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#3669427 - 10/25/12 07:46 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Is there any plans for an Iron Man mode with either the Squadron 42 or the persistent world mode? Iron man mode is where you only get one life and when you die you have to start over from scratch. Most combat simulators feature a iron man campaign where you try to live out a tour of duty without dying.

Is there any plans for a dynamic mission generator (campaign) like in B17II or Battle of Britain II? If so can the players create mission plans and control the theater while other players fly the missions?

#3669429 - 10/25/12 07:51 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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On the reddit AMA you said "your view is going to focus / scope depending on where you are looking - look out the windshield at a ship in the distance your focus and FOV will gravitate there (making this area of space you're looking at cover a lot more of the screen). Look down inside your cockpit at a LCD or buttons or your legs, the FOV will widen and the focus will be near."

Can you expand on this any? Generally speaking automatic FOV changes tend to make people sick. Is there any plan on making it adjustable by the player in game with a zoomin/out FOV adjust button setup? In games like Rise of Flight I have my view zoom mapped to my joystick so I can zoom in and out while panning with TrackIR. Is there any plan to incorporate options like that without making them automatic.

#3669492 - 10/25/12 09:28 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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"Is a first person view planned?
.
Not sure if the ‘walk around’ part will be first or third person yet (my experience is that while first person SOUNDS better, it actually is more distracting making the transition because you go from envisioning a fighter to having nothing… maybe it’ll be player choice.)"


I sure hope they allow/enable first person view, especially if they allow combat while boarding


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#3669788 - 10/26/12 11:35 AM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Will there be diversity in the equipment of different factions/races and will components be incompatible?
E.g. no Kilrathi (I know that they are not in) weapons on human ships.
Consequently, there would be no market for such equipment in sectors where it can't be used; well, maybe scrap value.

#3670028 - 10/26/12 06:48 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Ice Cold in Alex or Eating in ...
In navigating as a "fleet" would you all be able to jump together to the same location and if an " Instance" happened along the way would the "fleet" all be in the same "instance"?


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#3670184 - 10/27/12 12:01 AM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Will we be able to build our own stations and manufacture stuff like in X-universe or just visit and buy from others?

#3673993 - 11/02/12 12:24 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Anyone know if the questions were sent or not?

#3674019 - 11/02/12 01:19 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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guod mentioned that the interview was ongoing earlier this week.

#3674025 - 11/02/12 01:24 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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I´m waiting for this. Thanks Master.

#3674047 - 11/02/12 02:11 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Have you seen the reddit AMA interview?

http://www.reddit.com/user/CommanderRoberts

Just click the "context" links to see the questions he is responding to.

To be honest, most of the stuff we asked has already been answered lol.

Last edited by Master; 11/02/12 02:11 PM.
#3680784 - 11/12/12 10:28 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Any update on this? It would be nice to get the interview out before the crowd funding ends just in case an SimHQ members wanted to preorder the game.

#3682597 - 11/15/12 01:53 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Any news?.....

#3682782 - 11/15/12 08:22 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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It´s dead Jim!!!

#3683680 - 11/17/12 08:06 AM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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We need SimHQ frontpage time with this!

If they get to 4.5 mil there will be hardcore Track-ir, multi-monitor, MFD en flightseat support at first launch! two days to go, we need all support we can!



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#3697905 - 12/12/12 11:50 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Originally Posted By: Master
To be honest, most of the stuff we asked has already been answered lol.


Probably why I didn't hear anything back yet.


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#3697916 - 12/13/12 12:05 AM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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He would need to get used to that. Should just make it easier to answer. wink


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#3698199 - 12/13/12 02:53 PM Re: Q's for Star Citizen SimHQ Interview [Re: citizen guod]  
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Originally Posted By: guod
Originally Posted By: Master
To be honest, most of the stuff we asked has already been answered lol.


Probably why I didn't hear anything back yet.


You'd think that'd make it easier for them!

#3732151 - 02/07/13 06:54 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Ok, so we have a ton of information out there now. I am going to be going through this thread and answering all the questions asked here with excerpts pulled from interviews and articles. If anyone has any other questions feel free to post them and I will try to find some answers. Also, they do a weekly QA so if your questions has not been answered yet we can always throw it out and hope it lands in the QA.

#3732287 - 02/08/13 12:32 AM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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That's true, we really don't need another QA session since it looks the facts have started to repeat themselves. The concept is pretty much revealed, now it's onto developing the game out of it. Looking forward to ship walkaround presentations now.

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