Game Discussions Star Citizen Discussion Thread v12

I'm guessing you haven't tried this recently - it takes a lot of firepower to take out ships in ED now. More than just dropping an empty bottle, which seems enough to take out an SC ship ....
Basically for armoured and heavily shielded ship it should be no damage from handheld weapons at all. Just like you would need to shoot tank about forever with an assault rifle.
So shields could drain, but as engine is running and reloading shields that shoul put more energy to shields than small weapon can produce.
 

Viajero

Volunteer Moderator
I'm glad its not on that physical scale, having a 1:1 scale universe is great from a science perspective but space is very empty because of it.

I'm happy with just 20 Star Systems, that's enough if that universe is filled with rich diverse content, SC so far "Single system" is ram packed with it and while i don't expect every system to be like that quite a lot of them will be and even the most sparse are going to have more to explore than anything in EDO.

That's the difference in approach, replicating the same structures to use over and over again vs hand crafting very large and rich worlds that are all unique.
Contradicting oneself in the very same message is quite a feat.
 
Basically for armoured and heavily shielded ship it should be no damage from handheld weapons at all. Just like you would need to shoot tank about forever with an assault rifle.
So shields could drain, but as engine is running and reloading shields that shoul put more energy to shields than small weapon can produce.
So you haven't tried it recently then (y)

Last time I tried it took more than a full load from all my G5 weps to finish off a lowly viper - 10 minutes+ of point blank shootage. Which is fine - and why no-one is complaining about it. Unlike looking the wrong way at a SC ship and it just exploding :)
 
Well I have to say that basic problem is that in EDO ships are vulnerable to hand held weapons. Kind of idiotic, I mean same engineered monster can take severe punishing from semi truck sized monster cannon, but succumbs to pew pew from assault rifle. Which should behave something like how tank would take rifle fire....

Crew served anti-ship weapon I would understand, but this, blah....

Like a Rail Gun? 😁

Source: https://youtu.be/10FSKD6Q4uY?t=156
 
Well, one thing they could do is to make it harder to get to places, especially in much bigger systems like Pyro. Pirates, Interdictions, Asteroid Belts blocking your path, need for fuel tankers and all that. And just add some new anomaly in the system every week or so, resource deposits. There's lots of ways to make it interesting.

Yeah sounds reasonable. (You would think they could have got a trial version in by now in Stanton though ;))

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A key issue I have with Chris's vision for system exploration is his idea of perpetual additions. Like you could really add content to an MMO faster than a community could consume it. It's such a clearly daft/unlikely notion:

Oct 2012
One way he will do that is by allowing players to discover new folds in space and through those folds, sometimes, entirely new quadrants of unexplored galaxies. These new points and geography, Roberts said, will be delivered to the game as micro-updates. When discovered, he said, a player can name the planets, folds and galaxies. Players who discover the fold also have the ability to manually fly through the new course. If they manage to do so without crashing, they'll be given a flight recording of their journey that they can sell on the open market for big money. That recording then opens the undiscovered space to other explorers. The idea doesn't just give players a new way to make money or leave their mark in the game, it also effectively creates a new sort of character class: The navigator.

Nov 2012
Chris Roberts said:
And if and when we add a new alien race beyond the already established ones, we could let first contact go to the person that first arrives in that system

April 2013
Chris Roberts said:
Think of it more like the beta players get to be the first few lucky people in the universe. As we'll be constantly adding new content during Beta and after I wouldn't worry that all the stuff will be discovered during beta leaving no new stuff for people to discover.

This whole concept is essentially dead in the water. Everything is going to get charted to death during alpha. If they ever even get to adding any of the actual game mechanics (or extended content) in ;)
 
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Yeah sounds reasonable. (You would think they could have got a trial version in by now in Stanton though ;))
Well, Stanton isn't nearly as large as Pyro. About 3 times smaller, actually. So fuel isn't an issue. You can get interdicted aswell, though its pretty rare, but I can imagine they can just increase the rate of that happening. It's also worth noting Stanton is a much much securer System than Pyro, so Pirates won't be a huge issue most of the time.

As for things blocking your path, the "Physical Quantum Travel" thing on the Progress Tracker will tackle that. So you're just not gonna be able to quantum wherever you want within a ringed planet or so.
This whole concept is essentially dead in the water. Everything is going to get charted to death during alpha. If they ever even get to adding any of the actual game mechanics (or extended content) in ;)
We'll see how they manage it.
 
Well, Stanton isn't nearly as large as Pyro. About 3 times smaller, actually. So fuel isn't an issue. You can get interdicted aswell, though its pretty rare, but I can imagine they can just increase the rate of that happening. It's also worth noting Stanton is a much much securer System than Pyro, so Pirates won't be a huge issue most of the time.

As for things blocking your path, the "Physical Quantum Travel" thing on the Progress Tracker will tackle that. So you're just not gonna be able to quantum wherever you want within a ringed planet or so.

All of those things are just elements which slow down discovery, rather than amplify the opportunities. They're neat, but ultimately they don't resolve the issue of communities nomming through finite content quickly.

The thing that you mentioned which could is: "add some new anomaly in the system every week or so, resource deposits". That's something they could have trialled in Stanton, which could scale to other systems.

We'll see how they manage it.

Which will arrive first, the first exploration mechanic, or the latest ($700) exploration ship? So many mysteries out there ;)
 
All of those things are just elements which slow down discovery, rather than amplify the opportunities. They're neat, but ultimately they don't resolve the issue of communities nomming through finite content quickly.
They could technically add a bunch of purely procgen systems as an "outer rim of unexplored regions" or something like that.
Which will arrive first, the first exploration mechanic, or the latest ($700) exploration ship? So many mysteries out there ;)
I believe they've said it'll arrive at the same time. Quantum Probes are under development according to the roadmap, and the ship will most likely release at the next IAE with their Walmart Jeremy Clarkson apparently taking it to Pyro.
Pyro + Odyssey in about a year! :D
 
Went hunting for the infamous "By the end of this year backers will have everything they originally pledged for" quote from 2015.

And it really is a doozy:

"Squadron 42 will be toward the end of the year. That's sort of basically Wing Commander single-player narrative story. And then at the very end of the year we will release the very early alpha of the persistent universe. It wont be nearly all of the systems and planets, but we plan to have five or six systems you can fly between. You won't be able to do all of the things we're planning on you to do, but probably trading, mining, piracy, combat and a lot of core stuff."

Then the company plans to spend 2016 filling out the rest of the star system, finishing ships, finishing characters "basically going from five to 130 star systems and adding more of the functionally and features on that we have and building out different roles."

"By the end of this year backers will have everything they originally pledged for plus a lot more," Roberts says. "But of course our intention is that it's a much bigger, more expansive, huger game than I ever considered we could do."

But there are some other gems in there. Like when the hell did this change?

Chris Roberts said:
"For a start, people can only back for a ship when we have it in production,"

And hmm, there must have been another player vote...

His hope is that the shift from beta to no-longer-in-beta will be, as with Minecraft, not that noticeable.

"That's what we think will happen towards the end of 2016 because that's when we think we will have finished the content and get most of the polishing in,"
 
They could technically add a bunch of purely procgen systems as an "outer rim of unexplored regions" or something like that.

I believe they've said it'll arrive at the same time. Quantum Probes are under development according to the roadmap, and the ship will most likely release at the next IAE with their Walmart Jeremy Clarkson apparently taking it to Pyro.
Pyro + Odyssey in about a year! :D

With CR now shuffled off back to the UK and this responsibility given to Turnbulent Canada, and given they have made it clear they will not be doing what CR wanted in terms of Server Meshing i have much more confidence we will get Pyro at least. this in Q4 2022 or possibly Q3 2022 with the former being far more likely.
 
Ok, then I wasn't quite up to date. It's quite possible that I'll take a bite at the next opportunity ("free flight"?) to see how it feels.
I've already had a first look at the videos and assume that it looks much better in the original and that the blurriness is due to the Youtube compression, right? Otherwise I don't find the geography from orbit particularly impressive, I like Odyssey better, despite PG. I definitely like the caves in SC, though.
You can look at the resolution settings in the video thingens settins. Then you might have seen volumetric visual effects, like in that video of the delightful SaltEMike. Or is just crappy recording. Or you're expecting what simply isn't there.
 
Lol, so "gold standard" doesn't mean "done". It just means "done for now" 😁

Source: https://www.youtube.com/watch?v=hGIKKpZJDeg&t=1288s


[It's] supporting features that have come online since that ship was released, and that's probably the best way of kind of describing what gold standard is
It's kind of ever evolving as well, um, because you're, as new features come online, so, you know, uh, a gold standard two years ago might not have had the refueling ports in it... But yeah as features come online, um, we, they get added to like the gold standard list of things to do.
We always joke about, oh, we've done gold standard, do we go into platinum standard? Like how far do we go? But it's it's just like that kind of, like, uh, I guess that ever moving line of what we want to, where we want the game to be.
It is, it's essentially a review process of the ship to bring it up to whatever today's mod... whatever today's current star citizen standard is

Going back and making sure that, um, things adhere to metrics correctly. If we take the kind of Retaliator as an example, um. Unfortunately something like the corridor spaces were just a little bit too small to allow our AI to navigate comfortably through it, um, so we had to just go in and massage things around a little bit.

Things like adding big airlocks to the side of ships, that didn't necessarily have airlocks in the right position. Um and that's something that we we've kind of started doing on the Retaliator as well.

As stuff comes online... Adding fuel ports is a great one. Going back to the ships and going oh they, all these need fuel parts that we didn't know where to add. Or how. Because we didn't know how we were feeling was going to work when we were building those ships. But now it's going back and adding those and stuff. Um.
 
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