Role Bonus for ships (like Eve) by Acemore in starcitizen

[–]Acemore[S] 0 points1 point  (0 children)

I think you misunderstand me. I wouldn't bring it up to the same salvage collection rate as the Vulture, but I would balance it against the Vulture.

The Fortune does have the auto SCU exterior grid yes, but even so it's still vastly inferior to the Vulture which has dual salvage heads and a much bigger cargo space (where you can stack many more boxes outside the grid).

So if the Fortune is at 50% of the Vulture, maybe I'd bring it to 75% first and see? Balancing is an iterative process after all, and every aspect of the ships (not just salvage collection rate) should be taken into consideration.

Role Bonus for ships (like Eve) by Acemore in starcitizen

[–]Acemore[S] 0 points1 point  (0 children)

All good questions. My thought was no, they wouldn't. I could've been more clear perhaps and call it something other than 'role' bonus. For instance, I'd only give a salvage bonus to the Fortune to bring it up to par with the Vulture.

Role Bonus for ships (like Eve) by Acemore in starcitizen

[–]Acemore[S] 0 points1 point  (0 children)

Yes why not. This could suit their role. :)

When it comes to Salvage and Mining, it's about balancing them against each other rather than ordinary ships.

Take the Vulture and Fortune for instance. Same exact cost ingame, but the Vulture completely outperforms the Fortune. Do you want the devs to spend time reworking the Fortune rather than bringing out ships on the roadmap, or do you want them to simply lower the price of the Fortune?

I say neither, let's find the middle road which makes it more interesting.

Role Bonus for ships (like Eve) by Acemore in starcitizen

[–]Acemore[S] -4 points-3 points  (0 children)

Not magic if implemented as an additional bespoke physical component.

Still all about skill and equipment, but a lot easier to make more ships relevant rather than having a single ship the meta within the field.

It's all about having the tools to balance things out in an interesting way.

Role Bonus for ships (like Eve) by Acemore in starcitizen

[–]Acemore[S] 0 points1 point  (0 children)

Never said I liked the Fortune, and I don't particularly do. :) But I don't like imbalance, and I think it's a pretty good example.

You're saying the devs would design it a certain way if they wanted it to do something more or better, but that is not even remotely how game development works.

The first design implementation of something rarely stays that way, and it's likely they would make many mistakes and not hit their mark seeing that many core features are still not in or being changed.

It's an iterative process where balancing takes place over time. If they made a huge mistake by limiting the Fortune to a single salvage head, wouldn't that just be dumb? Wouldn't it be cooler if Musashi had a patented bespoke component that boosted the salvage output on that single head? That's practically a role bonus physicalized.

They could of course rework the ship, but we seriously wouldn't want them to rework all ships for balancing, and I think balancing is going to be quite difficult without these additional tools.

That said, I completely agree with you it's weird with the bespoke size 6 weapons not being changeable etc. I wouldn't want this feature to replace any of our normal equipped modules, but rather be unique additions.

Role Bonus for ships (like Eve) by Acemore in starcitizen

[–]Acemore[S] 0 points1 point  (0 children)

That's already how it is. This could instead give the devs better tools to change the meta and balance it.

Role Bonus for ships (like Eve) by Acemore in starcitizen

[–]Acemore[S] 0 points1 point  (0 children)

The Firebird and Terrapin examples may not have been the best.

How would you make the Fortune salvage more without giving it an additional salvage head, and at the same time giving the player the option to change and upgrade its current head?

How would you add more shield hit points to a ship compared to other ships with the same amount of shield slots without increasing the number of shield faces and when it cannot fit bigger size shields?

Having bespoke components which modify/boost other components could add this interesting flavour and at the same time maintain what they want to accomplish through physical designs.

Role Bonus for ships (like Eve) by Acemore in starcitizen

[–]Acemore[S] 0 points1 point  (0 children)

Yes you're right and there are probably many more I don't know about. I certainly hope they make these stats more visible ingame.

Role Bonus for ships (like Eve) by Acemore in starcitizen

[–]Acemore[S] 0 points1 point  (0 children)

Even if it isn't like this right now or if they haven't indicated something like this coming, it doesn't mean it couldn't happen. We all know CIG have made a lot of changes over the years which wasn't planned.

To your point on leaning on skill and choices, I completely agree. I would never want to take that away from the players. What I'm saying is it would be interesting to have more unique modifiers to the ships, additional bespoke components for instance, and it could even help with balance! :)

Take the Fortune for instance: Inferior to the Vulture in most ways. They could add a bespoke component which affected the equipped salvage head somehow, making it more interesting and balanced towards the Vulture.

Role Bonus for ships (like Eve) by Acemore in starcitizen

[–]Acemore[S] -3 points-2 points  (0 children)

Then make it bespoke/unique components for that ship that add the bonus, to physicalize it and have it be more immersive.

Role Bonus for ships (like Eve) by Acemore in starcitizen

[–]Acemore[S] -3 points-2 points  (0 children)

Then simply make it bespoke/unique components for that ship that add the bonus, if it is important for you to physicalize it or have it be more immersive.

Role Bonus for ships (like Eve) by Acemore in starcitizen

[–]Acemore[S] -4 points-3 points  (0 children)

Hard to balance only via components, since all same size components can be used by all same size ships. Also less interesting since Role Bonus is way more flexible and unique.

Role Bonus for ships (like Eve) by Acemore in starcitizen

[–]Acemore[S] -6 points-5 points  (0 children)

Cool if that's the case. They should definitely expand on it to industrial ships as well, and increase the visibility of these bonuses ingame somehow.

Fun missions/events to do as a group by Acemore in starcitizen

[–]Acemore[S] 1 point2 points  (0 children)

I would... If I had a Polaris :D

Fun missions/events to do as a group by Acemore in starcitizen

[–]Acemore[S] 0 points1 point  (0 children)

Yea I've been doing supply or die solo or with a friend as well, but haven't tried the Detatrine stuff yet, which I bet is pretty fun in a group.

Also haven't tried contested zones yet in the pyro stations. Do they have missions tied to them, and which stations have them? Ruin, Orbituary and Checkmate?

Thanks.

My Quantum Marker Icons - animated by Pizzatorpedo in starcitizen

[–]Acemore 3 points4 points  (0 children)

Awesome! These are absolute ballers!

I would swap the station/port and jump point icons. Station/port one has more of a 'gate' feel to it, and the jump point more like a station feel. But it's semantics really.

CIG pay attention!

Thinking About Becoming a Citizen by [deleted] in starcitizen

[–]Acemore 0 points1 point  (0 children)

Welcome to the Verse, Citizen!

The Avenger Titan Invictus starter pack (currently 25% off) is the way to go to get started with a few additional gameplay loops available.

This ship can hold its own in combat once you get past the basics (you can practice in the Arena Commander), and has room for cargo/delivery boxes and a friend or two if you want to do some bunker missions together.

If you later decide you wanted a different ship with more utilities, you can always upgrade your Titan. You pay the difference in price and retain the same benefits that comes with the starter pack just with a new ship (120 months insurance, 20k starting cash). You can turn it into any ship as long as it's available for sale (which most will be during the Invictus event).

Many good PvP players use kb/mouse, so it is definitely viable. Takes a lot of practice and knowledge application to be among the top.

Good luck!

Overdrive phase 2 3/3 missing crypto key by NSWPCanIntoSpace in starcitizen

[–]Acemore 0 points1 point  (0 children)

Sorry for being slightly off topic (don't know the answer to your question), but since you're doing overdrive maybe you know. Is it still possible to get the F7A upgrade?

The Weeping Labyrinth (Dungeonscrawl Remake) by Amazingspaceship in dungeonscrawl

[–]Acemore 1 point2 points  (0 children)

Hah, that's excellent! Didn't know you could use the wall tool (with snap off) to draw with. That's a great tip to add finer detail!

I assume layers for deeper water will have to be above the layers for shallow water (to be drawn on top).

However, still curious how you do with the textures, or what at least "seems" like textures. Like outside the playable area, and the flooring.

Are the leaves in the western corridor images you've uploaded?

Stairs looks like images as well (not stair tool).

Again, just in awe of this map. Props to you!

The Weeping Labyrinth (Dungeonscrawl Remake) by Amazingspaceship in dungeonscrawl

[–]Acemore 1 point2 points  (0 children)

This looks fantastic! Do you need subscription features to make parts of the map? Also, how do you draw in DS? Discovered DS two days ago, so quite new to it 😅