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LAST EDIT: 9/Oct/2021 Hi everyone / I have images/gifs of ships/vehicles that are either flyable or in concept, development, re-worked or from Star Citizen lore. There are also many other categories, including anything from Star Systems to Characters to Ship/FPS Equipment. I constantly add more to the albums so don't be afraid to come back here anytime for the latest images. Please Note: Because of certain, rather disappointing circumstances that are beyond my control, this page will no longer be updated. As I have a desire to preserve this archive and continue adding the latest images, a new website has been set up. Please click here and remember to bookmark the new site. VEHICLES: SHIPS LAND VEHICLES ------------------------------------------------------------------------------------------------ COMPONENTS: SHIP WEAPONS - GUNS SHIP WEAPONS - MISSILES / TORPEDOES / MINES OTHER SHIP COMPONENTS FIRST PERSON WEAPONS FIRST PERSON WEAPONS - ATTACHMENTS OTHER FIRST PERSON COMPONENTS -------------------------------------------- BONUS -------------------------------------------- CHARACTERS: ------------------------------------------------------------------------------------------------ PLACES: ------------------------------------------------------------------------------------------------ GAMEPLAY: ------------------------------------------------------------------------------------------------ SQUADRON 42: ------------------------------------------------------------------------------------------------ OTHER:
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Let's post our ideas for Star Citizen. The galaxy's a huge place, full of curiosities and splendor! Please be polite and have fun, while we discuss in detail the additions we want to see in SC. Constructive criticism is always welcome, keep it friendly... Here are a few ideas I will start us off with: -Planets- Planets should have highly varied biomes and environments. These should include ocean planets, desert worlds, jungle moons, cavernous lands, ice planets, swamps, (and a personal favorite) lava worlds! It would be cool to have various atmospheric conditions, such as excessive heat or cold or toxicity, even radioactivity, which could have specified suits designed for protection from those environments (without which players would perish!). Planets should also definitely have varying levels of gravity, some with no gravity at all, and some with intense gravitational pull and pressure, suit required. Gas giants would be really cool, where traversing the upper atmosphere would be OK. There could be floating outposts, etc. Then moving too close to the core could crush most ships... Also would be cool to see asteroid-based outposts, with subterranean areas. -Weather- Weather should factor in on at least some planets, but not all. Some planets should remain placid, while others could have weather cycles such as: sandstorms, blizzards, high winds, etc. It would also be interesting to have electrical/radiation storms where again, special shielding would be required to survive. Another interesting addition would be meteor showers, perhaps not damaging to the player in most cases... Of course, the most intense weather should be on planets with lesser city-populations. There should also be 'weather' cycles in space the likes of radiation/electrical storms, where ships' shields would be rendered ineffective. Perhaps here or there, a neutronic wave front (Star Trek, Ahem)! Deadly nebula! -Ships- The ships so far are absolutely bad-ass. Can hardly put it into words just how right they look and feel. I do have one minor issue to discuss regarding player immersion: Planetary entry/re-entry seems a bit off... It feels somewhat awkward orienting the ship into a nose-dive and then accelerating toward the planet. While that should still be an option for entry, it seems lacking, if it's the only way. Players should be allowed to let their ships drift slowly downward towards the surface (with a horizontal orientation relative to ground), all the while getting pulled to greater and greater speeds due to gravity. Currently it seems as though there is no gravity, requiring ships to nose-dive and hit the thrusters. The level of gravity should also have effects on how quickly ships take off, and how much fuel is consumed. Also some of the more lightweight craft should be capable of water-landing and flotation, some, not all. -Weaponry- Weapons are also looking pretty nice, and I can't wait to hunt some bounties and pirates with the Scourge Cannon! Turrets on ships are awesome and so are the weapons additions to the ships main systems. Weapons turrets on ships should not be automated. Automation would detract from the challenge of the game, and we never want that! Instead the player should be able to either hire NPCs or other players to man different positions aboard their ship. Also it seems some of the infantry firearms are being slightly 'overdone', so to speak. For example the Devastator shotgun seemingly has way too much level of detail and unnecessary bulk added to it. My suggestion is to lean more on the side of realism. I know it's Sci-Fi. Still I hope devs don't get hung up on making things like fancy-diamond-encrusted-platinum-laser cannons with under-barrel flame throwers..! It would be amazing to see (in rare cases), Orbital Weapons Platforms that could, if accessed, rain supreme firepower down on the planet's surface, destroying small outposts, structures or towns... Of course it would be necessary to make accessing it an extreme challenge. Accessories are nice. But keep away from over-extravagant weapon design. -Exploration- Exploration should be the fundamental, key point of the game. While some may argue that it is space battles, I tend to disagree. With so many space craft, vehicles and weapons, the gameplay will quickly become boring and the equipment redundant if there is not a vast amount of exploration. Here are a few thoughts on aspects of exploration: Artifacts, Flora and Fauna. Scattered throughout the verse there could be a plethora of different types of Artifacts to be found, only through rigorous exploring. There should be ancient ruins with old alien technology, perhaps rare weapons. There should be Obelisks and Pyramids and rare trinkets that could be sold or held as trophies. There could be mysterious devices, like the Orbs in Mass Effect (the first game) with strange properties. There could be alien tech that could be found and then saved for use at a far later date. Regarding Flora and Fauna, there could be a huge variety of harvesting options for certain crafting items. There really ought to be many creatures, perhaps mostly neutral/friendly. However some animals, in rare cases could turn out to be hostile, and highly challenging to face. Perhaps giant worms, or insectoids! Another thing could be infected worlds, or derelict ships (think Dead Space, or The Thing) where your only choice is to fight for survival or run for your life. There should also be intact derelicts. We've seen plenty of demolished ones. Some should be intact, abandoned in space, or even on land. Exploration should not, and I can't stress this enough, should not stem solely or mostly from missions! Let the missions be vast and varying in type by all means, a multitude of missions is always welcome. But please don't conflate missions and side quests, with exploration. -Armor & Apparel- The armor should of course have good variety. Weight should factor in, which I believe it currently does. Also there should definitely be highly specialized suits for specific tasks. Of course there'll be a space suit for EVA in outer space, but adding other specializations for other armor sets/suits would be great too. There should be a set more suited for enduring intense heat, or cold or radiation. There should also mostly be non-EVA capable sets IMO. Body armor should not be conflated with EVA suits, and they should for the most part be separate, with a few exceptions. It would be cool to see a lot of options other than simple armor for combat and space suits for EVA. One thought would be a stealth-suit with either quiet movement or even invisibility. Mostly I'm hoping it will prove an actual challenge to obtain armors, so that everyone isn't immediately buffed just after they begin playing. Let there be lots of varying, quirky outfits to be found. -Miscellaneous- NPCs for hire or available as crew members should use a rating system the likes of the one used in Metal Gear Solid V. They could have a certain class of career like 'linguist' or 'gunner' or 'medic', and within that specialty a certain set of ratings. Players should be able to activate distress beacons (false or genuine). If a player's ship is captured, they should be given the option to fight aboard the enemy ship in order to escape (think Han Solo and co, the capture of Millennium Falcon!). Where are all the AIs? This is the future after all... There should be robots of some kind or another, even perhaps a sentient machine race! There should also be a minimal amount of spawn/respawn actions. I realize this is counter-intuitive, given there's a massive universe to traverse. But it will add to the replay and return-to-game value; if people can easily spawn their ships and/or fast travel around it will make things overly-easy. It's nice that there's a wait-timer for summoning ships (at least destroyed ones). However, if a ship is not at the station at which you are staying, it should take time to arrive near you, and there should be a fuel cost and fee. Having all your ships easily at your fingertips will take away from the immersion and challenge of the game. It should also be more challenging IMO, to acquire cash. Gaining millions of credits should take a very long time. The quicker people progress in the game, the quicker the MMO will die. I don't believe there should be a 'difficulty setting' option. The universe in general should prove pretty damn challenging, with areas of extreme and lesser challenges. Some mini-games would also be cool, so long as they remain within the Persistent Universe. Game modes are a bad idea. It's understandable at this point, given there are players currently in the game who want something working. But later on, when development is (mostly) "complete", having different game-modes will detract from the main MMO. All hoverbikes should remain as hoverbikes, and not be turned into flying-space-hoverbikes! Please remove the flight-function for hoverbikes. Having flight for them is ridiculous and totally misses the point of a hoverbike. While I do agree that they should have some (slight) altitude control and perhaps a jump/boost, they should not be able to simply fly away, especially up into space. A hoverbike is like a speeder from Star Wars, it's not for flight; only for elevated, fast, ground travel! This goes for all ships and vehicles; if they have a specialty let them stick to that specialty, no blurring lines, except perhaps in rare cases.
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Today i was wondering how heavily inhabited planets with big cities like Terra or Earth will work. I think it will be not possible to create huge procedural generated cities. So how will you land if there are on these type of planets predefined landing zones but on others you can land everywhere. What are your thoughts on this topic?
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Some awesome shots of flying in atmosphere along Daymar, and what we can expect from other planets and moons. For me personally, this shows I could spend several days or weeks on a single planet or moon looking for stuff to discover, missions to complete, or NPC's to gain favor with.
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Hello SC Nation! Now that we are seeing more of the amazing planetary tech, and after today's Post CitizenCon RTV, I can't help but wonder how will CIG tackle the challenge of building large planetary cities & settlements to the fidelity they aim for. So far we saw and can imagine navigating through giant spaceships like RSI Bengal or large/modular/ever growing space stations and modest size mining bases. Given it's the 30th century, civilizations are expected to spread to large cities around the planets in various systems. I am curious about what does the community expect or think about how CIG can create cities balancing immersion, playability and fidelity while keeping our AMBITION ! Some thoughts to help start conversations: - As immersion is a big part of this ambitious game, think that we landed on a planet in a core human or alien system. We can't feel on an actual populated planet without knowing that there are multiple cities on the planet that we can go to or hide from if we choose so. How do you see this experience created in the game? - Any ideas on how to realize Earth ? - Considering our good old Earth won't be a concrete planet all covered with a big giant corporate city requiring permissions to land at specific locations (i.e. not like planet ArcCorp which simplifies landing) - how do you think we will land/live/work at the cities on planets like Earth or like closely related Terra? In my opinion, As a UEE citizen I should be able to land wherever public on the UEE planets and ride my dragonfly into the cities on surface. Alien worlds may require visas in the orbit but then I should still be able to land on a shore and have my own adventure into the wilderness or alien populated cities - as a tourist at least. Also, I've been seeing "not leaving the starting planet" threads popping which can be a good benchmark for the immersion. Technical possibility of working/surviving on 1 planet alone is intriguing and can be most possible on Earth or let's say the beautiful Cassel planet in Goss system itself. Thanks everyone for weighing in.
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In the April 7th AtV 2.26 the sneak peek was our first look at walking around on a planets surface. If you watch the above video you will see the player is not properly aligned with the planet horizon. If CryEngine supports GravitySphere, then why is this happening? This is because the CryEngine still assumes Z is down, and aligns the player avatar to the Z-axis. Now comes Bug Smashers (below) where Mark Abent shows that when standing on a plane with gravity not aligned with Z, your character will stand normally (showing the above bug is smashed), but the camera then incorrectly tries to align with Z. Then by the end of the episode shows the bug elegantly fixed. I personally believe that this shows us planets are essentially done for walking and rolling around on in a local game. And given enough time you could drive around a planetary body. I can only speculate what the road blocks are for releasing planets other than the net-code update needed to support the larger maps. Thoughts? Anything to add? Am I crazy and have been sniffing too much quantum fuel?
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With the nice shiny Star Map now available it gives up a great insight into our universe but where will you go? Perhaps the ocean planet of Tangarda in the Helios system? Or maybe the beautiful sights of Cassel in the Gross system with its twin stars. Personally I'm interested in Jalan in the Elysium system. Homeworld of the conquered Tevarin. I hope to see perhaps some of the old fleet that crashed onto the planet, the Tevarin architecture and its spectacular scenery. I cant tell you how much I'm looking forward to simply touring the Universe and looking at all the sights and what better way to do it than on my 890 jump.