Star Citizen Alpha 2.0 | The 'Verse Awakens

How would COD being set in the future, with the inevitable crutches of COD's gameplay and genre, have any sort of affect on the perception of SQ42 which is mixed space sim mix ground combat in an Far Cry like open world?

I am not seeing the connection as to how COD being set in the future makes SQ42 less unique.

Cinematic AAA fps + spaceship campaign. Thats what SQ42 is being billed as right? At least thats what I think it is given what they've shown so far.
 
Cinematic AAA fps + spaceship campaign. Thats what SQ42 is being billed as right? At least thats what I think it is given what they've shown so far.

COD is garbage. I couldn't give a shit about CoD gameplay no matter where it is set.

Also it is too bad people don't play single line descriptions of games. Black Ops 3 totally made Deus Ex less unique.
 
Cinematic AAA fps + spaceship campaign. Thats what SQ42 is being billed as right? At least thats what I think it is given what they've shown so far.

I mean if you boil it down to some sort of tagline, then perhaps. But then would you say ARMA III and COD Chosts are of a similar nature? Slightly near-future FPS!

The games you conflating could not be more different in terms of audience and scope. The FPS combat in SQ42 will, and if you play the SC alpha you know it then, be more simulation based: Slower, methodical. The space combat will be based upon simulation and hard tactical choices in ship load out and type. Also, try not to forget about the wingman mechanics, the explorable ship, and presumably Vega system in its entirety.

Since when would COD have those design goals? Never. And even if the next COD did have space combat, it would basically be like the ship combat in Killzone 3 or Halo Reach. AKA, just an arcade shooter with no sim properties.
 
It's also overselling the capabilities of current VR headsets a bit. Iirc both Oculus and Vive have a 110° FoV, so that person would only have a part of a humans ~180° FoV covered by the VR headset. Nevertheless, the 1:1 transition of head movement to in-game head movement and depth perception probably make for a ridiculous degree of immersion. ^^

I really must strengthen my resolve to not buy into VR until at least the second generation of headsets... >.<

About 110 on Vive, 93 on Rift.

Yeah, it runs into the same issue as Hololens demos. Talking more like FOV 40 there so it's not quite as bad. Limiting it to what the player could actually see would be a challenge.

That's really well researched!

Interesting that both the Rift CV1 and Vive reach their maximum FoV at some distance from the lens (and both at quite achievable distances in practice!).
I never have expected that, but then again I'm not an optical engineer :P

For the tl;dr crowd, the measured total binocular FoV at achievable distances from this article is:
  • 94° x 105° on Rift DK2
  • 94° x 93° on Rift CV1
  • 110° x 113° on the Vive
 
Whats worse? That there is an insignificant group of people working on SC proper right now or that a none insignificant group are working on it and SC is still in a sorry state. Either way it looks bad because there is very little to show for in the alpha, its better to assume that the vast majority of the staff are working on SQ42 because that at least gives an excuse for its state.
Because Alpha is still polished experience with almost finished features implemented. Stuff in development is to rough for general public and would not make sense to even include.
 
I mean if you boil it down to some sort of tagline, then perhaps. But then would you say ARMA III and COD Chosts are of a similar nature? Slightly near-future FPS!

The games you conflating could not be more different in terms of audience and scope. The FPS combat in SQ42 will, and if you play the SC alpha you know it then, be more simulation based: Slower, methodical. The space combat will be based upon simulation and hard tactical choices in ship load out and type. Also, try not to forget about the wingman mechanics, the explorable ship, and presumably Vega system in its entirety.

Since when would COD have those design goals? Never. And even if the next COD did have space combat, it would basically be like the ship combat in Killzone 3 or Halo Reach. AKA, just an arcade shooter with no sim properties.

Now hold on second lol. Surely you are not talking about SC? Surely.



2nd paragraph is far more apt to describe the current space combat.
 
About 110 on Vive, 93 on Rift.

Yeah, it runs into the same issue as Hololens demos. Talking more like FOV 40 there so it's not quite as bad. Limiting it to what the player could actually see would be a challenge.

Ah, interesting. Definitely remember seeing comparisons claiming both covered about a 110° fov. I don't know if the FoV would ever bother me, not having tried one myself. Hoping this improves in subsequent iterations. But I suspect the 1:1 head movement and depth perception would be enough to get me immersed. :) I can only speak for the Trackir and EDTracker, but both leave me unwilling to play a cockpit game without them. The fov otherwise feels simply too severely limited. Does Star Citizen have TrackIR support incidentally by now? I tried it when Arena Commander was released, but it workerd about as much as it was broken back then.
 
Ah, interesting. Definitely remember seeing comparisons claiming both covered about a 110° fov. I don't know if the FoV would ever bother me, not having tried one myself. Hoping this improves in subsequent iterations. But I suspect the 1:1 head movement and depth perception would be enough to get me immersed. :) I can only speak for the Trackir and EDTracker, but both leave me unwilling to play a cockpit game without them. The fov otherwise feels simply too severely limited. Does Star Citizen have TrackIR support incidentally by now? I tried it when Arena Commander was released, but it worked about as much as it was broken back then.

TrackIR's still not working, unfortunately.

The 1:1 head movement (therefore parallax cues for depth) and scale on their own are enough of an improvement that there were posts here from people without stereo vision saying it had them reaching out for objects in the game.

I think they're pretty close to the limit of the FOV achievable with flat screens and lenses. Getting that further out might require a new approach.
 
Guize, guize. You forgot about the best reveal.

8S2v8RK.jpg

Mhhh yes, quite. &#3232;v&#3248;&#3267;
 
Alrighty, I'm back from a three week trip to China! Time to catch up with all the news and time to invest some effort into SC again. :)
 
So You are ignoring procedural tech, persistence, AI collision algorithm from last AtV, animations that mostly transfers to PU and are tested in MP environment, item system 2.0, economy, non-combat roles and ships etc?

What am I ignoring? The only thing you've mentioned that I didn't is procedural tech, which has no timeline for inclusion, and the pathfinding AI, which again is another Squadron 42 hand-me-down. There's no focus on non-combat roles at the moment.

The part where I said not even the entirety of the 170 odd people on F42 UK are working on SQ42 flew right over your head?

No, they're included in only the few dozen. It's basically whoever's left at CIG Austin and whoever F42 can spare to port assets.
 
Guize, guize. You forgot about the best reveal.



Mhhh yes, quite. &#3232;v&#3248;&#3267;

I'm like $600 dollars into this game... Man it crept up on me over time.

I really can't justify the last $400 to get concierge status though. Not even sure I'd get all the rewards associated even if I did. (Assuming they are based on when you achieved the status).

Actually you know what, I don't even know what Concierge status really is? Prior to some posts not which I'm not sure are even real or not, I always thought it was just a special chat channel and priority treatment for tickets.
 
At first I wasn't onboard, but this game is starting to look REAL good!

Can I get some more info?

One of the things that really got me excited is that players don't have to own ships, they can be a member of security or engineer or something similar. Is that still a thing?

Can I play fighter craft attached to a carrier like vessel? Will there be ground warfare or is this all isolated in space?
 
At first I wasn't onboard, but this game is starting to look REAL good!

Can I get some more info?

One of the things that really got me excited is that players don't have to own ships, they can be a member of security or engineer or something similar. Is that still a thing?

Can I play fighter craft attached to a carrier like vessel? Will there be ground warfare or is this all isolated in space?

You do need to own a ship package to get the game, and now it's seperated into the single player SQ42 and Persistent Universe (Online) portion. But yes, as long as you own some kind of ship, you could man a friends multi-crew ship or the like. Provided someone has a fighter on their carrier they are willing to lend you (Or you earn) you can be a pilot on a carrier ready to dart off into combat from the hangar bay at a moments notice theoretically. In game currently only the constellation has a fighter craft attached to it, and it's non functional as of this time.
 
At first I wasn't onboard, but this game is starting to look REAL good!

Can I get some more info?

One of the things that really got me excited is that players don't have to own ships, they can be a member of security or engineer or something similar. Is that still a thing?

Can I play fighter craft attached to a carrier like vessel? Will there be ground warfare or is this all isolated in space?

You can't do any of those things right now, but you should be able to in the foreseeable future. In Star Citizen (the persistent universe / mmo part of it) you'll indeed be able to take different type of missions even if you don't own a ship. You'll get hired to do a job and make money, basically. I'd imagine most of these missions will include flying a ship that's been temporarily loaned to you (escort missions, mining expeditions, taking part in a battle, etc.) and I'm sure there'll be other things you'll be able to do for a living, eventually. Like working as a security guard on a space station that gets invaded by Daedardus and his band of marry pirates, an engineer and so on. I don't expect you'll be able to make proper career out of it, as I imagine this will be quick-ish jobs you'll be taking in case you find yourself with no money and no ship, or when you're first starting out in the universe (and / or didn't finish Squadron 42, which should leave you with enough funds to buy a ship with insurance in the persistant universe).

As for the other stuff ... In Squadron 42, the single player story campaign, that's pretty much all you'll be doing (though we don't really know for sure, I guess). Flying a fighter craft attached to a carrier like vessel. ;) Same goes for the PU, really. Do you have a friend who owns an Idris or another capital ship? Do you own a small fighter? Done. And I'm pretty sure many escort missions will be build around such a scenario. You'll get hired to escort and protect big ships like the Starfarer from point A to B. Or maybe patrol part of a Vanduul-ridden star system alongside an Idris or even a Bengal carrier.

Ground combat is part of the game, yes. Although I'm not sure whether you mean FPS combat, like shooting at people in space stations or in the unsavoury parts of certain landing locations, or if you're talking about taking out ground (planetside) targets with your ship. You can already partake in first-person combat in the current alpha, the so called 'baby PU'. And with the procedural tech coming online way eariler than anyone expected, the ultimate dream of flying from planet X to planet Y in your Gladiator, soar down through the atmosphere and bomb the shit out an outpost ... Well, that dream seems way closer to reality than it used to not even six months ago.
 
Guize, guize. You forgot about the best reveal.

Mhhh yes, quite. &#3232;v&#3248;&#3267;

Pip pip!

Actually you know what, I don't even know what Concierge status really is? Prior to some posts not which I'm not sure are even real or not, I always thought it was just a special chat channel and priority treatment for tickets.

There's a concierge-only forum board (not particularly appealing) and access to "concierge support", which isn't as special as it used to be from what I've heard. Haven't tried it yet.
 
Actually you know what, I don't even know what Concierge status really is? Prior to some posts not which I'm not sure are even real or not, I always thought it was just a special chat channel and priority treatment for tickets.

Concierge is for those that spent more than $1000. It gives access to a private subforum, has a special customer service method, and gets perks like early access to some events / merchandise. Nothing special really. Just a small perk for the big spenders, but nothing worth actually targeting.

Edit: It also used to be the only way to unmelt ships via CS. Now that ability is enjoyed by everybody in a slightly different form.
 
Concierge is for those that spent more than $1000. It gives access to a private subforum, has a special customer service method, and gets perks like early access to some events / merchandise. Nothing special really. Just a small perk for the big spenders, but nothing worth actually targeting.

Edit: It also used to be the only way to unmelt ships via CS. Now that ability is enjoyed by everybody in a slightly different form.

This. The only cool thing I got out of being a Concierge member is a solid metal card I'm probably never going to use for its intended purpose.

I guess the top hat and monocle will be the second cool thing I get. The "perks" are kind of forgettable, IMO.

At first I wasn't onboard, but this game is starting to look REAL good!

Can I get some more info?

One of the things that really got me excited is that players don't have to own ships, they can be a member of security or engineer or something similar. Is that still a thing?

Can I play fighter craft attached to a carrier like vessel? Will there be ground warfare or is this all isolated in space?

You can totally be a crew member, but you do need to own the minimum Mustang or Aurora game package first. Despite that, you are more than welcome to join up in any of the big ships in the current GAF fleet if you decide to jump into the game and into the GAF org. I'm sure the big ship owners (like me) will appreciate having more hands on board, especially on the Idris and its increasing crew requirements. I don't mind lending out my own fighters to any people who don't have one and want to use them.

On a similar thought, it really feels like the org having three Idrises is super overkill now, lol. Launching just one of them is going to be an organized event.
 
You can totally be a crew member. In fact, you are more than welcome to join up in any of the big ships in the current GAF fleet if you decide to jump into the game and into the GAF org. I'm sure the big ship owners (like me) will appreciate having more hands on board, especially on the Idris and its increasing crew requirements. I don't mind lending out my own fighters to any people who don't have one and want to use them.

On a similar thought, it really feels like the org having three Idrises is super overkill now, lol. Launching just one of them is going to be an organized event.

I'm assuming a good number of those Idris positions can be filled with AI without impairing the combat capabilities to any significant extent. If not, we're definitely going to have to have a system where only one Idris is in active duty while the others remain dry docked. Getting even two fully crewed with humans and having escort support on top of that would be a huge challenge for an organization of our size. We'd basically need half the org on at once participating. We pull from all around the world, so due to time zones, that's easier said than done.
 
I'm assuming a good number of those Idris positions can be filled with AI without impairing the combat capabilities to any significant extent. If not, we're definitely going to have to have a system where only one Idris is in active duty while the others remain dry docked. Getting even two fully crewed with humans and having escort support on top of that would be a huge challenge for an organization of our size. We'd basically need half the org on at once participating. We pull from all around the world, so due to time zones, that's easier said than done.

I imagine you and I being in the same time zone kind of complicates things a little more too. Less round the clock Idris coverage. Well, at least we still have Mylene.
 
I imagine you and I being in the same time zone kind of complicates things a little more too. Less round the clock Idris coverage. Well, at least we still have Mylene.

Not even Mylene helps for round the clock coverage. All of our Idris are in the same general time zone. The difference in time between east and west coast is marginal when compared to that of NA vs Europe. So if we can't do simultaneous deployments, then we have lots of redundancy.

Like I said though, I don't think we'll need 37 actual humans. I can't think of 37 different roles without getting into things that would get rather boring quickly. It'll probably end up being half of that needing real humans at best. Still a significant number for a single ship, but would make single routine launch manageable, and multiple deployments reasonably possible.
 
Not even Mylene helps for round the clock coverage. All of our Idris are in the same general time zone. The difference in time between east and west coast is marginal when compared to that of NA vs Europe. So if we can't do simultaneous deployments, then we have lots of redundancy.

Like I said though, I don't think we'll need 37 actual humans. I can't think of 37 different roles without getting into things that would get rather boring quickly. It'll probably end up being half of that needing real humans at best. Still a significant number for a single ship, but would make single routine launch manageable, and multiple deployments reasonably possible.

Last news I could find is that we would be able to have up to 10 AI per real account, 2 that could be AI Pilots.
 
Last news I could find is that we would be able to have up to 10 AI per real account, 2 that could be AI Pilots.

I'm not really talking about the theoretical maximum number of AIs that you could have on the ship, but how many menial tasks can be offloaded. Certain functions are more critical to have a human on. It's a matter of balancing the number of AI vs the reduction in performance from having the task done by an AI. Running an Idris with 4 humans and the rest AI, while theoretically possible, is a fools errand. Meanwhile running one with 37 humans should be overkill. It'll be a matter of finding out exactly how much we can skimp on humans before it becomes detrimental.
 
What am I ignoring? The only thing you've mentioned that I didn't is procedural tech, which has no timeline for inclusion, and the pathfinding AI, which again is another Squadron 42 hand-me-down. There's no focus on non-combat roles at the moment.
Read up about updates for Alpha 2.4 and 2.5 version ... They are all about PU.
 
Not even Mylene helps for round the clock coverage. All of our Idris are in the same general time zone. The difference in time between east and west coast is marginal when compared to that of NA vs Europe. So if we can't do simultaneous deployments, then we have lots of redundancy.

Like I said though, I don't think we'll need 37 actual humans. I can't think of 37 different roles without getting into things that would get rather boring quickly. It'll probably end up being half of that needing real humans at best. Still a significant number for a single ship, but would make single routine launch manageable, and multiple deployments reasonably possible.


10-12 personnel makes sense IMO. Most of the roles will be stand around and click stuff. Cap chair, helmsman, navigation, weapons and engineering should be the main branches with AI filling out the rest. Then the CAG pilots which will be 4-6 vessels on the Idris.
 
So in one of the previous threads I made this post:
So I've been checking in on this game every once and a while and something that's been keeping me from diving in is that they haven't quite figured out the basic controls yet, both while in a ship and on foot. Hopefully they'll get there eventually, and the on foot stuff doesn't bother me too much since that's not the point of the game, but there's one thing about the flight controls that absolutely kills me.

When controlling a ship with the mouse, why isn't there an option to swap between cursor mode and flight control by holding a button rather than a toggle? This control paradigm has been by far the best way to control a spaceship with a mouse ever since it was introduced in Elite 2, and it was even greatly improved upon by Robert's own game, Freelancer! Even Egosoft managed to figure this out (eventually) and their game became much more playable for it, yet Star Citizen doesn't even offer it as an option?

The simple fact that this mode of control isn't the default setting is disappointing because it means they're not going to take advantage of the vast array of UI possibilities afforded by having access to a cursor on screen at all times, but I could live with that as long as they at least provide it as an option. The lack of the ability to quickly and intuitively "let go of the stick" turns things like small course adjustments or simply flying straight into a constant struggle to keep your ship stable. I'm sure that if I spent enough time with it I could "get used to it" (just like people got used to shit like X2), but the thing is that I don't want to get used to it. Flying a ship this way just isn't enjoyable to me, and it's keeping me from spending any significant amount of time with what's been offered so far. Furthermore, I can't really see myself getting too deep into the full game if the basic act of flying my ship continues to be a chore as it is now.

I'm currently waiting on the Steam controller to see if that can make the game tolerable for me, and it very well might, but even still, the lack of such a basic (and easy to implement) usability option is... frustrating, to say the least.

And people told me that there was a "controls update" on the way. Well, 5 months and 25+ GB of patches later, I jump in and nothing about the controls seems to have been improved at all. In fact, they've somehow managed to introduce horrendous input lag to the on foot segments that I don't remember being there before. What's going on? Is the "controls update" still coming?
 
So in one of the previous threads I made this post:

And people told me that there was a "controls update" on the way. Well, 5 months and 25+ GB of patches later, I jump in and nothing about the controls seems to have been improved at all. In fact, they've somehow managed to introduce horrendous input lag to the on foot segments that I don't remember being there before. What's going on? Is the "controls update" still coming?

I don't think there ever was a "controls update" coming, I think you got given a "nothing is nailed down, alpha, alpha, everything will be reworked" handwave by someone.

Read up about updates for Alpha 2.4 and 2.5 version ... They are all about PU.

I know what's coming in those updates, they laid out their entire roadmap for the PU for the rest of the year on AtV and it was S42 animations, in-game store with buyable clothes, ships and gold and a few more S42 ships and guns. At that pace of development they're getting nowhere.
 
So in one of the previous threads I made this post:


And people told me that there was a "controls update" on the way. Well, 5 months and 25+ GB of patches later, I jump in and nothing about the controls seems to have been improved at all. In fact, they've somehow managed to introduce horrendous input lag to the on foot segments that I don't remember being there before. What's going on? Is the "controls update" still coming?

Controls work fine for me in both 2.3 live, and PTU 2.3.1e. PTU can get laggy with the 30+ pirate ship spawn bug hitting.
 
now what's coming in those updates, they laid out their entire roadmap for the PU for the rest of the year on AtV and it was S42 animations, in-game store with buyable clothes, ships and gold and a few more S42 ships and guns. At that pace of development they're getting nowhere.

Then you weren't paying attention. Given the ease with which you ignore information that we write this does not surprise me.
 
What's good old Derek been up to? Not making much noise lately. Since I know he's not concentrating on his own game, I guess he's gathering tons of new information on SC's development.

One does not simply bribe ex CIG employees.
 
What's good old Derek been up to? Not making much noise lately. Since I know he's not concentrating on his own game, I guess he's gathering tons of new information about SC's development. One does not simply bribe ex CIG employees.

Seems he went silent back in November. I'd imagine he eventually got a letter that made him retreat back to his bridge. Considering a lot of the stuff flying around back then it's not unlikely that some of the stuff he was doing could be considered illegal, especially as the two products could be 'competing' even if the very idea of that is a joke in itself.
 
What's good old Derek been up to? Not making much noise lately. Since I know he's not concentrating on his own game, I guess he's gathering tons of new information on SC's development.

One does not simply bribe ex CIG employees.

Seems to be displeased with how he's been treated on the Something Awful thread recently, getting called out on not having much material. Still posting vague doom and gloom there regularly. Nothing interesting in a while.
 
Confirmed what a lot of people were already expecting - not all ships in at launch:

https://www.reddit.com/r/starcitize...all_ships_to_be_completed_by_launch_from_rtv/

"Is it CIG's current plan to have all announced ships flyable at commercial launch?
[...] Everything from before the Endeavour should be before the end of the Beta."

Aww. That means no Crucible either.
Holyshit. That means i'm going to be able to fly my Banu before the end of the beta. Noice.
 
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