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Touring Star Citizen's Biggest Ship (Star Trek Enterprise style)

BabuinixBabuinix Member EpicPosts: 4,265

890J | First Capital Ship In Game | 4k60


Phaserlight[Deleted User]ErillionNebilimWalkinGlenn
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Comments

  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    edited August 2019
    The 890j is my favorite, the roleplaying flexing ship :D 

    Its top deck with the windows and views my type I like touring heh
  • NorseGodNorseGod Member EpicPosts: 2,654
    edited August 2019
    Yours for only $900 if you call now.

    That's right, Jan. I own 4 in my home. But act fast, limited supplies are going fast!

    I hate late night info commercials.



    PhaserlightfoppoteePhry
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  • AethaerynAethaeryn Member RarePosts: 3,149
    That is awesome, I just can't get over how bland everything looks though.  I'm not an artist and not sure what they could do to enhance it but those hallways look. . . dull.. . add some panels, displays. . lights. . heck. . even lever or something :)
    moroel

    Wa min God! Se æx on min heafod is!

  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    edited August 2019
    NorseGod said:
    Yours for only $900 if you call now.

    That's right, Jan. I own 4 in my home. But act fast, limited supplies are going fast!

    I hate late night info commercials.
    I'm not going to buy that pledge tier for it with real cash :) 

    With ship buying and upcoming renting mechanics my wallet is not worried, the organization owns this ship and as this thing has hangars 



    I don't see it as a ship to be playing solo on so something I'm not stressing over owning personally, just playing on :p 
    NorseGodErillion
  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    edited August 2019
    Dem shiny










    and the prospector inside hangar


  • NorseGodNorseGod Member EpicPosts: 2,654
    MaxBacon said:
    NorseGod said:

    I'm not going to buy that pledge tier for it with real cash :) 


    I find that ironic because its coming across that you're only here to sell them, but you won't buy one yourself.

    Your plan to have other people buy them so you can play with them is solid though.
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  • IselinIselin Member LegendaryPosts: 18,719
    Looking at that pool table makes me think that SC ships have "magical gravity" as in Star Trek and not the more realistic type as in The Expanse. Is that right?
    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

    ― Umberto Eco

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  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    edited August 2019
    NorseGod said:
    I find that ironic because its coming across that you're only here to sell them, but you won't buy one yourself.

    Your plan to have other people buy them so you can play with them is solid though.
    lol is that the best you can come up with? :D

    That the people who support/play SC here are here to sell ships because they are not hating SC on the forum here? Let me guess, you see yourself as the white knight savior of the unaware forum browsers here about the evil Star Citizen and its fans luring you to buy ships? O_o

    Worry not, what does and continues to sustain the development of the project is not the people of this forum neither the prospects of it I think, and if they will one day play this game it will not be thanks to them either.
    foppotee
  • WizardryWizardry Member LegendaryPosts: 19,332
    edited August 2019
    Going to repeat the obvious,you should NOT be able to buy ships magically out of thin air.
    The game should have some depth,some effort put into it ,to allow players to role play as a pilot/person in a world.
    You should have to train,learn how to build and in the end you or perhaps others alongside can gather resources and build a ship to use in the world.Of course you would need a tool shed,a base to do the constructing and again NOT BOUGHT magically out of thin air by a NON WORLD entity ,such as a cash shop or pledge tier.

    This is what i call a FILTHY way to design a game and monetize it.
    NorseGodTillerDvoramoroelfoppoteePigozzAmathe

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    Iselin said:
    Looking at that pool table makes me think that SC ships have "magical gravity" as in Star Trek and not the more realistic type as in The Expanse. Is that right?
    SC has different types of gravity, some of big ships, as this one, have a generator you can see on the video, the ones that do not appear to see magnetic because it only has gravity close to the ground.
    foppotee
  • NorseGodNorseGod Member EpicPosts: 2,654
    edited August 2019
    Wizardry said:
    Going to repeat the obvious,you should NOT be able to buy ships magically out of thin air.
    The game should have some depth,some effort put into it ,to allow players to role play as a pilot/person in a world.
    You should have to train,learn how to build and in the end you or perhaps others alongside can gather resources and build a ship to use in the world.Of course you would need a tool shed,a base to do the constructing and again NOT BOUGHT magically out of thin air by a NON WORLD entity ,such as a cash shop or pledge tier.

    This is what i call a FILTHY way to design a game and monetize it.
    I still don't understand the purpose of mining if you can't build things like almost every game does.

    There's no incentive to pvp over resources.
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  • DvoraDvora Member UncommonPosts: 499
    edited August 2019
    Iselin said:
    Looking at that pool table makes me think that SC ships have "magical gravity" as in Star Trek and not the more realistic type as in The Expanse. Is that right?

    It's not magic its highly advanced science, duh!  Each one of the pool balls has a weak magnet in it that still lets the ball roll but is just barely attracted to the steel plate beneath the felt tabletop.

    Jumping balls can still be a problem tho, and the balls tend to clump up more than they should, and trajectories curve just a bit when passing other balls, like orbital mechanics.  They dont call it pool anymore, just magnet table ball, "magtaball" for short.
    IselinErillion
  • TillerTiller Member LegendaryPosts: 11,167
    edited August 2019
    Wizardry said:
    Going to repeat the obvious,you should NOT be able to buy ships magically out of thin air.
    The game should have some depth,some effort put into it ,to allow players to role play as a pilot/person in a world.
    You should have to train,learn how to build and in the end you or perhaps others alongside can gather resources and build a ship to use in the world.Of course you would need a tool shed,a base to do the constructing and again NOT BOUGHT magically out of thin air by a NON WORLD entity ,such as a cash shop or pledge tier.

    This is what i call a FILTHY way to design a game and monetize it.
    Could you imagine how much more work it would be for them if they actually had something cool like ship factories and made a little mini game out of it where you hire and train skilled NPC workers, kinda like a few MMOs I can think of. You would have to go to the ends of the galaxy looking for parts, making deals with pirates and merchants ect for resources rights to supply refineries, and you could buy parts manufactured by rivals corps. Too much depth for them though, lets go buy ships from dealerships like you buy an Audi, only you pay with real cash. This is one of the issues I have with this game. EVE online has 100 times more depth.

    This game will never get there though, I see none of this framework, it's all flash no bang. Honestly I would have given them more props if they had started out with cartoon graphics, build the depth framework of the game first, then went back and did graphics. By the time this game launches it will be dated anyways.
    NorseGodPigozz
    SWG Bloodfin vet
    Elder Jedi/Elder Bounty Hunter
     
  • DvoraDvora Member UncommonPosts: 499
    edited August 2019
    These guys shouldbe banned from ever recieving any money again except from a job at mcdonalds.  Your typical mod community could take what they had 3 years ago and have a fully fleshed out game released by now, for free.
    BabuinixNorseGod
  • NorseGodNorseGod Member EpicPosts: 2,654
    edited August 2019
    Tiller said:
    Wizardry said:

    Could you imagine how much more work it would be for them if they actually had something cool like ship factories and made a little mini game out of it where you hire and train skilled NPC workers, kinda like a few MMOs I can think of. You would have to go to the ends of the galaxy looking for parts, making deals with pirates and merchants ect for resources rights to supply refineries, and you could buy parts manufactured by rivals corps. Too much depth for them though, lets go buy ships from dealerships like you buy an Audi, only you pay with real cash. This is one of the issues I have with this game. EVE online has 100 times more depth.

    This game will never get there though, I see none of this framework, it's all flash no bang. Honestly I would have given them more props if they had started out with cartoon graphics, build the depth framework of the game first, then went back and did graphics. By the time this game launches it will be dated anyways.
    You know what I think your problem is? You just need to see more random screenshots in editor mode, maybe a video. You're asking too many questions that others might see.
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  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    edited August 2019
    @NorseGod @Tiller Star Citizen is not a crafting game, that simple.

    You don't need to build things to have mining make sense, just the economy loop of SC having mining selling to industries that manufacture the products that supply the economy shops, this goes from ship parts, weapons, normal weapons, player armor, etc... etc...

    The manufacturers of ships are the different companies, it's intentionally not a player-driven economy of the likes of EvE, yet with player input/influence but the game sets the pillars.

    Now to me I don't give in much to the concept of going to gather resources to craft my ship and gear, in future terms I think the way SC puts it is quite realistic that the gatherers supply the established industries (that as design players might own/have a stake on to some extent) and that feeds into the stocks of shops.

    If you expect the depth of the game ever be the craft play then you're not following the right game, don't expect it to be something it's not. There are already games for you to go craft your own ship.
  • DvoraDvora Member UncommonPosts: 499
    edited August 2019
    MaxBacon said:
    @NorseGod @Tiller Star Citizen is not a crafting game, that simple.

    You don't need to build things to have mining make sense, just the economy loop of SC having mining selling to industries that manufacture the products that supply the economy shops, this goes from ship parts, weapons, normal weapons, player armor, etc... etc...

    The manufacturers of ships are the different companies, it's intentionally not a player-driven economy of the likes of EvE, yet with player input/influence but the game sets the pillars.

    Now to me I don't give in much to the concept of going to gather resources to craft my ship and gear, in future terms I think the way SC puts it is quite realistic that the gatherers supply the established industries (that as design players might own/have a stake on to some extent) and that feeds into the stocks of shops.

    If you expect the depth of the game ever be the craft play then you're not following the right game, don't expect it to be something it's not. There are already games for you to go craft your own ship.
    Effing 1995 dial up BBS text games had simple depth like that, all it needs is some simple animations.  Shoot a beam at an asteroid, collect rocks.  Refine.  X rocks = Y parts = Z ship.  I dont see anything complicated about the economy of even EVE, its not more in depth than those simple text games written by a single guy in a few months, with a shinier interface on it.  If SC cant manage that even half ass economy and crafting they should quit now.
    NorseGod
  • NorseGodNorseGod Member EpicPosts: 2,654
    MaxBacon said:
    @NorseGod @Tiller Star Citizen is not a crafting game, that simple.

    You don't need to build things to have mining make sense, just the economy loop of SC having mining selling to industries that manufacture the products that supply the economy shops, this goes from ship parts, weapons, normal weapons, player armor, etc... etc...

    The manufacturers of ships are the different companies, it's intentionally not a player-driven economy of the likes of EvE, yet with player input/influence but the game sets the pillars.

    Now to me I don't give in much to the concept of going to gather resources to craft my ship and gear, in future terms I think the way SC puts it is quite realistic that the gatherers supply the established industries (that as design players might own/have a stake on to some extent) and that feeds into the stocks of shops.

    If you expect the depth of the game ever be the craft play then you're not following the right game, don't expect it to be something it's not. There are already games for you to go craft your own ship.
    All true.

    What is the incentive to pvp, if not to fight over land and resources? Just for the lulz?

    What is the incentive to fly an hour to some player base if they have nothing to offer, in terms of shops selling crafted goods. I can buy  the same things from an NPC where I'm currently at. How is that a player drive economy?

    I think that takes away reasons to travel. That will impact jobs such as passenger ship pilots and refueling ship pilots to a degree.
    Pigozz
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  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    edited August 2019
    Dvora said:
    Effing 1995 dial up BBS text games had simple depth like that, all it needs is some simple animations.  Shoot a beam at an asteroid, collect rocks.  Refine.  X rocks = Y parts = Z ship.  I dont see anything complicated about the economy of even EVE, its not more in depth than those simple text games written by a single guy in a few months, with a shinier interface on it.  If SC cant manage that even half ass economy and crafting they should quit now.
    Crafting is not a complex mechanic to add I know.

    Now that this game needs it, I don't think it does. There are cases where the game design makes it logic such as the refueling ship ability to turn gas into fuel I think, or the repair ships needing resources/parts to repair a ship in the open-world, stuff as that is its own localized crafting where it makes sense.

    Mind SC was never designed as a fully player-driven economy or a crafting-based space sim, the gathering and trade appear to be the primary focus.
  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    edited August 2019
    NorseGod said:
    All true.

    What is the incentive to pvp, if not to fight over land and resources? Just for the lulz?

    What is the incentive to fly an hour to some player base if they have nothing to offer, in terms of shops selling crafted goods. I can buy  the same things from an NPC where I'm currently at. How is that a player drive economy?

    I think that takes away reasons to travel. That will impact jobs such as passenger ship pilots and refueling ship pilots to a degree.
    It's the trading, when the game drives demand and supply there will be trade routes, if there are traders there is piracy the whole thing fuels itself as what happens next.

    It's not a player-driven economy, the game is set to have industries an example of that design...

    If there is X weapon shop on a specific area of space they will generate transport missions for players to take needed products from the industry that manufacturers them...

    ...the industry node that manufacturers those weapons for that area will generate missions for the resources it needs from players, hence driven the trade...

    The whole intended design is that stuff as if too much piracy breaks a trading route, stuff doesn't reach the destination, shops get into stock problems, prices increase in the system, maybe then transport missions get higher pays or people beef up with escorts, etc...

    That is how overall the economy appears to be wanted, now with stuff like landing claims and industry nodes that you could have then you'll just feed in on that game loop buying from players, trading or hiring traders to sell your product on the Gathering > Refining > Manufacturing loop.

  • NorseGodNorseGod Member EpicPosts: 2,654
    MaxBacon said:
    Dvora said:

    Crafting is not a complex mechanic to add I know.

    Now that this game needs it, I don't think it does. There are cases where the game design makes it logic such as the refueling ship ability to turn gas into fuel I think, or the repair ships needing resources/parts to repair a ship in the open-world, stuff as that is its own localized crafting where it makes sense.

    Mind SC was never designed as a fully player-driven economy or a crafting-based space sim, the gathering and trade appear to be the primary focus.
    So we have to carry around rocks just in case the hopper at the gas station is empty? Or if a hopper is full, miners will have to fly around 100 systems until they find a station hopper that's empty, and of course, not be killed by gankers.

    Or are the hoppers magically never empty/full? Like how trade kiosks work when buying in selling WiDow, etc?
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  • BabuinixBabuinix Member EpicPosts: 4,265
    Star Citizen 890 Jump Tour - No Talking Tour:
  • GrymGrym Member UncommonPosts: 301
    Watching this gave me motion sickness.  Also, this is the worst ship design I've ever seen.  I felt like I was walking through an airport or a shopping mall.  The interior design made no sense at all. But hey, some people like this sort of thing. 

    (My son speaking to his Japanese Grandmother) " Sorry Obaba, I don't speak Japanese, I only speak human."

  • gervaise1gervaise1 Member EpicPosts: 6,919
    edited August 2019
    Dvora said:
    These guys shouldbe banned from ever recieving any money again except from a job at mcdonalds.  Your typical mod community could take what they had 3 years ago and have a fully fleshed out game released by now, for free.
    Sure I read a lot of posts about how there was no game 3 years ago.

    No matter I am sure that if RSI had said they needed the mod community to solve the crafting that would have had total support. Everyone would have hailed it as genius. Well maybe not from those who said the engine would never work, the graphics which some said were dire, the - well a long list of priorities that people said should be worked on. Not much different from today!

    Still if you had pushed the idea who knows ....


    NorseGod
  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    edited August 2019
    NorseGod said:
    So we have to carry around rocks just in case the hopper at the gas station is empty? Or if a hopper is full, miners will have to fly around 100 systems until they find a station hopper that's empty, and of course, not be killed by gankers.

    Or are the hoppers magically never empty/full? Like how trade kiosks work when buying in selling WiDow, etc?
    If a repair/refuel station needs stock it is wanted to use the game mission board system to generate a mission that X location needs Y resource/product, players take those missions get paid by the game to supply stocks, if players do not then it's designed so AI could undertake those missions.

    My understanding from it is that shops are not set to have unlimited supplies, set to be a supply & demand, they need deliveries to be made with the products they sell per location, and the item prices are to fluctuate based on that.
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