Game Discussions Star Citizen Discussion Thread v12

Ci¬G had to simplify it since most players in SC are casual FPS style players playing with M/KB...although the more experienced or longer term backers are turning to HOSAS, HOTAS or variations of it if they aren't already using those for flying. It's not like Elite where the majority are/were long term players with many hundreds of hours of space flight....either with M/KB or with flight controllers. They see SC as an FPS game that just happens to have spaceships. Me, being an Elite player, I look at SC as a spaceship flying game that just happens to have space legs. There's a difference.
And that really highlights one of the biggest issues with this whole concept: in their eagerness to say "yes" to everything, at seemingly no point did anyone at CI¬G sit down and think about what the primary audience was and what kind of gameplay dynamics and aesthetics that audience wants to see. Consequently, the actual mechanics are all over the place and the odds of them creating a coherent experience are... not good.
 
Fire propagation could wait. Its not needed, and it will take actual dev resources.
It's needed for multicrew gameplay. Fire combat is part of multicrew tasks in big ships, with component repair/maintenance and other sub task.
You need other tasks than pilot/turret combat in those ships, especially for non combat ships.
 
Combatting fire in spacehip where everybody have pressure suits on would be quite easy task to do. Just vent out atmosphere and fire goes out.
Yes, they want to give access to this option too. But not everybody will have pressure suits in ships, you will have malus if always wearing helmets. On ISS, they don't always wear their pressure suits.
Side malus/bonus on armor are coming, the first iteration is in the alpha with heat/cold atmo. A next one will not permit to pilot every ships with any armors.
 
Yes, they want to give access to this option too. But not everybody will have pressure suits in ships, you will have malus if always wearing helmets. On ISS, they don't always wear their pressure suits.
Side malus/bonus on armor are coming, the first iteration is in the alpha with heat/cold atmo. A next one will not permit to pilot every ships with any armors.
There is the situation where whole area of SC's space is essentially combat zone. Flying there without being suited for emergencies would be like modern combat pilot flying fighter in warzone with t-shirt and shorts on...
 
It's needed for multicrew gameplay.
It's really not. It's just one task that might give multicrew some purpose to exist on bigger ships (except, as mentioned, it relies on assumptions that aren't necessarily true). The only thing that is needed for multicrew is for two or more people to be able to occupy the same ship, and preferably use different parts of it. Everything else is just different layers of justifications for why on earth you'd want to do that when it is pretty much universally (vastly) less efficient than if everyone brought their own ship.

But not everybody will have pressure suits in ships, you will have malus if always wearing helmets.
So it's a stats-based RPG all of a sudden, rather than a skill-based FPS? At what point did that change and how was that communicated? Or are you misuing the word "will" again?
 
There is the situation where whole area of SC's space is essentially combat zone. Flying there without being suited for emergencies would be like modern combat pilot flying fighter in warzone with t-shirt and shorts on...
Yes. And there will be situations with no combat for days (cargo ship in UEE, mining in UEE, delivery in UEE, etc) where you will have fire in your big ship with several members of your crew without helmets. If the pilot vent the atmosphere, he will kill those.
This gameplay will be tuned to have those fires from time to time with the main solution for it to use fire extinguisher.

Side note : since the thirst was added, I've died twice simply having forgotten to put my helmet back after drinking and going EVA...
 
Combatting fire in spacehip where everybody have pressure suits on would be quite easy task to do. Just vent out atmosphere and fire goes out.
Good news!
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I could give you a few examples to start ;)

I learned this week not to sneak up behind my wife when she's taking a dish full of Mac and cheese out of the oven...took me an hour to clean the damned stuff off the kitchen wall :cautious:

SMH.......Mole.......I've known you for something like 20 posts and even I know not to do that to your missus. The only logical explanation is you like the pain, there it's out there, relax brother.
 
Yes. And there will be situations with no combat for days (cargo ship in UEE, mining in UEE, delivery in UEE, etc) where you will have fire in your big ship with several members of your crew without helmets. If the pilot vent the atmosphere, he will kill those.
Or, more accurately, there will be situations with no combat for days, but the instant one starts, helmets come on because that's the intelligent thing to do. This is a classic case of trying to invent an issue so that a solution becomes seemingly necessary even though neither problem nor solution actually exist if you think about it for more than a second.

Someone thought of a neat idea and that someone also heard of the concept of emergent gameplay. The problem is that they didn't understand that you can't design emergent gameplay — that's the whole point — and trying to invent all kinds of intricate systems to give rise to that neat idea means it is no longer a neat idea. With a bit of luck, actual emergent gameplay will… well… emerge and remove the whole pointless mess, and if not, it just sits around as more annoying enforced busywork — a relic of some guy who had a pretty bad idea at some point.
 
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Hey! Newly registered because the discussion here is much more interesting than at other places.

@LittleAnt Thank you for providing another angle on things. If you don't mind, I have a question for you: From 0 (very bad) to 10 (excellent), how would you rate the project management of the project? Things like resource management (waste), work division, communication / cooperation, leadership (style, competence).

Do you think there should already be spin offs (SM, ToW)?

Do you think your (and all our) money was spent well so far?
 
Hey! Newly registered because the discussion here is much more interesting than at other places.

@LittleAnt Thank you for providing another angle on things. If you don't mind, I have a question for you: From 0 (very bad) to 10 (excellent), how would you rate the project management of the project? Things like resource management (waste), work division, communication / cooperation, leadership (style, competence).

Do you think there should already be spin offs (SM, ToW)?

Do you think your (and all our) money was spent well so far?
Why just ask LittleAnt those questions? It may not seem like it reading the posts (assuming here you even bothered to read any)... but quite a few of us are long term backers and regular players, some of us are concierge level backers too...not that means anything in itself but since LittleAnt has stated he's spent $45 and is quite content with that outlay, the question about how all our money was spent would be more appropriate as an open enquiry. This isn't Spectrum or the SC subreddit so I can promise you the enquiry won't lead you to be burned at the stake :)

If it's just to pick more holes in LittleAnt's discussions on SC...don't bother, he's getting a hard enough time when putting his points across on here already...so much so, I certainly commend him for his patience and persistence...I certainly admire his enthusiasm for the project. I was like that once too ;)

Anyone else think this new member seems very like an SC marketing troll doing a survey?
 
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From 0 (very bad) to 10 (excellent), how would you rate the project management of the project? Things like resource management (waste), work division, communication / cooperation, leadership (style, competence).
  • 3/10 for CR
  • no note for dev teams during alpha (but I have a high esteem for some of them)
  • 8/10 communication before 2020, 4/10 now
  • no opinion for all other teams

Do you think there should already be spin offs (SM, ToW)?
They are not spin-off but test beds for engines and to balance gameplay. ToW is needed for instance because to get 40 players together to test full-scale battles is not easy and takes hours. For instance, I have never been in a battle with more than 15 peoples.
The main goal of ToW is to do the same in 5 min and test specific scenarios / balance vehicles with each other.

Do you think your (and all our) money was spent well so far?
I will only talk for me, 45 € well spent.
 
FD probably saw the amount of time they had to invest in doing the Anaconda and understood if they tried to do this with all the ships they would never get anything done and then downgraded the priority to "god only knows when we will get round to doing this for other ships"


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I doubt amount of work is something that important with its kinda low-ish complexity. I think networking and syncing up would be more of an issue, since it's data that you need to transfer from one player to another that you can live without. If I could get more speed/stability versus more eye candy in my MMO (even P2P MMO), I know what I'd choose.
 
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True, but it was things like being able to visually see what thrusters someone was running which morphed into ship kits too. FD were right to focus on getting the game running, but it was left at that and never saw more love.

I beg to differ. The game got lots of love. The players just cannot appreciate it enough, because they see the dreams and theorycrafting that will always be bigger than what FDev can do.
 
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