Game Discussions Star Citizen Discussion Thread v12

I've always been a fan of games that let you employ the mechanic you enjoy at the time, sometimes I enjoy just sitting or walking around and looking at stuff, for instance driving slowly across planets checking out the rock formation, other times yes it gets a bit hectic, the problem with forced survival mechanics is simply they don't give you time to meditate in the solitude, long super cruise times in ED have never bothered me, but if I am not in that mood I can simply not do it, the best of both worlds.

NMS seems to be going in the direction of placing mechanics in game that mean you must be doing stuff to survive all the time, pirate attacks and etc, it's a survival game of course, but isn't the point of survival to get to a point where you aren't frantically running around all the time just to stay alive, where you can kick back in that base you built and admire the sunset?

I shudder to give him the idea, but surely if you are going that far you could also implement a breathing mechanic where you set your breathing rate to the current activity, such as breathing fast for running, breathing slow when sitting down etc, you have a little metronome like device in the corner you turn up or down, sitting down..tick......tick......tick, running fast tick.tick.tick. Lol ok I'll shut up now, but if this suddenly appears in the game you know exactly where they got the idea from!
The increased breathing and heartrate system is already in game and has been for some time...I can see the function in it since it points toward discouraging the almost habitual behaviour of FPS style players sprinting and leaping about like 2 year old children high on E numbers. The eating and drinking...had it been at least partially optional, I would have tolerated it. I'm the same as you in some sense in that I spend the majority of my time in game just mooching around on a planet surface either ROC mining or in a Prospector doing ship mining.

The now added complexity of having to manage heat, thirst and starvation... as well as the added issue of needing to pre-purchase enough eating and drinking consumables to last a several hour trip to a planetary surface...especially with the artificially forced rate of decay those mechanics are now at in Star Citizen, it's just a complete and pointless irritation.

Don't even go there with regard to the current abomination of the medical gameplay where I can break a leg stepping off a ship ramp thanks to the broken force reactions game mechanic and be incapacitated to the point I can't even crawl back to the ship to grab a first aid box...
 
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Can't even make jokes about Chris being on his Yacht...

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The increased breathing and heartrate system is already in game...I can see the function in it since it points toward discouraging the almost habitual behaviour of FPS style players sprinting and leaping about like 2 year old children high on E numbers. The eating and drinking...had it been at least partially optional, I would have tolerated it. I'm the same as you in some sense in that I spend a lot of my time in game on a planet surface either ROC mining or in a Prospector doing ship mining.

Oh yes the same in ED to stop you sprinting endlessly, but it's an automatic function, you don't need to manually regulate it. Normal bodily function should be automatic functions, drinking, eating, going to the...well you know what. It should at most say just be a matter of purchasing X amount of food and water for your proposed three day trip, plus extra for emergency and over time it would be slowly drawn down as if you were eating and drinking manually, the game can assume you are doing so without your avatar actually stopping to get out the water bottle, taking off helmet, putting water bottle to lips and drinking (assuming you have returned to the ship and it is actually safe to remove helmet of course!)

Having to carry food and water, ok that's not a huge burden, and the amount you can carry personally would be determined by whatever else you equip, but being able to carry enough in your ship for a year shouldn't be an issue, I mean space is filled with ice and food can be grown. I can see it as a good thing actually, would make you feel like you are actually preparing for a long space trip, but having to stop and manually manage all that regularly would be a pain. But a wrong implementation could be....very bad!
 
Oh yes the same in ED to stop you sprinting endlessly, but it's an automatic function, you don't need to manually regulate it. Normal bodily function should be automatic functions, drinking, eating, going to the...well you know what. It should at most say just be a matter of purchasing X amount of food and water for your proposed three day trip, plus extra for emergency and over time it would be slowly drawn down as if you were eating and drinking manually, the game can assume you are doing so without your avatar actually stopping to get out the water bottle, taking off helmet, putting water bottle to lips and drinking (assuming you have returned to the ship and it is actually safe to remove helmet of course!)

Having to carry food and water, ok that's not a huge burden, and the amount you can carry personally would be determined by whatever else you equip, but being able to carry enough in your ship for a year shouldn't be an issue, I mean space is filled with ice and food can be grown. I can see it as a good thing actually, would make you feel like you are actually preparing for a long space trip, but having to stop and manually manage all that regularly would be a pain. But a wrong implementation could be....very bad!
It is bad for that very reason. It's all fine assuming you could just buy several crates of water or food items to store in your ship directly from a vendor or kiosk...but no, Chrissy boy insists you must buy each individual item physically then place it in your personal inventory whilst suffering the canned animation of doing so....that's not including transferring each individual item from your personal inventory to the ship inventory which can't be done until you board your ship...which then is automatically lost every time you dock or respawn your ship from storage... or the more common occurence where the ship spontaneously combusts on the landing pad for no apparent reason.

Persistence to that level isn't quite in game yet...there are some exceptions to item persistence on ships (but don't try fitting a weapon into a weapon rack then leaving the ship)... but I suspect they're more by accident than by design.
 
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Meanwhile smaller streamers discover the cinematic entry and exit animations…

(Volume warning on this first one...)


The second clip involved a guy with a backpack. Most likely cause of the boom there. Who knows what happened on the first one...
Oh! Oh, that makes perfect sense now! It's a feature! We know it's secretly a film project.
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It is bad for that very reason. It's all fine assuming you could just buy several crates of water or food items to store in your ship directly from a vendor or kiosk...but no, Chrissy boy insists you must buy each individual item physically then place it in your personal inventory whilst suffering the canned animation of doing so....that's not including transferring each individual item from your personal inventory to the ship inventory which can't be done until you board your ship...which then is automatically lost every time you dock or respawn your ship from storage... or the more common occurence where the ship spontaneously combusts on the landing pad for no apparent reason.

Persistence to that level isn't quite in game yet...there are some exceptions to item persistence on ships (but don't try fitting a weapon into a weapon rack then leaving the ship)... but I suspect they're more by accident than by design.

Oh yes I understand that, there's no point in doing anything like that until the background game actually has persistence, I mean you can float them and test them in a special session to see how they work and how the players like them, but making them full time when the rest of the game doesn't yet support that sort of mechanic is rather silly.
 
BTW, I hope this does not get flagged as OT (especially in the broader context), but did you know the original Privateer had a full-3D fan remake?

I tried it, it is quite playable honestly. An interesting curiosity for all the Chris Roberts connoisseurs out there.

Nice, despite being a "Chris Roberts" game, I don't think it's really one he had much to do with. It's one of those "executive producer" ones where he had a couple of meetings early on and they continued building his brand...

True Chris Roberts games: Wing Commander 1, Strike Commander, Bad Blood, Stryker's Run, King Kong
 
I've always been a fan of games that let you employ the mechanic you enjoy at the time, sometimes I enjoy just sitting or walking around and looking at stuff, for instance driving slowly across planets checking out the rock formation, other times yes it gets a bit hectic, the problem with forced survival mechanics is simply they don't give you time to meditate in the solitude, long super cruise times in ED have never bothered me, but if I am not in that mood I can simply not do it, the best of both worlds.

NMS seems to be going in the direction of placing mechanics in game that mean you must be doing stuff to survive all the time, pirate attacks and etc, it's a survival game of course, but isn't the point of survival to get to a point where you aren't frantically running around all the time just to stay alive, where you can kick back in that base you built and admire the sunset?

I shudder to give him the idea, but surely if you are going that far you could also implement a breathing mechanic where you set your breathing rate to the current activity, such as breathing fast for running, breathing slow when sitting down etc, you have a little metronome like device in the corner you turn up or down, sitting down..tick......tick......tick, running fast tick.tick.tick. Lol ok I'll shut up now, but if this suddenly appears in the game you know exactly where they got the idea from!
Survival mechanics are crap unless the game is built around them. Like in The Long Dark. It literally is a survival simulator. Or take some zombie apocalypse survival RPGs, but I'm not in to them. The key is that the focus is the survival. If you're flying a spaceship it usually isn't unless you maybe play Breathedge or Space Engineers
 
Doesn't need any room system either. UBoat has a thing with managing the compartments but honestly, how would you go on about decompression in space sim. Keep it simple and playable. It makes sense in Space Engineers or games that are built around this. Mass Effect, Alien Isolation, X - they all have their suit and oxygen not included moments but don't need room systems.

Oh yeah - Oxygen Not Included - it's in the name but there are far more problems you have to worry about in that game. But it has very intricate room system, multiple gases, liquids and if that is not enough you just change the phases of the elements and make carbon a liquid and tungsten a gas. Yeah, have a look how dupes like it in liquid oxygen. There is of course tempreture for you to play around. Gas and fluid dynamics. Bread and butter in that game.

But why would anyone need that in SC? Suit - no suit area and job well done. Same with food and drink. Put it into management game like ONI, yes. If you don't build around it it just detracts from the "real" gameplay. That's why Satisfactory has nothing of it. They want to make a pure builder game.
 
Oh yeah - Oxygen Not Included - it's in the name but there are far more problems you have to worry about in that game. But it has very intricate room system, multiple gases, liquids and if that is not enough you just change the phases of the elements and make carbon a liquid and tungsten a gas. Yeah, have a look how dupes like it in liquid oxygen. There is of course tempreture for you to play around. Gas and fluid dynamics. Bread and butter in that game.
I would put ONI in "engineering games" like KSP, Factorio, etc. as the key to success in that game is properly engineering solutions (and that Blueprint Mod is fantastic...). I'm not in survival games really, but played ONI for a few hundreds hours... Rimworld is more in a gray zone between survival and engineering ;)
As for SC, as usual CiG added a late game feature on top of a very unstable stack with no proper foundations. When said foundations inevitably move, they'll have to redo this entirely, again.
 
I would put ONI in "engineering games" like KSP, Factorio, etc. as the key to success in that game is properly engineering solutions (and that Blueprint Mod is fantastic...). I'm not in survival games really, but played ONI for a few hundreds hours... Rimworld is more in a gray zone between survival and engineering ;)
As for SC, as usual CiG added a late game feature on top of a very unstable stack with no proper foundations. When said foundations inevitably move, they'll have to redo this entirely, again.
Yeah, it is well integrated. So well, that players in Rimworld and ONI clamour for food variety because they like to cook their dupes tasty meals. Unless the dupes are cannibals. Players designate a cook and then watch their peons walk in to the dinner table and have meal together. It is part of the sim. Tick that box food box and the little pixels are happy. I mean they aren't in ONI, because they still get pickled meal from me.

But I digress and anyway I plan to make a mushroom farm for the dupes. Happy times. In fact the mushroom farm is central element because it is in itself an engineering problem to be solved. Then logistical. Gasical. Temperatural - whatever. You solve that problem and get an opportunity to have automated crop tending and only bother with the cooking. Saves labour jobs and that means sheet gets done better in the asteroid. Integration into the core game functions. Detracts a lot but is key to moving on to better management. That's how you to the "room system"
 
Question of the day - is SC all "locked up" like Elite is (obfuscated files and directories), or is it more open like Space Engineers? Sorry to always compare to SE, but y'all know it's a passion game of mine. I ask because I don't much like SC's skybox, but if I could replace it with my own, that would be really nice.
 
Question of the day - is SC all "locked up" like Elite is (obfuscated files and directories), or is it more open like Space Engineers? Sorry to always compare to SE, but y'all know it's a passion game of mine. I ask because I don't much like SC's skybox, but if I could replace it with my own, that would be really nice.

SC's skybox must just be a stored image since there is no galaxy data from which to generate it, would be nice if you could replace it with your own.
 
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But I digress and anyway I plan to make a mushroom farm for the dupes. Happy times. In fact the mushroom farm is central element because it is in itself an engineering problem to be solved. Then logistical. Gasical. Temperatural - whatever. You solve that problem and get an opportunity to have automated crop tending and only bother with the cooking. Saves labour jobs and that means sheet gets done better in the asteroid. Integration into the core game functions. Detracts a lot but is key to moving on to better management. That's how you to the "room system"
Absolutely yes, in ONI is one of the early game loop steps is to get out of the survival management, in order to reach resource and power management, then space exploration.. So you automate everything and then the dupes live their life without any manual intervention. That's a good example of game design where something that could get repetitive and annoying gets quickly out of the way.
As for SC I'll agree with Mole here, they could have made "quick buy / stock food" and "quick eat whatever is in stock" functions and we'd be happy campers - here not only the mechanic is built on top of a very broken system, but there's also no related game loop (it's just an annoyance on top of everything), and no way to shorten the irritating forced animations when you buy food, eat or drink..
 
SC's skybox must just be a stored image since there is no galaxy data from which to generate it, would be nice if you could replace it with your own.
It's a fixed skybox indeed, and people have been extracting files before (mostly 3D ship models), it would require some delicate modding though in order to rebuild the game packages.
 
Question of the day - is SC all "locked up" like Elite is (obfuscated files and directories), or is it more open like Space Engineers? Sorry to always compare to SE, but y'all know it's a passion game of mine. I ask because I don't much like SC's skybox, but if I could replace it with my own, that would be really nice.

Surely the answer lies in this hallowed expensive parchment of non-existence, pre-order today to recieve nothing tomorrow:

 
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