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Star Citizen Promises

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Jun 5th, 2017
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  1. SQ42
  2.  
  3. SQ42 Similar to Mass Effect, in that the choices you make will roll over to the next games in the series
  4.  
  5. Arena Commander
  6.  
  7. Arena Commander will exist in the final game. It will be an in-universe video game where you can train/play without the risk of destroying your ship and damaging your character/losing lives.
  8. Additional AC game modes and ways of specializing matches, ranked leaderboards and so on. If someone wants to create esports out of this, CIG will support it.
  9.  
  10. Star Marine/On Foot Combat
  11.  
  12. Weapons – Arclight Pistol, Laser Pistol, Combustion Pistol, Laser Assault Rifle, Burst Cannon, Sniper Rifle, Electric Shotgun, frag grenades, EMP grenades, force propulsion grenades, an electric claymore,
  13. Gadgets - a quick barricade, a hologram that creates a 3D version of yourself, med kits, an energy grapple gun
  14. There’s a big gun in Star Marine, a cluster bomb that gets fired from a launcher
  15. Shoulder carried railgun for anti-ship attacks
  16. Energy riot shields will be in the game
  17. We will be able to wear backpacks to increase storage capacity, but this might inhibit other things.
  18. Yes to melee combat and it will work in EVA.
  19. Shoulder patch character customization in Star Marine
  20. You can loot people you kill in Star Marine
  21. Co-op will be in Star Marine.
  22. They may do weapon skins, as long as they’re not stupid.
  23. Have basic melee, but can also train in alien martial arts at a Tevarin dojo.
  24. You will be able to engage in combat on lawless landing zones
  25.  
  26. FPS Stances and Breathing
  27.  
  28. Three stances, lowered, ready and ADS
  29. Stamina System, consumed by sprinting, vaulting, mounting, climbing and holding breath
  30. Armour increases stamina drain rate, low stamina increases weapon sway
  31. Fire is most accurate at top and bottom of each breath.
  32. Weapon sway also dictated by the weapons and their attachments
  33. FPS dungeons/instances are a core part of the PvE FPS gameplay mechanic we’re designing for the PU.
  34. Something like taking a five man FPS team into a Vanduul mining station or arms factory and either steathing or killing everything that moves on your way to the objective? Yes.
  35.  
  36. Persistent Universe
  37.  
  38. 100 Star Systems
  39. Linux support has been announced. CryEngine supports it, and so can SC. If CryEngine ever supports Mac, then so would Star Citizen.
  40. Track IR support
  41. At least one waterworld in the PU
  42. There may be missions in the PU exclusive to those who completed Squadron 42 (The Vanduul have invaded Vega… help!)
  43. Voice acting in PU with subtitles as a backup.
  44. There are a bunch of ‘world changing’ events that they have planned for the PU, but they’re not going to take any officially yet. It’s too early yet.
  45. Organization system will form the basis for the faction system.
  46. Organizations will be both player and NPC-run. Smal factions like your friends, organization, and allies, big organizations like the UEE, Banu, Xi’An, and Vanduul
  47. There will be shifting alliances. If you choose to be a friend to the Xi’An for example, the Banu and Vanduul will both be displeased with you.
  48. Cool plans for streaming tech (streaming the game) to come down the line.
  49. Secret military bases in the PU? Yes.
  50. You need to log out in a bed
  51. Hyper Vanguard Force might be in the game. They’ve talked about having all the mini games in the final game somewhere.
  52. Pirate, smuggler, drug runner, hacker, militant, terrorist… bad dudes you can be.
  53. Missions won’t necessarily be stand-alone, some will interlink, or drive into other ones.
  54. We’ve got an awesome NPC/Boss-NPC system, if anyone has player Shadow of Mordor and liked their nemesis system, this takes it another level beyond that, it’ll add a much more personal level of interaction, your actions will effect those NPCs and those around you etc.
  55. Plus, global ones that affect all the players, so some pirate that might be your nemesis could gain enough infamy that he becomes the pirate lord in that system, where all players can go after him. We’ve got a really cool system worked out for all of that, blending into the economy.
  56. Some Jump points might be dangerous or dynamic
  57. You can share star map locations
  58. In fiction live team reporting on in-game events
  59.  
  60. Organisations
  61.  
  62. There will be player influenced politics
  63. There will be a player arbitration guild for settling organisation disputes and drama
  64. Organisations can be corporations, PMCs, Cults, Syndicates, or Misc
  65. Organisations have internal ranks
  66. Organization will have a reputation system (10FTC, 10FTC)
  67.  
  68. Landing Zones and Locations
  69.  
  70. Landing zones will have planetary landing and customs scans
  71. Landing zones will have day/night cycles.
  72. Four landing zones in Stanton system (ArcCorp, Hurston, Microtech, Crusader)
  73. Four landing zones on Earth (New York, Moscow, Shanghai, ???)
  74. Terra Prime (three districts)
  75. Spider (Cathcart)
  76. Cassell (Goss)
  77. Delamar (Nyx)
  78. The Belt and Vili (Odin)
  79. Lo and Castor (Corel)
  80. Shorvu and Xi (Rihlah)
  81. Rytif (Bremen)
  82. Capcas (Castra)
  83. Lorana (Banshee)
  84. Ergo (Nemo)
  85. Uriel (Oberon)
  86. Schwester (Chronos)
  87. Tovaroh (Kayfa)
  88. Mentor, Reisse, Persei (Rhetor)
  89. Angeli and Vann (Croshaw)
  90. Aremis and Selene (Vega)
  91. Tangarou (Helios)
  92. Haven (Tyrol)
  93. Asura (Ferron)
  94. Etos (Osiris)
  95. Cole and Ashana (Nul)
  96. Grinder and Tomb (Tiber)
  97. Cestulus (Davien)
  98. The ARK
  99. Banu Trading Posts
  100.  
  101. MobiGlas
  102.  
  103. AR wrist based device, displays contextual information
  104. Can be damaged, will glitch out
  105. Can project onto nearby walls, can interface with things in the environment that have TAGs
  106. There will be a military variant of the mobiGlas
  107. Backers get an explorer class Mobiglas rig
  108. Can automate cargo loading through MobiGlas
  109. mobiGlas will have socket for different modules
  110. A module may enable you to scan other players, or detect when they're scanning you
  111. SkyLine app wouuld allow them to store personal information on top of the map
  112.  
  113. Death of a Spaceman
  114.  
  115. If you eject, you live, if you don't, you lose a life.
  116. Each character has a number of deaths they can be revived from
  117. Characters will bear scars from deaths
  118. Characters can extend their number of lives with missions and money
  119. Lose all of your lives and you must roll up a new one
  120. You cannot buy game-character slots with in-game credits. That’s something you’ll have to buy with money outside of the game.
  121. Character creation is in-world, first character is in a bathroom, second at a funeral for the first
  122. You can sign up with the UEE Navy or head out as a civilian
  123. Players have basic insurance for their possessions
  124. Systems will be in place to prevent insurance fraud.
  125. There’s a system for the insurance, they’ll never have you pay for something and then take it away from you.
  126. Players can take out loans to buy more stuff
  127. You can use simulators to practice combat with no financial penalty or risk
  128. Reputation and faction alliances pass on to your new character, but slightly diminished
  129. Possessions can be passed onto the new character
  130. If you disconnect you autopilot
  131. Shooting ejection pods or ejected players in space has a big penalty
  132. Ship modules will decrease chances of life-loss with better ejection systems and automation
  133. You can be captured and sold into slavery with consequences, this does not count as a deaths
  134. Characters aging: It will likely be done, however, it is not a priority for the initial launch as it will happen so slowly.
  135. You can also allow a character to retire.
  136. You will be able to "Agent Smith" and possess NPCs to play with your friends
  137.  
  138. Healing Your Spacemen
  139.  
  140. 10 areas of the body can be damaged in four different states
  141. Damage is visual, also can be determined through diagnostics
  142. Limb damage reduces weapon handling and movement
  143. Hard to instantly kill a player, they get downed and can be revived
  144. Can be dragged by other players, or drag yourself
  145. Healing in the field is limited, you can't be restored to full health
  146. Need to travel to a medical bay to be fully healed
  147. Some ships have medical bays that work like stations with medical bays
  148. Players can respawn in any medical bay, including ships medical bays
  149. You can bleed out
  150. Medical profession, like all professions, is something that you can be skilled at and get better at, not just push a button and done.
  151.  
  152. Player Character
  153.  
  154. Female character model
  155. At least ten different facial structures to choose from per sex
  156. Characters can lose limbs and replace them with cybernetic ones
  157. Medical procedures can get you transplants if you don't like the aesthetics and are prepared to pay
  158. Clothing system will allow top hats
  159. All clothing customization options will have an impact on your character.
  160. Food/Sleep/Showering will affect the player in a fun way. Lack of showering might affect player interactions/appearance, or lack of food/sleep might weaken the player a little.
  161. There will be augments that grant skills or performance enhancers.
  162. Play as an alien race (long term)
  163.  
  164. NPCS
  165.  
  166. NPCs will be unique and can also perma-die
  167. Lots of NPCs variety required, at least ten types with both sexes
  168. PU NPCs are "highly interactive"
  169. NPCs will react to you based on your appearance, clothing or ship
  170. Aliens speak their own languages
  171.  
  172. Pets
  173.  
  174. Pets will have robust health & damage models, in the way that the humans are going to have. Pets will have a fair amount of detail in terms of animation, their AI.
  175.  
  176. Character Interaction with Gameworld
  177.  
  178. You can pick up items with grabby hands, features animations of you picking them up
  179. You can put down items again
  180. You can rotate items that you are holding
  181. Two handed items are re-oriented automatically
  182. You can throw and flip items like in Elder Scrolls, flipping coins
  183. You can USE items by double-tapping
  184. You can perform vandalism and tagging
  185.  
  186. Ships and Ship Systems
  187.  
  188. You will be able to paint ships.
  189. You will be able to rent ships.
  190. You will be able to buy ships with immersive purchases, such as talking to a salesman and signing a deal
  191. Purchasing ships/ship components with ingame currency
  192. Ship/component/cargo insurance
  193. Ships should be able to dock to each other
  194. Panel Access to Components/Internal Repair
  195. Component Tweaking/Tuning/Overclocking/Testing
  196. Ship locking / access control
  197. Ship hacking / forced boarding / component disabling
  198. CPU Resource System
  199. Working escape Pods/Vehicles
  200. Xi’An Volper bomber will be in the game.
  201. Vanduul Bomber will be in the game.
  202. More Banu ships will be in the game.
  203. Many promised ships such as the Banu Merchantman, 890 Jump, etc
  204. Flying an alien ship, will affect your standing with that race.
  205. Pilots can bulkheads/depressurise in their ships as a means to make boarding attempts more difficult.
  206. There will likely be some sort of in-universe way to tell how far/long your ship has run.
  207. Ships will be able to attach and detach parasite craft
  208. Ships like the Retaliator will be able to fit different internal modules
  209. Ships like the Endeavour will be able to store ships in internal landing bays
  210. We're still missing the Idris, Polaris, Javelin, Bengal and other capital ship categories that were in the Kickstarter
  211. Capital ships have a command and control system, where they can relay data and targets to other players on their team
  212. Larger ships will need shuttles to land on planets
  213. Some ships will have fishtanks onboard
  214.  
  215. Multicrew
  216.  
  217. Larger ships will have crew stations for different activities
  218. Crew stations can be crewed by other players or NPCs
  219. Communications is a multicrew station, can communicate with other ships
  220. There will be short range voice communication between player ships
  221. Can send information like cargo manifests or docking requests based on modules fitted
  222. Scanning is multicrew function, depends on array installed
  223. Avionics is a multicrew function, can prioritise systems such as ITTS or missile lock to reduce lock on time
  224. Power Management is a multicrew function
  225. Navigation is a multicrew function
  226. All users can see ship stats and overlays over a ship model for damage, heat, power and EM sig, with filters
  227. Multicrew stations have presets that can be renamed
  228. Multicrew stations will log player chat, critical information and server information
  229. Multicrew stations can recieve notifications from other players
  230. NPCs can crew stations on your ship, but not as well as players
  231. NPCs can be assigned to stations manually
  232. NPCs will have their own skills that determine their effectiveness at their jobs
  233.  
  234. Electronic Warfare
  235.  
  236. Ships will have many types of signature: cross section, electromagnetic and Infrared
  237. Reducing your signature below a certain level is illegal, like driving at night with headlights off
  238. Ships have a unique signature like reg tags
  239. Players will be able to scan their surroundings either passively or actively.
  240. There will be multiple states for signature detection, including fuzzy contacts
  241. There will be multiple EWAR methods available and multiple types of ESM
  242. EMP will shut down a target completely, requiring a reboot
  243. Signal Intercept is mostly passive, allows you to reroute or scramble communications, can change tracked targets, or interfere with radar and scanners
  244. Dataspike missiles allow you to hack in and shut down components like engines, weapons, shields and cooling
  245. Distortion reduces power flow to components, will repair over time
  246. Modules like ship-mounted antenna systems and custom avionics modules can improve function of EWAR
  247. Heat chaff are countermeasures for IR tracking.
  248. EM flares are countermeasures for EM tracking.
  249. Data chaff are countermeasures for hacking or spoofing
  250. Decoy missiles can act as a ship by spooking a tag, but not the cross section
  251. You can get ship shields with scan shielding
  252. There is a dedicated scan shield component
  253. Hulls can be modified to be scan shielded
  254.  
  255. Ship Repair and Maintenance
  256.  
  257. You have a repair arm and a task manager
  258. You can bring up diagnostics including damage area
  259. Repairs require materials to be socketed for repair quantity and speed
  260. Repair is a multi-stage process, first you must strip the damaged area, then spray over it to reach 100% on each area, this affects quality
  261. You also have a personal multitool that does the same thing
  262. Subcomponents can be repairs by turning the component off, swapping out a subcomponent, and turning it back on.
  263. Repair ships can take damaged ships aboard [presumably only if they fit of course] and jump away to safety, if needed.
  264. Miller ERS (External Repair Structure )can be locked together to create a scaffolding around a ship as a portable orbital drydock
  265. There will be repair drones
  266. Backers get a Class I Repair Bot
  267. You can EVA to perform ship repair
  268. The Crucible will be able to repair fighters
  269.  
  270. Shields and Management
  271.  
  272. Shields absorb energy, but let ballistic damage bleed through
  273. Shields have a bunch of variants
  274. Can allocate power to different shield faces
  275. Multicrew shield management has five presets
  276. Can allocate priority between Recovery, Regeneration and Max HP
  277. Can reinforce shield segments and boost recharge
  278. Can prioritise shield segments for recharge
  279.  
  280. Engineering: Ship Components
  281.  
  282. Ships have hardpoints for various pieces of equipment
  283. Components use power and produce heat
  284. Ships can reduce their signature for stealth
  285. Ships can have hull breaches for boarding
  286. Mass affects manoueverability
  287. Items have varying quality
  288. Ship also has CPU as limitation like in Eve
  289. Parts have durability and can be damaged
  290. Parts have different costs
  291. Parts can be performance tuned
  292. Higher performance at cost of higher wear and tear, or risk of burning component out
  293. Testing, overclocking equipment in a hangar
  294. There can be illegal components
  295. Parts connect via pipes, need supply of resources to function, these pipes can be damaged
  296. You can melt modules for raw components
  297. Backers get an engine tuning kit
  298. Engines can be tuned to racing level
  299.  
  300. Economy
  301.  
  302. Economic Background sim that represents millions of agents
  303. No fixed prices, everything is supply and demand
  304. Industry is represent by thousands of nodes, representing refineries and factories
  305. Nodes are NPC run, players can purchase them
  306. Some nodes are atomic, others are agglomerations, i.e. a business may represent multiple nodes
  307. Node types: Population, Training, Entertainment, Repair, Raw Materials, Refinery, Manufacturing, Advanced Manufacturing, Component Manufacturing, Assembly Line, Reseller, Transport, Communications
  308. Manufactured goods are not unlimited
  309. Manufactured goods need to be shipped around manually by NPCs or players
  310. Production is realtime and can take a long time, an Idris takes a month.
  311. Background simulation spawns missions for players, especially in emergencies
  312. Nodes away from civilised space request goods less frequently
  313. There is a job or contract system
  314. You can run your own business
  315.  
  316. Cargo and Trade Design Document
  317.  
  318. Containers have cargo unit capacity and fixing points
  319. Cargo containers are standardised sizes and interchangeable
  320. Cargo containers will be armoured
  321. Players will be able to stowaway in cargo containers
  322. Cargo containers can be scanned on foot
  323. Cargo containers can be booby trapped
  324. Heavily armoured containers can transport less
  325. Pallets can be loaded to move multiple containers at once
  326. Cargo is stored in a stasis grid as long as there is power
  327. There will be a Space Craigslist for player trading.
  328. Long term you might be able to open a storefront.
  329. Space globes will be purchasable and tradable.
  330. Inertia on objects not anchored on ships
  331. Tractor beams and EVA for picking up cargo from space
  332. Cargo containers can be opened in space
  333. Smaller fighters can be de-assmebled and transported in parts as cargo
  334. There will be trade lane and cargo software, which will be more in depth on larger freighters
  335.  
  336. Smuggling
  337.  
  338. For smuggling, you need to know what types of scanners you have to protect against and buy/install the appropriate components to mask your illicit goods.
  339. In order to smuggle past the planetside cargo scan you will need electronic countermeasures to set off a false cargo manifest.
  340.  
  341. Mining Gameplay
  342.  
  343. Trade and Development Division is the commodities marketplace
  344. Miners can work freelance or get a fixed price as an agent for a cut of their cargo
  345. Pioneer career uses long range sensors to prospect
  346. Prospecting information can be sold to information brokers
  347. Organisations may automatically share private discoveries between themselves
  348. Mining roles - Pilot, Scan Operator, Beam Operator, Cargo Operator, Refinery Operator
  349. Scan Operator injects sampling missiles by scanning the asteroid for an injection point
  350. Missiles are manually controlled, can scatter, skilled operators can barely scan and still hit
  351. Beam operator controls voltage to sculpt big or small, can explode the asteroid at full power
  352. Too much power creates seismic tremors that can blow things up in the asteroid
  353. You can see materials quantity around the mining beam
  354. Cargo dude scans fragments that come off, direct them into the crusher with a tractor beam
  355. Has to balance attractive and resistive force to avoid breaking up fragments
  356. Refinery operator channels different ores between different processors like Cook/Serve/Delicious
  357. You can continue mining while not at the controls
  358. You can jettison ore containers to drop the mass and increase speed
  359. You can jettison ore containers to be picked up by others
  360. There will be different mining lasers with some better at boring holes, or mining lighter/denser materials
  361.  
  362. Salvage Gameplay
  363.  
  364. You can explore ship wrecks
  365. Most wrecks will not explode, so they can be salvaged
  366. When you find a ship you want to salvage you can either go over to it and pick the parts you want off of it, or you can just turn the whole thing into scrap.
  367. There will be a manned cutter which you can use in EVA to explore ship interiors
  368.  
  369. Refuelling Gameplay
  370.  
  371. Refuelling is a multicrew function
  372. Players can choose which fuel tank is being refuelled
  373. Ship to ship refueling, with manual and automatic options.
  374. Refuelling can be done when stationary or in flight
  375. You can haul fuel as well as cargo pods
  376. You can refuel from your fuel pods
  377. You can refuel from gas giants with a gas refinery
  378.  
  379. Passenger Transport Career
  380.  
  381. You need a passenger license with a recurring fee to carry passengers
  382. You need a passenger starship, which comes in four different comfort classes
  383. Players can publish flights with arrival and departure times and ticket prices
  384. You can fly for NPC corporation flight lines
  385. Pilots will be able to fly directly or plot a course for the ship to follow
  386. Pilot recieves real-time feedback as to how many tickets have been sold
  387. Pilots have a reputation, like Uber, poor reputation can lead to your license being revoked
  388. Pilots can adjust pricing on passenger seats
  389. You have to keep passengers happy by serving drinks
  390. You have to keep passengers happy by repairing entertainment console server blades
  391. You have to keep passengers happy by treating them if they have heart attacks
  392. You need flight attendants for more than 30 people
  393. You can carry NPC passengers or players
  394. The pilot must give an all-clear signal to disembark
  395. You can emergency land at a different destination and force people to get off
  396. You can control passenger entertainment from screens in the cockpit
  397. You will be able to modify the internals of the ship with a holoviewer style interface
  398. Passengers will be security scanned when boarding
  399.  
  400. Bounty Hunting
  401.  
  402. You need to be licensed at a bounty hunters guild
  403. Bounty Hunters guild has a ranking system
  404. Warning if you fire on a citizen, bounty on your head if it keeps happening
  405. Bounties don't fade away, are valid in all systems
  406. UEE pays out the bounties
  407. Insurance may be suspended on those with bounties
  408. Murder is more important than destruction of property
  409. Players can assign bounties on other players
  410. Multiple bouunty types: tracking, capture and kill
  411. There will be a "most wanted" list of criminals
  412. Players with bounties will need to be scanned first
  413. You can be jailed, and skip the sentence
  414. Possibility of jail-break missions
  415. There are in-game news feeds where freelance job postings will be listed
  416. You have reputation as a bounty hunters
  417. Bad reputation will only be reported against you if there are witnesses
  418. Bank records are traceable in financial crimes
  419. Bounties can be tracked by "red-tag-flag" signatures
  420. Bounty Hunters will have varying reaction from NPCs depending on location
  421.  
  422. Exploration Career
  423.  
  424. You can save and sell the location of untapped ore deposits
  425. You will be able to share exploration data to friends via mobiGlas.
  426. You will find, catalogue and report critical information
  427. You can sell information you find to players or NPC interests
  428. You can sell information on enemy positions and composition
  429.  
  430. Information Broker Career
  431.  
  432. Information brokers can pinpoint small asteroid bays for you as well as type and quality
  433. We can intercept data transmission drones and release them again to stay under the radar as part of the info-agent profession.
  434.  
  435.  
  436. Science Career
  437.  
  438. Can grow plant life and harvest for profit
  439. Plants require soil, seeds, water and fertiliser
  440. Farming is labour intensive and requires attention to detail
  441. Can choose lighting and radiation for your plants, as well as temperature
  442. No irrigation or fertiliser automation, industrialisation what?
  443. Each species is a puzzle
  444. Some species are cosmetic, like tulips
  445. Exotic species are harder to grow and more valuable
  446. Space telescope can scan the heavens in any part of the EM spectrum
  447. Can also fire off long-range scanning probes
  448. Can scan down comets, asteroid fields, derelict ships or stellar phenomena
  449. Select an area of the sky and slowly scan for anomalies
  450. Can increase scan resolution by zooming in once you have detected something
  451. Scanning creates a nav marker you can travel to
  452. Supercollider modules will allow overclocking of components
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