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Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

AP posted:

Don't try and find logic in it, just enjoy the process.


Thanks to Eldragon for the awesome headers and pixel art.


What is Star Citizen?
Star Citizen is a PC space simulator being developed by Chris Roberts and Cloud Imperium Games.

In the early days of PC computing, back when processing speeds were measured in Mhz and video cards were unheard of, Chris Roberts released a game called Wing Commander. It was wildly popular and opened up the space simulator genre. The franchise spawned numerous spin-offs and sequels, including Privateer and the greatest piece of cinema in the history of mankind. Years later Roberts produced Freelancer, an attempt to recapture the space simulation genre, but delays in development led to a poor product and Roberts ultimately leaving the PC gaming industry.

This is Chris Roberts:




This is not Chris Roberts:

3 posted:

GORK'S GROIN, ME THROAT 'URTS



In October of 2012 Chris Roberts returned with a kickstarter for another space simulation. His original goal was to demonstrate enough public interest to encourage outside investment. Many years and tens of millions of dollars later Star Citizen has become the most successful crowdfunding project ever. The original funding goals have long since been surpassed, and Star Citizen is being funded almost entirely by pledges. Goons alone have pledged over $250,000. The primary motivation behind the pledge goals has been early access to a wide variety of starships, most of which are still nothing more than concept art.

There are actually two games, both in the same universe. Star Citizen is described as a persistent world massively multiplayer online game featuring combat, trading, and exploration similar to Privateer or Freelancer. Squadron 42 is described as a branching single player and drop-in co-op multiplayer campaign game similar to the Wing Commander series. Both will feature incredibly detailed and realistic models thanks to the CryEngine 3 game engine. In contrast to other space simulators such as Elite or No Man's Sky, Star Citizen is focusing on a scale that vastly exceeds anything else. More than once the developers have referenced Ready Player One, a novel about an all-encompassing virtual world, as a source of inspiration. Think of it as some combination of Privateer, Mass Effect, Rainbow Six, and EVE Online.

The goal is a completely immersive experience.



Great! I'm a basement dwelling manchild with thousands of dollars to spare! Where do I throw my money?
When the project was first announced two years ago, CIG created a series of starship "packages" to encourage people to donate money to them. These packages ranged from $35 for the starter ship all the way up to thousands of dollars for a corvette frigate and every other ship in the game. The idea was that if CIG could raise around $26 million dollars they could get the game made without resorting to a publisher. Now that almost seems quaint. But people still throw money at them because nerds plus starships equals money faucet. A secondary market has popped up on Reddit at prices that are exorbitant. If you think you can make money selling starships, it's probably too late.

At this stage in the game CIG no longer needs additional funding. Everything being sold will also be available in the game. The cheapest way to get access to Star Citizen is to purchase the Starter Game Package which comes with a basic starship, Star Citizen, Squadron 42, and access to Arena Commander. It's $45 for either the Aurora (robust jack of all trades ship) or Mustang (go fast glass cannon). Buying other starships will give you earlier access to them if you really want to. Please note there is no penalty for getting either the Aurora or the Mustang as there is a free cross-chassis upgrade (CCU) you can purchase to convert one from the other. If you're looking for a bit more flexibility CIG sells a Aurora LN upgrade for $5 that gives your basic Aurora a bit more offensive firepower (including two more gun mounts). For some reason you can only CCU the LN from a Mustang Alpha. The CCU system as a whole is a convoluted mess that nobody understands. Rather than fix it CIG seems more interested in making the folks who designed the website add more flash to the front page.

Design & Development Posts
2012-10-20: Physics
2012-11-12: Instancing
2012-11-27: Insurance
2013-04-30: Space Suit System
2013-05-07: Lifetime Insurance
2014-06-16: Flight Model & Design Controls
2014-06-27: AI Design
2014-09-12: Ship Balancing and Stats
2014-10-24: Ship Design Pipeline
2014-11-21: Healing
2014-12-06: Multi-Crew Ship Systems
2015-01-31: mobiGlas
2015-02-07: Shields & Management
2015-02-14: Rental Equipment Credits
2015-02-20: Mining
2015-03-07: New Damage Model
2015-03-13: Hardpoint System
2015-04-11: Stances & Breathing
2015-04-25: Cargo Interaction
2015-06-26: Passenger Transport

Would You Like To Know More?
Super Secret Galaxy Map With Spoilers
Star Citizen Main Site
StarCitizen Official YouTube Channel
Awesome Dev Tracker made by Octopode
Three awesome videos made by Parias
The Original Kickstarter Site for Star Citizen (Beta in 2015!)
Starship Specifications That Won't Ever Be Right

:siren: Come chat in #starcitizen on SynIRC! :siren:




Star Citizen is being released as a series of modules, the first of which (the Hangar Module) was released in August of 2013. Originally slated for a release in December, The Dogfighting Module Arena Commander was revealed on April 10 at an event the day before PAX East with mixed success, and then finally released on June 3rd. Any discussions about schedule should be taken with a giant pillar of salt because CIG is terrible about meeting their own dates. Upcoming modules are a social module (planetside stuff), FPS module (shooting stuff), and multi-crew stuff (dying together in the cold, unforgiving reaches of space). At some point Episode I of Squadron 42 is also supposed to be released.

GamesCom 2015 Presentation
https://www.youtube.com/watch?v=ls8VosErVSk
Planetside Stuff: 22:38, Estimated September 2015
FPS Stuff: 38:15:, Estimated October 2015
JARED? JARED! RED ONE! JARED! Multi-Crew: 1:23:23, Estimated November 2015

Social Module: Press Version
https://www.youtube.com/watch?v=Jc4oDwwD0oY

Multicrew Module: Press Version
https://www.youtube.com/watch?v=1qLcXt9Hxxo

If you ever played the early beta of MWO (you poor bastard), then the current state of Star Citizen is similar in scope. CIG wishes Star Citizen was equivalent to the MWO early beta, but it's even worse. Limited functionality, terrible balance, and the core gameplay isn't even fully implemented after over a year of development. The majority of effort has gone towards getting the network code functional enough to strap a game to it and also making the flight model not terrible. They are still struggling. As of now there are seven gameplay modes: Deathmatch, Team Deathmatch, Free Flight, Horde Mode, Racing Mode, Cooperative Horde, and Capture the Flag Core. CIG is using an iterative approach to development, and over time more features are planned.

To be clear things are rough but at least they look pretty. At the moment it's more of a tech demo than a real game. Don't bother getting used to the flight model or developing any kind of strategy, the end result is going to be dramatically different. Instead go out, have fun, crash a lot, and report any bugs you run into so CIG can continue to fix things. If you buy any guns from CIG's web store because you want to have an advantage over other people then you are dumb. Play the game, earn some Rental Equipment Credits (REC), and use that to buy whatever OP flavor of the month gun is available.


There are two major Goon presences in the Star Citizen universe. Starfleet Dental is alive and kicking, and have already been welcomed by Chris Roberts himself. The other Goon presence is Goonrathi, which includes a larger portion of MWO veterans and EVE goons. Goonrathi has their own jabber, mumble and forum infrastructure set up to support both Goonrathi members and chillbros from SA. Information on both groups can be found at the end of this post.


(Blame Cpt Underpants)



(Blame Doink9731)

While we expect to see many playable ships currently there are only a very few that can be purchased. There is a ship specifications page, but don’t trust the numbers as they are guaranteed to change. At best use them as a rough guideline to compare different ships. In addition to the ships listed here there are several others that appear in lore or have otherwise been mentioned but not described. There are also limited versions of many of the ships that were only available for a short period of time, but may be available for sale again in the future.


Source: Brown Sea


These starships are actually modeled and implemented into the game engine:


P-52 Merlin
The Merlin is the "parasite" ship attached to the Constellation. It is also being sold as a standalone vessel that has no jump drive and no Q-Drive. What that means is that unless you attach yourself to another craft you will never be able to leave whatever instance you happen to be in. It is tiny, it is fragile, and it's hilariously overgunned for its size. Unfortunately CIG seems remarkably opposed to allowing players run pocket carriers so the actual utility of this craft is largely up to debate. Like most CIG products it is a concept looking for a purpose.


RSI Aurora
This is, for lack of a better word, the "starter" ship most people expect to get after they've earned enough credits in game. It has the advantage of being incredibly flexible; an Aurora can easily be turned into a fighter, a merchant vessel, an explorer, or something in between. While not the fastest, most powerful, or most heavily armed it is a great way to get involved in the game. There are five known variants; the Essential, Marquee, Clipper, Legionnaire, and LX. Of the variants available the LN is probably the best, as it has two additional weapon hardpoints that otherwise are not attainable.


Consolidated Outlands Mustang
The Mustang is another rookie ship designed to compete with the Aurora. The manufacturer making it isn't named after the creator of the game so it's pretty likely that it will suck. It is the crotch rocket to the Aurora's sedan, featuring limited cargo space and less armament in exchange for light weight and upgraded engine power. I imagine it will make an excellent suicide ship. There will be five variants of the Mustang, including the Omega racer which is only available if you get a "Radeon Gold Pack" along with a game package. Assuming you don't have the other games that come with the package it's actually the cheapest way to get Star Citizen.


Origin M50
Origin is sort of like the BMW of space ships. They make high end craft that are a step above the consumer grade stuff like the Aurora. A pure racer, the M50 is basically an A-Wing. Low mass, big engines, and a modicum of firepower. Supposedly the M50 will be the fastest ship in the game. The M50 will be one of the primary craft law enforcement uses in the Star Citizen universe, replacing the aging Avenger. The design intent is to evoke the image of a luxury sports car.


Aegis Dynamics Gladius
The Aegis Gladius looks like the Hornet from the original Wing Commander series; lightly armed and armored but very maneuverable. A single seat light fighter, the ship is described as an aging design that has been constantly updated much like other Aegis offerings such as the Avenger and Retaliator. The version that could be purchased is a former military craft that's had classified material removed to make room for a jump drive and civilian grade weaponry. This craft is certain to be heavily featured in the early stages of Squadron 42.


Origin Jumpworks 300i
The 300i is a sexy looking one person craft that is a good consideration if you're willing to pay a bit more than the Aurora. Their performance matches their appearance, with better engines and a power plant and slightly better weaponry than the baseline Aurora. They are capable of holding cargo as well, although not as much as a dedicated Aurora. There are three options available at different prices. The 300i is the basic model. The 315p is the exploration variant and includes an upgraded engine, tractor beam, jump engine, and jump scanner. The 325a is the fighter variant and includes missiles, a mass driver, and a "custom weapons system" that we have no idea what it means. It should be emphasized that the only difference between the 300i, 315p, and 325a are the gear that comes standard (and is insured with the craft). You could make a 325a out of a 300i with the right upgrades. There is also a limited edition 350r racer variant that is equipped with two thrusters and a larger power plant.


Aegis Dynamics Avenger
A former patrol craft, the Avenger is another flexible option that's an alternative to the 300i. It's heavier and less maneuverable than the 300i or Aurora, but can hold as much cargo as a customized Aurora. It's also fairly well armed. One curious feature of the Avenger is the nose mounted cannon that supposedly can hold a weapon that's far larger than any other single seat fighter. We don't know much about this, but it's been compared to the main cannon on the A-10 Avenger. The Avenger model includes a cargo bay that can fit several “passengers” in upright pods. There is also a trainer variant that has room for two pilots.


Anvil Gladiator
The little Bomber Bro, Anvil Gladiators are carrier based torpedo bombers. These two-man fighters feature a rear turret, decent cargo space, and a large missile bay. Some independent crews apparently replace the turret gun with a tractor beam for salvaging. Made by Foundry 42, the Gladiator looks like an absolute beast. It can carry up to 8 torpedoes, or a variety of other configurations in the bomb bay.


Anvil Aerospace F7C Hornet
The F7A Hornet is the premier fighter of the UEE Navy. Anvil Aerospace has released a civilian variant of the Hornet known as the F7C. Billed as the best single person fighter in the game, the Hornet has the firepower to dominate the opposition. The basic model includes a cargo box that can hold a small amount of cargo and more guns than the Aurora, 300i, or Avenger. Advanced models include the F7C-S which is a recon variant that sacrifices speed and firepower for a reduced signature and other stealthy features, and the F7C-R Tracker Variant with a massive radar replacing the cargo box. All of the F7C Hornet variants will be able to add on a canard turret that isn't available yet. As with the Origin variants the F7C, F7C-S, and F7C-R variants only differ with respect to their components. There is also a F7C-M “Super Hornet” limited variant that is better armed and shielded.


Vanduul Scythe and Esperia Glaive
Originally a limited run of about 300 Scythes were sold for $300 each; now they go for over $1500 on the gray market. The reason for this is because they will be the only Scythes that will have insurance on them. Ever. In terms of stats they look like TIE Fighters that ram people. Big engines, low mass, incredible maneuverability, paltry shields, and a giant fuckoff ramming blade. Ben Lesnick has described it as the Star Citizen equivalent of the Dralthi, meaning idiots out there are paying thousands of dollars to fly what is essentially a trash mob ship. CIG also just released the Glaive which is basically a Scythe with two giant fuckoff ramming blades, and up to 3000 spergs will be able to buy one if they beat Vanduul Swarm. If you are reading this then they have already run out.


Drake Cutlass
Drake ships are known for being flexible, inexpensive, and easy to repair. This makes them ideal for piracy, and supposedly law enforcement will take notice of players in Drake ships more than other brands. With a large cargo hold, lots of guns, and room for a second crewman it's the smallest ship that will reliably be used for boarding other craft. It also comes standard with a tractor beam and docking collar, which are critical for those efforts. Three variants are available; Black, Red, and Blue. Unfortunately players who expected an actual pirate ship will be disappointed to discover that CIG ended up balancing the Cutlass somewhere between a 300i and a Hornet, with the most powerful version being a loving cop car. It's also slower than most other ships. The latest news is that it will feature a modular core similar to the Retaliator.


MISC Freelancer
The Freelancer is a two person freighter that looks like it will be ideal for mercantile and exploration efforts. With more cargo space than the other ships piloted by one person, it's also the heaviest. It has the biggest shields and power plant but is also the largest and heaviest. Weaponry is surprisingly impressive, with four main guns and a rear turret plus a pair of missile mounts. There are three variants. The MAX version doubles the number of engines and widens the ship to hold more cargo, while increasing the power plant but reducing the number of missiles and shield power to do so. The DUR version is for exploration and sacrifices cargo capacity for more efficient engines and other features intended for exploration. The MIS version is a limited combat model where the cargo space is completely replaced with the ability to carry up to 50 missiles.


Aegis Dynamics Redeemer
In the first half of 2014 CIG ran a "reality show" competition called "The Next Great Starship" where sixteen teams competed to design a ship that will be implemented into the game. The show was lampooned in the beginning but featured some very talented artists (at least one who has already been hired by CIG) and the final four ships were particularly impressive. The winning ship was the Aegis Dynamics Redeemer by Team Four Horsemen. Like all the entries the ship is a multi-crewed vessel with two turrets and room for cargo or an assault team. While the model is clearly done, CIG has a lot of work left to integrate the vessel fully into the game and there is no timetable. It's pretty likely we'll see the other contestants, especially since the Top 4 are based on different manufacturers. 2nd place was the Origin AX 114, 3rd place was the Anvil Pheonix, and people generally consider the Drake AC-240 to be the 4th place entry.


RSI Constellation
Explicitly described as Chris Robert’s favorite ship, the Constellation is billed as something akin to the Millenium Falcon. With lots of guns, a big cargo hold, Itano Circus levels of missile spam, a snub fighter, and the most ridiculous thrust:weight ratio in the game it looks perfectly primed to be the ultimate Mary Sue. However worrying about this sort of thing is silly and everything will be fine. There are four variants. The Taurus is the basic transport model and is the cheapest multi-crew ship available. The Andromeda is the multi-function model and includes a snub fighter, the P-52 Merlin. The Aquila is an exploration variant, complete with a rover. The limited variant is the Pheonix, and includes leather trim and your own personal pimpmobile.


Aegis Retaliator
Like the Caterpillar and Constellation, the Retaliator is a multi-crew vehicle. Unlike the other ships, the Retaliator is designed for one thing: war. A massive bomber, this vessel is designed to launch huge payloads at capital ships. It is also sexy as gently caress. Goons have developed a major affinity for the Retaliator, and the “Bomber Bros” have one of the largest collections of Retaliators in the game. The ship is very modular, featuring a front and rear bay that can be fitted for cargo, living quarters, a drop bay, or torpedoes. Possibility exists that it may have a RETRACTABLE. BEAM. GUN.


These are ships that have been confirmed for the game but have not actually be put in the game yet.


Xi'An Khartu-Al
Xi'An fighters are designed to be incredibly maneuverable. They accomplish this by having no main thruster, and instead use an array of maneuvering thrusters that produce thrust equivalent to what a main engine would do on a different ship. These ships are also oriented vertically, like the mothership from Homeworld. The Khartu-Al is a Xi'An light fighter modified to be usable by humans. It looks to be roughly equivalent to the Hornet in terms of protection but with less armament.


MISC Reliant
The MISC Reliant is the third starter ship, although at $50 without a package CIG has indicated it's more of a "Tier II" starter than some scrub tier plebe ship. I guess the same is supposed to be said of the 300i and Avenger now too. CIG sold several thousand of them since they were the latest offering to include LTI. They're the smallest ship that is crewed by two people, are the smallest ship that has a turret, and are also non-combat (utility) oriented with slow speed and a large cargo hold. Variants include a "Researcher", a "News Van", and a "Skirmisher" variant that throws all the "utility" bullshit out the window. Also it rotates.


Drake Herald
In Star Citizen information does not travel faster than the speed of light. Instead communication buoys jump from system to system at a steady ready, slowly disseminating information. People who want to communicate faster than that hire info runners, which are souped up racing ships equipped with ultra high end communications and encryption gear. Their job is to get from point A to point B very quickly, and the Drake Herald is the first example of this. Preliminary stats suggest a ship that is incredibly fast but poorly armed and armored.


Anvil F8 Lightning
Originally the Anvil F7A was billed as the ultimate space superiority fighter. Then CIG created the FC7-M SUPER HORNET that featured two guys and even better stats. Now CIG has upped the ante even more with the F8 Lightning, which was (briefly before it was taken down) described as a next generation super fighter. The description and initial stats suggested a ship that had a huge amount of forward firing weaponry while being better shielded and more maneuverable than the F7A. Knowing the Wing Commander trope this will probably be the ultimate fighter craft that players fly in the end game of Squadron 42.


Aegis Vanguard
Because CIG can't seem to go fifteen seconds without releasing something that screams power creep we now have the Aegis Bulldog Vanguard. Roughly the same size as the Aegis Redeemer, this ship is labeled as a "bomber-destroyer" that sacrifices maneuverability for speed and forward-facing firepower with stores and fuel that enable it to travel long distances without refueling. The combination of significant firepower and small crew requirement (only two people) suggests it might be rather effective in instance-based warfare that are limited by either people or ships.


Drake Caterpillar
Displaying the same benefits as the Cutlass, the Caterpillar is billed as a modular craft that can easily be customized to suit a variety of tasks. It is a multi-crew vehicle similar to the Constellation, but with a focus more on boarding. Chris Roberts has explicitly said that the Caterpillar will be the best at boarding and taking over capital ships. There have also been indications that the Caterpillar will be able to act as a mobile repair center for other ships.


Crusader Industries Genesis Starliner
When backers voted for a passenger liner as a stretch go they passed over options such as a recon craft or a minelayer. Thus the community gets what they deserve with this $400 space train that's shorter than a Merchantman. Imagine Euro Truck Simulator in space where you play a minigame to drink coffee and your cargo will bitch because the space VCR is broken. Who knows WTF the variants will be. Something about a race touring ship, or a boring cargo ship, or a hunter killer.


MISC Starfarer
The Starfarer is a purely mercantile vessel designed to transport massive amounts of fuel in tanks contained beneath the engine. Slow and poorly armed, Starfarers are expected to be logistically critical as a in-space refuelers and transport ships. It is also huge, at nearly twice the length of the Retaliator or Constellation. Two versions exist; the regular tanker one and a military "Gemini" version that is armored and better armed and probably better in every way save fuel capacity.


MISC Hull Series
Literal space trucks, the MISC Hull series of ships are basically giant bulk haulers. There are five options; the Hull A, Hull B, Hull C, Hull D, and Hull E. They range in size from small starter ships to massive bulk freighters longer than a destroyer. Because nobody in their loving mind would buy a loving space truck in a game about starship pew pew (okay your average backer would but still), CIG has gone batshit insane with emphasizing the flexibility offered by using cargo pods. Apparently you can add shields, get more guns, use smuggling containers to hide contraband, or turn your Hull E into an orbital defense platform. The reality is that these things are still loving space trucks, if you're dumb enough to fly one outside of safe space without an escort you will get murdered, and CIG will say anything to sell pixels to nerds.


Banu Merchantman
The Merchantman an alien mercantile vessel that sacrifices some of the cargo space of the Starfarer for superior engines and firepower. The lore says that these ships are prized commercial vessels, passed down from generation to generation, and can easily be converted into smuggling craft and blockade runners. Currently described as having a massive cargo capacity, second only to the Hull C.


Anvil Carrack
While not much is known about the exploration aspect of the game (aside from the fact that jump hole navigation is supposed to be perilous and about as difficult as Battletoads), CIG was surprised at how popular exploration was among the backers and intends to put a great amount of effort into that part of the game. The Carrack appears to be a large craft (about the same size as the 890 Jump) with the majority of its focus on exploration thanks to an advanced jump drive and high level computer system. It also comes with a rover and a scout ship, but isn't terribly well armed. Supposedly the design will be very modular with a large number of bays that can be swapped out.


Origin 890 Jump
This multi-crew ship is a luxury yacht. Presumably like anything owned by the 1% it will be extravagantly expensive, grossly overpowered for whatever task it's actually used for, and incredibly impractical. It has a small hangar bay to fit a pair of small ships, and comes with its own runabout that you shouldn't use if you want your ship to be there when you return to orbit. According to CIG luxury craft are basically intended for socializing, which is hilarious when you think about the socially awkward super spergs who would buy such a thing.


RSI Orion
The RSI Orion is a massive ship intended for mining operations. Much like the Reclaimer it is a multi-crew ship that is very large, poorly armed, slow, and basically designed exclusively for one task. The cargo pods rotate which is pretty cool. Like everything else in SC, mining is expected to be skill-based (unless you pay NPCs to do the work for you) and there will undoubtedly be hordes of pubbies eager to shoot rocks. Like the Reclaimer it includes an on-board refinery for melting ore into something easier to transport.


Aegis Dynamics Reclaimer
The Reclaimer is described as a salvage craft. This might make it very helpful for cleaning up after a battle or for assisting in "rescue" operations. It looks like it will be well protected but lacking in offensive weapons and is described as being designed for "deep space" salvaging. Info from the concept sale indicates a massive ship three times larger than a Constellation that is loaded with salvaging drones, reclamation equipment, multi-function turrets, and a manned cutter for EVA operations. This is clearly not a combat ship. It has a giant arm on the front that can be used to grab ships (with people inside it) so it can shove them into its butt to be melted down for scrap.


Aegis Idris
The Idris is the second largest player-owned starship in the game, and is also the smallest capital ship a motherfucking frigate. There are two variants; a military version (Idris-M) and a civilian one (Idris-P). The military variant has heavier armament but otherwise the ships are the same. The Idris includes a hangar capable of holding fighters with room for at least 2-3 Hornets or Gladiators. Other ships will also fit in the hangar.


Aegis Javelin
Twenty Five Hundred Dollars. That's how much it's going to cost to have the largest player-owned starship in the game. Specifically that's how much it's going to cost for the hull because Javelins will be sold stripped of their military hardware as a "starting challenge" for concierge-level super spergs. If you're comfortable spending enough money to provide 11,363 meals to starving children then what you'll get is the largest, most powerful capital ship available without stealing one from the UEE. Stats aren't even out yet but it looks to be huge, incredibly well armed, incredibly well protected, able to support fighters, and yet STILL NOT A REAL THING.

Beer4TheBeerGod fucked around with this message at 18:18 on Aug 9, 2015

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Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

quote:

The beauty is we could count on the support of players from other games since I doubt there is any successful game out there where goons are not hated. The real challenge would be to manage all the hundred thousands of gamers that have beef to settle with them.

RSI Organization Page: https://robertsspaceindustries.com/orgs/FLJK
FLJK Goonrathi Website & Enlistment: https://www.goonrathi.com


Tired of playing by yourself in a game the doesn't exist? Come join Goonrathi!

Goonrathi (FLJK) is the largest goon organization in Star Citizen and one of the 10 biggest groups overall. Our membership is backed by people who have successfully screwed with pubbies for over half a decade in EVE Online, WOT, and MWO. Our population trained on EVE, burnt out in World of Tanks, got burned by Mechwrrior Online, and is now spreading the Light of Lowtax into Star Citizen. Hop aboard and get in on the ground floor of what is either going to be an amazing gaming experience or a complete disaster.

While we wait for Star Citizen our goal is to get goons together, have fun playing games, hang out, and socialize about space ships.


quote:

The fact that you are polarizing opinions 1.5 years before the game goes live is promising. Now, where can I apply to join?

The same infrastructure that helped goons survive the most brutal game on the Internet is being leveraged for SC. Any 6 month old SA member in good standing and with an active posting record is welcome to hang out. Registration is an automated process that can be accessed from our website.


quote:

Due to not having a screenshot of the original post this can only qualify as speculation, but a little earlier I spotted someone in chatroll paste a quote from the Goon/Goonsquad(?) forum with the person saying: "A black hole would be a great place to crash a bengal carrier captured by pubbies," this is in relation to this latest poll of course.

That's callous, lame and mean-spirited.

Ugh, people like them make me sick.

quote:

There are going to be hundreds of star systems with more added as the game progresses. I'm sure I can find a remote region of space that the goons won't piss on.

quote:

C'mon, you can always buy Million Mile High Club packet, i guess, the goons can't come there.

quote:

must say that the presence of a goon collective in SC is very frightening for me. One of my biggest fears is that the cruelty of large groups will override the community to such an extent that bitterness and griefing, and the celebration of the cynical will take hold here as it has in other places. I suppose thats a bit of a religious statement sorry

quote:

GOONS are coming to StarCitizen it would seem, and everyone should be informaed about who these people are. Everyone should be aware that everyday, we are probably being spied on by spies from other fleets, that is why we got such a strict permission structure here so that none will get permissions to destroy us from the inside by just becoming and officer. The problem with spies havn't been so big before, some we have caught with our own I.I.S. service, and some still remain, but the problem is rather here that Goons do not only focus on ingame infiltration and gameplay. These guys and gals generally try to screw with everyone they can find in a game. They usually Scam people, DDOS VOIP servers, crash forums and stuff like that, but i'd say it's safe to bet that If they Can do more, they Will do more.

So. this is just warning going out to everyone so taht you do not fall a victim of them. Other than that, we have been told that We are their next "B.O.B". With this knowledge, you should know that we are probably housing some of them and that our I.I.S. is working a lot in order to kick them out, but its inevitable that some will remain. Not only are they mocking Us and other fleets, but they are also targeting PACT. We we ask of you heere is that you do NOT feed the goons at all. EVery response we make towards will be sanctioned by no other than our highest command with the advisement of PACT. We do Not want anyone to talk about to them, even if spoken to. Do not post how good we are in comparison to them, how many we are, etc etc, because they probably already know that we outnumber them, and taunting them can create a sort of recruitment tool for them, and also they will probably focus on us even more.

With all this being said, infiltrators is a part of this game. We are, as everyone else pretty much is, countering them. No need to panic, but the situation needs to be controlled by no other than the people who has all the facts and know what we can say and cannot say. As i am sure that this will end up at SA's forum, i will just plainly say that We know that you are here, be aware that we are here as well...

Beer4TheBeerGod fucked around with this message at 21:24 on Jun 3, 2014

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Welcome to Thunder Dome.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

crabcakes66 posted:

Has anyone found they like using a mouse over a Joystick/Gamepad? From what little I have played I was constantly overcorrecting and getting tired using a mouse.

Yes. In fact I think a combination of mouse and throttle are going to be incredibly powerful, especially a throttle that includes an analog controller for strafing (once they enable that).

It's incredibly fun. I was able to get to Wave 5 on my first try with the Hornet before exploding.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Kalenn Istarion posted:

I found the mouse really janky, really needs some tuning of the controls. In particular, it felt like the ifcs was laggy in calculating turning solutions, then would compensate by overshooting. I was blacking out an awful lot for having the safeties on. I also had it set to the lowest gfx setting and it was still chugging on my 1 year old GTX680M. Going to have to look at manually re-jigging the cryengine settings to take some more of the effects out.

Weird, I felt the opposite in the Hornet. I never once blacked out or even grayed out. Hard to black out with safe mode on. I have a 770 and it ran really smooth at max settings in 1080p. What I can't stand is that I'm forced to roll with the joystick, since I never do that.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Elenkis posted:

Glad to be able to play this at last.

Combat feels very twitchy compared to Elite: Dangerous, ships turn on a dime and die quickly. In their current states I much prefer the flight model and feel of combat in Elite (Frontier really nailed that aspect), but I'm also sure that some are going to prefer the combat in SC.

I also feel like there's a lack of feedback currently, like I'll suddenly be at half shields and didn't even realise anything had been hitting me.

Yeah the lack of feedback is pretty terrible. I want something like Privateer, where getting my shields or armor hit was a jarring OH poo poo experience.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Exioce posted:

Mother of God, people are actually talking about playing this game. And it's real.

And kind of fun.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
The HUD provides feedback with the green diamond telling you when you have a firing solution.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

THF13 posted:

Anyone running this on a Nvidia 770 2GB that can comment on performance at 1080? Was planning to pick one of those up.

That's what I have, and I have no problems running maxed out at 1080p.

As for my impressions of the game, I will wait for multiplayer to be sure but this has the same feeling as the start of the MWO beta. Unpolished and rough, but the core experience seems fun.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
No beer. :(

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Strafing should be an option regardless of what mode you are in.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Okay guys, we got a lot of info today. What should I put in the OP?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

warcrimes posted:

It's not going to be F2P, he's using box purchase + micro-transactions(B4tBG trigger word) model. No word on SQ42 yet.

Box purchase + selling gold micro-transactions. Supposedly SQ42 will also have expansion packs that people will pay for.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

ShineDog posted:

I spent all yest downloading this and havent played yet. A question.

How do the gimballed weapons work if I use a stick/controller?

lovely auto targetting? no gimballing at all?

Can I map the gimbal targetter to my right stick? Can I have a copilot aim the guns while I fly?

They have an element of auto targeting.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

BitBasher posted:

You aren't supposed to buy more ships to help them test their game. They are giving you the opportunity to play the game using the ships you bought. Helping them test the game is a secondary bonus, not a goal. We aren't their QA department. They have more than enough players with all of the ships to get all the testing data they need.

Also Ben confirmed that long term they plan to implement ways for people to access ships they haven't pledged for.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

BitBasher posted:

Yeah, but I thought I remembered it involved cash, like paying 5 bucks to try a ship for a day. I could be wrong, I only have a vague recollection and couldn't find anything on a quick search of partedveil.

The way Ben talked it was going to be in game. Like earning credits. Also if they want to test certain ships they planned to give one to everybody for a day or so.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

BULBASAUR posted:

If they are already talking about expansion packs they are waaaaay ahead of themselves

This is Star Citizen we're talking about here.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

BULBASAUR posted:

I think a lot of us are missing the point- no matter which controls you use, the space ships just don't feel very responsive. Same goes with the weapons. Not enough feedback to make them feel dangerous.

Yeah, this is the key point. The ships are basically flying tubs.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Man, you would think with a week of "polishing" someone in CIG would have gone "hey guys let's make a quick way for people to map controls, since it's all XML based". Guess not.

Couple fun things:

Via Reddit:

quote:

Haven't seen this posted yet and it was bugging the heck out of me, so I spent a while figuring this out. Finally got a lock on it:
Once you hit f3 to select the PWR tab, num7 and num9 will be be the tools you will use to navigate to the power adjustment triangle.
Step 1: Pressing num7 will cause some part of your (left side) UI to blink. Press this until the triangle at the top is blinking. When I switch from the Overview (OVR) tab to the PWR tab it consistently takes four presses of num7 to make the triangle blink. Note: sometimes you will need to press num9 (the back button, it seems) a time or two before pressing num7; this is because for whatever reason a piece of the UI has already been 'selected' and therefore you need to back up in the process.
Step 2: Once the triangle is blinking, press num5. This selects the triangle.
Step 3: Use the arrow keys on your numpad (num-4,8,2,6) to move align the power how you'd like it. G1 is Weapons, G2 is Avionics, G3 is Shields.
Step 4: Press num9, or change to any other tab to lock in your selection.
Hope this helps- if I wasn't clear please reply and I'll try to clarify.
See you all in the 'verse!!
Edit: added num to all numpad numbers for clarity=

:siren: :lesnick: Read these posts for information on how to rebind your commands. :lesnick: :siren:

Explanation on why everything is Class 2 now:

quote:

The weapons are no longer Class 1, they're all Class 2 - in playtesting a fixed gun less powerful than the ones the Vanduul carry were basically useless. Those plasma cannons alone on the Scythe can destroy your shields in 1-2 hits, and yet the game isn't unplayable because it's REALLY hard to hit with only Class 1's at the speeds and maneuverabilities seen in this game. This is also why the gimballed weapons auto-compensate for velocity (they DON'T auto aim - you still have to aim right at the target, the weapons just try to compensate for target velocity based on their own projectile velocity, which is the only reason you can aim more than one gun type at once). We are working on finding the best system for the ITTS still.

Follow the DFM Programming thread in the Ask a Dev subforum. They're providing a lot of info.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

BitBasher posted:

This game is being made because the sales pitch essentially is that they wanted to make a space game like the space games that are not made anymore.

This is the crux of the matter. Whatever you want to say about ArCom, the flight model they give you "out of the box" (ie no COMSTAB or GSAFE and with the terrible control scheme) is nothing like the space sims people played. It's a bit better with those options turned off, but missing things like strafing out of decoupled mode is pretty terrible.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Doink9731 posted:

Can we at least agree then that the controls are rear end?

They are absolutely terrible.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

DatonKallandor posted:

Having tried all 3 controls methods now, when it comes to actually flying the ship - they're not terrible at all (Mouse is worst). Especially the 360 Gamepad controls (which are clearly what they made the game for, since that's what they did their internal testing on - you can see that on all the videos and even at the PAX presentation) are incredibly good as far as default controls go. The amount of stuff they managed to pack into the Pad is fantastic, and it's still logcially grouped, which is no small feat. Now the UI controls are insanely bad but so's the rest of their UI.

What is absolutely terrible, and what makes the controls seem worse, is that their thruster behavior is plain hosed when not in decoupled mode. They fire unevenly trying to get the ships vector to align with your center of aim and the result is a wobbling bathtub feeling. If you decouple and rotate the center of the ship around there's no wobbling at all - which is how it should behave in all modes.

That right there shows where the problem lies (intentional or not) - thruster behavior when coupled is hosed. Question is are they going to fix it or claim it's intentional.

As an aside, I really disagree with the calls for strafing while coupled and vector change capability why uncoupled. Once they get rid of the coupled thruster issues and the model works as it should, the strafing limitations make a lot of sense and give it very unique Wing Commander 2.0 flight model style. It stops it from playing like newer space sims and keeps it very turn and boost based while still giving you some of the Freelancer/BSG newtonian gimmicks without become full blown generic semi-newtonian space sim.

Maybe that's what I am seeing then. The default controls, particularly with stabilization and the safety on, are clunky and unresponsive. If that's a function of the thrusters then that would make sense.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
It get's lonely in the 'verse...

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Parias posted:

pew pew pew



Where is that from?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
This is actually a change from traditional WC games where the system gave you a point to aim for. I would vastly prefer that to what the game is doing now.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Tank Boy Ken posted:

You're not the might space truckers or the space boat transporting containers. You're the guy doing the low paid job of being a DPD guy. That's exactly how a DPD light truck looks on the inside. Heaps of different packages all thrown into the rust bucket.

This is a good point. The Freelancer is a UPS driver, not a cargo ship.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

So the OP of that thread is right; the problem isn't with the physics it's with how they're implementing it. A lot of the problems they're dealing with at this point are a function of some intentional design decisions they made, including the fact that the ships are limited to a maximum velocity no matter what you do. So if the control system is being said "GO LEFT HARD!" and at the same time it's internally coded to "NEVER GO MORE THAN X MPS!" it's going to get some conflict when you're at full throttle because the maximum velocity is a hard limit. It's not a design decision I'm a fan of.

Could someone who's experiencing the turning problems do me a favor? Try and see how well the ship turns at 50% thrust. I know that when you're in decoupled mode (and thus limited to maximum 50% thrust) the ship maneuvers very smoothly. I wonder if the same is true in cruise mode if you aren't going full throttle.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

DreadLlama posted:

Is DELTA SQAD represented? If so, what are their policies on handling sewage and fecal matter?

As evidenced by the Brown Sea, we love diving into giant pools of poo poo.

TorakFade posted:

After having played a little more and getting up to wave 6 even with my sub par fighting skills (holy poo poo the 325a's K&W mass driver makes short work of Vanduul Elites ... now if only I could manage not being hit all the time I'd be golden), I can safely say that the alpha for Star Citizen is way better than the full version of X: Rebirth at launch.

I don't get all the hate, it's an alpha and it shows with temporary lockups, missed animations and the like, but it's rather playable right now and it shouldn't get any worse from now on, with patches and whatnot.

The hate is simple; CIG delayed this release for six months (and then delayed it for another week) because they wanted to release a product that was more than what was originally promised. The original plan was to release a rough tech demo to drum up interest, and Chris wanted something that was better representative of the final game since funding was already going well. And after ramping up expectations to the point where they had a (premature) Hollywood style reveal we got... a playable alpha. Specifically a playable alpha with major flaws like the unpredictable flight model, missing multiplayer (originally the reason the DFM was delayed was so that CIG could implement their own netcode), and a complete lack of basic features like control mapping. Chris Roberts ramped up expectations, didn't meet his own deadlines, and what he delivered didn't meet the hype.

People are going to have to get used to that.

DatonKallandor posted:

You're confusing the issue. It's not about responsiveness - I'm perfectly happy with different movement directions having different speeds and the mass of the ship preventing you from stopping instantly.

It's about the thrusters being intentionally "dumb" and over-thrusting then over-correcting. The oscillation - that's what he claims is intentional.

Edit: Also my Helmet has now disappeared, which means I can't Arena Commander anymore. Gotta love that "immersion". I lose my virtual game console so I can't play their loving game anymore.

He's saying it's intentional as a function of their decision to limit the velocity. Basically the ship is being told to do something in a terribly inefficient manner and the result is what we get. Compare that to how smoothly things move in decoupled mode.

As for the disappearing helmet, look on the pedestal. Barring that delete the USER directory following the directions here will "reset" everything in the game.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Av027 posted:

I've already done this (with the Aurora), and reported it upthread. Under 80% throttle it's becomes smooth, and at 50%, there's no evidence whatsoever of the wobble. Above 80% you see the main thruster pulse on and off, and the weak side maneuvering jet (left side if you're yawing left) pulses as well, and appears to pulse while articulating from horizontal to vertical. There also appears to be a slight left roll that's countered when the left maneuvering jet fires.

I don't know that the max velocity theory is correct though, as you see it with and without comstab/gsafe, and with both turned on, the velocity is something like 25-30, which is well below max speed. It's definitely something in the system fighting itself, and I'm sure it can be worked out (pitch controls are smooth at all velocities).

The velocity being reported is relative to the direction your ship is pointed. The easiest way to see this is to go to max velocity, decouple, turn around, and resume cruising. The problem is that your ship's maximum net velocity (ie the sum of all velocity vectors) must always be less than the arbitrary value established by CIG. In addition if you have GSAFE and COMSTAB turned on the ship must also deal with those limitations as well. The control system is really weird. I had my Hornet completely stopped, and transitioning from cruise to decoupled resulted in thrusters having to fire.

Broccoli Cat posted:

I put all mass drivers on all hardpoints of the hornet and it was pretty interesting

might be the move for pvp stuff

but I refuse to seriously play til I can map my lovely joystick :colbert:

You can do it already if you gently caress with XML files. I have my CH Fighterstick and Throttle working pretty drat well.

Go here: https://forums.robertsspaceindustries.com/discussion/139973/walkthrough-how-to-configure-joystick-throttle-pedals/p1

OhDearGodNo posted:

I use it for Elite. It's great just do t have people around with a poor sense of humor.

There's a video from a guy who uses it to play ED, he was docking and about to land when his girlfriend came up behind him and yelled "boost!" Ao that his afterburner kicked on and he rocketed into the control tower.

I'm pretty sure my wife would kill me if she heard me talk to the computer. She's already lost all patience for game sounds after hearing the menu music from Saints Row 2 for hours on end.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Av027 posted:

I'm with you here to an extent. If the maneuvering jets drive it over the relative "max velocity" (taking comstab/gsafe into the equation), which maybe is 30 at the time, then it might fight back because it's exceeding that current maximum. However, the pitch controls don't suffer from this at all, so I don't think that can be the case. Whatever is wrong about the yaw controls appears to be right on the pitch controls though, so perhaps it's a simple coding mistake somewhere.

It could be a function of where the thrusters are located. Remember that these ships aren't just spinning in space, in cruise mode they're following long arcs like airplanes. If a thruster is pointed in a direction such that any of its thrust goes along the direction of travel then the game will realize it's going faster than it's allowed and fire another thruster to compensate. Because the model is feedback based then you'll end up with weird oscillations between the different thrusters all hoping to produce what you originally wanted. This is particularly egregious when you tack on the fact that the thrusters can move. It's possible that the thrusters on the Aurora are configured such that pitching is well balanced, but yawing produces all sorts of crazy interactions.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Unfunny Poster posted:

They've made 45 million dollars off of, as of yet, unfulfilled promises. In terms of development costs, Star Citizen is about on par with Call of Duty Modern Warfare 2. I don't think they need to be EA junior with these "for the low low price of X you can upgrade your ship that we've yet to make flyable" gimmick sales to try and milk more money out of people after delaying a component by 6 months and releasing it an a laughable state all while promising that "we're fixing the netcode" and "it'll be polished and in the best playable state." What I'm saying is, everyone who cries about EA's pay-to-win, microtransaction, etc. policies should be laughing at CIG given that CIG are basically pulling the same poo poo. You know, the guy who said they weren't like the big bad publishers and that EA was the devil for doing the exact same thing.

Is it an obvious money grab? Sure. But they would be stupid not to capitalize on the fact that, for whatever reason, people are retarded when it comes to this game and throwing away cash. You're completely right that they haven't met the expectations that they themselves have set. The level of progress Star Citizen has displayed compared to something like Elite is laughable, especially when you consider the disparity in budgets.

Av027 posted:

Yes, that's possible. The maneuvering jets that are on the top and bottom are likely dead center, but the ones on the sides may not be. Additionally, we were theorizing yesterday that it may have something to do with the main thruster placement since it's off-center. Something like that could maybe affect yaw but not pitch.

I think the system definitely needs a little more play in it. It strikes me as something that's overprecise, and it's easy to accelerate beyond the pre-set tolerance levels, which causes the system to correct and the result is erratic motion. Why should the system even want to correct a throttled up full yaw turn? It shouldn't theoretically go any faster than it's built to go, so why does it counter thrust ever?

Maybe those jets are firing harder than they should?

I wonder if the system doesn't have any degrees of control. So maneuvering jets are either MAX POWER or nothing at all.

The Royal Scrub posted:

It's either that or their pitch and yaw setups are just different. They might only calculate velocity vectors on your ship's 2-D plane or something and pitching is just rotating that 2-D plane while maintaining the same velocity in the forward direction. You never know what kind of weird poo poo they have in games. Realistically, yours is the answer.

Either way you have to either slow down into a turn or roll then pitch (like an airplane :haw:)

Try starting at a complete stop, going into decoupled mode, and then using the thrusters to move around. It's a completely different experience.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

sorla78 posted:

2) It's an interesting balance for pitch vs yaw. You're correct that the g-force limits tend to make it easier to yaw than to pitch. But there is something else to consider. When you're yawing into a turn in space, you're using your +/- X thrusters to hold your turn. So that limits how fast you can turn based on your forward velocity. That would be for an unbanked turn, where all gees are side-to-side, which the body has a high tolerance for. But if you bank in the turn, you bring your +Z thrusters to bear, increasing the maximum amount of thrust for holding the turn. That increases your ability to make a tighter turn, at the cost of exposing yourself to vertical g-forces. So there is a trade-off. It's better to do a banked turn than an unbanked turn because you can hold a tighter turn at a faster speed. And it depends on the ship and thruster layout, but it's often better to have a banked, g-force-limited turn than an unbanked turn. Plus, once we put in some reasonable limits on horizontal gees based on pilot safety and a ship's structural limitations, I think the benefit of yawing turns will be even less.

That also explains the janky movement.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Goredema posted:

If it turns out that the site crash was right after the 4H video, then CIG has successfully preserved their perfect record of completely loving up live events.

The good news is that they've already strongly hinted, multiple times, that they're going to put multiple TNGS ships into the game. They'd be stupid not to sell us multiple ships produced by slave labor that require only a few hours of polishing by paid employees.

If CIG doesn't give each team royalties on their ships, they're basically as exploitative as any publisher.

The top 3 basically gave away their ships as part of joining the contest. CIG won't have to pay them a dime, it's considered contract work.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Frankly the whole thing with blackouts is retarded. Say ships have "inertial dampeners" or whatever and magically nobody will give a poo poo. If I'm going to be walking around my drat space ship I don't want to have to worry about g-forces crashing my dumb rear end into a bulkhead when my pilot does a panic spin.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

DreadLlama posted:

Does this handle any better with a stick than with mouse and keyboard? I'm getting terrible oversteering. It's like everything is made out of a tonne of bricks with only goose farts and hugs to change direction. IWAR2 was the last "in cockpit only" space flying game I played and it wasn't near like this.

How do you fly good and not bad?

The problem is that you are experiencing the very first iteration of the flight model that they have released to the public. The mouse is awkward because of the massive dead zone in the center. Joysticks suffer because you have to center the target on the reticule before the (terrible) auto aim takes over. On top of that, flying in cruise mode causes all sorts of hilarity as the thrusters fight each other and stay under the maximum velocity cap.

If you turn off COMSTAB (Ctrl-Capslock) and keep your max thrust below 80% it's much more responsive.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Does anyone here think that blacking out provides any benefit to the game?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

sorla78 posted:

Don't know about you beer, but I really hated the circle wars that most space sim dogfighting tended to turn into (Salthi fun in WC as an example). So if black- and red-outs can act a bit against that behaviour, I am fine with that - also weren't they pitching different suits that could provide you a higher tolerance vs. black- and red-outs?

Good point. Hopefully the responsiveness will increase, because right now there's no real feedback on blacking out until after it's already happened.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Goofed around with using the CH Throttle Pro and my mouse to see how combining a thumbstick for gross turns and the mouse for turret aiming would work. It was pretty good; I got to Wave 12 in my Hornet before I died the first time and Wave 13 before I lost my last life. Being able to use the mouse to lock in your weapons is incredibly powerful. I imagine having that kind of control with an Occulus Rift is going to be absolutely crazy. Making the argument that this flight model is "turrets on rails" is pretty apt.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

DatonKallandor posted:

It's pretty much exactly what I predicted when control schemes came up in the previous thread. People claimed they'd never do that because it'd make head tracking too good, but it's the logical best control set-up. Aim with your head, have both hands free to fly.

Just combining a small thumbstick with the mouse control gave me a significant boost, and that was without the mouse freelook. Having something like an Occulus Rift would be incredibly effective.

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Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Yeah. It's pretty obvious that Elite, Enemy Starfighter, Diaspora, Arvoch Alliance, Wing Commander, Wing Commander 2, Wing Commander 3, Wing Commader 4, Privateer, Privateer 2, Freespace, Freespace 2, Independence War, Independence War 2, X-Wing, TIE Fighter, X-Wing vs. TIE Fighter, and just a few other games are magic.

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