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

Ah ok so no previously owned ships that weren't transferred off before. Sometimes you'll find something fairly rare/early backer level in there that raises the value.
 
I like ED, i have Horizons, its very atmospheric, a beautifully made game but i haven't played it much, i feel a little lonely and constrained in it, once you set out to explore the shear size of makes it a bit empty as there are no real people around and as a sandbox all becomes a bit "the same"

SC is in danger of becoming a lonely place too when it expands, i'd really rather it didn't become too big, it doesn't need thousands of systems, no more than a couple of dozen otherwise its player base becomes too thinly spread and you can go for days without seeing anyone real.

I think we'll find that CIG keep instance number fairly small as it's a dynamically scaling infrastructure they have, will save money. You'll always be on a server with real people, with your friends and persons of interest to you (old enemies etc) if you've added them and they are nearby etc
 
my phone gets 150/60 :p unlimited too the only reason i don't connect my system too it at home is the signal is poor near the pc but at work and stuff it's a blessing.

Jesus never thought of using my phone with unlimited data to download lol. Right next to phone mast so probably far faster than my garbage broadband..
 
Yeah the quantum travel times need sorted, I can see the need for longer travel times system to system but intra-system should be fairly short for gameplay purposes.

Otherwise I'll just stay sell my ships and open a chippy on planet.
 
Many years employing several hundred staff, software licensing, hardware etc. Have none of you ever run or been involved in a business? The costs are enormous for staffing alone.
 
I agree with most of whats written in that article, its gone on for too long, i have no doubt they are burning through far more money than they should and i agree a lot of that is probably down to Chris.

But that article is more than just a bit hyperbole, it reads more like an East Enders script than impartial journalism.

Modern journalism is about trawling social media looking for tweets that you can take out of context. However the article is reasonably accurate.

Chris Roberts, as much as I like his vision should have built this at one studio, where ever that was, never tried to farm out parts of it (FPS module. web management) and stuck to getting the fundamentals in-game early. Then again I still think there's a good shot at this being one of the better games of the past 30 years.

Just so many screw ups and wasted opportunities along the way..
 
It's simply not possible to hire a large team in one studio location anymore....there is a very limited supply of skilled developers out there...so spreading out across multiple studios makes sense.

The problem is the giant ego at the helm, and feature creep aka stretch goals. There's a reason why Creative Directors aren't the top of the pile in AAA development typically.

Austin Texas has tons of good Devs, they certainly didn't need four studios in three countries. Then to farm out web to Canada and FPS to Australia, needless expense and meant less control.
 
There are quite a few devs in Austin, but they aren't all sitting around twiddling their thumbs waiting to start working on your new project.

Chances of ramping up from nothing to a full AAA development team, in one location, in the timescale of a single project, is zero. Not happening. Sure when you first open your studio you'll snap up the people that were unemployed or looking for a move already (but bear in mind these probably aren't the best people), but after that.....experienced devs that fit the myriad roles you need to fill just don't come on the market very often....and they may well have zero interest in working for a studio with no track record of shipping anything.

Opening in multiple cities/countries and outsourcing some development is one of the things they have done right.

1. FPS module was money down the drain.
2. Website spent several years in a mess, it's marginally better now but is still confusing to new players with Spectrum (forums) looking different, having different layout etc. Look at any other games company or in fact any other company - their products have far greater familiarity and are far easier to navigate. Behaviour are a professional company, they have won several awards for their work in recent years - but you've still got to ask why the CIG pages are a confused mess - that's CIG's fault and hiring Behaviour to manage and produce that site is not cheap.

Also Austin had a wealth of devs around the time CIG opened, other companies were in trouble. Foundry 42 was a great idea but Santa Monica in particular was more of a need to be close to home, rather than best for business IMHO and resulted in many veteran devs leaving the company which resulted in a change of direction and a lot of remaking of existing assets, tools and methods. Some of those will clearly be for the best, but the rest is just additional wasted money.
 
There's no doubt some of the videos are amazing, but " a dozen live interactive actors spread across a 3D sandbox that's 45m KM from one end to the other, full of extremely highly detailed, explorable Cities, Space Stations, Planets and Moons and your ship is a fully fleshed out live vehicle, so far up to 160m long, not a cockpit." is still a lightyear away from what they're promising. Re Elite, I said years ago that all this "100 billion planets" hype was pointless, you're never ever ever going to see even a tiniest fraction of that, so who cares. i'd have preferred one planet and a moon or so properly realised and detailed for SC; even just that would/should have given people more to play in/with than they could handle in a year or more's gameplay. during that time, they could be prepping/introducing more stations, another moon etc etc ~ that constant influx of new stuff is what keeps a game fresh and alive.

I sort of agree with you, narrow the scope, do it better?

They are going to be releasing a smaller number of systems and expand on that later. Presumably when staff numbers are much lower. I doubt we'll see more than a dozen systems at launch, whenever that is. Ships are their money generation stream so expect those to keep coming, I think they shot themselves in the foot by stopping stretch goals to be honest but they can always restart that when they want.

From my own experiences in game, the larger ships are a lot of fun, going to be massively fun to attack/defend and just operate with friends but my main problem is travel time - they need to sort that out, particularly between planets within the same system.
 
Chris Roberts perspective he's creating and IP he can monetise later if it takes off, hopefully better than Wing Commander though. It'll come out but bare in mine we're talking about a company with $19million in the bank and the ability to get credit whenever it wants. It's also just sold a small % of the company for tens of millions.

Amusing thing will be whether it takes longer to develop than it runs for post release, I'm not sure if the game will still be running 10 years after release like WoW etc but I do expect us to have to wait until 2022 onwards for multiplayer.

In the meantime I enjoy playing it, although being involved in it as others will probably back me up on can mean it feels like progress is super slow - until you look back at what's happened in the previous 12 months.
 
I cant remember the last EA game I bought which felt finished tbh.

There is plenty of fun to be had playing with others, single player or gets less interesting imho particularly traveling time
 
Yeah, the narrower scope should have been what was on the Kickstarter. I backed a space combat game - adding racing etc was a total "WTF are you doing?" moment for me, and it's just got worse. all that ***** could have been added after the game was live. sandworms, FFS. really.

I doubt there'll be a dozen systems, if so far they've barely got two planets or whatever it is. IMO, there should have just been spacestations ~ modular perhaps, so they could have they assembled different ways enough to make each a little bit different ~ and had them above planets you couldn't get to; adding the planetary landings/access, or just atmospheric combat above cities even if you couldn't land there, would have been a huge addition that would bring in fresh media attention, fresh hype and new players. now, it seems they want to have everything and dump it all at once, and they're failing on multiple levels. even if it comes out great, what will they have to add fresh life to the game? a new ship or two? that's sort of "meh" for everyone but the ones who want that ship.
the large ships are fantastic, and had massive potential for game fun; going from space combat to boarding a ship and doing FPS action would have been stunning. controlling a ship like that would have been interesting too for those who are into that sort of thing - taking a massive tanker/freighter around systems could have been interesting, and controlling a battleship or something could have been stunning too, if they'd been able to get some wargaming type mechanics working so you could control fighter launches, defence battery firing and the like.

"Do you belive this game is going to die and fail?" sadly, yeah, I think so. there are several problems I can foresee;
- S42 is still only Beta next year, so when the main game will be ready, who knows. and if S42 is cac, it will colour perceptions of what the main game will finally end up like.
- if the game launches and you can't use that $1600 ship you paid for and have been waiting to use for 2 years, you're gonna be ****ed off, and that will cause bad blood at best, legal issues at worst.
- The stuff we're seeing/have seen, is arguably years old tech (some, anyways), so the end result could look very dated against other newer games, and that could affect reviews/word of mouth, and that could affect people wanting to buy in
- If the game is not stellar, if it end up only getting 60, 70% in reviews or whatever, it'll probably be a death knell. it needs to be high 90s to live up to the hype.
- they've already been gazumped by Elite: Dangerous, there could be any number of other games quietly under development that could steal SC's thunder. In my opinion, it's a massive blessing that E:D is what it is ~ people still tied to the cockpit, a lot of nothing going on in 99.99% of the universe; because if it did a lot of what SC's touting, ie let you get out, FPS in stations and planets etc etc, I think a huge amount of people would have given up and jumped ship already.

@bigmike20vt ~ don't think that's an issue so far, at least as far as I saw when I last played a couple years back, in that the environment was there but other aspects weren't - no interacting NPCs etc - so i'd think (hope) that on release you could go to the same place, but now there'd be a lot of characters to talk to, shops to buy stuff in, etc etc. I might be way out of date on that though.

if you haven't played for a couple of years then tbh you've little real idea of what's in there now.

They are making a lot of custom tools to roll out missions, create cities etc so making things is gradually becoming faster it's not all procedural either, most is checked by a developer.
 
Plenty like apex legends and fifa and BF games are more "finished" then this game.

Yes some of those ar enot perfect but the core gameplay is there and anyone can sync in good times on it whne it was first launched.

The budget for those games were also probably cheaper then this one or comparable but it did not take 10 years to make.

I believe on a big publisher like EA would make this game happen

scope for those is tiny in comparison, not a lot of innovation required either that's not in engine.. that's where delays have come from tbh.

Humbug him and Tony Z should run it tbh.
 
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