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#3660512 - 10/10/12 08:33 PM Re: Squadron 42.... [Re: Player]  
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#3660519 - 10/10/12 08:43 PM Re: Squadron 42.... [Re: Player]  
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Yes it should lol

#3660592 - 10/10/12 10:12 PM Re: Squadron 42.... [Re: Player]  
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and now it is smile


Wisdom is knowing what's enough
#3660625 - 10/10/12 11:03 PM Re: Squadron 42.... [Re: Player]  
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I'm with Jedi here. I love playing with other people, I've played with random guys on the net and found new friends through DCS A10C, Falcon BMS, and I play Torchlight and other games with my son. The good thing about it is that I can share my game with others, but that does not mean I'd like to share it with just anyone. MP-capable, fine. MMO? Nah.

If they sold the SW TOR MMO as a MP-capable, non-sub game, I'd probably have bought two and played with my son, or bought a few more copies and played with my brothers. But MMO? Pass.

Looking forward to this game... seems like we got a good selection of games coming out/recently released. Good!


- Ice
#3660699 - 10/11/12 01:56 AM Re: Squadron 42.... [Re: Player]  
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Just pledged $60. That full video is very impressive. The cockpit/player immersion level is fantastic! Check out the 9 min. mark on the full video.


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#3660751 - 10/11/12 03:58 AM Re: Squadron 42.... [Re: Player]  
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Quote:

Will The Servers Be Public Or Private?

There will be public servers that we host for the main universe/game. The universe is going to be a persistent living entity, where your actions, (discovering a jump point and successfully navigating its jump for the first time, designing a ship for sale in the online shops, winning a key in-game battle etc.), will be woven into the history and lore of the game. We really want the universe to be shaped, both by your actions and created user content... to really embrace the passion and creativity of the core fans. A central server system for the persistent universe will be required to assure security, prevent cheating and other bad behavior. We also plan to provide a version that allows private servers similar to Freelancer to be maintained and run by the pilot communities. These would support single and multiplayer space combat battles where teams could hone their skills without having to use the public servers.


Look, Chris was thinking of the "take my ball and go home" crowd.


Regno, Regnavi, Sum sine regno, Regnabo
#3660771 - 10/11/12 05:23 AM Re: Squadron 42.... [Re: Player]  
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http://starcitizen.robertsspaceindustries.com/


Link to full vid. Now THAT is how you present your game concept. Fantastically done. Puts Egosoft to shame, since they have hardly said a word about X Rebirth.

If you can, please pledge.


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#3660778 - 10/11/12 05:56 AM Re: Squadron 42.... [Re: No Name]  
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Originally Posted By: peppergomez
There haven't been any good or great fighter-based space sims since IWar2, IMO, and that was 2000.


IW2 is a great example of one well done. About the only one other than that I've felt good about is Diaspora.


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#3660792 - 10/11/12 07:17 AM Re: Squadron 42.... [Re: Player]  
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I know its been mentioned before but i hope it has newtonian flight.


Fighterops...

The only TRUE Stealth crowd funded game.

Devs said there was stuff there, but you just couldn't see it.
#3660819 - 10/11/12 09:31 AM Re: Squadron 42.... [Re: Player]  
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Sounds fantastic. Chris Roberts knows how to make great space sims.


I will ignore all ideas for new works and engines of war, the invention of which has reached its limits and for whose improvement I see no further hope.

— Julius Frontinus, chief military engineer to the Emperor Vespasian, cica AD 70.
#3660850 - 10/11/12 11:22 AM Re: Squadron 42.... [Re: Player]  
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The only thing I'm worried about here is that I got the distinct impression that it is going to be heavily microtransaction based as well as potentially subscription-based. Both are major negatives to me. The other is them using the Cry engine.

Other than that, it contains everything I'd expect from a Chris Roberts game--awesomeness.

#3660857 - 10/11/12 11:47 AM Re: Squadron 42.... [Re: Player]  
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I've sent them some $...

I haven't been this enthusiastic about new space sim in a very long time!


Wally
-Are we havin' fun yet?
#3660873 - 10/11/12 12:21 PM Re: Squadron 42.... [Re: Player]  
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It won't be subscription based according to Chris Roberts, he mentioned that in a video.

Last edited by Zorg12; 10/11/12 12:22 PM.

I will ignore all ideas for new works and engines of war, the invention of which has reached its limits and for whose improvement I see no further hope.

— Julius Frontinus, chief military engineer to the Emperor Vespasian, cica AD 70.
#3660874 - 10/11/12 12:23 PM Re: Squadron 42.... [Re: Player]  
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Imagine in multiplayer that you can walk around in your spaceship with your fellow pilots... Some will man the turrets and one will fly sound pretty awesome.


I will ignore all ideas for new works and engines of war, the invention of which has reached its limits and for whose improvement I see no further hope.

— Julius Frontinus, chief military engineer to the Emperor Vespasian, cica AD 70.
#3660902 - 10/11/12 01:27 PM Re: Squadron 42.... [Re: Mr_Blastman]  
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Originally Posted By: Mr_Blastman
The only thing I'm worried about here is that I got the distinct impression that it is going to be heavily microtransaction based as well as potentially subscription-based. Both are major negatives to me. The other is them using the Cry engine.

Other than that, it contains everything I'd expect from a Chris Roberts game--awesomeness.




What's Your Online Revenue Model?

Not a subscription but not free-to-play; rather a hybrid of these two business models. Much like ArenaNet's Guild Wars 2, you will purchase the PC game and pay no recurring subscription charges. Your purchase of the game will allow you to play in the universe for free, forever! The game will offer a variety of virtual items for purchase with in-game credits allowing you to spend money on items that offer more ways to express yourself, provide convenience, and customize your experience. But the cardinal rule regarding "in-game purchases" is: Players who spend money purchasing in-game credits will have no advantage over players who spend time!

Everything is bought with in-game credits. These purchases won't offer any advantage over someone who puts in the "game-time" to earn the same amount of credits. You might ask, why have "in-game" purchases at all? This allows us the resources to support the game on an ongoing basis as well as continually add content.


Regno, Regnavi, Sum sine regno, Regnabo
#3660914 - 10/11/12 01:54 PM Re: Squadron 42.... [Re: bogusheadbox]  
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Originally Posted By: bogusheadbox
I know its been mentioned before but i hope it has newtonian flight.


In just about every article, interview and video I have seen they have stated there will be newtonian physics.

#3660961 - 10/11/12 02:56 PM Re: Squadron 42.... [Re: Grim_Death]  
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Originally Posted By: Grim_Death
Originally Posted By: Mr_Blastman
The only thing I'm worried about here is that I got the distinct impression that it is going to be heavily microtransaction based as well as potentially subscription-based. Both are major negatives to me. The other is them using the Cry engine.

Other than that, it contains everything I'd expect from a Chris Roberts game--awesomeness.

What's Your Online Revenue Model?

Not a subscription but not free-to-play; rather a hybrid of these two business models. Much like ArenaNet's Guild Wars 2, you will purchase the PC game and pay no recurring subscription charges. Your purchase of the game will allow you to play in the universe for free, forever! The game will offer a variety of virtual items for purchase with in-game credits allowing you to spend money on items that offer more ways to express yourself, provide convenience, and customize your experience. But the cardinal rule regarding "in-game purchases" is: Players who spend money purchasing in-game credits will have no advantage over players who spend time!

Everything is bought with in-game credits. These purchases won't offer any advantage over someone who puts in the "game-time" to earn the same amount of credits. You might ask, why have "in-game" purchases at all? This allows us the resources to support the game on an ongoing basis as well as continually add content.


Hmm, I take it that is from his site?

I've never played Guild Wars 2 so I have no idea how it works but that sounds reasonable. If everything can be bought with in-game credits then I'm okay with that. It won't turn into a World of Tanks moneypit (ahem, Mechwarrior Online). This sounds more like Team Fortress 2 which I'm familiar with which is okay (aside from unusual hats).

#3660987 - 10/11/12 03:20 PM Re: Squadron 42.... [Re: Player]  
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I do own Guild Wars 2, and despite being able to indeed reasonably purchase most everything with in-game money, some of the better items demand you to essentially dedicate your life to playing. Having a life, I personally will probably never see close to even half the things you can get in the game...


Scully: Victim died of multiple stab wounds.
Mulder: *throws her a file* Ever heard of the knife alien?
#3661022 - 10/11/12 04:06 PM Re: Squadron 42.... [Re: bogusheadbox]  
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Originally Posted By: bogusheadbox
I know its been mentioned before but i hope it has newtonian flight.


Well according to their blurb on the web site it has. Though having looked at the intro movie I'm not so sure.

I really hope it is. Maybe it was just a simple flight model, but the craft didn't seem to have any inertia. Now he did also speak a fair bit about "fly by wire" systems. So wonder if he's suggesting that the craft automatically ( and instantly ) corrects one input into a instantaneous opposite and equal one?

I hope for the former, and yes I know it is only pre alpha, as it doesn't look anything like the nightmare ( and fun ) style of physics employed in I-war, where I would be pointing and firing my engines one way yet be majestically sailing off into another random direction as I struggled to get the ship even remotely traveling where I wanted.

Last edited by Ratcatcher; 10/11/12 04:09 PM.
#3661039 - 10/11/12 04:20 PM Re: Squadron 42.... [Re: Player]  
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Here is some answers to my questions.

Quote:
What exactly is the RSI Constellation. Is it a carrier that can host my friend's ships or is it a battleship? Will you be able to control carriers or carrier groups? Will you be able to launch AI patrols and missions?

Also, with the preorder ships, will these be a one time ship and if you loose that ship will you have to rebuy it with in game credits? Or will you be able to alway select that ship with a new pilot?

What exactly are the citizen cards?


Quote:
Roberts Space Industries The citizen cards are physical items that replicate something you'll have in the game - sort of your in-game identity card.

The Constellation is the top of the line fighter; think the Centurion in Privateer. The big carrier is a "Bengal class" and we aren't selling those... you'll have to earn one in the game. smile

You will always have your preorder ship -- no way to lose it permanently. You can also buy other ships and upgrade your starter as the game progresses.

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