Topic: The Official One and Only Star Citizen Thread: Welcome to Crusader
Lonestar the Kilrathi started this discussion 1.2 year ago#48,319
This thread is made to be a catch-all for all Star Citizen conversation and news.
I'll update this thread when there are new releases or anything related to Star Citizen that might be of interest to people here. If you're thinking of making your own Star Citizen thread, consider posting your thoughts here instead of making a new topic. (part 1 - part 2)
Star Citizen Alpha 2.0 is set in the environs of Crusader, a gas giant in the Stanton System. We’ve packed this area of space with multiple points of interest and player options that will deliver our first true multi-crew experience. You will begin your adventure in Port Olisar, in your quarters. From there, you have the freedom to meet up with friends, choose a ship or help crew another. Olisar is huge and is the launch pad for all player ships in the current release. The area around Port Olisar is an “Armistice Zone” meaning that all weapons will be on lockdown in that safety zone to prevent any disagreements or unpleasantness.
Once out of Olisar’s Armistice Zone, it’s a different story: players are weapons free and can engage anywhere they come across each other. What can you explore? Crusader has three moons, Yela (with an asteroid belt), Cellin and Daymar (each with orbital stations.) Security Post Kareah is in the orbit of Cellin and the derelict Covelex Shipping Hub hangs over Daymar. Kareah is now a hotly contested proving ground for the most adventurous player, a good resource for weapons and glory. Those interested in exploration are invited to investigate the eerie abandoned Covalex Shipping Hub in zero gravity. The asteroid field around Yela seems like a never-ending battle between the UEE security and opportunistic pirates wanting salvage rights to the wrecks around the belt.
Additionally, there are many service stations run by Cry-Astro dotted all over the map that will allow players to refuel, rearm and repair. These cannot be guaranteed to be totally safe to approach and you may find yourself the target of the odd pirate or smuggler wanting rich pickings for salvage.
Lonestar the Kilrathi (OP) double-posted this 1.2 year ago, 2 minutes later[^][v]#631,328
It’s time to take the fight to the ground! Star Citizen Alpha 2.0 includes our first drop of first person combat, complete with combat armor and an array of hidden weapons to be discovered. Here’s the situation: Comm Arrays around Crusader have fallen to pirates wanting to create communication black zones in under which they can carry out their illegal activity. Crusader Industries security forces are attempting to repel the pirates, but any help that players can give in defeating them and must be restoring the Arrays’ uplinks will be appreciated and players will find more opportunities are open up for them thanks to the improved flow of communication. Some of these opportunities can be found at the Imperial Cartography Centre which scans deep space and is tasked with identifying unknown signals which explorers can land a hand with.
squeegee (OP) replied with this 1.2 year ago, 11 hours later, 1 day after the original post[^][v]#632,275
players hiding stealth ships in the shadows of asteroids with engines powered down. they're completely undetectable until you're right on top of them. these guys spent all morning ambushing people and taking down large ships. the role play is going to be strong in this game.
squeegee (OP) double-posted this 1.2 year ago, 2 days later, 4 days after the original post[^][v]#633,456
Holiday Live Stream
From Pupil to Planet: a 2 minute look at procedural rocky planet tech. we also get a glimpse at the new animated facial rig. i got goose bumps 10 seconds in. 1st seamless procedural planetary landing gameplay: using the tech from the above video, this bit of gameplay shows leaving a station, traveling to a planet, flying through the atmosphere across the planets surface, and then landing at the new landing zone on Delmar. open your mouth now so you don't hurt your jaw when it hits the floor.
the whole livestream was 3 hours and they shared progress on tons of stuff, several new big ships will be flyable in the next patch (before christmas) and they did a walk through of the Javelin class Destroyer. i'm about to sit down and watch the whole stream, but i couldn't help spoiling myself by cruising reddit first. anyway, these two videos are 5 minutes of really and truly next-gen stuff. i couldn't be more pleased with the direction things are going.
pictured: Starfarer interior cargo hold. the starfarer is the ship i pledged for in 2013 and it's way more ship than i thought it was going to be. it has it's own gravity generator room! it's a huge sub-capital ship. probably classed as a frigate, but it's primarily a fuel tanker. and it's almost ready!
i plan to watch the whole thing, but if you're interested in the tl;dw highlights they're all up on r/starcitizen in HD clips. aside from what i already linked above there is more detailed info about how they're doing the procedural landing and large planet tech. the scales they are working with are just nuts. fidelity from "the pupil to the planet." cool stuff.
$30 anniversary starter package. this is the same package from last year, only this year it's 10 dollars more. you'll get a copy of the full game, including Squadron 42 and a starter aurora. it's everything you'll need to begin playing today or in the future. no further purchase will be necessary to play any of the game modes or the persistent universe. it's basically a discounted pre-order that will cost $60 at launch. at this time there are 2700 available, and more will be made available in batches but i have no idea how many or how frequently they'll be made available.
Lonestar the Kilrathi replied with this 1.2 year ago, 1 day later, 6 days after the original post[^][v]#634,217
2.1 pushed to PTU
i got my invite :D
new physicalized EVA mechanics
new FPS animations (jukes/starts/stops)
Aegis Sabre hangar-ready
MISC Freelancer (freighter) flight ready
many big client/server fixes
we also have confirmation that i5 processors are very weak compared to i7s becuase of the crazy thread utilization. SC is using up to 8 threds so more actual cores gives a significant improvement. they're working on performance improvements but they have to put a huge load on the main thread with so few to work with on an i5. this kinda explains why the custom.cfg going around craters performance for i7 rigs but improves performance on i5s. looking like sc will maybe take advantage of 8 core (16HT) chips over 6 core (12HT) chips that'll give "optimal" dx12 performance. fucking bully!
this also likely explains why my ancient i7-2600k runs better than much newer i5-49xx whatevers.
Lonestar the Kilrathi triple-posted this 1.2 year ago, 24 minutes later, 6 days after the original post[^][v]#634,230
13GB left. what a slog. i even tried to copy the 2.0 gamefiles into the test folder hoping to limit the dl, but no, it's a complete replacement. 30gb or something. 5.3MB/s isn't as bad as a lot of folks though. but i need moar internets :(
Lonestar the Kilrathi (OP) replied with this 1.2 year ago, 21 hours later, 1 week after the original post[^][v]#634,512
Physicalized character models in EVA
so i use the word physicalized because CIG keeps using it but i'm not 100% on what it actually means.
evidently what this means is that physics is modeled against all the bones in the animated character rig. i guess a more traditional way of doing model animations is to... not do that. so, i have no clue, i'll just explain what we're seeing in the PTU.
this video has several good examples of what they're going for. in this first clip you'll see how the model interacts with the environment. https://youtu.be/sUKRmmpWIfE?t=1m12s
specifically you can see what happens to extremities when they collide with something. because the head is physicalized it is allowed to move independently from the body (ragdoll) the way you might expect it to occur in reality. not only does it look fucking painful when his head snapped back, but most other games i'v played would just displace the entire body instead of just the head.
if you watch the rest of the clip you'll see lots of other examples of how the model blends between ragdoll and rigged animations when parts of the model collide with, well, anything https://youtu.be/sUKRmmpWIfE?t=2m17s
but, it's not without it's bugs. 3rd person is super wonky to control, and 1st person is a lot more difficult to "just work" than the old non-physicalized bodies. i suspect there are unintended bugs making it perform pretty badly. some things, like entering a physics grid upside down lead to some pretty funny, albeit frustrating behavior. https://youtu.be/sUKRmmpWIfE?t=25s
they're evidently using the same IFCS (flight computer) to control bodies in EVA as they do to manage ship thrusters. the result is that they're probably going to need to tweak and tailor it as much as they did after they launched the original IFCS into Arena Commander. to me it feels unwieldy, but, i can't really judge it until they fix the bugs that lead to unresolvable behavior.
squeegee (OP) quadruple-posted this 1.2 year ago, 2 days later, 2 weeks after the original post[^][v]#636,458
All Account Access
everyone with an account can download and play for free, however, if you don't own a game package or a ship then you'll have to live the hobo life.
not sure if this is a bug or the new way forward, but right now anyone can play for free. try your hand at ship jacking and steal your way to victory, or, hop on board someone else's ship as a crewman. explore what the verse has to offer for nothing more than a 30GB download. just make your way to www.robertspaceindustries.com and register an account to download the game. See you at port olisar you shipless vagrants.
squeegee (OP) quintuple-posted this 1.2 year ago, 1 week later, 3 weeks after the original post[^][v]#638,910
bwa hahaha, i haven't had this much muliplayer fun since minecraft. i captained a multicrew ship and picked up a crew, on my orders we decided to engage in piracy. we jumped all across the system and broadcast our intent to everyone. i'd spot a target and order them to turn off their engines and prepare to be boarded. no one complied, of course, and so i told the gunner to open fire. we destroyed several large ships very publicly and everyone started to turn on us and try and track us. we had several crews looking for us. finally we had a knock-down drag-out fight with 3 ships and held on for quite a while. but they did too much damage and we had to jump away. they caught up with us at a repair facility and blew up the ship on a landing pad.
it was marvelous. people got pissed and my crew was eating it up.
then today i was doing it again and got hired on as the pilot for a pirate ship. it was great, i'd order ships by name to comply or be killed and prepare to be boarded. i'd fly and get menacingly close and lock missiles and we had gunners firing warning shots and it was great. one guy in a freelancer was all, "wait, whoa, hold on, i don't have any cargo, wtf." and i told him to turn off the engines and told the crew to EVA and board him. he was actually doing it, and then decided to burn out (when i said, "as soon as you board him kill him and throw him out of the airlock") so the gunners opened fire and we chased him down and killed him. as soon as he died the crew went nuts and i called out another ship by name that was watching. everyone in the system then started jumping away. lol, it was great.
we then went to the security station to steal rifles and we found a lancer parked on a pad. presumably the pilot was in the station getting a gun because the engines were off. i suggested we steal it so i pulled up close and hovered. the gunners spotted the pilot trying to make it there first and ran him off with automatic fire. he fucked off into the shadows and we tried to keep him pinned down while an away team eva'd to his ship. there was a fun little exchange of gunfire but the lancer was ours. it took a minute for the away team to start up and we lost sight of the pilot. he was spotted a moment later near the ship and ended up getting into an airlock. we were boarded and the dude had a machine gun! he came up onto the bridge and started shooting. luckily it's bugged and he couldn't hit me.
so, with the pilot on board and unable to hurt me i just called him a prisoner and told the away team to take the lancer back to Port Olisar so we could dump it, kill the prisoner, and then go hijack someone else's ship. so we all ended up at port with our prizes and a several people were waiting for us and asking to join our crew. including the guy who we robbed and tried to kill. everyone wants to force boarding parties and ride with a belligerent blowhard i guess. we ended up taking the new lancer with 5 stations and a nice big bay for carrying prisoners. the plan from then on was to continue trying to take prisoners and steal ships. we needed rifles because we were boarded once and i didn't want that to happen again. so we went back to the security post and i landed and everyone (but me, the pilot) ran in to get guns. turns out there was an ambush waiting for us and the entire away team was killed. then i had a dude try to eva into the back door so i slammed it into reverse and it killed him when he slammed into the ship. lol.
i took off and headed back to port to pick up my respawned crew. we were loading up when a suicide bomber slammed into our landing pad at max cruise speed.
it was pretty god damned fun. landing and watching 5 players pour out of the cargo bay then go inside where i see them through the station windows getting into a big fire fight was just cool as fuck
squeegee (OP) triple-posted this 1.1 year ago, 1 week later, 1 month after the original post[^][v]#642,208
2.1 pushed LIVE
lots of bug fixes, lots of stability fixes, lots of performance fixes, new gameplay, new ships
it's a big patch, 16gb or so. during the PTU they addressed the crashing issue. the servers would tank, the clients would crash, things would chug along, but they're taken care of the big issues. client crashes will still occur, and there are of course still gameplay breaking bugs, and servers will still occasionally dip frame rate on you, but the frequency and severity of all of those problems is diminished. clients can be online for hours before a server takes a shit and servers handle data transfer more intelligently now and performance problems are reduced but not perfectly stable. there's still a long way to go before i'll call the frame rate acceptable, but i'll admit it's playable between the 20fps to 60 fps range i've been seeing. it's still looking like GPUs aren't being utilized 100% but it's better because they've addressed the whole "single CPU core maxing out" problem i guess. idk, it still needs a lot of optimizations and it still needs a pretty boss CPU to get the most out of your GPU but it's running damn well for what all it's doing.
aside from just making the thing stable enough to play, they've added a new mission series and a couple of flyable multicrew ships! the mission is a detective archtype, and it's pretty nifty. the procedurally generated mission system will "flavor" missions towards the role you're playing. so mercenaries get mercenary flavored encounters and pirates get pirate flavored things, it's a way for the system to recognize what kind of player you are to make sure that the role that you play feels genuine. a merchant player should feel like he's living the life of a space merchant and not primarily spend his time earning money though other mission types to fund merchant as a sideline. of course there will be pirate attacks and maybe bounty hunters will come after you if you're a thieving merchant, but it'll probably be more likely you'll meet a crooked banu who wants to rip you off on a load of power converters and you'll charm him through conversation and shit. that's the plan anyway.
so the detective mission comes in the form of kinda like a craigslist ad on the job board. just asking an interested party to investigate the abandoned covalex shipping hub to look for evidence of her husbands death. evidently the insurance company found him at fault and the wife thinks there's a conspiracy or whatever. from what i hear there are multiple ending depending on the information you collect from various locations. kinda neat, they want people to kinda gum shoe it up. it doesn't add a ton of content, but does explore the kind of mission generation system they're after. hopefully it's as diverse as they're describing it to be. so far i've been impressed with their prefab building tech they use to generate locations quickly and despite it being prefab stuff everything looks unique. "modular" is like their holy design criteria, if it works as well for missions then it should be pretty interesting. of course it could always end up being repetitive and boring, but, that's the kind of thing they say their aware of and don't want their game to play like. we'll see i guess. there's other missions too, of course, the com array missions and scouting missions where you have to deal with pirates and recover data and stuff. pretty basic, but for a first taste it's not bad. needs more depth, but, that's all content and they're just getting finished up with core tech. content to fill in the world and make it come alive is gearing up now.
this year should be pretty interesting, they're about to start cranking out the career mechanics and all the associated bells and whistles, and that means dedicated ships and missions to go along with the mechanics. it's looking like cargo/trade and gas harvesting/refueling are neck and neck for first. the Starfarer (fuel tanker) is hangar ready and the hangar to support it is too and it should be in the next patch once lighting is done. so we're pretty close to having that thing flying, collecting gas and refueling folks. but, there's already a ton of cargo transport capable ships in the game.
in fact one of them, the Freelancer, a big multicrew hauler is flight ready in this patch as is the Vanguard Long Range Fighter. the freelancer seats 5 with a turret gunner and has action stations for a couple of crew as well. mostly it's a medium hauler with big fucking guns on it. 1 man can operate it just fine, but having a turret gunner is pretty nice. the Vanguard is a 3 man military spec ship with a turret and an action station for the third man. it's role is long range reconnaissance, first strike interceptor, and a torpedo bomber configuration. something like that. it's a cool ass ship. it's kinda big and heavy but tanks a lot of shots. it has redundant systems so it's not as likely to be crippled. depending how useful that "flight engineer" action station becomes it's probably going to be a great 2 man ship, but can certainly be operated by a single player pretty well. but, the turret guns are huge class 4 guns and can easily take out a fighter in a shot or two.
squeegee (OP) quadruple-posted this 1.1 year ago, 18 minutes later, 1 month after the original post[^][v]#642,210
here's a good description of the different endings to the "detective mission"
the outcome of the mission changes based on how much evidence you have retrieved before interacting with the computer on Deck 2, which now instead sends all of your collected evidence to the client. You can send her only the server logs which incriminate her husband, or you can hunt for more evidence which may vindicate him, or even indict another culprit
neat. tbh i always just found the log and didn't think to look for evidence and follow leads. i just sent the wife the server logs and she was devastated to hear her husband was to blame. i got paid either way, but, kinda neat there's actually clues and leads i completely missed that could've exonerated him. i was also kinda like, "huh, that's a shitty detective story. yup, your husband was an idiot, ma'am." i'm going to have to go back and do that one again, but i'll have to be careful, i started a meme on the PTU of "going after that meddling detective" and chasing people down looking for answers. lol. also i've now heard 2 different people mention trying to take players prisoner and make them harvest noodle machines from abandoned space stations. that was my shtick :/
oh man, i'm still laughing. maybe you just had to be there, but this was fun as fuck and hilarious. so, i'm at Kareah station getting a rifle, and as i'm leaving the airlock some crew of space thugs in a constellation breeze up and blow up my ship on the landing pad. the bastards. so i go floating off under the landing pads and i'm going to go and fuck with the guy. he's just sitting there and i shoot at him and he can't shoot me because he can't target me and ships weapons resolve on a point like 2500m away, i was like 100m so the shots just went right by me. kek. he rammed me and it hurt, and then took off a few hundred meters away. so i go shooting at him some more when one of his crew out there starts talking shit about me and calling me an idiot and a stupid fuck and how he's going to go kill me. he's pretty far away and rifles are not accurate more than about 100m and we were both moving so he had no shot. we kinda shot back and forth but i had a good lead on him and was retreating into the station. i pull out my pistol and shoot at him so he'll pick up some lateral velocity and throw him off course and i ended up having a nice clean break for one of the airlocks on the back of the station (relative to where we were fighting.) once i was inside i went and rearmed (i was out of rifle ammo) and jumped out another airlock on another side of the station.
while i was diving off the side and floating around underneath the pads the thug ended up mistaking some innocent bystander for me, killed him, and then declared ME dead. i lol'd and told him he killed a noncombatant by mistake and then floated around the outside of the pad and spotted the constellation landed and waiting for the thug to board. i head that way, spot the thug trying to make a get away, get above him and close and start popping bursts of fire. fucking got him. top kek.
that's what you get for talking shit, nkato. that's what you get.
squeegee (OP) replied with this 1.1 year ago, 15 hours later, 1 month after the original post[^][v]#642,418
@previous (RWBY Rhubarb🌹 !!iNo3FkiZx)
everyone's got the same cloned dude at the moment and only one suit, just a standard civilian flight suit. it's not really armored. there's 6 sets of armor that'll be in the "persistence" patch, probably 2.2.
they'll introduce shopping, clothing, and open shops. with that comes the backend that tracks client changed and syncs the servers and i suspect global entities (or whatever) like floating debris. then it'll be the Persistent Universe rather than just the Universe. but, before too long we'll have different sets of armor and with it varying amounts of tankable damage. lots of people try and hold Kareah station, and i can see the colossus armor as being super hard to deal with. hopefully Star Marine will drop soon and we'll get all the fancy weapons and gadgets. armor won't really make a difference if you're using a shoulder slung amplified microwave beam emitter. or a couple of frag grenades.
and everyone check out this video from Teller, he's been pulling assets from the game files and doing sneak peeks at early models. he's gotten pretty good with focusing on details and doing lots of long sweeping pans so you can really drink it all in. in this one he's looking at the live in-game release of the Vanguard. he goes over and through the whole ship and demonstrates everything as it operates. really good look at the vanguard, you'd have to play to game to see it in any better detail.
squeegette (OP) double-posted this 1.1 year ago, 5 hours later, 1 month after the original post[^][v]#642,477
ah, now this is a dog fighter. this is the old school first gen F7-C "civilian" Hornet with upgrades out the ass. the central hub normally houses a cargo container, but i've replaced it with a turret mount for a huge ass class 4 cannon. (there's lots of class 4's now, including a 120mm cannon with explosive rounds that might be my favorite gun in the game right now.) pictured on top there is a M6A Behring Laser cannon i yoinked off a small frigate. it does assloads of damage, but it's wise to conserve because all power consumers draw from the same pool, so firing it to much can result in less power for shields, thrusters, targeting computers, etc.
on the wings are two class 2 Badger repeaters (lasers as well) that do pretty good damage, but the wings can support upwards of class 3's (which i don't have proper class 3 energy weapons). it's possible the powerplant wouldn't handle class 3s here, but when all it takes is two volleys to obliterate most targets it doesn't matter much if you can sustain a rate of fire. so i plan to rent a couple of class 3 energy weapons for fun (since i'm just spending earned credits now).
on the nose there's normally a single mount for a single class 3 item (guns, turrets, etc.) i have mounted a turret that splits the hardpoint and reduces it's size giving me the option of two class 1 guns. i have mounted another set of class one laser repeaters for a total of 5 energy weapons.
the base F7C Hornet normally comes with two class 2s. lol. this ship is a very heavy hitter now and with its maneuverability it's excellent against just about anything larger. this all energy weapon build hit hits above it's weight, that's for sure, but, it's got nothing on my all ballistic build :)
squeegee (OP) triple-posted this 1.1 year ago, 29 minutes later, 1 month after the original post[^][v]#642,482
this ship wrecks everything. 5 ballistic weapons. it hurls depleted uranium. on the nose are two class one ballistic mass drivers. high rate of fire, shield penetrating damage. good guns. on the wings are two class 2 ballistic mass drivers. high damage, lower rate of fire, high speed rounds (60mm i think). on the top there is a gun that's new to the game, the C-788 "Combine" Ballistic Cannon they call it. it's a haaaaaard hitter. 120mm explosive tipped rounds. i was hitting small ships with this and sending them spinning. the class 2 mass drivers knock people around a bit themselves, but the class 4 cannon sends them tumbling end over end.
in the literature: it's built to punch through ship armor making it an ideal choice for taking on larger, less maneuverable targets at a short range.
squeegee (OP) quadruple-posted this 1.1 year ago, 4 minutes later, 1 month after the original post[^][v]#642,483
it's got a pretty quick rate of fire, but the rounds are pretty slow. when you land one though, you can tell. the only draw back is that the muzzle velocities are all over the place. that means that you end up tracking targets with 3 "lag indicators." lag indicators are used (even in modern fighters) to tell you where a projectile will be when it travels to your intended target. it's a bit like trying to knock over bottles with an arcing stream of water. one arc is fine, but if you have a second hose with water coming out slower then you can't hit bottles with both streams since they terminate at different points. and with 3 hoses and 3 arc of water it's even harder. you're either firing weapon group 1, or 2, or 3, but not all three at the same time.
so it's hard to land sufficient damage without really, really good positioning and relative motion. but, when everything come into alignment and you let off a few volleys their ships get torn apart.
squeegee (OP) quintuple-posted this 1.1 year ago, 14 minutes later, 1 month after the original post[^][v]#642,484
the "all energy" 5 gun hornet does a little better in that regard. 4 of the guns have the same muzzle velocity which means they'll all terminate at the same place and so you end up with more guns on target more frequently. also, the 5th gun has a muzzle velocity very close to the other 4 which means they terminate pretty close to each other at medium and close ranges so having all 5 guns on target happens frequently as well.
the "ballistic" 5 gun hornet is probably just more suited to fighting larger ships. but, as pictured, it looks awesome. it can get hot though, the mass drivers on the wings are electromagnetic rail guns so they consume a lot of power (about as much as a laser) and also generate a lot of heat that needs to be actively cooled (consuming more power.) but, since you're not usually blasting away with all 5 guns it seems like it doesn't lose maneuverability.
the cannon is really too slow to take on smaller ships (especially in a turning fight) but the mass drivers are kind of at a sweet spot for speed and damage i feel. they hurt, and probably the only reason most people fight till they're burger is because ships are a freespawn right now. later on though people might think twice when their hull is breached in a few dozen places. plenty of people do run though. especially if i hit them with a 120mm explosive shell
squeegee (OP) sextuple-posted this 1.1 year ago, 2 hours later, 1 month after the original post[^][v]#642,506
alright, lol, this is like the perfect dogfighter. this is equipped with the one class 4 M5A from the connie, two class 3 Panther repeaters, and two class 1 omnisky laser cannons. it's a beast. the muzzle velocities are all within a close enough range that the pips are close enough even in pretty hard turns and at pretty good ranges. i'm dying mostly from pilot errors like hitting space stations at 300m/s in reverse. it's grate. it overheats like a little bitch though. tbh it's not all that bad. i'll try a mixed build with ballistics and energy weapons, but it's hard to find a good one since ballistics are just a lot slower than bolts of beam energy. probably putting the ridiculously awesome explosive howitzer with the existing class 3s and class 1s would be pretty good too, especially against bigger ships.
for a comparison the Super Hornet is 16,500 REC. it can carry the same loadout, or lose the class 4 for two class 3's which the F7C can't do. the superhornet is also a 2 man ship, as well as a 6 gun vessel. it's a bit of a heavier ship too.
to loadout the F7M Super hornet it would cost 25,800 REC
squeegee replied with this 1.1 year ago, 2 hours later, 1 month after the original post[^][v]#642,557
@previous (Fake anon !ZkUt8arUCU)
a lot new has been added. basically a jupiter sized planet in a billion square mile instance with a couple of moons and half a dozen space stations. you wake up in a small room at port olisar station and can spawn ships at a terminal. it's a huge multiplayer instance with a handfull of missions. it's fun. to complete what's there it'll many hours. especially if other players are around PvPing.
then if you try out multicrew stuff by hopping on frigates or offering to work as crew theres hours worth of emergent fun with other players. try holding Kareah station with friends or hold it alone with just a rifle. zero g gun fights outside kareah and even inside covalex station is pretty fun. or, join a pirate crew and hunt and grief other players. want to be a good guy? act as freelance police and defend players from griefers.
but that pretty much is all there is right now. mostly pvp with a few hours of pve content. i've had a blast with it, but it's still more sandbox than anything.
i'll give a much clearer "yes" once the economic careers are in and players are hauling cargo, mining, salvaging and refueling. until then i say, "yes, but with the caveat that it's still mostly running around space stations with rifles and flying sorties.
squeegee (OP) replied with this 1.1 year ago, 23 hours later, 1 month after the original post[^][v]#642,706
i pissed off a whole org last night. i went to Kareah Station with the 5 gun Hornet and announced, "Kareah Station is now off limits. If you want a rifle, you have to come through me."
it didn't take but 30 seconds before people were warping in and attacking me. it actually got to be way too much, 5 against 1. i tried recruiting a wingman to help fight, but everyone i asked seemed to be in the same org. one dude agreed to join me, but, of course, as i suspected, he was lying and just attacked me too. so, i made sure to kill that guy. anyway, they shot me down a few times and ended up camping the station. one dude would sit back and alert the others when i'd come back and they'd all return. i'd only get a minute or so of "fair fight" before everyone else jumped back in, but i at least ended up shooting everyone of them down at least once.
pretty fun stuff, but yeah, it's getting harder to play a bad guy when all the carebears are joining as groups. they were actually acting like i was a griefer, even though i announced my intentions and only fought people around Kareah which is universally recognized as a free PvP area. but they were acting like me not holding people's hands and escorting them through the PvP zone was some kind of grief. i also fired warning shots across people's bows, gave them 2 warnings before opening fire, and if they ran i would not chase them. lol. but, i guess i asked for it by announcing it like i did. i was kinda begging for a group to come after me, lol.
squeegee (OP) double-posted this 1.1 year ago, 6 minutes later, 1 month after the original post[^][v]#642,707
oh yeah, and i miss the PTU :(
people were cool as fuck on the PTU. on the PTU half the server would have joined my side and we'd have had an awesome king-of-the-hill kind of battle. on the live server you get labeled a griefer and everyone on the server attacks you over and over and over regardless of where you are or what you're doing (blasting people landed and getting repairs is a dick move) because they want to make playing impossible so you'll leave their server. their server. lol. fucking carebears. they did not want me PvPing in the PvP zone.
squeegee (OP) triple-posted this 1.1 year ago, 3 days later, 1 month after the original post[^][v]#643,564
yay, the PTU is back!
pretty standard stuff, bug fixes and performance optimizations and all of that kinda junk.
the cool thing is the instance size was increased from 16-24 players. also some players report that sometimes they spawn in with some kind of jet pack on their avatar. it's not functional, and CIG said it's a mistake that we're seeing it. but, that means fucking jet packs people. jet packs. not little pissant maneuvering thrusters, but a fucking jet pack. just something to look forward to in a later patch i suppose.
i'm trying to, again, save assloads of time by copying files and renaming folders. i was able to rename the old 2.1 PTU folder from Test to Public and not have to download the public build. but, since it's been patched i deleted the old Public folder and am now trying to copy the current build into the PTU folder and see if it'll just patch. hopefully it won't be a whole 30gb download. if it works i'll mention it because it's a huge time saver.
squeegee (OP) triple-posted this 1.1 year ago, 6 minutes later, 1 month after the original post[^][v]#643,815
it's huge. this is the fuel ship. others may haul fuel, such as a Hull-E which could technically haul ass loads more fuel, but the starfarer is the only ship that can collect and refine gases into usable fuels. that should make this ship a pretty reliable source of income. it'll have running costs, but it can refuel itself and the cost of initial startup is low since you don't pay for cargo. you just go get it. fuel probably won't be costly, but it's a resource everyone needs so there's a guaranteed market for it, even if it's cheap. plus it's a great logistics ship for organizations. if you're running a fleet you need to fuel it so you'll be running as many refueling ships as you need to feed your armada.
squeegee (OP) quadruple-posted this 1.1 year ago, 1 minute later, 1 month after the original post[^][v]#643,816
tbh it's one of the ugliest ships in the game, but that's part of its beauty. no new shots of the internal layout, but it's neat. it's not built in a long row like most ships and instead has corridors and multiple decks. there's a whole captain's quarters and then bunks for the crew. there's common lounge areas, work stations, a fuel refinery, a small cargo hold and a bunch of amenities to keep your NPC crew happy and non-mutinous. she's a good ship.
squeegee (OP) replied with this 1.1 year ago, 2 hours later, 1 month after the original post[^][v]#643,876
right now? some of them, yes. eventually we'll have control over paint jobs and that kinda stuff on all the ships. the black ones are really hard to see. earlier i was holding kareah with another player and we were clearing someone off of the landing pads (with rifles of course) when a vanguard turns on its lights about 100m away just off in the blackness of space. he lit us up with a gatling gun and killed me. my buddy got away and held down the inside until i got back. it was hard getting past the vanguard without fighting him, so i set a course to run right past the station and when we got close i bailed out the side airlock and he chased my ship for 4 kilometers while i made my way into the station. turns out auroras are good for something.
squeegee (OP) double-posted this 1.1 year ago, 2 minutes later, 1 month after the original post[^][v]#644,087
pictured: i'm guessing this is the door to the cargo hold area. no idea where it actually goes. but it's big, so i'm assuming it's an airlock to a loading ramp or something. that is big enough for more than one type of ship to enter through. it might just be possible to launch small interceptors from here. maybe. it will be attempted if nothing else. but, like i said, don't really know where this door actually goes. the captains quarters might have a large door like this, like a big movable wall i think. not sure, it might be something completely different than a loading dock. but...
squeegee (OP) triple-posted this 1.1 year ago, 17 seconds later, 1 month after the original post[^][v]#644,088
then there's this huge cargo hold area with what appear to be bulkheads and sealed areas up top. clearly this area can vent to space, so, i'm calling cargo hold. the ship is fucking massive, it's gotta be the hold.
squeegee (OP) septuple-posted this 1.1 year ago, 2 minutes later, 1 month after the original post[^][v]#644,092
i'm thinking this is the center of the ship on the top level. the "contextless corridor" to the right may lead to the bridge, and the passage ahead leads off into the maintenence and whatever other areas. this is maybe a T intersection with an elevator or a ladder somewhere out of frame.
squeegee (OP) undecuple-posted this 1.1 year ago, 2 minutes later, 1 month after the original post[^][v]#644,096
pretty boss. and notice the guns there on the side. those are that class 4 ballistic cannon with explosive shells that one of which will make a small ship tumble end over end. it has 4 of them apparently. and it's going to have, i do believe, a class 5 turret or something huge up on top. i think it's supposed to have a couple of other turrets too.
it took me a minute to see what was happening here, but then i went full screen and saw it. someone jumped way to the edge of the crusader system and watched traffic quantuum travel between the busy Covalex shipping hub and Port olisar. you can literally see ships in transit from thousands of miles away. they appear as a moving dot of light. watch the video on full screen and you'll see a "star" moving across the background from the bottom left to the top right of the screen. that's a ship traveling at .2c
i did not know you could see people jumping to relativistic speeds from that distance. someone parked near a "highway" and could see ships jumping by. he was very close and all you could make out was a bit of light zipping by and a noise that kinda went "zeeoop." that fact, along with this bit of evidence, shows that lightspeed is not instanced space. it's part of the game world. pretty neat, i think.
squeegee (OP) double-posted this 1.1 year ago, 26 minutes later, 1 month after the original post[^][v]#644,344
also, there's red shifting going on (not redshifting starlight because you're not going quite fast enough to do that). just redshifting light reflected off of "space dust"
just kind of a neat little detail
squeegee (OP) triple-posted this 1.1 year ago, 37 minutes later, 1 month after the original post[^][v]#644,354
From the Rumor Mill
sounds like there's going to be a FREE FLIGHT this coming weekend! that means everyone will have a week to download and play the game for free! it'll also mean (probably) that everyone will have access to every flyable ship in the game. Free Flys are awesome, it always brings in a lot of fodder for the aces. in the last free fly i shot down 27 people in a row before needing to spawn a new ship. i'm hoping to down at least 30 in a row around Kareah Station during the free fly. bwa ha. hahaha.
squeegee (OP) replied with this 1.1 year ago, 17 minutes later, 1 month after the original post[^][v]#644,405
@previous (beckyderp !4aMoRa.T2Q)
i think in the past people have just had access to all the content but i don't know if every ship will be summonable. this will be the first free fly with the persistent universe stuff in place, so hopefully. i'll give details when we know more, but yeah, hopefully it'll just be open and you'll just have to have created an account and then enter the code and download the game.
squeegee (OP) replied with this 1.1 year ago, 13 minutes later, 1 month after the original post[^][v]#644,415
i'm not sure what was going on but from what i heard that happened. i think it was a bug, i guess.
@644,404 (beckyderp !4aMoRa.T2Q)
also, yes. minichanopolis will rise again. it's been a ton of fun just hopping on people's random ships and then antagonizing everyone else on the server until we're attacked ceaselessly. it's great. i don't even have to fly or do any work, i just chill out in the lounge area and troll chat till people shoot missiles at us.
squeegee (OP) double-posted this 1.1 year ago, 13 hours later, 1 month after the original post[^][v]#644,628
Jan 31st is the last day to buy both Squadron 42 and the Persistent Universe as one package
One of the perks of early backing, obtaining both Squadron 42(single player campaign) and the persistent universe(MMO), is about to end. apparently.
As of the end of january the game is going to be sold as 2 distinct purchases (basically 2 separate games.) i have no idea what they'll sell for individually, but it'll probably be $60 each. i'm guessing Squadron 42 will be sold as a preorder and the MMO will be sold as a pledge still. idk, idek when squadron 42 is coming out. all i can tell you is that it'll cost more money to do both after the end of the month.
which might be fine for some people. Squadron 42 is going to be singleplayer and focus heavily of space and ground combat. so you'll kinda need to be interested enough in piloting to at least muddle through the dog fighting bits. it's got a huge cast and from what we hear a cool story in kind of a sandbox, but it'll have an arc to follow and different ways to play it through. CIG promises a full game well worth the full-game asking price in squadron 42 alone, and then promises a fuckload more with the PU, so, ultimately waiting until release and buying then will still be fine. people (hopefully) will get their money's worth from both.
https://robertsspaceindustries.com/pledge/Packages/Aurora-LN <-- this is currently the cheapest package and best ship of the options available at $45
this package comes with both Squadron 42, the Persistent Universe, and the Aurora LN "Legionnaire" which carries missiles and has an upgraded powerplant and shields.
i have no idea what they plan to do in the future as far as pricing, so i don't know if they'll keep the MMO game at $45 or if the cheapest packages are about to be $60. all i can say is that $45 for both games is over this upcoming Sunday. (it's possible they'll do another batch of $20 game packages during the november anniversary, but it might be $20 just for the MMO - if they even do it. so i bet in the future the cheapest you probably be able to get them both for is maybe maybe $80.)
just something to think about for anyone still on the fence. of course if you're not interested in the singleplayer game then $15 bucks isn't much to spend to ensure the MMO is actually worth paying for. it's still an early-access-alpha-yet-to-be-proven product. i expect a lot of people to wait and see, which is fair enough. also the computer specs are still pretty high, so it might not even be super playable on everyone's hardware as it all stands. so, for only $15 i can see how it would be worth it to wait and not outright risk $45.
anyway, end of the month. it is what it is. end of an era.
squeegee (OP) replied with this 1.1 year ago, 4 hours later, 1 month after the original post[^][v]#644,716
@644,651 (beckyderp !4aMoRa.T2Q)
he is right, though. it's taking a purpose built gaming rig to run the thing. it's so horribly optimized right now that no one really knows what the minimum specs will be. now, the game won't be in final release for a while. Squadron 42 is out by maybe the end of the year, and the MMO should be completed sometime in 2017. that's probably the most optimistic projection i can make, too. Now, i believe we'll be in Beta by the end of this year or early next year, but not full release on the MMO for quite some time. That's going to give hardware plenty of time to catch up and for people to catch an upgrade here and there.
my best suggestion is to try the free flight that's coming up hopefully this friday. download and try the game for free, and if it's just absolutely unplayable then at least you'll know that without dropping $45 on a game you won't be able to play for 2 years.
that being said, if anyone does download during the freefly and can't run it, let me know and i'll dig up all the custom performance settings the community have figured out. there's lots, and lots, and lots of things to turn off like shadows and motionblur and you can drop the resolution down and make it playable on most machines. you might have to run it in lower resolution, but i've heard it can be made to play on lots of systems you wouldn't normally think would run it.
squeegee (OP) double-posted this 1.1 year ago, 23 hours later, 1 month after the original post[^][v]#644,846
i was slightly wrong about this. oh, i was completely wrong actually, because when you're moving at relativistic speeds all light will be red-shifted, not just nearby light. but there will be a parallax effect. you can see from this video that even the distant stars will red-shift but to see it you need to be looking out a window on the side. anyway, just a little clarification and a cool gif
squeegee (OP) replied with this 1.1 year ago, 40 minutes later, 1 month after the original post[^][v]#644,861
tips and tricks
for pretty much everyone i recommend using lowest settings. there's not much performance difference, but there's also not much quality difference.
the ` (tilde) key opens the in-game console. you can enter custom settings here which persist through sessions, but not through patches. (have to re do these every time you patch)
some good examples of setting that can be changed are motionblur and vsync. disabling them can improve frame rate by a nice amount.
r_motionblur 0 to disable, r_motionblur 1 to re-enable.
r_vsync 0, 1 etc.
those are the only setting that i customize, but it usually grants me upwards of an extra 10ish or so frames. there are many more settings that can be monkeyed with, but i won't list all of them here. other people have more complete performance guides on the official forums and on reddit.
once you've downloaded the game it is always a good idea to go ahead and verify the install. you do this by opening the launcher and clicking on the little cog wheel in the corner. then click verify. after that, launch and have fun.
The Main Menu
one thing you'll notice straight away is that the newest version has a menu rather than loading you into the hangar (you can still visit your hangar, but aside from changing ship loadouts there's nothing to do there). from the menu you'll have the option to join the 'Universe' or 'Electronic Access' and i think 'Drone Sim.' Drone sim in single player practice mode stuff. Electronic Access is multiplayer arena games. Universe is the MMO bit. i kinda recommend jumping straight into the universe. you can check out Arc Corp (which is kinda dead atm since all the shops are closed) or you can load into Port Olisar which is where the new stuff is.
Once you get to port olisar have fun exploring the Crusader System. here's some useful keybinds to be aware of.
F12 - brings up chat. just open it. if you have a question, someone will be cool. want to see some ship? someone will spawn it for you.
F11 - Friends list. to interact hold left-alt-spacebar and you'll get a cursor and can add a name.
F10 - Mobiglas AR - augmented reality visual overlay system which places nameplates over people's heads among other useful stuff
F9 - Mobiglas - wrist mounted holographic smart device. it's built out like a smartphone kinda with apps and whatnot. there's an app called mg.scheduler which holds missions. if you want to know what kind of PvE content there is, use mg.scheduler to select a job and listen to the details.
'o' - toggles helmet mounted flashlight
'1-2' - brings up guns (pistol, rifle if you got it)
'j' - holsters weapons
movement controls in zero G are QE-WASD-CTRL-Spacebar (roll left, roll right, forward, strafe left, backward, strafe right, strafe down, strafe up)
type /help in chat to see the emotes, eg. /dance1,2,3,4,5 - /salute, /insult, etc.
'v' - this one will toggle your IFCS between 3 modes. one is landing speed, one is dogfighting speed, the other is fast cruise speed. what the toggle changes between is throttle dependent. if your throttle is between 0 - 50% then it'll toggle between slow landing and medium dogfighting speeds. if your throttle is set between 50 - 100% then it'll toggle between medium dogfighting speed and fast cruise. it makes a little more sense once you use it a few times, but i guarantee at some point you'll be trying to land and you'll accidentally hit a pad at 1k m/s, or, you'll be dying in a fight and trying to escape and realize you're fleeing at parking speeds.
'b' brings up a visual overlay with all of the points of interest in the system. point the nose of your ship at one and then press
'middle mouse button' to spool up your quantum drive and jump.
those are pretty much the new keybinds. other than that when you're at port olisar you do have to spawn your ship and you do that from some computer terminals in the middle. just hit 'F' when there's a use icon.
squeegee (OP) double-posted this 1.1 year ago, 56 minutes later, 1 month after the original post[^][v]#644,886
also, here's a good place to start looking at what performance tweaks you can make. in fact, this dude even has downloadable presets you can use. this is maintained by BoredGamer, one of the more popular and better known youtubers playing SC. http://redacted.tv/threads/custom-user-cfg-guide.41/
pretty much every thread these days concerning performance gets this link, so i'm pretty sure it's the go to source for improving performance these days.
Fake anon !ZkUt8arUCU replied with this 1.1 year ago, 4 hours later, 1 month after the original post[^][v]#644,980
Ok so I tried the flight sim shit because I crashed and burned about 90 seconds after getting into my spaceship. I then proceeded to severely damage my ship before even leaving the hangar. After about 10 minutes of crashing into shit I finally left the hangar, locked onto the training dude, hit M to match speed, and...I floated there stationary until the mission yelled at me to return to the training area then I lost. This is not off to a good start.
squeegee (OP) replied with this 1.1 year ago, 36 minutes later, 1 month after the original post[^][v]#644,996
@644,980 (Fake anon !ZkUt8arUCU)
oh yeah, i forgot to mention that the tutorial is the most bugged thing. it used to work better, but it's shit and they know it. it was kinda of a temp thing anyway and they haven't bothered to update it. taking off out of an asteroid as a players first take off was stupid IMO. it's hard as shit for me still and i've flown hundreds of hours.
after you play with the tutorial i'd recommend playing vanduul swarm. it's way more stable. actually everything except the tutorial pretty much is. but solo vanduul swarm should be one of the smoother experiences. also the AI is better for enemies. if you've gotten that far in the tutorial (which again is just shit) then you're pretty much good to go for vanduul swarm and multiplayer modes. selecting targets and firing missiles seems to be people's big weaknesses coming into everything fresh. if you're good doing those then you're good to tackle the swarm mode.
squeegee (OP) double-posted this 1.1 year ago, 26 minutes later, 1 month after the original post[^][v]#645,011
oh yeah, and you'll earn REC points as you play game modes. use points to rent weapons and stuff on the website (soon to be shops in game). the best mode to start with is honestly racing. not only is it one of the best ways to just focus on flying and really get the hang of maneuvering but you also get like 500 REC even if you come in last. so it's a good way to build up free points while you fly. dogfighting modes are harder to earn points in, and multiplayer vanduul swarm can take up to an hour for a full clear (depending on your team.) also, since races only last a few minutes you don't have to worry about the occasional server crash from killing your points. vanduul swarm multiplayer has been known to dump matches and points from time to time. so racing is just really good all around for earning points.
there was also a new patch today, 2.1.2 which fixes some audio bugs.
At the December livestream, we announced that Squadron 42 and Star Citizen will be split into two separate packages in the near future. To update on this: the split will occur on February 14th. Squadron 42 will be available as either a stand alone game or an optional addon for Star Citizen rather than be included by default. If you want to lock in both games for the lowest possible price, consider pledging before this deadline. You can learn more about Squadron 42, our thrilling single-player adventure, here.
squeegee (OP) quadruple-posted this 1.1 year ago, 1 week later, 1 month after the original post[^][v]#647,961
game package split: coming Feb 14th Squadron 42 and the Persistent Universe MMO are going to be sold separately. the price will be $60 for both! and, you've got choices. you can either buy Squadron 42 OR the Persistent Universe for $45 and add on the other for $15 if you decide to pick the other up later. So, no matter how you decide to play it'll cost the same! you'll never need to pay more than 60 bucks for the entire Star Citizen experience!
i gotta say i'm fucking pleased with this. not only does it keep everything priced at the standard AAA game price, but it also ensures no one will be going around trying to slander the project by calling it a money-grab DLC fest. and, it also gives people a choice to pay for what they want and not pay for content they won't use, which is cool. imagine if you could just buy call-of-duty multiplayer and not buy into the zombies/campaign mode stuff if you don't want it. anyway, this has totally blown up my expectations, i was thinking 90-120 for both at best. 60 is perfect, and 45 for your choice of one or the other is more than perfect. anyone who wants to wait and see can do so without it costing them any more than a standard game title. (on a personal level i think it's easily 90 bucks worth of game between the PU and campaign. i regularly pay full price for games that i end up playing far less than i've already played SC. i'd have to play fallout 4 like 2 more times to even come close to the time logged in AC on the leaderboards. and that's not even including unlogged time in free flight, vanduul swarm, or the PU. so, i guess for me it's worth it so far, but i think with everything they're adding it's going to have the same entertainment per dollar hour that WOW had. of course, that's speaking as a big scifi fan as well as a flight sim enthusiast. i love flying and i love space, and i've wanted a high fidelity modern wing commander/privateer for decades so i'm super highly biased. do take everything i say with a grain of salt. i'm loving it, and i'm just stoked that the pricing is not exceeding 60 bucks so everyone can play and love it too.)
Free-Fly: extended till the 14th! servers are just being crushed with concurrency. so many people are logged on that it's kinda hard to get into the PU sometimes. which is great! the stress is leading the devs to fixes they wouldn't normally have the ability to investigate till much later. so some pretty good server patches have been going in place. i think they're extending the free fly just to be awesome. i dunno why really. (ah, i see reddit speculation is that they might drop the 2.2 patch with new content a few days before the free fly ends. so maybe 2.2 next week.)
Sandi's Facebook: sandi is head of marketing. she regularly posts cool stuff. here we're looking at a scene that's being put together (maybe for SQ42, dunno) where ships are chasing each other through a canyon on a planet. neat look at stuff we haven't seen much of before. atmospheric flight, semi-detailed planet scene, the misc reliant.
squeegee (OP) quintuple-posted this 1.1 year ago, 4 days later, 2 months after the original post[^][v]#649,041
pictured: shoulder mounted railgun
kinda neat thing they're doing, all of the weapons for ships have a personal weapon version. they'll do much less damage and be much smaller, but same principles. ballistics, energy, explosive, EM, there's even going to be a personal shield based on ship shield tech. it'll be like a barricade you deploy.
the BBC was at CIG a few weeks ago filming and meeting with Chris and Erin Roberts at Foundry 42 in Manchester. last year during the Summer of FUD CIG invited journalists to come in for tours and interviews and offered to answer any questions they have about the status of development. evidently several large media outlets got in touch and sent out staff to take them up on the offer. the BBC camera crews were there for a week.
this broadcast by the BBC is the first of probably many in-depth behind the scenes looks at CIG and the crowdfunding juggernaut that is Star Citizen. i'll post a direct link when one goes live. should be about 30 minutes and since it's done by a 3rd party it won't be self serving, hopefully it's an honest look at the state of the game. so hopefully we'll get some new info from actual journalists. we'll see. i don't know what to expect, tbh, but my gut is that it's going to be very good.
bootleg of the broadcast. it's 7 minutes long. they address everything, even the controversy. the way that they handled it was fair to both sides. they don't make a case for either, but present both perspectives. it's not a "hit piece" and it's not "basically an ad." seemed like a pretty balanced piece. didn't get anything new out of it, but did get to see a lot of behind the scenes stuff through the whole thing. as a fan i felt that it at the very least reflected my personal sentiments when talking about "the division" in the community.
there'll be a better version up eventually, this was recorded on someone's phone. so it's shit quality.
squeegee (OP) replied with this 1 year ago, 6 days later, 2 months after the original post[^][v]#653,443
2.2 on the PTU
-In an effort to improve security in the Crusader region while their local staffing is low, Crusader Industries has activated their "Bounty" system and encourages all pilots to hunt down any wanted criminals in their space.
-Destroying an empty ship, colliding with a landed ship (in Monitored space), or disabling a Comm Array gives the offending character 1 level of Wanted Criminal.
-However, these are not cumulative and will not take your character above 1 Criminal level.
-Killing a player character or destroying an occupied ship (in Monitored space) gives 1 Cumulative level of Criminal.
-Crusader Security AI will spawn and attack any Criminal (of any wanted level), that enters the area around Cry-Astro Station or Port Olisar.
-There are 5 Criminal levels available. At Level 5 point, a global bounty mission is posted to all characters on the server instructing them to hunt down and kill the character.
-Each Criminal level adds 30 seconds of "jail time" to your respawn. When a Criminal is killed, they will be locked into their spawn-bedroom for the duration of their penalty time.
-If you are killed while at Criminal Level 5, you will be kicked off the server!!
-There are only two ways to reduce your Criminal level.
-Waiting 10 minutes without committing a crime will naturally reduce the level by 1.
-There is a console in Security Post Kareah that you can "hack". Each hack you initiate and complete drops your wanted level by 1.
-However, each hack takes 1 minutes to complete, and other criminals can interrupt your hack by initiating their own.
6k accounts have access, guess who's one of them ;)
pictured: the Aopipa made Xi'an designed "Khartu-al" light fighter which is now hangar ready and soon to be flyable :D
squeegee replied with this 1 year ago, 10 hours later, 2 months after the original post[^][v]#654,143
yes! the new party system in 2.2 is great, as soon as it's live it'll be easy to get on the same server. you can add me on your contact list (f11 or on the website) with the name lonestar_thekilrathi. when i'm in game i'll show up on the universe server list and you can join the same server and contact me through chat (f12).
also the new bounty system is fun as hell, it's cool being chased by everyone on the server.
squeegee (OP) replied with this 11 months ago, 4 days later, 2 months after the original post[^][v]#656,457
Fire up your launchers - 2.2 is Live!
there's a lot of good under-the-hood changes, a new flyable ship, a rescaled Crusader System, many major bug fixes, new itemPort items (intercoolers), new FPS weapons, Physicalized EVA, FPS dynamic cover system, basically a bunch of new FPS mechanics, a new grouping system, and i'm sure other changes.
2.2 is a big update. i only got to play a couple of patches, but the last patch i played performance was outstanding. at least frame rate, i was running 60-90 which is double my previous framerate in previous patches. there were a bunch of crashes though. as someone on reddit pointed out the patches have been either
A. steller framerate and performance but unstable and crashy
B. poor framerate and performance but stable with very high uptimes
What i was seeing on the PTU was about what they describe on reddit, but i missed most ptu patches. only played 2 of them, first and 4th of like 12 or so. i actually haven't gotten to play 2.2 Live yet, but i hear it's giving pretty solid performance. and i think they've increased servers from 16 to 24. basically it was explained that one server is right now handling something like 16 instances of Crusader. they're using google cloud infrastructure to host the servers and they are running 16 core CPU machines (it's probably actually 8 core and 8 HT rather than 16 physical cores, but idk, maybe 16 physical since they are google servers and whatnot, idk) and each core is handling one instance. so, basically one server is handling the network traffic for 16 players times 16 instances for a total of 256 players on a single server. (tbh i think it's 240 because i think one core handled something other than players, not really sure, but i know they said 200+ on a single server.)
so basically the devs were suggesting that even right now they could handle 240 players per instance if they do 1 instance per server. i think scaling up like that might not be exactly correct, but idk. the way the devs are acting it sounds like huge instances are going to be even bigger than we hoped. we'll see. the devs have also been mentioning something that i don't really even know how to explain well. i'l call them "see through instances" because you can see from one instance into another. so, in a typical MMO, like WOW, all instances are basically like parallel universes. thousands of people could all be in the same dungeon, but you'd only see your little 5 man group in your own little dungeon universe. what the star citizen devs are evidently looking into is having instances communicating with each other and allowing people, ships, and weapons (lasers/missiles) to cross the boundary of one instance and into another. so instead of instances existing as parallel dimensions, they'd be more like frothy soap bubbles. big bubbles would contain vast space with few players, and the more players you have in an area the more bubbles you'd need, so big bubbles split into small bubbles in a dynamic resizing of space/instances to best utilize their weird streaming based cloud infrastructure... thing. it's way the fuck over my head, and as near as i can tell most people think it's either impossible or super extremely hard. i haven't heard (or at least remembered) any game that does a dynamic see through instance thing, even WOW had phasing and often times i'd see players disappear as they zone into a different instance. the wow world (and most mmos) have a very disjointed and fragmented feeling to the playerbase because they are permanently spread across a set number of physical servers, if i play on Korialstraz then i'll never meet anyone from Arthas, ever, even if we hang out in the same cities all the time. SC wants to be different and be ONE universe were everyone has equal chance of meeting anyone. if they pull off what it sounds like they are currently SkunkWorksing then it might be the most impressive thing CIG pulls out of their hat, and it's not even sexy. it's network backend stuff that, by intention, tries to never be seen or noticed. if they succeed then there will be zero invisible walls in the SC universe.
of course, the edge case "10k players all decide to stuff themselves into region of space" is the big problem that might require segmented space, instances, zoning and phasing to prevent. the devs had said that the servers aren't the issue there, and probably not even netlag would be the first problem you'd see when trying to stuff everyone into the same zone. it would be client side crashing due to clients not being able to render or do physics fast enough.
idk, i might be way misunderstanding what they are talking about, but if so there's a lot of us out there who think "transparent instances" are exactly what CIG-Frankford is working on right now. and remember CIG-Frankford is basically 1/2 of Crytek who got headhunted by CIG. and not only that but a couple of them were the dudes who basically invented cryengine. so, if anyone can pull it off WITH cryengine, it's CIG-Frankford. not even Crytek would try this, tbh, because crytech isn't making MMOs. cryengine is great for small maps with a very, very high item counts but it's not so great with vast open worlds, anything procedural, or more than like 16 players.
Anyway, got off on a long tangent, but a cool one! their "netcode backend" is going to be the stuff of legend.
squeegee (OP) triple-posted this 11 months ago, 5 days later, 3 months after the original post[^][v]#661,456
2.3 on the PTU
this is probably not going to be the most interesting update, but it might be very cool for 1 reason
the Starfarer is supposedly hanger ready and going to be in this update. it'll be the biggest ship in game with 3 decks and it's own gravity generator room. it's going to be awesome and is a ship i've been anticipating for 2 years. it won't be flyable at first, unfortunately, but what i'm stoked to see is the scale and detail in the model. the thing has, like, fucking elevators and shit inside it. it's huge. so i'll be posting a bunch of pics when that thing is done. it may not be in the PTU though, so it's probably not happening right now.
it's one that i really can't wait to be flyable. "refueling tanker" might not sound like fun (and it might not be) but cruising with a convoy through the turbulent atmosphere of gas giants while the crew operates giant compressors and heat exchangers and has to do dangerous EVA's mid flight on the external catwalks to repair shit sounds pretty fucking awesome.
squeegee replied with this 11 months ago, 10 hours later, 3 months after the original post[^][v]#661,548
@previous (Lt. Judy Hopps)
i had a lot of fun role playing pirate yesterday now that 2.2.3 is live. i got up my wanted level by trashing a parked ship, then fought security till i had 3 stars. eventually a couple of players chased me and i killed them and turned off a comm array. with 5 stars a bounty was issued and security AND players came after me. i was flying a Gladiator, a missile boat, and killed lots of people. i ended up dying in a pistol fight on Kareah Station while trying to hack the security system to drop some wanted levels. i died with 5 stars, which means i got booted from the server.
squeegee (OP) quintuple-posted this 11 months ago, 23 minutes later, 3 months after the original post[^][v]#661,690
the Starfarer is fucking amazing. it's absolutely huge. i've played call of duty maps that are smaller than this ship. fucking seriously, i'm not even exaggerating. it's has 4 decks and even has maintenance tunnels and shit. the hanger is big enough you can fit the smaller "parasite" ships inside, no problem, probably like 4 of them. it has 3 bathrooms. it's over the top, lol.
the Karthu-al is flyable now and is excellent. it's a very intricate ship, i can only call it beautiful. the sounds are amazing as well. it's got an entirely different feel than any other ship, it's like climbing into a bug, it's awesome.
squeegee replied with this 11 months ago, 1 hour later, 3 months after the original post[^][v]#661,733
@previous (Adam Jensen)
there's actually a funny bug that used to let you spawn into games with it. you'd just kinda float there though.
the next BIG milestone i'm looking forward to is being able to load the buggy into the starfarer cargo hold, fly out of the hangar, travel to a moon or planet, land, and drive around the surface with the buggy. there's a lot that needs to happen before that is realized, but i think it's not very far away. except for flying out of the hangar and landing on a planet it's all already possible.
squeegee (OP) replied with this 11 months ago, 6 hours later, 3 months after the original post[^][v]#661,963
more weapons added with 2.3 as well, the electric shotgun is in as well as the sniper rifle. the shotgun looks kinda odd when fired, but the sound is really nice. the sniper rifle has a pretty neat effect and a kind of "overcharge" or something? not real sure, but it looks cool. they also expanded on the "cover system" for FPS but i don't have any video of that. the new EVA stuff is pretty great, and you can get up off the ground now if you fall or land upside down, which is nice.
squeegee (OP) decuple-posted this 11 months ago, 4 minutes later, 3 months after the original post[^][v]#662,006
this is the business end. the catwalk is used to service the tanks which are used to condense gas collected from the atmosphere of gas giants. the whole ship operates as a refinery, actually, the entire 3rd deck is engineering/maintenance where you'll find the engine room, gravity generator, and equipment to run the refining process
squeegee (OP) undecuple-posted this 11 months ago, 7 minutes later, 3 months after the original post[^][v]#662,008
eventually there will be a refueling boom that can be used to directly refuel other ships, but hauling fuel and selling it to refueling depots in deep space will probably be this ship's bread and butter. there is a planned variant, the Starfarer Gemeni, which is an armor hardened version for military use and the fuel tanks are replaced with a much, much larger cargo hold. it loses all gas collection/refining ability, but it'll be one of the largest purpose built cargo ships in the game. (of course everything is dwarfed by the MISC Hull-E cargo... tanker.)
squeegee (OP) tridecuple-posted this 10 months ago, 1 week later, 3 months after the original post[^][v]#664,346
forgot to mention, atm everyone has access to the starfarer. there's no free-fly right now, so you'd need a game package, but if you've got one then you can log in and go to the hangar and check it out.
squeegee (OP) quattuodecuple-posted this 10 months ago, 2 weeks later, 4 months after the original post[^][v]#668,516
going on now!
you don't need to buy anything, just register an account here, obtain a referral code (optional) here, and then download the game here
no special promo code required or anything like that. the referral code will give you like 5 bucks worth of in-game currency to use to buy weapons and whatnot.
if you have any questions about the free-fly either ask here, or for a quicker response check this FAQ
''the april patch is still in QA, and should be available on the PTU in the next week or two. 2.4 brings persistence (states, such as reputation earned remain persistent after logging out/in) 2 flyable ships and possible the first economic mechanic, refueling/gas collection. we don't know the full feature set for 2.4, and stuff like character customization and clothing might get bumped to 2.5. evidently right now the biggest blockers have to do with the "Item Port System" which is what allows for clothing customization. we'll know more when we get a little closer, but it's sounding like 2.4 might end up being pretty major.
Cargo is also sounding pretty close. They won't give an ETA or even tell us which patch it's likely to be in, but we know they are working to push it out as probably the next economic mechanic. it was a race between refueling and cargo as to which one would be first, so i've got my money on cargo being in the May patch. by summer we should have refueling, bounty hunting, and cargo. piracy will emerge with cargo, so probably by this summer things will be feeling like a real game.
Oh yeah, and antohter interesting tid-bit, they are building out a pirate base right now for the crusader system. everyone spawns into Port Ollisar and have positive reputation with the UEE, negative rep with the pirates. If you attack the UEE you'll lose rep with the UEE and eventually be labeled a pirate. at that point you can no longer use Port Ollisar or any UEE protected space without being attacked. basically once you become a pirate you've got no safe harbor. But, with the addition of the pirate base we will. Of course approaching a pirate base without the rep for it will get you killed, so pirates will soon have a place to run to and lick their wounds. it'll be complete with shops and a refueling/repair depot. this is all on the horizon, and again we don't know which patch will introduce the pirate base, but it should be relatively soon since the devs have pointed out multiple times that they want it in crusader asap. They are beyond white/grey boxing too, and are working on final art and lighting. it being in 2.4 might be a stretch.
There's a lot going on right now development wise, like huge advances in procedural tech for planets and large bodies, but none of that is going to be relevant for a while yet. On the more distant horizon we're looking for planetary landings and atmospheric flight and access to multiple cities on multiple planets. that's all still a ways out, but i'm very excited to see what this year brings to the public builds.
squeegee replied with this 10 months ago, 2 hours later, 4 months after the original post[^][v]#668,649
what you see is a way for people with a gifted game package a way to become a backer themselves for like 5 or 10 bucks or whatever. don't buy in game currency. there's nothing to spend it on yet. don't spend money on anything unless you want to back the project further. otherwise, ignore it.
if you already bought in, you're done. unless you feel philanthropic.
more positive squeegee (OP) replied with this 9 months ago, 1 week later, 4 months after the original post[^][v]#672,288
the Prospector is a new ship concept recently announced. it's a mining ship. at the moment it fills a unique role as the only starter mining vessel. designed be be flown by a crew of one and priced at a quarter the cost of the Orion Mining Platform, the prospector will be many people's entry into the mining career path.
We don't know a lot about this ship, but i think it's pretty straight forward: there's a laser, there's a tractor beam, there's an intake pipe, and there are storage containers. basically you'll fly into an asteroid field and begin scanning with sensors. once you've found a candidate asteroid you'll approach and identify pockets of minerals. you'll then land on the pocket, and deploy the laser drill. you drill down to the pocket of minerals, blast it with energy to break up the minerals, then turn on the tractor beam and suck all the minerals out of the hole and into the intake. the ship has internal machinery that sort the materials (as defined by the user) and the minerals fill into expandable containers. after a container is full, the container may be jettisoned for a retrieval ship to carry away to a larger transport. a new expandable container is loaded into the hopper, and it begins to fill with minerals. after ore is extracted, you leave and begin scanning for a new pocket or look for a new asteroid.
the way they are designing it the ship can be 100% operated by a single person, but, it also has some nice mechanics to make it play well with others. i suspect small fleets of prospectors with a large cargo hauler in tow and a couple of escorts will be a very, very popular and profitable thing for organizations and groups to do.
CIG may also be hinting at something else, there's kind of a Lore thing they are doing where you can go to the RSI website and "apply" for a job at Shubin Interstellar Mining company. a lot of people think that in the verse we'll be able to "go to work" for some of the corporations that make up a lot of the lore. probably Cargo is going to be stuff like, "MISC needs [x] delivered" or "Kruger needs [y]" and you'll basically be working for the corps as a hauler. might be the same for mining. i have no idea how it'll work, maybe they'll award contracts and you'll take jobs based on which ones you can fulfill.
SC isn't going to have a traditional MMO quest system, so we'll see how it plays. i figured you'd just get ore and sell it, but maybe there's more complexity to it than that.
that's pretty much it for this week. patch 2.4 is coming pretty soon, but it's got to get out of QA first. there's going to be some stuff to talk about then, but nothing super flashy like a new ship i don't think.
more positive squeegee (OP) double-posted this 9 months ago, 2 minutes later, 4 months after the original post[^][v]#672,289
the internals are pretty spartan and modest. the cockpit doubles as a cabin for operating the drill. everything will be done from the pilot's seat. the screens in the back may be for messing with machinery to sort minerals or something. idk, it's all subject to change, but it looks mostly like a pretty small living quarters and maybe a small airlock
more positive squeegee (OP) quadruple-posted this 9 months ago, 2 minutes later, 4 months after the original post[^][v]#672,291
the Prospector can also land on planets, the Orion can not enter the atmosphere. that makes the Prospector the only ship (atm) that can perform mining on planets, so it can pretty much go anywhere that an Orion can't
more positive squeegee (OP) nonuple-posted this 9 months ago, 1 week later, 5 months after the original post[^][v]#679,834
2.4 confirmed (leaked) features
the next patch will be pretty big, it's introducing everything from shopping to persistence. missions will pay UEC, and UEC is used to buy stuff like weapons, upgrades, clothing, space suits, fuel, and ammunition. all damage will persist after logging out, and reputation will follow you. new missions come with reputation persistence. if you're a "bad guy" then you'll get missions from other bad guys to go and kill Kareah Station Security and hunt players. with enough good rep you'll be offered a job with Crusader Security to help defend the whole sector as part of the police force.
the best part, imo, is that if you go through an airlock with regular clothes on you'll die in the vacuum of space. and the starfarer will be flight ready and ships will have lockers on them. see, where i'm going with this? i've been trying to "space" someone in an airlock for like a year in this game. the closest i came was when me and another dude forced a guy out of an airlock at gunpoint and left him to drift somewhere around Yela. but, he didn't die when we opened the airlock. i want to properly space someone without a suit on, and it looks like 2.4 might offer everything i need to do that. a big ship, airlocks, lockers, street clothing, and an armory full of shotguns.
more positive squeegee (OP) replied with this 9 months ago, 3 minutes later, 5 months after the original post[^][v]#679,841
2.4 is in final QA, so we will hopefully see it on the PTU in the next week maybe. then maybe another week before it's moved to the live servers. it's pretty close. i hope to space someone pretty early on. everyone will want to ride in the starfarer and everyone will want to run around in street clothes and hopefully they'll be able to use the lockers onboard the ship to do that. then when they do all i have to do is vent the cargo hold and more than half the ship vents right along with it. so if they won't comply and climb into airlocks then i'll just have someone vent the hold. it'll be a team effort, but i want to try and stream it live if i can.
i actually have more than one plan to accomplish this. mostly they hinge on lying to people and convincing them that getting into the airlock without a space suit is a good idea. a "prisoner transfer" might work if people are super reluctant.
more positive squeegee (OP) replied with this 9 months ago, 11 minutes later, 5 months after the original post[^][v]#679,855
yeah, i bought it like 2 years ago when it was first offered. starry-eyed fan boy. makes no sense that i don't regret it.
you can rent the badger repeater with REC points if you play some arena games or Swarm Mode. but i think they're pretty close to letting us buy things in the persistent universe and have it carry over to all arena games. so i'm betting we get to start outfitting our ships with custom load-outs paid for by doing missions soon enough. REC points were always intended to be a short-term place holder kinda thing.
not sure when we'll get to buy ships in-game with in-game money, but i bet that comes soon after planetary landing and we can fly back and forth to Arc-Corp, which could be sometime this summer. the starfarer will probably cost upwards of 200k, and everyone starts with around 3k credits. so it'll be a slog getting one until we have all of the economic professions playable.
more positive squeegee (OP) replied with this 9 months ago, 7 minutes later, 5 months after the original post[^][v]#679,872
yeah, it was 190 i do believe. i think they're more now. it's funny too, cause i've never bought any kind of collectors edition game or anything like that so for me to spend more than the base cost of the game is pretty out of character for me. but it is pretty much the ultimate game i can think of. for my taste anyway. like, overwatch, hell, it's fucking awesome but i'll get that $40 version for sure.
oh yeah, of course you can ride in it. i do have a rule though, everyone has to wear street clothes except for the crew. lockers are available by the airlocks.
more positive squeegee (OP) double-posted this 9 months ago, 7 minutes later, 5 months after the original post[^][v]#679,877
oh yeah, and the shops are going to be pretty cool. we'll be buying weapons, armor, space suits, and street clothes. the armors are supposed to mix and match. street clothes absolutely will in this first version of Shopping. there's something like 3 jackets, 5 shirts, 6 pants, some hats and some shoes. that'll give at least a bit of variety.
no female character model in 2.4 from what we hear, which is a shame, but hopefully the longer they take the higher the quality the female characters will be. when females are in they'll probably have an equivalent number of clothes (if not a whole bunch more for everyone).
more positive squeegee (OP) double-posted this 9 months ago, 31 minutes later, 5 months after the original post[^][v]#683,341
it crashed on me. i wasn't able to get into port olisar yet, but i got into arc corp for a few minutes. it was laggier than usual, last time i was there i was hitting 80fps reliably but it was in the 40s just now. and i had to reboot when it froze. pretty typical for the first PTU build. i haven't gotten a chance to look at the reliant or fly the starfarer or earn any UEC or even change clothes. PTU has in the past run about 1-2 weeks before it's stable enough for a live release.
more positive squeegee (OP) replied with this 9 months ago, 40 minutes later, 5 months after the original post[^][v]#683,361
it's on the PTU which is out to only a few thousand people. they'll increase player count over the coming days leading up to a PTU for everyone and then quickly followed by a live build. there are still some bugs and performance is poor and it's crashing regularly for some people. i deleted my user folder and verified files and that ended my problems and i got into Port Olisar. couldn't spawn a ship though, some kind of bug there. i did get to tour around and check out the shops, didn't buy anything. but you start out with regular clothes now instead of a space suit. you have to go to a locker and change into one, which is cool. everyone starts with a basic suit in storage by the airlocks. you don't appear to start with a pistol anymore, but, all the guns can be bought now (as well as stolen and salvaged from wrecks around the moon Yela.)
you do start with a handful of cash and have to do missions to earn money, which is cool. i'll probably try one more time to spawn a starfarer and fly it around.
more positive squeegee (OP) replied with this 9 months ago, 24 minutes later, 5 months after the original post[^][v]#683,386
still couldn't spawn a starfarer, but i did get to check out how much missions pay. the ICC probe chain nets 3150, the com arrays each pay 1050, and the private investigator pays 900 (but more depending on the outcome i think). so there's more than 10k worth of easy repeatable stuff to grab. you also get paid for killing pirates and killing player bounties but i don't know what the take is on those. unfortunately i crashed before i could earn any money, so now to check and see if i'll be in my ship when i log in, dead, or back at port olisar.
more positive squeegee (OP) quadruple-posted this 9 months ago, 7 minutes later, 5 months after the original post[^][v]#683,399
niiiiiiice, flies like a cow :)
i flew us out of the armistice zone and tried to hunt the guy down to force a gun fight, but i couldn't find him. i could hear him running around and i think he either DC'd or fell out of the cargo hold which i found open. he might've spaced himself, the walnut
more positive squeegee (OP) replied with this 9 months ago, 12 hours later, 5 months after the original post[^][v]#683,654
yeah, it doesn't look like many will fit though. maybe 2. supposedly they're working on docking stuff right now so we'll be using it with the Constellation and it'll dock to a little collar under the engines. they'll really start to make sense once the idris is in game and we have a ship that can carry, like, 12 of these things. or the pegasus escort carrier which can carry a lot more.
more positive squeegee (OP) double-posted this 9 months ago, 1 hour later, 5 months after the original post[^][v]#683,688
downed a few pirates, did repair on a couple of com-arrays and now i've got a new suit and an electric shotgun. i've tried the ICC mission but i keep DC'ing before i can finish. the com-arrays are fast if you're good at killing pirates. haven't gotten to the point where i'm offered a job with Crusader security, i think that's supposed to happen when you do enough helpful missions.
armor isn't super cheap, but if you do everything twice then you can get 1 set of heavy armor. i bet eventually we'll be able to buy armor piecemeal, but right now it's a fair amount of work to even get the cheapest light armor. it's feeling like a kinda real game now. i have goals now, which is nice. simple goals, though, like the extravagant non-armored luxury space suit in all black paired with a sniper rifle so i can hunt people going to Kareah for missions and stolen weapons. in luxury. it's not a hard goal, but it's driving me to play a few extra missions.
more positive squeegee (OP) triple-posted this 9 months ago, 23 minutes later, 5 months after the original post[^][v]#683,699
even though all you can be is pretty much a police officer or a pirate it's really showing the game's potential. cargo, trade and resource collection are the only things we need to make the economy breathe. well, that and a handful of destinations to trade and ferry cargo/resources between. i mean there's a ways to go, for sure. it's not like it's bristling with activities and deeper gameplay than just missions requires getting creative and making your own sandbox fun. but, each new feature is really adding a layer of depth that makes what's already available much more interesting to play. the inclusion of Persistence and character customization has really changed the dynamic.
for example: ramming people with your ship. people used to bitch and moan all over reddit about how ramming was ruining Arena Commander and that it would ruin the Persistent Universe as well. but, with instant respawns and zero penalty for deaths due to ramming it remains a viable strategy -especially if you're out of ammo. even in the early (non persistent) Universe it was viable because there was no cost involved with damaging your ship or death. but, now if you damage your ship you'll have to pay for repairs. repairs are pretty cheap, usually, but losing your whole ship in a fiery explosion costs you a good bit more. there's a death tax you basically pay when you respawn and there's a cost to replace the ship you lost. like an insurance deductible. so, now ramming is not a trivial matter. you strictly avoid doing things that lead to ramming especially. you can't stop all damage in a dogfight, but you at least have some control over a mid-air collision. also, i have yet to be attacked by anyone except at Kareah, which is unusual. people don't want to fight everyone anyone because of reputation and cost of fixing avoidable damage. which is funny, because again forum nerds were going nuts over how many "pirates" there were and how everyone has a shoot on sight mentality that was ruining the game, even though CIG insisted mechanics like this would be a deterrent enough on its own once they were in game.
more positive squeegee (OP) quadruple-posted this 9 months ago, 14 hours later, 5 months after the original post[^][v]#683,931
this is a new concept ship from the troubled Drake manufacturer.
the buccaneer is a ship that was never supposed to be. originally the Drake Cutlass was billed as a "fighting cargo hauler" that could double as a competent fighter as well as a modest cargo hauler. the ship design, however, is pretty terrible. (honestly this is what happens when artists take on engineering roles, it has major, major flaws that make it a pretty terrible fighter.) to "fix" the problem CIG decided to divorce the cutlass from its combat role and focus on other roles. you can still fight with the cutlass, but CIG is not going to redesign it to make it not suck donkey balls. instead they created the buccaneer and focused on making it a competent brawler.
as you can see it doesn't have rotating engine nacelles or anything wonky, it's just a boxy little square shaped thing with a couple of huge engines. performance wise i think they're aiming for something akin to the Gladius or the F-7C Hornet, but it's got 5 gun hardpoint so it'll carry more firepower than either of those. it'll be light on missiles, heavy on guns. it looks amazing. based on what i know of the fighters so far, the buccaneer is going to fit right in. (tbh it's the rotating engines and weird shape that make the cutlass suck, the buccaneer doesn't have those AND it'll have proper thruster placement because of the overall shape.)
more positive squeegee (OP) quintuple-posted this 9 months ago, 33 minutes later, 5 months after the original post[^][v]#683,939
Hangar ready; Not Flyable
it's an interesting little ship with a real odd variant: the News Van. weird, right? i think so too, but, it's part of a very ambition plan to cater to streamers in a way that a game really hasn't in the past. the "News van" will be outfitted with broadcasting antenna and cameras and will let players record footage and that kind of thing.
more positive squeegee (OP) sextuple-posted this 9 months ago, 53 seconds later, 5 months after the original post[^][v]#683,940
the idea being that casters might want to use the "News van" to record events (like races or big space battles) and do their commentary thing. with multiple news vans being used, a caster would have the ability to place cameras anywhere and switch between them during a broadcast.
more positive squeegee (OP) septuple-posted this 9 months ago, 51 seconds later, 5 months after the original post[^][v]#683,942
TBH this all might be super unpopular or not work well at all, so i'm not holding my breath that it'll be used, but there are a lot of people who are looking to... make money off of this stuff and will eventually figure out how to monetize their streams by delivering new and interesting content and maybe, maybe the news van will play a role in that.
more positive squeegee (OP) octuple-posted this 9 months ago, 27 seconds later, 5 months after the original post[^][v]#683,943
other than that it's your basic tier 1.5 "starter" ship. it'll be costlier than an aurora or a mustang (and carry about twice the cargo) but it's still considered "the third starter ship." i think of it as the "starter multicrew ship" since it has multicrew capability and is pricier.
this is flat out amazing. they manage to get a p-52 mostly undamaged into the cargo hold, then they jump through quantum space to one of the far away com-arrays (it would take the p-52 over 20 hours to reach the closest one unassisted) where the p-52 is then launched into combat against pirates. the starfarer isn't exactly designed for this, but, it proves that the groundwork is there for carriers.
the guy dies pretty quick after he launches, but he sustained a lot of damage trying to get it into the cargo hold.
as soon as this goes live we're going to try this, okay button?
more positive squeegee (OP) sexadecuple-posted this 9 months ago, 42 minutes later, 5 months after the original post[^][v]#684,009
posting this to archive it
visual representation of most of the ships grouped by manufacturer and color coded to show status.
this doesn't include the myriad of alien ships leaked last year, only confirmed ships and does not include any capital ships.
it's also not current in that it doesn't include the buccaneer under the drake section.
it does include variants though.
more positive squeegee (OP) replied with this 9 months ago, 53 minutes later, 5 months after the original post[^][v]#685,572
probably not, but i'm all for trying. i did try to load a merlin into a starfarer and you have to break one of the wings off. there's almost enough clearance, but not quite. the starfarer wasn't really intended to carry parasite fighters, especially not in the cargo hold. the merlin docks to a "custom" docking port mounted externally on a ship. it can certainly be landed, but the ships that DO carry parasite fighters aren't designed to carry them internally. not even sure an m50 can get through the cargo door, but i think it's as wide as a merlin so probably not even that will fit intact.
the first real accessible "carrier" style ship is going to be the Idris Frigate. that ship has a proper flight deck and has clearance up to Retaliator sized ships. and the 890 Jump has an on-board hangar that will carry two small m50 sized ships (runabouts). Oh yeah, and the Carrack is going to have a hangar that can carry a ship but i don't know up to what size. i think that's it for anything sub-capital atm. pretty much the rule for development has been "if it fits, it sits," meaning that if you can stuff something into your ship then you can fly it around. that's been proven to be true with the merlin, and the only reason i can think that they aren't making it easier to fit small fighters into cargo holds is for balance. the merlin is so close to fitting that i believe they made the door too small on purpose. they just don't want everyone turning their freighters into carriers for balance reasons. they can balance Starfarer Vs. whatever, but it's hard to balance Starfarer + unknown number of ships stuffed inside Vs. whatever
something like that. The hull series of cargo haulers will be able to carry small ships, but they will be packed into containers kinds like how cars being carried on trucks are packed in plastic and not exactly ready to immediately hit the road. there will be some unpacking and prep involved, so they'll make terrible carriers.
but, a whole lot of people want a "pocket carrier," or at least a midsized to largish ship that can carry 1 big fighter or two smallish ones or something like that. that was supposed to be the Idris Corvette at one point, but that thing is a massive frigate now. there's likely going to be a corvette on down the rood to fill the role the idris left behind when it got sized up, so i do kind of expect that'll be the "mary-sue-serenity-millenium-falcon-bebop-enterprise" of a ship that everyone really wants.
bhutan replied with this 8 months ago, 40 minutes later, 6 months after the original post[^][v]#690,864
nope I just finished downloading it
The Reliant is hangar ready now and I really want one I think
Also nice I hope 2.5 makes it so I can be a space gal
Ps let me ride in your starfarer
more positive squeegee (OP) replied with this 8 months ago, 6 hours later, 6 months after the original post[^][v]#691,374
yeah, they did. i didn't know they redid controllers, but i know they redid keyboard controls. some people hated the change, but i kind of prefer it. controls are much more uniform between vehicles and EVA, and i think it feels a bit more intuitive. but, it does make combining roll/strafe a bit more wonky, but pretty much that's the only thing that's "harder" to do. but yeah, it did take some getting used to
squeegee (OP) replied with this 8 months ago, 3 days later, 6 months after the original post[^][v]#692,715
the Cat is coming along through the pipeline and is one of the next multicrew ships to be released into the universe.
i think it's coming along beautifully. i can't help but think of old German Airships and fighter planes when looking at the canopy. the rivets and L brackets and even color scheme just screams german influenced.
squeegee (OP) sextuple-posted this 8 months ago, 6 minutes later, 6 months after the original post[^][v]#692,722
i think it's looking fantastic, and i can't wait to see it in game. i think it's really the closest thing to the spirit of the millenium falcon, and is one of the only asymetrical ships in game. Work in Progress, but i really love the styling. Drake ships are going to be dope. they just need to get the cutlass redesign and crank out the buccaneer and the Drake family of ships will operate like Somali pirates.
Caterpillar as mothership. in a lot of instances Somali pirates use fishing boats and launch assault craft with big ass engines and go after container ships to take hostages. In SC you'll also have the Cutlass Cargo hauler to offload the Container ship to take loot back to a much larger mothership for more direct piracy than just taking hostages like somali pirates. 3 craft instead of 2, but same concept. mothership, assault craft, fast cargo hauler.
squeegee (OP) septuple-posted this 8 months ago, 10 minutes later, 6 months after the original post[^][v]#692,723
i really hope they let Drake build an even larger ship as well. there's a Corvette they're talking about on down the road, and i really hope they give it to drake. it could work as a long range command and control pirate organization headquarters. i can see a corvette providing command support for several Caterpillars each with their own flight wing. hunt targets with the buccaneers, collect cargo and raid larger vessels with Cutlasses, and then caterpillars to provide large storage capacity and possibly even using them as heavy assault gunships. since they're modular CIG has floated the idea we can turrets all over them and basically build a vessel to broadside cargo freighters like old school pirates with cannons.
squeegee (OP) decuple-posted this 8 months ago, 7 minutes later, 6 months after the original post[^][v]#693,037
it's evidently being designed as a 2 person vehicle. that's just god damned ridiculous. they've talked about "weapon hot" pirate races before, and this would be perfect for combat racing. having to shoot each other with rifles, lol. awesome.
squeegee (OP) tridecuple-posted this 8 months ago, 25 minutes later, 6 months after the original post[^][v]#693,576
more talk about the Dragonfly
there was a bunch of info that came out about the Caterpillar
the Dragonfly is being designed as a complimentary fighter to the Caterpillar. the Caterpillar can stow 3 Dragonflies per modular section. there are 5 modular sections, as far as we know, which means a caterpillar can stow, and launch, up to 15 dragonflies. since each dragon fly can carry 2, a single caterpillar has the capacity to launch 30 players at once.
the Caterpillar IS THE POCKET CARRIER that players have been begging for years to be added. and i don't care how lightweight the Dragonfly is, each one carries the same compliment of weaponry that an aurora carries. 30 m4a lazer cannon bearing down on you plus whatever turrets the Cat has, that's going to be an imposing vessel to attack.
it's a Tractor Trailer that belches a motorcycle gang. that sounds pretty bad ass to me. so i bought 4. well, technically i consolidated my pledges more and got rid of extraneous little ships. i bought a caterpillar in 2013. that was my first ship. (well, really it was my first consolidation, it was multiple little ships and then i got the one Cat.) since then i also bought a starfarer (my other big pledge) and had a few little ships floating around again. since the dragon fly is made to work with the caterpillar it makes sense to have those rather than merlins. i had bought a few merlins to use as LTI tokens, but i'm not going to use them so instead i just melted those down and turned them into Dragonflies. i could always trade back if i want, but i think it'll better to have these early.
because they are fast tracking a few things, it would seem. one, the dragon fly. it's super simple, and small, so they've said the brute force work will be short. and since it IS so small it's likely going to fit anywhere. in ATV they said, "if you've ever asked if a merlin will fit into something, with the dragonly the answer is probably yes. it's even smaller than we thought it would be." that means it'll fit into a connie, a lancer, and maybe even the cutlass. and i'm betting we'll fit 2-4 in a freelancer max or connie. or a starfarer. so very quickly people are going to be hauling these around using them for fun times. owning a dragonfly is going to be a lot more fun than owning a merlin.
also they seem to be fast tracking procedural tech. we're hearing rumors that landing and atmospheric flight may be coming sooner than we think. and the caterpillar itself is being pushed out. the three things combined (dragonfly, planetary landing, and flyable caterpillar) are going to make for brand new gameplay. the dragonfly is a hover bike as well as a space motorcycle. people are already talking about "illegal pirate races" where guns are used to kill your opponents.
squeegee (OP) octadecuple-posted this 8 months ago, 5 minutes later, 6 months after the original post[^][v]#693,587
and if you're interested in how the Caterpillar is shaping up, check out this 1 minute video update of the interior. it's come a long way https://youtu.be/pRMCI-d1rUc
the Cat is going to be an impressive ship:
Drake’s smallest ship isn’t the only one in the works right now… we’re also building out their largest! Cloud Imperium’s engineers, designers and artists are working to bring the Caterpillar into the engine as we speak. Since the Dragonfly is intended to complement the Caterpillar, we’ve decided to offer you a sneak peek at some of that work. Keep following the Comm-Link for more on the Caterpillar, including a behind-the-scenes look at the work going into it in an upcoming Around the Verse!
Like all Drake ships, the Caterpillar has versatility in its DNA. With multiple cargo bays available to be repurposed for a multitude of functions, the Caterpillar’s modular design allows it to be perfect for everything from armored cargo hauls to effective search and rescues. And, when paired with the new 2947 Dragonfly, the Caterpillar can add one more role to its already impressive roster: a mini carrier. That’s right, the Cat can launch Dragonflies directly from the cargo hold as protection fighters or as agile scouts!
squeegee (OP) just kept on posting this 7 months ago, 5 minutes later, 7 months after the original post[^][v]#701,575
the Pirate base will be located among the asteroids circling Yela
it will be where you'll respawn as a pirate, and is the safe zone for bad guys. it'll be built out similarly to Port Olisar with businesses to service piracy and probably missions will be generated here as well. it also appears that Grim Hex has a race track. CIG has spoken of "illegal racing with live weapons" and it looks like Grim Hex may be the place to engage in some illegal death races. no confirmation on that. we're expecting Grim Hex in the next major patch, 2.5, which hopefully will be in PTU testing soon.
squeegee (OP) just kept on posting this 7 months ago, 1 week later, 7 months after the original post[^][v]#704,132
so, we just got a huge announcement, kinda. a german gaming magazine has done an in depth article on Star Citizen with a focus on their Foundry 42 (cryengine) studio. still waiting on a proper translation last i heard, but the summary is pretty nuts. they go into detail what is to be expected in the next few patches all the way out to the end of the year. there's also confirmation that we'll be seeing something big at gamescom. Probably Procedural Planets and everything that entails (atmospheric flight, planetary landing, all sorts of engineering shit like volumetric gas clouds and light scattering and stuff i don't understand.)
squeegee (OP) just kept on posting this 7 months ago, 2 minutes later, 7 months after the original post[^][v]#704,136
the authors of the article say it's impressive, and a huge step up from the early look at Procedural Planets from last year. approaching the atmosphere and transitioning through it are evidently pretty amazing. they talk about volumetric clouds allowing mountain tops to pass through them and other details they found pretty remarkable.
squeegee (OP) just kept on posting this 7 months ago, 2 minutes later, 7 months after the original post[^][v]#704,151
2.6 will launch Star Marine as separate module just like Arena Commander, this was also played by staff of PC Games and they are saying it's much more polished on the FPS side and feels a lot better than current rudimentary FPS in the PTU. - Interesting side-note: they talked about map->s.
2.7 will bring procedural planets and you will be able to travel the whole stanton system and all planets and moons can be directly approached down to the surface.
squeegee (OP) just kept on posting this 7 months ago, 6 minutes later, 7 months after the original post[^][v]#704,153
if the schedule holds, then we can expect the Complete Stanton System by the end of the year. it'll have 40 landing locations, mission generation, trading and cargo. we'll be able to fly from a city on a planet, to a space station, then to a moon, and then to a different city on a different planet.
this is the live stream VOD direct from twitch. i'm about to watch it, i've already seen some highlights, it's fucking nuts. i'll be back later to talk about it i'd imagine. looks like there's some really interesting things on the immediate horizon. 2.5 is about to go live, 2.6 has Star Marine as a game mode with bespoke maps (made for comp FPS.) 2.7 is now called Alpha 3.0 an is staggeringly huge. full stanton system, 5 cities, up to 40 space stations, planetary landing, 5 planets and a bunch of moons, cargo mechanics, salvage, gas collection, refueling, and a whole bunch of other stuff that's ready to go.
pretty cool demo of the mission system, they get a video message about a job, head to Delmar and land at Levski where they go meet this shady dude at a bar and get a job to go hunt down some drifting wreckage and pull the black box for an insurance claim. they get attacked by pirates, recover the black box, and then end up recovering the stolen cargo from the surface of a moon (abandoned colony i think) to sell on the black market.
it's long, like 55 minutes of solid gameplay. it's all scripted to demonstrate key features, but it represents a huge leap forward. even grabby hands is implemented.
Chris mentions in the beginning that they chose to renumber 2.7 to 3.0 for the same reason they renumbered the 1.xx alpha numbering to 2.0
that particular patch represented a huge leap forward, we went from having only arena commander type gameplay to having a Jovian sandbox. 2.0 to 3.0 is taking us from a single planet with a few moons and satellites to an entire star system with populated planets you can explore and cities that generate missions and an economy.
cargo and trading will naturally bring with it piracy which will bring with it bounty hunting and mercenary work. going back to 2012 these were the career options CIG had planned at the time. that mirrors his previous games, like privateer, so in essence 3.0 will be Star Citizen Persistent Universe as pitched in 2012, just not as many star systems ready to go and way, way more ships currently flyable. it's sounding very close to the beginnings of actual meaningful gameplay.
the next presentation will be CitizenCon i think in November, where they'll show Planets 2.0 (the gameplay demo shown today features Planets 1.0) and other things they're not spoiling.
spoilers from the gameplay demo for those who don't want to watch it the dragonfly is flyable, and in in the cargo hold of the wrecked starfarer they find. they steal it, load it into their Freelancer cargo hold then land on the moon. one of them flies it out the back, and then has a speeder bike battle with pirates on a dragonfly and in a rover while the Freelancer few around providing support fire. it's fucking epic. here's a link to just that bit. https://youtu.be/UgYbAj7V_Hk**
It's a whole overview of Star Citizen, going into its crowdfunding success and various issues that slowed development.
I read it myself, and it's very well-researched. They talk to Chris Roberts and his brother, as well as employees (some anonymously). It maintains an unbiased stance, and doesn't level any Derek Smart-tier accusations.
Jubilee Starshine replied with this 5 months ago, 1 hour later, 9 months after the original post[^][v]#721,467
@previous (RWBY Rhubarb🌹 !!iNo3FkiZx)
haven't had a chance to read it, but the general consensus is it's well researched and unbiased. evidently you get some insight into some blemishes and mistakes made along the way, but it doesn't paint doom and gloom. it sounds interesting, since theres apparently discussion about illfonics role in the fps development and why that seemingly fell flat. i'll read it tonight, it sounds pretty good. an unbiased look at development.
Jubilee Starshine (OP) replied with this 4 months ago, 1 hour later, 9 months after the original post[^][v]#721,498
i think so too. the character animations (idk if this applies to facial, but probably it applies to the whole character pipeline) was mired with problems early on. LA had developed a very sophisticated pipeline for the creation of ships, and they tried to re-use that existing pipeline to develop characters and that "method" was very different from how the artists were used to developing their work. some of the ex-CIG employees have complained that CIG had unreasonable expectations and didn't give them the time nor tools they needed to complete their work. Of course on CIG's end they have said that they "restructured the company" to "separate the wheat from the chaff" and that likely is the period of time where a few employees quit and other were laid off.
as a result character development (we still don't have a female model) stalled while they found people that would work within their pipeline and produce results. now it seems like character development is happening pretty quickly. i expect some basic level of character customization (beyond clothes) sometime in the not too distant future. females too.
and Citizen Con is coming up in a few weeks! we'll be seeing a lot more, and hearing a lot about upcoming plans. we can expect to see Procedural Planets revisited, this time very likely a planet with atmosphere, lakes, oceans, rivers and plant life. i think animals aren't in the pipeline, i could be wrong, but i doubt we'll be seeing that for a while yet. but vegetation is sounding cool, Brian Chambers the lead Cryengine Dev was talking about not just plants, but destructible plants and talked about shooting over trees with machine guns ala Crysis games. it is cryengine after all. they'll also probably deep dive into characters, faces, and customization. They may also talk about player controlled satellites and space stations. we'll also hear about the current state of Squadron 42, Alpha 3.0, and maybe something to surprise us.
right now 2.6 is in closed public testing. 2.6 has Star Marine, among other things. early leaks from testers suggest 2.6 may have a release candidate as early as late october. 3.0 may still be on track for a 2016 release, but i wouldn't be surprised if that got pushed into the first quarter. 3.0 is going to be a huge content release, so it's bound to have more bugs than usual. from what i've heard 3.0 is feature locked, so they know exactly what will be in there, but we'll probably have to wait until citizen con to know what to expect. everyone is hoping that 3.0 will bring cargo and a basic trade based economy. we'll finally have station, planets, and cities we can fly between and all we'll need is any reason to make the trip beyond tourism and we'll finally have a gamified sandbox with more to do than just brawl.
it's been a pretty exciting year, and there's still more planned for this quarter. i just wonder if the 3.0 iteration will be as massive a jump as the others have been.
Jubilee Starshine (OP) double-posted this 4 months ago, 3 days later, 9 months after the original post[^][v]#722,152
@721,433 (RWBY Rhubarb🌹 !!iNo3FkiZx)
i did read that article and i think it's one of the better articles written about SC. a few SC fans took kotaku to task over some phrasing and nit picked a few things, but over all i think it was a fairly objective look at the project. there's nothing wrong with approaching the thing with a healthy skepticism, what CIG is promising is absolutely the most ambitious game design of all time, so questioning their ability to actually pull it off is fine as long as Kotaku is basing their questions on properly sourced information and not internet rumors.
it WAS really interesting to find out a few things though, back when Derek Smart was raising hell over people quitting and being fired there was a lot of concern over what that meant for the project. he tried to claim that it was proof employees had no faith in the project, and that CIG was mismanaging everything and the game would never come out. Turns out the issue was way more complex than that, and the solution was a total reorganization. people quit, people were fired, but it was for a variety of reasons. people didn't want to move, some people were fired because they weren't doing their jobs. the end result was a more efficient development pipeline with Manchester at the Helm and Frankfurt providing engineering. LA was left with Art and design shared with austin and a few contractors. what needed to happen was a consolidation of jobs at the two european offices, sharing those particular workloads with LA and Austin caused problems, such as the Illfonic problem that delayed Star Marine for a year.
Star Marine was delayed due to a problem that grew from multiple issues. the issue was with the level design. Illfonic was working in a vacuum, and they were fed all of the specifications remotely. as development progressed at other studios, illfonic would have to go back at refactor parts of the level to mesh with how CIG was doing everything else. but, communication problems coming from multiple decentralized studios resulted in the maps being designed incorrectly. after working on Star Marine for about two years, some portion of the work done at illfonic had to be redone. this problem highlighted a huge issue in the whole development process, and design all needed to be taken under one roof. Illfonic was released from their contract, and Star Marine went to Manchester to be reworked.
so yeah, there were problems, but it wasn't as doom and gloom as some people were projecting. it was more of an art issue than one of broken technology. it's also not necessarily one of mismanagement, they were quite able to identify the source of the problem and find a solution: restructuring. the fruits of this are evident in the pace of release which has picked up over the last year. waaaay more stuff has come out this year than previous years, and that's with being in the middle of restructuring everything.
anyway, i didn't see anything to take exception to in that article, but it realllly set off Derek Smart who's been tweeting about it for days and days.
Jubilee Starshine (OP) triple-posted this 4 months ago, 1 hour later, 9 months after the original post[^][v]#722,155
they are at a point though where many of the fundamental systems they've been engineering for several years are finally coming together into a complete package - and it's even more complete than i ever thought would be possible. here's a short list of a few things seemingly confirmed as part of newly finished tech:
weather - planets will have weather systems based on biome interaction. artist will be able to label geographic regions with weather data that will allow a simple simulation to create real-time weather systems. depending on how biomes relate to one another and what weather is doing, it can develop over time and change based on things like temperature and whatever other metrics they set. it's basically procedural weather i guess. i can not quite fathom how that will literally play out in game, though. but i'm very interested to see. will be see fluffy white clouds turn to big dark blobs heavy with rain heaving across the sky? i really, really doubt it. they're doing neat stuff with atmospheric effects using volumetric clouds and stuff, but i have no idea what that looks like. i've seen really nice clouds in modded Flight Sim X, and flying into a storm looks fucking awesome, so who knows what it'll look like planet side in SC.
rotating planets - that means proper day night cycles. that also means they had to redesign the engine to make the Sun a fixed light source rather than have the sun be the bit that's moving. so when you're planet side and you watch the sun set, it's literally because you're in motion and not the light source. pretty bad ass, especially since that leads to...
orbiting planets - this would be a soft confirmation of a feature we weren't anticipating because the early answer was "probably not." now it sounds like it's in as part of the planetary system design. originally it was a feature of limited importance and possibly monumental work, so it wasn't seen as critical to have real orbits. it kinda sounds like as they finished out the fundamental engine redesign, orbits became doable. i still take this with a grain of salt, because the reveal was kinda off the cuff and casual, but if it's true they'll have rotating and orbiting planets with simulated weather... will there be seasons? will planets have axial tilt?what all can they DO with planets? we'll find out. maybe as early as citizen con on Oct. 9th.
player placed structures - this is coming out of design right now, actually. another feature we didn't really know was being included. in fact, CIG has made liberal use of the word Homestead lately... we know for certain they are designing player controlled satellites, some of which sound like they have large internal volumes. these satellites can be used for a variety of purposes which are just now being detailed. and apparently these satellites are modular, so we can assemble them together to create multipurpose satellites. CIG may also be currently prototyping ground base type structures that players can place. this may be part of the reveal at citizen con, and i have no idea how extensive a system this will be, or even if ground placed structures are a guarantee, but, it does sound like player placed structures are in prototyping.
Cargo will be in 3.0 - along with trading and an economy. planets will have imports/exports and players will be able to capitalize on that. we'll also have several cities on several planets to trade between, as well as space stations and moon settlements. it'll be a single system with a central star, and players will use Quantum Travel to get around. There will also be pirate bases, pirates, police, bounty hunters, and mercenaries. players can get rich trading, hauling cargo, stealing cargo, hunting pirates, and escorting convoys. at it's most basic, this was the gameplay that you'd expect from a game like Privateer or the Original Elite games. it won't have a story thread woven into the gameplay like privateer, it'll be more of a pure sim like Elite, but at it's core this would be the minimum i'd call a Space trading game. it certainly would need more star systems, but even in privateer you're stuck to one system until you can afford a Jump Drive. it's very close to meeting my absolute minimum expectations for the Persistent Universe part of the game. they'd still need to get player count up and deliver at least 4 more star systems with several planets and moons and stations, and they'd need to fill it up with the procedural mission content that'll come from the simulated economy, but it's very close to what i thought was originally deliverable. (and honestly with planetary landing and atmospheric flight it'll exceed my original expectations.)
now, for perspective, that minimum expectation is what i originally pledged 40 bucks for. my expectations are a bit loftier than that since i've pledge since based on promises of even more ambition. and there's no doubt their ambition is even loftier than my expectations, so, we'll see.
Anyway, look forward to October 9th, it's sounding like they've got some cool stuff to reveal.
RWBY Rhubarb🌹 !!iNo3FkiZx replied with this 4 months ago, 5 hours later, 9 months after the original post[^][v]#722,255
@722,152 (Jubilee Starshine)
Haha, speaking of Derek Smart, Kotaku put out an article yesterday going into his whole history and relationship with Star Citizen (alongside talking about the career of Chris Roberts).
I didn't have time to read it fully, and didn't get to the point where Smart flips out over SC. But it seemed like a similarly informative, objective overview of the two men's histories. I was surprised at how complex Chris Roberts' career has been.
Jubilee Starshine (OP) replied with this 4 months ago, 25 minutes later, 9 months after the original post[^][v]#722,258
@previous (RWBY Rhubarb🌹 !!iNo3FkiZx)
that one was originally published 10 months ago, it's translated from, i believe, a german magazine. it's super long, and i haven't read it, but i know a lot of SC fans really didn't like that one. the magazine really elevated Derek Smart to a seemingly high position of authority. it's also been proven over and over again that his predictions were wrong, his sources were invalidated, and his "insider information" is highly dubious. not sure why kotaku decided to republish that particular article, but like i said i didn't really read much of it. i skimmed it and saw they were giving him yet another platform and didn't read much of the original translation.
as i understand it they profile both, then give derek an opportunity to make wild speculations and then blame their demise on a straw man... even though there's not been any demise and no one can actually see the straw man. it's just funny that "media types" give him so much attention about SC when he's not even peripherally attached to the project. it's bizzare. tbh the barista that works the starbucks next door to the santa monica studio probably has a better idea of what's going on there than derek smart.
Jubilee Starshine (OP) double-posted this 4 months ago, 1 week later, 10 months after the original post[^][v]#724,940
CitizenCon started yesterday! the presentation will be tomorrow at 6EST. they've been doing a twitch stream with prizes and talks with the devs and stuff. yesterday they did the big reveal for the new RSI Polaris, a Corvette class capital ship. it's what the Idris used to be before it was grown into a frigate. it's a 150m vessel built for speed and fast strike. it carries a large compliment of torpedoes, has 5 manned, 2 unmanned turrets, and crew stations for 5, including engineer and weapons officer. it's a military ship, but may eventually have some custom options for more civilian applications. it also carries one small 1-2 man fighter or escort bomber.
pretty cool ship, and expensive. 750 bucks. lots of people have been waiting for it, and it's been selling like crazy. million bucks in a day. interestingly the ones available now are going to have a serial number, which is kind of cool. it's the only ship so far that has one, which will kind of make them limited edition one-time-only items. if people are buying to speculate on the ship market after launch, this is probably the one to have. especially with a low serial number.
anyway. idk what people are going to do with a 13 player ship, running costs will be very high.
Jubilee Starshine (OP) replied with this 4 months ago, 22 hours later, 10 months after the original post[^][v]#725,493
ho-lee fucking shit was citizen con boring! the last half hour was pretty good though. here's a quick breakdown:
first off, they didn't have the Squadron 42 mission ready to go. the plan was to polish up a single chapter of the campaign to final quality and then play it live at citizen con. unfortunately it wasn't ready in time, so a big part of the presentation was replaced with boring filler that's hardly worth mentioning. ok, it's worth mentioning that community tools are coming with 3.0, things like proximity based voice chat, coms systems, and an in-game bulletin board. nothing flashy there, tbh.
the Big Reveal at the end was very cool though. we got another look at Procedural Planets v2. Version 1 was shown a month ago at gamescom, and it was awesome, but it was a rocky moon with no atmospheric effects other than light scattering. v2 includes an earth like atmosphere with a fuck load of atmospherics, including a giant sand storm that came slowly rolling across the planet. the "volumetric fog effects" they've been working on to do nebulae is showcased here as very realistic looking clouds that move, and change shape and undulate across the sky in a very convincing way. v2 of procedural planets also showcased biomes with flora. snow capped mountains gave way to oceans and sandy deserts blended into savannah with trees and lakes and small plants and grasses. imo it looked excellent. there are some issues with pop-in, mostly related to vegetation like tree canopys, but it's only noticeable when you're flying and you have a very, very long view distance. what doesn't seem to have any issues with pop-in is the horizon. there may have been some z-fighting issues with the ground textures as you draw closer to mountains, but that was really pretty rare compared to the more noticeable pop-in. mostly the actual ground map was very solid regardless of your distance. it's hard to explain, i guess the only thing i can say is that the render distance is shockingly far and remarkably stable.
the planet was also made in just a few days. they have a very robust set of dev tools to make planets, and they demonstrated the process live. it's quite simple. the planet is procedurally generated based on a set of starting values that determine what kind of attributes the final planet will have. after that, an artist goes back and hand modifies any "heroic" areas with terrain deformation tools. they can also go in and add any bespoke structures, add/remove/alter vegetation, and assign values to determine the types of influences each biome has over the weather simulation.
the v2 demo also contained a mission similar to the one they did at gamescom. a player in a constellation flies down to the planet, lands, unloads a wheeled rover, then drives about 3km away to search for a beacon from an escape pod. after finding the beacon it's discovered the ship is a Capital Class Javelin Destroyer, a very, very large ship. the player continues finding more wreckage that leads him to finding the behemoth crashed in the dunes and partially buried in sand. of course he's not the only one who's found the wreck, and with an intimidating sandstorm looming in the distance, he doesn't have long to get away with his prize. also, there might be a giant alien monster that... well, you'll just have to watch the demo if you want to know what happens.
full demo - the demo is about 30 minutes long. (immediately after the demo there is a showcase of the dev tools and the demonstrate how they can modify terrain and add in objects. neat, but anyone who's done stuff like this will recognize the process. brushing trees onto the terrain with a paintbrush kinda thing.) 10 minute supercut - fan made. cut down to just the highlights complete 2 hour presentation.
Jubilee Starshine (OP) double-posted this 4 months ago, 33 minutes later, 10 months after the original post[^][v]#725,510
[h1]roadmaps[/h1]Coming up first is 2.6 which is the last of this version number. we're looking to see that in a few weeks or so. we'll be getting Star Marine, some finished ships, and an expanded Stanton System in the PU. this will pretty much be the conclusion of core technology development. they've still got work to do on polishing up Procedural Planets, but they've demonstrated that everything they need to have done, is done. the 64 bit conversion is done, meaning we have solar system sized maps down to centimeter precision - the zone/container system is done, meaning multiple physics grids can be stacked within one another like russian dolls and we can walk around inside our ships while it's moving and not bug out the engine and clip through the geometry - integration of the 1st and 3rd person cameras is done (using novel chicken based technology, literally) meaning everyone sees exactly the same character animations regardless of perspective. there's a lot more that's finished as well, and everything else is in a state of near completion.
what's left to do after that, and what 3.x is all about, is fleshing out mechanics for professions.
3.0 is slated for the end of the year. it will have mechanics for cargo and the associated economy. there will also be an inclusion of piracy mechanics to go along with it.
3.1 is Mining, refining, refueling. quantum interdiction will really be for everyone, but mostly for police, bounty hunters, and pirates.
Jubilee Starshine (OP) triple-posted this 4 months ago, 7 minutes later, 10 months after the original post[^][v]#725,511
3.2 is all about salvage, repair, and mercenary work
around this point they are looking at opening up additional solar system locations. you'll also notice that each patch has ships that are planned to be in the pipeline. the big reason for this is the Squadron 42 is now almost 100% in gray box. also, a majority of the ships needed for Squadron 42 are completed. there are a dozen ships we haven't seen being worked on, we saw the asset leak a year ago confirming it, but nothing since then. evidently they are done too. evidently they are so far along now, that many previously busy teams will be picking up the economy mechanics and the rest of the civilian fleet. not to mention developing planets and hero locations for new systems.
3.x will also be a lot about content creation. since most of the core tech is done, the development can now shift focus on creating places to visit and things to do.
Jubilee Starshine (OP) quintuple-posted this 4 months ago, 4 minutes later, 10 months after the original post[^][v]#725,513
4.0 is the exploration and discovery patch. this is when they'll look at opening up jump points to additional star systems. he didn't say how many at first, but most people suspect 5 since that was the number they said they'd eventually call the Beta PU.
these patches have been coming in at a rate of about 1 every 2-3 months or so, and it'll probably go like that for this next year.
Jubilee Starshine (OP) sextuple-posted this 4 months ago, 11 minutes later, 10 months after the original post[^][v]#725,514
we didn't get a release date for Squadron 42, which was another disappointment. lots of people were just expecting one. CIG never promised that would happen, i think people believed if they said it on reddit enough CIG would see it and feel obliged to give one. but yeah, no. at the earliest chris roberts talked about a release of the campaign around the end of 2016, but that was overly optimistic. we know it's going to be release in chapters, with each chapter being it's own self contained story, and that CIG is currently polishing up one chapter to "final quality," so i think probably "beta" will be a staggered release of the campaign. they'll release it as they go, most likely. if that's the case, AND they thought there was a good enough chance it would be presentable at citizen con - a beta release of the first chapter of Squadron 42 by the end of the year isn't impossible. maybe. i might be wrong though.
but my expectation is that we'll have a playable piece of the campaign either by the end of the year as projected in 2015 or it'll be delayed into the 1st quarter of 2017.
buto double-posted this 4 months ago, 1 minute later, 10 months after the original post[^][v]#725,531
@725,526 (Fake anon !ZkUt8arUCU)
i haven't really been playing lately tho because yeah... it is just almost a game. i've done what there is to be done and have seen the new features. i'm mostly waiting for squadron 42 at this point because it sounds so very good
Jubilee Starshine (OP) replied with this 4 months ago, 57 minutes later, 10 months after the original post[^][v]#725,538
@725,526 (Fake anon !ZkUt8arUCU)
afaik right now every ship should be available to you, so it's not a bad time to hop in and check out what's there. there's a lot of huge ships, like the starfarer that are just fun to spawn in your hanger and explore inside. there's mission to do in the Persistent Universe and you can earn money and buy guns and armor to replace your simple flight suit. it's also fun to hang around port olisar landing pads and stow away on people's large ships. you can hop on a turret and gun for them, or if you're doing missions you can be the guy that EVA's while the pilot watches your back.
if you break the law and gain wanted notoriety then you can get the coords for Grim Hex, a pirate station in an asteroid field, and i think there are a few pirate missions as well. i've actually not been to grim hex, i've tried to find it though but couldn't without coords.
@725,531 (buto) > i haven't really been playing lately tho because yeah... it is just almost a game. i've done what there is to be done and have seen the new features. i'm mostly waiting for squadron 42 at this point because it sounds so very good
i'm kinda mostly waiting for 3.0 and cargo/trading. i have believed for a long time that all we need for a proper game play loop is cargo and trade, but that's been impossible until they had key tech finished. but with cargo, accessible planets, trade hubs (arc corp, hurston, microtech), space stations, and the AI to drive the dynamic economy (subsumption) we'll have almost everything we need to sandbox piracy, bounty hunting, escorting, and convoys. we won't get interdiction for a while, but we already know how to physically block "shipping lanes" with a small cluster of ships.
i love the reliant, it's my favorite of the light ships. mostly because it's a 2 seater, but also because of the vertical mode. and it's got an interior that's pretty spacious compared to the 300i and the aurora which have very little or very useless interiors. the mustang has a nice camper mod, but you lose any ability to carry cargo. the reliant is just cool.
i had two, but i melted them and got some dragonflys instead. it was a tough call. initially i pledged 60 bucks and would buy and melt ships to try them out knowing i'd settle on something before launch. then i pledged for 2 ships, the starfarer and the caterpiller, and i refused to sell them. instead i kicked in some extra money and have a melt fund so i could still buy and melt the smaller ships and try them all out (this was all way before port olisar and REC and all that.) since it's not really necessary to do that anymore i decided to just firm up the melt fund and settled on the reliant. then the dragonflys were shown and they play real nice with the caterpillar... and i could get multiple for the price of one reliant. so... i melted the reliants i got 4 of them. i figure there's more potential for multiplayer fun earlier on with a caterpillar and 4 dragonflys. the caterpillar is being finished right now, and we're expecting it in 2.6 or 3.0 along with the dragon fly which, atm, is actually done and flyable and everything.
Jubilee Starshine (OP) quadruple-posted this 4 months ago, 2 hours later, 10 months after the original post[^][v]#725,554
about pop-in in the v2 demo - the problem is mostly resolved, the issue causing pop-in was the speed at which the camera was racing across the planet in the intro. the camera was moving at many thousands of miles an hour faster than we'll be able to fly in the atmosphere. pop-in was occurring because of the unusually high demand. they say there is still room for improvement, but at in-game speeds pop-in isn't as pronounced or frequent. CIG is calling it already very robust in the right circumstances. that's encouraging.
Jubilee Starshine joined in and replied with this 3 months ago, 2 weeks later, 10 months after the original post[^][v]#729,450
neat. this weeks ATV had a feature on the development of Procedural Planets V1 and V2 with a look at V3 coming next week. pretty humble beginnings, but they refactored several major systems in the game engine that allowed for new approaches to be taken. i'm not going to pretend to understand all of it, but they're basically explaining how they can have a spherical entity the size of a planet with millions of objects on it all rotate at high speed and still allow players to approach and land on the planet without loading and have it all render to your screen with good performance. it's about 10 minutes and worth the watch.
yeah, i know it's confusing, if i understand it correctly they are selling 2 separate games - Star Citizen MMO, and Squadron 42 Campaign. you can buy either one as a stand alone package for 45 bucks. you can eventually upgrade (for probably 15 bucks) either package to include the rest. so, it's 60 bucks total to own the full base game. you can also buy the combo pack for 60 bucks right now.
go here, pick a ship, buy into the MMO only($45) go here, pick a ship, buy the single player game only ($45) go here for the Aurora Combo (MMO + Single Player)($60) go here for the Mustang Combo (MMO + Single Player)($60)
so, decide if you want the MMO, the Solo game, both, and which starter ship. the most you'd need to ever spend to get the full experience is 60 bucks. everything will be earnable in game, and bigger ships have huge running costs anyway. they are designing the game to be played from the beginning with one of these starter ships, so pledging a bunch and getting something extravagant really isn't the best idea anyway.
and don't forget, they do Free Flys several times a year. there's one going on right now. you can download and test the game and see how it performs on your hardware before you buy. the next couple of updates are bringing in some pretty big optimizations, so if it doesn't have good performance today, check back in a few months and do another free fly.
so, i do highly recommend trying before buying, and i also recommend the base game packages. Aurora over the Mustang, imho as well.
Jubilee Starshine replied with this 3 months ago, 4 minutes later, 10 months after the original post[^][v]#729,535
and don't forget, i have freighters already. they are both large working ships, not small personal transports. everyone interested in the game should consider that joining one of my crews will be good money. i'll be running a cargo hauling freighter, as well as a fuel tanker/collector. the amount of cargo we can run on board the caterpillar will far exceed that which one person can run in a single Aurora or mustang, so the profits will be better. and i think that gas collection will be particularly lucrative early on.
so everyone can, if they're interested, buy into the game and plan to do your early game on board one of my vessels. you won't be risking your own ship or have to worry about buying insurance on cargo or anything like that. if your plan is to focus on a career that's not cargo hauling or involving dog fighting then you won't miss much by skipping the early solo part of the game in your starter ship. your starter will just be your personal transport and as soon as you've earned enough on my crew you can venture off with your wealth and go be a scientist or a farmer or whatever.
Jubilee Starshine double-posted this 3 months ago, 4 minutes later, 10 months after the original post[^][v]#729,536
@729,534 (brie !kGoudaMCFA)
ah, performance is kinda shit for everyone right now. doesn't matter the specs. they've got some horrible performance issues in the PU, they call it server side problems that cause low FPS. the best performance is in Arena Commander solo modes, and Arc Corp. it's better than it's been in the past, but there's a lot of ground they need to cover performance wise.
that's why i really push the free flys, SLI GTX1080s aren't even getting good performance in the PU. but a gtx570 was getting a guy 45 FPS the other day on reddit. so, it's far from optimized.
@729,535 (Jubilee Starshine)
I will join your crew!
@729,536 (Jubilee Starshine)
I am hopefully getting a new computer before the game fully launches but it sounds like it is shit for everyone at least right now.
I am going to download it anyway to see just how bad it runs for me. The recommended specs are a quad core CPU and 8GB RAM, lol.
Jubilee Starshine replied with this 3 months ago, 32 minutes later, 10 months after the original post[^][v]#729,557
@previous (brie !kGoudaMCFA)
awesome, there's still plenty of time before launch so a new computer doesn't have to happen any time super soon. the current dev schedule has them adding career mechanics all through 2017, as well as additional engine systems, and they won't call it beta until they are finished adding mechanics and are focused on bug fixes and optimization and that kind of thing. hopefully 2017 will be the final year of alpha and 2018 will be beta-final release. no idea how long they'll have it in beta, but we do know they define beta as feature complete.
probably by the time they launch a final product things like 16Gb of ram will be pretty standard in most store bought builds. when it comes time i'll do up a post about the minimum spec computer for SC, and the recommended spec computer for SC. i'll list out the kinds of hardware that would support both for a custom built PC as well as talk about what kind of store bought PCs and laptops can run it.
right now 8Gb of ram is minimum spec, but lots of people are calling 16+ recommended. a lot of that is because several of the earlier ships are build on the V1 standard and hog resources like crazy. the new v2 standard the larger ships are using is orders of magnitude less demanding and when they refactor the small ships to that same standard performance will improve across the board and memory use will drop significantly. also having a fuck ton of ram lets you play longer game sessions when there's a memory leak. there've been a lot of those, and 16Gb was the difference between playing for 7 minutes or for near 20. they fix that kinda stuff and suddenly memory usage is back to 2Gb. 16 is usually overkill, but it's really going to be the new standard for gaming going forward.
we also don't really know how many cores will be optimal, they're massively rewriting cryengine to use as many cores as you can cram in there, but clock speed is still important. they say 4 core as minimum spec, but it's being written to run on way, way more. a 6 core with hyperthreading and a high clock speed is what most people are betting on, even the devs, but that'll be for high end specs. but, it's very, very possible that a 3 generation old (at that time) i7-5820k will perform better than a brand new i7-7700k or whatever is the purely fastest chip in the future. brute force may not end up being king, and sacrificing a bit of clock speed and going for extra cores may be the way to go. if that's the case, then it opens up a fuck load of cheaper vintage builds with high end video cards as outstanding options for high end performance.
Jubilee Starshine double-posted this 3 months ago, 3 weeks later, 11 months after the original post[^][v]#734,638
alright. before i become an absolute lunatic and finish storing the names and contact information for my state and federal representatives so i can call their offices on monday and demand as one of their constituents that they must look into Donald Trump's financial conflicts of interest and implore them to fight him on social issues...
I HAVE TO CALL TED ZODIAC CRUZ GOD DAMNIT!
...here's a link to CIG's anniversary live stream! it's a 2 hour spectacle showcasing new ships, a star marine demo, and lots of cool info!
i haven't watched it yet, but i've seen some clips. i can tell you that they are beginning to publish their internal schedule to the backers, which gives us a much more granular look at where they are in patch development. i believe they said they'll be doing this going forward. what it shows is that 2.6 is going into Evocati testing, which will be followed by a scaled release to the PTU, and then a full release. all happening in the next few weeks it seems. so 2.6 is very, very close. i'll watch the stream for more details and mention any big highlights.
right after i finish saving the number for the house oversight committee and looking up John Cornyn's contact info...
Jubilee Starshine triple-posted this 3 months ago, 16 hours later, 11 months after the original post[^][v]#734,792
pictured: the Tevarin
the Tevarin were the first alien species contacted in the Star Citizen Universe. centuries ago, during the Messer Era (messer was an nationalist demagogue turned imperialist once he gained power. something like that. he was a hardcore dictator who terraformed planets and expanded an empire) humans and Tevarin meet. it begins with conflict, both sides calling the other the aggressors. the Terravin were a highly sophisticated technical race, but they were a century behind humans in a few key areas. of course, the Tevarin had tech unknown to humans, but humans ended up being more aggressive. the Tevarin, not used to fighting... terrible maniacs willing to do ANYTHING to win, ended up having their home world and most of their race obliterated. they eventually surrendered, their empire absorbed by the Messers' United Planets of Earth, and their survivors eventually integrated.
they were a very proud warrior species with a refined code of conduct, and it was their downfall. they are based on native american themes as well as samurai and asian influences.
the tech the Tevarin bring to the Star Citizen universe: permeable energy fields, transparent metal, an "antigravity/gravity" type plates. integrating this tech allowed for a new fleet of ships to be designed and the modern day fleet arose from upgrades to those designs. the Bengal carrier uses an energy field door, transparent metals instead of glass allowing for full armor plating, and gravity plating is used throughout the ship. the whole fleet is designed similarly, with smaller ships using shield tech to deflect ballistics and absorb plasma rounds.
what the Tevarin had in abundance was strong defensive tech, what the humans had in abundance were powerful weapons and the willingness to use them with wild abandon. the humans had weapons that could overload Tevarin shields allowing for ballistic rounds to rip the ships apart. Messer employed the use of EMPs to inflict disorder (tevarin ships used cameras and screens, not glass, to see. an EMP made them all blind) and then shred the enemy fleet at his leisure. the Tevarin were able to fight back, however much of this is messer propaganda we'll never know, and many human casualties came from the Tevarin war. but once messer's fleet arrived at the Tevarin Home world the Tevarin last stand was wholly put down, and their world was entirely nuked. a majority of their species was killed, and those that remained surrendered with no more resistance to offer.
squeegee septuple-posted this 2 months ago, 2 weeks later, 1 year after the original post[^][v]#740,006
2.6 is being tested by the early PTU invitees known as the Evocati. the play testing is closed and they are under a NDA but that's not stopping the leaks.
we know quite a lot about what's in there already, we just haven't seen it all in a playable state. there are several new ships, the Drake Caterpillar and the Drake Herald namely, but also the Origin 85x and the Drake Dragonfly.
Star Marine is in there and all of the associated animations and improvements to the player models and general feel of the FPS has been overhauled. currently and in previous patches it's felt clunky because it was unfinished, and these new improvements bring it much closer to a final product. there's now a cover system, vaulting mechanics and a bunch more weapons as well as dedicated "gamified" arena style maps to kick off the game mode. all of the improvements from Star Marine of course apply to everything so all of that will now be doable everywhere as well.
i haven't heard a bunch about performance improvements, but i think it's getting some attention to optimization.
2.6 has been in testing for a few days now, usually they do evocati testing for a week or so, then PTU for a week or two, then general launch to live. they're hoping to have it all launched and running before the holiday break.
next year the focus will shift to 3.0 which will bring a big change in direction. now that most of the under laying systems have been developed they can move to focus on mechanics. first up will be Cargo and Trade. 3.0 will also launch a "mega map." right now the map size is referred to as "large world" because there is an edge to the PU. the PU is the Gas Giant Planet of Crusader and a handful of orbiting moons and space stations. the Mega map will include the entire Stanton System, which is the Star Stanton, several planets each with their own moons and space stations as well as cities and associated landing zones. 3.0 will include a future iteration of Procedural Planets allowing for landing on moons and planets outside of landing zones.
no idea when exactly we'll see 3.0, but i think they are aiming for Q1 next year. whenever it is, it'll at that point really feel like a full fledged game. cargo hauling and trading may not sound super exciting, but it'll drive the whole economy and give everyone something to fight over. it'll still be pretty early to try to dive into, and will be a lot more fun once all the game mechanics are in, but there should be a lot of activity and people to play with and stuff to do once we get the mega map and new mechanics.
squeegee replied with this 2 months ago, 22 minutes later, 1 year after the original post[^][v]#740,020
the 85x is a 2 seat luxury sport craft. when the 890 Jump was developed it was concepted as a little run-about for the luxury Yacht. it's also sold as an independent ship. it's planned to be a competitive racer as well. don't think it has a military variant or even carries anything but countermeasures. it's basically like you say, a luxury sport car for rich folks with yachts.
or it's basically this.
the 325a is more versatile and i think the 300s are getting a rework and the reworks are looking amazing. it'll only get better.
i hope they go back over all the Stage One ships, the aurora and a few others. as i understand it the plan is to continually do passes to keep everything up to the same standard. some of the new ships are just gorgeous. i think the changes they are bringing to the cutlass are right on point. at least externally. it still looks like a cutlass, but man it looks better all around. and hopefully the inside is a bit more functional than before.
i think the plan for the 300s includes as much eventual redesign so it makes sense to carry cargo and where to load it and all that. but it'll fundamentally keep its appearance and sleek look i imagine. it's one of the more fun dog fighters imo. boom and zoom. a real good kill-stealer. let the heavies duke it out and fuck each other up - swoop in and deliver the final blow to one of them and get the fuck out. find another set of heavies duking it out. rinse repeat.
ku replied with this 2 months ago, 9 minutes later, 1 year after the original post[^][v]#740,036
exactly! kill stealing. it's my fav dogfighter even if it's a cheapo. it handles real nice and it's fast and you can see out the dang cockpit. i put 2 badger repeaters on it. formidable!! would like to see cargo make sense tho. plus it has a bed. i can't have a ship with no bed
squeegee replied with this 2 months ago, 58 minutes later, 1 year after the original post[^][v]#740,041
i love the badgers, they're strong. and the 325a has a huge power plant doesn't it? you can probably fire for a long fucking time. i remember running Omniski IVs and the 325a gave a bunch of extra shots over the 300 before needing to recharge. i liked the badgers more though because i could shoot them as much as i wanted and it still wouldn't deplete my shield regen rate or make my maneuvering sluggish. great all around ship. the only thing better are military spec ships, tbh.