Game Discussions Star Citizen Discussion Thread v12

Oh no…

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Let us Subsume ourselves......

Blast from the Past: Subsumption [August 2016]

Source: https://www.youtube.com/watch?v=Rk7ZwswT2tA&t=612s

NPCs: What Can We Expect?





Hiring NPC Crews For My Ship?





What Capabilities Will NPCs Be Able to Execute?





Will I Have to Hire Large Crews Individually?







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Above Features Present In The Game 7 Years Later?:

Zero.

...you might need many dozens or even hundreds of NPCs

LOL, and i bet some people actually think all this will happen one day.
 
You know a game is doing badly when its most devout of zealots are highlighting a single menu with buttons as being the defining, stand-out gameplay that other gamers should be impressed by.
Lol.
Hater 1 : point A is crap in SC (while same point in his prefered game is worse)
Me : showing some elements to prove point A is not crap
Hater 2 : ha ! your game is doomed, even you can only talk about point A and nothing else
 
Lol.
Hater 1 : point A is crap in SC (while same point in his prefered game is worse)
Me : showing some elements to prove point A is not crap
Hater 2 : ha ! your game is doomed, even you can only talk about point A and nothing else
Space Game Wars: Return Of The Haters
 
Lol.
Hater 1 : point A is crap in SC (while same point in his prefered game is worse)
Me : showing some elements to prove point A is not crap
Hater 2 : ha ! your game is doomed, even you can only talk about point A and nothing else

A) Game mechanics don't exist in a vacuum. As discussed before, and even agreed by you, the planned refuelling doesn't have a dedicated use lined up in the absence of Pyro etc. (Whereas published titles normally have complementary game systems providing context for their versions. Such things elevate even MVP executions.)

B) Theory doesn't beat practice. Judging a game mechanic prior to its execution is daft. It's how it plays that really counts. Does it work as intended? Do players enjoy using it en masse, etc? (Deciding it just is good in advance is one level of daft. Deciding it will cause a cascade of gamers to rush in from other games is a whole other level of partisan ridiculousness ;))

C) Your pre-emptive lauding is hardly a new trend. It's not about 'game doomed'. Nobody talked in such trite tropes. It's about you spending your entire time in this thread lauding Vulkan, and iCache, and Server Meshing, and Pyro, and predicting their imminent transformative effects. And them all still not being here, 1.5 years later. Leaving you to laud utterly normal gaming things instead, like: The ability to put boxes on higher shelves, and its utility for future missions. Or... a gameplay mechanism that isn't even finalised or introduced yet... Or indeed... a simple internal dev tool for UI, and the promise you saw in it for the industrialised production of content-stuffed star systems...

But if you want me to sum it all up in a trite little phrase, I can totally do that for you. It's copium. Copium caused by the slow progression of Star Citizen's bigger dreams...

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TLDR: If you genuinely get this triggered by people not agreeing with you that an untried mechanism, reliant on shonky existing technology (ship-to-ship docking), lacking a dedicated gameplay use, is perhaps not the Best Damn Gameplay Mechanism Ever... Then maybe consider kicking back with a Pernod and doing something more conducive with your time ;)
 
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We were talking about building blocks, screens, interface and MFD. Merkir was suggesting that the screens for refueling gave zero gameplay value in SC.

What I said is it looks like a yawn-fest. It appears my innocuous post (which was just my throwaway opinion) dropped a bomb in the thread, so I'll explain a little more...

When I look at the SC refueling UI, I see things like "Estimated Time: 3M 31S". I see "Nozzle Controls". I see "flow OUT of pipes". I see other controls and buttons.

Sorry, but the last thing I want in a space game is to micromanage rubbish like this, especially for 3+ minutes. ED gets it right for my gaming preferences (YMMV) - dock at a station and one click to refuel. I'm fully capable of imagining autobots or station staff refueling my ship while I decide my next adventure in the missions screen. Perhaps the SC UI also takes care of ship to ship refueling. I don't know and I don't care. It's not the type of gameplay that excites me, and I believe CIG uses this type of over engineered UI "gameplay" as a crutch to hide their slow development in actual space gameplay.

All I can do is repeat what I said originally... each to their own. 🤷‍♂️
 
What I said is it looks like a yawn-fest. It appears my innocuous post (which was just my throwaway opinion) dropped a bomb in the thread, so I'll explain a little more...

I see the difference here and where the disagreement is. One game and player is looking at refueling as a "game play loop" in itself. A comparison in ED would be like saying the data download function in a settlement is a "game play loop". The difference is of course that the data download is attached to a game play loop and is not itself a game play loop, a covert mission, dodging the guards, maybe cloning an ID, downloading the data without being spotted, getting out alive and delivering the data to the destination, that's your game play loop. Refueling, in itself, should never be regarded as a "game play loop" because it isn't! Unless of course it's forced on you as the only way to travel around the galaxy, which would be silly!

The player to player refueling in Elite is of course an emergency function, you should never need to use it, it's something that's done as a last resort. The game play loop here of course is a long and involved process that requires the services of the fuel rats, the refueling in that process isn't the game play loop, the rescue is the game play loop, and making a long and involved process out of refueling, that could potentially destroy both ships if done wrong, would be silly. The difference is, one is being looked on as a "game play loop", the other process is part of much larger "game play loop".
 
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