2 tomahawks go boomWell if you think you can sink one of these.
![]()
With one of these.
![]()
Go for it, i'll watch![]()
2 tomahawks go boomWell if you think you can sink one of these.
![]()
With one of these.
![]()
Go for it, i'll watch![]()
Well if you think you can sink one of these.
![]()
With one of these.
![]()
Go for it, i'll watch![]()
Does it punch above it's weight?The Gladius is the hero fighter in SQ42, its always the first to get new tech lavished on it.
It opening up like a Swiss Army Knife is for component access, all ships have it to varying degrees, depending on its age, for example the MSR has full component access while the Connie has some and some of it is wrong, ships with interiors its all internal, small fighter like the Gladius have component access on the outside, so there are panel's that open up on the outside, all over the ship like you see there, the Gladius is the first but eventually yes every ship without an interior will be covered with panels that open up with components inside.
The idea is when a component gets worn-out or damaged you physically remove it and replace it, during combat in larger multicrew ships its your egeneers job to maintain those components, so he will be running round putting out fires and replacing components.
Real life != game
But if a plane with air to ground missiles couldn't severely damage a ship i'd be quite surprised. And the Japanese in WW2 found ways for small aircraft to damage ships, even if the solution was a bit extreme.
But ok, you think its right that small ships can't damage big ones. i think its pretty sucky and just confirms SC as a P2W game.![]()
Most big ships are useless on your own, Hamerhead, Carrack ecte.... as the pilot you don't even have access to guns, you need a crew.
Even my MSR is pretty useless in a fight, i have a pilot operated turret with 2X size 2 guns, the average fighter has 2X Size 2 and 1 size 3, i need someone to operate the other turret, if i meet an Anvil Arrow on my own, a ship a third its price i'm toast.
Larger ships than that, like the Carrack or Hammerhead the Arrow can shoot at it all day and never get through its shields.
The idea is you don't a buy $600 ship solo, you pool it with 6 or 8 of your mates, that's the only way you can operate it effectively anyway.
Yeah, again, i don't like that idea. I don't like being locked out of stuff just because i tend to fly solo and don't have the time or freedom to fly with friends most of the time.
Basically what i'm hearing from you is if i play Star Citizen i might as well forget about flying the bigger ships.
Yeah, no thanks.
I play the game solo far more than in multicrew, even when playing with mates.
This was entirely solo, my mates are in the Hammerhead, 7:30 you can see it glide in from the right with the party members markers in it.
You can play solo or multicrew, that's the point.
Source: https://www.youtube.com/watch?v=AoA4IrPTJYI
"The cathedrals that are the most visible surviving monument to the culture of the middle ages took a century each to build. Perhaps the truly great video games of our era will take just as long."
#notacult
I'd be interested to hear any thoughts you have on how other teams may be impacted by the wait for server meshing. Like we see an obvious fallout in their missed deadlines on getting a 2nd system into the game. But presumably design and engineering in other departments will also be fairly roadblocked in what they can do until the networking architecture is in a firmer place?
Did one of CR's ancestors design those as well? I mean, the Great Pyramid only took a couple of decades.
Meshing is a large scale architecture system; I don't think it acts as a roadblock to other mechanisms so much as overly complex mechanisms will act as a roadblock to it; the less stuff you have to pass over server boundaries the better, and as SC is aiming to work on a flexible/dynamic zone of control for each 'server', complex objects at the overlap of those zones as they expand/contract are something you want to avoid, yet as has been mentioned they're still slathering on the complexity like it's cheap relish. Some form of definitive network culling (of objects within the world scenegraph) in addition is probably needed, but how you define that is reliant on the game design. SC seems to have overcomplicated that in my opinion.
Cheers
Yep can definitely see as a layman how the sheer amount of data being handed between servers with the ships, while supporting twitch gameplay, must be a crazy challenge (and one they haven’t helped themselves with). Throw in any hard-to-predict 'mobile' boundaries between servers, and it seems like… nothing that exists currently, let’s put it that way
On blockers I was thinking primarily of stuff like:
- How do you design Multicrew PvP combat without knowing ballpark figures for player caps (and potentially per-ship caps)?
- How do you design capital ship crewing / combative boarding / player control of external weapons etc if you don’t know whether your ship interior has to be supported by a server in its own right or not?
- How do you establish large weapon range and type if you don’t know the nature of the data handover restrictions, the size of the liable play space, the frequency of handover liability? Stuff like that.
Essentially player owned Idrises (and potentially other large ship professions) seem like they’re a bit stuffed on the design front until you have answers in areas like those, to me ¯\(ツ)/¯
They're making NPCs... erm... rather complex. Not sure why it's important (or desirable) that my crew may want to go buy takeout food from the galley, but hey. Pretty sure they haven't got them manning turrets yet.But, according to you, not in a big ship.
EDIT: hold on though, whatever happened to NPC crew that will be indistinguishable from players you could hire to serve on your ship? Pretty sure that's still planned (even if its a load of tosh).
I suspect that a client is connected to multiple servers at multiple scales, though how they intend to sync all that or determine authority on the fly is gonna be fun.
Designing data encoding is first principle; so game designers are briefed on things like minimising variables to send very early on.
I believe the networking / data propogation is something AWS handles well which was one of the reasons why CIG switched over to Lumberyard