– 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.
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.