Star Citizen is a grand cosmic simulator

What is Star Citizen? According to the dry words of the official announcement – this is a computer game in the genre of space simulator exclusively for PC. The development of a certain Chris Roberts. For many, the name and surname of this person does not mean anything. But those who are older will remember such a famous series of games as Wing Commander. Wing Commander was able to go down in history as a game that popularized the genre of space simulators. After the stunning success of Wing Commander, no less successful Frelancer granted the stage. Chris at one time was able to touch even the first Need for Speed, but he acted in this project only as a consultant. Chris’s next step was the foundation of his own studio in Hollywood. As a producer, he worked on such remarkable films as the 2004 punisher, an arms baron and a happy number of slate. The latter, I must say, is in the top of KinoPoisk in 95 place.

All this makes us understand that Chris has extensive experience in creating large -scale projects. And this is very important, because Star Citizen was conceived primarily, as a revolutionary MMO of grandiose dimensions, where there are no levels, abilities and pumping and where the outcome of the battles depends solely on the personal qualities of the pilot and its skill for handling equipment. Star Citizen is the first project in its kind, where not the top characteristics of the weapon or the correct chosen and pumped abysses, but exclusively player skills decide everything. Within a reasonable, of course. But not only the multiplayer mode is limited by Star Citizen. A single company and personal closed servers, where players can change the settings and battle conditions will be present in the game. No one cancel and the possibility of customization in the manner of the universe X.

Star Citizen is developed as a game with a free choice. Players freely decide who they will become in the Game universe. No one by force will drive you hard frames. Here you can be what you want to be. The minister of the law, the pirate, the smuggler, the slaveor, the simple hard worker on the large and clumsy cargo ship or the mercenary, without unnecessary questions, performing contracts. Chris always dreamed of creating a sandbox, limited only by players’ imagination.

At the first entrance to the game, we will be asked to create our character, which we will subsequently manage, traveling around the stations. If the ship is large, then turning on the autopilot, you can take a walk around its cabins or take the place of the shooter, navigator or engineer. This is allowed not only on their ship, but also on the ship of comrades, if they need the help of a living person to fulfill a complex mission. If desired, it will be possible to go into outer space, and during the battle take the enemy ship on boarding. Trips by wheels are also planned, but there are no details about it.

Part 2. Star Citizen creation history

As we all know, Star Citizen went to Kikstarter, where players financed it well. But few are aware that players do not sponsor the entire development, but only those ideas that Chris and his team wanted to add after the release. Personal savings of Chris and the money of his private investors were taken as the basis. According to rumors, this amount is more than 20 million. dollars. The amount collected by the players for the beginning of December 2013 is 34 million. dollars. Most of these funds were raised on the official website of the game by selling ships.

The official record for the training camp on Kikstarter was 6,238,563 dollars. The last record belonged to the Project Eternity – $ 4,200,000.

Star Citizen is based on the Cry Engine 3 engine. At the same time, developers work closely with Crytek, constantly improving the engine. Thanks to this cooperation, the game is already supporting Linux and Oculus Rift. Naturally, Star Citizen will support almost all the joysticks, pedals, gamepads, rudders and system tracking systems.

At the moment, more than 120 people are working on the project and soon Chris plans to expand the staff. In addition to Kris’s team directly, 6 more studios work over Star Citizen.

1. Behavior. Are engaged in the development of a planetary module and character customization. Before that, they worked on the films of the rando and the ice age.
2. CGBOT. 15 employees out of 70 are now working on engineering study of ships. The head of the company and the old friend of Chris – Sergio Rosees heads the team. In the past, the team worked on Assassin’s Creed, Star Wars The Old Republic and some parts of Need for Speed.
3. Turbulent. Is working on creating an online module for the official game site. A certain analogue of Battelog.
4. Massive Black. Engaged in the preparation of art for Star Citizen. Almost all AAA developers collaborate with this studio. Massive Black was working on the creation of art for Mass Effect, Halo, Bioshock, Dragon Age, and T.D.
5. Studios Incan Monkey God. Is responsible for the entire text manual.
6. Void Alpha. Engaged in work on the planetary module.

Part 3. Stages of development

October 10, 2012 There was an official announcement of Star Citizen. On the same day on the official website of the game, funds were started. October 18, 2012 The start of the collection of money on Kikstarter was launched. Initially, the goal was to collect only 2 million. dollars in 40 days. This line was overcome already on the 15th day. November 17, 2012 The record set by the Project Eternity was broken ($ 4,200,000). By the end of the collection of funds (November 19, 2012), the amount amounted to 6,238,563 dollars. Also, when raising funds, “super -planned targets” were established – the goals performed in the recruitment of a certain amount of funds. We highlight only the main of them:

• Cabin decorative jewelry.
• The boarding of ships and near -battle weapons – pistols and machine guns.
• exit to outer space in a spacesuit. It is possible that it will be possible to repair armor or modules while from the outside.
• more than 100 star systems
• the ability to control the cruiser of the Bengal class, which often appears in rollers.
• Educational regime and plot company of 50 missions with a nonlinear plot and cooperative passage.
• additional 16 plot missions for those who participated in the training camp.
• completely orchestral musical accompaniment.
• Own recording studio
• Own MOCAP Studio for capture of movement and persons.
• Hollywood actors will engage in dialogs.
• Gibernation mode – preservation of progress in outer space.
• Full -length documentary "Behind SCs SC".
• Arena for training and participation in rating battles.
• the ability to build, capture and manage a limited number of space stations.
• first -person battles on some planets.
• Mechanics of the saliva and the opportunity to become the first discoverer of a new alien race.
• Public transport system.
• the ability to control bulkheads, repair and elimination of fires on ships of the Bengal class ships.

Star Citizen is planned to be released with “modules” – a few small pieces dedicated to a particular aspect game. IN August 2013 The Angara module was released, which is available to all users who participated in the fundraising for development. The hangar has complete access to your ships – you can sit at the helm, take a walk along the compartments, configure weapons. IN February-March 2014 The module of space battles based on the early alpha version will be released. First April 2014 The light will see the planetary module. A little later, in early June 2014, Launching the boarding module. IN early August 2014 Alpha version of the solitary regime will be launched. IN November 2014 – A full -fledged beta test, which will include a single mode and all the developments of MMOs that will be available at that time. And finally, in early April 2015 Star Citizen release will be released.

Part 4. Persistent Universe.
Sustainable and long-term universe

That is how Chris https://sagame77casino.co.uk/ calls the most tidbit of the Star Citizen pie – a multi -user regime. It will be very closely connected with the plot company. So, without passing the single, or without fulfilling certain purposes in it, the player to lose any opportunities in the multiplayer. For example, if you do not pass the single, t.e. Do not visit the service of the earth’s fleet, then in the multiplayer the player will have to pay a big fine. And while the debt is not returned, you will not be able to sit on the planet and station controlled by the land, and the police will not guard you.

After the release, the Chris team will release updates every two weeks, adding new systems, ships, modules, trade routes and global events that affect the entire universe. The characters we will play over time will grow old. The servers themselves will be built on the principle of mirrors.

Mirror – virtual copy of the star system, where only a certain number of players are allowed. In Star Citizen, this is limited to one hundred players.

This is done to reduce the lags and reduce the overall load on the server. If you play with comrades, then with a high degree of probability you will fall into one mirror. Naturally, players will have the ability to switch between mirrors. There will also be the possibility of unification into groups and fly on ships of comrades as a crew or passenger member.

Part 5. Monetization

Star Citizen will not be distributed by subscription and not the Free-to-Play model. To access the game, you will have to buy only one single time.

At the PAX 2013 conference, Chris was asked a question regarding the issues of “pay and win” and how he will support the server, pay the team and introduce new elements without constant monetary subtracting. To which Chris gave a detailed answer:

A system in which a person playing a game cannot get any thing except as paying real money, it is more than not satisfied and it seems to me wild. This gives an unjustified advantage to those players who pay for the game.

Thus, there will be not a single item in Star Citizen that could not be bought for the in -game currency. In addition, most of the things in the game can be obtained exclusively by gaming. According to Chris, the only thing that can be sold for the real money that is needed to maintain the project is the in -game currency. But at the same time, the purchase of the in -game currency will be tough limited.

It is very important for me that players who spend 40 hours a week in the game and players who can spend only 6 hours a week did not feel flawed. So we will balance the system in which the project receives financial feeding, and players do not get advantages if they have a lot of free time or free money.

Part 6. Starships. Physical model and upgrades

As a person who studied physics at the University of Manchester before he quit and go to create computer games, I can assure you that the physical model is absolutely realistic and capable of completely modeling the physics of the behavior of a solid body. I know this because I personally wrote a program code.
Chris Roberts

The physical model Star Citizen will fully correspond to the real physical model. But to attract a larger audience and creating a comfortable game, not professionals on each ship will be a system Fly-by-Wire. The principle of work this system is quite simple: the player sends electrical impulses to the on -board computer, and he, in turn, calculates when and with what power you need to run shunting engines to perform the pilot command. So, this extremely simple and effective system helps to fight inertia in maneuvering. But it should be remembered that the harder the ship and the greater speed it flies, the slower it will execute commands.

Star Citizen starships are designed according to all engineering rules and consist of hundreds of various details. Each ship passes 3 stages of design: industrial, engineering and design design. So, if the weapon that has been cleaned in the hull is installed on the ship, then compartments will be developed at the engineering design stage, into which the weapon will be cleaned. And this happens completely with each element of the ship.
The upgrades of the ship can be divided into 3 components: power plant, equipment and weapons.

The power plant at one time is divided into:

Absorption system – is responsible for the overall efficiency of engines.
Modifiers – engine cooling, frying chambers, acceleration blocks, etc.D.
Reactor – Energy installation of the ship. A nuclear decay, nuclear synthesis and antimatter reactor can be installed on the ship.
Traction engine – The main traction engine is this central engine of the ship used to accelerate. The low traction engine (maneuver engine) is used for maneuvers and inertia extinguishing.

All upgrades have both strengths and weaknesses. Massive intake systems increase the distance of the detection of your ship, powerful engines increase the weight and amount of heat secreted, etc.D.

The next upgrade is equipment:

Cargo compartment. There is also the ability to install a cargo compartment with scanning protection for smuggling or prohibited cargoes.
Internal partitions – increase in the strength of the ship.
Avionic – navigation, communication, etc.D.
Processing tools – devices that allow you to extract useful materials from asteroids.
Armory capacitor – increases the amount of energy that can be transferred from the reactor to the weapon.
Jumping engine – engine for moving between star systems.
Shield generator.

And finally, weapons. Star Citizen will have 8 levels of weapons:

Class 1 – Fixed guns.
Class 2 – capable guns deviate to a small angle for conducting more accurate fire without changing the trajectory of the flight of the ship.
Class 3 – weapons on supports – rockets, bombs, traps, etc.D.
Class 4 – Light ships turrets.
Class 5 – turrets of heavy ships.
Class 6 – Heavy turrets.
Class 7 – Front laser installations.
Class 8 – The main caliber.

Part 7. Game character

The developers have repeatedly said that they want to create a universe in which players will be able to become heroes. If you killed a pirate that half of the universe is looking for or performed a complex trading operation, then you must feel that you have done something grandiose and really complicated.

The saving system makes the players lazy, because they know that if they die, they will start the game from the last control point. If there is no risk, then there is no sense of victory "

Therefore, in the Star Citizen, a model will be implemented in which everything will be lost, starting with ships and equipment and ending with the character. But if the ship, cargo and equipment can be insured, then the dead character will not work out. But do not be discouraged, it is quite difficult to die forever here.

I want to see my character has visited the battles. I want to see that he lost the limb or received injuries as a result of the incident in space. If my character participated in space battles, I want to see scars on his body or a cybernetic hand on the site of a torn explosion of your destroyed ship. I want to go to another character in the bar and see that in front of me a combat veteran with scars that can confirm this.

To finally die, your character should get several damage that are not compatible with life. For example, if your ship is destroyed, but you managed to catapult and your rescue capsule was not destroyed, then the life crew will select you and deliver you to the last dance, where you stopped. At the same time you will not spend your lives. But if you did not have time to eject, then your character will wake up in the hospital. Depending on damage, you will receive a scar, or replacement of an organ or limb with a cybernetic. But if you died several times, then your body will not be able to recover after the next death and your character will forever leave this world, and money, rewards and reputation will go to your heir.

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