Star Citizen Is About To Change Everything - CitizenCon 2952 Recap

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CitizenCon 2952 had some MASSIVE reveals and hidden details that got me very excited about the future of Star Citizen. This is a complete breakdown of all the interesting stuff Cloud Imperium Games revealed about the 4.0 update and beyond.

00:00 - CitizenCon had a TON of big reveals this year
00:53 - Pyro Update
02:01 - Investigations
02:44 - Underground Facilities Update
03:34 - Flight Mechanics Overhaul
06:59 - Lorville Redux
07:25 - Ship Systems Progress
09:35 - New Ships
11:37 - Chris Roberts talks about future updates
12:10 - EVA updates
13:10 - Player movement updates
13:36 - Personal Radar and other UI updates
16:18 - AI improvements
17:16 - New Mobiglass
19:01 - Player character stats
22:19 - Closing thoughts

#starcitizen #citizencon
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I love this game such. It's the only game I can crash 3 times in 20 minutes, and still play without raging. It's that good.

ericlewandowskivlogs
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Skills and Attributes: As long as CIG approach attributes with a very light touch, I don't think there'll be a problem with it. I don't think we'll be able to increase strength to god-like levels like we see in traditional MMO games, but more of a subtle difference to carry a little extra weight, or be a little more resistant to G-forces. Drugs will help balance this as long as there's a cap for each attribute, and will give new players an instant method to match up with veterans in particular cases. As for trainable skills - I'm all for it as this kind of stuff adds to a character's story, and it also doesn't really make sense right now that everyone is highly skilled at take-downs, etc. It'll also add something to work towards for character development beyond just what weapons you have access to, or which ships you have in your hangar.

wiggyone
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This a great for who missed the citizen con 2952, you did an awesome job ❤️

vrk
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i see the flight changes as somewhat like gear shifting in driving games. if it's done right, i think it'll add depth

unslept_em
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I'm not too worried about the skill system. I do trust that they know what kind of experience they want to create, and I don't think they'll blindly create a game that is easily exploitable. I get that many have this idea that this will take merit out of the game, but I honestly just don't think they will allow that to happen. I know I know, copium and all that, but they've gotten us this far, they will take us much farther yet.

mcdowntrend
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They take forever to do stuff but this game being as intricate as it is and when you hear their ideas it's good to know they are working their asses off and coming up with great qol fixes and new features, one day this game will be absolutely amazing if it isn't given up on

XxUndeadSoldier
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Ah, climbing ladders, grabbing ledges and picking items up off the table. Truely revolutionary.

Xero_Kaiser
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It didn't take 10 years to figure out that shooting at ships is more engaging than shooting at a pip.

Years ago, they made a move towards slowing down combat speed and reducing engagement range.

There was some vocal pushback from the twin stick "SIX AXIS!" crowd that was against "WWII dogfight in space".

They had a vanduul swarm event at the same time which unlocked purchase of a Glaive and an aggressor squadron forum badge.

Being able to see the ships I was fighting was a nice change.

This was also when there was only scm and afterburner speed, there wasn't cruise speed at the time, iirc. Once they introduced cruise speed so people could move around the baby pu, combat and speed modes had to be reworked.

The current version of speed in combat is about the 3rd major iteration. What you described would be the 4th big evolution of combat and travel speeds.

Remember, there wasn't always a verse or baby pu. Before 3.0 there wasn't a need or room for fast cruise speeds, you'd bounce into the edge of arena commander as it was without cruise speeds.

You weren't around then so you don't have 1st hand memory of previous iterations and how far SC has come,

Texas
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As far as new hurdles that new players have to climb vs veteran players in the attribute system, that's the case with any game or progression system, whether it be rep, money, or assets that veterans have vs new players. What it does do, is provide another obstacle against PTW mechanics in SC (in terms of ship buying), as does the massive resource management gameplay which also helps combat PTW. This is a good thing. Also, I think it will be really cool to attach to your character as it grows and develops and becomes more proficient at things, and will really help define what your profession is in SC. Oh and the SCM vs QM? Literally, Star Trek-style "Shields Up!". I'm excited this is good because all this really does show that they are trying to build "the dream", of an immersive universe that isn't original but lets us live all those awesome sci-fi tropes we grew up with.

Yes, I know I'm overly optimistic, and I've drunk the kool-aid. No need to point it out :).

Ocmersh
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Quantom mode is actually a nice change.

yurei
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great news can't believe we finally have a full release in 2029

brokeish
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I am a strong supporter of the skill system.
I know lots of people are worrying about how this divides new players and old players, but don't forget the death penalty in star citizen will be very high in the future.
If you reset all your skill when you die, old players are not going to have a very strong lead against new players.
Plus, this gives you another reason to not easily give up your life, and you should wait for the rescue...

nepenthy
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@21:19 But the reason we play SC is because the game is not like tarkov and every other game. If SC was super easy to play and easy to attack veterans then this would be a game of just skins and everyone would be on the same playing field like Sea of Thieves. Last thing would be if they wanted to make the game like that they would have been done developing it along time ago.

fawkyooo
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I understand what you're trying to say about the skill system and I agree that it does seem a bit of brand. Personally, I welcome a system like that because while it does lower accessibility, I feel like it provides another avenue for players to grind towards. I only hope that they balance the skills correctly to avoid Tarkov situations with their elite skills.

combatwombatus
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I hope the "stats" that can fluctuate have equal negative effects. Like if you get too strong you are more sluggish an maybe can't fit into small ductwork or gaps. So it's not leveling up but instead molding a character

brana.
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be interesting to see how well stealth characters do against NPC's using ping and scanning

graveperil
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I would also like a third flight mode: the IFCS OFF.
By disabling the IFCS you could flight your ship having to full control of your thrusters without the computer interfering.
This would be a great addition for all the flight enthusiasts and for people using HOSAS and HOTAS

Bosio
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They’ve been about to change everything going on 10 years baby!

gameracet
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the most important part of AI for me is that they dont walk up to a wall or a corner with a flashlight and stand there looking for 3 minutes before going I KNOW YOURE OUT THERE SOMEWHERE!". The reason im okay with stats like strength and stuff is that its something that doesnt affect the gameplay too much, but is something you gain by just playing, there will be differences between veterans and newbies no matter what, i think the difference between an expensive gun to a cheap gun will be 10x larger than someone with max strength

Toadtato
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I’m pro RPG mechanics, I like character development outside of just owning things or gaining currency. But I agree that maybe their implementation isn’t on brand. I think they should treat player stats like how they handle ships roles. Start your character at a baseline of stats but increase one at a detriment to another which then defines your characters expertise - high Str at the cost of agility and intelligence etc. Then layer over the top of that implants through a medical system that lets you max out a stat or help balance a weakness - This would open up gameplay options, trading, crafting/installing player upgrades. Overall I think it’s about allowing a player to define a role for themselves and know they are the best person for the job, no different to a ship or item tailored for a completing job.

zacart