Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Vapourware Scam Citizen - Only people with too much money can become StarCitizens! WOULD YOU LIKE TO KNOW MORE?

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,259
That was fucking hilarious.

As always Chris wanted live demo. Well it crashed 3 times and they had to continue from preset points and it ended up bugging out without showing ending of the demo because they didn't prepare last point.

Either way 2026 is the release date of SQ42 now. Which means 3 years of polish lol (including last one)

At least demo was cool though. Looks very expensive.
 
Last edited:

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,259
Summary from day 1 of citizencon:

Genesis presentation. Imho the best part.

- Planet tech V5 - looks amazing,
- tools for generation of everything from artist driven locations to procedurally generated whole cities. Thousands of settlements on planets.
- not only it handles planet generation but also stuff like cover mechanic done in real time, pathfinding for npcs, resource networks in towns/outposts etc.
- It's combined with building generator and it seems that SC will be the first game that will go away completely with fake lighting as they plan GI to drive lighting going forward.
- outpost grouping. Like multiple mines will have collecting depo multiple depos will have distribution center. Around those mines towns etc.
- basically No Man's Sky but actually smart instead of plopping everything everywhere and artist driven so that mines are placed on resources instead random places.
- cloud tech rework. Now they move produce weather, vanish and gets created depending on conditions etc. Aka dynamic weather system. Looks really good.

Org stuff presentation. Basically complete rework of comms.

- Factions, reputations, orgs, management of orgs, player created missions, in game guide missions etc.
- Full integration with offline spectrum which means you can sit on their website and manage people in game and people can see if you are in game or outside of game.
- Rework of how party system works, like you can give members of party specific roles on ship like gunner, pilot etc.
- Party search where you can post missions. Like Needing a gunner for your ship where people can apply or doing specific things like doing mission X.
- Almost everything can be now hyperlinked. So you can just hyperlink someone your position or gun position etc.
- overall it looks like major improvement because comms sucked major ass and barely worked with everyone pretty much using discord in the end.

Starwear presentation

- ability to finally combine armor and clothing
- everything will be now have properties that make sense instead of being divided into clothes - flightsuit - lightmediumheavy armor. Flightsuits will have G-resistance for manuevers, Tracking suits will have powerful scan abilities, heavy armor will be super slow but super high resistance to damage.
- there will be multiple tiers. So unlike now where every heavy armor has 40% res now heavy armors will vary by quality etc.
- they did sandworm monster hunting presentation, basically a raid that requires multiple people. After you kill it you loot it from pearls and teeth.

Beyond Pyro presentation

- they shown Nyx system reworked dalamar and its levski asteroid landing zone which looks good
- they've talked about arccorp receiving basically dungeons mechanic
- they shown blender render and jpegs of new castra system landing zone.
- absolute let down, they only showed one new system

REDACTED/SQ42 presentation

- Full first mission of SQ42
- Looks amazing
- It crashed 3 times during presentation
- Essentially big budget tutorial
- 2026 new release date lol
 

ropetight

Savant
Joined
Dec 9, 2018
Messages
1,730
Location
Lower Wolffuckery
gameplay from SQ42



Good:
  • Visually stunning, insane amount of details - ship interiors, explosion FX and damage models are breathtaking.
  • Lots of great actors in cutscenes (did they re-record slightly older, croaking voice Gary Oldman?).
  • RSI somehow even reduced uncanny valley effect to not awful.
  • Design dates before woke rot completely overtook AAA, so aliens/bad guys are aliens/bad guys. and there is some good old military SF based on WW2.
  • Roberts is not a good director, but compared to the AAA slop of today, he is fucking Kubrick - there is some real suspense and sense of loss there.
Bad:
  • Tutorial mission is basically Beach Head in Space UHD with starship walking/parkour sequence... in Space UHD.
  • It is also cutscene-heavy: cutscenes are so long it is barely bearable - you have 10 minutes of gameplay in the whole video. I hope the ratio will change in the later missions.
  • There is literally zero seconds of player controlled spaceship flight displayed in a gameplay video for the game that is spiritual successor to Wing Commander and Freelancer.
  • Maybe this is just a teaser, tutorial is that structured, slow and over-detailed, and game really lets you work your way from greenhorn deck scrubber to ace, but given RSI track record there also must be:
Ugly:
REDACTED/SQ42 presentation

- Full first mission of SQ42
- Looks amazing
- It crashed 3 times during presentation
- Essentially big budget tutorial
- 2026 new release date lol
RSI should have had this tutorial mission years ago, and I doubt that game is anywhere near completed.
All that Star Citizen simulate-everything megalomania and endless engine changes lead to me hardly remembering what kind of person I was when I backed this.
That feature-complete bullshit probably means they finished vertical slice and the engine, and that the rest of the game is non-existent.
Now there will be two year crunch to make the rest 95% of the game, and if ever finished, it will look something like this:
97basw.jpg

Chris Roberts really overdid his childhood dream of directing his Star Wars... for the second time; first time was not that great, so this time it must be perfect.
 
Last edited:

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,259
you start as crew member aboard ship not as pilot. After battle of vega (shown in that video) you finally get accepeted to flight academy and start as pilot.
 

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,100
Location
Nantucket

tl;dw - Star Citizen 1.0 will launch with 5 systems: Stanton, Nyx, Pyro, Castra, Terra (the latter 4 will be anywhere from ~2-5x the size of the Stanton we have today)
Development continues after 1.0
No more wipes, no more tier 0 implementations of game systems
Squadron 42 serves as a prologue for the universe and ends with your character getting citizenship and given a plot of land in UEE space
Star Citizen will introduce a narrative story that introduces the various guilds that are associated with their professions
owE2H7A.png

These guilds provide the reputation needed to acquire ships from various dealers and blueprints in game (ships will be craftable)
This provides a loose framework for all activities and resources to have value in the economy
hQ0ZAXK.jpeg

New and existing locations will be adding "location stories" which add additional gameplay and lore
Changes to insurance: All ships associated with your account (promotions, ship pledges etc.) are permanent and they can not be lost
This means every player will have at least one ship guaranteed in their hangar at all times (because one comes with the game)
Tier 1 warranty - Chassis
Tier 2 warranty - Chassis, components
Tier 3 warranty - Chassis, components, decorations
LTI = permanent Tier 2/Tier 3 warranties
Warranties can be earned in game and transferred between any ship in your hangar but there will be significant cooldowns for transfers
Currently >90% of ship claims are currently for ships that aren't destroyed so they want you to recover them, provide free "taxis" to your ship to recover them and strongly discourage claiming ships that aren't destroyed
Claim times proportional to how long it takes to build them, smaller ships will be instantly available
Endgame: Solo missions, group missions, server wide events, instanced content such as fleet battles
Station warfare to upkeep shields to protect your bases in unmonitored space
Base building exists so base building will take place in vulnerable sectors
Orgs will be able to build their own space stations
VR support reiterated

I glossed over a lot of details.
 

Optimist

Savant
Patron
Joined
Jun 18, 2018
Messages
430
My team has the sexiest and deadliest waifus you can recruit.
wait, who the fuck launches a space combat sim/MMO and says to themselves "yeah, my dream career path is PARKOUR ATHLETE"
 

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,100
Location
Nantucket
It's more of a sci-fi life sim now. Hasn't been a space combat sim since ~2014 when it went from being a Freelancer-like structure to being able to get out of your ship and do all sorts of FPS gameplay on all the surfaces. Parkour athlete probably just trains your character's endurance and adds modifiers to your running speed, mantling and climbing.

It's not a one and done thing either since they're doing death of a spaceman. Only so many times your body can be cloned using an imprint, eventually you'll permadeath and play as a descendant with accelerated reputation gain, inherit your old character's estate (after being taxed) and stuff like that.
 

Myobi

Liturgist
Joined
Feb 26, 2016
Messages
1,502
Two more weeks until Squadron 42's release according to the GeForce Now leaks
Nice two week gap between SQ42 and SC so you can experience the lore before jumping into the verse
qcyuprt.png


Chris won. To the usual suspects from the Star Citizen thread: shut the fuck up forever.




I'm still sticking to my prediction of a soft launch in 2025 with Stanton/Pyro/Nyx implemented.
https://h115.substack.com/p/star-citizen-2-years-out

2023 Q4 - 2025 Q4 (TENTATIVE AS OF DECEMBER 2023)​

  • 2023 Q4
    • 3.22 - Quality of Life improvements
    • Tech Preview Pyro/Stanton JP (Planned in early/mid November, clearly delayed lol)
  • 2024 Q1
    • 3.23 - "-the goal of the Q1 patch [is] to contain as many S42 features as possible.”
    • Meshing tech preview (?)
  • 2024 Q2
    • 3.24 - Nothing yet known, likely finalizing what didn’t make it into 3.23.
    • Pyro preview (?)
  • 2024 Q3
    • 4.0 - Pyro, Meshing, Resource Network, Master Modes
  • 2024 Q4
    • Planet Tech V5
  • 2025 Q1
    • Squadron 42 PC/Console release.
  • 2025 Q4
    • “Star Citizen 1.0”
      • Contains 5 Systems on Launch (Stanton, Pyro, 3 others)
      • “Narrative Experience” on Launch

Just two more weeks years until two more years for the next Squander 42 two year delay. Spot on as always.
 
Joined
Feb 3, 2022
Messages
1,236
ability to finally combine armor and clothing
Will I be able to wear a sportcoat or a cloak over my spacesuit?

you start as crew member aboard ship not as pilot. After battle of vega (shown in that video) you finally get accepeted to flight academy and start as pilot.
Could be immersive story wise, but for the sake of a demonstration you are trying to sell people on, it would have been best if they had shown some spacesim gameplay further in.

tl;dw - Star Citizen 1.0 will launch with 5 systems: Stanton, Nyx, Pyro, Castra, Terra (the latter 4 will be anywhere from ~2-5x the size of the Stanton we have today)

40+ star systems were promised, and over a decade later we are only going to get 8% of that?


(the latter 4 will be anywhere from ~2-5x the size of the Stanton we have today)
Will it be 2-5x as many of the samey industrial interiors we've spent the last 10 years cooped in Stanton in?

Squadron 42 serves as a prologue for the universe and ends with your character getting citizenship and given a plot of land in UEE space
Is this plot of land in the singleplayer game as some sort of sandbox postgame, or is every player who beats the campaign getting a plot of land in the MMO multiplayer servers? Without doing instancing where you can have countless people owning the same plot of land but phased to them, and with only 5 star systems, wouldn't the multiplayer servers run out of space really fast?

Star Citizen will introduce a narrative story that introduces the various guilds that are associated with their professions
owE2H7A.png

These guilds provide the reputation needed to acquire ships from various dealers and blueprints in game (ships will be craftable)
This provides a loose framework for all activities and resources to have value in the economy

What is the difference between a marksman and a hunter? Is the marksman just flying around to NPC held events hosted every 30 minutes to shoot a paper target and get 2k credits at the end?

What is an "industrial athelete"?

Interesting that the head criminal conglomerate seems to be called "the Council".
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,259

40+ star systems were promised, and over a decade later we are only going to get 8% of that?

Actually 100 systems. Thing is that old systems design wise were incredibly small. Stanton had back then 4 POI's, no explorable planets and its landing zones were done via autoland (ring) and you couldn't walk around the lz or on planet.
For those 100 systems they planned around 90 POI's.

For comparison current Stanton system has something like 1000 POI's, starting from landing zones hubs that you can explore ending on derelicts scattered around the system planets, moons and space.
 

Higher Game

Arcane
Joined
Apr 14, 2005
Messages
13,697
Location
Female Vagina
I think procedural generation slop has worn thin and the quality custom location approach is the "new future". The ring is being equipped. :mixedemotions:
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,259
I think procedural generation slop has worn thin and the quality custom location approach is the "new future". The ring is being equipped. :mixedemotions:

They are mashing both and use procedural when it makes sense. Like all major landing zones along with few other important places will be custom made but you don't need to custom make small farm on bumfuck nowhere those could be proc gen.

The important part here is that proc gen needs to make sense otherwise you get no man's sky garbage. It seems that they do understand that with whole clustering and genesis dictating where farms, mines etc. need to be.

Along side of it there will be whole campaign to do as well as sidestories with unique characters etc.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,623
gameplay from SQ42


An hour of anime, ten minutes of glorified space invaders, five minutes of walking sim, and one popamole wave encounter. Binky ATX was so right. :lol:

Though it's clear the Idris parking lot's starting to dry up and Robberts is looking to tap a fresh .JPG market - I've always dreamed of Gillian Anderson needing my help with something...
 

Myobi

Liturgist
Joined
Feb 26, 2016
Messages
1,502
Actually 100 systems. Thing is that old systems design wise were incredibly small. Stanton had back then 4 POI's, no explorable planets and its landing zones were done via autoland (ring) and you couldn't walk around the lz or on planet.
For those 100 systems they planned around 90 POI's.

Sooo... You are telling me that all that talk about the sugoi as fuck planet tech that would supposedly allow them to shit out planets on a daily basis, easily achieving the 100 systems that many cult members spent years trying to feed other with, was completely bullshit? Oh woah...
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,259
Actually 100 systems. Thing is that old systems design wise were incredibly small. Stanton had back then 4 POI's, no explorable planets and its landing zones were done via autoland (ring) and you couldn't walk around the lz or on planet.
For those 100 systems they planned around 90 POI's.

Sooo... You are telling me that all that talk about the sugoi as fuck planet tech that would supposedly allow them to shit out planets on a daily basis, easily achieving the 100 systems that many cult members spent years trying to feed other with, was completely bullshit? Oh woah...

Sugoi as fuck planet system is still sugoi as fuck. 100s systems from 2012 was completely different thing to system from now. That was the point.
The sugoi as fuck planet system was always intended to help artists make unique planets and places.

They do not want to shit out 100s systems from that sugoi planet system. They don't want it to be NMS.

And you can see that, every system is completely different. Not only in how sugoi planet tech system is shitting out planets but also in culture, cities, styles, factions and so on. Even what npcs wear is different.
 

Myobi

Liturgist
Joined
Feb 26, 2016
Messages
1,502
That was the point.
No, that wasn't the point at all. I mean this:

They are not struggling at all with planets and stations they can implement them fairly easily and fast with the current version of tech they have, many planets will just have the basic landing points and others will have cities to explore, i dont see the 100 systems taking that much time to build even if they have not been working on it which is unlikely, fps on the servers are generally pretty good although recent patch is not as stable as the previous but optimisation will come.

They are designing the tech so it does most of the work, like stations just build themselves and the team just needs to go in add the plants and stuff, so creating 100 star systems is far from impossible. The star systems have at least 324 planets, then there will be a good number of moons added to that.

Even 3 years ago they showed they can create a basic solar system within an hour, and with 3 years of improvements on the tech its not going to be as hard as you think in creating 100 star systems.

Creating the 100 solar systems is not any issue as they can create a basic working system of planets within an hour as is already proven. We are not going to see 100 solar systems in beta they wont give players access to the whole universe until release, evocati at most may get access since they will be under NDA, in beta at most i guess 10 star systems.

SC is going to have over 100 star systems and with the tech they have they can create star systems fast, slowest thing to create is the large cities.

Many defended that they would still have 100 systems at release despite the changes, because Jesus Tech would just pretty much print them out in no time.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom