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News & Features Discussion  » Star Citizen: Chris Roberts Interview Coming - Give us your questions!

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61 posts found
  EnaZanos

Apprentice Member

Joined: 6/11/12
Posts: 1

12/12/12 4:46:58 AM#21
Clarification on Systems. How many PoI will there on average be in a system, What abou tthe biggest systems. Can you jump directly from jumppoint to jumppoint or do you have to go jumppoint-> Poi->Poi->...->PoI->jumppoint. How long will one PoI to PoI take at the highest RL speed possible (not flying manually). Do you have to recharge before moving on to next PoI? Just for clarification, is the 30 minutes travel time per system the fastest way or is there planned a faster jumppoint to jumppoint travel system?
  FrankieValon

Novice Member

Joined: 12/12/12
Posts: 2

12/12/12 5:37:19 AM#22

My questions for Chris:

Can you shed some more light on the Electro Skin Hull Enhancement? Will it be purely cosmetic or will it have actual influence on gameplay? With then maybe different skins with a different effect?

Keep up the good work! :)

Best regards,

Frankievalon

 

 

  MumboJumbo

Hard Core Member

Joined: 7/18/10
Posts: 3065

Veni, Vidi, Converti

12/12/12 5:59:59 AM#23

How big will the game world be? Can this be explained in terms of time, speed, distance also? Will the map end up looking something like EvE's factional territory control in real-time?

Also the aforementioned: Many crew-mates on one ship question.

  Razimus

Advanced Member

Joined: 3/07/06
Posts: 128

12/12/12 6:30:48 AM#24

QUESTION: Roughly how many planets can be landed on? 

QUESTION: Can you tell us something new about the Vanduul?

Thanks

--- Razimus

  kaffis

Novice Member

Joined: 1/04/06
Posts: 1

12/12/12 9:39:41 AM#25

What purpose will organizations of players play in the game? How do you feel about guilds/corporations/outfits/clans in other games -- what parts of their implementation in other games do you feel is done well and would fit into Star Citizen, and what do you feel won't fit into Star Citizen and you'll try to avoid?

It seems like, with the battle instancing and reserving slots for friends, you want to target this game as a more personal experience than many MMOs. Is this a fair assessment, and if so (or if not), can you elaborate on it? What kind of multiplayer experiences do you most enjoy?

  zakaluka15

Novice Member

Joined: 12/12/12
Posts: 1

12/12/12 10:00:37 AM#26
Question: what are the mechanics that determine a ship's maximum velocity?
  VForss

Novice Member

Joined: 12/12/12
Posts: 3

12/12/12 10:40:53 AM#27

[Q] Any possibility for displays in the cockpit to compensate for small FOV through the cockpit window? Meaning they act as a virtual window to open up for more possible cockpit/ship designs.

[Q] Will there be any hull deformation/stress sounds similar to the ones feutured in a lot of U-boat movies and Apollo 13? And what type of sounds can we expect to hear from inside a ship?

Clip from the Apollo 13 movie (at 2.30)
http://www.youtube.com/watch?feature=player_detailpage&v=kAmsi05P9Uw#t=146s

 
 
 
 
  Lightsider01

Novice Member

Joined: 12/04/12
Posts: 2

12/12/12 1:39:15 PM#28
Question: If we run missions for the UEE, or for pirates, or destroy a known PC pirate for a bounty, could it shift the rating of a system (in a small degree) up or down? In other words, can the security ratings of systems be dynamic and player influenced?
  Seggface

Apprentice Member

Joined: 12/05/12
Posts: 3

12/12/12 1:45:35 PM#29

-With CE3 you have the opportunity to make a full scale universe like EVE’s Dust 514 project. Have you thought about it?

-Planet landing. Will it be cinematic, animation/script or “minigame”?

“minigame”: approach the planet in a given vector, fly through a virtual tunnel – with safety zone – during the whole entry. When you reach the upper atmo the entry effects will kick in, hide everything so the planet surface can be loaded. You could end up in the clouds, and fly down to the surface. The 3×3 km area surrounding the base could be made by hand, for all other stuff go with the repeated, procedural wasteland.

  GreenShrike

Novice Member

Joined: 12/12/12
Posts: 3

12/12/12 2:26:39 PM#30

I'd like to know a couple of things about the P52:

 

If you're flying solo and set your Constellation on autopilot and take your P52 out to battle enemy ships, what happens when the P52 is shot down with you in it? Do you drift in space until rescued, possibly by the Constellation (assuming the autopilot manages to dispatch the enemy ships)? Immediately respawn on the Constellation? Immediately respawn on the closest world?

 

Also, does the P52 have its own hull insurance, is it included in the Connie's hull insurance, or is it included in the Connie's equipment/mod/upgrade insurance?

  GreenShrike

Novice Member

Joined: 12/12/12
Posts: 3

12/12/12 2:36:18 PM#31

The Retaliator, which according to the released specs has five turrets mounting eight guns, presumably has three turrets with twin gun mounts (the tail, dorsal and ventral turrets perhaps?) and two turrets with single gun mounts (perhaps the port and starboard waist turrets?).

 

The Caterpiller has two Class 4 hard points mounting two laser cannons and a tractor beam. Presumably the lasers are mounted in a twin configuration in a single turret while the tractor takes the other.

 

The Constellation, however, comes with a turret bearing only a single laser cannon.

 

Given this, are all turrets capable of taking twin gun mounts, or are some of them limited to single guns?

 

  GreenShrike

Novice Member

Joined: 12/12/12
Posts: 3

12/12/12 2:48:51 PM#32

Class 3 hard points seem to be both a pylon weapon/equipment attachment point, as well as some internal volume for ammunition.

 

The diagram of the Constellation appears to have two hull mounted missile batteries, each with a 25-30 missile magazine. The forward wings appear to have 9 missiles each, while the aft wings appear to have 16 missiles, though as they're not labelled they may not be missiles.

 

It's been said that the Vanduul fighter has "seven missiles". I'm assuming this means it has a single Class 3 hardpoint mounting a missile launcher with seven rounds.

 

GIven this, is it true that different ship's Class 3 hard points will have varying magazine capacities? Smaller ships having less ammunition capacity than larger ships would make sense. A Freelancer or Caterpiller simply has more internal volume to store missiles than an Aurora or M50 has.

  Techditto

Novice Member

Joined: 12/12/12
Posts: 2

12/12/12 3:09:45 PM#33

He speaks constantly about the autopilot.  You take off, set your destination, activate the autopilot, and wait for a random encounter to occur while you travel to your destination.

 

My question is: Can I choose to not use an autopilot?

 

What if I want to take the long way around a system?  Try and avoid the traffic and avoid the cops.  Or just fly a system and explore?

  Techditto

Novice Member

Joined: 12/12/12
Posts: 2

12/12/12 3:13:14 PM#34
[Q]  If I'm a pirate and I want to ambush a passing ship, do I set an instance, wait, then automaticly attack the next ship no matter what it is? (fellow pirate, military patrol, ect...)  Or can I observe them as they approach, and choose to follow them to a remote area before attacking?
  Hotspur164

Novice Member

Joined: 12/12/12
Posts: 1

12/12/12 5:33:29 PM#35

To what degree will a military career be possible in the wider Star Citizen persistent universe?  I understand full blown military service may need to be limited to the Squadron 42 campaigns, but will there be any kind of system militias or other UEE organizations that will allow you to continue to have your character a military man even if only like a 'part time' reservist?

I am very interested in keeping a military style of play beyond Squadron 42, and I think systems militia is a way to do that in an immersive way without requiring a bengal carrier all the time to launch you at the vanduul.

  OddGodd

Novice Member

Joined: 12/12/12
Posts: 2

12/12/12 6:55:59 PM#36

Will there be an physical add-on option to add a ship model, in the various lengths available to high-level pledges? I would have so much nerd-joy in having a 6″ model of my 300i or Constellation, but can’t really go in for the $1100 to grab the High Admiral package.

A question on fuel usage: will in-system flight use fuel, or only jumping between systems, a la Privateer?

Will you be able to dock smaller fighters on the Constellation besides the P52? I’ve heard a few different versions of this one in different places. If not available as a stock option, please consider it as an upgrade!

How will turret aiming be handled on single man fighters? I’ve seen the view tracking in the demo videos, and heard it described as similar to the Apache (?) helicopter’s setup, but for those of us without TrackIR or an Oculus Rift, how will the targeting and tracking system work?

Should have put this one first: Can I give you a hug or something?

Thanks in advance for any clarification you're able to provide!

  OddGodd

Novice Member

Joined: 12/12/12
Posts: 2

12/12/12 6:57:34 PM#37

From Bobby Dylan over at the RSI thread dedicated to this very question roundup:

Ships are said to be modular and moddable. Does this include the internal layout?

  Weretigar

Apprentice Member

Joined: 10/15/10
Posts: 626

If you watch a game, it’s fun. If you play it, it’s recreation. If you work at it, it’s FF-XIV.

12/12/12 7:00:24 PM#38
Originally posted by scottns
Will there be bigger fighters/ships with crews so someone can fly, some else on guns, someone else running repairs/sheilds, etc?

This TIMES 1000000. Seriously I want to know the awnsere to this question more then anything. 

Also In bigger ships can you design the interior like SWG on the Nova or the mining vessal? That would be super sweet if I could design the barracks on a flagship. 

  User Deleted
12/12/12 7:04:33 PM#39
How will the ingame market system work? In Eve for example, there are a variety of skills that could expand your number or orders, range of orders, the ability to modify them, or the rates that they are taxed. Will the prices of items fluctuate based on the values of raw materials, which will create shortages and price spikes when conflict breaks out? Will NPCs and players be able to compete in the markets for the buying, selling, and transport of items to areas where demand is higher?
  Ramonski7

Spotlight Poster

Joined: 5/21/03
Posts: 2594

"A wise man has something to say, but a fool just has to say something."

12/12/12 7:16:34 PM#40
  • Will there be a "space garage" where we can park and admire our spaceship collection?
  • Can we establish a homebase that we can operate from?
  • Will there be non-combative roles like mechanic, researcher, scientist and medics that can work on a space station or planet?


"Small minds talk about people, average minds talk about events, great minds talk about ideas."

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