Timex, I could look around and list a lot of sources and let you pick them one by one and explain how they’re wrong and you’re right and all is well and ok despite all the idiot, reality-denying naysayers everywhere, but I don’t have the time nor the motivation to do that.

As for “reality only matters to some folks”, yes, I’d say that is quite evident.

Seriously, I honestly no longer care that you don’t understand it and want to cling to a belief that is provably incorrect.

You were mistaken, and it was explained how you were mistaken, by people who have actually followed the game’s development. If you want to then cling to your incorrect beliefs, that’s totally on you. I offered you an explanation as a service to you, not because it somehow hurts me for you to be wrong.

Duty calls!

Farming is still in the plan, for what it’s worth…

Such as?

They’ve purchased the source code for CryEngine, so they can modify it however they want. It seems like one of the reasons they opened up CIG Frankfurt was to “poach” Crytek employees that are leaving due to the company’s financial hardships. CIG Frankfurt already employs some of the creators of the original CryEngine.

Be careful what you wish for.

How about this - I’ll admit I’m wrong when every single feature listed and demoed in the Star Marine updates is inside the PU, working just as well, and every backer is satisfied and admits that Star Marine never got cancelled. How’s that?

BTW, since you’re so informed about the development process, Star Marine (while developed by Illfonic) had a different codebase when compared to the baby PU and Arena Commander and what else, right? Do you have any idea how much code reuse is there going to be?

Every backer being satisfied is obviously impossible, but I’ve got nothing against a wait-and-see approach, the problem is that you were actively spreading misinformation here.

All of the FPS mechanics originally developed within Star Marine will be used in the Baby PU, Illfonic was contracted to build not only the Star Marine game mode (which was originally supposed to serve as a demo), but to design the basic FPS mechanics themselves under the direction of Chris Roberts. From day one it was understood that once the groundwork was laid, Illfonic would part ways and transfer responsibility for the FPS mechanics to Cloud Imperium. The only code unique to Star Marine (not re-used in the PU) will be the leaderboard and tournament-style round mechanics.

As I said, it doesn’t really matter if you are informed or not about how things have progressed, but perhaps as a fairly trivial demonstration of the fact that Star Marine was always intended to be included as part of Star Citizen, just like Arena Commander, you can see thing post from April of last year where they started talking about their version numbering system. It’s a fairly insignificant post about a trivial aspect of the development process from a customer’s perspective, but it provides concrete proof that as far back as April of 2015 (indeed, this was actually accounced prior to that, but I can’t be bothered to go and find the first ever mention of it) it was intended to be part of Star Citizen.

It’s so weird that you would bother arguing about something like this. Your belief that Star Marine was intended to be some separate release is simply incorrect. It’s not really a matter of opinion, you were simply in error. And that’s cool, because you don’t really follow the game anyway. Just like Tom’s misconception, being wrong about some aspect of a game you aren’t really that interested in isn’t somehow bad.

But then after folks who actually are interested in the game explain the error, to cling to it, is weird.

At this point though, it’s all been pretty much explained, so if you still believe otherwise, eh, I dunno what else to tell you.

Here’s some food for thought, from a software engineer such as myself:

https://forums.robertsspaceindustries.com/discussion/comment/6296367/#Comment_6296367

I suppose being a software developer/engineer makes me see things under a different light. If a project stops, and most of its code goes unused, that’s always “cancelled” to me, even if most of its features are reimplemented elsewhere. To say it’s “integrated” into something else means massive code reuse, which (for all the reasons listed in the comment I posted), doesn’t seem likely, but it could just be a wrong impression, or their focus on other parts of the project causing a significant delay in that particular process. Like that comment explains, that’s what I see as an outside observer (and a software developer), but I may as well be wrong. I’m not as well versed in the Star Citizen knowledge and lingo as you obviously are.

Therefore, I will wait and see, and as I said before, your input is appreciated, particularly to clear any mistakes or misconceptions posted here by me or anyone else.

And please, don’t say I’m “actively spreading misinformation here”. That seems to imply that I acted based on spite or malice, which I’d strongly resent. It may happen that I will report information that was wrong or misinterpreted, but in that case, I count on you and Timex to clarify it in a manner that suits the purpose of this thread, without the presumption of ill-will.

I will run the seedy underground of the ever-more-alarming e-sataball match fixing scandals.

As I explained in my latest answer to Ryan, all I knew was that it was a separate codebase being worked on by a different studio and being called by a different name. That in my mind is a separate product from the software standpoint. Perhaps there lies the source of my confusion?

But OK, you have explained it. Star Marine is not cancelled, Illfonic did its job, and now the project formerly known as Star Marine will be integrated into the baby PU with all its functionality, and Star Marine will be accessible from there as a module. Is that description correct, or is anything I didn’t yet understand?

BTW, since we’re talking about this, could anyone please list the features present in the latest Star Marine update that are not yet present in the FPS implementation already in the baby PU? I don’t want to spread misinformation about that either.

Mannnn. One of my favorite Starcraft 2 pros – who won Blizzcon in 2014 and took 2nd last year – just got arrested by the Korean prosecutors office that handles match fixing and other illegal betting activities. I’m actually pretty depressed over that today :-(

Star Marine probably won’t be accessible from the baby PU when it is released, but rather from the Hangar module or main menu like Arena Commander. They haven’t linked the hangar to the PU yet.

I don’t know what their latest internal update for Star Marine is/was, but features that were in development but not currently in the baby PU include the shotgun, sniper rifle, kinetic pistol, microwave cannon, helmets for all armor types except Heavy Outlaw, grenades, claymore, portable shield generator, hologram decoy, firearm stances, breathing (steady breath) mechanics, the ability to drag fallen comrades, and the Gold Horizon space station.

hehe baby pu.

Oh. What exactly is the Hangar module? It’s where you see the ships, both the flyable and the ones being still worked on to be flyable?

Also, do you know if Arena Commander is a separate executable file? I’m trying to learn here.

Thank you. Have you followed the development and updates for Star Marine? How would you compare the current “feel” of the FPS implementation compared to the Star Marine demos, etc.?

I’m pretty skeptical of this project, but regardless if things that were promised were changed or altered or cancelled or migrated, I think we can all agree that this was likely something that absolutely needed to happen? If they can cut another 4-5 things like it (sataball, farming) then I might start actually believing this project has a shot of actually shipping.

You do that kind of bullshit after you have 1.0 working and out the door.

Y’all should be playing Evochron Legacy, y’all will be much happier. ;)

There has always been one executable, at least up until the PU, which I haven’t installed yet. Arena Commander, the Social Module and the Hangar module where different parts of the same thing. A game you launched and then chose where to go (you could even transition between these parts by walking).

The tutorial Module you couldn’t transition to without menus, but it was in the same executable. Modules are game modes or systems, that get integrated in the whole.

AFAIK there is only plan for two distinct executables, Star Citizen and Squadron 42 (and I suspect these might be folded in one to make acquiring SC users from SQ42 users easier, just give them an starter ship and since they have the game installed they might as well try it). The only reason for them not too is install size. If SQ42 is significantly smaller than the projected +100GB of SC then I guess they will keep them separated.

PSA: it seems there will be a change in the way packages are sold for Star Citizen soon, and they’ll separate Squadron 42 and Star Citizen (I suppose they mean the PU?). Anyone want to clarify?

Correct. it was the first demo available to backers in 2013, it let you walk around your ships (interior and exterior), and included little flair decorations that you got for stuff like stretch goals. When you booted up Star Citizen, it took you to the hangar.

Arena Commander was never a separate executable file. You accessed it from the hangar (I wrote the specifics here). You also accessed the Social Module from an elevator in your hangar. All the code was in the Star Citizen executable. You can now access all of the different modules from the main menu which they added in Alpha 2.0 without having to load your hangar.

As for the feel of the current FPS implementation, I’m not the best person to ask as I’ve never gone to the open PVP Security Post where you can get the assault rifle.

Thank you, I got it. I suppose Squadron 42 will be separate, right, since they will be purchaseable separately from Feb 14th forward?