Of course it does, even Han Solo gets boarded sometimes.Soviet Heavy said:Does a space sim really *need* an FPS mode?
Of course it does, even Han Solo gets boarded sometimes.Soviet Heavy said:Does a space sim really *need* an FPS mode?
I have to take the reviews here with a pinch of salt as I assume they are written by people who have been recently fired and they are not going to be positive in any way. That being said, if the things that are written here are true then that is quite disturbing (especially the bit about expensive dinners and luxury sports cars).Golan Trevize said:http://www.glassdoor.com/Reviews/Cloud-Imperium-Games-Reviews-E776546.htm
This is a little bit disturbing to be honest.
Everywhere i go i see this behavior, someone posts speculation or simply asks a question about SC and suddenly a shitstorm rains upon him for daring to question the holy almighty and sexy Star CitizenJadwick said:Tsk tsk, I've been a backer since the project was at $6,000.Ajarat said:I have a feeling people like Jadwick are going to flop as soon as the finished product releases.
Edit:
Why am I being targeted here? All i did was offer some speculation - it was neither for nor against the game.
To clarify my position;
I wholeheartedly support this game and hope it does well, but it is the prize pony of crowd funding projects right now (largest crowd funded thing ever) and I don't think it is possible for something like this to live up to the hype that people are putting on it. (Like half-life 3.)
If it fumbles, even a little bit - you know there is going to be a shitstorm.
It seems all the animations and many models are placeholders, the final game will be mo-capped. Honestly, this is more of a very VERY early proof of concept that imo should have never existed, for you cant talk stuff about it, everything is "in progress" and "it doesnt represent the final product".Ishigami said:That looked awkward at best.
The movement just doesn?t look agile, swift and smooth. It?s slow and sluggish. The gun sway is too much and so is the head bobbing.
I think this is why I'm not even bothering to watch the videos at this point. It's not even gonna be an alpha for a year so everything we see now probably will be totally different when that point rolls around.Ylla said:It seems all the animations and many models are placeholders, the final game will be mo-capped. Honestly, this is more of a very VERY early proof of concept that imo should have never existed, for you cant talk stuff about it, everything is "in progress" and "it doesnt represent the final product".
One of the problems I see is the high bullet spread/low accuracy/low damage output of the weapons. When you kneel ,aim and fire it shouldn't be 3/4 of a 30 round magazine to get a kill and aiming while standing shouldn't be 1.5 magazines. 3 rounds and 1/4 magazine for each would make it faster paced and the usage of cover to be important. That creates more strategy in every fight instead of run and gun like in the video. Yes it was run and gun without strategy, they just tried to hide it behind military jargon.Ishigami said:That looked awkward at best.
The movement just doesn?t look agile, swift and smooth. It?s slow and sluggish. The gun sway is too much and so is the head bobbing.
The collision box of the characters is awfully large as seen when the model of the player passes the box around time code 1:50 by at least 20 cm and it still jumps as the game registers he bumped into it?
The guns lack impact in terms of sound and recoil and there is a severe lack of hit indication.
Also the scene is way too dark and they build up is way too long. They set this up for roughly about 3 minutes and the fire fight is only 1 minute long.
Watching this video made me not excited about this module.
Would like them focusing on the core aspect of their space game instead of blowing the scope of the project beyond their capabilities.
Thus far SC seems to be like a case of too much money for their own good.
TrackIR and Oculus Rift support will handle that I presume.Sillarra said:Full eyeball animation to detect where we are looking at? How will that translate to controls? I mean, if we are using a mouse to move our heads to look at one direction, then obviously our eyes will follow right? What I'm reading here is that you can do things such as glancing or eye rolling which makes me wonder how they are going to do that.
separate arm and head movements I understand; after all the MechWarrior games had that feature for decades.
Remember that there are no re-spawns in this game, when you die, you die and short of another player dragging your bleeding body out of the combat zone and trying to heal you up you will stay dead. I don't think you want the standard fast paced FPS combat that your used to in Star Citizen. It would be incredibly frustrating to peak round the corner and get 1-shotted by a sniper. I think you need to have a lot of survivability in this game.JET1971 said:One of the problems I see is the high bullet spread/low accuracy/low damage output of the weapons. When you kneel ,aim and fire it shouldn't be 3/4 of a 30 round magazine to get a kill and aiming while standing shouldn't be 1.5 magazines. 3 rounds and 1/4 magazine for each would make it faster paced and the usage of cover to be important. That creates more strategy in every fight instead of run and gun like in the video. Yes it was run and gun without strategy, they just tried to hide it behind military jargon.Ishigami said:That looked awkward at best.
The movement just doesn?t look agile, swift and smooth. It?s slow and sluggish. The gun sway is too much and so is the head bobbing.
The collision box of the characters is awfully large as seen when the model of the player passes the box around time code 1:50 by at least 20 cm and it still jumps as the game registers he bumped into it?
The guns lack impact in terms of sound and recoil and there is a severe lack of hit indication.
Also the scene is way too dark and they build up is way too long. They set this up for roughly about 3 minutes and the fire fight is only 1 minute long.
Watching this video made me not excited about this module.
Would like them focusing on the core aspect of their space game instead of blowing the scope of the project beyond their capabilities.
Thus far SC seems to be like a case of too much money for their own good.
As for a space sim having both flight and groundwork I think it is a better concept than only flying around all the time.
Yeah, things change in alpha. Hell, things change in beta. But if the dev has a projected release date of 2015, and is confident enough in showing content at a tech demo then I certainly hope that's the path they intend to go on. Hell, even Watch Dogs showed most of its game mechanics during its infamous E3 demo a few years ago, and those got downgraded as development went on.Rainbow_Dashtruction said:"These are game mechanic issues" believe me, EVERYTHING can change during Pre-alpha and it usually does. They shouldn't be showing gameplay of what is what a pre-alpha actually looks like. A pre-alpha is not playable. Its not early access playable. Its not supposed to be playable. Shit, ALPHA isn't even supposed to be super playable or enjoyable.