

#321
Posted 13 July 2013 - 09:00 PM
#322
Posted 13 July 2013 - 10:32 PM
#323
Posted 13 July 2013 - 10:54 PM
#324
Posted 13 July 2013 - 11:17 PM
#325
Posted 14 July 2013 - 10:18 AM
jakucha, on 08 July 2013 - 07:36 PM, said:
LOL...Um...no dude...just no. They have an engine already in place, they can fly ships around and have some interiors completed. Unless you are a backer and have watched all the stuff there doing, you cannot comment without looking dumb. They have a TON of money, and will raise well over there $22 million goal by next year.
In just TEN minutes, they raised $250,000.00 on the Idris sale....ten minutes for a quarter mill dude.
Chris Roberts has an excellent team together, and he knows his stuff...and doesnt have to answer to an IGP Leech.
#326
Posted 14 July 2013 - 10:48 AM
Adridos, on 09 July 2013 - 11:59 AM, said:
You hit the nail on the head, in my opinion.
How much money did Star Citizen raise? $15 million? Psychonauts, a great game that didn't push any boundaries in scale, innovation, graphics, anything at all really and was just a very well made game from 2005 had a tiny $12 million budget... accounting for inflation, they had $14 million today's dollars to play with. Wing Commander 4 had a budget of $18,342,125 when accounted for inflation and the whole game is practically just a small part of what is intended for Star Citizen.
I sure as hell am really excited to see how can they deliver all the stuff that they've promised with such a tiny budget.

You do realize that they generate about a million dollars a month off crowd funding so far right? Also, i know most people dont realize this, but Chris Roberts has private funds from private investors just WAITING there to be used. He stated that if the crowd funding is successful enough, that he will have the freedom to use as little or as much of that private, non-publisher, funding as he needs. The less he uses, the more money that can be put back into the game as he doesnt have to pay interest on borrowing it.
In reality folks, I expect he has access to another ~$20 million IN ADDITION to what they have currently raised via crowdfunding.
#327
Posted 14 July 2013 - 10:53 AM
deforce, on 10 July 2013 - 10:09 AM, said:
I still have no freaking clue how they can say it costs that much. If they released a public map editor this game would have so many community created maps, made in a week by a single {Noble MechWarrior}.
This...x10./
Chris Roberts is very smart, in that he has already stated that people can submit there content for review, and if approved, SOME of those ships and planets will be used in the actual Persistent Shards.
However, you can ALWAYS use whatever you want on your private servers, and let me tell that by the time the game releases, setting up your own server wont be that expensive for most of us....Ram is already moving to 16g of ddr3 standard, and most likey will move to 32 by 2015...and thats just *standard*
#328
Posted 14 July 2013 - 10:57 AM
Adridos, on 11 July 2013 - 01:26 PM, said:
So he wants to copy EVE's economy? Funny guy...
Also, what's funny about the cost of mechs in MW:O? They have to first remake the design to look good instead of the TT junk. Then they have to create orthos for said image. Then they have to design the looks of variants. Then they have to create hi-rez models from said sources. Once they have that, they have to create bump maps, dynamic textures, damage textures and so on. Then they have to create a low-poly model that won't cook our PC outright. While doing so, they hav eto design and model the whole cockpit, again with textures and everything. Then they have to create animations for said model under every circumstances and also have to program the thing with all the variations into the game, including effects. And I've probably missed some stuff...
If it's polycount you're after, they mentioned only the hi-poly model... you know, it's kinda stupid (no offense

Here's a 20 mil poly gun (not pictured) that cost nothing, since it was a fan work... just in case.
Seriously...you are the most rtarded person posting here if you cant fathom a simple side by side comparison. Rampant fanboism and delusion at its finest.
PLUS...your argument fails in light of all the designers at MWLL that PGI snubbed off. If people KNEW there stuff was going to be used and tested, they would make mechs and maps... Simple as that.
#329
Posted 14 July 2013 - 11:44 AM
#330
Posted 14 July 2013 - 10:33 PM
http://massively.joy...n-star-citizen/
Edited by Loc Nar, 14 July 2013 - 10:33 PM.
#331
Posted 15 July 2013 - 12:25 AM

We won't be aggressively recruiting until alpha hits, but we plan on being a solid mid-sized (~100 member) group by the time open beta happens. We will be doing all aspects of gameplay available, so there is fun for everyone.
Our SC website is in the works now: sc.qqmercs.com
We look forward to banding together with our MWO friends in that game, too.
Edited by Karpundir, 29 November 2013 - 09:27 AM.
#332
Posted 15 July 2013 - 05:14 PM
#333
Posted 15 July 2013 - 05:45 PM
#334
Posted 17 July 2013 - 03:39 PM
#335
Posted 18 July 2013 - 07:05 AM
#336
Posted 18 July 2013 - 08:08 PM
Karpundir, on 18 July 2013 - 07:05 AM, said:
I believe the plan is to have a single server for the persistent universe and deal with the large amount of players through instancing.
So a MWO alliance? I you can convince everyone to get along (or at least tolerate each other) that would be pretty neat. I'm sure among the competitive teams we've got a fair number of competent and active pilots. I think it would be fun.
We should schedule a meeting at some point once the game gets closer to launch.
#337
Posted 18 July 2013 - 08:18 PM
Xiphias, on 18 July 2013 - 08:08 PM, said:
That's exactly what Chris described really. Player count should only be relevant if you're actually supposed to be near other players, otherwise you don't use much of the server's resources apparently. Which is good. Having to chose servers is silly and if a bunch of the MWO crowd on here wants to buy and crew some corvettes, frigates, etc... count me in because those things look great so far

Edited by Karyudo ds, 18 July 2013 - 08:19 PM.
#338
Posted 18 July 2013 - 10:06 PM
If this alliance were to happen, it should be created in the fall after MWO's CW kicks in (since many players will return to this game) and just before alpha starts in SC, which should be around Nov-Dec 2013, based on what I read.
I like where this is going...
deforce, on 15 July 2013 - 05:14 PM, said:
I wish more guys in our merc corp had that kind of dough to drop. However, many of us got in at founder's and will likely upgrade in time. We plan on getting a frigate when it gets released.
#339
Posted 12 August 2013 - 11:46 PM

#340
Posted 12 August 2013 - 11:58 PM
On a personal level, I know my wallet wished I wasn't so interested in the game since the kickstarter.
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