Star Citizen Gameplay Trailer

Daunt

MLG Pro
I'm sure a lot of the same Elite players, and more, have followed Star Citizens [agonizingly slow] dev cycle. It's been a while certainly, with so many buying options... they've released some alpha 2.0 gameplay trailer footage. What do you make of it? How do you feel about SC in general?

[video=youtube;xf4zCCjBwOA]https://www.youtube.com/watch?v=xf4zCCjBwOA[/video]
 

Shilka

Hardcore
To buy the biggest ship package will cost you $18,150.00 And then you still don't have m all... What can I say...
I seriously don't care whatever arguments people can find to justify it, it is downright rediculous for a bag full of promises.
 

Daunt

MLG Pro
Oh I agree 100% Shilka. No amount of promises, good gameplay videos and features they say it will have will justify the amount of money they want people to pony up. That's why I've really liked the way Elite has gone about it.
 

Shilka

Hardcore
It's a shame though, because the game does look good for sure. But then if I see to fly the stuff I've already flown in elite would have set me back way over $1000 already in star citizen. You've got to be a real hardcore fan to cough up the money for this. There's just no use to look at the game at all for me, as I'll never be prepared to pay what they want me to.
 

Produx

Core
It doesn't mean that you'd have to pay it if you don't want to. They've always said that the stuff you can buy you can also get by just playing the game, as how you've did in Elite as well.

But the simple fact that these orders are up, and still up after hitting every single stretch goal is a thorn in my eye as well. Looks way too much as greed instead of need when we also look at how slick their marketing campaign continues to look, a lot of budget must've gone in there as well.

I personally bought in on both. Got Elite during beta and Star Citizen when Arena Commander got released I took the cheapest all access package there was for around 35€.

edit:
Verified the price I actually payed for Star Citizen access and it was 32€, a bit expensive for a simple space combat simulator (Arena Commander module), but seeing how well it is done with it's flight model and graphics it's not that bad.

Even though Star Citizen has been a LOT slower with releases I haven't had regret of my investment so far since I personally enjoy the flight model of the basic Aurora ship I have more as my ships in Elite. They feel much more "realistic" and direct in control.
For that reason I'm also quite eagerly awaiting the release of this first version of the persistent universe to see what it will bring compared to Elite.

But now Elite also wants me to cough up another 60€, or so, for the Horizons expansion and who knows what more for any further expansions in the future. All for features that are promissed to be included in the release version of Star Citizen, if it ever gets released.
 
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Produx

Core
Looking at the queues I should get access to the PTU 2.0 around this week.

Otherwise I'll just await the general release of 2.0 to check it out.
But the trailer sure looks amazingly, awesomely good.
 

Produx

Core
in the current state it's still crashing quite often, especially in the mutli-crew ships :(

But ...... WOW, from what I see so far it's simply amazing. The FPS needs a lot of work still, especially with character animations but the feeling and atmoshpere in those game parts are just awesome.

Who else bought in on this one so we can check some multiplayer soon?

In case you missed out on the Alpha 2.0 available things, take a look at the list below:

LARGE WORLD – CRUSADER: 17 OPEN WORLD MISSIONS

  • 8 Comm Array missions involving dogfighting and EVA, 8 Research missions involving protecting civilians or recovering lost data and 1 Exploration mission of an abandoned station.
  • 20+ Random Encounters – Most are random dogfighting encounters, often with a mix of friendlies and hostiles. 4 are random exploration missions involving finding lost wrecks.

FIRST PERSON SHOOTER

  • Recharging energy weapons.
  • In-game pick-ups including ballistic weapons, ammo and MediPens.
  • Player healing.
  • Due to the open-world architecture of the Crusader system, FPS combat can occur on space stations, on the decks of ships, or even while engaged in EVA.
  • A space station location specifically designed for and dedicated to FPS combat, including many stores and caches of personal weapons.

MORE FEATURES!

  • Constant and ongoing skirmishes and space dogfights between Pirate factions and in-system security forces in the Yela asteroid belt.
  • Wreckage to scavenge in the Yela asteroid belt.
  • Ship Repair, Refuel and Restocking at Cry-Astro.
  • EVA – Extravehicular activity.
  • Multicrew Ships: Multicrew ship gameplay! You’re not tied to your seat, you can walk around inside your ship with friends, and assume different responsibilities at different crew stations, such as ship’s pilot or copilot, engineer, or turret gunner.
  • Ship to space transitions.
  • Seamless first-person gameplay! Transit between the interior of your ship to outer space and back without any loading screen! Fly, fight, and spacewalk all in the same game.
  • Quantum Travel, complete with limited fuel mechanics.
  • All non-fighter craft have a Quantum Drive that allows them to travel through local space at genuinely 0.2 speed of light.
  • Mobiglass Mission and Journal system.
  • EMP warfare in the Avenger Warlock.
  • Large World tech that allows for extremely large expanses of space to explore without loading screens.
  • New IFCS Flight models.
  • Ship repair refuel and restock.
  • Party system.
  • Multi-ship crew stations.
  • IFCS Flight Modes – Precision, SCM, and Cruise flight modes.
  • Afterburner.
  • Ship-to-ship EMP and disruption damage.

LOCATIONS

  • Our first Large World planet: Crusader.
  • Three moons: Yela with its asteroid belt, Cellin with a station and Daymar with a station.
  • Three distinct stations: Port Olisar (The new local shipping hub, a space hotel players get their start in), Security Post Kareah (our FPS PvP location), Covelex Shipping Hub (Abandoned shipping hub, acting as an EVA exploration location for players).
  • One Cry-Astro repair and restock station.
  • Nine Comm arrays with encounters, missions and EVA exploration.


ARENA COMMANDER

The in-lore Arena Commander is a simulation module that pilots can plug into and practice in. It’s served as the testing ground for much of our flight and in-combat ship experience. All ships listed as Flyable on the charts below can be flown and fight in any of these modes.

  • Six-Part Tutorial that introduces players to basic and advanced flight controls, including take-off, landing and combat.

Game modes include (Available in both single and multiplayer):

  • Racing Mode, with three unique “tracks” of increasing difficulty. It is referred to as the Murray Cup in lore.
  • Free-flight mode, with no time limit, AI enemies or goals on your choice of two unique maps, Dying Star or Broken Moon.
  • Vanduul Swarm, on two unique maps, Dying Star or Broken Moon. Do battle with wave after wave of increasingly difficult enemy Vanduul ships.
  • Single player mode has AI teammates to help you.

Multiplayer mode is up to four players in a team vs the Vanduul Swarm, and include game modes:

  • Battle Royale, a free for all combat mode with four to sixteen players. The player who scores the most total points within the time limit is the winner.
  • Squadron Battle, a team vs team fight with four to eight players on each side. The team who scores the most points against the rival team within the time limit is the winner.
  • Capture the Core, a team-based capture the “flag” game mode with teams of four to six players on each side. The first team to score five captures wins.
  • All can be played on two unique maps, Dying Star or Broken Moon.
  • Public free-matches are limited four per side.


SOCIAL MODULE: ARCCORP

Area 18 is a city on ArcCorp, a planet in the Stanton system and our first interactive planetside environment.

  • Gameplay is focused on individual exploration and social interaction.
  • The zone contains a customs area, shops, Medical Bay, items (not yet buyable) and a bar.
  • Augmented Reality mode allowed players to see names of other characters and view the names/details/prices of any items they look at.
  • Fully destructible Greycat Buggies that players could drive around the zone, with the ability to run over and kill other players or destroy said buggies.
  • Our first player experience with death and respawn into a Medical Bay after being run down.
  • Some NPCs, with interaction being developed now.
  • Introduced our chat and animated/voiced emote system. With the ability to create and join multiple chat channels, zone into ArcCorp instances with their friends, and interact with them on a much more personal level.
  • Up to 36 players, with a hard cap of 40. The soft cap is to allow for friends to join the same instance together.


THE HANGAR MODULE

Hangars are where players can view and explore their ships, as well as decorative items, objects and subscription flair items that we sell from the store. The Hangars can expand from one to up to five bays depending on the number of ships loaded into them on the website.

  • We currently have four hangars. SelfLand, Aeroview, Revel &York, and VFG Industrial.
  • Each bay can hold three small ships, one medium or one large ship. Expanded options are currently in development.
  • The exception is VFG Industrial. The central bay for VFG Industrial can only hold three small or one medium, not a large ship.

Gameplay:

  • View, explore and interact with your ships or the hangars.
  • Use the Holotable to remove, add or change the equipment loadout on your ships.
  • Interact with flair items from posters to a small bar or Jukebox.
  • Drive around in a Greycat Buggy (when available).


DISCLAIMER
Please note that the game presently available is in an Alpha stage and is currently in development. Parts of the game are made available for your testing and feedback. Naturally, alpha releases are a work in progress and will have bugs and other deficiencies. We encourage community feedback but the final game design decisions rest solely with us as developer.
 

Kenadian

Staff member
Site Admin
This game has been slammed time and time again for a ridiculous production schedule, misappropriation of crowd funding, absolutely ridiculous cash grabbing schema and lack of focused direction.

You just cannot find a fully positive article on this anywhere unless it's someone who's financially up to their ears in it and has lost all objectivity.

On paper this game sounds amazing but I'm truly skeptical about whether or not it will ever come close to the lofty promises made to this point.

Plus, Elite: Dangerous has cost me about $160 with core ED and Horizons, is very playable and experiencing continual, ongoing development and new content added.
 
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Produx

Core
https://robertsspaceindustries.com/pledge/Combos/The-Completionist-Digital

$18,000?!?!

What kind of recreational drugs are they taking over there?
Must be good coke, for sure not a nice weed otherwise they would understand their madness with these kind of bullshits :)

I also have my serious doubts with their campaign, but on the other hand: why not if people are so stupid to pay that much for at the moment a promise with a good tech demo. You don't have to if you don't want to.

The game it self in it's current state is far from something playable as Elite, that's clear. But on the other hand it already has more different types of content to offer as the base version of Elite. In case Star Citizen will go live one day, I will have paid 31€ for Star Citizen and in case I would get the expansion(s) for Elite it would be 90€+

Still trying to be optimistic and objective about this and having played Alpha 2.0 does give hope that one day it might become something great.
I just hope Mr Roberts won't get the same ideas as Mr Garriott and take all the money to go up in space himself :p Other than that, it might turn out well.
 

Kenadian

Staff member
Site Admin
I think you need to remain objective because you're invested Produx even if it's only a small amount. I don't believe however you'll have access to the same amount of ships as you do in Elite for the price you've paid; it seems clear it's far more expensive than that from what I've read.

...but there is just so much misinformation and speculation at this point in time to make an informed decision on anything Star Citizen. A smart buyer with no money invested will sit tight and see what happens IMHO.

Even with what promise it may show now, it could be years before you see it opened up over a Galaxy sized procedurally generated universe. Even longer for it to play well and longer still for it to be affordable to anyone outside of trust fund babies.
 

Produx

Core
I can't seem to find any information about that you have to buy the ships to be able to fly them, only information about how everything you can buy will also be available through normal game play.

IF you want to fly them in the tech demo that's available now, indeed, you have to buy them. There's no form of progression yet to actually get them in game while playing.

So I'm a bit lost as to where you all get this impression from that you HAVE to buy it to fly it, in a very far away possible first real release.

even from their official wiki:
Is Star Citizen “free to play”? A subscription game?
To play Star Citizen you need only to buy the initial game. There will never be a monthly charge for usage. Some in-game items may be available as microtransactions, but we will NEVER sell anything that can’t be acquired through honest (and fun!) gameplay
but .. yea.. up to 18k for a package of ships to fly in a very early alpha stage. Those kind of offers shouldn't even be online and is one of the worries I have with the game. Same as for certain (read a lot) of their stretch goals during the campaign: stretch goals on another million $ for just an addition of a small flag or crappy item for example.
For the normal people, the base investment for an all access package is just the same as some other early access games we got on steam.

In the all access package was a basic Aurora ship, which will also be included in the final version as it is now. And from there you work your way up, just the same way as you started in Elite with your sidewinder.

again: if it ever comes out that is ;)
 

Kenadian

Staff member
Site Admin
That must be where I'm misunderstanding then because if I've read what you've stated, you have to buy ships currently as there is no progression system.

That makes sense.
 

Produx

Core
In case you want to compare an alpha state game with an already released game that just had it's first expansion, yes.
 

Shilka

Hardcore
This looks kinda nice:

[video=youtube;-yLTm8DZ8s4]https://www.youtube.com/watch?v=-yLTm8DZ8s4[/video]
 

Daunt

MLG Pro
Looks great. Nothing new as plenty of games are doing the same thing, but looks smooth. One thing I've said I'd love to see in Elite is player-owned and customizable landing pads, stations, etc.

At the beginning it states "procedural rocket plaet 1000km diameter combined with custom landing location". I wonder what is custom.
 

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