Game Discussions Star Citizen Discussion Thread v12

"Damage control"

The one thing issue that I see with that is, that if players will be given, by game mechanics, the ability to "overkill" and "gank" their targets, we can be sure that players WILL overkill and gank their Targets...

Especially, considering the penalties that might be associated with the Death of a Spaceman scenario....

Who would want to risk dyeing and, thus, get into the penalties of the Death of a Spaceman scenario ?

So, I think, that if CIG wants the "Damage Control" cool and fun gameplay to be possible onboard of Large and Capital Multi-Crew Ships, then CIG will need to find a way to "counter" the natural players' tendency to play using overkill and ganking of their Targets...

Otherwise, Large and Capital Multi-Crewing Ships, being overkilled and ganked by their attackers, will go down too fast thus not making it possible to this cool and fun "Damage Control" gameplay to take place for lack of sufficient time...

I do not think there is any other possible way....

Either CIG takes away from players, one way or the other, the ability to Gank and Overkill their Targets, or we will never be able to see in action this cool and great fun "Damage Control" gameplay for Large and Capital Multi-Crew Ships....

And, to my opinion,it would be a great pity if we could not enjoy a "Damage Control" cool and fun gameplay on Large and Capital Multi-Crew Ships since, to my viewing, Multi-Crewing is a HUGE asset for the appeal of Star Citizen and the "Damage Control" onboard of Large and Capital Multi-Crew ships could really make Multi-Crewing shine in all of its potential and splendor...

Imagine a well trained crew all rushing up and down their Ship to estinguish fires, replace or repair destroyed or daaged components to restore their Ship full ability to fight, dragging their fellow Crew Members all the way to the Med Bay to have them healed and preserve them a useless death.... and, if the Crew is really good, perhaps be able with the Damage Control abilities, to revert the tide of the Battle and get to win it or at least buy themselves enough time to get reinforcements and thus be able to repel the attackers and get to survive and live another day....

Personally, I think such gameplay would be immensely amazing and a huge plus on the appeal of Star Citizen and of its aspects of Multi-Crewing..... YET, it really needs a very high Time to Kill for Large and Capital Ships and, thus, the thwarting of players' ability to Gank and Overkill their Targets....

That is at least how I see it.

TL;DR - battles should take a very long time to allow people to run around inside capital ships putting out fires, dragging injured players to med bay, and doing "damage control".

Basically he wants space battles like you get in films, where the cast have time for extended dialogues during the battle and scenes with how other people on the ship are handling the battle before finally returning to the captain where he says "FIRE!" as the Klingon... or whoever, goes boom.

Its great for films.

It might be great for those who want this sort of gameplay with lots of crew interactions. Its not going to be so great for those who want fast paced exciting combat. Imagine a wing of people in smaller faster ships, having to engage a capital ship, having to sit there plinking away at the bigger ship for ages just so the crew on the big ship can have their interactive moments.

I think most players would just give up after 10 minutes and fly off swearing never again to engage a capital ship because its so damn boring.
 
I think most players would just give up after 10 minutes and fly off swearing never again to engage a capital ship because its so damn boring.
Disagree here (not specifically about SC though) - World of Warships is a perfect exemple of slower but engaging tactical play. Bigger ships in there do not go down fast indeed. But it's still quite fun. It's all about positioning properly, planning your course, getting the tactical advantage with your team mates... If CiG went the "WoWs In Space" route, that kind of scenario (damage control) could have been a thing. Also server desync would have been easier to contain (slower moving things = easier lag prediction, less intense network updates...). And this would better justify having turrets to start with.
Now with the current "6DOF space shooter" gameplay, it's really far from it, and the pewpew style of combat is really removed from the "battleship" gameplay that would be envisioned for that "damage control" thing to happen.
 
"Damage control"



TL;DR - battles should take a very long time to allow people to run around inside capital ships putting out fires, dragging injured players to med bay, and doing "damage control".

Basically he wants space battles like you get in films, where the cast have time for extended dialogues during the battle and scenes with how other people on the ship are handling the battle before finally returning to the captain where he says "FIRE!" as the Klingon... or whoever, goes boom.

Its great for films.

It might be great for those who want this sort of gameplay with lots of crew interactions. Its not going to be so great for those who want fast paced exciting combat. Imagine a wing of people in smaller faster ships, having to engage a capital ship, having to sit there plinking away at the bigger ship for ages just so the crew on the big ship can have their interactive moments.

I think most players would just give up after 10 minutes and fly off swearing never again to engage a capital ship because its so damn boring.

Sea of Thieves is/was very popular.
 
"Damage control"



TL;DR - battles should take a very long time to allow people to run around inside capital ships putting out fires, dragging injured players to med bay, and doing "damage control".

Basically he wants space battles like you get in films, where the cast have time for extended dialogues during the battle and scenes with how other people on the ship are handling the battle before finally returning to the captain where he says "FIRE!" as the Klingon... or whoever, goes boom.

Its great for films.

It might be great for those who want this sort of gameplay with lots of crew interactions. Its not going to be so great for those who want fast paced exciting combat. Imagine a wing of people in smaller faster ships, having to engage a capital ship, having to sit there plinking away at the bigger ship for ages just so the crew on the big ship can have their interactive moments.

I think most players would just give up after 10 minutes and fly off swearing never again to engage a capital ship because its so damn boring.
If they want long space battles they're playing the wrong game :confused:

PVP in elite is sort of locked behind an engineering grind. Unengineered ships, even with maxed out upgrades stand no real chance against an opponent with G5 upgrades. Fights in Elite are much longer and drawn out. I've seen fights last an hour in elite.
PVP in Star citizen is sort of locked behind a good computer. Whoever has smoother gameplay will typically be able to aim better and, IMO, whoever has better aim typically wins in SC PVP. Star Citizen PVP is typically very fast paced, jousting type fighting. Most fights dont last longer than 5 minutes.
Source: https://www.reddit.com/r/starcitizen/comments/lzarje/star_citizen_or_elite_dangerous_for_pvp/gq0u51o/
 
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If they want long space battles they're playing the wrong game :confused:

PVP in elite is sort of locked behind an engineering grind. Unengineered ships, even with maxed out upgrades stand no real chance against an opponent with G5 upgrades. Fights in Elite are much longer and drawn out. I've seen fights last an hour in elite.
PVP in Star citizen is sort of locked behind a good computer. Whoever has smoother gameplay will typically be able to aim better and, IMO, whoever has better aim typically wins in SC PVP. Star Citizen PVP is typically very fast paced, jousting type fighting. Most fights dont last longer than 5 minutes.
Source: https://www.reddit.com/r/starcitizen/comments/lzarje/star_citizen_or_elite_dangerous_for_pvp/gq0u51o/

Have to agree a bit here at least about ED. I've tried watching some PvP fights in ED between good players and its just a snoozefest. Fights just drag on and on and on. The combination of HRPs, MRPs, SCBs, engineering, SBs, stacking, resistances..... I can't understand how anyone can find that enjoyable.
 
That game changed a streamer once (y)

Reminds me a bit of some of the meltdowns SaltEMike has had over SC.

EDIT: Remember on one stream where Mike was having a meltdown and someone suggested he should "pivot" (aka, start doing other games). He said he was too old to pivot. Damn, guy isn't that old.

But its worth remembering some of these guys have been streaming SC for years, their whole viewership (and perhaps livelihood) are bound to SC. But to be popular, its rare to stream the same game for 5 or more years. Viewers tend to get bored, they want something new, something exciting. Not all of course, but in the gaming world, years are like decades in terms of fashion/trends.

I'm sure they hope that once SC releases (hahaha) their channels will really take off and they will become the next superstars of streaming.

I suspect most will give up long before that as they get older, their real life situations change, or they or their viewers get bored of it all.

Its already happened with some. What will Mike do if he and Esme have a baby? Will she be happy her husband is sat there for hours a day streaming a computer game for limited money instead of potentially earning more with another job?

If SC ever releases, if it is actually good, if he can attract a good base of viewers, then it might be long-term viable. But by that point, he might be totally sick of the game.
 
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Reminds me a bit of some of the meltdowns SaltEMike has had over SC.

EDIT: Remember on one stream where Mike was having a meltdown and someone suggested he should "pivot" (aka, start doing other games). He said he was too old to pivot. Damn, guy isn't that old.

But its worth remembering some of these guys have been streaming SC for years, their whole viewership (and perhaps livelihood) are bound to SC. But to be popular, its rare to stream the same game for 5 or more years. Viewers tend to get bored, they want something new, something exciting. Not all of course, but in the gaming world, years are like decades in terms of fashion/trends.

I'm sure they hope that once SC releases (hahaha) their channels will really take off and they will become the next superstars of streaming.

I suspect most will give up long before that as they get older, their real life situations change, or they or their viewers get bored of it all.

Its already happened with some. What will Mike do if he and Esme have a baby? Will she be happy her husband is sat there for hours a day streaming a computer game for limited money instead of potentially earning more with another job?

If SC ever releases, if it is actually good, if he can attract a good base of viewers, then it might be long-term viable. But by that point, he might be totally sick of the game.
Mike already has a real job...besides streaming that is. I've no idea what he does, but he's mentioned having a job more than a few times when streaming or on his YouTube channel.
 
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Mike already has a real job...besides streaming that is. I've no idea what he does, but he's mentioned having a job more than a few times when streaming or on his YouTube channel.

I think he quit it to focus more on streaming. He used to be a croupier in a casino as i recall.
 
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