I remember playing that when I was kid. I thought it was a blast to play. Plus it taught me a lot about dos patch files and high memory as I had to create a dos boot disk to free up enough memory to play the game.
http://www.youtube.com/user/StarCitizenCommunity
http://www.youtube.com/user/RobertsSpaceInd
Just in case you want to know about it.
Hmmm starting to sound more like MS Flight Sim in space rather than WC...
not sure if that's a good thing or not.
There was a fuel mechanic in Wing Commander in case you all don't recall. It was very difficult to run out of fuel, but it was possible, especially if you used afterburners a lot.
Damage modelling was quite nice as well, it was very rewarding to get trough a mission when you lost most of your guns in a first way point..Pre-Prophecy era it's easy to run out of fuel (excluding the Dragon). The new drive engines (probably A/M drives) use much less fuel.
I love how the AI works. When you login basically you will be replacing an AI. They are even simulating communication networks. I have a feeling that Eve Online is going to experience a huge drop in playerbase if this game turns out.
Has anything concerning how the servers will work been mentioned yet? One central server, many servers, leased and player-owned servers?
http://massively.joystiq.com/2013/04/23/star-citizens-roberts-on-business-models-the-ps4-and-more/
Link above to find out more about Star Citizen.
http://www.gamesindustry.biz/articl...w-incredible-community-transforms-development
This is sounding more complex than Eve, in a good way. Fuel consumption sounds like an interesting mechanic. I can imagine needing somebody with fuel tankers to refuel ships.
The biggest thing that I'm looking forward to is the more realistically simulated physics than typical space games that was briefly mentioned somewhere. We are supposedly going to see thruster blasts while turning your ship instead of the faked aleron/elevator-airplane like mechanics. The thruster blasts won't just be animations either, they are actually simulating physics controlling the ship based on the location of the thrusters, size, etc... Also it seems like too many space games forget what inertia is which I believe is going to be addressed with a 'skew' mode so that you can turn your ship while still flying in the same direction.
I just hope this turns out how it's been pitched. This is suppose to be Chris Robert's life project so I think my worries are misplaced.
I can see it now.
1. Instanced space battles
2. Auto-aim
3. Gold-Ammo
4. Special weekend deals on ships ($19.99 for 1,000,000 credits for a xxxxx exclusive ship!, Bomber weekend!, Fighter weekend!)
Please, please please, let this be more of a simulator a'la privateer and less World of Tanks in space
Not that WoT isn't fun....I just want a "space simulation"
The success of other games in the market also gives Roberts hope. "World of Tanks is a good example," Roberts said. "I know it's not the hardest-core sim, but I would never have guessed they'd have 45 million people downloading it. In the old days if there was a tank sim it would have sold fifty or sixty thousand units."
Wargaming's business model also appeals to Roberts. "In World of Tanks if you put the time in you can buy pretty much everything," Roberts pointed out. "If you want to shortcut, because you don't have 40 hours a week to spend gaming but you've got five or six hours on a weekend, then you can buy some credits with some money. My understanding is they're the highest-monetizing of all the free-to-play games on a per-person basis. I'm hoping that combination of things will work well for us. Probably because that style of game is like Privateer or Freelancer, which inherently is all centered around the economy - buying, selling, trading. It's a very natural game to work with that kind of mechanic."