You guys shouldn't worry so much. I'm sure they've wasted a ton of the pledged money on expensive lawyers and CPAs to ensure they've covered their tracks when it comes to the ways they've wasted a ton of the pledge money and made their customer base agree to it.
Well, I honestly dont think this is a question of "hahahahaha lets scam $115 millions and run off to an tropical isle once we milked the cashcows as much as possible! *twirl mustache*", its more of a "holy fuck we promised to make a game so advanced that NSA?s servers are gridlocked just trying to figure out the tech needed". To me it is a case of letting the customers expectations run wild while desperatly trying to produce something, anything, that could possibly be a shadow of all that has been promised.
Just looking at the features promised (blatantly stolen from another forum):
NPC Generation
Docking and Undocking Tech
Realistic Audio Options
Personally Owned NPCs
Farming
Procedural Tech
Tri-Monitor Support
Hangar and Planet Side Module
Your Name in the Game
Carriers
Getting Everyone into the Same Instance
Lowering Your Wanted Level
More Economical or Versatile Corvettes
Planetary Ship Entry
Repair and Items System Capability
Lowering Your Wanted Level
Manned Turrets
Character Customization
Ship connected to User Online/Offline Status
Picking Up Objects On Planets
Multi-Monitor HUD
Large Ship Damage Control Lockers
Dogfights Through Space Stations
Ship Persistence
Stealth Game Play
Ability for Privateers/Corsairs/Buccaneers
Landing on Planets
Procedurally-Generated Environments
Starfarer's Refueling Mechanic
Additional Star Systems
Rigging
Anchoring to an Asteroid
Kill Boards
NPC ranks
Thruster Trails
Non-Leathal Combat Modules
Raid Supply Shipments
Owning an Alien Ship
Hidden Ship Compartments
Catapulting Through Space
Locking Ships
Jury Rig Repairing
Dynamic Weather
Starting in the Stanton System
Automatic Battle Flight Pattern
Living Spaces
Insurance for Pilots
Future Mining
Escape Pods Functionality in Alpha 2.0
Personal Armor (FPS)
Extreme Ship Maneuvers
Your Inventory When The PU Goes Live.
Start up Sequence for Large Multi-Crew Ships
Voice Commands
Remotely Hacking Ships
Pacing NPC's
Incentives to keep your orginal Ship's Hull
Game Generated Missions
Communication Between Two Ships
Ship Armor
Controlled and Uncontrolled Space
NPC Crews
Guild Wars
Trading in Star Citizen
Inflation and Deflation
Hiring NPC's for missions
Travelling in Fleets
Tactical Game modes in FPS
Trading weapon in the FPS
Bounty Hunting
Player Generated Content
Loaner Multicrew Ships
Alien Language
Transiting Between Systems
Road to Developing Star Systems
Assigning Ships to Landing Zones
UI Customization
Radar features
Future Playable Maps
Ships Developed by the Community
Multicrew Ship Tech
Warning NPC's of Attack
NPC crew AI
Clothing Damage
Character Creator
Interior Damage System
Roaming Floating Structures
Ship Parking in the PU
Currency Usage
Hiring Programmers
Vehicles for Planetside
NPC dialogue
Electronic Warfare in the PU
Player Owned Cargo Space
NPC population in the PU
Salvaging in the 'Verse
Ships in my Hangar aging?
A Linux client?
In game Banking
VR in the 'Verse
Medic and Surgeon Skill progression
Mining and resource gathering
Fabricate weapons/armor/ship parts
FPS Armor Types
NPC control in FPS
Join in-progress free flight games.
Hangar parties & instancing.
Heavy personal armor.
Physical grappling beam.
Multicrew keycards.
Repairing Gold Horizon Space Stations
Taxation
Natural areas in the 'Verse
FPS environmental hazards
Store ore in your hangar
Organic ships
Ship spoofing
Non-combat ships relevancy
Search players for weapons
Flying a ship without a hud
Starting wars between the different races.
Using tractor beams defensively.
Flying while docked to another ship.
NPCs reaction to weapons.
Drop pods for soldiers.
Flying ships while limbs are damaged.
Using characters as crewmen.
Bounty Hunters and known associates.
Org recruiting NPCs.
NPCs using different loadouts.
Resources respawn in the PU.
NPC & Human scanning.