Star Citizen - media blowout, Chris Robert's new game

And this is? Sq42 should have been out years ago then work on the mmo part

The idea is that SQ42 would be, yes.

I am just speaking in terms of there being a clear demand for this - SC may not end up being it, but it would be nice if other developers would take a peek at attempting something similar.
 
(snip) I think the age of the pure, mission based space combat games is over. I don't think we'll ever see anything like that again. (snip)

In the VR space, there seems to be somewhat of a resurgence of these types of games. Just to name a few:

Eve: Valkyrie
House of the Dying Sun
CDF Starfighter
Space Rift
Everspace VR
Firma
Elite Dangerous

I think it's a pretty rich area, but I agree that the simple space combat game is a thing of the past. I also think they will begin to evolve past their simple beginnings as the VR experience brings so much more into play... Think Elite Dangerous combined seamlessly with Lone Echo and Onward. Just need the smooth transitions from cockpit seat to docking/boarding a station or landing on a planet. Game would be immense and everyone could simply kiss real life goodby. Art Citizen is sort of an attempt at this, but so poorly managed that it may never see the light of day. Would be really cool if two or three separate studios banded thier together to form a much larger, interconnected game... Where there's a galaxy/space component and then also individual worlds to play on.
 
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Games like Grand Theft Auto V and even Arkham Knight make me believe that the traditional one game play type games are coming to an end. Not soon necessarily, but in a decade or so. In GTAV, one minute you are shooting people in first or third person, the next you are flying a helicopter or driving a boat. The game covers a wide range of game play types and I think that will become more common. Freedom, and then immersion will ultimately be where games go to next. Immersion will drive the gameplay to change, it's the only thing that will. The gaming experience as it is now isn't going to change until we move beyond the mouse, keyboard and gamepad. The only thing that might right now is VR.

That technology has to improve. We need more resolution per eye, ditch the cables, improve controls and interactivity, and finally, we need to get more applications that support it. Right now it's really early and the applications aren't there. The costs are also prohibitive to do it well, even with the limitations we have today.

I sincerely hope there will always be room for all of these types of games. I can see the giant AAAs pushing into the new territory, leaving behind more traditional types of games. I can't see the entire industry doing that though. As soon as all games are just another way to live life (give or take various levels of realism of course) I'll probably play a lot less. I like my games... ...gamey...
 
Art Citizen is sort of an attempt at this, but so poorly managed that it may never see the light of day. Would be really cool if two or three separate studios banded thier together to form a much larger, interconnected game... Where there's a galaxy/space component and then also individual worlds to play on.

I know I'm hard on the game and developers, but some of the delays are perfectly understandable. Star Ponzi's increasing feature creep and general scope has always been problematic. It's not only a massive technical challenge, but a managerial nightmare. Chris Roberts flat out lacks the chops to handle something like this. I don't know if anyone does given what's required. What's worse, is that he seems to be unaware of his own limitations. Chris Roberts needed far more than just talented artists, animators and programmers to do this. Doing this project with an established studio would be hard enough, but CIG had to be built with and around the game as well. This leads to it's own set of problems, but Chris Roberts being in over his head and out of his depth is chief among them.

Effectively, he wanted to combine aspects of an first person shooter, mission driven space combat game, multiplayer space combat game, open world RPG, MMO, and something along the lines of Wing Commander privateer into a single game. As if this wasn't difficult enough, this is a new intellectual property. The universe, characters, lore, technology, and all that this entails had to be designed from the ground up along side this. That part requires concept art, story boards, and a slew of other shit. It's one thing to take an existing IP like Star Wars and build a game centered around something we all know well. It's another thing to do everything from scratch. The game engine was never designed to do all these things at once either. No engine is.

Let's look at it this way. Initially, the way the crowd funding videos explained it, the developers basically have to combine Wing Commander Prophecy and Battlefront and turn them into a large, open world MMORPG. That's ambitious, but sounded technically feasible, albeit expensive. Of course now, feature creep has set in and now they've got to combine Wing Commander Prophecy, Freelancer, Battlefront II, Mass Effect Andromeda, EVE and No Man's Sky. Now shit's getting ridiculous. It sounded good to talk about building these separately, and then connecting them. However, feature creep has set in with a vengeance and now, they practically want to simulate every aspect of a science fiction universe as a game with ultimate freedom and lots of realism without anyone having developed a framework to do any of that. I think a lot of this stuff can be done on a technical level, but no one at CIG seems to have a clue how to manage a project, so a good outcome seems unlikely. It's not the fact that it is unfinished that tells me this is going to fail. It's how little we've seen after five years and 160 million dollars that tells me no one knows how to manage the game's development. Target dates for releases are constantly missed, SQ42 is MIA and more than a year late. Patch notes are filled with fluff designed to make it look like more is getting done than it appears. I don't think 160 million is even close to what's needed to finish the game, but I think we should have seen a hell of a lot more progress for that kind of cash than we do now.

I believe Chris Roberts had good intentions when he started out. I think he truly wanted to make good on his promises. However, I think the way CIG was built allowed him access to allot of money with little accountability. I think he and those closest to him at CIG have ultimately squandered the money and haven't concentrated on the product as much as they should have. I think a lot of money was spent without hiring the right people to keep this project on track. Effectively, I think he had noble goals when he started out, but the money proved too tempting to resist. He's lost sight of his goals and Ponzi-Citizen as presented initially will never be a reality. I hope I'm wrong, but again, I fully expect to see this guy profile on American Greed or another show like it one day. He hasn't broken SEC laws necessarily, but he pre-sold goods that I don't think will ever be delivered. As someone else pointed out, I'm fairly certain that's against the law.

Of course, I can't prove it, but that's my feeling on the matter. Even if we do get a bad result, there is a chance that companies like EA and others will take note of the community interest in space based games and develop more of them. That was my fervent hope when I sent CIG my $45 in the first place. My donation was in investment in a game genre, if not Star Citizen itself.
 
I sincerely hope there will always be room for all of these types of games. I can see the giant AAAs pushing into the new territory, leaving behind more traditional types of games. I can't see the entire industry doing that though. As soon as all games are just another way to live life (give or take various levels of realism of course) I'll probably play a lot less. I like my games... ...gamey...

I think we will see increasing freedom and more game types combined into one thing. However, I do think that some games will be made to focus on specific game play types more than others. A modern military shooter like Battlefield has aircraft and ground vehicle combat, but it's optional and not the focus of all the game's modes or player base. Similarly, Battlefield's single player games have a variety of game play elements in them as well, but it remains a shooter first and foremost. The same is true of Battlefront II. I think it will be a shooter more than a space combat game, but we will see both in the single player game. The multiplayer experience and which way the community will go is hard to call right now. I think the Starfighter Assault mode will attract people who don't necessarily care for the rest of the game and there may be others who play the other modes and ignore Starfighter assault.

So, games that focus on one or more traditional game types probably won't go away, but I think open world, GTA type games are the trend we are headed to. More and more games become open world. More and more games want to give you increased interactivity. Games seem to want to mix up game types more and more. I don't think it's a bad thing. However, game companies need to learn to mix these game types more effectively. Battlefront (2015)'s Starfighter assault mode was terrible. The controls were shit and it wasn't any fun. The developers tapped Criterion to do the space combat this time around because their VR add on for Battlefront (2015) showed that it could be done better. By the same token, other games in the past may have had shooting sections which sucked. GTA V or Hitman in first person mode generally isn't all that great. One day, we may see different developer studios or teams that can more effectively improve the quality of these elements and tie them together.
 
I think you're on the right track with where the big popular AAA MP games are going. I'd disagree that there aren't plenty of people that still want to experience a written story in single player or co-op though. Borderlands is a good example of this, and a lot of people enjoy it. It's fairly open world (with some areas artificially locked for story progression, because it is fairly story-driven. If you opened up all the areas, and removed the story element, you'd be left with a very bland Fallout clone with cel shaded visuals basically. I don't think (or at least hope) nobody would really want to play that. Look at how many people are excited for Wolfenstein. That's single player only, and 100% story driven. It looks a little more open than the previous ones, but it's still Machine Games. I like some open world games. I like multiplayer games too. However, if that's all I could play as we move into the future, I'd probably stop playing games. More and more I'm playing indie games, 2D games, etc. that focus on story, or very specific types of game mechanics. I can see a big budget GTA-style life simulator with no consequences, or something like that being fun too. I do play GTA, but it's definitely not my go-to style of game.
 
I think you're on the right track with where the big popular AAA MP games are going. I'd disagree that there aren't plenty of people that still want to experience a written story in single player or co-op though. Borderlands is a good example of this, and a lot of people enjoy it. It's fairly open world (with some areas artificially locked for story progression, because it is fairly story-driven. If you opened up all the areas, and removed the story element, you'd be left with a very bland Fallout clone with cel shaded visuals basically. I don't think (or at least hope) nobody would really want to play that. Look at how many people are excited for Wolfenstein. That's single player only, and 100% story driven. It looks a little more open than the previous ones, but it's still Machine Games. I like some open world games. I like multiplayer games too. However, if that's all I could play as we move into the future, I'd probably stop playing games. More and more I'm playing indie games, 2D games, etc. that focus on story, or very specific types of game mechanics. I can see a big budget GTA-style life simulator with no consequences, or something like that being fun too. I do play GTA, but it's definitely not my go-to style of game.

I never said anything about story. I don't think that story based games are going anywhere. I think that big developers undervalue it, but that story driven games will remain popular.
 
I never said anything about story. I don't think that story based games are going anywhere. I think that big developers undervalue it, but that story driven games will remain popular.

Yeah, nothing says these all have to be mutually exclusive either. I'm just hoping as games continue to advance that we still have games and not reality simulators. (Or both is fine too. I just don't want people to forget to make game(ish) games.)
 
In the past few days design have released several articles streamlining and consolidating everything according to their current plans as new gameplay elements come online in 3.0 (ship roles, cargo, the new turret system, rebalanced speeds, weapons and hardpoints, ordinance, etc).

https://robertsspaceindustries.com/comm-link/engineering/16163-The-Shipyard-Careers-And-Roles
https://robertsspaceindustries.com/comm-link/engineering/16170-The-Shipyard-Ship-Mass
https://robertsspaceindustries.com/...16172-The-Shipyard-Ship-Technical-Information
https://robertsspaceindustries.com/comm-link/engineering/16179-The-Shipyard-Ship-Thrusters-And-You
https://robertsspaceindustries.com/comm-link/engineering/16181-The-Shipyard-Weapon-Hardpoints
https://robertsspaceindustries.com/comm-link/engineering/16190-The-Shipyard-Ordnance-Hardpoints
https://robertsspaceindustries.com/comm-link/engineering/16185-The-Shipyard-Turrets
https://robertsspaceindustries.com/comm-link/engineering/16193-The-Shipyard-Other-Ship-Items
https://robertsspaceindustries.com/comm-link/engineering/16204-The-Shipyard-SCU-And-Cargo-Capacity
https://robertsspaceindustries.com/comm-link/engineering/16205-The-Shipyard-Variants-And-Modules


All culminated in the release of the updated ship stats page:

https://robertsspaceindustries.com/ship-matrix

Well worth the read if you are interested in the min-maxing aspect.


https://robertsspaceindustries.com/comm-link/citcon-featured-content/16174-CitizenCon-2947-Details

Citizecon this year has grown considerably. Instead of being a single 1-2 hour presentation it has been expanded with an large amount of hands on content for attendees to experience. You can try the face tracking over IP tech being integrated into the game (10 lucky people will have their faces scanned and used as NPCs in the game). There will be an expanded/enhanced version of the 3.0 that was seen at Gamescom with 24 stations for people to play in. There will be live demonstrations of creating a planet, a solar system, customizing weapons all from scratch.

There will also be several developer panels discussing a good number of topics. Concierge members earlier today got a sneak preview of a brand new game mechanic: Building your own Outposts. Even the smallest moon in the game has a truly vast amount of terrain that can be used for gameplay, to facilitate access to it (aside from being able to take ownership of already existing outposts) players will be be able to deploy/construct their own outposts manufactured and deployed in the new ship from Consolidated Outland, the Pioneer.

Flying-Shot-Top-Dunes.jpg


Alderin-Landed-Snow-Shot.jpg


In all it will be over 6 hours long and as always it will be livestreamed on twitch starting in just over 5 hours from now around 2PM Frankfurt, Germany time.

https://www.twitch.tv/starcitizen

We now return you to your regular programming featuring expert lawyers, game programmers/designers and project managers from Armchair University :)
 
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I believe Chris Roberts had good intentions when he started out. I think he truly wanted to make good on his promises. However, I think the way CIG was built allowed him access to allot of money with little accountability. I think he and those closest to him at CIG have ultimately squandered the money and haven't concentrated on the product as much as they should have. I think a lot of money was spent without hiring the right people to keep this project on track. Effectively, I think he had noble goals when he started out, but the money proved too tempting to resist. He's lost sight of his goals and Ponzi-Citizen as presented initially will never be a reality. I hope I'm wrong, but again, I fully expect to see this guy profile on American Greed or another show like it one day. He hasn't broken SEC laws necessarily, but he pre-sold goods that I don't think will ever be delivered. As someone else pointed out, I'm fairly certain that's against the law.

in europe potentially he broke a law if they're able to find a way to bend it to fit the narrative they want, in the US his hands are clean. as per the fine print on any game you're paying to use a product, not paying to buy a product and because the games playable whether it's ever finished or not doesn't matter. his only risk is that he drives himself and his company into bankruptcy and can't pay the people/companies working for him which then go after him for the money he owe's..
 
In the past few days design have released several articles streamlining and consolidating everything according to their current plans as new gameplay elements come online in 3.0 (ship roles, cargo, the new turret system, rebalanced speeds, weapons and hardpoints, ordinance, etc).

https://robertsspaceindustries.com/comm-link/engineering/16163-The-Shipyard-Careers-And-Roles
https://robertsspaceindustries.com/comm-link/engineering/16170-The-Shipyard-Ship-Mass
https://robertsspaceindustries.com/...16172-The-Shipyard-Ship-Technical-Information
https://robertsspaceindustries.com/comm-link/engineering/16179-The-Shipyard-Ship-Thrusters-And-You
https://robertsspaceindustries.com/comm-link/engineering/16181-The-Shipyard-Weapon-Hardpoints
https://robertsspaceindustries.com/comm-link/engineering/16190-The-Shipyard-Ordnance-Hardpoints
https://robertsspaceindustries.com/comm-link/engineering/16185-The-Shipyard-Turrets
https://robertsspaceindustries.com/comm-link/engineering/16193-The-Shipyard-Other-Ship-Items
https://robertsspaceindustries.com/comm-link/engineering/16204-The-Shipyard-SCU-And-Cargo-Capacity
https://robertsspaceindustries.com/comm-link/engineering/16205-The-Shipyard-Variants-And-Modules


All culminated in the release of the updated ship stats page:

https://robertsspaceindustries.com/ship-matrix

Well worth the read if you are interested in the min-maxing aspect.


https://robertsspaceindustries.com/comm-link/citcon-featured-content/16174-CitizenCon-2947-Details

Citizecon this year has grown considerably. Instead of being a single 1-2 hour presentation it has been expanded with an large amount of hands on content for attendees to experience. You can try the face tracking over IP tech being integrated into the game (10 lucky people will have their faces scanned and used as NPCs in the game). There will be an expanded/enhanced version of the 3.0 that was seen at Gamescom with 24 stations for people to play in. There will be live demonstrations of creating a planet, a solar system, customizing weapons all from scratch.

There will also be several developer panels discussing a good number of topics. Concierge members earlier today got a sneak preview of a brand new game mechanic: Building your own Outposts. Even the smallest moon in the game has a truly vast amount of terrain that can be used for gameplay, to facilitate access to it (aside from being able to take ownership of already existing outposts) players will be be able to deploy/construct their own outposts manufactured and deployed in the new ship from Consolidated Outland, the Pioneer.

Flying-Shot-Top-Dunes.jpg


Alderin-Landed-Snow-Shot.jpg


In all it will be over 6 hours long and as always it will be livestreamed on twitch starting in just over 5 hours from now around 2PM Frankfurt, Germany time.

https://www.twitch.tv/starcitizen

We now return you to your regular programming featuring expert lawyers, game programmers/designers and project managers from Armchair University :)

I think you should have a CON for your product once that damn thing is completed. I don't want to celebrate 5 years of almost nothing except them paying money to host a CON.
 
I think you should have a CON for your product once that damn thing is completed. I don't want to celebrate 5 years of almost nothing except them paying money to host a CON.

It's how they can keep stringing people along and generate an influx of cash. It's advertising dollars and a chance to show off what little they do each year.
 
The planetary city tech looks incredible. Not sure its worth another 2 year delay, but incredible nonetheless. Same with the new animation systems.
 
Basically.

If Chris Roberts tells you it will take two more years, you can easily double that number.

He has a history of parading sexy new technologies while over hyping the release date.

And you can be sure they won't start development before they release 3.0, since it's obviously their entire focus. So tack on another year or two to that.

I hope the true believers have unlimited patience and unlimited funds to donate for jpegs, cause this won't be ready anytime soon.
 
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Wow, that is exactly what I have been waiting for. Walk around a planet in first person, get in your spacecraft, take-off and fly around the city/planet surface, climb and leave the atmosphere to a space-station, walk around the space station, warp to another systems planet, enter the atmosphere, land on the planet and walk around first person. All seamlessly!

I can forgive them for taking many more years to develop as they are pushing the envelope in all directions.
 
Damn it I wanted to trade my Polaris in so I could get a Pathfinder but I missed out. I haven't been keeping up as much as I should theses days, but holy crap I was so happy about base building, and that planet tech is amazeballz. I really hope they licence some of this tech to there devs after a while so the whole industry can benefit from it.
 
In the past few days design have released several articles streamlining and consolidating everything according to their current plans as new gameplay elements come online in 3.0 (ship roles, cargo, the new turret system, rebalanced speeds, weapons and hardpoints, ordinance, etc).

https://robertsspaceindustries.com/comm-link/engineering/16163-The-Shipyard-Careers-And-Roles
https://robertsspaceindustries.com/comm-link/engineering/16170-The-Shipyard-Ship-Mass
https://robertsspaceindustries.com/...16172-The-Shipyard-Ship-Technical-Information
https://robertsspaceindustries.com/comm-link/engineering/16179-The-Shipyard-Ship-Thrusters-And-You
https://robertsspaceindustries.com/comm-link/engineering/16181-The-Shipyard-Weapon-Hardpoints
https://robertsspaceindustries.com/comm-link/engineering/16190-The-Shipyard-Ordnance-Hardpoints
https://robertsspaceindustries.com/comm-link/engineering/16185-The-Shipyard-Turrets
https://robertsspaceindustries.com/comm-link/engineering/16193-The-Shipyard-Other-Ship-Items
https://robertsspaceindustries.com/comm-link/engineering/16204-The-Shipyard-SCU-And-Cargo-Capacity
https://robertsspaceindustries.com/comm-link/engineering/16205-The-Shipyard-Variants-And-Modules


All culminated in the release of the updated ship stats page:

https://robertsspaceindustries.com/ship-matrix

Well worth the read if you are interested in the min-maxing aspect.


https://robertsspaceindustries.com/comm-link/citcon-featured-content/16174-CitizenCon-2947-Details

Citizecon this year has grown considerably. Instead of being a single 1-2 hour presentation it has been expanded with an large amount of hands on content for attendees to experience. You can try the face tracking over IP tech being integrated into the game (10 lucky people will have their faces scanned and used as NPCs in the game). There will be an expanded/enhanced version of the 3.0 that was seen at Gamescom with 24 stations for people to play in. There will be live demonstrations of creating a planet, a solar system, customizing weapons all from scratch.

There will also be several developer panels discussing a good number of topics. Concierge members earlier today got a sneak preview of a brand new game mechanic: Building your own Outposts. Even the smallest moon in the game has a truly vast amount of terrain that can be used for gameplay, to facilitate access to it (aside from being able to take ownership of already existing outposts) players will be be able to deploy/construct their own outposts manufactured and deployed in the new ship from Consolidated Outland, the Pioneer.

Flying-Shot-Top-Dunes.jpg


Alderin-Landed-Snow-Shot.jpg


In all it will be over 6 hours long and as always it will be livestreamed on twitch starting in just over 5 hours from now around 2PM Frankfurt, Germany time.

https://www.twitch.tv/starcitizen

We now return you to your regular programming featuring expert lawyers, game programmers/designers and project managers from Armchair University :)


What did they say about SQ42?
 
https://robertsspaceindustries.com/comm-link/engineering/16205-The-Shipyard-Variants-And-Modules

So much links and all surface and fluff. Still nothing about the meat and bones of a game, still no finished core components, still no coherent game to speak of.


All culminated in the release of the updated ship stats page:

https://robertsspaceindustries.com/ship-matrix

Well worth the read if you are interested in the min-maxing aspect.

Yes, dream little gamers, dream about your JPEGs, dream about how you will use your ships and outfit them, dream of all the possibilites...Just look at the pretty pictures. You could have your own JPEG dream machine for just $XXX!
 
Yes, dream little gamers, dream about your JPEGs,



Only trouble is, gee whiz
I'm dreamin' my life away

I need you so that I could die
I love you so and that is why
Whenever I want you, all I have to do is
Drea-ea-ea-ea-eam, dream, dream, dream
Drea-ea-ea-ea-eam
 
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Let's say it's 100% that this game will be delivered...does nobody else have a massive problem with all these users buying all the ships in the game with real money before it is even released? Like, great, day one on the servers and people are flying around capital class ships (or whatever) while everyone else gets into their basic fighters. The real money for in-game multiplayer benefits alone should be a massive red flag from a strictly gaming perspective.
 
Ok, good one! :D

Well of course CR is going to provide them with their very own segregated, special set of custom servers to play on with much grander content of course! The general public will have to play on a much more plebian set of regular servers in their own universe.
 
Ok, good one! :D

Well of course CR is going to provide them with their very own segregated, special set of custom servers to play on with much grander content of course! The general public will have to play on a much more plebian set of regular servers in their own universe.

Umm, at the risk of being thrown out of said servers, yeah, we've all been playing the full game for years now on private, VIP servers.. Where have you been?


:p
 
Let's say it's 100% that this game will be delivered...does nobody else have a massive problem with all these users buying all the ships in the game with real money before it is even released? Like, great, day one on the servers and people are flying around capital class ships (or whatever) while everyone else gets into their basic fighters. The real money for in-game multiplayer benefits alone should be a massive red flag from a strictly gaming perspective.

Its not that big of a deal, when they likely wont have the in game credits to fuel and operate any of those ships right away.

Also the point of players making up a small fraction of the actual encounters in the game. NPC's will already be operating the same larger ships before the players so you have to already be careful not to over step or over reach what you try to take on.

It does not really matter what other players may or may not have just what you have and do what you want to do in the verse, no matter what there will always be a bigger fish in the sea, the NPC's are already set up that way, so a few player wont matter much.
 
I've always had mixed feelings about the mega ship purchases. On the one hand, if I was going to spend a lot of money on a ship, I'd want it to be a significant advantage gameplay-wise. On the other hand, I think it's stupid to be able to pump money into an MP game to get top-tier items.
 
I've always had mixed feelings about the mega ship purchases. On the one hand, if I was going to spend a lot of money on a ship, I'd want it to be a significant advantage gameplay-wise. On the other hand, I think it's stupid to be able to pump money into an MP game to get top-tier items.

Personally, I wouldn't want anything I'd have to cooperate with more than maybe 2-3 people to use properly either. :D I can't count on... ...one... ...finger the amount of times a year that I can organize any time to play with my friends. I guess if you have the money, crew, time, etc. to actually make use of it, then great though.

As far as paying to get it... I have mixed feelings as well, but hey, if you've got the resources, I guess it's a trade-off. I think if this game actually beats the odds and fully materializes though, there will be enough space, and enough things to do to where it won't matter THAT much.
 
You'll want to upgrade most of the gear (weapons, engines, shields, scanners, etc.) on the stock ships to really get the most out of them. Some still have empty hardpoints with their default config. I expect it to be like EVE and I think ED where a big chunk (like half) of the ship value is in the top-end modules if you want to do well. The best weapons in the game right now are only 3/5 star rating and most are 2 or less. Think of it like a freshly top level character in an MMO with all green quality gear, you're really only half way there.

They've also said you'll want to keep a small ship to start with since out of the gate you'll need to gain reputation before NPCs will give you the really good missions, no matter how nice your big expensive ship is. Also, the more expensive or rare the ship is the longer it will take to replace when you make a noob mistake and wreck it.
 
Its not that big of a deal, when they likely wont have the in game credits to fuel and operate any of those ships right away.

Also the point of players making up a small fraction of the actual encounters in the game. NPC's will already be operating the same larger ships before the players so you have to already be careful not to over step or over reach what you try to take on.

It does not really matter what other players may or may not have just what you have and do what you want to do in the verse, no matter what there will always be a bigger fish in the sea, the NPC's are already set up that way, so a few player wont matter much.

"it doesn't matter what other players have or do in an online game with heavy PvP elements!"

- a smart person
 
New Mustang, all current and future owners will be getting this new updated version just like the recently improved Aurora.

DUmVlTo.jpg


Old/Current version for reference:

image_star_citizen-26796-2615_0002.jpg
 
"it doesn't matter what other players have or do in an online game with heavy PvP elements!"

- a smart person

It is mostly PVE, with some PVP mixed in when you do encounter other players.

its really not going to matter...

lets say they sold 5000 Idris firigates, that is 1 for every 400 players you could run into assuming they are even using it. The odds of running into one are even worst when you consider there is supposed to be at least a 10-1 NPC to player ratio so running into a player owned/pledged Idris would be extremely rare.

And not every one of them is going to even be hostile to you either since a lot of them are owned by UEE sided players, they are not all owned by pirates. further reducing the odds of running into a hostile pledged capital ship
 
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