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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-18 12:59am
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SMAKIBBFB
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PC Gamer has published the system specs as they stand:

Minimum:
Dual core CPU
GTX 460
4GB of system memory

Recommended:
i7 2500, 2600, 2700
GTX 670 or better



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-18 06:18am
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That... is not saying much, really. But usually space games are just empty space so there's not that much to render.



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-18 11:48am
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^^ Time to upgrade. I'm still running an i5-760 and 9600GT.

I'm interested mostly in the single-player aspects. I'm a major fan of X.

Problem is, I'm fucking broke right now.



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-18 12:08pm
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Good thing even the alpha is a year away. I can run it now, and the full game's launch date is not far after my hazily-projected next upgrade date, so I'm in good.



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-20 03:44am
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StarSword wrote:
^^ Time to upgrade. I'm still running an i5-760 and 9600GT.

I'm interested mostly in the single-player aspects. I'm a major fan of X.

Problem is, I'm fucking broke right now.


Upgrade the GPU only, since it belongs in the museum. CPU will do you fine, modern games rarely can tackle quad core CPU's, so don't succumb into the "I need an i7 to play games". Truth is, i5 is everything you need right now.



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-20 03:46am
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I am also curious how he wants to create immersion in a space mmo. USS Trolololo or ISS Captain Chewbacca (no offense, saw that ship name in EVE once) is a video game equivalent to granny porn.



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-20 04:50am
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If you map and "unlock" a new system you get to name it.

"Where is your base?"
"It's in the FuckingNiggerLover sector, you need to jump from DieFags through the YoMamasPussy-21 gate and then take the NoFatChicks-19 gate to IWannaShitOnGirlScouts. We've got a beacon there."



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-20 07:25am
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Don't be silly ando. Everyone knows that sort of behaviour is the domain of those that lower themselves to playing video games on consoles. PC gamers would never be so coarse.

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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-20 12:18pm
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Well, if new systems are introduced at a slow enough pace, they'll be easy for the devs/GMs to monitor and slap people around for. Ship/character names are easy to slip by that level of enforcement, but if a half-dozen systems are introduced in a month (just to pull a number out of my ass), they'll stand out like sore thumbs if asshats give them retarded names. Depending on how much that practice irritates the developers, enforcement could easily range from simply renaming it to renaming and removing the payout for being the one to map the system to worse smackdowns. If they do that a few times early-on, I think the message will get around.



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-20 08:41pm
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For those who are interested, here is an interview with Chris Roberts by an EVE news site. Quite a few EVE players and ex-EVE players are viewing this as a second chance for an EVElike game, and quite a few others are hoping it will at least light a fire under CCP's ass to get them moving.



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-20 08:42pm
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Get them moving to do what? It's game will be a shooter, not a click and wait game.



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my first manager and I spent the better part of an hour in his office asking an insanely hot female employee to go through the "B" authors in the Lit section. Why? Because that would make her climb up on the ladder right where the security camera was and gave us a perfect view of her perfect gazongas
whatisprojectzohar.com

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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-20 08:51pm
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By offering competition in the sandbox spaceship MMO genre.



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-20 09:27pm
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Right, and this will get them to do ... What? Admiral Freelancer isn't going to have the kind of spreadsheets EVE has and EVE will never have the kind of direct action you'll see in Star Patrol.

Wait I guess there's that abortion of a PS3 shooter. :v



Elfdart wrote:
my first manager and I spent the better part of an hour in his office asking an insanely hot female employee to go through the "B" authors in the Lit section. Why? Because that would make her climb up on the ladder right where the security camera was and gave us a perfect view of her perfect gazongas
whatisprojectzohar.com

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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-20 09:39pm
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Quote:
Right, and this will get them to do ... What?

EVE players? Throw money at it in the hopes that it will be "EVE 2: Without the Spreadsheets This Time".
CCP? I don't know. I think some people expect that it will force them to pull attention away from Dust and WoD and put it back on EVE.



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-24 02:15am
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All hardcore EVE players I know are there because of the spreadsheets. I am quite surprised they view Star Citizen as an "Eve's second chance".

It's like saying Simcity is competition to GTA because they both take place in a city.



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-24 03:34am
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Are most of the hardcore EVE players you know carebears, industrialists, or station traders?



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"Essentially, all models are wrong, but some are useful." - George Box

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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-26 03:28am
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Kingmaker wrote:
Are most of the hardcore EVE players you know carebears, industrialists, or station traders?


What else is there to do?



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-26 09:37am
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The average one hundred thousand ships destroyed per year between the Red Federation and Blue Republic alone would suggest that PVP might enter into it.



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-10-31 12:36pm
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I meant the part where you actually PLAY the game, not watch an excel spreadsheet dogfight.



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-11-08 06:42am
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Seems like David Braben want to get in the kickstarter action as well.

http://www.kickstarter.com/projects/146 ... -dangerous



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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-11-08 07:07am
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Well, looks like they not only met their goal but are almost a million bucks ahead of it now.

Guess we'll see if they can really put their money where their mouth is.



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And we risk all that is pure..." - Angela & Jeff van Dyck, Forever (Rome: Total War)

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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-11-08 02:59pm
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Eh, I'm not feeling the bile on this. I wish people would stop the anti-console ranting, it feels like a pitiful kind of revenge smearing for the eras where PC gaming was touted as dead or dying or whatnot. Never made any sense to me then, never made me mad (maybe concerned) and nowadays I still feel the same way. I have a PS3 that I've not used in, like, a year, but the idea that these are anything other than different hardware options is such a childish thing.

Console gamers are a very broad audience. I think the piracy bit is vastly overstated, but there are exceptions, and there's lots of money to be made on consoles. A developer should never shun consoles, but they should never give in to the urge to use the same UI for both. Suffering from Consolitis is a serious problem for a game on the PC, and trying to play the XCOM game has made me really bang my head on the table sometimes because of crappy mouse controls and a hopelessly and purposelessly cluttered interface.

If he wants to deliberately lose money by not shipping a fuglier version of his monstrosity to a console then, well, okay. I guess someone else will just clone a knockoff and steal all his ideas and make that money instead.

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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-11-08 05:15pm
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Covenant wrote:
Eh, I'm not feeling the bile on this. I wish people would stop the anti-console ranting, it feels like a pitiful kind of revenge smearing for the eras where PC gaming was touted as dead or dying or whatnot. Never made any sense to me then, never made me mad (maybe concerned) and nowadays I still feel the same way. I have a PS3 that I've not used in, like, a year, but the idea that these are anything other than different hardware options is such a childish thing.


It's a shallow attempt to con money out of PC fatnerds by validating what they talk about on web forums.

Seems to have worked, too.

I love how he talks up the manly thrusting power of the PC and then says that his actual design goal isn't much more than Freelancer with the persistent universe thing actually being a fancy matchmaking scheme (in the arstechnica review).

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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-11-08 05:26pm
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It's sad but burnout style ad-hoc multi is way more interesting than yet another MMO. Amusingly it's a play mode well suited to consoles. :v



Elfdart wrote:
my first manager and I spent the better part of an hour in his office asking an insanely hot female employee to go through the "B" authors in the Lit section. Why? Because that would make her climb up on the ladder right where the security camera was and gave us a perfect view of her perfect gazongas
whatisprojectzohar.com

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 Post subject: Re: Star Citizen - Space Combat Sim MMO PostPosted: 2012-11-08 10:25pm
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I actually played one of the Wing Commander games on a console and it did just fine. Console controls are absolutely doable for a space sim. There was even a rather arcadey space sim that I swear Microsoft helped make and it ran off of the mouse. Was that Freelancer? I swear it was. It worked great with a mouse and would work great on a controller too. Sure it may look like ass on a console but that's a console user's problem. If they want to loot less idiotic they could at least release it for XBAWKS. The PS3 development environment is, from what we've seen, an absolute nightmare but getting PC shit to run on an XBAWKS is the same as getting it to run on a PC because it's basically a damned PC already. This is like someone saying "This game is coming out for Non-Gateways only! Fuck you cowboxes!"

I honestly couldn't care less. I've tossed a handful of bucks to kickstarters in the past and been a beneficiary of a successful Kickstarter project in the past. It can work but I honestly cannot get behind this one until I know what the fuck he's planning to do with it. Pretending to be Han Solo in the Millennium Falcon was fun when Privateer came out but they've not expanded the concept much since then, except with EVE and I feel that EVE is about as far from fun as I've seen. If they want to do more with this game and make it something unique, I'd really like that. I'm still dying for a successful space captain simulator--not that one that makes you and your buddies play the 5 roles, but you know, like a Privateer game that has me actually with a crew.

I suppose some people like the idea of being a little independent freight-hauler dragging cargo in the back of their Space Truck or something, but unless you're smuggling I can't imagine small independent freighters are very profitable to run... so whatever, anyway. Yeah. Whatevs. Apathy is all I can dredge up right now.

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