It's a nice gameplay touch is all...can't remember mentioning anything else to do with real lifeBecause that's definitely how crime statuses would be stored and approached. Yep.
It's a nice gameplay touch is all...can't remember mentioning anything else to do with real lifeBecause that's definitely how crime statuses would be stored and approached. Yep.
Gameplay touch could be used for any other game mission where it could make more sense, though? Most of the time I have no problem with suspending my belief, but the way you worded it just stood out to me - you go to abandoned outpost, where they happen to have your data regarding all crime and you can hack it freely and remove all traces? Oh, I see.It's a nice gameplay touch is all...can't remember mentioning anything else to do with real life
Like most things with online player interaction...there'll always be those that just like shooting stuff. I wouldn't say it's as prevalent as in E-D, or at least I certainly don't see it as much. The player base is more fractured than in E-D...but Kareah security post has been there...and been a centre for PvP action as long as I've been playing, certainly since the dogfighting module was added back sometime in 2015.Can anyone do this for any crime? If so then there is not much to deter griefers.
I think you're either deliberately missing the point or aren't getting it. It's simply called 'the abandoned security post', I've no idea why it's abandoned, nor do I care much about the lore surrounding it.Gameplay touch could be used for any other game mission where it could make more sense, though? Most of the time I have no problem with suspending my belief, but the way you worded it just stood out to me - you go to abandoned outpost, where they happen to have your data regarding all crime and you can hack it freely and remove all traces? Oh, I see.
Why not have that data be a mission target or something? Is there a reason you have to go somewhere unpopulated to wipe your crime record when it makes sense your record would be mostly at populated spots?
Is artificial chokepoint. Space games tend to be light on chokepoints. Eve went with jump gates. I give them the benefit of doubt this was actually intentionally designed to have ppl see more action.I think you're either deliberately missing the point or aren't getting it. It's simply called 'the abandoned security post', I've no idea why it's abandoned, nor do I care much about the lore surrounding it.
It was initially put into SC early on as a place where players could remove their wanted status...at a moderate risk...since it's a PvP free fire zone... nothing more involved than that. If you prefer Pew as a playstyle, you'll more than likely find others at Kareah happy to indulge... minus the whining when they blow up or get shot in the face whilst trying to expunge their crime stat...
I've no real idea how Ci¬G will implement their version of crime and punishment when they get around to it, Kareah was just a temporary measure in a very small play area at the time...as in pre 3.0 and the planets/moons being added. So far, it's still there but has no real gameplay attached to it since the C&P from a players point of view doesn't exist since it hasn't been put into SC as yet. Kareah was included to draw players open to PvP into a free fire area of the map back during the dogfighting module.
I somehow get the vibe that you imagine me to be one of the cult of Roberts preaching gospel here... I play SC, yes...but read some of my previous posts, I'm no fanboi
I get that, but still - you'd suppose that if it's abandoned (meaning security has abandoned it, I guess?) then all records would be gone, right? The security would either delete them upon leaving, or - supposing they all died in a tragical accident - somebody from the security would come in later and delete the records or destroy the whole outpost.I think you're either deliberately missing the point or aren't getting it. It's simply called 'the abandoned security post', I've no idea why it's abandoned, nor do I care much about the lore surrounding it.
I get that, but still - you'd suppose that if it's abandoned (meaning security has abandoned it, I guess?) then all records would be gone, right? The security would either delete them upon leaving, or - supposing they all died in a tragical accident - somebody from the security would come in later and delete the records or destroy the whole outpost.
In this regard it makes better sense to me how it works in Elite, tbh. You have this organization that you pay to and it has multiple angles of attack, maybe they hacked something, maybe they bribed someone, maybe they killed a witness, etc, etc. But here you have an outpost or two and apparently nobody is asking why they have thousands of crime records disappearing and from where.
I think it just goes to show that SC is whatever you want it to be. In the absence of an actual game with a clear direction and the devs being ordered to say “yes” to everyone’s requests,the players get to cherry pick the “confirmed” features that makes their own private dream game.
I've no real idea how Ci¬G will implement their version of crime and punishment when they get around to it,
If you can make sense of how the C&P works in E-D, you get 100 brownie points from meI get that, but still - you'd suppose that if it's abandoned (meaning security has abandoned it, I guess?) then all records would be gone, right? The security would either delete them upon leaving, or - supposing they all died in a tragical accident - somebody from the security would come in later and delete the records or destroy the whole outpost.
In this regard it makes better sense to me how it works in Elite, tbh. You have this organization that you pay to and it has multiple angles of attack, maybe they hacked something, maybe they bribed someone, maybe they killed a witness, etc, etc. But here you have an outpost or two and apparently nobody is asking why they have thousands of crime records disappearing and from where.
All this talk of buying ships in game are imaginary ramblings of complete dreamers of course...since Ci¬G won't...or can't... add persistence due to ship sales continuing as the easy option income solution. Once players have persistence, can earn enough credits to actually buy a ship...how do Ci¬G explain why that ship magically vanishes in the next major patch?
Even if someone can play for 8 hours you'd be very much reliant on AI crew on the bigger ships. A Polaris has a max crew size of 28, that's the size of a raid group in an MMO. I don't see how you're gonna have all those people available at all times everytime you want to take the ship out, and there's no telepresence, so it's not like you can drop in and out as you please.Hmmmmm.....
I find a lot of the SC community to be like this:
https://robertsspaceindustries.com/.../4/thread/a-recipe-for-star-citizen-s-success
I'm not quite sure what it is, but it is for sure not some Fortnite fanboy.
More like some Flight Simulator X fan who enjoys 8 hour flights from St. Louis to London and thinks Star Citizen flight times should be in the same ball park.
The plan is for hireable Ai crew...multicrew ships won't have the reliance on human players to crew them bar the owner/pilot/imaginary space Admiral ...According to Ci¬G of course... I'll believe it when they actually manage to have NPC's in the PU that serve a function more than being rather irritating moving scenery. They did mention auto-turrets at one point, no idea what happened to that.Even if someone can play for 8 hours you'd be very much reliant on AI crew on the bigger ships. A Polaris has a max crew size of 28, that's the size of a raid group in an MMO. I don't see how you're gonna have all those people available at all times everytime you want to take the ship out, and there's no telepresence, so it's not like you can drop in and out as you please.
Even if someone can play for 8 hours you'd be very much reliant on AI crew on the bigger ships. A Polaris has a max crew size of 28, that's the size of a raid group in an MMO. I don't see how you're gonna have all those people available at all times everytime you want to take the ship out, and there's no telepresence, so it's not like you can drop in and out as you please.
They did mention auto-turrets at one point, no idea what happened to that.
If I remember rightly, the option they were looking at (Look, Squirrel!) was optional ship upgrades purchaseable in game with in game credits via the ship parts stores....or some ships being optionally fitted at source with them out of the Ci¬G ship production line...I'm sure there was cash involved in that idea.They probably haven't figured out how to monetize it yet.
Still, i'm glad CIG aren't greedy like those horrible big bad publishers like EA who ship a game first and ask an outrageous $60 for the game....
If I remember rightly, the option they were looking at (Look, Squirrel!) was optional ship upgrades purchaseable in game with in game credits via the ship parts stores....or some ships being optionally fitted at source with them out of the Ci¬G ship production line...I'm sure there was cash involved in that idea.
We can currently purchase upgrades like coolers, QT drives, weapons and shield gens etc via those stores for a ridiculous amount of aUEC...which goes straight down the pan if your ship is destroyed or gets eaten up by one the many ship spawning bugs that requires you to reclaim the ship via 'insurance' that still doesn't exist. All those upgrades aren't insured and you get the basic model ship back.
I do a lot of insurance fraud on my ships...stripping military shields and modules from one ship to upgrade another or several...then reclaiming the stripped hull for a brand new ship fully fitted with the same military grade weapons and modules I just removed. A lot less painful than watching several 100K of in game creds go up in flames with your ship....which is only useful if you're silly enough to have bought more than one ship of course, and preferably a couple of different ships with military grade modules of various sizes.