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#
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Jun 1, 2024 06:12
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- TheAgent
- Feb 16, 2002
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The call is coming from inside Dr. House
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Grimey Drawer
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welcome to hell(o)
- capital ship gameplay and design still being hashed out
- Turbulent in charge of solving/inventing these gameplay systems
- nothing "set in concrete" yet, some ideas include better LODs on capital ships to reduce or eliminate framerate issues, removal of "extraneous" areas to free up overhead, and massive reduction in player crew
- this reduction in player count aboard capital ships means that instead of five dozen players, the majority of crew space would be occupied by NPCs, brining the player count "in line with our 3-to-1 rule" (thought it was 9 to one?)
- "keeping player headcounts to around two dozen or lower" with a sweet spot of "around fifteen" players per capital ship
- this would allow multiple capital ships on a single server, with a max target of 4 per server and would be a departure from the "one capital ship per server" current design
- NPCs would crew the "more mundane or day-to-day" operations of the ship, but would also include some combat roles, such as "turrets and boarding parties"
- these NPCs at "tier 0" would not be able to be seen walking or doing tasks around the ship
- instead these "tier 0 crewmen" would be just names seen at specific consoles, expanding eventually to be fully interactable and seen on board
- the lore team has written up over a hundred thousand backstories that can be mixed to produce unique histories for each NPC crewman
- "Once a crewman has dedicated themselves to you and your fleet, their name, backstory, stats and specialties are locked in for you, and only you."
- interactions with every crewman can have a bevvy of different options, including romance and quest paths "as deep as Mass Effect or any other BioWare game"
- expect the first rollout of NPCs and Idris capital ship gameplay "no later than" Q4 2026, with an internal target of 2025
- which coincidentally is also the SQ42 Prelude/First Strike internal release (hahahahahhahahaha)
- an absolutely staggering amount of man hours and monies have been spent on SQ42 cutscenes, with "over a hundred million dollars" spent and a "majority of manpower dedicated to finishing them"
- while this includes filming, actors and the studio, the biggest portion has been spent in post production
- a new Chinese firm has begun to help with these scenes, outsourced because Turbulent couldn't "find enough butts to fill seats"
I'm going to end this here because the next write up is absolutely loving crazy and I'm stripping out people's names, addresses and other identifying information because Jesus loving Christ it's a lol for the ages
a little preview
quote:With my state solidly in the rearview, I only had another few hours ahead of me. Question after question popped into my mind as the blacktop sped beneath me. What was I going to say? Was I going to camp outside the guy's house like some private eye? Should I head straight up to the door, knock three times and hope he doesn't shoot me? Is this even the right address? And, of course, "What the gently caress am I doing?"
When he did answer the door, he didn't shoot or chase me away like a crazy person. Instead, he told me everything I wanted to know about Star Citizen, his several business on the grey market, and where, exactly, Star Citizen's record fundraising is coming from.
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Nov 27, 2022 21:22
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- Midnight Voyager
- Jul 2, 2008
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Lipstick Apathy
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oh, so MonocleCat is a stalker too, great.
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Nov 27, 2022 21:44
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- trucutru
- Jul 9, 2003
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by Fluffdaddy
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oh, so MonocleCat is a stalker too, great.
That's him in the wheelchair!
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Nov 27, 2022 21:47
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- bbchops
- Jul 26, 2001
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Ho ho ho! I'll have the same again!
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Nap Ghost
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lol
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Nov 27, 2022 21:56
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- colonelwest
- Jun 30, 2018
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Lol the “tier 0” capital ship plans and timeframe sound too perfectly CIG not to be true.
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Nov 27, 2022 22:06
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- Quavers
- Feb 26, 2016
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You clearly don't understand game development
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welcome to hell(o)
- capital ship gameplay and design still being hashed out
- Turbulent in charge of solving/inventing these gameplay systems
- nothing "set in concrete" yet, some ideas include better LODs on capital ships to reduce or eliminate framerate issues, removal of "extraneous" areas to free up overhead, and massive reduction in player crew
- this reduction in player count aboard capital ships means that instead of five dozen players, the majority of crew space would be occupied by NPCs, brining the player count "in line with our 3-to-1 rule" (thought it was 9 to one?)
- "keeping player headcounts to around two dozen or lower" with a sweet spot of "around fifteen" players per capital ship
- this would allow multiple capital ships on a single server, with a max target of 4 per server and would be a departure from the "one capital ship per server" current design
- NPCs would crew the "more mundane or day-to-day" operations of the ship, but would also include some combat roles, such as "turrets and boarding parties"
- these NPCs at "tier 0" would not be able to be seen walking or doing tasks around the ship
- instead these "tier 0 crewmen" would be just names seen at specific consoles, expanding eventually to be fully interactable and seen on board
- the lore team has written up over a hundred thousand backstories that can be mixed to produce unique histories for each NPC crewman
- "Once a crewman has dedicated themselves to you and your fleet, their name, backstory, stats and specialties are locked in for you, and only you."
- interactions with every crewman can have a bevvy of different options, including romance and quest paths "as deep as Mass Effect or any other BioWare game"
- expect the first rollout of NPCs and Idris capital ship gameplay "no later than" Q4 2026, with an internal target of 2025
- which coincidentally is also the SQ42 Prelude/First Strike internal release (hahahahahhahahaha)
- an absolutely staggering amount of man hours and monies have been spent on SQ42 cutscenes, with "over a hundred million dollars" spent and a "majority of manpower dedicated to finishing them"
- while this includes filming, actors and the studio, the biggest portion has been spent in post production
- a new Chinese firm has begun to help with these scenes, outsourced because Turbulent couldn't "find enough butts to fill seats"
I'm going to end this here because the next write up is absolutely loving crazy and I'm stripping out people's names, addresses and other identifying information because Jesus loving Christ it's a lol for the ages
a little preview
quote:
With my state solidly in the rearview, I only had another few hours ahead of me. Question after question popped into my mind as the blacktop sped beneath me. What was I going to say? Was I going to camp outside the guy's house like some private eye? Should I head straight up to the door, knock three times and hope he doesn't shoot me? Is this even the right address? And, of course, "What the gently caress am I doing?"
When he did answer the door, he didn't shoot or chase me away like a crazy person. Instead, he told me everything I wanted to know about Star Citizen, his several business on the grey market, and where, exactly, Star Citizen's record fundraising is coming from.
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Nov 27, 2022 22:20
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- Thoatse
- Feb 29, 2016
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Lol said the scorpion, lmao
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https://thumbs.gfycat.com/MiniatureInbornBoaconstrictor-mobile.mp4
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Nov 27, 2022 23:42
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- The Titanic
- Sep 15, 2016
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Unsinkable
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welcome to hell(o)
- capital ship gameplay and design still being hashed out
- Turbulent in charge of solving/inventing these gameplay systems
- nothing "set in concrete" yet, some ideas include better LODs on capital ships to reduce or eliminate framerate issues, removal of "extraneous" areas to free up overhead, and massive reduction in player crew
- this reduction in player count aboard capital ships means that instead of five dozen players, the majority of crew space would be occupied by NPCs, brining the player count "in line with our 3-to-1 rule" (thought it was 9 to one?)
- "keeping player headcounts to around two dozen or lower" with a sweet spot of "around fifteen" players per capital ship
- this would allow multiple capital ships on a single server, with a max target of 4 per server and would be a departure from the "one capital ship per server" current design
- NPCs would crew the "more mundane or day-to-day" operations of the ship, but would also include some combat roles, such as "turrets and boarding parties"
- these NPCs at "tier 0" would not be able to be seen walking or doing tasks around the ship
- instead these "tier 0 crewmen" would be just names seen at specific consoles, expanding eventually to be fully interactable and seen on board
- the lore team has written up over a hundred thousand backstories that can be mixed to produce unique histories for each NPC crewman
- "Once a crewman has dedicated themselves to you and your fleet, their name, backstory, stats and specialties are locked in for you, and only you."
- interactions with every crewman can have a bevvy of different options, including romance and quest paths "as deep as Mass Effect or any other BioWare game"
- expect the first rollout of NPCs and Idris capital ship gameplay "no later than" Q4 2026, with an internal target of 2025
- which coincidentally is also the SQ42 Prelude/First Strike internal release (hahahahahhahahaha)
- an absolutely staggering amount of man hours and monies have been spent on SQ42 cutscenes, with "over a hundred million dollars" spent and a "majority of manpower dedicated to finishing them"
- while this includes filming, actors and the studio, the biggest portion has been spent in post production
- a new Chinese firm has begun to help with these scenes, outsourced because Turbulent couldn't "find enough butts to fill seats"
I'm going to end this here because the next write up is absolutely loving crazy and I'm stripping out people's names, addresses and other identifying information because Jesus loving Christ it's a lol for the ages
a little preview
Don't stop The Agent-sama! I'm almost there!
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Nov 28, 2022 00:01
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- Bushboy2000
- Jul 19, 2022
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welcome to hell(o)
- capital ship gameplay and design still being hashed out
- Turbulent in charge of solving/inventing these gameplay systems
- nothing "set in concrete" yet, some ideas include better LODs on capital ships to reduce or eliminate framerate issues, removal of "extraneous" areas to free up overhead, and massive reduction in player crew
- this reduction in player count aboard capital ships means that instead of five dozen players, the majority of crew space would be occupied by NPCs, brining the player count "in line with our 3-to-1 rule" (thought it was 9 to one?)
- "keeping player headcounts to around two dozen or lower" with a sweet spot of "around fifteen" players per capital ship
- this would allow multiple capital ships on a single server, with a max target of 4 per server and would be a departure from the "one capital ship per server" current design
- NPCs would crew the "more mundane or day-to-day" operations of the ship, but would also include some combat roles, such as "turrets and boarding parties"
- these NPCs at "tier 0" would not be able to be seen walking or doing tasks around the ship
- instead these "tier 0 crewmen" would be just names seen at specific consoles, expanding eventually to be fully interactable and seen on board
- the lore team has written up over a hundred thousand backstories that can be mixed to produce unique histories for each NPC crewman
- "Once a crewman has dedicated themselves to you and your fleet, their name, backstory, stats and specialties are locked in for you, and only you."
- interactions with every crewman can have a bevvy of different options, including romance and quest paths "as deep as Mass Effect or any other BioWare game"
- expect the first rollout of NPCs and Idris capital ship gameplay "no later than" Q4 2026, with an internal target of 2025
- which coincidentally is also the SQ42 Prelude/First Strike internal release (hahahahahhahahaha)
- an absolutely staggering amount of man hours and monies have been spent on SQ42 cutscenes, with "over a hundred million dollars" spent and a "majority of manpower dedicated to finishing them"
- while this includes filming, actors and the studio, the biggest portion has been spent in post production
- a new Chinese firm has begun to help with these scenes, outsourced because Turbulent couldn't "find enough butts to fill seats"
I'm going to end this here because the next write up is absolutely loving crazy and I'm stripping out people's names, addresses and other identifying information because Jesus loving Christ it's a lol for the ages
a little preview
Agent, dont let a cease and desist stop you getting Part 2 out and read
Bushboy2000 fucked around with this message at 01:11 on Nov 28, 2022
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Nov 28, 2022 01:09
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- JugbandDude
- Jul 19, 2016
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Remember when you were young, you shone like the sun
Shine on you crazy diamond!
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I think the plan is perfect: throw them a little insult like modules not included and they will forget this is another large concept ship that will never be released.
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Nov 28, 2022 02:21
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- Beet Wagon
- Oct 19, 2015
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welcome to hell(o)
- capital ship gameplay and design still being hashed out
- Turbulent in charge of solving/inventing these gameplay systems
- nothing "set in concrete" yet, some ideas include better LODs on capital ships to reduce or eliminate framerate issues, removal of "extraneous" areas to free up overhead, and massive reduction in player crew
- this reduction in player count aboard capital ships means that instead of five dozen players, the majority of crew space would be occupied by NPCs, brining the player count "in line with our 3-to-1 rule" (thought it was 9 to one?)
- "keeping player headcounts to around two dozen or lower" with a sweet spot of "around fifteen" players per capital ship
- this would allow multiple capital ships on a single server, with a max target of 4 per server and would be a departure from the "one capital ship per server" current design
- NPCs would crew the "more mundane or day-to-day" operations of the ship, but would also include some combat roles, such as "turrets and boarding parties"
- these NPCs at "tier 0" would not be able to be seen walking or doing tasks around the ship
- instead these "tier 0 crewmen" would be just names seen at specific consoles, expanding eventually to be fully interactable and seen on board
- the lore team has written up over a hundred thousand backstories that can be mixed to produce unique histories for each NPC crewman
- "Once a crewman has dedicated themselves to you and your fleet, their name, backstory, stats and specialties are locked in for you, and only you."
- interactions with every crewman can have a bevvy of different options, including romance and quest paths "as deep as Mass Effect or any other BioWare game"
- expect the first rollout of NPCs and Idris capital ship gameplay "no later than" Q4 2026, with an internal target of 2025
- which coincidentally is also the SQ42 Prelude/First Strike internal release (hahahahahhahahaha)
- an absolutely staggering amount of man hours and monies have been spent on SQ42 cutscenes, with "over a hundred million dollars" spent and a "majority of manpower dedicated to finishing them"
- while this includes filming, actors and the studio, the biggest portion has been spent in post production
- a new Chinese firm has begun to help with these scenes, outsourced because Turbulent couldn't "find enough butts to fill seats"
I'm going to end this here because the next write up is absolutely loving crazy and I'm stripping out people's names, addresses and other identifying information because Jesus loving Christ it's a lol for the ages
a little preview
ahahaha this is exquisite
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Nov 28, 2022 02:51
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- 4th Stimpire Queen
- May 4, 2022
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Contemplate with nice thoughts and utterances.
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I hope SQ42's Prelude ends up being one of those FMV games that's 80% cutscenes with real actors, would be great!
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Nov 28, 2022 04:41
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- Experimental Skin
- Apr 16, 2016
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With my state solidly in the rearview, I only had another few hours ahead of me. Question after question popped into my mind as the blacktop sped beneath me. What was I going to say? Was I going to camp outside the guy's house like some private eye? Should I head straight up to the door, knock three times and hope he doesn't shoot me? Is this even the right address? And, of course, "What the gently caress am I doing?"
When he did answer the door, he didn't shoot or chase me away like a crazy person. Instead, he told me everything I wanted to know about Star Citizen, his several business on the grey market, and where, exactly, Star Citizen's record fundraising is coming from.
Predicting it has something to do with the subject of this guys book
https://www.goodreads.com/book/show/58725007-butler-to-the-world
Also an interview out today.
https://www.youtube.com/watch?v=gHYJ8O-weLk
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Nov 28, 2022 07:08
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- Star
- Jul 15, 2005
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Guerilla war struggle is a new entertainment.
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Fallen Rib
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My god, 2025 as the optimistic target year for release of SQ42… just mind boggling
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Nov 28, 2022 09:09
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- Only Kindness
- Oct 12, 2016
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Also: wait a minute - the whole point of Crick Robbers going to the UK was to get Squits 69 completed and out in two years, wasn't it? And now it's going to take 5 (4 + the 1 year just past) just to get the tiniest starter piece?
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Nov 28, 2022 11:25
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- Jonny Shiloh
- Mar 7, 2019
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You 'orrible little man
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Also: wait a minute - the whole point of Crick Robbers going to the UK was to get Squits 69 completed and out in two years, wasn't it? And now it's going to take 5 (4 + the 1 year just past) just to get the tiniest starter piece?
Get out of here with your FUD! We all know he's already absolved himself of sticking to timescales/schedules/anything remotely resembling normal game development processes.
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Nov 28, 2022 12:00
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- MedicineHut
- Feb 25, 2016
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"and where, exactly, Star Citizen's record fundraising is coming from."
Where!!!!
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Nov 28, 2022 12:54
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- trucutru
- Jul 9, 2003
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by Fluffdaddy
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Calling it now:
Answer the call... 2026!
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Nov 28, 2022 14:06
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- Kikas
- Oct 30, 2012
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welcome to hell(o)
I'm going to end this here because the next write up is absolutely loving crazy and I'm stripping out people's names, addresses and other identifying information because Jesus loving Christ it's a lol for the ages
a little preview
imagine the cutaway "needle - vein - pupil dilate" shot from Requiem For a Dream here because man this hits me just right
MORE
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Nov 28, 2022 14:14
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- Jonny Shiloh
- Mar 7, 2019
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You 'orrible little man
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Calling it now:
Answer the call... 2026!
FUD! It's ready when it's ready you apostate and not before. Remember CIG don't owe you anything, you've pledged to make this game happen, you haven't purchased anything and if Squadron54 never releases, hell at least they tried.
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Nov 28, 2022 14:32
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- Adbot
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ADBOT LOVES YOU
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Jun 1, 2024 06:12
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- Sandepande
- Aug 19, 2018
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Christ Robbers has about three times as many developers and they work non-stop, all three shifts around the world instead of just one, so development is allowed to take 3x3 times as long.
That's how this works, right?
Probably. Combined with the mythical man-month and Chris Roberts' "management" style, 3 x 3 seems fairly optimistic.
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Nov 28, 2022 14:59
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