Game Discussions Star Citizen Discussion Thread v12

I and others still play the old way, nobody will know when I have my triple Elite that it wasnt farmed, but I will :)


Me neither, I dont farm though and I dont do AX, so its just as it comes while playing :)



Soon.




Id like to see the average price of ships since the KS. I have a feeling they will be getting more and more expensive each run. Some people will also be buying for Scrap or as 'investment' to sell on the grey market.

Figures sound awesome, lets look at them.

New ship was $600 - sell 1,000 = $600,000. Sell 5,000 = $3m. Sell 25,000 = $15m

Doesn't take many ships to reach the seemingly massive figures...but whats the number of actual purchasers from this supposed 3m Playerbase? 15-25,000? Maybe even less if multi purchase or grey market 'investors'.

Id like to see how the number of people dipping into their wallet has changed and whether thats sustainable by increasing sale price of ships.



I still remember one of the Resident Evil games where you had to go through a corridor between 2 rooms. The first 5 or 6 times there was nothing so you got used to just running through it then suddenly zombies come through the windows and attack. I loved that about Resident Evil, the ability to make you jump occasionally. Surprise, its not new or unique either, its just personal opinion which game has it or does it better for you personally, doesnt make the game better than the rest :)

That's a funny thought. It only takes 5000 whales to give CIG 3 million dollars.
 
I land to do a mission. I leave my ship outside alone with no protection (not a choice). I do my mission wondering if it will still be there when I will go out of the mission = generate a specific type of stress I haven't experienced in GTA/ED/Astroneer/etc. In none of this games I was wondering during a mission if my exit will still be there at the end of mission...
Ship is here >>> I can go home by myself
Ship blown >>> I can't go home by myself. It's not an "emotional charge that is entirely of your own making", it's a physical impossibility (because, you know what, you can't fly to a base without a ship in SC and I can't spaw one at will anywhere). Another example, if someone blow your ship and your are on foot on a hot/cold planet, you will be dead in x minutes by heat/cold if you don't find a way to exit the planet. You say "The game doesn't create that. You do", that's the exact opposite...

ED - land on planet, exit in SRV, ship gets blown up. Can't go home.

Same deal.

I'm sure there are other games where you can have a similar experience.
 
ED - land on planet, exit in SRV, ship gets blown up. Can't go home.

Same deal.

I'm sure there are other games where you can have a similar experience.

Can another player come pick you up? I don't think so. I think you are stuck forever.

In SC another player can come pick you up.
 
Like literally, right? If your ship blows up while you are in your SRV, you are never leaving that planet/moon?

Another player can't come pick you up and take you to a space station?

Well, technically speaking, you can leave the planet if its low G enough and you have enough skill.... just once you get to a station (assuming there is a station in the system), many hours/days/weeks later, you can't actually dock ;)

Sounds like with Odyssey though, this will actually be a possibility. (being picked up from a planet)
 
I have never been worried about my ship when in SRV. It was always waiting for me when I come back (recent player here, I am just lucky ?). That's not true for SC, my ship is regularly blown while I'm doing mission on foot.

Thats because mission locations are hotspots for gankers and griefers and they are limited in number. ED is much larger, and even with a lot more players playing together with you, they are much more spread out, so unless you are in a popular system, its unlikely anyone will find your ship.

I seem to recall gankers hanging out at Dav's Hope for a while, blowing up ships, but since material traders appeared i guess there isn't enough traffic there in open to make it worth the while of gankers hanging around.

Who knows, maybe one day CIG will have 100 systems and up the server player cap to 100. At that point it will be a lot less likely you will encounter other players once you get out of Stanton.

But of course, CR did promise NPCs indistinguisable from players, so maybe there will be NPC gankers hanging around mission destinations, ready to blow you up as soon as you leave your ship.
 
I have never been worried about my ship when in SRV. It was always waiting for me when I come back (recent player here, I am just lucky ?). That's not true for SC, my ship is regularly blown while I'm doing mission on foot.
Well do that in Open and say at Guardian ruins, and you'll soon see that your ship is always not there :D Or other nice way is to land on high g planet, drive over 2 km away from your ship, find out that ship dismisses itself, then recall it. Then things come down to luck. Most of times autopilot manages some kind of successfull landing. But on other times its fireworks time when your ship slams to ground with respectable speed :D
 
ED - land on planet, exit in SRV, ship gets blown up. Can't go home.
Same deal.
Not at all. I don't think blowing landed ship is a current activity in ED. It is on SC. Sovapid can tell a lot about it I think. SC even has pad ramming.

Who knows, maybe one day CIG will have 100 systems and up the server player cap to 100. At that point it will be a lot less likely you will encounter other players once you get out of Stanton.
No, it will be the same. Some missions are generated to make PvP between players. For instance, if you start to hack a Comm Array satellite, a mission calling bounty hunters is generated at the same. The first thing they do is to blow up your ship (if they find it) before trying to kill you in the satellite. If you kill the bounty hunters and finish to hack the Comm Array, you stil have to find a way to come back to your home without your ship.
 
I land to do a mission. I leave my ship outside alone with no protection (not a choice). I do my mission wondering if it will still be there when I will go out of the mission = generate a specific type of stress I haven't experienced in GTA/ED/Astroneer/etc.
…aaaaaaaaaaand… what's the specific gameplay or mechanism at play in that? How is it different? I know the answer and I therefore know why you keep trying to avoid it with these platitudes and generalities. I'm afraid it's not going to work for you.

In none of this games I was wondering during a mission if my exit will still be there at the end of mission.
That's because you choose not to put yourself into positions where that might happen. This is particularly telling since, you know, every GTA for the last 23 years has had entire missions based on that exact conceit: you must not lose the car you're driving until you get back; the whole challenge and “stress” is that you run an elevated risk of losing this one vehicle you really don't want to lose. There are planets in Astroneer that are set up to offer exactly that kind of threat: where your way out is threatened by the environment (but again, just like in SC, that's your choice and there are ways around that should it happen). There are specific mechanics in ED where you leave your ship exposed or in the hands of not entirely trustworthy automation that will happily leave you stranded.

What you describe does not make SC different. The only difference is in your choice not to seek it out elsewhere. It is special pleading.

Ship is here >>> I can go home by myself
Ship blown >>> I can't go home by myself.
You put the emphasis on the wrong word. I corrected that.
What you're demonstrating here is that it is all down to your choice, not the game.

The game offers you a myriad of options to go home. You choose to define only one of them as acceptable, and then stress over whether that one chosen option will still exist. This leads us back to the earlier description of begging the question: what if you don't? This is a self-imposed and self-defined challenge. If you want the stress over being able to succeed with your self-imposed challenge, try some of the following: a single-vehicle run of GTA (outside of missions that don't just enforce that as a hard fail state to begin with). A no-reps, no-sinks, no-engineers Beagle Point run. Or why not a classic speedrun to unlock all gateways in Astroneer?

It's not an "emotional charge that is entirely of your own making", it's a physical impossibility (because, you know what, you can't fly to a base without a ship in SC and I can't spaw one at will anywhere).
Except, as you just explained, it is not physically impossible to go home. It is not even physically impossible to go home by yourself. The game even automates it in some cases.

I don't think blowing landed ship is a current activity in ED. It is on SC.
It doesn't matter what you think. The fact remains that the exact scenario you are trying to paint as something special that makes SC different exists in the most immediately obvious comparable game, in an immediately obvious way.
 
It doesn't matter what you think. The fact remains that the exact scenario you are trying to paint as something special that makes SC different exists in the most immediately obvious comparable game, in an immediately obvious way.

With the difference that in ED, as of now (Odyssey might change things), it's terminal. The most obvious comparison to me would be SE/EGS. Major blow, but provided you have a decent survival kit, you likely can repair/recraft yourself out of it, with the wreckage of your ship as a prime source of materials/components too.
 
I land to do a mission. I leave my ship outside alone with no protection (not a choice). I do my mission wondering if it will still be there when I will go out of the mission = generate a specific type of stress I haven't experienced in GTA/ED/Astroneer/etc. In none of this games I was wondering during a mission if my exit will still be there at the end of mission...
Ship is here >>> I can go home by myself
Ship blown >>> I can't go home by myself. It's not an "emotional charge that is entirely of your own making", it's a physical impossibility (because, you know what, you can't fly to a base without a ship in SC and I can't spaw one at will anywhere). Another example, if someone blow your ship and your are on foot on a hot/cold planet, you will be dead in x minutes by heat/cold if you don't find a way to exit the planet. You say "The game doesn't create that. You do", that's the exact opposite...
if you logout, didn't you respawn in the last station visited?
 
1 hour walk? rookie numbers ... people were stranded on planets for weeks in Elite:
Bomba Luigi is legendary.
 
I have never been worried about my ship when in SRV. It was always waiting for me when I come back (recent player here, I am just lucky ?). That's not true for SC, my ship is regularly blown while I'm doing mission on foot.
So what? You like wasting your time waiting for another guy to pick you up? Do suicide respawn?
 
You miss the point here. Me attached to the ship is just extra bonus and the cost of the ship/insurance doesn't matter. I was talking about the stress generated by your parked ship during a solo mission as this one is the normal final exit way to the mission. You come to the mission with your personal exit door. If your ship (whether or not you are attached to it) is blown up you will have troubles to get back to your base, even if you have won the mission your exit door doesn't exist anymore (if you don't suicide like I do). With your exit door gone, you have to create a new one by yourself (transport beacon/friend/walk 1 hour/etc) and this step can be harder/longer than the mission you just have won. I don't know a game with such a mechanism in the games I've played. If you know one I'm curious to know it.
As others have said, just because you’ve never played a game like that before, doesn’t mean they don’t exist, and haven’t existed since the 1980s at least, in various MUDs and early MMOs. If your vehicle was destroyed or stolen, and it was your only way home, you were stranded. The same was true in some of the earliest modern MMOs of the 90’s, such as Ultimate Online and several of its clones (Like Shadowbane) If your ship was stolen, and the island didn’t have a moon gate, and you didn’t have a rune stone (or didn’t have access to magic for whatever reason), you were stranded.

Can’t speak personally for the 2000s, because I was avoiding online play in general, and MMOs in particular, at the time, thanks in part due to tendinitis gained from playing UO too much. But given how much demand for personal transportation there is in games, and how both players and devs can’t resist the lure of asymmetrical PvP, absolutely convinced that this time things will turn out different, I’m sure there were a few out there.

And if you’re looking for something of a more recent vintage, you have Elite Dangerous, Space Engineers, Empyrion: Galactic Survival... and that’s just released games that allow for online play, that I personally know about.

This kind of thing’s been around nigh on forty years now. It isn’t new, nor is it unique to Star Citizen. It’s a feature of any online game that allows you to have a personal vehicle, which can be destroyed or stolen by other players.
 
That's because you choose not to put yourself into positions where that might happen.
I start to understand.
Yes it's my choice to start and play the majority of missions like the game propose them to me and without adding challenge by myself.
It's also my choice to expect beeing simply able to fly back to my base with my ship.
So, this little extra stress during missions is because of this expectation and the fact that it's common in SC not beeing able to simply fly back ; because someone have decided to blow my parked ship and the other way to get back at home are longer and harder and more dangerous than the one I had planned at the end of the mission.
 
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