Star Citizen dev says Crytek closures will have no impact on his game

Star Citizen dev says Crytek closures will have no impact on his game

Roberts Space Industries, the team behind the sprawling Star Citizen game project, tells Polygon they will not be affected by the studio closures at developer Crytek.

Star Citizen is being built with a heavily modified version of Crytek’s CryEngine product. In a press release issued today, Crytek announced a major restructuring of their operations. Five studios will be cast off in order to “refocus on its core strengths,” which include its CryEngine game engine.

Polygon reached out to Roberts Space Industries about those closures this morning. Director of communications David Swofford replied, stating that development on Star Citizen will continue unimpeded.

“Won’t impact us one bit,” Swofford said via email. He said that he personally checked with studio head and creative lead Chris Roberts.

“We are totally not dependent on them for anything at this point,” Swofford said.

Roberts and his team hosted the fourth annual CitizenCon fan convention in October. The plan had been to show a demo of the first chapter in the game’s long-delayed single player module, called Squadron 42. A special behind the scenes video details their decision to hold that content back.

The module, which features performances by Mark Hamill and Gillian Anderson, has been delayed until 2017 at the earliest.

“We want to do it right,” Roberts said at the time. “It’s really important to do it right. … For all the polish we need to do, it still needs more time.”

A new trailer for the Star Marine module was released today through IGN, showing off more of the game’s infantry combat. You can see that video below.

Star Citizen diary, part 1: So, is it actually fun?

Star Citizen diary, part 1: So, is it actually fun?

Forget the hype, delays, and controversy surrounding the crowdfunded behemoth. What’s it like to play?

Star Citizen! It’s been the subject of so much speculation, analysis, and controversy since becoming the biggest crowdfunding success of all time, and many unanswered questions continue to surround the highly-anticipated space sim. Is it too ambitious? Will it ever be finished? Is a crowdfunded project of this size a problem? Is the game’s development in trouble?

With this diary, though, I’m going to try answer a more important question: what color cap defines me as a Star Citizen?

Star Citizen diary, part 1: So, is it actually fun?

Wait, that’s not the question. The question is: “Yeah, but, like… is Star Citizen any fun to play right now?” To date, despite the reams of stories and features written about Star Citizen, not a single person has actually played it. [Editor’s note: this is not true.] It’s high time someone did, and unfortunately for you, that person—that Citizen of Star—is me.

(In the interest of full disclosure, I stuck with the standard issue yellow cap.)

I’m going in cold. No video tutorials, no prep work, no real idea what you can and can’t do in the current playable version (2.5) of Star Citizen. I just want to jump in and see how things go. I’m a Star Citizen, not a Star Expert, and I hate video tutorials because they always start with “Hey, guys, it’s your boy…”

I begin by browsing the hat selection at Area 18, a sort of player hub and shopping mall. Area 18 is a sprawling metropolitan space that, frankly, doesn’t currently contain a lot. You can buy guns, clothes, and spacesuits, and watch as other players in yellow caps who look exactly like you run around looking at other players who look exactly like them. There are some nice views, and the promise of more to come, but a quick visit felt like plenty and I can’t say it was much fun. It’s got space but not outer space, and outer space is what I want.

Star Citizen diary, part 1: So, is it actually fun?

Onto the real thing, then. I spawn in a small “hab” on a space station orbiting a planet named Crusader. I get out of bed, then immediately get back into bed, sort of by accident: a “Use” prompt appears on my screen, so earnestly attempting to be a compliant citizen, I use it. This makes me climb back into bed, where I become stuck. I can’t get up. I can’t move. I can’t do anything. It’s a decent recreation of Sleep Paralysis Citizen, but not quite the awe-inspiring beginning to a trillion dollar space opera I was hoping for.

I’ve just begun playing and already I’m forced to look for help in the place all newbies dread: global chat.

Star Citizen diary, part 1: So, is it actually fun?

“How do I get out of bed?” I ask. I wait for the joke reply, which comes immediately. “Set an alarm clock,” someone says. Someone else suggests “Press right-Alt + Backspace.”

“That feels like a trick,” I type, thinking it’s perhaps the Star Citizen equivalent of Alt-F4. Turns out, it’s how you suicide, since becoming stuck in bed is a known glitch, and when it happens there’s no way to get out of bed without ending your life. Either way, nothing happens when I try it. I return to the main menu, then respawn. And immediately get back into bed.

I don’t really want to be in bed, okay? I want to be in space doing space things. But in the interest of being a responsible citizen reporter, I just want to see if the glitch reoccurs. It doesn’t, though I recommend staying in first-person mode while you’re in your hab. I don’t recommend trying to watch yourself get out of bed while in freelook, or you might wind up dizzy and staring up at your own groin.

Leaving the drama of my bed behind, I start preparing to actually go into space. Getting my ship, and finding my ship, and climbing into my ship proves to be a bit of a chore, but eventually I figure out I need visit a terminal to have one of my ships of brought to a landing pad, then go through an airlock and find the correct pad.

Again, in the interest of being a good citizen reporter, I attempt to go through the airlock without a spacesuit just to see what happens. What happens is, you die. This has been a public service announcement that no one needed. You’re welcome.

Once outside, I then need to reach the ship, which is occasionally challenging for a Star Citizen who hasn’t quite got his space legs yet.

Even entering the ship is a little adventure. It can be hard to tell where the entrance hatch is: sometimes you clamber right into the cockpit, but on larger ships you have to hunt around underneath for the entrance, climb inside, open a door, shuffle down a corridor, open another door, and finally get into the pilot’s seat and swivel around to face the controls. I like this: it makes the ships all feel different.

I also enjoy all the legwork involved in getting ready to take off. Having to actually undergo the process of getting your ship out of long-term parking gives you the sense that, yeah, you are a citizen. Spawning in the cockpit and being able to blast off instantly would detract from that. I’m definitely digging the space station.

As I prepare to launch, it becomes clear rather quickly that this isn’t an arcade game where WASD does everything you need. That’s great, but it’s also just a bit intimidating for a newcomer. After several visits to the keybinding scheme in the menu, which is so filled with commands it has its own little magnifying tool just so you can read them, I find a jpg of the controls and put it on my second monitor.

Even with instructions, operating the ship is enjoyably complex. Many keys have multiple uses and different ways to activate them, such as:

  • tap
  • hold
  • tap and hold
  • double tap
  • double tap and hold
  • alt + tap
  • alt + hold
  • alt + tap + hold
  • double hold + tap alt
  • dap
  • double dap
  • have a friend hold while you tap
  • tap so much you’re hammering, because nothing is working
  • realize you’re looking at a control scheme from the previous update and the keybindings have all changed and that’s why nothing is working

Star Citizen diary, part 1: So, is it actually fun?

I do manage to eventually launch my ship and fly around the space station a bit, enjoying the view and getting used to the controls. Figuring I should begin the same way I began playing Elite: Dangerous, I decide to simply practice taking off and landing, again and again, until I’ve got it down pat (or down tap, I suppose). A couple little things go wrong, and they all involve violent explosions and instant death.

On my first try, my ship simply blows up. In fact, I hadn’t even begun to try. I didn’t crash, I didn’t press a button. I was simply hovering motionless over the station. I know in Elite: Dangerous you could get nuked for dicking around inside the space station with your ship for too long, but there was no warning or anything. Just: kaboom.

The reason my next ship explodes is more obvious: it’s because I pressed the key I thought engaged the auto-lander, but rather than landing, the throttle jumped and I slammed right into the landing platform and blew up.

As the saying goes, any landing you can float away from utterly deceased, forever tumbling into the infinite void of space, is a good one. Since my citizenship has so far consisted of an hour spent trying to get out of bed, repeatedly exploding on the launch pad, and shopping for hats without actually buying a hat, I decide to skip landings for the moment and try to complete an actual mission. I get into yet another ship, figure out how to engage the quantum drive, and fly to a random icon on my HUD where I’m immediately attacked by the thing that space is always full of: pirates.

Note to space games: I don’t like that AI characters can just start talking to you while you’re flying around, especially space pirates. As soon as one shows up, they start speaking directly into your cockpit. How do they have my phone number? Shouldn’t I at least have the chance to screen the call before answering? I don’t need to listen to AI space pirates because I already know what they’re gonna say. “Eaaaasy pickings,” or something wry like that. “Well, well, look who wandered into the wrong asteroid field.” That kinda crap. I don’t need to hear that, and I don’t think they shouldn’t be able to just start speaking directly into my space phone.

Still, I get to fight pirates! Real spaceship stuff! I do pretty well despite not really knowing what I’m doing. I’m also pleased to see one pirate, fleeing my wimpy lasers, fly his ship at top speed directly toward an asteroid, donk into it, and go spinning off. Ha ha, loser! That’s like something I would do!

In fact, it’s exactly like something I would do, because I do it a moment later. I donk right off the same asteroid. I also donk into that pirate, and later, donk into another pirate. I do manage to blow up the pirates, though, both fun and satisfying, and I even almost complete my assignment, which is to locate a mysterious signal and find out what it is. I get very close to the origin of the signal, but during the pirate fight one of the wings of my ship was destroyed and since I predictably wind up donking into the source of the signal, my ship winds up exploding again.

I’m beginning to feel like I need a lot more practice flying before I take on any more pirate-based missions, so I decide to switch gears and see how Star Citizen fares as an FPS. I want to visit Security Post Kareah, which I saw referred to as “The FPS Station,” which sounds like a good spot to shoot some guns. I aim my fourth ship at Kareah, spool up my quantum drive, and… I miss it. Somehow, I fly right by Kareah. I’m just headed deeper and deeper into space and I can’t seem to shut off the quantum drive to turn around. Then, there’s a boom and everything goes black.

Then everything goes not-black. I’m back in my tiny hab, slumping to the floor. The game apparently decided to teleport me back to my room so just I could watch myself die twitching on the floor. Thanks, game! Very considerate of you.

Lying inert and helpless in my tiny space cubicle is how I began playing Star Citizen, so I think that’s how I’ll stop. For today, anyway. Tune in next week, because I’m determined to become a better pilot, shoot some guns, and complete at least one mission. And I’m thinking about maybe buying a blue hat, too.

Despite my lack of expertise, and several glitches, I am having fun with Star Citizen so far. And it’s quite a nice-looking game. Every time my ship exploded and I suffocated in space, it was very, very pretty. Just watch out for the pirates, the asteroids, and the beds.

New In Star Citizen: Esperia Prowler And More

New In Star Citizen: Esperia Prowler And More

While the guys over at Cloud Imperium Games put a ton of effort into keeping the community updated on development progress several times each week, the game only hits mainstream news when something major is announced. Even though the team puts out a whole suite of different posts, ranging from videos showing how they fix bugs through star-system lore written up by their creative team all the way to in-house interviews, something major like, say, a new spaceship being announced, is needed to make a bigger splash.

The latest ship to be unveiled is one that looks quite different from anything seen in Star Citizen before, from a stylistic standpoint. While so far everything we’ve seen more or less follows a sleeker and obviously far-future aesthetic, this newest ship takes a different approach. The recently announced Esperia Prowler rather looks like something that dropped out of a near-future military sci-fi action flick, or even a game like Deus Ex.

The backstory of the Prowler is that it’s a recreation of a historic ship used by the Tevarin, one of the many alien races in the Star Citizen universe. The Prowler’s main role is that of a troop transport, as it has stealth abilities, unique magnetic thrusters for low-altitude atmospheric flight and individual hatches for the soldiers being carried for quick deployment and extraction.

Star Citizen’s already broad lineup of ships is constantly being added to, and this is hardly the first dropship in the selection. That said, the Prowler manages to stand out by virtue of its unique design, both in terms of visuals and gameplay. While most ships can be used in a number of creative ways, those geared towards being dropships didn’t really have a stealth angle until now. The two main advantages the Prowler has is stealth systems and the individual troop hatches. The latter effectively removes the main drawback of traditional dropships, which is the single ramp or hatch being an obvious bottleneck target for any opponents on-site.

Those familiar with Star Citizen will know that one of the most popular dropships is the Redeemer, which is an entirely different beast compared to the Prowler. While the Prowler will likely live up to its name, the Redeemer is a much more aggressive ship with greater focus on offensive capabilities alongside the transportation of other players or NPCs into battle. While the Redeemer is likely to blow stuff up on the approach, the Prowler will deploy troops without the enemy even noticing.

Like all ships in Star Citizen, the Prowler will be available in-game, for in-game currency, upon launch. The ship was briefly available for real cash following reveal, however, it has since been pulled from sale – though it will likely resurface every now-and-then when there is some special event going on. You can also probably grab one on the Star Citizen gray market for a massively inflated price, but the latter option does much to damage the game’s economy – and your wallet.

In other news, Cloud Imperium Games’ writing team has released another system-profile. The game’s second star system to be named after a German city, Bremen is being set up to have quite a bit of historic significance in the game. Those familiar with the lore and backstory of the game will know that prior to the events of Star Citizen, the United Empire of Earth – the human spacefaring civilization – was ruled by the tyrannical Messer dynasty, which was a xenophobic and oppressive establishment. The Bremen system was key to the eventual downfall of the dictatorship, which gave way to the much more peaceful Federation-esque government which allows for humanity in Star Citizen to not seem like a bunch of space-nazis.

Star Citizen will be rolling out its next major update in the following months. Currently, a single star system is playable for early adopters and backers of the massively ambitious game on PC.

Star Citizen Alpha 2.5 Out Now, Here’s What the “Major” Update Adds

Star Citizen Alpha 2.5

Star Citizen continues to grow and evolve.

Developer Cloud Imperium Games announced that it launched a “major” new update to the in-development PC game in the form of Alpha 2.5. This update includes “significant changes” to the game’s Crusader persistent universe environment, while it also adds the Grim HEX pirate base and three ships. There are also balance tweaks and bug fixes included with the update.

The Grim HEX outlaw base sounds pretty cool. It’s where those operating outside the law can meet up and purchase weapons and items, among other things.

“There’s plenty to discover at Grim HEX, including a pair of stores: Skutters is a guns and armor shop with a focus on energy weapons, and KC Trending is a new clothing store with unique merchandise, but that’s only the beginning. Grim HEX will continue to expand with future patches with the addition of a bar, criminal missions and outlaw racing area,” Cloud Imperium said in a blog post.

Additionally, the arrival of the Grim HEX pirate base will have an effect on Star Citizen’s faction and reputation system. This is because, with the update applied, players who decide to break the law will now spawn at Grim HEX instead of with everyone else. Additionally, lawbreakers are losing the ability to use Quantum Travel to reach Port Olisar as part of this update.

“Grim HEX is located deep in the Yela asteroid belt, and you’ll need to explore the region yourself to locate it. Or, just ask an outlaw… they’re a trustworthy sort!” the developer said.

Alpha 2.5 also adds Star Citizen’s first version of its ship landing system that aims to offer a “simple and smooth automated landing system AND gives players the ability to land manually.”

In the future, the landing system will be improved and will feature things like docking and the ability to ask and attain landing authorization through in-game communication.

These are just a sampling of the changes for Star Citizen with the Alpha 2.5 update. Be sure to read this in-depth blog post and the full patch notes to get up to speed with everything the update introduces.

For more on Star Citizen, check out GameSpot’s interview with creator Chris Roberts about the upcoming 3.0 update. This piece is called, “How Star Citizen Plans to Do Much of What No Man’s Sky Doesn’t.”

Star Citizen is the most successful crowdfunded project of any kind in history. The latest numbers show that people have pitched in more than $122 million to help make the game a reality.

Star Citizen Dev Responds to Criticisms, Announces Plans to Share Internal Timelines

Star Citizen Dev Responds to Criticisms, Announces Plans to Share Internal Timelines

Star Citizen has been in development for a long, long time now, as the original Kickstarter campaign began in October 2012. Pieces of the game have been released, but the full thing isn’t out yet. The game has grown in scope over the years, so the initial target release dates have come and gone. In a frank and candid blog post today, director Chris Roberts announced a major change for how the studio will communicate release dates, namely that the studio will share “target” dates that could change.

“Whether or not to share this kind of information has been a long running debate among the team here at Cloud Imperium Games,” Roberts said. “Target dates are not release dates, and everything you see will shift at some point, sometimes slightly and sometimes wildly. The danger in doing this has always been that casual observers will not understand this, that there will be an outcry about delays every time we update the page.

“We’ve taken stock, thought through everything and decided that, while that is a risk, above all we trust the community that has given us so much support,” he added. “The community that has let us focus our passions on this incredible project. You have allowed us to take this journey, you have tracked and followed so much of how game development works… and now we think it is right to further part the curtain and share with you our production process.”

Beginning with Star Citizen Alpha 2.6, Cloud Imperium will share its internal development schedule on a weekly basis. “These are the very same schedules we update daily and are circulated internally on our intra-studio hand-offs with a few exceptions: the individual developer names assigned to the tasks will be omitted (for obvious reasons), we’ll remove the JIRA details and we’ll modify the technical wording to make it readable for a wider audience, but otherwise, when something changes, slips or is completed, you will know,” Roberts went on to say.

Here is a sample of what the production chart will look like:

Star Citizen Dev Responds to Criticisms, Announces Plans to Share Internal Timelines

This schedule will be permanently posted on the Roberts Space Industries website; additionally, the developer will provide updates every week with a new “snapshot” of its internal schedule.

“We take the process of production very seriously and spend a lot of time on improving our ability in this area,” Roberts added. “Our worldwide Production Team is twenty-five strong and they are the backbone that drives our development forward. They work closely with developers to break down and create tasks, chase up task completion daily, update their respective team’s schedules, encourage and strengthen open communication by organizing meetings, agendas, and creating action items to help push the project forward day by day. The Production Team has many collective years with some of the biggest developers, publishers and games. They are like the rest of the CIG team, world class.”

Also in the blog post, Roberts spoke about how the studio has “take a lot of flak” over the years for pushing Star Citizen’s timeline further into the future.

“But the simple fact is that game development, especially game development on the scale of Star Citizen, is complicated. If you talk to any developer that works on large titles they will tell you that schedules, especially early in the development cycle, move all the time,” he said. “Most people never see this because a publisher won’t announce a project publicly until it is very far along; normally at least in Alpha, with all the technology and gameplay R&D completed. Even then, the timelines can be unpredictable as can be seen in the delays on big name titles from publishers.”

“Open development does have its drawbacks,” he added. “Not everyone understands the process or how difficult it can be. We have always tried to be open and share our progress. We refactored Around the Verse to focus more on developers showing and talking about their work to help give insight into the process. Our monthly reports have more information than any monthly report I had to do for Electronic Arts or Microsoft when at Origin or Digital Anvil.”

Star Citizen fans should really read the full blog post here from Roberts.

As alluded to, not everyone has been thrilled with Star Citizen’s delays. One backer recently received a refund after complaining to California’s Attorney General

Star Citizen Video Previews Origin Spaceships

Star Citizen Video Previews Origin Spaceships

Cloud Imperium Games and Roberts Space Industries have slowly been releasing new promotional videos for Star Citizen as they continue to move toward the next alpha release for the ambitious, crowd-funded space simulator.

DualShockers spotted the latest promo video for the game, which covers the Origin space vessels. There’s a video just under two minutes long that give you a quick look at the sleek transports. Check it out below.

The majority of the video consists of the fake version of Jeremy Clarkson talking up the M50 from the fictional in-game manufacturer, Origin.

The imperfect teeth and wind-creased wrinkles across the face of the aging enthusiast highlights the detail they’re putting into Star Citizen. It’s definitely not realism achieved, but it looks about par the course for most game’s CG sequences. Amid the talk and the banter about the high-tech ship and the things that you can do it, we get a brief look at the 350i stationed in the background on the hardwood floors like a trophy worn on the raised palms of a premiere league champion.

The 85x – amidst a haze of smoke and giant billboards lined along a convention center in the backdrop – looks like a sleek sports car on a showroom floor. The bright lights from the convention center bounce off the glossy, curved plates like the lights reflecting off the shiny botox-forehead of a celebrity accepting an award on stage.

The graphics, as usual, look gorgeous.

There’s no arguing that the game has the visuals nailed down tight. Now they just need to get the persistent universe situated, the procedurally generated planets optimized, and more of those quests finished.

It’s been a slow road toward the finish line, but the developers have been inching their way toward completing various alpha builds.

Up next, they’ve promised that the Star Marine FPS module will be due at some point in the near future. So we’ll how long that takes before it arrives fo

Star Citizen’s production schedule made public

Star Citizen’s production schedule made public

The makers of Star Citizen will make their production schedule public in a show of transparency, four years into a $131 million, crowdfunded project which shows no signs of a completion date, much less one by the end of this year.

In a lengthy note to donors, Cloud Imperium Games founder Chris Roberts said the schedule for Star Citizen Alpha 2.6 will be shared on a weekly basis with the public. This page breaks out production schedules for the Star Marine and Arena Commander modules; the technology/systems, content and UI teams, and the Mega Map stretch goal, with bullet-point notes on where they stand.

Notably, the production schedule for Squadron 42, the single-player campaign, is not among them. That long anticipated module, originally expected in the fall of 2015, was not even shown at CitizenCon in October. There is no timeline on when the campaign, which stars Mark Hamill and Gillian Anderson, will be shown or made available to backers.

Star Citizen’s production schedule made public

“As you know we’ve not been keen to give hard dates on the project after the initial set of dates which we had estimated when the project was a lot smaller in scope,” Roberts wrote. He insisted that any dates he’d given for the completion of a module or the release of a beta were rough guidelines only, “but unfortunately some people often tend to forget the qualifiers and treated my comments nonetheless as a promise.”

At this point in Star Citizen’s development, though, he and a development team of 377 across four internal studios felt it was appropriate to share the schedules with the more than 1.6 million individuals who have given to Star Citizen’s campaign, a record-setter in video games development and crowdfunding as a whole.

“These are the very same schedules we update daily and are circulated internally on our intra-studio hand-offs with a few exceptions,” Roberts said. Individual developer names will be removed for privacy purposes, technical wording will be rewritten to make it understandable to non-developers and the JIRA project tracking details will be omitted. “But otherwise, when something changes, slips or is completed, you will know,” Roberts wrote.

The ambitious, sprawling space epic led by Roberts, the creator of the Wing Commander space combat simulation series, has published an alpha (currently version 2.5.0) but the repeated delays of modules and features along the way to that have made some backers restless. Some have demanded and received refunds.

Roberts said sharing deadlines and completion goal dates seemed to divide Star Citizen’s community between one group upset that the game is continually portrayed as delayed, and another that wonders why a date would be shared if developers aren’t solidly assured it is attainable.

“We have taken a lot of flak over the last couple of years for the extending timeline of Star Citizen, but the simple fact is that game development, especially game development on the scale of Star Citizen, is complicated,” Roberts wrote. “If you talk to any developer that works on large titles they will tell you that schedules, especially early in the development cycle, move all the time. Most people never see this because a publisher won’t announce a project publicly until it is very far along; normally at least in Alpha, with all the technology and gameplay R&D completed.”

Star Citizen, of course, has no publisher and was announced with practically nothing built at all, in the form of a $2.1 million Kickstarter campaign at the end of 2012. Its crowdfunding has continued since, largely through the very lucrative sale of in-game spaceships.

My last day in Star Citizen in the free fly event

My last day in Star Citizen in the free fly event

– How the open world space battle will actually look like?

I tried to google it, but could not find any info (maybe there is just I could not find it, in that case please link it here)

The reason why I ask it:
In first place SC grabbed my attention when it was announced since it used to be an open world never seen virtual universe.
Most of us have a vision due to the mentioned description as an epic adventure.
It’s always exciting when an adventure based on challenges, so the free aim space and inland fight system is really my taste. Actually I can not stand tab target games. I already played a few open world, free aim MMO games so I know well that no matter how complex the questing layer will be, how complex contents the world will hold, the fighting ground always will be a cardinal gaming space. If you explore you do it for a reason, the goal probably will have ingame value, so others will try to hunt you down. If you mine, salvage…whatever game content you will play out you always have to prepare for battle.
PK players will lurking around mineable asteroid field
PK players will looking for to board your exploration ship and stole the gathered data
PK players will looking for your salvaging ships cargo
They will try to loot your science ship’s gardens, laboratories…
Loot you if you will try to play out the merchant role
So basically every even act will be spiced with space combat.

If I walk around in the existing space stations I can imagine my upcoming adventures… If I enter the broken satellite to handle the daily mission I exactly smell the atmosphere of SC that I imagined when it grabbed my interest… But when I do “dogfights” the dimension that SC builded up with it’s unique and chiseled atmosphere crashes to parts in a second. There is one exception: when I turn into 3. person view and I do not use “select target” (T) so I do not see the ship computer or the aim compensation circles, the “select” circles around the ships that makes ship painting, real hiding using asteroids, objects makes a non existing content. In first person dogfight view we not just losing these above mentioned super fun contents, but it’s absolutely overwrites the extremely detailed and well done space environment and also ship visuals.

My last day in Star Citizen in the free fly event

In my opinion:
– real hiding mechanics
– matter of ship coloring
– snaking mechanics
all would be super fun and actually a have to in the world of SC known what it will offer and how it fulfill the visuals, the look of it.

Of course, it’s a space mmo, so would be funny to do not have radars BUT! Also would be funny to do not have technical solutions to disable radar signals : )
I can imagine just one radar: the 3D one at our frant monitor, but no target selection circles that light up true objects, no aim helper movement compensation signs, just the front radar that would lose the object if an asteroid covers it out and the pure crosshair. Of course under this system the hitbox of the missiles should be a bit bigger (not too much, but a little bit bigger) Dog fighting arenas still can exist for e-sport lovers as raceing. Yea, I mentioned e-sport, since it’s clear like sky for me, that at the moment we have 2 totally separated concept, 2 totally separated games:

– e-sport games as dogfight arenas and racing
– Star Citizen alpha an upcoming epic open world space adventure with inland and space actions

And I do not even wanna mentioning that dogfight arenas + racing is for joystick users since SC the open world MMO is for classic mouse+keyboard users.

I honestly hope that the dogfight space combat style will be somehow separated from SC the mmo (due to the mentioned above reasons) and it will hold the real atmosphere of Star Citizen and in the same time keeping the free aiming system.

Star Citizen Updated Vanduul Fighter Shown Off

Star Citizen Updated Vanduul Fighter Shown Off

Star Citizen’s artists have released a stunning trailer for an updated version of the Vanduul Scythe fighter.

The Vanduul is one of the alien races in Star Citizen. Standing at approximately seven foot tall they are slightly different to the average human but the Scythe will be adaptable for human flight. The Scythe was the first alien ship to be seen in Star Citizen making its debut back in the original Kickstarter video.

The ship has been made using the new Physically Based Rendering system with new details being added to the original model. The team has spent time recently expanding the look and feel of the Vanduul race and this has directly affected the new details.

Revealed on episode 56 of Wingman’s Hanger, a weekly update web-show, by Star Citizen’s Chief Visual Officer the new detailed Scythe certainly went down well with fans. Here is the sneak peak trailer of the Scyther!

Star Citizen : Free Fly! A Weekend Warrior’s Thoughts

Star Citizen : Free Fly! A Weekend Warrior's Thoughts

Hello all, so I recently joined up for the free fly. I’ve been itching to try Star Citizen since the Free Fly I missed back in July, when I’d only just started really researching the game. Since then I’ve been itching for another try.

Well, now having tried it, I’m going to try and keep the review as brief as I can. There’s a -ton- I want to talk about, but frankly it’s such an early Alpha that I only want to cover ideas and concepts rather than anything to do with performance or bugs.

-Generic missions. I got to try some of the standard leveling up/standard missions, namely repairing uplinks, defending Kareah, and probe quests. They’re acceptable for what they are, but as they are, they lack that feeling of “living, breathing universe” that SC is going for. One of Tessa’s missions for instance involves saving pilots under attack and finding distress beacons, but once you’ve finished them, that’s it, you get the reward and it’s over. If I had to make a major change to these generics, it would be to add a post-quest effect; one of the pilots you save during one of the missions says “thanks, I hope I can pay you back someday” – well, what if she did? If I ever get into another fighting mission further down the line, could I have a generic fighter show up and say “you helped me/my friend out earlier over in [x solar system], let me give you a hand.”

Star Citizen : Free Fly! A Weekend Warrior's Thoughts

-Group questing. One of the things I was noticing when doing uplink and probe missions is that, when more players showed up, more pirates showed up. However, only one person ever got the money from repairing an uplink, even though we all contributed. It’s kind of fun being able to 2-man these, but the second person needs a little credit! We all just fought off our share of pirates, we should all get a cut.

-Uplinks. They’re a nice little generic mission for newcomers to get some quick money off of, but they don’t feel like they fit in the “living, breathing universe” idea. For one, they break down all the time and for no reason; this is obviously because you need to give players something to do, but it is a little silly. I know it’s a minor thing, but I’d prefer if the quest said “pirates have implanted a jammer on our uplink; eliminate it”, and if the quest is left alone long enough, the quest evolves into “pirates have taken over our uplink and shut down our defenses in that area; eliminate the pirates and reactivate our uplink.” Same task, but higher difficulty and better rewards if an uplink is left alone for too long. It also makes more sense than ‘maintenance’. As well, active Uplinks should spawn security, making them difficult to travel to for real pirates; pirate players may want to shut them down so less security shows up?

Minor cases of taste, but in a game as ambitious as Star Citizen, I want to feel like the things I do to at least act like they have an impact.