Crossbow Clarifications and Character Animation
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Greetings Citizens,
A number of people have written in with questions about the crossbow promotion that happened over the weekend and so we’d like to clarify some things. We’d like to begin by explaining how the first person shooter boarding’s weapons mechanic will work in the game:
Rock, Paper, Scissors in Space
A Brief Discussion of Weaponry and Defenses in Star Citizen
Who would have thought that something as simple as a crossbow would get so many people talking? To clear the air, we were always planning on having weapons like crossbows in Star Citizen. The goal was always to have a wide range of weapons, from knives to modern ballistic weapons (guns) to futuristic technologies like laser cannons. Our system aims to pit a variety of weapons against one another in a meaningful way that will create both deeper gameplay and provide a more interesting experience for the player than simply gunning down your opponents with the heaviest assault rifle. As for this particular choice: crossbows are cool. Why would we not include a weapon that has been around for thousands of years (literally) and continues to be improved upon today? Tell the nearest Vanduul that you think his knife is archaic. I’m guessing that the response will be brief and very painful.
The critical idea behind both ground-based and space combat in Star Citizen is making tradeoffs. As we’ve said all along, there is no perfect weapon (or shield, or armor) for beating every opponent. Each piece of equipment has its pluses and minuses, so there are many appropriate tools for each situation.
In space combat, lasers are frequently preferred weapons, as they do not require the extra mass of carrying physical ammunition, and they can be continually fired without depleting (as long as your power plant is intact). Lasers, however, tend to do less overall damage than some projectile weaponry, and they are more readily stopped by a ship’s shields. Of course, some shields are tuned for slowing down projectiles more effectively, as well, but might be weaker overall or have a larger EM signature.
Ground-based combat is similar in nature. While we’re still figuring out precisely what types of personal armor might be available, rest assured that there will be tradeoffs for everything. Sure, crossbows are quiet and don’t run the risk of punching a hole in your hull, but they don’t have unlimited ammunition, and there are already body armors today that are capable of stopping a crossbow bolt (at the expense of providing poorer protection against bullets).
It’s going to take a lot of trial and error to get the balance right in our final game. The important thing is that there will be balance, and not one right answer for every situation.
Why did you support Shroud of the Avatar in this way?
Chris Roberts and Richard Garriott go way back: Richard hired Chris to work at Origin and supported him in creating the Wing Commander series and his other classic games. Without Richard’s support and friendship all those years ago, space sims would be in a very different place today! The team at Cloud Imperium is also genuinely excited to see Richard and Portalarium returning to roleplaying games. Richard developing the successor to Ultima and Chris returning to his space sim roots together just seems right!
Chris Roberts and Richard Garriott have been including nods to each other’s games as long as they’ve been working together. In fact, Chris’ first job at Origin was to help write conversations in Richard’s Ultima V: Warriors of Destiny… and as a result, Richard included Chris as a character in the game! Chris’ Kilrathi appear in several Ultima games, including Ultima VII where you can discover a crashed Kilrathi fighter as part of a sidequest! Several of Chris’ games mention the “Britannia System”… and if you sit waiting in the barracks in Super Wing Commander, the Avatar flies by the outside of the ship!
Even more than supporting an old friend, we believe in supporting crowdfunding projects like Shroud of the Avatar. One of the goals behind Star Citizen was to prove that crowdfunding could support AAA game development and allow creators to throw off the shackles of big publishers. Many of Richard’s more recent titles were famously stymied by Electronic Arts and NCSoft… we’re excited that his campaign is going to let him make a game on his own terms, for his fans.
Can I still get the crossbow?
Yes! We realize the promotion came very late in the game and that many people may have missed the deadline to pledge on Kickstarter. You can still pledge for Shroud of the Avatar through their website at www.shroudoftheavatar.com.
Is this “pay to win”?
NO. Pay to win refers to the idea that someone can spend extra money to do better in the game. That is not the case here: the finished Star Citizen game will include crossbows with the same functionality as this special Shroud of the Avatar weapon. It’s a symbol that you backed Richard’s game and nothing more. You will not have any special advantage in the finished game.
We created this tie-in out of love and support for our friends, not out of any attempt to extort money from you. Please remember that we will NEVER expect you to pay any more money for Star Citizen. The crossbow promotion is an optional tie-in designed to appeal to those interested in supporting both games. We know you’ve been more than generous already in supporting our project and we do not expect anything else.
I only want to hear about Star Citizen!
We promise that this kind of update will happen rarely and that it won’t replace our other frequent updates about Star Citizen. We feel strongly that we need to support smaller developers working outside the traditional publisher system. Studios like Portalarium, Double Fine, Obsidian, InXile, Frontier, 22Cans and others descended from the golden age of PC gaming have the same dream we do, to make games for players instead of publishers. We’re sick of seeing great developers—like LucasArts just last week—being shut down by corporations who only want to make the next Call of Duty… so we will always have their backs!
If you’ve made it this far, you deserve a reward. Here’s the uncut character “range of motion” video which you saw part of on last week’s Wingman’s Hangar. This shows you how the character model you saw being built several weeks ago will function in the finished game… how he’ll walk, talk and, yes, ultimately how he’ll fire a crossbow. This is real-time, in-engine movement and not a pre-rendered video.
A number of people have written in with questions about the crossbow promotion that happened over the weekend and so we’d like to clarify some things. We’d like to begin by explaining how the first person shooter boarding’s weapons mechanic will work in the game:
Rock, Paper, Scissors in Space
A Brief Discussion of Weaponry and Defenses in Star Citizen
Who would have thought that something as simple as a crossbow would get so many people talking? To clear the air, we were always planning on having weapons like crossbows in Star Citizen. The goal was always to have a wide range of weapons, from knives to modern ballistic weapons (guns) to futuristic technologies like laser cannons. Our system aims to pit a variety of weapons against one another in a meaningful way that will create both deeper gameplay and provide a more interesting experience for the player than simply gunning down your opponents with the heaviest assault rifle. As for this particular choice: crossbows are cool. Why would we not include a weapon that has been around for thousands of years (literally) and continues to be improved upon today? Tell the nearest Vanduul that you think his knife is archaic. I’m guessing that the response will be brief and very painful.
The critical idea behind both ground-based and space combat in Star Citizen is making tradeoffs. As we’ve said all along, there is no perfect weapon (or shield, or armor) for beating every opponent. Each piece of equipment has its pluses and minuses, so there are many appropriate tools for each situation.
In space combat, lasers are frequently preferred weapons, as they do not require the extra mass of carrying physical ammunition, and they can be continually fired without depleting (as long as your power plant is intact). Lasers, however, tend to do less overall damage than some projectile weaponry, and they are more readily stopped by a ship’s shields. Of course, some shields are tuned for slowing down projectiles more effectively, as well, but might be weaker overall or have a larger EM signature.
Ground-based combat is similar in nature. While we’re still figuring out precisely what types of personal armor might be available, rest assured that there will be tradeoffs for everything. Sure, crossbows are quiet and don’t run the risk of punching a hole in your hull, but they don’t have unlimited ammunition, and there are already body armors today that are capable of stopping a crossbow bolt (at the expense of providing poorer protection against bullets).
It’s going to take a lot of trial and error to get the balance right in our final game. The important thing is that there will be balance, and not one right answer for every situation.
Why did you support Shroud of the Avatar in this way?
Chris Roberts and Richard Garriott go way back: Richard hired Chris to work at Origin and supported him in creating the Wing Commander series and his other classic games. Without Richard’s support and friendship all those years ago, space sims would be in a very different place today! The team at Cloud Imperium is also genuinely excited to see Richard and Portalarium returning to roleplaying games. Richard developing the successor to Ultima and Chris returning to his space sim roots together just seems right!
Chris Roberts and Richard Garriott have been including nods to each other’s games as long as they’ve been working together. In fact, Chris’ first job at Origin was to help write conversations in Richard’s Ultima V: Warriors of Destiny… and as a result, Richard included Chris as a character in the game! Chris’ Kilrathi appear in several Ultima games, including Ultima VII where you can discover a crashed Kilrathi fighter as part of a sidequest! Several of Chris’ games mention the “Britannia System”… and if you sit waiting in the barracks in Super Wing Commander, the Avatar flies by the outside of the ship!
Even more than supporting an old friend, we believe in supporting crowdfunding projects like Shroud of the Avatar. One of the goals behind Star Citizen was to prove that crowdfunding could support AAA game development and allow creators to throw off the shackles of big publishers. Many of Richard’s more recent titles were famously stymied by Electronic Arts and NCSoft… we’re excited that his campaign is going to let him make a game on his own terms, for his fans.
Can I still get the crossbow?
Yes! We realize the promotion came very late in the game and that many people may have missed the deadline to pledge on Kickstarter. You can still pledge for Shroud of the Avatar through their website at www.shroudoftheavatar.com.
Is this “pay to win”?
NO. Pay to win refers to the idea that someone can spend extra money to do better in the game. That is not the case here: the finished Star Citizen game will include crossbows with the same functionality as this special Shroud of the Avatar weapon. It’s a symbol that you backed Richard’s game and nothing more. You will not have any special advantage in the finished game.
We created this tie-in out of love and support for our friends, not out of any attempt to extort money from you. Please remember that we will NEVER expect you to pay any more money for Star Citizen. The crossbow promotion is an optional tie-in designed to appeal to those interested in supporting both games. We know you’ve been more than generous already in supporting our project and we do not expect anything else.
I only want to hear about Star Citizen!
We promise that this kind of update will happen rarely and that it won’t replace our other frequent updates about Star Citizen. We feel strongly that we need to support smaller developers working outside the traditional publisher system. Studios like Portalarium, Double Fine, Obsidian, InXile, Frontier, 22Cans and others descended from the golden age of PC gaming have the same dream we do, to make games for players instead of publishers. We’re sick of seeing great developers—like LucasArts just last week—being shut down by corporations who only want to make the next Call of Duty… so we will always have their backs!
If you’ve made it this far, you deserve a reward. Here’s the uncut character “range of motion” video which you saw part of on last week’s Wingman’s Hangar. This shows you how the character model you saw being built several weeks ago will function in the finished game… how he’ll walk, talk and, yes, ultimately how he’ll fire a crossbow. This is real-time, in-engine movement and not a pre-rendered video.
Grüße Bürger,
Eine Reihe von Leuten hat mit Fragen zur Armbrustpromotion, die am Wochenende stattfand, geschrieben und so möchten wir einige Dinge klären. Wir möchten zunächst erklären, wie die Waffenmechanik des First-Person-Shooters Boarding im Spiel funktioniert:
Stein, Papier, Schere im Weltraum
Eine kurze Diskussion über Waffen und Verteidigung in Star Citizen
Wer hätte gedacht, dass etwas so Einfaches wie eine Armbrust so viele Leute zum Reden bringen würde? Um die Luft zu reinigen, hatten wir immer vor, Waffen wie Armbrüste in Star Citizen zu haben. Das Ziel war immer, eine breite Palette von Waffen zu haben, von Messern über moderne ballistische Waffen (Waffen) bis hin zu futuristischen Technologien wie Laserkanonen. Unser System zielt darauf ab, eine Vielzahl von Waffen auf eine sinnvolle Weise gegeneinander auszuspielen, die sowohl ein tieferes Gameplay schafft als auch eine interessantere Erfahrung für den Spieler bietet, als einfach nur seine Gegner mit dem schwersten Sturmgewehr niederzuschießen. Was diese besondere Wahl betrifft: Armbrüste sind cool. Warum sollten wir nicht eine Waffe einbauen, die es seit Jahrtausenden gibt (wörtlich) und die heute immer noch verbessert wird? Sag dem nächsten Vanduul, dass du denkst, dass sein Messer archaisch ist. Ich schätze, dass die Antwort kurz und sehr schmerzhaft sein wird.
Die entscheidende Idee hinter dem Boden- und Weltraumkampf in Star Citizen ist es, Kompromisse einzugehen. Wie wir die ganze Zeit gesagt haben, gibt es keine perfekte Waffe (oder Schild oder Rüstung), um jeden Gegner zu schlagen. Jedes Gerät hat seine Vor- und Nachteile, so dass es viele geeignete Werkzeuge für jede Situation gibt.
Im Weltraumkampf sind Laser häufig bevorzugte Waffen, da sie nicht die zusätzliche Masse an physischer Munition benötigen, und sie können kontinuierlich und ohne Erschöpfung abgefeuert werden (solange Ihr Kraftwerk intakt ist). Laser neigen jedoch dazu, insgesamt weniger Schaden anzurichten als einige Projektilwaffen, und sie werden leichter von den Schilden eines Schiffes gestoppt. Natürlich sind auch einige Schilde darauf abgestimmt, Projektile effektiver zu verlangsamen, können aber insgesamt schwächer sein oder eine größere EM-Signatur aufweisen.
Der bodengestützte Kampf ist von ähnlicher Natur. Während wir noch genau herausfinden, welche Arten von persönlicher Rüstung verfügbar sein könnten, können Sie sicher sein, dass es für alles Kompromisse geben wird. Sicher, Armbrüste sind leise und laufen nicht Gefahr, ein Loch in den Rumpf zu schlagen, aber sie haben keine unbegrenzte Munition, und es gibt bereits heute Körperrüstungen, die in der Lage sind, einen Armbrustbolzen zu stoppen (auf Kosten des schlechteren Schutzes vor Kugeln).
Es wird viele Versuche und Irrtümer erfordern, um in unserem letzten Spiel die richtige Balance zu finden. Wichtig ist, dass es ein Gleichgewicht gibt und nicht für jede Situation eine richtige Antwort.
Warum hast du das Grabtuch des Avatars auf diese Weise unterstützt?
Chris Roberts und Richard Garriott kennen sich schon lange aus: Richard stellte Chris ein, um bei Origin zu arbeiten, und unterstützte ihn bei der Entwicklung der Wing Commander Serie und seiner anderen klassischen Spiele. Ohne Richards Unterstützung und Freundschaft vor all den Jahren wären Weltraumsimulationen heute an einem ganz anderen Ort! Das Team von Cloud Imperium ist auch wirklich begeistert, dass Richard und Portalarium zu den Rollenspielen zurückkehren. Richard, der den Nachfolger von Ultima entwickelt, und Chris, der zusammen zu seinen Wurzeln in der Weltraumsimulation zurückkehrt, scheint genau richtig zu sein!
Chris Roberts und Richard Garriott haben Nicken in die Spiele des anderen aufgenommen, solange sie zusammen gearbeitet haben. Tatsächlich war Chris' erster Job bei Origin, Gespräche in Richards Ultima V: Warriors of Destiny zu schreiben.... und als Ergebnis nahm Richard Chris als Charakter in das Spiel auf! Chris' Kilrathi erscheinen in mehreren Ultima-Spielen, darunter Ultima VII, wo Sie einen abgestürzten Kilrathi-Kämpfer im Rahmen eines Sidequests entdecken können! Einige von Chris' Spielen erwähnen das "Britannia System".... und wenn Sie in der Kaserne in Super Wing Commander warten, fliegt der Avatar an der Außenseite des Schiffes vorbei!
Noch mehr als die Unterstützung eines alten Freundes, glauben wir an die Unterstützung von Crowdfunding-Projekten wie Shroud of the Avatar. Eines der Ziele von Star Citizen war es, zu beweisen, dass Crowdfunding die Entwicklung von AAA-Spielen unterstützen und es den Machern ermöglichen kann, die Fesseln großer Verlage abzuschütteln. Viele von Richards neueren Titeln wurden von Electronic Arts und NCSoft berühmterweise blockiert.... wir freuen uns, dass seine Kampagne es ihm ermöglichen wird, ein Spiel zu seinen eigenen Bedingungen für seine Fans zu entwickeln.
Kann ich trotzdem die Armbrust bekommen?
Ja! Wir erkennen, dass die Promotion sehr spät im Spiel kam und dass viele Leute die Frist verpasst haben, sich auf Kickstarter zu verpflichten. Du kannst dich immer noch für das Grabtuch des Avatars auf seiner Website unter www.shroudoftheavatar.com. verpflichten.
Ist das "pay to win"?
NEIN. Pay to win bezieht sich auf die Idee, dass jemand zusätzliches Geld ausgeben kann, um es im Spiel besser zu machen. Das ist hier nicht der Fall: Das fertige Star Citizen-Spiel wird Armbrüste mit der gleichen Funktionalität enthalten wie dieses spezielle Grabtuch der Avatar-Waffe. Es ist ein Symbol, dass du Richards Spiel unterstützt hast und sonst nichts. Du wirst im fertigen Spiel keinen besonderen Vorteil haben.
Wir haben diese Verbindung aus Liebe und Unterstützung für unsere Freunde geschaffen, nicht aus dem Versuch, Geld von dir zu erpressen. Bitte denken Sie daran, dass wir NIEMALS erwarten werden, dass Sie mehr Geld für Star Citizen bezahlen. Die Armbrust-Promotion ist eine optionale Verbindung, die sich an diejenigen richtet, die daran interessiert sind, beide Spiele zu unterstützen. Wir wissen, dass Sie bereits mehr als großzügig bei der Unterstützung unseres Projekts waren und wir erwarten nichts anderes.
Ich will nur von Star Citizen hören!
Wir versprechen, dass diese Art von Update selten vorkommen wird und dass es unsere anderen regelmäßigen Updates über Star Citizen nicht ersetzen wird. Wir sind der festen Überzeugung, dass wir kleinere Entwickler unterstützen müssen, die außerhalb des traditionellen Publisher-Systems arbeiten. Studios wie Portalarium, Double Fine, Obsidian, InXile, Frontier, 22Cans und andere, die aus dem goldenen Zeitalter des PC-Spiels stammen, haben den gleichen Traum wie wir, Spiele für Spieler statt für Publisher zu entwickeln. Wir haben es satt, große Entwickler - wie LucasArts erst letzte Woche - zu sehen, die von Konzernen geschlossen werden, die nur den nächsten Call of Duty machen wollen.... also werden wir immer hinter ihnen stehen!
Wenn du es so weit geschafft hast, verdienst du eine Belohnung. Hier ist das ungeschnittene Charakter-Video "range of motion", von dem Sie einen Teil auf dem Hangar von Wingman's letzte Woche gesehen haben. Dies zeigt dir, wie das Charaktermodell, das du vor einigen Wochen gebaut hast, im fertigen Spiel funktionieren wird.... wie er gehen, sprechen und, ja, letztendlich, wie er eine Armbrust feuern wird. Dies ist eine Echtzeit-Bewegung im Motor und kein vorab gerendertes Video.
Eine Reihe von Leuten hat mit Fragen zur Armbrustpromotion, die am Wochenende stattfand, geschrieben und so möchten wir einige Dinge klären. Wir möchten zunächst erklären, wie die Waffenmechanik des First-Person-Shooters Boarding im Spiel funktioniert:
Stein, Papier, Schere im Weltraum
Eine kurze Diskussion über Waffen und Verteidigung in Star Citizen
Wer hätte gedacht, dass etwas so Einfaches wie eine Armbrust so viele Leute zum Reden bringen würde? Um die Luft zu reinigen, hatten wir immer vor, Waffen wie Armbrüste in Star Citizen zu haben. Das Ziel war immer, eine breite Palette von Waffen zu haben, von Messern über moderne ballistische Waffen (Waffen) bis hin zu futuristischen Technologien wie Laserkanonen. Unser System zielt darauf ab, eine Vielzahl von Waffen auf eine sinnvolle Weise gegeneinander auszuspielen, die sowohl ein tieferes Gameplay schafft als auch eine interessantere Erfahrung für den Spieler bietet, als einfach nur seine Gegner mit dem schwersten Sturmgewehr niederzuschießen. Was diese besondere Wahl betrifft: Armbrüste sind cool. Warum sollten wir nicht eine Waffe einbauen, die es seit Jahrtausenden gibt (wörtlich) und die heute immer noch verbessert wird? Sag dem nächsten Vanduul, dass du denkst, dass sein Messer archaisch ist. Ich schätze, dass die Antwort kurz und sehr schmerzhaft sein wird.
Die entscheidende Idee hinter dem Boden- und Weltraumkampf in Star Citizen ist es, Kompromisse einzugehen. Wie wir die ganze Zeit gesagt haben, gibt es keine perfekte Waffe (oder Schild oder Rüstung), um jeden Gegner zu schlagen. Jedes Gerät hat seine Vor- und Nachteile, so dass es viele geeignete Werkzeuge für jede Situation gibt.
Im Weltraumkampf sind Laser häufig bevorzugte Waffen, da sie nicht die zusätzliche Masse an physischer Munition benötigen, und sie können kontinuierlich und ohne Erschöpfung abgefeuert werden (solange Ihr Kraftwerk intakt ist). Laser neigen jedoch dazu, insgesamt weniger Schaden anzurichten als einige Projektilwaffen, und sie werden leichter von den Schilden eines Schiffes gestoppt. Natürlich sind auch einige Schilde darauf abgestimmt, Projektile effektiver zu verlangsamen, können aber insgesamt schwächer sein oder eine größere EM-Signatur aufweisen.
Der bodengestützte Kampf ist von ähnlicher Natur. Während wir noch genau herausfinden, welche Arten von persönlicher Rüstung verfügbar sein könnten, können Sie sicher sein, dass es für alles Kompromisse geben wird. Sicher, Armbrüste sind leise und laufen nicht Gefahr, ein Loch in den Rumpf zu schlagen, aber sie haben keine unbegrenzte Munition, und es gibt bereits heute Körperrüstungen, die in der Lage sind, einen Armbrustbolzen zu stoppen (auf Kosten des schlechteren Schutzes vor Kugeln).
Es wird viele Versuche und Irrtümer erfordern, um in unserem letzten Spiel die richtige Balance zu finden. Wichtig ist, dass es ein Gleichgewicht gibt und nicht für jede Situation eine richtige Antwort.
Warum hast du das Grabtuch des Avatars auf diese Weise unterstützt?
Chris Roberts und Richard Garriott kennen sich schon lange aus: Richard stellte Chris ein, um bei Origin zu arbeiten, und unterstützte ihn bei der Entwicklung der Wing Commander Serie und seiner anderen klassischen Spiele. Ohne Richards Unterstützung und Freundschaft vor all den Jahren wären Weltraumsimulationen heute an einem ganz anderen Ort! Das Team von Cloud Imperium ist auch wirklich begeistert, dass Richard und Portalarium zu den Rollenspielen zurückkehren. Richard, der den Nachfolger von Ultima entwickelt, und Chris, der zusammen zu seinen Wurzeln in der Weltraumsimulation zurückkehrt, scheint genau richtig zu sein!
Chris Roberts und Richard Garriott haben Nicken in die Spiele des anderen aufgenommen, solange sie zusammen gearbeitet haben. Tatsächlich war Chris' erster Job bei Origin, Gespräche in Richards Ultima V: Warriors of Destiny zu schreiben.... und als Ergebnis nahm Richard Chris als Charakter in das Spiel auf! Chris' Kilrathi erscheinen in mehreren Ultima-Spielen, darunter Ultima VII, wo Sie einen abgestürzten Kilrathi-Kämpfer im Rahmen eines Sidequests entdecken können! Einige von Chris' Spielen erwähnen das "Britannia System".... und wenn Sie in der Kaserne in Super Wing Commander warten, fliegt der Avatar an der Außenseite des Schiffes vorbei!
Noch mehr als die Unterstützung eines alten Freundes, glauben wir an die Unterstützung von Crowdfunding-Projekten wie Shroud of the Avatar. Eines der Ziele von Star Citizen war es, zu beweisen, dass Crowdfunding die Entwicklung von AAA-Spielen unterstützen und es den Machern ermöglichen kann, die Fesseln großer Verlage abzuschütteln. Viele von Richards neueren Titeln wurden von Electronic Arts und NCSoft berühmterweise blockiert.... wir freuen uns, dass seine Kampagne es ihm ermöglichen wird, ein Spiel zu seinen eigenen Bedingungen für seine Fans zu entwickeln.
Kann ich trotzdem die Armbrust bekommen?
Ja! Wir erkennen, dass die Promotion sehr spät im Spiel kam und dass viele Leute die Frist verpasst haben, sich auf Kickstarter zu verpflichten. Du kannst dich immer noch für das Grabtuch des Avatars auf seiner Website unter www.shroudoftheavatar.com. verpflichten.
Ist das "pay to win"?
NEIN. Pay to win bezieht sich auf die Idee, dass jemand zusätzliches Geld ausgeben kann, um es im Spiel besser zu machen. Das ist hier nicht der Fall: Das fertige Star Citizen-Spiel wird Armbrüste mit der gleichen Funktionalität enthalten wie dieses spezielle Grabtuch der Avatar-Waffe. Es ist ein Symbol, dass du Richards Spiel unterstützt hast und sonst nichts. Du wirst im fertigen Spiel keinen besonderen Vorteil haben.
Wir haben diese Verbindung aus Liebe und Unterstützung für unsere Freunde geschaffen, nicht aus dem Versuch, Geld von dir zu erpressen. Bitte denken Sie daran, dass wir NIEMALS erwarten werden, dass Sie mehr Geld für Star Citizen bezahlen. Die Armbrust-Promotion ist eine optionale Verbindung, die sich an diejenigen richtet, die daran interessiert sind, beide Spiele zu unterstützen. Wir wissen, dass Sie bereits mehr als großzügig bei der Unterstützung unseres Projekts waren und wir erwarten nichts anderes.
Ich will nur von Star Citizen hören!
Wir versprechen, dass diese Art von Update selten vorkommen wird und dass es unsere anderen regelmäßigen Updates über Star Citizen nicht ersetzen wird. Wir sind der festen Überzeugung, dass wir kleinere Entwickler unterstützen müssen, die außerhalb des traditionellen Publisher-Systems arbeiten. Studios wie Portalarium, Double Fine, Obsidian, InXile, Frontier, 22Cans und andere, die aus dem goldenen Zeitalter des PC-Spiels stammen, haben den gleichen Traum wie wir, Spiele für Spieler statt für Publisher zu entwickeln. Wir haben es satt, große Entwickler - wie LucasArts erst letzte Woche - zu sehen, die von Konzernen geschlossen werden, die nur den nächsten Call of Duty machen wollen.... also werden wir immer hinter ihnen stehen!
Wenn du es so weit geschafft hast, verdienst du eine Belohnung. Hier ist das ungeschnittene Charakter-Video "range of motion", von dem Sie einen Teil auf dem Hangar von Wingman's letzte Woche gesehen haben. Dies zeigt dir, wie das Charaktermodell, das du vor einigen Wochen gebaut hast, im fertigen Spiel funktionieren wird.... wie er gehen, sprechen und, ja, letztendlich, wie er eine Armbrust feuern wird. Dies ist eine Echtzeit-Bewegung im Motor und kein vorab gerendertes Video.
Greetings Citizens,
A number of people have written in with questions about the crossbow promotion that happened over the weekend and so we’d like to clarify some things. We’d like to begin by explaining how the first person shooter boarding’s weapons mechanic will work in the game:
Rock, Paper, Scissors in Space
A Brief Discussion of Weaponry and Defenses in Star Citizen
Who would have thought that something as simple as a crossbow would get so many people talking? To clear the air, we were always planning on having weapons like crossbows in Star Citizen. The goal was always to have a wide range of weapons, from knives to modern ballistic weapons (guns) to futuristic technologies like laser cannons. Our system aims to pit a variety of weapons against one another in a meaningful way that will create both deeper gameplay and provide a more interesting experience for the player than simply gunning down your opponents with the heaviest assault rifle. As for this particular choice: crossbows are cool. Why would we not include a weapon that has been around for thousands of years (literally) and continues to be improved upon today? Tell the nearest Vanduul that you think his knife is archaic. I’m guessing that the response will be brief and very painful.
The critical idea behind both ground-based and space combat in Star Citizen is making tradeoffs. As we’ve said all along, there is no perfect weapon (or shield, or armor) for beating every opponent. Each piece of equipment has its pluses and minuses, so there are many appropriate tools for each situation.
In space combat, lasers are frequently preferred weapons, as they do not require the extra mass of carrying physical ammunition, and they can be continually fired without depleting (as long as your power plant is intact). Lasers, however, tend to do less overall damage than some projectile weaponry, and they are more readily stopped by a ship’s shields. Of course, some shields are tuned for slowing down projectiles more effectively, as well, but might be weaker overall or have a larger EM signature.
Ground-based combat is similar in nature. While we’re still figuring out precisely what types of personal armor might be available, rest assured that there will be tradeoffs for everything. Sure, crossbows are quiet and don’t run the risk of punching a hole in your hull, but they don’t have unlimited ammunition, and there are already body armors today that are capable of stopping a crossbow bolt (at the expense of providing poorer protection against bullets).
It’s going to take a lot of trial and error to get the balance right in our final game. The important thing is that there will be balance, and not one right answer for every situation.
Why did you support Shroud of the Avatar in this way?
Chris Roberts and Richard Garriott go way back: Richard hired Chris to work at Origin and supported him in creating the Wing Commander series and his other classic games. Without Richard’s support and friendship all those years ago, space sims would be in a very different place today! The team at Cloud Imperium is also genuinely excited to see Richard and Portalarium returning to roleplaying games. Richard developing the successor to Ultima and Chris returning to his space sim roots together just seems right!
Chris Roberts and Richard Garriott have been including nods to each other’s games as long as they’ve been working together. In fact, Chris’ first job at Origin was to help write conversations in Richard’s Ultima V: Warriors of Destiny… and as a result, Richard included Chris as a character in the game! Chris’ Kilrathi appear in several Ultima games, including Ultima VII where you can discover a crashed Kilrathi fighter as part of a sidequest! Several of Chris’ games mention the “Britannia System”… and if you sit waiting in the barracks in Super Wing Commander, the Avatar flies by the outside of the ship!
Even more than supporting an old friend, we believe in supporting crowdfunding projects like Shroud of the Avatar. One of the goals behind Star Citizen was to prove that crowdfunding could support AAA game development and allow creators to throw off the shackles of big publishers. Many of Richard’s more recent titles were famously stymied by Electronic Arts and NCSoft… we’re excited that his campaign is going to let him make a game on his own terms, for his fans.
Can I still get the crossbow?
Yes! We realize the promotion came very late in the game and that many people may have missed the deadline to pledge on Kickstarter. You can still pledge for Shroud of the Avatar through their website at www.shroudoftheavatar.com.
Is this “pay to win”?
NO. Pay to win refers to the idea that someone can spend extra money to do better in the game. That is not the case here: the finished Star Citizen game will include crossbows with the same functionality as this special Shroud of the Avatar weapon. It’s a symbol that you backed Richard’s game and nothing more. You will not have any special advantage in the finished game.
We created this tie-in out of love and support for our friends, not out of any attempt to extort money from you. Please remember that we will NEVER expect you to pay any more money for Star Citizen. The crossbow promotion is an optional tie-in designed to appeal to those interested in supporting both games. We know you’ve been more than generous already in supporting our project and we do not expect anything else.
I only want to hear about Star Citizen!
We promise that this kind of update will happen rarely and that it won’t replace our other frequent updates about Star Citizen. We feel strongly that we need to support smaller developers working outside the traditional publisher system. Studios like Portalarium, Double Fine, Obsidian, InXile, Frontier, 22Cans and others descended from the golden age of PC gaming have the same dream we do, to make games for players instead of publishers. We’re sick of seeing great developers—like LucasArts just last week—being shut down by corporations who only want to make the next Call of Duty… so we will always have their backs!
If you’ve made it this far, you deserve a reward. Here’s the uncut character “range of motion” video which you saw part of on last week’s Wingman’s Hangar. This shows you how the character model you saw being built several weeks ago will function in the finished game… how he’ll walk, talk and, yes, ultimately how he’ll fire a crossbow. This is real-time, in-engine movement and not a pre-rendered video.
A number of people have written in with questions about the crossbow promotion that happened over the weekend and so we’d like to clarify some things. We’d like to begin by explaining how the first person shooter boarding’s weapons mechanic will work in the game:
Rock, Paper, Scissors in Space
A Brief Discussion of Weaponry and Defenses in Star Citizen
Who would have thought that something as simple as a crossbow would get so many people talking? To clear the air, we were always planning on having weapons like crossbows in Star Citizen. The goal was always to have a wide range of weapons, from knives to modern ballistic weapons (guns) to futuristic technologies like laser cannons. Our system aims to pit a variety of weapons against one another in a meaningful way that will create both deeper gameplay and provide a more interesting experience for the player than simply gunning down your opponents with the heaviest assault rifle. As for this particular choice: crossbows are cool. Why would we not include a weapon that has been around for thousands of years (literally) and continues to be improved upon today? Tell the nearest Vanduul that you think his knife is archaic. I’m guessing that the response will be brief and very painful.
The critical idea behind both ground-based and space combat in Star Citizen is making tradeoffs. As we’ve said all along, there is no perfect weapon (or shield, or armor) for beating every opponent. Each piece of equipment has its pluses and minuses, so there are many appropriate tools for each situation.
In space combat, lasers are frequently preferred weapons, as they do not require the extra mass of carrying physical ammunition, and they can be continually fired without depleting (as long as your power plant is intact). Lasers, however, tend to do less overall damage than some projectile weaponry, and they are more readily stopped by a ship’s shields. Of course, some shields are tuned for slowing down projectiles more effectively, as well, but might be weaker overall or have a larger EM signature.
Ground-based combat is similar in nature. While we’re still figuring out precisely what types of personal armor might be available, rest assured that there will be tradeoffs for everything. Sure, crossbows are quiet and don’t run the risk of punching a hole in your hull, but they don’t have unlimited ammunition, and there are already body armors today that are capable of stopping a crossbow bolt (at the expense of providing poorer protection against bullets).
It’s going to take a lot of trial and error to get the balance right in our final game. The important thing is that there will be balance, and not one right answer for every situation.
Why did you support Shroud of the Avatar in this way?
Chris Roberts and Richard Garriott go way back: Richard hired Chris to work at Origin and supported him in creating the Wing Commander series and his other classic games. Without Richard’s support and friendship all those years ago, space sims would be in a very different place today! The team at Cloud Imperium is also genuinely excited to see Richard and Portalarium returning to roleplaying games. Richard developing the successor to Ultima and Chris returning to his space sim roots together just seems right!
Chris Roberts and Richard Garriott have been including nods to each other’s games as long as they’ve been working together. In fact, Chris’ first job at Origin was to help write conversations in Richard’s Ultima V: Warriors of Destiny… and as a result, Richard included Chris as a character in the game! Chris’ Kilrathi appear in several Ultima games, including Ultima VII where you can discover a crashed Kilrathi fighter as part of a sidequest! Several of Chris’ games mention the “Britannia System”… and if you sit waiting in the barracks in Super Wing Commander, the Avatar flies by the outside of the ship!
Even more than supporting an old friend, we believe in supporting crowdfunding projects like Shroud of the Avatar. One of the goals behind Star Citizen was to prove that crowdfunding could support AAA game development and allow creators to throw off the shackles of big publishers. Many of Richard’s more recent titles were famously stymied by Electronic Arts and NCSoft… we’re excited that his campaign is going to let him make a game on his own terms, for his fans.
Can I still get the crossbow?
Yes! We realize the promotion came very late in the game and that many people may have missed the deadline to pledge on Kickstarter. You can still pledge for Shroud of the Avatar through their website at www.shroudoftheavatar.com.
Is this “pay to win”?
NO. Pay to win refers to the idea that someone can spend extra money to do better in the game. That is not the case here: the finished Star Citizen game will include crossbows with the same functionality as this special Shroud of the Avatar weapon. It’s a symbol that you backed Richard’s game and nothing more. You will not have any special advantage in the finished game.
We created this tie-in out of love and support for our friends, not out of any attempt to extort money from you. Please remember that we will NEVER expect you to pay any more money for Star Citizen. The crossbow promotion is an optional tie-in designed to appeal to those interested in supporting both games. We know you’ve been more than generous already in supporting our project and we do not expect anything else.
I only want to hear about Star Citizen!
We promise that this kind of update will happen rarely and that it won’t replace our other frequent updates about Star Citizen. We feel strongly that we need to support smaller developers working outside the traditional publisher system. Studios like Portalarium, Double Fine, Obsidian, InXile, Frontier, 22Cans and others descended from the golden age of PC gaming have the same dream we do, to make games for players instead of publishers. We’re sick of seeing great developers—like LucasArts just last week—being shut down by corporations who only want to make the next Call of Duty… so we will always have their backs!
If you’ve made it this far, you deserve a reward. Here’s the uncut character “range of motion” video which you saw part of on last week’s Wingman’s Hangar. This shows you how the character model you saw being built several weeks ago will function in the finished game… how he’ll walk, talk and, yes, ultimately how he’ll fire a crossbow. This is real-time, in-engine movement and not a pre-rendered video.
Links
| Text | URL |
|---|---|
| www.shroudoftheavatar.com | http://www.shroudoftheavatar.com |
| iframe | http://www.youtube.com/embed/Za5lR7yMqaE |
Metadata
- CIG ID
- 12952
- Channel
- Undefined
- Category
- Undefined
- Series
- None
- Comments
- 177
- Published
- 13 years ago (2013-04-08T00:00:00+00:00)