FPS / Ship Boarding Module

Discussion in 'Star Citizen Main' started by Vim, Feb 16, 2014.

FPS / Ship Boarding Module

Discussion in 'Star Citizen Main' started by Vim, Feb 16, 2014.

  1. Vim

    Vim .

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    Current release date is between April and August of 2014. The date was confirmed at the end of 2013 so time is subject to change of course. Keep checking back for updated info, and feel free to post updates yourselves, but please cite sources.

    Here Chris Roberts has stated that they already have a ship boarding FPS module ready, and are just polishing it to allow for more options.

    From the $3.5 Million Unlock report:

    Boarding Mechanics
    The goal is to develop a system where player-to-player boarding is an occasional reward rather than something that becomes the focus of the game; we’re not building Grand Theft Starship. As such, we need a high cost of entry: players must dedicate both significant resources and skill to be able to put themselves in a position to board in the first place.

    There are two major limitations on docking: 1) the target ship must be COMPLETELY disabled before it can be boarder and 2) docking requires the attacking player to dedicate credits and slots to several gate technologies, including a docking collar and a tractor beam.

    Disabling a target ship is a much more difficult task than it was in Wing Commander, where leech weapons would simply wear down the target. In Star Citizen, the player needs to knock down the enemy ships’ shields and then (without causing a hull breach) pick off the individual thrusters. This is the skill barrier: if you can’t shoot well enough to take apart a ship piece by piece then you can’t board an enemy ship.

    Tractor Beams are a dangerous technology. They take up a standard gun slot and are designed for collecting material significantly less massive than their host ship (escaped pilots, cargo pallets, bobbleheads, etc.) As such, there’s a constant danger of overloading when using them to dock, especially with cheaper models. Additionally, they require that the target ship be ABSOLUTELY DISABLED – firing a tractor beam at a ship that still has functional thrusters will overload it and severely damage the attacker.

    A docking collar is needed to attach ships together. As with tractor beams, different levels are available which will allow connections to different sizes of ships; boarding something large like a carrier is much easier than something your own size, like a Constellation (disabling another Constellation’s thrusters will require a crack shot, to say the least, and a much more accurate collar.) If the game hits the $4 million mark, collarless external ship combat will be added with pilots in pressure suits wearing EMUs able to battle it out in space; explosive charges would be used to open the targeted ship’s airlock.

    The standard VDU will not identify whether or not a ship is completely disabled; it will have a gut feel/skill element to it. Higher software upgrades will provide more in-depth scans of a target that will give you a better assurance that no maneuvering remains in place… for a price.
    Also note that docking mechanics do NOT apply to ships with a single crewman or certain smaller bombers; the general rule is that if there’s not room to walk around then only the salvage mechanic can apply to it. You need a crewed ship to board in the first place and you can only board crewed ships which are larger than your own (in crew size.)

    Combat
    Once a ship has successfully tractored in a target vessel, it will dock at a pre-determined location on the hull (ie, you will always dock at one of the same doors on the Constellation.) There will be a 30-second period where the attacking player cuts open the target’s door. The defender can use that time to set up to fire back. Think an interactive recreation of the opening scene of Star Wars, with the Rebels nervously waiting to defend the corvette from Stormtroopers.

    Players will have access to a variety of upgrades to help/hinder boarding operations. Armored space suits, hand scanners, explosives, more powerful (or functionally different) weapons and so on will be available to players on both sides of the equations.

    Defending players will have upgrade options that can help put the battle in their favor: a self destruct process, a dead man’s switch, automated miniguns they can position in the cockpit and so on. It’s going to be a challenge to get onboard a targeted ship successfully, one that you’ll need to work with your friends to accomplish.
    Finally, the cost to recover a boarded ship will ultimately be high. Since you’ve disabled and otherwise crippled it in battle (and cut into the hull to board) you must conduct repairs in deep space if you wish to keep the hull rather than simply looting it… during which the ship is in danger of being boarded by a third party. Boarding parties should plan to carry an advance repair bot with them or to suffer the difficulty of flying in a depressurized cockpit (limited life support time, less responsive controls.) Finally, only one ship can be flown at once: you will need to work with a partner if you wish to keep a boarded ship and your own craft.


    If anyone has any video showcasing FPS infantry combat please post.
     
    Last edited: Feb 21, 2014
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  2. Vim

    Vim .

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    Last edited: Aug 17, 2014
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  3. Vim

    Vim .

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    Infantry Combat:

    It has been confirmed that there will be a huge range of weapons available for infantry from knives to crossbows to large weapons that require mech attachments to use. Each will have its benefit. Energy weapons on ships will continue to fire as long as the power source remains intact so its assumed to be the same with infantry weapons. (no proof yet that this is 100% correct) The trade-off is that energy weapons do less overall damage than projectiles. Projectile weapons do more damage, but will have limited ammo, so melee weapons will come into play here. Large weapon types will do more damage, but be more cumbersome. Different types of armor will have different benefits as well. Those suited for absorbing energy weapons will be less able to defend against physical weapons etc. The idea is to have a paper-rock-scissors balance in combat like most FPS.

    Space Suit System
    [​IMG]


    We would also like to share one of our design documents, explaining how the classification system for space suits works. Please note that this is what we’re working towards; you won’t find all of these in the game on day one (and some are for Squadron 42!) This also does not mean there are nine different space suits; there are nine types. Like ship upgrades, each suit will have a variety of different manufacturers, quality levels, upgrade options, etc. Suits will also have customizable colors, decals, etc. to increase variation. There will also be an array of player clothing separate from space suits.

    • Class I – basic protection; essentially a plastic bag. Think a Tyvek suit. Class 1 suits protect against vacuum during a hull breach but they can’t be worn for EVAs.
    • Class II – This is the “standard” suit for non-military pilots. Keeps you safe in the cockpit and is maneuverable enough in combat. Has limited EVA capabilities, although to do anything effective in zero G you need attachments that will slow it down.
    • Class III – Heavier civilian suit. A little slower and less maneuverable than the class II, but has increased armor. You’ll have a harder time moving around in boarding, but you can take more hits.
    • Class IV – Military suit, as seen in the Squadron 42 trailer. This suit is armored to protect against cockpit damage, has various self-repair features, advanced tactical display, etc. Roughly as effective in EVA as the Class II is in a boarding operation.
    • Class V – Advanced Military Suit. This is a much more expensive and rarer class of suit. Think the difference between a standard fighter pilot suit and the ones worn by an SR-71 crew.
    • Class VI – Marine armor. Too bulky to wear in a cockpit, but much more effective in boarding operations. A pilot wearing a Class III suit might fly a cargo load of his friends in Class VI suits to attack a freighter.
    • Class VII – Heavy Marine Armor. This is a heavy weapons suit with mech upgrade for carrying heavy weapons.
    • Class VIII –Full blown EVA suit, similar to a modern space suit with an MMU.
    • Class IX – Full blown mech suit. Somewhere between a space suit and the power loader from Alien. These repair the outsides of large ships, move heavy objects in hangars, etc.
     
    Last edited: Feb 23, 2014
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  4. Vim

    Vim .

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    reserved
    Obviously this doesnt belong here, but it is here for now so I dont lose it. Im a big fan of the constellation and ships like it so Ill be creating another post devoted to it later.
    Courtesy of AnythingFPS
     
    Last edited: Feb 21, 2014
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  5. ThaneKrios

    ThaneKrios idk

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    FPS PAX Demo if you haven't seen it yet.