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AP posted:It's now November 2015, the RSI TOS at one time used to refer to "Accordingly, you agree that any unearned portion of the deposit shall not be refundable until and unless RSI has failed to deliver the pledge items and/or the Game to you within 12 months after the estimated delivery date.", the original estimated delivery date was November 2014, so we've now hit the deadline. It also said "In the unlikely event that RSI is not able to deliver the Game and/or the pledge items, RSI agrees to post an audited cost accounting on its website to fully explain the use of the deposits for the Game Cost and the Pledge Item Cost." CIG can safely ignore their own TOS clause about audited cost accounting until a backer with enough money decides to sue to enforce it. Honestly I think DSmart wasted the chance to really stick it to CIG. He should have stayed quiet until today, THEN demanded to see the audit. But gently caress it, someone write a good effort post on why CIG should follow their own TOS and post the Cost Accounting and I'll put in on the brown sea. Time to go straight from 0 strikes to Permaban
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# ¿ Nov 1, 2015 16:17 |
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# ¿ Apr 25, 2024 05:17 |
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In the scale of project fuckups, the use of CryEngine is the smallest of the problems. Scope creep, poor project management, and perfectionism is the real issue, and that happens on any project, anywhere. Best case scenario at this point is that SC creates so many bitter kickstarter vets that any future crowd funded game has a huge chorus of people saying "no stretch goals. Finish the game first". Mukip posted:
Redshift25k is a MWLL and MWO exile too. Poor dude changes games that aren't out yet and is forever disappointed. Of course I recognize the name because I'm the same thing.
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# ¿ Nov 3, 2015 15:56 |
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Photosyphilis posted:I wanna see a compiled list of all the humanitarian things you could've done with all the money that was funneled into this spergs wet dream About 185 houses in Haiti for earthquake victims
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# ¿ Nov 3, 2015 16:10 |
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Tijuana Bibliophile posted:Hey, I recognize your name! You're the guy that made the great pixel art of the ships in the previous threads' OP:s. Would it be okay to use the art in a potential SAGDC game? Sure, go nuts. All I ask is you give me credit. Its free advertising http://imgur.com/a/F05Bl
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# ¿ Nov 3, 2015 19:25 |
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Namefag Edgelord posted:Oh man this is going to be so some day if/when you find out what I do for a living. This is like some kind of weird "pre-selfown" happening here. Yeah, your posturing and braggart attitude totally isn't an attempt to cover up deep insecurities and self esteem issues. Please tell me more how you wake up every morning feeling good about yourself and how "successful" you are.
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# ¿ Nov 10, 2015 19:08 |
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G0RF posted:'Edgy' youtube guy gives old school Dennis Millery rant about the state of the nation at CIG, after taking potshots at Derek Smart and whatnot... Awesome. I especially liked the Inner Sphere map and two battletech references. The dude is probably an MWO bittervet too.
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# ¿ Nov 11, 2015 19:51 |
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Vire posted:Nope good to see that the reddit thread is the same old down vote machine with any dissenting opinion being downvoted into oblivion while the echo chambers is in full force. They are literally enraged by the thought someone might be concerned for their financial stability. Although it probably could have said anything and have been down voted because SA was in the username. Nah, my alt without SA in the username gets downvoted just as much. Every once in a while I post to take the temp of the reddit SC cultists, so far the cult is still going strong. "why the gently caress would you care about me or any other stranger life/money? Stop pretending you do, if you have doubts and money problems deal with them don't preach your fears to strangers, no one cares lol" and "Stop telling me what to do with my loving money and mind your own business!"
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# ¿ Nov 11, 2015 20:32 |
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Beer4TheBeerGod posted:The whole article is basically a microcosm of Star Citizen: I'm enjoying Beer 2.0 - Broken and Bitter.
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# ¿ Nov 14, 2015 01:29 |
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Loiosh posted:Yup, I suspect that like with most MMOs, a lot of these issues will have an initial design that will be iterated on, changed, and fixed as the alpha and betas progress. I recall that the original design for Age of Conan insisted that players would have hard collision boxes until a Goon spent a day on a bridge knocking people off it with his horse. And nothing could be done about it. Doing poo poo like this is why I'm still a bit hopeful about the game. I don't expect the game to be good; but I do expect that it will be really easy to troll the hard-core roleplayers by breaking their immersion.
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# ¿ Nov 19, 2015 17:38 |
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Madcosby posted:But doesn't giving away "a ship or two" equate to getting the most cash-expensive ships in the game for free? Supposedly stolen ships don't get replaced, so while you have a free ship for a while, its just a matter of time before you lose it. I think of it like killing a dude in an FPS and taking his uber-weapon he bought with game credits. It might be "free" to you, but you're going to get killed and lose the weapon sooner or later. *Of course this is all moot because doing anything like this in the PU will is at minimum 2 years away, if the game does not fold before then*
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# ¿ Nov 19, 2015 17:49 |
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Madcosby posted:I buy an entry package to the game. You have a one man ship worth more than my entry package and insurance. This fraud plan I'm suggesting has no bearing on whether or not the ship is the most expensive or crew-based. it's just entirely exploitable. This isn't a new idea. CIG's entire plan relies on A- automatically detecting blatant fraud and preventing stolen ships being flipped for credits. B- Ship turnover is so high a stolen ship is meaningless. Of course we have no idea how A or B will work, and CIG will probably gently caress it up.
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# ¿ Nov 19, 2015 17:58 |
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Beer4TheBeerGod posted:EVE has persistent asset tracking as well. The difference is that (to my knowledge) none of those games (including EVE) have an insurance mechanism that returns the asset to the player. In EVE if you lose something and it's insured you get a paltry sum of ISK that's barely worth the effort. Personally I don't see how CIG's approach is remotely viable. If new ships aren't delivered in a timely manner then people will complain about how the insurance mechanic is worthless because it takes X hours/days/weeks/whatever to play again. If new ships are delivered at a pace that exceeds the balance of the economy then you have excessive inflation. Even ignoring the exploitation issues I struggle to see how this won't be a systemic problem. Have you not learned that CIG has intention of making a functioning economy that players have any influence on?
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# ¿ Nov 19, 2015 18:06 |
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Loiosh posted:I wonder when people say something like this if they're expecting an MMO to have a hard rule book designed from day 1. It's not very common with MMOs, especially those trying to be innovative. Bullshit. Blizzard had a plan, a very well detailed one that laid out the long term plan for where the game was going. They did not just start writing code and say "oh, make it like EQ but with warcraft crap". Blizzard adopted and changed the design as development progressed, but these were refinements; and is normal in software development. You are confusing "lack of a plan" with making minor adjustments. Everything coming out of CIG in the last year screams poor project management from the top down.
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# ¿ Nov 19, 2015 18:16 |
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Beer4TheBeerGod posted:Of course. Their approach of having players influence a system level economy while ensuring the universe was big enough to prevent things from getting out of hand seemed really cool. But functioning economy and delivering ships in a timely manner don't seem to relate. Honestly I can't wait for the first iteration of ship replacements being delayed. Either replacement times are long, and using an Aurora to suicide against a more expensive long replacement time ship is going to make the carebears freak out to no end. OR replacement times are short and the carebears freak out that ships are too disposable. I don't see much middle ground here.
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# ¿ Nov 19, 2015 18:18 |
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frozenpeas posted:Let's say it takes even an hour to get your new ship. How are you supposed to dogfight? How many players would sit around playing Battlefield if you only spawned once an hour? We seriously have no idea. The carebears and self proclaimed hardcore "ace" pilots are demanding that replacement times be very long on the assumption that their ship will never get destroyed. Meanwhile CIG actually wants a populated game server, which means fast replacement times. So of course CIG has not said a word about it.
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# ¿ Nov 19, 2015 18:51 |
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Madcosby posted:Just curious, with regards to ship rebuilding times and the effect of insurance: Both. They probably plan on figuring out the replacement times later, but won't even say THAT because it may affect ship sales.
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# ¿ Nov 19, 2015 18:55 |
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Loiosh posted:What Eldragon says, but for people who want to JUST PVP without loss, that's what Arena Commander will be. It's basically (supposed to be) a multiplayer game within the SC universe that pilots practice on. I suspect AC will be a depopulated ghost town as soon as the PU starts up. Why play in practice mode when you can play the real thing. Players have zero incentive to just gently caress about in AC with the exception that they want to try an expensive ship before they buy it. And if CIG tells players waiting for their ship to be replaced "go play AC" players are going to be pissed.
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# ¿ Nov 19, 2015 19:00 |
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blueberrysmith posted:Holy poo poo you weren't kidding. This is their release? Did anyone actually test this prior to releasing this to 1000 idiots to mess around with? Seems like the very basics don't really work. No, this is the public test before the release. The Public Test Universe (PTU) exists for crash testing and the only people who should bother downloading it are masochists.
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# ¿ Nov 20, 2015 21:06 |
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To the modern hipster worker, making your office space look as much like a prison environment is desirable, because they are doing it ironically. I'm pretty sure their toilet stalls don't have doors either. Although I do find it funny that this thread has devolved into whining about the price of office furniture. Like somehow goons slowly became grumpy old men.
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# ¿ Nov 24, 2015 20:03 |
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Dapper Dan posted:Even if you are right, how can you defend doing something that benefits relatively few and costs more time and money when they have only released a pre-alpha proof of concept and absolutely nothing from the single player portion that is coming in a year? Because CIG can put just a couple of developers on the task working at half-time, with no release date specified and get it done sometime in 2018 or later. The work will sit in a side repo for years and not touch the trunk. The brown sea who want DX12 will be satisfied that it is being worked on (and they clearly don't give a poo poo about release dates), and nVidia/AMD will throw money at CIG to provide full dx12 support because it is going to sell a lot of high end cards. So long as cost of developer time < money brought in by promising this feature "eventually" its worth doing.
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# ¿ Dec 1, 2015 17:18 |
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Warcabbit posted:... dude, I had the nuclear launch codes. It was a pretty well known secret what they were through the 70s-90s. 12345?
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# ¿ Dec 2, 2015 17:16 |
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For a short while "Pubbie" was as well. But someone with a brain realized they had taken the "ban any words used by goons" too far.
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# ¿ Dec 2, 2015 18:11 |
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Edmund Honda posted:I'm the BDSSE that implements a hard velocity cap in space travel There isn't a multiplayer space game that doesn't have one. Blame Comcast, Tim Berners Lee, and/or Al Gore. Take your pick.
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# ¿ Dec 2, 2015 20:20 |
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Midnight Voyager posted:Do you not see the difference between what you're talking about and someone just coming right out and saying "I don't care about human suffering at all"? Sent from my iPhone
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# ¿ Dec 3, 2015 04:20 |
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alphabettitouretti posted:People have been talking about how to handle griefing on here, but recently I have seen it show up more and more. So I figured I would take a moment to describe how this kind of problem is solved in real-world applications with something called Data Science. This is a field of study I have decided to dedicate my career to, and I have been formally trained on it. This field is so new there doesn't exist a degree for it yet (expect it to show up next year or so). This is how Google identifies spam, how military identifies targets, how insurance companies identify fraud, how the ISS determines where on its frame a leak is occurring, how banks flag odd spending behavior, how Amazon determines if your complaint is worth looking at, how Uber determines if it's "boost hour", how Comcast determines if you are likely to Churn or not and keep you on hold longer - you name it - it's everywhere now. Thankfully machine learning algorithms are trivial to implement, and the experts in the field are willing to work for CIG for 60 hour work weeks and a 80% pay cut. quote:Now at first you need a human. The human tackles each griefing incident one at a time and determines fault. oops, never mind. Your whole theory falls apart because griefing is subjective.
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# ¿ Dec 3, 2015 15:39 |
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The Saddest Robot posted:Is the person being griefed a pro backer? Have they "invested" more money than the person griefing them? Exactly. Or "is the person being griefed a member of the moderator's org?" Because SURPRISE cig lets forum moderators join orgs. What will be really hilarious is if they roll out a voting system where you upvote/downvote player behavior. Because that won't have unexpected (well, to CIG anyway) side effects or anything.
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# ¿ Dec 3, 2015 15:50 |
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aleksendr posted:i beleive In this case the minutia are of greater importance than usual, like how good mortar make the whole house keep on standing up. WW2 knife fights was always the intention. Long range combat was never in the plan. Guns ranges top out at 3 km if I remember Correctly. High velocity crashes will also probably be a common occurrence, if Arena Commander is anything to go by. Slow turrets and Multicrew however are not moot because the combat maneuver speed is incredibly slow by space standards, 300 ms or less. Plenty slow for manually aiming the guns on your craft. The more interesting discussion is "why would I never want to travel in anything other that cruise mode and just run away from everything." and skip combat altogether. So whining about the particulars if there are still using 32 bit for camera relative positioning for rendering is moot, who cares. Its not worth the performance or memory hit to be able to precisely draw an object that the player will never see or interact with. Large Objects that you can actually see 10+ km away aren't player controlled and are stationary. The only thing that remains to be proved is if it really is possible to manually fly from point A to point B at 1000 ms for 60+ hours. Which eventually someone will do when the game is more stable or someone does the private server hack.
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# ¿ Dec 3, 2015 22:12 |
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kikkelivelho posted:Based on the video I linked earlier you can detect and lock onto ships that are 20+ kilometers away from you. You obviously can't fire at those ranges, but you can at least follow their movements without being force to engagement ranges. So there's at least some interaction beyond the weapon ranges. Okay, 20km, that's still inside 32 bit floats (80 km with two digits for centimeters? I need to ponder that a bit), and way smaller than the ranges in use in the 64 bit world space. I just picked 10km because even a Constellation is a tiny dot for actual rendering at that range. Detection ranges probably do need to be a bit larger and closer to 20km, if the really big ships like the Idris or Javelin actually become playable. But the overall point is you hit a certain distance away from the camera and you are no longer trying to render the ship, and its range becomes moot. Detecting the ship I suppose is interacting with it, but is a very passive experience.
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# ¿ Dec 3, 2015 22:43 |
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Dusty Lens posted:I think that CIG really wanted airplanes in space. People chase each other around amazing structures and through asteroids but what they built was a game where you turret a lot and hope you blap the other person before they blap you. It feels like there's a disconnect that's exacerbated by Croberts holding tightly to his old philosophies of low top speed, high acceleration, extreme turn speed compounded by a total uncertainty of how design should meet their "ok lets make it newtonian so we can say we're physics people" mindset. Build me an airplane but for space! Who cares of thrusters literally can't point in the direction of travel! I think it really boils down to CR trying to please everyone at once and this is the first area where it is biting him in the rear end. You can't have airplanes in space AND newtonian physics at the same time. This "IFCS+Combstab" thing allows people who want space planes to fly that way, but they are going to be pissed when someone else turrets. Meanwhile you got the "I want true newtonian" people pissed over the powerful manuevering thrusters that make airplanes in space possible also allows for strafing and all kinds of crazy manuevers that don't rely on the main thruster. Net Result: Spergs from both camps are pissed. Personally I think its pretty good so far, but Cruise Mode as it functions now is a mistake. It makes it trivially easy to run away, and plotting an intercept is exceptionally difficult. Your odds of overshooting are high. Although making the "Match Speed" work as a "Close to 1000 meters then match speed" key would fix this problem.
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# ¿ Dec 7, 2015 16:53 |
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CAPTAIN CAPSLOCK posted:in the star citizen justice system there are 2 separate yet equally important parts: the space cops who arrest you and the Law and Order jokes are always funny, second only to humble-bragging jokes.
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# ¿ Dec 7, 2015 21:34 |
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What's dumber, the bulldozer pushing a wreck off the flight deck and into a pit, or the fact that they have a flight deck at all?
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# ¿ Dec 8, 2015 23:13 |
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Measuring game development time when they reused the engine is wildly inaccurate. So you might be able to say "Fallout 3 only took 3 years!" But since it was just the engine Oblivion ran on, and Morrowind before that, it's not like they started from scratch. And with what SC is trying to be, they are effectively writing a new engine from scratch. It might be based on cryengine, but its going to look nothing like that engine now. (CryEngine was still a stupid choice). What's really sad is that CR did not recognize this at the outset and foolishly thought the game would get done in 2-3 years, and when he did realize it, rather than scale back his ambitions, he expanded scope. Eldragon fucked around with this message at 15:35 on Dec 10, 2015 |
# ¿ Dec 10, 2015 15:24 |
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Tijuana Bibliophile posted:I dunno. A lot of games use UE4 and Unity5, and I've never seen much debate about their development times being all that inaccurate, regardless of whether they have to construct their own development tools or change the engine source. Wouldn't that make a lot of talk about development times irrelevant or completely subjective? While yes a lot of games are written in UE4 or Unity5, few to none of them are trying to be the ultimate Space MMO with physics, which is a wildly different beast. Most games are following really well established design patterns (FPS, Flight Sim, RTS, etc) where most of the common problems have already been solved. No one really debates the dev timeline on other games because they are generally released on time and not trying to reinvent the wheel. So yeah SC is going to take a really long time to develop. There quite simply is no game engine that comes close to what CIG wants to do. Unfortunately CR is really bad at product management and is unable to scale his ambition into something manageable. CIG claims to be doing agile vertical slice development, but if they were doing it properly, each release of AC/PU/Whatever would be a stable game with minimal features and iterating on it on a regular basis. Not a buggy mess with more ambition and promises than content and major releases 1-2 times a year.
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# ¿ Dec 10, 2015 15:52 |
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Beer4TheBeerGod posted:...I think in the long run what we're really going to be getting is Freelancer 2015. That's all I ever wanted in the first place. It would be achievable too if CR had not tacked on so much "realism" and next-gen graphics bullshit.
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# ¿ Dec 10, 2015 16:14 |
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Beer4TheBeerGod posted:
Probably true. At minimum CIG should have started out with the goal of limited coop and slowly expanded instancing/mmo as their tech caught up. However, the game as it stands right now still crashes a lot, and my top end rig can't run it at more than 20-25 fps. Not to mention they are years behind on ship development from chasing perfectionism. So I think they have some bottlenecks in the "Fidelity" department as well.
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# ¿ Dec 10, 2015 16:52 |
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Amarcarts posted:If they have artificial gravity tech how come the space station needs rotating rings? The rotating ring isn't for gravity. It contains 10,000 hamsters running on it to generate power.
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# ¿ Dec 10, 2015 17:14 |
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BMan posted:Here is what I think is happening: Bingo. Very well put. This is exactly why ships just seem to float without mass or inertia. Its not that they don't have have mass, its that the maneuvering thrusters are insanely powerful. Spergs in the brown sea did the math on the actual thruster acceleration, I'm not going to bother looking it up. Suffice it to say there are a lot of pissed spergs that space combat they dreamed up ended up being WW2 dogfighting in space.
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# ¿ Dec 10, 2015 18:23 |
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Filthy Hans posted:Did they artificially limit these ships to a top speed, or can you just keep thrusting at 9g forever? I assume it's the first, and this highlights for me how Asteroids had a more realistic physics model than any 3d space combat sim. Yes top speed does in fact have to be limited. Even with Asteroids if you keep accelerating forever you eventually crash the game (or hit a top speed). Top speed has to be limited for gameplay purposes if you want human controlled anything. tooterfish posted:That doesn't fully explain this poo poo: I was only talking about the ships looking goofy when flying around. When it comes to collisions or any number of goofy poo poo... Are you telling me SC is a buggy mess? I'm shocked! SHOCKED!
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# ¿ Dec 10, 2015 18:42 |
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Beer4TheBeerGod posted:Currently a SC game package includes both Star Citizen and Squadron 42. Reminds me of a company spinning off the successful part of the business from the unsuccessful part.
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# ¿ Dec 16, 2015 22:20 |
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# ¿ Apr 25, 2024 05:17 |
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Beer4TheBeerGod posted:Nobody is saying they didn't land on a planet. What they're saying is that the entire demonstration is intentionally crafted in such a way that it appears to be more advanced than it really is. This is based on the following arguments: I don't really follow Elite or NMS. But I don't really understand the difference between "Big space station floating in space" and "Planet"? Is this about actually simulating gravity/lift/drag? Or making the terrain look better than just rocky plants by seeding in trees/rivers/whatever? Why would anyone give a crap about actually simulating gravity and atmospheric effects? These ships have maneuvering thrusters so powerful effects of gravity and atmosphere would probably be negligible for normal flying. Atmospheric combat would be affected, but why bother with the effort? The amount of developer time CIG would need to sink into dynamically calculating would be huge for practically no benefit. Just give all ships a % thruster power reduction and call it a day. But who am I kidding, CR won't cut corners and will put 10 developers on it. Seems to me everyone will land on a planet once, walk around, say "welp nothing here" and stick to going to the designated landing points. The dynamic terrain then becomes flyover country. Like Missouri.
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# ¿ Dec 17, 2015 23:04 |