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Star Citizen - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: The Community (https://discoverygc.com/forums/forumdisplay.php?fid=4) +--- Forum: Real Life Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=16) +--- Thread: Star Citizen (/showthread.php?tid=108306) |
RE: Star Citizen - Valinor - 10-16-2012 Some more info regarding the multiplayer technology and insurance of cargo/ships: http://www.rockpapershotgun.com/2012/10/16/star-citizens-big-influences-demons-souls-real-life/ RE: Star Citizen - ai_ascendant - 10-16-2012 Nice update thanks. I love Chris running at the highest goal first, rather than being conventional and just accepting "what must be". RE: Star Citizen - Jonathan_Archer_nx01 - 10-21-2012 They don't know for sure yet, but it appears the biggest capital ship you'll be able to fly will be a destroyer class type/size. => no carriers, no battleships. What do you think of that capwhores? Oh and btw, let me just remind you how long those kinds of ships usually last in Chris Roberts' games: http://www.youtube.com/watch?feature=player_detailpage&v=LLyoRX5kKfM&list=PLE07C43AEE3B3A434#t=655s So around 50 seconds I'm surely going to love this game
RE: Star Citizen - Treewyrm - 10-21-2012 Heh, the more I kept reading about Star Citizen the more it occurred to me how certain things were echoing back to Freelancer and Discovery too. Particularly the whole thing about semi-MMO environment, instanced battle scenes yet persistent global world, a number of other technical aspects too. So I kinda wonder - did he have a similar idea and concept back when he was a producer for Freelancer? A lot of things do match, if not in final product but the ideas you can quite see them there. For what it's worth I've put relatively neat contribution to it. RE: Star Citizen - Aingar - 10-21-2012 Actually, Freelancer was supposed to be what Star Citizen is aspiring to be, except the MMO part, but due to tech limitations, going overbudget, and microsoft going in, we've got Freelancer in it's current form. RE: Star Citizen - Treewyrm - 10-21-2012 Chris did mention he got investors who will finance Star Citizen provided it gathers a part of budget through crowdfunding (their own platform plus kickstarter) and shows good numbers in terms of interest towards the game, this makes me wonder what actual budget he's aiming at. Not 2-3 mil, that's for sure, given this kind of production value and quite ambitious goals. Realistically not all of the ideas will actually make it into the game, but hopefully most important ones will. RE: Star Citizen - SparkyRailgun - 10-22-2012 (10-21-2012, 08:22 PM)Jonathan_Archer_nx01 Wrote: They don't know for sure yet, but it appears the biggest capital ship you'll be able to fly will be a destroyer class type/size. You know, I'm pretty sure there was another game that shipped with only fighters and freighters for player use, that now has capital ships out the kazooey from the efforts of it's modding community. RE: Star Citizen - Aingar - 10-22-2012 Yeah, sure, but creating a 10 mln poly model, then texturing it will be quite an effort. Otherwise it'll just feel crappy compared to the rest of the game .Also, I believe most people would play on the main server, although some mods will probably rise and become popular as well. RE: Star Citizen - SparkyRailgun - 10-22-2012 (10-22-2012, 07:53 AM)Deitar Wrote: Yeah, sure, but creating a 10 mln poly model, then texturing it will be quite an effort. Otherwise it'll just feel crappy compared to the rest of the game I think you greatly underestimate the space sim community. There are dozens of people about with industry-grade skills in modelling and texturing, and that's just in the Freelancer community, let alone the space sim community at large. RE: Star Citizen - NixOlympica - 10-22-2012 Chris mentioned they will be accepting ship submissions for the central server. And apparently he also crashed Reddit for his AMA. |