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News

Unread postby icycalm » 29 Aug 2022 08:47

Inside Star Citizen: New Wave Caves | Summer 2022
https://www.youtube.com/watch?v=E6BXHn3Bzfs

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Star Citizen wrote:Turn your torches on because in this episode of Inside Star Citizen we're diving into new and enhanced experiences you can expect from cave archetypes, plus an update on the new player experience from our Live Director.
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Re: News

Unread postby icycalm » 29 Aug 2022 23:53

3.18 Update
https://www.reddit.com/r/starcitizen/co ... 318_update

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The rate at which this game gets updated is ridiculous. A mere month ago I got us into it because of the 3.17.2 release and trailer, and we've barely played anything before an even more major release comes out in a couple of weeks or so. I fully expect that some day it will be impossible to play the content as fast as it is made.

Persistent Entity Streaming is the first of two major roadblocks that must be cleared for base-building. If it works, we're halfway there bros.

That said: https://www.reddit.com/r/starcitizen/co ... nt/imbd15y

CorrosiveBackspin wrote:They'll release it busted in October, then have it half working by Jan, this is the way.
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Re: News

Unread postby icycalm » 01 Sep 2022 22:59

https://twitter.com/RobertsSpaceInd/sta ... 3410921473

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Star Citizen @RobertsSpaceInd wrote:What's happening with the development of Persistent Entity Streaming? Find out in this episode of Inside Star Citizen as Turbulent's Chief Technical Officer, Benoit Beausejour, provides insights for this next major tech milestone.

Watch now: https://youtu.be/1eQ17OMAXSQ


The latest episode of "Inside Star Citizen" is phenomenal. First of all, I love both the guys, the Creative Content Lead, and Turbulent's Chief Technical Officer. Turbulent is an outside company they've hired to do the Persistent Entity Streaming (PES). They are both so obviously super-intelligent, and especially the Turbulent guy seems fiercely intelligent and competent. Nothing at all like the low-energy low-IQ programmers I have known who are scrawny douchebags who stay home all day and can't look another person in the eyes. He clearly deserves his position. The community is full of FUD so it's great to see how capable and fired up the team is, it helps dispel all the FUD.

Now in substance the segment is packed full of awesome shit, right from the opening where the background is taken from "a secret facility that will be talked about next quarter". Looks like someplace in ArcCorp, and I am here for it. I am going to make ArcCorp my home.

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The rest of the video is full of technical explanations, but there are two visual pieces they give out to demonstrate the power of the technology. If you've played the game at all, you know how awesome this first one is:

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And the second is so awesome I have to explain to you what it is. You won't get it unless you watch the video. It's a player filling up a crater with plush toys, and there are a couple of crashed ships in there too for good measure. Incredible scene, and we can barely imagine what new mechanical and aesthetic possibilities it will enable.

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There are more details given out in the video than I have listed. It's well worth your 14 minutes.

Can't wait for more "Inside Star Citizen" segments. There's one every couple of weeks it seems. You can watch all of them in this playlist: https://www.youtube.com/playlist?list=P ... aPW9Ap-soY

It might be worth your while to watch the last few at least, since they talk about some stuff that's coming that's not gone in yet.
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Re: News

Unread postby icycalm » 04 Sep 2022 20:59

Star Citizen Is Making Actual Progress in Development | July New Features Monthly Update
https://www.youtube.com/watch?v=mkqd6tMuY3U

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Great recap of recent news. I knew many of them from watching other videos, but not all of them. This is the guy to watch every month for quick and slick updates.
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Re: News

Unread postby icycalm » 08 Sep 2022 21:23

Inside Star Citizen: Derelicts of Daymar | Summer 2022
https://www.youtube.com/watch?v=GZcSshdtrTM

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New episode dropped. It has MUCH more than derelicts, maybe 3x-4x more. Tons of new footage and details.

This guy is now my favorite guy in the world, and "Inside Star Citizen" my favorite TV show. Nothing else beats the excitement with which I await every episode.

Can't wait for what they'll show at CitizenCon. This and PaizoCon are the videogame industry now.
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Re: News

Unread postby icycalm » 10 Sep 2022 05:14

MAJOR PROGRESS - Cave CREATURES, Capture Bounties, NEW SHIPS, Ruin Station | Star Citizen PU Update
https://www.youtube.com/watch?v=GwaOJvPzaqo

This is the most content-packed insane update video I've seen yet. It's 35 minutes and every second is worth watching. I am by no means listing all the things it talks about, maybe about half:

  • Armistice zones are GOING AWAY. Means entire universe will be PVP!!!!! Not even LiF and Rust are that hardcore!!!!! (Well the just-released Rust hardcore mode is, but there are no cities and shopping malls and huge crowds of innocent civilians in Rust, so this feature won't have anywhere near the impact on Rust that it will have in Star Citizen.) You'll be able to open fire anywhere on anyone!!!!
  • The above will be facilitated by police patrols in lawful populated areas. This ties in to the dynamic crowds that are coming. And of course to prisons and such (which are also getting more content, including the facility you can assault to hack out your crimestat rating).
  • Monsters and animals are coming soon, probably due to the upcoming lawless Pyro system, but also in the Stanton system. In fact the first creature in the verse is a bug harvestable that can be found in the new caves on Stanton. I think this is already in the game.
  • Bounty Hunting 2.0 is coming, involving not just shooting as up till now but STREET CHASES, investigations, INFORMANTS, and more. In fact, there will be bounty offices in the streets and you'll have to walk in there to pick up bounties and get paid. Which connects to...
  • FULL GTA IN THE STREETS... but with spaceships flying around, and I suppose carpet-bombing anywhere. Repair, delivery, even kidnapping missions in the streets! I was JUST TALKING about this idea with people on Twitch a few hours ago, and had no idea they're actually working on it. So right now they're prototyping building interiors for street-level buildings with points of interest to be added in all the cities on top of what's already there.
  • Which all ties up with Lorville's upcoming expansion with neighborhoods and landing pads so you can land in multiple neighborhoods.
  • Also smuggler tunnels under Lorville to bypass customs.
  • Lorville revamp and expansion is coming to all major cities. I think they started with Lorville because it was the first city in the verse so it's the least developed.
  • Gyms and health centers! Treadmills! Push-ups!
  • Deployable props that look like R6 Siege gadgets!
  • 60 new heads coming to the DNA gene pool including this YouTuber's apparently. A lot of backers have paid for this apparently, and even more people are asking for it, but the team says it's a lot of work lugging their multi-camera rig around, so they aren't sure if they will offer it again. I bet they could make a lot of money if they standardized it and sold it to people forever. I would certainly pay a few hundred bucks to have my face in the game. My whole body even. Would give you a good reason to work out for a few months before going to their office!

Do you understand now why,

The Insomnia Best Game of All Time Award: Star Citizen (2013-)
https://www.patreon.com/posts/71521820
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Re: News

Unread postby icycalm » 12 Sep 2022 00:38

Nyx Info, Pyro Crab, Alien Creatures, Player Owned Refineries & Jump Points | Star Citizen Sunday
https://www.youtube.com/watch?v=U3evFHI5XXM

This 25-minute update has segments that have been shown in videos I've already linked, but there is also much new information and footage here, so for me it was definitely worth watching. Some highlights I remember:

  • Night club
  • National sports game featuring EVA and basically tractor-beam basketball, with arenas, teams etc.
  • The derelict ships are tied to lore! So they "provide clues about citizens past" that the players can uncover
  • Organ-harvesting slavers! So Chinese culture still going strong in 1000 years
  • Galactapedia will record outstanding player names and events, for example the player-held Daymar Rally has already been added
  • The Galactapedia and all the lore will be added to the game via in-game terminals that look like tablets, and you'll be able to read it on long flights etc., with added images and videos. So I will refrain from reading it online, unless it's something immediately relevant like the background of some planet I am visiting or some group I am facing. Otherwise I'll wait to read it in-game.
  • The video shows transforming ships that look like mechas! Not just concept art but actual footage! Go to 15:44. They're freakin' hardcore! I can easily see CIG hiring Japanese artists to make entire Japanese systems at some point, but even these white-people-designs kick serious ass and are orders of magnitude superior to any white-people-mechas I've ever seen. Chris Roberts has some seriously genius-level taste!

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I googled the company "Gatac", and found this ISC episode that presents them along with all the other alien races and ships that have already been revealed. Must-watch! Turns out the dragon-like dropship I love is alien and you can already buy and fly it!

Inside Star Citizen: Plan of Gatac | Spring 2021
https://www.youtube.com/watch?v=c-szHTzIRGI

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Jacob Baumgardner wrote:How is it you guys consistently make new, intriguing, and out-of-the-box designs again and again. Like, You may see one good example per Halo or Mass effect game, yet you guys are pumping out stuff every other Tuesday.


1. Genius-level director taste (this is the main reason)

2. Infinite time & money


And finally, my man Tomato has the nicest overall presentation of the future of persistence for the game.

The Biggest Feature of 2022 & How It Could Change Star Citizen
https://www.youtube.com/watch?v=PrmAqPuyXrQ

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One thing I'd never heard before this video is that scratches etc. will accumulate on your ship as you fly it for weeks and months. More stuff too that I've already forgotten lol, and I just watched the video a couple days ago. There's just too many features to this damn game.
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Inside Star Citizen: Vulture Venture

Unread postby icycalm » 15 Sep 2022 23:02

Inside Star Citizen: Vulture Venture | Summer 2022
https://www.youtube.com/watch?v=DFSvBqSlt9k

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Salvage profession fully detailed! You'll be able to dogfight, down an enemy, then land next to his wreck, scrape off his hull, and come back and fix your fighter with it!!! Which means not only is salvage coming with the next update, but handheld repair too!

The VFX are stunning! Hull-stripping looks way better and even more granular than Starbase's.

You can even see part of the cargo refactor mechanics they're working on. There is basically warehouse mechanics in this video! On the larger ship you'll need at least one guy in the back stacking the crates! They say two is better! Plus two on the lasers! So four overall to run the big salvage ship properly, and that's without counting security!

Man I wanna kiss these guys. If I ever make it to a Bar Citizen and get drunk, I am sure I'll try to kiss them. They're all so beautiful. The best kind of nerd: the hardworking, competent kind.

Check some of the comments:

Zyram wrote:This is bigger & more detailed than I expected it would be.


wilcou wrote:Just like everything in SC, that is why it's never getting released


XO_so wrote:Love the smouldering effects at the bleeding edge of the laser field. Cannot wait to start making baby steps with the new salvage org when this drops.


marcus williams wrote:Love the FPS version fx as the metal burns fire. Now to the hard unanswered burning question we're all thinking: are non destroyed (parked) ships in danger of material thieves passing by? In other words, does a ship have to be destroyed to activate the salvage tools?


FalconDS9 wrote:i really hope it only works on wrecks... otherwise we come to see a whole new age of space graffiti...


Experia888 wrote:It will work on alive ships, but shields will protect from the salvage beam.


MrBlackmesa17 wrote:Yep, just another reason to always keep those shields on when parked!


Diddles Mc Muffin wrote:Haha can imagine going to do a mission and coming back and half my ship has been scrapped for salvage


MrBlackmesa17 wrote:If you turn off your ship they go off too. So good procedure is to just shut off the engine but leave power on for the shields just in case ;)


Charnel wrote:You'd more than likely get a crimstat doing that


And this is just tier 1 salvaging. In the future you'll be able to go in and take the freakin' engine out and other components!

Saturno wrote:can't wait to see what future tiers of salvage looks like, awesome job CIG!


HexelTron wrote:I can't wait for salvage but once we get being able to enter wrecks and take parts and modules and repair stuff my dream gameplay loop will be completed


If you want to see a negative comment, here it is:

Soulshot96 wrote:This is insanely mediocre looking...and that's not even getting into how bleh the whole glowy beam bs is for salvage/repair.

And the fact that salvage still has 'a ways to go' after all this time? I just can't with this game anymore.


drksideofthewal wrote:Mediocre compared to what? The only game with better salvage is Hardspace Shipbreaker, and that’s all you can do in that game. The damage models, the physicalized cargo, the combination of on foot and ship gameplay is unique to SC.


GopperGaming - Star Citizen wrote:Yep, you said it perfectly. The fact that there isn't really another game that does this even to this degree except for a salvage-only game says enough. I think this looks amazing, especially when considering that SC is a flight, ship battle, FPS, exploration, mining, trading, medical, simply walking around, racing, and now salvage sim with planets, moons, cities, space stations, outposts, and open areas to bs around in.

I think the fact that he said he "just can't with this game anymore" while referencing a game that is in Alpha, yet already does more than any other space sim of its kind, says enough. It's not a released game yet, and they have patches every 3 months. If you hate what's there right now, it's simple... just come back at a later date. No one is meant to be grinding at this point. Yeah, salvage has a ways to go... it is eventually supposed to include ship components, specific materials, etc. It's not like they just released Modern Warfare 2 and said "yeah, we still have a ways to go with our FPS gameplay"
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Re: News

Unread postby icycalm » 16 Sep 2022 12:00

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All the new features expected with 3.18 sometime in November. As the dude says in the video I took this from, this is a massive amount of content.

Star Citizen Alpha 3.18 Major Update - Corsair & November Release
https://www.youtube.com/watch?v=zyRhtycx-sU
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Re: News

Unread postby icycalm » 22 Sep 2022 19:29

EXCITING Features - Freight Elevators, Gravity & Cutting Tools - Work Starting Sept | Star Citizen
https://www.youtube.com/watch?v=nFKHICAPOI0

More complex prone movement, gravity engines that can be enabled or disabled on any ship, station and outpost, and finally cutting tools that might evolve to Metal Gear Rising-style slashing, especially if swords are added.

The freight elevators I already knew about and am super-pumped for.
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Inside Star Citizen: Occupation Localization

Unread postby icycalm » 22 Sep 2022 20:38

Inside Star Citizen: Occupation Localization | Summer 2022
https://www.youtube.com/watch?v=3pVFG9oZmrc

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Probably the most boring ISC ever, half of it is about localization. It's kind of funny seeing the localization staff trying to make their job appear exciting.

But the second half of the episode is about improvements to the Siege of Orison, so it's a bit more worth watching.

Should be a more exciting episode next week, and then the week after they're going to blow us all away at CitizenCon.
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Re: News

Unread postby icycalm » 24 Sep 2022 21:27

Weekly Update: Alpha 3.18 to PTU Soon for Evocati
https://www.reddit.com/r/starcitizen/co ... or_evocati

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Evocati is a small group of backers who get to playtest everything first.

This basically means that 3.18 is done and we'll be getting it in November.

That said, there are sceptics in the thread also.

rshoel wrote:I feel a bit afraid that some features of 3.18 will be moved to 3.18.1 and 3.18.2, and that they wont announce this until right before the patch is released...


Ryozu wrote:I feel a bit afraid they're going to do literally the same thing they do every patch


Bunghole_of_Fury wrote:Of course they will, that's the whole point of the Evocati and PTU players, to ferret out any truly game breaking bugs arising from the new code so CIG can decide if they're going to keep it in and risk pissing off people who don't want to treat the game as an alpha test, or get rid of it and risk pissing off people who don't want to treat the game as an alpha test.
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Re: News

Unread postby icycalm » 09 Oct 2022 23:08

New EVA system - CitizenCon 2952
https://www.reddit.com/r/starcitizen/co ... encon_2952

Haunting_Champion640 wrote:CR played dead space and dying light and decided he wanted both!


CR is Chris Roberts.

You don't want to miss this video: https://www.youtube.com/watch?v=oW5faYzGZ4E
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Re: News

Unread postby icycalm » 13 Oct 2022 00:10

Evocati 3.18.0a - Localization File Additions. References to salvage, investigations, and more.
https://www.reddit.com/r/starcitizen/co ... _additions

ill_B_In_MyBunk wrote:What does this mean? I know Pyro isn't coming this patch, so why is it in the notes?


Blueshift1561 wrote:It isn't unusual to put in code ahead of a release of something else, either. There's stuff in there mentioning various reputation pages for the Vanduul and Xian, as well as fire extinguishers - all of which are things probably for further updates down the line.


bar10dr2 wrote:It probably just slipped past the version file inclusion, at any given time they have multiple branches of files with different features in different stages of completion, when you make a new version branch you choose what goes into the "3.18" branch, so things like text and such that's added as part of one feature but might have been done by a different team or part of a different package but for a different feature might be included.


Blueshift1561 wrote:Actually - looks like a lot of interesting stuff. Advocacy rep, maintenance rep with various maintenance ranks, beacons for advertising selling of fuel or requesting fuel, descriptions of new Stegmans service clothing, description of a fire extinguisher object, surgeon clothing descriptions, a lot of text for a tutorial system, various messages and stuff for Security Post Kareah and the evidence system, some sort of Miners faction rep, something about a stolen item infraction, etc.

Really cool stuff
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Inside Star Citizen: Further Underground

Unread postby icycalm » 28 Oct 2022 08:54

Inside Star Citizen: Further Underground | Fall 2022
https://www.youtube.com/watch?v=-0cIaf3mPLw

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The first half shows more on the underground facilities that are apparently coming next year. They will be coming to both Stanton and Pyro. It'll be so cool to have greater density of locations even in Stanton's planets. I already like the density, but more is always better in this respect.

And the second half shows work on the new renderer that will improve performance and allow new effects like ray-tracing and VR, and will ultimately lead to Vulkan. My takeaway from this is that sometime in the next year, the game will no longer be CPU-bound, but GPU-bound. Which is good news for all of us.

But what I enjoyed more about this episode of ISC is the new set they built specifically for it, and all the new effects they're using. Even the preview/thumbnail for the video is more polished. It all feels very professional now, and the game deserved it. Money well spent. Can't wait for more episodes.
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Inside Star Citizen: The Cargo Show

Unread postby icycalm » 03 Nov 2022 23:16

Inside Star Citizen: The Cargo Show | Fall 2022
https://www.youtube.com/watch?v=pSsWaTw4n8s

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Kastriot Ramani wrote:You guys are nuts, this is never seen or done in any game! Keep going!


https://twitter.com/speedfragger/status ... 9278295042

SpeedFragger @speedfragger wrote:Woah, this fucking blow my mind, I'm screaming alone in my room


If you only watch one SC video this week, make it this one. It's only 11 minutes, and both parts of it are jaw-dropping. I literally said fuck three times out loud while watching it. The first part shows the cargo refactor. Brand-new footage of ships breaking up in pieces and THOUSANDS of cargo boxes flying out of them and raining down on the ground below. Unreal stuff. And the second part is even cooler. It shows the base-building tool being used on new and old planets like an RTS, and you can see new building types like smoking factory chimneys or outposts placed on raised plateaus among mountains. It is unreal.

And to top it all off, the new studio room in Manchester built to look like a spaceship makes ISC so much more professional to see.

Outstanding stuff, and some of it is coming in December with 3.18.
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Re: News

Unread postby Adjudicator » 11 Nov 2022 09:29

Following up on the recent cargo refactor video, the developers also held an "Ask Me Anything" (AMA) session on the forums, with most of the answers provided by @Gozer-CIG - Dan Griffis, Lead Designer.

All about Cargo - AMA
https://robertsspaceindustries.com/spec ... -cargo-ama

I will quote the significant mechanics changes to be implemented as a result of the cargo refactor of the 3.18 patch.

1. Regarding non-cargo box payloads:

Are the external cargo pods of the Prospector, MOLE, and RAFT going to be detachable and replaceable? If not, what happens to the mined ore and cargo aboard these ships if they are destroyed?


JakeAcappella-CIG wrote:Tracked this down with several teams! Currently all of these ships will function similarly to how they do now once 3.18 comes online. Resource pods such as saddle bags or fuel pods won't be detachable in this release, as further work on Vehicle Tractor beams is required.

Regarding external cargo such as the Hull series and RAFT, these will detach upon vehicle destruction as outlined in the ISC episode.


2. The next question and its answer is a major game changer; in an answer to how this refactor will change piracy and encourage more boarding actions, it is revealed that a feature introduced is that destroyed ships will no longer vaporise in a violent explosion all the time now.

When it comes to cargo refactor and piracy, what have you thought of to encourage player to player boarding actions with this feature?


Gozer-CIG wrote:Well, so we hinted about this in the ISC and it wasn't very clear. With 3.18 we are introducing the concept of Soft Death. There is a 70% chance a vehicle will die with its interior and cargo intact from combat deaths. Explosive deaths or deaths by game rules (near a barrier or touching water, for example) won't trigger a soft death.

What this means, 70% of the time you and your crew are still alive, and the cargo is still attached to the ship when a combat death occurs (ship reaches 0 health in combat). The 30 % of the time that this doesn't happen your ship explodes and cargo is pushed out and then 0-90 % of that cargo remains, with the average of that being 45 % of cargo surviving.


And another user commenting that this is a workaround for the eventual future where damage is properly physicalised instead of a "HP pool".

Yes, this is a proxy for the far-future outcome that physicalized damage will bring. It's not customary of CIG but very nice to see that we'll have an interim solution that does 80% of the job instead of waiting 5x longer to get something that intends to give extra immersion but is much, much more complex to implement.


3. Stolen (and possibly looted) goods will be hard to sell.

Will cargo containers stolen by pirates be recongized by buyers as being stolen? If so, then what happens if I willingly transfer my cargo to another player to sell for me?


Gozer-CIG wrote:When a player purchases commodities those are owned by the player that purchases them. Anyone else trying to sell them will have to use a "No Questions Asked" terminal and they will not receive full price for anything that they are trying to sell. Even if I give a cargo container to a friend, they would have to sell it at a NQA terminal and they would not get full price for the commodity. GrimHex for example would be a location I could fence my stolen goods.


4. Loose cargo containers can be scanned, and will be made more visually prominent to aid discovery and recovery.

Hi, will cargo boxes have any kind of signatures to be picked up by vehicles pings ?


Gozer-CIG wrote:Cargo containers can be scanned, and AR markers will be present if they survive the explosion. We have also added colored tints to the containers so you can at least identify what category they belong too, such as Metals or Processed Goods.


5. Cargo loading and unloading will still be automatically done instantly for the time being.

Will cargo loading timers be part of 3.18?


Gozer-CIG wrote:At the moment nothing changes with loading and unloading. This is handled automatically as it has been in the past. Once Manual loading and unloading becomes a reality, you will have the option to choose between the two. If you chose to have the location do the loading and unloading there will be a cost and a time where your ship is unavailable while the process competes, much like the current refinery gameplay.


6. In the future, commodity trading will be separate from cargo hauling. There will be missions where NPCs will need large amounts of cargo to be moved to another location, with the mission paying you.

In the ISC Cargo Missions were mentioned, can you go into any detail on what these missions will be like and how they will work. In my mind and hopes they will be something along the lines of this post.


Gozer-CIG wrote:After 3.18 we want to separate Commodity Trading from Cargo Hauling. Commodity Trading will be high risk/high reward. If you invest a large amount of your money you will also have to manage the cost of loading and unloading as well as protection. On the other hand Cargo Hauling is just moving things for NPC's from point A to B. You are not tied to it financially, and it will be moving things that pirates don't care about as there will be no profit in it for them.

The first step here is we will be adding cargo hauling missions that extend the current box delivery missions once you can manually load and unload your own cargo. They will start small and get larger, and the only thing the players are risking is reputation.


7. Players can eventually buy empty SCU boxes for organising your items. I learned that you can generate the SCU boxes by stuffing a vehicle's inventory, then blowing it up.

I would love to be able to buy 1 or 2 SCU boxes to be able to put whatever we want in them. Would make org events easier, could buy all the armor for ground battles, extra weapons and ammo, etc.


Gozer-CIG wrote:I want you to be able to do that as well rather than having to blow up your ship up and create them yourself. On top of that I want you to be able to carry those around, loot bunkers, fill them up, and then snap them to the grid once you are back at your ship. I also want you to be able to do all this and then go back to a station and go sell all of this without having to transfer it all to that station's local inventory in order to do so.

That said it probably won't make it in to 3.18. At some point however it will be a thing. This is where I use the dreaded "Soon".


I would say the second point is the biggest game changer, not just for cargo, but also for other missions, most prominent being bounty hunting, since a disabled ship may have to be finished off to complete the mission.

It may also open up the possibility of "capture" or "Wanted Alive" bounties.
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Re: News

Unread postby Adjudicator » 11 Nov 2022 12:14

The newest Inside Star Citizen video "Race Chase | Fall 2022" was just released.

https://www.youtube.com/watch?v=FHmx_YU3kB0

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Rough game version update timeline:

3.17.4 update: Intergalactic Aerospace Exposition (IAE) 2952

3.18: New abandoned outposts / pirate hideouts and new missions requiring players to enter there and recover stolen boxes. (Timestamp 3:09)

3.18: Informal, community "racetracks" will now be formalised in game. Cloud Imperium Games staff acknowledged the community in general for establishing ship racing and discovering ship racetracks. I believe that contractual obligations and/or non-disclosure agreements means they are unable to directly mention the exact community contributors.

Looking at Reddit and the XGR Discord, one can see that the XGR organisation was the major contributor in helping getting the race courses and formalising the racing game loop by pathfinding the tracks on the Crusader moon Yela (Grim Prospects - Timestamp 8:24) and the microTech moon Euterpe (Euterpe Icebreaker - Timestamp 10:33).

There is also a sneak peak at a ship race route around the outskirts of Area18, ArcCorp (Timestamp 12:30)!

Reddit topic link: https://www.reddit.com/r/starcitizen/co ... n_time_for

4.0: Abandoned space stations as explorable areas. (Timestamp 5:01)
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Inside Star Citizen: A Cut Above

Unread postby icycalm » 18 Nov 2022 01:15

Inside Star Citizen: A Cut Above | Fall 2022
https://www.youtube.com/watch?v=zAS9RLqdweY

Image

Fantastic episode. I loved how deep they went into the Drake lore. It's amazing watching a grown man pretend for ten minutes that it's a real company. It has more backstory than real companies!

Inside Star Citizen is the best videogame show ever. You should be watching it even if you aren't playing the game. Jared Huckaby is also the most charismatic videogame show host ever. Fun fact, we're the same age. People call him "space dad".


P.S. People might want to think about melting a Titan or two to buy a Cutter tomorrow, if it's possible. Can't wait to check this thing out. It's cutting-edge CIG design in terms of how feature-complete it is. It has all the systems the game is supposed to eventually have.
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Re: News

Unread postby icycalm » 29 Nov 2022 03:49

https://www.reddit.com/r/starcitizen/co ... completely

theon502 wrote:Evocati 3.18 - Bed Logout has been completely removed and will not return for an indefinite period of time.

Quote from Zolarix-CIG:

Zolarix-CIG wrote:After speaking with our engineers, ship bed logout is not yet implemented under PES. It will require a fair amount of work to re-implement. You can expect the "Log Out" prompt to disappear as of the next build.


No estimate was given for re-implementation. My best guess is NET Server Meshing's introduction, likely after.


shiroboi wrote:Big frowny face. Bed logout worked great on carrack and msr. It was really handy especially with big ships


matskat wrote:It's not just handy, it's INTEGRAL.

Imagine how that's gonna work when Pyro gets introduced?

You fly all the way to Ruin Station, but your dog needs to get walked.


Normally, I'd get into space, turn off QT, power down my engines and beg log. Works great. But the way this is described, the bed log option will not exist, and you'd have to go AFK and pray OR just start over from wherever you started in Stanton?

Oh no, boys. This is not good news.


CaptFrost wrote:Yeah, a big part of whether or not I even get a ship is the presence of a bed. Maybe others aren't using it, but I use it all the time, even if just because something comes up while I'm messing around in my Avenger. This is a huge backwards step.


mimesot wrote:Don't worry too much.

Yes you are absolutely right. Pyro without bed logout is almost unthinkable.

But CIG is surely aware of this.

And it's a necessity to rebuild the bed-logging function because the old version worked unreliably (which would be a true nightmare in Pyro) and in addition the foundation beneath the code changed (to PES).

Let's reevaluate the situation in a few months and until then don't have sleepless nights over it.
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