Grunker
RPG Codex Ghost
ship's fucking cool, wtf are you fuckers arguing for
ship's fucking cool, wtf are you fuckers arguing for
ship's fucking cool, wtf are you fuckers arguing for
Because ... Blaine.
You know whats funny? You are comparing a shoot from the back with a shoot from the front.
gdi orca:
- quad engine design
- asymmetrical cockpit placement
- front engines further away from the body than the back ones
- bulky construction
- quad engine design
- raised back profile
- back engines higher than front engines
- thin back ridge (though it's the main body, with the think thing being just a container, but then again so is what you describe as the cargo section on the drayman)
read my edit, fucknut.[/edgy]
it was an attempt at humor, since you seem to be rather tense, hence the "edgy". plus i am not "wrong as fuck", just partially, since while the drayman elements are there, so is the design school of generic sci-fi vtol dropship design.I know it sucks to be wrong as fuck, but there's no need for name-calling, retard.
it was an attempt at humor, since you seem to be rather tense, hence the "edgy", and i am not "wrong as fuck". the drayman elements are there, but so is the design school of generic sci-fi vtol dropship design.
It's worth pointing out that there are practical reasons for VTOL-like nacelle design, namely that many of these ships actually vertically take off from starbases and launch bays.
Sure ... except ...
SALVAGE SHIP
Granted there would likely be the need to salvage ships that ended up crashing into a planet but thats about the only situation were "VTOL" would have some use, not much beyond that since RCS would not have such configuartion, the real damning thing on the design is that its that I cannot see it as a salvage ship, just look at modern salvage ships and compare then to merchant ships ... it just looks like a dropship.
serenity is similar to a drayman in basic design.Looks more like the Serenity from Firefly than those others.
Again, landing on and taking off from planets ... is a valid reason to have VTOL-style engines in and of itself, regardless of the fact that salvage operations are carried out in space and not planetside.
Using 7-point bolded and italicized font doesn't distract me from the fact ...
I am sorry but its like you saying you cannot salvage a ship that run aground and its no longer in a body of water.
Ah facts ... how this started? you claiming it was similar to Drayman but at this stage you pretty much arguing about things that are not present on the Drayman at all.
And yes, I said Salvage ship because it was supposed to be but I see no workdeck or any distinguishable features that point its a Salvage ship, sure it can work like one ...
They're fairly similar indeed, except the Serenity's ass is sort of glued to its face in comparison to the Drayman, which is appropriate since the Firefly class is one of the ugliest starship designs I've ever seen. Not that there's anything wrong with ugly starships, mind you—"ugly" isn't the same thing as "bad."
Wow, and some say that Roguey vs grognards thread is full of butthurt and sperging.
because mouse and keyboard is a vastly superior input method. Were it possible to control a jet fighter in real life using a mouse every single fighter pilot would do so as there would be no reason to use a center stick.
"Blaine vs the Elites"
I sometimes get asked why continue to raise money. Haven’t you already raised enough to make the game? The answer is that Star Citizen isn’t a normal game. It’s not being developed like a normal game and it’s not being funded like a normal game. I’ve had to toss aside a lot of my knowledge from the old way of developing and embrace a completely new world. There is no publisher. There is no venture capitalist wanting a massive return in three years. There is no need to cram the game onto a disc and hope we got it all right. Star Citizen is not the type of game that will be played for a few weeks, then put on a shelf to gather dust. Instead of building a game in secrecy we can be fully open with you as a community who have made this game possible. We can involve the future player base in the creative feedback loop as we develop and iterate core systems. As a group we are all involved and united in our quest to make the best game possible.
I have a lot of industry friends pat me on the back and say, “Wow, it must be so great to be operating in profit even before you ship!” Their look usually turns to incredulity when I explain that my intention is for all the money we bring in before launch to be spent on development. It is the community, from the existing backers who continue to support the game, to new members who join every day who are setting the level of ambition and budget for Star Citizen. Every effort is about enriching the game’s vision. Funding to date has allowed us to go so far beyond what I thought was possible in 2012. You’re still getting that game, no question, but it will be all the richer and so much more immersive because of the additional funding.
Long ago I stopped looking at this game the way I did when I worked for a publisher who gave me a fixed budget to make a retail game. I now look at our monthly fundraising and use that to set the amount of resources being used to develop this game. We keep a healthy cash reserve so that if funding stopped tomorrow we would still be able to deliver Star Citizen (not quite to the current level of ambition, but well above what was planned in Oct 2012). If you combine our in-house staff and outsourced developers, we now number more than 280 people. Your support has created a significant number of jobs in the gaming industry. (And no matter what you might have heard, only a small number of our team is tasked with designing new ships!)
If we had raised the original amount and no more, we wouldn’t be able to deliver involved capital ship systems or the level of FPS gameplay that we are now planning for planets in the Persistent Universe. Nor would have the time or budget to continually upgrade the game with new features like Physically Based Rendering (PBR), or continually strive to make the art assets better. Just compare the Hornet from October 2012 to the current PBR Hornet in Arena Commander. Our ability to iterate in Arena Commander, to try different flight or targeting schemes, or add new game modes that are test beds for future Persistent Universe gameplay is all due to our increased funding, as is the ability to deliver FPS, Planetside and Squadron 42 as modules or episodic content for the community all before the game is “done.” And in the process, you’re giving us the time to get it right, and you’re giving us more opportunities to share our work with you.
I know some people are afraid of “feature creep” and the game never being finished as we keep adding functionality and content to the mix with increased funding. I would say that this would be fair criticism if we were delivering this game at retail and on disc. However, we are online and already pushing out builds, well before Star Citizen reaches what anyone would consider a “finished” stage. Just because we haven’t implemented a planned feature or built a certain asset yet doesn’t prevent us from sharing the game with everyone right now. It’s this evolved process which gives us the Hangar and Arena Commander and so many modules yet to come. We’re sharing the game as it’s being built and it’s an amazing opportunity for everyone who has backed, to have input on the direction the game is going. You just don’t get this in the traditional game business.
Ship sales and new members of our community are the two main fund raising sources. I want to stress that no one has to or should contribute more than the basic amount for a starting package. Everything is earnable in the game with enough time (and skill). However, if you like the direction we are taking and want to contribute more to the development of Star Citizen, then purchasing different ships with diverse roles are a great way to give back for this support. The new ships add interesting new gameplay and populating the future Persistent Universe with a range of different ships, flown by players pursuing all kinds of professions, will only add to the richness of the game once it’s fully live.
That’s what Star Citizen is about: the creative freedom to build something unlike anything that has been done before and the ability to do it with the support of a community that is as passionate about this game as I am. We want to make the Best Damn Space Sim Ever, and with your continued support I know we will.
more than 280 people