If you can read this, either the style sheet didn't load or you have an older browser that doesn't support style sheets. Try clearing your browser cache and refreshing the page.

(Roberts Space Industries)   Star Citizen releases its player organization structure, as well as enabling guild creation. 5,000 orgs created within the first 12 hours. After setting up subby's, it looks more well thought out than games that have been out 10 years   (robertsspaceindustries.com) divider line 20
    More: Cool  
•       •       •

1160 clicks; posted to FarkUs » on 22 Jan 2014 at 11:23 AM (27 weeks ago)   |  Favorite    |   share:  Share on Twitter share via Email Share on Facebook   more»



20 Comments   (+0 »)
   
View Voting Results: Smartest and Funniest
 
2014-01-22 09:43:08 AM
*  What is this?
*  Does it cost money?
*  Why does technology in the future take longer to advance than it has in the past, and why is the present always a stagnant sluice of not knowing where anything's going?
*  Sorry about your pillow fort.
 
2014-01-22 10:24:58 AM
Is it playable yet?
 
2014-01-22 10:56:58 AM
Jesus, it blows my mind that this game has raised ~35 million dollars.
 
2014-01-22 11:43:38 AM

gnosis301: Jesus, it blows my mind that this game has raised ~35 million dollars.


Uh.... it's 37+ Million now, bro.

I think the game's going to be great when it comes out. It's obvious the developers are really committed to creating the best game that they can, so it's encouraging.

That said, I've put way more money into this game than I'm willing to admit.

It's some kind of sickness, I tell you.
 
2014-01-22 11:46:24 AM
You know, I'm a kickstarter supporter for this game, but this game is looking less and less like fun and more and more like a second job.
 
2014-01-22 11:52:40 AM

RexTalionis: You know, I'm a kickstarter supporter for this game, but this game is looking less and less like fun and more and more like a second job.


I dunno, it's been pretty clear all along this was going to be a immersive sandbox.

I'm curious as to what you thought it was going to be?
 
2014-01-22 12:01:28 PM
Highly displeased it's not being released for Mac.
 
2014-01-22 12:05:52 PM

PIP_the_TROLL: RexTalionis: You know, I'm a kickstarter supporter for this game, but this game is looking less and less like fun and more and more like a second job.

I dunno, it's been pretty clear all along this was going to be a immersive sandbox.

I'm curious as to what you thought it was going to be?


Freelancer-esque.
 
2014-01-22 01:53:48 PM

PIP_the_TROLL: gnosis301: Jesus, it blows my mind that this game has raised ~35 million dollars.

Uh.... it's 37+ Million now, bro.

I think the game's going to be great when it comes out. It's obvious the developers are really committed to creating the best game that they can, so it's encouraging.

That said, I've put way more money into this game than I'm willing to admit.

It's some kind of sickness, I tell you.


Yes.  ~ (around) 35 million is inclusive of 37 million for me, "bro."
 
2014-01-22 02:05:07 PM

gnosis301: Yes. ~ (around) 35 million is inclusive of 37 million for me, "bro."


Hehe, wow. Supercilious and condescending. Bravo, "bro."

Anyway, I was just making a point to mention the new number. I, myself, wasn't aware of it until just after I read your post and checked because I thought it was still at 35 mil.

It's an incredible crowdfunding effort. Soon the dogfighting module will be out and we'll be getting our first real taste of Star Citizen in action.
 
2014-01-22 02:07:55 PM

PIP_the_TROLL: gnosis301: Yes. ~ (around) 35 million is inclusive of 37 million for me, "bro."

Hehe, wow. Supercilious and condescending. Bravo, "bro."

Anyway, I was just making a point to mention the new number. I, myself, wasn't aware of it until just after I read your post and checked because I thought it was still at 35 mil.

It's an incredible crowdfunding effort. Soon the dogfighting module will be out and we'll be getting our first real taste of Star Citizen in action.


My roommate has put a good bit of money.  Just seeing him run around the hangar is cool enough, but I can't wait to see how it plays.  I'm trying to save up for a PC at the moment, but some of the explorer-specific packages look pretty fun.
 
2014-01-22 02:25:04 PM
As a backer for StarCitizen I just have to say that whether the game is a huge success or a flop, whether it's incredibly fun or a boring "second job" I have to commend Chris Roberts and his team for their dedication to the community that is backing them. Updates are frequent and not just fluff. The community is regularly polled to determine which features should be included, and which should come first. When something doesn't go as planned (delayed release of dogfighting module, for example) instead of an empty gesture that almost resembles an apology (looking at you EA!) Chris Roberts penned a letter to the community explaining in detail the reasons for the delay and the schedule they've set to move forward. He owned up to the fact that his team hadn't delivered as expected and took responsibility for it. He treats his backers as he would a publisher, sharing works in progress, concept art and updates and the status of various projects. Backers have been introduced to the development teams working on various aspects of the game, and developers are required to spend a certain amount of time each week in the forums answering questions and keeping in touch with the community.
They've even integrated submissions from backers into the game, sponsoring contests to design ships that will be available to all players and encouraging supporters to help write the lore and flesh out some of the details of the SC universe. They're not just making a game over there; they're developing a new way to make games and new ways for gamers to be involved in the process. I didn't pledge a huge amount when I backed the game, but I've already gotten my money's worth from what's already been shared with the community.
Anyone interested in gaming should check our their site (www.robertsspaceindustries.com) just to see some of the things they've already done. It's truly remarkable.
 
2014-01-22 02:58:25 PM
media.tumblr.com
 
2014-01-22 03:00:28 PM
Clicked the link and went to "about", and even watched the 9 minute video, and it didn't tell me that much, you know, about it.  Other than the fact that the chief designer wrote Wing Commander and he's totally jazzed to do a very intricate, detailed PC game.

I see that you can do single-player and MMO, and single-player success feeds you into the MMO.  That's neat.

But how much of the goals/game-play is like any other MMORPG?
I see the combat.  How career-oriented is it?
Is there economics/trade involved?
Typical MMO stuff - quests/contracts, interacting with NPCs, explore/build your own game zone?
What are the end-game goals?  Rule a planet?  Admiral of the Fleet?  Recruit other players into your pirate crew?  Hire other players to make cargo deliveries, steal secrets from other trading firms, work your mines & factories?
 
2014-01-22 03:18:24 PM
Mmm... let me see if I can help.

FrancoFile: But how much of the goals/game-play is like any other MMORPG?


Not very much. There's no 'skilling' or 'leveling' to speak of really. To the best of my knowledge, the only things that increase is your in-game wealth and your real-world experience and skill at playing the game. Your AI crew and stuff do gain in-game XP and stuff tho, just not your character personally.

FrancoFile: I see the combat. How career-oriented is it?


Exceedingly so. But they're trying to be very sandboxy so you can choose from a host of careers and change focus as you like so you're not boxed in.

FrancoFile: Is there economics/trade involved?


Yeah, it's the brain of the game. The economy is an active participant in the persistent universe. For example, you doing something like capturing a transport ship carrying a critical resource can result in the economy's AI doing something like putting out its own bounty hunter contract on you and/or generating a transit contract for a player trader to fulfill that lost resource. So it's not all player-pushed like an auction house or developer-pushed like a cash store. In fact, once the game launches, nothing in it will require real world money. You'll be able to earn every single thing in game.

FrancoFile: Typical MMO stuff - quests/contracts, interacting with NPCs, explore/build your own game zone?


Addressed somewhat above, at least as far as contracts. Questing they haven't elaborated on too much yet, other than saying there will be various tiers of NPCs, including notable ones that can be killed off permanently and have ramifications elsewhere in the game, etc. There will also be NPC pilots and ships and whatnot, and they're working hard to make them so seamless you won't immediately know whether you're dealing with a player or an NPC. For instance, if you were a pirate threatening one, it could choose to surrender or run or fight back or communicate with you, all on its own.

Exploration is a big part. There'll be new star systems, planets, jump points, alien artifacts, etc etc. to discover. Explorers and Salvagers are distinct careers they've already setup.

Building your own game zone isn't a thing yet, but you have your hanger(s) and those will be moddable. They've also mumbled about space stations and stuff down the road.

FrancoFile: What are the end-game goals? Rule a planet? Admiral of the Fleet? Recruit other players into your pirate crew? Hire other players to make cargo deliveries, steal secrets from other trading firms, work your mines & factories?


Active and continuing development is the goal of the developers, so it's hard to say right now. They've confirmed new factions with spinoff game modules of their own and stuff for the future, but really the game is all about what you want to put into it and get out of it. Ultimately it's going to rise to power / wealth / notoriety like all games.

Being a pilot is what this world is all about. There's going to be a major first-person component to the game also, though, with planet and space station stuff, boarding other ships, etc. But being a space pilot is its heart and soul. It's all about your ship, customizing it and getting out into the wild west of space. There's going to be things like cummulative damage on ships - *and* on you. You'll get scarred up, lose body parts and may eventually die depending on circumstances. But when you die, you can pass on your legacy to another character you designate. Your heir can choose to start the game from the beginning by going through the Squadron 42 game and making it on their own steam, or pick up where you left off, with them inheriting your wealth and such, but possibly also any of the bad blood you've picked up along the way also.

Anyway, it should be a lot of fun.

Hope this helps!
 
2014-01-22 03:22:07 PM

PIP_the_TROLL: Mmm... let me see if I can help.

FrancoFile: But how much of the goals/game-play is like any other MMORPG?

Not very much. There's no 'skilling' or 'leveling' to speak of really. To the best of my knowledge, the only things that increase is your in-game wealth and your real-world experience and skill at playing the game. Your AI crew and stuff do gain in-game XP and stuff tho, just not your character personally.

FrancoFile: I see the combat. How career-oriented is it?

Exceedingly so. But they're trying to be very sandboxy so you can choose from a host of careers and change focus as you like so you're not boxed in.

FrancoFile: Is there economics/trade involved?

Yeah, it's the brain of the game. The economy is an active participant in the persistent universe. For example, you doing something like capturing a transport ship carrying a critical resource can result in the economy's AI doing something like putting out its own bounty hunter contract on you and/or generating a transit contract for a player trader to fulfill that lost resource. So it's not all player-pushed like an auction house or developer-pushed like a cash store. In fact, once the game launches, nothing in it will require real world money. You'll be able to earn every single thing in game.

FrancoFile: Typical MMO stuff - quests/contracts, interacting with NPCs, explore/build your own game zone?

Addressed somewhat above, at least as far as contracts. Questing they haven't elaborated on too much yet, other than saying there will be various tiers of NPCs, including notable ones that can be killed off permanently and have ramifications elsewhere in the game, etc. There will also be NPC pilots and ships and whatnot, and they're working hard to make them so seamless you won't immediately know whether you're dealing with a player or an NPC. For instance, if you were a pirate threatening one, it could choose to surrender or run or fight back or communicate with you, all on its own.

Exploration is a big p ...


Wow.  Thanks.  Very clear and cogent.

Last question.  Can I name my character Jebediah Kerman?
 
2014-01-22 03:29:51 PM
Why not?

When you register, you can create a forum handle as well as a pilot handle (on top of your login name making it 3 names).

I got in early, so I was able to grab "Pharaoh" as my pilot handle. That's not my character's name though. I'm hoping they'll add 'character sheet' stuff like City of Heroes had. I'd love to be able to lay down like my character's real name, aliases, background, etc.
 
2014-01-22 04:42:17 PM
I've been a backer since day one (Golden Ticket, Citizen #6275, booya!) and I cannot tell you how amazing it has been to watch this unfold.

My guild (The Church of Alvis) has already formed up, and we're all looking forward to getting into our ships. I can't wait until the dogfighting module comes out.... havoc, my friends. Havoc will be unleashed.
 
2014-01-23 12:08:45 AM
Whatever happens with this game....

images4.wikia.nocookie.net
 
2014-01-23 02:43:33 AM
You had me at Star Citizen subby.
 
Displayed 20 of 20 comments

View Voting Results: Smartest and Funniest


This thread is closed to new comments.

Continue Farking
Submit a Link »






Report