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Found 5 results

  1. Haven't had a chance to watch this yet -but from this quote - it sounds like another recent game changer like AI Modules are for turrets, beacons, etc.... MadDogXCartographer an hour ago
  2. Watch live video from on www.twitch.tv TL;DR and Summary via the people formerly of INN over on r/starcitizen TLDR(Too Long;Didn't Read) Non mission NPCs interaction will be brief as they have their own lives to attend to, but they will have some dialogue. They will however interact with each other quite a bit and have varied conversations that won't always end up being the same, there's only so much you can do of course, but you shouldn't hear the same conversation between two NPCs every time. They'll also react to how you're behaving. If you're rowdy or causing trouble in a bar for example, they may distance themselves from you or talk about you under their breath. Quest givers and important people will remember you based on you or your organisations interaction with them. If you decide you want to be that guy who tries to take up all the NPCs time, they may get annoyed, cut you off and stop talking to you entirely for a period of time. NPC crew for hire won't be in 3.0, they're still working on how you interact with the crew as well certain core AI elements. Interdiction devices will be capable of producing an area of affect that knocks ships out of quantum travel based off a curve that is dictated by how much power the device is given. The more power injected, the more likely you are to knock them out where you want them, but you're more likely to be detected by others in the area such as police, but less power means a smaller area where you can entrap people and a smaller signature. There are more factors to it, but this is general idea. Quantum linking is used for escorts or friends along with you to also keep you relatively together if you get knocked out of quantum travel, but not all in the same place exactly. Also quantum travel will be longer as the systems expand, and it depends on your ship, quantum drive, and distance. The Medical System we know has been toted as "rescue" by Tony in the roadmap, this encompasses a variety of rescue scenarios from simple treatment to gameplay involving rescuing derelict pilots or people off a space station, or treating an infection that could kill someone if not done correctly. Large sprawling cities won't be fully explorable apart from some exceptions due to Tony's quality over quantity philosophy. He wants the landing zones to be unique and filled with lots of things, instead of a vast city that repeats itself after a few blocks, not to mention the time that goes into those large cities. Long Range Scanning will involve passive scanning that takes in radiation to give you an idea of what's out there and then using that data to plan where you want to focus in the sky and through three spectrums, Visible, Infrared, and X-ray to locate what you're after. It'll be skill based in fine tuning your systems to figure out what you're after and what you're looking at. Those that want to remain hidden on planets or in space, will be able to do so through certain means as well. Full Summary
  3. Chris Roberts, Tony Zurovek, and Mark Skelton outline the future of the persistent universe. http://youtu.be/U2GmLvwtnCk Notes posted in the spoiler. Foyer in Terra Tower pictured above. The tower itself is 3Km tall. The tower has a glass elevator you can ride up to look across the city. Panel Recap: The Path you Choose: If there is no physical currency, who controls the currency? If it's the UEE, how would pirates buy anything? Perhaps through an anonymous currency (Bitcoin?) Items stolen are limited on where you can sell/fence them. You can't sell your stolen goods at The Dumper's Depot. The landing zone will not be released in the 13 March social module demo, but may be deliverable after that in early summer. Star Citizen V1.1.0 1.1. will be the scoial module, FPS, multiplayer hangars, mobiglass. Environmental effects will include very early stage NPC AI. (Image shown of a jump point relay) Tony: It releases robotic "pigeons" that carry the message through a jump point to the receiving relay. (Image shown of Greycat PTV) Our story begins at home in the hangar...with buggy skins. Paint skins: You will be able to apply paint skins dynamically once the art backlog is thinned out. Tony: License plates (decals) are next. Arena Commander Sim Pod Hangar Module (above) Behavior is modeling one now. They're planning a commercial release for Q4 for you to buy and play at home j/k Version after the social module will be the full party system Next version after the Social Module: Using the elevator in your hangar, you will be able to visit a friend's hangar if you're been invited. ArcCorp What do you do on planetside landing zones? Shopping, but more like window shopping. You can look but not buy. Cubby Blast shown: Guns displayed will reflect the local economy of guns. Mobiglas augmented reality shown. CR: We are coding for the Hololens, but instead we going for a contact lens style. TZ: It's still in the mockup though. (Outdated MobiGlas inventory shown) (Revised Customs Area shown) Regardless of where you land, you must come through customs. You may be denied entry, and you will be stopped from carrying weapons into the city. (Medical Unit shown) This is where you will respawn in regards to death of a spaceman and also where you will stock up on medical supplies. (G-Lock bar shown) The bar uses a tier system modular set. G-Lock is a nicer bar. There will be dives. (Astro-Marta shown) This is a high-end ship dealer (Trade and Development "TD" office shown) This is where you'll find jobs to do. (MobiGlas mission artwork shown) (Cargo concept system shown) Cargo will use a stasis system in the container to keep them from shifting around inside. Cargo containers will have a built-in mag-lev system so you can plug into the container and arrange or move as neccessary. (MobiGlas system map shown) This is where you'll do preplotting of your flight as opposed to the HUD on your ship. (JumpPoint concept and animation shown) Where will we go in the early Alpha of the PU? Nyx, where you'll go to sell your stolen goods or live outside the law. Virgil, (in the art stage right now) Helios, a system which contains a planet that's all water. There is a city behind a seawall. Aliens There are civilizations that are human/alien hybridizations Thanks to contributors like you all they hit 70Mil Questions: (@34 minutes) What about pirates? TZ: Pirates are going to wind up being one of the more interesting types of characters. Constantly involved in theft and smuggling so there are a lot of game mechanics dedicated to that style of gameplay. Will be able to jam the distress beacon of a ship before assaulting it to prevent calls for help. Will be able employ stealth tactics, boarding a ship, ejecting cargo and tractoring it in before the UEEN can respond. How far do we go with allowing players to dissuade pirates from attacking them? Do you just outrun them, or man all stations with NPCs? Do you hire escorts? Do you crush them beneath your bootheel like the scum they are? (That last part was me.) Permanent hire NPCs? No, you'll have to hire on a monthly basis. (except for package slot NPCs) Smuggling? Cargo will be a lot easier to smuggle than ships. Some ships have discreet holds, whereas stolen ships will constantly draw attention. Pirates will need to determine whether or not the benefit of a cost outweighs the costs/risks. Can NPCs turn rogue and rebel? Not currently planned, but they may become hostile if they're in space for a while and haven't been paid yet. With the level of detail will there be movies or TV shows within SC? As a longer term plan there will be assets that make the world more immersive so you can kick back and watch. They are focusing on cinematic tools that allow for productions. FPS combat is personal and visceral, but will there be PvR/Theater Commander combat? No. There will be longer range scanning with the 64 bit update, but you'll only see so far. Beyond the normal scope range you'll have to rely on pulse (active scanning?) to be updated on your surroundings. Loot. Will players who don't want to go through piracy or combat gameplay be able to get guns/missions as a reward for a TD mission? CR: I don't think combat will be the way you'll get the most of your salvage. Everyone should have a chance of finding unique or valuable items. You don't have to win a battle to find and salvage things. Quantam drive/Jump and interplanetary travel. Will it be like EVE or Battlestar Gallactica? What we use it for is to stream in the new data and dump the old data, so it'll never be faster than that (Loading screens!) but it should also demonstrate a time shift. Ten mintes at full speed to cross a system. SimPod. Have you thought of adding other games to it besides FPS and AC? There will be a lot of variations on AC. Mostly FPS and AC modes. Used as a way to test missions you might get in the PU. Hone your skills. Capture the Idris mode(!!!) Out of time. Thanks to everyone for coming out! Persistant Universe Panel 3 - Getting Social. Can anyone please make this embed? Notes behind the spoiler. Game Ideas Q/A Forum Notes behind the spoiler.
  4. Going through the various Reddit Feeds, this is the best video that I could find of the amazing reveal of what first time Jump Point Navigation will be like, and it looks AWESOME!
  5. Will update as time allows! Panel vids, note this was all shot on a cellphone. I only did the 1st two panels because holding a cellphone aloft for 2 hours was enough for me! If your looking for better quality you might want to wait for RSI to post them. The Aztec Theater was very dark and my phone doesn't do dark well. So I apologize in advance. Star Citizen Town Hall Panel 1: http://youtu.be/VAh1AK43AXk Star Citizen Town Hall Panel 2: http://youtu.be/WU0mySSCcf0 http://imgur.com/a/w3ee8 http://imgur.com/a/5Arqy A couple of points from after the event: They have no idea of how long ship replacement time will be until they get the economic Sim up and running. Economic Sim will not be included for offline play / modders. LTI ships are called exotics, just like exploration is called pioneering. LTI ships will not get to choose a cash payout like SHI ships. Your ship is destroyed and you don't want to wait for a replacement you'll be able get get the UEC payout for it instead. They have no way to stop multiple account Griefer's, Tony hopes that the price of the game packages will 'discourage' this type of behavior. Large disconnect between Tony and CR on a lot of things. Quite disturbing, like they don't talk that often. CR did not mind stepping on Tony's dick and telling him how game ideas would work.
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