Star Citizen: Around the Verse 3.14 – DE

Star Citizen: Around the Verse 3.14 – DE

Closed Captioning provided by Forrest Stephan (FS): Hi and welcome to Around
the ‘Verse, your weekly look inside the development of Star Citizen. I’m Forrest Stephan, CG Supervisor here
at Cloud Imperium with a man you might know, Game Director, Chris Roberts. [Claps] Chris Roberts (CR): Thanks Forrest. Hi everyone, thanks for joining us. Last Friday was our big Anniversary livestream. We tried a new approach for this year and
framed it as the Intergalactic Aerospace Expo, an in fiction ship exhibition which I thought
was a really cool idea. FS: Super cool idea. So cool in fact that people on the forums
kept asking about getting to go to that in game. Do you think there’s a chance? CR: Well you never know, so you know me an
in fiction stuff, but having ingame events like this or the Murray Cup Finals will be
amazing ways to make the universe feel alive so let’s see long term. In the meantime though it gave us the chance
to see some new Galactic Tour segments which are always fun and unveil our first Tevarin
ship the “Prowler”. FS: Really? And the Tevarin. CR: And the Tevarin, although we didn’t
quite manage to show it on the show, we had to do it a later on Twitter due to a small
technical fault, but Josh Herman gave us a first look and me and Dave Haddock and Josh
sort of talked about the Tevarin and Nathan Dearsley put together an amazing segment called
the Big Guns of the UEE which showcased the capital ships, and there were four new dogfighting
variants as well as a preview of 2.6 Alpha with some exciting Arena Commander and the
Star Marine gameplay which was a headline of the livestream. FS: Yeah that’s a ton of cool stuff. We also have a big sale on physical merchandise
as well. So check out the site to see what you might
have missed. CR: Yeah, definitely and there was one other
announcement that we did on Friday, we made some new over the weekend, but you can now
check out our brand new in depth production schedule report on the RSI website. So this breaks down the current status from
all the departments that are working towards the release of 2.6 Alpha. Basically this will serve as direct feed from
our production department to let you guys know where we’re at in terms of getting
the build towards you. So a lot of information there that will be
updated weekly and it’s a pretty big thing, we doing this as an experiment, not many people
do this, but I’m excited about it, a lot more transparency so let’s see what happens. FS: yeah I’m sure everyone appreciates it,
it’s incredible. We’ll be talking plenty more about Star
Marine later on in this episode, but first let’s now go to Brian Chambers in Frankfurt
for a studio update. Take it away Brian. Studio Update Brian Chambers (BC): Hi everyone, I’m Brian
Chambers, I’m Development Director at Foundry 42 Frankfurt. Since our last update here, the team has grown
by another five people – we have two new environment artists, a tech animator, regular animator
and a producer. So we’re taking the time to integrate them
into the team, show them what they need to know to hit the ground running. Let’s kick off this week by checking in
with the weapons time and see what they’ve been doing over the last few weeks. Tobias Wanke (TW): Hello everybody, so here’s
a quick update on what the weapon artists have been up to recently – starting with ship
weapons. We’ve taken a look at all of our missiles
and polished and optimized them – we’ve also added a bunch of new ones for 2.6. The FPS weapons team has started to work on
our new manufacturer – Kastak Arms – and created the first set of new concepts and whitebox
meshes. As for FPS gadgets, David will now talk you
through some of the new stuff he’s been working on recently. David Sibbe (DS): Many of you have seen the
multi-tool in Austin’s latest AtV. But today we want to take a closer look at
it. The Greycat Industrial Multi-tool is a pistol-sized
power tool with modules attached to the front. In it’s current state, it has two modules
– the first is the cutting module with the lasers and a lens to cut through thin steel
or open containers; the second one is a welding tool to quickly repair objects or patch up
damage. It’s also possible that we add more modules
in the future with different functionality – right now, there is no active display. But we plan to implement it before it is available
for you. We also made a variety of grenades with different
effects and styles. The first grenade you are able to use is the
MK-4 Frag Grenade which will make its first appearance in Star Marine as part of the multiplayer
gameplay. But when it comes to PU and later on Squadron
42, we need more variety. So we incendiary grenade, cluster grenade,
EMP and radar distortion. I hope you liked our new stuff so maybe leave
a comment and see you next time. BC: Thanks guys. The Level Design Team, last few weeks have
been continuing to work on the modularity system and surface outposts that we showed
a few weeks ago. They are also working on a handful of space
stations – all focused for 3.0. When they work with the space stations, they
are primarily working on whitebox and greybox while the UK art team in tandem dials in the
visuals. System Design Team has been focusing on usables
and character actions for both player and AI – how they interact with the world and
the objects and all the details around that. They’ve also been working on a take-off
and landing system for ships and that’s both from platforms and from other ships – so
a ship taking off and going in and out of another ship. The Environment Team has grown by a few people
as I previously mentioned – they are primarily focused on expanding the existing ecosystems
that we’ve shown you as well as creating new ones all to be used with the direction
of 3.0. They work extremely close with the engine
team on a daily basis – they iterate both on the tech side and the art side back and
forth until we get the visuals where we need them to be. For AI, the team has been working hard – advancements
in subsumption behaviours as well as pushing combat a little bit further – we hope to have
something to show you for our next update from Frankfurt. So, that’s it from the team here. Thanks for the time for watching, and goodbye. Back to Studio FS: Thanks Brian, those weapons are looking
pretty nice huh? CR: Yeah, no they’re looking really good. I also like the pore, some of the grenades
are looking good and the concept stuff for Kostak. Also having expanded ecosystems is really
going to help the variety of potential environments and once we start populating with those modular
outposts and other stuff that we do it’s going to be pretty awesome. FS: Yeah, for sure. If you’re interested in reading more about
planetside, there’s an in depth article about the making of Homestead demo in last
Friday’s jump point. So subscribers go download it if you haven’t
already. I’ve read it, it’s awesome, go check it
out. CR: Yeah, no it was a lot of work everyone
put together in that one and we’re quite proud of what we showed off and I think it’s
going to make a great thing. Also we should check in with our incredible
community so let’s go to our Community Manager Tyler Witkin in Austin. Community Update w/Tyler Witkin Tyler Witkin (TW): Hey everyone, Tyler Witkin,
Community Manager in the Austin, Texas studio here to bring you this week’s Community
Update. We hope you enjoyed the Anniversary livestream. We were super excited to see Bar Citizen viewing
parties around the globe. A handful in the States, Canada, France, Sweden,
and more! And we want to see pictures from your events. So make sure to tag us on social media or
add the hashtag #AerospaceExpo so we can check them out. Now just as a reminder, the Anniversary sale
is still going on with different themed sales daily. So check back everyday at
to see what goodies are available leading up to the grand finale. Now it’s time for this week’s MVP award. A huge congratulations to Xeron for his extraordinary
efforts in creating a Star Citizen fan cinematic, “Vengeance of the Damned”. This actually involved 83 different citizens
and if you haven’t seen it, I encourage you to check it out for yourself on our Community
Hub. Lastly the week would not be complete without
Reverse the Verse so be sure to tune in live tomorrow at at 7:00am
Pacific Standard Time where we’re going to be talking about everything you saw on
today’s episode. Thanks again for all the support and we’ll
see you in the Verse. Back to Studio FS: The InterGalactic AeroSpace Expo is going
on the rest of the week. So you can check that out on the website for
details on the daily ship sales. We’ll also have a new Galactic Tour segment
each and every single day. CR: Yeah the fun is I’m always watching
to see what easter eggs Thomas has put in. So there’s a bunch of people that have contributed
to pull that together last minute, it was a last minute kind of idea and it came together
really good so I think its been adding a lot of flavour to the expo. FS: I agree. So up next we talk to team members from around
the globe to learn more about the long road to bring Star Marine to life. CR: Yes, the long road, and it’s only just
getting born and it’s still going to have to grow a bunch when it gets out. Behind the Scenes: Star Marine Todd Papy [TP]: I’m Todd Papy, Design Director
here at CIG. Today I want to talk to you about Star Marine
and the iterations it’s gone through from Illfonic to even our current team. So what you’ve seen before with Illfonic
and then when it was handed over to our current team there was a lot of adjustments, a lot
of breakdown of basic, fundamental features so we can use those as building blocks when
we go forward with our tech as well as with Persistent Universe. So when we started looking at Star Marine
it was always meant to basically be a precursor to the Persistent Universe and use this as
a building block. Now what we did, was we kind of did a little
bit backwards, where what you see in Alpha 2.0, 2.1, even through 2.5, is very basic
combat and navigation for Star Marine. So in 2.6 what we’ve done is we’ve built
that up a lot more: we’ve added vault, mantle, cover, as well as grenades and melee – just
to name a few features – to actually build to what our combat is going to be and then
from there, in the future, we’ll be adding other new features like gadgets as well as
a breathing/stamina system and this will give us a fully fleshed out combat first-person
experience. Steve Bender [SB]: Animation-wise in Star
Marine there’s a whole lot of things that go into it. You have your character animation, which would
be, say, your body animation of your character running around. You have your facial animation, so perhaps
the character breathes or makes some sort of expression when he shoots. You have procedural animations so we’re
holding the weapon and we’re firing and that recoil that is happening is procedural. And then as the hands squeeze on the trigger
and squeeze on the weapon that’s another character animation – but a partial body animation
– that plays on top of that. The first step is that we sit down with the
Designers and figure out what it is … what is the intent of this particular behaviour
or gameplay that we’re doing. We create a state machine for that which tells
us – if we go from, say, an idle stance and we start to move and we need to jump or we
going to vault or melee – how those things connect. Then once we understand how they connect,
in the case of larger actions, say a stealth kill or running, we’ll go and we’ll shoot
motion capture and we’ll grab the motion capture of those actors, we’ll bring them
into MotionBuilder and into Maya, and we’ll work on those animations to get them to be
technically correct for the game. We’ll play them then in the product to see
how they feel, and we’ll make adjustments within Maya or MotionBuilder or something
like this to try and really bear down on the quality that we’re looking for for the game. In the case of things like, say, reload animations
because it’s important in the first person view for us to see the weapon reloading – but
we also have a tied first person and third person view – we can’t really motion capture
those reloads fully we have to do a lot of hand animation on those to make sure that
they look good in third person and in first person. So depending upon what the asset is will give
us a different track that we go on. Either we do it with mocap or we do it with
keyframe. Jens Lind (JL): So as a lead programmer I
manage a team and our work is mainly player related. So for Star Marine it has been a big advantage
for us to have been able to look at specifically the core FPS gameplay without this big PU
backdrop. But with any features we do we always want
to think about how they go into the PU. We don’t want to put a feature in just because
it’s easy to do it in Star Marine and then three or four months later find out that,
that’s one or two years worth of work to get it into the PU. We want these pieces to fit into the final
game. John Crewe (JC): Alpha 2.0 back at the end
of last year and we’ve slowly been iterating on the features for that. So we have two different throw modes for the
grenades in Star Marine. You can do underhand rolls or overhand throws
or lobs. And currently that’s selectable depending
on the view angle – whether you’re looking above the centerline of the screen or below
the centerline of the screen. And we can adjust that quite easily on dev
side but we’re going to look to expose that to be a more user customisable preference. So currently it’s set a fraction under the
center of the screen to decide between if you’re below that then do a roll, if you’re
above that then do a throw. So we’re going to see whether that’s something
we let users customise – because obviously not everyone wants to do it like that – or
whether we can expose that out into two different throw modes. And it’s one system so it’s not just for
grenades – it will be for gadgets or any throwable objects. You can also “cook” or prime grenades. So you literally just hold down the key to
do that. Depending on how long you hold it for, is
how long it cooks for. Obviously let go before the timer runs out. You have some audio and UI feedback for that. Just remember the grenades have quite a big
radius on them so if you hold it down for too long and don’t let go soon enough then
you will get caught in the blast radius. We use DataForge to tweak all the parameters
for grenades so the throw speed, their mass, the angle that you throw them at, the rotation
that they throw so you can … we can have different rotations … rotational values
for overhand and underhand throws. So underhand ones we want to roll more on
one axis than the other so they roll along the floor more. Overhand sort of go end-over-end so they hit
and bounce rather than hit the ground and just slide. Try something: doesn’t work. Go into DataForge move a slider around, type
a new value in, save that out, jump back in game and you’ve got the new values there
so it’s very quick to iterate. Star Marine is a simulation of FPS combat
inside the game so it’s like we have Arena Commander as a simulation of the dogfighting. Functionally it’s the same between Arena
Commander and Star Marine and the PU. So what you’re learning in both of them
is directly applicable to the PU. So it’s not like we’re giving you easy
mode for how ships handle or how weapons handle – it’s the same. So you’re not wasting your time doing one
and then you suddenly get ruined going straight into the PU. It’s good to learn. And Star Marine is obviously the FPS side
of it whereas Arena Commander is the ships. JL: If you look at Arena Commander, for example,
Arena Commander is an amazing tool for the ship team to balance how the ships work, how
the ships feel, how they play against each other. With Crusader … having FPS in Crusader it’s
been great for initial feedback but it doesn’t have the competitive edge because you always
start out in a green zone, you might have a lot of people that aren’t interested in
that aspect of the game. Whereas, with Star Marine, you’re not going
to jump into a game if you don’t want to run around and shoot at people. So this going to be amazing to see what we
can get out of that. TP: So now we are going to give you a little
bit more of a deeper dive into how we go about building levels as well as gamemodes for Star
Marine. With that, when Chris Roberts starts talking
about FPS experiences and everything like that – he doesn’t want it to be a traditional
open FPS world. Sean Noonan (SN): At the moment we started
off by using it just as a large 3D space – six degrees of freedom to shoot. That’s not as interesting if there is nothing
there, so we need to build things around it. Multiplayer level design is an iterative process
– you start with an idea and that can come from either concept art or just the idea for
a scenario or potentially a top-down sketch. I prefer to work with rough 3D shapes which
I can then flesh out into the basics of a white box. So when the whitebox is playtested, it requires
a lot of iteration, it requires perfecting the sight lines, timing the choke points and
maintaining metrics. A white box’s primary intention is to minimize
rework later on whilst getting the balance and fun in the game as soon as possible. Parallel to the initial playtests, art and
narrative are also working, they are planning their treatment of the locations and spaces
and they very much informed by the white box but they do bring their own idea from their
own pool. There’s a lot of backwards and forth with
art when maintaining metrics, there is always the desire to make things look visually appealing
but we always need to make sure the mechanics will still work well with that. So that is judging heights of crates and mantling
points and distances between doorways and keeping routes clear. As testing progresses, art are able to flesh
out areas that have become a little more set in stone and over time the map changes from
a texture-less shell to a more believable and aesthetically pleasing location. Ian Leyland (IL): What we wanted to do for
this release of Star Marine is focus on two maps. This is a mood board we created for one of
the maps. It gives Chris a good high level overview
of the visual stance we’re going to do for the level. This is one of the visual feedback sheets
we do for the guys. It’s basically me screenshotting a level
after it’s been in production for a little while and giving more specific feedback – everything
from base form reads of the level, how it is flowing, mood and character that we want
to start adding into the scene. This is an example of one of the concept art
pieces that we’ve done for one of the maps. Once the designer white box has been verified
and signed off then we’ll take it into concept to see where we want to visually push the
scene. This is a good chance for us to explore where
we want to take it – play with the moods, play with the lighting, play with the dressing
– see what will work before we take it into full production. Once we got something we’re happy then the
environment team will take it and try and recreate that as the best we can and treat
that area as a visual target and then once it’s in production we can see how well it
is working and then expand those visual elements out across the rest of the environment. This is an early example of what I call a
visual feedback sheet for the guys, so once the level is taken to about 80-90%, I’ll
give them a final paint to where we want to take the level – just that last 10%, that
last bit of polish. Usually involves things like material read,
lighting, VFX – just so we get that final view. What’s quite interesting is usually when
you make a FPS map, it’s usually- traditionally it’s a stripped down version of the campaign
level so it’s usually a little bit lighter, a little bit cheaper to run because you got
a lot of characters but for us what we wanted to do is almost the opposite. We wanted to make a hero location for a- specifically
for FPS, right? So hopefully what the players are going to
see is a lot more considered time and a lot more considered visually so we can get- I’m
hoping a good experience. Josh Herman (JH): So we have two marines and
we have two slavers – a medium and a light of each one. In fact we are using the same assets as we
are using in SQ42 and the same ones we are using in the persistent universe. So the marines you are going to see here in
Star Marine are actually the first time that you are going to see these marines and we’re
eventually going to be putting them into the persistent universe as well. The things that we use mostly for the marines
are going to be more industrial, heavier, bulkier suits but also trying to tie that
into a bit of a slicker, streamlined feel. So that they can feel powerful yet streamlined. SB: Making an FPS and indeed making Star Citizen
is an enormous undertaking – it doesn’t all happen at once so as you guys are out
there playing Star Marine. We wanna know your feedback, both the good
and the bad, right? What do you- do you like the recoil speeds? How do you feel about this melee? What- do you use this cover system functionality? Do you not use this cover system functionality? Because, this is a big community backed product
and we can’t do it without the community and it’s a partnership between the game
we are making and the game that they are helping us create. Outro CR: Well, there you go. There’s a lot of people that have been working
on the various elements of Star Marine. There’s still quite a lot of stuff that
will go, but while we have FPS currently available in the PU Alpha at Keria and Grim Hex, it’s
a time consuming process if you want to practice your FPS skills. FS: Yes it is. No matter how much I practice, I keep getting
sniped on the landing platform then have to go all the way back to Port Olisar which I’m
sure you know nothing about that. CR: I know nothing about that, not at all. So anyway getting Star Marine out in 2.6 will
allow testers to hammer a bit more easily on the mechanics and provide us with some
valuable feedback. What we learn from this development will translate
directly into Squadron 42 and the PU so I think that’s a really good way to approach
things and people should realize that it’s much like with Arena Commander, we’re getting
it out there and we will constantly be working and improving it and iterating based on everyone’s
feedback so please participate. FS: Yeah most definitely, and of course while
we’re all eager on the release of 2.6. There is a lot for players to do right now
in the 2.5 patch. Missions and combat in the PU, shopping and
dancing in Arc Corp. CR: Always dancing, [Laughs] and there’s
also Arena Commander with Battle Royale, Vanduul Swarm and Murray Cup racing all available
to play and test so any feedback or bugs you find while testing should be reported to the
forums and the issue council and that stuff is really helpful. I think it’s one of the superpowers of our
game and community is we have this symbiotic relationship in a lot of different ways. FS: As a developer it’s such useful information. CR: Absolutely. FS: That’s it for today, as always we’d
like to thank our generous subscribers who make the extra contributions that allow us
to make this video content. CR: Yeah thank you guys and also a big thank
you to all of our backers and supporters without whom we wouldn’t be here in the first place. So big shoutout from the entire team from
around the world to you guys, thank you so much. Make sure to tune in tomorrow at 7:00am Pacific
time for Reverse the Verse with Brian Chambers from Frankfurt to talk a little bit more about
what was shown today. FS: Awesome, can’t wait. So until then we’ll see you… FS/CR: Around the Verse.


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    Loving the feedback sheets. So much little details that I wouldn't have totally noticed but now that they've added them it makes all the difference. Thanks CR you're doing a fcking great job

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    Brian Sweetman

    I was wondering about the grenade throw, if you start your throw above the line and let it "cook" and then drop your view bellow the line, can you do a powerful throw at a downwards angle (say down a set of stairs)?

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    Sunshine Machine

    Some rocket burst boots would be nice. Just saying. And also make a stormy water world like Kamino. Then I'll be happy.

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    why waste so much time on star marine, it wont be done in time as 3.0 also wont be ready bevore 2017, stop acting like the updates are imminent

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    RedSun Nova

    The big "thank you" from Chris Roberts at the end of every AtV is really, really heartwarming. It shows that he really knows about his responsibility to the community – and that he still keeps the promise to do his best to deliver us the BDSSE we all dream about.

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    Star of Eden

    pathetic..throwing a grenade in space will causes it to fly forever forward and not arc towards the floor or gound infront of you as there is no resistance in the "air" of space
    Animation still sucks and the bodies look stiff especially he butts.
    Improved cloud layer detail..those clouds are as flat as paper,.
    What a load of bullsh1t..i cant even start my 2,5..had the same problem back then in 2,4..launcher is doesnt work..i got into the game before and get 12-18 fps ..die and float off into space

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    I really like the 'looking not looking' thing these guys do when they feel they've stared at the lens for long enough. It's nice to see Forrest sticking to the format.

    …It's not a flaw, it's a quirk, it's endearing.

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    Palos Czechos

    Reality wise question: Is it really true, that you can fire ballistic firearms in space? (its frkin cold ousiside y no)

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    Generic Asian

    Dear gods please no multi tools. I'll sacrifice inventory space to hold separate tools, just please. No multi tools.

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    these graphics are outstanding, wow. I am actually waiting to by AMD's vega graphics card and Zen CPU's, to play this game, I'll also be getting a new PC screen hopefully – I started saving for all of this a while ago! all worth the wait hopefully!

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    That dude on the left is like
    "Oh Chris I'd let you into my rear escape hatch anytime,let's share a shuttle journey,I'll sabotage the engine and we will get stranded on some desolate planet and try to repopulate the place with man babies,it won't happen but you can keep trying ,bang ,bang,bang,BANG awlll mai gawwd,onion."

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    Ten Kenobi

    the lighting on the FPS maps isnt good really. its waaay to dark! i know they said that this should add to tactical decisions, but seriously….. it sucks if u barely see your opponent at any time.
    just light up the map and let the players decide if they wanna destroy lamps for a tactical advantage…

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    Eirini M

    the more crazy details i see them trying to put into the game like the fps having face reaction when shooting it make me really worry if this will ever finish.. and not stuck in an infinite loop of engine and tools developing..and not actual content. 😓

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    Space Nerd

    Shout out to subscribers – Thank you. I love watching these updates and insights, but as a student I just don't have the cash to contribute myself. When Chris says 'Without you we wouldn't be able to produce this content', for some of us it means 'Without you we wouldn't be able to watch this community content that we love so much'.

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    Sage Channel

    "As you guys are out there playing Star Marine, we want to know your feedback, both the good & the bad."
    Can give you a little feedback without even playing it, up the base/default FOV.
    For any sort of PC shooter, a default FOV of 60 is quite silly. Particularly when you have hud elements built into the actual 3d world hud, where upping your FOV later through a slider might create issues.

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    I hope they included PVE choices also my friends adn I against bots. Not all of us can sit and spend hours playing pvp all day long and it burns us out fast when we log into fps adn go against little miie who has been playing it 10 hours a day.

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    Ambientium Infinitium

    weapons seems a litlle bit to….charged. I'm talking about the style.
    May be make them more "pure" would be good. All those wires, cannons, lights, rails, apparent mechanical system(etc), on the same gun, make them look like tiny turrets, just like in the last DOOM. BFGs…… BFGs everywhere!
    Not saying i don't like them!

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    The FPS doesn't seem tactical at all. A tactical shooter forces the player to behave differently even if they are used to CoD and its clones. A mere imitation of CoD that tries to become tactical is what I am feeling from watching all the footages from Star Marine so far. Or Crysis that was toned down in an effort to make it "Tactical". Every player that plays it seem to play it like CoD. A truly tactical game forces the player to play differently from the outset, even if they try to CoDify the game. The most glaring thing is the constant hit trading and run and gunning. In tactical games, it is about positioning and planned offenses. Not clusterfucks and rushing 90% of the time.

    Just watch a video on ARMA or Neotokyo, just 2 examples of tactical shooters of different breeds. Even the noobiest of players in those game are forced to behave differently. They check corners, they stick together.

    Still early I suppose, we'll see.

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    Sui Generis

    Why do all the ships and environments need to be so slick, shiny, and unnaturally pristine? This game would really be immersive if the world had SOME signs of use, habitation, and dirt. Space is FILTHY – the amount of sentiment and comic dust flying through space is enormous. All of these engines have some sort of exhaust yet there is ZERO carbon or any kind of fuel byproduct buildup. These "BMW" type ships are so clean all the time. Star Wars pulled this off perfectly – either on purpose of accident.
    Can't they add in some "used" character to the visual style of everything? My Mercedes looks great when I get it washed but it doesn't look shiny and new 100% of the time.

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    Schitts Creek

    I'll leave a comment. Fps weapons should have been on screen for longer. It felt like a 10 second segment what the heck.

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    Kai Eichinger

    For the grenade throwing system I'd highly recommend looking at CS:GO and how they're doing it since it's a competitive FPS with tons of experience in that area.

    They've went for multiple keys for different actions:

    – So if you wanna do a regular throw, you press the Left Mouse Button.
    – For a short throw (or rather, drop it right in front of you) you press the Right Mouse Button.
    – Doing a mid-throw you just press both buttons, the Left and the Right Mouse Button.

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    There is a device you can buy that attaches sensors to the bottom of your monitor so when you lean your head to the left/right or look back over your shoulder, it makes your In game character copy that head movement. Essentially making you not have to use the lean or free look keyboard binds. I hope I make sense lol but is that going to be supported in star citizen?

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    Tyler, you must be getting paid pretty well, 'cause it's showing on your frame. You need to cut back on the calories a bit.

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    I know you guys have a LOT to do already, but considering the deph this game is going into motion capture, I'd LOVE if we could have some Eskrima or Kali stile knife combo melee kills. It would even later become some kind of skill in the big universe, i.e., melee being a skill, it's rolled against enemy skill and the animation is a brief sequence of defences and locks with the winner killing the enemy.

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    Darth Nox

    Them Deutschers sound like mad but brilliant professors when speaking English with an accent, that he's showing us impressive concepts of a diversity of weapons doesn't undo the image

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    Faptn. Undrpants

    Different types of customisable grenade throws? Really? Don't get me wrong its great, but every little feature like this takes time and money away from big picture stuff like making sure the characters have fluid movement or natural weapon recoil. One grenade throw would be fine. For a game with so much emphasis on spacecraft combat, the shooter mechanics don't have to be terribly deep, they just have to feel right and function properly.

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    The Ewings

    * Quake-style deathmatch, with constant respawns and multiple terminals to hit… NO THANKS, and NO TO "SIDE GAMES".
    * Situational maps as training grounds to PU FPS combat, with no respawns, last man standing or objectives achieved favoring teamwork and coordination… YES PLEASE !!! Of course.

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    Sami Suhonen

    You could add in more melee weapons. Like knives and possibly swords.
    Swords could be cool primary weapons. My vision would be sword frames made from steel, that can be powered up to have energy blades. Now of course these swords wouldn't be like star wars lightsabers in terms of combat strength, and bringing an assault rifle with you, should be more efficient for regular combat.
    "what's the point then?"
    Well, the energy blade should melt down most materials really fast (apart from stuff like the shields of ships, and heavy armor plating), which would make them great for sabotaging and taking over enemy vehicles.
    The sword would also deal more damage than regular handheld weapons, while allowing the user to move really fast and quietly due to the light weight, thus making them pretty efficient in close quarter fights. They would also be relatively quiet to kill with, becoming great tools for assassinating targets.
    All of these features would make these swords really great for performing surprise attacks on enemy ships or bases. For example, having one man in your pirate crew equipped with an energy bladed sword would enable him to cut down doors, and quickly but silently take down members of the enemy crew for you.

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    I'm sorry that I say this but don't get overexcited over the FPS. We still got almost nothing on E-Warfare, mining, engineering and much more. I know things take their time, but I don't want much content in something that is only for playing around.
    Awesome work though. Keep it up

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    Lyn's askatasuna

    Hi new recruits, it would be great if you start your Star Citizen Adventure with my code when you enlist to the game for the first time. You will gain 5000 UEC (worth 5 USD) automatically that you can spend for your brand new ship,upgrates or clothing. I will be supported as well (with a so called recruiting point). Thanks for using my code, looking forward to see you at the VERSE!

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    Jeremiah Hill

    If they added social Ai this game would be 1000x better. Building relationships with any Ai by speech to text. Giving commands to Ai or having in depth conversations with any Ai that can trigger it to give players missions, all by verbal interation.

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