Oh hey, that's that Star Citizen-related dingamabob, innit? Is that still a thing? Feels like it's been years.
Six years. Still alpha.Chimpzy said:Oh hey, that's that Star Citizen-related dingamabob, innit? Is that still a thing? Feels like it's been years.
While I won't argue about Roberts state as a professional, its worth noting both Freelancer and Wing Commander were delayed, overambitous, miles overbudget projects that directly led to their parent companies getting bought out due to the financial strains. Not a ringing endorsement of trusting their finanical management (whether they can deliver their ambition with an effectively unlimited budget is a toss-up)KingsGambit said:While I'm with you on my scepticism on the game, as i wrote above, saying it's created by "amateurs" is untrue and I'll explain why. The reason this game/project/mess became the most successful crowd-funding project ever was because it was a) Chris Roberts and b) a promise that it would be a spiritual successor to Freelancer, Chris Robert's previous hit (itself a successor to Wing Commander).Silentpony said:So this is what, a Wing Commander light game funded by fans and created by absolute amateurs that will probably never see release, or be woefully over-promised and be a buggy, glitchy mess.
Must be Friday.
X3 had saves, and I want to keep the destroyer that I lost fighting in hostile space.KingsGambit said:You can get insurance to refund most/all of the cost of at least the hull, don't know about gear/cargo. Eve has the same mechanic and so do the X games...you lose a ship in X3, you don't get it back unless I'm really remembering it wrong. I believe losing a ship in ED is perma too, but you can have insurance also to offset some of the cost. I don't have an issue with losing ships.Gergar12 said:Not getting it due to perma-death/death where you lose your shit. I want to play until the end, and then use my destroyer to crush everything Like X3 Albion Prelude, and soon Elite Dangerous.
Not every game needs to be a rouge-like.
S42 Backer ships have lifetime insurance on the hull...I have like a second-from-bottom tier ship with LTI that can be transferred to a new hull if I trade it in on their store. It was tempting early on and I think they had a couple of sales over the years, but right now it feels like paying for a hollow promise.
I think you and Silent are right in judging it. He made great games, but ran the projects/studio badly. What's clear is that four years after promised delivery on a project that no longer matches what was promised, having so much money caused the project to derail. What was a single player space sandbox now has a persistent world, planetary flight/landing, first/third person views and FPS combat, motion capture and Hollywood actors, etc.Seth Carter said:While I won't argue about Roberts state as a professional, its worth noting both Freelancer and Wing Commander were delayed, overambitous, miles overbudget projects that directly led to their parent companies getting bought out due to the financial strains. Not a ringing endorsement of trusting their finanical management (whether they can deliver their ambition with an effectively unlimited budget is a toss-up)
I don't know if S42 will have manual saves or not, heck we don't know if it will ever release or not. I'm not going to argue against X3, I love those games and while there are flaws, they aren't relevant.Gergar12 said:X3 had saves, and I want to keep the destroyer that I lost fighting in hostile space.
Just let me save-scum, and I will buy it.
If you like your Destroyer, and or carrier you should keep your destroyer, and or carrier.
The fact that the game seems to be falling into a permanent cycle of making new ships, selling new ships to fund development and then having to sink that money into making even more ships, with actual work on the game's mechanics or core features being slow and almost incidental by comparison and most of the marketing focusing on the ships and the storefront, suggests that there is a definite problem with finances.ebalosus said:Wait, according to the supposedly "well-researched with corroborating evidence" Escapist expose, CIG ran out of money in January of 2016 (if the "90 days of funding left" thing is true).
Do you harbour the same doubts for this Squadron 42 side-game?evilthecat said:Honestly, the whole Star Citizen thing is such a mess.. and it makes me genuinely angry, because if they had just come out with a decent idea for a space game rather than trying to build the bloated, feature-creeping massively multiplayer multi-game virtual storefront they seem to have ended up with they could have built an incredible game.
The fact that the game seems to be falling into a permanent cycle of making new ships, selling new ships to fund development and then having to sink that money into making even more ships, with actual work on the game's mechanics or core features being slow and almost incidental by comparison and most of the marketing focusing on the ships and the storefront, suggests that there is a definite problem with finances.ebalosus said:Wait, according to the supposedly "well-researched with corroborating evidence" Escapist expose, CIG ran out of money in January of 2016 (if the "90 days of funding left" thing is true).
At this point, even if they did pull everything together and somehow deliver on the game they promised (which isn't going to happen) think for a second about what it's going to be like. You have people who will have already spent thousands and thousands of dollars buying enormous stables of virtual ships, vehicles, land or whatever they need. In other words, you'll be competing with people who have already bought their way to victory, just like real life. If real life was fun, you probably wouldn't need your virtual spaceship fantasy.
Yes and NoSamtemdo8 said:Is this still even using CryEngine 3?
They keep on tacking new reward tiers usually, which has the obvious pitfall of a)Not being part of the actual design vision. b)Suddenly you need to go find people that actually know how to do whatever (I think it was Pillars of Eternity or Torment whatever its called that started rushing out to hire buzzname writers and so on when they passed their original goals (both those netted about 4mil on ~1mil askings)).KingsGambit said:I wonder if it's a symptom of crowd funding. What happens if one tries to raise $1mill to fund a project but backers pledge $10mill? I wonder if any other games have had a similar development history.
I harbour doubts.Samtemdo8 said:Do you harbour the same doubts for this Squadron 42 side-game?
Well, if that were true, and I don't think it is because I'm pretty sure if you brought that up to the Star Citizen community you're going to get accused of being goonFUD or some bullshit, I'm kind of with you. That is totally what Chris Roberts should have done, just stopped putting out stretch goals, taken the money they had and crafted a really solid, tight and focused single player experience. But again, Roberts doesn't know how to deal with the management of business side of making games, and thus saw this as the chance to realise his dream of a perfect, impossibly giant supergame which people could retreat into and never again have to face the harsh realities of real life, and a lot of overly credulous, short-sighted fans seem to have totally bought into that dream, which is an unworkable dream which will never really happen.Samtemdo8 said:We just wanted a simple Sci-Fi Flight-Sim Action game ala Wing Commander and Star Wars X-Wing.
Samtemdo8 said:Honestly Squadron 42 is really what people were asking for with the kickstarter pitch for Star Citizen.
From the kickstarter page [https://www.kickstarter.com/projects/cig/star-citizen]:ebalosus said:The people who pretend that most people backed SC for SQ42 are akin to the people in the Elite Dangerous fandom who pretend that most people backed that game for offline single-player despite what the developers of either games actually intended.
Real quick, Star Citizen is:
A rich universe focused on epic space adventure, trading and dogfighting in first person.
Single Player ? Offline or Online(Drop in / Drop out co-op play)
Persistent Universe (hosted by US)
Mod-able multiplayer (hosted by YOU)
No Subscriptions
No Pay to Win