Inside Star Citizen talks New Babbage, item misfires, and the law and lore of the Stanton system

    
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The weekly video digest from Star Citizen is out there once more, and this week’s episode has some pretty interesting topics. We get a look at an early build of New Babbage, we hear from the devs about item misfires and the rationale behind their inclusion, and we even get some coffee talk from the lore team about law and order in the Stanton system.

The first part of the video stars senior environment artist Jussi Keteli and principal level designer Friedrich Bode as they give us a tour of the New Babbage landing zone, which serves as the gateway for players entering the microTech-owned planet in the Stanton system. The zone is currently in a whitebox stage of development, which grants fans a look at the general layout of area and its aesthetic design. This is the first of several promised looks that will be part of the Inside Star Citizen video series.

Next is the subject of item misfires, which were introduced with patch 3.6. Two of CIG’s programmers — Johnathan Young and David Colson — explain why the team wanted to introduce a system that would essentially mean ship components would fail, saying that the system is in place to introduce consequence for taxing ship components via overclocking. At the same time, component failures should happen on a gradient scale and are being introduced with an eye on being fair.

Finally, Dave Haddock and William Weissbaum of the lore team check in with a deep dive into the thinking behind law in the Stanton system, offering some insight into jurisdictions and how certain planets feel about the more illicit activities players can get up to. It’s a pretty loaded video, and it’s embedded below.

source: YouTube
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deekay_plus
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deekay_plus

just a classic style space sim mission for yall this week. nothing too wild… ;)

Godnaz
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Godnaz

Not going to lie. Showing white box phase of New Babbage has me worried about the pace at which solar systems are being fleshed out. Now in the 2nd half of 2019 with the first system going online (presumably at the end of the year) with 10 systems promised, is going to be a feat to accomplish with any hope of a hard release date before 2022-23.

It disappoints me to think it but I could easily see SC being labeled a beta for many more years to come to make up for the pace we currently see. I’d like to think they’ve got more systems already put together and aren’t telling us.

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Alberto

It actually won’t be “done” till next year first Quarter with Crusaders cloud City. So even longer and with how late ea drop has been I’m thinking middle of next year…(

deekay_plus
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deekay_plus

i think they’ll do soft launch perma beta but more or less launched and i’ve been saying so for a long time feels like. their investors are not gonna let them relinquish a proven revenue stream easily. and just because chris controls the board doesn’t mean he can just ignore the investor members.

but in general i feel a fair bit of things involved there depends on sq42’s success. and how long it takes to deliver. i’m less worried about the pace of the mmo portion and more eyeing that ssocs stuff and what’s involved with it.

apparently they’ve got it working in internal testing but need to refactor all the missions content to work with it. gonna be interesting to see how fast they can rub that together or if they’d be willing to have another wild west with no working contracts period again to test it out in the wild sooner. really anyone’s guess between those two and everythign in between and the next door neighbor lol.

and ofc as far as more systems being put together they do have the stuff for sq42 one would assume/hope (!!!) at this point.

Chronic Enigma
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Chronic Enigma

Really enjoying 3.6.1 on PTU right now, hoping to hit live soon. Game is coming along really nicely. by this time next year (4.0) , I smell beta.

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Tee Parsley

Whenever I read these convoluted design attempts in SC, it reminds me of how deeply their features have creeped. Way too much on their plate to design and balance.

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memitim

Meh… I’ll be too busy nerding out about how cool all these little features are to care about balance initially, no game this big is perfectly balanced, it’ll be close enough in the end.

deekay_plus
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deekay_plus

the balance could always be better but it’s surprisingly not the worst ever since they started actively balancing things. the balancing ranges are still ballpark sized but they’re starting to find how to hit the balls within the foul lines sometimes.

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memitim

I haven’t played it enough yet to know what its like but I think they should worry about that further down the line and I suspect that is what they are doing for the most part.

deekay_plus
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deekay_plus

yeah i don’t think they’re really trying to fine tune it at this time but just kind of a get a sense of the edges of it.

some ships are pretty pay2win as a result while others are pretty crap for their cashspent, but it all depends on what you’re doing with them as well that makes a difference too. and ofc your skillz.

which if you’re doing combat testing ahead of your singleplayer combat launch it’s not bad to get a sense of how it works if not for balance then to train your npc ai.

deekay_plus
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deekay_plus

adding on to this – at this point the best weapons and other components for your ship are generally ones obtained through game play, w/e ship you own for the most part. there’s a few odd end components that are current bis that only come on certain rare/unusual ships as well.

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Tobasco da Gama

Next is the subject of item misfires, which were introduced with patch 3.6. Two of CIG’s programmers — Johnathan Young and David Colson — explain why the team wanted to introduce a system that would essentially mean ship components would fail, saying that the system is in place to introduce consequence for taxing ship components via overclocking. At the same time, component failures should happen on a gradient scale and are being introduced with an eye on being fair.

Best of luck to them! This is a really difficult thing to balance, but it’s also kind of necessary for a game as simulationist as SC wants to be.

deekay_plus
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deekay_plus

i think simulation ish is more the word ;)

but it is a pretty cool thing. i haven’t been playing enough to really notice it in particular outside cool graphic effects after taking some hits and stuff or crashing a bit. haven’t played enough to get the wear and tear degradation stuff yet. i guess it’s one of the last things to fix alogn side custom load out insurance bugs before 361 goes live.