Flatline wrote on Apr 26, 2014, 19:19:
Bullshit we're what, 6 months past when we were supposed to have the multiplayer dogfight module?
jdreyer wrote on Apr 1, 2014, 18:38:
I do wonder though, if games like Project Eternity or Wasteland had open ended Kickstarters, how much money they could have pulled in.
Julio wrote on Apr 1, 2014, 20:59:
Here's my concerns for this game in particular (and I'm sure a lot of you won't agree)
1) Selling ships for cash i.e. pay to win
Julio wrote on Apr 1, 2014, 20:59:
2) The concept of "insurance" in a game
4) Having both a single player and an MMO game
Julio wrote on Apr 1, 2014, 20:59:
5) Constant emails to sell more virtual things and raise more real money. Doesn't give a good impression.
Kosumo wrote on Apr 1, 2014, 16:19:
What are these other games that members of this team have made? Anyone?
InBlack wrote on Apr 1, 2014, 10:09:
Actually that would be Microsoft. And they rescued his last trainwreck of a game Freelancer. What most Chris Roberts 'believers' seem to forget is that he already tried to make Star Citizen ten years ago, and Microsoft had to take him off the project. It was too ambitious, it was too expensive and most importantly it had nothing to show for it. Sounds familar? One of the last good deeds by Microsoft way back when they still cared enough about PC gaming to at least make a profit on it.
InBlack wrote on Apr 1, 2014, 10:54:
but right from the start the guy was promising stretch goals that were hugely ambitous at best, and unbelievably unrealistic at worst.
Iurand wrote on Apr 1, 2014, 15:45:bigspender wrote on Mar 31, 2014, 19:32:
He's dreaming - if it only cost 1 million dollars to get a R&D team that can make that happen then why have no big publishers done it?
Because publishers will only play the safe money.
Cutter wrote on Mar 31, 2014, 19:36:
No Man's Sky = 5 person team and very small budget. And unlike SC they actually have something to show for it so far.
Kosumo wrote on Mar 31, 2014, 19:16:
"I’m incredibly happy to hit this goal as it green-lights a very important research project aimed at improving Star Citizen’s long term future."
So it makes the hangar bigger so you can buy more ships?
The Half Elf wrote on Mar 31, 2014, 20:24:
Again I'd like some clarifications on what exactly 'future iterations' mean.
Xero wrote on Mar 31, 2014, 20:46:
So your not the only one that thinks these crowd funders are being taken for a ride? Good. This is a frikin scam. I can't believe how many people are falling for it. What game is worth 40 million dollar creation these days? Let me ask, how many people are on the team making the game? Now let's say each person on the team's salary is around 80,000 and I'm being generous, having 10 REALLY SOLID, EXPERIENCED programmers would then eat up 1 million worth of a YEAR salary. Ok, let's double the employees and say he has a team of 20 making each nearly 80,000. Still, that's almost 2million spent per YEAR on their salary BUT not even. WHERE THE HELL IS ALL THE REST OF THE MONEY GOING?!!!!
fiftykyu wrote on Mar 31, 2014, 21:01:
How does it happen, exactly? Are the people who bought in to the kickstarter way back when buying more space stuff each month? Are new people finally hearing about it? From the outsite it's all a bit mystifying.
bigspender wrote on Mar 31, 2014, 19:32:
He's dreaming - if it only cost 1 million dollars to get a R&D team that can make that happen then why have no big publishers done it?
Jerykk wrote on Mar 9, 2014, 18:24:
Pretty sure the window mashing is there for technical reasons. It keeps the player busy while the next area loads and allows for variable load times. It's a crappy workaround but not uncommon in UE games (see the automatic doors in ME). I'd rather just have a load screen.
PropheT wrote on Feb 26, 2014, 21:53:
So...what are you buying then?
PropheT wrote on Feb 26, 2014, 21:53:
If it's like Warframe where you can earn it all in-game or buy it from their store, that's pretty much just buying DLC. EA has paid unlocks constantly and gets torn to hell over it, Free to play games have it as part of their business model... what's different here?
nin wrote on Feb 26, 2014, 09:26:
"Another limited ship! So rare! Be the envy of all your friends! Get it now before it's gone - FOREVER!*"
(*not really)
Nathos wrote on Feb 26, 2014, 11:20:
I think what Chris is trying to tell everyone is that he's burning through cash faster than a Kardashian,
Illumin wrote on Feb 26, 2014, 11:47:
Well if people want to buy it then let them, but why would anyone want to buy a starter ship? Wouldn't this be your basic ship that you will be using all the time as a default ship when all others are destroyed?
Creston wrote on Jan 23, 2014, 18:55:
This is just Assassin's Creed : Mordor.
More info in 32:20:07:40
Asmodai wrote on Nov 27, 2013, 18:32:
I think everyone should remember that CR/CIG only asked for $500,000 originally on their KS...
CJ_Parker wrote on Oct 6, 2013, 15:37:
Agree. As much as I am looking forward to SC, I sometimes get the impression that they have broadened the focus way too much.
SC is starting to sound like you're going to be busy 90% of the time playing insurance manager, ship upgrade manager, fleet manager, hangar fee maintenance manager, tax manager, medical issue manager (permadeath/injury system), trading network manager etc. etc. etc. and only 10% actually flying and out of those 10% maybe 1% to 5% fighting since space is huge and encounters aren't exactly around every corner especially in the safer sectors.
Wildone wrote on Oct 6, 2013, 19:06:
All we needed was a new X-Wing game and the circle would be complete..
panbient wrote on Sep 14, 2013, 11:12:
Everything about this pitch sounds rooted in idealism with no regards to the pragmatic reality of larger scale software development. Especially the constant flow of BS about needing backers to make decisions about the base aspects of the product.
Optional Nickname! wrote on Sep 14, 2013, 13:10:
There is a similar MOO inspired 4x space game on Kickstarter titled M.O.R.E. - Military, Organization, Research, Exploration.
RaZ0r! wrote on Sep 14, 2013, 16:23:
Another 4X game?
Endless Space, StarDrive, and Distant Worlds: Shadows released recently, and Horizon, Star Lords, Endless Legends are in development.
NKD wrote on Sep 11, 2013, 14:26:
Yeah it's basically only useful for people who are already sharing one PC but just want an extra name to keep their friends lists separate.
Silicon Avatar wrote on Sep 11, 2013, 14:29:
From what I understand of it this is exactly what I want. I can "lend" games to my wife on her PC's Steam account (or whatever) while I play something else on my Steam account.
She can play Skyrim on her PC, I can play Fallout on mine. We buy one copy instead of two (because why would I buy two copies for one household - that always bugged me).
Can a friend and I share a library and both play at the same time?
No, a shared library may only be accessed by one user at a time.
avianflu wrote on Sep 11, 2013, 15:59:
It definitely creates awkwardness when your guest currently is playing a game from your library and then you login, effectively booting him off during that game?? So it is a pass for me. Unless I am misunderstanding how it works.
Cyant wrote on Sep 11, 2013, 16:24:
FINALLY I WILL KILL THE BOSS!!! YES YES!!!! *You have been kicked from the game because the owner of the library launched Super Meat Boy" NOOOOOOOOO!!!!!!!!!!!!!!
When I authorize a device to lend my library to others, do I limit my own ability to access and play my games?
As the lender, you may always access and play your games at any time. If you decide to start playing when a friend is already playing one of your games, he/she will be given a few minutes to either purchase the game or quit playing.
The Half Elf wrote on Sep 11, 2013, 18:50:
Ok where is Prez? I want to be his bestest friend ever![]()
Ladron3dfx wrote on Sep 12, 2013, 01:47:
It's not your game library, it's theirs. You don't buy games on Steam, you buy subscriptions. You buy access.
I have a better solution.
Buy your games on GOG.com, any game, play it, burn it, lend it to a friend or gift it.
Flatline wrote on Sep 7, 2013, 16:46:
WOOHOO I'm glad I was A) wrong (I love me some space sim) and B) glad my 60 bucks was well spent.
jdreyer wrote on Sep 8, 2013, 01:15:
You're being facetious I hope? A typical CoD release brings in around a billion dollars.
OldTimber wrote on Sep 8, 2013, 03:28:
So the next tier goal will be what 22 mil and they'll be begging for it by adding tablet or smartphone apps?
BadIronTree wrote on Sep 8, 2013, 03:43:
[
so their target is 1-2 milion maybe 3![]()
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NegaDeath wrote on Sep 8, 2013, 04:09:
Might all be doable as long as they keep staggering the releases of the modules. The planetary stuff can come after they get the space stuff finished.
Lord Tea wrote on Sep 8, 2013, 04:53:
The more stretch goals involved (due to over-funding) the more things can go wrong. Quite a few over-funded projects on KS have collapsed. And Star Citizen is a great example of "waaaaaay over-funded". It's wise to spend the money on release day. Just my 5c.
theyarecomingforyou wrote on Sep 8, 2013, 07:24:
There isn't much I'd like more than to see Star Citizen implement FPS planetary combat but, as others have said, it strikes me as an incredibly ambitious goal. I appreciate that the CryEngine is built around FPS combat but it will still require a lot in terms of art assets, level design and gameplay design. How are they going to ensure there will be enough other players on the planet to make it interesting? I just don't want it to distract from the core mechanics.
ViRGE wrote on Sep 7, 2013, 12:13:
It sounds like the $20mil goal is it for major stretch goals. They won't be adding any more major features after that.
Creston wrote on Sep 7, 2013, 12:39:
Was FPS combat always supposed to be part of Star Citizen? It seems a weird thing to add on to a space trading/fighting sim?
Creston wrote on Sep 7, 2013, 12:43:
I wonder if maybe he's not shifting back the release date (which I agree with you is becoming utterly impossible) because he's worried it will affect the funding rate? I can see people donating heavily to something they think they will play next year. Would they be as generous if Roberts came out and said "Look, don't expect this until 2016/2017?"
Dmitri_M wrote on Sep 7, 2013, 12:53:
I'm sorry, but that is not incredibly easy unless they don't mind it being a tacked on and brief. Art resources, weapons, environments, player models, FPS gameplay all need to be implemented. There is nothing straight forward about that.
Tumbler wrote on Sep 7, 2013, 13:22:
I'd be more excited to see them build a variety of different starter level ships and make those an option for players who are in the Aurora or the 300i. They already do have some variants of the 300i but I believe they all increase the cost. Having other options at the starter level or just above would be a smart move.
Quboid wrote on Sep 7, 2013, 14:20:
It worries me that this originally had a Kickstarter goal of $500,000, now it's at $18,000,000 and counting. This is a completely different project which they're not ready for.
DangerDog wrote on Sep 7, 2013, 15:13:
$100 million stretch goal, have your conscious uploaded to a server and get the true Star Citizen experience*
*player insurance not guaranteed, when you die you die for reals.
InBlack wrote on Sep 5, 2013, 08:25:
Once you eliminate a few factions it gets easier to sit through the turns (heheh)