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Garm

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Too lazy to read the entire thread...so how many people actually think this game is ever going to be released? I doubt it will.

He's got 15 million kwabucks from crowdfunding and already had a working prototype when funding started. Also he's a veteran developer who know how things work in the business. The odds are pretty good.


How does that make the odds good? A boatload of cash and being a veteran isn't necessarily a good thing. I've read a little bit about the game and watched some stuff, but whenever I see the mention of concepts like "economy" and things like that it just seems to be a huge red flag. Just from what I've read it sounds way too ambitious and any final product probably won't be close in terms of scope.
 
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Too lazy to read the entire thread...so how many people actually think this game is ever going to be released? I doubt it will.

He's got 15 million kwabucks from crowdfunding and already had a working prototype when funding started. Also he's a veteran developer who know how things work in the business. The odds are pretty good.


How does that make the odds good? A boatload of cash and being a veteran isn't necessarily a good thing. I've read a little bit about the game and watched some stuff, but whenever I see the mention of concepts like "economy" and things like that it just seems to be a huge red flag. Just from what I've read it sounds way too ambitious and any final product probably won't be close in terms of scope.

Organic economies are one of those things that sound fucking awesome in theory, but I've never seen one in practice that justified the resources dedicated. Maybe it's because I'm not a huge fan of open-world games - I massively prefer semi-open super-intricate series of maps with plenty of returning between maps to see the consequences of your actions (on the maps and charactrers). Deus Ex is the obvious king, but Bloodlines is a good example as well. You never need true economies in those games - just enough money-sinks to make the division of resources sensible and important.

Obviously a space sim is a different matter - especially if it's one where trading in and of itself is a major part of gameplay. But then you're talking something rather serious in terms of complexity, and hence (I imagine) cost. The only flipside I can think of is that mentinoed by Yahtzee - that space sim graphic tech is so simple compared to most games that it's like gaming abandoned the genre simply because they were too easy to make graphically. Maybe that might give some leeway for more complex systems.
 

Hellraiser

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How does that make the odds good? A boatload of cash and being a veteran isn't necessarily a good thing.

Well by contrast he could be a nobody with no money and no prototype promising the same things, that would make the project far less likely to succeed. But if anyone can deliver such a game it is Chris Roberts, he has the resources to do so and the know-how. To be honest I haven't seen anything he wants to add apart from boarding that wasn't already done before in the genre (dynamic economies were already done before many times) and the scope isn't really that big. Well maybe the encounters with other players bit but it really boils down to matchmaking with a slight twist. He's not promising a land anywhere on the planet, find advanced AI NPCs living in their own unique houses with fully simulated lives, politics etc. game.
 

Grunker

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Too lazy to read the entire thread...so how many people actually think this game is ever going to be released? I doubt it will.

He's got 15 million kwabucks from crowdfunding and already had a working prototype when funding started. Also he's a veteran developer who know how things work in the business. The odds are pretty good.


How does that make the odds good? A boatload of cash and being a veteran isn't necessarily a good thing. I've read a little bit about the game and watched some stuff, but whenever I see the mention of concepts like "economy" and things like that it just seems to be a huge red flag. Just from what I've read it sounds way too ambitious and any final product probably won't be close in terms of scope.

Don't worry, ambition has no impact on the function of the released game, right Blaine? :troll:
 

Jarpie

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Ambition and over reaching can be good things because they can push people to achieve new highs. Without ambition to push the limits, better and bigger games wouldn't be done, sure it can lead into disaster *cough* Molyneux *cough* but Chris Roberts is the one dev I'd trust most to deliver what he promises.
 

Volrath

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Too lazy to read the entire thread...so how many people actually think this game is ever going to be released? I doubt it will.

He's got 15 million kwabucks from crowdfunding and already had a working prototype when funding started. Also he's a veteran developer who know how things work in the business. The odds are pretty good.


How does that make the odds good? A boatload of cash and being a veteran isn't necessarily a good thing. I've read a little bit about the game and watched some stuff, but whenever I see the mention of concepts like "economy" and things like that it just seems to be a huge red flag. Just from what I've read it sounds way too ambitious and any final product probably won't be close in terms of scope.

Chris Roberts is about to make you his bitch :smug:
 

J_C

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This isn't a simulation :decline:
Since we don't know how space combat would work in real life, we should just suspend our disbelief and say that Star Citizen simulates it well. Stuff like X-wing, Elite and Freelancer had been considered space sims anyway.
 

Hellraiser

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You know how the technology of the distant future will work in space combat? You know how the space fighter will manouver, what avionics and weapons will they have? Please enlighten me.

They'll behave according to the known laws of physics, that's all we really need to know to extrapolate how it will look. Short of some extreme manipulation of the laws of physics our predictions should be fairly accurate. Look here for more answers.

Short answer is that if it uses humans and magic inertial dampeners don't exist maneuvers are limited by by human g-force tolerance. Long range fast weapons (lasers, relativistic kinetic weapons, possibly missiles) will be king. Most importantly though space fighters are pure fantasy, which I already mentioned in this topic.
 

Blaine

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We're disputing semantics and equivocating vis-à-vis the word "simulation" yet again, are we? Citing scientific strictures we learned in high school, from Popular Science magazine, or from Wikipedia? A Brief History of Time, perhaps?

In the context of gaming, describing Wing Commander et al as "space sims" is accurate. The term was long ago adopted by computer gamers to describe such games. To set up an aircraft simulator in your home that's as true to life as possible, for example, you'd need to emulate and install all of the avionics, instrumentation, seats, necessary cockpit chassis mockups, large screens corresponding closely to an actual aircraft canopy, heavy-duty hydraulics (for simulating movement and turbulence), a real yoke, throttle, and so on. That's in addition to purchasing the requisite software and CPU(s). Moreover, you'd need a monitoring and evaluation station from which a professional instructor could monitor candidates, and a maintenance crew to service the works as needed. This would cost tens of thousands of dollars at a minimum (not to mention hefty ongoing costs and the electric bill) and without a full setup, it wouldn't be a "real" simulator, because you couldn't train a pilot on it.

If you absolutely insist upon being a fedora-wearing autist, then consider that terms like "space sim" are foreshortenings, or perhaps loan words from industry: space simulation game, flight simulation game, submarine simulation game... hopefully, this conceptualization will be sufficient to appease your autism.
 

J_C

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You know how the technology of the distant future will work in space combat? You know how the space fighter will manouver, what avionics and weapons will they have? Please enlighten me.

They'll behave according to the known laws of physics, that's all we really need to know to extrapolate how it will look. Short of some extreme manipulation of the laws of physics our predictions should be fairly accurate. Look here for more answers.

Short answer is that if it uses humans and magic inertial dampeners don't exist maneuvers are limited by by human g-force tolerance. Long range fast weapons (lasers, relativistic kinetic weapons, possibly missiles) will be king. Most importantly though space fighters are pure fantasy, which I already mentioned in this topic.
You all base this on current technology and science. But how do you know that 200 years into the future, we won't have those magical inertial dampeners you talk about?
 

Branm

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Too lazy to read the entire thread...so how many people actually think this game is ever going to be released? I doubt it will.

He's got 15 million kwabucks from crowdfunding and already had a working prototype when funding started. Also he's a veteran developer who know how things work in the business. The odds are pretty good.


How does that make the odds good? A boatload of cash and being a veteran isn't necessarily a good thing. I've read a little bit about the game and watched some stuff, but whenever I see the mention of concepts like "economy" and things like that it just seems to be a huge red flag. Just from what I've read it sounds way too ambitious and any final product probably won't be close in terms of scope.

Organic economies are one of those things that sound fucking awesome in theory, but I've never seen one in practice that justified the resources dedicated. Maybe it's because I'm not a huge fan of open-world games - I massively prefer semi-open super-intricate series of maps with plenty of returning between maps to see the consequences of your actions (on the maps and charactrers). Deus Ex is the obvious king, but Bloodlines is a good example as well. You never need true economies in those games - just enough money-sinks to make the division of resources sensible and important.

Obviously a space sim is a different matter - especially if it's one where trading in and of itself is a major part of gameplay. But then you're talking something rather serious in terms of complexity, and hence (I imagine) cost. The only flipside I can think of is that mentinoed by Yahtzee - that space sim graphic tech is so simple compared to most games that it's like gaming abandoned the genre simply because they were too easy to make graphically. Maybe that might give some leeway for more complex systems.


Just to chime in but id argue that games such as Eve Online would be the sort of economy that I think they should strive for. Obviously for people that played the market in eve the 0.001 Isk wars are annoying but you could still make a killing on the market. I personally financed my Titan with mostly isk made from buy/selling and market manipulation:P
 

Ranselknulf

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You know how the technology of the distant future will work in space combat? You know how the space fighter will manouver, what avionics and weapons will they have? Please enlighten me.

They'll behave according to the known laws of physics, that's all we really need to know to extrapolate how it will look. Short of some extreme manipulation of the laws of physics our predictions should be fairly accurate. Look here for more answers.

Short answer is that if it uses humans and magic inertial dampeners don't exist maneuvers are limited by by human g-force tolerance. Long range fast weapons (lasers, relativistic kinetic weapons, possibly missiles) will be king. Most importantly though space fighters are pure fantasy, which I already mentioned in this topic.
You all base this on current technology and science. But how do you know that 200 years into the future, we won't have those magical inertial dampeners you talk about?


I think I am missing the point.

What exactly are you trying to suggest in regards to this games development?
 

Hellraiser

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You all base this on current technology and science. But how do you know that 200 years into the future, we won't have those magical inertial dampeners you talk about?

Because inertial dampeners or no inertial dampeners, anti-gravity or no anti-gravity some things won't change for certain. For one the firing ranges involved will be at least of tens of thousands kilometers in scale, possibly going into a light second range. Modern physics defying weapons (FTL) would only increase it as would maneuvering missiles. There is an upper limit on possible energy production, no fuel can be more efficient than anti-matter. Ships still have to follow the laws of relativistic and newtonian mechanics, the most important of which is that the closer you get to the speed of light the more energy you need to add velocity. That puts an upper limit on maneuverability.

To put it short regardless what *is* discovered space combat will be about long range slug-fests.

Either way I don't give a shit if it's a sim or not, I just want dogfights in space with laser weapons.
 

Grunker

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We're disputing semantics and equivocating vis-à-vis the word "simulation" yet again, are we? Citing scientific strictures we learned in high school, from Popular Science magazine, or from Wikipedia? A Brief History of Time, perhaps?

You should have ended the post right here. It was perfect.
 

Gurkog

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As far as I know, we are still just a bunch of monkeys banging rocks together compared technology in the future. Humans should not dismiss that we could be working with automated vehicles that are not limited to what humans can perceive in the present. Perhaps we won't be able actually occupy them, but they could be used for combat, transporting cargo, etc...
 

ColCol

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Why are we asking blaine for more info? Is he helping with the game or something?
 

Blaine

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You should have ended the post right here. It was perfect.

I never did know when to quit.

My pet theory regarding long-haul space travel in the future is that people will finally give up trying to send shitty unadapted organic bodies into space, and either send sapient robots, or else robot bodies with human brains or brain "patterns"... the prestige of being an astronaut no doubt wears off once one realizes that it will entail spending two years in a tin can with seven other egotists, and about a 70% chance at best of completing the whole thing alive.
 

Drakron

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Just to chime in but id argue that games such as Eve Online would be the sort of economy that I think they should strive for. Obviously for people that played the market in eve the 0.001 Isk wars are annoying but you could still make a killing on the market. I personally financed my Titan with mostly isk made from buy/selling and market manipulation:P

Wrong, its a use of resources that should be put somewhere else, having some kind of "economy" that exists only to work for 1% of the population is fucking stupid, that 1% of the population should get their jollies on something else, this is like because the game have boarding actions it would have CS maps because well FPS is in so why not go the extra mile and be Cock of Duty: Future Warfare XVII?

Its depressing seen this game being overun by EVEtards, you have EVE and you fucking pay or Grind to play EVE ... here is a thought, GO FUCKING PLAY FUCKING EVE!

Same goes for economical simulators, if you want to play a Tycoon game well GO PLAY ONE!

I blame Chris for this, if he killed PvP right off he would killed the unhealthy interested of EVEtards and trying to make this EVE with a Joystick, even if that quote posted shown he appears to come to come realization of the idiocy he did but not full realization.
 

Blaine

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Wrong, its a use of resources that should be put somewhere else, having some kind of "economy" that exists only to work for 1% of the population

In other words, a realistic economy.

Have you made any non-:butthurt: posts anywhere in this entire thread?
 

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