Yeah, things that work, just work. The Browning .50 is around 100 years old, and still in service everywhere. Now if you are going to be doing much Zero G combat, you might not want things with a lot of recoil. Really could mess up your movement and actions.
Of course, there's this really great video of Roberts and Garriott talking, where it becomes painfully obvious that Roberts, supposed Mr. Space Game Guy, is pretty clueless about inertia and momentum in weightless situations. I could dig up the link if you'd like...
If you are holding out for the perfect game, the only game you play will be the waiting one.
Yeah, things that work, just work. The Browning .50 is around 100 years old, and still in service everywhere. Now if you are going to be doing much Zero G combat, you might not want things with a lot of recoil. Really could mess up your movement and actions.
Of course, there's this really great video of Roberts and Garriott talking, where it becomes painfully obvious that Roberts, supposed Mr. Space Game Guy, is pretty clueless about inertia and momentum in weightless situations. I could dig up the link if you'd like...
Roberts clueless? Where on earth did you get such an idea?
Yeah, things that work, just work. The Browning .50 is around 100 years old, and still in service everywhere. Now if you are going to be doing much Zero G combat, you might not want things with a lot of recoil. Really could mess up your movement and actions.
Of course, there's this really great video of Roberts and Garriott talking, where it becomes painfully obvious that Roberts, supposed Mr. Space Game Guy, is pretty clueless about inertia and momentum in weightless situations. I could dig up the link if you'd like...
That is a priceless video. Even Garriott is looking at him like he's lost his mind
A good scientist doest not a good game dev make! Just look at Braben and Elite Dangerous. Wonderfull space world but no epic gameplay mechanics or overall fun activities.
We can armchair dev all we want but the truth is that making stuff Fun is quite hard and complex, specially in games that go for the long run aproach!
So what I see here is Chris Roberts asking Richard Garriott (who WAS in space on the ISS with Sojuz TMA-13) all of the various myths you see in Sci Fi movies and novels about moving in zero-g .. if they truely work or not.
The typical things like trying to "swim" or doing switchblade moves with your body or trying to twist your body.
So IMHO CR is not "pretty clueless about inertia and momentum in weightless situations" ... he just wants to get it from a primary source what works and what does not, as a lot of people have written a lot about this topic.
BTW .. referring to something Richard said .... if someone parks you in the middle of a room in zero-g, throw something away from you in any direction (your clothing if necessary) and you will slowly move in the other direction until you hit a wall. Twisting and swimming will not help much.
And for those who want to see swimming in zero-g ... check out Scarlet Johansen in "Passengers".
Have fun
PS: If you want to watch the first Sci-Fi movie ever done IN SPACE for real ... watch this
"Apogee of Fear is the first science fiction film made in space. Filmed
by Richard Garriott from a script and production elements he contracted
from fantasy novelist Tracy Hickman, the film's principal photography
was accomplished during Garriott's time aboard the International Space
Station as a spaceflight participant on October 12, 2008."
Erillion, your "humble opinion" is always to present the best possible face on any Star Citizen contretemps.
The guy has been doing space games for forever, and he hasn't bothered to educate himself on basic information. Par for the course, imho. I doubt that Garriott was the first ever to mention this.
Gaming is all about abstraction. I'm perfectly willing to toss 'realism' if it interferes with fun. Also, always happy to check out Scarlet Johansen.
If you are holding out for the perfect game, the only game you play will be the waiting one.
As Star Citizen has a kind of perma-death system [Citation Needed], it has incorporated simpod games [Citation Needed]. You can train your spaceflight ("Arena Commander") and FPS skills ("Star Marine") in the simpod and virtually die as often as you want. However, in the multiplayer world you can only die a limited amount of times (most likely 6-8 [Citation Needed]) until you die permanently [Citation Needed] and your heir [Citation Needed] takes over. And your body gets more and more damaged [Citation Needed]during the later revivals, with scars [Citation Needed] and cyberlimb [Citation Needed] replacements.
Have fun [Citation Needed]
"Play Style Matters" - Warren Spector ( System Shock, Deus Ex )
"....I want to see the scars on him/her – perhaps a cybernetic arm because one was lost in firefight..."
"....Every “death” creates wear and tear on your body. Depending on where you
were hit and how you died, your character may require a new body part,
which can either be cybernetic or organic. Eventually after too many
deaths, your character’s body will just give out, and instead of waking
up in a med bay, you’ll be attending the funeral of your fallen
character from the eyes of the beneficiary you specified when originally
creating your character. If your old character has done something
noteworthy (akin to an in-game achievement), his headstone might read
“Here lies Chris, discover of the Orion 2 jump point, slayer of the
Dread Pirate Roberts, and a Citizen of the First Order.” ...."
Hi tech space...Tevarin body armor?,yet we see old fashioned machine guns,that look like WW2 machine guns ...sigh. Graphics look good enough but games with machine guns are just so old at this point.Even my old 1999 UT really only got me interested because of the Shock Rifle otherwise who knows.
Accessing control point over and over,reminds me of GPS..."recalculating...recalculating". Really nothing there that would even remotely excite me.
Yeah. It is one thing to have a few old school guns but at this point I would expect something more futuristic ..
All this time and they are just now almost getting there with an arena fps module. Too much jumping around and not enough focus on one part of the game.
looked like a guy fired gun in zero-G and no backward movement. No physics?
They use the CryEngine underwater function to "simulate" space (no real zero g physics). Look at how the glass "shatters". It's terrible just like pretty much everything else in that FPS demo looks very dated and amateurish. I would not dare show this to anyone and sell it as AAA, it's embarrassing.
[Citation Needed]
"Play Style Matters" - Warren Spector ( System Shock, Deus Ex )
As towards that on how arcady it is comparing to how on it is described to play on the actual game universe; becomes pretty obvious the consequence of waiting 15 seconds to respawn change how you will play a game; towards having to mind things as perm-death.
The moment on the PU you start having that consequence rather than a "respawn timer"; it's when you start playing it differently. For now it's whatever goes.
Comments
Yes, you are excused.
Have fun
There is not much you can do to make a German MG42 better ... even today ....
Besides that, there are laser guns and rail guns in SC too.
http://starcitizen.wikia.com/wiki/Personal_Weapons
Have fun
PS:
And armor piercing crossbows ;-)
Yeah, things that work, just work. The Browning .50 is around 100 years old, and still in service everywhere. Now if you are going to be doing much Zero G combat, you might not want things with a lot of recoil. Really could mess up your movement and actions.
Of course, there's this really great video of Roberts and Garriott talking, where it becomes painfully obvious that Roberts, supposed Mr. Space Game Guy, is pretty clueless about inertia and momentum in weightless situations. I could dig up the link if you'd like...
If you are holding out for the perfect game, the only game you play will be the waiting one.
Have fun
Link for Erillion (and anyone else interested)
If you are holding out for the perfect game, the only game you play will be the waiting one.
We can armchair dev all we want but the truth is that making stuff Fun is quite hard and complex, specially in games that go for the long run aproach!
More legends of Game Design:
The typical things like trying to "swim" or doing switchblade moves with your body or trying to twist your body.
So IMHO CR is not "pretty clueless about inertia and momentum in weightless situations" ... he just wants to get it from a primary source what works and what does not, as a lot of people have written a lot about this topic.
BTW .. referring to something Richard said .... if someone parks you in the middle of a room in zero-g, throw something away from you in any direction (your clothing if necessary) and you will slowly move in the other direction until you hit a wall. Twisting and swimming will not help much.
And for those who want to see swimming in zero-g ... check out Scarlet Johansen in "Passengers".
Have fun
PS:
If you want to watch the first Sci-Fi movie ever done IN SPACE for real ... watch this
"Apogee of Fear is the first science fiction film made in space. Filmed by Richard Garriott from a script and production elements he contracted from fantasy novelist Tracy Hickman, the film's principal photography was accomplished during Garriott's time aboard the International Space Station as a spaceflight participant on October 12, 2008."
Erillion, your "humble opinion" is always to present the best possible face on any Star Citizen contretemps.
The guy has been doing space games for forever, and he hasn't bothered to educate himself on basic information. Par for the course, imho. I doubt that Garriott was the first ever to mention this.
Gaming is all about abstraction. I'm perfectly willing to toss 'realism' if it interferes with fun. Also, always happy to check out Scarlet Johansen.
If you are holding out for the perfect game, the only game you play will be the waiting one.
- Warren Spector ( System Shock, Deus Ex )
"....I want to see the scars on him/her – perhaps a cybernetic arm because one was lost in firefight..."
"....Every “death” creates wear and tear on your body. Depending on where you were hit and how you died, your character may require a new body part, which can either be cybernetic or organic. Eventually after too many deaths, your character’s body will just give out, and instead of waking up in a med bay, you’ll be attending the funeral of your fallen character from the eyes of the beneficiary you specified when originally creating your character. If your old character has done something noteworthy (akin to an in-game achievement), his headstone might read “Here lies Chris, discover of the Orion 2 jump point, slayer of the Dread Pirate Roberts, and a Citizen of the First Order.” ...."
etc.
Have fun
All this time and they are just now almost getting there with an arena fps module. Too much jumping around and not enough focus on one part of the game.
[Citation Needed]
- Warren Spector ( System Shock, Deus Ex )
LOL
[Citation Needed]
- Warren Spector ( System Shock, Deus Ex )
As towards that on how arcady it is comparing to how on it is described to play on the actual game universe; becomes pretty obvious the consequence of waiting 15 seconds to respawn change how you will play a game; towards having to mind things as perm-death.
The moment on the PU you start having that consequence rather than a "respawn timer"; it's when you start playing it differently. For now it's whatever goes.
I think Star Marine died when this game launched.