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 Post subject: Squadren 42/Star Citizen
PostPosted: Wed Oct 10, 2012 12:01 pm 
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It's time to get hype like you've never gotten hype before.



http://robertsspaceindustries.com/

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 Post subject: Re: Squadren 42/Star Citizen
PostPosted: Wed Oct 10, 2012 12:36 pm 
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Hype drive at 100%

Did you play Freelancer princess brothel?


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 Post subject: Re: Squadren 42/Star Citizen
PostPosted: Wed Oct 10, 2012 12:48 pm 
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Naw, I remember years ago I read this thing about it from a magazine where this guy logged his adventure but I never got around to playing it.

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 Post subject: Re: Squadren 42/Star Citizen
PostPosted: Thu Oct 11, 2012 1:04 am 
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RSI, on their Revenue Model wrote:
The game will offer a variety of virtual items for purchase with in-game credits allowing you to spend cheddar on items that offer more ways to express yourself, provide convenience, and customize your experience. But the cardinal rule regarding "in-game purchases" is: Players who spend cheddar purchasing in-game credits will have no advantage over players who spend time!

Okay, this sounds good in theory, but it could also lead to some sticky situations regarding the difference in gameplay between those that buy in-game items and those that do not. The part where they say that it can "provide convenience" sounds sketchy to me. For example, over time that phrase could be stretched to allow things like stat/experience/cheddar boosters to exist. I understand that only time will tell, but I have played enough games with revenue models based around cheddar shops to remain skeptical. I am sure that they will create a game that provides a unique experience, but I am unsure as to if they can maintain a careful balance between content gained with credits and content gained by just spending time playing the game.

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 Post subject: Re: Squadren 42/Star Citizen
PostPosted: Thu Oct 11, 2012 5:07 am 
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I don't even care. Don't you understand? This is a fucking sequel to Freelancer. As long as buying shit isn't necessary to have a full game experience.


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 Post subject: Re: Squadren 42/Star Citizen
PostPosted: Thu Oct 11, 2012 6:46 am 
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More info.


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 Post subject: Re: Squadren 42/Star Citizen
PostPosted: Thu Oct 11, 2012 9:32 am 
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BurntToShreds wrote:
RSI, on their Revenue Model wrote:
The game will offer a variety of virtual items for purchase with in-game credits allowing you to spend cheddar on items that offer more ways to express yourself, provide convenience, and customize your experience. But the cardinal rule regarding "in-game purchases" is: Players who spend cheddar purchasing in-game credits will have no advantage over players who spend time!

Okay, this sounds good in theory, but it could also lead to some sticky situations regarding the difference in gameplay between those that buy in-game items and those that do not. The part where they say that it can "provide convenience" sounds sketchy to me. For example, over time that phrase could be stretched to allow things like stat/experience/cheddar boosters to exist. I understand that only time will tell, but I have played enough games with revenue models based around cheddar shops to remain skeptical. I am sure that they will create a game that provides a unique experience, but I am unsure as to if they can maintain a careful balance between content gained with credits and content gained by just spending time playing the game.

The point it was making is that there won't be exclusive store only items, or rather no game changing ones

"Players who spend cheddar purchasing in-game credits will have no advantage over players who spend time!"

Obviously someone that buys a billion credits is going to fare better than someone that doesn't, however they aren't going to be able to buy The Super Exclusive Fuck You Cannon Of Death

Sure it's unfair that they have more cheddar than you, but they payed for it and you didn't so you'll have to work to get to the same place.

"Convenience" could simply mean a new cockpit.

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 Post subject: Re: Squadren 42/Star Citizen
PostPosted: Thu Oct 11, 2012 11:34 am 
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A new cockpit sounds more like customizing your experience than anything. What I'm worried about is that over time, as more and more content is created (including items for the cash shop), the boons granted from items that "provide convenience" will become more useful and actually give other players advantages that leave those who don't pay cheddar in the dust. Again only time will tell, but balancing cash shop advantages versus just spending time earning things has proven difficult in many games.

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 Post subject: Re: Squadren 42/Star Citizen
PostPosted: Thu Oct 11, 2012 11:38 am 
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That's the danger of any game with a cashshop. I have faith in this dude though.


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 Post subject: Re: Squadren 42/Star Citizen
PostPosted: Fri Oct 12, 2012 10:35 pm 
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Longer Trailer.

My god I am actually getting hyped up for once for something. It feels, energizing.

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 Post subject: Re: Squadren 42/Star Citizen
PostPosted: Fri Oct 12, 2012 11:15 pm 
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Holy fuck this looks amazing

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 Post subject: Re: Squadren 42/Star Citizen
PostPosted: Sat Oct 13, 2012 4:57 am 
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I still can't believe we're getting another open galaxy space sim, I'm so giddy with glee.


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