Star Citizen Alpha 4.0 - Deeper Dive Into Jump Points - What You Need To Know

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Star Citizen Alpha 4.0 - Deeper Dive Into Jump Points - What You Need To Know
LATEST STAR CITIZEN PATCH ALPHA 3.24 PTU

Star Citizen is an Open Development Alpha Project by Cloud Imperium. It is 2 Games really though, the Persistent Universe that aims to build a First Person MMO Space Sim that encompasses gameplay in ship & on ground, economy and pretty much anything else you can think of. It's built in the StarEngine (a modified Lumberyard Engine). You'll see massive Space Ships that you can fly with friends, land on planets, explore or whatever your way to whatever goal you choose. It's available to try in it's current Alpha State now, you can give feedback & influence the direction of the game BUT it is VERY ALPHA.
Squadron 42 is the Single Player Campaign of Star Citizen & the Spiritual Successor of Wing Commander. The Idea is the game is immersive, cinematic, beautiful & seamless... NO LOADING SCREENS once in game.
Both Games are currently in the Alpha of their development.
I am suspecting to see something more mainstream for Star Citizen's PU by the end of 2024 with permanent progression, though it will be a while after that before the game is considered "feature complete" which would be closer to 2025 in my opinion.
The are no dates for Squadron 42's Release Yet BUT it is now Feature Complete.

I am an Independent Content Creator & Star Citizen Fan. I am not paid by Cloud Imperium HOWEVER I am an Evocati Member and as such I am under an NDA for Closed Early Patch Tests of Star Citizen', known as the Evocati Test Flight (ETF). They occasionally offer me ships for giveaways too, which I will take if they are truely NO STRINGS ATTACHED.
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00:00 - Star Citizen Jump Point Summary
02:30 - New Jump Point Updates
09:50 - What Do You Think?

#StarCitizen #BoredGamer #Squadron42
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Star Citizen Alpha 4.0 - Deeper Dive Into Jump Points - What You Need To Know
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LATEST STAR CITIZEN PATCH ALPHA 3.24 PTU

BoredGamerUK
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This is a universe with Quantum Drives and Quantum Dampening. Both are space magic.

A big government space station with a BIG OL' Quantum Dampening field designed to scramble anyone's attempt at attuning to the Wormhole without permission makes sense to me.

SharpEdgeSoda
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I personally think it would be a good idea to bring back the gates around the major trade jump points, like those connecting Sol and Terra. Those gates could keep the jump points open at all times, allowing large amounts of space traffic to continuously flow, and could even potentially make them easier to traverse by providing some sort of automated guidance once inside.

Additionally or alternatively, they could also be placed on the jump points of populated systems with only 1 or 2 jump points, as a way to try to mitigate the chance of another Oretani disaster.

The_Fallen_
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As far as not being able to tow a ship though a jump point, this gives carriers some more game play. Yea a cap ship is out of luck, but that creates work for a Crucible. Whereas you can hire out a Liberator or Kraken to swing by the pick up your smaller smashed ship.

Nicodemus_Archleone
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I feel like the transient jump points are gonna be either the high-tier Data Running type information (can't jump without the data-given warp data) or kind of just a fun little gimmick.

jch
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I'm sure we'll see structures around jump points at some point. It's one of the most important pieces of concept art in the whole project. There's nothing about them that breaks lore or anything so I imagine it was just the amount of work that it would take that stopped it

CleanYEAH
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I'm not upset that you have to call up the ATC to be able to use the jump hole, I'm upset that they took away the cool looking ring around it because they wanted it to seem more like a natural phenomenon, yet we still have to call the ATC and proceed in a very organized procedural manner. If the way you go through the jump point was going to be so mechanical, why couldn't they have just kept that amazing-looking jump gate ring and made it mechanical you could still say that the jump hole is natural, but the ring keeps it more stable and open when they need it to be

captainfach
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When I was younger I remember seeing the mobile repair trucks for semis. Just need one of those for capital ships.

matthewward
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I believe that the permanent jump gates should have the “ring” around them. The ring could be what helps to keep it stable, blocks access, and keeps it defended. If the ring keeps it open and you are trying to force your way thru the jump point and damaging the ring closes it temporarily then that is a major deterrent to armed conflict at the jump point entrance, not sure about the exit since the shotgun approach negates the exact position being known.

AthosRico
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I think that the "shotgun" approach to exiting the jump gate will be a good thing. Imagine coming out of the gate and the ship in front of you is sitting at the exit point stationary and you fly into them, creating a debris field that everyone else coming through hits. Now I kinda want to watch it happen.

SOGBulldog
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I like the guardians of the galaxy approach to jumps between systems, no having to wait for a Que in a game that takes 10 minutes to move between planets

arturovacas
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The shotgun exit seems the only viable approach to avoid collisions like we saw during the pyro playtest.

aimlis
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They’re beautiful though aren’t they?
I fell in love with Pyro the first time around.
Can’t wait to return home.

jbirdmax
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Interested in seeing the transient jump points and doing exploration play to find them.

Lord_Azrizus
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Structures could help ensure a natural occurring jump point stays active and is highly stable. Not to mention a massive security emplacement that could be loaded with turrets and missile racks. Maybe even able to lockdown and close off access completely to the jump point. Giant metal doors closing up the aperture would be fancy

grumbles
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I guess the towing answer about jump points makes sense to give ships like the liberator some more purpose?

CMDR_MURR
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Speaking of jump drives: I wish there was more variables to all components that made for actual reasons to pick one over the other, and make all of them have some sort of benefit.

MeatSalad
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jump gates kinda give you a bit of an idea how future game play is going to be like piracy exploration and other player interactions like towing repair refueling. it would also be nice to have some areas that are player supported in that players will need to set up infrastructure to support different activity's

ONI
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Three minutes for the jump gate does sound like it might be a bit too long especially if you have a "unstable" point where you have to do a lot of piloting.

As for transient points I hope that they stick around for more than a few days but once the authorities find out about it They will start sending Pickett ships to secure it until it dissipates.

MikeBrown
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Gate camping would be a pain. Really glad that they are thinking of ways to prevent this.

Still not sold on the 3 minute transit time. Maybe the more unstable the jump point, the longer it is but stable ones should be pretty quick.

Agreed on the towing issue. How do we save ships if we can't get them to friendly space?

CrazyNights