Will there be collisions in dogfighting? If yes, will the colliding ships sustain damage? Yes, there is collisions and you will sustain damage.
When we buy another ship in game, do we trade our old one if we want to? Also, on the old ships that might be traded in by other players, will we be able to buy used ships or are they taken do to their elements and sold as scrap metal?
Yes, you will have the option to trade in your ship. Generally, you’ll want to keep more than one ship because ships are designed to do certain tasks well, so you should have the right ship for the job. There will be second hand ships in the PU. There will be “used ship dealerships” similar to car dealerships.
How would max velocity at cruising not be energy efficient? If we are in space, we are moving without friction. We shouldn’t be continually applying thrust because we won’t be suffering from drag. Are there then factors that we don’t know of that’ll slow us down or cause our thrusters to constantly be firing?
No, there are no elements to reduce speed like drag. The flight control system can limit speed during dogfighting however. The flight system is energy efficient, so the thrusters and fuel will only be used when you’re changing velocity vector/orientation.
Will we be able to name our ships? If so, will this name be visible to others (decals, targeting reticles, etc)?
Yes, it’ll be visible as a decal on the ship hull and will show up in the targeting reticle.
Since you plan to add a comprehensive FPS element in the game, will there be missions in SC that’ll incorporate both ground and space objectives?
Yes, this will be the case in both SQ 42 as well as the PU. There’ll definitely be some fun stuff that’ll increase immersion. For example, if you find a derelict ship in space while exploring, you’ll be able to dock and explore it. There may be some alien creatures on these ships that may attack you.
Will our characters have damage states? I don’t mean missing limbs,etc. I mean that since there are usable toilets/showers, would using them maintain a “cleaner” appearance, while the lack of use would have you end up looking like an unwashed space pirate?
There will be some level of “aging” for the character, but the “cleanliness state” hasn’t been thought of now, but it will be taken under consideration since they are working on the character system.
Will we be able to modify our missiles/torpedoes? Can we have the ability to make our missiles faster at the expensive of explosive payload or vice versa?
This will not be possible as the idea is you’ll be able to buy ordinance that’ll fit your need. There will be ordinance with more payload but slower and vice versa.
After playing some frustrating BF4 today and living through the regular “netcode” problems that plague it, I wonder what plans are afoot to make SC as hack free as possible?
CIG has a nice server authoritve model with limited client trust. The nice thing about this is that as long as you’re not cheating, you’ll likely have a very smooth experience comparable to playing a single player game.
Hey Chris, in my pledge I have a 3inch model of a space ship. My question is, will we be able to choose which ship the model will be of and will we be able to buy more models without a pledge?
The model of the space ship is of the Constellation as that’s the package the model was in. They are testing out the prototype models right now. There is the potential for other models being available in the future, but the cost of doing this is quite high. Physical items have more or less no profit as it’s done as an appreciation for the community and usually.
Can you tell us about your vision for Command and Control (C&C) centers on the larger ships? What will the interface be like? How much controls will the C&C have over the ships under his/her command?
The interface will be like a 3D hologram similar to the 3D radar on the ships/Prometheus movie, but with more control and detail. You'll be able to send commands to ships under your control. C&C will come to the players around DFM v3 with the large ship/capital ship implementation. There will be an article about various large/capital ships systems later.
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