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General => General Discussion => Topic started by: MrBoom_shack-a-lack on June 19, 2014, 05:26:51 AM

Title: Star Citizen
Post by: MrBoom_shack-a-lack on June 19, 2014, 05:26:51 AM
I thought I start a thread for backers and people interested in this game. It's a hugely ambitious game with a targeted full release sometime in 2016.


What is Star Citizen:

Star Citizen is an upcoming space trading and combat simulator video game for Microsoft Windows and Linux. Star Citizen will consist of two main components: first person space combat and trading in a massively multiplayer persistent universe and customizable private servers, and a branching single-player and drop-in co-operative multiplayer campaign (known as Squadron 42). The game will feature Oculus Rift support.

Both Star Citizen and Squadron 42 are set in a 30th-century Milky Way centered around the fictional UEE (United Empire of Earth), an analogue of the late Roman Empire. A central theme of the game is citizenship (or lack thereof) in the UEE, which must be earned through player actions (such as completing a period of military service). It is anticipated that Citizens will enjoy certain in-game benefits, for example paying a reduced tax rate or having easier access to interspecies trade, but the exact details are yet to be determined.

Star Citizen is currently being developed by Chris Roberts' Cloud Imperium Games, founded in 2011. Roberts' previous works include games such as Wing Commander, Wing Commander: Privateer, Starlancer and Freelancer.


https://robertsspaceindustries.com/about-the-game



Beware of wall of text about the game! I have highligted and added interesting facts from this post: https://www.neogaf.com/forum/showthread.php?t=830383


The development plan for Star Citizen

Star Citizen is being developed in a concurrent (meaning separable aspects will reach dev milestones at different times) fashion rather than a linear (as in alpha > beta > release) fashion, and as certain aspects reach a shareable quality they will be released in modules that will each be continually iterated upon leading up to the full release. Each module will be available to backers with alpha access. New backers will be able to buy tokens to each alpha module separately when they are in a state capable of supporting more players entering testing.

(https://abload.de/img/hangaruqsgq.jpg)
Hangar Module [August 29th, 2013]
Walk around your starting hangar and view the ships you have purchased. As ships and hangars reach a presentable state they will be added to the hangar. Testing access is not required to access the hangar, but a game package is.

The Hangar Module is the basis of the Dogfighting Module, when you start Star Citizen you can still look around your ships if you choose not to put on the helmet and enter Arena Commander.

(https://abload.de/img/dfm_headern3sn5.jpg)
Dogfighting Module [June 3rd, 2014]
Enter the VR "Arena Commander" arena-mode simulator with any available ship you have access to. This milestone release is the core essentials of Star Citizen's ship to ship combat system, encapsulated in a traditional small scale arena game format with specific maps and accompanying gametypes. This special arena mode will eventually be a part of the SC persistent universe, as a VR sim system, that can be accessed for tournaments, training, and the like, but is not representative of experiences to be found elsewhere in the game.

Arena Commander V0.8 Launch Trailer (https://www.youtube.com/watch?v=aWD97jYEaDU)
Currently: Version 0.8 is available for backers but will gradually be updated into version 1.0 by adding more ships and multiplayer access.
Arena Commander version 1.0 Single seater ships
Arena Commander version 2.0 will add Multi crew ships [end of 2014]


Arena Commander Game Modes:
Singleplayer Free Flight
Vanduul Swarm - Singleplayer vs AI
Battle Royale - 8 Player FFA Deathmatch
Squadron Battle - 4v4 Multiplayer Team Deathmatch
Capture the Core - 4v4 Multiplayer Team CTF


Maps:

Broken Moon of Taranis
(https://abload.de/img/taranxmja2.jpg)
Dying Star of Pyro
(https://abload.de/img/pyropgdxa.jpg)

Gameplay videos:
https://www.youtube.com/watch?v=jMhKrA0MjH8
https://www.youtube.com/watch?v=d6Wf5rhimaA
https://www.youtube.com/watch?v=ullfnNrWM6A



Upcoming modules:

(https://abload.de/img/shipboardingztbe7.jpg)
FPS Module [Reveal at PAX Australia]
Board ships and engage in firefights with combatant ship crews. Introduction of Zero-G combat

(https://abload.de/img/planetside60snt.jpg)
Planetside Module
Travel to the surface of planets to socialize with other players and visit the NPCs, businesses, etc that populate the environments.

(https://abload.de/img/sq42yjssp.jpg)
Squadron 42 [First episode around Q3-Q4 2015]
Branching single player missions (Dark Souls/Journey-like online co-op component), in which you enlist in the UEE military in hopes of making it into Squadron 42, a team of the most elite pilots of the UEE military. Squadron 42 will be released to backers episodically but will be one continuous story that will be finished and released in whole for SC's live release.

This campaign is a prequel to the time of the persistent universe. Playing through SQ42 with a character you intend to continue using will have consequences, eg if you served the military well you will be offered UEE citizenship status, and you can build relationships with NPCs to learn of or gain access to things in the PU. The campaign can be played at any time but will not affect your PU experience unless a new character is created that then goes on to enter the PU.

Squadron 42 - Full Cinematic Trailer (Old video from 2012) (https://www.youtube.com/watch?v=WpgUuGunU0o)


(https://abload.de/img/ealus51lyw.jpg)
Persistent Universe Module [available for backers by the end of 2015, with a full release sometime in 2016]
The primary component of Star Citizen, the PU is the open galaxy for you to explore, you create your own gameplay with the tools you find. One 'server' will host everyone playing the game. After the PU has been released and stabalized for alpha testers, SC will be made available for beta testers.

(https://abload.de/img/sc223ll1.jpg)
Live Release [Targeted release Q3-Q4 2016]
Initial release version available for purchase. Continued support is planned, with updates on a projected ~two week cadence delivering new content, progressing the living story of the universe, and improving the game in addition to paid expansion packs to the single player campaign at some points.

Links:
Robert Space Industries (https://robertsspaceindustries.com/) - Star Citizen's official site; new lore and updates are released daily and each dev branch at CIG has a thread on the forums for you to interact with them
About the Game (https://robertsspaceindustries.com/about-the-game) - An intro to Star Citizen
RSI Youtube (https://www.youtube.com/user/RobertsSpaceInd) - CIG team interviews and game content. Wingman's Hangar is a weekly series produced by CIG with news about the game, Wednesdays at 17:00 gmt
Star Citizen FAQ (https://robertsspaceindustries.com/faq)
What makes up a ship? (https://robertsspaceindustries.com/comm-link/transmission/12936-Engineering-Ship-Components-Systems) - Overview of the components of the ships in SC, how their individual components function and interact
The SC Economy (https://robertsspaceindustries.com/comm-link/engineering/13128-The-Star-Citizen-Economy) - An overview of some of the in-game economic systems
SC Ship Stats (https://robertsspaceindustries.com/ship-specs) - Listing of all available technical specifications for the ships in SC

Community supported links:
SC Wiki (https://starcitizen.gamepedia.com/Star_Citizen_Wiki)
Galaxy Map (https://mobiglas.com/StarMap/) - known position and information of the systems in SC
SC Economy (https://forums.robertsspaceindustries.com/discussion/24718/star-citizen-economy-and-employment/p1) - Compilation of knowledge about how the economic/crafting/upgrade systems will work in SC



My personal reasons for supporting this project:

#What kid didn't dream about exploring the universe in a game. This is the kind of game I always wanted but at the same time knew it was to difficult to make.

#There is no major publisher pushing the development. This game is 100% crowdfunded by fans that wanna support the game development. They started as a kickstarter campaign and have up to this point raised $47 million wich to me is mind boggling in a time were most people are highly critical about what to spend their money on. I guess that tells something about the quality of the project and that people really wanna see this project come to life.

#They are not going for a pay-to-win model. You pledge to the project by buying ships and items from their store if you wanna support the project but once the game is released you can't do that anymore. You are able to earn all the ships in the game without buying anything. You do that by playing the game and earn UEC (In game currency).

#I have followed this project for about a year now and one thing is clear to me. Chris Roberts and the dev team is extremly passionate about this project and constantly share updates on what they are doing.

#The modular releases is a brilliant move because the backers can get a glimps of the game and at the same time the devs have the opportunity to bug test and get feedback from the community and sort out all kinds of problems before they go on to the next module. Not to say they aren't working on modules simultaneously. 268 people are working on the game devided into 3 main studios (Austin, Los Angeles and Manchester) and two external studios (Montreal and Colorado) and they all handle diffrent elements of the game.

Manchester works on the Single player campaign (Squadron 42)
Los Angeles focus on combat elements.
Austin and Montreal develops the Persistent Universe and Planetside action.
Colorado are working on the FPS sections of the game.

#The sci-fi sim genre is on an up-swing at the moment with alot of other cool games like Elite: Dangerous and No man's Sky. So it's an exciting time for sci-fi gamers.


End my rant with some cool in-fiction commercials:
MISC Freelancer (https://www.youtube.com/watch?v=vO7RxsZpcKc)
Origin 300i (https://www.youtube.com/watch?v=YTBzrUwB6Qo)
RSI Aurora (https://vimeo.com/76735257)
Anvil Aerospace Hornet F7C (https://www.youtube.com/watch?v=g0gZES2pTWk)
Title: Re: Star Citizen
Post by: Nekov on June 19, 2014, 06:50:30 AM
I read about this a while back, I was aware that this guy was raising money through kickstarter for a new game and I'm very excited since I played Freelancer and it is by miles the best star Shooter/Trading game
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on June 19, 2014, 09:34:57 AM
Two of my first PC games I ever played was Wolfenstein 3D and Wing Commander on my parents old 486. I played those games to death, I even think I have the old box left for WC somewhere. I never played any of his other games weirdly enough. Back then I didn't care who developed the game so I never followed the series or his other games. So it was a bit of a surprise when I found out about SC and that the guy behind it was responsible for one my earliest gaming memories.

(https://upload.wikimedia.org/wikipedia/en/thumb/d/d1/WingCommanderBox-front.jpg/256px-WingCommanderBox-front.jpg)
Title: Re: Star Citizen
Post by: Cable on June 19, 2014, 08:48:53 PM
I was going to say MrBoom (skimmed but didn't see it), shouldn't a reason of yours to like this game was playing some of the WCs!?

You have played WC3,WC4 and/or WC:Prophecy right?

Yeah, Chris was silent for so long, so to find out about this was great. My guess is he was trying the full movie thing for awhile behind the scenes, but I haven't seem he say anything.

This thing just seems astounding the amount of attention, and detail that is being put in. And the amount of $ is becoming close to an A or AAA title now.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on June 20, 2014, 01:11:05 AM
I suppose your right, should have mentioned that. Given the impact it had on me it deserves to be a reason.
I haven't played the original WC for over 20 years though and sadly I didn't followed up the series. I didn't have my own PC until much later so I got lost on track with the games. Haven't play any CR games since, not even Freelancer which I heard good things about.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on June 20, 2014, 02:58:59 PM
The Xi'An Khartu-al Scout became available today:

https://robertsspaceindustries.com/comm-link/transmission/13954-XiAn-Scout-Available

https://imgur.com/a/PfrrG

(https://i.imgur.com/w0LmUOF.jpg)

(https://i.imgur.com/6rzK0zo.jpg)

(https://i.imgur.com/zcdW1pf.jpg)

Pretty badass!  :metal
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on July 05, 2014, 04:52:44 AM
A sneak peek at the upcoming Asteroid Hangar:

https://www.youtube.com/watch?v=kU9kVyG6QWQ

Epic when you see the ships in comparison. Just for reference the big ship is called The Constellation and it's 55.4m in length.
Title: Re: Star Citizen
Post by: Super Dude on July 08, 2014, 06:02:45 AM
Anyone know if this will be Mac compatible eventually?
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on July 09, 2014, 04:04:43 AM
Yes they are planning a version both for OSX and Linux.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on July 16, 2014, 01:57:48 PM
Ship scales:

(https://i.imgur.com/RllMkTZ.jpg)

FYI the Terraformer in the background is in the Arena Commander alpha. It's freakin huge but I didn't know it was that big.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 01, 2014, 08:21:52 AM
Some cool pics of the M50:

(https://i.imgur.com/7bvErJN.jpg)
(https://i.imgur.com/We7aICb.jpg)
(https://i.imgur.com/YANeRgb.jpg)
(https://i.imgur.com/5d8vA2e.jpg)
(https://i.imgur.com/7rakrR3.jpg)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 03, 2014, 05:08:24 AM
Here's a high-res gif of the M50:

https://www.gfycat.com/GloomyIcyCapeghostfrog

It's all in game footage from the hangar module! Anything uploaded on YT will be locked at 30fps so this is a good way of showing the actual crispy look in 60fps.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 15, 2014, 04:48:22 PM
Lots of new goodies from Gamescom:

Commercial for the RSI Constellation (https://www.youtube.com/watch?v=zG-82TakEqk)

RSI Constellation lineup (https://www.youtube.com/watch?v=fU-vZrKq9rk&list=UUTeLqJq1mXUX5WWoNXLmOIA)

A new gamemode for the Arena Commander module was revealed (https://www.youtube.com/watch?v=7hN-0TrdUR0&list=UUTeLqJq1mXUX5WWoNXLmOIA)

New Hangars (https://www.youtube.com/watch?v=dPspFrsuJCo&list=UUTeLqJq1mXUX5WWoNXLmOIA)

A teaser for the upcoming FPS module (https://www.youtube.com/watch?v=yUvwba4DMLY&list=UUTeLqJq1mXUX5WWoNXLmOIA)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 16, 2014, 03:27:20 AM
Multicrew ships are something they are working on which of course are an important part of the persistent universe. To have your friends walk around on the same ship in mp is not an easy task, it's filled with technical difficulties from a dev standpoint. Here's an early tech demo showcasing their progress:

https://youtu.be/L4UR5HRM5Us

Looks awesome!
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on September 12, 2014, 02:21:41 PM
Arena Commander V0.9 have been released!  :metal

https://robertsspaceindustries.com/comm-link/transmission/14143-Arena-Commander-V09-Released

# Two new flyable ships: M50 and 350R

# New designs of the hangars + the new Industrial Hangar.

# Two new game modes (Racing + Vandul Swarm Coop)

# 1 new map (New Horizon)

# Lots of game improvments

Commercial for the M50 (https://www.youtube.com/watch?v=_SpsjUHj_II&list=UUTeLqJq1mXUX5WWoNXLmOIA)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on September 30, 2014, 02:06:51 AM
Seize comparison for the new Aegis Reclaimer:

(https://i.imgur.com/bgBEFxZ.jpg)

Aegis meaning the ship manufacturer Aegis Dynamics and Reclaimer the ship name. The Reclaimer is the large ship in the back next to the Constellation and it's the rear-end you see.

Here's the front:
(https://i.imgur.com/5uPOGAr.jpg)

Here's some shots from the Constellation itself to get some perspective:

(https://i.imgur.com/jTSbO59.jpg)

Here's a walkthrough of the Constellation. (https://youtu.be/DciUsQjQrQc?list=UUxfj3kLKy4kny2pAa1Fgj5g)
Trailer (https://www.youtube.com/watch?v=zG-82TakEqk)

Constellation is 60m in length
Reclaimer is 158m in length

One of the next ships in line is the Idris-M which have a length of 238m:

(https://robertsspaceindustries.com/media/rfjjekm57en5jr/store_slideshow_large/IDRISdownfrontquarter_copy.jpg)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on October 11, 2014, 06:16:20 AM
CitizenCon was held last night which meant some new content and info from CIG.

Here's the commercial for The Cutlass:
Live To Your Own Beat: The Drake Cutlass commercial (https://www.youtube.com/watch?v=qE7TFnSl9y4)

Three versions have been confirmed Cutlass Red (Search & Rescue), Cutlass Blue (Police) and Cutlass Black (Militia/Patrol).


An early demo on how landing on planets will be handled in the Persistent Universe:
Persistent Universe / Planetside Demo (https://www.youtube.com/watch?v=8gGLE3USB2U)

Everything you see is in game btw and the city and planet you see in the demo is called Stanton. Here's an unofficial galaxy map of mentioned planets so far:

https://leeft.eu/starcitizen/

Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on October 11, 2014, 05:11:28 PM
Some seize comparison of a few ships. The 3 largest ships in the picture are the Constellation, 890 Jump and Reclaimer which is the biggest.

(https://i.imgur.com/uxsGtau.jpg)

Now the Constellation is huge with lots of room inside yet it's 100m shorter than the Reclaimer. It's to big to fit in any Hangar so it will dock outside instead.

(https://i.imgur.com/jTSbO59.jpg)

Walkthrough of the Constellation Aquila (https://youtu.be/DciUsQjQrQc?list=UUxfj3kLKy4kny2pAa1Fgj5g)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on October 15, 2014, 03:08:24 AM
A more smooth demo of the atmospheric entry and planetside module:

https://www.youtube.com/watch?v=o-xvCg8CI9U

A few things to note this is just a demo of their idea behind atmospheric entry on a planet. It's not even alpha it's only a small concept segment but it's still highly detailed which is why it's so cool.

Every planet will have a automatic landing system that will guide you down and this is mainly because it's not possible to model 100+ planets as detailed as they want. So instead you will have a landing port on every planet with shops, bars and other social things.
They are working on procedurally generated planets which means certain planets with only terrain might have manual landing, it's a future goal.

Some other things in the demo is the ability to walk in your ship during flight which is a thing they have been working on. That will also include walking with other players and NPCs in multiplayer which is a tricky thing, anyone that have experience with moving vehicles that glitch forward in games knows why. You simply can't have that if your gonna have a crew of 10 people in your ship that all glitch around like crazy so they are working on a really interesting solution to that.


Star Citizen is a huge project so it could be quite interesting to see some behind the scene footage and progress updates. So here's some videos from all their studios around the world:

Austin Studio Update (https://youtu.be/zxPdQi8lL1M?list=UUTeLqJq1mXUX5WWoNXLmOIA)
Turbulent Studio Update (https://youtu.be/cTLcd5FDUwg?list=UUTeLqJq1mXUX5WWoNXLmOIA)
BHVR Studio Update (https://youtu.be/5ifJ_ovpA_A?list=UUTeLqJq1mXUX5WWoNXLmOIA)
Santa Monica Studio Update (https://youtu.be/obesvDsMSwA?list=UUTeLqJq1mXUX5WWoNXLmOIA)
Foundry 42 Studio Update (https://youtu.be/lUDfQjGVmn4?list=UUTeLqJq1mXUX5WWoNXLmOIA)

It's pretty cool seeing the game slowly coming together step by step.
Title: Re: Star Citizen
Post by: puppyonacid on October 15, 2014, 05:15:49 AM
I don't want you thinking no one is reading.

Your enthusiasm and posts have got me and my 10 yr old son interested  :tup

Look forward to hearing more
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on October 15, 2014, 05:37:27 AM
Ah that's awesome man!  :)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on October 22, 2014, 08:42:15 AM
A fan have made an excellent manual on everything Star Citizen. It's a massive 150 page manual with just about everything we know about the game so far so if you have questions or have doubts or just interested in Star Citizen, this is something for you.

The BIG Star Citizen Admire's Manual V2:
https://dl.dropboxusercontent.com/u/46095085/The%20BIG%20Star%20Citizen%20Admirer%27s%20Manual.pdf


Source if you have doubts about the link:
https://forums.robertsspaceindustries.com/discussion/192638/the-big-star-citizen-admire-s-manual-v2-150-pages-and-32k-words-of-almost-everything-star-citizen/p1
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on October 24, 2014, 12:28:12 PM
Anyone interested in this game should look forward to next week. During PAX Australia they will finally reveal the long awaited FPS module of Star Citizen. The FPS module have been seperatly worked on by another team called REDACTED for a couple of month and basically nothing have been revealed about it so it's very exciting to see what they're up to.

One aspect that i'm very stoked about is Zero-G combat.

They're doing an AMA on Reddit right now for anyone interested:

https://www.reddit.com/r/IAmA/comments/2k7kuu/we_are_the_star_citizen_fps_team_ask_us_anything/

Some answers that got me pumped:

Quote
geofurb 6 poäng an hour ago
What kind of gadgets will we have to work with?

SC-FPS-Team 17 poäng 51 minutes ago
tons, holograms, claymore like objects, personal healing, drills for doors/vents, shields, grenades, trip wires... the gadgets will really expand and offer a ton of ways to customize your strategy.


Quote
geofurb 14 poäng an hour ago
Will we see a parkour system for climbing over obstacles smoothly?

SC-FPS-Team 34 poäng 59 minutes ago
Its very limited, we don't want players to be these amazing gymanstic performers, it goes against the immersive feel of the world!

BigUptokes 3 poäng 27 minutes ago
No Zero-G fun then?

Zazzerpan 0 poäng 10 minutes ago
There is Zero G but that's different form Parkour. You can already get out of your ship and float around a bit, use 'b' to turn on your magnetic boots and snap to the surface of objects. Apparently (judging from past monthly reports) they've spruced it up a bit for the FPS module.

SC-FPS-Team 11 poäng 14 minutes ago
There is tons of Zero-G fun! From thrusters to pushing and pulling your way around the environment and even walking along walls/ceilings

Quote
SkilletTrooper 6 poäng an hour ago
If an airlock is breached, will the vacuum in the ship begin pulling unrestrained items out of the airlock, including players?

SC-FPS-Team 3 poäng 21 minutes ago
you better believe it! This introduces many mechanics. If an attacking team doesn't want to deal with them, you can also latch onto a ship and create a tunnel between your ship and the enemies, which will allow for a smooth transition.

Quote
Beer4TheBeerGod 40 poäng an hour ago
Can you provide an example of the kind of gameplay experience you're looking for? Maybe a description of what an encounter between two players might be like in terms of lethality, weapons used, moves used, length of play, etc?

SC-FPS-Team 113 poäng an hour ago
there are so many. lets just pull one randomly from the sky.
A Persistent Universe experience. I'm a stealthy, solo player. I find a wrecked ship, i know scavengers will be around soon. I find a crate and put myself in it. I let the scavengers take the crate and put me in their ship. When i'm on their ship, some time later, i get out of the crate. Very quietly, i rummage around and find some goodies i like. I steal those... now i can either - A) Jump out the airlock and call a ride or B) go to their engine room and self destruct their ship or C) quietly hunt and execute the entire staff and take their ship.... or Z) they could have scanned the crate properly before loading it, blasted it with their ship and me with it....

Quote
p4p3rth1n 367 poäng 4 hours ago
Will you be able to damage a ships systems from the inside intentionally or non-intentionally?

SC-FPS-Team 386 poäng 4 hours ago
Absolutely!
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on October 31, 2014, 06:52:21 PM
Only 9 hours to go! Very excited for this, it's an important next chapter for Star Citizen!
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 01, 2014, 03:53:51 AM
Soon it will begin!

https://www.twitch.tv/starcitizen

Edit: aaaaand the stream crashed!
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 01, 2014, 01:08:54 PM
FPS module revealed:

https://youtu.be/cir3w-wIx9U?list=LL4_z5MyLieFskFPIRs9xUPg

It's from the stream so the quality is not perfect but it still looks awesome.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 04, 2014, 07:11:25 AM
For anyone that didn't know, because Star Citizen is such a huge project it's being developed in modules that being handled by diffrent studios around the world. The diffrent modules handles diffrent areas of the game such as Dogfighting module (Arena Commander), FPS Module, Planetside Module and Social Module and all these modules will eventually be morphed into the Persistent Universe which will expand even after the full release. The single player campaign which is called Squadron 42 is also being work seperatly.

The diffrent studios are:

Manchester (Foundry 42) works on the Single player campaign (Squadron 42)
Los Angeles (CIG = Cloud Imperium Games) focus on combat elements.
Austin and Montreal (Behaviour Interactive) develops the Persistent Universe and Planetside action.
Colorado (Former REDACTED now Illfonic) are working on the FPS sections of the game.

They're also some other studios helping with the project for example they have a dedicated team from Crytek that's constantly working on their customized CryEngine 3.

Here's some visual updates on the diffrent modules. All the pictures are from live demos and are fully working in engine.

Arena Commander:
(https://images.gamersyde.com/image_star_citizen-26794-2615_0001.jpg) (https://images.gamersyde.com/image_star_citizen-26794-2615_0003.jpg)
(https://images.gamersyde.com/image_star_citizen-26794-2615_0006.jpg) (https://images.gamersyde.com/image_star_citizen-26794-2615_0002.jpg)

FPS module:
(https://images.gamersyde.com/image_star_citizen-26793-2615_0010.jpg) (https://images.gamersyde.com/image_star_citizen-26793-2615_0005.jpg)
(https://images.gamersyde.com/image_star_citizen-26793-2615_0006.jpg) (https://images.gamersyde.com/image_star_citizen-26793-2615_0012.jpg)

Planetside module:
(https://images.gamersyde.com/image_star_citizen-26795-2615_0001.jpg) (https://images.gamersyde.com/image_star_citizen-26795-2615_0002.jpg)
(https://images.gamersyde.com/image_star_citizen-26795-2615_0005.jpg) (https://images.gamersyde.com/image_star_citizen-26795-2615_0004.jpg)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 30, 2014, 04:25:12 AM
Every ship in Star Citizen will feature damage states. Here's some examples of what that will look like:

https://youtu.be/XsgysN70OQI?t=2m20s

https://youtu.be/3xDePLnLBvc


Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on December 03, 2014, 03:53:17 PM
Just some cool concept artwork from a ship called Carrack. Star Citizen has some really talented concept artists.

(https://transit6.cargocollective.com/1/8/258061/8403272/Carrack_Landed_Final_Gurmukh_half_1445_c.png)
(https://payload305.cargocollective.com/1/8/258061/8403272/Carrack_Front_Top_space_Gurmukh_half_2000.png)
(https://payload305.cargocollective.com/1/8/258061/8403272/Carrack_Enter_Jump_Final_Gurmukh_half_2000.png)
(https://payload305.cargocollective.com/1/8/258061/8403272/Carrack_top_three_quarter_gurmukh_half_2000.png)
(https://payload305.cargocollective.com/1/8/258061/8403272/Carrack_top_view_final_Gurmukh_half-b_2000.png)
(https://transit6.cargocollective.com/1/8/258061/8403272/update_Carrack_side_view_final_Gurmukh_half-b.png)
(https://payload305.cargocollective.com/1/8/258061/8403272/Carrack_front_view_final_Gurmukh_half-b_2000.png)

https://gurmukhbhasin.com/star-citizen

Behind the scenes of designing the Carrack:

https://youtu.be/-cAOLoX1K6U
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on December 06, 2014, 12:13:51 PM
One aspect of Star Citizen that I really look forward to is the ability to crew your ship/frigate with your friends or NPCs in a Star Trek kind of way:

(https://img2.wikia.nocookie.net/__cb20120115093048/memoryalpha/en/images/1/1e/Sovereign_class_bridge.jpg)

Here's some updates from Chris Roberts regarding multi-crew ship, it's a good read:

Quote
MULTI-CREW SHIP SYSTEMS

Can space be more fun with friends? We think so, and we aim to prove it. In gaming, the traditional space sim storyline pits the player against the galaxy. Sure, Colonel Blair had some wingmen … but when it came time to take on the Kilrathi, he was always in the driver’s seat. But now think back to your favourite film or television series: whether it’s the straight-laced crew of the Enterprise exploring strange new worlds or scruffy Browncoats struggling to keep Serenity in the black, great stories spring from Human interaction. Mowing down an alien armada by yourself is a lot of fun … but imagine taking Luke’s seat on the Millennium Falcon, fending off TIE Fighters with the turret while your buddy plays Chewie and tries to repair the hyperdrive.

That’s exactly what the team at Foundry 42 has been charged with replicating in Star Citizen! For Squadron 42, Chris Roberts asked us to develop a system that naturally encourages cooperative play and promotes teamwork rather than forcing anything specific on the player. Like every aspect of Star Citizen, it needs to be immersive, it needs to be engaging … and it needs to function beyond our particular piece of the puzzle. The multi-crew systems we premiere in Squadron 42 will go on to appear throughout the Star Citizen world!

Coming up with this system has been a major task for our designers. We are aiming for a very particular ‘sweet spot’: multi-crew ship positions that are both fun AND that make sense in the Star Citizen world. Some positions are easy: flying a ship will always be fun, manning a turret is great … but how do we find something real and important and fun that will encourage players to want to serve as navigators or engineers?

After a lot of research and a lot of thinking (and credit where credit is due: a lot of Star Trek viewings and team games of Artemis Bridge Simulator) we’re excited to share with you our plan. As with every design post, this information represents our current thinking, not necessarily the final details. We’re beginning to implement these systems as we look forward to Squadron 42 Chapter 1 and Arena Commander 2.0 … and like everything else in the game, they will be tweaked and improved as we see them in action and get real player feedback.

We’ve put this post together largely in response to backer questions about the Carrack. The specific answer to the ongoing question is that yes, you can operate a Carrack by yourself using the control system outlined below… but that we believe that it will be significantly more fun for users of such larger ships to take on the galaxy with friends.

Overview

When we first envisioned the concept of crew stations for capital ships, we thought they could easily be adapted for multi-crew ships. However it soon became apparent that the crew station actions available to a capital ship might be too involving for one of the smaller multi-crew ships, so we split the ships into three categories.

Ships such as the Hornet or 300i, would retain the single-pilot HUD similar to what you see in Arena Commander now (note that different manufacturers will have different style HUDs). This system is geared towards helping the pilot to make quick adjustments on the fly which is perfect for when you’re dogfighting or weaving through an asteroid field! However on larger ships you may have additional crewmembers who will be able to make adjustments and tweak to your ships systems with greater fidelity.

Capital ships such as the Javelin will require multiple players (or NPCs) to run all the various ships systems, man turrets and even perform tasks such as reloading torpedo bays or repairing power relays. As there are far more weapons and ship components to manage, the station interfaces need to be more complex and therefore require each crew station to be dedicated to a single action, at least for the first iteration.

However, with multi-crew ships such as the Retaliator, Freelancer or Constellation, we needed to approach the concept of stations a little differently. You, the fans, expressed an interest in being able to fly your multi-crew ships solo as well as having the option to invite friends to man the various support stations and turrets. Therefore we decided that you should be able to fly a multi-crew ship solo, having access to the same management system seen on the HUD of any single-pilot ship. However, should you want to invite your friends along to help manage your ship, you could access additional crew support stations, giving you a little more control over the ships’ various systems. In brief, multi-crew ships needed to be entirely more flexible than either single-seat or capital ships.

Crew Stations

Crew stations are the physical object that you interact with – a console that you either sit down or stand up at to perform your duties. These stations will have a single, fixed-ratio screen where the management UI, or “action,” is displayed. Keeping the screen a fixed size is important as it allows us to use the same UI across all ships and stations without having to reinvent the layout every time.

The screen itself will be similar to the holo-table in the hangar, in that information is displayed and updated in real-time in the game world allowing others to view your performance. This is good for the captain or commander, who make sure you’re not playing Galaga, and for you as you’re logged on to the station, as they you will be able to view any action on the bridge without necessarily having to exit your station.


Read more here:

https://robertsspaceindustries.com/comm-link/transmission/14354-Letter-From-The-Chairman-Multi-Crew-Ship-Systems
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on December 11, 2014, 02:05:54 PM
Wanna get hyped, here you go:

https://youtu.be/INS_YZl85rQ
Title: Re: Star Citizen
Post by: Nick on December 12, 2014, 05:42:28 AM
I really have just been browsing this thread from time to time, but really like where this game seems to be going. Not sure if my PC will be able to handle it (likely not), but whenever I get my next computer I'll likely pick this up. Who knows, might even have a new PC by the time this is out.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on December 12, 2014, 06:08:16 AM
I really have just been browsing this thread from time to time, but really like where this game seems to be going. Not sure if my PC will be able to handle it (likely not), but whenever I get my next computer I'll likely pick this up. Who knows, might even have a new PC by the time this is out.
Glad you enjoy what you see and hear. It's shaping up to be one mammoth of a game. It will be demanding that's for sure but as you say it's atleast 2 years before we see the full release so there's no need to upgrade or anything right now. To give a reference the Arena Commander in it's current state runs really good with my 780, it's of course only a small segment of the game but for an early alpha build it's really well optimized.

If you have questions or just wanna now more about SC the best way is to check out this fan manual, it's pretty amazing:

https://forums.robertsspaceindustries.com/discussion/192638/the-big-star-citizen-admire-s-manual-v2-150-pages-and-32k-words-of-almost-everything-star-citizen/p1
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on December 19, 2014, 12:43:34 PM
Livestream:

https://www.twitch.tv/StarCitizen
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on December 19, 2014, 06:53:12 PM
Quote
Arena Commander 1.0 is here! Today’s release marks the most significant update to Arena Commander yet, adding both the long-awaited lobby system and more than tripling the number of flyable ships. Every variant of the Aurora, Mustang, 300 and Hornet are now flyable, as are the base models of the Cutlass and the Avenger. If you’ve been waiting to fly one of Star Citizen’s single-seaters, there’s a good chance your ship has come in today!
:metal

Consolidated Outlands Mustang Commercial (https://youtu.be/BR07oZC0QHU)

Imagine: Star Citizen (https://youtu.be/lJJ9TcGxhNY)
This trailer is made by a fan in collaboration with CIG. CIG reached out to him because of a fan trailer he made and asked if he would be interested in making a similar trailer but with official game assets. Pretty damn cool of them to do that.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on January 01, 2015, 06:40:31 AM
(https://robertsspaceindustries.com/media/kxr00po6ijeenr/source/FPS_Battle_Arena.jpg)

What you're looking at is a FPS Battle Arena featuring Zero-G combat that will include in the FPS module later this year.
Title: Re: Star Citizen
Post by: abydos on January 01, 2015, 01:16:42 PM
I wonder if this would end up running OK on my 270x card and a future i5 4460. Of course, I hope they deliver at least 30% on what they promise, that would be the best game ever.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on January 01, 2015, 04:14:59 PM
It will indeed be a demanding game if you wanna run everything maxed, it all depends on what the lower graphical threshold will be. My 780 runs the Arena Commander module just fine maxed out but that's of course just a small part. When the first episode of Squadron 42 is out when can have the first indication of what will be needed, still that's only the singleplayer and not nearly as demanding as the persistent universe will be.
Yea they have ALOT to live up to but I do know that they have some amazing talent on board and a big dev team around the world so i'm hopefull that even though not every promise may be fullfilled at launch, the game will grow and be improved upon after launch.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on January 04, 2015, 03:24:33 PM
Not realated to SC but it's a cool project. The fact that it's as far as I know only one guy working on it makes it pretty amazing.

Limit Theory Development Update #21 (https://youtu.be/0tPdbLe3zx0)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on January 21, 2015, 12:46:04 AM
During Chris Roberts talk at BAFTA LA he revealed the current schedule for CIG:

(https://i.imgur.com/lFnU8Oy.png)

2015 will be an exciting year for anyone interested in this game, like me!  :biggrin:
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on January 24, 2015, 05:42:44 AM
Concept video of how jump points through wormholes will work:

https://www.youtube.com/watch?v=lfpaOIRl7hM
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on January 31, 2015, 05:16:59 AM
I love stuff like this, when they go into detail about certain aspects about the game. Besides looking forward to the actually game I also enjoy reading and hearing about the developing process. I don't think any game studio ever has been so open and transparent about their game so long before release as CIG. It's really inspiring hearing the passion and creativity the people at CIG has.


Quote
Design: mobiGlas

When we started working on Star Citizen, we were trying to wrap our minds around the daunting amount of mechanics and features that would be present in such a rich game universe. Part of the team was tasked with designing character customization and the in-game shopping experience. We were trying to figure out a way to make shopping into something intuitive, immersive and viable in a multiplayer setting with the least amount of edge cases possible.

At that time, we knew very little about the mobiGlas, except that it was going to be the mobile device of the future and that it would be built from a very strong piece of polymer known as Glas. We had a hunch that the answer to our problems rested upon this device.

As we iterated on various ways to create the shopping experience of the future, the first augmented reality (AR) design of the mobiGlas was born, and from that point, it became clear that AR interfaces would be used widely across the game.

We pitched it to Rob and Chris (more than a year ago now). The goal of this concept was to present a unified user interface for Star Citizen. We proposed a personal electronic device that all players have with them all the time. It could be used as the ultimate replacement to traditional game menus and heads-up displays, while staying true to Chris Roberts’ vision of a totally immersive experience where shopping, messaging and customizing is made in a physical way with diegetic interfaces.

Since then, collaborative work between talented individuals has made the mobiGlas grow into the current design, while staying true to its original purpose. The following article is a deep dive into the mobiGlas current design state. We’ll go over the device itself, its uses, and some of the Augmented Reality Systems, as well as an overview of the apps you’ll be using every day.

More details here:
https://robertsspaceindustries.com/comm-link/transmission/14466-Design-MobiGlas


mobiGlas AR - In game footage (https://youtu.be/U2GmLvwtnCk?t=14m58s)


(https://i.imgur.com/RatcV8F.jpg)
(https://i.imgur.com/yDzrm7X.jpg)
(https://i.imgur.com/PM1a9gG.jpg)
(https://i.imgur.com/5i2nFKn.jpg)
(https://i.imgur.com/EylfMab.jpg)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on February 12, 2015, 04:57:28 AM
You live in the UK and wanna have your face in SC? Well here's your opportunity then:

(https://pbs.twimg.com/media/B9ku57ACUAIcOpz.jpg)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on February 15, 2015, 05:59:09 AM
Me and some friends played Arena Commander last night. Pretty cool looking at ships getting demolished:

https://youtu.be/xKQyk1TbaEk
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on February 21, 2015, 10:08:45 AM
ORION Mining Platform:

(https://robertsspaceindustries.com/media/hfpnkupg7gr6er/source/RSI_Orion_Situ1b_150219_GH.jpg)

Such a bad-ass ship! What's cool to know is that this concept was done by George Hull (Jupiter Ascending, Chappie, Elysium, Matrix, Transformers.....)

Here you can read about how mining will work:

DESIGN: THE MINING OCCUPATION (https://robertsspaceindustries.com/comm-link/transmission/14522-Star-Citizen-Careers-Mining)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on February 28, 2015, 08:22:34 AM
Star Citizen Careers - The Fighter Pilot (https://www.youtube.com/watch?v=OUYiGJ-r1Bg)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on March 07, 2015, 04:41:13 PM
Get hyped for the FPS module being showed this weekend at PAX EAST! Playable demo of two maps will be up and running at PAX tomorrow, right now the presentation is about to start, unfortunately CIG won't live stream it only record it for later upload. You can however follow this unofficial live stream in full blown potato quality:

https://www.twitch.tv/badnewsbaron

I'm very much looking forward to trying out the FPS module because it's the next step that will bring SC closer to what it actually is: First Person Universe.

Edit: It's live!!

Aegis Retaliator Pre-Flight Check (https://youtu.be/fxEWc6IvtQc)
New Damage Model (https://youtu.be/OkAaLd0FdK0) Seriously, amazing!!
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on March 10, 2015, 03:54:22 AM
Star Citizen PAX East Presentation (https://youtu.be/v8BL8gXjc54)

2:49 Pun no1
4:12 Old Damage Tech
6:37 New Damage Tech
9:50 Aegis Retaliator Showcase
14:09 Animation update FPS module
21:19 Pun no2/FPS module has got an in-game name: Star Marine
For those who are unaware both the Arena Commander (Dogfighting Module) and Star Marine (FPS Module) are in-game simulations and can be accessed through your hangar in so called simpods (https://www.youtube.com/watch?v=yi4l088qOGY).
24:20 Traditional combat
28:37 Zero Gravity combat
40:10 What's next?
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on March 20, 2015, 06:33:18 PM
Star Citizen 1.1 is now live!

https://robertsspaceindustries.com/comm-link/transmission/14572-Star-Citizen-11-Is-Live

Arena Commander, Star Marine and the sociale module are soon to be merged together with your hangar, starting with AC in 1.1. AC and SM are from now on in-game simulations and will be accesible through a simpod in your hangar. The sociale module will be connected so you can walk to it from your hangar. This is the beginning steps to merge everything together and form the Persisten Universe, so from now on the game will be called Star Citizen 1.1 - 1.2 and so on. Big things are coming this year!!  :)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on June 12, 2015, 05:43:56 AM
Star Citizen Idris Frigate greybox preview (https://www.youtube.com/watch?v=fFF925ch09Y)

You get a glimps of the sheer seize of what some of the bigger ships in SC will be like. The amount of modeling and decoration a ship like this will need to look real is a giant task. That's why some ships takes several months to complete.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 07, 2015, 07:45:25 AM
Don't miss the big presentation tonight if you're interested in SC:

https://www.twitch.tv/starcitizen

Unfortunately i'm at work so i'm missing the damn thing.  :angry: Will have to watch the recap.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 29, 2015, 07:09:18 AM
The next module is now released, which is the so called Social Module.

Quote
The first release of Star Citizen’s Social Module is now available on the live server! We would like to thank the thousands of backers who helped stress test this release on the PTU early in the week; now we’re excited to make it available to everyone. You can access the complete patch notes for today’s release, Star Citizen Alpha 1.2, here.

The Social Module represents our first step into Star Citizen’s Persistent Universe. In the coming months, you will begin to see Star Citizen’s formerly-disparate modules come together into our long term vision for the game. Today, you can enter your Hangar, load up Arena Commander and take the elevator to explore ArcCorp with other players. From here, expect to see the universe expand!

Full design post:
https://robertsspaceindustries.com/comm-link/transmission/14927-Welcome-To-ArcCorp-Star-Citizen-12-Released



What we have now in terms of modules and how they all will be emerged:

(https://i.imgur.com/2zai7x7.png)

What we should have before the end of this year:

(https://i.imgur.com/YeDjtoB.png)

What the full game eventually should have:

(https://i.imgur.com/0blhKik.png)

Title: Re: Star Citizen
Post by: ReaperKK on August 29, 2015, 11:10:27 AM
Ok so I have seen Star Citizen pop up everywhere from reddit to here. What is released now and what can I get into playing right now?
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 29, 2015, 01:29:19 PM
Ok so I have seen Star Citizen pop up everywhere from reddit to here. What is released now and what can I get into playing right now?
Three very important things before you go any further:

#1 The FULL GAME won't release at the earliest late 2016 but be prepared for 2017 or even 2018!
#2 You pledge for the game right now, that's why ships are expensive BUT once the game is launched you can get everything for FREE in the game. 
#3 The game is being buildt in modules meaning that they have a module for diffrent aspects/sections of the game. All these modules will eventually be emerged into eachother and form what is called The Persistent Universe. Every module that's released now is early Alpha or even pre-alpha. This game is very much in open development so bugs, glitches, server crashes, instability or whatever are to be expected and also things are not optimized at this stage, pure and simple.

If you're still interested keep on reading, if not then that's completely cool. Just let the development period run it's course and come back when the game is near completion.   :)


To get to the point: So far 3 modules have been released to the public and is available to play RIGHT NOW:

The Hangar module
View the ships you bought and your hangar is your starter point once the Persistent Universe goes live. In your hangar you have access and can play Arena Commander and soon also Star Marine through a so called SimPod, think a game within a game. You also have access to ArcCorp through your elevator in your hangar.

Arena Commander 1.0 (Dogfighting Module)
A dogfighting simulation that let's you test the dogfighting portion of the game in diffrent game modes. You can test fly your single seater ship/s in diffrent scenarios and game modes. You also have free flight which let's you fly your ship freely.

ArcCorp (The Social Module)
Lets you visit and explore a landing zone on ArcCorp (planet) and interact with other players as a first taste of The Persistent Universe. You can access this module through your hangar.


The cheapest way to get the game is to pledge for one of the following packages:

AURORA MR AC STARTER (https://robertsspaceindustries.com/pledge/Packages/Aurora-MR-AC-Starter)
MUSTANG ALPHA AC STARTER (https://robertsspaceindustries.com/pledge/Packages/Mustang-Alpha-AC-Starter)

Those packages include:

Arena Commander Pass (Only Beta Access not Alpha!)
SelfLand Hangar
Starting Money: 1,000 UEC
3 Month Insurance
Digital Star Citizen Manual
Squadron 42 Digital Download (The singleplayer campaign of Star Citizen)
Star Citizen Digital Download
Beta Access


****IMPORTANT to get Alpha access you have to buy Arena Commander Alpha Pass for 5 Euro and that's because alpha access is a special perk for early backers.**** (https://robertsspaceindustries.com/pledge/Module-Passes/Arena-Commander)



Upcoming Modules this year:

Star Marine (FPS Module)
FPS combat simulation that let's you test the FPS multiplayer portion of the game in diffrent game modes including combat in Zero-G.

Arena Commander 2.0
The same as AC 1.0 but with multi-crew ships and a large map.

Nyx (a new planet/location to explore) (https://www.youtube.com/watch?v=R4-loB94HIg)


I hope I was clear, it's alot to digest!  :)
Title: Re: Star Citizen
Post by: Nick on August 29, 2015, 01:56:22 PM
I''ll be building a PC in December, and at that point will be looking to get this and watch it develop.
Title: Re: Star Citizen
Post by: ReaperKK on August 29, 2015, 02:10:14 PM
Looks really interesting, I have a fairly high end gaming PC but sadly finding the time to game is the issue.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 29, 2015, 06:12:52 PM
I''ll be building a PC in December, and at that point will be looking to get this and watch it develop.
Cool man! Yea next year is a great time to start follow the game. Alot of the important ground work and engine related problems like moving to 64 bit and double precision have been ironed out this year which means they have scaled up the seize of the world like crazy. The upcoming AC 2.0 will feature a ruffly 2,700 km in diameter large map which will resemble a system in the persisten universe, the current map in AC 1.0 is about 20km across. The large map will also feature large ships and multi crew allowing for friends to mount turrets and other areas on your ship.

Multicrew Demo: LIVE Version (https://www.youtube.com/watch?v=a9rqPp_Cyk4)

One very important tech is the ability to walk in your ship during flight without rubberbanding which is a big problem in multiplayer games in general. They have solved it nice with the inside of the ship being a seperate instance from the outside or something like that, you can see it a bit in action here (https://youtu.be/a9rqPp_Cyk4?t=5m47s).

Looks really interesting, I have a fairly high end gaming PC but sadly finding the time to game is the issue.
Yea I can relate. Luckily there's no hurry getting into the game, I find it extremely interesting to just read about how they solve diffrent tech problems.  :)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on September 06, 2015, 04:09:38 AM
Audio update on Star Marine:

https://vimeo.com/138360203

Sounds amazing this early on.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on October 10, 2015, 12:30:33 PM
Be sure to tune in on their twitch stream if you wanna see the latest from the game. It's live from CitizenCon in Manchester, UK and it's starts in 30 mins:

https://www.twitch.tv/starcitizen

Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on October 12, 2015, 03:57:20 AM
CitizenCon was pretty amazing with some really cool stuff:

Star Citizen: The Story so Far (https://www.youtube.com/watch?v=eEH2GpV8Ua4)

A flashback on how the company has grown since 2012.

Star Citizen Alpha 2.0: LIVE Demo (https://www.youtube.com/watch?v=y_zTVVG-WF4)

A live gameplay video of the biggest upcoming update to Star Citizen yet. This will merge all the modules into the first iteration of the Persistent Universe.

Star Citizen Alpha 2.0: Press Demo (https://www.youtube.com/watch?v=SrpeLpQWzTk)

The same but a bit cleaner and without CR talking.

Star Citizen - Star Map (https://www.youtube.com/watch?v=4eAD0liNeis)

Demo of the web-based ARK Starmap which you can try out right now: https://robertsspaceindustries.com/starmap

Squadron 42: Bishop Senate Speech (https://www.youtube.com/watch?v=8EC4WHPxnrk)

The very first glimps at Squadron 42 which is the single player campaign of Star Citizen and seperate game from the Persistent Universe.

The cast: Gary Oldman, Mark Hammil, Gillian Anderson, Liam Cunningham, Ben Mendelsohn,
Mark Strong, Jack Huston, John Rhys-Davies, Rhona Mitra, Andy Serkis.

Squadron 42: Facial Animation Technology (https://www.youtube.com/watch?v=G1eLecTsTSw)

^^Do not miss this video!

Squadron 42: Behind the Scenes (https://www.youtube.com/watch?v=T4oOL26Qn7U)

Squadron 42 - Gary Oldman Interview (https://www.youtube.com/watch?v=UTuhr_vzTEE)

Squadron 42: The Morrow Tour (LIVE Version) (https://www.youtube.com/watch?v=qexLUpQJPw8)

A live gameplay video although no pew-pew of a segment of the campaign, keep in mind it's a very early demo and lots of features and details are missing. One cool detail is that the entire segment is being played onboard the Idris Frigate which is a ship that you can OWN and FLY in the Persistent Universe although you would need friends/crew or NPCs.

(https://i.ytimg.com/vi/fFF925ch09Y/maxresdefault.jpg)

Here's a glimps of the Idris doing a drive by: https://youtu.be/a9rqPp_Cyk4?t=19m52s

CitizenCon 2015: Full Presentation (https://www.youtube.com/watch?v=_5sRUYwgWGI)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 20, 2015, 08:17:56 AM
Star Citizen Alpha 2.0 have finally been released although only for a selected number of the most active players, I think around 1000. In a weeks time it will be on the live build.

Constellation take off:

https://youtu.be/94l8Psq8MY0

Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 22, 2015, 03:16:26 AM
Star Citizen 2.0 PTU - Constellation Andromeda Gameplay in the Mini PU (https://www.youtube.com/watch?v=oC17567Zg8Y&list=LL4_z5MyLieFskFPIRs9xUPg&index=2)

Constellation Destruction by Vanduul Glaive (https://www.youtube.com/watch?v=PajwXmZHrFw)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on December 11, 2015, 06:12:04 PM
Hellyeah!!  :metal The time has come for the first public release of Star Citizen Alpha 2.0:

Star Citizen Alpha 2.0 Gameplay Trailer (https://www.youtube.com/watch?v=xf4zCCjBwOA)

This is a big step forward for SC because alot of core tech and modules like Dogfighting, FPS, Multicrew and more are mixed into one gamemode which is the very foundation for The Persistent Universe.

Here's what you get:

Open World Missions

- 8 Comm Array missions involving dogfighting and EVA, 8 Research missions involving protecting civilians or recovering lost data and 1 Exploration mission of an abandoned station.
- 20+ Random Encounters – Most are random dogfighting encounters, often with a mix of friendlies and hostiles. 4 are random exploration missions involving finding lost wrecks.

First Person Shooter

- Recharging energy weapons.
- In-game pick-ups including ballistic weapons, ammo and MediPens.
- Player healing.
- Due to the open-world architecture of the Crusader system, FPS combat can occur on space stations, on the decks of ships, or even while engaged in EVA.
- A space station location specifically designed for and dedicated to FPS combat, including many stores and caches of personal weapons.

Spaceflight

- Constant and ongoing skirmishes and space dogfights between Pirate factions and insystem security forces in the Yela asteroid belt.
- Wreckage to scavenge in the Yela asteroid belt.
- Ship Repair, Refuel and Restocking at Cry-Astro.
- EVA – Extravehicular activity.
- Multicrew Ships.
- Multicrew ship gameplay! You’re not tied to your seat, you can walk around inside your ship with friends, and assume different responsibilities at different crew stations, such as ship’s pilot or copilot, engineer, or turret gunner.
- Ship to space transitions.
- Seamless first-person gameplay! Transit between the interior of your ship to outer space and back without any loading screen! Fly, fight, and spacewalk all in the same game.
- Quantum Travel, complete with limited fuel mechanics.
- All non-snub craft have a Quantum Drive that allows them to travel through local space at genuinely 0.2 speed of light.
- Mobiglass Mission and Journal system.
- EMP warfare in the Avenger Warlock.
- Large World tech that allows for extremely large expanses of space to explore without loading screens.
- New IFCS Flight models.
- Ship repair refuel and restock.
- Party system.
- Multi-ship crew stations.
- IFCS Flight Modes – Precision, SCM, and Cruise flight modes.
- Afterburner.
- Ship-to-ship EMP and disruption damage.

Locations

- 1 planet: Crusader.
- 3 moons: Yela with its asteroid belt, Cellin with a station and Daymar with a station.
- 3 distinct stations: Port Olisar (The new local shipping hub, a space hotel players get their start in), Security Post Kareah (our FPS PvP location), Covelex Shipping Hub (Abandoned shipping hub, acting as an EVA exploration location for players).
- 1 Cry-Astro repair and restock station.
- 9 Comms Arrays with encounters, missions and EVA exploration.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on March 18, 2016, 02:03:19 PM
Squadron 42: Behind the Scenes - Andy Serkis (https://www.youtube.com/watch?v=FanEYdkFQXA)
Love the Klingon:esq Vanduul language!  :metal

Tour of The Starfarer (https://www.youtube.com/watch?v=c2z-1ki1P3Q)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on March 19, 2016, 08:11:39 PM
The Starfarer was released yesterday and this version is newer than the tour video. Here's a demo:

https://www.youtube.com/watch?v=I7cWxn2yBzk
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 05, 2016, 03:01:54 AM
The tech behind damage states of large Capital Ships and in this case the final state:

Behind The Scenes: Catastrophic Damage of Capital Ships (https://youtu.be/ZNV-Y5hauZ0?t=19m26s)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 22, 2016, 10:04:45 AM
Star Citizen just had a big week at Gamescom with lots of new info but mainly these two where in the centrum:

The upcoming patch (https://www.youtube.com/watch?v=viBptJg6sZM)

and what's coming at the end of the year (https://www.youtube.com/watch?v=GucYhhLwIxg)



Title: Re: Star Citizen
Post by: ReaperKK on August 22, 2016, 11:01:52 AM
This past gamescom footage I think has finally made me interested in this game. I was thinking of finally getting into the game once my new build is done.
Title: Re: Star Citizen
Post by: abydos on August 22, 2016, 11:09:11 AM
The game has always interested me but I am not a fan of the pricing they've went with, I don't know if they'll keep that when it's released or is it just for the pre-ordering bonuses but it feels like p2w. I really hope they pull off the massive multiplayer idea they have, this is a truly giant scale especially with such fidelity and even though the videos they show are amazing I am still skeptical that such thing can be done well today, feels like they are ahead of the times a bit.

They really need to fix the FPS issues too :)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 22, 2016, 12:26:25 PM
Yes the ships are expensive but that's for those who wanna support the game development with various pledges. For $56 you get everything you need for the persistent universe including a starter ship. Once the game launches you have the ability to buy all ships for in-game money.

Regarding the pay 2 win argument it's debatable but for me atleast I don't play this game to win because there's no end game. All the ships have diffrent roles for diffrent professions and needs so you can't really say one ship is better than another. It's entirely dependent on your needs and what you wan't from the game.
If you're a solo player and you have a big ship like the Starfarer that needs a crew of 7 remember you have to hire a crew of NPCs or hire players for money in order to crew all the stations on the ship. If you fly the ship yourself you're a sitting duck in space.
One F7C-Super Hornet with a pilot and gunner can easily take down a Starfarer that's not properly crewed.

They really need to fix the FPS issues too :)
Yea it's an on going issue that hopefully will be better once they implement their new netcode solution. At the moment the game runs above 60fps in singleplayer so it's not entirely the lack of optimisation in MP even though that of course would help alot, it's more all the data streaming that's though for the clients and server.
Title: Re: Star Citizen
Post by: abydos on August 22, 2016, 12:28:44 PM
From how I read it, the 56$ pack is only for the single player part of the game, which is fair - standard pricing. But when it comes to MP and the persistent universe, then you get all those pledges with better and better ships so it is an advantage because even if you're not playing to win or compete, someone who paid more money than you will do better than you or just come and kill you with a better ship.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 22, 2016, 01:27:23 PM
From how I read it, the 56$ pack is only for the single player part of the game, which is fair - standard pricing. But when it comes to MP and the persistent universe, then you get all those pledges with better and better ships so it is an advantage because even if you're not playing to win or compete, someone who paid more money than you will do better than you or just come and kill you with a better ship.
If they kill me and they paid for their ship with real money or in-game money, does it matter in the end? A better ship on paper should beat a lesser ship but the variables are more than that. If they simply have a better fighter than me I may have more hours logged on my fighter and I still have a chance to beat them which boils down to skill. If I have a crew with me the odds are diffrent. If the ship they bought is a big expensive cargo hauler they better have good protection with them because my crew would rek them to the left and right. If I have a small nimble ship I may turn quicker and win the fight over a heavy fighter.
Then we also have the fact that the universe they're planning is BIG (https://robertsspaceindustries.com/starmap) so the odds of you meeting that one better ship that someone paid for may not be that high either, I think one should worry more about enemy NPCs because those will be the enemies you meet the most. Honestly i'm not to worried about the whole thing.


Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 23, 2016, 02:29:48 AM
This past gamescom footage I think has finally made me interested in this game. I was thinking of finally getting into the game once my new build is done.
:tup A bit of a warning though, the game is still in heavy development so bugs, lag, glitches, crashes is to be expected so a scoop of patience is healthy to have. You can still enjoy it though and for being in pre-alpha it looks amazing so that's something to enjoy. Honestly atm I just enjoy following the development of the game, I never seen a game company so transparent like CIG. The good thing about that is that you know what to expect and not expect from the game and it's alpha builds which helps contain the hype to a healthy level.
Title: Re: Star Citizen
Post by: ariich on August 23, 2016, 02:40:27 AM
If they kill me and they paid for their ship with real money or in-game money, does it matter in the end?
To me, yes it does. In-game money that is earned by playing the game well is a part of the game. Paying real money to get a head-start prioritises those who can afford it, which I don't really like as an idea. But then again, I'm not really into MMOs anyway - I'm more interested in the Squadron 42 single player game.

Quote
A better ship on paper should beat a lesser ship but the variables are more than that. If they simply have a better fighter than me I may have more hours logged on my fighter and I still have a chance to beat them which boils down to skill. If I have a crew with me the odds are diffrent. If the ship they bought is a big expensive cargo hauler they better have good protection with them because my crew would rek them to the left and right. If I have a small nimble ship I may turn quicker and win the fight over a heavy fighter.
Well yeah, but that's the case with anything. But assuming skill and hours logged are equal, then they have an advantage simply because they could afford to pay more in advance.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 23, 2016, 03:45:34 AM
If they kill me and they paid for their ship with real money or in-game money, does it matter in the end?
To me, yes it does. In-game money that is earned by playing the game well is a part of the game. Paying real money to get a head-start prioritises those who can afford it, which I don't really like as an idea. But then again, I'm not really into MMOs anyway - I'm more interested in the Squadron 42 single player game.

What I mean is that if you get killed you still wouldn't know if the person that killed you had a ship they paid for with real money or not, the only thing matter is that he was a better pilot than you or you just had a bad time besides it's not like there's one ship that's above all other ships anyway, every ship has it's pros and cons depending on it's role. Honestly, I don't worry about it that much.

I think it's also important to know that buying more and more ships is not some form of end game, if mining is your profession that's the only kind of ship you need now going of and mine by yourself without protection is stupid so hiring mercenaries to protect you is necessary to protect your cargo.

Side note but I find this about how diffrent professions goes hand in hand kind of poetic:

"A trader will be running a long haul for cash, it will take a long time to load and unload the ship and then a long time to travel."
"A mercenary will accept payment from a trader in order to protect them."
"A pirate will be attacking these trade runs in order to make some quick cash, steal a ship, steal some of the cargo, for fun."
"A bounty hunter will be hunting down known pirates for their crimes, then get paid to do it."

Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 24, 2016, 12:33:53 PM
I think this is a pretty good discussion about the Pay 2 win argument, i'm not to worried about it but it's good to listen to both sides.

Star Citizen: The Capital Ship Problem (https://www.youtube.com/watch?v=Ggkmah2axIw)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on October 11, 2016, 01:51:25 PM
Star Citizen: Procedural Planets v2 (https://www.youtube.com/watch?v=pdCFTF8j7yI)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 22, 2016, 10:17:26 AM
Nice montage feat. 3 of the biggest capital ships in SC so far.  The Idris Corvette, Javelin Class Destroyer and The Bengal Carrier. Interesting note: The Bengal currently has the Guinness World Record of most polygons (https://books.google.se/books?id=MNEyDQAAQBAJ&pg=PA123&lpg=PA123&dq=star+citizen+the+bengal+guinness&source=bl&ots=fkXKVc8Vc5&sig=2EOro48JqPEUnc0LqLdYJJuKzCg&hl=sv&sa=X&ved=0ahUKEwiQ9qWy7rzQAhWBlSwKHZZ1DpgQ6AEINzAD#v=onepage&q=star%20citizen%20the%20bengal%20guinness&f=false) in a playable spaceship which is kind of weird when the ship isn't publicly playable yet but the record is still there though.  :lol

Star Citizen: Big Guns of the UEE (https://www.youtube.com/watch?v=iGWggc7KjJE)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on December 31, 2016, 02:54:44 AM
Had this opportunity to jump onto a Caterpillar yesterday. The fact that you can get lost inside the ship is pretty cool considering it's something you can fly and crew. It's basically a floating level within the game and yet this ship is not the biggest in the game and far from that compared too upcoming ships.

https://youtu.be/ySqZA_phseQ
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on March 26, 2018, 03:11:34 PM
Here's the biggest flyable ship in the game yet. 155meter and it's main inspiration is the Nostromo from Alien. Such a cool ship!

Star Citizen 3.1 | AEGIS RECLAIMER SHIP TOUR (https://www.youtube.com/watch?v=DmZ44Su0o9w)
Title: Re: Star Citizen
Post by: ReaperKK on March 27, 2018, 08:09:18 PM
That is really awesome. I really need to get Star Citizen and check it out
Title: Re: Star Citizen
Post by: MetalJunkie on March 28, 2018, 02:29:41 PM
Wait, has 3.1 dropped?
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on March 28, 2018, 03:18:24 PM
Wait, has 3.1 dropped?
Not on the live branch only on PTU.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on March 31, 2018, 09:24:35 AM
3.1 just went live altough it's probably not very stable.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 12, 2018, 03:33:33 AM
3.3 went live recently and the performance is better than ever. It's amazing how the game feels completely diffrent when you get stable framerate. You see all the details and enjoy the gameplay much more and you also get a true sense of the scope of the game and what they're trying to achive, it's like no other game at present time, honestly.

Unfourtunatly the build is plagued by server issues atm, hopefully they patch it soon.
Title: Re: Star Citizen
Post by: ReaperKK on November 12, 2018, 04:56:35 AM
I heard that's the big update they showed from the convention right?
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 12, 2018, 05:37:50 AM
Yea pretty much although some things have been pushed back to 3.4. Some new planets wasn't ready for example and the new flight system.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 13, 2018, 11:11:26 AM
Waiting for a friend at some bar at Grim Hex in Yela system.

(https://scontent-arn2-1.xx.fbcdn.net/v/t1.0-9/46142977_1186723924811676_4479292706635382784_o.jpg?_nc_cat=101&_nc_ht=scontent-arn2-1.xx&oh=23c3e4bae4438418bafd705a7c9059d5&oe=5C7D6B3A)
Title: Re: Star Citizen
Post by: ReaperKK on November 13, 2018, 01:07:53 PM
Man that looks gorgeous
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 13, 2018, 02:26:09 PM
Yea the atmosphere in the game is awesome, it's a bit empty because they haven't really implemented the NPCs fully and because the game is so big, you really don't encounter other players that much unless your at popular spots. The crazy part is that they only have ONE system (Stanton) implemented yet and that's not even fully in the game. Crusader with it's moons is available. Hurston planet with it's moons are coming in the next patch and are being tested in Evocati right now. The location i'm at in the picture is an outlaw station located in an asteroid belt surrounding Yela which is a moon orbiting the planet Crusader, I first thought the system was called Yela.

This is the system that's in the game right now:

https://robertsspaceindustries.com/starmap?location=STANTON&camera=60,92.52,0.002,0,0

Don't forget to zoom out.  ;)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 15, 2018, 05:15:08 AM
Fun fact: Going from Port Olisar (Space Port outside planet Crusader) to planet Hurston will take around 14mins with a single seater ship using Quantum Travel, now the time will differ depending on what Quantum Drive you have but that's by using your Quantum Drive. Crossing planets in a star system without QT would probably take months IRL.
That's one part of the game I love, it makes you feel very tiny and lonely in the game which is a key factor of making space feel immense as it is IRL.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 20, 2018, 05:07:03 AM
If anyones interested there's a free-fly week coming up 23-30th of November where you can try ALL the current flyable ships in the game for free, you only have to sign-up for an account.

https://robertsspaceindustries.com/comm-link//16849-Anniversary-Promotion-Free-Fly-Details

Title: Re: Star Citizen
Post by: ReaperKK on November 20, 2018, 05:20:00 AM
That is pretty dope. I'm definitely going to be in on that.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 20, 2018, 05:52:33 AM
That is pretty dope. I'm definitely going to be in on that.
You can use my referral code when you sign up if you want  :)

STAR-6TMH-57DQ
Title: Re: Star Citizen
Post by: Nick on November 21, 2018, 12:52:19 PM
I'll be away the first three days of that, but when I return I figure if there is ever a time to check it out, might as well.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 21, 2018, 01:09:15 PM
I'll be away the first three days of that, but when I return I figure if there is ever a time to check it out, might as well.
Cool, they do this from time to time but not this big though.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 22, 2018, 03:53:30 AM
Here's a good start guide for new players, it's worth having a look if you wanna try the game during the weekend because it can be a bit frustrating to learn the game if you just directly jump into the game and also the fact it's ALPHA so things will change and bugs and glitches are a thing. It's also better to assume the performance will be shit, if not then happy days.  :)

Star Citizen 3.3.x Quick Start Guide & New Player Tutorial (https://www.youtube.com/watch?v=eXgUBgrXdcA)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 24, 2018, 06:02:49 AM
So did a few tries yesterday and from Port Olisar to entering Loreville on planet Hurston the FPS was pretty solid from 45-60fps.
Once on Loreville the performance went down and all the NPCs borked out but still had about 25-40fps. I went to the Expo but sadly no ships had spawned. Found out it was a server loading bug and the only fix was to switch server until they poped up which was annoying.
(https://serving.photos.photobox.com/680655111ccdb9d08f70e34ee38884fecac8a4294fab38d6a85d7b76b3e564fe944081f0.jpg)

Tried again today and woke up at Loreville with this view, seems like persistence works yay. Which means you spawn in the area you logout in.
(https://serving.photos.photobox.com/07745489f61578fdd09c4d81522c9acd9f35b037cc32ab98e3282d86d91f7b2a9dbfb010.jpg)

Yay ships galore at the expo but apparently no NPCs  :lol
(https://serving.photos.photobox.com/0246677946b0c1ff22ee573454d8611daa979288a3332a242f590b26c1cf4f0d4b978f28.jpg)

Found this beast and had to try so I rented it. It's called Valkyrie and is a Military/Industrial cargo dropship.
(https://serving.photos.photobox.com/43454031970b55a9e6dc4dc740d3bbfba8836323ef376462068f43a641cf7fd31a9ca8ac.jpg)

Leaving the atmosphere of Hurston with a beautiful sunset.
(https://serving.photos.photobox.com/84892011da8f8ef02c60ee76608fef8c956990338abbee5be10684c2fa7a683ce78e7c79.jpg)

Found out the ship had side doors you could open.
(https://serving.photos.photobox.com/110970914899214d29d40dadbd233d3e7744b1b70a776993009b689c8f8121c4590b9ea8.jpg)

and what do I see at the right corner a doorgun.
(https://serving.photos.photobox.com/309306894ef081279ebdc99ef17395820f0296a70821206f259081b7fff7b47f275e382c.jpg)

Cool, doorgunners on each side of the ship.
(https://serving.photos.photobox.com/593863705aec4bc50e48579c1f8181f2191e6c59d568808d93e2736c7c6601ad675fea3b.jpg)

Frontview of the Valkyrie.
(https://serving.photos.photobox.com/98991084987f4520e22bbbbadfb9b0616f16b9e4a8225298f73a2c8d5d0a6e8516a6d320.jpg)

Just pure ship porn!
(https://serving.photos.photobox.com/619426765d9eabc8e34315156f2e7f80d864fc9cc1eba500d84ccf4b95551f15a7e5fe16.jpg)



Title: Re: Star Citizen
Post by: ReaperKK on November 24, 2018, 06:16:11 AM
What do your machine specs look like?
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 24, 2018, 06:24:32 AM
CPU: i7-4770K
RAM: 16Gb
GPU: 1080

Honestly your specs dosen't matter that much, right now it's mostly server based issues and bugs in general that's causing the most problems. Of course it helps with a good CPU and RAM.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 24, 2018, 07:29:38 AM
This is pretty bad-ass: https://www.youtube.com/watch?v=J60j11_UVMQ&%3Fvq=hd1080
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 24, 2018, 07:31:57 AM
Oh this might be even more bad-ass :lol https://clips.twitch.tv/GeniusShyDuckCoolStoryBob?fbclid=IwAR0pAIq-xd4zuvlszF5r-Qn8KjnFNC6DZB_hS4Zn1reZ6flTzy6ZLg0yZrU
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 25, 2018, 04:41:04 AM
Waste Management in the future, no wonder it smells so bad...

(https://serving.photos.photobox.com/55922869c493924bf927498a18df0ffc6fa4c25a3bb1d47c755f801732fdf8b7c3a4039b.jpg)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 25, 2018, 12:46:56 PM
Today it's Origin Jumpworks on display so I had to check out the 600i, that insane thing is like a luxury yacht.

Origin 600i (https://www.youtube.com/watch?v=SPNN_iHoItU)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 27, 2018, 05:12:50 PM
I had the most fun i've ever had in Star Citizen when my friends and I decided to crew a Reclaimer and take it for a spin. It's a freakin monster of a ship and the interior is inspired by the Nostromo from Alien.
One thing that you don't get by looking at photos is the scale of it, the whole ship is a flying level in a game!!


But still it fades in comparison to the Idris-M Capital Ship that was on display during the Aegis showcase, that's on another level but you couldn't enter the ship though.

Here's someone taking a walkthrough of Loreville to the Expo. At 48:47 you see the Reclaimer and 1:29 the Idris-M:

Star Citizen 3.3.6 - Aegis Experience - Day 4 - Feat. Idris - 4K | 2080-Ti (https://www.youtube.com/watch?v=OKx-mQZZm-8)


Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on December 03, 2018, 07:44:47 AM
Nice view on Hurston.

(https://i.redd.it/xu9g49yfix121.jpg)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on December 18, 2018, 06:40:34 AM
(https://i63.tinypic.com/1zmys9h.jpg)

Hard to fit the Idris in one shot and also it's seize don't translate to a picture very well but if you look at the right landing feet you see a tiny player running around which give some indication of the seize of the Idris. However the Idris is only a fart compare to the grand scheme of things in Star Citizen.

(https://i.imgur.com/tdf1QGd.png)

Here's a large version:
https://i.imgur.com/tdf1QGd.png
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 24, 2019, 03:46:48 AM
Star Citizen 3.6.2 | 890 Jump Tour (https://www.youtube.com/watch?v=reSf3-Es1oA)
Title: Re: Star Citizen
Post by: King Puppies and the Acid Guppies on August 24, 2019, 07:39:44 PM
How's the performance in this game these days? I remember trying it roughly a year ago and the performance being pretty bad. I've since upgraded my graphics card to an RTX 2070 Super.

I also could never get the hang of the flight mechanics. I'm used to Elite Dangerous flight mechanics.
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on August 25, 2019, 01:50:30 AM
How's the performance in this game these days? I remember trying it roughly a year ago and the performance being pretty bad. I've since upgraded my graphics card to an RTX 2070 Super.

I also could never get the hang of the flight mechanics. I'm used to Elite Dangerous flight mechanics.
It's pretty good actually, in space it's no problem I can easily get 50-60fps with my 1080. However some crowded areas it can be rough, especially if it's a new area. I remember when they implememted Loreville last year, sometimes it was unplayable with 10-20 fps. Haven't played in quite a while so i'm not sure how it's rigth now though.

That's something they constantly tweak for better or worse, they did actually change the flight model completely sometime ago which I haven't tried myself.

Here's a video about it:
https://youtu.be/t8WNU99WWAU
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on November 28, 2019, 10:58:23 AM
Cold Weather Survival Mechanics (https://www.youtube.com/watch?v=E_dHgIDnyyM)

Looks nice!  :)
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on July 12, 2021, 02:19:58 PM
Some footage of my Arrow floating in the vastness of space.

https://youtu.be/aaDsDSmsrb0
Title: Re: Star Citizen
Post by: MrBoom_shack-a-lack on July 28, 2021, 05:08:52 AM
Checking out The Carrack in Star Citizen (https://www.youtube.com/watch?v=cZva2y9hbco&ab_channel=Druminator)

I know that alot of people might have questions about this game and if it's just a pipedream. As someone who's followed the progress of this game for a long time I feel it does get alot of unnecessary hate from people that never tried it or atleast they don't see the progress and ambition they way I see it.

Truth be told, there's not a game out there that offers the same amount of scale, fidelity and detail in their game as Star Citizen offers right now and that's the one thing that still excites me about it.

I recently tried The Carrack, it's a 127 meters long expedition ship that could easily be an entire gamelevel in some games which I find is a fun thought. It's absolutly huge when standing at it's feet.

(https://i.ibb.co/5nFgkCb/HUGE.jpg)