Star Citizen - Development Updates

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  • ErillionErillion Member EpicPosts: 8,291
    SWG did have a great idea.  Drop down permissions list.  You could place vendors in your home to sell you goods.  Anyone could enter if you wanted and have a look around at how well you decorated the place.  You could pack it up and move to another planet.  Anyone with the money could buy a guild hall and use that as a home or create a mall for several vendors.
    I remember fondly both my own shop on Lok and my vendors in Coronet, in the most prestigious shopping mall (Naritus server) there. I hope SC will also offer these options.

    Unfortunately it does NOT offer the ability to craft unique items, so that every artisan could distinguish himself by offering superior items (with the right (rare) resources, experience and high end tools). But it is clear to me that this must have been one hell of a burden on the SWG database.


    Have fun
    Octagon7711Gdemami
  • penandpaperpenandpaper Romeoville, ILMember UncommonPosts: 132
    Wedlen said:
    I for one truly believe they are working as slowly as possible in order to make tens of millions more in donations. They are under no legal obligation to finish this game. They have made 160 000 000 NOT finishing this game. I would love to see where all of the money actually went or is going because 160 million is ALOT of money. You can build massive buildings for that amount of money. My bet is they are not taking the bus or driving Ford's anymore and they are driving Mercedes and BMW etc. 

    You would be correct.  There is a lot of spending.  My guess: strippers, travels and toys.  Oh, and some incredible food.  Must not forget the $800 dinners at Alinea.  Anyone want to bet?  (Because I'm going to win.) 
    Odeezee
  • penandpaperpenandpaper Romeoville, ILMember UncommonPosts: 132
    Herase said:
    What, don't you see SC and SQ42 topping the charts everywhere. Like every streamer is going nuts playing it, its topping the viewing charts everywhere......rolls eyes.

    The only thing they managed to get working with no flaws was the cash shop.
    What does anything you just said have to do with AAA game? By your logic any indie game that has done well is now a AAA tile :/


    Like EQNext and their other game...
    I think there is a quite a few major differences between them, other than they were making two games. Not the best comparison tbh

    The comparison was not at the games, but the company's lies.  
    Odeezee
  • ZandogZandog Seattle, WAMember UncommonPosts: 62


    Alpha 3.0 has been released to the external Evocati testers.
    ErillionJamesGoblinOdeezee
    Opinion only matters when accompanied by logic. 
  • MadFrenchieMadFrenchie Nashville, TNMember EpicPosts: 2,974
    Zandog said:


    Alpha 3.0 has been released to the external Evocati testers.
    The first hands-on I've seen from PCGamer is promising.

    I look forward to reading more across the web as it's released.

    image
  • MaxBaconMaxBacon Figueira da FozMember EpicPosts: 4,512
    From monthly report, the first images of what is Certainly the WIP biome for Hurston:




    First pics of the second Mission giver:



    And the new Fleet Manager app, also deals with insurance claims:


    ErillionOrinoriEldurianZandogBabuinix
  • EldurianEldurian Member EpicPosts: 1,867
    Definitely all this planetary content is making me happy my most expensive ship I own is a Carrack. I hope that's one of the ships they start prioritizing soon given how well it fits with the content we are seeing coming out right now.
  • ZandogZandog Seattle, WAMember UncommonPosts: 62
    Eldurian said:8
    Definitely all this planetary content is making me happy my most expensive ship I own is a Carrack. I hope that's one of the ships they start prioritizing soon given how well it fits with the content we are seeing coming out right now.
    The Anvil Carrack has begun white box phase, woot! 
    Opinion only matters when accompanied by logic. 
  • MaxBaconMaxBacon Figueira da FozMember EpicPosts: 4,512
    Was reading into Citizencon stuff.

    I think one of the demos is certainly related to exploration, if Planets, most likely the first showcase of their works on Procedural Cities. hm

    As for the new ship, the first civilian capital might just be about constructing outposts or space stations? That's what people say o.o
  • OrinoriOrinori Member UncommonPosts: 294
    MaxBacon said:

    As for the new ship, the first civilian capital might just be about constructing outposts or space stations? That's what people say o.o
    Yeah I did ask you about this before but perhaps you missed the post. Judging by this post though you know as little as I do about it. From what I gather people just made up this constructing bases thing and everyone is just running with it as fact?
  • MaxBaconMaxBacon Figueira da FozMember EpicPosts: 4,512
    Orinori said:
    MaxBacon said:

    As for the new ship, the first civilian capital might just be about constructing outposts or space stations? That's what people say o.o
    Yeah I did ask you about this before but perhaps you missed the post. Judging by this post though you know as little as I do about it. From what I gather people just made up this constructing bases thing and everyone is just running with it as fact?
    It's speculation, the wording they used in the citcon announcement that seems to have hinted some people it's related to construction.

    It would be one entire new sphere to SC because there was literally no sorts of crafting in design.
  • MaxBaconMaxBacon Figueira da FozMember EpicPosts: 4,512
    edited October 21
    The first signs of character and weapon stats:



    Also on the first pic, gear loadouts of equipment to quickly change and equip.


    Post edited by MaxBacon on
    OrinoriOdeezeeBabuinix
  • ErillionErillion Member EpicPosts: 8,291
    Turrets in Star Citizen

    https://robertsspaceindustries.com/comm-link/engineering/16185-The-Shipyard-Turrets

    >>>>
    All manned turrets have a consistent entrance tube diameter which means that upon destruction… they become a viable breach point.
    >>>>

    Avast, me mateys ... lets storm that sloop !



    Have fun


  • ErillionErillion Member EpicPosts: 8,291
    Missiles in Star Citizen

    https://robertsspaceindustries.com/comm-link/engineering/16190-The-Shipyard-Ordnance-Hardpoints

    "....Q: Do dumbfire missiles still exist in-game?

    As of 2.6.3 they have been removed from the game, any previously sold or described dumbfire missiles have been given an abbreviated lock time and a limited amount of self guidance on the target. This was done for two reasons: a dumbfire missile isn’t really a missile its more a rocket or a bomb, and secondly as we introduce widespread rocket pods dumbfire missiles will simply muddy the waters."


    Have fun





  • OrinoriOrinori Member UncommonPosts: 294
    Erillion said:
    Missiles in Star Citizen

    https://robertsspaceindustries.com/comm-link/engineering/16190-The-Shipyard-Ordnance-Hardpoints

    "....Q: Do dumbfire missiles still exist in-game?

    As of 2.6.3 they have been removed from the game, any previously sold or described dumbfire missiles have been given an abbreviated lock time and a limited amount of self guidance on the target. This was done for two reasons: a dumbfire missile isn’t really a missile its more a rocket or a bomb, and secondly as we introduce widespread rocket pods dumbfire missiles will simply muddy the waters."


    Have fun





    What was / is the difference between rocket pods and dumbfire missiles? I thought the Delta fired dumbfire out of the rocket pods!
  • ErillionErillion Member EpicPosts: 8,291
    Orinori said:
    What was / is the difference between rocket pods and dumbfire missiles? I thought the Delta fired dumbfire out of the rocket pods!
    There is almost no difference.

    That is why - to avoid confusion - they only use the name "rocket pods" from now on. And do NOT use the name "dumbfire missiles" anymore from now on. Old ships descriptions will be changed.


    Have fun
    Orinori
  • MaxBaconMaxBacon Figueira da FozMember EpicPosts: 4,512
    edited October 25


    Bits of what is certainly SQ42 work pop, the focus and talks on SQ42 should increase as December approaches with their intent to finally showcase the vertical slice, at least set to be the first time proper play loop of the campaign is shown.
    Post edited by MaxBacon on
  • ErillionErillion Member EpicPosts: 8,291
    Item quality (especially ship modules) in Star Citizen

    https://robertsspaceindustries.com/comm-link/engineering/16193-The-Shipyard-Other-Ship-Items

    >>>>>>>>>>>>>>>>
    Item Grades

    Every swappable item in the game is assigned a grade for ease of comparison, this should be your first port of call when deciding what items to buy and swap out as it gives you a simple scale to compare against. Additional details about the individual nature of an item with be visible in the purchase screen of any vendor, but for a place to start, we provide a simple letter grade.

    Different grades have different values to the items:

    A = The best possible performance, usually has an additinal Sub Item slot.

    B = A good upgrade to performance, may have an additional Sub item slot.

    C = The standard item for most ships be default, average performance.

    D = Lower grade, generally makes up the NPC/AI populace, good for emergency use to get through troubles.

    Most ships come standard with default C grade components. SOme of the more exotic or specialized ships may come with Grade B equipment in default loadouts, which can often be seen reflected in their price. Of course, the reverse can also hold true where cheaper ships may come with D grade components by default. They’ll still work fine and get you where you wanna go, but you’ll want to consider upgrading them after a while.



    Item Classifications

    In a future 3.x patch we plan to assign every ship and every item a component class. This means players will only be able to put an item of that class into a ship that can utilize it.

    Military – The best overall at that item’s functionality, at the expense of emissions and cost.

    Civilian – The most common, wide range of behaviours to suit cost, options to approximate all other categories but not as specific.

    Stealth – Vastly reduced signatures/consumption at the expense of functionality.

    Industrial – Reliably high output and low wear, high emissions.

    Competition – Higher performing than military but at the expense of durability and stealth, performance over everything.

    At present, no ship is restricted to a single class of item, with each having at least two classes and virtually all of them featuring Civilian as an option. While this system is still in development, the idea at it’s core is to prevent players from making certain ships too powerful within respective areas. We still want there to be an enormous amount of customization available, but this system we’re still developing would do things like limit the chances of finding a Military Spec 85X or a Stealth Herald simply due to people buying the best items of that type.


    >>>>>>>>>>>>>>>>>>>>>>>>>>


    I venture a guess here that running missions for the military and increasing rep there may grant access to Grade A military hardware, da best of da best ....


    Have fun



  • ErillionErillion Member EpicPosts: 8,291
    Star Citizen goes Cthulhu

    http://www.dailymotion.com/video/x666ggn

    why bug testing is necessary ;-)


    Have fun

    justanothergamerOrinori
  • MaxBaconMaxBacon Figueira da FozMember EpicPosts: 4,512
    Actor Andy Serkis casually mentions SQ42 in 2018:
    http://www.bbc.co.uk/programmes/b0999pz6

    49:20 mark.
  • ErillionErillion Member EpicPosts: 8,291
    Cargo Storage ... and smuggling  ;-)

    https://robertsspaceindustries.com/comm-link/engineering/16204-The-Shipyard-SCU-And-Cargo-Capacity

    "....Smuggling is one of the next big features we will be adding to the Cargo System and is something we’re excited for players to take advantage of. Goods that will be secured in place on the cargo grid will also be considered ‘declared’ on the ship’s cargo manifest. What this means is that when players go through customs checkpoints in the future, or are encountered by law enforcement out in the space lanes, their manifest will be broadcast like a trucker handing over a clipboard, declaring what’s inside their hold that everything is above board.

    This will allow a player to be able to make a conscious effort not to declare an item as well, by deliberately leaving it off the grid. As highlighted beforehand, a box left in a passageway risks unbalancing a ship, over-weighing it and rattling around in the back, but once the smuggling system comes online, players have a plus side in that it’s not broadcast to others as part of the manifest. A player who wants to slip a crate full of contraband through customs will be able to do so simply by leaving it off the grid and avoiding transmitting its details to a passing police officer.

    Of course, the police wouldn’t be doing their job properly if they just believed what every trucker told them, so they will be scanning ships on occasion to confirm what the transporter is ferrying, whether it is on the grid or not. To combat this, we’ll be allowing smugglers to add additional technology to their SCU crates such as ‘scramblers’ that will make it harder to detect, or something we’re calling ‘spoofers’ to make a container appear as something else altogether.

    It’s unlikely any smuggler trickery will be able to stand up to sustained scanning forever though, so if the player finds themselves under continued scrutiny from the law, or maybe even a pirate looking to relieve them of their precious cargo, unless they have the best gear on the black market to respond with, it may be worth thinking about finding a new line of work. This won’t be a life for the meek...."


    Have fun




  • AreWeLiveAreWeLive Brockville, ONMember UncommonPosts: 175
    untill they release (for their backers) a fully playable universe with the story line and not the current custom modules, i would not expect this to be anywhere near alpha state regardless of what being said.
     
    Odeezee
  • MaxBaconMaxBacon Figueira da FozMember EpicPosts: 4,512
    New Star Marine and Arena Commander maps have been mentioned, they are to show new stuff on that area.

    For Star Marine specifically it certainly will be a planetary FPS Map, it would be interesting though if they took at SW Battlefront'ish approach and mix the Flight Sim aspect on it.
    BabuinixOdeezee
  • MaxBaconMaxBacon Figueira da FozMember EpicPosts: 4,512
    There are changes to EMP that change how this whole thing plays:

    "EMP & Distortion Damage (These systems have come online but are not complete and not part of the current focus. We will detail the full functionality at a later time)

    EMPs now do distortion damage

    Distortion damage no longer effects the originating ship

    Beginnings of applying distortion damage to subcomponents"

    I would go for EMP, the sub-systems of the ships as they have been converting now start getting messed up by it, it finally may start giving EMP a say in combat.


    Odeezee
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