#3667311 - 10/22/12 08:12 AM
Re: Q's for Star Citizen SimHQ Interview
[Re: Master]
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Zorg12
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Can you approach and land on planets?
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.
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#3667679 - 10/22/12 09:35 PM
Re: Q's for Star Citizen SimHQ Interview
[Re: Master]
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Raw Kryptonite
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Will the game be fully voiced?
Mission briefings voiced or text, or better yet in a specific room? (IIRC WC did)
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#3667758 - 10/22/12 11:29 PM
Re: Q's for Star Citizen SimHQ Interview
[Re: Zorg12]
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Wodin
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Can you approach and land on planets? No, thats been answered on the FB page.
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#3667763 - 10/22/12 11:33 PM
Re: Q's for Star Citizen SimHQ Interview
[Re: Raw Kryptonite]
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Wodin
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Will the game be fully voiced?
Mission briefings voiced or text, or better yet in a specific room? (IIRC WC did) The campaign will be branching rather than linear so I doubt it will be voiced mainly down to money...lets remember I doubt many MMO game smade have managed to come in for under 5 million and Chris wants to make a SP game aswell... I think Chris hinted that it wouldn't have as much of a story as the WC games had with specific characters etc etc. Obviously I would have thought the briefings will be text. I'm very worried about the SP side of it so far, and it all seems very vague on how in depth it will be.
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#3667777 - 10/22/12 11:57 PM
Re: Q's for Star Citizen SimHQ Interview
[Re: Master]
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Lets let him answer, no need for conjecture. Thanks though!
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#3667802 - 10/23/12 01:14 AM
Re: Q's for Star Citizen SimHQ Interview
[Re: Master]
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Part of putting a game out is answering the same questions many times. The good thing is that he's got people interested and asking. That's why we want a SimHQ interview, so our questions could get answered directly without sifting through 100 other places.
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#3668057 - 10/23/12 02:05 PM
Re: Q's for Star Citizen SimHQ Interview
[Re: Master]
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Master
meh
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meh
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Fair enough, but if it comes down to a limited number of questions I would rather he answer one he has not answered before. CommanderRoberts[S] 59 points 13 hours ago If we hit some of our later stretch goals I fully intend to try and get a lot of the WC actors to do voice work for Star Citizen!
RaeWyn010 3 points 20 hours ago Will there be any form of atmospheric flight on planets?
[–]CommanderRoberts[S] 14 points 13 hours ago Not in the initial release. I think I will also go back through my questions and post the answers they gave on reddit and the forum/kickstarter.
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#3668066 - 10/23/12 02:24 PM
Re: Q's for Star Citizen SimHQ Interview
[Re: Master]
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Master
meh
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meh
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peppergomez 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.
CommanderRoberts[S] 28 points 14 hours ago Third Person will be an option always - if you look at me demo the game you can see I switch to it quite a bit to show off how cool the Hornet is! And yes on changing your view when dealing with a capital ship *Note, he also shows first person while walking around the carrier in the demo at GDC
peppergomez 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).
CommanderRoberts[S] 94 points 14 hours ago Yes there will be boarding parties in both Squadron 42 SP game and Star Citizen's persistent universe. You'll be able to capture bigger ships, or perhaps an asteroid base or space station. Raw Kryptonite 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? CommanderRoberts[S] 94 points 14 hours ago Yes there will be boarding parties in both Squadron 42 SP game and Star Citizen's persistent universe. You'll be able to capture bigger ships, or perhaps an asteroid base or space station.Raw Kryptonite 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? CommanderRoberts[S] 14 points 13 hours ago Not in the initial release. link to sourceOn 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? CommanderRoberts[S] 114 points 21 hours ago The on planet stuff will be like Freelancer / Privateer. You will be able to visit a few locations to buy / sell / upgrade ships, buy / sell commodities, get missions, listen to rumors in the bar and so on. In space you'll be able to move around in first person on spaceships, including boarding and capturing (or defending) larger spaceship s/ installations.Avimimus Are there plans for modding ability (for offline play at least)?
The idea is to allow people to set up their own servers and mod like you can do on Freelancer, Or play in a curated persistent universe (that will have more reach and scale than one privately hosted) Or just play a Wing Commander style single player game offline (or online if you want co-op) All in the same consistent universe.
Oct. 18, 2012 on Star Citizen.
Some of the other questions were answered as well but not really specific enough for me to post the answer. Also I skipped some of the repeat questions. Again, guod should ask whatever he wants to. If he feels a questions would be best answered for context for another questions or just because he wants a verification it is completely up to him. I am just posting the already answered stuff so if there is a time crunch or limited number we get as much new info as possible. I am not trying to step on anyone's toes.
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#3668396 - 10/23/12 11:20 PM
Re: Q's for Star Citizen SimHQ Interview
[Re: Master]
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citizen guod
Lifer
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Lifer
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Need all questions in by 2400 GMT on Friday!
Wisdom is knowing what's enough
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#3668644 - 10/24/12 01:00 PM
Re: Q's for Star Citizen SimHQ Interview
[Re: Master]
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Lancelot
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1) Will we have an ingame voice comms system?. Something like diferent channels for diferent players flying other ships or inside capital ships?. I´m thinking on something like we have now with IVC on FalconBMS, where you have two buttons to transmit to two diferent channels, and you select the two channels you want to sent/receive messages, and eveyone on those channels can hear them. Or something diferent, you can open and close direct channels to any particular player, and also you can have channels where all, or several players, can communicate continuously. 2) Same but hearing the comms of the enemy (tauting the human enemy like on WC :D). 3) Is there a possibility of flying inside of VERY BIG capital ships bringing destruction from the inside out?. That would imply more complex damage model where you can blow up a wall to scape the ship, and also put internal defense systems on big ships to counter this kind of attack. THAT would be COOL!! .
Si hay que huir, YO PRIMERO!!!
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#3669121 - 10/25/12 10:08 AM
Re: Q's for Star Citizen SimHQ Interview
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WhoCares
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Some more MP, others more freeplay SP oriented; a bit "spoiled" from X3:TC.
Can the player hire and command AI wingmen? A magnitude above, can a player build and command a fleet of AI ships? And can he do so out-of-sector (OOS), e.g. a guard squad protecting a precious station while the player is roaming the universe? OOS - can a player have AI cargo/trade ships doing "automated" missions, e.g. ferrying resources to production centers? Will it be possible to wage a war on economics, e.g. over-producing and selling at dumping prices to bleed out competition, or even whole sectors.
A bit more strategic, the notion "call in your friends when you are in trouble" (in that sense) scares me a bit - when I/we prepare a perfect ambush, or lure the enemy fleet to one "corner" of the universe and then launch an offensive on the opposite side - in such cases I hope the reaction time to such distress signals will be defined by the distance in the universe, e.g. it may take real-time hours (or even days?) to cross the universe. It would be sad if you could hide your fleet in well protected home sector and by some magic it shows up in every corner of the universe in a minute or two....
Last edited by WhoCares; 10/25/12 12:25 PM.
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#3669416 - 10/25/12 07:26 PM
Re: Q's for Star Citizen SimHQ Interview
[Re: Master]
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-How will deaths be handled? -During a battle, do you respawn after it's over, or a few seconds/minutes later? -Where, in your fighter/ship again or do you launch from the carrier/dock again? (relaunch being preferred) -Penalties for dying? -Friendly fire?
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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