Roberts Space Industries - Star Citizen

Indeed. In the spirit of fairness lets have a look at what DS has been up to for comparison purposes.

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He claims to have spent over 15 million on this dumpster fire :laughing:

DS is a total hypocrite when it comes to his own game. He might be right on a few things about SC but his behaviour is beyond unreasonable.

I still remember that april fools prank Infinity pulled on the old forums :stuck_out_tongue:

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One planet
Two sides
Three players :smiley:

If we’re going on DS

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You have to admit DS had vision. The SC alpha demo gameplay is almost exactly the same as the 2012 intended Line of Defense gameplay. Zoom in on a planet, cars with cars in them, kill players who are just standing there doing nothing, I would not be surprised if eventually the Mech Warrior is added to SC as well. Then again most of these ideas are not very unique. Both SC and LOD ‘borrow’ most (if not all) their ideas from existing games and films, wrap them together and call it a game. Basically putting everything one can think up into a game, in order to make it great. Only difference is, one is making a whole lot of money off this and the other one is fading into existence.

I mean, if you want to go there SC is basically copying Battlecruiser Millenium.

I suggest focusing on Star Citizen though, it’s not like DS needs his ego inflating

People have wanted the obvious “omnigame” for ages, even CCP gave a half attempt with dust 514. The basic idea is very simple, have a big scale and wide variety and depth of player professions. Haz was the actual omnigame, featuring empire politics, multicrew ships with stations, crew, ship/station design, exploration and discovery, city building, ground combat and poker but it’s execution was near derek smart tier with a spergy developer to boot. I certainly hope star citizen is going to get close, maybe even inspire more development in the same direction once people see a final product of sufficient polish in this vein. Heck, i’d classify the original infinity tqfe design pretty close.

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SC is going to be either: ‘The best game ever build’ or ‘The best pyramid scheme ever played’.
I am still on the fence :slight_smile:

You might want to start trying to accept that there’s a middle ground… :wink:

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An interesting comment a couple of pages on.

Questions I would like answered is “How can you have a balanced economy
when a starter ship with a 12t cargo hold can reasonably progress in the
game, while a ‘bought’ cargo ship with a 93 000t hold won’t make so
much money that it unbalances the game”? Trading and bounty hunting are
due in 3-6 months.

I honestly know more about how drink mixing on posh passenger ships works than I know about how trading will work.

I get the impression that CR thinks he can just tack this stuff on at
the end and it’ll be fine, when these things should have been worked out
before the first jpeg was sold.

This lack of level of care on the economy was what stopped Freelancer from going from great to excellent.

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It’s good to know that other games’ forums have as much, if not more, drama being churned through surrounding Star Citizen. :wink:

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is 3 months operating costs for CIG, and a bit of motion capture time for ben lesnick. :stuck_out_tongue_winking_eye:

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Skateboards? Is that how cars are made? If you want to build a car, especially a car that demands high performance and reliability, you are going to have to start from scratch. How many F-1 cars are made from skateboards or even recycled street legal cars? None. They are built from scratch or at the very least from another F-1 frame that is still capable, reliable and competitive. What’s more, I don’t think comparing CryEngine to a skateboard is a good starting point. CryEngine isn’t a bad engine for what it was designed for but no amount of rewrites is going to make it perform the way CR wants it to. Besides, if recycling was the answer to all our problems, we would be flying to mars in an Apollo rocket or the Space Shuttle. Even Elon Musk, who intends to recycle, is smart enough to start from scratch; this is because designing for specific tasks works.

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It’s possible it might be neither, though I lean on the disaster scenario. It’s possible to pull out a playable game but it won’t be near what was advertised. What the reaction will be should be interesting. In the meantime, other game companies like DU, ED and IBS will be making truly innovative stuff,

The problem is, CR is pretty intimidating with his gaming and movie history. He also has a temper so how many employees are going to stand their ground and say ‘hold on there hop along’, this will end up costing us, among other things. But who knows, the fat lady hasn’t sung so maybe SC can come out on top. But that is a pretty big maybe at this stage…

And to think, all it takes on this thread is a Wiki link with a list of SC delays. lol

Im not sure this particular criticism makes much sense, its a common balance point in games and solving it only requires effort tuning volume of various items. Basically, you need both high volume but cheap and low volume but expensive items in your game, balanced through availability to make it unfeasible to fill any large cargo hold with expensive modules. It worked in eve, and eve didn’t also have weight affect your spaceship’s performance. And lets not forget the risk of fully loading a ship’s hold with s3 shield generators rather than raw material, you’d have so much money in your cargo you could buy your ship several times over, the few people who would do that in eve were common targets for pirates. Also, that 93000t hull e with it’s compliment of player crew and escort craft has it’s cargo containers completely exposed ripe for pirates to come by and knock them off, wheras a freelancer flown by one or two guys with a smaller pressurized cargo hold and very capable evasive ability isn’t going to have that problem when its transporting 12 tons of high end overclocked weapons or whatever.

You still have to balance the risk/reward between the two, and it’s not really something CR’s known to be experienced with, given that late game economics just had you repeating the same two or three runs endlessly until you couldn’t be bothered counting the numbers any more.

When are they planning on having stuff maintain inertia between the grids so that the system’s on-par with something like Shores of Hazeron or Space Engineers? Right now you stop dead during the transition from one to another.

I’m not sure. But i think at the moment the suits reaction control system is supposed to stabilise the wearer. I think they plan to have a free movement mode (auto stabilise OFF mode) to some, maybe all suits in the future.

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