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Author Topic: Star Citizen - from the producer of Wing Commander  (Read 131291 times)

Lyn Farel

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Re: Star Citizen - from the producer of Wing Commander
« Reply #330 on: 02 Feb 2015, 10:34 »

Me ? None yet fortunately...
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Silas Vitalia

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Re: Star Citizen - from the producer of Wing Commander
« Reply #331 on: 02 Feb 2015, 14:18 »

Fantastic video from one of the 'lesser' ships shredding some people, also using the headtracking IR system for pc. neato!

https://www.youtube.com/watch?v=opMGRIpUbO8
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Lyn Farel

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Re: Star Citizen - from the producer of Wing Commander
« Reply #332 on: 02 Feb 2015, 14:44 »

I'm downloading the 25Gb... See you in the next life.
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Silas Vitalia

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Re: Star Citizen - from the producer of Wing Commander
« Reply #333 on: 07 Feb 2015, 00:05 »

Rad article on shields and shield management.   Crew members on shield management are going to be very, very busy. https://robertsspaceindustries.com/comm-link/transmission/14489-Design-Shields-Management
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Lyn Farel

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Re: Star Citizen - from the producer of Wing Commander
« Reply #334 on: 07 Feb 2015, 10:33 »

Not much new on shields to that date, but it's interesting to see that they are considering adding stuff that already works in some other games. Nice shields shader btw.


I like that video, which talks a lot about the universe (Helios planet is directly taken from Interstellar...).
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Silas Vitalia

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Re: Star Citizen - from the producer of Wing Commander
« Reply #335 on: 07 Feb 2015, 22:40 »

Can I get SC handles to invite you people to fly with me?

Add me on RSi website Silas_Vitalia happy to fly with any of you

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Samira Kernher

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Re: Star Citizen - from the producer of Wing Commander
« Reply #336 on: 08 Feb 2015, 02:38 »

You already have mine.

I should really finish downloading the game at some point though...
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Lyn Farel

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Re: Star Citizen - from the producer of Wing Commander
« Reply #337 on: 08 Feb 2015, 03:13 »

My RSC handle is my usual handle : Valence.

I still have to configure my stick though. I'm having difficulties since that hotas doesn't seem to be well recieved by the game and that I don't have any throttle on it... Will have to patch it up as much as I can for now... :/
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Lyn Farel

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Re: Star Citizen - from the producer of Wing Commander
« Reply #338 on: 15 Feb 2015, 06:19 »

How do you add people on the RSI website ? :s
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Silas Vitalia

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Re: Star Citizen - from the producer of Wing Commander
« Reply #339 on: 15 Feb 2015, 09:52 »

How do you add people on the RSI website ? :s

Under my RSI on the right side the pulldown box, there's a contacts tab!
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Silas Vitalia

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Re: Star Citizen - from the producer of Wing Commander
« Reply #340 on: 17 Feb 2015, 10:16 »

https://www.youtube.com/watch?v=N2K1CH22SF8

Very interesting discussion about the Persistant Universe / NPC / Interaction programming on this video.

Basically:

The back of house server will be running something like 20 million NPCs for the game universe.  These will be generating buy orders, sell orders, be pirates, traders, escorts, etc.  They run the 'big picture' and generate / seed the game world in this part of the server. The playerbase will represent hopefully about 10% of the game world.

So say NPC #4500 generates a buy order for 100 tons of steel to be shipped from Earth to Terra,  either a player or another NPC will pick up that order and run the delivery. If no players are involved then the mission will complete, or roll a dice maybe to see if it intersects with a pirate or whatever.  BUT if no players are in that area then it all happens in server and generates the result and related price and market effects.

BUT, if a player happens to be traveling from Earth to Terra along that same vector when the server says this content is happening then the player will encounter the trade ship being attacked by the pirates or whatever.  Say you kill the pirates and help the trader, the results are reported to the higher server, and the NPC pirate is now out of the game, so that route becomes safer, etc. 

The idea is to let the players have an effect on the overall game world but not to the extent that they can completely crash markets or shut down the game.  I'm not sure how I feel about it but it seems like a neat way to work the system.


The other thing discussed is the dynamic mission content, where they will be making a lot of interlocking mission modules that will spool up on the fly based on your actions, and they are including a nemesis type of system from shadows of mordor, so you will have villians to track and hunt down or nemesis that are against you.  Missions will be space and FPS, so you don't always have to pew pew them in space, you could maybe kill the evil pirate's escorts and chase him down to a planet and have a gun fight in a dark alley, etc.

They will also scale mission content for the number of players you are with, so that's fun.





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Silas Vitalia

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Re: Star Citizen - from the producer of Wing Commander
« Reply #341 on: 19 Feb 2015, 11:33 »

Updated interior pew pew environment #4305

https://www.youtube.com/watch?v=u3PFlPWqaRQ

GRIMDARKKKKKK.

Still so so on the visual aesthetics for this game, but that's purdy FPS space right there.

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Silas Vitalia

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Re: Star Citizen - from the producer of Wing Commander
« Reply #342 on: 20 Feb 2015, 22:19 »

Some of the new ships are winning me over... Mining barge! 150m long with rotating hull sections! https://robertsspaceindustries.com/comm-link/transmission/14518-Rugged-Colossus-Orion-Mining-Platform
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Silas Vitalia

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Lyn Farel

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Re: Star Citizen - from the producer of Wing Commander
« Reply #344 on: 21 Feb 2015, 04:04 »

I like that ship. I'm still mixed overall on their ship design : some of their small, sleek and streamlined fighters are really nice, some others terribly fail, but I like that ship. It feels a bit ORE-ish though. Also, why are ore containers orbiting around the ship and not habitable sections lol ?

One thing I like with their design ideas is that they often put the emphasis on hiring NPCs, crew, etc. It makes the world around you feel a lot less empty.

I also like all the market and broker aspect of it.

Also like their emphasis on group play, which has been kind of lacking in most recent MMOs where the slogan has always been "you can play solo too if you feel like it", resulting in online solo games (which includes eve online for most of its activities besides high end gameplay, especially when you can own multiple accounts and alts).

Also : https://www.youtube.com/watch?v=8BE_Ayd5UGo#t=311


Note : I bought a mustang btw, and wonder why I got 2 of those for the price of one ... ?
« Last Edit: 21 Feb 2015, 04:09 by Lyn Farel »
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