Backstage - OOC Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

that the Solteur-class titans are not the same as the Erebus-class titans piloted by Capsuleers?

Pages: 1 ... 30 31 [32] 33 34 ... 44

Author Topic: Star Citizen - from the producer of Wing Commander  (Read 101360 times)

Lyn Farel

  • Guest
Re: Star Citizen - from the producer of Wing Commander
« Reply #465 on: 30 Apr 2015, 12:40 »

Oh, I thought the weapon size reduction if you use a gimbal was just an idea they had, and not an actual implemented feature... I also thought gimbal slots were for gimbals and not fixed weapons.

Well that's already better. As long as gimbals don't get the upper hand over the advantage given by fixed weapons, i'm fine (which is not the case atm if size 1 and 2 are the best).

For huge ships with gunners, what you are essentially telling me, is that added to the fact that small fighters range will be very limited, they will also get shredded to pieces by bigger ships ? What's the point of small ships then ?
Logged

Silas Vitalia

  • Demigod
  • Offline Offline
  • Posts: 3397
Re: Star Citizen - from the producer of Wing Commander
« Reply #466 on: 30 Apr 2015, 15:45 »

Oh, I thought the weapon size reduction if you use a gimbal was just an idea they had, and not an actual implemented feature... I also thought gimbal slots were for gimbals and not fixed weapons.

Well that's already better. As long as gimbals don't get the upper hand over the advantage given by fixed weapons, i'm fine (which is not the case atm if size 1 and 2 are the best).

For huge ships with gunners, what you are essentially telling me, is that added to the fact that small fighters range will be very limited, they will also get shredded to pieces by bigger ships ? What's the point of small ships then ?

It's not quite so straight forward,

What I mean is that very good solo dogfighters that are kicking ass in AC will not necessarily be deadly against larger ships. Right now in AC it is hard to imagine anything else because the fast good fighters often kill everyone.

Fighters are going to be great for a lot of things. Recon, command and control systems (some of the fighters will have dedicated tactical equipment to relay battle info to larger ships), Killing other fighters and defending larger ships from attacks, and escorting bombers especially.

The thing with the turrets is they can still be destroyed, some of them are more point defense for torpedoes, but yes a lot of them will be able to hurt fighters very badly.

If you are launching torpedo ships against a capital ship, you probably still need fighters to kill the bombers, and fighters to kill the fighters protecting the bombers.

If you are under attack by pirates, you can definitely use local fighters to come help, etc.

Ship range we don't know enough about yet, but they've been very vocal about some ship varieties being able to do long range work, compared to many other ships not being able to do so.  So something small like a regular Mustang will not be flying across 3 jump points to pew pew your cargo ship, but one based out of a nearby asteroid hangar might be waiting for you when you arrive in system.

I think their sort of rule of thumb design goal was that something like a constellation (a trading/exploring ship roughly about the size of the millenium falcon) would be able to handle 3 or 4 hornet fighters by itself.  I think that ship has 3 or 4 turrets.

Based on the size of those guns and how much they currently hurt things in AC that seems about right, if more than one turret got a good bead on you they could pop you pretty fast.

Logged

Silas Vitalia

  • Demigod
  • Offline Offline
  • Posts: 3397
Re: Star Citizen - from the producer of Wing Commander
« Reply #467 on: 01 May 2015, 20:45 »

@ Gwen (and a few of you still reading this thread)

New PTU patch they finally, finally started optimizing load times.  So hangar to flying is like 15 seconds on this clip instead of the usual 2 minutes of hell.  yay!

https://www.youtube.com/watch?v=f01rly0cGto&feature=youtu.be
Logged

Lyn Farel

  • Guest
Re: Star Citizen - from the producer of Wing Commander
« Reply #468 on: 02 May 2015, 02:28 »

Well, that's fortunate... That's great, I just have to download 1Gb instead of the usual 25...
Logged

Silas Vitalia

  • Demigod
  • Offline Offline
  • Posts: 3397
Re: Star Citizen - from the producer of Wing Commander
« Reply #469 on: 02 May 2015, 12:14 »

The file sizes are absolutely too big they don't spend any time trimming things down.  There was some thing a while back about the final game probably being like 100gigs or something. Prepare thy hard drive.     I'm going to get a new ssd just for this probably (along with all the other upgrades I need :( 
Logged

Lyn Farel

  • Guest
Re: Star Citizen - from the producer of Wing Commander
« Reply #470 on: 02 May 2015, 14:04 »

I meant, I am actually happy this time it's just 1Gb and not the whole 25... And very glad to hear about the loading times, they were hell.
Logged

Silas Vitalia

  • Demigod
  • Offline Offline
  • Posts: 3397
Re: Star Citizen - from the producer of Wing Commander
« Reply #471 on: 23 May 2015, 13:00 »

Some funny recent drama:

One of the pitfalls of open development is that stuff gets out to the public sometimes way before it should...

One of the CIG community guys was showing a picture on the forums and it accidentally showed a tiny portion of  URL in the corner of the monitor in the picture.

Turns out the URL was a partial CDN, hosting the entire internal build of the game.  Unprotected, open access from outside CDN.  So a ton of people very quickly went to the address and snatched up about 40 gigs of game files.  All of the in development ships, the current build for the FPS, a ton of stuff!

Big flaming war on the forums about trying to not spread the files, etc, vs people poking around at unreleased game assets, animations, scripts, etc.

It's not a huge deal since all this stuff will be released soon anyway, but what a story :)

http://www.reddit.com/r/starcitizen/comments/36xliv/disco_lando_showing_some_star_marine_stuff/
Logged

Silas Vitalia

  • Demigod
  • Offline Offline
  • Posts: 3397
Re: Star Citizen - from the producer of Wing Commander
« Reply #472 on: 01 Jun 2015, 11:43 »

https://www.youtube.com/watch?v=pOiLHCpJ39g

Nice little leaked video with the current in progress version of the Augmented Reality heads up display.  This will be the 'in game' thing you use for messaging/mail/shopping/inventory management.

They are going to have different models kitted for different things (pew pew, medical, etc) giving you different things to see via your heads up display. 


Logged

Silas Vitalia

  • Demigod
  • Offline Offline
  • Posts: 3397
Logged

Silas Vitalia

  • Demigod
  • Offline Offline
  • Posts: 3397
Re: Star Citizen - from the producer of Wing Commander
« Reply #474 on: 06 Jun 2015, 13:38 »

The game engine really does shine at this point, a great look at one of the newer ships in HD

We get a full camera / film making interphase eventually..

Also they are introducing a 'news van' game play component, with dedicated ships designed for broadcasting events.  So you and your buddies could totally be the space news team reporting from the front lines. NEAT.

https://www.youtube.com/watch?v=RfYMbvLonro
Logged

Silas Vitalia

  • Demigod
  • Offline Offline
  • Posts: 3397
Re: Star Citizen - from the producer of Wing Commander
« Reply #475 on: 17 Jun 2015, 12:32 »

Some new things here, our first animatics for some of the player capital ships pew pewing a bit, and a good look at some of the Mocap work going on right now in London:

https://www.youtube.com/watch?v=uXpJmxleflw

I imagine quite a pain in the ass they have to build out 1km worth of interior space on the damn ship for you to walk around :/

« Last Edit: 17 Jun 2015, 12:37 by Silas Vitalia »
Logged

Lyn Farel

  • Guest
Re: Star Citizen - from the producer of Wing Commander
« Reply #476 on: 17 Jun 2015, 12:53 »

CR really has a hardon for BSG...
Logged

Silas Vitalia

  • Demigod
  • Offline Offline
  • Posts: 3397
Re: Star Citizen - from the producer of Wing Commander
« Reply #477 on: 17 Jun 2015, 14:43 »

CR really has a hardon for BSG...

Not seeing it :P

This is too generic if anything.  At least the alien capital and other ships are starting to look really really neat.  All knives and asymmetric.

It's very WWII in space right now, but then again so was all of Wing Commander.  It's always been my biggest criticism of the game so far is most of the human ships just look -boring-.  There's a huge lack of iconic shapes and interesting silhouettes.   Most first generation EVE ships were all iconic IMO.

Of course part of that problem is they have to make the whole ship so you can walk and use all the parts inside, so functional rams into 'neat looking' right away.

Logged

Esna Pitoojee

  • Keeper of the Harem
  • Demigod
  • Offline Offline
  • Posts: 2095
Re: Star Citizen - from the producer of Wing Commander
« Reply #478 on: 17 Jun 2015, 16:34 »

I want this to work out so badly...
Logged
I like the implications of Gallentians being punched in the face by walking up to a Minmatar as they so freely use another person's culture as a fad.

Lyn Farel

  • Guest
Re: Star Citizen - from the producer of Wing Commander
« Reply #479 on: 18 Jun 2015, 01:50 »

Just the pic you linked reminded me of BSG... Though that carrier and the hangars and the pilots and the fighters reminded me of BSG the first time they showed them years ago. It's the perfect ripoff, the battlestar galactica with its lot of vipers...

He also have a hardon for pseudo jet fighters in space too... Not really my thing, although some of them are pretty nice and maybe are the few ones with noticeables shapes as you say (like the Origin, or the iconic hornet... I mean, the hornet almost looks like to be out of another game, more starwars-ey/wing commander).
Logged
Pages: 1 ... 30 31 [32] 33 34 ... 44