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Space Sims making a comeback (Chris Roberts)


cimerians

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IMO the live demos are for more effective than the prerecorded media demos, so here's the full 2hr presentation with links to the start times of my favorite bits:

 

https://www.youtube.com/watch?v=ls8VosErVSk

 

Social module demo

FPS demo

Modular ships

Saitek/Madcatz controllers

Multi-crew ship demo (the best bit, by far)

Upcoming release goals

Second try at the mission in the multi-crew demo

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  • 3 weeks later...
  • 1 month later...

Seems like there's some star citizen drama kicking off at (the escapist), which kind of sadly, was brought to my attention by a response by (chris roberts himself).

 

After the last few weeks, I'm a bit drama'd out. Personally I'm more interested in the upcoming Citizencon reveals, but the linked articles are indeed Star Citizen news, and an interesting skim. I kind of would have rather chris roberts had let the article slide--his response to it pretty much forced me to check it out.

 

I suppose I'd be more inclined to get in on the drama if the output I have already seen from them wasn't about the most awesome stuff ever. The mechanics they showed off at gamescom looked like just about enough to make a basic mission-based squadron 42 out of, especially with extra enemy ship assets leaked a few months ago. Yeah, progress is slow, yeah feature creep happened big time, and yeah, software development work environments get a bit toxic. Whatever.

 

But this brainwashed fanboy is about to settle in and watch his weekly episode of 'Around the Verse' so mine isn't the most impartial of opinions.

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They haven't really released anything yet besides a place to look at your ships that may or may not be usable in their arena space shooter, a race track and one level to go hang out with people. I find the Derek Smart stuff rather funny mainly because he's talking trash but every game he's released seems to be complete garbage and he's a self admitted troll. I read Chris' response to the Escapist stuff and then went back and read their article. I'm not sure who to believe at this point but figure the truth is probably somewhere in the middle.

 

Chris would have been much better off not writing that post on his site as he's just feeding the click bait cycle. Now all the major sites will pick it up and it's gonna blow up.

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  • 2 weeks later...

the rest of it:

controller protos shown again

star citizen referral program announced

new fighter ship (concept) announced

squadron 42 cryengine cutscene shown starring gary oldman shown

rest of cast announced.

face and body rigging features shown

squadron 42 early demo shown (idris tour). w/new shuttle

then there was cake

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A bit of a sleeper in the category, Rogue System has made something of a comeback. It's in early access, so don't go throwing your money at the screen if you're in to released titles.

 

Looks to be going in an awesome direction if you're in to button porn and dealing with individual systems. A bit of a cross between Orbiter and Digital Combat Simulator.

 

https://www.youtube.com/watch?v=vziIgAtD66s

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  • 1 month later...

Third anniversary sale is going on now with a lot of ships coming back. Also, arena commander 2.0 is being publicly tested on a very limited basis. That's where we get a star system to fly around in.

 

If you're like me, and missed out on most of the ships with LTI (lifetime insurance)--the kruger p-72 snub fighter is available with LTI for $30--and the ship upgrade generator exists entirely so that people can spend more while preserving their LTI eligibility.

 

of course maybe there are now less expensive ways to obtain ships:

 

https://www.youtube.com/watch?v=j_qAtqm4XUI

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  • 3 weeks later...

So, in case folks haven't noticed, alpha 2.0 has gone live for all backers. Now we all get a full star system to dogfight/eva/fps each other to death in. ...And expect that to happen, since I have yet to meet a 'friendly' player in space outside of the gun-free zone. The time it takes to say "I wonder if he's friendly" seems to be the exact amount of time it takes for any ship to blow up, so everybody's already learned never to take that chance.

 

Also there's a free-fly period for everyone until the 14th. Just sign up for an account and you'll be able to fly the aurora/gladius/mustang--or with 2.0 now live, all the ships are free fly...if properly stolen.

 

Reasonably kickass trailer below:

 

https://www.youtube.com/watch?v=xf4zCCjBwOA

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  • 6 months later...

So Star Citizen alpha 2.4 made it to all backers (live and off the PTU) a couple days ago. It's still a bit unstable, but what's working is pretty nice. 2.4 is the first big step to persistence for the open universe.

 

  • credits can now be earned doing missions.
  • these credits can be spent at shops (currently only clothing/armor and small arms shops), or the repair/resupply depot
  • hangar gear can now be arranged to user preference
  • ship items are now configured by grabbing them directly on the ship (no more holo-table) and persist without some previously needed bodging
  • "Insurance" ship spawn cooldowns are now a thing.
  • New mission (defending security station against players trying to get to the reputation-clearing terminal)
  • The controls are all swapped around now. Mostly they make more sense, but they take getting used to.
  • Somewhere along the way, handling and time-to-kill were tweaked in a good way. I've found I actually enjoy shooting things up now, which wasn't always the case before.
  • starfarer is now in the game (which is the first 'big' ship)
  • gun battles can now happen on ships
  • eva control seems to have become faster and a lot more predictable (or maybe the predictable just lets me go faster)

 

https://www.youtube.com/watch?v=ZmhNBAuHv5w

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CIG is currently having a concept sale for their upcoming space motorcycle, the Drake Dragonfly. I like where they've been going lately, so I kicked in for one. Their selling points are that they store in medium and larger ships, operate in space or skim planets' surfaces, and carry two people. (the second person facing backwards for weapon utilization as pictured below). On the downside, they are weak in space combat, do not travel very far in space, and cannot transition to planetside operation from space.

 

If anybody's new, these concept sale purchases come with LTI (lifetime insurance), and keep their insurance when upgraded to other ships when using the ship upgrade system. Meaning these sales are a great stepping stone.

 

D85HTJXm.jpg

 

Probably more interestingly, a fan threw together a ship scale viewer using the assets from the holo-viewer on the website. I knew there were bigger ships coming, but some of these are huge, and the holo-viewer does a bad job showing scale. It's fun to play with, 360 controller compatible, and a few of the ships even have their interiors. No need to own the game to have a go at this one.

 

Anybody else been playing with alpha 2.4?

I just figured out how to unequip my pants, which will probably now be my outfit of choice for pressurized areas.

Edited by Reaperman
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I'd rather buy a game from a competent developer. This garbage is still a terrible pre-alpha tech demo while Infinity Ward is about to ship a real game in November.

 

 

One thing I will say, is that there's almost no chance that the CoD game will get pushed back--it's actually coming out this year.

 

The first Squadron 42 episode is set to launch about the same time. I think everybody's already prepared for it to be pushed back.

From what they've shown they have the bones of putting it out (a few great setpieces, a bunch of ships, the mechanics to make some mission types), but I'd imagine most of their time is being spent polishing cinematics...because Chris Roberts.

 

Some other things I'm a little surprised we don't already have that squadron 42 will probably need:

  • Turret AI (this would really help the persistent universe out too)
  • Tractor beam mechanics for recovery missions or any kind of ship disable system
  • Dialog system
  • Docking, planetary landing, or jump point mechanics (all of these could be fixed animations, but that probably won't match the multiplayer game then)
  • Ship-to-ship video comms and wingman orders.
  • still working on AI walking much less fighting

On the up side, it's an episode 1, single player game. The first section of every wing commander game has always been a bit barren in terms of game variety. (most basic ships, most basic enemies, most basic missions), and when in single player, star citizen's alpha really doesn't perform badly. I'm not really in it for the single player, though.

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  • 1 month later...
  • 1 month later...

Citizencon's big presentation kicks off in half an hour. There's a link to the twitch lower on the page (here).

 

Expected topics:

Squadron 42 stuff (possibly a launch date, likely some gameplay)

procedural planets

fps module

 

RSI polaris corvette sale is going on for special folks. It's $750, but sounds pretty neat, actually. Since it's the smallest and most common cap ship in game, I don't expect it will be hard to obtain in-game, especially if planetary militias use them for their big ship. I tentatively plan to find a couple buddies and take mine FPS-style.

 

kvK8JiSm.jpg

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Squadron 42 was a no-show at the con, but procedural planets looked good:

  • desert "rescue" mission was shown
  1. buggy footage,
  2. fps enemies,
  3. sandworms,
  4. wrecks
  5. sandstorm.
  • tool for creating planets was shown
  1. landscaping and object placement.
  2. travel between planets
  3. lots of biomes.

 

As usual, their demo is some of the most amazing stuff I've ever seen.

 

 

video starts at 1:25:22, aka 'the good stuff'

https://www.youtube.com/watch?v=XuDj5v81Nd0&t=1h25m22s

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  • 3 weeks later...
  • 1 month later...

Holiday livestream was today. a couple nice bits shown were live multiplayer FPS gameplay and some kind of vanduul capship trailer.

I really like that they've slowed down space combat. Before it was high-speed jousting between ships that weren't even supposed to be especially fast. I vote for wwii in space.

 

As usual, everything shown looks very impressive but not near here yet. Squadron 42's delay just saved me about $1500 in upgrades as I push that back to next year too. Oh well, I'll have more choices from team red by then anyway.

 

alpha 2.6 trailer:

 

 

 

 

Vanduul capship:

 

 

 

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  • 8 months later...

It's been about another year, and Gamescom 2017 just happened, which is the biggest day of the year for star citizen news. No, there are no release dates. No, probably not even close to it. And once again, I've cut them massive slack for showing me some of the most incredible stuff I've ever seen in a game. There was hands-on playing of the upcoming 3.0a by attendees, and a live presentation covering features a bit farther out than that.

 

Shown:

  • Planetary landing/traversal/generation and wrecks
  • Proximity-related VOIP, and face-over-IP which is live face-rigging of character models. These were 100% unexpected.
  • Heavily upgraded mission system
  • New UI, including new 'inner thought' system for using objects, and in-fiction mobiglass UI
  • character customization system
  • New fog/dust system that somehow adds a lot to the visuals
  • New vehicles, including player controlled capital ship, exploration ship, another playable rover, a speeder bike.

 

There were huge bugs/crashes in this year's demos. It's pretty clear they were showing us a less polished build than usual, but I really respect that they're sticking to live multiplayer demos. Sure, it was pretty heavily scripted, but there were no pre-recorded 'bullshots,' which have become standard for a lot of other big releases.

 

https://www.youtube.com/watch?v=xWDFCSM87JI

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Is there actually anything playable or anything to do yet in it?

 

Sure, there's been bits here and there since 2014 or so. I wouldn't call it much of a 'game' yet, and the netcode (for the online bits) is currently limiting the framerate to godawful bad. Also they seem to change physics and control system between every major release, so it's not worth investing time into learning one right now, IMO.

 

Currently to do in (alpha 2.6a):

  • one can fly around the crusader planetary system and do very basic missions for money with basic multiplayer. Stealing ships and murdering people for fun is fairly standard there, so it's best to shoot on sight, and see them first.
  • Another module that is playable is FPS lobby combat.
  • There is one land-based planetary zone to explore on foot with basic multiplayer. It's pretty, and has additional shopping, but little else there.
  • Arena commander is the dogfight/racing module with single player or lobby combat.
  • and wandering aimlessly around one's hanger in single player is an option. It can be decorated, and ships can be summoned to the pad.

 

3.0a adds the following gameplay to crusader in the next few months or so:

  • landing on large bodies and wandering around
  • AI buddy gameplay
  • basic cargo operations (IIRC)
  • new mission system
  • generally more 'stuff' in the system (stations, moons, etc)

https://www.youtube.com/watch?v=Ia8ZPfAlfOw

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