Star Citizen Progress Report April 2024

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Welcome to the April 2024 Star Citizen Progress Report

This is the 18th progress report about Star Citizen & Squadron 42 in the series.

Information for this report comes from the SC FOCUS features completion page which has been updated again here: https://scfocus.org/star-citizen-s42-features-complete/

Stretch Goal Completion Scoring

Completion for Star Citizen & Squardon 42 is scored based on a total of 104 features that were chosen to represent major gameplay milestones for both projects. The 104 features were selected from the official Stretch Goals.

Previous Star Citizen & S42 reports:

Progress in this reporting period

During this reporting period no tracked features were added to the game. Alpha 3.23 is delayed and even then would only bring one tracked feature. Fauna was considered but not included as fundamental aspects of fauna are still missing.

Water was also considered but failed to be playable.

Personal hangars did not make the reporting period.

Star Citizen continues to be 63% complete as of April 2024 (Alpha 3.22.1).

The pace of progress continues to be sluggish even though the expectation was that faster progress was coming. The slowdown of patch release coupled with the feature divergence from tracked features, shows that progress is still not speeding up at this time.

Star Citizen & Squadron 42 Report Summary

Star Citizen is roughly 63% complete as of April 2024 (Alpha 3.22.1).

*Note that Squadron 42 is feature complete. These features represent Squadron 42 features that are shared with Star Citizen and that are either currently playable in Star Citizen or not.

Playability Score

Playability Score: 4/5 - Playable but buggy

  • Player Count (2/5)
  • The Economy (3/5)
  • Flight Model (4/5)
  • Dogfighting (4/5)
  • FPS Combat (4/5)
  • AI (3/5)

In this reporting period as of Alpha 3.22.1

The Playability Score remains unchanged from last report at 4 out of 5.

Playability - How Playable is Star Citizen Alpha 3.22.1?

Alpha 3.22.1 is experiencing some stability issues (Overdrive Initiative and other issues).

Alpha 3.23 is expected to be even less stable with community and developer fears echoing the 3.18 patch.

The playability score might drop for the next report as feature creep has caught up and there is a backlog to sort out.

Bugs and Instability

Star Citizen Alpha 3.21.1 still has the Alpha label. As such instability is expected as the game is still some time away from feature complete. Alpha 3.21.1 is paving the path for the universe to grow beyond Stanton system.

This score remains unchanged but could drop back down to 3/5 if the game becomes less stable in the next report.

4/5

Player Count

This score remains unchanged. For this score to be a 3/5 player counts per shard will need to be over or near 1000. For a score of 4/5 over 10,000. A 5 out of 5 score represents the maximum universe size for seamless play (100,000s or millions).

Some server meshing tests have seen test servers hit up to 800 concurrent players in Stanton and Pyro. Should universe shards see 800 player counts this score could be raised to 3 out of 5.

2/5

The Economy

There was no wipe during this reporting period. Additionally, with Salvage and other large money-making options the economy at this time is aUEC rich. Many in the community expect a wipe with Alpha 3.23 but almost certainly by 4.0 there will be one. It is even more speculative what will be wiped (ships? money? Reputation?…).

The economy score is not changing in this reporting period.

3/5

Flight Model

Master Modes and the new flight model was released to Arena Commander. It is expected to make its debut in Alpha 3.23 for the PU. This score remains unchanged but is likely to change in the next report scheduled for July 2024.

4/5

Dogfighting

This rating remains unchanged in this report as Master Modes was not released to the Persistent Universe. This score is expected to drop in the next report as Master Modes appears to need a bit more work still before it is in a good place.

4/5

FPS Combat

This reporting period saw improvements in AI both on the ground and in the air. Network and server issues appear to be holding it back from greatness. This score remains unchanged.

4/5

AI

With the addition of Fauna and improvements to the combat AI this score should move to 4 out of 5 if it was not for the network issues and the lack of npc crew.

3/5

April 2024 Report Conclusion

Even though our expectation was that progress would speed up, the lack of delivered tracked features shows that development is still moving at a glacial pace. The features backlog continues to grow and stability is also suffering. With half a year to go until CitizenCon 2024 it is looking unlikely that significant progress will be made by then.

Upcoming Features

This section was removed and is now on the release dates page

Suggestions and Issues that require attention

This report aims to provide suggestions for interested readers to current identified issues with the game. This advice is pure suggestion and might not even be applicable for the game or be something that is already solved internally. These are potential issues we have identified that might help development and the community.

Scripted Mission Problem Part II

Scripted missions continue to be a bane in Star Citizen’s existence. The Overdrive Initiative was a perfect example to highlight this issue one more time. The problem will be broken down again for new readers.

What is a Scripted Mission?

Scripted Missions have a description (script) that details what players need to do to complete the missions.

What is an Unscripted Mission?

Unscripted Missions are activities players can carry out for an objective without a script, mission giver or mission contract. There is no script.

Examples of Scripted Missions:

  • Overdrive Initiative
  • Any mobiGlas contract
  • Siege of Orison
  • Medical beacons
  • NPC and player bounties

Examples of Unscripted Missions:

  • Cargo running (Licit and illicit)
  • Salvaging another player’s ship
  • Clearing your crimestat at Security Post Kareah
  • Rescuing your friend without a medical beacon
  • Collecting Halloween helmets or Red Festival envelopes

Unscripted missions are dynamic and emergent gameplay. Scripted missions are on-rails gameplay. Some scripted missions are more loose than others.

The more tasks needed to complete sequentially in a mission, the higher the chance it has of not completing. This is also true for both scripted and unscripted missions. If you buy cargo with the intention to sell it, then any bug at the terminals or during your journey will see your cargo mostly forfeit. With scripted missions this is generally far worse, any event required in the mission chain breaking will forfeit the mission. The longer the mission chain the higher the chance of one bug breaking the entire mission.

Scripted missions are not as much fun as unscripted ones (opinion). Additionally, they are more expensive to program and have a higher chance of breaking. Long chain scripted missions such as Overdrive Initiative and others we have mentioned in the past, are great examples of long chain attempts.

The advice has been and continues to be that the focus of game development be on dynamic unscripted gameplay with scripted missions taking a backseat. Squadron 42 is a single player fully scripted game. Star Citizen, however, is not. Scripted missions should take a backseat and better solutions need to be found to avoid the broken chain script problem.

Why dynamic gameplay is better to develop

When a scripted mission breaks the bug fixes are specifically for that mission and seldom apply to the rest of the game. When dynamic, unscripted activities break, fixes apply to the entire game – even unplanned or unimagined gameplay benefits.

Scripted missions come with a lot of tech debt with little to no or even negative benefits. If you need to visualize this imagine organic Jumptown (before it was an event) compared to actual recent Jumptown which was a dead event.

In the dynamic formula, all CIG would have to do to incentivize Jumptown is to massively up the reward for being there and players would not need a mission at all to wage war over the area. Instead we have dispenser and box scripts which can and do break.

In conclusion the advice is:

Focus on dynamic missions and bug fixing. Leave scripted missions for beginner tutorials and storytelling. Include as many dynamic activities as possible in scripted missions to avoid chain links breaking. Events are good but keep them dynamic and with as few sequential chains as possible. Let the players figure out paths to success without as many scripted hoops and loops.

Caveats

The list of 104 features used to track "progress" in this report are listed at the Star Citizen Completion Features Percentage Page. This is a highly simplified list of features out of thousands of technical, art and gameplay features that the game(s) will end up having. 104 features were chosen as a simplified average set of gameplay features that the author guesses are plausibly required in the final games to be considered "complete".

The data is gathered as objectively as possible and is non-promotional in nature. This information is purely speculative based on personal criteria. Opinion can and should vary. It is provided for free and actually costs time and money to maintain.

Disclaimer

As always, this article does not represent the official views of Star Citizen. It is provided as speculation to help SC FOCUS org plan the strategy going forward. This information is provided to readers openly and freely and each reader is free to form their own opinion.

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