I think the game is going to be good, but that sort of dynamic changes never really pan out. Fable, Black and White, Radiant AI in Oblivion: it never feels as cool and organic as they make it out to be.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.
It's already being called the Girlfriend ship. I can totally see why too. There isn't a single hard edge on it. Plus it's a two seater.MISC Reliant Now Available! - Roberts Space Industries
Reliant concept sale is up. Kind of a B-Wing clone. Combat variant isn't out yet.
Might melt one of my starter packages to buy it, so I have something with LTI to CCU into something else.
Thats sorta my issue with this game (and before anyone bites my head off, I have already bought into it). From reading articles about the industry, their current $83 million collected for funding is about $20 million short of what is considered the minimum budget for a tripple A game. Yet, a lot of time and development obviously goes into designing the ships for the game rather then move the GAME production forward. To me that is sorta worrying since there has been a long time now since they showed us anything besides more ships. Sure, Arena Commander was/is a fun tech demo, but this game is not a x-wing vs TIE fighter clone, it is supposed to be so much more and we have yet to see anything beyond the "enter the arena...FIGHT!". Hell even the FPS part is further along the the persistent universe according to their webpage which is all sorts of wrong.Time will tell how this plays out but clearly a lot of $$$ has been spent to make these ships and various assets a reality. The awesome thing is this is only bits and bobs. There is also all of the assets for planetside with two of them in the final stages (they wanted at least 3 by the initial launch of the PU) and the FPS module which is even further along..
I am not saying thatthis little graphis gospel, but if there is any truth in it, then their budget actually exceeds that of SWtOR, which was 300 million?Thats sorta my issue with this game (and before anyone bites my head off, I have already bought into it). From reading articles about the industry, their current $83 million collected for funding is about $20 million short of what is considered the minimum budget for a tripple A game.
Those are good concerns, and I share them to some extent. I'm pretty optimistic, though (see how that worked out for me with ESO, hah), and if you read between the lines, you realize that their various studios and teams are working on pretty different things. While they have guys in Santa Monica and Foundry 42 working on making ships, assets, Squadron 42, etc., they have the guys in Austin and the new Germany office working on all the MMO bits, including the networking and tweaking of Cryengine source code (basically rewriting it) so that it behaves like an MMO.Thats sorta my issue with this game (and before anyone bites my head off, I have already bought into it). From reading articles about the industry, their current $83 million collected for funding is about $20 million short of what is considered the minimum budget for a tripple A game. Yet, a lot of time and development obviously goes into designing the ships for the game rather then move the GAME production forward. To me that is sorta worrying since there has been a long time now since they showed us anything besides more ships. Sure, Arena Commander was/is a fun tech demo, but this game is not a x-wing vs TIE fighter clone, it is supposed to be so much more and we have yet to see anything beyond the "enter the arena...FIGHT!". Hell even the FPS part is further along the the persistent universe according to their webpage which is all sorts of wrong.
Now, obviously they have a plan somewhere for putting it all together, but it seems to me that instead of doing the core game then expand they seem stuck in a "just put in another few millions and we will ALSO do this this and THIS!" grind without any end in sight.
We have other, longer term systems in the works that continue to progress closer towards completion. These systems are being worked on out of Austin with strong cross-over with Manchester and Denver (by our friends at Wyrmbyte).such as: Unique Global Entity ID system, Generic Instance Manager, Player Info Server, Presence Server, Universe Simulator, HUB Server, and Player Persistence. Much of this work is slated to have deliverables of first iterations in the month of May.the team is definitely making some solid progress!
FPS is coming in June or July at the latest, not sure what you're talking about.Thats sorta my issue with this game (and before anyone bites my head off, I have already bought into it). From reading articles about the industry, their current $83 million collected for funding is about $20 million short of what is considered the minimum budget for a tripple A game. Yet, a lot of time and development obviously goes into designing the ships for the game rather then move the GAME production forward. To me that is sorta worrying since there has been a long time now since they showed us anything besides more ships. Sure, Arena Commander was/is a fun tech demo, but this game is not a x-wing vs TIE fighter clone, it is supposed to be so much more and we have yet to see anything beyond the "enter the arena...FIGHT!". Hell even the FPS part is further along the the persistent universe according to their webpage which is all sorts of wrong.
Now, obviously they have a plan somewhere for putting it all together, but it seems to me that instead of doing the core game then expand they seem stuck in a "just put in another few millions and we will ALSO do this this and THIS!" grind without any end in sight.
Im sorry if I was not clear;FPS is coming in June or July at the latest, not sure what you're talking about.
They're not contractors. The only thing they've contracted out are a couple ship designs we haven't seen yet. They have 300+ employees at 7 sites, nearly all of the engine and tools programmers are former Crytek employees.Im sorry if I was not clear;
My point is that a project sold as a spaceship game in a persistant universe is launching a FPS module before the beta of the core game and while the persistent part is still in "design" mode unlike the rest of the parts that are in "development".
Yes, they have split the project between several contractors but this can lead to its own problems come implementation. While I agree that it is a smart move, it also requires a really really stern project manager that does not allow it to decent into the murky hell of spaghetti-code. Keeping a project split on several contractors and maintaining clear docmentation of the coding and such is actually very difficult to pull off.