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MMORPG.com caught up with Chris Roberts to talk about all things Star Citizen, from smuggling, to controls, to PVP, PVE, and player crafting. Watch the video on the MMORPG.com Star Citizen page.
Want to ask him some MORE questions about the game's design, its offline and MMO features? Want to just tell him how grateful you are for Wing Commander? Tune in Wednesday, December 19th on our live-stream at 5pm EST (2pm PST) for all this and more!
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Has there been any work or direction established yet regarding squadron/guild support systems? To put it in a traditional mmo sense, systems such as guild banks (common flight hanger?), buffs/rewards for squadrons who have as a guild completed a certain task, etc?
"If I offended you, you needed it" -Corey Taylor
The game sounds awesome.
But I think the question on everyones mind is : how will the massively multiplayer part work ?
I think that everyone here at mmorpg.com ( and in general ) that are mmo veterans would love to hear detailed technical description. Please dont hold nothing back:
Instancing ?
Sharding ?
How many players per shard / instance?
How many servers (or one megaserver)
How will players be chosen to share same instance.
What happens with players that are not in same instance - but think (or want) to be in same one.
If the game is instanced when we will see loading screens ?
Except for a server you will be hosting. How will outside hosting be implemented?
...
Interested in ship subsystem targetting and how difficult it will be to disable a small enemy ship without destroying them. Especially in a dogfight at 500km/s.
Also wondering about pirating npc ships (besides carriers that require multiple attackers) and whether it will be possible to hijack npc frieghters/fighters or only other players small ships.
And if they plan on keeping the requirement that only ships larger than 2-crew can be hijacked. How would you hijack a vaduul fighter then? without boarding the ship directly, but instead boarding their carrier as is the common belief? Will other small ships be stealable on the ground as well then?
will there be an ability for targetting assistance (like where you have a scanner that can locate subsystems and show you where to shoot, but you still have to hit the target), or weapons that do higher damage to systems, but less to the hull integrity?
how will characters/accounts be handled? will there be 1 character / account, or multiple characters (#) / account? if multiple characters / account will anything be sharable between them (ships, credits). can these different characters have different citizenship status.
If I chose not to have my character be a citizen what are the drawbacks if any?
will it be possible to earn full ships through missions/quests? (like the Bangle Carier), or only through purchase ;(
Try to be excellent to everyone you meet. You never know what someone else has seen or endured.
My Review Manifesto
Follow me on Twitter if you dare.
There have been a few threads so far on the RSI forums discussing in game music. A lot of people will just enjoy the built in game sound track, but there are also a lot that want to be able to listen to thier own driving music. What kind of options can CIG build into cock-pit music? Different radio stations with commercials in populated systems? A game folder to place player owned music in that acts as an in-ship mp3 player?
Or do we just get the CD player from Starlancer?
I wanted to know if there will be bots like R2 or C3P0 to man ship turrents or protect the ship against boarding raids? If so will these bots have different strength levels that can be purchased such as stronger targeting, making them lethal in ship turrents.
Will there be games like no limit holdem poker in multiplayer playable on planets or starbases?
No matter how cynical you become, its never enough to keep up - Lily Tomlin
My questions for Chris:
Can you shed some more light on the Electro Skin Hull Enhancement? Will it be purely cosmetic or will it have actual influence on gameplay? With then maybe different skins with a different effect?
Keep up the good work!
Best regards,
Frankievalon
How big will the game world be? Can this be explained in terms of time, speed, distance also? Will the map end up looking something like EvE's factional territory control in real-time?
Also the aforementioned: Many crew-mates on one ship question.
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
QUESTION: Roughly how many planets can be landed on?
QUESTION: Can you tell us something new about the Vanduul?
Thanks
--- Razimus
What purpose will organizations of players play in the game? How do you feel about guilds/corporations/outfits/clans in other games -- what parts of their implementation in other games do you feel is done well and would fit into Star Citizen, and what do you feel won't fit into Star Citizen and you'll try to avoid?
It seems like, with the battle instancing and reserving slots for friends, you want to target this game as a more personal experience than many MMOs. Is this a fair assessment, and if so (or if not), can you elaborate on it? What kind of multiplayer experiences do you most enjoy?
[Q] Any possibility for displays in the cockpit to compensate for small FOV through the cockpit window? Meaning they act as a virtual window to open up for more possible cockpit/ship designs.
[Q] Will there be any hull deformation/stress sounds similar to the ones feutured in a lot of U-boat movies and Apollo 13? And what type of sounds can we expect to hear from inside a ship?
Clip from the Apollo 13 movie (at 2.30)
http://www.youtube.com/watch?feature=player_detailpage&v=kAmsi05P9Uw#t=146s