It would drive the bounty up on their head, incenting players to come and deal with it, but what if they failed and the player was killed? Now there’s another murder rap on their sheet, and they are starting to gain some heat. This would trigger the law system (more on that later) to flag them as a pirate, and if they killed anyone on that freighter or blew it up, also add a murderer charge to their rap sheet. What if an AI pirate could be given decision power to choose how they engage other AI-based traders? Maybe they are risk averse, so they hang out adjacent to shipping lanes and pick off unsuspecting and undefended freighters. Star Citizen is pushing to instead give the AI motivations, behavioral traits, and interconnection with the universe at large. Most economies in games are driven by players who zip around the world, and the NPCs that wait motionless in their stalls to buy and sell. Right now there is a major sea change with the economics of Star Citizen, and much of it is driven by a more macro approach to AI simulation. How would a light fighter craft maneuver? Nailed that down? Ok - how would that same light fighter operate in low gravity, or near a large starship capable of disrupting the gravity well as they launch into hyperspace? How would that fighter handle re-entry? What about hitting escape velocity to escape the planet’s surface? Now do all of that again for the 250+ other ships that we know about so far. It means modeling things that have never been done before, and creating from scratch all the ways that we can make the logical leap from our timeline to theirs. Roberts Space Industries has employed physicists, NASA engineers, and all manner of technology and futurist consultants to build what they envision as a future where space is home. That said, this time is a little different, and it’s truly what separates this game from others in the genre.Īt its core, Star Citizen is a universe simulator. It reaches back to the development team’s time working at Origin Studios, where creating living worlds players can inhabit was the most important goal. The PU, as it’s commonly called, is a completely open world – no, a completely open universe – waiting for you to explore however you see fit. The other side of the coin is the Star Citizen Persistent Universe. Still, they represent a stress-free place to practice your skills, including racing, horde mode-style dogfighting, and more. Now they represent a somewhat vestigial tail that I suspect will evaporate as those modules are now just a regular part of the game. The first two were critical to the game when it opened to the public Alpha as it was the only way to interact with those elements. Three options present themselves when you open the game – a combat module for first person combat, and a dogfighting module. It’s light on story elements, as most cinematics trailers are, but watch it for yourself and I think you’ll agree - this rivals a Hollywood movie. Over two years ago the team put together a cinematic teaser using nothing but in-engine assets (hard as it is to believe - it looks that good) giving us a small taste of what we can expect. The incomplete list on IMDB is a staggering wish list of amazing actors and actresses, and each has been captured in loving detail. It stars the likes of Mark Hamill, Gary Oldman, John Rys-Davies, Liam Cunningham, Gillian Anderson, Rhona Mitra, Andy Serkis, Mark Strong, Sophie Wu, Ben Mendelsohn, and many, many more. There’s a single player game called Squadron 42 that you got as an included element if you purchased the game early in development – it’s a separate add-on if you jump in now. Let’s start with the single player component. I guess the first question to answer is the hardest - “What is Star Citizen”? It’s challenging because Star Citizen is a lot of things, all at once.
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