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  • the upcoming FPS Module. Glenn Kneale in our Manchester studio and Tyler Witkin in our Austin studio have done a great job ensuring the FPS Module is continually
    46 KB (7,930 words) - 19:22, 5 March 2024
  • before respawning. Additional dialog lines during matches have been added. FPS weapons have received a balance pass to improve viability. Added a +25 Hemorrhage
    23 KB (3,357 words) - 17:33, 5 June 2022
  • cannot be closed once opened PU - Stanton - AI / Locations - Combat AI will teleport / pop in combat Drake Caterpillar - ALL VARIANTS - PU - Salvage - All of
    6 KB (894 words) - 05:35, 12 October 2023
  • be merely an FPS team is growing! The team has been busily chasing our dogfighting goals, and steadily kicking along towards the debut of FPS as well. The
    22 KB (3,808 words) - 00:40, 23 April 2024
  • sounds and countless other things that go into creating an immersive space combat experience. At this point, we can now regularly dogfight here in the office
    22 KB (3,663 words) - 16:28, 6 November 2022
  • on right now. Also, lots of work is going into the FPS side of the game, with AI behaviour, combat, stealth, perception, pick-ups, objective systems, checkpoints
    29 KB (5,005 words) - 02:15, 24 September 2023
  • range. . In addition, our FPS team has been refining and implementing new game modes for Star Marine. Since it will be a focused FPS experience with its own
    29 KB (4,710 words) - 02:03, 1 June 2023
  • all of Illfonics cool FPS work (along with Moon Collider’s AI) and incorporating it into our working branch so we can have combat in the levels. Arena Commander
    50 KB (8,612 words) - 01:08, 29 June 2023
  • added for use in the FPS game modes, it’s purpose to help restore the player’s health. When used the player will perform a combat heal, grasping the syringe
    71 KB (12,145 words) - 19:25, 5 March 2024
  • Zero-G, we think it is going to add a very unique twist to the combat. Speaking of combat, we have also been implementing a cover system. Soon, Citizens
    33 KB (5,470 words) - 00:41, 23 April 2024
  • coming weeks, and then a steady stream of new information leading up to the FPS and Planetside launches. And in two weeks, join us in San Antonio for the
    51 KB (8,743 words) - 20:20, 27 April 2024
  • Ample amounts of dangerous situations are afforded, despite the fact that combat isn’t inherent in any fundamental aspect of the effort. The most valuable
    17 KB (2,308 words) - 18:36, 4 October 2023
  • and thanks to our dedicated community we have plenty of feedback on the FPS updates to work from. Before we move on to 2.6.1 (which is now available for
    40 KB (6,699 words) - 20:21, 27 April 2024
  • We’ve also been working on polishing up the FPS weapon effects so they are ready for the launch of the fps module. Everything from muzzle flashes to impact
    78 KB (13,338 words) - 21:30, 27 April 2024
  • through their initial paces. Mark Tobin, FPS extraordinaire, has been leading initial group tests on the FPS systems. Mark White, one of our seniors, has
    68 KB (11,825 words) - 20:21, 10 April 2024
  • Citizens, Last week, Kotaku ran an article showcasing Arena Commander’s combat. While the focus was that dogfighting looks great in action, one other thing
    14 KB (2,328 words) - 21:27, 27 April 2024
  • testing also started on potential 3.2 content, like the lean system and FPS Combat AI. The Player Relations Team was all hands-on deck, coordinating with
    47 KB (7,469 words) - 15:26, 21 May 2021
  • it’s intended to be one of the larger and more flexible roles. On the FPS combat front Medics will be invaluable. They’ll be able to perform field triage
    10 KB (1,597 words) - 02:34, 27 June 2018
  • stealth kills from various angles and combat ready AI responding to noises. There was also work done on AI combat animation sets. Most of it was focused
    34 KB (5,297 words) - 18:02, 27 February 2024
  • please. This work will also work well towards our ability to create complex combat scenarios and missions in which AI ships will have different objectives
    63 KB (10,901 words) - 20:19, 10 April 2024
  • everything to your computer. Another part of our month has been helping clear out FPS character bugs to make sure those characters are all ready to go as soon as
    75 KB (13,074 words) - 19:26, 5 March 2024
  • including exploration, trade, combat (convoy escort, piracy suppression, and others), bounty hunting, mining, salvage, FPS (boarding actions, planetary
    2 KB (314 words) - 17:56, 21 May 2021
  • shields were a way to alter gameplay significantly from traditional air combat encounters. Players could engage the enemy safe in the knowledge that there
    24 KB (3,749 words) - 03:09, 4 January 2024
  • discovery, repair, rescue, and scientific research the focus is not on combat. Instead, passenger transport is about competing with other players and
    18 KB (2,821 words) - 05:19, 19 March 2020
  • you for it. Balance is also a massively important issue in a skill-based combat scenario like Arena Commander. You need an experience with progression—players
    13 KB (2,225 words) - 05:38, 19 March 2020
  • making cargo sexy might seem like a difficult challenge. The excitement of combat is self-explanatory, while shipping goods from star to star is a different
    12 KB (1,874 words) - 05:19, 19 March 2020
  • February, the System Design Team worked mostly on AI related features. For FPS combat, they polished low cover mechanics and timings, and added high cover functionality
    42 KB (6,932 words) - 23:38, 26 June 2018
  • so many of you taking to space to try out the first taste of what space combat will be in Star Citizen. I, like the rest of the team have been avidly watching
    28 KB (4,765 words) - 22:52, 25 June 2023
  • see a much better unification between the various game modes, FPS, EVA and space combat. We are looking forward to getting any feedback on this. From system
    67 KB (11,551 words) - 20:19, 27 April 2024
  • incorporated in the same way when in FPS mode so you can get information about the players around you. Talking about FPS again it’s about making steady progress
    69 KB (11,763 words) - 21:59, 27 April 2024
  • implementation, as we noticed that we couldn’t get a stable 60 fps even if we had over 70 fps when vsync was disabled. It turned out that this was a thread
    76 KB (12,754 words) - 02:34, 21 April 2024
  • armada, and will want to keep it nearby – but at a safe distance – when combat looms. The Organics Module allows for various forms of plant life to be
    12 KB (2,054 words) - 05:21, 19 March 2020
  • the current line of FPS weaponry in the game. They also worked on updating the no-weapon locomotion, the stocked sprint, prone combat animation and revised
    35 KB (5,787 words) - 02:32, 21 April 2024
  • ArcCorp continued to be properly tested. Andrew Rexroth continued to test all FPS functionality sending a report each day highlighting any new or particularly
    56 KB (9,601 words) - 18:02, 27 February 2024
  • Ample amounts of dangerous situations are afforded, despite the fact that combat isn’t inherent in any fundamental aspect of the effort. The most valuable
    24 KB (3,719 words) - 15:25, 21 May 2021
  • person, climbing into a turret to man it, or jumping in you P52 to fly it in combat while you fly the main ship (or they could fly your main ship and you pilot
    14 KB (2,600 words) - 20:15, 10 April 2024
  • its heart, a vast living world that combines a remarkably detailed space combat simulation with an equally in-depth model of the economy of a star-spanning
    14 KB (2,263 words) - 14:30, 11 December 2021
  • backer that has plenty of time is likely to be better at dogfighting and FPS gameplay after playing more hours to earn the ship. I don’t want to penalize
    11 KB (1,966 words) - 20:16, 10 April 2024
  • the Pilots’ Ready Room in the original Wing Commander) to practice your combat skills with no penalty (but of course there is also no financial reward
    24 KB (4,087 words) - 20:19, 10 April 2024
  • Vertical Slice unveiled the initial integration of FPS combat behaviors that allowed the player to combat several enemy NPCs while in the Gainey Base. To
    33 KB (5,443 words) - 23:38, 26 June 2018
  • out the solutions. Another big focus was FPS combat AI. It’s not finished but showing a lot of promise. The combat AI are beginning to act in a more believable
    41 KB (6,534 words) - 15:26, 21 May 2021
  • tackle the challenge it provides. Lastly, we wrapped up the reauthorized combat speed enter/exit animations for the Anvil Hornet and Super Hornet based
    44 KB (7,348 words) - 19:23, 5 March 2024
  • needed] Squadron 42 is a cinematic Single Player space game featuring Space Combat, FPS, and a Branching Plotline.[citation needed] It is the spiritual successor
    4 KB (451 words) - 15:25, 21 May 2021
  • can imagine. Not just a replacement for traditional menus, it is a tool in combat, space and planetary exploration, mining, scavenging, role-playing and more
    51 KB (7,034 words) - 05:28, 19 March 2020
  • intelligently. On the AI side, the designers also pushed forward with FPS AI combat, especially the perception reactions and cover use, working closely with
    50 KB (8,089 words) - 15:26, 21 May 2021
  • ways. Space Combat Maneuver. Normal flight mode where your ship can reach decent speeds for traveling, navigating debris fields, and space combat. Ship max
    11 KB (749 words) - 16:14, 13 May 2023
  • items to the player and to accept deliveries of incoming mission items. FPS AI combat saw major improvements, as the system design team worked with AI to make
    49 KB (7,977 words) - 23:06, 10 August 2018
  • Gas Giant and its Orison landing zone. In addition, a major dogfighting combat rebalance was undertaken with the addition of ship capacitors and a rebalance
    19 KB (2,840 words) - 21:26, 6 August 2021
  • Gas Giant and its Orison landing zone. In addition, a major dogfighting combat rebalance was undertaken with the addition of ship capacitors and a rebalance
    19 KB (2,851 words) - 22:33, 7 August 2021
  • Gas Giant and its Orison landing zone. In addition, a major dogfighting combat rebalance was undertaken with the addition of ship capacitors and a rebalance
    19 KB (2,888 words) - 21:30, 6 August 2021
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