(08-10-2014, 08:00 PM)Tenacity Wrote: Anyone looking into this?
Of course, it's going to be the the game Roberts imagined Freelancer would be before cutting of funds/time.
As for the ships not being as agile, that has a lot to do with the realism part. If you manoeuvred as sharply as in Freelancer, you'd pass out immediately or you'd just die in case of LFs...
Correction: your internal organs would be rendered into something reminiscent of a strawberry nomad sorbet, immediately before being ejected through your nostrils and onto your control console.
(08-11-2014, 08:24 PM)Tenacity Wrote: Correction: your internal organs would be rendered into something reminiscent of a strawberry nomad sorbet, immediately before being ejected through your nostrils and onto your control console.
I have included that in the "die" part, so it's more of a clarification than a correction. I'm uncorrectable.
Edit: Why don't you have that underwater cat as avatar any more? That ruled.
I like how nobody thinks of the invention of something sci-fi device, some futuristic stuff to negate the effects of swift maneuvering, rendering such things quite safe and unharmful for people.
(08-11-2014, 08:48 PM)Thyrzul Wrote: I like how nobody thinks of the invention of something sci-fi device, some futuristic stuff to negate the effects of swift maneuvering, rendering such things quite safe and unharmful for people.
Hey, that's not a bad idea at all, is it? So you say with inertia dampeners built in between the interior and the exterior of a ship, rapid maneuvers would have no effect on those inside the ship?
(08-10-2014, 08:00 PM)Tenacity Wrote: Anyone looking into this?
Of course, it's going to be the the game Roberts imagined Freelancer would be before cutting of funds/time.
As for the ships not being as agile, that has a lot to do with the realism part. If you manoeuvred as sharply as in Freelancer, you'd pass out immediately or you'd just die in case of LFs...
I think it's strange how people buy into an already unrealistic setting (sci-fi space combat totally unachievable with today's technology) and then defend the internal logics of said fantasy as if it was truth.
If a ship is fast or slow has nothing to do with realism, it has to do with design choices.* Also I am the type that prefer a game that is fun to play, rather than a game so rich in details that my character can go to the john when I do, and from what I've seen so far there's a heavy emphasis on the latter. I hope I'll be proven wrong though.
* Do note I am not proposing Freelancers style, and yes the Freelancer engine's physics are all over the place with spinning Valors etc. etc.
(08-10-2014, 08:00 PM)Tenacity Wrote: Anyone looking into this? ...
I'm a backer, probably the most invested one in this thread afaik. I know some people who backed more than I did, but they're mostly ex-Disco now.
(08-11-2014, 07:24 PM)Tenacity Wrote: Far as I can tell even the smallest 1 seater ships are still fairly large, having internal sleeping quarters, toilets, mess rooms, cargo bays, so on and so forth. Ship interiors are supposed to be fully functional and explorable as well.
I'll take slower combat in exchange for that kind of immersion and detail any day.
Large is a relative term, but they are large relative to Freelancer's smaller ships, I guess. The single-seater fighters are somewhat comparable to larger modern day fighter jets. In terms of freedom to move about your ship, that's not quite true for all ships; the ships with dedicated combat roles generally are more compact and you can't leave the cockpit. That said, every ship is created with great attention to detail.
(08-11-2014, 09:55 PM)Tenacity Wrote: That there's how star trek did it, son.
I think it's more believable, however, to simply use those forces as a strategic factor in combat.
You can actually disable the safety limiters in order to turn more sharply in combat, but you risk blacking out.
(08-11-2014, 02:26 PM)Saberuneko Wrote: Oi oi! Will Star Citizen have modding support?
If so, we could make Star Citizen Discovery Mod. o.o
Yes, most likely - but we need an actual game first before modding can start.
I'm not so sure that people would want to play a Freelancer mod when SC can be thought of as "Freelancer 2.0". There are also obstacles in terms of copyright (Freelancer IP owned my Microsoft), as well as needing permission from Igiss to recreate Discovery, and needing skilled modders with a lot of free time. I am certainly not interested in participating in that sort of project, nor do I know much about CryEngine. However, I believe there is a group of backers planning to recreate Freelancer using SC; that's your best bet so far.
(08-11-2014, 11:40 PM)Mímir Wrote: I think it's strange how people buy into an already unrealistic setting (sci-fi space combat totally unachievable with today's technology) and then defend the internal logics of said fantasy as if it was truth.
If a ship is fast or slow has nothing to do with realism, it has to do with design choices.* Also I am the type that prefer a game that is fun to play, rather than a game so rich in details that my character can go to the john when I do, and from what I've seen so far there's a heavy emphasis on the latter. I hope I'll be proven wrong though.
* Do note I am not proposing Freelancers style, and yes the Freelancer engine's physics are all over the place with spinning Valors etc. etc.
Yes, it is already unrealistic at its base, but that doesn't mean that it has to be unrealistic in every other aspect or that it's OK if it is. By that logic, all non-realisim in every game is excusable, because obviously there's no realistic game.
But yes, it is a design choice, a choice most people interested in the game seem happy with. The amount details helps, which I think is great.
(08-12-2014, 01:28 AM)Echo 7-7 Wrote: I'm a backer, probably the most invested one in this thread afaik.