Star Citizen - Squadron 42 trailer [Space Sim]
+14
Nixy23
Smurf_cfc
ExeTick
Player_1
Snippers
deadly22sniper
Voodoo
kerrermanisNL
fillsson
TheShaydeeOne
Chris_Kampfgurke
capitan
Jay Scott
Da-Fort
18 posters
Page 1 of 3
Page 1 of 3 • 1, 2, 3
Star Citizen - Squadron 42 trailer [Space Sim]
Looks
Note: The ending has a date and it represents the day when people can start to pre-order the game. Pre-ordering as in crowd-sourcing. This is not a Kickstarter, mind you. Europeans whos currency is Euro will pay € 24,00 for the basic package, if I understood it right.
Da-Fort- *NwA* Clan Member
- Registration date : 2009-06-27
Re: Star Citizen - Squadron 42 trailer [Space Sim]
ooooooooooooo that looks nice!
Jay Scott- Registration date : 2010-10-12
Re: Star Citizen - Squadron 42 trailer [Space Sim]
The guy behind the game developed Wing Commander, Privateer and Freelancer. He knows his stuff. There are also are some nice things like complete Newtonian physics, fly-by-wire ships and correct ship sizes. And to be honest a lot more.
Da-Fort- *NwA* Clan Member
- Registration date : 2009-06-27
Re: Star Citizen - Squadron 42 trailer [Space Sim]
This looks really nice, bump the thread when i can preorder and i can throw some money at them!
capitan- Registration date : 2011-01-29
Re: Star Citizen - Squadron 42 trailer [Space Sim]
While were on the topic of space, can we get a game of Planet side in sometime soon?
Jay Scott- Registration date : 2010-10-12
Re: Star Citizen - Squadron 42 trailer [Space Sim]
yea of course, i got a bit sucked into borderlands 2. i am around this weekend? how does saturday sound?
capitan- Registration date : 2011-01-29
Re: Star Citizen - Squadron 42 trailer [Space Sim]
ooooooooooooooh this is SO mine! you cant tell how long i waited for something like this... prob since X-wing alliance
edit: go to their website! http://starcitizen.robertsspaceindustries.com/
the more i read, the more i want to be part of this, quite tempted to pay more for it than a regular pc game.
edit2: pledged... who else did?
edit: go to their website! http://starcitizen.robertsspaceindustries.com/
the more i read, the more i want to be part of this, quite tempted to pay more for it than a regular pc game.
edit2: pledged... who else did?
Last edited by Chris_Kampfgurke on Thu 11 Oct - 18:59:56; edited 1 time in total
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Awww man yes. I love space. I love space dogfights. I love space lazorrrrs.
Space sims have been severly lacking as of the past couple of years, now this shows up and looks awesome. PC GAMES YEAAAAAH.
Space sims have been severly lacking as of the past couple of years, now this shows up and looks awesome. PC GAMES YEAAAAAH.
TheShaydeeOne- *NwA* Clan Member
- Registration date : 2011-04-07
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Da-Fort wrote:The guy behind the game developed Wing Commander, Privateer and Freelancer.
:O I absolutely love Freelancer, and the same dude is doing this? Niiiiiice
fillsson- *NwA* Clan Member
- Registration date : 2011-05-15
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Freelancer was nice to play. It had a very decent modding community as well. Some mod are still supported by their devs. Makes me wonder if this game will be allowed to be modded. I will try to pledge for the basic pack.
Da-Fort- *NwA* Clan Member
- Registration date : 2009-06-27
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Da-Fort wrote:Makes me wonder if this game will be allowed to be modded.
Quoting http://starcitizen.robertsspaceindustries.com/ , point "We the people.."
Allowing user generated content is a key design goal
Our modding tools will allow players to design new ships for both submission to the persistent RSI ship dealer network or to build custom ships and items for the self-hosted multiplayer mode.
so i think there'll be mods
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
I just ran in to this by chance. I'm usually not a big fan of space things, but this really got my attention. I might just pledge to this as long as I won't have to pay a monthly fee for anything... Really excited, I'll keep my eye on this.
kerrermanisNL- Registration date : 2011-08-06
Re: Star Citizen - Squadron 42 trailer [Space Sim]
btw: am i too stupid or blind?
i cant see a way to register in their forums...
i cant see a way to register in their forums...
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
This thing looks the tits.
Voodoo- *NwA* Clan Member
- Registration date : 2010-12-02
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Update: nearly 40% crowdfunded... on the first five days!
Help it guys! Help to get even the stretchout goals!
Help it guys! Help to get even the stretchout goals!
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Chris do you know the idea behind those citizen cards? There doesn't seem to be anything describing what the use of it is. Might be worth considering shipping it over if it's any good. But if it's just fluff I'm not going to bother
kerrermanisNL- Registration date : 2011-08-06
Re: Star Citizen - Squadron 42 trailer [Space Sim]
im not caring about the cards i care bout the game and the space ships i get
I imagine those cards will give you access to resources, missions, areas, special dealers, etc. etc.
think of other "platinum", "gold", etc. stuff... premium things.
Ingame they might be gained thru honor in missions, good trades etc., the possibilities are endless.
you can also choose to NOT be a citizen to avoid trade taxes etc.
I imagine those cards will give you access to resources, missions, areas, special dealers, etc. etc.
think of other "platinum", "gold", etc. stuff... premium things.
Ingame they might be gained thru honor in missions, good trades etc., the possibilities are endless.
you can also choose to NOT be a citizen to avoid trade taxes etc.
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Big up the mercenary sectorrrr.
We should get a Merc/Trade fleet going when it starts up. *NwA* commercial powerhouse with security
We should get a Merc/Trade fleet going when it starts up. *NwA* commercial powerhouse with security
TheShaydeeOne- *NwA* Clan Member
- Registration date : 2011-04-07
Re: Star Citizen - Squadron 42 trailer [Space Sim]
That's why I'm doubting to ship the card. I'd rather do things from scratch myself and not get early citizen access if that is what the card does. Just want a ship and travel
kerrermanisNL- Registration date : 2011-08-06
Re: Star Citizen - Squadron 42 trailer [Space Sim]
You CAN begin from scratch ofc. i'd like to do this with a different acc.
again this call is NOT for the cards!!!11!one
it is for bringing a game to life!
edit: qoute from their FAQ draft
again this call is NOT for the cards!!!11!one
it is for bringing a game to life!
edit: qoute from their FAQ draft
What are the “Citizen Cards”?
Citizen Cards are physical props to prove that you have supported Star Citizen and will be one of the first pilots in space when the testing process starts. They will be wallet sized cards that you can carry with you anywhere you go. Citizen cards will also appear in the game itself, showing your character’s social standing, credit account and so on. We’re hoping to make them available to backers by Christmas 2012, so you can gift the game to friends and have something to show for it!
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Dude I know it's not for the damn cards I'm just thinking if I'm going to pledge I'm going to get a card anyways.. So I might pay the fee for transport or not if there is any worth of it.
But as you quoted the FAQ ( where is that thing) it has no real value. So I won't bother paying the $5 fee to transport it to my house. I'll just pledge and not get the card
But as you quoted the FAQ ( where is that thing) it has no real value. So I won't bother paying the $5 fee to transport it to my house. I'll just pledge and not get the card
kerrermanisNL- Registration date : 2011-08-06
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Its a new post in their Comm link: http://www.robertsspaceindustries.com/draft-faq/
Oh YES! Get a whole carrier for ourselves...
ESS "Attitude", bengal class carrier, home of the mercanary union called the "noobs" .... EPIC!!!
edit: this one for more doubters, also from the FAQ
edit 2: requirements
TheShaydeeOne wrote:Big up the mercenary sectorrrr.
We should get a Merc/Trade fleet going when it starts up. *NwA* commercial powerhouse with security
Oh YES! Get a whole carrier for ourselves...
ESS "Attitude", bengal class carrier, home of the mercanary union called the "noobs" .... EPIC!!!
edit: this one for more doubters, also from the FAQ
Is Star Citizen “free to play”? A subscription game?
To play Star Citizen you need only to buy the initial game. There will never be a monthly charge for usage. Some in-game items may be available as microtransactions, but we will NEVER sell anything that can’t be acquired through honest (and fun!) gameplay.
edit 2: requirements
Can you estimate the system requirements for Star Citizen?
There will be a lot of optimization in the next 24-months, plus the usual fast pace of technology, so it is hard to say absolutely. At the moment you will be able to play it on a 4GB dual core PC with a GTX 460 or greater, but not with full fidelity. If you’re running an i7 2500, 2600, 2700 or better with a GTX 670 or greater you will get the full experience and we will only scale up from there. You will need a dedicated GPU. Since the game is built on CryEngine, their system requirements will stay roughly the same as ours.
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
I'm not sure what my role is going to be, I feel like being a pirate Or maybe defence. Mercenary corps would be awesome too. That you can rent some security from the nwa
-edit
That FAQ is quite handy
I'm now worried though because it says that it is not an MMO but a persistent universe. So that would mean that you can't play with friends with different ships etc? Like in EVE? And you can't encounter other online players and randomly start fighting or whatever? Or do I get this wrong?
-edit
That FAQ is quite handy
I'm now worried though because it says that it is not an MMO but a persistent universe. So that would mean that you can't play with friends with different ships etc? Like in EVE? And you can't encounter other online players and randomly start fighting or whatever? Or do I get this wrong?
kerrermanisNL- Registration date : 2011-08-06
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Think you've got it wrong Kerre. Don't think it'd be a space sim if that happened.
TheShaydeeOne- *NwA* Clan Member
- Registration date : 2011-04-07
Re: Star Citizen - Squadron 42 trailer [Space Sim]
In Vanilla Freelancer MP you started at the same planet. After that you can decide what to do. It might be possible that we all start at the same planet. Maybe Chris can throw in some different factions with different spawn points.
I would not mind going Pirate or Merc. I played too much trader on Freelancer to be able to do it all over again.
I would not mind going Pirate or Merc. I played too much trader on Freelancer to be able to do it all over again.
Da-Fort- *NwA* Clan Member
- Registration date : 2009-06-27
Re: Star Citizen - Squadron 42 trailer [Space Sim]
You can land on planets and visit bases aparently so that is good news
kerrermanisNL- Registration date : 2011-08-06
Re: Star Citizen - Squadron 42 trailer [Space Sim]
main will be space sim, but it seems you can exit your ship to walk the insides of a carrier for instance. look at the named sections on this blueprint.TheShaydeeOne wrote:Don't think it'd be a space sim if that happened.
and maybe more than one player can do this.
http://robertsspaceindustries.com/wp-content/uploads/2012/10/carrier_small.jpg?f22064
Da-Fort wrote:In Vanilla Freelancer MP you started at the same planet. After that you can decide what to do. It might be possible that we all start at the same planet. Maybe Chris can throw in some different factions with different spawn points.
I would not mind going Pirate or Merc. I played too much trader on Freelancer to be able to do it all over again.
i don't know about spawn points, game is still pre-alpha
i know about two main races/factions by now, the earth citizens/humans and the Vanduul, according to some ship designs.
The Vanduul might be the alien invaders or something like that the forum talked about. not sure if you'll be able to play as Vanduul, seem more like a space society (or off-the-grid like merc, pirate, raider, killer and so on) being faced with a thread beyond their borders. If i understood it right, the conflict PvP comes from being INSIDE or OUTSIDE of the society.
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
You can definitely walk around carriers. If you have a larger ship with an extra turret for example another friend can enter that turret.
kerrermanisNL- Registration date : 2011-08-06
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Yes, that is one of the features I hope that gets to be fleshed out decently. Like having an interior for medium sized ships?
Only one other game I know of that allows you to control a turret. I cannot remember the name but the game is very old. When a ship docks that has a turret a player can then join him by using a console. Once the ship undocks the player is controlling the turret. This game was round-based so it did not matter as much in the long run but it was fun to play.
Only one other game I know of that allows you to control a turret. I cannot remember the name but the game is very old. When a ship docks that has a turret a player can then join him by using a console. Once the ship undocks the player is controlling the turret. This game was round-based so it did not matter as much in the long run but it was fun to play.
Da-Fort- *NwA* Clan Member
- Registration date : 2009-06-27
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Da-Fort wrote:The guy behind the game developed Wing Commander, Privateer and Freelancer.
deadly22sniper- *NwA* Clan Member
- Registration date : 2008-11-30
Re: Star Citizen - Squadron 42 trailer [Space Sim]
update: 250.000$ were pledged since sunday morning, driving it up to over 900.000$ ... allmost halfway done for "liftoff"
Tell evrybody you know, guys i want them to break all crowdfunding records!
Tell evrybody you know, guys i want them to break all crowdfunding records!
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
It's on Kickstarter too now, if that's your preferred method:
www.kickstarter.com/projects/cig/star-citizen
www.kickstarter.com/projects/cig/star-citizen
deadly22sniper- *NwA* Clan Member
- Registration date : 2008-11-30
Re: Star Citizen - Squadron 42 trailer [Space Sim]
I think that might do them some good. It looked like it was going to die around the 1 mil mark
kerrermanisNL- Registration date : 2011-08-06
Re: Star Citizen - Squadron 42 trailer [Space Sim]
i think they just want to collect evry dollar they can get. game is still in the spread-the-word-phase, the more see the trailer the more will pledge. with about 5% progress evry day they would have got it anyway. nevertheless its a good thing they did it... gets more content for me moneykerrermanisNL wrote:I think that might do them some good. It looked like it was going to die around the 1 mil mark
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
The last couple of days wasn't 5% was it? To me it looked like it was 5% in 3 days or so
kerrermanisNL- Registration date : 2011-08-06
Re: Star Citizen - Squadron 42 trailer [Space Sim]
well, allmost. tuesday was 42%
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Over 52% of $2 million on the website, and 32% of $0.5 million on Kickstarter with over 20 days to go.
I think they might just make it.
I've pledged on the website and also for the $5 bonus on Kickstarter.
I think they might just make it.
I've pledged on the website and also for the $5 bonus on Kickstarter.
deadly22sniper- *NwA* Clan Member
- Registration date : 2008-11-30
Re: Star Citizen - Squadron 42 trailer [Space Sim]
loool look at the time between my posts and be noticed that they were at 52%... now let me tell you they're at 57% right now, bout 10 hours past.
big update to read here to let you all know about the concepts and FAQs
About Star Citizen
Core Concept
“We want to build a huge sandbox … that allows the players to explore in whatever capacity they want.”
The core concept of Star Citizen is that it’s a destination, not a one-off story. It’s a complete universe where any number of stories can take place. Players will have the opportunity to decide their own game experience. Pick up jobs as a smuggler, pirate, merchant, bounty hunter, or soldier. It’s a universe we’ve always wanted to create. We want to build a huge sandbox with a complex and deep lore that allows the players to explore in whatever capacity they want.
Squadron 42
The project also includes Squadron 42, a single player campaign that takes place within the Star Citizen universe. Able to be played off-line or with friends, you essentially sign up to fly for the UEE fleet, manning the front lines, protecting settlements from Vanduul warbands. If you prove yourself, you might get asked to join the legendary 42nd Squadron. Set up like the French Foreign Legion, they can always be found in the toughest war zones and always manage to come out on top. Once you complete your tour however, you re-enter the persistent Star Citizen universe with some money in your pocket and Citizenship to find your way.
Open World Architecture
The great thing about this is that you don’t have to do Squadron 42.
“The single-player military campaign sits inside this open world architecture in a holistic fashion.”
You can basically decide that you’re going to be a merchant or pirate and never join the military. Having that choice for the player is fantastic. What we’re talking about here is a combination of everything that made Wing Commander great along with everything that made Privateer great. The single-player military campaign sits inside this open world architecture in a holistic fashion.
While you will probably spend a majority of time in the cockpit there will be first-person mechanics built into the game. When you are flying on some of the bigger ships (transports, carriers, etc.), you will be able to wander the halls of the ship while a friend pilots, jump on a turret if you get attacked, even repel attempted boarders if needed.
Physics
“…the physics in the game are dynamic and procedural…”
One of the most exciting things is the capacity for true Newtonian physics. We have also designed the ships with a Fly-By-Wire system similar to an F35. In short, the computer will make the physical calculations in order to pull off what you want to do. The ship’s computer takes your input on the joystick, throttle and pedals, crunches it into the necessary vectors and velocities needed to achieve it then utilizes the appropriate thrusters and engine to execute it. The idea is that the ship’s computer is simplifying things because it’s just too complicated for you to figure it all out on your own. This means that the physics in the game are dynamic and procedural and not script or data-driven. It’s a full flight dynamic system that will work for bigger ship as well as the smaller ships.
Level of Detail
Being on a PC allows us to create the world in a greater level of detail and fidelity than we could on a console platform. We want it to be open and not be bound to legacy technology of consoles or their revenue models. For example, most AAA games use about 10,000 polygons for their lead characters. We are using over 100,000 polygons for ours, allowing you to see such details wires, the equipment, even creases in their clothing which all contributes to the immersion of the player. It also allows you to find the same level of detail carry over from a character (1.8meters in size) to a fighter (27 meters) even up to a carrier (1 kilometer in size.) All without a load screen or loss of visual fidelity.
Frequently Asked Questions about Star Citizen
How does Citizenship factor into the game?
Even though there are other alien races, we’re beginning with the human side of it. This future has evolved into a futuristic version of the Roman Empire. We thought it would be very interesting to have Citizenship be something that you don’t automatically receive. It’s something you have to earn through civic duty or military service. It’s a way to create a class system, which creates the potential for conflict among the various groups and players.
We wanted to put a lot of social ideas in the universe. Since the universe is dynamic, it will create some divisions and factions. For example, there’s a perfectly valid choice not to be a Citizen but we wanted to include all these social divisions so players will gravitate to one or the other and operate like the real world operates.
Will there be story updates or expansions?
We’re going to be constantly updating the universe from our end. I’m not interested in having yearly updates. We will have a team of people adding content on a weekly or bi-weekly basis. So we’ll be always adding data, stories, and campaigns as well as reacting to what the players are doing.
So the universe will change based on what the players do. They can also become a part of the history of the universe. Say there’s a player who’s an explorer, if they find a space anomaly and successfully navigate it, which is not easy to do. If they’ve recorded the Nav-Data of their jump, they’ll be able to sell it for a great profit to a space company and they’ll have the system and jump-point named after them.
The goal of Star Citizen is build a living, breathing universe that is its own entity. It will be a constantly shifting and evolving place for people to go and escape to.
My community account is not showing my pledge!
We are currently working to sync our pledge database and our community database. Your pledge will show correctly soon and we will send out a message when this process is complete. If you pledged from a different e-mail than your RSI account, we will contact you after the database sync to incorporate your pledge manually. We’ll ensure everyone is connected.
Is my Golden Ticket gone?
No! We have a record of your Golden Ticket and it will be returned to your account in the near future. We won’t forget our earliest fans!
Is Star Citizen an MMO?
No! Star Citizen will take the best of all possible worlds, ranging from a permanent, persistent world similar to those found in MMOs to an offline, single player campaign like those found in the Wing Commander series. The game will include the option for private servers, like Freelancer, and will offer plenty of opportunities for players who are interested in modding the content. Unlike many games, none of these aspects is an afterthought: they all combine to form the core of the Star Citizen experience.
What are the “Citizen Cards”?
Citizen Cards are physical props to prove that you have supported Star Citizen and will be one of the first pilots in space when the testing process starts. They will be wallet sized cards that you can carry with you anywhere you go. Citizen cards will also appear in the game itself, showing your character’s social standing, credit account and so on. We’re hoping to make them available to backers by Christmas 2012, so you can gift the game to friends and have something to show for it!
Can you tell me about the different ships?
We’re working on concept art right now that will show you the different levels of ships! For now, imagine the sort of ship advancement you encounered in Privateer or Freelancer, with the Aurora being the basic ship and others being improved or more specialized craft. The top-of-the-line ship in our pledge campaign is the RSI Constellation, which is a multi-person craft that includes a turret and a smaller fighter that can be manned by your friends!
How will modding work?
Players will be given full control of their game! When operating private servers, players will be able and encouraged to mod the game. It doesn’t stop there, though: we hope to institute a ‘mod approval’ process that will allow the best of the best player created ships and other additions to be integrated into the central persistent world as well.
Can I upgrade to a bigger ship?
Yes! You will always have your ‘pledge’ ship, but you can purchase and fly others to your heart’s content in the finished game. Star Citizen will feature plenty of other ships and we expect players will want to earn credits and figure out which suits their particular style of play best. You can also upgrade to a bigger ship during the crowdfunding phase by pledging additional money.
What platforms will Star Citizen be available on?
Star Citizen is a PC game through and through and could never be played on the Xbox 360, Playstation 3 or WiiU. We currently plan to support Windows and are examining our options regarding possible Linux and Macintosh releases. The Cloud Imperium team includes many Linux and Macintosh fans!
How can I work for Cloud Imperium Games?
Please e-mail hr@cloudimperiumgames.com with your information.
Will Star Citizen only be in English?
No, we plan to support many languages. A huge percentage of space sim and PC gaming fans come from Europe and especially Germany(he is aware of the AirBlade!), and we want to make sure Star Citizen is accessible to everyone. The game will initially be localized to French, German and Spanish with plans to handle other languages afterwards.
Can you explain the stretch goals?
The purpose of the higher stretch goals is to ensure that the game-as-described is finished in the two year time period. We intend to build the game that Chris Roberts described at GDC Online regardless, but without additional funding we are going to have to do it one piece at a time, starting with Squadron 42, rather than as a single larger production. With more funding we can include more ships, systems, unique locations, animations and cinematic sequences.
Why Direct And No Publisher?
Publishers are useful in the old physical distribution world, but the Internet is the great equalizer. Notch didn’t need a publisher to reach 20-million Minecraft fans. Riot games didn’t need a publisher to reach 30-million League of Legends players, and Wargaming.net didn’t need a publisher to reach 20-million World of Tanks gamers. If we were building a big “AAA” console game it would be crazy to try without a publisher. But we want to build a PC game and publishers increase costs because of their need to recoup their sizable overhead cost. We want to make sure all the money raised goes directly to the development of the game. So we’re throwing ourselves on the mercy of the PC gamers out there that share our vision and passion for the platform and the space combat genre to raise money outside of the “cartel” of traditional publishers. The game will cost less, be more creatively pure, and, most importantly, be built for the real “core” audience – not some corporate suit worried about including all the casual gamers.
Is Star Citizen “free to play”? A subscription game?
To play Star Citizen you need only to buy the initial game. There will never be a monthly charge for usage. Some in-game items may be available as microtransactions, but we will NEVER sell anything that can’t be acquired through honest (and fun!) gameplay.
What will the gameplay be like?
Star Citizen will feature gameplay similar to the original Wing Commander and Privateer, with a more realistic physics system. This means that it is NOT a ‘click to kill’ interface like most modern MMOs; your success in combat is going to depend as much on your skill with a space fighter as it will with your ship upgrades and your pocket book.
Why did you add Kickstarter?
We’ve always loved Kickstarter. When we started the Roberts Space Industries campaign the goal was to create a single, seamless site that would allow people to pledge and then join the community to interact and help us develop the game. We were very concerned that Kickstarter does not support European payments which would exclude a major portion of the Wing Commander and Freelancer audience. Unfortunately, the seamless experience didn’t work out: the amount of interest in the project crashed the server and it cost us days of the campaign getting it back up to functioning, with many features still not available. And as we interacted with our fans in the aftermath of our launch it became clear that many of them wanted to be using Kickstarter, a tried and true solution for crowdfunding. So, we listened! The original campaign is still going and we encourage anyone who can’t use Kickstarter or would prefer to use a credit card or Paypal to sign up that way.
Can you estimate the system requirements for Star Citizen?
There will be a lot of optimization in the next 24-months, plus the usual fast pace of technology, so it is hard to say absolutely. At the moment you will be able to play it on a dual core PC with a GTX 460 or greater and 4GB of system memory. If you’re running an i7 2500, 2600, 2700 or better with a GTX 670 or greater then the stars are the limit! Since the game is built on CryEngine, their system requirements will stay roughly the same as ours.[b]
big update to read here to let you all know about the concepts and FAQs
About Star Citizen
Core Concept
“We want to build a huge sandbox … that allows the players to explore in whatever capacity they want.”
The core concept of Star Citizen is that it’s a destination, not a one-off story. It’s a complete universe where any number of stories can take place. Players will have the opportunity to decide their own game experience. Pick up jobs as a smuggler, pirate, merchant, bounty hunter, or soldier. It’s a universe we’ve always wanted to create. We want to build a huge sandbox with a complex and deep lore that allows the players to explore in whatever capacity they want.
Squadron 42
The project also includes Squadron 42, a single player campaign that takes place within the Star Citizen universe. Able to be played off-line or with friends, you essentially sign up to fly for the UEE fleet, manning the front lines, protecting settlements from Vanduul warbands. If you prove yourself, you might get asked to join the legendary 42nd Squadron. Set up like the French Foreign Legion, they can always be found in the toughest war zones and always manage to come out on top. Once you complete your tour however, you re-enter the persistent Star Citizen universe with some money in your pocket and Citizenship to find your way.
Open World Architecture
The great thing about this is that you don’t have to do Squadron 42.
“The single-player military campaign sits inside this open world architecture in a holistic fashion.”
You can basically decide that you’re going to be a merchant or pirate and never join the military. Having that choice for the player is fantastic. What we’re talking about here is a combination of everything that made Wing Commander great along with everything that made Privateer great. The single-player military campaign sits inside this open world architecture in a holistic fashion.
While you will probably spend a majority of time in the cockpit there will be first-person mechanics built into the game. When you are flying on some of the bigger ships (transports, carriers, etc.), you will be able to wander the halls of the ship while a friend pilots, jump on a turret if you get attacked, even repel attempted boarders if needed.
Physics
“…the physics in the game are dynamic and procedural…”
One of the most exciting things is the capacity for true Newtonian physics. We have also designed the ships with a Fly-By-Wire system similar to an F35. In short, the computer will make the physical calculations in order to pull off what you want to do. The ship’s computer takes your input on the joystick, throttle and pedals, crunches it into the necessary vectors and velocities needed to achieve it then utilizes the appropriate thrusters and engine to execute it. The idea is that the ship’s computer is simplifying things because it’s just too complicated for you to figure it all out on your own. This means that the physics in the game are dynamic and procedural and not script or data-driven. It’s a full flight dynamic system that will work for bigger ship as well as the smaller ships.
Level of Detail
Being on a PC allows us to create the world in a greater level of detail and fidelity than we could on a console platform. We want it to be open and not be bound to legacy technology of consoles or their revenue models. For example, most AAA games use about 10,000 polygons for their lead characters. We are using over 100,000 polygons for ours, allowing you to see such details wires, the equipment, even creases in their clothing which all contributes to the immersion of the player. It also allows you to find the same level of detail carry over from a character (1.8meters in size) to a fighter (27 meters) even up to a carrier (1 kilometer in size.) All without a load screen or loss of visual fidelity.
Frequently Asked Questions about Star Citizen
How does Citizenship factor into the game?
Even though there are other alien races, we’re beginning with the human side of it. This future has evolved into a futuristic version of the Roman Empire. We thought it would be very interesting to have Citizenship be something that you don’t automatically receive. It’s something you have to earn through civic duty or military service. It’s a way to create a class system, which creates the potential for conflict among the various groups and players.
We wanted to put a lot of social ideas in the universe. Since the universe is dynamic, it will create some divisions and factions. For example, there’s a perfectly valid choice not to be a Citizen but we wanted to include all these social divisions so players will gravitate to one or the other and operate like the real world operates.
Will there be story updates or expansions?
We’re going to be constantly updating the universe from our end. I’m not interested in having yearly updates. We will have a team of people adding content on a weekly or bi-weekly basis. So we’ll be always adding data, stories, and campaigns as well as reacting to what the players are doing.
So the universe will change based on what the players do. They can also become a part of the history of the universe. Say there’s a player who’s an explorer, if they find a space anomaly and successfully navigate it, which is not easy to do. If they’ve recorded the Nav-Data of their jump, they’ll be able to sell it for a great profit to a space company and they’ll have the system and jump-point named after them.
The goal of Star Citizen is build a living, breathing universe that is its own entity. It will be a constantly shifting and evolving place for people to go and escape to.
My community account is not showing my pledge!
We are currently working to sync our pledge database and our community database. Your pledge will show correctly soon and we will send out a message when this process is complete. If you pledged from a different e-mail than your RSI account, we will contact you after the database sync to incorporate your pledge manually. We’ll ensure everyone is connected.
Is my Golden Ticket gone?
No! We have a record of your Golden Ticket and it will be returned to your account in the near future. We won’t forget our earliest fans!
Is Star Citizen an MMO?
No! Star Citizen will take the best of all possible worlds, ranging from a permanent, persistent world similar to those found in MMOs to an offline, single player campaign like those found in the Wing Commander series. The game will include the option for private servers, like Freelancer, and will offer plenty of opportunities for players who are interested in modding the content. Unlike many games, none of these aspects is an afterthought: they all combine to form the core of the Star Citizen experience.
What are the “Citizen Cards”?
Citizen Cards are physical props to prove that you have supported Star Citizen and will be one of the first pilots in space when the testing process starts. They will be wallet sized cards that you can carry with you anywhere you go. Citizen cards will also appear in the game itself, showing your character’s social standing, credit account and so on. We’re hoping to make them available to backers by Christmas 2012, so you can gift the game to friends and have something to show for it!
Can you tell me about the different ships?
We’re working on concept art right now that will show you the different levels of ships! For now, imagine the sort of ship advancement you encounered in Privateer or Freelancer, with the Aurora being the basic ship and others being improved or more specialized craft. The top-of-the-line ship in our pledge campaign is the RSI Constellation, which is a multi-person craft that includes a turret and a smaller fighter that can be manned by your friends!
How will modding work?
Players will be given full control of their game! When operating private servers, players will be able and encouraged to mod the game. It doesn’t stop there, though: we hope to institute a ‘mod approval’ process that will allow the best of the best player created ships and other additions to be integrated into the central persistent world as well.
Can I upgrade to a bigger ship?
Yes! You will always have your ‘pledge’ ship, but you can purchase and fly others to your heart’s content in the finished game. Star Citizen will feature plenty of other ships and we expect players will want to earn credits and figure out which suits their particular style of play best. You can also upgrade to a bigger ship during the crowdfunding phase by pledging additional money.
What platforms will Star Citizen be available on?
Star Citizen is a PC game through and through and could never be played on the Xbox 360, Playstation 3 or WiiU. We currently plan to support Windows and are examining our options regarding possible Linux and Macintosh releases. The Cloud Imperium team includes many Linux and Macintosh fans!
How can I work for Cloud Imperium Games?
Please e-mail hr@cloudimperiumgames.com with your information.
Will Star Citizen only be in English?
No, we plan to support many languages. A huge percentage of space sim and PC gaming fans come from Europe and especially Germany(he is aware of the AirBlade!), and we want to make sure Star Citizen is accessible to everyone. The game will initially be localized to French, German and Spanish with plans to handle other languages afterwards.
Can you explain the stretch goals?
The purpose of the higher stretch goals is to ensure that the game-as-described is finished in the two year time period. We intend to build the game that Chris Roberts described at GDC Online regardless, but without additional funding we are going to have to do it one piece at a time, starting with Squadron 42, rather than as a single larger production. With more funding we can include more ships, systems, unique locations, animations and cinematic sequences.
Why Direct And No Publisher?
Publishers are useful in the old physical distribution world, but the Internet is the great equalizer. Notch didn’t need a publisher to reach 20-million Minecraft fans. Riot games didn’t need a publisher to reach 30-million League of Legends players, and Wargaming.net didn’t need a publisher to reach 20-million World of Tanks gamers. If we were building a big “AAA” console game it would be crazy to try without a publisher. But we want to build a PC game and publishers increase costs because of their need to recoup their sizable overhead cost. We want to make sure all the money raised goes directly to the development of the game. So we’re throwing ourselves on the mercy of the PC gamers out there that share our vision and passion for the platform and the space combat genre to raise money outside of the “cartel” of traditional publishers. The game will cost less, be more creatively pure, and, most importantly, be built for the real “core” audience – not some corporate suit worried about including all the casual gamers.
Is Star Citizen “free to play”? A subscription game?
To play Star Citizen you need only to buy the initial game. There will never be a monthly charge for usage. Some in-game items may be available as microtransactions, but we will NEVER sell anything that can’t be acquired through honest (and fun!) gameplay.
What will the gameplay be like?
Star Citizen will feature gameplay similar to the original Wing Commander and Privateer, with a more realistic physics system. This means that it is NOT a ‘click to kill’ interface like most modern MMOs; your success in combat is going to depend as much on your skill with a space fighter as it will with your ship upgrades and your pocket book.
Why did you add Kickstarter?
We’ve always loved Kickstarter. When we started the Roberts Space Industries campaign the goal was to create a single, seamless site that would allow people to pledge and then join the community to interact and help us develop the game. We were very concerned that Kickstarter does not support European payments which would exclude a major portion of the Wing Commander and Freelancer audience. Unfortunately, the seamless experience didn’t work out: the amount of interest in the project crashed the server and it cost us days of the campaign getting it back up to functioning, with many features still not available. And as we interacted with our fans in the aftermath of our launch it became clear that many of them wanted to be using Kickstarter, a tried and true solution for crowdfunding. So, we listened! The original campaign is still going and we encourage anyone who can’t use Kickstarter or would prefer to use a credit card or Paypal to sign up that way.
Can you estimate the system requirements for Star Citizen?
There will be a lot of optimization in the next 24-months, plus the usual fast pace of technology, so it is hard to say absolutely. At the moment you will be able to play it on a dual core PC with a GTX 460 or greater and 4GB of system memory. If you’re running an i7 2500, 2600, 2700 or better with a GTX 670 or greater then the stars are the limit! Since the game is built on CryEngine, their system requirements will stay roughly the same as ours.[b]
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Squadron 42: Full cinematic trailer
I was not sure but watching the other trailer but I noticed the enemy ships actually deploy their wings before attacking. You can see it a lot easier now.
Also I love the intro music. Something about those drums and military stuff that gets to me.
I was not sure but watching the other trailer but I noticed the enemy ships actually deploy their wings before attacking. You can see it a lot easier now.
Also I love the intro music. Something about those drums and military stuff that gets to me.
Da-Fort- *NwA* Clan Member
- Registration date : 2009-06-27
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Just pledged for the "Make mine a double" + "You've got our backs"
kerrermanisNL- Registration date : 2011-08-06
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Update:
WE HAVE LIFT OFF!!!
Combining all the pledges on both their homepage and on kickstarter, the the pledged amount cracked the 2 million mark yesterday night.
The game is now officialy funded!
(after just 15days, thats just half of the estimated time)
This is a great day for the PC gaming comunity, the SpaceSim lovers and for Chris (both Roberts and _Kampfgurke)
Lets not sit back now.
Evryone with doubts of not reaching the goal: pledge now!
This game WILL be made, this is save! And your pledge will only make it better!
Evryone that waits for the official release: pledge now!
For 35$, you'll not only get the finised game for your system, but the opportunity to play the closed alpha and beta. You'll get more of a game when reaching the stretch goals.
Evryone with doubts in the quallity of the upcomming game: pledge now!
Chris Roberts made the most amazing SpaceSims of generations, he allways kept the anouncement promisses and delivered awsome games. Help him to deliver even more awsome.
____________________________________________end_of_feed________________________________________________________________________
here, have some SC banners
Now i'm saving up for a new(or second) GPU, a CPU and an Oculus Rift.
Can't wait to fly my RSI Constellation
WE HAVE LIFT OFF!!!
Combining all the pledges on both their homepage and on kickstarter, the the pledged amount cracked the 2 million mark yesterday night.
The game is now officialy funded!
(after just 15days, thats just half of the estimated time)
This is a great day for the PC gaming comunity, the SpaceSim lovers and for Chris (both Roberts and _Kampfgurke)
Lets not sit back now.
Evryone with doubts of not reaching the goal: pledge now!
This game WILL be made, this is save! And your pledge will only make it better!
Evryone that waits for the official release: pledge now!
For 35$, you'll not only get the finised game for your system, but the opportunity to play the closed alpha and beta. You'll get more of a game when reaching the stretch goals.
Evryone with doubts in the quallity of the upcomming game: pledge now!
Chris Roberts made the most amazing SpaceSims of generations, he allways kept the anouncement promisses and delivered awsome games. Help him to deliver even more awsome.
____________________________________________end_of_feed________________________________________________________________________
here, have some SC banners
Now i'm saving up for a new(or second) GPU, a CPU and an Oculus Rift.
Can't wait to fly my RSI Constellation
Last edited by Chris_Kampfgurke on Fri 26 Oct - 23:50:54; edited 3 times in total
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Damn, I got an 300i
kerrermanisNL- Registration date : 2011-08-06
Re: Star Citizen - Squadron 42 trailer [Space Sim]
I got the early bird special, but I am considering adding another ship.
deadly22sniper- *NwA* Clan Member
- Registration date : 2008-11-30
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Sweet, i allready see the carrier full of NwA Members in my mind!
According to the fics to read on their side, the variaty of maneuvers will be way higher than i hoped.
Newtons physics plus zero gravity... that means if the fly-by-wire input might be able to be overwritten
--> allowing strafing right-left and up-down, like a helicopter
--> allowing a pitch-roll instead of a turn (spinning around the cross axis while using the initial trajectory to somewhat fly backwards and shot a follower straight into the face)
And one devs said besides the HOTAS concept (hands on throttle and stick), they look if they can implement V-TAS (voice command for several functions)
this will require skill
According to the fics to read on their side, the variaty of maneuvers will be way higher than i hoped.
Newtons physics plus zero gravity... that means if the fly-by-wire input might be able to be overwritten
--> allowing strafing right-left and up-down, like a helicopter
--> allowing a pitch-roll instead of a turn (spinning around the cross axis while using the initial trajectory to somewhat fly backwards and shot a follower straight into the face)
And one devs said besides the HOTAS concept (hands on throttle and stick), they look if they can implement V-TAS (voice command for several functions)
this will require skill
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
Chris does this mean.. that these spaceships can move like modern day fighter jets?
:O
:O
Jay Scott- Registration date : 2010-10-12
Re: Star Citizen - Squadron 42 trailer [Space Sim]
even more, scotty.
the fly-by-wire input will make sure when you pull the stick in one direction, the ship will follow this. the thrusters make sure you will experience the flight like you have aerofoils and an athmosphere with drag, so you can pull off any maneuver a modern jet fighter is capable of.
it depends how your thrusters are programed.
if you can set them to do the strafe movement, you'll be able to fly VTOL like a helicopter or a joint strike fighter like the F35.
and if you can set them to make use of zero gravity to do a spin into one direction while moving into the opposite, you extended the movements to a level where a modern fighter can not follow
the fly-by-wire input will make sure when you pull the stick in one direction, the ship will follow this. the thrusters make sure you will experience the flight like you have aerofoils and an athmosphere with drag, so you can pull off any maneuver a modern jet fighter is capable of.
it depends how your thrusters are programed.
if you can set them to do the strafe movement, you'll be able to fly VTOL like a helicopter or a joint strike fighter like the F35.
and if you can set them to make use of zero gravity to do a spin into one direction while moving into the opposite, you extended the movements to a level where a modern fighter can not follow
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Re: Star Citizen - Squadron 42 trailer [Space Sim]
This game looks fricken awesome, I am now backing it may upgrade my pledge later, as the hornet is the fighter shown in the videos-
Here is more info about the ships you can pledge for: http://www.robertsspaceindustries.com/ships-plan/
Having a clan carrier would be so awesome!
Here is more info about the ships you can pledge for: http://www.robertsspaceindustries.com/ships-plan/
Having a clan carrier would be so awesome!
Snippers- Registration date : 2009-09-13
Re: Star Citizen - Squadron 42 trailer [Space Sim]
nice, good man.
So far, this will get a community even here. game is not even in pre-alpha stage and we allready have the following ship owners:
snippers
deadly
kerre
f3rit
rohzkov(u might know him, day z regular)
the airblade(myself:D)
da-fort (doing his pledge soon)
and some more i don't remember (sry)
report in plz
So far, this will get a community even here. game is not even in pre-alpha stage and we allready have the following ship owners:
snippers
deadly
kerre
f3rit
rohzkov(u might know him, day z regular)
the airblade(myself:D)
da-fort (doing his pledge soon)
and some more i don't remember (sry)
report in plz
Chris_Kampfgurke- *NwA* Clan Member
- Registration date : 2011-01-09
Page 1 of 3 • 1, 2, 3
Similar topics
» Battlefield 4 17 min trailer
» The Forest (Open world survival game)
» Kerbal Space Program
» MOH 2010 Very epic trailer
» War of the Roses Trailer
» The Forest (Open world survival game)
» Kerbal Space Program
» MOH 2010 Very epic trailer
» War of the Roses Trailer
Page 1 of 3
Permissions in this forum:
You cannot reply to topics in this forum