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Star Citizen v EVE

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Author
Winterblink
#1341 - 2014-05-14 04:30:52 UTC
digitalwanderer wrote:
Only a few more days until we know the exact release date of the dogfighting module this month( it'll be revealed this Friday).

I'll be surprised (pleasantly) if they lock down a date this month.
Commissar Kate
Kesukka
#1342 - 2014-05-14 04:36:49 UTC
Winterblink wrote:
Mashie Saldana wrote:
Looking at the most recent video posted in this thread, why is the ship handling like a fighter jet in atmosphere? Can't you spin the ship around it's own axle without changing flight direction?

This was actually addressed by CR on the forums here:

https://forums.robertsspaceindustries.com/discussion/92575/dogfighting-demo/p1


So as I said above, it just comes down to ease of use and gameplay. Just add some techno-babble fly by wire computer explanation for it.

Realistic space flight = extreme difficulty and lots of frustration for the unseasoned and pilot. I'd take a hybrid space/atmospheric flight model over a 100% accurate one any day just to make the game more enjoyable instead of fighting it.

And there is G-Forces to deal with? If so, so much for crazy extreme maneuvering. If they include g-loc be prepared for hilarious results from it. As I used to see it all the time when I played my flight sims online.

Also how do SC ships traverse star systems and interstellar space? Warp drive seems out due to fact that I think you would have to deal with extreme g-forces.
Winterblink
#1343 - 2014-05-14 04:47:18 UTC
Commissar Kate wrote:
So as I said above, it just comes down to ease of use and gameplay. Just add some techno-babble fly by wire computer explanation for it.

Realistic space flight = extreme difficulty and lots of frustration for the unseasoned and pilot. I'd take a hybrid space/atmospheric flight model over a 100% accurate one any day just to make the game more enjoyable instead of fighting it.

And there is G-Forces to deal with? If so, so much for crazy extreme maneuvering. If they include g-loc be prepared for hilarious results from it. As I used to see it all the time when I played my flight sims online.

Also how do SC ships traverse star systems and interstellar space? Warp drive seems out due to fact that I think you would have to deal with extreme g-forces.

With regards to the issues of realistic space flight, the frustration part is mitigated what is effectively "simulated" computer control. They've talked about being able to turn off the various assists (think of the similar assist defeats in racing games) which enable more interesting flight dynamics like powerslides and such. With the whole thing turned on, you'll fly like a fighter jet, but obviously at the mercy of people skilled in the more loose flight models.

They also showed the g-force simulation, with the assists completely off you run the risk of blacking out and who knows what other harm to your character. Do you pull the harder turn and risk blacking out entirely, or do you take the less risky move and possibly get shot to pieces? Should make for some interesting gameplay.

Interstellar travel is all jump-based, presumably the in-system stuff will be similar. We'll see.

Of course this entire discussion is an academic exercise anyway until we get the game in our hands. I for one think it's a good thing to have a flight model which can be challenging to master but yields awesome rewards for doing so.
DaReaper
Net 7
Cannon.Fodder
#1344 - 2014-05-14 04:51:24 UTC
Winterblink wrote:
Commissar Kate wrote:
So as I said above, it just comes down to ease of use and gameplay. Just add some techno-babble fly by wire computer explanation for it.

Realistic space flight = extreme difficulty and lots of frustration for the unseasoned and pilot. I'd take a hybrid space/atmospheric flight model over a 100% accurate one any day just to make the game more enjoyable instead of fighting it.

And there is G-Forces to deal with? If so, so much for crazy extreme maneuvering. If they include g-loc be prepared for hilarious results from it. As I used to see it all the time when I played my flight sims online.

Also how do SC ships traverse star systems and interstellar space? Warp drive seems out due to fact that I think you would have to deal with extreme g-forces.

With regards to the issues of realistic space flight, the frustration part is mitigated what is effectively "simulated" computer control. They've talked about being able to turn off the various assists (think of the similar assist defeats in racing games) which enable more interesting flight dynamics like powerslides and such. With the whole thing turned on, you'll fly like a fighter jet, but obviously at the mercy of people skilled in the more loose flight models.

They also showed the g-force simulation, with the assists completely off you run the risk of blacking out and who knows what other harm to your character. Do you pull the harder turn and risk blacking out entirely, or do you take the less risky move and possibly get shot to pieces? Should make for some interesting gameplay.

Interstellar travel is all jump-based, presumably the in-system stuff will be similar. We'll see.

Of course this entire discussion is an academic exercise anyway until we get the game in our hands. I for one think it's a good thing to have a flight model which can be challenging to master but yields awesome rewards for doing so.



Though wouldn't you blacking out get you ripped to pieces anyway? But yea, who knows what will actually be workable and playable when it goes live.

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

Winterblink
#1345 - 2014-05-14 04:59:24 UTC
DaReaper wrote:
Though wouldn't you blacking out get you ripped to pieces anyway? But yea, who knows what will actually be workable and playable when it goes live.

Real world fighter pilots detail with extreme g-forces, and try to pull off extreme maneuvers while dealing with those g-forces. I imagine that same acceptable risk is something we'll be able to manage ourselves when flying around in SC. We'll see.
raven666wings
Cyber Chaos Crew
#1346 - 2014-05-14 07:06:21 UTC
Commissar Kate wrote:
Also how do SC ships traverse star systems and interstellar space? Warp drive seems out due to fact that I think you would have to deal with extreme g-forces.
Not sure if they'll use them like EVE and Elite Dangerous but nope, wouldn't deal with g-forces at all. The ship is supposed to be stopped while the drive warps space-time around it. However a huge ammount of energy could be released at the end of warp, probably not a good idea to exit warp too close to a station or planet.
Aspalis
Federal Navy Academy
Gallente Federation
#1347 - 2014-05-14 09:14:06 UTC  |  Edited by: Aspalis
Debora Tsung wrote:
Aspalis wrote:
Chris Roberts, the Peter Molyneux of space sims.
Although I am not a fan of Star Citizen, I feel like I should say something about insults below the belt line, but I think You already know what you did there... Straight


Compare one game designer that have outrageously ambitious visions for his game and has yet to deliver with another game designer that have outrageously ambitious visions for his game and has yet to deliver?

Marcus Gord: "Aspalis is an onion. Many layers, each one makes you cry."

Mashie Saldana
V0LTA
WE FORM V0LTA
#1348 - 2014-05-14 10:30:21 UTC
Commissar Kate wrote:
Winterblink wrote:
Mashie Saldana wrote:
Looking at the most recent video posted in this thread, why is the ship handling like a fighter jet in atmosphere? Can't you spin the ship around it's own axle without changing flight direction?

This was actually addressed by CR on the forums here:

https://forums.robertsspaceindustries.com/discussion/92575/dogfighting-demo/p1


So as I said above, it just comes down to ease of use and gameplay. Just add some techno-babble fly by wire computer explanation for it.

Realistic space flight = extreme difficulty and lots of frustration for the unseasoned and pilot. I'd take a hybrid space/atmospheric flight model over a 100% accurate one any day just to make the game more enjoyable instead of fighting it.

And there is G-Forces to deal with? If so, so much for crazy extreme maneuvering. If they include g-loc be prepared for hilarious results from it. As I used to see it all the time when I played my flight sims online.

Also how do SC ships traverse star systems and interstellar space? Warp drive seems out due to fact that I think you would have to deal with extreme g-forces.

I guess the players in SC will have to research towards inertia stabilisers then so they don't have to worry about the g-forces going forward.
Commissar Kate
Kesukka
#1349 - 2014-05-14 12:06:47 UTC
Hmm jump drives then... I have always felt this is the best mode of travel, especially for games. Less travel time makes for a happy player.

But for me the question is if they use jump drives does that mean you can jump to anywhere you want or do you have to jump to a beacon/gravity well or some other specific spot intended to create a chokepoint?
Nometh Xergent
#1350 - 2014-05-14 13:31:26 UTC
I haven't read anything that you have posted (ongoing discussion)
But i just want to say that Space Citizen has nothing to compare to EVE. Eve is a different game. Space Citizen just looks like an arcade shooter with some nice graphics and ****. I dont really think this is going to be an impact on EVE at all.

Eve Online is EVE. It is just EVE. Another game can not be EVE.

“I’ve always loathed the necessity of sleep. Like death, it puts even the most powerful men on their backs.”

Winterblink
#1351 - 2014-05-14 15:02:32 UTC
Commissar Kate wrote:
Hmm jump drives then... I have always felt this is the best mode of travel, especially for games. Less travel time makes for a happy player.

But for me the question is if they use jump drives does that mean you can jump to anywhere you want or do you have to jump to a beacon/gravity well or some other specific spot intended to create a chokepoint?

I don't think any significant details have been released about this, so anything anyone says would be speculative.
Markku Laaksonen
School of Applied Knowledge
Caldari State
#1352 - 2014-05-14 16:14:18 UTC
I'm really excited for this game and looking forward to it. The wait doesn't bother me.

DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/

EVE Buddy Invite - https://secure.eveonline.com/trial/?invc=047203f1-4124-42a1-b36f-39ca8ae5d6e2&action=buddy

digitalwanderer
DW inc
#1353 - 2014-05-14 16:20:08 UTC
Going to use a combo of my keyboard and joystick/ throttle, and with an Oculous rift DK2 glasses which should be arriving in June.....Immersion factor maxed.


Big smile
DaReaper
Net 7
Cannon.Fodder
#1354 - 2014-05-14 19:38:32 UTC
digitalwanderer wrote:
Going to use a combo of my keyboard and joystick/ throttle, and with an Oculous rift DK2 glasses which should be arriving in June.....Immersion factor maxed.


Big smile



not sure how well the kb will work with the rift, but if you can pull it off, then you can make poke ccp to add it to valk. lol

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

digitalwanderer
DW inc
#1355 - 2014-05-14 20:28:20 UTC
DaReaper wrote:
digitalwanderer wrote:
Going to use a combo of my keyboard and joystick/ throttle, and with an Oculous rift DK2 glasses which should be arriving in June.....Immersion factor maxed.


Big smile



not sure how well the kb will work with the rift, but if you can pull it off, then you can make poke ccp to add it to valk. lol



You should know better than that....CCP does whatever it wants to do and whenever it wants to do it.....Timelines for given features haven't been too important these last several years...
Winterblink
#1356 - 2014-05-14 20:37:16 UTC
DaReaper wrote:
not sure how well the kb will work with the rift, but if you can pull it off, then you can make poke ccp to add it to valk. lol

Download and try War Thunder. It can work out extremely well as a control scheme (well, mouse and keyboard that is)
raven666wings
Cyber Chaos Crew
#1357 - 2014-05-15 12:09:39 UTC  |  Edited by: raven666wings
Ian Morbius wrote:
One company fires while another company hires. The Way It Goes.

Star Citizen's new producer is Blizzard veteran Alex Mayberry

What! Does this mean SC is to become a WOW like amusement park pony ride? Probably not.


Seems like a great acquisition from CR to take the Executive Producer role. From what he said in the Wingman's Hangar interview he started in the business by messing with a Doom map editor, was a level desiger for Quake II and some other games, before working with WoW and Diablo III at Blizzard. If he can help Star Citizen deliver half the fun I have playing Diablo III then the money I gave CR is already well spent.
Winterblink
#1358 - 2014-05-15 12:50:28 UTC
raven666wings wrote:
Ian Morbius wrote:
One company fires while another company hires. The Way It Goes.

Star Citizen's new producer is Blizzard veteran Alex Mayberry

What! Does this mean SC is to become a WOW like amusement park pony ride? Probably not.


Seems like a great acquisition from CR to take the Executive Producer role. From what he said in the Wingman's Hangar interview he started in the business by messing with a Doom map editor, was a level desiger for Quake II and some other games, before working with WoW and Diablo III at Blizzard. If he can help Star Citizen deliver half the fun I have playing Diablo III then the money I gave CR is already well spent.

Yeah, his experience is not only lengthy but varied, and in games with shall we say passionate communities... :)
raven666wings
Cyber Chaos Crew
#1359 - 2014-05-15 16:43:13 UTC  |  Edited by: raven666wings
Speaking of D3, it's 2 years old today, anniversary bonus is up! Double rift keys and legendary drop rate for everyone Twisted
Master Flakattack
Royal Amarr Institute
Amarr Empire
#1360 - 2014-05-15 22:05:06 UTC
Desivo Delta Visseroff wrote:
What development? This vape has had no substantial releases or tangible results beyond one module in two years, but please enlighten me, oh wise and faceless forum alt.

I do know business and as a business venture and development investment, SC smells like cheap snake oil that has been fermenting in the desert sun. These delays and botched presentations would never fly with real investors.

Virtually every major tech company has botched important presentations. That doesn't mean anything. Delays? This is the gaming market we're talking about, delays are par for the course.

You don't just have a serious lack of knowledge of the development process, you don't seem to understand technology and gaming either.