Star Citizen Online - The search for more money

Mr Creed

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You didnt look close enough, some ships cost more then a console or smartphone... but maybe those were also limited releases
rolleyes.png


On that note, is there any new info on how MMO this is going to be? Last I heard it was "maps" somewhat bigger then the usual shooters so instances of 100vs100 maybe? Probably decent enough to rub the EVE itch.
 

Mr Creed

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Instanced as in Neverwinter with public areas for a few dozen people and then a new copy of that map is created, or instanced just for you and those you allow to enter? There used to be talk of non-consentual PVP but I cant find if that was wishful thinking or actual design elements (obviously nothing exists as of yet).
 

Carl_sl

shitlord
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Instanced as in Neverwinter with public areas for a few dozen people and then a new copy of that map is created, or instanced just for you and those you allow to enter? There used to be talk of non-consentual PVP but I cant find if that was wishful thinking or actual design elements (obviously nothing exists as of yet).
They have a ship designed around priating with tractor beams so I'm pretty sure it is not solo instances and non consensual is a go.
 

Tuco

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I imagine they'll tweak the level of instancing and consenuality in beta. Whatever details they say now about it is probably bullshit.
 

Carl_sl

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I imagine they'll tweak the level of instancing and consenuality in beta. Whatever details they say now about it is probably bullshit.
I expect we will find out at the end of the year when the dog fighting module is released, unless that ends up just being some kind of death match thing.
 

Tuco

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I dunno what you'd expect from the dog fighting module besides a death match thing to get the gameplay right.
 

Carl_sl

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https://robertsspaceindustries.com/c...And-Instancing

This article covers the star citizen concept of instancing. It has been out a while but it definitely clears things up quite a bit while still leaving the question can they pull it off. What the article talks about is that you can turn up or turn down how many pvp encounters you want to have versus pve encounters, however those settings only work when you are in protected space. There is Nul sec space like eve, where it doesn't matter how you have your settings set if you run in to an encounter it's pvp and you have to deal with it. If you know who you are tracking you can mark them and when you get close you will launch in to a seamless battle instace and be able to kill them. Presumably if you are a pirate who is always engaging in pvp and stealing cargo and what not, you would get lots of battle instances with other players so you can attempt to take em out.
 

Arakkis

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With the money that people have thrown at this thing, do you think they have started to rethink their idea of multiplayer? $17 million or whatever they have now has open more doors for the devs than they probably thought possible at the outset of this thing.
 

Tuco

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https://robertsspaceindustries.com/c...And-Instancing

This article covers the star citizen concept of instancing. It has been out a while but it definitely clears things up quite a bit while still leaving the question can they pull it off. What the article talks about is that you can turn up or turn down how many pvp encounters you want to have versus pve encounters, however those settings only work when you are in protected space. There is Nul sec space like eve, where it doesn't matter how you have your settings set if you run in to an encounter it's pvp and you have to deal with it. If you know who you are tracking you can mark them and when you get close you will launch in to a seamless battle instace and be able to kill them. Presumably if you are a pirate who is always engaging in pvp and stealing cargo and what not, you would get lots of battle instances with other players so you can attempt to take em out.
Good article, thanks for posting.

I think his general idea is good. From a PVP perspective the only way a pirates vs shippers setup would work is if shippers have a reason to engage in PVP zones. If there's a remote military outpost in the nul-sec space that pays a huge premium for goods shipped to it that would solve that problem.

Personally I can't get interested in PVP unless it involves large scale territory control. And unlimited and temporary instances are an anathema to territory control. But it doesn't seem like Star Citizen is going that route.
 

Carl_sl

shitlord
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Good article, thanks for posting.

I think his general idea is good. From a PVP perspective the only way a pirates vs shippers setup would work is if shippers have a reason to engage in PVP zones. If there's a remote military outpost in the nul-sec space that pays a huge premium for goods shipped to it that would solve that problem.

Personally I can't get interested in PVP unless it involves large scale territory control. And unlimited and temporary instances are an anathema to territory control. But it doesn't seem like Star Citizen is going that route.
It does sound like the most lucrative places to ship to and to get resources from are in nul sec, which would give pirates a reason to be there, and give squadrons a reason to escort their shippers through there, which should result in some interesting combat. The article unfortunately doesn't detail how we go about knowing someone is in the system with us.



With the money that people have thrown at this thing, do you think they have started to rethink their idea of multiplayer? $17 million or whatever they have now has open more doors for the devs than they probably thought possible at the outset of this thing.

Now that they do have a bunch of money, I think their technology could meet the requirements for no instancing, however I think the player pcs still arent up to snuff, as he says even quad sli set ups can't handle what the dog fighting is supposed to be like on a large scale. While that sucks on one hand, on the other it must be some pretty good shit if the powerful of a system can't handle it.
 

Hmerly

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I think the whole point of all this money is so they can go to a publisher or other source of funds and get fully funded. 17 million isn't all that much for a AAA MMO and single player game.
 

Carl_sl

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I think the whole point of all this money is so they can go to a publisher or other source of funds and get fully funded. 17 million isn't all that much for a AAA MMO and single player game.
I agree with that line of thinking, but I also remember Chris mentioning that it was nice not having a publisher to answer to on this project. Maybe that just means up to the point that they do eventually need to get some more money.

Edit: just found this post as star citizen hit $17M a few days ago. Currently they DONT have enough to be fully community funded, but they expect to hit their mark by the end of the year.

https://robertsspaceindustries.com/c...241-17-Million




Edit again for excitement: The 19mil stretch goal involves player owned space stations that you have to fight over to maintain control of!
 

rhinohelix

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I think the whole point of all this money is so they can go to a publisher or other source of funds and get fully funded. 17 million isn't all that much for a AAA MMO and single player game.
I agree with that line of thinking, but I also remember Chris mentioning that it was nice not having a publisher to answer to on this project. Maybe that just means up to the point that they do eventually need to get some more money.

Edit: just found this post as star citizen hit $17M a few days ago. Currently they DONT have enough to be fully community funded, but they expect to hit their mark by the end of the year.

https://robertsspaceindustries.com/c...241-17-Million




Edit again for excitement: The 19mil stretch goal involves player owned space stations that you have to fight over to maintain control of!
Chris has indeed spoken about how much further the money goes when you don't have to satisfy a publisher. I think the total they are looking for is 22ish million, which they think goes 3x as far or some figure without publisher strings.
 

Tuco

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Now that they do have a bunch of money, I think their technology could meet the requirements for no instancing, however I think the player pcs still arent up to snuff, as he says even quad sli set ups can't handle what the dog fighting is supposed to be like on a large scale. While that sucks on one hand, on the other it must be some pretty good shit if the powerful of a system can't handle it.
The player PC thing is just bullshit anyway. When dogfighting the spaceship detail is wasted and technology to scale the LOD is decades old. Space sims are some of the easiest games to process because there's no world terrain.

And yeah, not having a publisher to answer to must be nice, but whose job is it to fight feature creep and ensure the game gets put out in a good state?
 

Asherah

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And yeah, not having a publisher to answer to must be nice, but whose job is it to fight feature creep and ensure the game gets put out in a good state?
The project managers and ultimately the management of your company. Outside of the gaming industry this is a very common situation.
 

Carl_sl

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The player PC thing is just bullshit anyway. When dogfighting the spaceship detail is wasted and technology to scale the LOD is decades old. Space sims are some of the easiest games to process because there's no world terrain.

And yeah, not having a publisher to answer to must be nice, but whose job is it to fight feature creep and ensure the game gets put out in a good state?
The way they are releasing things makes content creap not as much of a problem because they release the main features as they get finished. So they released the hanger module, and will release the dog fight bit, which will just be an empty combat thing, and later they release more stuff on top of that, and just choose when they have a complete game to do the actual release.
 

Tuco

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The way they are releasing things makes content creap not as much of a problem because they release the main features as they get finished. So they released the hanger module, and will release the dog fight bit, which will just be an empty combat thing, and later they release more stuff on top of that, and just choose when they have a complete game to do the actual release.
You and Asherah make good points.

The iterative release of new modules does make it seem more attainable, and the sandbox nature of the system does make it easy to build a platform and then iterate on it.