Star Citizen: Chris Robert`s new space sim (the Wing Commander guy)

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Fallen Kell

Diamond Member
Oct 9, 1999
6,100
467
126
What's the status on this game? I guess there are 'modules' that you can do?
Yes. The game is currently releasing alpha modules that depict certain final gameplay for bug testing, balancing, rule creation.


Nothing that will carry over into the release I'm guessing?....
Quite the opposite actually. The current hanger module will be used in the game as the player's hanger instances. The current dogfighting module will be in the end game as a space combat simulator as well as a ranked game in the game (think of it like a professional game league like we have today with other sports/e-sports). The racing module will also be a part of the final game as a racing league. The FPS module is planned to be the same as the dogfighting module, in that it will be both a combat sim for training, as well as a game league with leaderboards, ranking, and even possibly betting (just like the others as well).


What's the best way to get your foot in the door for this game? Buy a ship I guess gets you the game at release? Is there a good general ship?

Got a 4 day weekend with the wife and kids out of town so plan to game it up, I re-installed Elite Dangerous but I might give this one a shot since I hooked up the HOTAS and what not.

Well to get into the alpha, you need to support the game at a level that gives you alpha level access. Something like the "Aurora ES" package includes Squadron 42, and Star Citizen digital downloads, as well as beta level access for $35 (as well as an Aurora ES ship). You would then need to add alpha access add-on which I think is something like $5 for each module (i.e. I believe it would cost $5 to add alpha access to dogfighting module, and another $5 to add access to FPS module, etc... I don't know for sure as I had a package which had alpha access included).

There are other packages out there that still include alpha access as a part of it, but most of them will cost you quite a bit more money (I believe the cheapest package that includes alpha access is $1100). Basically you missed the boat for alpha access by about 2 years as all packages back then included it. Now because so many people want in, they are charging for the alpha slots to fund the additional costs incurred for requiring more game server instances to handle the additional people. Still, $40-50 (depending on how many modules you purchase alpha access on) isn't bad considering it includes the game which is expected to retail at $50-60 just like all other AAA games do once it releases.
 
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Red Storm

Lifer
Oct 2, 2005
14,233
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Delays are good. Well, not the delay itself, but being able to delay is good. Instead of an Assassin's Creed/Arkham Knight scenario where big publisher = pushing out an incomplete product, they can simply delay and fix things and make sure it works. I have zero problem with this.
 

rivethead

Platinum Member
Jan 16, 2005
2,635
106
106
Yeah, he talks about the delay in this month's Letter from the Chairman:

https://robertsspaceindustries.com/comm-link/transmission/14803-Letter-From-The-Chairman

Sounds like a lot back engine stuff going on.

I didn't understand about half of that letter. So as a dumb reader, I have to decide: is he feeding me a bunch of over-my-head complex bullsh*t? Or is he giving me a ton of details so that I know exactly what's going on? I've never been burnt by CR, so he gets the benefit of the doubt right now.

I was encouraged by the comment that only 15% of the company is focused on FPS. But I wish he would have told us the % that is focused on new ship creation. If it's more than 15%, then I'm disappointed.
 

ToySoldier

Member
Dec 17, 2003
186
0
76
So, 3+ years and this is still in alpha/beta?

No roughly 2 years.

The kickstarter for the funding wasn't even done until 11/19/2012 (which is when the money was released to them), and even then, it takes another 2-6 months to even hire people to do the work. Something not included in the "average time to make a game" because those are for game studios that already have a team/staff on hand which are simply given the green light to begin work on a project that was pitched and accepted by a publisher. So we are at about 22-24 months of development at this time.
 
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Feb 4, 2009
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No roughly 2 years.

The kickstarter for the funding wasn't even done until 11/19/2012 (which is when the money was released to them), and even then, it takes another 2-6 months to even hire people to do the work. Something not included in the "average time to make a game" because those are for game studios that already have a team/staff on hand which are simply given the green light to begin work on a project that was pitched and accepted by a publisher. So we are at about 22-24 months of development at this time.

Trust me its easier to acknowledge then move on. Don't feed the trolls.
 

Oyeve

Lifer
Oct 18, 1999
21,995
855
126
So what exactly was your point? We aren't on 3 years, and on a project with a scope as large as SC's, we still have a few years left.

My point was I looked at the start of this thread which is dated long ago and asked if it was still in alpha/beta.
 

JSt0rm

Lifer
Sep 5, 2000
27,399
3,947
126
My point was I looked at the start of this thread which is dated long ago and asked if it was still in alpha/beta.


Dont break the bubble ;) It is far more entertaining to watch this whole thing when you let it happen naturally...

Poke fun yes. Break the bubble no.
 

JSt0rm

Lifer
Sep 5, 2000
27,399
3,947
126
No roughly 2 years.

The kickstarter for the funding wasn't even done until 11/19/2012 (which is when the money was released to them), and even then, it takes another 2-6 months to even hire people to do the work. Something not included in the "average time to make a game" because those are for game studios that already have a team/staff on hand which are simply given the green light to begin work on a project that was pitched and accepted by a publisher. So we are at about 22-24 months of development at this time.


eA4mfZr.png


One of the more common service requests is for a mixed drink. Passengers key in their order through ICES, which immediately transmits that information to the MixMaster associated with that particular section.

The MixMaster is connected to eight different beverages and has a rotating set of nozzles. Pressing one of the eight associated buttons causes the corresponding beverage to dispense until the button is released. Alongside the seat of the passenger that ordered the drink and the time remaining before a reputational penalty starts to accrue is the formula for the desired concoction. A formula such as 1-1-4-8 would indicate that two parts beverage 1, one part beverage 4, and one part beverage 8 are required. The quality of the drink – displayed on the MixMaster – is determined by how accurately the portions were allocated. If the player isn’t happy with the quality of the drink they can simply press a key to discard it and start anew, but ships carry a limited supply of beverages so this tactic should be used sparingly. Upon acceptance of a drink it is moved to a conveyor belt on the side. Thus, players can prepare multiple drinks in a row and then move to deliver them, or one player can mix the drinks and another can focus on getting them where they belong.

While a passenger in Coach would be fairly forgiving with regard to slow delivery times and a poor mixture quality, travelers in Business Class and up would expect much more, and repeatedly disappointing them would have an adverse effect on their opinion of the flight, and ultimately the player’s reputation.

croberts,

make the game.

this is a lawyer.
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91


Why is it "shit?" On the onset of the project, the main theme was to create a living universe - commercial transport would be critical, and I can see a lot of people getting into it. It's just another career option....nobody is going to force you to become a commercial pilot, and not everybody wants to be a dogfighter or a military trooper.
 

RampantAndroid

Diamond Member
Jun 27, 2004
6,591
3
81
Why is it "shit?" On the onset of the project, the main theme was to create a living universe - commercial transport would be critical, and I can see a lot of people getting into it. It's just another career option....nobody is going to force you to become a commercial pilot, and not everybody wants to be a dogfighter or a military trooper.

I suppose people also find train simulator a ton of fun...but if their priorities include mixmaster 9000, well....I think their priorities are such that the game will not be any good.

I find that often times, you either focus on doing one thing very well, or doing a ton of things, but not doing a great job on any one of them.

https://www.youtube.com/watch?v=98Dw1H7aPAM
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
I suppose people also find train simulator a ton of fun...

As someone who really enjoyed Euro Truck Simulator, I guess I "get it." ;)

Looks to me like the drink options / etc. just exist as a customer satisfaction strategy (you can restock in exotic locations with rare drinks). You'll just be hiring NPC flight stewards to run all that stuff anyway. It's just a set of options (among other ship attributes) that you can improve to create more demand and hire prices for your services.

I understand the concerns about "focus" though. I guess we'll see when the game is released.
 
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JSt0rm

Lifer
Sep 5, 2000
27,399
3,947
126
As someone who really enjoyed Euro Truck Simulator, I guess I "get it." ;)

Looks to me like the drink options / etc. just exist as a customer satisfaction strategy (you can restock in exotic locations with rare drinks). You'll just be hiring NPC flight stewards to run all that stuff anyway. It's just a set of options (among other ship attributes) that you can improve to create more demand and hire prices for your services.

I understand the concerns about "focus" though. I guess we'll see when the game is released.

read the copy. Npc's dont run anything - players run drinks. This is a multi-player flight attendant mini-game built into the ever increasing impossible everything game.

ill make it easy

Thus, players can prepare multiple drinks in a row and then move to deliver them, or one player can mix the drinks and another can focus on getting them where they belong.
 

RampantAndroid

Diamond Member
Jun 27, 2004
6,591
3
81
read the copy. Npc's dont run anything - players run drinks. This is a multi-player flight attendant mini-game built into the ever increasing impossible everything game.

ill make it easy

This is how I interpreted it, hence why I rolled my eyes. If it's something NPCs do, and you have to manage employees...I'll groan less. But if it's something the player must do (rather than focus on you know....space things) then I'll keep rolling my eyes (and my wallet will remain in my pocket.)