Star Citizen Alpha 2.0 | The 'Verse Awakens

You'll get the game right now, so alpha 2.5.0, all updates, but not the singleplayer campaign "Squadron 42". You need to buy the STAR CITIZEN + SQUADRON 42 COMBO package for that.
Edit: Nevermind, I misread, LOL. In any case, is any form of this game available for free at all? Just a demo, perhaps?
 
Edit: Nevermind, I misread, LOL. In any case, is any form of this game available for free at all? Just a demo, perhaps?
Not right now. But there was a one week free trial during gamescom and there surely will be one next big convention = CitizenCon in October.
 
It's going to be 100% in-engine footage of Chris Roberts this time.
Use the in-studio mo-cap setup they have (assuming it has facial capture as well), then recreate him in engine giving a briefing from a Bengal or something. It'd be kind of amusing in a cheesy sort of way. It'd be a waste of time and effort, but it'd be a fun one-off.
 
How can you really improve the format of having Chris Roberts sit in his office and answer 10 questions emailed in from subscribers?
By putting Sean Tracy in place of Chris ;p
It's going to be 100% in-engine footage of Chris Roberts this time.

You guys are all right. It will be the scanned in CR model with the performance capture and voice of Sean Tracy. The last jump point interview with ST makes mention of them being able ot use arbitrary performance capture from anyone for any rig... I WONDER WHY?!
Perfect! Can't wait to see how my PC will run it.

I hope 2.6 is out by then for your sake. It should show the games performance in off-line modes much better thanks to Star Marine.
 
You guys are all right. It will be the scanned in CR model with the performance capture and voice of Sean Tracy. The last jump point interview with ST makes mention of them being able ot use arbitrary performance capture from anyone for any rig... I WONDER WHY?!


I hope 2.6 is out by then for your sake. It should show the games performance in off-line modes much better thanks to Star Marine.

easy shit

https://www.youtube.com/watch?v=JRZ1IlT0xwk
 
That's what they want to do, make our avatar's mouth move as we speak. I think it was CR who talked about that in 10ftC or maybe in a interview, can't remember. I didn't know this could be a thing at the time. But it's that kind of details that they add to the game, that I really love. It makes the universe more coherent, life like.
 
That's what they want to do, make our avatar's mouth move as we speak. I think it was CR who talked about that in 10ftC or maybe in a interview, can't remember. I didn't know this could be a thing at the time. But it's that kind of details that they add to the game, that I really love. It makes the universe more coherent, life like.

I could be wrong, but I seem to remember CR hinting at this feature again not long ago. Not sure if it was during a livestream or an interview or what have you.
 
That's what they want to do, make our avatar's mouth move as we speak. I think it was CR who talked about that in 10ftC or maybe in a interview, can't remember. I didn't know this could be a thing at the time. But it's that kind of details that they add to the game, that I really love. It makes the universe more coherent, life like.

I could be wrong, but I seem to remember CR hinting at this feature again not long ago. Not sure if it was during a livestream or an interview or what have you.

Hinted at for a long time now, as far back as 104TC # 11:
Q. How will the chat system in the game work? When we stumble across another player in space, how will we communicate with them? Voice/text or both?

A. Goal is VOIP. "LiveDrive" is being worked on where your avatar's face will move with your voice (a la Logitech webcam). Voice changers/filters planned. Hailing system to access so you don't get spammed. DFM v1 will not have VOIP -- V1 probably won't even have any chat.
 
Who else thinks we're going to get a walk through of the Bengal?

Ahhh I'm so excited for CitCon. Don't think I can wait ;________;
 
Is this supposed to be a 5 hour special feature?

MouHuh.png


I'd settle for some Shubin action, since that is where the initial set of missions is supposed to take place in S42. And we've kinda already seen (some of) it, so it wouldn't be a a major spoiler as far as locations go. They've also been working on it for a long ass time, so it should be in a near complete state by now.
 
I'd settle for some Shubin action, since that is where the initial set of missions is supposed to take place in S42. And we've kinda already seen (some of) it, so it wouldn't be a a major spoiler as far as locations go. They've also been working on it for a long ass time, so it should be in a near complete state by now.

I expect Shubin action and Morrow Tour again, but now polished as fuck :) + some trailer of different scenes from the campaign.
 
I expect Shubin action and Morrow Tour again, but now polished as fuck :) + some trailer of different scenes from the campaign.

They need something new and polished at the same time. A rehash of the Morrow Tour minus all the jank from the first go-around would be met with "It took them a year just to fix that" from the detractors.
 
Yeah. My guess is a full mission + trailer

Eh, I doubt that. That would mean that they're using CitizenCon for the official unveiling of Squadron 42, which I don't think is something they're quite ready for. I mean, we might get to see part of a mission and something that could be considered a trailer of sorts, but I imagine it'll be in more of a 'for the fans' type of production, something that'll showcase the techology / characters / ships / environments, not an actual 'story' trailer. Something akin to the Bishop speech and a slew of 'behind the scenes' videos a la new AtV.

I'll be happy to be wrong, of course.
 
There's a slight chance that this will be finished in the next few years. I have an idea to get them back on track:

Survival mechanics. Hunger/thirst/temperature meters, crafting, tree punching.
 
There's a slight chance that this will be finished in the next few years. I have an idea to get them back on track:

Survival mechanics. Hunger/thirst/temperature meters, crafting, tree punching.

"Can I convert my Endeavor agri-domes to water globes and make my living as a travelling aquarium attraction?"

...

"Are there aquatic races who might pay for sightseeing tours in those globes?"
 
Eh, I doubt that. That would mean that they're using CitizenCon for the official unveiling of Squadron 42, which I don't think is something they're quite ready for. I mean, we might get to see part of a mission and something that could be considered a trailer of sorts, but I imagine it'll be in more of a 'for the fans' type of production, something that'll showcase the techology / characters / ships / environments, not an actual 'story' trailer. Something akin to the Bishop speech and a slew of 'behind the scenes' videos a la new AtV.

I'll be happy to be wrong, of course.

Why not? You see tons of games unveiled with full-fledged trailers years before they're actually released.

A lot of people still believe (for whatever reason) that SQ42 might release this year.. And even if it won't be, it'll still supposedly be pretty close to releasing. Seems like the perfect time for a trailer/unveiling
 
Supposedly confirmed as true by reddit mods:
September 18, 2016
Will "Soulcrusher" Leverett: Happy Monday ETF! We’ve got a very special announcement to make today. As early as Monday afternoon North America time/Monday evening Europe time (but potentially Tuesday, depending on the fixes required), we’ll be opening up a special closed test session of Arena Commander for Evocati Test Flight on PTU to test out a near-complete overhaul of ship mechanics and combat. * Please note: This is a closed test only for Evocati. No livestreaming, no screenshots, and no discussing outside our group.

*Please also note: This is a first attempt at overhauling ship combat; it’s not perfect right out of the gate and we will make many tweaks and changes as we go along. But your involvement is super helpful, and this is a really cool test to be a part of. . * Testing out radical changes is what Evocati is one of our key decisions in creating the group. As these changes inherently represent a massive strategic shift in how ships should perform, it will significantly alter combat tactics. Evocati Test Flight is intrinsically involved in the feedback process to get this right.(edited)

Will "Soulcrusher" Leverett: What specifically has been changed?
  1. Complete rebalance of SCM speeds and ship handling
  2. Complete rebalance of all shields for all ships o
  3. These simulate the item2.0 shield item values that will come with a future patch o
  4. As such they are approximations of the intended default loadouts
  5. Complete rebalance of fuel consumption and fuel tanks for all ships o
  6. Afterburner and boost consumption rates have been adjusted o
  7. Once fuel is depleted you are kicked out of afterburner until enough has regenerated
  8. Complete rebalance of all missile loadouts for all ships o
  9. All new missile racks have been made o
  10. Every ship has had its missile rack hardpoints adjusted o
  11. All missile rack hardpoints are now editable and missile rack items can be exchanged again

As you can see, every ship in the game has been given a new SCM max speed which is approximately half of what they were before in order to condense the scale of speeds to roughly between 100 and 200m/s.
This crunched range has allowed us to keep combat much closer and tweak every ships acceleration (lateral and rotational) to give them all a better feeling that you would associate with a ship of that type and role. Up to now, certain ships were held as a gold standard, meaning that we had to force values for new ships far beyond where they should naturally sit. Our goal is to nominalize speed and reset the balance across the board. Reducing the SCM speeds has allowed us to keep/tweak the afterburner/cruise speeds close to what they currently are and to put a resource on boost fuel and its management to hop between engagements. Alongside the flight speed changes, we’re also putting in an early approximation of the shield items that will come online in a future patch for early feedback and a revised default missile loadout for most ships. With the revised loadouts, we’ve created all new missile racks and reenabled the ability to swap them out.(edited)

Will "Soulcrusher" Leverett: Why have we made these sweeping changes? As more and more ships have gone into the game, the speeds have slowly crept up to make room for them. The end result is that combat in SCM mode has progressively got worse and further apart. With these increased speeds, undesirable sliding when turning comes in, and with that, more unintended collisions and a general requirement to not fly near any of our cool setups in the world. The changes mean that the management of this boost and afterburner going forward is once again become a viable combat tactic.

How can Evocati help? First, by being patient and understanding this is a process which will certainly be tweaked along the way, and not a final design. We ask that you consider these new designs on their own merit when considering your experience now vs how it was previously.

Second, by testing with us and giving us awesome feedback! We’ve got a wide range of pilots in Evocati, and we’re excited to see what everyone’s experience is with this design reset. For each ship you fly, we would like for you to provide information in the #feedback_ship_update channel. Ship Flown: Game Map and Mode: Combat Loadout: Combat/Racing Experience in this PTU vs Previous Versions: As always, we appreciate the blood, sweat, and tears you guys volunteer to this project. This should be a fun one to test, and we’re excited to take another step forward in building the BDSSE!(edited)

Sounds like the first half of 2.6 is being tested. 2.6 hype!

Edit: now that I've taken the time to read it, I'm not sure how I feel about the SCM change. I still remember pre-1.0 speeds and going back to that after getting used to what we have now sounds...tedious. I guess we'll see.

Edit2: Found this accompanying image:


That's....quite drastic...
 
Supposedly confirmed as true by reddit mods:


Sounds like the first half of 2.6 is being tested. 2.6 hype!

Edit: now that I've taken the time to read it, I'm not sure how I feel about the SCM change. I still remember pre-1.0 speeds and going back to that after getting used to what we have now sounds...tedious. I guess we'll see.

heavy breathing INTENSIFIES

Pls let these changes make the combat more fun
 
Edit: now that I've taken the time to read it, I'm not sure how I feel about the SCM change. I still remember pre-1.0 speeds and going back to that after getting used to what we have now sounds...tedious. I guess we'll see.

Edit2: Found this accompanying image:

That's....quite drastic...

Are the pitch/yaw/roll rates much lower? Not sure what the previous values looked like.

If they reduce acceleration in a similar way (especially when moving from a standstill), that could do a lot to address the complaints about ship motion looking too lightweight.
 
They need something new and polished at the same time. A rehash of the Morrow Tour minus all the jank from the first go-around would be met with "It took them a year just to fix that" from the detractors.

I mean, this wouldnt be the only thing they would show.
 
Speeds of 100 to 200 m/s are what WW2 propellor planes flew. Technology has gone in some weird ways in this future.

Usual concession for space "sims". Which are for the very most part not really simulations but dogfighting games. Only dogfighting at some thousands of meters per second with automated and guided weapons at ranges of several dozen and maybe hundreds of kilometers is probably not fun or has not been tested, yet. Only that's what space combat would end up being, if today's spacefaring technology would evolve the way it is working today.

Edit: Probably a side effect of trying to be like those space movies we've all been watching for decades. In essence, space games are trying to make you feel like a Star Wars pilot, rather than being a real life astronaut. Very few exceptions. Funnily enough, the Death Star trench run in Star Wars is inspired by a WW2 pilot/aircraft movie, small wonder about the propeller plane behaviour then. :p
 
Complete realism for that advanced of a society would have every battle consist of beyond visual range engagements with relativistic weaponry. It would end up being turn based strategic warfare.

So it just comes down to where and how you strip reality from the game in the name of fun.
 
Changes in speed are good. Will do better to lay out the frame for better G-forces modeling. The most important part to see if they can get is the acceleration values. Ships right now have zero fine control making near unplayable. It is kind of concerning when they talk about eliminating drift, hopefully they keep in some better tied with momentum to make it a managed element with the flight model instead of resembling even more so a FPS with ships.
 
Another thing I hope they redo the radar system as well. For all they tout on having complex systems the Eye of Sauron 360 radar makes the whole contact and threat identification process overly simple. All this signal and noise stuff means nothing right now if the radar automatically finds and gets detailed info without any input.

Having a proper transponder and receiver system would actually improve the game. That and having a cone off the nose that extends past the 360 range would give layers to how to locate and identify targets. And get rid of the idiot arrow that makes searching on radar or visual identification useless.
 
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