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This game is never coming out. STARFLEET DENTAL BEST DENTAL CLAM DOWN posted:
Beer4TheBeerGod fucked around with this message at 23:53 on Aug 10, 2015 |
# ¿ Aug 10, 2015 02:18 |
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# ¿ Apr 26, 2024 17:51 |
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Troll Bridgington posted:Eonwe is cool and good Not emptyquoting.
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# ¿ Aug 10, 2015 02:20 |
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Blazing Zero posted:help me decide: mortgage payment or the latest LTI ship Houses fall down. Lifetime Insurance is FOREVER. Or one lifetime of your character. CIG never specified.
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# ¿ Aug 10, 2015 02:23 |
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Eonwe posted:ok I added a line to the top of the OP Nobody will read it. Your efforts are wasted.
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# ¿ Aug 10, 2015 02:34 |
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Cowcaster posted:As forum moderator who takes their responsibilities very seriously I refuse to gather any appropriate context or information about this Star Citizen poo poo but my gut feeling is telling me to ban SC Druggie and Seraph84 repeatedly As someone who has read every post regarding Star Citizen I assure you that your gut feeling is indeed correct.
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# ¿ Aug 10, 2015 03:33 |
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This thread is already worth it.
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# ¿ Aug 10, 2015 04:36 |
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Cpt Underpants posted:Finally got to watch the Gamescon presentation. I'm timezonally challenged and was busy this weekend, plus who can take more than a few minutes at a time of this drivel? I agree on everything. Personally what I saw of the social module made me think it's going to be boring and tedious, essentially Mass Effect with random encounters and running from store to store getting whatever supplies I need before taking off again. The idea of "randomly" getting mugged in the same alley over and over again just seems stupid. The FPS feels generic and derivative. But the core gameplay, multi-JARED!-crew, looks like it could be amazi-JARED? RED ONE! JARED!-ng. And as you say working together with friends is going to be hilariously OP. Also there's an interesting post from the Brown Sea from someone who talked to Jared about changes to mechanics. Most notably is the notion that the variant system is "obsolete" and they'll be fully embracing Retaliator-style modularity, up to and including swapping external modules so you could theoretically have the head of a Aquila and the tail of a Taurus. quote:Alright so, I talked to @DiscoLando-CIG at gamescom booth Saturday.
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# ¿ Aug 10, 2015 14:57 |
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Octopode posted:I'm not sure that system is going to apply to all ships with variants. It sounds more like that is the planned system for those ships that are designed to be modular, like the redesigned Cutlass, Constellation, and the Retaliator (and likely those going forward), but not necessarily like it will be implemented for all the older ships with unique-hull variants like the 300 series or the Aurora that aren't necessarily slated for modular conversion. Well it's information relayed from a member of the ALWAYS RELIABLE AND NEVER WRONG CIG Community staff so I would take it with a pillar of salt, especially since the last Jump Point also flat out said that all variants would have unique hulls (and even went so far as to call out the Aurora CL, which as far as I can tell is a loving Aurora with a big box under it). The original Aurora commercial actually had a fantastic vision for modularity that hopefully we'll see more of, down to having an Aurora LN with luxury seats in it. Personally I think variants are stupid and modularity makes a lot more sense. If I want a Freelancer MIS with Freelancer MAX engines then I should be able to pay for it. Same with a Constellation Aquila with a Taurus cargo bay and manned top and bottom turrets, or a 325a mated to a 350r engine.
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# ¿ Aug 10, 2015 15:26 |
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Dusty Lens posted:Variants not being some kind of fixed tier thing is good. Though I really doubt that CIG will push their primary milking mechanism for wringing a few more dollars out of people who've bought ships that are suddenly terrible without a second infusion of cash off a cliff while their income to outgo disparity is so high this far away from release. Modularity is the new milking mechanism. Selling a base Retaliator for $150 opens up the market for folks who dropped $110 and want something bigger, and then it's easier to justify dropping $25 or so for a cargo pod. Now extend that to all of the other platforms and you can see how things would work. For example let's say the Cutlass somehow manages to not suck. I might own a Black for $110, but I might be willing to drop an extra $5 for the Red cockpit and maybe another $40 for souped up engines. At this point most backers will likely melt and convert stuff, but you're still going to capture people dropping an extra $5 here and there.
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# ¿ Aug 10, 2015 16:06 |
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Kalenn Istarion posted:So what happened to the old thread? There was 30 pages of posts in 2 days and then this. Eonwe asked nicely.
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# ¿ Aug 10, 2015 16:25 |
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Dusty Lens posted:I feel like the real next cashcow is going to be hangar modularity around when the social module comes out. Org armory. Org fuel depo. Org rooms. Org orgy salon. Exactly. And the real spenders will want to make sure they have all of that for their own personal use. gently caress having friends.
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# ¿ Aug 10, 2015 16:40 |
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Eonwe posted:does someone want to take the OP of the old thread and remove the timg tags for me and PM it to me With a great OP comes great responsibility. You wanted the job, you gotta do the work.
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# ¿ Aug 10, 2015 17:30 |
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Gerbil_Pen posted:I think the Avenger was the smallest ship with internal modularity slated for it. The hornet has all external mods. That makes sense. The Aurora, M50, Gladius, and 300i are all too compact to get any kind of modular system. The Mustang might end up with something where the cargo pod is (currently it can be a racer, camper, cargo, or gunboat) but they might just keep it as variants. As you say the Hornet's modularity is all external and is already well established. The Reliant is another question mark. I could see the cargo pod in the Aurora being exchangeable for a mission-specific toolbox. Like a salvage or mining module.
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# ¿ Aug 10, 2015 18:48 |
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Eonwe posted:OK OP is fixed as I think I can bother to fix Your OP is better than mine.
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# ¿ Aug 10, 2015 21:08 |
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https://www.youtube.com/watch?v=nazdUKcv8MU CR demos the social module and then goes postal. Does a great job of showing how ridiculously weak the guns are in this supposedly lethal tactical FPS.
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# ¿ Aug 10, 2015 22:00 |
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SelenicMartian posted:Will there be sex griefing? There's another kind of sex?
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# ¿ Aug 11, 2015 13:04 |
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Five Guys is loving elite tier. Fries are sufficient, although I would rather get less fries if they were better quality.
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# ¿ Aug 11, 2015 16:32 |
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Every time I hear "HULLO!" I feel a little better about the world.
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# ¿ Aug 12, 2015 06:02 |
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Eonwe posted:im glad of everything that has happened You continue to exceed my expectations. AP posted:There's a major element of fun you can't quantify from a game description or a list of game mechanics. For me, MWO had it pre HSR, pre sniperageddon/ghostheat, and that somehow, against all odds, happened with involved so I'm not ruling anything out. I would say that flight in Star Citizen has that fun factor (with the right ship), but combat is still lacking.
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# ¿ Aug 12, 2015 17:12 |
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xanif posted:I wouldn't count on it. When I said "most people" I didn't mean to include the brown sea. They hired military personnel for most of the mocap. I think a lot of people are looking forward to doing stuff other than flying, and hopefully the gameplay will be sufficiently compelling to support it. Thinks like orienting shields, routing power, repairing damage, all of that could be really fun and engaging. I also agree with Undies that it will likely be hilariously effective compared to some guy piloting an Idris by himself.
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# ¿ Aug 12, 2015 17:44 |
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CrazyLoon posted:I honestly shudder at the thought, that I was seriously considering going to one of the Star Citizen meets a year or 2 ago, and actually meeting this many broken people in one place. Hell, so long as keeps being 'in charge' of the community, every neckbeard will keep taking their cue from him and this is pretty much the main feature one can expect from these meets. PAX East two years ago was a lot of fun. I got to meet a bunch of fellow Goons, random people bought me drinks, and then we got to get all excited about seeing starship pew pew. I'm not sure I'd want to go to a local meet just because that sounds painfully awkward, but the live event was fun. Then again one of the Imperium higher ups apparently lives near me and by all accounts loathes me, so that might be fun.
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# ¿ Aug 13, 2015 13:57 |
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https://www.youtube.com/watch?v=ymGoI215pQE
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# ¿ Aug 13, 2015 17:24 |
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Gwaihir posted:The Cutlass is a good ship. It's fine.
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# ¿ Aug 13, 2015 17:45 |
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G0RF posted:I just saw your post on RSI- without realizing you were the author. Apparently the White Knights are a little sensitive about the idea that people might want a little flexibility in selecting a pledge package.
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# ¿ Aug 13, 2015 20:01 |
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https://www.youtube.com/watch?v=iNSyauXPbO8Truga posted:I always find it funny how some backers actively want to get screwed by CIG's dumb systems. They consider CIG the corporate entity to be their friend, and are grateful for it.
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# ¿ Aug 13, 2015 20:13 |
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Eonwe posted:this is the thread you all deserve but one day Beer will come back to you and make a thread and you'll be grateful I feel like I'm on vacation.
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# ¿ Aug 13, 2015 22:46 |
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Cpt Underpants posted:PAX Australia last year was quite a lot of fun. Met some goons, made some new friends, experienced some people so angry IRL about goons they quivered, and got to stand within 5 metres of Chris Roberts! Weird. If they did anything, most of the people I talked to bought me alcohol when they found out who I was.
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# ¿ Aug 14, 2015 05:11 |
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If I wasn't on vacation from being the OP this would be in there.
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# ¿ Aug 14, 2015 18:45 |
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Eonwe posted:i hope you guys like the placement I approve. Huh. I guess Seraph84 changed my avatar as well.
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# ¿ Aug 14, 2015 21:16 |
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So much for our Cutlass... ...and so much for the BDSSE... Can I get a refund on my 5K, please?
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# ¿ Aug 16, 2015 21:30 |
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Eonwe I noticed that you took out the design and development posts from the OP. That's a shame. Please consider putting these links in: Design Documents and Posts 2008-05-16: Chris's Vision 2009-10-04: Engine Development 2010-03-12: General Design Approach 2010-04-12: Modding 2010-05-10: Single Player Gameplay 2010-05-29: Secondary Gameplay 2010-09-19: Cover Mechanic 2012-09-19: Impact Physics 2014-04-01: Impact Physics Redesign Thanks.
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# ¿ Aug 16, 2015 23:37 |
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Cowman posted:Early Access makes me wary. Is it the type of EA where it's got a lot of the game and is a lot of fun or the type that's a buggy mess and the devs will give up on it? The former.
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# ¿ Aug 16, 2015 23:42 |
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Angela Christine posted:When does the seal clubbing module launch? What do you think the social module is?
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# ¿ Aug 17, 2015 02:58 |
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Mirificus posted:What happened? https://forums.robertsspaceindustries.com/discussion/comment/5461609/#Comment_5461609
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# ¿ Aug 17, 2015 04:24 |
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In spite of CIG's emphasis on sandbox gameplay, it seems like a significant part of their mechanics revolve around preconceived notions of careers and roles. We've already seen mechanics associated with the bus driver and miner rolls, but apparently it's more extensive than that:quote:16:13:55 CIG Calix Reneau so bounty hunting is a matter of tracking a target. If you can't get the drop on them, you might indeed need to bring a fast wingman to help catch the target, but that's on you The idea that players are "supposed to" do something in a specific fashion suggests that CIG is going to be designing ships that are designed for that fashion. So the Cutlass, being a pirate ship, will be designed to ambush relatively defenseless merchant ships that somehow end up being in a position to be ambushed. How that actually happens is beyond me (although I suspect the board game CIG played to test the economy is closer to intended gameplay than people think with respect to jumping from instance to instance), but if the Cutlass is designed to wait in stealth and then ambush people then it's logical it wouldn't have to be too fast. The problem then becomes that CIG's perception of piracy is different from that of people who want to be pirates. As it stands right now the Cutlass is a generalist craft looking for a purpose. Everything that it can do, particularly combat, is better suited by more dedicated ships. The type of players who identify themselves as pirates also tend to identify themselves with PvP, while CIG seems to identify piracy with a PvE-centered role. Aside from the typical bottom-tier fuckwits who seem to inhabit every game most players aren't going to fly undefended transports through areas where piracy, especially piracy by players, is commonplace. That leaves the Cutlass out as a viable ship unless there are other compelling reasons (such as range). I don't think jump range is going to be a big deal for piracy. Systems are supposed to be massive. If you assume a player base of a million spergs, and an active population of 10%, that's still 1000 players per system assuming an equal distribution. Depending on who you talk to crossing a system will take ten to thirty minutes. If the system is instead mostly node-based like the board game (where q-drive just has you go from nav point to nav point and "deep space" encounters are nonexistent) then that's where conflict will be. The q-drive animation done at GamesCom somewhat encourages that notion since q-drive was equivalent to system jumping in Elite (as opposed to actually flying around at superluminal speeds).
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# ¿ Aug 17, 2015 16:08 |
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Gum posted:four years and 87 million dollars and you guys still have no idea how this game is supposed to work Every now and then the developers create a new "round" of controversy. The backers then have to fight each other using a combination of logical fallacies and wild speculation until one group gets tired and quits caring, at which point the "winners" feel confident that their particular interpretation is correct. A new round is created and the cycle continues. It's a lot like a religious war only without the bloodshed or torture. Curiously there's still plenty of celibacy.
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# ¿ Aug 17, 2015 16:35 |
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Sarsapariller posted:It is remarkably similar to the Mechwarrior Online development cycle, in this respect. God help us if Chris's kids start to provide design suggestions.
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# ¿ Aug 17, 2015 16:46 |
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CrazyLoon posted:I can promise you 100%, that things in this regard will turn out very different from CR's 'vision'. I mean, sure, you have dumbass wannabe pirates like seraph over here, who want to get a goddamn Bengal and think that this'll automatically make them the best pirates evah, or others that'll insist on flying a Cutlass even if it turns out to be a steaming pile of poo poo, but then you have folks like me who are willing to adapt around whatever comes and very carefully sperg about the points of CIG's overall strategy that matter (the ones that, like I said, Tony Zurovec who is in charge of the PU design laid out during his extensive thoughts at the Townhall, where he described in detail about how he'd like to see piracy function in the PU). Pretty much. For all that CR talks about the ships being characters and wanting players to get attached to them, the reality is that if this game features even a small amount of competitive gameplay starships will be treated like disposable commodities designed to accommodate whatever configuration offers the most competitive advantage. LCL-Dead posted:gently caress a cutlass, give me the Redeemer: The amount of wailing and gnashing of teeth that happened when the Redeemer first came out and Cutlass owners realized it was a better boarding gunship was hilarious.
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# ¿ Aug 17, 2015 18:37 |
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Gerbil_Pen posted:homemade burgers and dogs are better than anything you can buy. Stop being lazy. Wisdom.
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# ¿ Aug 18, 2015 04:47 |
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# ¿ Apr 26, 2024 17:51 |
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Syd Syko posted:But wasn't that were the insurance ~reasons~ was supposed to kick in and balance that out to stop "rifter idiots" (Eve term, long story, don't ask) from treating ships like disposable commodities? Yeah. The idea is that ships will have to be fabricated and delivered before they can be used again. In the case of some ships (notably the Cutlass) production is so fast and cheap that the replacement time will be very low. In contrast something like the Super Hornet may take significantly longer because it's a unique hulled Very Special Ship. AP posted:In addition to Illfonic, the below three had their own sections on the last monthly report. Behaviour Interactive is doing a lot of content generation. As far as I can tell they're basically a giant art house for doing all of the random poo poo that needed for the PU like trash cans, character art, etc. Turbulent I don't know WTF they're doing because apparently they're always busy with the next greatest web thing but it seems like everything web-based within CIG is a horrid POS like the forums, sale system, etc. Moon Collider is a super specialized house doing a lot of the AI with their Kythera system. I don't really have any complaints about the AI just yet although killing Vanduul is a piece of cake. The UK has some amazing tax breaks which is why the majority of CIG's development efforts are done there. AP posted:Some guy made a history of the Cutlass development post and I'm reposting it here because :- Several times.
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# ¿ Aug 18, 2015 21:00 |