Game Discussions Star Citizen Discussion Thread v12

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.

You really don't think ships can be blown up when landed???? You mad bro?

ED technically speaking has pad ramming, but I don't think its possible (or easy) to do. Ships on pads have instant regen shields and i don't think can take hull damage (IIRC, FD did it this way to stop pad ramming), and the attacker will be instagibbed by station weapons.

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.

You're not paying attention to things like travel times in SC. Its all well and good someone doing a comms array but if they are in another system they are likely going to be there and back before a ganker even arrives at the comms array, assuming anyone sees it and cares to do something about it. And that's only for those scenarions like comms arrays. Those things are in space as well, and we were talking about landed ships getting blown up, so presume we are talking on planets. If you are landing at some random outpost to get some cargo, no mission is going to be generated.
 
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.

Trust me, every time something happened in the Thargoid storyline and something new was found on a planet's surface, gankers showed up trying to blow up the parked ships while the explorers where driving around examining the new thing. We had to organize CAP, which led to the griefers using dumbfire hit&run attacks on the SRVs instead. Of course, if you are on a random non-atmo planet in a random part of the massive galaxy you could probably park it for literally tens of thousands or even millions of years with nothing happening at all. As in real-life.
 
You're not paying attention to things like travel times in SC. Its all well and good someone doing a comms array but if they are in another system they are likely going to be there and back before a ganker even arrives at the comms array
For 1 or 100 hundred, the average number of players by system will be at least 50 (far more wanted by CIG). In Stanton with only 50 players, when you hack a Comm Array there's a good chance that someone will come to kill you.
 
You really don't think ships can be blown up when landed???? You mad bro?

You can dismiss the ship, which effectively removes it from the game world until you recall it. So in ED you can chose not to have to worry about your ship, whereas that option does not exist in SC. The flip side is that if you leave your planet on the surface with nobody around in ED, you are guaranteed to find your ship on the surface rather than under it when you return.
 
You're not paying attention to things like travel times in SC. Its all well and good someone doing a comms array but if they are in another system they are likely going to be there and back before a ganker even arrives at the comms array, assuming anyone sees it and cares to do something about it.

For 1 or 100 hundred, the average number of players by system will be at least 50 (far more wanted by CIG). In Stanton with only 50 players, when you hack a Comm Array there's a good chance that someone will come to kill you.

Lol, you two are debating the impact of theory-crafted travel times from non-existent system on missions with imaginary player counts based on non-existent network functionality. :ROFLMAO:
 
The flip side is that if you leave your planet on the surface with nobody around in ED, you are guaranteed to find your ship on the surface rather than under it when you return.
Oh, I'm not so sure that's always guaranteed… but I think they largely fixed that a while back. Maybe. :p
 
You can dismiss the ship, which effectively removes it from the game world until you recall it. So in ED you can chose not to have to worry about your ship, whereas that option does not exist in SC. The flip side is that if you leave your planet on the surface with nobody around in ED, you are guaranteed to find your ship on the surface rather than under it when you return.
Though if you dismiss your ship there is chance of autopilot bungling landing of the ship. It has happened even in low gravity bodies, and is more probable in high g ones.
 
HALP! No ship! Stranded in NBDB gameplay!!

1606762952795.png

It is the ship that disappears instantly.
 
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For 1 or 100 hundred, the average number of players by system will be at least 50 (far more wanted by CIG). In Stanton with only 50 players, when you hack a Comm Array there's a good chance that someone will come to kill you.

On what are you basing that? CIG's statements of 1000s of players on a single (set of) servers?

Yes, we are all awaiting the magical seamless server meshing that will cure all ills.

But 50 people in a system at once, that's funny.

Still, one way to avoid the griefers by the whales. Just fill up your Idris with loyal servants and hit the server cap. Play the game gank free.

Anyone else remember when CIG were talking about hundreds of players in a single instance.... thousands of players all playing seamlessly together. Ah, those were good times.
 
ED technically speaking has pad ramming, but I don't think its possible (or easy) to do. Ships on pads have instant regen shields and i don't think can take hull damage (IIRC, FD did it this way to stop pad ramming), and the attacker will be instagibbed by station weapons.

I really like ED solution to pad ramming. If you make to the pad and land successfully the ship is invincible. Gotta ram the other ship to death before they land/prevent them from landing. Solution is simple and effective.


You're not paying attention to things like travel times in SC. Its all well and good someone doing a comms array but if they are in another system they are likely going to be there and back before a ganker even arrives at the comms array, assuming anyone sees it and cares to do something about it. And that's only for those scenarions like comms arrays. T

It takes minutes to shut off the comm array when doing the mission. If server meshing/single instance stuff ever happens and the play area is as small as it is, you'll never be able to pull off one of these missions. Will get dog piled by 20 bounty hunters.
 
I really like ED solution to pad ramming. If you make to the pad and land successfully the ship is invincible. Gotta ram the other ship to death before they land/prevent them from landing. Solution is simple and effective.

Its a race to the pad! Reminds me playing games as a kid, where you get to the defined safe area and shouted "SAFE!"

It takes minutes to shut off the comm array when doing the mission. If server meshing/single instance stuff ever happens and the play area is as small as it is, you'll never be able to pull off one of these missions. Will get dog piled by 20 bounty hunters.

Only one word needs quoting here

 
Shamelessly stolen from SA:
Star Citizen't said:
How do we stop ship despawns in patch 3.11?

  • The answer is - DEAD NPC CREW. This will solve 99% of your despawn problems and bugs.

Sarsapariller, stuffing bodies into his spaceship: "No officer, you don't understand! This is an alpha!"

Sunswipe: Start selling NPC dead bodies that people can put in their ships... Make them look like the developers, let Chris Roberts be your copilot! Have a Ben Lesnick in your cargo bay!
 
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