Zalusithix
Member
makes you think twice about taking rides in your friends ships. cutlass features some turrets i hope.
Depends on the Cutlass variant. Not all have the turret.
makes you think twice about taking rides in your friends ships. cutlass features some turrets i hope.
If you mean when the bottom hatch partially blew open, he was strapped into a seat, so he wouldn't have been sucked into the vacuum. As for fixing the ship, there should be ways to repair systems that are knocked offline, but I don't know about repairing actual hull breaches on the go.
Player would definitely be flying there. Look how particles are accelerated by physics.I know he was strapped in, I was talking in general. Because if that is the case, then his only two options would be: 1. stay put 2. try to move to another section of the ship if possible, but I'm trying to ascertain how possible would number 2 be under such circumstances.
Where is the info about that?In game render!
I know he was strapped in, I was talking in general. Because if that is the case, then his only two options would be: 1. stay put 2. try to move to another section of the ship if possible, but I'm trying to ascertain how possible would number 2 be under such circumstances.
In game render!
It really has a beautiful slime coat.
I like the fishically based rendering on this one.
I like the fishically based rendering on this one.
I want to see some other species though. Maybe there's ray tracing.Nice to see that the engine scales well.
Wow, this is amazing. Video of what it looks like inside a Cutlass during a Firefight and it's subsequent death.
Never been more excited to frantically run around a multi-crew ship while it's falling apart around me.
Nice to see that the engine scales well.
I feel like I'm reading the comment section at RPS with all these puns...
Wow, this is amazing. Video of what it looks like inside a Cutlass during a Firefight and it's subsequent death.
Never been more excited to frantically run around a multi-crew ship while it's falling apart around me.
Nice to see that the engine scales well.
In game render!
It really has a beautiful slime coat.
Here, I'll make you feel like you are reading actual NeoGAF comments:
Meh, why would I want to play a buggy unfinished demo? To think everyone has to spent at least $2000 on this, and all the devs do is riding around in Ferraris.
Wow, this is amazing. Video of what it looks like inside a Cutlass during a Firefight and it's subsequent death.
Never been more excited to frantically run around a multi-crew ship while it's falling apart around me.
Lmao... At least everything has managed to stay in that thread and not spill over into this one. That way we can talk about important things here, like fish, without getting side tracked.
I think I am done with that thread, it is just same stuff started to be repeated and not one mention of the Pisces Moya.
Space whales. This game has everything.
I think the website is a tad confusing so I'm hoping for some info here. I do have reservations about buying in but I'm super excited for the potential.
so is ship damage important aside from numbers. Like can my hull get blasted and sucks the dude in the cargo bay outside. I guess what I'm really hoping for is ship damage like FTL. My friends and I would love to like divert power from lights or oxygeN to guns And have where the ship gets hit be important.
It looks Hella good right now though.
Is it apropos for SC to contain space whales?
In game render!
It really has a beautiful slime coat.
I will travel to many star systems and land on many planets to find this fish.
I will travel to many star systems and land on many planets to find this fish.
Ship damage will potentially knock systems offline that'll require having to go around fixing. Power redirection is already a thing. Ships have limited power and you can divert the power between thrust, weapons, and shielding. Shielding itself can be strengthened in certain quadrants at the expense of others. In addition to power limitations, ships will also have a CPU limitation. So yeah, there's a lot of integrated systems.
Getting sucked out of the ship, on the other hand I'm not sure about. Pretty sure the boots are going to be magnetic to keep you in place to a certain extent. You'd also often be strapped in somewhere during combat.
That all sounds awesome thanks for the response. do we know if it'll take resources? Like can my repair gun always repair. It'd be awesome to Space Trucker it with some friends going across crazy distances.
This game does sounder great with friends. I hope there are lots of ship jobs like ,medic, captain, engineer, weapons, and more.
I'm all for support, but I can't believe that one guy spent tens of thousands of dollars on digital ships lol
Really into space sims but I read Star Citizen doesn't have accurate star systems in terms of scale just to make traveling faster. I would rather them take the elite dangerous route and build an accurate 1:1 Galaxy, and just give us the ability to travel faster than the speed of light.
If I'm misinformed and Star Citizen is actually making a 1:1 accurate Galaxy, please post a link showing it
I'm looking forward to it though.. These ships are gorgeous
SC is certainly not doing 1:1 scale. Elite ended up focusing on procedural generation and SC on hand crafting/design - both with their ups and downs, but it makes real scale infeasible with the allotted time/money in which SC is to be produced with.
I'm all for support, but I can't believe that one guy spent tens of thousands of dollars on digital ships lol
Really into space sims but I read Star Citizen doesn't have accurate star systems in terms of scale just to make traveling faster. I would rather them take the elite dangerous route and build an accurate 1:1 Galaxy, and just give us the ability to travel faster than the speed of light.
If I'm misinformed and Star Citizen is actually making a 1:1 accurate Galaxy, please post a link showing it
I'm looking forward to it though.. These ships are gorgeous
Not sure if this is authoritative, but found some calculations around this subject.
http://www.reddit.com/r/starcitizen/comments/2pdw92/the_scale_of_star_systems_in_star_citizen/
I can't see them spending months building beautiful ship interiors and systems to have us quick travel in minutes instead of taking our time and taking it all in. Setting a course should mean something.
Cool, that definitely gives you an idea of the scope. But I sort of agree with the first reply
But like OP said, it's infeasable for them. But I wouldn't want it to take four months to get to my destination lol
Yeah I'm curious how all this will work while simultaneously keeping the player(s) engaged.
When you hear that crossing a system takes 30 mins, that does sound like it is on the short side. When you consider they talk about adding 130 systems then that gives you some numbers to mull. To cross it all that is 3900 minutes. Roughly 65 hours in transit alone. Not including any event's, planets, or satellites to scan or explore, encounters with alien races or dedicated missions. You also have to think of it this way, a system most likely isn't going to be 30 mins in only one direction. Think about volume of contained system, so if you deviate to alternate points within the given system then it is going to take you alot longer than 30 mins to "explore" the system. The game sounds like it is going to be large yet try to find a balance between empty space sim and the more unrealistic but exciting encounter based space sim.
Soooo... apologies if it's been asked a bunch, but has the Vanguard made my Gladiator redundant? Seems like it is the ship I expected the Gladiator to be. Big, fast, heavy, powerfully armed, and capable of acting independently a bit. Not seeing how the Gladiator fits that any more with the changes they made to it.
And I hate the new turret on the Gladiator
Edit: Also, I am feeling foolish but I can't find confirmation that using a CCU on my game package means I keep all the items and lti of that package. Can anyone confirm? Looking to go from a 325a in an Arbiter package to a Cutlass.
Thanks for the quick reply OP.
So a 1:1 scale world drawn/designed by artists would either have to be relatively small, or it would take a decade and a billion dollars to make? (Give or take?)
If I fix my pc any time soon (or buy a mini itx gaming build) I'll jump on this. $40 to get into the testing team and your own ship is cool. I'll spend $20 more on ships (if possible) and enjoy it until it comes out
I love space sims. And landing on planets and actually combatting is fucking amazing
Landing on planets in Star Citizen will use scripted in-game cinematics and will be limited to specific landing zones as opposed to Elite: Dangerous where it will be freeform (manual pitch/yaw/roll) land wherever you want.
Star Citizen's interplanetary fast travel will allow a speed of up to 20% the speed of light (0.2C), which necessitates scaled down star systems to compress spatial distances to make travel times practical. It also won't be freeform (Autopilot Only) nor have combat manoeuvring in this mode, so you will not have the ability to specify an exact random location in space. You can navigate to known locations or tag a ship they want to track or ambush. Also you must fly through wormhole-like jump points (which will allow some interactivity) at fixed locations to other star system.
Star Citizen's galaxy will have 120 star systems at launch, with time compressed to 2 hours for each day (1:12 scale time) and a more casual take on spatial size and distance of celestial bodies, meaning planets won't be properly scaled and they might also not orbit. To give an example, Elite: Dangerous will have stars alone that can engulf whole star systems of Star Citizen multiple times. Also see this video to give a sense of scale.
Given what we know about our solar system, the orbits of exoplanets and the fact that the maximum speed in Star Citizen will be 0.2C, with a targeted travel time of around 30 minutes to cross a star system, it is calculated that the size of Star Citizen star systems will be compressed to around 1:100 up to 1:2500 scale.
In Star Citizen, planetside movement will be restricted to specialized locations, connected by scripted sequences, such as star ports, small city hubs, bars and FPS arenas, while the rest of the planet is off limits.
Yeah, I've been trying to find information on the exploration side of things for Star Citizen. The unofficial wiki doesn't have much in their FAQ, and the only other info I have found is actually from the Elite wiki FAQ, which makes me doubt its accuracy. Regardless, they do have sources:
Does anyone know if this is still accurate?
Yeah, I've been trying to find information on the exploration side of things for Star Citizen. The unofficial wiki doesn't have much in their FAQ, and the only other info I have found is actually from the Elite wiki FAQ, which makes me doubt its accuracy. Regardless, they do have sources:
Does anyone know if this is still accurate?