July 24, 2014, 09:03:47 am

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Messages - hayt

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1
Other Games and Interests / Re: Destiny-Iron Banners
« on: July 19, 2014, 03:12:54 pm »
I'll be on but might get pulled away for work (on-call this weekend).

2
Star Citizen / Re: New Star Citizen T-Shirts Available!
« on: July 18, 2014, 01:44:47 pm »
I should be getting a size-able bonus soon, so it was easy for me to justify, plus I've got enough in the bank to not worry.

3
Star Citizen / Re: New Star Citizen T-Shirts Available!
« on: July 18, 2014, 01:41:23 pm »
I also bought the Gladius because, you know, impulse control.

4
Star Citizen / Re: New Star Citizen T-Shirts Available!
« on: July 18, 2014, 01:28:45 pm »
And...ordered.

5
Star Citizen / Re: Question about jump drives
« on: July 16, 2014, 10:51:17 pm »
I wonder if, after all this speculation, it's going to turn out that jump drives aren't nearly as important (or at least necessary) as everyone (myself included) expects them to be.  I have a hard time believing that we'll all need them, but you can only have them by making sacrifices.

They may not be, and they certainly won't be if you spend a lot of time in your home system. However, as it is the means by which you travel to another system, I don't see it being unimportant at any point.

6
Other Games and Interests / Re: 1...more...day
« on: July 16, 2014, 06:14:03 pm »
PSN is Hayt325.

7
Other Games and Interests / Re: 1...more...day
« on: July 16, 2014, 03:12:36 pm »
I have to go in to work tomorrow (Monday and Thursday are my days in the office) but I'll be on tomorrow night and (hopefully) can set it to download tonight before I go to sleep.

8
Star Citizen / Re: Now this is a cool stretch goal - $50M
« on: July 15, 2014, 02:31:28 pm »
Right, but with more money they can hire another developer or two. What's a developer run a year - 80k salary, so around 120k total overhead for a year? With an added one million, they can:

  • Pay some professional linguists 50-100k to come up with the languages (flat fee, I bet they can contract that out).
  • Hire two developers with the goal of integration and dissemination of the language within the game (again, a cost already at least somewhat accounted for in the budget since the game is voiced). Let's say they hire two more for two years = 480k total cost.
  • Get the voice actors to do it (this is cheaper than you think unless you pursue a-listers, and you won't for a foreign language) - maybe 100k.
  • Make a bed for Chris Roberts made out of $100 bills: 320k
  • Total cost (high side): 680k (1 million with the bed)

Granted, that's napkin math, and maybe CR has to spend some time, or Peterson or Mayberry or all three or more, but that's the whole point of their development model - with more money they can continue to expand and add more talent for completing the game.

I think most people's (warranted) fears regarding feature creep is added time to development, but we already know that the game proper won't be released until 2016, as it stands. Adding features like this (which, incidentally, may have already been intended - I'd be more than a little shocked that the intent was NOT to release them with their native language created) shouldn't add so much time and overhead that they can't do it, but it does mean they need to hire more people to do these tasks, and not just the linguists. I don't view this as adding a ton of stuff they didn't already want to add to the game anyway - as I said, they would have to budget for the voice actors and development time of adding the voice acting to the game, regardless of native dialect.

9
Star Citizen / Re: Now this is a cool stretch goal - $50M
« on: July 15, 2014, 01:56:24 pm »
They still have to be coded in game. It's going to add a lot of extra meetings with people who manage multiple parts of the game. They're going to need devs to put them in. Scope creep is definitely a thing if they intend to do this for initial release.

With the added money, they could easily load-balance and bring other developers on-board. It's not like the "devs" are a cabal of five grand Citizen wizards, and the rest are just their flying monkey lackeys who fetch coffee and sometimes quash code bugs.

Additionally, they were already going to code some sort of speech for them - what's the harm in making that speech more authentic to the game? Hiring the linguists just makes it easy.

This isn't feature creep as much as some other options. It does represent a lot of work, but some could already be accounted for in that they were going to voice these guys regardless, and the rest could easily be covered by the linguists and the voice acting operation (which you can consider separate from the main chunk of development).

10
Star Citizen / Re: The Gladuis is For sale this weekend!
« on: July 12, 2014, 11:34:22 pm »
I'm tempted to buy it to try it out for AC. The dumb fires could be useful for slower targets (i.e. Connies or the TNGS ship) and it would be nice to see if it really is quite fast and agile in comparison.

11
Star Citizen / Re: The Gladuis is For sale this weekend!
« on: July 12, 2014, 02:39:07 pm »
"Best" may not be applicable. With the way I think they're going to do upgrading, everything will have tradeoffs. A larger powerplant may require a larger heat sink, which will add mass to your ship and make it handle differently. The neutron guns are powerful (they almost 1-shot Vanduul) but the recharge time on them is nuts and their power usage is insane. You may not be able to combine the best weapons, shields, engines, thrusters, and armor - you will probably have to make choices and sacrifices.

You will have to take the combined usage into account of all your systems, and your best might not be as good as someone else's best.

12
Star Citizen / Re: The Gladuis is For sale this weekend!
« on: July 12, 2014, 02:24:26 am »
It's extremely light, so it should be very nimble and difficult to hit, even with TR2 as main engines and TR1 thrusters.

The armament is meh, especially the dumb fire missiles, but if they can't hit you at all then it hardly matters.

13
Star Citizen / Re: Post your latest Swarm Scores
« on: July 11, 2014, 11:16:23 am »
I tried them out a couple of times, and found they were fairly good anti-kamikaze guns as well as great in the initial flyby. I would not suggest using six energy weapons as you tend to be toothless for a significant time while they recharge.

14
Star Citizen / Re: Post your latest Swarm Scores
« on: July 10, 2014, 10:01:20 pm »
Bro, do you even neutron gun?

15
Star Citizen / Re: Post your latest Swarm Scores
« on: July 07, 2014, 02:06:16 pm »
I feel like the last few patches really improved the joystick control. I had not played for nearly 2 weeks and was one kamikaze from wave 15 first time back. The missile reset is a nice touch.

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