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#3665132 - 10/18/12 02:43 PM Q's for Star Citizen SimHQ Interview  
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https://www.facebook.com/RobertsSpaceIndustries/posts/442353775806650

Quote:
Roberts Space Industries Can you email ben@cloudimperiumgames.com with contact information? We'd LOVE to get the word out to your community.


So I guess that is Rix's job now?


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#3665242 - 10/18/12 06:15 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Great idea, I'd love to hear from these guys.


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#3665633 - 10/19/12 09:02 AM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Yes, SimHQ must interview Mr. Roberts. wink


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.

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#3665793 - 10/19/12 02:46 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Make it so. (Please)


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#3665821 - 10/19/12 03:28 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Lets get some nice sim related questions ready to ask.


And we as its creators don't feel ready to hear your annoyed jabber about it.
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#3665870 - 10/19/12 04:48 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Some quetions off the top of my head.

Originally they stated the Bengal Class Carrier would be able to be controlled. Later they said that smaller capital ships would be able to be controlled but the Bengal Class would not. Can they clarify on how large of a capital ship they plan to allow players to control and how that would work? Would it require 2-5 people on the bridge to effectively control it or would one person be able to control it by themselves.

Elfwyn: Yes. Probably not something as huge as seen in the Squadron 42 demo, but definitely on the order of a destroyer. The higher end ship, the RSI Constellation is a multi-person ship with its own short range fighter.

Oct. 19, 2012 on Star Citizen.


CommanderRoberts[S] 27 points 13 hours ago

Probably a destroyer or Corvette - the carrier int he trailer would probably be too unbalancing for the Star Citizen persistent world in a player or group's hands!



They have stated that the want to include all kinds of peripheral support. Does this include TrackIR and will it have free look in FPS mode like in games like ARMAII and WWIIOnline? Or will it be restricted to only the cockpit views?

Speaking of peripheral support. Is there any plans to support things like the Saitek pro flight series. Specifically with output support for the PC Pro Flight Instrument Panel Gages and Radio Panel? What about output to touchscreen monitors for MFDs?

Last edited by Master; 10/23/12 02:07 PM.

And we as its creators don't feel ready to hear your annoyed jabber about it.
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#3665874 - 10/19/12 04:55 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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How fleshed out will the on board systems be? For instance in Notch's (Mojang) new space game he plans to give full control to the onboard computer to the player. In fact he has modeled a DCPU-16 computer that lives inside the game which can be programed individually by players for their own ship. Is there any plans to do anything like that for Star Citizen?

What about the cockpit systems? In games like the Digital Combat Simulator (DCS) games you have a fully click-able cockpit with advanced avionic systems. In Rogue System (http://www.fingerscrossedinteractive.com/) they plan to also have a fully clickable cockpit with a start up sequence and etc. Are there any plans to have something like that in Star Citizen? Or is what you show for a start up sequence just for immersions and the player will have no real part in it?

Last edited by Master; 10/19/12 04:55 PM.

And we as its creators don't feel ready to hear your annoyed jabber about it.
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#3665883 - 10/19/12 05:09 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Will the online persistent world thing have a military that you can join? If so will players be able to plan missions and campaigns? Being able to plan and execute missions is one of the important aspects of any war game. If you just lock players into a specific predetermined mission you are wasting one of the most important aspects of an Online Combat game.


And we as its creators don't feel ready to hear your annoyed jabber about it.
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#3665922 - 10/19/12 05:59 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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My english is not so good. Please feel free to correct what i wrote, if its not be clear

What can we expect on the damage model ships, mainly on ships where you can walk inside then (internal explosions, fire, wreckage) and as a consequence how the repairs will happen..

Last edited by Player; 10/19/12 06:08 PM.
#3665936 - 10/19/12 06:08 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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What do you think the average flight time on a mission will be. Games these days are very ADHD and it seems like you have to do something interesting every 5 minutes. This does not work well with combat simulators though where you can fly for 2hrs in an uneventful mission and call it a major success. Will the game be more like an actual combat simulator where it takes time and planning to accomplish a mission or will it be more like an arcade shooter where you are in and out before the paint can even dry.

BTW feel free to edit and or reword any of my questions.

Last edited by Master; 10/19/12 06:10 PM.

And we as its creators don't feel ready to hear your annoyed jabber about it.
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#3665955 - 10/19/12 06:23 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Are you going to replicate external sound as space games have done forever, or find another solution to portraying sound outside the cockpit when there realistically isn't any sound in space?


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#3665975 - 10/19/12 06:48 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Is your POV when out of the ship and walking around only 3rd person as in the videos we've seen? Or will players have the option to toggle between 1st or 3rd person? I'd prefer to use 1st person.

Also, if you can eject from your ship, are there any rescue craft that will attempt to pick you up, or do you have to slowly make your way back to a friendly larger ship using your thrusters? And if so, can you run out of oxygen before you get there?

Will there be any on foot 1st or 3rd person combat if it's possible to send marine raiding parties to board enemy ships? (that was two questions in one).

What kind of support will there be for multiple monitors?


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#3665976 - 10/19/12 06:48 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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I think everyone is interested in the shipboard aspect mentioned, walking around the interior. Will there be some kind of "a day in the life" RPG gameplay on the ship, interrupted with red alerts running to the hanger on foot?

On the civilian side, will you be exiting your ship at stations to move around and interact, or are you confined to your ship doing business through a comm system?

On the ships, will you have a FPS aspect for fighting off boarding parties? Can we board and take over other ships? Add them to our fleet?

How do you plan to give the player the feeling of being in a fighter, rather than a "follow the cursor" mini-game? Space based games are harder than atmospheric for conveying a sense that you're really piloting and chasing down the enemy. Most feel like a mouse game instead of piloting, ruining the immersion.

Are there plans to incorporate a space to atmosphere flight transition? Most games just have planets as a background image, or, as in Star Trek Legacy, balls that you actually bump into. How will this be handled?

Will guns be completely fixed, or will they track the target within a certain area?

Will control of a destroyer be from the bridge or external view?

Will fuel be a factor? For just fighters and trade ships or ships of all classes?

How will the navigation system work? Jump gates, or direct travel, time advance etc.

If running a carrier, will you have command ability for the fighters? Some kind of overview command interface to communicate with waypoints, point out emergencies etc?



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#3665988 - 10/19/12 06:59 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Yes...planetary landings. A possibility later in the life of the game, some years from now?


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#3666011 - 10/19/12 07:21 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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And we as its creators don't feel ready to hear your annoyed jabber about it.
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http://www.alt-games-warbirds.com

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#3666016 - 10/19/12 07:24 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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A lot of games are doing betas now days. Most of them reset everything when the game gets launched. Will we keep all our stuff (ships, credits etc) or will the whole world reset when the game finally launches? If it does reset will all the explored and named areas also reset?


And we as its creators don't feel ready to hear your annoyed jabber about it.
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#3666049 - 10/19/12 08:01 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Originally Posted By: Master
https://www.facebook.com/RobertsSpaceIndustries/posts/442353775806650

Quote:
Roberts Space Industries Can you email ben@cloudimperiumgames.com with contact information? We'd LOVE to get the word out to your community.


So I guess that is Rix's job now?


Master, it looks like you are doing a great job with this already, please run with it thumbsup .


Who are we? We find that we live on an insignificant planet of a humdrum star lost in a galaxy tucked away in some forgotten corner of a universe in which there are far more galaxies than people.
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#3666055 - 10/19/12 08:06 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Message sent to Ben at RSS.


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#3666844 - 10/21/12 12:34 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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Will the Kilrathi make a comeback?

#3666912 - 10/21/12 03:38 PM Re: Q's for Star Citizen SimHQ Interview [Re: Master]  
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They wont, EA has a very tight grip on the Wing Commander license.


And we as its creators don't feel ready to hear your annoyed jabber about it.
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