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Vapourware Scam Citizen - Only people with too much money can become StarCitizens! WOULD YOU LIKE TO KNOW MORE?

GreatPretender

Educated
Joined
Nov 1, 2012
Messages
190
Hope he doesn't waste all that good money on hiring famous actors and shit.

Squadron 42 starring:

Mark Hamill
Malcom McDowell
John Rhys Davies
and Tom Wilson as 'Maniac'

:bounce:
 

IDtenT

Menace to sobriety!
Patron
Joined
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Messages
14,797
Location
South Africa; My pronouns are: Banal/Shit/Boring
Divinity: Original Sin
I didn't take you for an idiot before. Perhaps I was mistaken.
Ouch.

You must be new to the Codex. Scepticism and straight negativity is the order of the day. Quite rightfully too, as many claims that have been made in the past - in this and other entertainment industries - have turned out false. This game sounds like an MMO. Peripheral support sounds like mainstream support with niche options; I don't think you realise how badly joysticks have been phased out. It does sound like there will be P2W options.

Official statements mean nothing when mechanics don't tell the full story yet; every single F2P MMO will come out and say that they're not pay-to-win, but we know better.
 

IDtenT

Menace to sobriety!
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South Africa; My pronouns are: Banal/Shit/Boring
Divinity: Original Sin
Just because features are included, it doesn't mean they are meaningful. E.g. you can make rolling ineffective, rendering that ability useless within combat situations.
I don't think I need to fledge out why this is possible.

This is not simulation software; it won't work like an actual sim.
If it was a simulation you wouldn't be flying in fighter planes in space, and most certainly not for combat.
 

GreatPretender

Educated
Joined
Nov 1, 2012
Messages
190
So many moniez... Oh no, the pressure is building up!

Pressure? what pressure?

EwBhQ.png
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
As I suspected, IDtenT, you've neither read nor watched any of the material in which Chris Roberts outlines the physics model he personally programmed, demonstrates and explains how the articulated thrusters work and how they'll allow ships to maneuver (which includes fast rolling, Newtonian inertia with flight assistance turned off, the works), and he's said himself that a "speed limit" will be the only blatant "fighter planes in space" feature, because dogfighting is much more fun than what you get with no speed limit.

These videos and explanations, which are extraordinarily detailed so early in the process, are what convinced sim enthusiasts such as myself that he was serious about this being a real space sim. If he's lied about that (literally perpetrated an elaborate fraud with hoaxed demos and explanations) and it turns out casualized and arcade-y, then I'll give away my account and its Constellation to someone dumb enough to still want it here on the Codex.
 

Deleted member 7219

Guest
I donated. I own WC3 on GOG but haven't got very far into it, so I didn't do it for Chris Roberts. I donated because this is a PC space sim. And when was the last time a good PC space sim was made? Hell, it could be PC anything and I'd be in favour. Because even with console gaming in decline, not enough developers are coming back to the PC. So I'll support anyone who stands up for the proper gaming platform.
 

bonescraper

Guest
So how exactly is he able to create a next-next-gen game with advanced physics and unprecedented scale, while Obsidian can make a tablet quality Baldur's Gate clone at best? Yes, i know he got almost twice as much jewgoldz, but still, that's half as much as CDPRed needed to make Twitcher 2. And people are paid with potatoes around here.
 

Jarpie

Arcane
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Messages
6,720
Codex 2012 MCA
So how exactly is he able to create a next-next-gen game with advanced physics and unprecedented scale, while Obsidian can make a tablet quality Baldur's Gate clone at best? Yes, i know he got almost twice as much jewgoldz, but still, that's half as much as CDPRed needed to make Twitcher 2. And people are paid with potatoes around here.

They're getting financing from somewhere else too, "independent investors".
 

Deleted member 7219

Guest
So how exactly is he able to create a next-next-gen game with advanced physics and unprecedented scale, while Obsidian can make a tablet quality Baldur's Gate clone at best? Yes, i know he got almost twice as much jewgoldz, but still, that's half as much as CDPRed needed to make Twitcher 2. And people are paid with potatoes around here.

Smaller team. Original IP. No cash-hungry board members/senior producers to pay off. And Obsidian aren't making a tablet game.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
It's really easy to make spaceships look good, it's really hard to make organic looking things look good.
 

IDtenT

Menace to sobriety!
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Joined
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Messages
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Location
South Africa; My pronouns are: Banal/Shit/Boring
Divinity: Original Sin
So how exactly is he able to create a next-next-gen game with advanced physics and unprecedented scale, while Obsidian can make a tablet quality Baldur's Gate clone at best? Yes, i know he got almost twice as much jewgoldz, but still, that's half as much as CDPRed needed to make Twitcher 2. And people are paid with potatoes around here.
Industry investors. He was quite upfront about it.
 

J_C

One Bit Studio
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Developer
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Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
So how exactly is he able to create a next-next-gen game with advanced physics and unprecedented scale, while Obsidian can make a tablet quality Baldur's Gate clone at best? Yes, i know he got almost twice as much jewgoldz, but still, that's half as much as CDPRed needed to make Twitcher 2. And people are paid with potatoes around here.
Industry investors. He was quite upfront about it.
Yes. And not just small time investors. There were talks about a 10 million dollar investment. Counting the crowdfunding source, that makes it 16 million.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Which makes it very different from a traditional Kickstarter. Not like he's some poor developer from the past who otherwise can't fund his game. So now he has a truckload of money and some ideas (some good, some horrible). No reason for me to donate. Even from a 'preorder discount' perspective anyone can easily turn $30 in 2012 into $60 in 2014 with very little effort. If he produces something good, I'll buy it. If he doesn't, I won't. Also, not looking for EVE online so that aspect doesn't appeal to me in the slightest.
 

Blaine

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Grab the Codex by the pussy
Holy fuck, $6.2m? Unbelievable.

Also, not looking for EVE online so that aspect doesn't appeal to me in the slightest.

Having played EVE Online for years and grown tired of it some time ago, I agree with you. That's not what Star Citizen will be, though. In fact if the aesthetic sci-fi theme were stripped away, I strongly suspect no one would even think to compare the two.
 

Zed

Codex Staff
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Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
This game flew over my head. Probably because I'm not very much into space games of any kind.
I gotta give huge props for the way they tiered their pledge levels with in-game space ships. Very smart.
Really good videos that works well as proofs of concept. Glad to see some developers fully utilizing the potential of crowdfunding.
 

Gurkog

Erudite
Joined
Oct 7, 2012
Messages
1,373
Location
The Great Northwest
Project: Eternity
Meh, my internet connection is shitty satellite. So, I don't buy multiplayer games unless they are really slow paced, and with auto attack... aka. mmorpgs like WoW. If the game has comprehensive offline singleplayer on release I will look into it.
 

Blaine

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Grab the Codex by the pussy
Overboard: Of course I'm excited, but unlike many fans I never buy into hype blindly. It's worth considering that I have extensive experience in EVE Online, with the past games Chris Roberts has produced, with space and flight simulators in general, and that I'm familiar with most of the available material regarding Star Citizen. I wasn't able to watch all of the live stream last night, so there may be some details I'm missing now, but I've developed a very clear picture of the game's fundamental elements. The reason I have a clear picture is that Chris himself has a clear picture, and anyone who's paid attention to what he's written, what he's said and the various videos available should have a clear picture, too. 48 updates so far, numerous articles and design documents, ship specifications, a fair few videos, official Kickstarter and RSI forum comments, a quite long Reddit AmA, the live stream... this is truly a plethora of information for any game at any stage of the pre-release development process, let alone barely past the tech demo phase.

Star Citizen resembles EVE because EVE follows the basic free-form space trading combat game paradigm: They're set in space, you fly starships, there are a variety of said ships that can upgraded and customized, you can make a profit through trading, there are space stations and celestial objects to interact with, you can engage in combat with other starships, and (often) you can build or lose favor with factions to gain or lose safe passage, special ships and equipment, and so on. EVE is also a single-shard MMO. Star Citizen too will follow the single-shard model, but not in the same way. The end result will nevertheless be a single persistent universe, rather than many shards. The differences, however, will be many, not least of which is that situational awareness, reflexes, aim, and "twitch" skill will matter in combat.

The idea that Star Citizen will turn out arcade-y when it will be possible to disable individual articulated ship thrusters only by shooting them very precisely, which in turn will affect the target's maneuvering performance based on which thruster was damaged or destroyed, is just silly to me. This is one element of a system clearly being designed by a man who loves simulations and wants to create a simulation first and foremost, not a casual arcade-y game and/or an MMO. I'm going to stop arguing right here, because in order to get a clear picture of what the game will be, people must read the material for themselves.

There will also be constant updates, interviews and even a ongoing catalog of the game's mechanics as they're fleshed out. Not all of it will be available for everyone though:

Our intention has always been to make Roberts Space Industries YOUR site. It’s not a public advertisement for the game; it’s a private community for those who are making the game happen. We want your input on what we’re doing and we want to share our plans with you; the occasional passer-by doesn’t concern us. The plan was initially to immediately switch on a wall that would allow only you, our backers, to access features like the Comm-Link and the Spectrum Dispatches. Kickstarter has thrown something of a wrench in this plan: we can’t change the site until the Kickstarter backers are integrated, which may take up to two weeks, otherwise we would be blocking thousands of backers from participating.
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
Also note that I have an Imperator subscription, which means (among other "inside access" stuff) that I get to ask Chris three questions per year which he will answer personally, and also visit their offices, where no doubt I can inveigle a few more.

I'll be willing to share this "insider" information and ask some questions that the Codex wants answered. Anyone else subscribed?
 

Overboard

Arcane
Joined
Mar 21, 2009
Messages
719
What is the air-speed velocity of an unladen swallow?
 

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