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Star Citizen's End Game Content Could Be Amazing
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- Опубликовано: 15 авг 2024
- Join me as I discuss the possibilities for Star Citizen's exciting end game content... likely in the distant future.
#starcitizen #endgame
0:00 Introduction
1:19 End Game Content
3:22 Phase 1: Location
5:46 Phase 2: Building
7:14 Phase 3: Customization
9:44 Final Phase: Defense, Upkeep
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Man, I hope we have something to spend credits on soon. Hangars, apartments, land claims, etc. Some kind of home.
I’ll start playing again soon, then you can spend your money on ship claims.
Even when we get it, it'll all be wiped right before a hangar, apartment, land claim etc. sale for IRL cash.
You don’t like waking up in a random apartment with items you can’t interact with? 😂
soon? ... What do you mean by soon? Nothing like that will be ingame in the next 3-4 years. 5-7 is realistic. Is that soon for you?
Hangars and Apartmends will be SO good. I wish I had my aparment at Area18. or an hangar in there. dream come true
With the current lack of meaningful progress in the game’s development any discussions about the end game of Star Citizen are just mental gymnastics. And while I enjoy these, it always hits me when I realize where the game currently is. I just hope that they finally find a way to implement Server meshing, so that this game can finally start scaling. Right now we are at a dead end.
yep couldnt have put it better myself i agree very much
it's been 7 years, same as Starfield.
Rust took 8
RDR2 9
And Cyberpunk 10
It's also TWO games, so $250 million each, RDR2 spent $350 million on advertising alone.
RDR2 and Cyberpunk also had ten times the staff, and legacy code in an established Studio
The Last of Us *Part II* took 200 people to develop and cost Sony $360 million, and Horizon Forbidden West took five years and $500 million to produce, involving 300 people. Halo infinity, Destiny, and Anthem also all cost $500+ million
What SC has done with so few staff and in such a short time is unprecedented in gaming history.
Of course you can disagree, but you can't tell me the Dev stats for Starfield, or any other comparable title, because no other Studio releases them, ergo that which is asserted without evidence, can also be dismissed without evidence.
GTA6 also started development at the same time as SC and has a budget over eight times that of SC, and isn't based in an entire solar system over 2 million times the size of RDR2 with 200 bespoke ships each with functional engineering and capable of _realtime_ hyperspace travel.
Starfield, Fallout London, Cyberpunk, and Halo Infinite, all released a year from their initial release dates
So what exactly is your opinion based on?
@@mightymcphee actually we are at the intersection between 3.0 and 4.0, not so much a dead end, as the beginning of beta
@@Uncanny_Mountain cyberpunk took 3 years of actual dev time btw, One of the big reasons it's soo fucking shit.
@@iamcll No, Cyberpunk was 9 years old at release, they planned for 13 and were forced to drop early by their publisher. It was ten years before Sony put them back on the shelves
It also cost more and had 5000 staff, Vs 500 for SC
Don't forget to mention that most buyers clientel in game will most likely be the NPC population that we still don't have yet roaming about in the verse.
They're called Backers
When I’m a grandpa, I’ll ask my grandchildren if they played Star Citizen and they’ll respond with, “That game is still in alpha”
Hopefully we will have pyro by that time
@@SaucerX NASA will literally discover and visit a Pyro style system before CIG gets it in game at the rate we are going
Ha! Good one!!
ahahah...u are so wright
Probably a joke, but if not, you're one pessimistic person.
The "built by the community" moto was the selling point that got me to back the project. I support your vision of the game. Keep making videos detailing you ideas of what could be, please.
Maybe in 10-15 years, I see no reason in getting excited about this at the moment.
There will be better games
fair enough. its a long long road to release, but doesnt mean you have to wait until then. games playable now, and its already pretty fun in my opinion.
@@nox303Yeah I know, I check in once a year and play for two weeks. I always get super hyped and through the SC content bubble I tend to feel like the game is progressing reasonably quickly. I will put the game aside for some time after and when checking back in I always get disappointed at the progress that actually materialised.
I just don't see the point anymore in getting excited about anything SC related that isn't even remotely close to being worked on.
@@Geleesandwich I feel ya man. if it's any concelation, Squadron 42 is wrapping up and we'll probably see something for it at citizencon (as well as the next couple systems wrapping up as well!).
@@Trigix11definitely not, takes decades to make a game like this. Faster because they can use the tech star citizen took ten years to build
I love your ideas, but I find it funny that the developers are barely implementing what they promised in terms of content and gameplay mechanics and you are here giving them extra ideas :)) I want to see Pyro finally implemented. Edit: I know that Star Citizen's ambitions and background tech are much greater, and more complicated, but I can't help but think of how the Warframe devs have added enormous amounts of systems to their game while it was running and with significant changes along with regular content drops and reorganization. The clan dojo especially became a game in itself.
Warframe has an extremely well made and optimized engine. One of the original creators of unreal engine worked on it and works at Digital Extreme. Combine an amazing easy to understand engine with loads of game mechanics and new content that has already been done, we know how to make these systems, and they aren't complex at all in comparison to something like server meshing that star citizen is trying to create, which is an entirely new concept and technology we don't even have yet. The development of Star Citizen is rocket science compared to the math other game devs are doing.
I still get skeptical just like you, and I honestly don't have high hopes we will see a full release because I do think the devs show incompetence in a lot of areas, and think they can do more than they can, but I do think they deserve to be defended in some aspects
@@databend6609 Good points. But the game has been in development for so long that they could have scrapped the thing and changed the engine twice. Server meshing sounds nice, but can't you work on it after a real game is out and running? The game is adding ever more granular bits of detail with key components missing. I agree it's technically challenging, but the devs could have prioritized making a game in order to have the resources to improve the game after with challenging tech.
@@Jorjgasm No you cannot, that is the problem. The physicalisation of things in this engine and the persistence of said things in a single "universe" (not multiple playerservers/instances) is tightly connected to servermeshing. It effects the mecahnics on such a deep level, that you cannot just implement it into an already existing verse once it works... Thats how i understand it at least...🤷♂
Speaking of thumbnails, that one was QUALITY. Player/org built and owned stations, ground outposts/facilities, and one more to add, asteroid facilities, which would add another level of variety and complexity. Great video, had a great time hanging out yesterday!/
Morph, please keep doing these, your work is so good!!!
I missed the good part I guess. It is objectively ignorant of what the game is and is intended to be.
@@b-l1969It’s not just about his opinions, it is also about his editing which is really good.
I love the idea of organization managed stations. I hope that we can eventually see this kind of things in the verse, makes it feel more organic. Later sooner, of course. Let's wait for CIG to "release" a stable version first 😅
A man tells you how beautiful his home could be. After he finishes, you watch him walk back to his tent next to a dumpster
Be nice as a stepping stone to have org spaces you could rent within the rest stations - seeing how massive some of these are - would be good to see the space used?
Train/convoy heist when? Bonus points if one has a mad max flavor.
@@ricksanchez1079 lol what does that have to do with @MatthewCornish's comment?
@@pocarisweat_jp Org spaces will need supply lines to maintain them or keep them rented. Hence a convoy/train heist.
What exactly does your comment have to do with @MatthewCornish's comment? You know, since we're asking now. LOL
I can definitely tell that Morphologis played EVE Online! As I did for 14 1/2 years! 😉
However, I got majorly turned off when the Eve Online Developers kept changing the way outposts could be created.
Originally a small outfit or even a single person if they were determined enough were able to build one. Then they changed it and added the sovereign mechanics which favored alliance play.
I had literally spent months in game stockpiling all the components necessary to single-handedly build an outpost station.
Then the developers enabled the sovereignty system and ruined literally months of my hard prep work. To say I was MAJORLY PISSED OFF is an understatement!
There are many other things in the game over the years that were done dirty the same way that ruined lots of planning and prep work on my end.
I was part of a small tight-knit group that usually only numbered 15 to 30 people in the core group. We busted our asses and did really good IMHO.
But in the end all of my hard work being negated by their constant flip-flop changes made me leave the game.
Their MUST be mechanics that allow even a single person to attain anything in the game if they work hard enough at it!
They don't even have T0 implementations of 5% of the gameplay loops they've said will be in the game, despite working on the game for 10+ years. "Server meshing" is not an excuse, as there's nothing stopping them showing us in-engine footage of their work. So any talk of "end game" is laughable.
Are you going to cover the architecture of Starfield?
If there's something to discuss, I would love to. I plan on covering Starfield regardless though!
@Morphologis glad to hear. I'm actually really curious how different gravities would affect potential architecture and if Starfield factors such potentialities in
I want the freedom to choose when and how I engage with other players, though I appreciate that won't be possible with SC. Hopefully SQ42 is so good as both a single player experience and as a tutorial for the PU that I won't feel immediately out classed by all the people with more money and free-time, nor victimised by gankers, pad-rammers and everyday arseholes every time I step into the wider universe. Hopefully there will be a nice big Vanduul war, pirate fleets or xenoarchaeology exploration adventure I can cut my teeth on before the other players come to ruin my happy fun space times.
I think this is a great foundation for possible endgame for SC, maaaan I wish we were close to it. I get the "Eve Online" vibes and the base operation could well be for Orgs to stations, planetary bases, and mining facilities, but I would salivate over Jump point control.
All good ideas Morph, similar to what I have thought as well, if more developed. My only add is what is the end game for single players and smaller groups/orgs where something like this might be beyond what they could functionally support.
Nice idea, I think if there is an option for player operated stations, then those should be limited only to refuel/restock/repair, a limited refinery (capable of only some refining processes and quantities) and maybe some player operated shops. No medical, habitation and shops from standard vendors. That way these stations will be able to generate some money, but the standard NPC operated stations will always have more to offer.
It would be cool if player stations could have a market where the org creates buy and sell orders
If things went like he proposed, they'd have to have some beds for logging in and out for defensive purposes if nothing else. It'd be beneficial to make it org exclusive so you don't make the official stations obsolete to the player base as a whole, and have it potentially be in a destructible module so the attacking force could cut off respawns from within forcing them to revert back to whatever their home planet is.
Morph focused on org-run space stations, but I always thought of it more broadly as org-run spaces like what he said at the end and focused more on 'settlements'.
My main focus as an explorer will be establishing settlements and helping to secure resources for them. That and farming rep with chaotic good NPC orgs.
Personally, I feel like your ideas are maybe one step beyond CIGs end-game. We have already seen enough information about the Drake Kraken and Banu Merchantman to make me think that capital ships (yes, as you mention, including the Bengal) will serve the same purpose as these stations without a number of the drawbacks that might come from semi-permanent player-owned structures.
I would like to see CIG concept a small to mid-sized version of the Pioneer, for small space installation projects, to teach players the basics of how it would work...
Sure they can concept anything you want. And selling it to you is not a problem at all😂😂😂
endgame star citizen is gonna be so cool i cant even imagine that ever happening. star citizen is definitely a game that can stay around for along time as gaming tech advances if they keep pushing the envelope
One of the biggest failures I have seen Star Citizen make, is requiring something to lock on to before activating your Quantum Drive.
I know, I know, it sounds a little weird, and it may just be a pet peeve of mine, but hear me out here, because other games, like Eve Online, have made the same mistake:
Reasons for allowing players to Quantum Drive out in random directions:
1.) NOTHING makes you feel more free than being able to pick a direction, and just start going.
2.) This will lead to a LOT more people running out of fuel, giving the Fuel Rats work AND justifying the existence of SC's ships created for pretty much the purpose of refueling - both the MISC Starfarer AND the Aegis Vulcan.
3.) In Eve Online, one of the ways a player could semi-safely log off a persistent ship, OR hide some gear in a system without large space stations, was to get out far away from crowded locations, in a sort-of-random direction, and make a bookmark, also called a "safe spot" that you alone can warp to, using your bookmark - this was quite difficult to do in EO, requiring you to stop about midway between going from one location with a beacon to another, then choosing a THIRD beacon, and warping in THAT direction, before doing it again (stopping and proceeding to a FOURTH beacon). It was clumsy to do, but it made your stuff hard to find.
Now, enemy players could still "scan you down" to find you and/or your stuff, but the scanners in EO were much more difficult to use than SC's scanner is looking to be.
This could also create more work for exploration and scanning vessels, like the Anvil Terrapin, or maybe the Mercury Star Runner (or the Carrack, or the Endeavor, etc.)
4.) When escaping pirates or some other conflict, one may need to Quantum Drive out as fast as possible, and picking a random direction would likely be faster than going through a list of locations that have beacons you can lock onto.
It would be cool if modules that are actively being used (i.e.: refineries processing ores, manufacturing plants manufacturing items, landing pads being used, elevators being used) would wear down quicker, but if they're not actively being used, then they wear slower, but still wear down over time.
Should also be allowed to hire paid NPCs who can perform regular maintenance, and the more NPCs you have, the more maintenance operations can be completed in their maintenance shifts... Could also give them on-site habitats which could maybe increase their efficiency slightly (or something) as they could live on-site rather than having to commute.
Perhaps maintenance NPCs might require a higher pay in dangerous areas.
Well I love this idea, Chris has given a hard "No" on this idea more than once.
Even if you'll never be able to "own" a space station, if your org was sufficiently big enough you could effectively blockade one to a similar end. Hell, you could even scale it up to controlling entire moons or planets, it would just need to be so lucrative that you could afford to pay for all that security.
You don't need to own a space station to conduct space station-like activities, want to buy or sell cargo? Just message a buyer and exchange the goods, I'm sure someone will invent a website or discord to facilitate these trades along with reputation and security. Want to find a player-run market? BMM or Kraken Privateer can do that for you and I'm sure that reputation and security will again be important for that as well.
I generally agree with you that player-owned space stations will never be an official thing, but players will always find a way to bridge the gap.
Orgs could dabble in commercial real estate, space stations specializing in cargo transfer, refining, luxury hotel, economy motel, refuel and restock, etc.
My thought's always been that the end game would be liberating or retaking Vanduul systems, and that having org-controlled stations would be just one part of that. Stations are interesting as a means of generating resources/credits, but military-style campaigns would offer CIG a more natural mechanism for regularly rolling out new systems. Logistics orgs would produce resources to stimulate manufacturing (be that through mining, hauling, operating stations, etc.), which would in turn provide combat orgs with the ships/armaments necessary to expand the game world in a compelling manner. And if players ever took too long to clear a new system, CIG could always dial up UEE involvement in the campaign. With that said, I'm sure station gameplay could work on its own (as you've laid out), and it'd certainly be a whole lot easier for CIG to implement than what I have in mind. 😅
I play many MMO's solo for the most part, that said I don't feel all content should be solo-able. I think there should be solo designed end game goals along side large group and community goals. End game should not be one single thing but a bundle of various stuffs allowing a more complete encompassing end game scenario.
Not everyone has the time to commit to massive org tasks or the skill to fight the big fights in a game like SC. So I think the alternative there is to have content available for many levels of play.
The solo player could aspire to have Homes, Hangers, Bars or shops. While orgs can achieve larger variants such as entire skyscrapers (Org HQ's), small towns and stations. Combine this with community events and you'll really have something.
That’s a great addition. The shops might be rented to players, and that could be an end game goal for single players.
@@Morphologis Exactly, upkeep paid to planetary corps or governments is cash flow back into the games economy and it allows players to move items they find, salvage or scavenge across the verse.
Which in turn rewards exploration and trade at the finer one to one end. This would add new layers to Trade, Exploration, Archeology, Collection and Data running gameplay loops.
End game in star citizn will be end game for humanity
Your videos and cinematography really accent just how damn beautiful this game is
I think sponsors and shops would be a great way to be able to pay some fees off a station. Like having for example cubby blast pay you a fee to hold a weapon/armor/utility shop of their own inside your org's station.
Could be… there is a lot of things about SC that could be. After all this time in development we should be looking more into what is… or CIGs true mission and purpose as a tech company.
Man, I love your videos. You are like the MKBHD of SC and I hope to see you around for a long time. I wish CIG would get better at this period of their own making "Citcon" drought as they should have the management skills and devs to do so. Keep up the amazing work bro. I also wanted to know if you will do a 600i rework video.
It would be nice to have something to spend UEC on in-game
Three things I need to come back to the game. 1) FPS needs to be better 2) AI needs to work 3) Some sort of base building and or some sort of crafting system.
Even though CIG already said that player ORGs will not be able to actually own a space station, only occupy them, that is still something CR might reconsider later who knows lol
Really nice theory crafting video. Very positive. I hope CIG does do something like this in the far future. I know the news has been really slow the last couple of months. Hang in there.
They repeatedly said there will be no player owned stations...
This video is beyond copium.
Lovely theory crafting. You should do an in depth one for player outposts / housing on planets and moons.
Stations are gonna be like the bengal. Players won’t and orgs won’t be built. They will have to be restored. The reputation they plan to do. Because npc orgs could appoint you to take care of their station. Remember bengals and stations are meant to be stuff orgs fight over 24/7 crewed. Great video and some of it planned just not like you present it.
I only just mentioned Star Citizen to a guy i met the other day and he said "Dude, i finished year 12, got my uni degrees, married with 2 kids since this game has been in development. I couldn't give two shits about it anymore". All i could think was fair enough, 11+ years, bugs, ship back log and millions of dollars for this current product is absurd.
And did you go Dude! False Assumption Fallacy?
it's been 7 years, same as Starfield.
Rust took 8
RDR2 9
And Cyberpunk 10
It's also TWO games, so $250 million each, RDR2 spent $350 million on advertising alone.
RDR2 and Cyberpunk also had ten times the staff, and legacy code in an established Studio
The Last of Us *Part II* took 200 people to develop and cost Sony $360 million, and Horizon Forbidden West took five years and $500 million to produce, involving 300 people. Halo infinity, Destiny, and Anthem also all cost $500+ million
What SC has done with so few staff and in such a short time is unprecedented in gaming history.
Of course you can disagree, but you can't tell me the Dev stats for Starfield, or any other comparable title, because no other Studio releases them, ergo that which is asserted without evidence, can also be dismissed without evidence.
GTA6 also started development at the same time as SC and has a budget over eight times that of SC, and isn't based in an entire solar system over 2 million times the size of RDR2 with 200 bespoke ships each with functional engineering and capable of _realtime_ hyperspace travel.
Starfield, Fallout London, Cyberpunk, and Halo Infinite, all released a year from their initial release dates
So what exactly is your opinion based on?
@@Uncanny_Mountain Let me stop you right there. Production started in 2011, this august will be 10 years since Star citizens first patch was released. The funding for the game is over $500m and that's not their own money from previous titles, that is crowd funded and founders packs. 10+ years and half a billion dollars for a game that is nowhere near finished.
One of the original ideas behind their original design is that without a leveling system for what a character can do, there isn't a gate and a preceding grind to get to end game content. That essentially makes everything end game content, which means they don't have to divide their overall content design between leveling and end-game. While there are means of progression in the game's design, they are easily bypassed through social behavior. Even if you only have a starter ship, you can run a turret on a two man fighter or act as crew on a bigger ship, and still provide value to them. Even if you don't have the reputation to do a mission, you can make friends with someone who does and get access to those missions through them.
It will be interesting to see how this plays out, as it is a sharp departure from traditional MMO structures.
Fantastic Video - While you are waiting most of these items like building and managing space stations are already in X4. You can even hire NPCs to manage them.
Not gonna lie, X4 is great at that,but it is no way near close what Star Citizen is.
Morph, what's going on? Recently, on Space Tomato's stream, u were (quite rightly) frustrated and angry with SC's lack of progress and continual ditching of undeveloped features. Now...this? I know, hopium is all we've got right now but this video was unexpected. Still, a well made video tho.
Correct me if I'm wrong, but didn't we recently have a dev saying player owned stations definitely were NOT going to be a thing? I remember SalteMike being disappointed about it in a video, I'm sure.
@@Blastfrommyass Nothing wrong with theory crafting videos, especially as he makes it quite clear that's what this is; I'm just confused why he'd theorise about something that a dev only recently said wasn't going to happen ... maybe I'm remembering incorrectly.
My dream, a space bar out in the middle of absolutely nowhere. Tiny, cozy, sparsely visited but my home.
That would be so fun fighting for the bengal. Like imagine orgs creating different tactics and getting many players to fight in a type of war
While I admire the optimism, it's been 11 years now and we still only have a single star system.
It's important for backers/potential backers to keep their "eyes on the prize" - The everyday gamer views polished AAA games as leaps ahead of where the tech actually is, but don't realize the lack in functionality that many AAA games sacrifice for visual fidelity/smoother "gameplay." Battlefield, COD, and others, for example, haven't deviated from the core gameplay in decades, with billions in development costs, and yet no one seems to care that it's the same game repackaged in a different wrapper. It's "polished." Games like Arma, DayZ, Rust, Minecraft, Tarkov, SC etc aren't the most bug-free or visually stunning games but they offer the functionality and gameplay mechanics that many mainstream games don't give a crap to create.
Happy to wait another decade and enjoy the ride! Eat your veggies people.
Pretty sure CIG said that player owned stations won't be a thing in Star Citizen, atleast in their current vision for the game. They said you won't be able to own them, only that you could potentially temporary "control" stations if you effectively blockade them, which honestly sounds stupid. Player owned Stations would be one of the go to nobrainer engame contents which CIG appariently has no interest in.
I completely agree on the point of people needing other people being the best design for an MMO. The genre is all about socialising - or at least used to be in the years we all yearn back to, just take a look at all the YT video essays on "how to save MMOs". And the best stories that have come out of MMOs are always ones where people had to deal with a lack, not abundance. A lack means you team up with others to accomplish things, and those stories of cooperation and memories you've made with strangers or friends are what then draws more people into that universe.
Where I disagree a bit is, I don't think there is even such a thing as "endgame" in a universe like this, at least in the sense that every player who starts out aims to reach that state at some point. I can see a lot of people never even deciding to reach the state of being a part of station-controlling orgs, etc. A gameplay where you spend years just doing small things on your own or with friends should be taken as valid as that sort of collective gameplay aiming to get to some point with more expensive/larger/etc dimensions.
At least it will be ready by the time I retire... right?
Depends on how old you are...
Not I
Weird how you don't hold Starfield or GTA6 to the same standard, when they all started developing at the same time as SC
WOW is 18 years old
Oh man, you're not going to like having missed Todd Pappy's answer on whether player-owned stations would ever be a thing, last time he was on SCL.
I heard about it, but it's so far in the future that I doubt we can really take Todd's word as scripture.
@Morphologis it might have been from the HK Bar Citizen notes, but I also remember Jared asking Todd and can't find the video. Anyway, I hope in the end what you described will be worked on (after all, they are building resource mgmt holistically, might as well use it for stations, enabling player control of stations)...and beyond that station building would be insanely cool.
Thanks for the video!
We do need base building to get in the game before this. Would love station building but i hope base building will be available on planets too .
Pre-production started in 2010. Production started in 2011. At this point, the game has been in development for 12 years. And they have raised MILLIONS in funding. They have NO incentive to finish it. There's too much money to be made selling the false sense of exclusivity and early access to people willing to pay to feel special.
Of all the "professions" I have seen or tried so far; I see myself personally as a drifter of sort who moonlights as an explorer. Moving from one station or group to another, I'll man your turrets on a trip or two, be an extra gun with a bunker run or a cave dive and the like. Help you carry boxes around a ship or be a courier. But ultimately I'll wander off. Second star to the right and straight on until morning. I'll trade my time, knowledge and artifacts for whatever I need.
Problem is that SC is a game, first and foremost. A life simulator? Lifestyle game? I don't even know how best to classify it, but a game nontheless. For what I have seen the main reason the "endgame" if you will is not in finding and aquiring that shiny great big thing or all the shiny big things, but keeping them. Maintenance fees, fuel, rent, ammo, etc. But it is very easy for this part of the game to become tedious and not fun.
So either CIG has to do the impossible and make that process fun or at least not tedious, or create encouragement for players to essentially move from one profession to another. So no one stays a miner or a mercenary but we'll all be that for a while at some point.
A little premature to discuss end game content when the game isn't even out yet and won't be for quite some time. But I understand, we all need to keep busy and this is a fun topic for an enthusiast. Sadly, it only serves to remind the rest of us of how far away such potential content really is.
I laughed at the video desctiption... "likely in the distant future". That is Morph reflecting SC development to the bone.
Good ideas, I think that the oupost building coming with Pyro is pretty much what they were going for with what you said here. However I hope they would take lessons from Frontier Developments and the Fleet Carriers in Elite Dangerous. They were originally promised as a squadron feature, something to promote players to work together socially. Then they backpedalled and just decided *every* player could buy one, and notable systems (i.e: systems where an event was going on) became flooded with dozens of players fleet carriers.
of all the features that I'm waiting for, base building is one I'm not expecting to be completed. It'll do hell to the servers, even after server meshing. I don't think building space stations was even ever on the roadmap so I can't see this ever being a thing.
Next year, with hacking and e warfare, and the Legionnaire
The entire universe of possibility exists in a "could be" statement. Just fucking get it done, CIG. This summer vacation has broken the spell for me. I came back after 6 weeks and Star Citizen was pretty much the only game that didn't have any updates. Tried playing twice and got 30ks within minutes. All the RUclips channels are drama, no progress or positivity. I'm fucking over it.
as someone from an org that would be vying for a bengal the idea of having bases would be critical whether its small outposts or big stations in some form or another we will base out of somewhere
Awesome! Once my kids grow up and have children of their own, my grandchildren are gonna LOVE this.
I like that orgs can do stuff beyond what a single player can do. That said, I tend to lone wolf stuff most of the time, so I'd prefer that game play isn't snuffed out by needing to join an org.
Interesting thoughts on the potential of player/org stations. Alot of SC content involving structures and large ships like the Javelin and Bengal need players and players on the same server/shard to make it work or enjoyable. I like playing with players all around the world and hop regions alot. I like the idea of large structures and ships but I dunno in the decade to come whether CIG's grand ideas will actually come to pass.
Very interesting idea for custom stations, i do heavily agree though it would have to be balanced compared to existing stations. I like these kind of videos, keep up the awesome work.
Interesting discussion but the community has been discussing this since SC was on Kickstarter. 10 years in and it still feels like this sort of content is a decade away.
Once the BMM and Kraken are released, I feel like these will be used as ‘mobile stations’. That is when we will see how well player owned stations could be.
Watching this on my left screen as I'm sitting here on my 500+ hour save game of X4 Foundations and this mirrors so closely what the endgame of X4 really feels like. Obviously a 4x single player is vastly different at its core than Star Citizen - but its station building and player-driven economics and whatnot really are so similar and easily applied to this idea.
Thanks for the really excellent video, lovely graphics, super clean and sharp, beautiful design as always, and a very credible speculation on Star Citizen's distant fully developed future! The gameplay content you're describing with large assets owned by powerful orgs is definitely right at the top of the "to do" list for these orgs right now. This is especially true of the multiple orgs that have been around for years, are very well established, already stuffed full of assets like ships, revenue streams, mission teams, and experienced leadership. After years of conducting new pilot classes and bunker mission training, I imagine that they're pretty desperate to tackle something more complex and difficult, that allows leveraging of the strengths in a large well funded org.
The sticking point with all this exciting speculation, as everyone knows, is the glacial pace of progress in the game. When you can go back to 2016 and view briefings of game content that was supposedly just around the corner, but hasn't shown up yet and won't anytime soon, this massive flaw in the MMO aspect of Star Citizen is undeniable. Considering their massive budget and staffing, it's pretty clear that the development resources are being directed to single player content, notably SQ42 and Arena Commander. The progress with SQ42 is impressive, it will be a great game, and I think will be for sale, live and playable, within the next 12 months. I don't know if this will resolve the dilemma of backers paying for the game that they're not playing (SQ42), which is the current reality, but time will tell on that one. Promising, teasing, and selling pretty ships has worked as a business model for 11 years, but it won't work indefinitely.
We'll be meeting aliens IRL, before we see any end-game content, lol. All good. I still have fun with what we've got so far.
So 90% of the player base will never be able to explore the bengal. Yeah, that sounds like a great place to spend resources for development then. I have all but given up on SC. Maybe after I have played SF a few times, I will want to get back into SC.
SC needs to give up on no loading screens. Turn jump points into loading screens. Not sure why they feel the need to not have jump points as natural loading screens, but it is CIG. If they figure out how to dynamic server mesh in the future, that is great. But for now they could open up Pyro and the other systems they have ready. When you enter a jump point you server hop with the travel being an interactive loading screen to the new server.
From what i understand they don't want to do org stations, but will do org buildings. So your org has a building with a hanger and landing pad on top.
Org owned stations absolutely should have the ability to be better than any default stations, remember this is a sandbox game with risk reward and if an org is willing to put an insane amount of effort collectively there should be little to no reason to enter a NPC owned station.
its a nice idea, although didn't CIG say something about not permitting player owned stations? plus as much as it is, this seems to be a org-based end game? whether solo or playing in a smaller, non org group, what is the end game for, say, a miner? a crafter? a professional racer? etc
Yep, Morph is running away with something that was already dismissed. Org controlled stations would be cool though
@@Uncanny_Mountain oh, don't get me wrong; I agree, it's a great idea and even if CIG doesn't permit it, doesn't mean that once the game is released and you have player owned servers or mod servers, that you could have player own stations and do something like this.
Happy to see a return to positive constructive content. Star Citizen is too easy to complain about.
I would rather have uncapped stations and outposts, so we can see what professional architects could add to the game. 😉 I think player orgs should have pride in the fact that their stations blow the NPC stations out of the water, when they do, and use that as a reason to attract business. You can see what people create in minecraft, and org bases in Warframe are some of the most impressive in gaming. Warframe players use all sorts of shenanigans to create some of the most amazing content in the game.
If players manage to create problems using these structures, the A2 strikes me as a good solution. It would be a great driver for PvP. Anyways, I'm not a fan of the hard limits. It is quite unfun that we can't use tractor beams in armistice, for instance. Shenanigans are what the game is all about. Emergent gameplay is just a euphemism for shenanigans.
So you want people to not complain about a game that it literally a scam?
I feel like just adding organizations and org owned property (not even stations, just money, ships and equipment) is going to add a lot of content.
But hey, apparently, we need perfectly realistically deformed bedsheets more than that.
For me the biggest factor in all of the endgame speculation is wheter or not we will end up with a monolithic server structure where EVERYONE (at least from the same region/continent) plays in the same verse or if we have multiple servers to join. The last option would be similar to what New World is/was doing as a means to multiply the number of player ownable objectives as to not have only a handful of orgs/clans dominate the entire game.
To me it would be borderline unplayable if we had one huge server and only 4 Bengals for everyone, because then its...you either join an org with 10k+ players or you never ever get even close to a Bengal. And in an org with 10k+ players you are also never getting close to the thing, so its just not viable in my opinion.
Weirdly enough i would really love the idea of one huge server, but cannot come up with any cool endgame objectives for such a server that could be rare enough to feel worth it while not being complete elitist trophies.
To sum it up: What will end up being a viable endgame objective hugely depends on how the server structure ends up looking.
Personally, I’d love to see a high risk high reward Warzone for endgame Content. Preferably someplace isolated, that you would require a player carrier in order to deploy to, and significant logistics to sustain. The payoff would be materials and equipment you couldn‘t get through normal means. Possibly significant bounties too.
That’s all nice if you’re part of a big org, but that would lock out A LOT of players from the real endgame content.
I’m just praying for a day (preferably before I die of old age) where Star Citizen plays exactly like a first-person Eve Online
I could see the end game being a bit more like Eve online for example. Safer parts of space owned by NPC orgs in a centralised area and then the further away you get from inhabited space it gets more and more lawless and then have the best materials and resources spawn in those locations to give the player base something to fight over. I'd like to see planet management come into it too. Capture key cities/bases on a planet for control of it.
If the Ship that builds land bases is called the Pioneer. Then the one that builds player station's out in the expanse of the black should be called "the Astronomer "
I agree, we talk about the end game at my UFO club, were all Star Citizens, and Chris Roberts is our Commander.
Open world games don't really need an "end game" like a boss or event. GTO, for example. The players can create the challenges and content. Base building, management, defense will be a huge part of it I'm sure. Some people will want to just earn massive mounts of wealth. Some will want to explore everything. Some will want to kill aliens all day.
The beauty of Star Citizen is that it probably have have many different end game loops or events.
Im excited for the entire simulated economy. Having to bring food (fuel, scrap for ship repairs, and everything else included) cargo to a station so people can eat sounds like engaging gameplay. Thats the kind of gameplay that will get me to spend $350 on a cargo ship. Needing to do that upkeep for a org base would be engaging and really make it feel like 'your place'. Being contracted to bring stuff to a player base drives inter player comerce in a way other games don't.
I would love to show up to someone's base and request landing to have a look around. Id pay more for repairs and food just to have some player interaction. Another MMO (Warframe) does this with clan hubs called dojos.
ya'll can say you'd love to get your own station and stuff...
Me? I'll be spending my UEC on ground to space artillery and holding competitions to see who can survive the swarm of missiles, shells, and laser beams as they try to invade my base.
I believe that there should be a minor version of stations that can be owned and operated by a single person. Asteroid hangers, for instance, could be a fun retreat for somebody who prefers to wallflower and not join huge interdependent organizations. I think from the beginning CIG has wanted to support those players as well. I don't think a hanger should share the same features that a full-up station does, but at least give one a safe place to decompress and fiddle with crafting and refitting ships, if you need it.
Of course you could just say that solo explorers need to start their expeditions from the safety of civilization, but some people like the outer rim hermit lifestyle.
Good video, and mostly agree. I would differ on one point, which would be that I do not believe that organizations or players should be able to build or own space stations in "high security" (aka NPC owned) space. Similar to persistent hangars and habitations, I think organizations should be able to purchase / rent "persistent org bases" at existing space stations which they can to some degree customize. Due to the fact that these spaces will be instanced, it would effectively create infinite space for orgs that want to spend most of their time in NPC owned systems. There would obviously be limits to how big these spaces could be, and what features they would have, so they effectively become equivalent to "guild halls" from other MMOs. The upside is that these NPC owned stations cannot be attacked.
Basically, I think that any player owned structures should exist in unclaimed or lawless systems, and should be vulnerable to attack because, as you explained, there will be a limited number and all orgs should have a chance to get one.
whats the song playing during phase 3 at 7:14?
this all sounds like it wont be here for a good while tho
This sounds more and more like EVE. Just with actual control of the ship and the promised but never fulfilled features.
The end game is buying a 3000$ jpeg
Great content as always. Keep up the good work. 1 Major disagreement with you is the respawn. I think if they let players have an organization Station that they can't respawn at then no one would ever use it. Or even if you allow it but limit it by a timer, I doubt the kind of player who would want to do that kind of game loop would be ok with that. 1 Major point of agreement I have with you is these things would have to be very limited. The server can barely handle what it has and even spawning idris mission causes the server congestion. This will already be an issue with player being able to have housing in game. Stations that tax the system on top of that will be next to impossible to run properly. Maybe if there is one sector of space where there is absolutely nothing. A blank space for the players to fill if you will. It might work in a dead space area like that, but I doubt anyone would want to have stations in areas like that.
Man I'd really hope we could own stations as an Org, but I thing CIG said player's wont control stations if I remember correctly - I really hope they change their minds and we get something like that, this sounds dope af.
I would say that the Hand Crafted systems they have now are great due to the amount of content in them but in order to support an on-going end game and ever growing population of players, they should have procedurally generated systems outside of the handcrafted systems. These would give lots of gameplay for Explorers, Miners, Cargo haulers, etc.
Then Player orgs can have the option of essentially making a system their own. If they are the largest org on the server maybe they will have multiple facilities spread across a system working in concert to establish their system as the place to go for what ever their specialty is.
One day.... Maybe
One centuary maybe 😅
Having high Org reputation with certain NPC groups should allow these stations to provide certain temporary/weekly bonuses. If your in a Mercenary Org, having a significantly high UEE Navy rep would give you some additional security as Navy ships may use your facilities for repair/refuel/rearm while on patrol. Having high rep with Drake Interplanetary may give you station reduced resource & time costs for servicing those ships. And for Unlawful Orgs, having a high enough rep with the NineTails may give your station reduced visibility for security or bounty hunters to track you.
1. there are planned to be abandoned station you can repair. cig have said there will be no ability to claim an area in the air or in space. there will be a set number of stations in locations cig decided for players to fight over. the number will probably be larger, but still limited.
HOWEVER. there will be buildable ground outposts that fits most of what you discribe.
2. cig were originally against the idea for crafting at all. do to the reason they don't want crafting still existing, i doubt we will be crafting anything big like you are suggesting.
3. cig has also said that the large persistent ships and stations will cost a lot more than you can make. you can set up a membership fee so the org has money to do this type of stuff.
4. there are never artificially protected. join a group that has enough players in all time zones if you want player protection.
keep in mind that you are allowed to be affiliated with more than 1 org. being part of a smaller group that have a specific play style that you like doesn't prevent you from being affiliated with one of the super orgs that fight over these locations.
This issue with in game content in SC is that Chris Roberts will want to make it all too real, where each handful of material is taken from boxes and run through a machine, which prints out a part, which a player then grabs and moves….you get the idea
We’ll never get our in game content because Chris will never allow a single shortcut