******Official Star Citizen / Squadron 42 Thread******

What a joke :))))))))))))

Thee original 100 star system pitch was screen loading to a point of interest from orbit through a cutscene.

This.


That's Starfield, only somehow a lot better 10 years earlier.

Its infinitely easier to do that than what we ended up with, also... no multicrew ships with that.
 
Thee original 100 star system pitch was screen loading to a point of interest from orbit through a cutscene.

This.


That's Starfield, only somehow a lot better 10 years earlier.

Its infinitely easier to do that than what we ended up with, also... no multicrew ships with that.
We probably have over 100 locations now in the PU. So in terms of locations, I'd say the pu has more already
 
Thee original 100 star system pitch was screen loading to a point of interest from orbit through a cutscene.

This.


That's Starfield, only somehow a lot better 10 years earlier.

Its infinitely easier to do that than what we ended up with, also... no multicrew ships with that.
total aside bordering on almost irrelevance.... is that Jake Weber (actor from medium) doing the ships computer voice? if so is he in the game?

if so he is not credited on imdb but it does sound like him imo
 
Last edited:
It's possible they just silently admit defeat, get it to an ok'ish state and then try get on a NMS style redemption arc by releasing all the stuff they promised as free updates over time. I think this is what will happen.
That is pretty much what 1.0 already is as they have already said significant things will come after and that 1.0 is their limited scope. No way it arrives before 2028 though.
 
This looks superb.

It actually is.... its a lot of fun, its exciting, its intense, its difficult, really... don't mess about doing this it will get you the moment you're not at your best, Graphically.... while that is subjective and all that.. look at it, the graphics are some of the best i've seen and it doesn't require a £1000 GPU to run smoothly at 1440P, run's nice on a GPU costing half that, Unlike some UE5 games that don't look half as good.

Yeah, for all the valid criticism.... CIG did good here, its a bit like when i first saw Squadron 42 Chapter one being played at the last CitCon, looks like an amazing game, did not expect that i'll be honest, i think when CIG put their mind to it they can make good game loops.... not just an amazing tech demo. If they do more of this when they are done with the tech stuff? The game might just turn out as good as we all hope.
 
Last edited:
Thee original 100 star system pitch was screen loading to a point of interest from orbit through a cutscene.

This.


That's Starfield, only somehow a lot better 10 years earlier.

Its infinitely easier to do that than what we ended up with, also... no multicrew ships with that.
Why wouldn't you have more systems if the procedural tech is solid???
 
Why wouldn't you have more systems if the procedural tech is solid???

The landing area in that demo is not procedurally generated, its entirely hand crafted.

Its Area 18 on ArcCorp, the version we have today is a little different, a couple of the buildings around the plaza are different but its 90% the same thing, that's how old it is, late 2014.

All the capital cities, Loreville, Orison, MicroTech, they are all hand crafted, they are the equivalent to New Atlantis in Starfield, which is also hand crafted.

Procedurally generated refers to the planets themselves, with all the foliage, terrain and the smaller outposts, one cannot hand craft those, they are way too large.
Procedurally generation is simply a tool to do the work that a human cannot, its essentially randomised copy and paste of premade assets based on predefined parameters, its not as if you press a button and it generates this stuff out of thin air, you have to make the pieces and then program the generation tool to create a world that's believable, where to put trees, rivers, mountains, what's the climate on this part of the world, what assets to use for this climate... ecte.

Where you have unique high traffic area's like capital cities, those you want to make by hand, you make those on the procedurally generated planet after its been generated.

So here's the thing, you can make hundreds, or thousands of Daymar's and Yella's at the click of at button, once you have made the assets for those worlds you can simply replicate that as many times as you like with variation for each new world created, you can even change the colour of the textures for each new world.
Don't look too closely at Elite Dangerous 18 Billion worlds, what you might will find is there are actually only about 10 to a dozen worlds that have been copy and pasted about a billion times with slight variation.

Why don't Star Citizen do this? They absolutely can, and they might once the game is ready for it, right now they have two star systems that contains worlds that are all unique from eachother, this is Star Citizens pool of worlds it has to generate a universe from, SO FAR.... 1.0 intends to be 5 Star System that i'm assuming will continue to be populated from all unique worlds, at that point this will be their pool of worlds to build the rest of the universe from.

They probably will go beyond the initial 5 star systems, how many in total i don't know but if we have learned one thing from Elite Dangerous and No Mans Sky is that its very easy to turn a technically multiplayer game in to a practically single player game because too large a play space thins out the population to the point where you may never see another real player in a thousand hours of playing the game.

CIG don't want that, so while they can make billions of star systems they may chose to make no more than 20, or even 10, what they will be is very densely packed full of stuff.
 
Last edited:
The landing area in that demo is not procedurally generated, its entirely hand crafted.

Its Area 18 on ArcCorp, the version we have today is a little different, a couple of the buildings around the plaza are different but its 90% the same thing, that's how old it is, late 2014.

All the capital cities, Loreville, Orison, MicroTech, they are all hand crafted, they are the equivalent to New Atlantis in Starfield, which is also hand crafted.

Procedurally generated refers to the planets themselves, with all the foliage, terrain and the smaller outposts, one cannot hand craft those, they are way too large.
Procedurally generation is simply a tool to do the work that a human cannot, its essentially randomised copy and paste of premade assets based on predefined parameters, its not as if you press a button and it generates this stuff out of thin air, you have to make the pieces and then program the generation tool to create a world that's believable, where to put trees, rivers, mountains, what's the climate on this part of the world, what assets to use for this climate... ecte.

Where you have unique high traffic area's like capital cities, those you want to make by hand, you make those on the procedurally generated planet after its been generated.

So here's the thing, you can make hundreds, or thousands of Daymar's and Yella's at the click of at button, once you have made the assets for those worlds you can simply replicate that as many times as you like with variation for each new world created, you can even change the colour of the textures for each new world.
Don't look too closely at Elite Dangerous 18 Billion worlds, what you might will find is there are actually only about 10 to a dozen worlds that have been copy and pasted about a billion times with slight variation.

Why don't Star Citizen do this? They absolutely can, and they might once the game is ready for it, right now they have two star systems that contains worlds that are all unique from eachother, this is Star Citizens pool of worlds it has to generate a universe from, SO FAR.... 1.0 intends to be 5 Star System that i'm assuming will continue to be populated from all unique worlds, at that point this will be their pool of worlds to build the rest of the universe from.

They probably will go beyond the initial 5 star systems, how many in total i don't know but if we have learned one thing from Elite Dangerous and No Mans Sky is that its very easy to turn a technically multiplayer game in to a practically single player game because too large a play space thins out the population to the point where you may never see another real player in a thousand hours of playing the game.

CIG don't want that, so while they can make billions of star systems they may chose to make no more than 20, or even 10, what they will be is very densely packed full of stuff.


The problem is you're killing (de facto) exploration. Even 100 systems for a MMO are too few, nevermind six. That's on the low side for a SP experience!
Then mining... good luck when NPCs and players for go after everything. Just spawn again, I guess.
Salvage? The same...

Then out of the six, they're going to be a few where PVP will rule, so those not interested in it will have even fewer options.

Trade?... How much time the fun can withstand going to the same places over and over again?

Yeah, outlaw, law enforcement, perhaps different guilds / corpos fighting each other, basically Planetside...

NMS has too few variables in the mix and an extremely simplistic gameplay. That's why it falls apart.
 
The problem is you're killing (de facto) exploration. Even 100 systems for a MMO are too few, nevermind six. That's on the low side for a SP experience!
Then mining... good luck when NPCs and players for go after everything. Just spawn again, I guess.
Salvage? The same...

Then out of the six, they're going to be a few where PVP will rule, so those not interested in it will have even fewer options.

Trade?... How much time the fun can withstand going to the same places over and over again?

Yeah, outlaw, law enforcement, perhaps different guilds / corpos fighting each other, basically Planetside...

NMS has too few variables in the mix and an extremely simplistic gameplay. That's why it falls apart.

I see your point and i agree but unfortunately until we have Peta Bytes of storage as the norm in our PC's we are not going to have anything approximating exploration in the sense that going out there finds you new things where ever you go no matter how far you go.

You said it yourself, NMS 'like ED' has too few variables in the mix, i will confess that i haven't played enough NMS to know this, or Starfield, but i do know it for ED, it doesn't take long to realise everything is a copy of the first thing you saw, dressed up differently sure but obviously a copy, no matter how far you go once you've seen one system in its entirety you've seen them all.

Procedural Generation, in gaming currently at least is not creating something from nothing, its creating a variation of something from something, that something needs to be a set of building blocks that are made by devs and take up space on your hard drive, the more of that you have the less repetitive your universe will become, vs Elite Dangerous Star Citizen has very very much more stuff to pool variables from.

I've grown quite cynical of marketing speak about how many systems a space game has to explore, its like saying a beach is full of wonder because it has more grains of sand than our universe, its a ****** beach full of almost identical tiny brown stones.

So if we can't have that true exploration then i don't want the vast and very dead space just for the sake of size.
 
Last edited:
Why does exploration only have to be about finding planets. There is already thousands (admittedly repetitive) poi in the game.
SC has more than poi for exploring.

There's exploring ships to salvage, mining both in space and in planets.

Then there is loot inside those poi. Randomly dotted around with random loot inside. Then there's creatures..
 
(I have no idea just asking) will there be enough available land in game on the planets to have enough land plots for potentially everyone to buy one? it's been a while since I looked but were the plots not 20 square km?
I guess it depends how big the planets are and how much of the land on each is available for purchasable plots
 
Last edited:
SC has more than poi for exploring.

There's exploring ships to salvage, mining both in space and in planets.

Then there is loot inside those poi. Randomly dotted around with random loot inside. Then there's creatures..
Ships for salvage, mining etc are PoI. I hadn't distinguished between anything but that is my point that there are thousands. Exploration in an asteroid belt (1 point of interest) could have dozens of other points of interest nestled in there from wrecked ships, comms arrays, asteroid bases etc already was kinda my point tbf. Lots of exploration.

All I am saying is people see space game and assume that means finding planets but that was never really the case for SC, they did briefly say there would be the odd planet/moon in future but nothing like NMS or ED. And it is more localised points. There can also be weird and alien PoI in and things to find in the deep space of nowhere, possibly even beyond the edge of the star system as defined in future.
 
Back
Top Bottom