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

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TechBoyJK

Lifer
Oct 17, 2002
16,701
60
91
Frontal_whiteroom-1.png
 

Stringjam

Golden Member
Jun 30, 2011
1,871
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For me, anyway, the most exciting thing about seeing the 85X wasn't the 85X - - it's looking forward to seeing what they're going to do with the 300x rehash based on that level of fidelity. My 315P and 350R are anxiously waiting. ;)
 

Sabrewings

Golden Member
Jun 27, 2015
1,942
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For me, anyway, the most exciting thing about seeing the 85X wasn't the 85X - - it's looking forward to seeing what they're going to do with the 300x rehash based on that level of fidelity. My 315P and 350R are anxiously waiting. ;)

My concern is that the Origin day announcement said the 300s are due a "polish pass" or similar. Sounded less like a rework and more of a cosmetics update. They desperately need a full rework.

Edit: Found the quote.

They will recieve a polish update to bring them to current standards in the future.
 

Seba

Golden Member
Sep 17, 2000
1,482
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That could be because they intend to keep old (current) 300 series, old Aurora series and old Hornets models in-game, with only minor adjustments (such as re-made damage states).

The re-designed 300, Aurora and Hornet ships will come later, as Mk. II. And the current owners might not get them.
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
That could be because they intend to keep old (current) 300 series, old Aurora series and old Hornets models in-game, with only minor adjustments (such as re-made damage states).

The re-designed 300, Aurora and Hornet ships will come later, as Mk. II. And the current owners might not get them.

Ugh....I hope that's not the case. The 300, of all the early ships, is in the worst need of a real redesign. Hoping that doesn't just get "Mk 2'd" and not end up in current owner's hands (or any Mk.II ship). I haven't seen anything solid on that yet, but leaving current owners with the old, horrible design sounds like a pretty bad call.
 

Seba

Golden Member
Sep 17, 2000
1,482
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They avoid clarifying that subject.

And when you see the price increases for the newly introduced "ship variants" (same ships, different skin/colours and different default weapon loadouts + LTI at their introduction sale), it gives you more reasons to worry that you will not get (for free) the Mk. II models if you currently have a 300, a Aurora or a Hornet ship.

Also Ben hinted in a recent tweet that Super Hornet will have a price increase (again, with no further details on what does that mean: same ship, new "variant", re-designed ship).
 

Sabrewings

Golden Member
Jun 27, 2015
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With the Connie redesign all owners received the Mk 4s while Mk III is still a thing in lore. I doubt they'd alter that formula.

My concern is that a legitimate rework is pretty far down the pipe for them.
 

Seba

Golden Member
Sep 17, 2000
1,482
136
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With the Connie redesign all owners received the Mk 4s while Mk III is still a thing in lore. I doubt they'd alter that formula.

My concern is that a legitimate rework is pretty far down the pipe for them.
In that case, the old model was NOT kept in game, so naturally everybody got the new model. It is a big difference.

If they do not change their minds, 300, Aurora and Hornet will keep the old models in-game, alongside the new models. They did not done something like this before, so there are no prior cases to use as reference of what might happen.
 

Sabrewings

Golden Member
Jun 27, 2015
1,942
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If they do not change their minds, 300, Aurora and Hornet will keep the old models in-game, alongside the new models. They did not done something like this before, so there are no prior cases to use as reference of what might happen.

Do you have a link where they said they will do it that way? I wonder if something is out of context. It makes no sense to keep the current models in game. They look as bad if not worse than the Connie Mk III. The current models should at least be brought up to their current detail targets as indicated in the Origin Day announcement.
 

Seba

Golden Member
Sep 17, 2000
1,482
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Watch (and listen) starting from 4min:20sec up to 6min:50 sec, with the most important part at about 6min:30 sec:

 

Sabrewings

Golden Member
Jun 27, 2015
1,942
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Watch (and listen) starting from 4min:20sec up to 6min:50 sec, with the most important part at about 6min:30 sec:


That's really disappointing for those ships. The current models are sub-par. It doesn't hold that an older model Hornet looks appropriate as a lower detail and lower poly ship. Older looking based off style and wear is fine, but if it looks like it's from another game quality-wise it will stick out.

Pretty poor way to handle it, IMO.
 

SLU Aequitas

Golden Member
Jul 13, 2007
1,252
26
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I'm actually ok with multiple variants, especially as they mentioned that they would be getting the damage shaders. I'd also assume they'd get other general tech updates, just no changes to the general model.
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,036
429
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I'm actually ok with multiple variants, especially as they mentioned that they would be getting the damage shaders. I'd also assume they'd get other general tech updates, just no changes to the general model.
I would guess there would be a slight pass done updating some of the model because it will most likely be needed to add in the damage states. It will most likely continue to look the way they currently do, but may have some minor tweaks to the mesh to create the appropriate damage layers.

Personally I like the idea of having some slightly different variants. I mean, the hornet is suppose to be a ship that has been in use for 200+ years. You would expect some changes to be made along the way...
 
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Seba

Golden Member
Sep 17, 2000
1,482
136
106
That's really disappointing for those ships. The current models are sub-par. It doesn't hold that an older model Hornet looks appropriate as a lower detail and lower poly ship. Older looking based off style and wear is fine, but if it looks like it's from another game quality-wise it will stick out.

Pretty poor way to handle it, IMO.
I agree. With enough negative reactions, maybe they will abandon this plan.

There may be a place for "different year models", but only after the game is released, not at this stage.

The problem is that they could see this as a major income source. Just look how much they charge extra for the newly introduced ship variants, that are the same ships, but with a different skin/color scheme.
 

Sabrewings

Golden Member
Jun 27, 2015
1,942
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I was reading through that earlier this morning. Really neat stuff. I started reading through it on Github, and while I felt a bit out of my element on it it seemed impressive what I did understand. From what I've seen of CryEngine's netcode, this is entirely next level.
 

rivethead

Platinum Member
Jan 16, 2005
2,635
106
106
If you want answers to many questions, watch today's Town Hall Q&A with Tony Z. He gives answers. Lots of them. And very few have anything to do with combat.....

Summary stolen from the forums:

Eschatos | Eschatos said:
[hide]
[source]
Here's my summary of TZ's interview.

Quantum interdiction requires an illegal device, and using it makes you a target for the local authorities. Interdiction involves setting parameters that govern how much power you use (how strong of a signal you put out), how close a ship gets pulled out of quantum to you and how long it takes them to re-enter QD. They want to allow a service beacon call to have a reasonable prospect of a rescue, and mitigating that to have consequences or trade offs in terms of risk.

Quantum speeds aren’t locked down yet but they’re probably looking at ‘multiple minutes’ to go between points of interest. 0.2c to 0.35c, somewhere in that range.

Quantum linking will allow multiple players to jump to the same coordinates. May be determined by the mission or party mechanics, and is needed for doing escorts properly.

The more you explore and branch out the more varied of an experience you will have - this requires "an astronomical quantity of content."

Scripted storyline missions exist but are very expensive, with limited replay value. Many missions will be built by creating the individual component pieces and algorithmically stringing them together. A player can choose to do a single mission or find the key that continues the thread of the mission chain for 3 or 4 additional missions - if it goes on for too long it starts to lose meaning. Tony calls this "object-oriented content," making all the little things you see going on around you feel like they have a purpose and aren’t just arbitrarily placed.

Some NPCs will react to you based on your org, rep and other affiliations.

Talking to important, named NPC quest givers was compared to lining up to talk to the Godfather (lol). lnteractions might be managed by making players go through an intermediary first. Players could be removed by security if they harass the quest giver or try to grief other players by monopolizing an NPC.

Outside of a few big areas in cities like Terra, exploring every landing zone like GTA is not in the plan, it’s not that type of game. They’re aiming for more quantity of cities and landing zones that each feel unique and high quality. Clothing, commodities and prices will be dramatically different based on proximity to factories, refineries or manufacturing facilities, and different types of missions will be available at each location. Landing zones are designed to encourage social interaction and grouping.

"3.0 is absolutely huge." NPCs will appear in 3.0 but not as crew members yet. That will come at least a few ‘point’ releases later. They’re still working on the hiring system, AI logic, skills, command interface, what happens when they die, etc.

Currently there’s no plan to limit the amount of hangars a player can have.They may rent or sell them outright. It’s possible they’ll have temporary storage spaces at any landing zone to allow players to do some speculation locally. Hoarding is possible but risky, you may take a loss. If you stockpile copper because you think a war is coming and the price will go up, other players may work to prevent the conflict.

There will be a back end infrastructure that ties shopping into the rest of the game economy. Behind the scenes is a service that determines what the store’s inventory is and how it is impacted by events (managed through the galaxy server). Prices will vary based on supply and events such as a factory’s freighters being cut off.

Tony would like to see events like IAE be tied into the fiction as much as possible, the goal is still to have live updates on the news reacting to what happens in the PU.

Between occupations there will be a lot of overlap and involve a lot of different skills. Medical gameplay in the schedule is classified under Rescue. Cargo and information are both classified as transport but each can require different skills and tools. Activities will be dramatically different in terms of the challenges so players can share tasks and participate in what they like.

It should be quite easy to hide. We don’t want you to just hit a button and have everything visible to you. It should be difficult to know everything that’s around you.

They're already heading in a different direction from the golf swing. Long range scanning involves collecting radiation over a period of time, noting interesting anomalies, focusing in and eventually getting some detailed feedback. As opposed to short range, it should be much more difficult to master. They’re aiming for a fairly intellectual exercise and a much more skill oriented challenge than short range, that’s going to reward players who put in the time to learn what a specific type of anomaly looks like under certain conditions when viewed through a specific spectrum.

They’re borrowing a lot of concepts from real world astronomy, radar and so on. Currently they're looking at analyzing different areas/types of electromagnetic spectrum such as infrared, visible and x-ray. IR, for example, isn’t obscured by gas and dust but is fairly low res, and you’ll need to be good at cooling to minimize interference. X-ray spectroscopy will pick up radiation readings from shields, energy weapons etc. and be able to flag large ships but will be limited in terms of identifying specifics. Details like exposure time and fields of view will have an impact.
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91

Good chance we'll see it this year, then - - barring some real buggars during the testing.

I'll probably be patient and wait until it hits full LIVE status. I imagine the builds are going to come fast and furious during the PTU phase, and I have a data cap now. Grrr...
 

Sabrewings

Golden Member
Jun 27, 2015
1,942
35
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I'm hoping they push to PTU soon. I have some free time coming up and would love to play it. I haven't been too excited about SM, but I'm really liking what I'm seeing thus far. Looks fun. I prefer a more tactical shooter and this seems to scratch that itch.


Hacked together offline walkthrough by a non-Evocati backer:

 
Feb 4, 2009
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I'm still not getting the purpose of the FPS module. I get the idea there will be missions to complete like the above video but what happens when you die, do you only have one life to complete the mission? Same with boarding a ship, do you only have one life? What happens to your ship? What happens if 3 Ballers are defending a ship and 2 die?
 

TechBoyJK

Lifer
Oct 17, 2002
16,701
60
91
I'm still not getting the purpose of the FPS module. I get the idea there will be missions to complete like the above video but what happens when you die, do you only have one life to complete the mission? Same with boarding a ship, do you only have one life? What happens to your ship? What happens if 3 Ballers are defending a ship and 2 die?

The FPS module is a 'simulation'. It's not for missions. It's basically Unreal Tournament.

It's for FPS fighting without the need to login to the PU, taxi your ship, fly somewhere and start a fight. If I want to go to Kareah for FPS, it can take me 15 minutes to get inside, only to be shot and have to start over.

Just like Arena Commander, Star Marine is for instant action.