Only another 10 years of CIG's development to get battles like that to the state of where Planetside was in 2012.
True that, but I don't think in Planetside you can leave the planet mid-battle and go quest, trade, mine, explore around other parts of the universe...
Oh well maybe we get them with Planetside 3
Neither can you have a proper strategic and complicated ground fight with objectives in SC like you can have in Planetside.
The ground battles in Planetside make that video look like toddler's play. Just like dogfights in ED make SC dogfights look like kindergardeners throwing their food around. Just like a proper FPS like R6:Siege makes Star Marine look like a 2-hour Unity tutorial.
But I guess being able to do basic bland versions of all the above in a big map is more important for some than well done engaging gameplay.
Each to their own.
Just the fact you can compare Star Citizen alpha with those 3 games of complete different gameplays is impressive and a testment to it's ambition and how much a good deal 20$ for SC & SQ42 was lol
Better yet, you could probably fit a handfull ofmore comparisons from other games in there of completely different genres !
That's probably the biggest compliment you could ever give to this project
Props
I wasn't comparing them because SC's gameplay looks like that.. I was comparing them because SC module gameplay isn't currently even remotely close to how good games do it.
It might eventually get to a point where it's fun but that seems really far away considering how bland the gameplay currently is.
Of course you're going to try and twist it around to something positive as a means to spite me...and that's ok. You have to be you.
But I'm glad that you finally come to your senses and after bashing ED for so many years you regard it as an awesome game
Neither can you have a proper strategic and complicated ground fight with objectives in SC like you can have in Planetside.
Oh with heavier consequences in death (such as even that degree of permadeath) with the forced loss on ships and all, I very much think SC will forcefully be strategic, you'll not jump into situations taking fool risks when the stakes are high.
Will likely also lead to people playing in groups to mitigate the risk, especially in unmonitored space.
Neither can you have a proper strategic and complicated ground fight with objectives in SC like you can have in Planetside.
Oh with heavier consequences in death (such as even that degree of permadeath) with the forced loss on ships and all, I very much think SC will forcefully be strategic, you'll not jump into situations taking fool risks when the stakes are high.
Well you can speculate how it will be but we'll need to see what CIG implements. There's examples of games with both light and heavy consequences on death that provide a good gameplay experience.
Only another 10 years of CIG's development to get battles like that to the state of where Planetside was in 2012.
True that, but I don't think in Planetside you can leave the planet mid-battle and go quest, trade, mine, explore around other parts of the universe...
Oh well maybe we get them with Planetside 3
Neither can you have a proper strategic and complicated ground fight with objectives in SC like you can have in Planetside.
The ground battles in Planetside make that video look like toddler's play. Just like dogfights in ED make SC dogfights look like kindergardeners throwing their food around. Just like a proper FPS like R6:Siege makes Star Marine look like a 2-hour Unity tutorial.
But I guess being able to do basic bland versions of all the above in a big map is more important for some than well done engaging gameplay.
Each to their own.
Just the fact you can compare Star Citizen alpha with those 3 games of complete different gameplays is impressive and a testment to it's ambition and how much a good deal 20$ for SC & SQ42 was lol
Better yet, you could probably fit a handfull ofmore comparisons from other games in there of completely different genres !
That's probably the biggest compliment you could ever give to this project
Props
I wasn't comparing them because SC's gameplay looks like that.. I was comparing them because SC module gameplay isn't currently even remotely close to how good games do it.
It might eventually get to a point where it's fun but that seems really far away considering how bland the gameplay currently is.
Of course you're going to try and twist it around to something positive as a means to spite me...and that's ok. You have to be you.
But I'm glad that you finally come to your senses and after bashing ED for so many years you regard it as an awesome game
Yeah but you did seriously compared them and nobody laughed at you. Because they provide similar gameplay situations in some way or another, that's the whole point lol
You can't compare Elite gameplay with RainbowSix or PlanetSide right... that would be pretty stupid lol
These are games that focus on providing fun through specific types of gameplay, Star Citizen is aiming for all that and much more. That's the beauty and the beast of it.
Ofc it's not polished at the level of Game franchises with decades of refinement, that's not the point.
As for your opinion of Star Citizen reaching "a point where it's fun" it's as subjective and worthless as saying that I regarded "ED as an awesome game" which were your words not mine, projecting much lol
Well you can speculate how it will be but we'll need to see what CIG implements. There's examples of games with both light and heavy consequences on death that provide a good gameplay experience.
I mean those consequences already kind show, only that in alpha that loss is not on the intended level (so it copes with death because of bugs and such) so people play casually.
If we meet on a planet and we have our ships filled with loot that is not on monitored space, I doubt we've be just attacking each other and will try to dodge each other instead, a more slow-paced strategic type of play makes me already afraid of sniper campers or stealth ambushes
Only another 10 years of CIG's development to get battles like that to the state of where Planetside was in 2012.
True that, but I don't think in Planetside you can leave the planet mid-battle and go quest, trade, mine, explore around other parts of the universe...
Oh well maybe we get them with Planetside 3
Neither can you have a proper strategic and complicated ground fight with objectives in SC like you can have in Planetside.
The ground battles in Planetside make that video look like toddler's play. Just like dogfights in ED make SC dogfights look like kindergardeners throwing their food around. Just like a proper FPS like R6:Siege makes Star Marine look like a 2-hour Unity tutorial.
But I guess being able to do basic bland versions of all the above in a big map is more important for some than well done engaging gameplay.
Each to their own.
Just the fact you can compare Star Citizen alpha with those 3 games of complete different gameplays is impressive and a testment to it's ambition and how much a good deal 20$ for SC & SQ42 was lol
Better yet, you could probably fit a handfull ofmore comparisons from other games in there of completely different genres !
That's probably the biggest compliment you could ever give to this project
Props
I wasn't comparing them because SC's gameplay looks like that.. I was comparing them because SC module gameplay isn't currently even remotely close to how good games do it.
It might eventually get to a point where it's fun but that seems really far away considering how bland the gameplay currently is.
Of course you're going to try and twist it around to something positive as a means to spite me...and that's ok. You have to be you.
But I'm glad that you finally come to your senses and after bashing ED for so many years you regard it as an awesome game
Yeah but you did seriously compared them and nobody laughed at you. Because they provide similar gameplay situations in some way or another, that's the whole point lol
You can't compare Elite gameplay with RainbowSix or PlanetSide right... that would be pretty stupid lol
These are games that focus on providing fun through specific types of gameplay, Star Citizen is aiming for all that and much more. That's the beauty and the beast of it.
Ofc it's not polished at the level of Game franchises with decades of refinement, that's not the point.
As for your opinion of Star Citizen reaching "a point where it's fun" it's as subjective and worthless as saying that I regarded "ED as an awesome game" which were your words not mine, projecting much lol
Sure... Star Marine is an FPS and so is R6:Siege, which means you can compare them. That doesn't mean that one is of the same caliber as the other. That was the point of comparing SC's modules with good games... to show how bad SC's current gameplay is. It seems you're so desperate for your game to be recognized as good you'll grab on to anything
Not sure why you think anyone compared ED to R6 to PS2 though... I think you're a bit confused.
As for claiming my opinion is worthless because it's subjective... of course it is. I never claimed otherwise. Do you think your opinion isn't?
Though just before you disregard my opinion as subjective you feel the need to excuse SC's current state... well no shit. Glad we agree it's current state can't be compared with other games which you claim have had decades of refinement (which is quite a desperate claim).
Well you can speculate how it will be but we'll need to see what CIG implements. There's examples of games with both light and heavy consequences on death that provide a good gameplay experience.
I mean those consequences already kind show, only that in alpha that loss is not on the intended level (so it copes with death because of bugs and such) so people play casually.
If we meet on a planet and we have our ships filled with loot that is not on monitored space, I doubt we've be just attacking each other and will try to dodge each other instead, a more slow-paced strategic type of play makes me already afraid of sniper campers or stealth ambushes
You can use your imagination to create any sort of fantasy scenarios.. until CIG decide what they want to do and actually implement it we won't know.
But we can speculate.. based on experience in games that have been around for decades and already have full/partial loot on kill.
You can use your imagination to create any sort of fantasy scenarios.. until CIG decide what they want to do and actually implement it we won't know.
But we can speculate.. based on experience in games that have been around for decades and already have full/partial loot on kill.
What fantasy scenario? I already got fu- over snipers camping locations, just finding them is one achievement, what I hope is for scanners that detect the enemy when it shoots at you. >.>
But snipers can 1-hit kill you so that wouldn't...
You can use your imagination to create any sort of fantasy scenarios.. until CIG decide what they want to do and actually implement it we won't know.
But we can speculate.. based on experience in games that have been around for decades and already have full/partial loot on kill.
What fantasy scenario? I already got fu- over snipers camping locations, just finding them is one achievement, what I hope is for scanners that detect the enemy when it shoots at you. >.>
But snipers can 1-hit kill you so that wouldn't...
There's no real loot neither is there permanence.. it's still in alpha with bugs and most of the mechanics and features missing. So it's hardly an accurate portrayal of what the game will be or feel like. Hence why I consider the speculation of how tactical encounters will be fantasy.
At least I hope they plan to add features to enrich the experience of PvP. It's hard to tell with CIG and Chris "It's already in game" Roberts.
There's no real loot neither is there permanence.. it's still in alpha with bugs and most of the mechanics and features missing. So it's hardly an accurate portrayal of what the game will be or feel like. Hence why I consider the speculation of how tactical encounters will be fantasy.
At least I hope they plan to add features to enrich the experience of PvP. It's hard to tell with CIG and Chris "It's already in game" Roberts.
In terms of the mechanic, it's already there, I can camp one station or even outpost surrounding with a sniper riffle and just wait for someone to come, once they're in, can kill, take their ship stuff. That scope is very limited say, you can't actually do anything with the stolen ship, but you can take the cargo and make a profit out of it, that much is persistent for now.
That type of situation is actually part of what it's meant to happen (it's a sniper riffle + open pvp areas, not much to speculate there?), exactly why the pitch of what's to come on this thing is indeed stronger scanners to be able to detect stealth ships, and likely even players near you, and vice-versa.
Well if what he have now is what the released experience is supposed to feel like then "great". Not that I had much hope.
No, the released experience is meant to be this type of stuff, but more completed and polished.
SC is still years away from releasing as you'd agree, so these mechanics have years of improvement ahead of them, but I think that playing stealth with a sniper riffle in open PvP areas is be a rather linear type of experience on games as this.
Random Fun fact: You couldn't really run in magnetic boots if there is no gravity. Slow-motion video has proven that there are times during running where both feet do not touch the ground...with mag boots..that pretty much when you fly away.
Enjoy!
Now, back to the endless bickering
Frank 'Spankybus' Mignone www.spankybus.com -3d Artist & Compositor -Writer -Professional Amature
Random Fun fact: You couldn't really run in magnetic boots if there is no gravity. Slow-motion video has proven that there are times during running where both feet do not touch the ground...with mag boots..that pretty much when you fly away.
Well I don't think SC has magnetic boots, I think it was meant to have them then they decided to not add it, they can still do a return.
The platforms in space stations, I guess they have to do some giveaways on the lore to make it so, if platforms couldn't have gravity it would limit gameplay quite a bunch, just like "why is there sound in space?" ends up justified as simulated inside the helmet itself, just so the game can have sound heh
Sure... Star Marine is an FPS and so is R6:Siege, which means you can compare them. That doesn't mean that one is of the same caliber as the other. That was the point of comparing SC's modules with good games... to show how bad SC's current gameplay is. It seems you're so desperate for your game to be recognized as good you'll grab on to anything
Not sure why you think anyone compared ED to R6 to PS2 though... I think you're a bit confused.
As for claiming my opinion is worthless because it's subjective... of course it is. I never claimed otherwise. Do you think your opinion isn't?
Though just before you disregard my opinion as subjective you feel the need to excuse SC's current state... well no shit. Glad we agree it's current state can't be compared with other games which you claim have had decades of refinement (which is quite a desperate claim).
Well to be more specific Star Marine is a testing module to let backers play-test FPS features that are to be included in both Star Citizen (Space Sim MMO Universe) and Squadron 42 (Single-Player Space Sim) and take feedback.
It's not a finished and released product like R6:Siege nor sold as such.
The fact that you even compare Ubisoft's poster child of Competitive FPS game with a Star Citizen module is again, quite the compliment lol
So we had already the Planetside comparisons (big sci-fi battles over huge areas with multiple types of vehicles) type of gameplay. Again, the poster-child of sci-fi big area battles with fps and vehicles both land and air from another huge publisher like Sony. Again another type of gameplay that Star Citizen massive scope and scale allows for.
In a Space Sim to be played in a single shared Massive Online Universe...
I dunno about you but I don't know many Space Sims that even allow for that kind of gameplay...
And to think that's just a small part of Star Citizen is offering already and the many more on their way...
There's all the questing, the professions, the exploration, avatar customization, the mmorpg part along with the living in a breathing universe.
And we're not even touching Squadron 42 being developed at the same time all of this is being built...
This project is really the biggest thing ever attempted in gaming if not software development.
Thank god for ex-Crytek dev god's and Amazon's & Intel support! Well thank's Chris is more like it!
Sure... Star Marine is an FPS and so is R6:Siege, which means you can compare them. That doesn't mean that one is of the same caliber as the other. That was the point of comparing SC's modules with good games... to show how bad SC's current gameplay is. It seems you're so desperate for your game to be recognized as good you'll grab on to anything
Not sure why you think anyone compared ED to R6 to PS2 though... I think you're a bit confused.
As for claiming my opinion is worthless because it's subjective... of course it is. I never claimed otherwise. Do you think your opinion isn't?
Though just before you disregard my opinion as subjective you feel the need to excuse SC's current state... well no shit. Glad we agree it's current state can't be compared with other games which you claim have had decades of refinement (which is quite a desperate claim).
Well to be more specific Star Marine is a testing module to let backers play-test FPS features that are to be included in both Star Citizen (Space Sim MMO Universe) and Squadron 42 (Single-Player Space Sim) and take feedback.
It's not a finished and released product like R6:Siege nor sold as such.
The fact that you even compare Ubisoft's poster child of Competitive FPS game with a Star Citizen module is again, quite the compliment lol
So we had already the Planetside comparisons (big sci-fi battles over huge areas with multiple types of vehicles) type of gameplay. Again, the poster-child of sci-fi big area battles with fps and vehicles both land and air from another huge publisher like Sony. Again another type of gameplay that Star Citizen massive scope and scale allows for.
In a Space Sim to be played in a single shared Massive Online Universe...
I dunno about you but I don't know many Space Sims that even allow for that kind of gameplay...
And to think that's just a small part of Star Citizen is offering already and the many more on their way...
There's all the questing, the professions, the exploration, avatar customization, the mmorpg part along with the living in a breathing universe.
And we're not even touching Squadron 42 being developed at the same time all of this is being built...
This project is really the biggest thing ever attempted in gaming if not software development.
Thank god for ex-Crytek dev god's and Amazon's & Intel support! Well thank's Chris is more like it!
I was about to answer your copy/pasted drivel with the same arguments I've already given you and you typically ignored but then you went ahead and did what the SC cult is famous for and exaggerated the shit out of any possible logical conversation by saying: "This project is really the biggest thing ever attempted in gaming if not software development." and the heavens started weeping in laughter.
"This project is really the biggest thing ever attempted in gaming if not software development."
Anyone else wonder at the start of the video what was allowing them to stand on that platform without floating away?
Will there be no attempt at any sort of realism with the physics, at least in space?
The landing platforms on Ollisar have gravity, I think it is in-lore as magnetic pull (as most ships) it has a small vertical range from where it pulls your character down.
Kyleran..
Really?
Really. If the boots are magnetic players should be clomping around much like they do in Sci Fi movies that chose to use such a mechanic.
Being a space sim I expect a bit more realism, not less.
Its less of an issue with totally fantastic science like warp drive, but in a space suit the real question of where is all of the air coming from actually matters, at least to me.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Anyone else wonder at the start of the video what was allowing them to stand on that platform without floating away?
Will there be no attempt at any sort of realism with the physics, at least in space?
The landing platforms on Ollisar have gravity, I think it is in-lore as magnetic pull (as most ships) it has a small vertical range from where it pulls your character down.
Kyleran..
Really?
Really. If the boots are magnetic players should be clomping around much like they do in Sci Fi movies that chose to use such a mechanic.
Being a space sim I expect a bit more realism, not less.
Its less of an issue with totally fantastic science like warp drive, but in a space suit the real question of where is all of the air coming from actually matters, at least to me.
Regarding the suit and air, they did get that right. There is air in the tank AND and in the suit and they are separate and one refills the other u til it runs out
Frank 'Spankybus' Mignone www.spankybus.com -3d Artist & Compositor -Writer -Professional Amature
Yeah, the atmosphere simulation is correct, the compositions (with future toxic ones and such), then the stamina generated from it (and decompression stuff in the future once it gets to it), it's the type of simulation that complements the gameplay.
Now gravity shenanigan's in terms of lore justification don't seem that relevant because they don't really drive any gameplay, as long it retains immersion it should be fine.
So it's a gravity generated inside all ships, the design here was always if the ship goes into a disabled heavily damaged state, the ship will lose gravity and players will have to navigate with by floating around or via mag boots (mag boots are still a tba if it will be as that or not).
Yeah, the atmosphere simulation is correct, the compositions (with future toxic ones and such), then the stamina generated from it (and decompression stuff in the future once it gets to it), it's the type of simulation that complements the gameplay.
Now gravity shenanigan's in terms of lore justification don't seem that relevant because they don't really drive any gameplay, as long it retains immersion it should be fine.
So it's a gravity generated inside all ships, the design here was always if the ship goes into a disabled heavily damaged state, the ship will lose gravity and players will have to navigate with by floating around or via mag boots (mag boots are still a tba if it will be as that or not).
Thanks for the info, I'll go with the internal gravity generation concept, especially if it gets turned off by damage during combat.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Hell lots of physics but it's quite cool, together with gravity generation being possible to jinx it should be interesting to see playing out together.
Comments
It might eventually get to a point where it's fun but that seems really far away considering how bland the gameplay currently is.
Of course you're going to try and twist it around to something positive as a means to spite me...and that's ok. You have to be you.
But I'm glad that you finally come to your senses and after bashing ED for so many years you regard it as an awesome game
..Cake..
Will likely also lead to people playing in groups to mitigate the risk, especially in unmonitored space.
There's examples of games with both light and heavy consequences on death that provide a good gameplay experience.
..Cake..
You can't compare Elite gameplay with RainbowSix or PlanetSide right... that would be pretty stupid lol
These are games that focus on providing fun through specific types of gameplay, Star Citizen is aiming for all that and much more. That's the beauty and the beast of it.
Ofc it's not polished at the level of Game franchises with decades of refinement, that's not the point.
As for your opinion of Star Citizen reaching "a point where it's fun" it's as subjective and worthless as saying that I regarded "ED as an awesome game" which were your words not mine, projecting much lol
If we meet on a planet and we have our ships filled with loot that is not on monitored space, I doubt we've be just attacking each other and will try to dodge each other instead, a more slow-paced strategic type of play makes me already afraid of sniper campers or stealth ambushes
It seems you're so desperate for your game to be recognized as good you'll grab on to anything
Not sure why you think anyone compared ED to R6 to PS2 though... I think you're a bit confused.
As for claiming my opinion is worthless because it's subjective... of course it is. I never claimed otherwise. Do you think your opinion isn't?
Though just before you disregard my opinion as subjective you feel the need to excuse SC's current state... well no shit.
Glad we agree it's current state can't be compared with other games which you claim have had decades of refinement (which is quite a desperate claim).
..Cake..
But we can speculate.. based on experience in games that have been around for decades and already have full/partial loot on kill.
..Cake..
But snipers can 1-hit kill you so that wouldn't...
At least I hope they plan to add features to enrich the experience of PvP.
It's hard to tell with CIG and Chris "It's already in game" Roberts.
..Cake..
That type of situation is actually part of what it's meant to happen (it's a sniper riffle + open pvp areas, not much to speculate there?), exactly why the pitch of what's to come on this thing is indeed stronger scanners to be able to detect stealth ships, and likely even players near you, and vice-versa.
Not that I had much hope.
..Cake..
SC is still years away from releasing as you'd agree, so these mechanics have years of improvement ahead of them, but I think that playing stealth with a sniper riffle in open PvP areas is be a rather linear type of experience on games as this.
Enjoy!
Now, back to the endless bickering
Frank 'Spankybus' Mignone
www.spankybus.com
-3d Artist & Compositor
-Writer
-Professional Amature
The platforms in space stations, I guess they have to do some giveaways on the lore to make it so, if platforms couldn't have gravity it would limit gameplay quite a bunch, just like "why is there sound in space?" ends up justified as simulated inside the helmet itself, just so the game can have sound heh
Thank god for ex-Crytek dev god's and Amazon's & Intel support! Well thank's Chris is more like it!
"This project is really the biggest thing ever attempted in gaming if not software development."
..Cake..
Oh boy do I get excited just thinking about all that epicness!
Being a space sim I expect a bit more realism, not less.
Its less of an issue with totally fantastic science like warp drive, but in a space suit the real question of where is all of the air coming from actually matters, at least to me.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Star Citizen is fantasy sci-fi like Star Wars. Rule of cool trumps all over science if needed
Frank 'Spankybus' Mignone
www.spankybus.com
-3d Artist & Compositor
-Writer
-Professional Amature
Now gravity shenanigan's in terms of lore justification don't seem that relevant because they don't really drive any gameplay, as long it retains immersion it should be fine.
So here's the lore behind gravity: https://robertsspaceindustries.com/comm-link/spectrum-dispatch/14287-LORE-BUILDER-TWENTY-ONE-ARTIFICIAL-GRAVITY
So it's a gravity generated inside all ships, the design here was always if the ship goes into a disabled heavily damaged state, the ship will lose gravity and players will have to navigate with by floating around or via mag boots (mag boots are still a tba if it will be as that or not).
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
https://clips.twitch.tv/SullenBeautifulKittenOSfrog
Hell lots of physics but it's quite cool, together with gravity generation being possible to jinx it should be interesting to see playing out together.