Star Citizen. Pax Presentation. UPDATE.

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Cloud_imperium

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#1  Edited By Cloud_imperium
Member since 2013 • 15146 Posts

CIG officially released their presentation about Persistent Universe. The presentation took place during recent Pax event. Developers showed some new footage from different parts of the game as well as shared some new prototypes, concept arts and info.

UPDATE:

BAFTA Speech.

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naz99

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#2  Edited By naz99
Member since 2002 • 2941 Posts

Just been having a blast playing with my new mustang Delta,what a fun dogfighting ship upgraded it from my lowly Aurora LN.

In before "Scam" :P

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DEadliNE-Zero0

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#3 DEadliNE-Zero0
Member since 2014 • 6607 Posts

Game is looking amazing, ya know

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SecretPolice

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#4 SecretPolice
Member since 2007 • 44061 Posts

Needs an X1 version. :P

Seriously awesome sauce man, me jelly.

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Cloud_imperium

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#5 Cloud_imperium
Member since 2013 • 15146 Posts

@naz99:

Most people don't call it scam anymore (few still do)

Inb4 "No Man's Sky destroys this"

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Cloud_imperium

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#7 Cloud_imperium
Member since 2013 • 15146 Posts

@Motokid6 said:

There not very good at public speaking are they? Lol Thats good. These guys are game developers first and salesman second. Quite the other way around with everything else.

Normally there is a lot of energy in their shows but here you can see Chris tired as hell.

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Wasdie

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#8 Wasdie  Moderator
Member since 2003 • 53622 Posts
@Cloud_imperium said:

@Motokid6 said:

There not very good at public speaking are they? Lol Thats good. These guys are game developers first and salesman second. Quite the other way around with everything else.

Normally there is a lot of energy in their shows but here you can see Chris tired as hell.

Chris was also watching what he and the other guys were saying. They didn't want to give too much info out as this was only supposed to be kind of a sneak peak. They'll go further in depth with content in March or April at their own event.

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ghostwarrior786

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#9 ghostwarrior786
Member since 2005 • 5811 Posts

i wonder when the inevitable downgrade will happen like it did with witcher 3. 4 months before release is probably a good bet but i doubt this game even gets a release date lmao

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PurpleMan5000

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#11 PurpleMan5000
Member since 2011 • 10531 Posts

So do you earn in-game money to purchase ships in star citizen or do you have to get them for $50-$200 of real actual money?

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Jankarcop

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#12 Jankarcop
Member since 2011 • 11058 Posts

RIP In Peace consolidates.

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Jankarcop

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#13  Edited By Jankarcop
Member since 2011 • 11058 Posts

@ghostwarrior786 said:

i wonder when the inevitabledowngrade will happen

This isn't a console game. Those second place gfx screwing with your brain? Here, have some 30 fps on low.

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DEadliNE-Zero0

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#14 DEadliNE-Zero0
Member since 2014 • 6607 Posts

@ghostwarrior786 said:

i wonder when the inevitable downgrade will happen like it did with witcher 3. 4 months before release is probably a good bet but i doubt this game even gets a release date lmao

You mean like Uncharted 4?

@PurpleMan5000 said:

So do you earn in-game money to purchase ships in star citizen or do you have to get them for $50-$200 of real actual money?

The ships are rewards for backing the game and gives insurance. Once the game launches, you won't be able to buy ships anymore

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lawlessx

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#15  Edited By lawlessx
Member since 2004 • 48753 Posts

Im still blown away by how transparent this game development is. Events like this only show fans just how massive star citizen is gonna be.

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naz99

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#16  Edited By naz99
Member since 2002 • 2941 Posts

@Cloud_imperium said:

@naz99:

Most people don't call it scam anymore (few still do)

Inb4 "No Man's Sky destroys this"

You should try visiting SC posts on IGN(orant) or VG247 you may change your mind :D

You are right though it's not as bad as it used to be.

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lawlessx

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#17 lawlessx
Member since 2004 • 48753 Posts

@naz99 said:

@Cloud_imperium said:

@naz99:

Most people don't call it scam anymore (few still do)

Inb4 "No Man's Sky destroys this"

You should try visiting SC posts on IGN(orant) or VG247 you may change your mind :D

You are right though it's not as bad as it used to be.

If you look at the comments of star citizen articles on gamespot you still see many posts calling it a scam. these people still think SC is getting a new stretch goal with every million gained.

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Bruin1986

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#18  Edited By Bruin1986
Member since 2007 • 1629 Posts

@ghostwarrior786 said:

i wonder when the inevitable downgrade will happen like it did with witcher 3. 4 months before release is probably a good bet but i doubt this game even gets a release date lmao

How could it be downgraded?

You can literally already play it...

That's the point as well; it's not hamstrung by weak console hardware.

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wis3boi

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#19 wis3boi
Member since 2005 • 32507 Posts

@PurpleMan5000 said:

So do you earn in-game money to purchase ships in star citizen or do you have to get them for $50-$200 of real actual money?

ships will no longer be sold for cash on release, you are being rewarded with ships for funding the game right now.

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Jankarcop

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#20  Edited By Jankarcop
Member since 2011 • 11058 Posts

@Bruin1986 said:

@ghostwarrior786 said:

i wonder when the inevitable downgrade will happen like it did with witcher 3. 4 months before release is probably a good bet but i doubt this game even gets a release date lmao

How could it be downgraded?

You can literally already play it...

It happens to console titles quite often so they assume its an industry standard (Naughty Dog E3 presentations vs Actual Release).

Ghost doesn't really know much about gaming outside of the small Playstation casual-gamer bubble.

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deactivated-57ad0e5285d73

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#21 deactivated-57ad0e5285d73
Member since 2009 • 21398 Posts

This is not going to release for a LONG time if they go after what they say.

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#22  Edited By lawlessx
Member since 2004 • 48753 Posts
@Heirren said:

This is not going to release for a LONG time if they go after what they say.

good thing backers don't have to wait that long

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deactivated-57ad0e5285d73

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#23 deactivated-57ad0e5285d73
Member since 2009 • 21398 Posts

@lawlessx said:
@Heirren said:

This is not going to release for a LONG time if they go after what they say.

good thing backers don't have to wait that long

that still isnt the game. i still question whether or not the game they talk about will come out.

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lawlessx

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#24 lawlessx
Member since 2004 • 48753 Posts

@Heirren said:

@lawlessx said:
@Heirren said:

This is not going to release for a LONG time if they go after what they say.

good thing backers don't have to wait that long

that still isnt the game. i still question whether or not the game they talk about will come out.

what part of the game are you referring to?

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deactivated-57ad0e5285d73

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#25  Edited By deactivated-57ad0e5285d73
Member since 2009 • 21398 Posts

@lawlessx said:

@Heirren said:

@lawlessx said:
@Heirren said:

This is not going to release for a LONG time if they go after what they say.

good thing backers don't have to wait that long

that still isnt the game. i still question whether or not the game they talk about will come out.

what part of the game are you referring to?

The game as a whole. I'm at the questions section. This guy is talking about pirates, pulling this shit out of his ass. 70 million in and there are just ideas--not even in order, either.

These guys keep saying "you'll be able to x/y" but what they need to do is explain some actual game mechanics and not theorize on how they would like people to think the game will be.

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lawlessx

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#26 lawlessx
Member since 2004 • 48753 Posts

@Heirren said:

@lawlessx said:

@Heirren said:

@lawlessx said:
@Heirren said:

This is not going to release for a LONG time if they go after what they say.

good thing backers don't have to wait that long

that still isnt the game. i still question whether or not the game they talk about will come out.

what part of the game are you referring to?

The game as a whole. I'm at the questions section. This guy is talking about pirates, pulling this shit out of his ass. 70 million in and there are just ideas--not even in order, either.

These guys keep saying "you'll be able to x/y" but what they need to do is explain some actual game mechanics and not theorize on how they would like people to think the game will be.

I get what you're saying,but the PAX presentation was more of a "sneak peak" before their event in march. If you notice they were trying to choose their words very carefully and tried not to reveal more than what they wanted to give away. Chris was even coughing as a que for the other guys to stop talking.

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wis3boi

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#27 wis3boi
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@Heirren said:

@lawlessx said:

@Heirren said:

@lawlessx said:
@Heirren said:

This is not going to release for a LONG time if they go after what they say.

good thing backers don't have to wait that long

that still isnt the game. i still question whether or not the game they talk about will come out.

what part of the game are you referring to?

The game as a whole. I'm at the questions section. This guy is talking about pirates, pulling this shit out of his ass. 70 million in and there are just ideas--not even in order, either.

These guys keep saying "you'll be able to x/y" but what they need to do is explain some actual game mechanics and not theorize on how they would like people to think the game will be.

the game is completely transparent and all the goals are lined up. The game can be played and the devs are approachable on the forums and release a constant stream of updates. This mindless "teh game wont come out!" crap is just based on not doing any research

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#28 TheOtherJeff
Member since 2014 • 47 Posts

@PurpleMan5000:

@PurpleMan5000 said:

So do you earn in-game money to purchase ships in star citizen or do you have to get them for $50-$200 of real actual money?

You'll be able to buy all the flyable ships with in game currency. The basic game package comes with a very common, single seater ship, you can opt to pay extra and get a bigger / more role specific ship if you like, but it's not necessary.

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deactivated-57ad0e5285d73

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#29 deactivated-57ad0e5285d73
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@wis3boi:

And what is shown and stated is what there is, if that's the case. There is no research necessary other than listening to what is being said. It is very clear that the general idea behind things lacks direction.

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wis3boi

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#30 wis3boi
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@Heirren said:

@wis3boi:

And what is shown and stated is what there is, if that's the case. There is no research necessary other than listening to what is being said. It is very clear that the general idea behind things lacks direction.

"lacks direction" Good lord lol....

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Cloud_imperium

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#31 Cloud_imperium
Member since 2013 • 15146 Posts

@lawlessx:

@naz99:

Blame journalists and their "Star Citizen just made x amount of money" articles with no info.

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deactivated-57ad0e5285d73

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#32 deactivated-57ad0e5285d73
Member since 2009 • 21398 Posts

@wis3boi said:

@Heirren said:

@wis3boi:

And what is shown and stated is what there is, if that's the case. There is no research necessary other than listening to what is being said. It is very clear that the general idea behind things lacks direction.

"lacks direction" Good lord lol....

considering ive heard them say theyd like to hear feedback as to what to do--their words not mine.

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Cloud_imperium

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#33 Cloud_imperium
Member since 2013 • 15146 Posts

@Heirren:

The only feedback that doesn't conflict with their vision is listened.

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deactivated-57ad0e5285d73

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#34 deactivated-57ad0e5285d73
Member since 2009 • 21398 Posts

@Cloud_imperium said:

@Heirren:

The only feedback that doesn't conflict with their vision is listened.

The vision isn't all there. You can see this in the way aspects of the game are talked about.

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#35 Cloud_imperium
Member since 2013 • 15146 Posts

@Heirren:

It's there. Back in 2013 they knew what they want to achieve but the problem was how? After prototyping and building strong tools, now they know what they are going to do and how they're going to do. Take modding tools as an example. They have what they need and they're using it to implement stuff pretty quickly now.

In April, FPS and Planetside builds will be released and further polished then multicrew ship battles in summer. First Chapter of campaign after that and alpha of MMO part at the end of this year. Of course people are welcomed to make conspiracy theories while they can :-)

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#36 deactivated-57ad0e5285d73
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@Cloud_imperium said:

@Heirren:

It's there. Back in 2013 they knew what they want to achieve but the problem was how? After prototyping and building strong tools, now they know what they are going to do and how they're going to do. Take modding tools as an example. They have what they need and they're using it to implement stuff pretty quickly now.

In April, FPS and Planetside builds will be released and further polished then multicrew ship battles in summer. First Chapter of campaign after that and alpha of MMO part at the end of this year. Of course people are welcomed to make conspiracy theories while they can :-)

It isn't conspiracy and I'm not off handedly attempting to diss pc. Like I said, you can see the lack of direction in the way they speak and answer question. They use the term "persistent world" yet nothing shown has evoked this in the slightest. In fact, traversing and universe size seem to be rather small. They show off these wormhole videos and people are cheering, but these people don't seem to get that this is going to be the bulk of navigation, as opposed to actually navigating space.

There are concepts being spoken about that seem great, but in practice they do not have them worked out.

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#37  Edited By DEadliNE-Zero0
Member since 2014 • 6607 Posts

@Heirren: They're vision for the game is there.

First, there's Squadron 42. It'll be mission based, released in 5 episodes. You'll take the role of a rookie in the elite squadron unit and will go trough a single player campaign like those old space games.

Then there's the Persistant Universe. it's an mmo like game, but primaraly focused on pve/ai elements. The PU is split into dozens of star systems with dozens on planetside areas, and space stations.

Basically, there's an in-game economy and you'll take missions that will revolve around, fighting pirates, Vanduul, rescure operations, cargo transport, etc, etc.

Then there's the PVP part, where players will be able to take the role of pirate, bounty hunters, etc, against each other and fight over stations located in the further systems of the UEE space.

They do chance things around, like, if i'm not mistaken, you no longer need a bed in your ship to log out. But overall, the visions for how SQ42 and the PU operate, has always been the same

This list of info in a year old so some of the probably got vut or changed, but the overall idea is present: https://forums.robertsspaceindustries.com/discussion/103019/squadron-42-star-citizen-feature-list

Star Citizen Persistent Universe Features

- A special Crossbow from Shroud of the Avatar will be in the SC-PU for those that backed for both games (still valid until April 7th, 2014http://shroudoftheavatar.com), there will be other skinned crossbow with the same stats in game.

- In-game ship to ship communication will be VoIP with facial capture (web cam required)

- The game is predominantly 1st person view mode, with 3rd person vanity view without HUD

- Multi-Crew ships

- NPC and/or Real player crews

- NPC flying formation controls

- People that pledged for multiple packages, can use the extra licenses for Extra Character Slots or Customized NPCs. You can have you own crew of The USS Enterprise. Extra character slots will be available for purchase at a later time from the Voyager Store.

- C&C tactical combat on larger ships (on ships capable of installing the C&C console.)

- You can earn UEE Citizenship by doing relevant missions in SC-PU, or bribe some NPCs to get you one (for those that opted out of SQ42)

- Optional Voyager Store Items to enhance your gaming experience

- All Voyager Store items can be obtained in game via normal game play.

- Users will be able to convert real money to UEC via the Voyager Store.

- The game is predominantly PvE

- The game is made to be Solo player friendly, you can experience the full game universe alone, without the need to join a large guild (No Guild territorial zones)

- Non-consensual PK allowed everywhere, however PK-ing in UEE space can result in penalties to the attacker.

- All UEE space are Safe Zones, safe zones works as a density radius, the deeper into the UEE space the more you'll be protected from PKs

- Instanced (with attention to friends and targets of interest)

- Bi-weekly content (ships, stories, missions) & minor features updates

- Players are free to play any role they dream to be, there is no actual job description, character classes, or skill trees. However some missions / ships might require you to first pass a license test, before you are allowed to be granted permission to that special mission, or drive a ginormous ship.

- Privateering (not Pirating) with Letter of Marque, in game by the issuing government.

- Pirating (Bandits, Outlaws, Robbers) is part of the game since the game was revealed back in Oct 2012 (do not mistake Pirating with Griefing)

- Player Influenced (not controlled) economy, the economy will be self regulated by NPCs and naturally occurring production / demands

- There is no Crafting, However you can Overclock and Tweak your ships / modules / weapon parts, and then sell it.

- Players will be able to earn the right to manage a production node, however player is not able to change what the factory produces, but you can produce a slightly improved (tweaked / overclocked) version of the same parts being produced

- Existing in game Large NPC corporations will be targeting you if your business becomes competitive with theirs. (expect visits from hired Pirates / Bounty Hunters)

- Jobs are created ad-hoc, NPCs and real players are able to create missions on-demand (kill this guy, delivery of this item to such and such location, need turret gunners, etc.)

- 3 types of insurances are available in game: Hull Insurance (includes stock weapons & modules), Cargo Insurance, Upgrades Insurance (to cover non factory stock items)

- Insurances Companies will replace your insured ship back to the stock factory model with stock factory weapons / modules load-out. (replacement speed affected by availability of ship parts and factories production queue)

- There is no zone restriction for Hull insurance, it works everywhere, however Cargo / Upgrade insurances have zone restrictions, it's voided in area marked Danger Zones 5

- Ships availability and cost will depend heavily on the resources available and trade routes being free from interference by criminal activities.

- You can save the game in the SC-PU and not have your ship attacked by going into the sleeping chamber, except for Capital Ships.

- Capital Ships are in-game persistent, when you log off, it will remain in game, make sure to have enough friends or hired guards to protect it while you're away. (Corvettes class ship like the Idris and below can log off, Frigate class ships and above are considered Capital Ships)

- Non-Capital Ships are able to go into Hibernation mode (log off), by having your pilot go into the sleeping chambers, you can not log off during battle, you can only enable hibernation mode, when in a safe area.

- The happenings (News) in-game will also be featured on the Wingman Hangar shows, as well as the RSI site for an immersive feel to blurry the lines between real life vs. in-game life

- Murray Cup Racing (in-game sports events)

- Virtual Dog-fighting Arena (it's for both training and in-game prizes competition), your "real" ship won't get damaged; think the Arcade at the Tiger Claw lounge. (current design idea from CR's description is as follow, each team is allowed a set amount of points before the match begins, bigger ships/weapons cost more points, so each team can bring into the arena whichever combination of ships/weapons they want depending on their strategy but you will not be able to exceed the allotted amount of points to claim, it's the equivalent of a weight limit matchmaking system like MWO)

- Hidden Asteroid Bases

- Players can earn the rights to control space stations

- Bengal Carriers must be captured before you can control it, there will only be a few Bengals available in the SC-PU, some will be in active duty to be boarded (for pirates), other will be marooned damaged and abandoned but re-pair-able (for non pirates)

- To board or be boarded you need a multi-crew ship

- Explorers can find Alien relics, uncharted Jump Points, and other treasures / space phenomenon

- Jump Points have fixed entrance, but random exits

- Failure to chart a new Jump Point can result in Perma-death or be thrown into unknown space.

- On Perma-death you'll be looking at our own funeral through the eyes of your "Next of Kin" your belongings will be transferred to your "Next of Kin" specified during your character creation.

- Most deaths does not result in Perma-death, however you'll have your body parts replaced by cybernetic implants to replace your damaged limbs & body parts, you can buy your way into immortality with some hefty price.

- Ships & Weapons will be balanced to be equivalent of "rock / paper / scissor"

- Bigger Ship does not automatically translates into "I win" players will have to choose the Cons vs. Pros of driving each ship hull type to suit their needs.

- Ships & Weapons will have hard point restrictions, weight restrictions, energy restrictions, heat restrictions, CPU restrictions, and Slots restrictions.

- There are some hulls that are more adept at some tasks, than others, choose your ship hull wisely depending on the career you want to archive in game.

- Mining in 1st person, with the use of prospecting tools and mining stations

- Your hangar is your main living space, with option to rent a penthouse apartment on planet side.

- There will be landing fees and Hangar fees; many forms of taxes, levies, and fees will be applied in game to keep the economy in check

- Ships will age like real cars, while new models are release every year, or every few years depending on the Make & Model

- Old ships will become vintage and cost more to maintain due the diminishing replacement parts

- You can only steal other player ships by boarding

- Stolen ships can change their transceiver ID with a legit ID, at a hefty cost in the black market.

- Stolen ships can't be insured by UEE insurance agencies, however there might be some 3rd party Insurances that you can purchase at a cost.

- There are massive large scale PvE events planned by the Devs

- If you really hits rock bottom, you can always take a bank loan to get yourself a ship to start over, or you can work your way up as a crewmen for other players or NPCs

- When hiring NPCs you can see their ratings, the more skilled the NPCs the more expensive it'll cost to hire them.

- Players can rate each other after being hired for a job, the employee can rate the employer and viceversa. This is the real player equivalent of the NPC reputation system.

- SC-PU will launch with a total of 100 core systems, plus all the ones we've unlocked since then, that's approximately 125 systems & counting (plus one hidden system only known to Subscribers at Launch, non subscribers will be able to Learn the coordinates later in game)

- If your internet connection gets disconnected accidentally (or by choice) your character and the ship will switch to NPC / AI mode automatically, it'll plot a course to the nearest safe zone and run for it, it'll try to defend itself while escaping, you might or might not arrive in 1 piece, depending on your ship structural integrity. (you can find reference from the "death of a spaceman" comm-link)

- There are more NPCs in the universe than there are real players.

- Real players can drop-in "mind control" (think Matrix Agent Smith) and assume the role of the NPCs on your friend's ship (but you can not drop-in uninvited); according to Dev description, you'll have to log out of your current game, to then log back in and choose to play as the position of the NPC from your friend's ship. This applies to both hired NPCs and Customized NPCs.

- You'll be able to pick your desired starting location in SC-PU, from a small list of star systems to choose from.

- Game time is 1:1 ratio 2014 = 2944 (2013 = 2943)

- There will be some real life holidays in game, and some new made up in lore holidays.

- Guild Hangar and Storage.

- Private Guild XMPP chat, web, and forum.

- You can vote for your NPC politicians, UEE citizenship required to vote.

- No server wipe after Beta, all Beta progress will be kept for game launch {10-4 chairman Ep7}

- Zero-G FPS firefight in EVA suits

- Vanduul Trading Posts

- Cockpit decorations

- NPC will gain experience over time, as they successfully complete missions with you.

- Jump Points location and size, will depend on the space anomaly location and type. Some Jump Points will be too small for large ships.

-

-

-

Common Features in SQ42 & SC-PU

- DirectX 11 requirement

- 64 bit Windows requirement

- Single Player offline play

- Single Player online play

- Co-Op online play

- Instanced Multiplayer Online (I.M.O.) this game is not a MMO (in a traditional MMO everyone is on one single instance)

- The game is being released in small chunks "Modules" (Hangar, Dogfight, Social, Planet Side, more to be announced)

- Cinematic style story-line, with player controlled outcomes.

- No cut scenes or loading screens (except for death)

- Ultra HD cinematic texture quality (requires high-end PC to get that level of details, optionally 4K monitors)

- Expansion Packs

- SQ42 missions successes affects the timed events in the SC-PU.

- Your reputation to NPCs will determine what sort of info / items you can access, it'll also affect your relationship with the NPCs; they'll even take a bullet for you if you get onto their good side, or grant you discounts if you go to some hidden NPCs, that otherwise you wouldn't have access to.

- The game will be peripheral agnostic, it'll work with any hardware your OS is able to recognize.

- Immersive game play

- No check points / save locations until your missions is over (just like in back in the Wing Commander days)

- Character creation will begin as choosing your character gender by going into male or female washroom, and choosing your appearance on the mirror.

- Multi-core CPU / GPU support, it'll actually be using all your PC power to improve the game experience unlike other games.

- 3 type of shields have been revealed; Kinetic Shield, Energy Shield, and Ramming Shield

- Some larger ships can re-load missiles on mid flight

- Boarding actions, and Ground FPS (first person shooter) actions.

- There will be a One time free Handle name change, any subsequent change will cost $10 (or more, need to re-read comm-link to confirm the price)

- The Reputation system will work similar to Privateer / Freelancer

- The game will use actual physics, however there's an artificial capped top speed, to keep WW2 style dogfight possible.

- Pinpoint damage system, you'll be able to target specific components to damage / disable a ship without destroying the ship

- Tablet Companion App for iOS and Android OS (no confirmation for Windows mobile or Blackberries), It's actually 2 separate Apps; one will let you use the Smart-phones / Tablets as additional in-game VDU inputs, while the other App will let you check your sales, create missions, buy stuff, chat with your SC friends, manage your guild, keep up with the latest in-game news, and more.

- AMX-1 Repair Bot (inspired by R2D2), it'll help you fix and repair your ship, and yes you'll need to take it with you, if you want to have repairs done out in space. (OB / VB will get it free, new members that joined after can purchase it from NPC shops.) the AMX-1 droid can be upgraded to perform additional functions like hacking a computer to open a hatch.

- Yes, we can keep battle trophies from enemies you have captured / killed, however you might not get to choose which part or item you get as the trophy. (Devs have not revealed enough details to determine that yet)

- Detailed energy management during combat, to divert power to weapons, or thrusters, or shields, even specific section of the shield.

-

-

-

Squadron 42 Features

- Friends can join you as wingmans when playing SQ42 in online mode.

- Your SQ42 reputation and money will carry over to the SC-PU

- You can earn your SC-PU UEE Citizenship by completing SQ42

- You can opt out of SQ42 and go straight into the SC-PU

- If you joined SQ42 but drops out midway, the UEE military will put a Bounty on your head, you officially becomes a renegade (criminal)

- SQ42 will have a total of 50 missions for Launch

- The first SQ42 mission disk "Behind Enemy Lines" will be available as a DLC (free to all backers who has the "Original and Veteran Backers Reward" in your "MY HANGAR" page)

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Cloud_imperium

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#38 Cloud_imperium
Member since 2013 • 15146 Posts

@Heirren said:

@Cloud_imperium said:

@Heirren:

It's there. Back in 2013 they knew what they want to achieve but the problem was how? After prototyping and building strong tools, now they know what they are going to do and how they're going to do. Take modding tools as an example. They have what they need and they're using it to implement stuff pretty quickly now.

In April, FPS and Planetside builds will be released and further polished then multicrew ship battles in summer. First Chapter of campaign after that and alpha of MMO part at the end of this year. Of course people are welcomed to make conspiracy theories while they can :-)

It isn't conspiracy and I'm not off handedly attempting to diss pc. Like I said, you can see the lack of direction in the way they speak and answer question. They use the term "persistent world" yet nothing shown has evoked this in the slightest. In fact, traversing and universe size seem to be rather small. They show off these wormhole videos and people are cheering, but these people don't seem to get that this is going to be the bulk of navigation, as opposed to actually navigating space.

There are concepts being spoken about that seem great, but in practice they do not have them worked out.

Nah, it's just you.

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DEadliNE-Zero0

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#39 DEadliNE-Zero0
Member since 2014 • 6607 Posts

@Heirren said:

It isn't conspiracy and I'm not off handedly attempting to diss pc. Like I said, you can see the lack of direction in the way they speak and answer question. They use the term "persistent world" yet nothing shown has evoked this in the slightest. In fact, traversing and universe size seem to be rather small. They show off these wormhole videos and people are cheering, but these people don't seem to get that this is going to be the bulk of navigation, as opposed to actually navigating space.

There are concepts being spoken about that seem great, but in practice they do not have them worked out.

What? The bulk of navigation? Jump points are a small mechanics to allow players to jump between star systems.

The systems themselves are vastly bigger. Jump points are probably a minute long, tops.

The star systems however, will big enough that you'll need to fly from planet/station to planet/station. It's been hinted that going from the edge fo each system to another will take about 30 minutes. And that's a straight line.

You talk has if people are being tricked, yet you are don't know hat you speak of yourself. Those who follow the game do know about most mechanics.

There game is still in pre-alpha. They're still doing design decisions, like how larger capital ships will land or be taken care of, since you can't store them in a hangar. But the overall design is set.

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#40 deactivated-57ad0e5285d73
Member since 2009 • 21398 Posts

@deadline-zero0:

And a lot of the is what is disheartening. As I said before, when any of this stuff is spoken about it is future tense. "Will be able to do this" and they've even used the word "maybe" many times, I believe. If development is as transparent as people here say then key areas of the game would have been shown off in practice.

Remember, I initially said that if they are to achieve what they actually think they want to set out and do then it will be a LONG LONG time before release.

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#41 deactivated-57ad0e5285d73
Member since 2009 • 21398 Posts

@deadline-zero0 said:

@Heirren said:

It isn't conspiracy and I'm not off handedly attempting to diss pc. Like I said, you can see the lack of direction in the way they speak and answer question. They use the term "persistent world" yet nothing shown has evoked this in the slightest. In fact, traversing and universe size seem to be rather small. They show off these wormhole videos and people are cheering, but these people don't seem to get that this is going to be the bulk of navigation, as opposed to actually navigating space.

There are concepts being spoken about that seem great, but in practice they do not have them worked out.

What? The bulk of navigation? Jump points are a small mechanics to allow players to jump between star systems.

The systems themselves are vastly bigger. Jump points are probably a minute long, tops.

The star systems however, will big enough that you'll need to fly from planet/station to planet/station. It's been hinted that going from the edge fo each system to another will take about 30 minutes. And that's a straight line.

You talk has if people are being tricked, yet you are don't know hat you speak of yourself. Those who follow the game do know about most mechanics.

There game is still in pre-alpha. They're still doing design decisions, like how larger capital ships will land or be taken care of, since you can't store them in a hangar. But the overall design is set.

And that is what I'd like to see. I'd like to see video of someone taking off from one planet, flying into space, traversing a large amount of space, reaching another planet, landing, and getting out of the ship in a seamless manner--something they say but I have never seen.

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#42  Edited By Cloud_imperium
Member since 2013 • 15146 Posts


@deadline-zero0:

If he is still not convinced after that shit ton of info you posted, 250+ videos on their official channel, hundreds of updates on site, video/written interviews and postings in the forums, then I doubt he'll ever be. It's waste of time.

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#43 DEadliNE-Zero0
Member since 2014 • 6607 Posts

@Heirren said:

@deadline-zero0:

And a lot of the is what is disheartening. As I said before, when any of this stuff is spoken about it is future tense. "Will be able to do this" and they've even used the word "maybe" many times, I believe. If development is as transparent as people here say then key areas of the game would have been shown off in practice.

Remember, I initially said that if they are to achieve what they actually think they want to set out and do then it will be a LONG LONG time before release.

You still make no sense.

Many of these are smaller features. The overall core concept is the same.

Hangar---->planetside------>orbital space/space stations------>star systems------->jump points-------->galaxy map.

Within it there's an AI driven economy and missions to take. Then there's stuff like player driven events,

They migh change criminal punishment, space beds, AI crew members might be cut, etc, etc. They can't show you everything there is to see if there's a high level chance it might change. They can talk about it, but they can't tell you, much less show you, everything there is, since so much is beign done.

The current plan is the FPS module release. Then the planetside module. Then interconnect the hangar and planetside. Then allow players to take off into space. Then had a few star systems and connect them.

You know what that says? That the core elements of the PU have always been in place. I'm watching the PAX Panel right now and they just spoke of how they changed idea of how weapon usage on planets, from not being able to carry any at first, to then using security mechanics like guards and turrets on different worlds and areas, from more secure ones like Prime to lawless ones like Nyx.

Have they shown any of this? No. But are they being open about it? Yes. They shift concept all the time, but not to the extent that the overall vision needs changing.

More than year ago, people complained that the hangar was the only thing that existed. Now, multiple ships are flyable.

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#44 DEadliNE-Zero0
Member since 2014 • 6607 Posts

@Heirren said:

And that is what I'd like to see. I'd like to see video of someone taking off from one planet, flying into space, traversing a large amount of space, reaching another planet, landing, and getting out of the ship in a seamless manner--something they say but I have never seen.

But it's not finished yet. It's like asking people to show off dogfighting while the hangar module was the only one available. And people did.

Now you ask about leaving planetside, going into a jump point, into another system and landing on a different planet. That's what the plan is.

Have you check the webside? They even have a check over the modules they released. Next is FPS, and then planetside, as everything start to come together.

What you ask is like asking "Why can't i fly ships like the Redeemer shown the FPS video? It's already in the hangar". And the answer would be, it's not ready. Just like many things about the game.

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#45  Edited By kweeni
Member since 2007 • 11413 Posts

@Heirren reaching another planet, landing, and getting out of the ship in a seamless manner

Loading Video...

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#46 deactivated-57ad0e5285d73
Member since 2009 • 21398 Posts

@deadline-zero0 said:

@Heirren said:

@deadline-zero0:

And a lot of the is what is disheartening. As I said before, when any of this stuff is spoken about it is future tense. "Will be able to do this" and they've even used the word "maybe" many times, I believe. If development is as transparent as people here say then key areas of the game would have been shown off in practice.

Remember, I initially said that if they are to achieve what they actually think they want to set out and do then it will be a LONG LONG time before release.

You still make no sense.

Many of these are smaller features. The overall core concept is the same.

Hangar---->planetside------>orbital space/space stations------>star systems------->jump points-------->galaxy map.

Within it there's an AI driven economy and missions to take. Then there's stuff like player driven events,

They migh change criminal punishment, space beds, AI crew members might be cut, etc, etc. They can't show you everything there is to see if there's a high level chance it might change. They can talk about it, but they can't tell you, much less show you, everything there is, since so much is beign done.

The current plan is the FPS module release. Then the planetside module. Then interconnect the hangar and planetside. Then allow players to take off into space. Then had a few star systems and connect them.

You know what that says? That the core elements of the PU have always been in place. I'm watching the PAX Panel right now and they just spoke of how they changed idea of how weapon usage on planets, from not being able to carry any at first, to then using security mechanics like guards and turrets on different worlds and areas, from more secure ones like Prime to lawless ones like Nyx.

Have they shown any of this? No. But are they being open about it? Yes. They shift concept all the time, but not to the extent that the overall vision needs changing.

More than year ago, people complained that the hangar was the only thing that existed. Now, multiple ships are flyable.

I'm making sense just fine. I am basing everything I say off what is actually said vs what is actually shown. I don't even mean to come across in a negative manner--I'm just being realistic. The most telling thing is when the developers themselves come across confused when trying to describe what they want to do.

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#47 deactivated-597794cd74015
Member since 2012 • 961 Posts

@Heirren: I have no idea what you do in these threads. If you're not interested in the game why come here at all ? Don't you have to play The Last of Us again for the hundreth time ?

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#48  Edited By DEadliNE-Zero0
Member since 2014 • 6607 Posts

@Heirren: But they do know what they're talking about. Many things are set in stone, others are still in need of tuning.

We know tons about SC, but not everything. It's understandable to be skeptical about many things regarding the game, but your point about how they don't have direction or that it'll take a long time to finish isn't based on a proper foundation.

I already explained the module/game design release program. Many things will need fine tuning for months to come, but the overal concept is known to players and, most importantly, COG.

When it was just the hangar module and no flight was shown yet, your argument had agreat point.

Now, after Arena Commander 1.0, multiple single crew ships, multi crew ships to come, fps and planetside modules having been shown, those same modules suppose to release in months time, and many other features having been explained, you lose your ground.

You ask to be able to fly off the planet, etc? I'll tell you then, one last time, you'll be able to do this soon enough. Just keep an eye on when the planetside module is released and see them update it has time goes to allow orbital flight, jump point traversal, etc, etc.

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#49 Cloud_imperium
Member since 2013 • 15146 Posts

@faizanhd:

Pretty sure he's Wii U owner. Probably waiting for the release of new Zelda.

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#50  Edited By naz99
Member since 2002 • 2941 Posts

@deadline-zero0: why are you even wasting your time with him,the game does not lack direction it never has no matter what he says,and he does not even follow the game so why does his uninformed opinion even matter?

When it comes to actual facts on the game I would rather listen to and believe somebody who has been following the game for the past 2 years

save your energy for more worthy discussiono with people who appreciate an actual informed opinion.

Great informative posts though,good work :)