Star Citizen Alpha 2.0 | The 'Verse Awakens

They're giving away 5 Orions to the best 5 entries received here: https://robertsspaceindustries.com/corp/shubin
(pretty much a writing contest)

"From today's RtV:
12:22 - You can generate a mining application which then CIG will choose the 5 best submissions from folks and will give away a RSI Orion to those folks.
12:25 - Only submit your best mining application because they will take the latest one."
(source)

Guess you'd research the systems and ships and write up a good in-character application up to 1000 characters. The roles to be applied for are pretty broad - doesn't have to be about mining ships (but reading between the lines, that's probably your best bet)..

Geez, I don't even like writing cover letters for real job applications
 
I need a new livestream. Voxel asteroids. Some S42 stuff. Something. Anything. Pls.

This is what I'm waiting on too. I haven't been downloading builds due to the size and I'm waiting on the next big info drop. CitizenCon can't be that far off right? Feels like it's been forever since the last big load of news and footage from them.
 
Too bad for you, but Chris Roberts called me last night. He said he was too busy test driving around in a Bugatti Chiron to actually do some stuff on SC, sorry.
zEyhk6p.gif
 
October :P

The closest event is E3's PC conference, then there is Gamescom and then CitizenCon.

Ah yeah for some reason I was thinking of the Gamescom stream they usually do. I coulda sword they've shown stuff before at PAX East or PAX Australia too before. Ah well, hopefully they'll have plenty to show off by then. I'm hoping to maybe see something from Squadron 42 even though I'm not expecting too much since they want to keep it under wraps until release.
 

That's not an update. That's a first pass image from the subscriber vault, and represents one of the initial designs. Much like every other ship, it's gone through numerous revisions before it even hits the concept sale stage. While nothing is stopping it from being updated after the concept sale, that particular image does not represent such an endeavor.
 
That's not an update. That's a first pass image from the subscriber vault, and represents one of the initial designs. Much like every other ship, it's gone through numerous revisions before it even hits the concept sale stage. While nothing is stopping it from being updated after the concept sale, that particular image does not represent such an endeavor.

You are correct, my mistake.

First pass of the Prospector. It was more of "Update" on how it looks.
 
So, by buying a Prospector, I can transfer the LTI over an Aquila by upgrading the ship, that's right? If so, I'll probably do this over one ship or two tomorrow.

I arleady have an Hornet from the Plus package, and supposedly an Aquila, what would you recommend me on top of that? Maybe I could upgrade my Hornet to a Prospector, then buy another Prospector and upgrade it to an Hornet Tracker?
 
So, by buying a Prospector, I can transfer the LTI over an Aquila by upgrading the ship, that's right? If so, I'll probably do this over one ship or two tomorrow.

I arleady have an Hornet from the Plus package, and supposedly an Aquila, what would you recommend me on top of that? Maybe I could upgrade my Hornet to a Prospector, then buy another Prospector and upgrade it to an Hornet Tracker?

Yep, using a CCU from an LTI ship will transfer the LTI.

I did that with a Super Hornet and Sabre CCU I had on my account waiting for this exact scenario.
 
Some amazing stuff coming for 2.4. They talked about some of it on AtV and RtV this week.

No PTU for it yet, hopefully Mon/Tues of next week.
 
I'm personally waiting for 2.5. This should be the one that will have more stable persistence and procedural planets.

I got in on Star Citizen day one, but I'm not going to play it until the day I can climb into my ship in the hangar, open the hangar doors and fly it out into a persistent universe.
 
Finally managed to play again since 2.0 (or was it 2.1? don't remember), and it looks like the server-side performance improved greatly (regarding Crusader), I'm rocking 40/50fps now, compared to the 20ish I had before. That's cool.

No crash encoutered yet, multi-GPU is doing fine, the game still need AA though, currently downsampling to counter this. The particles looks better than ever!
 
Hey bros, have they had any discussions about how VR will work with this game? I ask specifically because of the FPS module and the transition between flying and walking. Locomotion is a thing in VR and setting it up in the traditional way isn't going to work in VR. So while the flying elements will be fine, it won't work at all for VR. Or are they just foregoing VR support altogether?
 
Hey bros, have they had any discussions about how VR will work with this game? I ask specifically because of the FPS module and the transition between flying and walking. Locomotion is a thing in VR and setting it up in the traditional way isn't going to work in VR. So while the flying elements will be fine, it won't work at all for VR. Or are they just foregoing VR support altogether?

They are not designing game around VR if thats what You ask, but game will fully support VR.
The problem with motion on foot they will be solving in future when VR implementation gets priority. They have good team for that in Frankfurt and before they start working on it, many more games will be out for VR that will in some way make first steps to adapt normal motion in games to VR.
But for now the VR implementation is at the bottom of their schedule.
 
The farther you are from development the harder it is to implement VR. Its obvious that none of VRs best practices were being followed when SC was being designed so trying to hammer it into the game is just going to be an exercise in frustration for everyone involved

https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_intro/

Just look at oculus paper on best practices and count down the violations SCs been doing. Tech isn't going to get magically better in this case, this is all design that had to be woven into the games foundation before working yourself up.

And I doubt VR is at the bottom of their list. Its surely private servers and mods!
 
I still say the easiest workaround for VR in SC is to use traditional VR while seated in the cockpit, and them warp out to a virtual cinema style for any on-foot gameplay. Give the possibility of going back into a stationary in-character view mode on demand while on foot to have VR sightseeing. That way you get the immersive nature of piloting a ship in VR, and dodge all the character movement problems that SC will have in VR. The FPS design is just too far removed from what is ideal in VR to ever reconcile the differences IMO.
 
Anyone think the latest Call of Duty is going to cause problems for Squadron42?

They're both launching around the same time and similar types of games, being very cinematic, having celebrity actors with space dogfights and FPS combat intertwined.

I don't know how much money CIG have kept back for marketing, but Activision are probably dropping more than the entire amount they've crowdfunded so far. I get the feeling it might get drowned out, especially as more reviewers are familiar with console stuff like CoD than PC exclusive stuff.
 
Anyone think the latest Call of Duty is going to cause problems for Squadron42?

They're both launching around the same time and similar types of games, being very cinematic, having celebrity actors with space dogfights and FPS combat intertwined.

I don't know how much money CIG have kept back for marketing, but Activision are probably dropping more than the entire amount they've crowdfunded so far. I get the feeling it might get drowned out, especially as more reviewers are familiar with console stuff like CoD than PC exclusive stuff.

SQ42 is a PC only experience. Console only reviewers mean nothing, as PC gamers wouldn't care what they have to say. Beyond that, and the fact that the CoD franchise isn't exactly a hit on PC, they're rather different games targeting different demographics. SQ42 is a flight game first, FPS second. Even the FPS aspects of SQ42 differ in scope and design from CoD.
 
Anyone think the latest Call of Duty is going to cause problems for Squadron42?

They're both launching around the same time and similar types of games, being very cinematic, having celebrity actors with space dogfights and FPS combat intertwined.

I don't know how much money CIG have kept back for marketing, but Activision are probably dropping more than the entire amount they've crowdfunded so far. I get the feeling it might get drowned out, especially as more reviewers are familiar with console stuff like CoD than PC exclusive stuff.
I feel like you or someone else posted this before?

I think the games almost have nothing to do with one another except for the whole "space" thing (audience, niche, gameplay experience, depth, platform).
 
Anyone think the latest Call of Duty is going to cause problems for Squadron42?

They're both launching around the same time and similar types of games, being very cinematic, having celebrity actors with space dogfights and FPS combat intertwined.

I don't know how much money CIG have kept back for marketing, but Activision are probably dropping more than the entire amount they've crowdfunded so far. I get the feeling it might get drowned out, especially as more reviewers are familiar with console stuff like CoD than PC exclusive stuff.

IW will have a 3 year development cycle, up from the normal 2. Its going to launch in time for the holiday rush. Its going to have a marketing budget thats twice the size of what SC has crowd funded so far. Its going to be bundled with one of, if not the most well received CoDs (at the very least, the most influential). Its going to release on all major consoles and PC.

SQ42 has has a few promo pictures of character renders and a pretty stiff speech by one of the characters motion captured thats probably been reworked or is in the process of being reworked again given that they've confirmed character models were reworked.

There should be no realistic expectations that SQ42 will do anywhere near the numbers of SQ42. I doubt people are getting SC just for SQ42 though and the only reason it would cause problems for the company is if CIG was banking on SQ42 generating actual revenue to keep the development going for it.
 
It should be noted that people are kidding themselves if they think that a 5 hour linear campaign (which most people ignore to begin with) has any comparison to the 20 hour more freeform campaign they're targeting with sq42.

To put it simply they're very different games.
 
It should be noted that people are kidding themselves if they think that a 5 hour linear campaign (which most people ignore to begin with) has any comparison to the 20 hour more freeform campaign they're targeting with sq42.

To put it simply they're very different games.

I agree I'm looking for wing commander 2017 + from SQ42 , not a call of duty mini campaign.

Zalusithix's idea above makes alot of sense, For VR support, switching from Cockpit view while flying, then a virtual cinema screen mode for FPS sections seem like the best idea to support some run and gun missions.
 
Anyone think the latest Call of Duty is going to cause problems for Squadron42?

They're both launching around the same time and similar types of games, being very cinematic, having celebrity actors with space dogfights and FPS combat intertwined.

I don't know how much money CIG have kept back for marketing, but Activision are probably dropping more than the entire amount they've crowdfunded so far. I get the feeling it might get drowned out, especially as more reviewers are familiar with console stuff like CoD than PC exclusive stuff.

Squadron 42 is game with cinematic story, but its not call of duty. Its a game with multibranching story, with ability to have talk and interact with crew on Your ship and big ass open sandbox levels that You can approach in anyway You want.
Its fundamentally different game than COD.
 
Squadron 42 is game with cinematic story, but its not call of duty. Its a game with multibranching story, with ability to have talk and interact with crew on Your ship and big ass open sandbox levels that You can approach in anyway You want.
Its fundamentally different game than COD.

There is a lot more we don't know (unless I missed something) that we do know about the mission structure and how missions will unfold.

We are supposed to be a pilot assigned to a CAG to conduct sorties so will they have objectives and waypoints, and can we not follow those without penalty?

Will missions be from ready room, to briefing, to launch to recovery (I hope so so much)?

Will we have agency on ship loadouts or will be on a per mission basis?

Just how "open" the missions actually are are still a mystery so I wouldn't be confident in saying how open they are yet.
 
Anyone think the latest Call of Duty is going to cause problems for Squadron42?

They're both launching around the same time and similar types of games, being very cinematic, having celebrity actors with space dogfights and FPS combat intertwined.

I don't know how much money CIG have kept back for marketing, but Activision are probably dropping more than the entire amount they've crowdfunded so far. I get the feeling it might get drowned out, especially as more reviewers are familiar with console stuff like CoD than PC exclusive stuff.


Wait what? No absolutely not. Just because a few things take place in space doesn't even put them in the same category of game.

Not to mention a ton of the people who will buy it are just doing so for Modern Warfare. "Raises hand".
 
Wait what? No absolutely not. Just because a few things take place in space doesn't even put them in the same category of game.

Not to mention a ton of the people who will buy it are just doing so for Modern Warfare. "Raises hand".

*also raises hand* This. Space CoD could be interesting but the audiences for CoD and Star Citizen are completely different.

Seriously. The original Modern Warfare was my fave. I am SOOOOO happy they remade that. I am not even that crazy over remakes.
 
There is a lot more we don't know (unless I missed something) that we do know about the mission structure and how missions will unfold.

We are supposed to be a pilot assigned to a CAG to conduct sorties so will they have objectives and waypoints, and can we not follow those without penalty?

Will missions be from ready room, to briefing, to launch to recovery (I hope so so much)?

Will we have agency on ship loadouts or will be on a per mission basis?

Just how "open" the missions actually are are still a mystery so I wouldn't be confident in saying how open they are yet.

Chris talked about one mission. Like when You have an mining outpost, You select Your gear on the Idris, take Your ship and do whatever You want.
You can approach that mining outpost from any angle You want, You can get inside unnoticed by ventilation shafts etc, You can snipe NPCs from mile away, You can even shot down people in the outpost with Your ship.
Basically You have 3km long, fully explorable outpost and You need to infiltrate it.
 
No problem that I can see. With the average backer of SC 'investing' $100 and many investing a LOT more than that, $60 is going to be nothing major.

Add to that the likelihood that SQ42 will likely be releasing in mid-late 2017 at this rate, I'd be more worried about any space combat/sim games coming out at that point than about COD, which will release at the end of 2016.
 
Add to that the likelihood that SQ42 will likely be releasing in mid-late 2017 at this rate, I'd be more worried about any space combat/sim games coming out at that point than about COD, which will release at the end of 2016.

that would be incredibly disappointing if true.
 
Squadron 42 is game with cinematic story, but its not call of duty. Its a game with multibranching story, with ability to have talk and interact with crew on Your ship and big ass open sandbox levels that You can approach in anyway You want.
Its fundamentally different game than COD.

I don't know, sounds like they have branching and the Crew simulation aspect between missions:

Call of Duty: Infinite Warfare will allow players to pilot a transforming fighter plane that can be upgraded and customized. The fighter, referred to in the game as a Jackal, "can transform between atmospheric flight mode and zero-G flight mode for when you have to dogfight in the vacuum of space,"

According to Minkoff, Infinite Warfare will offer a seamless experience in which players are fully invested in not only their character, but also their vehicle. "It's kind of the Top Gun fantasy," he explained, noting that "it's your fighter that you get to upgrade and customize. You get to walk along the flight deck and have the flight crew preparing it for you and saluting you and you get into it and you fly out into these crazy missions that you chose to go to."

Instead of fragmenting the game by shoehorning in vehicle sequences, "they are seamlessly woven into the fiction of the character and the mechanics of the game," providing an experience that Minkoff described as being "completely holistic."

In this way, "you can be boots on ground, fighting through the streets of a city on earth, call down your Jackal, get into it, fly up through the atmosphere, engage in a dogfight over the orbit of earth, finish that dogfight, land on the deck of the carrier, get into the carrier, go up to the bridge, and order your ship to go to the next mission and all of it happens seamlessly with no loading screens."

While Call of Duty: Infinite Warfare will feature a linear story, Infinity Ward's upcoming shooter will also include non-linear elements that allow the player to earn various in-game rewards.

"As the captain of the UNSA Retribution, which is the carrier that you command, you can order it to go and engage in different missions in a non-linear order," Infinity Ward design director Jacob Minkoff told IGN.

"We are telling a linear story, but along the way you can choose to attack targets of opportunity, and attacking those targets of opportunity will reward you with various items and progression and loot elements that will help you to accomplish the next main mission that you accept from command," he added, noting they "will also reveal optional elements of the story."

I don't know how open Squadron42 missions will be, from the leaked script they seemed to be pretty scripted and have occasional sections where you choose whether to go on foot or fight in space but they all joined up again after the section and none of the choices had consequences afterwards like in Mass Effect. It seemed like something to make replays more varied rather than sandbox style gameplay.
 
Has the plan for SQ42 changed at all since they delayed it the last time? It was suppose to come out in Q3 2015 before it got delayed to 2016 and it was only suppose to be a small portion of the entire episode.

Is EP1 still going to be divided into chunks or will the entire package be out and ready whenever it launches? Are they holding back releases so they can create enough of a buffer to launch more parts of it in a shorter time frame?
 
Anyone think the latest Call of Duty is going to cause problems for Squadron42?

Nah. Your post history has me thinking you'll find fault with anything even tangentially related to Star Citizen though.

edit: I suppose I'm being petty. Concern trolling sets me off I guess.
 
Anyone think the latest Call of Duty is going to cause problems for Squadron42?

They're both launching around the same time and similar types of games, being very cinematic, having celebrity actors with space dogfights and FPS combat intertwined.

I don't know how much money CIG have kept back for marketing, but Activision are probably dropping more than the entire amount they've crowdfunded so far. I get the feeling it might get drowned out, especially as more reviewers are familiar with console stuff like CoD than PC exclusive stuff.

That's assuming that Squadron 42 or the first part of it even comes out around the same time. There is nothing to suggest it will. We've seen nothing of it. If Infinite Warfare hits similar beats that SQ42 was promising and it SQ42 does come out in some form around the same time it gets killed for a number of reasons. One it's not on a console. IW will be on consoles and PC. IW will likely have lower system requirements to run well for most then SQ42 likely well going by SC runs and how barebones that actually is. If it's unfair to use that judge how does that tutorial run these days? The comparisons will happen left and right.

CIG are in no way going to match the advertising dollars Activision will be spending. That's just not happening. IW is going to be made to look like an event the way all Call of Duties have been. CoD is the gold standard for whole FPS should run and feel. With say Halo and BF being very close. That standard is with the PC versions of CoD and BF as well. There is no room for error on that front. If SQ42's controls aren't on point from day one then it's dead in the water. The only people that will be playing it for the most part are those that have already bought it via the crowd funding.

That's the real issue here. There is a built in number of people that will already have owned SQ42 and maybe be playing it. The goal is to interest others outside of that and if it appears to be an a shallow copy cat (regardless of when its development began) that may or may not run well compared to the leading franchise then it's DOA when it comes to moving beyond the crowd funded audience.

It also has to deal with No Man Sky that has a release date now. That's PS4 and PC as well. We've seen long form video of what an average play session will look like. Elite Dangerous on Xbox One will be on par with the PC version with several of it's season 2 expansions having been released. Then there is no telling what Battlefield 5 will be like. It's an up hill battle no matter how you look at it.

If it gets delayed again I think that fight just gets harder as more and more standards and expectations solidify.
 
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