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Star Citizen - Development Updates

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  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    edited October 2017
    The first signs of character and weapon stats:



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


    OrinoriOdeezeeBabuinix
  • ErillionErillion Member EpicPosts: 10,297
    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: 10,297
    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 RarePosts: 751
    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: 10,297
    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 Member LegendaryPosts: 7,766
    edited October 2017


    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.
  • ErillionErillion Member EpicPosts: 10,297
    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: 10,297
    Star Citizen goes Cthulhu

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

    why bug testing is necessary ;-)


    Have fun

    justanothergamerOrinori
  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    Actor Andy Serkis casually mentions SQ42 in 2018:
    http://www.bbc.co.uk/programmes/b0999pz6

    49:20 mark.
  • ErillionErillion Member EpicPosts: 10,297
    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 Member UncommonPosts: 201
    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 Member LegendaryPosts: 7,766
    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 Member LegendaryPosts: 7,766
    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
  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    edited November 2017
    On artz stuff



    That'd be the concept of the interior of that big tower on Hurston, that is the main landing zone.


    The main asteroid belt in Stanton, meant to be so thick it has gateways for ships to pass through.
    BabuinixOdeezee
  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    Ship Info. Mustang Rework (starter ship), Starfarer, Guns and other bits.


    Odeezee
  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    omg perfect



    Ship's ready. Would you want to eject?

    A. Yes

    B. Yes

  • CoticCotic Member UncommonPosts: 268
    Respawn times. Interesting that you can pay additional UEC to vastly reduce your respawn time.




    rpmcmurphy
  • ErillionErillion Member EpicPosts: 10,297
    edited November 2017
    Cotic said:
    Respawn times. Interesting that you can pay additional UEC to vastly reduce your respawn time.

    Every multiplayer game needs money sinks. Insurance, repair fees, travel fees etc.


    Have fun
  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    MaxBacon said:
    omg perfect



    Ship's ready. Would you want to eject?

    A. Yes

    B. Yes

    they only 'cry' from the 'attackers' that is actually funny.

    Please do not respond to me, even if I ask you a question, its rhetorical.

    Please do not respond to me

  • rpmcmurphyrpmcmurphy Member EpicPosts: 3,502
    edited November 2017
    Erillion said:
    Cotic said:
    Respawn times. Interesting that you can pay additional UEC to vastly reduce your respawn time.

    Every multiplayer game needs money sinks. Insurance, repair fees, travel fees etc.


    Have fun

    That's certainly true but in a game about flying spaceships it seems odd to stop you from being able to fly your spaceship.
    Consider the newbie excited to fly his Mustang on launch day, he has no credits to his name and 10 minutes after logging in he gets blown up, for the next hour he has to wait to get his ship back. In other words he is punished and blocked from doing the main objective of the game through no fault of his own.

    It might seem like a good idea on paper but it's guaranteed to be a crap one in practice.
    Look at how much people moan about having to wait for a ship to be delivered in Elite and that's while they are still able to do stuff in their current ship...
    ByrgenarHofenOctagon7711GdemamiKefoOdeezee
  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    edited November 2017
    That's certainly true but in a game about flying spaceships it seems odd to stop you from being able to fly your spaceship.
    Consider the newbie excited to fly his Mustang on launch day, he has no credits to his name and 10 minutes after logging in he gets blown up, for the next hour he has to wait to get his ship back. In other words he is punished and blocked from doing the main objective of the game through no fault of his own.

    It might seem like a good idea on paper but it's guaranteed to be a crap one in practice.
    Look at how much people moan about having to wait for a ship to be delivered in Elite and that's while they are still able to do stuff in their current ship...
    The balance is actually right, base Hull Insurance does not have to become expensive to be what adds consequence to losing your ship, instead the timer vs money sink. If they go as they talked about before with this, some ships will take days, capitals weeks to retrieve a new one from a claim or play 25% of the whole value of your ship.

    On your example, I think it's rather logical that they will consider the new player factor vs no money to not cut that player's ability to actually play. There shall be no lack of edge cases to work through but it's no boogie man to resolve.

    One example, just see the Quantum Jump in 3.0 + Rotating Planets (not yet Orbiting), the edge case was that you would many times end the jump still too far away from the planet/location, so they added (like the citcon demo in approach to Hurston) the short-distance QT travel.
    Gdemami
  • ElsaboltsElsabolts Member RarePosts: 3,476
    MaxBacon said:
    That's certainly true but in a game about flying spaceships it seems odd to stop you from being able to fly your spaceship.
    Consider the newbie excited to fly his Mustang on launch day, he has no credits to his name and 10 minutes after logging in he gets blown up, for the next hour he has to wait to get his ship back. In other words he is punished and blocked from doing the main objective of the game through no fault of his own.

    It might seem like a good idea on paper but it's guaranteed to be a crap one in practice.
    Look at how much people moan about having to wait for a ship to be delivered in Elite and that's while they are still able to do stuff in their current ship...
    The balance is actually right, base Hull Insurance does not have to become expensive to be what adds consequence to losing your ship, instead the timer vs money sink. If they go as they talked about before with this, some ships will take days, capitals weeks to retrieve a new one from a claim or play 25% of the whole value of your ship.

    On your example, I think it's rather logical that they will consider the new player factor vs no money to not cut that player's ability to actually play. There shall be no lack of edge cases to work through but it's no boogie man to resolve.

    One example, just see the Quantum Jump in 3.0 + Rotating Planets (not yet Orbiting), the edge case was that you would many times end the jump still too far away from the planet/location, so they added (like the citcon demo in approach to Hurston) the short-distance QT travel.

    I can remember CCP saying Eve was noob friendly too or inferring so.
    " Life Liberty and the Pursuit of Those Who  Would Threaten It "
                                            MAGA
  • TalonsinTalonsin Member EpicPosts: 3,619
    Cotic said:
    Respawn times. Interesting that you can pay additional UEC to vastly reduce your respawn time.




    Sure hope this game does not turn into a second job like Eve where you have to play for long periods to get anything done.  A 2 hour wait for a new ship, especially one as small as the avenger sounds a bit silly to me.
    "Sean (Murray) saying MP will be in the game is not remotely close to evidence that at the point of purchase people thought there was MP in the game."  - SEANMCAD

  • ErillionErillion Member EpicPosts: 10,297
    edited November 2017
    Elsabolts said:

    I can remember CCP saying Eve was noob friendly too or inferring so.
    EVE is about as noob friendly as a river full of Piranhas when you have sliced legs during a river crossing ....

    httpsmhizzingfileswordpresscom201411curve2jpg


    Have fun

  • ElsaboltsElsabolts Member RarePosts: 3,476
    Erillion said:
    Elsabolts said:

    I can remember CCP saying Eve was noob friendly too or inferring so.
    EVE is about as noob friendly as a river full of Piranhas when you have sliced legs during a river crossing ....

    httpsmhizzingfileswordpresscom201411curve2jpg


    Have fun


    LOL, right on, right on, right on
    " Life Liberty and the Pursuit of Those Who  Would Threaten It "
                                            MAGA
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