Game Discussions Star Citizen Discussion Thread v12

Pretty much my point Tipps.

Nothing against multicrew in general, and i'd like to see it more developed in ED as well. But i wonder how it will work in reality in SC. Especially for those whales who have spent thousands on big ships that in theory require a crew to fly (and CIG and backers have said that big ships will REQUIRE a crew to fly.

But, on the flip side, CIG and backers have also claimed there will be NPCs that are indistinguishable from players (LOL), so why bother with an unreliable player crew, who might disconnect, crash, drop, quit while you are flying and instead take a NPC crew?
 
It's the same design problem that has occurred in all multicrew as far back as I can remember (which, granted, is only the Bf1942 / Planetside 1 era). As such, since the people at CI¬G have no experience to speak of when it comes to game design and are too lost up their own orifices to be able to find their way to the internet and do some research, they're clueless about these decades-old facts.

Any N-crewed ship that isn't also N times more lethal and survivable than a one-man ship is inherently worthless because you're getting less bang for your manpower buck and also waste a ton of player on being that worthless.
Any N-crewed ship that isn't also less lethal and survivable than a one-man ship if the crew isn't present is also inherently overpowered because instead of filling it up with N crew, you could just bring N of them, single-crewed and reap the benefit of having that beefier ship.

You can't really make ship survivability a function of the number of crew (even with some kind of nonsensical engineer gameplay where one player keeps the ship working) in any sensible way without creating even larger balancing issues, so the only way to resolve that inherent design conflict is to make all multicrew ship incapable of offensive combat if not crewed. The pilot has no weapons; the first crewman has a big honking gun to make up for that; and not being able to split your fire or minimise the loss when a player dies is just the cost you pay for flying multicrew. If there's any notion of combat-repairs making any difference (they really won't — combat that lets that happen is too boring, so you do post-combat repairs when all crew slots can chip in anyway), then the same offensive-to-defensive scaling needs to happen to every weapon position. That makes for an even larger balancing nightmare, so the best option is to just dump that horrible idea from the start.

But here's a problem, doubly so when you decide to make P2W a core part of the gameplay like CI¬G has: who on earth will get a ship that leaves the pilot — the guy who bought the damn thing — completely ineffectual in combat? Even with some romantic notion of having teammates to fill the position, those won't be available all the time, and even when available, they will have their own things they want to do rather than make the pilot's money be worth anything. You also can't just fill the slots with AI crewmates because then we're back on square one: it's now a 1-crew ship (with AI) so there's no reason to multicrew it — any extra players are better spent on flying a extra ships. The only way to design a multicrew ship that has any semblance of balance and value in the game is to make sure it has no semblance of balance and value to the person buying the ship.

Goodie.


It won't. CRobber has been to busy dreaming up totally-not-the-Millennium-Falcon-honest-guv' scenes that will be replayed in-game somehow, that he never bothered to figure out that “somehow” and the actual game design requirements and caveats to make that happen.

The guy coming to blow you to bits for bleeps and giggles doesn't care about the tension of you not finding your hydrospanner to repair the tachyon multicoupling so he's not going to give you the narrative pause in the action needed for that drama to play out. That only happens in scripted movies.
Party pooper. Reported for intentional, wanton destruction of fun. How dare you!?
 
Weighing in with my take on the multicrew thang...since I'm not a combat pilot, I tend not to see everything related to multicrew in SC as a pew thing...which tends to flavour most folks views on it. If you want to add multicrew, it has to serve a purpose...the same reason that when running a ship designed for multicrew operation, it should have a serious detriment if slugging along solo, otherwise it's a pointless addition.

The Caterpillar, recently nerfed by removing one of it's shield generators to make it no more than a floating pinata was a step in all the wrong directions...it's flyable as a solo ship and formerly looked to it's almost indestructability against a single small ship assailant as it's primary boon. It should take more than one angry teenager in a midget fighter to dent it's shields before it managed to crawl it's way out of an interdiction or casual attack, taking on a large ship of any type should take a bit of planning and cooperation, especially if the turrets are manned...but as usual, whining pew crew and griefers didn't like that one bit so Ci¬G hit it with the nerf bat.

The Argo Mole and it's introduction was a good thing in SC, being that it's almost dependent on having more than a pilot to operate it and I give a nod to the bravery of adding the ship with that caveat in what's mostly an arcade space pew game. There are some design faults...adding offensive forward firing weapons for the pilot was the ultimate in stupidity, especially in a ship that rolls like a Thames river boat on wet grass...a defensive remote turret controllable from the co-pilot seat would have been a tad more realistic for a mining ship. The Mole has no defensive armament at all with little use for fixed forward firing offensive weaponry..

Besides that...since it's straying into purely pew functions once again, the operation of the multicrew on the Mole is pretty good. They could have cut it to a 2 man ship and lost the side mining cabs since there's never enough rocks in one mining spot or money from those rocks (currently) to justify taking along 2 spare crew to operate them... but otherwise I like how it works. It's not about Captain and crew either, it's purely a co-op thing... sharing the bus driving and mining is as much a part of it than having voice comms is absolutely necessary to operate it efficiently.

Like all multiplayer or multicrew things, I never see SC as being "This is my ship...the peasantry are my crew." thing...it's as far from that as SC being a released game. I'm a co-op player, not a dictator :)
 
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OT serious question.

every time I follow a link from this thread I get hit with a ton of 'Cookie Settings & permissions' to sort out, and rightly so, they aint getting anything. I delete all Cokkies at browser closing and know for a fact which ones (like my bank) have pre-approved. The ton of settings I get is down to GDPR and the fact I dont allow it to remember for next time so it has to ask each and every time. (PC Gamer, advertising affiliates having a 'Legitimate Interest', I dont think so and this is why I dont allow to remember so I can check this type of stuff).

Whenever I visit the Spectrum forum from a link here, I get no such notice at all? Why would this be?
 
Weighing in with my take on the multicrew thang...since I'm not a combat pilot, I tend not to see everything related to multicrew in SC as a pew thing...which tends to flavour most folks views on it. If you want to add multicrew, it has to serve a purpose...the same reason that when running a ship designed for multicrew operation, it should have a serious detriment if slugging along solo, otherwise it's a pointless addition.

The Argo Mole and it's introduction was a good thing in SC, being that it's almost dependent on having more than a pilot to operate it and I give a nod to the bravery of adding the ship with that caveat in what's mostly an arcade space pew game. There are some design faults...adding offensive forward firing weapons for the pilot was the ultimate in stupidity, especially in a ship that rolls like a Thames river boat on wet grass...a defensive remote turret controllable from the co-pilot seat would have been a tad more realistic for a mining ship. The Mole has no defensive armament at all.

Besides that...since it's straying into purely pew functions once again, the operation of the multicrew on the Mole is pretty good. They could have cut it to a 2 man ship and lost the side mining cabs since there's never enough rocks in one mining spot or money from those rocks (currently) to justify taking along 2 spare crew to operate them... but otherwise I like how it works. It's not about Captain and crew either, it's purely a co-op thing... sharing the bus driving and mining is as much a part of it than having voice comms is absolutely necessary to operate it efficiently.

Like all multiplayer or multicrew things, I never see SC as being "This is my ship...the peasantry are my crew." thing...it's as far from that as SC being a released game. I'm a co-op player, not a dictator :)
The same philosophy applies to all roles: a multicrew mining ship needs to offer an crew-scaled advantage over a solo mining ship, but also not be better than the solo ship if not crewed (and this includes the pilot simply moving to a different seat). The only difference is in what parameters you have available to screw up the balance between. In combat, it's offence and defence; in mining, it's yield and carry capacity; in transportation it's (usually) carry capacity and speed… but how on earth you'd MC the passive task of carrying boxes is anyone's guess. :D

Not that it matters — it's not as if CI¬G have thought about (or known about) the issue either way.
 
But here's a problem, doubly so when you decide to make P2W a core part of the gameplay like CI¬G has: who on earth will get a ship that leaves the pilot — the guy who bought the damn thing — completely ineffectual in combat? Even with some romantic notion of having teammates to fill the position, those won't be available all the time, and even when available, they will have their own things they want to do rather than make the pilot's money be worth anything. You also can't just fill the slots with AI crewmates because then we're back on square one: it's now a 1-crew ship (with AI) so there's no reason to multicrew it — any extra players are better spent on flying a extra ships. The only way to design a multicrew ship that has any semblance of balance and value in the game is to make sure it has no semblance of balance and value to the person buying the ship.

Ive seen some vids of whales saying they are looking forward to just piloting and letting others run around fighting, they'll have fun dodging and plotting the safest route.

The guy coming to blow you to bits for bleeps and giggles doesn't care about the tension of you not finding your hydrospanner to repair the tachyon multicoupling so he's not going to give you the narrative pause in the action needed for that drama to play out. That only happens in scripted movies.

But what about my hero death speech? I need at least 2 minutes of silent fighting and no danger to get that speech out!

But, on the flip side, CIG and backers have also claimed there will be NPCs that are indistinguishable from players (LOL), so why bother with an unreliable player crew, who might disconnect, crash, drop, quit while you are flying and instead take a NPC crew?

Depends if you can get them down off the furniture I guess. Maybe easier just to put a chair in the gunner cab and raise the weapon a couple of feet?
 
The same philosophy applies to all roles: a multicrew mining ship needs to offer an crew-scaled advantage over a solo mining ship, but also not be better than the solo ship if not crewed (and this includes the pilot simply moving to a different seat). The only difference is in what parameters you have available to screw up the balance between. In combat, it's offence and defence; in mining, it's yield and carry capacity; in transportation it's (usually) carry capacity and speed… but how on earth you'd MC the passive task of carrying boxes is anyone's guess. :D

Not that it matters — it's not as if CI¬G have thought about (or known about) the issue either way.
The Mole is a pain to operate solo...it's not just a matter of swapping seats. You have to leave the bridge, run through the ship, down a ladder, enter the mining cab...fire it up, then find you're several metres too far from the rock...leave the mining cab head back to the bridge to move it 3 feet...etc, etc. I never take it out of the hangar unless I have someone else along to share the mining and flying. Positioning the Mole from the pilot seat...especially when you might need to move the ship around a rock to mine some of the broken off shards is a 2 man job...both talking to eachother..."Left a bit...right a bit...up a bit.." A bit like the Golden shot. Both the pilot and the miner in the cab can scan for rocks...so it's not like the pilot is just moving the ship or the miner is just sat in the cab waiting to start mining.

The earning potential is almost triple that of the solo Prospector though...having 3 times the ore capacity. It was also originally designed to have an ore filtering (not an on board refinery) system so you could jettison most of the inert ore out the back leaving a slightly purer yield to sell to a refinery...that never made it in. The Prospector has a filtering system too...or was supposed to have it but that's just another of Ci¬G's half finished and half arsed attempts at fitting half finished ships to half finished gameplay.
 
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It's about fueling the dream so people don't stare at the poor state of the game for too long

+1 really all there is to it by now


Unless multicrew is ultimately a mandatory chore thing (pun intended), the same as for ED will (already has?) emerge: why MC a ship when you can group with multiple ships and so being far more effective and secure assets (cargo, minerals...) by splitting them between ships?

Not everything a game offers needs to be effective or improving you. Some games offer a wide variety of busy work or tedium to offer you a different pace or the chance to relax or to fullfill different needs of different people at different times. Usually this doesnt work for long as people grow tired of doing useless stuff quickly. Watching a sunset on an alien planet is cool the first couple of times (or 20...depending on the person obviously) but ultimately it ll grow boring and people will stop doing it in pursue of real stuff to do.

This is where Star Citizen has a problem because there is next to no meat on its bones. I know of all the bloated lists of activities shills like to post. Listing the same point 5 times in a slightly different wording to make it appear longer. Use unnecessary words to describe a simple thing etc. I m not against all of these techniques per se tho I find them tiresome but the same can be done with ED and if you did EDs list would be 20x the size yet its usually disregarded with "lol its shallow"...what the heck is Star Citizen then? Obviously this conclusion requires an unbiased mind free of double standard.

So a game having non-critical gameloops isnt a problem. It becomes a problem when thats all it has. Or it doesnt offer much more than just those chill-activities. And making these things relevant (note: transformation required because adding new critical gameloops seems to be outside CIGs reach of competence) sounds like a balancing nightmare to me. Same as survival mechanics sounding cool at first or peaking your interest it ll drop into tedium very quickly being more annoying than challenging or fun. Same as running everywhere. Obviously it works for some people who simply dont get tired of running through ships or stations or over planets but at the same time theres a whole lot of people who grow tired of it quickly and look for more to do.

And the only replies they get when they raise demand for more things to do....

  • take a break
  • be more patient
  • change your perspective
  • rewrite history
  • why you hating?

Without a question all of what CIG is doing is working for a select group of gamers. The question is if this is really what you want to do if you want to create the BDSSE or create a huge market hit. Yet everything SC does is adressing a niche market. They have grand and ambitious ideas but we ve been talking about these things since 2014 already...get it done CIG.

The Star Citizen community (its supportive core) isnt running into an ever increasing pool of envious or hateful people like they think they do. The number of dissent and criticism increases because their dream rubs against reality and not in a good way. When there isnt anything new coming or whatever comes isnt all that great people tend to describe it in a better way than it really is to convince themselves or others. And voila you are at paradise, some fictious place that you cannot describe in detail or how everything will be but "trust me, it will be super duper"

This movement wont stop. CIG would need to actually deliver/release what their fans expect and due to the stellar communication and hype management from CIG over the years thats going to be bloody impossible. The question today is rather who and how many people you want to disappoint. Backers or your investors?

I m sorry to say but I dont think backers rate very highly in this competition ^^


Multi-gameplay is a core feature (and a big one indeed). Actualy you can pilot and use turrets but nothing more to do in the ship for the crew. Managing and repairing the ship is awaited by a lot of players since a looong time. It's not a small addition to the game, it's a main part of the game. This gameplay should come also with a largely higher TTK for all big ships to let the crew some time to use it and make it relevant.

Actually, multi-crew was IN since the PUs first iteration as in "get into the same ship and do stuff" but it had no purpose. Over 8 years of active development CIG has managed to add a couple things for multicrew to be meaningful (mining and turrets which is basically the same thing) and again hasnt fleshed it out in any way.

Multicrew is a big important core feature IN THEORY but it doesnt look like CIG has an idea how to accomplish that. There are a lot of grand ideas and suggestions but pretfy much all of them run into "problems" or being pushed back again and again because of reasons. At what point do you start to think "are these guys for real?" and does that make you a hater? We know about modular repair/fixing/maintanance since 2015 when Roberts ran his mouth yet not only do we NOT have any of those things, none of it is even available in its most basic form. Ship interior is a nicely painted BLOCK. Its a single entity meaning you cant break off panels or chairs or stuff. The damage model offers a different visual skin but the necessary foundation simply isnt there or is it? As others have noticed a serious addition of multi-crew functionality would require a massive rework of almost all ships to date. Because ship interior right now is nothing but surface show. None of the other cockpit spots has a functionality. The engine room isnt where power is generated because its not simulated. For multic-crew gameplay such things would be a necessity and Star Citizen doesnt have them. Now all of this can be added but this represents more work that wasnt announced, wasnt started yet and will easily pack another few years on top of the running development.

You can of course say "...yet" but it flies against every sensible piece of experience in these matters. People like Derek Smart have asked the real questions from the early days and these questions have never changed or stopped because CIG has never demsontrated that they are or were wrong. It doesnt have the foundation to allow for the dream to become a reality. Its potential is superficial fluff, unreachable and more time or money wont change that without its core changing. Star Citizen has never proven the haters wrong. Some fans like to say thats exactly what happened ("they said its impossible in 2015, today we are doing it") but it hasnt really. Instead it looks like CIG has read those points of criticism very carefully and adjusted their language or fluff to make it appear like they can do any of those things. Seamless transitions. Simulated environment. Procedural generation. Perfecting the illusion and I think CIG knows exactly thats what they are doing = scam.

Now what you constantly do is saying "lets wait and see if they can do it, more changes are coming.....maybe it ll all work out" and I can understand it but at what point does hope and optimism turn into desperation and denial? How much longer can you walk that straight path waiting to reach that turn when all you have is a single bottle of water. You are getting tired and thirsty, you started out hungry at the very beginning yet regardless how far you go and how much you push yourself...that "turn" you can see on the horizon doesnt come any closer. You dont want to give up..."maybe all it takes are 5 more minutes and I ll reach that turn" but water/patience isnt infinite. At some point you GOTTA stop or start to damage yourself by ignoring exhaustion or available resources.

Now obviously....you continuing on this path doesnt affect me directly. Why do I care...right? Its your decision, your money, your time, your sanity. And you are correct in all of those things. The arguments we have across multiple platforms comes from the fanatics inability to endure silently. They cannot smile and continue without getting into a fight, a debate or an argument. And reality isnt on these peoples side. Thats why talking with SC fans (I d like to say fanatics but yeah....) degenerates quickly into something I m seeing in religious debates or when you deal with addicts. All of this outside the available echo chambers of course.

Lying, exaggeration, denial and of course the aggression.

...not to describe reality but to win a debate.

You constantly run into opposition because many of the things you uphold or defend in regards to Star Citizen are not accepted. Not on faith and certainly not due to real things. You usually apply the best possible eventually to make it all look promising and while you listen to criticism or nod your head at plausible risks you disregard all of them going all-or-nothing on that lottery ticket. And without a doubt there are a lot of people like you within Star Citizens core community. People who only look forward, who ignore the projects past or play down past and current events. These exchanges have stopped being innocent a while ago mostly because you claim expertise in coding for decades and also knowledge of the project. And still you have a drastically different opinion or view. Now the sad part is that we have progressed so much that one side in this exchange is completely wrong. I cannot see a middle ground anymore, dont think its even possible. One side will be wrong and once thats verified by the game itself it ll reveal your true understanding or expertise in these matters (or mine, I m talking general here). And I dont mean the shame or possible exposure to ridicule and teasing by others. I know that if I would take and defend such an absolute stance and be proven wrong by the very thing I defend I wouldnt even care about others. My focus would be the complete fail and how I was unable to see it coming.

One side will be wrong, the other will be right.

Thats where we are. You and I both know our camps I suppose ^^ The thing is that if I am wrong....you and I both benefit. Even tho I dont believe in Star Citizen, in the case of it actually releasing despite all my expectations (collapse, failure) I still will have access to it. Nobody is going to deny me buying and playing and enjoying it. A simple name change will spare me ridicule and teasing. I am holding zero risk but will receive 100% of the reward. You on the other hand....you already make efforts to diminish a failure by rationalizing your time, money spent but at the same time you continue to uphold the best possible outcome. So if you are wrong I am the only "winner" while you lose your dream and have nothing to show for your patience or goodwill. Worse if it comes to light that SC was a running scam as I suppose it is by now. Taking a risk is a part of life of course but the remaining SC supporters remind me of reckless 16 year olds thinking they are immortal, all-powerful and the word is theirs for the taking. Experience or age usually beats some sense into people if they survive their previous follies. Star Citizens risk or cost has outweight its possible reward by oders of magnitude already and if all you can do is increase the possible reward to negate the negatives you already know you lost. CIG certainly knows thats what they are doing and they also realize where it ends which explains their counter course to "adjust expectations" and "prepare people" for less then impressive results. I m just surprised that there are so many people left who dont pick up on this. All of these people show readiness to react in kind when faced with opposition. They become personal, angry, delusional.....riled up. But when it comes to CIG putting long things into various body holes they demonstrate a near limitless endurance to abuse.

I am sorry for throwing such large walls of text at you but I find it hard to simply ignore you. Because you seem honest and serious in what you write. It makes me care about what you write to begin with. Others here I simply shrug at and ignore. If I could I would write these parts in french to honor your effort but I suck at french (D grade in school) and we all know what google translate really does....it abuses the input ^^


harsh reality

damn....
 
Weighing in with my take on the multicrew thang...since I'm not a combat pilot, I tend not to see everything related to multicrew in SC as a pew thing...which tends to flavour most folks views on it. If you want to add multicrew, it has to serve a purpose...the same reason that when running a ship designed for multicrew operation, it should have a serious detriment if slugging along solo, otherwise it's a pointless addition.

The Caterpillar, recently nerfed by removing one of it's shield generators to make it no more than a floating pinata was a step in all the wrong directions...it's flyable as a solo ship and formerly looked to it's almost indestructability against a single small ship assailant as it's primary boon. It should take more than one angry teenager in a midget fighter to dent it's shields before it managed to crawl it's way out of an interdiction or casual attack, taking on a large ship of any type should take a bit of planning and cooperation, especially if the turrets are manned...but as usual, whining pew crew and griefers didn't like that one bit so Ci¬G hit it with the nerf bat.

The Argo Mole and it's introduction was a good thing in SC, being that it's almost dependent on having more than a pilot to operate it and I give a nod to the bravery of adding the ship with that caveat in what's mostly an arcade space pew game. There are some design faults...adding offensive forward firing weapons for the pilot was the ultimate in stupidity, especially in a ship that rolls like a Thames river boat on wet grass...a defensive remote turret controllable from the co-pilot seat would have been a tad more realistic for a mining ship. The Mole has no defensive armament at all with little use for fixed forward firing offensive weaponry..

Besides that...since it's straying into purely pew functions once again, the operation of the multicrew on the Mole is pretty good. They could have cut it to a 2 man ship and lost the side mining cabs since there's never enough rocks in one mining spot or money from those rocks (currently) to justify taking along 2 spare crew to operate them... but otherwise I like how it works. It's not about Captain and crew either, it's purely a co-op thing... sharing the bus driving and mining is as much a part of it than having voice comms is absolutely necessary to operate it efficiently.

Like all multiplayer or multicrew things, I never see SC as being "This is my ship...the peasantry are my crew." thing...it's as far from that as SC being a released game. I'm a co-op player, not a dictator :)
The RIO in the Tomcat does have more than pew to do. They resolve contacts on the radar and operate flight computer. Flying is still the main work, tho.
 
Besides that...since it's straying into purely pew functions once again, the operation of the multicrew on the Mole is pretty good

You use a grand term for a simple result tho. All CIG did here was combining existing mining functionality with existing turret gameplay.. I m not saying the result isnt good mostly because I didnt try it out myself and cant possible say but all of this doesnt strike me as particularly impressive or seem to be the laborious result for dedicated and detailed planning to begin with. Its more "you can do stuff together" and the Mole is the only example where CIG made an attempt to increase multicrew viability (against realism of course) but seriously....I dont see the potential or promise in how it turned out, considering how much money and cost we look at here. A second pair of hands importance in mining multicrew comes from splitting responsebility rather then increasing the complexity of the whole. In WoW you can play a paladin who can tank, heal and deal damage. This would be your single operated Mole mining. Mole multicrew reminds me of simply taking 3 paladins each one only doing one thing. As opposed to bringing a warrior, a priest and a rogue doing the same job but allowing for synergy effects (complexity) to outperform a single-class group. I feel like I m unable to find the correct words but maybe you get what I m trying to get at?

Its easy to talk anything down by reducing it to its simplest component. Piloting your ship in ED can be described as "simply flying around". It wouldnt be wrong but it also wouldnt do it justice.

Maybe I m unfair. Would you care to share how big of an impact the mole multicrew functionality is in regards to multicrew in your opinion? Like..."this is a gigantic leap for multicrew - we are almost there" or "yes its multicrew - but barely". On that scale? You tend to praise mining in Star Citizen but I m having a bit of a problem of placing that praise anywhere I can consider its actual value. Like it could be the best thing SC has to offer but if everything else stinks....that praise wouldnt hold much value....know what I mean?
 
You use a grand term for a simple result tho. All CIG did here was combining existing mining functionality with existing turret gameplay.. I m not saying the result isnt good mostly because I didnt try it out myself and cant possible say but all of this doesnt strike me as particularly impressive or seem to be the laborious result for dedicated and detailed planning to begin with. Its more "you can do stuff together" and the Mole is the only example where CIG made an attempt to increase multicrew viability (against realism of course) but seriously....I dont see the potential or promise in how it turned out, considering how much money and cost we look at here. A second pair of hands importance in mining multicrew comes from splitting responsebility rather then increasing the complexity of the whole. In WoW you can play a paladin who can tank, heal and deal damage. This would be your single operated Mole mining. Mole multicrew reminds me of simply taking 3 paladins each one only doing one thing. As opposed to bringing a warrior, a priest and a rogue doing the same job but allowing for synergy effects (complexity) to outperform a single-class group. I feel like I m unable to find the correct words but maybe you get what I m trying to get at?

Its easy to talk anything down by reducing it to its simplest component. Piloting your ship in ED can be described as "simply flying around". It wouldnt be wrong but it also wouldnt do it justice.

Maybe I m unfair. Would you care to share how big of an impact the mole multicrew functionality is in regards to multicrew in your opinion? Like..."this is a gigantic leap for multicrew - we are almost there" or "yes its multicrew - but barely". On that scale? You tend to praise mining in Star Citizen but I m having a bit of a problem of placing that praise anywhere I can consider its actual value. Like it could be the best thing SC has to offer but if everything else stinks....that praise wouldnt hold much value....know what I mean?
My reply would be nothing more complicated than 'It works' ;)

Ci¬G do far more wrong than they ever manage to do right...with the Mole and it's relevant multicrew functionality at least, they got the mix kinda right for a change.
 
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