Star Citizen

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TL;DW:

  • sniper glint appears when sniper is aiming and only under specific angle
  • there's minor and major glint depending on an angle
  • scopes will have different angles where glint shows up
  • auto-zeroing on scopes will be removed
  • glint will appear at night due to balance reasons
  • they're increasing sniper ADS time
  • no-scope/aiming recoil and spread were balanced to avoid run & gun sniping
  • armor clipping into the sights is being investigated, 3.23 might get a temporary fix
  • there are plans for more grenade types (smoke, flash bangs and "more sci-fi" ones)
  • they're working on medical gameplay, making a balance pass around injuries
  • pre-dawned state will allow to crawl behind cover for safety
  • there will be increased BDL cost of revival
  • pre-dawned state will be time limited
  • new health app for mobiGlas in 3.23, with more info about your state
  • ammo repooling will be done on a gun by gun basis, can only be triggered on equipped weapons
  • you'll be able to trigger repooling from inventory UI
  • energy weapon mags can also be repooled at the moment, might switch to recharging in the future
  • tools can't be "repooled", might also use recharge mechanic
  • you'll be able to cancel reloading/repooling via sprinting, jumping and some other actions
  • no plans for weapons that require teammate to use
  • repooling will combine mags but won't equip them on armor slots for faster reloading
  • laser attachments will be useful when not using combat armor (no dynamic crosshair)
  • specialized suits will provide more info (details about rocks when mining, further pings etc) in the future
  • some specialized suits might lose combat info (gun ammo etc)
  • things like explosions, running through mud etc will affect specific items/parts of the armor
  • there might be an opacity slider for the dynamic crosshair (not necessarily in 3.23), more customization may or may not happen later
  • "inner zoom" on scopes is not happening for now due to upscaling, they're still trying to find a way to make it work
  • lack of picture-in-picture zoom on scopes (zoom scope, no the whole screen) is a technical limitation
  • ballistic shields will happen (already implemented for Squadron 42)
  • binoculars are on the todo list
  • potential ammo/gun variants: laser, plasma (damage over time), tachyon (faster than light), neutron (stronger the further it hits)
  • they're working on adding the ability to equip weapons on civilian clothing, still figuring it out for some of them
  • each weapon has a unique recoil pattern
  • slide is intended as a way to get into cover, don't want it to be too arcadey
  • FPS weapons will no longer cause stagger, flinching stays, grenades will still cause knockdowns
  • big weapons balance for 3.23, shotguns will get tighter spread, be more powerful
  • there's plenty of polishing work left to fully bring FPS combat to the modern standard (things like movement, weapon feel, various technical issues, more pronounced muzzle flashes, improvements to the medical gameplay and more)
  • one weapon/gadget you'd like to add:
    • Zac: slug shotgun
    • Acti: old school rocket launcher
    • Pascal: chainsaw
    • Nick: mini black hole launcher
  • Pascal's test level when working on tasks is E1M1 from DOOM
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With the new Xenothreat event almost here, I thought I would share this guide which a friend showed to me. It details how to get through each of the phases and what you can expect.

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submitted 8 months ago* (last edited 8 months ago) by Essence_of_Meh@lemmy.world to c/starcitizen@lemmy.ml
 
 

Not much new here to be honest. Main takeaways:

  • "MrTrash" was the first player to successfully fly through a jump point in the tech preview server
  • they managed to handle 350 player shard (replication layer connected to two servers)
  • they're working on a finalized roadmap to 1.0
  • confirmation that Rich Tyrer took over as Senior Game Director responsible for both Squadron 42 and Star Citizen
  • Todd Pappy returned to US due to family reasons
  • main dev studios will be Manchester, Austin and Montreal
  • LA office will move towards support role (marketing, finance, legal and HR)
  • more tech preview tests coming (including servers dedicated to a single planet and moons, specific landing zones or key locations)
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submitted 8 months ago* (last edited 8 months ago) by QuadratureSurfer@lemmy.world to c/starcitizen@lemmy.ml
 
 

Highlights, thanks to /r/starcitizen #SC-news discord bot:

Notable Information:
➣ "The old character creator could walk so this one could run"
➣ The new character creator takes inspiration from the old creator but is truly a new tool that allows the player to represent themselves in the universe
➣ The new creator is broken into 4 systems
ㅤ✦ DNA System: Blending and shape of the head, most similar to old system. Adds face sculpting which is the big new feature
ㅤ✦ Hair: A much wider array of hairs as well as the addition of facial hair. The ability to tune the colors of your hair expands on the previous color options characters had
ㅤ✦ Features: The ability to adjust skin tone and add makeup
ㅤ✦ Review: The ability to check your entire character
➣ The goal was to have a much more modern and sleep design style, think "Apple Vision Pro"
➣ The DNA center uses real 3D scans of people like before and the DNA pool continues to grow
➣ Rather then scrolling through you actually have a visual library which makes it easier to compare
➣ Save and load functionality is coming with this version of the character creator that allows you to save characters through wipes

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I was able to test it out last night and successfully made it from Stanton to Pyro.

The tunnel is currently just a greybox/placeholder most likely to make debugging any issues easier, but the fact that their tech works is game changing.

While party jumping isn't in, it is possible to follow someone else into the jump point and if you're close enough you can see them throughout the entire jump.

Transitions are indeed seamless. I was also able to move around a ship while going through the jump... (no loading screen).

It is possible to collide with another ship/object mid-jump.

Currently there are a number of reclaimers/vultures cleaning up the exit points of the jumpgate from the collisions occurring there as well.

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submitted 8 months ago* (last edited 8 months ago) by QuadratureSurfer@lemmy.world to c/starcitizen@lemmy.ml
 
 

Summary thanks to /r/starcitizen #sc-news discord bot:

Inside Star Citizen | First-Person Assertion

Notable Information:
➣ Reloading exists in the game, even if future technology may allow it to not be needed, because it has such an effect on gameplay and helps immerse the player in the game.
➣ In 3.23 reloading is split into two parts, backpack reloading and ammo pooling.
➣ Backpack reloading allows you to pull directly from your backpack with a longer reload time.
ㅤ✦ This allows you to utilize the ammo you have stored but forces you to consider the time tradeoff.
➣ Ammo pooling allows you to condense multiple partially used magazines into one and the empty mags discarded.
ㅤ✦ This is supported by new HUD UI indicators.
ㅤ✦ Different magazine types will have different pooling times.
ㅤ✦ In the future you will be able to repool other items like grenades and medpens.
➣ Recoil is very important to both gameplay and immersion.
ㅤ✦ Laser weapons having recoil is primarily a gameplay choice.
ㅤ✦ Some of these new recoil functions were in 3.22 and some are in 3.23.
➣ Both scopes and iron sights have been reworked.
ㅤ✦ Raising the camera made the sightline much cleaner while retaining the chunky iro sights.
ㅤ✦ Scopes have been completely reworked to fix the numerous issues they had before.
➣ In 3.23 when equipping a combat visor you will have a dynamic crosshair.
ㅤ✦ This crosshair will actually follow where the barrel is rather then being static.
ㅤ✦ Both the dynamic crosshairs and new hitmarkers can be enabled and disabled independently.
➣ Bullet blocking by items attached to armor has been fixed.
➣ The above changes reach all guns in 3.23.

➣ Next week's ISC will be on the new character customizer coming in 3.23.

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CIG rewards players for actively testing certain features/gameloops. Looks like they're going to keep this up for each major update.

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Update from Waka and MotD:

🥑 With the upcoming 3.23 release, we are adding additional Evocati members over the next couple weeks. We already have potential members selected and will be sending out communications as early as Friday! Thank you all for testing with us!

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MotD Update

(Tysdagr) No intended publishes today. Goals for the week, 2 Evocati Publishes: We are currently still on plan to release a 3.23 Stability Playtest to Evocati on Wednesday (tomorrow) and goal to have a second Evocati Static Server Meshing test with jump gates enabled Friday. (Jump gates will be functional but full end visuals and gameplay mechanics are not a focus of this build and intentionally not integrated. Players will be autopiloted through the gate between star systems) 👾 PTU Currently Closed 3.22.1 has now been released to the LIVE environment! Read Notes here

For those who haven't looked into Evocati testing before. Typically CIG will put out tests that are very much stripped down from what will actually be released to the public.

We've been down roads before where leaked patch notes led people to believe that some temporary solution for an evo test was the permanent long term solution... only for it to get fixed a week later.

It's possible that T0 Jump Gates will release like this, but it's also very likely that by the time we get 4.0 the Jump Gates will be much closer to the plans that they have already released.

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MotD update in SC-Testing-Chat Spectrum channel:

(Mánadagr) No intended publishes today. Goals for the week, 2 Evocati Publishes: 3.23 code branch stability playtest Tues/Wed and goal to have a second Evocati Static Server Meshing test with jump gates enabled Friday.

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Fear is the Mind Killer (media.robertsspaceindustries.com)
 
 

Got this from the official RobertSpaceInd twitter account: https://x.com/RobertsSpaceInd/status/1763595707410210858

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MOTD in SC-Testing-Chat:

(Thursday) We currently have a new TECH-Preview build in testing for an Evocati Only release later today for a 4 hour playtest with Static Server meshing, Stanton/Pyro. More info will be posted closer to release

https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230

Wakapedia-CIG:

  As per our updated release notes, we are going to start posting patch notes and playtests publicly starting today for evocati builds! https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230/message/51813438

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submitted 8 months ago* (last edited 8 months ago) by QuadratureSurfer@lemmy.world to c/starcitizen@lemmy.ml
 
 

Summary - credit goes to /r/starcitizen #SC-news bot

Inside Star Citizen | Tactical Capital

Devs: John Crewe (Vehicle Art Director) & Nate Dearsley (Was the Vehicle Art Director)

Notable Information:
➣ The Idris exterior has had a quite a few reworks both in its current shape/profile as well as from its original concept design.
➣ They used slight changes in elevation even among the same deck to give it as much useable space and for pathing to make sense.
➣ The gravity room was moved from upstairs to downstairs.
➣ No dead ends really exist in the Idris, its all one big flowing route.
➣ There is a sub deck, main deck, and ➣ Bunks have shutters for privacy and there is a built in entertainment area.
➣ Pilots area is going to see a size increase before release.
➣ The Captain's room and missile room are not fully available as they are pulled from a specific spot in SQ42s development and they are not quite ready.
➣ Idris was put into production around the same time as the Retaliator.
➣ The Hammerhead uses a lot of the Idris kit so players will notice many similarities.
➣ The pilot ready room used to be across from ATC but was moved to the deck with the rest of the habitation items.
➣ The Idris features amenities like a gym, brig, armory/firing range, and a briefing room. ➣ There is a cargo area below the hangar accessible by lifts in the hangar.
➣ the Idris engine room took a lot of real world inspiration and that is extending to other capital ships.
➣ The Idris has redundancies like bulkheads and backup components for emergencies.
➣ The engine room is by far the most protected room of the ship making it intentionally difficult for enemies to disable the ship.
➣ The bridge has both a lift and two sets of staircases for access.
➣ Visibility was drastically improved on the bridge. ➣ There is still "quite a bit of work" to do on the Idris before its ready for players.

"Oh no, IDRIS the ship you have been looking for?!?!"

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TL;DW:

  • Distribution Centers will be more unique than bunkers (mostly visually, ownership)
  • initial release will only bring DCs on planets (and by planets they mean Hurston and Microtech)
  • more professions (mining, salvage etc.) could be tied to DCs in the future
  • DCs are big enough for hauling missions taking place inside them (without leaving the facility)
  • Jared acknowledged the need/hunger for non-combat content
  • no plans for abandoned/derelict DCs at the moment
  • no specific plans for roads, some generic ideas mentioned
  • DCs might be ownable in the future, no specific plans at the moment
  • DCs won't replace existing bunkers
  • raids are intended as end-game content (difficult, valueable rewards), won't release in 2024
  • another mention that DCs are REALLY BIG and players are underestimating the size
  • DCs vary by onwership, security etc (they're trying to explain how non-agressive players can use them without worrying about PvP)
  • DCs can be: friendly (available with neutral or better rep with the owner), hostile (shoot everything) or mixed
  • for 3.23 friendly DCs will have green zones to protect non-agressive players (just a stop-gap until law & order system improves)
  • they want to make the punishment for unlawful actions more severe and persistent (they have a lot of ideas, won't talk about them until trying them out)
  • suggestion for haulers worried about getting pirated to hire escort

Part 2 is about Forrest Stephan (Principal Technical Artist) - no point making notes, just watch it if you're interested.

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TL;DW:

  • player will keep limited speed when jumping out of flying ship to EVA
  • we'll be able to partially disable the interaction prompt in 3.23, full disable planned for the future
  • EVA refuel automatic in atmosphere, med-pen like injections (not in 3.23 since no fuel consumption for that release)
  • weight will affect fuel consumption in EVA eventually, not in first implementation
  • "loot all" still available
  • can hold items while EVA
  • ability to "stand" in EVA won't be in 3.23, might come in the future
  • no mag boots for now
  • inner thoughts system stays for dialogs, cockpit interactions slightly updated
  • if you attach yourself to a ship with push-pull mechanic ship should be able to throw you off with enough force applied (possibly, still work in progress since it won't be in 3.23)
  • transitions from EVA to standing position should be pretty smooth and seamless
  • no melee takedowns in EVA for 3.23, just simple jabs and knife slashes
  • no customizable colors for the new interaction system but they are aware of need for accessibility options
  • different suits, armor, backpacks will have different EVA capabilities (not in 3.23)
  • you'll be able to use oxygen to EVA when out of fuel
  • weapons planned to affect EVA in the future
  • using MFDs should be a bit more precise, new focus mode planned for the future
  • attaching to surfaces while in EVA requires a button press, going too fast might play "recovery animation" preventing immediate movement
  • going too fast from EVA to gravity might end up with hitting the deck and dying
  • can still zoom in (hold F + scroll) during EVA
  • EVA really helped with prone movement
  • no changes to jumping out of ships in atmo
  • will be able to EVA inside ships (when gravity's disabled), also planned "hand-hold points" to jump between (not in 3.23)
  • SATA Ball was planned as a test bed for EVA implementation due to lack of PU, now it's just a lore curiosity (might happen one day but no plans for now)
  • parachutes are still planned not being worked on at the moment

Might have missed or mishear some stuff and skipped talk about most frustrating EVA bugs since I was noting things down while doing other stuff, should be most of it though.

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Intended for 3.23:

  • multiple distribution centers for various companies

  • outside locations:

    • landing pads
    • hangars
    • cargo elevators
  • inside locations:

    • lobby
    • offices
    • maintenance areas
    • warehouses
    • cargo shops
    • canteens
    • storage rooms
  • missions:

    • defense
    • hauling
    • theft
    • eliminate VIP
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Roadmap Roundup - February 7, 2024 (robertsspaceindustries.com)
submitted 9 months ago* (last edited 9 months ago) by Essence_of_Meh@kayb.ee to c/starcitizen@lemmy.ml
 
 

TL;DR:

  • 3.23 targeting April release
  • Replication Layer still being worked on and tested, moved to 3.23 for now
  • Gravlev Racing added as a new experimental mode (targeting 3.22 cycle)

3.23 specific additions:

  • Starmap rework
  • mobiGlas rework
  • FPS map system (mini & normal map)
  • personal and instanced hangars (personal will be located at the home location and allow for customization)
  • freight elevators
  • unique item recovery kiosk
  • cargo hauling missions
  • dynamic crosshair
  • EVA T2 (new controls and animations)
  • FPS loot screen
  • new character creator
  • visor and lens HUD rework (converting to building blocks)
  • distribution centers
  • blockade runner (new dynamic event)
  • reputation - hostility
  • new interaction system
  • master modes (all ships)
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TL/DR: Boost power to the damaged engine

So I was flying in a fury today. In a fight one of my engines was damaged slightly (93% health left) and everytime I gave some forward thrust, the ship would turn slightly.

I figured I'd mess around with the engines to see if I could try to compensate for the damage.

Going into the Power MFD (middle mouse click to lock zoom so that it doesn't affect scrolling) then overpowering the damaged engine slightly made it so that I no longer turned everytime I gave it some forward thrust. It was a pretty big difference and made the ship flyable again.

Additionally, there's probably the option of underpowering all of the other engines in the case of a severely damaged engine, but I figure this tip is enough to help anyone that gets caught in a bind.

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Features planned for 3.23:

  • new EVA system

  • new interaction system

  • gun play improvements

    • dynamic crosshair
    • reworked scopes
    • ammo pooling
  • master modes

  • distribution centers

  • new star map

  • mini map

  • on-foot compass

  • new missions

  • freight elevators

  • new character creator

  • ship price changes

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