The Star Citizen Thread v 3.0

Status
Thread Closed: Not open for further replies.

Jenner

I wish I was English like my hero Tj.
Greetings Commanders!

Welcome to the newest installment of the Star Citizen discussion thread. The old thread has been closed as it had become a bit too large and unwieldy. With Arena Commander 1.0 around the corner it's a good enough time as any to usher in a new thread.

Feel free to post your thoughts here in this thread.

Please keep in mind that baiting, sniping, and general unpleasantness is not tolerated, so keep your comments focused on the game and not fellow posters.
 
Last edited:
1st on the new thread :cool:

Anyway, I still don't like the racing track they've added to Star Citizen. It's like a poor version of Wipeout that's been bolted on. Even the M50 looks like a Wipeout craft.
 
Quoting from https://forums.frontier.co.uk/showthread.php?t=20451&p=978558&viewfull=1#post978558

It is also highly misleading. Frontier are not selling power. CIG are. Aside from the kickstarter rewards, and the small perks for the Mercenary Edition, everybody in Elite starts from the bottom (or very near it). Nobody has the option to buy a tooled up Anaconda, the way you can buy an Idris in SC. So yes, you can buy an Aurora package (and buy the various modules like Arena Commander) but you'll be starting at a way worse position than in Elite with your sidewinder.

So why could I buy a Cobra from Frontier then? That's not an Anaconda right away, but then again, quite the power ship already.

I remember that we had this topic in another thread. Buying expensive or good ships, "powerful" ships isn't pay to win, because - what did you win? A big ship to cruise along, maybe invite your friends or build a guild around it, right.

But how do you actually *win* in such a game? The path is the way. For some, buying the big ship right away would mean a loss, a loss of the journey to buying it in-game, earning your way up. For others, the game is more about cruising around in a big ship (kinda like those who buy a Mercedes/Beemer and take upon big debts, just for the big car's sake) and doing group action - or why not both?

Long story short, you cannot "win" in ED and neither can you in SC.
 
Quoting from https://forums.frontier.co.uk/showthread.php?t=20451&p=978558&viewfull=1#post978558
So why could I buy a Cobra from Frontier then? That's not an Anaconda right away, but then again, quite the power ship already.

I remember that we had this topic in another thread. Buying expensive or good ships, "powerful" ships isn't pay to win, because - what did you win? A big ship to cruise along, maybe invite your friends or build a guild around it, right.

But how do you actually *win* in such a game? The path is the way. For some, buying the big ship right away would mean a loss, a loss of the journey to buying it in-game, earning your way up. For others, the game is more about cruising around in a big ship (kinda like those who buy a Mercedes/Beemer and take upon big debts, just for the big car's sake) and doing group action - or why not both?

Long story short, you cannot "win" in ED and neither can you in SC.

Did you read what I wrote? I referred to the KS tiers, and didn't say anything about pay to win. I said "selling power", to a whole different level than the KS start options.
 
Quoting from https://forums.frontier.co.uk/showthread.php?t=20451&p=978558&viewfull=1#post978558



So why could I buy a Cobra from Frontier then? That's not an Anaconda right away, but then again, quite the power ship already.

I remember that we had this topic in another thread. Buying expensive or good ships, "powerful" ships isn't pay to win, because - what did you win? A big ship to cruise along, maybe invite your friends or build a guild around it, right.

But how do you actually *win* in such a game? The path is the way. For some, buying the big ship right away would mean a loss, a loss of the journey to buying it in-game, earning your way up. For others, the game is more about cruising around in a big ship (kinda like those who buy a Mercedes/Beemer and take upon big debts, just for the big car's sake) and doing group action - or why not both?

Long story short, you cannot "win" in ED and neither can you in SC.

Tell that to people that get blown up in PVP, or who get to name a jump point, or get a cap-ship, or a space station. You can win in both games, SC is P2W and has been from the start, even more so now that we have AC to "play". CIG is directly selling power to the player base, ED has not since KS, and even then the power jump from a sidewinder to a Cobra is nothing compared to the power jump from an Aurora to just a Hornet, nvm to the larger ships. Also FD does not let you buy weapons, while CIG do, starting out in a poorly fitted cobra with very little founds is in no way comparable to starting out in a Hornet or larger ships with a ton of credits, and ships that can be sold, to outfit your ship with. Not even counting just purchases those fittings directly.

You also have to look at the scale of the games, ED will never be fully explored, meaning that if you want to explore you will always have that option. This is just not true in SC, who ever spends the money now will have a massive advantage in exploration over those that don't. SC also has stations to capture, the guilds that spend the money will have massive advantages over those that don't, same for Capital ships.

CIG is making its money selling power and player advantages. Just wait, when the FPS module comes out, you will be able to buy guns in the cash shop.
 
It was never like that at the beginning in 2012.
-
SC was once promoted as being a "skill based" game. That element has now been greatly reduced :(
 

psyron

Banned
It was never like that at the beginning in 2012.
-
SC was once promoted as being a "skill based" game. That element has now been greatly reduced :(

Maybe with "skill based" they are referring to the required "skill" of having a job and making real world money in order to be able to buy a bigger ship in SC? But then what do we do with the millions of kids whose dads have big cash to throw out the window? Or is dad's skill to make money also part of the "skill based" property?
Just kidding. ;)
 
Last edited:
Tell that to people that get blown up in PVP, or who get to name a jump point, or get a cap-ship, or a space station. You can win in both games, SC is P2W and has been from the start, even more so now that we have AC to "play". CIG is directly selling power to the player base, ED has not since KS, and even then the power jump from a sidewinder to a Cobra is nothing compared to the power jump from an Aurora to just a Hornet, nvm to the larger ships. Also FD does not let you buy weapons, while CIG do, starting out in a poorly fitted cobra with very little founds is in no way comparable to starting out in a Hornet or larger ships with a ton of credits, and ships that can be sold, to outfit your ship with. Not even counting just purchases those fittings directly.

You also have to look at the scale of the games, ED will never be fully explored, meaning that if you want to explore you will always have that option. This is just not true in SC, who ever spends the money now will have a massive advantage in exploration over those that don't. SC also has stations to capture, the guilds that spend the money will have massive advantages over those that don't, same for Capital ships.

CIG is making its money selling power and player advantages. Just wait, when the FPS module comes out, you will be able to buy guns in the cash shop.

To address these points one by one, as there is an awful lot of assumptions here ...

When you refer to "people that get blown up in PvP", are you referring to AC or the persistent universe? AC is a part of the whole and can't be used to judge anything other than graphics and the flight model. In the persistent universe, there will be a match-making system. Why would the match-making system match you with people who are in far more powerful ships? I'm not saying it won't happen, but it's obvious to anyone who cares to think about it that a match-making is about keeping things close to equal. Looking at this closely, the more relevant point would be to ask, What do those people who've bought the huge ships actually do, since their match-making pool will be much smaller? Cruise about looking cool, I expect.

Why would a more expensive ship allow you to find and thus get your name on a jump point? Because you have a racing ship, perhaps, that is very fast? Also much flimsier and difficult to fight with, upping the risk. I'd expect that using an Idris to find new jump points would be slow and tedious but very safe. Am I missing some aspect of this?

Capital ships and space stations? I don't know how these will figure into the scheme of things, and neither does anyone else, so there's no point to make here. Are you suggesting the scenario that 10 hornets could be fighting over a space station, then an Idris turns up and slaps them all down? Again, match-making should avoid this. I also expect a certain amount of rock-paper-scissors, with such things as Idris captains ting themselves when a group of bombers turn up.

I don't really understand your point about SC being P2W now that there is AC to "play", and the strange comparison between Aurora and Hornet. Of course there are going to be ships that are better at dog-fighting, but they'll also be poor at other things. Again, AC is part of the game, not the whole game. Surely you realize that the Aurora has more cargo space than the Hornet, so has a different focus in the overall game? Why would you expect it to be equal in combat? Different horses for different courses.

They let you buy weapons? Where exactly? The only weapons on the store are for in-game credits. I think?

You have a point with the scale of the games, but it's hard to say how much of a point. I still have trouble visualizing how SC will work with 200 systems and hundreds of thousands of people and only a limited number of *things* to find. I'm skeptical that they can pull it off and make a huge game, but I'll judge this properly when there's more info the persistent universe.

Your stuff about guilds is badly thought out. Whenever a large group of people band together, they always have an advantage, whether they can buy advantages with real money or not. The only solution is another large group of people. So, inevitably, these two subsets end up creating their own meta-game within the game - perhaps fueled by money, yes, but they are only going to be crapping on each other's parade, so why would anyone else care? This is just what happened in EVE, but instead was about time invested rather than money.

The only authentic problem with P2W will be the cowardly gankers, if they find flaws in the match-making system. But every game, including Elite, will have those. Whether they are created via money or obsession. It is the way of things. Why would you expect SC to be any different?

In short, ask the question of P2W when there's something more tangible to judge. Honestly, comparing Elite and SC at the moment is like comparing a small, tasty apple with a picture of a non-existent, juicy orange.

P.S I'd love to see the numbers on how many people had bought starter ships compared to how many people had pledged further on the more expensive ships. I have a feeling that it will be a very small percentage that don't have a 300i, Hornet or Aurora. Yet that small percentage is also probably the most vocal and rabid.
 
To address these points one by one, as there is an awful lot of assumptions here ...

When you refer to "people that get blown up in PvP", are you referring to AC or the persistent universe? AC is a part of the whole and can't be used to judge anything other than graphics and the flight model. In the persistent universe, there will be a match-making system. Why would the match-making system match you with people who are in far more powerful ships? I'm not saying it won't happen, but it's obvious to anyone who cares to think about it that a match-making is about keeping things close to equal. Looking at this closely, the more relevant point would be to ask, What do those people who've bought the huge ships actually do, since their match-making pool will be much smaller? Cruise about looking cool, I expect.

Why would a more expensive ship allow you to find and thus get your name on a jump point? Because you have a racing ship, perhaps, that is very fast? Also much flimsier and difficult to fight with, upping the risk. I'd expect that using an Idris to find new jump points would be slow and tedious but very safe. Am I missing some aspect of this?

Capital ships and space stations? I don't know how these will figure into the scheme of things, and neither does anyone else, so there's no point to make here. Are you suggesting the scenario that 10 hornets could be fighting over a space station, then an Idris turns up and slaps them all down? Again, match-making should avoid this. I also expect a certain amount of rock-paper-scissors, with such things as Idris captains ting themselves when a group of bombers turn up.

I don't really understand your point about SC being P2W now that there is AC to "play", and the strange comparison between Aurora and Hornet. Of course there are going to be ships that are better at dog-fighting, but they'll also be poor at other things. Again, AC is part of the game, not the whole game. Surely you realize that the Aurora has more cargo space than the Hornet, so has a different focus in the overall game? Why would you expect it to be equal in combat? Different horses for different courses.

They let you buy weapons? Where exactly? The only weapons on the store are for in-game credits. I think?

You have a point with the scale of the games, but it's hard to say how much of a point. I still have trouble visualizing how SC will work with 200 systems and hundreds of thousands of people and only a limited number of *things* to find. I'm skeptical that they can pull it off and make a huge game, but I'll judge this properly when there's more info the persistent universe.

Your stuff about guilds is badly thought out. Whenever a large group of people band together, they always have an advantage, whether they can buy advantages with real money or not. The only solution is another large group of people. So, inevitably, these two subsets end up creating their own meta-game within the game - perhaps fueled by money, yes, but they are only going to be crapping on each other's parade, so why would anyone else care? This is just what happened in EVE, but instead was about time invested rather than money.

The only authentic problem with P2W will be the cowardly gankers, if they find flaws in the match-making system. But every game, including Elite, will have those. Whether they are created via money or obsession. It is the way of things. Why would you expect SC to be any different?

In short, ask the question of P2W when there's something more tangible to judge. Honestly, comparing Elite and SC at the moment is like comparing a small, tasty apple with a picture of a non-existent, juicy orange.

P.S I'd love to see the numbers on how many people had bought starter ships compared to how many people had pledged further on the more expensive ships. I have a feeling that it will be a very small percentage that don't have a 300i, Hornet or Aurora. Yet that small percentage is also probably the most vocal and rabid.

Not assumptions at all, it seems like you are not following the game very much, and you have done nothing but made assumptions.

You have no idea how the matchmaking will work, so an assumption on your part. What is not an assumption is that CIG have told us that matching making will not work in lawless space. We have also been told that matchmaking will not work in static locations, planets and other points of interest. In fact from CIG matchmaking only kicks in when traveling between locations.

Why would you look at racing ships for exploration? How about looking at the dedicated exploration ships. Buying an expensive exploration ship will in fact give you a massive advantage over a person starting out with just a basic Aurora. Perhaps you didn't know that exploration ships were in the game? Well for your education, there are a number of exploration ships as well as "upgrades" to ships to make them better at exploration.


And again on to your assumption about capital ships. Are you really trying to say that a guild that purchased a bunch of Hornets and Idrises do not have an advantage over a guild that only has the starter ships (as that is the only way to interpret your replay and still have it applicable to my statement)? Of course they do. You really need to stop chary picking your examples, and look at the bigger picture. And why are you talking about ship balance? What does that have to do with anything? NVM that poor example of yours.

Surely you understand that I was talking about PVP right? I mean I even spesifictly pointed it out. So what if the Aurora has more cargo space, does not help you in a fight. Hey lets make another example, you know with out looking at just one very specific instance. Freelancer vs Aurora, hey look Freelancer win in both combat and cargo. Oh look you can purchase it with money and buy an advantage. But really why change the subject? If you want to have more cargo pay more money, better in combat? Pay more money. Do you not understand what P2W means?

Really you didn't know that you can buy weapons with cash?

https://robertsspaceindustries.com/voyager-direct


Where did you come up with 200 systems? SC has around 100 systems at launch, it really seems like you are misinformed about SC.

Sorry but how exactly is my thought on guilds "badly thought out"? When did I talk about a guilds size? Again you are making some very off base assumptions that have nothing to do with my post.



I am sorry that you are so misinformed about the game, please do a little research before you come into a thread telling others that they are making assumptions, especially when that is all you are doing. And please if you are going to make counter points at least have them be on the same subject, also its never a good idea to put words into other people mouths.
 
Last edited:
First of all, I feel the hate is strong in you and I think you do not see the bigger picture of SC. With Arena Commander or the FPS Module we're all in early pre-alpha phase, mostly for testing - not much to win there, except maybe bug riddance!

Tell that to people that get blown up in PVP

I say, with ED, I haven't got to buy a decent ship for PvP in-game because I'm short of time playing it to earn so much, so I also get blown up in PvP because anyone who goes for it does it mostly with a better ship against weaker ones. With SC you can simply shortcut (at least partially) with money for the personal lack of time. Others with more time at hands can buy it all in-game and might even have the better items (weapons, shields, armor, etc.), because you cannot find or buy the improved or rarer items in the shop.

or who get to name a jump point

It's a matter of time at hands playing in the game, you cannot "buy" a jump point with money. There are also jump points that cannot be used with bigger ships, hence you can't say e.g. the Constellation owners are generally in advantage. You have to find it - big or small ship.

or get a cap-ship, or a space station.

OK, we'll have to see how that plays out, admittedly. Not sure, if those with the biggest wallet win the station first. It's probably more about organization size, amount of active players who actually play together and coordinate attacks. I agree, if you come up with 5 Idris, 7 Carracks, 20 Constellations and a vast multitude of stronger and lighter fighters, it's obviously easier to capture a station. But the rules (game mechanics) on that are not yet defined. Else we will see indeed the biggest and richest army owning the majority of cappable systems/stations - I trust CIG will find a viable solution to prevent this.

You can win in both games, SC is P2W and has been from the start, even more so now that we have AC to "play".

Well let's say the bigger ship currently mostly wins a head-on fight; but this is also the case in ED - at least, lets say, if the human players of those aren't incapable or badly armed. And right now you can only have a bigger ship with the bigger wallet, since you cannot earn virtual money. Yet still I think a) the balancing of the ships might still change (I agree, before the latest changes the Hornet wasn't as powerful as it is now) and b) in the PU it's becoming the same as with ED - those with most time at hands will eventually get the better items. You can also view Arena Commander as a test bed - so there's nothing to win.

CIG is directly selling power to the player base, ED has not since KS

I've bought my Cobra outside of the KS (during Beta 2).

and even then the power jump from a sidewinder to a Cobra is nothing compared to the power jump from an Aurora to just a Hornet, nvm to the larger ships.

Well, many ships, many different strengths. I mean it can't be all about the "more powerful" ship, since you can also buy courier ships, salvage ships or repair frigates. Neither ED nor SC is merely about firepower superiority.

Also FD does not let you buy weapons, while CIG do, starting out in a poorly fitted cobra with very little founds is in no way comparable to starting out in a Hornet or larger ships with a ton of credits, and ships that can be sold, to outfit your ship with. Not even counting just purchases those fittings directly.

Well, as I mentioned, these are - as far I've heard and read - only the most basic weapons, which can be bought in-game at every well-outfitted planet. The pimped or rare weapons (or other items) are probably much more interesting once the PU comes up, and as far I can tell, you won't be able to buy them.

You also have to look at the scale of the games, ED will never be fully explored, meaning that if you want to explore you will always have that option. This is just not true in SC, who ever spends the money now will have a massive advantage in exploration over those that don't.

I replied to that already above. My take is that still those with most time at hands and probably the best staffed organizations will have the advantage, rather only the cash. Improved jump drives and scanners etc. all stuff that can only be earned in-game.

CIG is making its money selling power and player advantages. Just wait, when the FPS module comes out, you will be able to buy guns in the cash shop.

We will first have to see this developing. I think the same as above applies - if anything, you could MAYBE get a collection of basic weapons with money, but only the worthy items later in the PU. At any rate we don't even know how it will be handled with the FPS release - it could be completely different than that and they might just offer the basic weapons palette for testing for all.
 
Last edited:
Agreed. AC needs a lot of skill and is very competetive.

I've been playing AC since it's release and there is no skill there. The only thing that the current iteration of the game feels like is FPS in space. Why? The gameplay so far, concentrates on who can get the most weapons the fastest on a target, instead of actually flying the ship to get the best firing solution. This is even more so evident with gimbals and current freelancer style mouse controls. Hell, even the TTK is something that is equivalent to an FPS game.

But then again, CIG has really barely scratched any surface on major changes to the flight and skill dynamics since AC release in April. Will see how it continues to evolve, but if the current status quo of Freelancer style controls remain, there will never be parity, let alone equality between different controlers, let alone skill. But hey sense it seems like the actual AC programming seems to be moving slowly over to the Foundry 42 team maybe it will get better while CR is distracted by all the ship candy (ship pipeline has moved to Santa Monica).
 
I've been playing AC since it's release and there is no skill there. The only thing that the current iteration of the game feels like is FPS in space. Why? The gameplay so far, concentrates on who can get the most weapons the fastest on a target, instead of actually flying the ship to get the best firing solution. This is even more so evident with gimbals and current freelancer style mouse controls. Hell, even the TTK is something that is equivalent to an FPS game.

But then again, CIG has really barely scratched any surface on major changes to the flight and skill dynamics since AC release in April. Will see how it continues to evolve, but if the current status quo of Freelancer style controls remain, there will never be parity, let alone equality between different controlers, let alone skill. But hey sense it seems like the actual AC programming seems to be moving slowly over to the Foundry 42 team maybe it will get better while CR is distracted by all the ship candy (ship pipeline has moved to Santa Monica).

I'm sorry but you seem to have a slightly weird definition of what skill actually means. AC most certainly requires skill, but it simply isn't the kind of skill you are looking for (you are looking for more maneuvering/tactics based skills, rather than the current twitch based skills I would assume). Now you could argue that AC should move more in the direction of what you prefer (which I certainly wouldn't disagree with), but saying that AC doesn't currently require skill simply isn't true.
 
Last edited:
I'm sorry but you seem to have a slightly weird definition of what skill actually means. AC most certainly requires skill, but it simply isn't the kind of skill you are looking for (you are looking for more maneuvering/tactics based skills, rather than the current twitch based skills I would assume). Now you could argue that AC should move more in the direction of what you prefer (which I certainly wouldn't disagree with), but saying that AC doesn't currently require skill simply isn't true.

What do you think flying a space ship is? Twitch gameplay or Manuvering/tacticts based skill?
 
But then again, CIG has really barely scratched any surface on major changes to the flight and skill dynamics since AC release in April.

I simply cannot agree on that statement; #1 the switch from all gimbaled weapons to fixed and only gimbaled weapons where they were supposed to be, made a big difference (e.g. you couldn't hit a barn on the broadside with fixed weapons anymore) and in turn #2 the latest "enhanced stick precision" certainly changed a lot to the skill dynamics (without changing flight dynamics).

So before change #1 it was more skill-based for me; I did have a chance to outgun a Hornet in my 300i. But since change #1 and #2 it's become really hard to win any pot, if only a flower pot with a 300er series, not to speak about an Aurora. The only chance you currently have with a weaker ship is the M50, where you're faster, smaller and more agile than any other ship, which enables you to outrun the guns and attack when others are busy.

So there's my current disappointment, which I share - but it's not always been like that.
 
What do you think flying a space ship is? Twitch gameplay or Manuvering/tacticts based skill?

If we are talking a realistic space combat sim, twitch gameplay, if we are talking aeroplanes/ww2 fighters in space, Maneuvering/tactics based skill. Now don't get me wrong I would absolutely prefer the later, and AC isn't there yet, but saying that the first isn't skill based is just silly, since they are basically just two different examples of skill, merely sitting at opposite ends of a spectrum.
 
I've bought my Cobra outside of the KS (during Beta 2).

Er.... no you didn't. The only way you could have done that is by getting somebody to sell you their account with a KS backer tier. I suppose you may be confused, and think you have. Did you maybe buy the wireframe anniversary skin for the Cobra, and think that meant you now have the ship?
 
If we are talking a realistic space combat sim, twitch gameplay, if we are talking aeroplanes/ww2 fighters in space, Maneuvering/tactics based skill. Now don't get me wrong I would absolutely prefer the later, and AC isn't there yet, but saying that the first isn't skill based is just silly, since they are basically just two different examples of skill, merely sitting at opposite ends of a spectrum.

Well to be honest, if we are talking realistic space combat then mathematics would rule, not twitch or maneuvering. Our imagination is "tainted" by decades of misconception and cinematics, Star Wars, Star Trek, BSG - the real space combat would most probably be nothing like that but rather radars, ball bearings and long range tactical nukes, all resolved in a matter of miliseconds and your victory celebrated by a vanishing blip in a radar. Positioning and trajectory planning would be king, with no pilot skill as we know it today. My opinion of course! :)
 
Well to be honest, if we are talking realistic space combat then mathematics would rule, not twitch or maneuvering. Our imagination is "tainted" by decades of misconception and cinematics, Star Wars, Star Trek, BSG - the real space combat would most probably be nothing like that but rather radars, ball bearings and long range tactical nukes, all resolved in a matter of miliseconds and your victory celebrated by a vanishing blip in a radar. Positioning and trajectory planning would be king, with no pilot skill as we know it today. My opinion of course! :)

To be fair that is basically just twitch taking to it's most extreme (since computers will always be vastly faster at these sort of things than humans)
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom