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Posted (edited)
Yeah I agree sama about the countermeasures. I was just really appalled by EVE onlines way of handling combat when it first came out. So I am wary of other multiplayer space games. Like wise I disliked instanced games like WOW, the only multiplayer game I liked that was instanced was DDO because the dungeon crawling was fun and required teamwork. But in the end even that game is boring once you hit the max level. Darkfall was just an endless grind game, and I found no game since Ultima Online between 1998-1999 truly had a great sandbox system.

 

You honestly would have loved Jumpgate. It's a shame NetDevil was bought out by Gazillion and Gazillion shut the game down directly after purchasing NetDevil.

 

It was torture watching it go slowly. First they fired all the staff of the game except for ONE person - he ran EVERYTHING - Server updates, GAME CONTENT UPDATES, billing issues, EVERYTHING! He lasted about 5 months solo, running the game by himself, until Gazillion had all the legal things sorted out to close the game.

 

His handle was Istvan and is the absolutely most dedicated developer I've ever seen in history. Truly a legend.

Edited by Xog
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Posted
As a side note it's awesome to hear that a game will finally use a shield system corresponding to aft shield, starboard etc. So you can actually lose shielding on one side of your ship, and re-enforce shielding through out combat. I understand thats what you said Roberts Space Industries is trying to accomplish? If so that is awesome because it's been long in waiting for me to finally see that in a game. As well as the ability to have system damage and have to repair during battle or fight despite the loss of the system.

I was just assuming for the shields part... But Freespace / Freespace 2 had those. You could transfer energy to a particular side too. Was pretty cool...

 

As for subsystems, I understand that you could lose some parts of your ship (a particular maneuvering thruster, or your guidance system) during a fight. And you'll be able to carry some kind of repair bots on your ships to get some repairs done without having to dock somewhere. Again, Freespace had most of these mechanics (though probably not as detailed)... but Freespace was only a combat game. A great one, though. But it was a series of missions, no open-world, no trading, etc.

Posted

So the game is called Roberts Space Industries or Star Citizen?

 

How will it work exactly, will there be walking on planets at all? Will we actively find ores in an astroid or on the surface of a planet and scan it with a particle beam, essentially transporting all the ore into our cargo bay to mine for minerals and sell them? Will there be hostile environments? Gas nebulas prone to explosions, lightning storms? Planets with giant tornados? Planets with astmospheric pressure so great it can crush your ship?

 

Will things be instanced by solar system? But just flying over a line makes you transfer from one instance to the other without recognizing anything changed? Hmm..

Posted
So the game is called Roberts Space Industries or Star Citizen?

 

How will it work exactly, will there be walking on planets at all? Will we actively find ores in an astroid or on the surface of a planet and scan it with a particle beam, essentially transporting all the ore into our cargo bay to mine for minerals and sell them? Will there be hostile environments? Gas nebulas prone to explosions, lightning storms? Planets with giant tornados? Planets with astmospheric pressure so great it can crush your ship?

 

Will things be instanced by solar system? But just flying over a line makes you transfer from one instance to the other without recognizing anything changed? Hmm..

 

Roberts Space Industries is the head title for this. Essentially, it's two games - "Squadron 42" is the single player campaign and "Star Citizen" is the open world (open universe?) online game.

Posted
So the game is called Roberts Space Industries or Star Citizen?

 

How will it work exactly, will there be walking on planets at all? Will we actively find ores in an astroid or on the surface of a planet and scan it with a particle beam, essentially transporting all the ore into our cargo bay to mine for minerals and sell them? Will there be hostile environments? Gas nebulas prone to explosions, lightning storms? Planets with giant tornados? Planets with astmospheric pressure so great it can crush your ship?

 

Will things be instanced by solar system? But just flying over a line makes you transfer from one instance to the other without recognizing anything changed? Hmm..

 

 

No specific details on how the instances will work but hopefully it's similar to how jumpgate worked (it was quite fantastic actually)

 

- Fly to a jump gate / warp gate to launch to another sector. Each sector is its own instance. Works pretty well if you ask me.

Posted

bzw:

 

 

Please check back at 11 AM CDT (-5 GMT) on Friday for an all-new Wingman’s Hangar, which will kick off the new site and launch a 24-hour CIG livestream event! We’re excited about releasing the new website and sharing some exciting new information about the game during the event.
Posted

Ship design is kind of poor. Armor plating the gunnery cockpits, yet the pilot cockpit is a green house surrounded by glass? Am i supposed to believe the glass is stronger than armor plating? The reliance on turrets is a bit old school technology. Turrets are mostly for medium class, or large ships. Not fighter pilot ships. Starwars and BSG relied on turret technology. It's not a big deal, it just doesn't make the game seem super futuristic. As a more futuristic type of technology or race or time will have a whole different calibur of weapons, and ship design.

 

The only redeeming factor about ship design is that I could design my own ship, so i don't need to have the pre designed ones which so far i'm not that fond of at all. Especially the elevator design to get in, and the airlocks, and the internal design.

 

However the game play is good. I'm glad players can man the turrets, and that many things are not just useless decoration.

  • 2 weeks later...
  • 1 month later...
Posted

First version of the hangar module has been released for backers...

 

wee...

http://puu.sh/4ixj6/ebd0150720.jpg

 

Edit: There's actually around 3GB left to download

Posted

One simple small flaw is the size of the hanger bay. Might be fun walking 1 mile the first time. But by the 10th time i'll get tired of it. I know they think that huge hanger bay is a great feature to show off their game. But it doesn't impress me.

How about this:

http://puu.sh/4ixO5/33a9cedddc.jpg

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