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That small colony hangars cannot have comprehensive hangar security systems due to the need to scramble forces quickly? (The Burning Life p. 78)

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Author Topic: Star Citizen - from the producer of Wing Commander  (Read 40077 times)

Stutzer

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Re: Star Citizen - from the producer of Wing Commander
« Reply #600 on: 01 Jan 2018, 12:37 »

Vertical Slice was pretty neat, I'm very glad to see old man Hamill back in action of late. The score was also enjoyable, suitable for those long stretches of manual piloting through these stark environments. The mix could use a little work though, since it overwhelmed the dialogue in a few places.

The HUD would take some getting used to. More than a couple times, I was looking for telemetry data and either didn't find it or found it in a sub-optimal position. Then again, I'm not a UI designer. Maybe that layout is super-realistic or something.

It's interesting to see the development cycle roll on. 5+ years has more-or-less become the norm for current-gen RPGs of nominal magnitude. I remember hearing a rumor recently that, by the time that Elder Scrolls VI comes out, it will be more than ten years after Skyrim's debut (citation needed). Reading about the budget of Mass Effect Andromeda seems to put the SC budget in-line with projects of that scale, but the problem as I see it is publishers have moved to the games-as-service model and so they expect consumers to give up the $60 'complete experience', instead counting on whales to spend hundreds or many thousands of dollars on a video game. To me, that's insanity, but it isn't my money to spend.

Likely the market has space for the RSI model to work. Seems plausible. I hope that it succeeds for the people who've invested. What I've watched looks very-well made, though I can't speak to the quality of gameplay. As with Elite, it's probably a lot more fun to play than watch, but maybe I'll catch a twitch stream one of these days.
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Silas Vitalia

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Re: Star Citizen - from the producer of Wing Commander
« Reply #601 on: 01 Jan 2018, 15:08 »


The HUD would take some getting used to. More than a couple times, I was looking for telemetry data and either didn't find it or found it in a sub-optimal position. Then again, I'm not a UI designer. Maybe that layout is super-realistic or something.

Right, the 3d-radar and a lot of the combat HUD has been sort of terrible for a long time now.  The good news is that they run pretty different HUDs based on ship manufacturer, and there's 7 or 8 different main ship companies in game with different HUD layouts. I'm partial to the Drake Interplanetary HUD, which is a bit more 'no frills.'  They all have different AI voices and 'feels', it's neat.

Here's the current ship matrix, which I hadn't checked in a while and is getting pretty damn huge. https://robertsspaceindustries.com/ship-matrix


but the problem as I see it is publishers have moved to the games-as-service model and so they expect consumers to give up the $60 'complete experience', instead counting on whales to spend hundreds or many thousands of dollars on a video game. To me, that's insanity, but it isn't my money to spend.

SC has sort of a 'hybrid' model; you can pay $45 or whatever and just purchase the separate single player game (Squadron 42), think of it as a new single player Wing Commander game.  Separately from this you can purchase entry to the MMO "Star Citizen" which is not going to have a monthly subscription.  One-time entry fee with the ship package of your choice (and budget). You could buy the smallest intro ship and you get full access to the same MMO that the whales spending $500 are getting. 

This is where it gets similar to EVE in that theoretically all items are available for ownership in game with in game currency.  You can start small and work (or steal) your way up to the larger ships.  This is where 'balancing' and ship prices will sink or swim all this though.  The larger ships do not equal 'better' we should say, but much like EVE different ships for different tasks.  Similar to EVE they have a size limit on certain wormholes (like eve FW plexes) between systems, and they use fuel for the fast-travel, so you might have a small ship that is superior for short range dogfighting but won't have the legs to chase after another ship across two systems, or you might have a ship that isn't as nimble in a fight but can travel for days without refueling, etc etc.


Likely the market has space for the RSI model to work. Seems plausible. I hope that it succeeds for the people who've invested. What I've watched looks very-well made, though I can't speak to the quality of gameplay. As with Elite, it's probably a lot more fun to play than watch, but maybe I'll catch a twitch stream one of these days.

This is where I'm not sold yet on everything, the sort of emergent MMO gameplay that this engine and game system promises is heavily, heavily dependent on smart people balancing ships, weapons, etc so that it's not a total mess.  It's all good to theoretically be able to disable larger ships and board them for FPS piracy but if they don't get the balance right for ship HP and speed etc it's a disaster.   

They haven't had time for balancing so it's sort of like this in the test servers right now, some large ships move too quickly or die too fast to make any of that gameplay even worth attempting. The 'emergent' sort of gameplay right now is just nuts though with the release of the planetary surface gameplay and landspeeders and cargo hauling etc in 3.0. 

So we'll see!
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Silas Vitalia

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Re: Star Citizen - from the producer of Wing Commander
« Reply #602 on: 02 Jan 2018, 10:08 »

I'd also point you all to the reddit on this, lots of great screencaps from the 3.0 multiplayer live server

https://www.reddit.com/r/starcitizen/







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Ché Biko

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Re: Star Citizen - from the producer of Wing Commander
« Reply #603 on: 02 Jan 2018, 10:47 »

That last pic made me hope for good things, and... :)
https://www.youtube.com/watch?v=YH3c1QZzRK4
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Silas Vitalia

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Re: Star Citizen - from the producer of Wing Commander
« Reply #604 on: 02 Jan 2018, 14:37 »

YES!

Also the fact you can take off right there, point at that planet, and go see it, no loading.

They've done a big push lately trying to show more of the 'homesteading' part of the MMO, where you'll be able to fly off and prospect on planets and claim your own little area to build habitat modules and exploit/do with as you please. Mine, farm, build a research station, who knows.  They've got a larger ship called the 'pioneer' (14 player crew) that is specifically for carting around and dropping down these hab modules, pretty neat stuff.  Not to be confused with the dedicated exploration vehicles this is for making a go of it out on some planetoid somewhere...

https://robertsspaceindustries.com/comm-link/transmission/16200-Consolidated-Outland-Pioneer



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