Star Citizen might require 100GB of storage capacity

Discussion in 'Frontpage news' started by Hilbert Hagedoorn, Mar 13, 2015.

  1. Hilbert Hagedoorn

    Hilbert Hagedoorn Don Vito Corleone Staff Member

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    Okay, that's just getting out of hand bigtime. Star Citizen is looking to be a great title, a huge game .. but not just as a title, it will require a massive amount of storage space as well. Jeremy M...

    Star Citizen might require 100GB of storage capacity
     
  2. icedman

    icedman Maha Guru

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    Thats nuts glad i just got my cap upped to 175gb/month this would probably take around a week to download depending on speeds.
     
  3. KissSh0t

    KissSh0t Ancient Guru

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    I only have 58.6GB of free space...

    xD
     
  4. fantaskarsef

    fantaskarsef Ancient Guru

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    I don't see myself buying an extra SSD for this game.
     

  5. alanm

    alanm Ancient Guru

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    Even though I have plenty space, I will not get it.
     
  6. kislotikas

    kislotikas Member

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    past to present

    actually i don't see a problem with hdd space. but its very limiting if internet speed or data restrictions are involved.
    for ssd a little too much as well, but lets look to the past:

    1998, my hdd 4GB game cd ~700MB about 20% of the hdd. today 1-2TB are common and 100GB is 5-10% only.
     
  7. Ven0m

    Ven0m Ancient Guru

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    That makes sense.
    Still, if you don't compare the size of the game to HDD, but SSD, then it's pretty bad. Also, the transfer times are terrible. Without SSD, it will take ages to load the game assets. It will be bad even with SSD, as there's just way too much data compared to the storage bandwidth. Even with games like BF4 or CoD:AW you can feel getting older while loading. The good thing is that so frequent loading times are unlikely with games like Star Citizen.
     
  8. Undying

    Undying Ancient Guru

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    jeez, no wonder they said consoles are not gonna handle this game. And i though GTA V is gonna be huge. :D
     
  9. zer0_c0ol

    zer0_c0ol Ancient Guru

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    this is nothing
     
  10. Lowice

    Lowice Active Member

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    I will buy this game and one of the reasons is that it is made special for PC gamers and I really miss a game that don't :banana: PC gamers.

    The size of this game should make me spend a couple of 100 hours :)
     

  11. Denial

    Denial Ancient Guru

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    I don't even understand how you play this game. The other day I was looking at their site and they had $15,000 package you could buy with a bunch of ships in it?

    Like the cheapest thing I can see is this:

    https://robertsspaceindustries.com/pledge/Packages/Mustang-Alpha-AC-Starter

    It's $45, it gives you beta access 1 ship, 3 months of insurance and 1000 starting money in the game. So what does that mean? Can you unlock the other ships or you have to pay for each one? After 3 months what happens? Pay for the insurance with in game currency?

    Also what's the deal with the FPS module? It's a completely separate game? I was watching a guy stream it the other day and he walked around a hanger for like 25 minutes before figuring out how to get into his ship. Then it took him another 25 minutes to figure out how to invite his friends, I kinda lost interest and when I came back to the stream he said he was in the "racing module" and it just kinda seemed like a separate game. So i guess you don't like fly around to planets or anything it just puts you there automatically?

    The game seems kind of like Eve where it takes like 100 hours just to understand how to play it. Not that that's a bad thing, I'm just saying -- everytime I look at it I'm more confused how play the thing. I kind of just want an arcade space simulatorish game. I guess Eve Valkyrie is what I'm looking for?
     
  12. gUNN1993

    gUNN1993 Master Guru

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    It's their Dev cycle, instead of traditional design they're releasing all the aspects of the game separately (Hanger module is what you watched, basically just a pretty in engine way to look at ships), there's currently a dogfighting module (With various modes of ship V ship fighting, basically they're just using it to play around with the engine and give people a chance to buy their ships) FPS module is due for release this year, and is what it says on the tin.

    When the game is released (Day after half life 3 release), all aspects will be linked together inside the persistent universe, the specifics of the small elements have yet to be decided, although if you're interested I believe the starcitizen subreddit has a list of their monthly Dev blogs and all accumulated knowledge available.

    As for weather star cit is arcady or simy, that's up for debate, and there's a LOT of debate on that question. Some people who are obsessed with Sims say it's too arcady, some who want it more arcady think it's too simy.
     
    Last edited: Mar 13, 2015
  13. Octopuss

    Octopuss Master Guru

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    I don't understand what's the big deal when the game is - if ever - going to be released in like 2018. We're likely to have 1gbit connection and 3TB SSDs by then.
     
  14. holler

    holler Master Guru

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    Im sure there will be some slight delays but current plan for release is 2016. the arena commander module is available now and is amazing, the FPS module is expected to be released in a month or two. the first chapter of the coop campaign is expected this fall, and the pre-alpha persisent universe at the end of this year. So not quite 2018. this game is very close now. I suggest heading over to their website, they are very open about their development timelines...

    All the pledge ships you can buy now are to help the Devs. You can buy every ship with in game currency onces the game goes love. All you need to get the full game right now is buy one of the starter system packages. that includes the game universe and Squaondron 46 (co-op enabled story campaign)

    In my opinion from what I have seen, this game has the potential to be a game changer for PC gaming since Doom.
     
  15. Octopuss

    Octopuss Master Guru

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    I actually do have an account there and I even own a ship, but the site is horrible mess that doesn't make ANY sense AT ALL. Not only is the design completely confusing mess, but they use some sort of weird game slang so there's no way for a normal human being to find anything.
     

  16. krakjen

    krakjen Active Member

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    Everything can be bought in-game after release, you only need the base game package to play.
    The additional ships and gizmos are there to support development and are completely optional.
     
  17. gorg_graggel

    gorg_graggel Member

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    ok, as information for this game is so spread out and thus hard to grasp for people not very involved, i'll try to give a summary addressing your questions, Denial.

    first of all, the game is not simply a space sim. the goal is having 2 seperate games, which are connected thematically and also in terms of backend (for progression reasons).

    squadron 42 is the single player campaign in the vein of the old wing commander games. branching, cinematic storyline. it will also get drop in/drop out coop play.

    star citizen is the mmo'ish component of the game. what makes it different than eve is that you actually fly your ships yourself and also aim and shoot your guns yourself, where in eve you have indirect battles comparable to fights in wow. rng based hit chances based on character stats. also it does not rely solely on players, but involves npc characters. in fact the planned npc vs player ratio is 9:1. so while you might meet other players, your most likely encounters will be npc characters.

    having said that, the game is not only about flying space ships. it is what they call a first person universe. you are a person running around on different planets and can get into space ships to go to other places, fight, trade, mine, race etc.
    so, yeah, you will be able to visit places where you can take part in a space ship racing cup for example. or, and that's where the whole fps stuff starts making more sense, you can attack other ships and actually board them. so there will be fps fighting on space ships, space stations and even on planets (ofc you can just visit other players on firendly terms as well).

    it is a role playing game in the truest meaning. you are a person in a universe and can do your thing, without being required to do anything you don't like. there are no stats like strenth, accuracy, agility or similar for players. only your own skill matters.
    looting will be based on what is actually there, no random loot tables. so if you blow an enemy ship to bits, you are very unlikely to find anything except for scrap. you could disable components, probably make the pilot abandon his ship and then capture it, for example...

    as for what is available and playable right now. these are basically glorified techdemos. it is about giving backers something to play with to bridge the gap until release. they are based on the actual mechanics of the game and allow judgement on how these specific elements of the game will play...to some degree, as they are still heavily WIP. of course they are also used by the devs as tools to track bugs, player behavior etc, like in any alpha or beta around. in addition these modules will later be put into the real game as in-fiction video games, so you can use them for training without risking your assets.

    at the moment we have the so called hangar module, which lets you wander around your hangar and look at and enter your ships, change their weaoon loadouts.
    also we have the dogfight module called arena commander. there you can duke it out against either ai or other players, but does not contain anything else than combat. no trading, mining etc. it does contain some racing though as seprate game mode.

    at about the end of the month the fps module will be released that allows backers to check out the fps mechanics and some time after that we will get the social modue, that will allow backers to leave their hangars and run around on the first available planetary locations and also invite others into their hangars.

    later this year more features will come online, like multi-crew ship combat and the first actual iteration of the persitent universe where we will get the first glimpse of how the game will actually look like and play, although very limited in terms of content. but trading, exploring and mining should be available then to some extent.

    also the first episode of the single player campaign is going to be released.


    ok, now to the ship buying stuff.
    first of all you don't need to buy anything, except the cheapest package that contains the game (Aurora MR Package ~ $30). if you want alpha and beta access there is a bit more cost involved.

    so one purchase of around 30 bucks nets you 2 games (sq42, sc) for the price of half a AAA game, and if you don't want to, you don't have to spend a dime any time again. everything will be available in the game for in-game money. in fact, upon release the ship buying will be removed. right now it is only used to fund the game. it is essentially a pre-order. if you don't like pre-ordering, wait for the game to be released, but the price will rise to $60 by then (which is still a good deal, as you get 2 games for the price of one)...

    however, there are optional micro-transactions. people will be able to buy a limited amount of game money for real money. BUT except for the most basic tier of equipment, noone will be able to outright buy the best equipment. if someone wants a certain, very powerful or rare weapon he/she would have to travel around the galaxy to find a vendor who actually has it for sale or it might even only be available through other means of gameplay, like hunting a certain npc or finding a certain location.

    the thing is, if you look at the page right now it really looks like totally p2w, and to be honest, right now it kinda is, due to them not having any means of buying stuff without paying real money. but that will be remedied in the next few days with the next patch that will introduce a currency that will let you rent stuff, so you can use and test stuff before you buy it. the currency can be earned buy playing the currently available modules.

    this is not how the final game will work though (regarding renting), this is just sort of a workaround for the time being, because there is no other gameplay available yet that would let you earn money the intended way. so in the actual game, you won't rent stuff, you keep what you bought (with in-game earned money).
    although as the current modules will be put into the game as training simulations, the renting will likely stay, but only inside the boundaries of those modules.

    and lastly, no the game won't be an arcade action game. they are striving towards as realistic as possible while still being fun to play.
    their goal is to make it easy to learn and hard to master. so you can just jump in and play more or less casually, but if you really want to you can dive into more complexity in terms of controls, ship/equipment tuning etc to get the most out of it...

    phew, wall of text huh? ;)

    and no, no TL;DR :p
     
    Last edited: Mar 13, 2015
  18. Octopuss

    Octopuss Master Guru

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    I see a bit of a problem here: everyone with crap ton of money will already have such stuff, because they spent $1000 or something at the stage we are currently in...
     
  19. gorg_graggel

    gorg_graggel Member

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    no, they just have ships and some low tier weapons...

    this is not a big problem, as the more expensive ships are not just better versions of the cheaper ones. the game is a sandbox with no linear progression, so you will have ships with specialisations. a dedicated fighter might be able to take out non-combat oriented ships easier, but it won't be able to earn you any money through other means like trading or mining.

    and as the game will use matchmaking in the background you will likely not encounter situations where you meet someone with a capital ship in your small starter ship...

    in the end (as far as combat goes, which is not what all the game is about) it all comes down to your skill. even now in the current modules people in starter ships can take out others who have dedicated fighters. there is no such thing as levels that reduce your damage to higher leveled players.

    also why does it matter if people start with more ships? if the game is live people who have played it longer will have just as much of a potential advantage compared to people just starting the game.
    the only difference might be the way they got acquired. and someone who earned his stuff through playing will have an actual advantage vs someone who bought everything, because he will have had time to practice. like i said having bigger guns does not equate to an "i win" button.

    edit:
    also the bigger ships require you to have crew, preferably other players, to use them effectively.
    no one will be able to fly around in his destroyer on his own and take out ships left and right. (you will likely be able to fly it, but not use all the other systems while being the helmsman).
    npc will only be able to rudimentarily use the ships systems, without the ability to, for example, distribute energy among the ships' systems.
     
    Last edited: Mar 13, 2015
  20. brunopita

    brunopita Banned

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    Looks very interesting. I'm downloading the actual version, let's see how my ****ty connection handles it, I'm interested in this one.
     

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