Game Discussions Star Citizen Discussion Thread v12

But there are not consequences with the new situation, since ships will drop into hangars and therefore no reason for anyone to fire because there is nothing to fire at.
The new situation will be like the old one. You will be able to shoot or ram a ship as soon as the hangar's door open. The hangar will not protect you, only the closed doors.

The main difference between pad and hangars is that your freshly spawned ship can be shooted or rammed on pads before you even enter it. With hangars, the pilot decide when the doors open = when he can be shooted at or rammed.
 
Removing things is an easy way to "fix" what's wrong with them, sure.
They removed the no-fire zones...that didn't fix much at all. We merely progressed from pad ramming and ship stealing to the new E-sport of pad strafing... and instantly turned everywhere with an open landing pad into a gank fest. Now...they want to add hangars like they did at Grim hex. Torp and missile spammers will just sit around outside the hangar doors waiting for them to open up then grief away to their heart's content. It's not like Ci¬G don't know that's exactly what will happen...Grim Hex and the refinery hangars were already a case study.

The only difference adding hangars will make is that you'll be able to actually reach your ship, get in it, start it up and lift a few inches off the deck before you explode. Like LittleAnt says...the second you ask for take off clearance and the doors open, you're dead meat. Can anyone explain to me how turning every single landing zone outside of a major planetary port into a wild west shootout is in any way a good idea or sound game design? :)
 
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The only difference adding hangars will make is that you'll be able to actually reach your ship, get in it, start it up and lift a few inches off the deck before you explode. Like LittleAnt says...the second you ask for take off clearance and the doors open, you're dead meat :)
It's not much but it's a thoughtful little QoL for gankers. Now they don't have to work on the timing, they are guaranteed a player kill when the ship blows up. (y)
 
It's not much but it's a thoughtful little QoL for gankers. Now they don't have to work on the timing, they are guaranteed a player kill when the ship blows up. (y)
The way it is now in the PU...nobody is trading, not only because it's permanently broken (outside of the threat of 30k's) but because most of the landing zones are a gank fest. Nobody is mining, not only because of 30k's or server lag but because miners are too easy a target for gankers...both in Prospectors and ROCs. The only gameplay activity left is bounty hunting...more pew related stuff that seems to be the singular focus from Ci¬G, even heading into 3.14 and beyond. Server populations now are more than 85% bounty hunting, either PvE or PvP... or a mix of both. (don't quote the numbers please...I'm best estimate guessing from what I see when playing)

This kind of one dimensional game design philosophy gave birth to Mobius, all so that predominantly PvE or casual players could experience some game content of their own and not just be the content for someone else...As for Star Citizen, there's no NPC cargo ships or miners to shoot up for the bored player wanting to watch something burn, the only things to shoot at are other players with the only place to find and shoot at them being around a landing zone (show me any ship to ship PvP video that isn't)...there's no space combat in SC like there is in ED, no interdiction gameplay, no res sites, no POI's...nothing. It's just a PvP turkey shoot at the landing zones...nothing else. Even the much lauded Jumptown was just a landing zone bottleneck frag fest...it's all just like shooting little ducks on rails at the local fairground. You're either the shooter or the duck...

In the end, PvE players just won't bother. No trading, exploration, salvage, refuelling or mining and everyone stuck in one system with predictable, on rails transit routes... What's the point when the only gameplay you have is being a moving target anywhere near a landing zone? ;)
 
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The new situation will be like the old one. You will be able to shoot or ram a ship as soon as the hangar's door open. The hangar will not protect you, only the closed doors.

The main difference between pad and hangars is that your freshly spawned ship can be shooted or rammed on pads before you even enter it. With hangars, the pilot decide when the doors open = when he can be shooted at or rammed.
I'm seeing a lot of "will be." What is there now? And how much will it cost me to ram a ship or perform medical RP?
 
So… CIG copied EVE’s Venture (frigate) and renamed it to Vulture, then copied the “clone” thing… why not just copy station Theter mechanics?

oooh wait… yeah sorry… that was a stupid question! I forgot they want big battles and station murderers and what not!!
 
So… CIG copied EVE’s Venture (frigate) and renamed it to Vulture, then copied the “clone” thing… why not just copy station Theter mechanics?

oooh wait… yeah sorry… that was a stupid question! I forgot they want big battles and station murderers and what not!!
I'm not sure they even know what they want...right now, they have nothing bar a few barely functional ships in a walking and screenshot simulator with no gameplay ;)
 
The new situation will be like the old one. You will be able to shoot or ram a ship as soon as the hangar's door open. The hangar will not protect you, only the closed doors.

The main difference between pad and hangars is that your freshly spawned ship can be shooted or rammed on pads before you even enter it. With hangars, the pilot decide when the doors open = when he can be shooted at or rammed.

So, where are the consequences for the attacker?
 
Aye, they can't get the Ai station defenses to actually hit anything that's flying so rather than fix a complicated thing like broken Ai targeting or do the sensible thing and reinstate the no-fire zones, they've decided to fit everyone in hangars so the torpedo spammers can fire straight through the open doors to kill us rather than just blow us up on the pads :)

Even if they got the AI working that wont stop pad ramming.

I don't know why they dont do llke elite did with the ship going invulnerable once it landed.

And they just put in all that work on the docking arms for big ships. Don't know if they are vulnerable to rams.
 
bar a few barely functional ships in a walking and screenshot simulator
My dearest Mole. That is the game.

Why attempt anything else when the current offering makes them so much money?

funds4.png


Even the weeks without a sale make them ~$780k.
 
Even if they got the AI working that wont stop pad ramming.

I don't know why they dont do llke elite did with the ship going invulnerable once it landed.

And they just put in all that work on the docking arms for big ships. Don't know if they are vulnerable to rams.
Sorting out pvp balance and emergent griefing delivery is kind of a lost cause when you're still figuring out every mechanic and your servers force everyone into the same tiny enclosure. Anything they do now will likely be completely unfit for purpose a few patches later. Invulnerability/hangar seems like the only bandaid that makes sense.
 
Sorting out pvp balance and emergent griefing delivery is kind of a lost cause when you're still figuring out every mechanic and your servers force everyone into the same tiny enclosure. Anything they do now will likely be completely unfit for purpose a few patches later. Invulnerability/hangar seems like the only bandaid that makes sense.
And since invulnerability goes completely against the “PvP paradise” (and always makes streamers mad they can’t pew pew everything) then hangar it is 😁
edit:typo
 
Pad raming and missile ganking at station is doable now mainly because it costs nothing to gankers and the station turrets are too slow (because of bad servers).
Just making station turrets efficient will greatly reduce it.
 
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