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Found 7 results

  1. 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.
  2. For an amazing piece of Art! It will go proudly on the wall in the new LA offices! I'm constantly amazed, humbled and thankful for everyone's support. I'm looking forward to building a great universe for us all to adventure in together! - Chris Roberts
  3. Was searching around VR things and the OMNI creator was talking about before Rifts release the creator contacted OMNI about checking out his product with a few other game developers (Chris Roberts), just shows him for a few seconds in the room but thought it was cool.
  4. ...by german gaming magazine Gamestar (in english). Please don't make fun of our accent. http://www.gamestar.de/videos/chris-roberts-im-interview-wie-stehts-um-star-citizen-und-squadron-42,90207.html
  5. The complete Wing Commander series is on sale on gog.com for the next 24h. Check it out here: http://www.gog.com/promo/fall_sale_wing_commander_bundle_131115
  6. Chris thanks the subscribers. Says that the real gift to Star Citizen is the community which helps CiG build a great game. 1: Can a player use an Org owned ship to do dirty deeds and as long as their identity is unknown, escape a negative mark on their reputation? The Org will take some heat for it, but they are working to make sure that this can't be exploited. The players on the ship will take some heat as well. It's just unknown at this time how that will work. 2: If I loan out a ship to an Org, will they be able to switch out weapons/components with items from their account? Yes. They will be able to. He's not sure how they would handle what will happen to the owners items. He thinks the items will stay where it was loaned out, but when it's given back the original components will be back with it. The mechanic has not been implemented. 3: Will a PU mission like attacking a pirate outpost scale to the number of people who accept a mission? Will it scale to the number of people who happen to be in the area at the time? It depends on the type of mission. There will be scaling on dynamic missions based on things like skill level, the number of people in your group, etc. If there are friends with you, perhaps there will be more pirates in the encounter. In others, it will just be easier as a group with a shared payout. 4: If I'm a law abiding citizen should I worry about the ramifications of finding a wreck and salvaging what I find? No. After a certain amount of time after an attack salvage will be open. This prevents pirate friends from scooping up the goods without having taken the reputation hit from the attack. Also there will be wrecks that will spawn with the purpose of being salvaged. 5: If I'm stalking someone across multiple systems, how will I be ensured to be in their instance every time? You will mark someone in your mobiGlas as a person of interest. Just like being instanced with friends. 6: Will large ships such as the Bengal, Javelin, or larger behave like stations and exist in all instances? It depends, but the very largest will potentially will be persistant in one instance. For example a Bengal will only exist in one instance. There will be a rule that governs people arriving, people battling over it, etc. There will be a set limit of people able to arrive at one time. 7: How will NPC ships cope with jump poiints? Will they fly it like a person or navigate it with a dice roll to determine the outcome of their jump? If you're not around seeing AI do things, much of it will happen at a higher level. They will behave much like AI agents in Civilazation. They will take their turns, trade their goods, enter battle based on proximity to pirates in the universe. You may be pulled out to the roll of the dice to see a pirate NPC attacking a transport NPC, and the results of that battle will change the higher level server changing what you might see. He acknowledges that he didn't answer the question. Then answers, it's a roll of the dice unless you're watching them do it. 8: Will we be able to capture notorius NPC bounties planetside or will we have to do it in space? No. You will be able to do it planetside, in space stations, in space. Everywhere. 9: Can I put my MobiGlas on my right arm? At the moment they're only supporting right-handedness, but they may get to it. In general it isn't really a handed issue as it just come up in front of you. 10: Will extra packages still be NPCs or will I now have to hire them? Extra packages will give you a variety of characters but you will have a running cost to have them. (Ouch.) Look at it as Chewy still wants his share of the spoils even though you're not playing as him.
  7. Not sure if many have ever examined Chris Roberts movie making career but it went beyond Wing Commander in the 90's. Lucky # Slevin was one of the better ones. I was surprised to run across it on Amazon last week. I have not seen all on the list, so cannot judge all of them. Anyway, it is on Prime Video at Amazon if you subscribe. Just because I could I started hunting and also found it here: http://www.richmondmovietimes.com/lucky-number-slevin/ Lucky # Slevin reminds me of some other movies that are hard to describe. If you ever saw Blood Simple or others then you know what I mean. Even though it seems to start slow, if you jump into this in the middle you will have no idea at all what is going on. Wheels within wheels. Here is a list from his time with Ascendant. Seems busy with 9 pictures in 5 years. 2009 Black Water Transit (executive producer) 2008 Outlander (producer) 2007 Who's Your Caddy? (executive producer) 2006 Lucky Number Slevin (producer) 2006 Ask the Dust (executive producer) 2005 Lord of War (producer) 2005 The Big White (producer) 2005 The Jacket (executive producer) 2004 The Punisher (executive producer - as Christopher Roberts) Outlander is an oddity – Space Sim meets the Vikings. Campy fun. Anyone have any favorites from the list? Enjoy the show. - DRUM out
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