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tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I was mostly trolling with that line.

Anyways, it seems to be the obvious thing to do would be to have the pirate friend just board and steal your ships and then you wouldn't lose anything anyways.
 

Drakron

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I doubt that it will be that model Tuluse, he seems to be applying EVE bounty system that ... its EVE so you can guess what players bounties amount to in the end.

We dont know, considering the wording on the Salvaging Career they might actually make Career paths so a Bounty Hunter might be forced to register on a Guild and all Bounties are generated by the game with Bounty for players being a minority that is likely something that is likely automatic generated when you reach a certain threshold of kills (meaning even if you are a Pirate that preys on NPC merchants you still get a bounty after a certain kill mark), I simply have no idea what it entails but EVE model? ... No.
 

Blaine

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Anyways, it seems to be the obvious thing to do would be to have the pirate friend just board and steal your ships and then you wouldn't lose anything anyways.

That'll void your insurance on that ship permanently if the staff finds out about it, and might end up being bannable.

Does anyone ever read the gibberish Drakron churns out?
 

bertram_tung

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Chris Roberts has gone on record saying he sees fraud as a gameplay feature or something to that effect. There will be in-game ramifications. Permanent loss of the ability to get ship insurance is one example he gave. Better not get caught. There could very well be careers based off of exposing people for fraud. This has been talked about in the weekly podcast. That's why I like those podcasts. They go into more depth about gameplay systems then you can find in writing on the site.

Ninja'd by blaine - except I don't believe his info is correct on the "bannable" part. I think they are going to embrace fraud and shady business, not fight against it. They want to make it part of the gameworld and something you can be punished for with in game features, not out of game bannings.


This is vague, but I remember them saying that if you are seen befriending/socializing/playing with someone who previously stole your ship with the result of you getting a new ship via insurance, that you might be marked as a possible fraud and possibly punished in-game(loss of insurance, further rep loss, bounties, etc). I know I heard this somewhere on one of the podcasts, but there wasn't much hard info IIRC.
 
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Blaine

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Ninja'd by blaine - except I don't believe his info is correct on the "bannable" part. I think they are going to embrace fraud and shady business, not fight against it. They want to make it part of the gameworld and something you can be punished for with in game features, not out of game bannings.

I don't listen to the podcasts as I just can't be bothered, so this is new to me, but note my use of "might."

This is vague, but I remember them saying that if you are seen befriending/socializing/playing with someone who previously stole your ship with the result of you getting a new ship via insurance, that you might be marked as a possible fraud and possibly punished in-game(loss of insurance, further rep loss, bounties, etc). I know I heard this somewhere on one of the podcasts, but there wasn't much hard info IIRC.

That's dumb. I hope they don't go that route.
 

bertram_tung

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Ninja'd by blaine - except I don't believe his info is correct on the "bannable" part. I think they are going to embrace fraud and shady business, not fight against it. They want to make it part of the gameworld and something you can be punished for with in game features, not out of game bannings.

I don't listen to the podcasts as I just can't be bothered, so this is new to me, but note my use of "might."

This is vague, but I remember them saying that if you are seen befriending/socializing/playing with someone who previously stole your ship with the result of you getting a new ship via insurance, that you might be marked as a possible fraud and possibly punished in-game(loss of insurance, further rep loss, bounties, etc). I know I heard this somewhere on one of the podcasts, but there wasn't much hard info IIRC.

That's dumb. I hope they don't go that route.

The podcasts have a lot of speculative and vague information that's given out. On the one hand it's good for finding out details that aren't in writing, on the other hand I'd take a lot of it with a grain of salt since it's usually just the show host and one of the devs tossing ideas back and forth.
 

Blaine

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Strangely enough, you can't deploy or manipulate the Constellation's turrets in the current version of the Hangar Module, though the animations exist and I've seen CIG staff trigger them.

What you can do is enter and exit the ship through the ventral airlock elevator, enter and exit the captain's chair and move the flight sticks through a full range of motion with WASDQE (or a joystick peripheral if desired), deploy and retract the lounge seat and table, lock and unlock the bunk beds, open and close the head, use the toilet, and open and close (and enter) the shower. You can also press F1 to cycle exterior views of the ship, hold K to rotate, mouse wheel to zoom, and F1 will additionally center on the pilot avatar when it's seated in the captain's chair; the mouse rotates the camera.

Once they've got the turrets and cargo/snub fighter bay animations usable in the Hangar Module, it'll pretty much all be there, other than proper HUDs and displays rather than placeholders.
 
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theSavant

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I have decided to pursue space games now, since no decent Wizardry 8 successor will ever see the light of the day. Away from the isometric rpg dumbness, out into the space. Luckily we get 3 different space simulations, all in first person view.

- Star Citizen
- X Rebirth
- Elite: Dangerous (which was 3rd person, but recently saw clips with cockpit view)
 

Blaine

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Elite Dangerous was always planned to take place from a cockpit perspective. What you were probably seeing were early gameplay demos utilizing an exterior chase cam.

Also, while the X series is enjoyable and I certainly recommend it, actual flight and combat mechanics are some of its weaknesses. The flight mechanics are 100% arcade-y with no hint of Newtonian physics in vacuum, and the enemy AI tends to be dumb and clumsy.
 
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theSavant

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Yeah, I only saw the kickstarter video at that time and there was only the chase-camera. Glad to see I was wrong.

Regarding X-Rebirth: they have rebuilt everything from ground up. Yesterday I watched some videos on youtube and was impressed. Kinda cool how you can walk around within your own ship and on stations.

Still it's awesome how every game offers something different:

Elite looks like a fast paced space combat simulation with dogfights, laserbeams, small and capital ship battles, wingmen fun (in fact it reminds me much more of WC) - maybe a game for the younger generation, or people who want to get in the action fast.

X-Rebirth looks like a giant scale simulation with economy, station building, factions, diplomacy, quests, open world, including being a crew commander like a Captain Picard - maybe a game for the more relaxed players (maybe older target group?) who want to plan everything step by step.

Star Citizen seems to be a combination of both, but more focus on combat side, and on a much more epic scale, with integration of community in multiplayer and first person shooter elements to enter other ships. A game for everyone.

Can't say I'm disappointed :)
 
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Blaine

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They all have something in common though; none of them are space sims :(

They are within the context of computer games, chucklefuck. Not one computer game in existence is a professional "simulation" or "simulator" by the interpretation you choose to use in your lame trolling attempts.

Only commercial software tied into a complete and functional physical mockup of life-size view screens, warning lights, dials and readouts, sirens, man-machine interfaces, and probably a pneumatic motion assembly can even come close to what you're suggesting, i.e. a simulation so realistic and faithful that candidates can be trained to operate complicated vehicles with it. Those are training tools, not games.
 
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Tommy Gun

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I saw X³: Albion Prelude on Matt Chat last week, it looks fun, I'd like to give it a go. Can I buy it on disk, I have a shitty internet connection so its very difficult if not imposable to download anything big or get anything from steam. Same question for star Citizen, I'd like to have a go at Squadron 42. Ideas or help welcome.




 

Blaine

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Same question for star Citizen, I'd like to have a go at Squadron 42.

The $125 and up pledge tiers include boxed copies of the game and also the game loaded on a spaceship-shaped USB stick. You can also buy the spaceship-shaped USB stick separately, which I believe means the minimum to get a physical copy of the game is $60 (USB stick + $30 pledge tier).

I dunno about Albion Prelude. EGOSOFT has various boxed copies of its games for sale in its shop, but not Albion Prelude, so I'm guessing it's download only.
 

potatojohn

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They are within the context of computer games, chucklefuck. Not one computer game in existence is a professional "simulation" or "simulator" by the interpretation you choose to use in your lame trolling attempts.
You're the one calling Wacky Wheels a driving simulator and you're calling me a troll?

Only commercial software tied into a complete and functional physical mockup of life-size view screens, warning lights, dials and readouts, sirens, man-machine interfaces, and probably a pneumatic motion assembly can even come close to what you're suggesting, i.e. a simulation so realistic and faithful that candidates can be trained to operate complicated vehicles with it. Those are training tools, not games.
Now you're just being ridiculous. Elite 2, I-War, Starshatter, Lunar Flight, Orbiter, STM2007, Pioneer, Terminus, Evochron, and Kerbal Space Program are all games. The difference between them and Elite 4, SC, and X-R is that they implement the fundamental requirement for space simulations - simulating basic space physics.
 

Blaine

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You're the one calling Wacky Wheels a driving simulator and you're calling me a troll?

I mentioned much earlier that in the broadest sense, all computer games are simulations, which is true. It's your choice to attempt to win this "argument" by zooming in on a very narrow definition of the terminology in question, but ignoring the importance of context and alternate usage just makes you look like an idiot in addition to a pedant.


I'll use Evochron as an example, since I've played it recently and extensively. The only basic difference between Evochron's physics (a field of study with which I seriously doubt you're actually familiar) and Star Citizen's physics will be Star Citizen's artificial speed limit—that's it. Other than that, bodies in vacuum, inertia, fuel usage, and other quasi-Newtonian/realism concerns will all be taken into account. Star Citizen will also have a fly-by-wire system, as does Evochron.

In fact, Star Citizen has numerous realism-based features that Evochron and others on your list completely lack—the starships in Star Citizen are designed as though they actually have to work, with hundreds of interlocking and sometimes moving parts that are visibly and functionally damage-able, including articulated thrusters that actually drive the movement of the ship and will alter movement if damaged or destroyed. In most of the games you mentioned, ships are largely decorative greebles only. Also, high G-force can kill crew members in Star Citizen. How many of the games you mentioned have that feature?

Either you don't know shit about Star Citizen, or you're latching onto the speed limit as your sole reason to squeak about how it's "not a real sim." That's pretty much it, isn't it? There are plenty of other arbitrary realism/physics concerns totally unaddressed in all of the games you mention, so I'll just latch onto those as a reason why they're not real sims by your own definition.

Or I would do that if I were a mealy-mouthed, pedantic fruitcake with a butthurt axe to grind, but I'm not.
 

Spectacle

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I don't care about realistic physics in my space shooters any more than I care about it in an RPG. It's just not relevant to the gameplay.
 

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