Star Citizen - Chris Roberts, lots of spaceship porn, lots of promises


#21

We’re still lacking a call of duty 4 treatment of weapons in these spacegames. They are puny, sound bad and look more like a led flashlight in space. Give me more oomph and power. Also I still don’t get why every weapon must be a high rate of fire weapon, it’s like they just assume people can’t aim.


#22

You know you’re doing it wrong when your presenter cant target a slow moving, non dodging target AT ALL. How the heck is an actual dogfight between two fighters supposed to work? Either he has never played this game before today or the game has some serious control problems.

My guess is that he blew his entire budget on flashy graphics.


#23

If it helps, I was there each of the last two days… and I didn’t know that this was showing until I saw this thread. Not sure if I’m going back tomorrow or not, but if I do, I’ll hunt it down!

(To be fair, I’m pretty sure it wasn’t in the indie game section, since that’s where I’ve spent most of my time on the floor. The crowds at the big name booths are Not My Thing. Why would you want to spent two hours in line to play Heroes of the Storm when there are so many tabletop games, like, a two minute walk away?!)


#24

My guess is that nervousness at having to perform in front of a very demanding crowd full of hecklers, especially after screwing up three times before really getting into the combat, might have affected his performance! A poster on the RSI forums who got a quick go after the presentation seems to think it flies well.


#25

I would be ok with a game mode which had “realistic” sound effects, i.e. the only sound you hear is from things that vibrate the hull of your ship directly.


#26

Succumbed - bought the Freelancer Package today - downloading the patch for the Hanger Module now. Very Excited about this.


#27

I’m pretty far behind. Is part of the game released or are you talking about Freelancer the game?


#28

The Freelancer is one of the in game ships which you can buy for real cash. The Hanger Module is a small bit of game where there’s a hanger you can walk around in and look at the ships you’ve bought… and that’s all there is to it.


#29

The miniseries and first season of nuBSG basically took this philosophy. That and Gravity, especially in the early part when they’re working on Hubble. It’s pretty awesome.


#30

Well Elite: Dangerous has the best solution. There’s no sound in space, but in the cockpit your helmet (or your pressurized cockpit) provides audio cues to help with awareness of events (weapons fire, weapon hits, engine power) and location of other ships (3d sound localisation). I presume (hope!) that if you switch to an outside camera, it’s dead silent except when in atmosphere. That means that anyone who hates the idea of sound feedback at all can flick the little switch on their dash that turns off these audio cues, and everyone is happy. I would imagine it’s a standard safety feature for future space ships, though.


#31

I personally can live with any solution, but if all weapons behave like low-tech machine guns, then it will show dangerously low levels of imagination. Space combat needs a tech upgrade, being able to hit should be the easy part.


#32

Exactly! BSG managed to have great space combat sequences with minimal sound. Also look at what MWO has done with their one airless map, HPG Manifold. Great sound design, and has interesting gameplay effects.

I think accurate gunnery should be pretty challenging. A game about dogfighting should be highly skill-based.


#33

So you’re saying that Chris Roberts could be the George Lucas of video games? At least we know that we’ll never think of George Lucas as the Chris Roberts of movies, because Chris Roberts is already the Chris Roberts of movies.


#34

What do you get for $42M? A towel, of course! Don’t travel without it!

Elite, your move.

You do get a few other things too: https://robertsspaceindustries.com/comm-link/transmission/13812-Letter-From-The-Chairman-42-Million

Wendelius


#35

Flipping back and forth between Elite stuff and SC stuff, and I do feel a bit worried about SC after that last vid. I mean, Elite already looks like it’s got its basic gameplay stuff pretty much nailed - even by just looking at clips, you can feel that it feels good to control - while SC seems to be concentrating on a) shinies and b) net infrastructure stuff. b) is good, and may be more important for the long term for SC if it’s touting itself as more of an MMORPG, which it seems to be. But when are we going to see SC gameplay?

Of course I want both, I love the Beatles and the Stones, both the Grey and the Brown, but I’d like to see more attention to moment-to-moment gameplay with SC soon.


#36

I pledged $60 during the initial crowd funding campaign and TBH I have absolutely no idea whats going with this game now. Is this nearing alpha? IIRC this is supposed to be the realization of his vision of freelancer…that still about sum it up?


#37

Even though both franchises are spaceship games, I hope they both are successful in seeing through to their final realizations. It used to be that there could be more than one spaceship game on our systems, and hopefully this can be realized, so don’t see why we have to compare them directly.

Elite seems more focused on dogfighting and trading, while Star Citizen seems focused on realizing a full universe full of stories and multiple roles to be fulfilled (singe fighter, carrier command, marine, even admiral). There are obviously similarities between them, but I do think they have very different visions at the end, and the Elite vision is both smaller in scope and able to developed in a more agile manner.


#38

Yes, is there a date when the “next module” is going to be released?


#39

Dogfighting module alpha is supposed to release within a few weeks. Hangar module alpha is already available for download.


#40

Watched some of the dogfighting module stuff this morning. Boy, that missile lock animation thing is going to get old really fast. Less is more, sometimes.