Star Citizen Alpha 2.0 | The 'Verse Awakens

I'm getting an Titan X Pascal rig next month and need something to make most out of it. Obviously SC is the top choice. But even after reading all kinds of stuff I don't really understand what kind of a game it is. Is it like Destiny, hub worlds for social, and FPS missions for the core game play? If so, how is the shooter gameplay? Or is it like WoW, where the hub world is the main attraction, and raids are almost a seamless continuation? Or is there a big Eve online type of a space combat component to it? Hard to figure it out.

It's Wing Commander Privateer, 2016 edition.

There aren't hubs, there aren't raids. You can accept missions from NPCs or other players or a mission computer, or you can just go out and do whatever you want (exploring, trading, shooting other people for fun and profit).

It's a space combat game first, but you also can get out of your ship and shoot people FPS-style (or get on someone else's ship to do that). Going from piloting a craft to moving around with a gun in your hand is seamless — the developers prefer to call the game a "first-person universe."

The game is still being built, though. It's not nearly finished. There are parts that are playable, but it's still in an alpha state with a lot of features missing and a ton of content missing.

There's also a story campaign being made called Squadron 42 that'll be like a standard Wing Commander game, except apparently with FPS-ing mixed in with space combat-ing.
 
What do you even do in this game?

Solar system scale PvP "arena" game. Server and match(?) based. Three player factions in a match with an automated planetary/space economy and according structures that provide ressources for constructing ships from sizes ranging from interceptors to large combat ships. Win condition currently unclear, otherwise direct ship control PvP combat. Targets some 100 players per match. At least that's what the kickstarter let me to believe.

Has grown out of Infinity.
 
Solar system scale PvP "arena" game. Server and match(?) based. Three player factions in a match with an automated planetary/space economy and according structures that provide ressources for constructing ships from sizes ranging from interceptors to large combat ships. Win condition currently unclear, otherwise direct ship control PvP combat. Targets some 100 players per match. At least that's what the kickstarter let me to believe.

Has grown out of Infinity.

Pretty sure he was being facetious.
 
- Current patching system compresses data into large PAK files (~2 gig).
- Patcher can’t see the files that have changed in the PAK files and therefore must redownload lots.
- This results in 20 gig patch files.
- Dev Ops is breaking this apart so they only deliver files that have changed. Aim to see a 90% patch size reduction.

Pleaase yes
I don't understand why they didn't build it this way the first time
 
Looks so awesome, but that incorrect reflection of the sun, cant not see it ;p
They need to make sun as an area light.

Many people get it wrong, but the sun reflection is actually correct. The same error of judgement was made when people reacted to other planetary engines like Outerra and Proland, but it's one of those cases where the popular impression of how it should look is wrong.
 
Many people get it wrong, but the sun reflection is actually correct. The same error of judgement was made when people reacted to other planetary engines like Outerra and Proland, but it's one of those cases where the popular impression of how it should look is wrong.

It looks too wide. It actually looks like normal, point light specular reflection, not area light projection.
 
Pleaase yes
I don't understand why they didn't build it this way the first time

uh because it's pre alpha and they were understaffed at those positions before. Now they have the cryengine cracked open and modified to the point were they can go in and change what they want. When they want. Especially with the Foundry 42 german office providing the tools and know how.
 
If this means Logitech is reentering the quality joystick business, I'm all for it. They used to make some really good joysticks, and their QC has to be better than MadCatz.
 
AFAIK, it was a pre-built CryEngine limitation.

Why would the game engine have anything to do with the way patches are delivered? Steam uses a differential patching system regardless of the game and I'd imagine that their method would work wonders for CIG.

The quote even says that it's the patching system that compresses the data into the massive PAK files.

edit: I don't mean to come off like an ass here (although it may not seem like it). I always assumed that the problem with the massive patches has to do with CIG's hastily-written client, not CryEngine itself.
 
Why would the game engine have anything to do with the way patches are delivered? Steam uses a differential patching system regardless of the game and I'd imagine that their method would work wonders for CIG.

The quote even says that it's the patching system that compresses the data into the massive PAK files.

edit: I don't mean to come off like an ass here (although it may not seem like it). I always assumed that the problem with the massive patches has to do with CIG's hastily-written client, not CryEngine itself.

It's partly to do with both. There's a reason Foundry 42 germany (ex crytek devs) were mentioned. With providing with tools to make this work better.


It's the reason that you could see previous game patches from other games in relation to the cryengine. If you look at the underling notes.
 
Why would the game engine have anything to do with the way patches are delivered? Steam uses a differential patching system regardless of the game and I'd imagine that their method would work wonders for CIG.

The quote even says that it's the patching system that compresses the data into the massive PAK files.

edit: I don't mean to come off like an ass here (although it may not seem like it). I always assumed that the problem with the massive patches has to do with CIG's hastily-written client, not CryEngine itself.

The problem with encrypted files is the whole thing changes if any part changes. Real patching (diffs on segments of files) can't help in that scenario. With that encryption constraint, the next best thing is breaking things up into smaller archives.

I'd say relying on encrypted local files can be a problem on its own (due to leading to the tendency to trust client side things in memory), but that's a different discussion.
 
New procedural planets screenshots ...

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14258185_10153944380226235_6044950066164724182_o.jpg


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... of Infinity: Battlescape. More here.

what in the world 0_0
 
Well there's a way to play Crusader offline, but there's a few textures glitches. But it's really nice to be able to explore without framerate drops
 
I'm interested in this game but have some questions.

Can I play on an Xbox Controller?

Is there a monthly fee?

I have a 1070, 4770k @4.0ghz, and 8gb RAM. What kind of performance can I expect?
 
Sneak Peek of the image stabilisation.

https://robertsspaceindustries.com/sneak-peek-20160916

It also shows what appears to be the fps radar and enemy NPCs.

It's so beautiful. Huge improvement right there.

tumblr_lk20sdFqj71qe0wclo1_500.gif


I'm interested in this game but have some questions.

Can I play on an Xbox Controller?

Is there a monthly fee?

I have a 1070, 4770k @4.0ghz, and 8gb RAM. What kind of performance can I expect?

Yes

No

I'm guessing high settings, they're still working on the network stability though so the performance is a bit off in online mode right now.
 
I'm interested in this game but have some questions.

Can I play on an Xbox Controller?

Is there a monthly fee?

I have a 1070, 4770k @4.0ghz, and 8gb RAM. What kind of performance can I expect?

- Yes. I tried the Xbox 360 controller once, it's compatible. Some people at CIG actually play with controllers so no problem there.

- No monthly fee.

- Difficult to answer that, as the game is not yet finished. You should be able to play the game really well in 1080p, in hangar and dogfight. In Universe right now, you'll get 30 fps max, like everyone else :x
 
Well there's a way to play Crusader offline, but there's a few textures glitches. But it's really nice to be able to explore without framerate drops

So no different than any other part of the game? ;P Seriously though, I hope they can fix the texture flickering eventually.
 
I am curious, where are you seeing texture flickering?

edit: my keen eye tells me that image stabilisation footage is actually a bit old. It has the old DOF set up and the old weapon reload animations. So, pre-gamescom that means.

Especially if you check out the radar. That's a ship radar not a fps radar. So a fairly older video most likely put together internally to show off at some point. .
 
Mostly where certain textures overlay others. Usually more evident in, but not limited to the cockpit areas. Gets a zig-zaggy flickering pattern between the two layers. This video, while not mine, shows it well enough. Are you claiming you never see it?

I've been seeing it since the first release of the Hangar Module
 
Mostly where certain textures overlay others. Usually more evident in, but not limited to the cockpit areas. Gets a zig-zaggy flickering pattern between the two layers. This video, while not mine, shows it well enough. Are you claiming you never see it?

I would have said it was an asset issue, but I never saw anything like that on the Argo. I've certainly seen such issues corrected on individual ships as they were iterated upon.
 
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