1. #8081
    this probably one of the coolest games i've ever seen.

    it matches so much the fantasies i often have about a future full dive VR game for star wars.

    idk if i'll ever actually get to play it, but i'd absolutely love to. i could see people doing what i'd always envisioned(in a game with AI that's human-ish), getting together a small crew to be pirates. have a relatively small to medium size, fast freighter and some fighters to follow it and raid people's huge ships for their cargo and then flee. make your base on some random asteroid, and go there to divvy out the loot. fuck, it'd be sick.

    could you feasibly take people hostage even? ransom them back to their friends? guess that'd only be a thing if there was permadeath, and that's hard to have in an mmo.

  2. #8082
    Quote Originally Posted by derpkitteh View Post
    could you feasibly take people hostage even? ransom them back to their friends? guess that'd only be a thing if there was permadeath, and that's hard to have in an mmo.
    As I understand it, when it comes to bounty hunting, when you capture a player, that player leave possession of their body (which becomes AI control and led by the bounty hunting player to jail) and wakes up in jail as they are being released. I don't believe it is possible to play with your hands restrained.

    As for "permadeath", read "Death of a Spaceman". The plan is for a limited form of permadeath. When you create a character, you name a beneficiary (another character you make up, like a daughter or a friend, not another player). Your character can die a few times, each death inflicting permanent injuries to the character and leaving scars. Then, that character will actually die for real, and you will recreate a new character who receives your old character's inheirtance.

    Quote Originally Posted by Chris Roberts
    When you venture out into space proper, you do put your character at risk, but it will be a long term one, not an immediate one.

    If you lose a dogfight and your ship is going to blow, you have a few seconds to eject. If you manage to eject safely and someone doesn’t blast your ejected avatar, you won’t have even used a “life”. You’ll end back up at the last planet you docked on, with a new ship courtesy of SystemWide Insurance. You’ll have lost your cargo and any upgrades (unless you managed to insure those and you were destroyed in a system with a risk level at or below your insurance rating)

    If you don’t manage to eject in time, or someone blasts your ejected character (which carries a harsh penalty if you do this in “civilized” space), your badly charred and almost dead avatar is recovered and you wake up in a med bay.

    This is also true if you are killed in a boarding action and your teammates can’t or don’t recover you. If this happens it is assumed that your dead body was evacuated into space and then recovered.

    Every “death” creates wear and tear on your body. Depending on where you were hit and how you died, your character may require a new body part, which can either be cybernetic or organic. Eventually after too many deaths, your character’s body will just give out, and instead of waking up in a med bay, you’ll be attending the funeral of your fallen character from the eyes of the beneficiary you specified when originally creating your character. If your old character has done something noteworthy (akin to an in-game achievement), his headstone might read “Here lies Chris, discover of the Orion 2 jump point, slayer of the Dread Pirate Roberts, and a Citizen of the First Order.”

    There will also be opportunities to regain some lives or do a reset. Some of this could be through in-game missions or it could just involve paying a lot of money to a specialist on a remote med planet that is doing stem cell research.

    Because of how Star Citizen works, the death of your character is not as catastrophic as it would be in a traditional RPG. If you want to think about it in terms of RPG conventions, the character that you are leveling up and customizing is really your spaceship. Your avatar is really just a visual representation of your in-game character, and because Star Citizen is skill based, the loss of your character is more a cosmetic and textural outcome, especially as almost all of the assets you’ve worked hard to accumulate pass on to the beneficiary that you specified when creating your original character.

    Reputation and faction alliances pass on to your new character, but slightly diminished. If your original character was a pirate, then the new one will also be aligned with pirates, but not as much and will still be on the UEE watch list. No slate will be wiped clean, but if you want to change your allegiances, this would be the start. This matches life, where the son of a criminal has to deal with the bias of people thinking he is going to be like his father, or a son of a cop is assumed to be on the side of law and order.

    What I like about this system is that it creates a sense of mortality and history. No one’s character will die right away. It will take some time to get to that point, but players will feel a sense of risk and so will think twice before needlessly risking their lives, as they don’t want to burn through their “lives”. You’ll also be able to see visually how battle scarred someone is – perhaps having an eye patch or a cybernetic arm could be a badge of pride that you’ve been to war and survived.

    When a character finally does shuffle off the mortal coil, the player hasn’t lost what he has really put in the game time to build up – his ship(s), equipment and other assets. These pass to the next of kin / beneficiary. And there is a successor to carry on the family legacy or to avenge the deceased character. (“My name is Inigo Montoya. You killed my father. Prepare to die!”) This will hopefully create a competition between players to see how much they can achieve in the life span of their current characters. The ones that achieve greatness via killing a Star Citizen unique NPC or taking part in a unique event, like discovering a new jump point or system, are recorded in the Galactapedia and become part of the universe lore and history.
    - - - Updated - - -

    Quick VTOL mode control guide

    • When you fly slow enough within atmosphere, your ship will switch from the "plane" flightmode you're used to, to a "helicopter" flightmode where your stability will be delicate. Tilt your ship forward to move forward.
    • Hold X to level out your ship with the horizon.
    • Hold the Alt key and scroll your mouse wheel to alter your thruster's power (different from the max speed you set with scrolling your mouse wheel without alt held down). If you lower your ship's thruster output while flying, you will begin to descend. If too much, you will fall out of the sky. To remain airborn, your thrust either needs to be enough or you need to be flying at high speed to maintain lift.


  3. #8083
    Quote Originally Posted by Val the Moofia Boss View Post
    As I understand it, when it comes to bounty hunting, when you capture a player, that player leave possession of their body (which becomes AI control and led by the bounty hunting player to jail) and wakes up in jail as they are being released. I don't believe it is possible to play with your hands restrained.

    As for "permadeath", read [URL="https://robertsspaceindustries.com/comm-link/engineering/12879-Death-Of-A-Spaceman"]"Death of a Spaceman"[URL]. The plan is for a limited form of permadeath. When you create a character, you name a beneficiary (another character you make up, like a daughter or a friend, not another player). Your character can die a few times, each death inflicting permanent injuries to the character and leaving scars. Then, that character will actually die for real, and you will recreate a new character who receives your old character's inheirtance.
    wow, that sounds really cool. i think i'd have my friend shoot my arm off for a cybernetic just to look cool.

    man, i just love the idea of being a complete asshole of a pirate, stealing everyone's shit and running off to the deepest pit of space i can get to. maybe eventually work up to being a whole fleet of pirates, with huge ships and capable of raiding any trading guilds for their shit. get to the point where they pay insurance against you because there's just so many of you that it's not viable to fight.

  4. #8084
    Bloodsail Admiral Odeezee's Avatar
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    Quote Originally Posted by derpkitteh View Post
    wow, that sounds really cool. i think i'd have my friend shoot my arm off for a cybernetic just to look cool.

    man, i just love the idea of being a complete asshole of a pirate, stealing everyone's shit and running off to the deepest pit of space i can get to. maybe eventually work up to being a whole fleet of pirates, with huge ships and capable of raiding any trading guilds for their shit. get to the point where they pay insurance against you because there's just so many of you that it's not viable to fight.
    that is the option they are building out the gameworld and mechanics to provide. it is a Sandbox+Themepark hybrid so there will be structured content and player generated content. there are already Beacons which players can use to set up missions other players and eventually NPCs can accept. so your Beacons can be on the up and up, or as you described how you like to play, duplicitous af! haha.
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  5. #8085
    Quote Originally Posted by Odeezee View Post
    that is the option they are building out the gameworld and mechanics to provide. it is a Sandbox+Themepark hybrid so there will be structured content and player generated content. there are already Beacons which players can use to set up missions other players and eventually NPCs can accept. so your Beacons can be on the up and up, or as you described how you like to play, duplicitous af! haha.
    lol, set up a beacon to lure unsuspecting people over and then force them to either give up their stuff or kill them and take it. that'd be sick.

    could form a code of conduct for the other pirates, a grudge system i guess you could call it. remember the names of people we extort, and dole out punishments based on how much they resist. highest level resistance = you're hunted and killed repeatedly until your life limit is out, mid tier resistance = you're hunted and hounded until you can't really achieve much, but aren't killed. that kind of shit.

    i just wonder if you'll be able to ransom the npcs if you capture them?

    ah, but thinking about all this just makes me crave full dive all the more. this'd all be a lot more intense if you experienced it as though it was real life, maybe they could even make death uncomfortable in some way to really encourage people to be careful about it.

  6. #8086
    Quote Originally Posted by derpkitteh View Post
    lol, set up a beacon to lure unsuspecting people over and then force them to either give up their stuff or kill them and take it. that'd be sick.

    could form a code of conduct for the other pirates, a grudge system i guess you could call it. remember the names of people we extort, and dole out punishments based on how much they resist. highest level resistance = you're hunted and killed repeatedly until your life limit is out, mid tier resistance = you're hunted and hounded until you can't really achieve much, but aren't killed. that kind of shit.

    i just wonder if you'll be able to ransom the npcs if you capture them?

    ah, but thinking about all this just makes me crave full dive all the more. this'd all be a lot more intense if you experienced it as though it was real life, maybe they could even make death uncomfortable in some way to really encourage people to be careful about it.
    in high sec space it will go with your criminal status on how good the patrols will be chasing you, so if your max status your unlikely to survive a fight with a patrol unless your in a substantial ship like a hammerhead at the minimum, there is going to be laws of which will affect your status also and can result in fines to capture/death, and if you are criminal status and you set a beacon a player should drop out at a good range and will see if your a criminal or not, it shouldnt be as easy as some games to be a pirate in SC but it will be fun if thats your playstyle.
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  7. #8087
    Reading through this, you see that it doesn't matter if Roberts never delivers a real game. The fantasies of what they'll be able to do if he ever does are enough. I give the guy credit, literally selling dreams.

  8. #8088


    Quote Originally Posted by kenn9530 View Post
    in high sec space it will go with your criminal status on how good the patrols will be chasing you, so if your max status your unlikely to survive a fight with a patrol unless your in a substantial ship like a hammerhead at the minimum, there is going to be laws of which will affect your status also and can result in fines to capture/death, and if you are criminal status and you set a beacon a player should drop out at a good range and will see if your a criminal or not, it shouldnt be as easy as some games to be a pirate in SC but it will be fun if thats your playstyle.
    ^

    As it is right now, if you are flying a small ship (Freelancer/Cutlass size or below), you should be able to pretty easily quantum travel away from danger. If you notice a hostile ship approaching you within 15 KM, you can escape no problem or with light damage. However, if you try to stick around for whatever reason (trying to land or pick up cargo or a passenger in space, finishing mining, etc), there's a good chance you're going to be blown up.

    If you fly a ship larger than a Freelancer/Cutlass, then the situation changes. You can't easily evade gunfire and it takes longer to spin up your quantum jump drive, but you have thicker shields that will give you more time. A pair of 300is attacking a Constellation aren't going to take down its shields before it QTs away, but that won't stop them from interdicting the Constellation, which massively extends the QT spinup time, in which case that Constellation is in real trouble if they don't have people manning the turrets.

    There are also EMP weapons in the game right now that deal minimal hull damage, instead sapping away the target's shields and power until they are rendered powerless and leaving them drifting in space. When docking mechanics are implemented, that'll be your go-to method for capturing ships and its cargo. Alternatively, you can use the ingame VOIP (also ingame right now) to demand your victim that they jettison their cargo or risk their ship being blown up, and the scoop it up yourself.

  9. #8089
    Quote Originally Posted by Tertullian72 View Post
    Reading through this, you see that it doesn't matter if Roberts never delivers a real game. The fantasies of what they'll be able to do if he ever does are enough. I give the guy credit, literally selling dreams.
    Yeah, he really did find a gold mine. Even if the project fails, the guy is a millionaire.

  10. #8090
    Bloodsail Admiral Odeezee's Avatar
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    3.6 is out of PTU and on the main alpha test for all backers:



    Krueger Intergalactic slight rework to the Merlin and introduction of the Archimedes to the 'Verse:



    A look at the dev process in making the new Ballista mobile missile platform and the R&D for melee combat coming into the 'Verse down the line:

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  11. #8091
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    Quote Originally Posted by Odeezee View Post
    3.6 is out of PTU and on the main alpha test for all backers:
    Ground vehicles comming along awesomely. Can't wait for more updates for engineers and Base building for the ground vehicles to protect lol
    Omians- 70 Troll Enhancement shaman, Emerald Dream

  12. #8092
    Quote Originally Posted by Omians View Post
    Ground vehicles comming along awesomely. Can't wait for more updates for engineers and Base building for the ground vehicles to protect lol
    at the moment there is only one ship capable for building bases and its probably gonna be in the 20 plus million price range so it can provide a nice income for anyone wanting to jump onto the base building trades.
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  13. #8093
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    Quote Originally Posted by Omians View Post
    Ground vehicles comming along awesomely. Can't wait for more updates for engineers and Base building for the ground vehicles to protect lol
    yeah, they still need to fix the visibility on the Cyclones. they sit too low and have too long of a hood to see ahead very well. the URSA is pretty good except for a few issues with metrics that need to be sorted out to remove some clipping while traversing into the cockpit. the Dragonfly and Nox hoverbikes need A LOT of love to get them to where the devs want them to be and the players can have fun with and enjoy. they also still have too many bugs that need to get sorted out like jumping all over the place when you are stationary. the Ballista are pretty decent except for the fact that they lack any type of suspension so they cannot go over rocks and they need to allow players the ability to select the missile(s) and in what order to fire as well as the number to fire per volley and then fix the launch animation of the missiles and that vehicle is sitting pretty. i am really looking forward to the Ranger wheeled bikes, but i have no idea when to expect those. i am hoping for a surprise patch with them in there.
    Quote Originally Posted by kenn9530 View Post
    at the moment there is only one ship capable for building bases and its probably gonna be in the 20 plus million price range so it can provide a nice income for anyone wanting to jump onto the base building trades.
    i can see small orgs pooling money and actually renting one to build their bases up as opposed to outright owning one. but as always it depends on the needs of people and their orgs.
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  14. #8094
    Bloodsail Admiral Odeezee's Avatar
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    this is such a dope in-engine cinematic. if i had to guess i would say that the devs who made it are part of the Squadron 42 Cinematics team. really good stuff.



    Not sure if this is the Shipjacker armor or not, but this looks is dope af!

    https://i.imgur.com/YLmy5HVh.jpg

    the imposing gargantuan that is the Reclaimer with a couple of Ballistas out front. the atmosphere set by those floodlights doe...

    https://i.imgur.com/H6THpg6h.jpg
    Last edited by Edge-; 2019-08-01 at 03:52 PM.
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  15. #8095
    Anyone new reading here; if you hate bugs don't buy this game yet. There is still much to go with missions, people who paid more than you have better ships that you can hardly compete. Game is balanced according to your wallet.
    Commodore games had better UI. Waiting to be fixed.
    If you like Elite Dangerous; you will like SC more, feeling is deeper, landing on dark sides of planets with wrecks around has a deep feeling.
    Game still needs at least a year to be something, thats if more bugs don't occur which happens with each patch of course.

  16. #8096
    https://www.reddit.com/r/starcitizen...regarding_the/

    Disappointment starting to ramp up again in the community. People have been slowly noticing how the roadmap update cut things each time a new one was out.

    It's time to face it, Star Citizen simply didn't happen, and we'll be lucky if we see a SQ42 even worth playing.

  17. #8097
    Quote Originally Posted by Majestic12 View Post
    https://www.reddit.com/r/starcitizen...regarding_the/

    Disappointment starting to ramp up again in the community. People have been slowly noticing how the roadmap update cut things each time a new one was out.

    It's time to face it, Star Citizen simply didn't happen, and we'll be lucky if we see a SQ42 even worth playing.
    Why is that every year there's this rambling of "eminent doom, 90 days collapse" from the same die hard haters only for nothing to come out of it?

    When will they realise that it's "face it"

    Every roadmap in game development suffers delays or changes in priority, it's part of the process of making games. This is "news" if you haven't followed how any other game is made.

    It's time to face it, Star Citizen is not only happening but is already the best space game experience for people that enjoy multiplayer action. And it's only getting better and better.

    This useless push for "drama" based on hot air appears like clockwork every year from the same ones again and again. Just another round of wasted time and energy finding reasons to hate on Star Citizen.

  18. #8098
    Pandaren Monk Bugg's Avatar
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    Just watch the jpgs. They are solid proof of how good this fabled software product is.

  19. #8099
    Quote Originally Posted by Fid View Post
    Just watch the jpgs. They are solid proof of how good this fabled software product is.
    Or just watch the gigantic ammount of footage from people enjoying the game on youtube and twitch:







    Crying about jpgs was already a dumb thing to do back in 2015 now it's just plain idiotic.

  20. #8100
    Quote Originally Posted by Fid View Post
    Just watch the jpgs. They are solid proof of how good this fabled software product is.
    the game is already more of a game than other space types and it still needs much work done, if your gonna troll at least do it better.
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