Star Citizen Online - The search for more money

Valderen

Space Pirate
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They would make more than $12 a box since they don't have a publisher. Steam takes 30% so they would make 70%.

I doubt they'll go that way though. They already have the infrastructure to sell it themselves, although they would have to accept a few more payment options.
 

Variise

N00b
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The thing about Squadron 42 is that they won't make anything from the almost 900K pledgers who get Squadron 42 free with their pledge. So they'll only start bringing new cash after that, which I think they do very easily and since they have no publisher it's all money in their pockets.

They don't seem to be losing much steam either, almost 2 millions in a week with the hull series, and this after some buggy release with 1.1.1, and seemingly missing their target release with Star Marine. So it would seem people still have a lot of faith in them.
Star Marine was held up not because it doesn't work but rather because they themselves found it boring after playing it endlessly for weeks. The logic behind it is that it wasn't any better than games like BF Hardline and CoD. The pace was a bit different but that's it. What they were missing is cool features that they planned to implement later. They had a big pow-wow with Chris and others before he went off to direct SQ42 and had to decide if they wanted a version of Star Marine out that was exactly like AC was when it first launched or make it more mature feeling and more in line with what AC is now. The decision was to push the release date and insert more features.

So basically Star Marine will be more feature complete when we do see it. It will also get an even newer version of the skeleton that they found they needed for the performance capture for SQ42. Those performance captures, well some of them anyway, will also make their way into Star Marine. They are basically using Star Marine as a base from which to build out into SQ42 which right now is filled with assets and tons of place holders but nothing else.

I still think people will be disappointed no matter what they do but if they can make a more stable code and platform for it with more features that's great. This also gave them a great excuse since the German team is re-building much of the inner functionality of CryEngine and that's going straight into Star Marine and AC in the next few months.

Don't expect Star Marine until at least July IMO.
 

Mist

REEEEeyore
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Star Marine doesn't have to be game changing. The game changing part is when it's actually implemented with the space sim around it, and you can board capital ships and stations.

They need to realize they don't have to reinvent the wheel for gameplay, they just need to build a cohesive universe. If you want to spice infantry combat up a bit, make the suits do interesting things like in Crysis. I mean, fuck, they HAVE half of Crytek already.
 

Ukerric

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"PC Retail" is Steam, Gamersgate, GOG, etc. Physical stores are obsolete.
Note that those stores perpetuate the average margins, despite the fact that they no longer have inventories and much in the way of staff to pay.

As demonstrated by the recent brouhaha from the Skyrim paid mods on Steam, where the modders discovered that they'd get 25%, Steam 25% and Bethesda (acting as publisher) 50%.
 

Zaphid

Trakanon Raider
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I can hear Derek Smart furiously masturbating.

It looks nice, but they don't give out much info about the actual game balance, do they ?
 

Treesong

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I'll admit I would like to hear a bit more about resourceflows in the Universe. Supply and demand, auctionhouses, prices, market fluctuations, how distance comes into play for transports, piracy and such with some number-crunching examples.

Let us say the ultimate goal in this game is to make money. Money buys you ships, the more money, the cooler the ships. Maybe a lot of money will buy your company a Base somewhere so there's the group thing. Same thing, need money. And once people have money and assets, you can also have pirates and PvP. This seems to me the basic premisse of the game.

How does a Hauler make money? How does a miner make money? How does a Repairship or Fueler make money? A soldier/military company? A Trader? A Prospector or Scout? I know we have seen some examples but I think this is the big unknown still: how will they create this Economy especially with the whole instance thing? I am sure they have an Economist or something in their team, I would like to see an article by him.
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Blackwulf

N00b
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I'll admit I would like to hear a bit more about resourceflows in the Universe. Supply and demand, auctionhouses, prices, market fluctuations, how distance comes into play for transports, piracy and such with some number-crunching examples.

Let us say the ultimate goal in this game is to make money. Money buys you ships, the more money, the cooler the ships. Maybe a lot of money will buy your company a Base somewhere so there's the group thing. Same thing, need money. And once people have money and assets, you can also have pirates and PvP. This seems to me the basic premisse of the game.

How does a Hauler make money? How does a miner make money? How does a Repairship or Fueler make money? A soldier/military company? A Trader? A Prospector or Scout? I know we have seen some examples but I think this is the big unknown still: how will they create this Economy especially with the whole instance thing? I am sure they have an Economist or something in their team, I would like to see an article by him.
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I'm not sure how much you follow the game, so if this stuff is old news and you mean you just wanted more info, my apologies:

Design overview of the SC economy:

The Star Citizen Economy - Roberts Space Industries


Design overview of mining in SC:

Star Citizen Careers: Mining - Roberts Space Industries


Design overview on how cargo will work in SC:

Cargo Interaction - Roberts Space Industries
 

Treesong

Bronze Knight of the Realm
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Thanks Blackwulf, had never read that first link, a very interesting read. I had heard something before about an NPC workforce padding the Economy when player do not join in. Sound hugely complex and very innovative. What an experiment this game is.

I guess at first most of the demand for goods and services will be created by NPC forces, untill players can take over part of this when they start to operate Mines and manufacturing plants and such. I wonder ho much "demand" has already been met by the thousands of finished ships that will enter the game at launch. Though I guess that the need for outfitting these ships will give a nice boost to kickstarting the player-run economy. Hopefully the NPC shops will not have most of the fittings readily available in their shops. Though undoubtedly they will have some.
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Sylas

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Eve did that in the beginning. Then gradually the players took over the entire economy and they removed all npc goods from the market. I'm pretty sure they still have NPC transports and such flying around from station to station transporting/delivering "goods" but it's just aesthetics at this point. You can still cargo scan them, blow them up, loot them etc but it's mostly in high sec so it's not really profitable.
 

Running Dog_sl

shitlord
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Eve did that in the beginning. Then gradually the players took over the entire economy and they removed all npc goods from the market. I'm pretty sure they still have NPC transports and such flying around from station to station transporting/delivering "goods" but it's just aesthetics at this point. You can still cargo scan them, blow them up, loot them etc but it's mostly in high sec so it's not really profitable.
Elite : D also does something like this, although players can't manufacture anything (so goods are just magically created at NPC stations). The trick with these kind of economic simulations where you have mixes of player and NPC traders and manufacturers is to make them dynamic enough to stay interesting, while not so dynamic that things get out of hand. If you make the NPCs too good at picking up any "economic" slack, then players get squeezed out. If you don't make the NPCs responsive enough then that can create play balance and even background simulation problems (what happens if not enough food / beer / ammo gets through?).

Bottom line is it's trickier to get right than it may seem.
 

Utnayan

F16 patrolling Rajaah until he plays DS3
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So at this moment in time, is it worth $45 to buy a package and play? Or would it just be better to wait for launch at this point?

Pretty fired up for this as I loved Wing Commander, but was severely addicted to Privateer when I was a kid.
 

Mist

REEEEeyore
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You might have to grind the PvE map 4-5 times in order to rent a Gladius or something to shoot people with, but yes, its definitely playable right now.

That said, the current build isn't super stable, I would wait until they get the dogfighting module a little more stable as they move onto the FPS module.
 

Valderen

Space Pirate
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As long as you understand what you're getting into. A very early alpha of a single module of the game, it has bugs, a bit unstable at times, and not balanced...it's an alpha
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Also almost every patch is a 20GB download, so if you're capped for bandwidth or have a slow connection it might be an issue.

All that said, it's still really fun.
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It has a few gameplay mode:

1- Free Flight
2- Vanduul Swarm(kill waves after waves of NPC ships)
3- Battle Royale(kill other players in free for all)
4- Capture the Core(team based capture the flag)
5- Racing(3 different tracks)

The $45 package gets you Squadron 42(single player campaign) and Star Citizen (MMO) when they come out so it's good value for that even if you don't enjoy what's in there right now.
 

Utnayan

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Ok. Thanks all. I'll probably wait until I am finished with Witcher 3 and then see where this is at.
 

Variise

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It's funny you mention that. That's exactly what happens. They are already experimenting internally with versions of the various textures/models based on the economy of a landing zone/planet. It will change quite drastically based on the economy. Lots of riffraff will appear in the open. People will try to shiv you for your trousers and boots.

Prepare your anus.
 

Nija

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C'mon man, you have to be trolling at this point. That kind of shit never, ever makes it into games.
 

Nija

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I think I have it figured out. The last time that I have heard so many pie-in-the-sky features for a game was the Ultima Online FAQ, ~1996, which featured some great nuggets like if you killed too many deer in the forest, dragons would have to start attacking towns to get their food. Yes, because dragons hunt deer in the forest.

The reason that Star Citizen has so many absolutely unattainable design goals is because that was the last time Chris Roberts actually mattered - roughly 1996. Star Citizen picks up RIGHT where the industry, as he knew it, left off.

Godspeed, brain damaged backers. Godspeed.