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PostPosted: Tue Feb 10, 2015 12:46 pm 
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Ben Lesnick wrote:
Hey guys,

First of all: we should not ever ask you to test Voyager Direct equipment. I apologize if the (now deleted) thread implied that. If you purchased a Tarantula because of this thread, please contact me via PM and I will award you the UEC back (and let you keep the gun.) (If you want a full refund, please contact CS and they'll take care of you.) We love feedback, but the policy is that we are never going to ask you to pay more money to test a particular feature. In the future, if we need feedback on a particular weapon that's not otherwise available, we will do a 'free fly' week with it, or otherwise distribute it without UEC or dollars charged.

We are doing two things to make Voyager Direct weapons better. The first is the promised "AC Bucks" system, which will allow players to acquire ships and equipment using credits earned in the game. I know there's been a lot of speculation about this because we haven't said much beyond the fact that it is happening... and that's going to change very soon! Internally, design has delivered a system which Chris is happy with, and now we're going to share that with you once the last few rough edges are sanded off. Our design team is working up a 'for public comment' post which we will put out next week. It's going to explain the system we've come up with and ask for your feedback. From there, we'll begin implementation in Arena Commander (which will likely take several weeks, all told.) (I will also note that the reason you're seeing more and more devices show up in VD is because we're confident that this system is going to work and we will need an inventory when it kicks off.)

The second is that we have also started the process for allowing players to 'melt' Voyager Direct items. There are some heady logistics involved here (how does it impact the UEC cap? Or more importantly: can people game the system?), as well as web time to enable the system... but it is coming.

And if you have any other ideas, we'd certainly love to hear them. The fact is, the idea that Arena Commander might be seen as 'pay to win' came as a surprise to us (I think in our heads, it's a test bed for the real universe coming later), and we're adapting our schedule and plans to make sure that is NOT the case.

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PostPosted: Tue Feb 17, 2015 10:28 am 
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And, with Friday's Design Post on "AC Bucks" (which thankfully wasn't the final name).

Last week, Kotaku ran an article showcasing Arena Commander’s combat. While the focus was that dogfighting looks great in action, one other thing immediately stood out: the video was an Aurora pilot flying with a HOTAS and TrackIR setup… and he was schooling Hornet after Hornet! The video, embedded below, tells me that we’re on the right track in creating a skill based game where battles are decided by the abilities of the pilots just as much as the capabilities of their equipment.


One of the design tenets of Star Citizen is that it needs to be a complete experience regardless of what you have purchased. Someone buying a starter package needs to have exactly as much potential as someone supporting development by pledging for a new ship or a purchasing a new weapon. I do not want to make a game where you feel compelled to spend anything but time to continue playing.

In the Persistent Universe, that will be easy: you’ll earn credits flying missions, locating star systems, hauling goods, hunting bounties and through a dozen other activities. You’ll rapidly explore and expand your universe. But the pilots helping us develop our spaceflight in Arena Commander don’t have that ability… yet!

With Arena Commander 1.1, we intend to roll out a system called REC, or Rental Equipment Credits. In essence, you will be able to earn credits to rent equipment to use in Arena Commander by playing Arena Commander’s ranked modes. We want to reward backers for their time spent with the early game with a more expansive experience, not prevent them from accessing things that will be readily available in the Persistent Universe. You’ll still be able to support the development of the game by pledging for ships and weapons, and these will carry across into the Persistent Universe but you will no longer have to contribute additional money to fly a different ship or use a new weapon; You’ll have a choice. Spend time playing the game, which will earn REC to be spent on ships and weapons for use in Arena Commander or pledge for these items, supporting the ongoing development and running costs of the game. It’s the classic time vs money proposition and either way you’ll be helping making Arena Commander and Star Citizen better! This is always how the final game was intended to work and we’ve decided that we need to bring this dynamic into play sooner than later!

Star Citizen designer Calix Reneau details the system below, which we believe is a winner. Now, we’d like your feedback: is this the right direction for the system? Where would you like to see it go, in the near term and the long? Letting players earn credits in-game is a no-brainer, but working out the specifics is going to be an ongoing process no different from how we are continuing to work out flight controls and weapon balance!

From my perspective, Arena Commander is shaping up to be a fantastic standalone experience, something backers will want to continue to play in their new sim pods even after the Persistent Universe launches. I’m grateful for the testing and support the community has provided to get us to this point. It’s something every one of you should be proud of… and now let’s make it even better!

— Chris Roberts


DESIGN: RENTAL EQUIPMENT CREDITS

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Design: Rental Equipment Credits


We’ve all been there: a budding young Aurora pilot loads up Arena Commander to play for the first time. That first battle isn’t a great success, but between the ‘First!’ medal bonus and a lucky missile, enough REC is earned that an F7C Hornet doesn’t seem that impossible to earn. A few matches later, the mechanics of space flight are starting to be understood, so the REC flows a bit easier and it isn’t much longer before even the Super Hornet is within reach. Diving all in for the big guns, our plucky hero has become death, destroyer of worlds… and it feels good! But as often happens, life gets in the way, and it’s over a week later before the Star Citizen logo comes back on screen. Imagine the surprise to find that Super Hornet still selectable in the Arena Commander start menu! A few matches later the rental use runs out, but it’s enough time to earn up the REC to take advantage that sweet renewal discount. Dogfighting is a great thrill of course, but eventually curiosity takes hold and the next rental is an M50. What a difference! Racing seemed so trivial before, but this thing can really fly. At this point, any new arrangement of ships or equipment is always attainable with just a little bit of focused play. Still, there was something special about that first Super Hornet, so maybe it’s worth keeping around…
Image

What are REC?

REC, or Rental Equipment Credits, is a virtual currency that can be spent in Voyager Direct or the mobiGlas virtual store to rent software licenses on any equipment that can be used in the Sim-Pod (future iterations of Arena Commander will be accessed through a pod added to your Hangar.) Players earn REC through success in Sim-Pod activities – Arena Commander, the upcoming FPS Module, etc – with additional medals providing bonus REC and recurring incentives for progression.

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Ship selection mockup.
How do I Earn REC?

REC is earned by playing competitive (ranked) multiplayer matches of Arena Commander, the FPS Module or any other Simulated Experience in Star Citizen. Each match awards REC from a common pot, awarding the greater share to the winners, which is then split among the members of the team based on performance. For example, in Arena Commander:

Squadron Battle: – REC is earned based on the number of kills plus the k:d if positive, weighted against the ticket difference.
Murray Cup: – REC is earned based on the final position multiplied by the proximity to World Record (by ship), weighted against Personal Best (by ship)
Capture the Core: – REC is earned based on personal score weighted against the score difference.
Players can also earn bonus REC from medals, which are awarded for various milestones – umber of kills earned, number of missiles dodged, total matches, etc. These medals track over multiple matches and are recurring, so players can always make some progression even if they only play a match or two here and there.

To prevent exploitation, this pot is associated with a total score expected from all participants, and scales REC yield based on the total score actually achieved. It also scales based on the number of participants. For example, a REC pot of 12,000 with a total score of 100,000 will only split 9600 REC if the players only collectively manage to score a total of 80,000 points. That same game will only split 4800 REC if the 10 player match only gets 5 participants.

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Mock-up REC interface for mobiGlas

How does the rental system work?

All rented equipment is rented for one week of real time use – guaranteeing that you always get at least a little bit of time with the ship. Ships and weapons cost 10% of their UEC price, rounded up. Once an item has been rented, it can be renewed for another week at a 20% discount. Renewals can only be bought a week in advance. (Remaining rental time is visible in your RSI account and within the Sim-Pod HoloTable)

Examples:
9-series Longsword: 4,000 UEC; 400 REC. (320 REC renewal)
M4A Laser Cannon: 8,000 UEC; 800 REC. (640 REC renewal)
Hornet F7C: 140,000 UEC; 14,000 REC. (11,200 REC renewal)
Redeemer: 250,000 UEC; 25,000 REC. (20,000 REC renewal)

There are also broader goals available for the REC endgame – for example, we envision building a Community Chest into which players can donate REC that builds towards permanent prizes and other gameplay experiences. Imagine having the option between renting new equipment or helping the community earn something together… it should make for an interesting challenge!

Current Balance Plan

Averaged at 1800 REC per hour. Please note that this currently represents ‘back of the envelope’ thinking; actual balance will likely alter significantly after the system launches and we determine how players use the system. But the goal remains to create a system that makes renting additional equipment a fun challenge rather than an impossible chore.

Ship Cost: at 10% UEC, F7C rents for 14,000 REC. (7.7hr)
Weapon Cost: at 10% UEC, M4A rents for 800 REC. (26.6min)
Renewal Discount: at 20%, F7C renews for 11200 REC. (6.2hr)
Real Time Rented: 1 week.
Payout Pot (Per Game Mode): 10k for full Squad Battle, split 70-30.
Game Modes that Yield REC
Squadron Battle
Battle Royale
New Horizons Raceway
Capture the Core

Can I use rented ships and equipment in non-ranked modes?

Yes, and there will be no limit on such uses.

How do I spend REC?

REC is spent on ship and equipment rentals or Sim Pod unlocks. This can be done from Voyager Direct, the mobiGlas, or the Sim Pod. Once a ship/item is rented, it can be renewed for 1 additional week at a discount.

As the system is developed, REC can also be spent to unlock additions to your Sim Pod, such as aesthetic changes like different background images/theme in the menus, or gameplay changes like opt-in handicaps which can be taken to boost REC yield at the cost of additional gameplay restrictions. Finally, REC can also (eventually) be donated to the Community Chest, a mystery box that results in Community Events when enough total REC is accumulated. Community Events benefit all players who log on while they are in effect.

Will my equipment carry over into the Persistent Universe?

No, equipment rented in Arena Commander will be available only in your sim pod. When the Persistent Universe launches, you will have access only to upgrades purchased with UEC (or provided as gifts during the pledge campaign.) But we anticipate Arena Commander continuing to exist in the Star Citizen universe; it is, after all, a game played in SC’s future!

Why have rental items instead of permanent ones?

We know that choosing rental equipment instead of permanent AC-only unlocks will likely be the most controversial part of this plan. We’ve run through countless scenarios offering one, the other or a mix of both… and what we’ve decided is that at this time, rental is the way to go. What follows is the five key points we used to make this decision:

Arena Commander progression should NOT equal Persistent Universe progression. We believe strongly that players need to go out into the world to truly progress; a system that permanently rewards you for staying home and playing the simulator will reduce that experience in the long run.
It is a buffer against exploits. We fully expect players to discover bugs and loopholes in the REC system… but with a one-week rental deadline, the most damage they can do to the game is unbalancing it for one week.
It’s a first blush at future balance goals. The goal has always been to balance effort and convenience – whether you have time or money, you should be able to have a good experience. That’s going to take a lot of work to get right, so this is the earliest possible version of it to help us start to understand how this will work out in the wild.
It allows for a tool for ‘directing’ testing. If we are going to be working on a particular ship or item, we can put it on sale – a tactic that wouldn’t affect players who had already unlocked it.
It prevents stagnation during alpha. It should not ever be possible to “complete” (or win) this pre-alpha game.
What’s Next?

We envision enhancing the REC system alongside everything else in Arena Commander going forward! In addition to building the system out based on player feedback, we have several systems we hope to deploy in future patches:

Daily Challenges

REC can be earned by completing personal and community daily challenges. Community challenges pay out at the end of the day if they have been fulfilled, and reward all players who have contributed to the challenge at all. These also have the benefit of allowing new gameplay features to be highlighted.

Personal Challenge Examples
Get 10 kills at 50% throttle
Dodge 10 missiles without using countermeasures.
Capture the Core 10 times.

Community Challenge Examples
Kill 3000 vanduul in Coop Swarm
Complete 500 laps in Old Vanderval
5000 total kills.

Community Chest

The Community Chest accumulates with REC donated to it until it reaches 100%, when it activates a surprise Community Event that is available to all players during its duration (which can be set individually for each event, but which would generally last 2 weeks). When it reaches 100%, a Community Event begins and is available to all players during its duration.

Discounts / Bonus Yield

REC discounts on specific ships and equipment can be used to encourage users towards their use. Ships can also give bonuses to REC as additional incentive.

We are hoping to launch the REC system with Arena Commander’s next major patch, currently scheduled to be AC 1.1. This will allow backers to earn REC and spend them on store items. Additional functionality will be added as we go, just like the rest of the AC development process! Until then, please provide your feedback below. You’re helping us build Star Citizen AND Arena Commander, and we want to know what you think!

First look at the first pass on universe pricing? And I wonder how the target REC earning rate will compare to the target UEC earning rate in the PU.

Apparently, something about this stirred up a lot of controversy over the weekend, but I haven't had time to wade into the 23 page thread to get a read on the nature of the controversy. All in all, looks like it shouldn't be too hard to rack up some REC to rent a few weapons to try out, or renew rentals on ones you like, but it'll take a bit of time investment to rent high dollar ships. That ought to keep dedicated testers busy and providing a lot of data during the alpha/beta, I suppose.

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PostPosted: Tue Feb 17, 2015 1:27 pm 
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I read an article that indicated the controversy was supposed to be about people ***** about how this supposedly made the game more like Farmville because freemium and I already paid for my spaceships or something...

I honestly am not sure exactly what the problem is or what the merits of either side were. I suspect it falls into the category of "pointless argument about nothing."

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PostPosted: Tue Feb 17, 2015 4:44 pm 
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Mmm. Haven't decided whether that's the quantum drive for a Gladiator, or whether they've changed some of the VFX surrounding the ship while opening a jump portal since the Freelancer commercial.

I'm inclined to say quantum drive, since it never fully disappears.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Tue Feb 17, 2015 5:34 pm 
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i don't see any wormholes I assume that's the jump to 20% of lightspeed. As far as the REC goes, I have the equipment I want at the moment for AC. Now for fps that might be a different story.

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PostPosted: Tue Feb 17, 2015 6:44 pm 
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What is actually available to play in this game right now?


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PostPosted: Tue Feb 17, 2015 6:58 pm 
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The dogfight module is available right now. With various single seat pledge ships available for flight. From the starter trader aurora to the more combat focused hornet superiority fighter.

There are several game modes, single player versus the swarm of vanduul bad guys, racing circuit, multiplayer battle royal PVP, squadron battle PVP, capture the core (flag), co-op against the AI swarm. All good fun and pretty.

In the next few months they are releasing the alpha for the FPS battle arena followed by the beginnings of the social module multiplayer hangers and I think a city center.


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PostPosted: Wed Feb 18, 2015 11:08 am 
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Lenas wrote:
What is actually available to play in this game right now?

There's "Arena Commander" a collection of flight scenarios roughly analogous to a World of Tanks or traditional FPS multiplayer mode, plus a few single player options for largely similar game modes. As Ranelagh said, there are a variety of single-player, cooperative, and multiplayer modes.
Single-Player options include Free Flight (just you and the map as a way to check out the flight characteristics of your ship and/or admire the map and ship without distractions), Racing (a map with a variety of track layouts in which you fly through a course of irising rings to record lap times), and Vanduul Swarm (fight against waves of AI alien ships).

Cooperatively, you can also play Vanduul Swarm.

Competitive Multiplayer includes a Free-For-All Dogfight mode, a team-based Squadron Dogfight, Capture the Core (which is capture the flag), and a multiplayer version of the Racing.

A variety of ships are available to fly in Arena Commander. I'll break down the ones that are flight capable as I write this, as well as give a basic breakdown of the roles they're well-suited for off-the-line. Many of these ships have a variety of "variants" which can be thought of as different trim levels on cars; each variant is a set of stock equipment that tailors the capability of the ship to show what kind of customizability you can expect out of the ship type as a whole once the Persistent Universe (the persistent multiplayer portion of the game) finally comes together, allegedly next year. I'll put the fictional manufacturer for each ship in parentheses just for lore-completeness' sake.

The Aurora (Roberts Space Industries)
Image
The Aurora is an entry-level, versatile starter ship. While one of its variants (the LN) adds a couple extra weapon hardpoints to make it a more capable fighter, it's primarily geared for small-scale shipping and exploration.

The Mustang (Outland Consolidated)
Image
The Mustang is another starter ship, trading away some cargo capacity for better speed and agility. There's a racing variant that adds even more speed, as well as a militarized variant that is slightly up-gunned and up-armored. Another variant ditches the ability to carry cargo entirely in exchange for living space for extended trips.

The 300 series (Origin Jumpworks GmbH)
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Origin is posed as kind of a German luxury brand equivalent, so the 300 series is a nicer take on the single seater. Combat, exploration, touring, and racing variants are offered.

The Avenger (Aegis Dynamics)
Image
The Avenger is a fast, but not super-agile, interceptor. It carries a pretty large nose-mounted cannon to pack an offensive punch. It's meant to kind of evoke the American police cruisers of the 80's and 90's.


The M50 (Origin Jumpworks GmbH)
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The M50 is Origin's small, high-performance racer and interceptor.

The Cutlass (Drake Interplanetary)
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The Cutlass is a medium-large, cheaply maintained two-seat fighter. It's favored by pirates and militias.

The Hornet (Anvil Aerospace)
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The Hornet is the civilian version of the military's most widespread fighter. It includes stealth, recon, and two-seater variants.


In addition to those, a few other ships are available in the hangar, so you can walk around them, enter them, and so on, but don't have their flight characteristics set up yet or are multi-crew ships (which is a feature not yet ready). These include the Freelancer (and variants), Constellation (and variants), Gladius, Gladiator, and Redeemer.

Of the ships offered as pledge packages in the initial crowdfunding campaign period, only the Freelancer and Constellation remain unflyable. Arena Commander is undergoing the typical alpha/beta balance changes and periodic major feature additions (the most recent of these was the addition of the detailed signature and sensor system), and work on things like the UI is a process of ongoing iterations and adjustments.

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PostPosted: Wed Feb 18, 2015 2:35 pm 
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the addition of the detailed signature and sensor system


I am intrigued by your ideas and wish to subscribe to your newsletter.

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PostPosted: Wed Feb 18, 2015 4:14 pm 
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Müs wrote:
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the addition of the detailed signature and sensor system


I am intrigued by your ideas and wish to subscribe to your newsletter.

This is nothing to do with the Hornet Tracker, yet. It barely affects the Ghost thus far, even.

Essentially, right before Christmas, the AC 1.0 patch added the feature where the server goes and measures heat, cross section, and EM signatures, and uses the contrast of the signatures created by ships against the background noise (which can be increased with flares and chaff) to determine at what range ships are detectable by targeting systems and missile tracking systems.

Physical occlusion by things like asteroids will also affect signature visibility.

As of yet, though, they haven't really integrated any of this functionality into the UI (beyond a simple reading of how hot and EM-bright your ship is), let alone set up the Tracker with a unique set of sensors. It's detailed in the sense that it's calculated in detail and with a lot of granularity, but that complexity hasn't been put at our fingertips, yet.

It's really cool background tech that's laying the groundwork for the super-cool features to come, not an especially exciting and visible feature in its own right. If you pay attention, though, you can definitely see it at work. When enemy contacts drift into asteroid-strewn sections of space, you'll actually lose them now unless you're close and they're still in line of sight; the system also significantly changed how you *reliably* evade inbound missile locks, and so on.

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PostPosted: Thu Feb 19, 2015 6:32 pm 
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So much REC forum rage. You'd think CiG shot their puppy.

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PostPosted: Sat Feb 21, 2015 12:16 pm 
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This month's Jump Point is WIP: ArcCorp.

Oh my god. Stanton is officially my favorite system, aesthetically. I dug the released shots of ArcCorp's cityscape and whatnot before... but they've also done concept and establsihing work for Stanton I, II, and IV (ArcCorp is III), and ArcCorp is probably my least favorite of the four. IV is a gas giant with floating walkways, platforms, and rings spider-webbing across the upper atmosphere, and they did color palettes of all four planets in the system, which indicates that II (Hurston Dynamics) is going to be even darker and more heavily industrialized (and less clean) than ArcCorp, while I (Microtech) and IV (Crusader) will be brighter. I is a lightly developed arctic world with spectacular clouds, which I can't wait to see.

Also included, a bunch of costume design for NPCs. Some of the futuristic fashions are neat or interesting, but I'm really digging the familiar, utilitarian detail on some of the things like the mechanics and LZ ground controllers.

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PostPosted: Sat Feb 21, 2015 12:22 pm 
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Also, the RSI Orion heavy duty mining ship concept sale is this week.

Ship looks damn cool, and the big description of what they've got in store for ore mining is pretty awesome.

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PostPosted: Thu May 07, 2015 5:37 pm 
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Dat Starfarer.

Oh, and Alpha 1.1.2 released live today. Figures, I jump off the live patch cycle just in time to beat it by a day, lol.

Everybody go meet Gilly!

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PostPosted: Fri May 08, 2015 7:17 am 
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Somebody pulled a clean screenie for the Starfarer art featured in the video.

Spoiler:
Image

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PostPosted: Fri May 08, 2015 1:31 pm 
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Sweet!


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PostPosted: Sat May 09, 2015 11:47 pm 
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Gilly is cool as far as tutorials go.

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PostPosted: Mon May 11, 2015 3:00 pm 
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Rorinthas wrote:
Gilly is cool as far as tutorials go.


What ship were you flying in the tutorial?


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PostPosted: Mon May 11, 2015 3:02 pm 
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Looks like a Gladius. They are kind of nice

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PostPosted: Tue May 26, 2015 7:48 pm 
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So there was a massive art asset leak over the weekend stemming from a poorly censored Star Marine sneak peek from one of the community managers. There was part of a URL in a title bar, that pointed to a torrent seed...

A bunch of ship models, some for unannounced vanduul and capital ships. I watched a YouTube's video where they dropped the Bengal into a Cryengine test level and walked the camera around. It's still WIP and not fully textured, and the version of the engine they used was stock, so I'm guessing it didn't support any of the shaders, lighting, and whatnot to make it look good. Given that, I've avoided the rest so as not to spoil Squadron 42 surprises of intentional reveals...

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Wed May 27, 2015 7:18 pm 
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pbp Hack
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They put the OMVIs back to size two so they'll fit on the LN again. Life is good. I couldn't get a missile lock today for some reason

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PostPosted: Tue Jun 02, 2015 8:17 pm 
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Woo! 10 For the Writers fielded a question of mine yesterday!

My question's at 13:16

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Tue Jun 16, 2015 5:23 pm 
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Yay questions

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PostPosted: Sat Jul 18, 2015 10:32 am 
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This month's Jump Point was pretty excellent. WIP on the Merlin was neat.

And then there was the sneak peek at the new component sizing/classification system and the upcoming/imminent Arena Commander 1.1.5 patch.

On the component front, they're cutting down from 12 explicit sizes to 4 for internal components like shield generators, power plants, and so on. They're exponential, meaning that Medium is twice the dimensions (or 8x the volume) of Light, Heavy is twice the dimensions of Medium, and Capital is the final one. This will allow them to reduce the required asset count for each component as they add different varieties and brands of these things, and also opens up some flexibility in how you can load some of this stuff out, as they suggest that a ship with a maximum spec of 1 medium component could, instead, be equipped with 4x light components to give more tunability and redundancy at a sacrifice of raw performance on an absolute scale. It goes on to state that you can't put more than 4 of the next size down in because the ports that interface with the ship's systems are only on one face, and that typically the next size up will have a slight efficiency bonus over 4 of the lower size, with a medium offering equivalent performance to 5x a light. They further went on to outline that this system lets them differentiate ships by the layout of these component slots -- a ship with an "inline 4 medium" layout of something couldn't accept a heavy, while a "box 4 medium" configuration could.

I find this pretty exciting, as it's stepping up the modularity in a sensible manner that I'd been increasingly worried was going to get tossed by the wayside in favor of bespoke components per ship chassis.

Finally, headline features for 1.1.5 include: Arena Commander-ready Merlins and Scythes, and a balance pass for all the currently flyable ships. The balance pass will, generally, be tuning missile damage down, weapon damage up slightly, ship and shield health up, and shield recharge rates down, all in order to start addressing TTK being too fast. We'll also see better game engine performance in multiplayer, which they're leveraging to turn up the player counts on battle royale and squadron battle to 16.

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"Aaaah! Emotions are weird!" - Amdee
"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Sun Jul 19, 2015 10:44 am 
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1.1.5 is up on the PTU. I'm patching it this afternoon, might get a chance to log in this evening and give a Scythe (and a Merlin, I suppose) a whirl!

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"Aaaah! Emotions are weird!" - Amdee
"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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