@MBirdy88 said:
Can you explain what the overall business model is, I've tried to suss it out myself but information (unless your a back i guess) is splintered. is this the guild wars 2 style business model? a buy to play mmo? with possible microtransactions? (hopefully non-balance breakers) .. so it will be an MMO with expansions and content patches?
or is this simply a SP + online sandbox server that will be updated for a year or 2 then abandoned for Star Citizen 2?
Kinda gutted its just humans tbh.... the level of creativity and feeling of universe if more races existed.
1. The business model: you pay for the game, and that's that (right now you can get it for 30$. 40 if you want to also take part in the alpha/beta). After that, you can play the game (both the single player campaign à la Wing Commander and the MMO persistent universe) fot ten years withtout spending any more money if you like. To pay for server costs and additional development (new systems, missions, races, etc) CIG will sell items in the Voyager DIrect store. Theses items aren't pay-to-win (you can get them by playing the game) and won't include ships once the game has launched. You will also be able to purchase game credits, but with a weekly limit (a way to counter "gold sellers" and avoid excessive inflation). Btw, speaking of inflation, there's no loot in this game.
2. The game won't be abandoned for Star Citizen 2. Chris Roberts explicitly said numerous times that he wants this game to go on for years, that he plans on updating it with lots of content (and graphical overhauls once in a time). They will be selling expansions for the single player campaign (REAL expansions, old school full-fledged campaigns with loads of missions).
3. This isn't just humans. Though you will only be able to play as a human at first, there are many alien races (and it has been hinted that they could become playable after the launch of the persistent universe) already known: the Xi'An (powerful empire, humans had a long Cold War with them), the Banu (our first contact, mercantile race), the Tevarin (our first agressors, which we ultimately defeated after two wars that nearly wiped them out... Now they have no worlds, and the surviving Tevarins are often associated with crime), the Vanduul (nomadic warrior culture... Presently our greatest foes, extremely agressive and elusive). You also have the Kr'tak, though humanity knows next to nothing about them beyond the fact that they are the Xi'An's worst enemies.
You could complain that up to now, all intelligent alien species are humanoid. It isn't due to lack of imagination, it's a deliberate design choice. The devs don't want to waste time and resources right now creating ships that we, as humans, can't fly. Moreover, they want to have great animations (they now have their very own mocap studio) and it's much easier to animate a human dressed up as an alien than to create a giant octopus species' animations.
4. I think you should read the following articles. They are some of the most in-depth explanations we've had until now about the game, and will give you a good idea of the gameplay they're shooting for.
Ship components: https://robertsspaceindustries.com/comm-link/transmission/12936-Engineering-Ship-Components-Systems
Instancing: https://robertsspaceindustries.com/comm-link/transmission/12770-Chris-Roberts-On-Multiplayer-Single-Player-And-Instancing
The economy: https://robertsspaceindustries.com/comm-link/engineering/13128-The-Star-Citizen-Economy
Hope this will let you understand why people like me are ready to give this Chris Roberts guy loads of money. His vision and ambition is huge, and he needs both the budget AND artistic freedom to achieve it.
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