HeavyCavalrySgt Posted September 18, 2013 Posted September 18, 2013 It seems like Rogue Systems is still alive -- they are updating their website anyway and talking about pre-alpha, alpha and beta
Trooper117 Posted September 25, 2013 Posted September 25, 2013 Looks fantastic... Mmm, Squadron 42 or Mercenary? The video on the site is amazing by the way! Plus a good talk through with Roberts and his vision for the game, outstanding!
kestrel79 Posted September 25, 2013 Posted September 25, 2013 The latest hangar module patch fixed a lot of bugs in the discount hangar with the Aurora. Works pretty good now.
TheEditor Posted September 28, 2013 Author Posted September 28, 2013 Been a backer since April. I've stop myself at $80 with a 325a ship. The FPS part of the game will be the easier part cuz crytek 3 supports it out of the box. They just need to make the game assets for it. Man I wish WWII had this level of development and gameplay originality. Who wouldn't want to climb out of the cockpit then go chill at the pilots lounge! 1
TheBlackPenguin Posted September 29, 2013 Posted September 29, 2013 The lure of buying the ships is not only to have them in your hanger during launch, but also free hanger space and free lifetime insurance on the hulls, so I am sure people have been as many as they can and even the biggest that they can afford just to gain these perks. With a Grade A PR campaign, SC has obviously sold rather well to the masses . Honestly, I think if you did something similar with a WW2 flightsim you'd get a similar result, however it would be more than just a flightsim as it would pretty much require the technology to enter an aircraft, walk around it if appropriate and then wander around the airbase in first person view. That would be pretty cool though, choose your pilots side, customize within historical boundaries and then be able to approach the CO, receive a mission, walk or run to aircraft, fly the mission, land and walk to the debriefing officer etc etc. You wouldn't be able to raise funds like RSI, cannot just make up aircraft and offer the same perks in a study sim.
BlitzPig_EL Posted September 29, 2013 Posted September 29, 2013 I think if you did something similar with a WW2 flightsim you'd get a similar result, Umm.... No. There are not enough people on the planet that do what we do to get anywhere near the funding level of Star Citizen. If there were, CloD would not have failed, RoF wouldn't need to be "free to play, pay to win", and DCS WW2 would not have to beg for crowd source funding. Gentlemen, we are dinosaurs. Be sure.
HeavyCavalrySgt Posted September 29, 2013 Posted September 29, 2013 Umm.... No. There are not enough people on the planet that do what we do to get anywhere near the funding level of Star Citizen. If there were, CloD would not have failed, RoF wouldn't need to be "free to play, pay to win", and DCS WW2 would not have to beg for crowd source funding. Gentlemen, we are dinosaurs. Be sure. I am sure that I have no idea why anyone would claim RoF is "pay to win", but I needed a laugh. Thank you!
FuriousMeow Posted September 29, 2013 Posted September 29, 2013 (edited) Yeah, RoF is far from "pay to win." It's actually just pay for certain plane from a certain era to join certain scenarios that use that certain plane and focus on that certain era. The "pay to win" nonsense is from real dinosaurs that think $50 should get every plane ever made and every theater ever participated in with the current level of detailed visual and physics modelling. As a matter of fact, RSI is "pay to win." You pay for the biggest baddest ships that fight the teeny tiniest with far less weaponry, that's the definition of "pay to win." I paid the $40 for SC, contemplating another ship above the base one I get - BUT I will be waiting until something more than the hangar module is out before I throw any more money that way. Edited September 29, 2013 by FuriousMeow
BlitzPig_EL Posted September 29, 2013 Posted September 29, 2013 For the record, I have purchased every aircraft in RoF. Perhaps "pay to win" is not quite correct. Pay to have a totally useful sim, is probably better.
AX2 Posted July 8, 2014 Posted July 8, 2014 (edited) The old warrior who won 48 million dollars for development , ensuring quality for buyers , fearless , shameless , a real life winner , and a project to study the history of the game development. ... a truly winner of the real life ! think about it , break the rules. ! starting with nothing Only with good lines http://www.youtube.com/watch?v=VhsgiliheP0 50 dollars and are god in the project http://www.youtube.com/watch?v=iT5BD7AtaoA Edited July 8, 2014 by Mustang
LLv34_Flanker Posted July 8, 2014 Posted July 8, 2014 S! Just lurk the forums and you see one of the worst fanboi community, ever. They worship Chris Roberts as a demigod and anyone daring to criticize the game is crucified instantly, even it would be well written and founded. No arguments against the game are tolerated. No thanks. I rather go with Elite:Dangerous.
FlatSpinMan Posted July 8, 2014 Posted July 8, 2014 I really hope this works out as intended. If it does, it'll be the game to end all games. It seems so ambitious that I wonder about it, but then aain, it is funded to the eyeballs, so if anything has a chance of succeeding, it'll be this. In the interim, I foresee some Elite: Dangerous in my future.
Seren77 Posted July 8, 2014 Posted July 8, 2014 I fell into the hype of star citizen, bought a ship (just one thankfully) because of how much good memories I have of elite on commodore 64 (I will get elite dangerous in the next beta phase) I was so disappointed when the Arena Commander finally came out. Just was nothing like I had imagined. Things like they changed my fixed class 1 guns to gimbal auto aiming, because they said thats how it has to be when you have different weapon types. Meanwhile back in ww2 we had planes that had cannons, machine guns, rockets, bombs and they never need auto aim. I'll give it another try when they put in keybinding for my flightstick and hopefully trackir support (instead of spending all their time on rift support) The forums are terrible, people saying if you dont like it it's because the games too deep or difficult for you. I rarely post there anymore because of the white knights. People were actually complaining that rudder pedals were yawing instead of rolliong, and I said yeah because that's how they always have been in planes why would be any different in space. Of course I got schooled by a bunch of rabid fanboys about how this is not a crappy ww2 sim it's space and in space rudders roll. I really could rant for hours about that game. some people have spent 72,000 usd on ships. They recently released a little scout ship for 150 usd just showed concept art and pre render and they get a million dollars of sales. Must be really frustrating for other devs seeing that happen.
=LD=Hethwill Posted July 8, 2014 Posted July 8, 2014 Star Citizen is a good showcase of new age marketing. I am sure many lectures at college about marketing eventually trip on it. Reminds me of the Camel brand. Pretty much the same idea.
Matt Posted July 8, 2014 Posted July 8, 2014 People were actually complaining that rudder pedals were yawing instead of rolliong, and I said yeah because that's how they always have been in planes why would be any different in space. To me, it's pretty normal that the pedals/twist-axis would cause the ship to roll. Atleast that's how i flew space games/"sims" since the first X-Wing or maybe even before that. Rolling is less necessary in space, because you don't need to initiate a turn like in a plane. But i can imagine the reaction of the guys on the forums. I was thinking about buying one of the cheaper ships last year, but i stepped back from it and will wait for its final release (whenever that will be) and for reactions from non-biased people. I definately wish them success, but with every million $ more, i'm getting more doubtful how close this will ever get to justify those amounts and the hype.
6S.Manu Posted July 8, 2014 Posted July 8, 2014 (edited) I'm out of that. IMO They're spending too much on fluff and their marketing is really similar to the Apple's one. 35$ for a mousepad? Are you serious? Listening to the people at the AC presentation event I was like: Edited July 8, 2014 by 6S.Manu
arjisme Posted July 8, 2014 Posted July 8, 2014 People were actually complaining that rudder pedals were yawing instead of rolliong, and I said yeah because that's how they always have been in planes why would be any different in space.Is this trying to be a space combat sim? If so, why would you have rudders to maneuver in space? Or are you talking about flying in a planet's atmosphere?
sallee Posted July 8, 2014 Posted July 8, 2014 I think the rudderoids enable the dingledangle thruster shafts.
AX2 Posted July 8, 2014 Posted July 8, 2014 (edited) released a little scout ship for 150 usd WTF ?? a single Ship ? OMG ! You are kidding ... ? Seren77 help me please ..before I using my credit card If I want to play the alpha and beta, and fly some Combats at arena NOW . How much money I need to spend? About Rudder and FM and more The key thing to remember is that the Intelligent Flight Control System is just the interface between the physical simulation of the ship’s movement via its thrusters and the force they exert. It’s not the model.I see a lot of posts talking about the desire for “Newtonian” mode. The physics simulation is already a full Newtonian rigid body simulation. For what we are trying to achieve there will always need to be a fly by wire interface between the players input and the actual physics as no human can simultaneously direct eight thrusters simultaneously, specifying their thrust and attitude to achieve desired movement. Within the confines of physical reality the IFCS can do pretty much anything we want. The key is determining what we want the player’s input to map to. Full source https://robertsspaceindustries.com/comm-link/transmission/13951-Flight-Model-And-Input-Controls For me sounds good .. but ... 150 USD for an single scout .. a maybe a single Battlecruiser for 1000 usd ? Edited July 8, 2014 by Mustang
Skoshi_Tiger Posted July 9, 2014 Posted July 9, 2014 Is this trying to be a space combat sim? If so, why would you have rudders to maneuver in space? Or are you talking about flying in a planet's atmosphere? They are talking about rudder pedals not actual rudder control surfaces. The argument is about assigning pedals for Yaw or Roll axis motion via the RCS thrusters. Maybe a twist grip rudder would be more realistic in a space sim????
Seren77 Posted July 9, 2014 Posted July 9, 2014 Is this trying to be a space combat sim? If so, why would you have rudders to maneuver in space? Or are you talking about flying in a planet's atmosphere? Combat and PVP will play a decent chunk of gameplay depending on the role you play. Even the pure trading ships have multiple heavy turrets and rockets etc. When I say rudder pedals, I mean the pedals on the floor in the spaceship that are put there to replicate Aircraft controls. Space ship is obviously fly by wire and has an IFCS. So when you press the left rudder pedal it calculates how much thrust and and degree of angle to put on it's 8 gimballed thrusters to achieve a yaw movement that replicates a rudder on an aircraft. The game will have atmospheric flight also. Mustang the idris capitol ships were sold for 250,000 usd each, the org I'm in has 2 of them. As far as Newtonian mode goes some people find the current flight modes limiting. Although it's space the regular IFCS setting does not allow strafing or vertical strafing. In decoupled mode (closest they allow to manual control) pitch roll is disabled, main engine is disabled and the IFCS will stop any rotation of the ship with no stick inputs. The only inertia allowed is current trajectory which is not allowed to be altered. Although you would need 8 hotas to manually fly in newtonian there is certainly room for a less automated system than 'decoupled' mode. Things like forced engine disabling, roll disabling and inertia damping in decoupled mode is a bit unnecessary IMO. Alpha access is over although you can buy beta access and a pass to try the dog fight module. I paid $40 for alpha access with a basic starter ship.
AX2 Posted July 9, 2014 Posted July 9, 2014 (edited) Seren77 thank you very much for your explanation. Really The org I'm in has 2 of them. My English is very bad, my understanding reaches only 75% to 85% of the 100 % Your are saying.... a single capitol ship were sold for 250,000 usd ? Sounds like madness.. a game fully pay to win ? I'm very curious.... Edited July 9, 2014 by Mustang
Seren77 Posted July 9, 2014 Posted July 9, 2014 Seren77 thank you very much for your explanation. Really My English is very bad, my understanding reaches only 75% to 85% of the 100 % Your are saying.... a single capitol ship were sold for 250,000 usd ? Sounds like madness.. a game fully pay to win ? I'm very curious.... yes I'm saying people paid that much for a ship ( a very large ship but a ship ) the thing is, it is not really pay to win because you can earn them just by playing pretty easily. this ship the constellation, which I think has a crew of 5 is 225 usd https://robertsspaceindustries.com/store/90-rsi-constellation it will take an average player 2 weeks to get this ship just from playing. So I'd rather just wait, and earn it in game. I understand people like to give devs money so don't mind paying early, but they have almost 50 million dollars now, they don't need more money.
[JG54]Vyper Posted July 9, 2014 Posted July 9, 2014 The Idris Corvettes...since upgraded to frigates, sold in very limited numbers for US 1,300. They have a crew of 11-ish and can carry 3 Hornet F7 fighters. I had a chance last year to buy one but just couldn't convince my wallet it would be worth it. It's not pay to win as any ship sold now can be gotten ingame with ingame credits, Decent fighters at this point are the 325a for US 80, Avenger isn't out yet but should be a good fighter, US 75, the Hornet F7C for US 125. They still have a ton of teething problems...but this is one of the few games in a long time that is pushing the technical limit of PC's. Not too bad so far, all things considering.
Feathered_IV Posted July 9, 2014 Posted July 9, 2014 Am I hearing that right. A quarter of a million dollars was paid (twice!) for some spaceships in a video game? Preordered too I would imagine. That seems grotesquely obscene. Imagine the lives you could have saved with that money. 1
LLv44_Mprhead Posted July 9, 2014 Posted July 9, 2014 There is at least one good reason to stay away... Although I don't think I will be taking my own advice, but I will try to wait until it's actually released before putting any money in it.
Seren77 Posted July 9, 2014 Posted July 9, 2014 The Idris Corvettes...since upgraded to frigates, sold in very limited numbers for US 1,300. They have a crew of 11-ish and can carry 3 Hornet F7 fighters. I had a chance last year to buy one but just couldn't convince my wallet it would be worth it. It's not pay to win as any ship sold now can be gotten ingame with ingame credits, Decent fighters at this point are the 325a for US 80, Avenger isn't out yet but should be a good fighter, US 75, the Hornet F7C for US 125. They still have a ton of teething problems...but this is one of the few games in a long time that is pushing the technical limit of PC's. Not too bad so far, all things considering. The article I found the price on kept saying 250k. perhaps it was the total http://www.gameskinny.com/mdrty/200-imaginary-spaceships-sold-for-a-real-250000-in-star-citizen-24-hour-livestream-event
6S.Manu Posted July 9, 2014 Posted July 9, 2014 Combat and PVP will play a decent chunk of gameplay depending on the role you play. Even the pure trading ships have multiple heavy turrets and rockets etc. A rumor said there would be an harsh matchmaking, so that some kind of ship are going to encounter ship of the same class. Is it true?
Seren77 Posted July 9, 2014 Posted July 9, 2014 A rumor said there would be an harsh matchmaking, so that some kind of ship are going to encounter ship of the same class. Is it true? I believe there will be some skill based matchmaking in Arena Commander (dogfight module) but none in the main game. Though some ships are built more for transport or stealth and give smaller signatures so they will be harder to detect. It should all work out but of course it's are just spin and theory at this point
[JG54]Vyper Posted July 9, 2014 Posted July 9, 2014 (edited) Am I hearing that right. A quarter of a million dollars was paid (twice!) for some spaceships in a video game? Preordered too I would imagine. That seems grotesquely obscene. Imagine the lives you could have saved with that money. No, that is untrue. The article I found the price on kept saying 250k. perhaps it was the total http://www.gameskinny.com/mdrty/200-imaginary-spaceships-sold-for-a-real-250000-in-star-citizen-24-hour-livestream-event 250k for 200 ships. Yes. Article hould have been 260k. 1300 per ship. They sold 2 batches of 100 ships...and they sold out in minutes each time. It was kind of unreal to watch. Edited July 9, 2014 by [JG54]Vyper
sallee Posted July 9, 2014 Posted July 9, 2014 It looks to me as if much of the funds raised have been used on the pie budget.
Rivet Posted July 9, 2014 Posted July 9, 2014 I think the rudderoids enable the dingledangle thruster shafts. Really? I was given to understand they operated the Fuvu Valves that engage the port and starboard Gimbal Ratchets. Agree on the pie budget though
Herbs107 Posted July 9, 2014 Posted July 9, 2014 Its way to expensive for an arcade game. They cant and it doesnt simulate space travel at all, if it was a correct space simulator the ships would look like a rolled up porcupine and each spike would be a thruster. Yes but they say it is a simulator buy a ship for $120us and then $30us for a mouse pad and then some other crap for a further $50us, and it will fly just like your ME109 without the rudder???
LLv34_Flanker Posted July 10, 2014 Posted July 10, 2014 S! As they say. The one asking for money is not stupid, but the one paying.
Matt Posted July 10, 2014 Posted July 10, 2014 Its way to expensive for an arcade game. They cant and it doesnt simulate space travel at all, if it was a correct space simulator the ships would look like a rolled up porcupine and each spike would be a thruster. Yes but they say it is a simulator buy a ship for $120us and then $30us for a mouse pad and then some other crap for a further $50us, and it will fly just like your ME109 without the rudder??? Not sure if they are selling it as a space simulator or why a simulator has to be more expensive than an arcade game. In any case, you can get into Star Citizen currently for $30, which i consider pretty cheap. Noone is forcing you to buy one of the bigger ships or the mousepad.
Charlo-VR Posted July 10, 2014 Posted July 10, 2014 (edited) Star Citizen is fun, though currently only limited to pretty much arcade action in the Arena Commander (I joined too late to gain access to multiplayer yet). It's especially fun interacting with your hangar and ship via voice activation, like so: https://www.youtube.com/watch?v=Hv0x69k6CFA Using voice commands will make using the eventual CV1 of Occulus Rift much easier, and to me it feels like a natural way to interact when imagining far-future spacecraft. Similar to the above, I'm enjoying commanding my ship via Voice Attack. I've been modifying the free R3B3CKA so she recognizes more of my voice commands, based on what I realize I naturally say when I need something done. You can also add in alternate phrases to introduce some randomness to her replies. Edited July 10, 2014 by Charlo
FlatSpinMan Posted July 18, 2014 Posted July 18, 2014 I', pretty interested in this. Do you backers get the feeling that things are progressing, that they will actually deliver well on what they have offered? If so, that would be the last game I would ever play. I would need nothing else.
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