Author Topic: Star Citizen  (Read 141743 times)

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Offline Kafein

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Re: Star Citizen
« Reply #30 on: October 28, 2012, 04:38:46 pm »
0
Kafein, thy will taketh arms with mine and Leshma. Marketh mine words.

Okay, no prob.

Depends on the price and whether I don't have anything better to play though.

Offline Bjord

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Re: Star Citizen
« Reply #31 on: October 28, 2012, 05:43:59 pm »
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It's in a year... Don't be so uptight. :wink:

I'll pay anything for it, I'll even put away some cash in case I'll be able to pre-order it or something. Shame I didn't get to pledge in time.

I really trust this will be an incredible game. Looking forward to it highly.
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Offline Leshma

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Re: Star Citizen
« Reply #32 on: October 28, 2012, 05:57:51 pm »
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There's still 22 days left, both on kickstarter and RSI page.

35$ is digital download + some goodies.

Offline Casimir

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Re: Star Citizen
« Reply #33 on: October 28, 2012, 09:34:39 pm »
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Yep i went with the First responder, unfortunately there all gone now.
Turtles

Offline SeQuel

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Re: Star Citizen
« Reply #34 on: October 29, 2012, 02:49:10 am »
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Wait so this is instanced? or open world? I don't really understand how this works. I read the F.A.Q and apparently people can run their own servers and mod it out the nose yet it's persistent? Can someone clarify this as I'm confused.

Offline bilwit

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Re: Star Citizen
« Reply #35 on: October 29, 2012, 03:03:49 am »
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Wait so this is instanced? or open world? I don't really understand how this works. I read the F.A.Q and apparently people can run their own servers and mod it out the nose yet it's persistent? Can someone clarify this as I'm confused.

From what I understand it's "open" world but when you have an encounter within the range of another player/enemy a battle instance is opened :?
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Offline Casimir

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Re: Star Citizen
« Reply #36 on: October 29, 2012, 12:06:00 pm »
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The universe on each server is persistent, battles are instanced. The universe is 'open world' encounters are done on instanced maps. :)
Turtles

Offline bredeus

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Re: Star Citizen
« Reply #37 on: October 29, 2012, 12:18:10 pm »
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Frontier with better graphic is all what I need and hoping to get:)

Offline Casimir

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Re: Star Citizen
« Reply #38 on: November 06, 2012, 01:30:30 am »
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Turtles

Offline Leshma

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Re: Star Citizen
« Reply #39 on: November 11, 2012, 03:27:13 pm »
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http://www.kickstarter.com/projects/cig/star-citizen/posts

Sounds a lot like the system first Guild Wars used. I like it.

Offline Leshma

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Re: Star Citizen
« Reply #40 on: November 12, 2012, 09:07:32 pm »
+1
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Offline bilwit

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Re: Star Citizen
« Reply #41 on: November 14, 2012, 07:12:21 am »
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Anyone else notice how they show the flight deck workers and pilots etc without helmets or air compressed suits but when the ships take off the front door of the carrier just opens up?
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Offline Bjord

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Re: Star Citizen
« Reply #42 on: November 14, 2012, 12:46:31 pm »
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Uhuh!? Well, did you maybe stop for a second to think, that maybe a containment field is in place inside the carrier by the hangar doors, trapping the air? And maybe it is so complex that it can shape around the hull of the fighter!??

/angryfanboy
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Offline Leshma

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Re: Star Citizen
« Reply #43 on: November 14, 2012, 12:56:09 pm »
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I hope that was just for show and that they'll fix it.

Quote
Boarding Information

As promised, we'd like to share the internal concept for ship-to-ship docking and boarding concept. Please note that this is the very early pitch--some details may change as we balance the game and build out/expand the mechanic!

Boarding Mechanics

The goal is to develop a system where player-to-player boarding is an occasional reward rather than something that becomes the focus of the game; we’re not building Grand Theft Starship. As such, we need a high cost of entry: players must dedicate both significant resources and skill to be able to put themselves in a position to board in the first place.

There are two major limitations on docking: 1) the target ship must be COMPLETELY disabled before it can be boarder and 2) docking requires the attacking player to dedicate credits and slots to several gate technologies, including a docking collar and a tractor beam.

Disabling a target ship is a much more difficult task than it was in Wing Commander, where leech weapons would simply wear down the target. In Star Citizen, the player needs to knock down the enemy ships’ shields and then (without causing a hull breach) pick off the individual thrusters. This is the skill barrier: if you can’t shoot well enough to take apart a ship piece by piece then you can’t board an enemy ship.

Tractor Beams are a dangerous technology. They take up a standard gun slot and are designed for collecting material significantly less massive than their host ship (escaped pilots, cargo pallets, bobbleheads, etc.) As such, there’s a constant danger of overloading when using them to dock, especially with cheaper models. Additionally, they require that the target ship be ABSOLUTELY DISABLED – firing a tractor beam at a ship that still has functional thrusters will overload it and severely damage the attacker.

A docking collar is needed to attach ships together. As with tractor beams, different levels are available which will allow connections to different sizes of ships; boarding something large like a carrier is much easier than something your own size, like a Constellation (disabling another Constellation's thrusters will require a crack shot, to say the least, and a much more accurate collar.) If the game hits the $4 million mark, collarless external ship combat will be added with pilots in pressure suits wearing EMUs able to battle it out in space; explosive charges would be used to open the targeted ship's airlock.

The standard VDU will not identify whether or not a ship is completely disabled; it will have a gut feel/skill element to it. Higher software upgrades will provide more in-depth scans of a target that will give you a better assurance that no maneuvering remains in place… for a price.

Also note that docking mechanics do NOT apply to ships with a single crewman or certain smaller bombers; the general rule is that if there’s not room to walk around then only the salvage mechanic can apply to it. You need a crewed ship to board in the first place and you can only board crewed ships which are larger than your own (in crew size.)

Combat

Once a ship has successfully tractored in a target vessel, it will dock at a pre-determined location on the hull (ie, you will always dock at one of the same doors on the Constellation.) There will be a 30-second period where the attacking player cuts open the target’s door. The defender can use that time to set up to fire back. Think an interactive recreation of the opening scene of Star Wars, with the Rebels nervously waiting to defend the corvette from Stormtroopers.

Players will have access to a variety of upgrades to help/hinder boarding operations. Armored space suits, hand scanners, explosives, more powerful (or functionally different) weapons and so on will be available to players on both sides of the equations.

Defending players will have upgrade options that can help put the battle in their favor: a self destruct process, a dead man’s switch, automated miniguns they can position in the cockpit and so on. It’s going to be a challenge to get onboard a targeted ship successfully, one that you’ll need to work with your friends to accomplish.

Finally, the cost to recover a boarded ship will ultimately be high. Since you’ve disabled and otherwise crippled it in battle (and cut into the hull to board) you must conduct repairs in deep space if you wish to keep the hull rather than simply looting it… during which the ship is in danger of being boarded by a third party. Boarding parties should plan to carry an advance repair bot with them or to suffer the difficulty of flying in a depressurized cockpit (limited life support time, less responsive controls.) Finally, only one ship can be flown at once: you will need to work with a partner if you wish to keep a boarded ship and your own craft.

$4.0 million Level Additions

Melee & Heavy Weapons
Zero-gravity Simulation
Suit HUD Options
Increased Customization
Outside-the-ship combat (magnetic boots on a hull; think Moonraker)

Offline IR_Kuoin

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Re: Star Citizen
« Reply #44 on: November 17, 2012, 10:49:58 am »
+2
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