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Posted

SSDs certainly have their advantages. It's just that up until recently they were awfully expensive.

 

I still have to say I'm happy I set up a RAID several years back. It's quite convenient to be able to just "hotswap" should one of the drives break down.

Posted (edited)
This is going to be the most intricate game in history, been jumping up and down on my tippie toes every time i get email updates from them :D

Yeah me too.  

 

So I ended up winning their grand prize for the most referrals...

 

http://www.subspace.co/public/style_images/Default_1/attachicon.gifpost-1-0-05487700-1357873464_thumb.jpg

 

GRAND PRIZE (one awarded to the user with the most recruits)

(1) Alienware Aurora Desktop*

(1) Oculus Rift headset

(1) Logitech G940 HOTAS setup

(1) Idris-class corvette in Star Citizen to serve as your command ship

 

Aurora Desktop specifications:

  • PROCESSOR 2nd Generation Intel® Core™ i7-3820 (10M Cache, Overclocked up to 4.1 GHz)
  • OPERATING SYSTEM Windows® 7 Home Premium, 64Bit, English
  • MEMORY 16GB (4 X 4GB) Quad Channel DDR3 at 1600MHz
  • VIDEO CARD 2GB GDDR5 NVIDIA® GeForce® GTX 680
  • HARD DRIVE 1TB 7200 RPM SATA 3Gb/s
  • SOUND CARD Integrated 7.1 Channel Audio
  • OPTICAL DRIVE Single Drive: 24X CD/DVD burner (DVD+/-RW) w/double layer write capability

Wow! Congrats! How many referrals did you have!?

 

I'm so jealous right now :D What motherboard came with it?

Edited by Xog
Posted
What qualifies as a referral? people actually sign up and write your name as who referred them? or did 431 people actually pay for the game?

They had to pledge one of the tiers $30 or more.

  • 2 weeks later...
Posted

Gallitin, since you're running that forum, you might know this:

 

I made a 'Make mine a double' pledge for 60$... In my account on the RSI site, it shows 2 60$ pledges in the 'My pledges' list. I only spent 1x 60$ on this, so... Do I get like, 2 copies of the game or something? Would kinda make sense with the name of the pledge, but it doesn't seem to say that specifically anywhere.

 

Also, the two pledges listed don't have the same date... one is October 15th, the other is 18th, so my guess would be I lucked out on a bug or something

Posted

Sounds like a bug from when they merged the kick starter data in the date part.

 

Yes you get two copies, so you can keep both or gift one to a friend. May make sense to hold on to it as newcomers won't have lifetime insurance on ship hulls like we will. Will be able to sell on the in game market for credits.

  • 3 months later...
Posted
This came in the mail today:

 

http://www.subspace.co/public/style_images/Default_1/attachicon.gif20130529_184134.png

 

Pic is a bit crappy, but the card is actually pretty shiny.

Yea mine came in about a week ago.

 

 

I have no idea where to put it!

 

Wallet?

 

It's just sitting on my coffee table LOL

  • 3 weeks later...
Posted (edited)

Well makes sense if it's not wrapped in some protective plastic to put it in one of those card holders or a binder or something. Glad you guys are having so much fun with this.

 

When is Roberts Space Industries due to launch?

 

I usually buy games after they come out and some of the hype has died down and I can actually see if it's good or not from tons of game play video and people already playing for a year..

Edited by Lone Outlaw
Posted
Well makes sense if it's not wrapped in some protective plastic to put it in one of those card holders or a binder or something. Glad you guys are having so much fun with this.

 

When is Roberts Space Industries due to launch?

 

I usually buy games after they come out and some of the hype has died down and I can actually see if it's good or not from tons of game play video and people already playing for a year..

 

This isn't just a game, it's a space combat simulator, with a massively deep role play element. It's more than a game. It's a style. It's a personality. It's a whole universe. Things aren't added to the game just to be added. It's added so that it becomes a part of the universe. It's added not by developers, but by the people and corporations in the game.

 

For instance, the new ship that was released, by "Origin Jumpworks" (a ship building company in the game)

 

Posted (edited)

Still every game has it's flaws, if the combat is like EVE online then it's already deemed not good enough by me. I hate automated lockons, and targetting, and counter measures. I prefer a more skill oriented game, where you dodge yourself, use most counter measures on your own, and require aim to hit something.

 

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.

 

By the way i dislike the design on that ship. I could do something better in 10 minutes. Also i wonder if there is a distinction between atmosphere and space combat ships. I think realistically their should be, as flying through atmosphere is a whole different ball game and ships can be designed optimally for that purpose.

 

I just have a whole different standard for online games. Most of which are a waste of time and pathetic. All i said was I would wait for the game to actually be done before I decide it's a waste of time.

Edited by Lone Outlaw
Posted (edited)

If one knows anything about Sci-Fi one would know that Science fiction is plausable. Meaning it has a basis to come true someday in reality. Otherwise its fantasy. This is a science fiction game so it should follow the current laws of physics for example. Alternatively I'm pretty sure technology already exists for counter measures, auto lockons etc.

 

But ultimately people use their own skill in dog fights to aim their bullets or move their ship out of harms way. Otherwise why the fuck do you need to be in a cockpit at all? Especially for a small fighter ship. Maybe if this was the enterprise it would make more sense that SOME systems CAN be automated. But even in Star Trek there is such a thing as manual control. And it's even possible to have players control the gun turrets on starships rather than have them all automated which is boring as hell. I want to fight a real person not a computer.

 

EVE online went way too far with strategy at the loss of skilled combat. I want a game that combines action with strategy successfully.

 

A description of Eve online combat shows why it's a failure. I can have more fun playing a MUD text based game. As such EVE online developers completely failed one aspect of the game, so it will never matter how much else is great about EVE online, i will never touch it. Nothing redeems this failure in game play.

 

Combat in Eve is a mixture of both tactical intelligence and spontaneous decision-making using a point and click interface. While every race has certain tendencies for different battle tactics, a character's combat capabilities are determined by skill levels, the ship being piloted and various hardware modules fitted into it. Outside of decisions involving targeting and selection of weaponry, combat is, to a certain degree a 'hands off' affair, the player decides on the targets, distance at which they want to keep their target, the speed of their ship and the weapons and modules to use. Once activated, the computer runs these tasks until the player intervenes. An extreme example of this is that, if appropriately configured with defensive modules, drones and sufficient capacitor recharge, a ship can perform some certain missions without any intervention from the player past initial deployment to the battlefield.

Edited by Lone Outlaw
Posted (edited)
If one knows anything about Sci-Fi one would know that Science fiction is plausable. Meaning it has a basis to come true someday in reality. Otherwise its fantasy. This is a science fiction game so it should follow the current laws of physics for example. Alternatively I'm pretty sure technology already exists for counter measures, auto lockons etc.

 

But ultimately people use their own skill in dog fights to aim their bullets or move their ship out of harms way. Otherwise why the fuck do you need to be in a cockpit at all? Especially for a small fighter ship. Maybe if this was the enterprise it would make more sense that SOME systems CAN be automated. But even in Star Trek there is such a thing as manual control. And it's even possible to have players control the gun turrets on starships rather than have them all automated which is boring as hell. I want to fight a real person not a computer.

 

EVE online went way too far with strategy at the loss of skilled combat. I want a game that combines action with strategy successfully.

 

A description of Eve online combat shows why it's a failure. I can have more fun playing a MUD text based game. As such EVE online developers completely failed one aspect of the game, so it will never matter how much else is great about EVE online, i will never touch it. Nothing redeems this failure in game play.

 

Combat in Eve is a mixture of both tactical intelligence and spontaneous decision-making using a point and click interface. While every race has certain tendencies for different battle tactics, a character's combat capabilities are determined by skill levels, the ship being piloted and various hardware modules fitted into it. Outside of decisions involving targeting and selection of weaponry, combat is, to a certain degree a 'hands off' affair, the player decides on the targets, distance at which they want to keep their target, the speed of their ship and the weapons and modules to use. Once activated, the computer runs these tasks until the player intervenes. An extreme example of this is that, if appropriately configured with defensive modules, drones and sufficient capacitor recharge, a ship can perform some certain missions without any intervention from the player past initial deployment to the battlefield.

You're in luck, this is nothing like EVE's combat system.

 

And you can board other players' ships, too, and combat the enemy player within their ship. In one of the 26 thirty minute episodes of "Wingman's Hanger" videocast (http://www.youtube.com/playlist?list=PLVct2QDhDrB0sipIorv4skO-XR8bAO7Pp) they went a bit into how they are incorporating it - I'm not sure if guns will partake but it was definitely a possibility they said. And on-board combat will be possible.

 

And you do pilot your own ship, as seen here in this demo, recorded, played and commentated by Chris Roberts himself: 

 

And when you're sitting in the cockpit - it's not just a basic HUD that pops up for you to utilize - it's parts of the actual ship's cockpit moving around and displaying system info.

 

Info on scale in the game: 

 

Info on game physics: 

 

oh and you can open your cockpit and float around in space.

 

As for missiles locking on - that's real-world technology here in the present. Will it be a 100% definite hit with a missile? That I'm not sure - but it would make sense if it were possible to out-maneuver the missiles like I was able to in Jumpgate. Here's a video of me playing jumpgate - using my 4 on-ship missiles (which were able to lock on, and the enemy maneuvered out of their trajectory) and lasers: http://www.youtube.com/watch?v=O6PvxbB66AE

Edited by Xog
Posted (edited)

The videos look promising.

 

As long as I can dodge bullets being fired at my hull by moving right or left or going into a roll or flying behind an astroid then I am sold. I like to know I am facing an actual person, and not just automated systems. And that it's my ability that saves me in a battle, and not just the items on my ship (though i agree to some extent that will matter).

 

For missles that lock on, the science behind it would be heat seaking? So then there should be ways to avoid it. Countermeasures that I actually have to time and let go of myself right before the missile hits my ship. As opposed to some automated counter measure which sucks all the life out of the battle because it's totally not dependant on me after i tell the computer what to do. Such countermeasures could be EMP waves that only have a 50 meter radius to disable missles, so you need to set off your wave at the right moment. Or even mines that you can set off once the missle comes in range.

 

As far as I can tell the developer values immersion a lot, and part of that includes player involvement in combat. As well as some type of believable realism in the game. So many things should be satisfying.... Anyway I wasn't trashing Roberts space industry. Was only saying I'd prefer to wait until they are done in 2014 so I can see the whole picture of what they did before I purchase.

Edited by Lone Outlaw
Posted

This isn't subspace... you have more than 4 arrow keys to keep in mind. I'm sure some automatic countermeasures wouldn't be so far-fetched... You'll probably have to balance out your shields and distribute your power throughout your systems to adjust yourself in combat, so I wouldn't mind the computer taking some duties by itself :p

But if it's like Freespace or Freelancer, you still had to launch those countermeasures. And if you ever seen a real fighter jet throw countermeasures, you'll see that they throw about 10 or 20 flares to try to lure the missile. It's not like 'I hit this countermeasure button, the missile goes away'.

Posted
And you can board other players' ships, too, and combat the enemy player within their ship. In one of the 26 thirty minute episodes of "Wingman's Hanger" videocast (http://www.youtube.com/playlist?list=PLVct2QDhDrB0sipIorv4skO-XR8bAO7Pp) they went a bit into how they are incorporating it - I'm not sure if guns will partake but it was definitely a possibility they said. And on-board combat will be possible.

Do you remember which one? These things are pretty long... :p

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.

 

Chris Roberts seems to be designing a game like I would though. Many of these ideas I am sure we all had 10 years ago and wanted to see them in a game. This is part of the reason I am highly critical of games, they aren't nearly as good as they could be. Games started being mass produced like the new marvel movies, for idiots, and to generate money but not for a true gaming experience, not for quality.

 

Also Empire at War for Starwars was another game that used many ideas I had for a starwars game. Because in highschool I basically made a starwars board game that is virtually identical to Empire At Wars gameplay. This was six years before Empire at War was developed.

 

Some of the best RPGs I enjoyed were the original fallout series (the new ones are okay), baulders gate, icewind dale, Planescape torment, and even Witcher is okay. But I greatly greatly disliked oblivion, dragon age, and the majority of the never winter nights series. Snes and rpgs like Zelda, Tales of Phantasia, Chrono Cross are a different story altogether but also great.

 

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.

Edited by Lone Outlaw

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