Star Citizen - The Future of Ship Destruction

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  • เผยแพร่เมื่อ 21 ก.ย. 2024
  • Today we are talking about MAELSTROM! Star Citizens future destruction system for ships and environments. Will we see it anytime soon? probably not... but it is still very cool!
    Thank you so much for watching, any feedback and comments are appreciated!

ความคิดเห็น • 40

  • @floppalore
    @floppalore 4 วันที่ผ่านมา +9

    EntertainedGamer

    • @stopicantaim6920
      @stopicantaim6920 4 วันที่ผ่านมา +2

      Bro I was like this isn’t bored gamer and saw this 😂

  • @manuelbarreto7032
    @manuelbarreto7032 3 วันที่ผ่านมา +10

    Everyones forget the most important part that SC is missing. A FLIGHT MODEL, if piloting ships is NOT FUN, SC will fail. When I say FUN, I mean addicting, engaging. Right now the ships act if they do not weight or are not affected by gravity.

    • @Kicker_Games
      @Kicker_Games  3 วันที่ผ่านมา +3

      One of my favorites parts of last years citizen con was the discussion and footage of the atmospheric flight model. I can’t wait to see more about that

    • @manuelbarreto7032
      @manuelbarreto7032 3 วันที่ผ่านมา +3

      @@Kicker_Games I don't understand why is not more pushed/discussed. If you are making a universe centered in space, and you are literaly selling ships for thousands...how are you not working on solving the utterly mess is atmospheric flight? There are whole games that only rely on their flight model and that is enough, DCS, Flight simulator, Ace Combat, Battlefield..etc. Cloud Imperium has solved very complex issues, but when comes to the core mechanics, piloting a ships, they have surrendered completely. Am I alone on this? Am I crazy? They are making space cows, space conferences in game, a complex hair style system, they have detailed planets and and cities, but the most basic thing that should be solved 10 years ago it's nowhere to be seen.

    • @OneTomato
      @OneTomato 3 วันที่ผ่านมา +5

      @@manuelbarreto7032 to be fair they are working on it, is not that simple, the flight model play into basically ALL the mechanics surrounding ships, the reason is not there yet is because is more complex then any existing game, fly model is not only about how the ship feels, they are making a whole engineering system that have a big role in the fly model all components inside will affect how you fly, maybe you want to add more power to the trusters to increase the speed ? How the ship will behave if one of the wings get destroy ? How does the ships behave in different planets gravity? Wind speed ? Atmosphere ? They are even working on how the weight of cargo and players affect how you fly the ship
      having 70 boxes full of cargo will feel different then having 2 cargo boxes, how you distribute them, where the trusters are placed in the ship and how their force impact the ship fly model, and all this have to play with master mode too.
      I don’t know if you have been following the development but is not something that they are overlooking, is just extremely complex and it doesn’t have a simple solution in a game that is trying to give the ultimate space game, this game is not focused on only in ships, don’t forget that, this is not flight simulator or kerbal space where these game focus only in 1 single thing.

    • @Kyle-sr6jm
      @Kyle-sr6jm 3 วันที่ผ่านมา

      The flight model is f'ed because the basic physics of the game is f'ed.
      On top of that, they have dumbed the model down.
      At this point, I am not sure CIG has the talent or the engine to be able to produce a high skill ceiling 6DoF flight model.

    • @swbftor403
      @swbftor403 19 ชั่วโมงที่ผ่านมา

      @@OneTomatoIf you were expecting some kind of genuine discussion you should know these kind of people just leave weird opinions and take off to the next one. They’re not here for rational conversation 😂

  • @Maverrick2140
    @Maverrick2140 4 วันที่ผ่านมา +7

    i think the performance will not be such a big problem .. they probably will simulate the larger parts on the server and add a bunch on the client side to make stuff look good without the need for physics to sync to the server and everyone around .. if the system is deterministic the client should see the same even if things get simulated separately on the server, the causing and the receiving game client .. if they add a bit of dust and smoke they also have the required time (up to ~150ms) for the initial impact to be synced to everyone involved as a seed for the procedural damage ... well .. that is how i would try to do that anyway :D

    • @NovaRexus64
      @NovaRexus64 3 วันที่ผ่านมา

      thats a concern of mine, how will salvage work if its a clien side simulation, youll have parts of a ship in one place for one person and somewhere different for another.

  • @NovaRexus64
    @NovaRexus64 3 วันที่ผ่านมา +1

    I wonder how Maelstrom is intended to affect large multicrew ships, will we see hull breaches or will it all be exterior damage? I also wonder if maelstrom will be applied to planetary environments like breaking trees and displacing the ground with collisions or explosions. I would suspect that environmental damage would persist for a certain amount of time, maybe a day or a week, and then return to how it was before, except for around mission based areas where it would likely return to normal for the next visitor. I know Maelstrom will heavily tie in to structural salvage as they have previously mentioned, but if Maelstrom is a client side simulation I wonder how that will work. I really hope they answer these questions at citcon but thats wishful thinking.

  • @dayumcraig7657
    @dayumcraig7657 4 วันที่ผ่านมา +2

    Maelstrom physic effects will be 100% clientside... so it wont effect server performance at all.

  • @gowankommando
    @gowankommando 3 วันที่ผ่านมา +3

    Channel icon and thumbnail text look very similar to BoredGamer
    👎

  • @kristoffernordlund8392
    @kristoffernordlund8392 4 วันที่ผ่านมา +3

    Like your ideas. From what I know of following this game since the start, you will get extremely disappointed the coming 3-6 years.

  • @LizardonXY
    @LizardonXY 3 วันที่ผ่านมา

    Insanely excited for this. Just gotta be patient

  • @carllong8954
    @carllong8954 4 วันที่ผ่านมา +2

    I like the idea but this is CIG. They like to over promise and never deliver so far. Also I think the server load for all the stuff they want in the game is going to melt said servers. They are going to have to start deciding what they really want if the shards or servers are going to have 1000 players on them.

    • @Island_Bag
      @Island_Bag 4 วันที่ผ่านมา

      You would think server tech would have caught up my now

  • @walker_bait4772
    @walker_bait4772 วันที่ผ่านมา

    I'm loving your videos, brother!

    • @Kicker_Games
      @Kicker_Games  วันที่ผ่านมา

      Thank you very much! I’m glad to hear!

  • @fatherrussell5303
    @fatherrussell5303 3 วันที่ผ่านมา

    Excellent coverage of the topic

    • @Kicker_Games
      @Kicker_Games  3 วันที่ผ่านมา

      @@fatherrussell5303 thank you for the comment:)

  • @grahamw7657
    @grahamw7657 4 วันที่ผ่านมา +3

    Totally agree with your imaginations of crash landing. Think of the gameplay possibilities?

  • @UNBE4R4BLE
    @UNBE4R4BLE 3 วันที่ผ่านมา

    Persistence of millions of maelstrom ship pieces in space sounds problematic

  • @rayneelol
    @rayneelol 3 วันที่ผ่านมา

    All of this is heavily reliant on the server meshing system/ replication layer with out that it is impossible for this to work reliably at a large scale.

  • @Zorander2008
    @Zorander2008 3 วันที่ผ่านมา

    You should watch Two Minute Papers.

    • @Zorander2008
      @Zorander2008 3 วันที่ผ่านมา

      It is led by a professor whose name I don’t think I can do justice. He shows a lot of things on cutting edge graphics that I think everyone should at least give a watch to an episode that looks interesting to you. I wonder if CIG knows about it too.

  • @ukwerna
    @ukwerna 4 วันที่ผ่านมา

    agree with everything you said (that I heard, to be fair, distracted :D)

  • @LunaMoon0
    @LunaMoon0 วันที่ผ่านมา

    i don't know why but at the beginning of the video i thought your voice was an AI lol

  • @nebulajumper6216
    @nebulajumper6216 4 วันที่ผ่านมา

    The concept is cool, but this tech only works in a very limited space with only a few players that need to receive all the changes in the space that they and others will provoke. When you see how the servers reacted with only 500 players while almost everything is static and only a few updates that impact the surroundings need to be sent to the other players.

    • @hawkzulu5671
      @hawkzulu5671 4 วันที่ผ่านมา +1

      How was almost everything static in a 500 player server test?.. have you seen the Star Atlas 500 - 1000 player tests where all the players are on foot and in 1 zone on the ground? ..in SC people are taking off, landing, QT jumping all around the verse, landing at outposts and engaging in fire fights with NPC and calling and using every type of armor, weapons, ground vehicles and ships they own and randomly engaging in PVP.
      I arrived late to the most recent test, so i missed when they cranked the player count up - but it was 350 player servers when i was in and the server FPS was pegged at 30. There was a issue where anybody QT jumping from Orison to Cellin would get stuck and their ships become immobile - so they called the test, since they had data they needed ..I hear the next one is this week- lets see if its that full 24 hour test they have their eyes on

    • @nebulajumper6216
      @nebulajumper6216 4 วันที่ผ่านมา

      @@hawkzulu5671 Not talking about the players or some items they left on the floor (if the servers let them). During the test, how many actions could players perform that had to be syncronised towards the other players around them? I saw some items on the ground, but for the rest, it was only the player characters that moved or even stood still because of the desyncs. Now imagine this with maelstrom where a wall could explode into 200 smaller parts that all need to be synced with the other players that are there. That is a lot more info to send to the servers and back to other players.
      When 500 persons are at one location, the server needs to receive the updates from those 500 and send them back to the 500. When players are distributed across a huge space, the server needs to receive the updates from those 500 players, but only need to send these to he players in close proximity. That is a huge difference. So it code correctly, it should be less demanding to have 500 people far from each other, then 500 people next to each other.

  • @artlife9563
    @artlife9563 3 วันที่ผ่านมา

    They are serial fakers. Im pretty sure that "maelstrom" video is completely faked like much of their other stuff.

  • @tilemacro
    @tilemacro 4 ชั่วโมงที่ผ่านมา

    comming in 2028

  • @1aatlas
    @1aatlas 3 วันที่ผ่านมา +1

    Man such a shame you had to clone Boredgamer's thumbnail look and channel logo.

    • @Kicker_Games
      @Kicker_Games  3 วันที่ผ่านมา

      I understand the similarities. My logo has been a PFP of mine for a very long time and has nothing to do with anyone else’s. When it comes to the thumbnail I make that based off the subject, and what I think will grab attention. I respect boreds channel heavily and am not looking to copy and clone his success.

  • @webkam
    @webkam 3 วันที่ผ่านมา

    i reget buyying this game years ago... its just a scam, they will never finish it

  • @Power5
    @Power5 2 วันที่ผ่านมา

    Even in their citcon video the malestrom physics was laughable. Giant chunks of concrete do not just bounce around. At least in all the demolition work I have performed on my own house. I have no clue how CIG was able to absolutely ruin the physics of a game engine that was acclaimed for how it handled physics and destructible environments back in 2007. CIG started with that same engine only a few years later and now almost 20 years after the introduction of Cyrsis, the physics in the new engine based on that engine is worse than mobile games can do.
    Space flight is not great, but it works decently with the garbage physics, mainly no conservation of momentum. The physics involved for anything on the ground is atrocious. A lot of it is from desync but just driving my own STV around, the thing floats like it is in space. Driving physics in Crysis was nothing like Forza, but it was passable for a game not dedicated to driving. How $800 million and 12+ years later, CIG has not been able to get back to the state of the engine they started with is beyond me. Fake it if you have to.

  • @xiuhtezcatl8161
    @xiuhtezcatl8161 3 วันที่ผ่านมา +1

    dead fake scam demo game