A Star Citizen blog representing the vast silent majority who only wish to make the game better.

Friday, March 24, 2017

Star Citizen Distances

The distance between systems in Star Citizen is ... indeterminate. We don't know! I think nobody knows, not even the game designers.

Distances between systems aren't known because inter-system travel is exclusively by wormhole. Yes, that's right, gate camping, bottlenecks, zones of control, ... shit like that. What can you do?

Well, some people have suggested adding faster than light (FTL) travel to the game. In the game now, the fastest speed is 0.2c. Once area compression is taken into account the effectual speed works out to be 1.6c.

At 1.6c it would take 2.73 years to reach Alpha Centauri, our solar system's nearest neighbour. About 1000 days. So, in game play terms, in order to get there in a whopping TWO days we would have to fly 800 FTL. It's a game, so why not? Well, Star Citizen has 100 - 400 systems planned with several planets, asteroid belts, stations, and whacks of other stuff all littered about. The reality of Alpha Centauri would limit things greatly.

The nearest system to Earth in Star Citizen is Croshaw. It is an unknown distance away. It could be twelve bazillion light years. We don't know! But we get there by a wormhole ... 20 minutes, tops. The effectual distance from Earth to Croshaw is actually just the distance from you to the Croshaw wormhole entrance. It's kinda irksome knowing that there may be all kinds of alien civilizations between Earth and Croshaw.

Distances are very difficult to discern in Star Citizen. Most maps simply show size relationships between systems. Size being whether large, medium, or large ships can enter the wormhole. I'm unaware of any map that shows distances. So I started making one.

I'm using rudimentary network graphing software to do this. I no longer have software languages such as Python or graphics packages such as igraph. But it seems to be working, sorta.

This is a SIZE relationship map. There are lots out there (see last post). It shows,via line thickness, whether a small, medium, or large ship can jump through a wormhole. Distance, counter-intuitively, is not relayed at all so don't be fooled.

click to enlarge
Thickness of connecting line portrays size of ship that may pass.

For comparison, the following is a DISTANCE relationship map. The thickness of the connecting lines implies distance: narrow for short distance, medium for medium distance, and thick for far distances. Remember to keep in mind that the length of the connecting lines is not relevant.

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Thickness of connecting line portrays distance between points.

It is just a partial network. I edited in the distances as my software wouldn't display the strength of the line, it just adjusts thickness of it. Need to pay extra for labeling, I guess. Anyway, I plan on expanding this for the whole Star Citizen galaxy.

Oh, I should mention the software used: Google Fusion Tables. It's free.

Wednesday, March 22, 2017

Trade Route Planning

Planning trade routes is always a difficult task. And in Star Citizen it currently has an extra layer of difficulty. It's in ALPHA, stupid. Nobody knows anything. But, the player community seems to be able to work around any problem.

A while back I found this map of logical trade flows. Really, really sorry as I have forgotten who made it. Must have been a great deal of work putting it together. At first I thought someone was just imagining the trade possibilities but after a while the methodology behind it started to dawn on me.

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Sol - Terra Trade Route

It is expected that the Sol - Terra trade route will be the busiest route in the known Universe. Sol, being Earth, and Terra, being a newer and better Earth. Does this remind you of The Expanse?

I was so impressed I started building my own map for my 'hanging out' area of the Universe. That's how I know it takes a bit of work.

Trading is not going to be my profession. I have no trading vessels and don't plan on getting any. I expect I'll be concentrating on exploring, instead.Well, you never know.

So I've done a three system chart so far. On the outskirts of the Universe. It isn't looking that helpful, tradewise. Maybe my trading instincts just aren't there. If I were a true trader perhaps the data would be more forthcoming. Maybe I need to add a couple more systems.

Monday, March 20, 2017

BDSSE

I used BDSSE (Best Damn Space Sim Ever) in a post recently and for some strange reason I've been troubling over my use of it. Maybe I'm just a crazy Star Citizen fan boy. So I did a bit of a search on the forums to see if others thought so, too.

Here is one endorsement written by a citizen perhaps not as crazy as I --

S1rmunchalot@S1rmunchalot writes:
So much about Star Citizen is going to hit the gaming community like a lightning bolt. There will be 2 types of games in the future. Those before Star Citizen and those after Star Citizen, just as there was horse and cart and the internal combustion engine.
Obviously a bit of an understatement, but you get my drift.

Just for a bit more unbiased opinion I found this quote --



Erin Roberts, Global Head of Production / EU Studio Director writes:
... Star Citizen will be the best damn space sim ever.

Erin Roberts
click to enlarge if you must


There you go, folks, clearly I'm no crazy fan boy. I am simply in possession of a well-supported and popular opinion. My advice to all who read this, Go Get Star Citizen! But use my code (upper right corner) for bonus in-game credits.

Sunday, March 19, 2017

Star Citizen Good; EVE bad

EVE certainly was built by griefers for griefers. This said by Cigg@cigg in the Star Citizen Spectrum forum,
https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/of-pva-pvp-pve/46444

Everything about EVE was designed so that older players could eat newer players for breakfast, lunch, and dinner. Ridiculously skewed risk and reward, content, monetary mechanics, and end-game, all for the established vetset. Their biggest complaint was a lack of new fodder. Their biggest want was greater access to the free meals of the safe space ghetto.

Star Citizen, bless its heart, is set up in a logically ordered, lore-based Universe. Its population set cannot be controlled by older elements. Resources are logically and realistically placed instead of as lure and bait. Content is not org biased or determined by vets.

The flavour of SC will be an immersive PvA as opposed to a meaningless dry PvP. In-character roleplay will affect everyone. Even criminals, especially criminals, will have to roleplay with some of the twenty million NPC characters to succeed in the necessary making of NPC friends.

click to enlarge
April 2015, 3620 votes

For the dry PvP'rs not happy with a mere 10% of the well-designed Star Citizen Universe's functionality, I bid you adieu. Don't let the door hit you on the way out.

Star Citizen will be the Best Damn Space Sim Ever! (BDSSE)

Saturday, March 18, 2017

Operation Pitchfork

Operation Pitchfork (OPPF) is a player-driven event at the end of the Star Citizen beta development period, just before the game is officially release (aka Star Citizen 4.0). The event's purpose is to invade a neighboring alien domain; the Vanduul. Star Citizen lore describes several planetary systems lost to Vanduul attacks. The purpose of Operation Pitchfork is the recapturing of these lost lands and liberating the humans in hiding there.

One of the neat things about Star Citizen is perma-death -- death, the loss of life and assets. So play is for keepsies. It's not the end of the world, though. You get reborn with a new identity and life. Details.

I am devoting one life to OPPF. Assuming I don't die on a launch pad or by smacking into an asteroid, my first life will be to take part in the massive opening chapter of the OPPF operation.

Yes, OPPF is massive. So far four thousand seven hundred and seventy-seven citizens have signed up for the adventure. The organization of the project is beginning to gel. At the moment, I have a fighter spaceship, I'm thinking I'll be in a reserve pool, waiting to be attached to an operational group.

Some clever person has gone to the (non-profit) trouble of making up patches. I'll be ordering these three, just for fun. (Maybe the Canadian dollar could be a bit higher before I do.)






Thursday, March 16, 2017

Star Citizen 2.6.2

Well, Star Citizen alpha 2.6.2 is coming up. I suppose I'll have to download it or else I won't be able to test play any of the modules. It is mostly bug fixes and network stuff. That's good, I guess.

You can tell my enthusiasm is underwhelming. It takes me a solid three evenings of download to fully load it. I live in a remote area.

alpha 2.6.2
click image to enlarge

I hope they get the "smaller download" patcher code finished soon. The code base for Star Citizen is growing by leads and bounds. Just downloading what is required instead of the whole thing will be great!
“Work has started on a patching system that will only download exactly the files you need,” Roberts said.
The really BIG download will be 3.0 coming in three months'ish.

Wednesday, March 15, 2017

Star Citizen Swarms

Lots of space flight practice pays off. I initially thought the Swarm modules were impossible to defeat. Slowly I got better. Then, finally, my first Victory. Others then followed.


My ship is a Sabre. Fitted with Panther guns. Standard missiles.

There are run'n gun FPS modules, too. I haven't tried them yet. They are so damn un-immersive wrt game play.

Really looking forward to Star Citizen alpha 3.0 when rudimentary trade, mining, and pricing is introduced for testing in the proxy Persistent Universe