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STAR CITIZEN, Chris Roberts' (Wing Commander) New Game [$25 million funded]

Babalu.

Member
i purchased the freelancer tier and the drawing looks infinitely better then the 3d model. I'm not sure what it is but the drawing just looks more fierce/aggressive while the 3d model looks so roundy and dildo-ish.

ohwell.

edit: the cockpit just looks better is what i think is throwing it off. It looks too friendly/rounded.

PuRuj.jpg
 

Keasar

Member
i purchased the freelancer tier and the drawing looks infinitely better then the 3d model. I'm not sure what it is but the drawing just looks more fierce/aggressive while the 3d model looks so roundy and dildo-ish.

ohwell.

edit: the cockpit just looks better is what i think is throwing it off. It looks too friendly/rounded.

My thoughts exactly. If you compare the turrets too you see the whole ship itself is a lot smaller.
 
Roberts stated, I think on Kickstarter, that the Freelancer renders were not the final design as the scale was not right and there are still going to be some changes to it. I'm glad because I was expecting it to be somewhat larger in size as it currently looks the same size as the hornet.

I suppose that's probably my biggest problem with the current rendering; it doesn't look large enough to be a serious trading ship.
 

Zaptruder

Banned
The rendered concept is at a much more 'realistic' scale relative to the hornet and the Constellation.

Unfortunately, the drawn concept is too large, judging by the cockpit size.

The way it's depicted in the drawing is actually larger than the constellation, using turrets and cockpit as reference.

That said, they can still extend the 'wings' of the rendered freelancer to give it a larger feel.

Also, the cockpit is created like that to increase visibility from the inside; although they could use a gundam style VR array inside.

The size is ok... but they could raise the back hump line, to create/retain the more aggressive profile from the drawing.
 

Keasar

Member
The rendered concept is at a much more 'realistic' scale relative to the hornet and the Constellation.

Unfortunately, the drawn concept is too large, judging by the cockpit size.

The way it's depicted in the drawing is actually larger than the constellation, using turrets and cockpit as reference.

That said, they can still extend the 'wings' of the rendered freelancer to give it a larger feel.

Also, the cockpit is created like that to increase visibility from the inside; although they could use a gundam style VR array inside.

The size is ok... but they could raise the back hump line, to create/retain the more aggressive profile from the drawing.

Though as exmachina64 points out, it is too small to be a trading ship as it currently seem to barely have any room for cargo, less a deep space exploration ship as that would require more fuel, larger living space etc. This tiny ship looks more like a short range shuttle.
 

Zaptruder

Banned
Though as exmachina64 points out, it is too small to be a trading ship as it currently seem to barely have any room for cargo, less a deep space exploration ship as that would require more fuel, larger living space etc. This tiny ship looks more like a short range shuttle.

Well, it certainly doesn't look like a combat oriented ship. It looks more like a jack of all trades.

A smaller constellation if you will. It does have less cargo space than a constellation... and there doesn't appear to be a great deal of space dedicated to a cargo hold in that one.

I think expanding the rear section of the ship about 20% should make it the right size visually and functionally.
 

Keasar

Member
Well, it certainly doesn't look like a combat oriented ship. It looks more like a jack of all trades.

A smaller constellation if you will. It does have less cargo space than a constellation... and there doesn't appear to be a great deal of space dedicated to a cargo hold in that one.

I think expanding the rear section of the ship about 20% should make it the right size visually and functionally.

It has two forward facing turrets, but compared to the Constellation it has nothing. The Constellation has like 8 missile bays, 2 rotating turrets and a small deploy-able fighter. I was expecting at least the Freelancer would be roughly the same size, just more dedicated to cargo hauling.
 

epmode

Member
WET is awesome

One out of fifty isn't bad!

Anyway, the wiki says that the company is based in Canada and I'm pretty sure that Cloud Imperium/RSI just bought an office in Austin, Texas. It seems unlikely that people would be expected to move to a different country for Star Citizen, right? Or does that sort of thing happen often?
 

Kifimbo

Member
One out of fifty isn't bad!

Anyway, the wiki says that the company is based in Canada and I'm pretty sure that Cloud Imperium/RSI just bought an office in Austin, Texas. It seems unlikely that people would be expected to move to a different country for Star Citizen, right? Or does that sort of thing happen often?

I can tell you the media invite is out. Official announcement Wednesday at 10AM.
 

gamma

Member
The Freelancer and Constellation look so cool but they are so expensive :S Hundreds of Dollars for in-game ships are just so much. Shieeet.
 

Acosta

Member
Yeah, a bit worried about the the election of the studio if confirmed. I assume they will do grunt work but I would have preferred a studio with SOME experience making space games.

Will pay attention to it to check the reasons and how it's going to work out.
 

Perkel

Banned
Fuck i am playing right now X3 TC with XTC mod and damn this game vistas look glorious. I wish they will do awesome work with vistas in SC as they already doing with their ships.

Here is some space porn from it:

For people asking. Yes those planets are 3D and there is visible movement of clouds on them same as saturn rings movement.
 

Kifimbo

Member
Behaviour Interactive teams with Cloud Imperium to help create new space sim game with legendary designer Chris Roberts
A team will be set up in Montreal to start working on the project in early 2013
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MONTREAL, CANADA, December 12, 2012 – Behaviour Interactive, one of the largest independent game developers, is proud to announce its collaboration with Cloud Imperium on the development of the highly-anticipated Star Citizen space sim game from renowned designer, Chris Roberts. Roberts is best known for several highly successful game franchises created in the 1990s, including the Wing Commander and Privateer series as well as Freelancer, the last AAA Space sim in 2003.

“It’s certainly a privilege for Behaviour and its employees to work on Star Citizen”, said Rémi Racine, President and Executive Producer of Behaviour. “We are building a team to craft the ship boarding shooter experience, and contribute our in-depth knowledge of virtual worlds, to create a game worthy of Chris Roberts’ fans and of everyone who supports the project.”

Since the announcement of the Star Citizen project at Game Developers Conference Online in Austin, Texas on October 10th, Roberts’ Cloud Imperium has raised more than seven million dollars in crowd funding to help produce the game and more than 100 thousand people have backed the game via Kickstarter and Roberts own self-managed crowd funding site. The amount set a record for a crowd funded game.

“The crowd has spoken. They want to fly to the outer reaches of the galaxy and engage in riveting space dogfights as much as they ever did. They want this to be on PC, the platform that can really deliver the visual fidelity that Star Citizen demands”, commented Chris Roberts, Founder and President of Cloud Imperium. “I’ve known Rémi and Behaviour for several years and when I started the journey a year ago Rémi offered to help, providing some of the resources that helped me achieve the prototype that got everyone so excited back in October. Rémi believed in the vision long before it broke records. It’s only natural to expand this relationship and tap into some of the world class development talent that is in Montreal in addition to the teams in Austin, Texas and Los Angeles to build Star Citizen.”

Star Citizen will offer players the fun of piloting an interstellar ship through realistic battles in fly-by-theseat of your pants, non-stop action. There will be a single player campaign and also an open world where players will be able to choose their role in the game and how they will interact with the world. They can choose to be a smuggler, a pirate, a merchant, a bounty hunter or member of the elite Squadron 42 protecting the frontier against external threats.

For the past twenty years, Behaviour has successfully developed games on PCs, consoles, smart phones and social networks, as well as immersive browser-based virtual worlds. Behaviour is forming a team of up to 60 developers to collaborate on the Star Citizen project.

.
 

androvsky

Member
I dont know who they are but it sounds great to me, especially if they have been helping since day 1.

Let's just say if there's going to be a Wii/DS port, Chris couldn't have picked a better studio. :) The studio's notable original games include Naughty Bear and WET, iirc.

Hating on their extensive port catalog aside, I'm not too terribly worried. They're obviously a competent studio with the ability to get stuff done under a deadline and budget, and they're not leading design (except maybe the ship boarding shooter portion).
 
Fuck i am playing right now X3 TC with XTC mod and damn this game vistas look glorious. I wish they will do awesome work with vistas in SC as they already doing with their ships.

Here is some space porn from it:


For people asking. Yes those planets are 3D and there is visible movement of clouds on them same as saturn rings movement.

X3 is gorgeous.......If your computer can run it.

The end-game runs at a snail's pace, because they didn't develop it for multi-core processors very well.

Try running a large battle with multiple capital ships and dozens or even hundreds of M3 class fighters, corvettes and frigates. It's a thing of absolute beauty...If it'd run properly.

Easily the best space sim out.
 

bj00rn_

Banned
On the third part "Elite Dangerous interview" with Braben and Roberts I got the sense from Chris that SC is kind of an MMO game with a single-player component instead of a SP game with an online component.

http://youtu.be/N9ENkIB0cic

Chris said in the interview that "we have a single player game built into Star Citizen ("Squadron 42"), which sounds very strange to me. I hate MMOs with a passion and wouldn't pledge with a ten foot pole if I had known it was mainly a MMO game..

Am I wrong, is that what it is? I feel stupid and confused now. I thought I was pledging for a space-sandbox with a story.



Edit:

I just found in the FAQ from the website:

Is Star Citizen an MMO?
No! Star Citizen will take the best of all possible worlds, ranging from a permanent, persistent world similar to those found in MMOs to an offline, single player campaign like those found in the Wing Commander series. The game will include the option for private servers, like Freelancer, and will offer plenty of opportunities for players who are interested in modding the content. Unlike many games, none of these aspects is an afterthought: they all combine to form the core of the Star Citizen experience.


Oh well, I don't know.., it still leaves me with the sinking feeling that this is mainly an online game with a down-prioritised single-player component, and I don't like it..
 

Perkel

Banned
On the third part "Elite Dangerous interview" with Braben and Roberts I got the sense from Chris that SC is kind of an MMO game with a single-player component instead of a SP game with an online component.

http://youtu.be/N9ENkIB0cic

Chris said in the interview that "we have a single player game built into Star Citizen ("Squadron 42"), which sounds very strange to me. I hate MMOs with a passion and wouldn't pledge with a ten foot pole if I had known it was mainly a MMO game..

Am I wrong, is that what it is? I feel stupid and confused now. I thought I was pledging for a space-sandbox with a story.



Edit:

I just found in the FAQ from the website:




Oh well, I don't know.., it still leaves me with the sinking feeling that this is mainly an online game with a down-prioritised single-player component, and I don't like it..

Primary Goal is to create S42 campain with 45 mission after campain or before you can log into persistant world and play with other people where most of players will end after ending main campain.
 

epmode

Member
Oh well, I don't know.., it still leaves me with the sinking feeling that this is mainly an online game with a down-prioritised single-player component, and I don't like it..

There's no way to be certain about it but if you had to pick one guy to make a great single-player space sim campaign, Chris Roberts is your man. I think we're going to get something good.
 

Zaptruder

Banned
I don't know, everything about this game just screams "MMO in everything but name" to me.

Chris basically admits that it is indeed an MMO.

Just he wants to stress the difference between traditional MMOs and Star Citizen.

It's more like a halfway point between Dark Souls and EVE Online as far as multiplayer interactions go.

i.e. players phasing in and out of each other's worlds based on their location relative to each other in game.

But game world, economy, planet and object ownerships all tracked on their server, mimicking the dynamic emergent nature of the EVE Online universe.

Then they'll blend that with frequent micro-content updates from their team, which can react to the player driven events in the universe.

So that's pretty cool, and to be fair to Chris, is pretty unique relative to anything that's been done so far.
 

Perkel

Banned
I don't know, everything about this game just screams "MMO in everything but name" to me.

Look down

Chris basically admits that it is indeed an MMO.

Just he wants to stress the difference between traditional MMOs and Star Citizen.

It's more like a halfway point between Dark Souls and EVE Online as far as multiplayer interactions go.

i.e. players phasing in and out of each other's worlds based on their location relative to each other in game.

But game world, economy, planet and object ownerships all tracked on their server/games, mimicking the dynamic emergent nature of the EVE Online universe.

Then they'll blend that with frequent micro-content updates from their team, which can react to the player driven events in the universe.

So that's pretty cool, and to be fair to Chris, is pretty unique relative to anything that's been done so far.

It is not MMO at all. You can have your own persistent world like in Freelancer and you can ask your friends to join it. Chris said that they want give players ability to to have up to 50-200 people on their own servers. With online persistent world this will be much much much bigger.

If you want to play as freelancer you can do it without online and you can ask friends to join you in co-op. When you want multiplayer you will log into SC persistent world with all features he plan (like naming systems, galaxy news etc)

Single player: SQ42 + Freelancer like world
Multiplayer: Persistent world like EVE online.
 
that 300i looks awesome and its great to see how it went through the changes to make it better. Really glad I bought that ship along with the lancer. Damn, CR is tempting me with a subscription so I can get all the upcoming jump points!
 
I bought the 300i. I've been worried since I had different ideas in mind for the Constellation and the Freelancer originally, but this is just so...perfect. It's like I've adopted a child. I'm so elated!

Oh well, I don't know.., it still leaves me with the sinking feeling that this is mainly an online game with a down-prioritised single-player component, and I don't like it..

I don't know, everything about this game just screams "MMO in everything but name" to me.

It has essentially become more online-focused since the fundraising went so well. The initial number for star systems in Star Citizen was 40, now that's 100 on launch. Features that backers only dreamed of has become a reality, such as the ability to fly carriers, board ships, and have hidden, exotic bases. CR has said more content is coming down the pipeline than we can even imagine; he hopes to integrate seamless atmospheric entry at some point, for example. Understandably, the focus has shifted since a larger percentage of the budget has to be allocated to SC. I don't know how much you guys have followed the project, so maybe this is nothing new to you.

Neither of you seem to like MMOs that much. Neither do I, with a few execptions.

I grew up watching Star Wars and Star Trek and dreaming of stuff like Star Citizen. This could all backfire horribly, but I owe it to myself to give this a chance.
 

Babalu.

Member
New update with updated renders of the MISC Freelancer. Its looking a lot better then before but theres still just something not rugged enough with it. I'de like to see it with a little more aggressive curves.

http://www.robertsspaceindustries.com/friday-update-happy-new-years/

Happy New Years! We hope everyone has had good holidays and we look forward to getting back to making Star Citizen a reality next week. In the meantime, we thought it would be a good time to share some of the latest MSC Freelancer renderings. Please note that this is not the finished ship: an upcoming pass will update the turret, nose and other areas.

MIsc-round04-render08-copy_thumb.jpg


MISC-new-canopy06-copy_thumb.jpg


MIsc-round03-render01_thumb.jpg


misc-02-render7-copy_thumb.jpg


misc-swide-view_thumb.jpg
 

Mashing

Member
I thinkt he second render is plenty aggressive, however, it's first a cargo ship and second a deep exploration ship. It's not a fighter.
 
Thankfully, they've corrected most of the scale problems in the second render. Now it looks like a ship you'd actually use for serious trading.
 

Anno

Member
Looks great. I keep telling myself I'm going to forget about this game for a year or so, then this thread bumps up and I spend two hours reading everything new. That Jump Point really makes me want to consider subbing...
 

Wiktor

Member
I think making a MMO and adding SP campaigns to it is the best model one can hope for. Traditional Wing Commander game would be dead in a year. As long as they keep releasing SP missions I will be happy. I wish MechWarrior Online would do this.
 

Perkel

Banned
I think making a MMO and adding SP campaigns to it is the best model one can hope for. Traditional Wing Commander game would be dead in a year. As long as they keep releasing SP missions I will be happy. I wish MechWarrior Online would do this.


Whole kickstarter point of this was to bring Wing Commander like game. Sure MMO aspect is good but 99% people wanted Wing Commander like game not MMO.

It is not COD market but there are a lot of people that want space games.
 

epmode

Member
I took a look at the latest Star Citizen podcast/video: http://www.robertsspaceindustries.com/wingmans-hangar/

There's nothing all that newsworthy but I thought it was intersting to hear that a bunch of people from LightBox Interactive (the developer of Starhawk) are now working for Cloud Imperium in Austin. They're even bringing on a few ex-Crytek employees which should be helpful with the whole CryEngine thing.
 
I've never played a space sim (played arcade-y ones), are the classic ones user-friendly?

Are they going to cut down on the scope, because this looks way too ambitious and a dream come true.

This looks like at least a $10 million budget.
 
"This looks like at least a $10 million budget."

Well, they got 7 million from crowdfunding and then more from private investors. It's highly likely that the budget is well over 10 million total.
 

KKRT00

Member
I've never played a space sim (played arcade-y ones), are the classic ones user-friendly?

Are they going to cut down on the scope, because this looks way too ambitious and a dream come true.

This looks like at least a $10 million budget.

Targeted budget is 20+ million $
 
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