Two pieces of great news: after a long night of hard work, the promised Hangar patch is available! You can check out the Avenger, the privateer outfit, the Aurora LN, the fish tank… and a few other surprises. The second piece of news is that in just four days, we’ve hit $22 million in crowd funding! Between the hangar patch, the bomber reveals, the Aurora LN, CIG Manchester and the start of The Next Great Starship, this has been a big anniversary week… and the best is yet to come!
SlimRam wrote on Oct 14, 2013, 23:39:
If you remember, the Falcon had probably minimal shields, didn't look like much, but was VERY FAST and quite maneuverable for her size (she could almost out fly tie fighters).....Also i'll have to make some hidden cargo areas....for hiding myself if I get boarded *Cue the Darth Vader theme* DUM DUM DI DUM DUM DI DUM DUM DI DUM![]()
Scottso wrote on Oct 15, 2013, 04:18:
Yes, when the engine they are using gives you that practically for free its mostly cosmetic.
Ryan Lange wrote on Oct 15, 2013, 04:44:Harlequin wrote on Oct 14, 2013, 13:16:
...the scope is going to too massive for a small team.
Well, apparently one of the reasons they keep adding new features as they get more money is because they'll be spending that money on hiring additional talent to help implement those features.
I'm pretty confident that they're not dumb enough to think that more money alone magically allows the same size team to pump out significantly more content.
Harlequin wrote on Oct 14, 2013, 13:16:
...the scope is going to too massive for a small team.
Scottso wrote on Oct 15, 2013, 04:18:
They pretty much only need to come up with the art assets and they get the FPS.
Flatline wrote on Oct 15, 2013, 03:38:
Integrating FPS into a space sim game is mostly cosmetic?
CJ_Parker wrote on Oct 14, 2013, 19:47:Scottso wrote on Oct 14, 2013, 19:16:
I don't think that's altogether fair considering Robert's past history with these sorts of games.
Oh yeah? The last game that Chris Roberts worked on was Freelancer and you might want to read up on the development history of that game. The short version is that Roberts got degraded to "consultant" because the project was a clusterfuck. It suffered delay after delay and in the end it was taken away from Roberts so it wouldn't end up as vaporware.
The Wing Commanders, while awesome games at their time, were also troubled by hefty delays and feature cuts because Roberts was always way too ambitious for his own good.
There is plenty of reason to be concerned about Star Citizen given the massive scope of the project. Chris Roberts is riding the razorblade between madness and genius. Outcome undetermined but wish him luck. He's gonna need it.
Also, I agree with the sentiment that this game is losing focus. Most of the core audience wanted a modern Wing Commander or XWing. Not a FPS.
And also not a game where you have to micro-manage shit to death like taking care of ship insurance, hangar fees, taxes and all that crap that is going to take away from the actual piloting.
Scottso wrote on Oct 15, 2013, 01:11:CJ_Parker wrote on Oct 14, 2013, 19:47:Scottso wrote on Oct 14, 2013, 19:16:
I don't think that's altogether fair considering Robert's past history with these sorts of games.
Oh yeah?
Yeah. So right up until Freelancer he was kicking ass with amazing games that defined the genre. One project with problems and "OMG WHAT A CLUSTERFUCK!" Besides, MS bought up Digital Anvil right when all these "problems" were happening. That's when he became a "consultant." Big paycheck doesn't seem like that much of a clusterfuck to me.Despite all that, it came out just fine and people remember it quite fondly even after they removed some of the really ambitious features to push it out quickly.
I think the scope of Star Citizen is just about right. All "new" features are down to simple cosmetic things. Even the last big stretch goal was technology to put real peoples' faces on characters/npcs instead of promising some potentially out of reach game feature. It would seem to me they are pretty clear and focused on the base game now. $22+ million is a LOT of money, especially if you don't have to pay anyone except your dev team and rent an office. 50 developers, which is a lot, at $100K a year (lets say including insurance, 401K etc.) you will lay out $5 million, so $10 million for a 2 year dev cycle to release. The other $12+ million you have on hand is quite a lot of padding without counting how much you rake in after you release, assuming its even modestly successful. Especially if you are making interest on it. There are no investors to pay off with money. You're paying them off by making a game they want to play.
In any case, time will tell. I'm sure it will be be impossible to meet some of the crazy expectations that always revolve around these sorts of things, but the fact that they have multiple development teams working on separate modular pieces seems to be built in insurance. Assuming they get the space combat stuff out and its fun, everything else is just a piece they can refine and add as it's ready. That model already works (see Eve Online.) To be honest, in general, I am just as skeptical as you are, but in this case I don't see anything really that unreasonable.
I also have to admit, although its relatively simple stuff, imo the hangar is pretty impressive. Especially if you have some of the larger ships in it. It definitely makes you want to see these things flying in space and if they keep paying attention to player/backer input like they have, I think it has the potential to be one of those games you just have to play "for one more hour."
Sorry to be the lone optimist in this thread.![]()
CJ_Parker wrote on Oct 14, 2013, 19:47:Scottso wrote on Oct 14, 2013, 19:16:
I don't think that's altogether fair considering Robert's past history with these sorts of games.
Oh yeah?
Pr()ZaC wrote on Oct 14, 2013, 17:17:BadIronTree wrote on Oct 14, 2013, 16:55:u mad?
THERE ARE NO shareholders or investors that need to make money ... So the game will be HARD. Its a SIM. No need to damm it down to get a bigger target Group !!!![]()
jdreyer wrote on Oct 14, 2013, 20:58:RavingArmy wrote on Oct 14, 2013, 19:37:jdreyer wrote on Oct 14, 2013, 14:13:
That Aurora looks sweet.
The thing about free traders I always wondered about though is this: When you play a military style space sim, it makes sense that your ship is tricked out with weaps and stuff since you're in the military. But for trading ships, that never made sense to me. It's not like people today outfit their DC9s or Learjets with 0.50 cal MGs and Stingers.
True, but midair piracy hasn't really been a practical criminal enterprise. It helps to think in nautical terms. Age of Sail freighters and other ships who were definitely not a man-of-war still carried armaments. They weren't as heavily armed as a ship of the line or even a frigate, but they had enough firepower to discourage smaller raiders who didn't have the means to fight it out or the sense to withdraw. Larger pirate crews, on the other hand, could take the losses and still make out pretty well on the deal.
Yeah, that's a good point. Hell, Captian Phillips is in theaters right now. If that ship had been armed, none of that would have happened.
I also thought about it a bit more and realized a wild west paradigm applied as well. Wagon trains were not military, but were always armed due to the dangers of the frontiers. I guess if your space environment is a frontier, then it makes sense.
RavingArmy wrote on Oct 14, 2013, 19:37:jdreyer wrote on Oct 14, 2013, 14:13:
That Aurora looks sweet.
The thing about free traders I always wondered about though is this: When you play a military style space sim, it makes sense that your ship is tricked out with weaps and stuff since you're in the military. But for trading ships, that never made sense to me. It's not like people today outfit their DC9s or Learjets with 0.50 cal MGs and Stingers.
True, but midair piracy hasn't really been a practical criminal enterprise. It helps to think in nautical terms. Age of Sail freighters and other ships who were definitely not a man-of-war still carried armaments. They weren't as heavily armed as a ship of the line or even a frigate, but they had enough firepower to discourage smaller raiders who didn't have the means to fight it out or the sense to withdraw. Larger pirate crews, on the other hand, could take the losses and still make out pretty well on the deal.
jdreyer wrote on Oct 14, 2013, 14:08:
Too big? Still a fifth the budget of a typical CoD or GTA.
jdreyer wrote on Oct 14, 2013, 17:26:Cutter wrote on Oct 14, 2013, 16:43:
I still this game should come standard with a small tube of lube. There are going to be a lot of chaffed asses over this thing eventually.
You still haven't explained your negativity. Given how stoked you are about X: Rebirth, I don't understand why you're hating so hard on this. Is it just the MMO aspect of it?
Scottso wrote on Oct 14, 2013, 19:16:
I don't think that's altogether fair considering Robert's past history with these sorts of games.
jdreyer wrote on Oct 14, 2013, 14:13:
That Aurora looks sweet.
The thing about free traders I always wondered about though is this: When you play a military style space sim, it makes sense that your ship is tricked out with weaps and stuff since you're in the military. But for trading ships, that never made sense to me. It's not like people today outfit their DC9s or Learjets with 0.50 cal MGs and Stingers.
Creston wrote on Oct 14, 2013, 18:35:Sleep wrote on Oct 14, 2013, 14:36:Creston wrote on Oct 14, 2013, 13:41:
Up next: RTS gameplay, and at 25 million we make it into an RPG! Then, at 30 million, it'll become Angry Birds: Star Citizen!
They need to stop adding things to it. Few wing commander fans wanted FPS gameplay in this game, and just continuously adding features will only dilute the experience.
They took a vote on whether to stop adding things. Turns out 87% didnt agree with you.
Well, I hope that 87% will enjoy playing Call of Angry Wing Duty Effect...
Though if it turns out to be the most awesome Call of Angry Wing Duty Effect ever, I'll be very happy.![]()
Sleep wrote on Oct 14, 2013, 14:36:Creston wrote on Oct 14, 2013, 13:41:
Up next: RTS gameplay, and at 25 million we make it into an RPG! Then, at 30 million, it'll become Angry Birds: Star Citizen!
They need to stop adding things to it. Few wing commander fans wanted FPS gameplay in this game, and just continuously adding features will only dilute the experience.
They took a vote on whether to stop adding things. Turns out 87% didnt agree with you.