Game Discussions Star Citizen Discussion Thread v12

Hospital gates or doors have been in game since 2016 when Delamar and Levski was brought into the PU, there's one such door in Levski in the grand barter...that's only 4 years they've had no function at all bar decoration ;)
Yes I know. Like the closed doors in stations (planned spawning/despawning of NPC) or the vending machines (planned for food/drinks), etc, all long time placeholders assets.

Snack bars also were only assets for several years till last year, now you can buy food and drink in them. Same thing for bartenders.
 
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Yes I know. Like the closed doors in stations (planned spawning/despawning of NPC) or the vending machines (planned for food/drinks), etc, all long time placeholders assets.

Snack bars also were only assets for several years till last year, now you can buy food and drink in them. Same thing for bartenders.
90% of Star Citizen can be classed as placeholder assets...I remember them waxing lyrical about hospital gameplay back as far as the hangar module... how it was planned to have them serve as respawn points in all locations...how it was just around the corner. They added the hospital doors to both the social module (early area 18 standalone area) and to Levski when they added that to the PU...4 years, over 5 years if you count from the hangar module...during which time they not only seem to have ditched the idea totally but managed instead to create and sell a couple of overly expensive and specialist ships with very basic tier zero medical functions.

I own two of them...neither of them are of any earthly use whatsoever with zero gameplay for either of them. One (Cutty Red) I use as a taxi...it has mee-maw lights. The other (Carrack) I use as a posh cargo shuffler in case I get bored flying the Caterpillar.

After all, hospital buildings being static assets have no dollar value, do they? :)
 
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After all, hospital buildings being static assets have no dollar value, do they? :)
Snack bars and the whole drink/food system too have no dollar value. Even worse, a lot of backers didn't want it (like the prison system).
I don't think we will see the real wound system with death penality and level 1 medbay/hospitals before long. CIG can't add it when you can get stuck in a rock at any moment with for sole escape the suicide option. Or when simply walking in a stair can break your 2 legs... The alpha had too many deadly bugs for now to add a severe death system.
 
Snack bars and the whole drink/food system too have no dollar value. Even worse, a lot of backers didn't want it (like the prison system).


From a cynical perspective, those things are achievable dev (unlike some of the project’s wilder ambitions). They give an impression of systems being added and progress being made (even if it’s not progress towards the big end games).

The impression of forward momentum probably does keep money coming into the project. It has a dollar value ;)

I don't think we will see the real wound system with death penality and level 1 medbay/hospitals before long. CIG can't add it when you can get stuck in a rock at any moment with for sole escape the suicide option. Or when simply walking in a stair can break your 2 legs... The alpha had too many deadly bugs for now to add a severe death system.


Yeah, heart attacks from crouching and leg breaks from tackling stairs are probably enough for now...
 
Snack bars and the whole drink/food system too have no dollar value. Even worse, a lot of backers didn't want it (like the prison system).
I don't think we will see the real wound system with death penality and level 1 medbay/hospitals before long. CIG can't add it when you can get stuck in a rock at any moment with for sole escape the suicide option. Or when simply walking in a stair can break your 2 legs... The alpha had too many deadly bugs for now to add a severe death system.
I was OK with the idea behind both systems...assuming they worked. They don't. Eating and drinking involves waiting upwards of 30 seconds for the server to register the simple act of removing your helmet to do so...the act of sheer purgatory buying each item individually...waiting several seconds each time for the servers to register you've pressed the 'buy now' button... then a further delay whilst the server loads in the pointless canned animations, 5 seconds to select eat/drink/store options from inner thought. The whole purchasing, eating and drinking mechanic is a mess of non working server based animation assets, nothing more.

Even accessing the food/drink from your inventory doesn't work...when it eventually does... if at all, it takes the required interminable 30 seconds each time for the servers to register that you want to take a bottle out of the inventory then wait another 20 seconds for the required pointless canned animation to activate so you won't die of thirst.

The prison system...I can only speculate on what others have already said since I've never once felt the urge to visit...proper nice guy me :D
 
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For healing you can use also medpen.
For fixed spawn, requesting landing in station/city reset the spawn. But for mobile spawn, only medbay do it.

...
There you have it. Existing mechanics were used. The rest about wound types is just babble. Surely this isn't Surgeon Simulator, nor will SC strive to be every game there is. That's what these dreams.txts are about: Creating the mythical game of games that has it all in it. Bogus, because that is impossible. Can't do that with 300 million. Can't do it with a billion.
 
Hospital gates or doors have been in game since 2016 when Delamar and Levski was brought into the PU, there's one such door in Levski in the grand barter...that's only 4 years they've had no function at all bar decoration ;)
Arc Corp has a hospital lobby since that "map" first appeared.
 

Viajero

Volunteer Moderator
I was OK with the idea behind both systems...assuming they worked. They don't. Eating and drinking involves waiting upwards of 30 seconds for the server to register the simple act of removing your helmet to do so...the act of sheer purgatory buying each item individually...waiting several seconds each time for the servers to register you've pressed the 'buy now' button... then a further delay whilst the server loads in the pointless canned animations, 5 seconds to select eat/drink/store options from inner thought. The whole purchasing, eating and drinking mechanic is a mess of non working server based animation assets, nothing more.

Even accessing the food/drink from your inventory doesn't work...when it eventually does... if at all, it takes the required interminable 30 seconds each time for the servers to register that you want to take a bottle out of the inventory then wait another 20 seconds for the required pointless canned animation to activate so you won't die of thirst.
Whoa, this still the case? I thought those bugs had already been fixed. Is this really how the system has settled after all these patches?
 
Whoa, this still the case? I thought those bugs had already been fixed. Is this really how the system has settled after all these patches?
Q: What is it in the system that makes the "equip helmet" so slow?
A: This is a combination of issues that can happen when the spawn queue is full on the server, usually because of a sudden large influx of spawns because of a streaming event. In our main branch we just introduced parallel spawns which should help this issue, and further down the line we're going to go further and introduce a better prioritization scheme for situations like this where a particular spawn has a short latency requirement. Link
It's tier 0 helmet removal.
 
maybe flip on the helmet flip switch somewhere in the code, it's early days... they need to find the roadmap for the map to the code for that switch code first.

what do i know... i certainly don't understand helmet flipping development.
 
Snack bars and the whole drink/food system too have no dollar value. Even worse, a lot of backers didn't want it (like the prison system).
I don't think we will see the real wound system with death penality and level 1 medbay/hospitals before long. CIG can't add it when you can get stuck in a rock at any moment with for sole escape the suicide option. Or when simply walking in a stair can break your 2 legs... The alpha had too many deadly bugs for now to add a severe death system.
Look there is the problem. It is called game design. The have no plan what the wanna do. This cost time money and resources.
If they pitched their KS with this survival mechanics and the stupid prison system I don’t think they had this success.
In reality the would sell you everything they could. And there the scam begins because they know that certain features could not be delivered.
 
The have no plan what the wanna do. This cost time money and resources.
For me it's the opposite. When you put an asset in the alpha and several years later you activate it with the corresponding gameplay like they do with snack bars, it's "they have plan what they wanna do".

If they pitched their KS with this survival mechanics and the stupid prison system I don’t think they had this success.
But the prison system was pitched ! Once again, the perfect exemple of CIG having plan.
"Death of a Spaceman" in 2013
...If you are a criminal and are delivered to a prison planet...
2020, they have released a crime status, a big prison system, body dragging and the cutlass blue. They are wip on prison pods and non lethal weapons to capture players/npc...
For a company without plan it's a lot of coincidences...
 
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There is never going to be a severe death system.
Todd Papy - Calling All Devs
Unless you are a role player and care about your character dying and having to create one that looks different.
I was not talking about the final permadeath (that might only be roleplay and not severe) but the regular death. Todd Papy confirm it in the video :
We want to create that sense of urgency. I wanna stay alive, I don't want to lose what I have.
The 'wanna stay alive' is the important one. The goal is, if you are lost in a planet with 2 broken legs, you might not suicide. CIG want you to create a rescue mission for players with cutlass red to find you and take you to a hospital. That's the plan and that's what medbay are made for.
 
I was not talking about the final permadeath (that might only be roleplay and not severe) but the regular death. Todd Papy confirm it in the video :

The 'wanna stay alive' is the important one. The goal is, if you are lost in a planet with 2 broken legs, you might not suicide. CIG want you to create a rescue mission for players with cutlass red to find you and take you to a hospital. That's the plan and that's what medbay are made for.
Waiting Simulator. To be fair the reason some stuff doesnt get delivered is that it's a terrible idea in the first place. And they'd first to solve the mythical 'players create missions' debt. Without creating ways to cheese and trivialise the overall game.
 
how about the plan to literally detain a criminal player on the back of an avenger stalker? how's that going to work exactly? who's going to play the game literally being detained on someone else's ship unable to do anything? I want to see what CIG plan are you going to come up with and the excuse you're going to mention concerning this one :D this one is utterly hilarious anyway, if there's such a plan, I doubt it ever comes to fruition since nobody is going to entertain such a play when playing games, this is proof that CIG never truly planned anything other than saying yes to every dream.txt that CR and some backers can conjure up in their minds.

and those plans you mentioned before? how laughable considering how many years it has been and how little actual gameplay has come up with those planned mechanics, imagining a role play as someone's avatar getting his legs injured and needing all the buzzwords gameplay system on an intrnet forum is easy peasy, still doesn't change the fact that literally nothing come into fruition from what was dreamed on after 7+ years of this game "development".
 
how about the plan to literally detain a criminal player on the back of an avenger stalker?
For what I know, at one moment in the capture of a player (ex: putting the player in the prison pod), the player might be switched by a NPC and sent directly to prison. The bounty hunter should only transport the NPC to prison.
 
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