Due to the overwhelming response to our campaign launch, the main site robertsspaceindustries.com is currently overloaded. We expect it to be accessible again shortly, but in the meantime please use this site to back the project with one of the pledges listed below. Thank you for your support!
- Your Cloud Imperium Team
peidetud promo... kindlasti külastatakse lehte nii palju. mhmh.
Esialgsed featuurid on väga huvitavad. Loodetavasti saab enamiku neist ka valmis mängus näha. Kõige rohkem pakub huvi multiplayer ja kuna X:Rebirth'i seda lisada ei soovita siis jään hoopis seda mängu ootama.
Ja üks asi mis veel paljutõotav tundus:
Allowing user generated content is a key design goal
Our modding tools will allow players to design new ships for both submission to the persistent RSI ship dealer network or to build custom ships and items for the self-hosted multiplayer mode.
See video õhkab wing commanderit. piraadi laevad on inspiratiooni saanud Dralthi fighterist, videos "mängija" lendab ise vist Hornetiga. Carrier ise on väga WC stiilis. Just siis kui sa arvad, et keegi enam ei suuda seda teha..... take my euros!!!
karvane, Ongi wing commender v.a nimes. Seda on igalpool öeldud. Nimi oleks ka küljes, kui EA litsentsi ei hoiaks. Mind igatahes häirib see MMO osa, ma ei saa täpselt aru, kas SP/COOP osa on lihtsalt elavas universumis või oled sa sunnitud ikkagi suhtlema teiste playeritega jne. Ideaalversioonis ma näeks midagi X3/Rebirth sarnast (need MMO featuurid mind ei tõmba), aga see zanr on suht surnud, niiet väga norida ei tohi. Oh well, äkki Volition võtab ennast kokku ja teeb Freespace3-e ära millaski... _________________ Avatar by Flacko
Is it PC exclusive? Yes.
Is there a single-player, Wing Commander-style campaign? Yes (that part's called Squadron 42).
Can my friends drop in and fly as my wingmen? Yes.
Does the story branch based on my actions? Yes.
Does it have a Privateer-style open universe with a trade economy? Yes.
Is the economy dynamic? Yes.
Can I skip the single-player campaign and jump right into that part? Yes.
Is there a free, massively multiplayer persistent online universe? Yes.
Will that universe constantly expand with new content? Yes.
Can I play offline? Yes.
Can I host my own server for me and my friends? Yes.
Are there real zero-G physics? Yes.
Can my friends and I crew a ship together, with one piloting and others manning guns? Yes.
Can I have 64 or more players in one area? Yes (and that's the bare minimum he's shooting for).
Can I mod it? Yes.
Can I pilot a carrier starship? Yes (but probably not in the persistent online universe).
Can I have a medium-sized ship with a single launchable fighter aboard? Yes.
Can I get out of my ship and shoot people in first- or third-person combat? Yes.
Can I hijack an enemy ship? Yes.
Can other players hijack my ship? Yes.
Will there be location-specific damage on spaceships? Yes.
Will there be customizable weapons on hardpoints? Yes.
Can I play with a mouse? Yes.
A gamepad? Yes.
A joystick? Yes.
Will it support Oculus Rift? Yes.
Will it take user-created content (ships, etc) and sell it, splitting revenue with creators? Yes.
saab mängida ükskõik, kuidas tahad. MP, SP, COOP jne.
Lükkan ka vist veidi raha sisse, tundub muidugi liiga ulmelt hea, aga olen räige spacesim nerd.
X3, Freelancer ja kunagine Wing Commander lõhki mängitud..
Loodetavasti tuleb suur SP tugi ka.
Pidi nii SP kui MP mõlemat rõhuma, no no, ei liha ega kala on ka sitt, ise muidugi eelistaks SPd ja kindlasti mõistlikult head CO-Opi rohkemgi. X3 tüütab ära ilusas tühjuses.
Freelancer MP oli sama väga RP ja decent asi.
Võimalus oma serveriteks ja maailmadeks on ka nice
CR lubas vaadata ka Leap Motion üle ning tsitaat temalt:
"Have definitely looked at Leap Motion. My dream (if Leap Motion works well unlike Kinect for PC) is to be playing the game wearing the rift, flying with a full HOTAS setup and using the Leap Motion to track your hand movements when you interact with the LCDs and the rest of the cockpit and also arrange your HUD widgets Minority Report style!"
. Is joystick/HOTAS the main focus again, or could the controller scheme be compromised due to a preference for the mouse? CR: I'm supporting ALL - mouse, gamepad, joystick, full HOTAS + rudder pedals - even keyboard (for the people that like the highest degree of handicap!) Its not that hard and there's no point in limiting it. We're PC baby!
Veel infot laekunud, toon olulisema välja enda arvates veini kõrvalt rüübates:
Veidi infot kuidas pärisraha jm töötab
The ships ARE available in the game itself; one thing we are very much against is the idea of giving players some sort of special advantage because they have money... and we also don't want to exclude people because they can't fund us a year before there's a game to play. Backers may get a special paint scheme or some similar recognition, but nothing that will give them an advantage in gameplay. We WILL offer credits via micro-transaction in the game, but our absolute design law here is that it can't ever be used to give players something they can't earn through ordinary FUN gameplay. In all honesty, I was also totally against the idea at first... and then I started talking to a lot of the older Wing Commander fans who are part of the reason we're building this game. They aren't rich kids trying to get the best ship quickly, they're just a little older than most gamers now... and they have jobs and kids and responsibilities and can't dedicate every night to flying around the Gemini Sector anymore. But they REALLY want to be included. And, well, this is the best way I've seen that we can do that (and also, let's be perfectly honest, pay the server bills... because you buy this game once and you play it forever, no monthly fees.) But that all brings me to the most important thing: this isn't a modern MMO-style click-to-kill game... it takes skill to win. Which means that a player with a cheap ship who is a good fighter pilot is going to be able to take down the inexperienced rich kid who bought himself a destroyer any day of the week. We're also balancing our ships in a way that each has strengths and weaknesses... so there's not one GREAT ship that towers above all others!
When your flying for the United Empire of Earth's 2nd fleet they give you the ship you fly. Advantage is they replace it if you lose it! Think of Squadron 42 as being very similar to Wing Commander. The Star Citizen open world is where you would use your purchased ship (and you can start low and earn credits in game to work your way up to the more expensive ones) . This is more like the Privateer / Freelancer setup. So you can experience everything in-game for $30 and time earning enough money to upgrade. And yes I know I'm a terrible salesman but it really is about letting the players have the choice on time vs money... It gives value to both sides. Players that spend the time earning credits know they just got $ worth of value from their time, and players that spend $ know they just saved some hours that they would rather spend in the cockpit of a bigger / more powerful ship sooner.
Lause traditsiooniliste publisherite peale
No, no publishers! We learned our lesson there with Freelancer and Wing Commander. Folks who invest are doing it for eventual profit sharing, not to own the IP
Erinevad joystickid ja asjad:
Yes! We want to support a wide range of joysticks, throttles and other addons. I've been looking for an excuse to buy all kinds of crazy flight sim addons for my PC and this is IT!
Suured koerad, väiksed koerad (MP combat jms):
Star Citizen is not a stat driven RPG where a 85 level Paladin will crush a 1 st level character. There is always an element of skill to the flying and all the ships have pros and cons. A heavily armored and weapoinized ship can indeed be fearful but a skilled pilot flying a much cheaper but lighter and more nimble ship could win th
The gameplay will be more skill-based than EVE... think Privateer with other people!
There is also a rock paper scissors to the ship designs - so having a heavily armed ship with lots of armor does not mean you will always win. A good pilot who goes for a lighter build and can move fast enough, if he executes his maneuvers correctly could win that battle due to the physics system / flight model.
MP laevade kaotus:
So when your ship is destroyed you'll get rescued and returned to the nearest friendly base / planet and will have your ship minus its cargo and any upgrades you bought along the way. You can purchase insurance in-game for upgrades, ships & cargo (think Loyds of London). I'm really wanting to model a "real" world situation. So just like in the real world you're not forced to buy insurance - if you're in the safe parts of the empire you probably don't need it, but if you're trading in areas that you can be attacked by pirates its probably a smart thing to have - but its always your choice. The concept is that in the safe parts,where there is heavy law enforcement you pay landing tariffs and taxes on the goods you sell - to pay for the infrastructure and law and order. But on the outer part of the galaxy, that doesn't have law and order and therefore will have pirates & PvP there are no tariff or taxes and therefore greater profit. But also greater risk. By modeling a full ecosystem like this I hope that different sets of players gravitate to different roles and take different amounts of risk. Some will hie others to take risk trading runs, others will gravitate to it. Some will band together to from a pirate clan, others a merchant guild.
the goal is to have areas that are open, un-policed and players / groups of players can make their own domains to control. Just remember it can never be on the scale of Eve - Having more than 50-60 ships in any "battle sphere" would probably be prohibitive. We wont know the max player number until we start stress testing in about 12 months on the straight up MP combat (without the persistent trappings)
palju üldse on laevu ?
CR: There will probably only be 10-12 flyable ships / hulls at the start, mainly due to the level of fidelity on each ship and all the upgrades / modifications. The goal would be for the content team to introduce new ship types once live - maybe one a month or close to that time frame. We would supplement that with some player designed ships (if they meet the quality level)
SPst; pole lineaarne:
Will the SP have a linear or branching storyline? CR: Branching. Squadron 42 is how I would make a new WC for today's tech. Its going to be more towards WC1 and less towards the linear aspects of WC3 & 4, as its easier to have multiple paths / options when you're rendering things real time rather than shooting a bunch of FMV
S42 can be played offline as an old fashioned SP. But if you play connected to our servers we'll allow your friends to drop in / drop out as wing men / women on missions (and possibly some other players to drop in as the Vanduul - Demon's soul style - although I'm not promising this just yet!) In the MP SC universe you'll hear about the battles, and in S42 you'll hear news from the galaxy in general, but there wont be a case where you can arrange to meet up with a civilian in space when in the military (although it would be fun to have occasional shore leaves where you can mingle in a planet's bar!)
There will definitely be tools to allow players to design / build ships. We have to curate the submissions in the persistent universe but the idea is if a ship is cool enough and fits the specs it can be sold in game to other players (maybe we'll do aversion of Steam Greenlight for ships!). In addition we're going to let players hire other players, create missions (maybe think of it like a craigslist), so someone that decides they want to be a merchant prince could be putting an add out for hired muscle and other players will answer the call. On the run your own server side you'll be able to build more than just ships, you'll be able to design missions and add some planet side content.
So the game is set up so you can crew capital ships- even ones as big as the carrier that you saw in the demo - they all have a "captains" chair and can have various stations that you can sit down to do things - fire control, target selection etc. Turrets are also manable. There will definitely be a use of this in Squadron 42 and well as the full persistent open world. We haven't made the decision on how big a capital ship a player or group of players can earn / control in the open world. But there will definitely be bigger ships you can buy / capture and fly with your friends. The Constellation will be good for 3-4 players and will have up to two manned turrets (not from the start, you'll have to upgrade to this) and a short range fighter in it's belly hangar. Think of it like the Millennium Falcon with a bonus light fighter. We'll have some bigger ships - maybe up to a destroyer... After that we'll see!
MP laevade ostust + upgrade'id:
. In addition having the bigger ship doesn't mean its fully equipped so you'll have to do some missions / trade runs to really kit your new ship out the way you want - it just means your base hull & engine package that you build on is at a higher cots level than the starter ship. 2. I DONT want a RPG level system (i.e. you have to be level 20 to fly a Constellation). I want it to be like real life. If you had the money you could probably buy a F16. But that doesn't mean you would be as effective pilot as someone that has been flying F16s for a while. I kind of like the idea of a pilots license and being qualified for different levels (like in real life). Not sure we would do something like that but I'm going to think about it - Getting your license could be the "training" run through / mission you get when you step up to a new ship class / size 3. 1000 credits can buy a couple of modules, or a few containers of cargo. Its not enough for abase Hull. We haven't priced the hulls out credit wise but my guess is that you would need 10-15K credits minimum to move up to the next ship level. Don't quote this as gospel - the big caveat is that we haven't leveled all this as we're still in the design stage!
veidi navigeerimisest ja combatist:
It will work much like Privateer / Freelancer - you can not navigate to any location in space. You can only navigate to locations - a planet, a jump point, a star, an asteroid field etc. that show up on your nav map. There will be some cases where by flying around an area that you navigated to you will uncover an additional space "location"- say an undiscovered jump point. When in transit to these destinations (which is triggered by engaging autopilot / warp) the universe server, who sees everyone's locations and destinations, determines if conflicting groups will intersect. If so it will dynamically create a battle instance (that is populated with space terrain,like asteroids, a nebula and so on fitting for the interception point) and drop the players into it (this could also be triggered by NPCs like pirates as well). Once the conflict is resolved you can "auto-pilot" again onto your destination.
playerite ranking jne
Data and stats are always fun to look through There will definitely be a player & squadron ranking system (squadrons will be our version of a clan). Its on the list of things to do on the community site, but you're going to be able to create a squadron and have your friends join it (kind of like your friends list or battle unit) We're going to run some fun stuff around squadrons in the future (which look like are already happening informally anyway)
Ask me anything tulemas:
'll be doing AMA Reddit starting at 10am PST Monday through most of the day... We'll share more info tomorrow...
Ammu juba VIP account olemas. Kui mäng Olemas oleme EXILE FTW kambaga seal. Kes aga tahab näidata ennast astuge ligi kunagi kui tahate ka meiega liituda tule mängi STO ja tõmble meie FLEET ponnistuses. Korraliku enese näitamisega saavutad kõrge koha ja ei ole mingi üksik üritaja noob. _________________ Programmeerin SPI BIOS kiipe SPI 25, SOP8, SOIC8 *.rom *.bin *.cap . Punkt keevitus patareidele/akudele. akutrelli/laptopi/e-bike. PM
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