Game Discussions Star Citizen Discussion Thread v12

The procgen design isn't there.

It's actually worse than that, they started out with the idea that planets, and probably entire systems will be made by procgen, but abandoned that approach because they couldn't get it to work to the standard they desired (well the standard the "boss" desired) so they went back to handcrafting the few planets they had in, which of course gives players an entirely false idea of what they can achieve. They can't hand craft 110 systems with all the planets in the time they have left to live, there has to be some procgen, but going back now from handcrafting to procgen would mean starting the entire system from scratch all over again, hey haven't we been there before?
 

Ah yes, make people need multicrew, but not would make people want to multicrew.

Can't imagine anything more gripping in an online game than sitting near an ammo loader running back and forth feeding ammo into it while the actual fun is happening in the pilot's seat.
 
It's actually worse than that, they started out with the idea that planets, and probably entire systems will be made by procgen, but abandoned that approach because they couldn't get it to work to the standard they desired (well the standard the "boss" desired) so they went back to handcrafting the few planets they had in, which of course gives players an entirely false idea of what they can achieve. They can't hand craft 110 systems with all the planets in the time they have left to live, there has to be some procgen, but going back now from handcrafting to procgen would mean starting the entire system from scratch all over again, hey haven't we been there before?
It could well be this year's lame excuse for delays since they haven't used procgen in their lies for a couple years now.
 

Ah yes, make people need multicrew, but not would make people want to multicrew.

Can't imagine anything more gripping in an online game than sitting near an ammo loader running back and forth feeding ammo into it while the actual fun is happening in the pilot's seat.
Imagine the thrillingly fidelicious fun of waking up, walking, taking the train, receiving a job offer, go to the local mall to stuff up, taking the train to the spaceport, waiting for the job provider to take you, wait while the ship reaches its destination (imagine if it's in another system... brr...), just for the ship to get "oneshot" by a PVP gang.

That is, if everything went well until then, imagine the adventures of missing the ship because train was late, or waking up in prison because you died of dehydration during the trip because you were too focused on counting your ammo stock for the nth time and server (or ship captain) thought you combat logged.
 
I cleaned my M.2 by finishing some games in my backlog recently, so I decided to install SC, perfectly aware my old rig (Q6600/1070/24Gb RAM, even though I played through Cyberpunk2077 in medium/low at roughly 30/50fps with only few drops sub 20fps) isn't fit for the fidelities of the Verse.

What the poor performances throw at your face is:
  • SC hasn't loading screens: it IS a constant loading screen :) and as it's both assets streaming and network negociations, no wonder how a tiny grain of sand can topple over this exquisite machinery of fidelity. Makes you realise good old loading screen, or the punctual hangs happening in ED, aren't heresy
  • The hardest part for playing was the different screens and HUDs disappearing while getting closer, quite an adventure to click on the good stair in an elevator
  • Some debug log lines in the console are pure looniness :D
 
Last edited:
I cleaned my M.2 by finishing some games in my backlog recently, so I decided to install SC, perfectly aware my old rig (Q6600/1070/24Gb RAM, even though I played through Cyberpunk2077 in medium/low at roughly 30/50fps with only few drops sub 20fps) isn't fit for the fidelities of the Verse.

What the poor performances throw at your face is:
  • SC hasn't loading screens: it IS a constant loading screen :) and as it's both assets streaming and network negociations, no wonder how a tiny grain of sand can topple over this exquisite machinery of fidelity. Makes you realise good old loading screen, or the punctual hangs happening in ED, aren't heresy
  • The hardest part for playing was the different screens and HUDs disappearing while getting closer, quite an adventure to click on the good stair in an elevator
  • Some debug log lines in the console are pure looniness :D

I had one planet in Rogue Trader where there was some puzzle to find the right path through a jungle and each map (basically a screen) was a loading screen. Spent like 20 mins cycling through loading screens, half-systematically eliminating paths, half randomly clicking until I finally googled it.
I don't mind a loading screen if you give me enough to do on the individual segments. That g puzzle wasn't any good for anything but watch loading screens.
ED comes pretty close: Just to get anywhere you pile loading screen on loading screen again and again.
Loading screens become annoying if you travel a lot.
 

Ah yes, make people need multicrew, but not would make people want to multicrew.

Can't imagine anything more gripping in an online game than sitting near an ammo loader running back and forth feeding ammo into it while the actual fun is happening in the pilot's seat.
I think again, it might suprise you. We have this discussion a fair bit, but this sort of Multiplayer functionality is something folk do enjoy.

Not now (due to time issues) but we had a 30 man crew for Holdfast, where we played the Naval element of the game only.

Moving around the map, each gun crew working in perfect harmony and firing as one, with each player knowing their role and carrying it out was an amazing gameplay experience to behold, and put us ahead of most of the other player groups in that area.
 
I think again, it might suprise you. We have this discussion a fair bit, but this sort of Multiplayer functionality is something folk do enjoy.

Not now (due to time issues) but we had a 30 man crew for Holdfast, where we played the Naval element of the game only.

Moving around the map, each gun crew working in perfect harmony and firing as one, with each player knowing their role and carrying it out was an amazing gameplay experience to behold, and put us ahead of most of the other player groups in that area.
Gun crew and powder monkey is quite different. Also cannon is different from howitzer. Direct fire is a much more active role.
 
Gun crew and powder monkey is quite different. Also cannon is different from howitzer. Direct fire is a much more active role.

We still had 'powder monkeys' (ones who loaded the cannon, did the sponging while the gunner resighted it). TBF, we did rotate through roles though, so everyone could jump into a key role if someone got gubbed in a 'one life' game, and powder monkey players (as you describe them) made up the core of the boarding team.

As to the relevance of that with howitzers etc, don't even get me started on my days in ArmA with a mortar detachment :D
 
Best multicrew is probably tank crews in WWII sims. Vade makes excellent tank commander in Postscriptum and puts those sessions on the YT.
I've not gone a good tanker multicrew since WWII online (I found ArmA's somewhat lacking). I've yet to try postscriptum.

But on the subject of 'best multicrew' mine is probably Wolfpack (the multicrew U-Boat game), its such a hidden gem of a game.
 
We still had 'powder monkeys' (ones who loaded the cannon, did the sponging while the gunner resighted it). TBF, we did rotate through roles though, so everyone could jump into a key role if someone got gubbed in a 'one life' game, and powder monkey players (as you describe them) made up the core of the boarding team.

As to the relevance of that with howitzers etc, don't even get me started on my days in ArmA with a mortar detachment :D
I find the howitzers in Foxhole too boring (they're static). It's a very repetitive job to reload a and fire without seeing results. I always made sure commenting the effects to the crew so they had feedback on what was going on.
I've played HC simmings like Wolfpack and there is generally often a station where you don't get much to do, too much to do, lack feedback on what's happening. Dive planes is utter boring. If you play them right it can be OP, but that is very niche. Tanks are good. Feedback is good, distinct roles, a commander to hold it together.
Yeah well, I honestly like these team crew games but it's so niche and your pops are like sand in your hand in Samum.
 
Back
Top Bottom