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Star Citizen Pre-Alpha: 'Arena Commander' Dogfighting

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Uhh, they try to make it sound like they're trying to do something new.. but those are just the basic COD stances. Iit contradicts itself in the 'lowered' stance section where it both says you can't fire from that position, and if you fire from that position it's 'hipfire' and not very accurate... So which one? I guess if it's a third, less accurate hipfire state while sprinting it's still pretty just just COD stances since at least AW had the 'hipfire while sprinting w/ accuracy penalty' perk.
 
". Iit contradicts itself in the 'lowered' stance section where it both says you can't fire from that position, and if you fire from that position it's 'hipfire' and not very accurate... So which one?"


The parenthesized section reads more like their justification for why you can't fire in Lowered stance.
 

SmartBase

Member
The FPS mechanics seem fairly pedestrian but the whole breathing thing sounds like it's going to be really annoying and tedious. Every shooter with it feels like you're playing an asthmatic with deficient lung capacity.
 

Shy

Member
A new update and they still haven't fixed the 360 controller problem where you can't remap the look around function from the right analogue stick. sad face. :(
 
Uhh, they try to make it sound like they're trying to do something new.. but those are just the basic COD stances. Iit contradicts itself in the 'lowered' stance section where it both says you can't fire from that position, and if you fire from that position it's 'hipfire' and not very accurate... So which one? I guess if it's a third, less accurate hipfire state while sprinting it's still pretty just just COD stances since at least AW had the 'hipfire while sprinting w/ accuracy penalty' perk.

It never says that. It says it trades your ability to fire not that you cannot fire at all. It basically means your proficiency to shoot from that position is compromised in favor for better movement.
 
Tapping the Fire button brings the weapon to the Ready stance from Lowered. Holding the button begins firing the weapon as it transitions to the Ready Stance, and releasing the fire button returns you to the Ready stance (unless any other navigation stance change button is used: Shift, Space Bar, Control). When in the Ready stance, pressing the Aim button brings you into the Aim Down Sight stance. Releasing the held button returns the weapon to the Ready stance.
So really you don't fire from Lowered stance, and you suffer an aim penalty as you transition to Ready. I'm assuming plenty of games have done that. Though I guess COD specifically gives you the same max hipspread whether you just have come out of sprint or if you've been 'walking' at max speed regardless.

The breathing stuff is all standard COD-ish crap just applied to all guns instead of sniper rifles.

I'm just going to assume they know they're not doing anything all that novel, but someone made them write up one of these silly 'transmissions' and they had to dress it up with PR gibberish.
 

Zalusithix

Member
I'm just going to assume they know they're not doing anything all that novel, but someone made them write up one of these silly 'transmissions' and they had to dress it up with PR gibberish.
The FPS element doesn't need to be novel. The genre is ancient and well tread at this point. Aside from the zero-g bit, everything will have been done before at least a half dozen times in FPS' before it. That's fine. All the FPS aspect needs to be is solid, competent, and fitting for the universe it's stuck into. In Star Citizen, the novelty of the FPS won't come from the FPS elements themselves, but how they're integrated into the rest of the game.
 
I don't care that it's not novel. My only real point was that the 'transmission' is talking about how they're going to explain what sets Star Marine apart, and proceeds to describe a bunch of systems that you'll find in plenty of random 'tactical' shooters, where 'tactical' can be described as 'as tactical or more compared with COD'. Hopefully it will be good.
 

atpbx

Member
I wouldn't worry too much about stances and breathing, if it turns out to be gash enough people will whinge and it will get changed.

I personally welcome a slower paced FPS, however not to the point where it's so pedestrian it becomes a chore.
 

Zabojnik

Member
Just as obligatory:

Q1FmUF1.jpg
 

Daedardus

Member
Obligatory:

I can't believe they are still asking money from those whales just to fund this buggy, half-built game. Who pays $2000 for this DLC?
 

Zalusithix

Member
Obligatory:

I can't believe they are still asking money from those whales just to fund this buggy, half-built game. Who pays $2000 for this DLC?

I take offense to this. I haven't spent $2000... Yet. =P

Edit: Though with the costs associated with building the custom throttle added in, it'll end up surpassing that...
 

Daedardus

Member
Finally got around to installing the 1.1 update, since it's Easter Break now and I can't download big files when I'm at my dorm. Really like the improvements to the user interface and mechanics, game is getting a bigger feeling of freedom in my opinion. I'm just letting it rest again until the planetside demo, I'm only willing to learn when they finalise some more mechanics. Still haven't regretted pledging.

Now to see if I can take out a loan for the 890 Jump...
 
I bought an Aurora package, and when I launched the game today, I found an addition 3 ships in my hangar, including a red and white M50, a 350A, and a Mustang. Where did they come from? They're not in My Hangar on the website.
 

Agremont

Member
I bought an Aurora package, and when I launched the game today, I found an addition 3 ships in my hangar, including a red and white M50, a 350A, and a Mustang. Where did they come from? They're not in My Hangar on the website.

Might be a free flight weekend. They do those from time to time.
 

Shy

Member
I bought an Aurora package, and when I launched the game today, I found an addition 3 ships in my hangar, including a red and white M50, a 350A, and a Mustang. Where did they come from? They're not in My Hangar on the website.
I think it might be a free flight weekend. it let's test out ships you might not own.
 

Zalusithix

Member
It doesn't make for a fun game mechanic. For a "space sim" set a thousand years from now it seems my biggest problem with running around in a space suit using a microwave gun will be how long I can hold my breath.

The game also has red/black-out conditions while flying. It's not particularly fun running into those either. It is, however, a challenge to work around the limitations they present. Like it or not, they've taken an approach to try and mimic the fact that humans aren't robots, and are inherently limited by the bodies that they're in. We're not Spartans in Star Citizen.
 

Pomerlaw

Member
The game also has red/black-out conditions while flying. It's not particularly fun running into those either. It is, however, a challenge to work around the limitations they present. Like it or not, they've taken an approach to try and mimic the fact that humans aren't robots, and are inherently limited by the bodies that they're in. We're not Spartans in Star Citizen.

IMO they should limit the acceleration and yaw of ships instead. It would make for some better gameplay where being a good pilot would be important. Ships move instantly which make the gameplay really similar to a FPS.
 

Zalusithix

Member
IMO they should limit the acceleration and yaw of ships instead. It would make for some better gameplay where being a good pilot would be important. Ships move instantly which make the gameplay really similar to a FPS.

Personally I'm more miffed they're allowing yaw movement to be less affecting to the body than pitch. I don't care about the rationale body wise. I've flown far too many games/sims using the roll/pitch combo for turning that yaw turning just feels wrong. *shrugs* It is what it is.
 

Spazznid

Member
IMO they should limit the acceleration and yaw of ships instead. It would make for some better gameplay where being a good pilot would be important. Ships move instantly which make the gameplay really similar to a FPS.

Or, makes it really similar to real life. There's nothing to slow you down in space. There are systems in the game that try to limit you're movement to lower the red/black out effect, but just like in real life, you can ignore them. The best pilots will push each other to the brink of death without having to land a single shot.
 
"Or, makes it really similar to real life. There's nothing to slow you down in space. There are systems in the game that try to limit you're movement to lower the red/black out effect, but just like in real life, you can ignore them. The best pilots will push each other to the brink of death without having to land a single shot."


Man, I already played Jumpgate, didn't care for jousting. I wish they'd ditch "real life" entirely and just make the game play like Freespace 2 with some new mechanics. Why avoid perfection?
 

Zalusithix

Member
Or, makes it really similar to real life. There's nothing to slow you down in space. There are systems in the game that try to limit you're movement to lower the red/black out effect, but just like in real life, you can ignore them. The best pilots will push each other to the brink of death without having to land a single shot.

Well, only the smaller ships are going to be capable of that level of dog-fighting. Once they implement the system where ships have internal stress, ignoring the g-safe on larger ships could very well end up with your ship sheering itself apart from internal forces.
 

tuxfool

Banned
Man, I already played Jumpgate, didn't care for jousting. I wish they'd ditch "real life" entirely and just make the game play like Freespace 2 with some new mechanics. Why avoid perfection?

Because Freespace isn't perfect?

For that I'd bet on EVE Valkyrie being what you're looking for.
 

Spazznid

Member
Well, only the smaller ships are going to be capable of that level of dog-fighting. Once they implement the system where ships have internal stress, ignoring the g-safe on larger ships could very well end up with your ship sheering itself apart from internal forces.

Which would be amazing. Imagine trying to get out of a scrap with pirates by dodging through debris or asteroids. Trying to maneuver the ship not to hit anything big whilst also keeping an ear out for metal stressing and moaning. All speculation on my part but that would be fucking amazing.
 

Zalusithix

Member
Which would be amazing. Imagine trying to get out of a scrap with pirates by dodging through debris or asteroids. Trying to maneuver the ship not to hit anything big whilst also keeping an ear out for metal stressing and moaning. All speculation on my part but that would be fucking amazing.
It's the multi-crew medium and big ships that have me the most excited about the game. Slower maneuvering along with having more inertia means you'll have to try and guess your opponent's next move rather than simply react to them. More effort will have to be poured into shield and power management. Turrets will have to be manned and the ship position adjusted to maximize use of both the forward facing guns and the turrets against multiple potential targets. Systems going down and having to be fixed in the midst of battle. Add to that the off chance of being knocked offline and having to deal with a boarding situation... Lots of fun stuff in store.
 

Geist-

Member
Hull Series Concept Sale Prices

As you know we provide the pricing for concept sales one week before launch. We WILL be selling the MISC Hull next Friday (April 24) but do not have pricing just yet. Design is still working on some of the cargo details, and we aren't going to lock down a price until they're ready. I'm sorry for the delay, but better that than give bad info! Expect an update later in the weekend, as its something we want to get you as quickly as we can while still being accurate. Thank you for your patience!

Update
Hello again everyone we are happy to announce the prices for the MISC Hull Series:

Hull A - $60 USD
Hull B - $90 USD
Hull C - $200 USD
Hull D - $350 USD
Hull E - $550 USD

Look for more information about the Hull Series this week and thank you Citizens.

I'm thinking Hull A is Freelancer sized, Hull B is Connie sized, Hull C is Carrack/Merchantman Sized, Hull D is Idris Sized, and Hull E is Javelin sized?
 

Pomerlaw

Member
Well, only the smaller ships are going to be capable of that level of dog-fighting. Once they implement the system where ships have internal stress, ignoring the g-safe on larger ships could very well end up with your ship sheering itself apart from internal forces.

That won't change the mouse commander controls on smaller ships though... CGI had a lot of time to give more importance to flying, I hope it is not too late.
 
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