Roberts Space Industries - Star Citizen

Even the star citizen subreddit now has topics were CIG is criticized even harder than here, so I don’t think it reflects negatively on Inovae that they let their community discuss the game here IMO.
I don’t believe anybody here is just sharing his opinions to troll.
And the end of the day we just have to wait what comes out of this all. If somebody is out to get his feelings hurt over the criticism of a game there is really nothing anybody can do.

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Consider ONE Hull-E

The jpeg shows a total capacity of 512 containers. Is each container a game object? We actually know they are, because they’re designed to be transported by an Aurora. That’s 512 objects that have to have their positioning data sent to each client. This is for ONE ship.

At the moment, they are having difficulty hosting 10 fighters in multiplayer.

So, the GRAND VISION would be to model each container independently, so when the ship is attacked, individual containers can be damaged or looted. It simply ISN’T going to happen. A single Hull-E would overwhelm the average client’s bandwidth.

Eh… it’s not like CIG would put them in the game as separate physics objects. At least not when stowed in a ship’s cargo hold.

Nope. The big difference is that Chris Roberts got people emotionally invested in the Star Citizen project. He went for that emotional connection right out of the gate, and he hit it hard. It’s the sign of a true salesman. He kept whipping up the peasants into a frenzy every chance he got. Well, if you can whip them into a frenzy with promises, they can get just as frenzied when you don’t follow through on those promises. That’s where we are now.

Then there’s INS, who didn’t get the big Kickstarter money because they couldn’t emotionally connect with prospective backers. The company is run by a couple engineers, and so the appeal was entirely about the beauty of the game, and the technology that was going to allow for hundreds of people to blow the crap out of each other. That’s not the stuff of dreams. It’s just a game. So if INS gets really late, people won’t get so carried away.

As an example of emotional investment in a product done correctly, there’s Apple. Steve Jobs followed through on his promises and he got people emotionally bonded to the Apple brand. As a result, that company is approaching a one trillion dollar market capitalization.

Have you even seen the jpeg of the Hull-E? What cargo hold?

They still won’t be separate physics objects, you can just use the info from the movement of the ship to have the client and server both know where each cargo container is without them needing to communicate about it.

The problem comes when they’re all jettisoned. :wink:

I agree with you.

And honestly a cargo hold would solve a lot of problems like polygon count. Your suggestion is exactly what CIG “should” have considered when designing the “Hull” class ships.

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I mean personally I’d have loved to have seen large universal cargo containers and cargo bays explicitly designed to house them from the outset, rather than the ships getting made first and retroactively chopped about to try and fit the containers.

Would have made some form of universal cargo-management system a lot easier so the game wouldn’t need the ‘random spawning things from nowhere’ feature as badly.

Imagine the “rubber banding” of 500 jettisoned containers and trying to navigate them like an asteroid belt.

Careful, Ripper, you’re starting to make something in the game sound fun. :wink:

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Anyone else find it ironic that the video mocks originality while simultaneously entirely copying the original video? :yum:

What ? I never said that ! You are twisting it.
Argument is: stop the personal attacks. (not you personally) :slight_smile:

And does it help with anything ? Will it fix the whole thing ?
You see i was really intrigued at first by DS blog about the whole mess.
But after a while it started to seem like massive waste of time. It didn’t lead anywhere.
He got very good points, but he is wasting his life on it.
Why waste time doing that instead of …i don’t know… making some Freespace prototype ?
He was interested in the license in the past. Well now he has the attention. He could use it.
I remember digging out some kind of basic unity demo with Herc.1 seemed ok. Why doesn’t he use his time and money to hire people from Source code project and authors of mods. To make it a reality ?

…erm its not that long some admitted as much in this very topic :slight_smile:

I hope you are right.

I am no longer reading this! You broke my eyes! :dizzy_face:

Battlescape already is late. Go look for alpha backer comments and threads about it. Community remains pretty civil when responding. It’s entirely legitimate to have concerns about a project or be upset about delays. We’re hardly chasing people away with torches and pitchforks.

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Have you tried it?
The game contains all the features that where promised on launch and it is a full game with all the necessary feature fully functioning.
What are you talking about?
At least have the decency of being honest.

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I disagree. CIG showcases development, but I don’t really see it as being open. If it is “open” it’s only to the most head-nodding supportive backers. Which is fine, that’s more or less where dev tier for Infinity is at, but at least INovae (and its supporters) aren’t misrepresenting that. Of course, it also makes the relatively slow pace of updates even more frustrating, but with such a small team that’s inevitable. I don’t even think truly open development is ever going to be possible with a structure as large as CIG’s now. It’s definitely the first crowdfunding project at such a scale though, and the process has been… revealing.
On the other hand, other developers have taken a similar approach, got overfunded and promised more than they could fulfil as stretch goals, and bombed out. CIG’'s strategy so far seems to be announcing even more stuff when they’re struggling to deliver the thing they’d previously promised. It’s still working at the moment, but I don’t think they can rely on this money coming in forever, though this might be partly why they started offering pledge subscriptions, which in my mind is just effectively writing CIG a blank cheque.

I don’t think it was, but the filing suggests there’s enough smoke there that their legal team should have at least known how close to the wire they were flying

Not sure what you’re basing this on.

This community already has ten years experience of being considered vapourware, so I think the people that could have got really burnt have already long moved on. Also, members of this community have already given INovae a load of shit for missing targets and unrealistic time estimates, and it’s not like it’s being covered up, though some of that does happen on the Discord server. It’s also less of an issue because there’s really a lot less riding on Infinity.

You know how you stop messing up? Listening to criticism and learning from your mistakes. Some of the Star Citizen drama is over the top (and you guys, you know who you are, really need to pack in the “get a refund” bullshit, that’s getting old), but it’s not like development is going swimmingly well either.

If they’d pitched I:QFE in 2010 (was Kickstarter even around then?) INS might have been able to do a lot better, because that was a lot easier to sell as a “dream” in the similar vein SC was sold. A lot of it’s also down to Chris Roberts’ history in the genre too (although let’s not be too quick to point out how his company was bailed out on Freelancer by MGS when they overran their production deadlines and budgets). Probably better this way around though for INovae

He’s spent decades trying to build games of a similar scale. Some of them were interesting (Battlecruiser Millenium, for instance) but never quite good enough to tick the right boxes. I can see why he’s so interested in this project, and there’s going to be a part of him that delights in watching CIG struggle to achieve that same scale too.

*cough* offline singleplayer *cough*
They took a fair bit of flak for that debacle.
Still, I agree that as a game it was far more complete. They benefitted from having lead time developing an engine that was suitable for the game they were trying to build though, which helps. Not CR’s “take an off-the-shelf engine for cheap and wing it” approach.

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There was nothing about selling land in the original crowdfunding so whose to say what’s in store…

And death threats.

not that i think expect anyone to actually read my posts anymore, but i’d already posted this video. I know you guys like to just wildly speculate on things you couild just check but… here’s an example of a cat getting exploded in orbit, all the cargo becoming physics objects then landing and sliding down a hill on a planet where it can be retrieved by a player. The idea is that once they come to a rest, their positon is “locked” and it stops being simulated physics object until a player comes near or interacts. They’ll probably have to do a lot more optimizations than that, but it does work right now. They arent game objects until it splits, though.

edit: Basically what i expect is that for bigger ships like the hulls, the “cargo” units can be split up into different units than the “SCUs”. SCU is just a measurement, the actual objects that go flying can be 10x10scu or whatever, in any amount that servers and clients can reasonably handle. If they cant handle it, it’s not exactly the death of the game, they just have to remove the fancy physics from the cratesplosions.

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The only reason I can see for posting a video that has already been posted is to keep this thread at the top. Either that or you truly enjoy trolling…