Game Discussions Star Citizen Discussion Thread v12

I love how Spiff remarks on Celsius being so British...considering we adopted Farenheit as a measure of temperature. Britain didn't move over to celsius until 1971 when the country adopted decimalisation...I spent my young life at school learning the old £.s.d currency as well as weights and measures in Imperial...not to mention temperatures in Farenheit. I was a very confused teenager who had to mentally calculate everything back into 'old money' to make any sense of decimalisation for quite a few years :D

Me in the 1970's: "What do you mean there are only 100 new pennies in a quid?...There were 240 of the old ones!.." :cautious:

Before Decimal Day hit the UK (15th of February 1971) twelve pennies made a shilling, twenty shillings made a pound, hence 240 pennies in one pound...as simple as the twelve times multiplication table we all had to learn back then :D
I recall learning metric.
Then it never happened over here.
Craptastic.
Base 10 just much easier.
 
idk the way they say traveling between systems within jump range from station on feet seemed strange.
they said you could do that to play outside the port. That i dont understand what they mean. why not hop on your ship and jump.
Source: https://youtu.be/Q3tV-pHMaRo?t=180
The point is new players may start on foot and not even have a ship. They need a way to get around. Existing players can choose this as well. You are buying a ticket on a ship to drop you off somewhere, roundtrip? This is if you find yourself without a ship or just want to avoid the wasted time travelling (I hope), to get to a planet station you want to be or near mission location.

You could still get into your own ship and go if you want, and spend 20 minutes jumping there. Or hopefully use Apex travel to get a brief cutscene and just arrive there in a sensible time, like 30 seconds.
 
And there's this: https://www.theguardian.com/science...rch-humanbehaviour?CMP=Share_AndroidApp_Other
So perhaps we simultaneously lose and don't lose most of our body heat through our heads?

My understanding is
Most of the time, especially out in the field, people are dressed.

So if you are well kitted up but lack a head dress the place where the heat will likely leave your body is the uninsulated head.

Putting a head covering on fixed this gap in insulation.

It is like a bucket, most of the water comes out the hole in the top

Don't be a bucket , put a lid on.

To Stay on topic
Just as in any space game, the best space suit is useless if you take the helmet off in a vacuum.
 
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Agame.JPG

  • 100% functional space legs
  • 100% STABLE multiplayer mode as validated by Beyond update and massive player events like Colonia CG.
  • Two distinct game play styles (PvP & PvE)
  • Three distinct game modes (Solo, PG & Open)
  • Three gaming platforms aka PC/console and stable performance
  • Four distinct major career progression paths (Exploration, Combat, Mining, Trade/Logistics/Transportation)
  • Structured MQ/lore based RPG mission game play from membership in 3 distinct NPC factions
  • Unstructured sandbox game play from doing player PvE/PvP driven side questing & mission activities in all 3 game play modes
  • Player agency from trade/FC ownership etc for PvP and PvE play styles. In all 3 game play modes
  • Emergent game play loops based on sandbox of 4 career paths (aka SAR, FR Wing/Squadron support, CG support etc)
  • Stable and infinite universe aka 400 billion+ procedurally generated star systems and planets--now featuring potential stations space/planet side
  • Ship design and customization with Engineers game mechanic
  • Supporting xeno-archeology game lore (guardian technology, Thargoid presence etc)
  • Overhauled planet side exploration, new potential mining game play, PvE xeno encounters, PvP FPS encounters
  • Potential manual weapons/tools and armor customization
  • End game Capital Ship content aka Fleet Carriers
  • New immersive and interactive station interiors.
  • Immersive purchase of gear, weapons and armor. Possibly food commodities.
  • Dynamically enhanced Black Market. New ability to go 100% rogue sandbox. STEAL sh8te from stations and go peddle them somewhere else.
  • Settlement raids planet side aka bombing/destruction and sabotage planet side.
*
*
*
*
*

  • NPCs that don't stand around physically imposing their T Pose dominance on furniture
  • NPCs that finally have less A than I.
  • Responsive and accountable CEO
*
*
*
*
*
  • ZERO backer funding required to support franchise since exiting Kickstarter
  • TWO years to exit pre-alpha phase of latest game changer aka space legs update
  • FOUR years from announcement on Kickstarter to game release day
  • SIX years from game release day to official announcement of space legs game changer update
  • EIGHT years -- with multiple DLC updates-- from alpha phase Kickstarter days to space legs with high fidelity graphic
*
*
*

  • DID NOT REQUIRE $300MILLION+ USD TO DEVELOP OVER EIGHT YEARS TO DATE.

R.I.P. SC
 
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View attachment 189795
  • 100% functional space legs
  • 100% STABLE multiplayer mode as validated by Beyond update and massive player events like Colonia CG.
  • Two distinct game play styles (PvP & PvE)
  • Three distinct game modes (Solo, PG & Open)
  • Three gaming platforms aka PC/console and stable performance
  • Four distinct major career progression paths (Exploration, Combat, Mining, Trade/Logistics/Transportation)
  • Structured MQ/lore based RPG mission game play from membership in 3 distinct NPC factions
  • Unstructured sandbox game play from doing player PvE/PvP driven side questing & mission activities in all 3 game play modes
  • Player agency from trade/FC ownership etc for PvP and PvE play styles. In all 3 game play modes
  • Emergent game play loops based on sandbox of 4 career paths (aka SAR, FR Wing/Squadron support, CG support etc)
  • Stable and infinite universe aka 400 billion+ procedurally generated star systems and planets--now featuring potential stations space/planet side
  • Ship design and customization with Engineers game mechanic
  • Supporting xeno-archeology game lore (guardian technology, Thargoid presence etc)
  • Overhauled planet side exploration, new potential mining game play, PvE xeno encounters, PvP FPS encounters
  • Potential manual weapons/tools and armor customization
  • End game Capital Ship content aka Fleet Carriers
  • New immersive and interactive station interiors.
  • Immersive purchase of gear, weapons and armor. Possibly food commodities.
  • Dynamically enhanced Black Market. New ability to go 100% rogue sandbox. STEAL sh8te from stations and go peddle them somewhere else.
  • Settlement raids planet side aka bombing/destruction and sabotage planet side.
*
*
*
*
*

  • NPCs that don't stand around physically imposing their T Pose dominance on furniture
  • NPCs that finally have less A than I.
  • Responsive and accountable CEO
*
*
*
*
*
  • TWO years to exist pre-alpha phase
  • FOUR years from announcement on Kickstarter to game release day
  • SIX years from game release day to official announcement of space legs game changer update
  • EIGHT years -- with multiple DLC updates-- from pre alpha to space legs with high fidelity graphics
  • ZERO backer funding required to support franchise since exiting Kickstarter
*
*
*

  • DID NOT REQUIRE $300MILLION+ USD TO MAKE TO DATE.

R.I.P. SC


YAY! getting off the hook excited at pre-alpha development footage is good again!
 
View attachment 189795
  • 100% functional space legs
  • 100% STABLE multiplayer mode as validated by Beyond update and massive player events like Colonia CG.
  • Two distinct game play styles (PvP & PvE)
  • Three distinct game modes (Solo, PG & Open)
  • Three gaming platforms aka PC/console and stable performance
  • Four distinct major career progression paths (Exploration, Combat, Mining, Trade/Logistics/Transportation)
  • Structured MQ/lore based RPG mission game play from membership in 3 distinct NPC factions
  • Unstructured sandbox game play from doing player PvE/PvP driven side questing & mission activities in all 3 game play modes
  • Player agency from trade/FC ownership etc for PvP and PvE play styles. In all 3 game play modes
  • Emergent game play loops based on sandbox of 4 career paths (aka SAR, FR Wing/Squadron support, CG support etc)
  • Stable and infinite universe aka 400 billion+ procedurally generated star systems and planets--now featuring potential stations space/planet side
  • Ship design and customization with Engineers game mechanic
  • Supporting xeno-archeology game lore (guardian technology, Thargoid presence etc)
  • Overhauled planet side exploration, new potential mining game play, PvE xeno encounters, PvP FPS encounters
  • Potential manual weapons/tools and armor customization
  • End game Capital Ship content aka Fleet Carriers
  • New immersive and interactive station interiors.
  • Immersive purchase of gear, weapons and armor. Possibly food commodities.
  • Dynamically enhanced Black Market. New ability to go 100% rogue sandbox. STEAL sh8te from stations and go peddle them somewhere else.
  • Settlement raids planet side aka bombing/destruction and sabotage planet side.
*
*
*
*
*

  • NPCs that don't stand around physically imposing their T Pose dominance on furniture
  • NPCs that finally have less A than I.
  • Responsive and accountable CEO
*
*
*
*
*
  • TWO years to exit pre-alpha phase of latest game changer aka space legs update
  • FOUR years from announcement on Kickstarter to game release day
  • SIX years from game release day to official announcement of space legs game changer update
  • EIGHT years -- with multiple DLC updates-- from alpha phase Kickstarter days to space legs with high fidelity graphics
  • ZERO backer funding required to support franchise since exiting Kickstarter
*
*
*

  • DID NOT REQUIRE $300MILLION+ USD TO MAKE TO DATE.

R.I.P. SC

Until it is on your machine, it too, is just a promise
 
Looks like CIG is at it again. Trying to get game devs to unionize and screw over gamers.

Chad McKinney tweet
I feel for them...I really do...

...but to perhaps inject some objectivity into their overworked 40+ hours per 5 or 6 day week lives sitting at a monitor, they should all spend a mandatory 7 day week with me on the farm where I can introduce them to 14-18 hour days and crippling physical labour for a third or less of their current wages...and no, that's not overtime (doesn't exist in subsistence farming) and the boss (me) does the same or longer hours and has the same workload ;)

The mandatory crunch in my line of work is where you're so physically tired, you accidentally reverse the tractor over one of the minions who's collapsed with exhaustion on the floor of the byre...
 
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