cure motion sickness with code. Truga posted:But no, FPS games work just fine in VR. In fact, they're much easier to play in VR, because aiming with your head is much more intuitive than aiming with your mouse, and your head is already really loving good at aiming, better than a mouse unless you're a veteran FPS player. Okay, which VR games are you playing where you're aiming with your head? I use head-tracking all the time for sims, including arma 3, and it's not nearly as useful as you might think, requiring that the 'look' and the 'aim' are separate. Even the lookdown system on the KA-50 usually prompts a pause in tracking. Also, forgot to thank you for letting me know that the 'suit' was a 'class action'. That makes it even funnier. Hav fucked around with this message at 17:47 on Dec 9, 2015 |
# ? Dec 9, 2015 17:37 |
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Hav posted:Okay, which VR games are you playing where you're aiming with your head? Team Fortress 2. I'm super rusty with a mouse because I haven't been playing much FPS at all these days, and I can honestly hit poo poo way better in VR with my head than on a monitor with my mouse. Hav posted:I use head-tracking all the time for sims, including arma 3, and it's not nearly as useful as you might think, requiring that the 'look' and the 'aim' are separate. Even the lookdown system on the KA-50 usually prompts a pause in tracking. Head tracking is not VR. You'll understand it when you see it.
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# ? Dec 9, 2015 17:41 |
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Truga posted:That's not what you said earlier. Yes. VR takes time to make it work right, because you need to have the backend to handle all the head movements. Lack of those things makes people sick. This isn't really the thread for this but anyway I didn't mean that FPS would never be possible on VR, simply that current ones such as counter-strike or CoD won't really work on it. Here's some VR FPS game examples: https://www.youtube.com/watch?v=2IKpHgh8of4 https://www.youtube.com/watch?v=SeeglXQ65GI Mechanically they are completely different from the FPSes we currently play. They are slower and quite static in terms of movement. I'd be interested to see what a competitive VR FPS looks like. Beet Wagon posted:There's no way 90% of the turrets in this game won't be automated in some way - either through NPCs or by being slaved to the pilot's radar in some way. The fact that you need an access point to every loving turret takes so much space from some of the ships. The Retaliator would have at least 2 additional rooms if you didn't need to physically get to all those turrets.
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# ? Dec 9, 2015 17:42 |
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Beer4TheBeerGod posted:For whatever reason CIG hates providing us with financial information, but Frontier Games is much more open and has about the same number of employees. In 2015 Frontier employed around 260 people while spending $17 million in salaries and $12 million in overhead, taxes, and other expenses. So that's $29 million per year or a little over $2.4 million per month. We know how many dedicated staff CIG has. Although that's not an entirely accurate indication of staffing levels. Yeah, I imagine it is. My guess would be that the majority of the money is spent at this point, but they might have lines of credit, loans and poo poo like that, which makes things all the more nebulous. That being said, I don't think they have anywhere near enough money to complete the game as promised and I imagine the majority of money remaining is going into Squadron 42, since that is probably the part Roberts cares the most about. Obviously some effort is going into 2.0, but I think its just bug fixing at this point, not adding any new content.
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# ? Dec 9, 2015 17:42 |
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quote:[–]FrozenIcemanColonel 0 pontos 14 minutes ago The best part is that if they are referring to this video still (https://www.youtube.com/watch?v=PPNCgX2FYnM) the victim doesn't seem to be nearly as upset about the incident as all these idiots quote:Daedalus29 6 days ago
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# ? Dec 9, 2015 17:47 |
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Amarcarts posted:+10 Awful points for the first person who can Photoshop a Constellation Fleshlight this is from back in october http://forums.somethingawful.com/showthread.php?threadid=3744337&pagenumber=584&perpage=40#post451643119
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# ? Dec 9, 2015 17:49 |
kikkelivelho posted:The fact that you need an access point to every loving turret takes so much space from some of the ships. The Retaliator would have at least 2 additional rooms if you didn't need to physically get to all those turrets. Yeah I mean you're not wrong, but the Retaliator could also have two additional rooms if it wasn't laid out by an insane person. Is "turrets take up space" really a big problem? I mean I don't know, I haven't played it, but I'm not sure I see how it breaks the ship as a whole.
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# ? Dec 9, 2015 17:49 |
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https://www.reddit.com/r/starcitizen/comments/3w2u1g/someone_remind_me_why_maul218_is_a_moderator_on/cxswpt9a wee little babby posted:You should be, we are in Alpha and pre-Alpha of the game. When there are no punishments or deterrents for being a dick, especially in a "safe" zone. "RSI, People are triggering me by attacking spaceships in your space
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# ? Dec 9, 2015 17:54 |
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Truga posted:I'm lolling. In which Star Citizens discover that paying for a game before it has a design document may have consequences
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# ? Dec 9, 2015 17:56 |
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Just slide the PVP slider to Elite Dangerous mode
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# ? Dec 9, 2015 17:56 |
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kikkelivelho posted:Mechanically they are completely different from the FPSes we currently play. They are slower and quite static in terms of movement. I'd be interested to see what a competitive VR FPS looks like. Oh I'm certain VR won't go well for some, maybe even most people in classic FPS gameplay, but for me personally, it works just fine. I don't get sick, and aiming with the head is just so intuitive.
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# ? Dec 9, 2015 17:56 |
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Madcosby posted:Just slide the PVP slider to Elite Dangerous mode Set phasers to space trucking
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# ? Dec 9, 2015 17:57 |
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What's the latest on the lawsuit?
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# ? Dec 9, 2015 17:58 |
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Lawsuit incoming in two s
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# ? Dec 9, 2015 17:59 |
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Friendly Tumour posted:What's the latest on the lawsuit? Two weeks.
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# ? Dec 9, 2015 17:59 |
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Bait and Swatch posted:Ss funhole obviously This is a good name.
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# ? Dec 9, 2015 18:00 |
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quote:This is not Eve, Eve is about trading goods with a side quest of harvesting N00b tears. The game is being designed for a more casual demographic. MeLKoR posted:Get these loving fun havers out of my game. I don't understand how you can without irony utter the claim that this game is meant for a more casual demographic, while also paying hundreds of dollars per spaceship jpg.
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# ? Dec 9, 2015 18:03 |
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# ? Apr 24, 2024 19:54 |
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Remember when I said Star Citizen visual fidelity couldn't sustain such a large planned game? You're gonna love this. 2.0.0-304132-PTU patch (more crashes) just released has lowered texture resolution & sampling for various assets. And so it begins. I can't wait to see how exactly they get around the performance issue of more than one ship like Connie on screen at any given time. https://www.reddit.com/r/starcitizen/comments/3w1hgz/official_patch_notes_for_alpha_200j/?sort=new
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# ? Dec 9, 2015 18:04 |