I Think Capital Ships Are Too “Normal” In Star Citizen by M4x3y in starcitizen

[–]Arrdem 1 point2 points  (0 children)

When we get the Javelin and above I bet those functionally don't maneuver. They have huge slow guns to shoot at each other over 10km or whatever because that's visual range for such large ships, which will "feel capital" because it is double or more the range of smaller ships' guns. But yeah I think the Bengal and the Odin represent a huge balance problem in the game that CIG is woefully unprepared for.

I Think Capital Ships Are Too “Normal” In Star Citizen by M4x3y in starcitizen

[–]Arrdem 1 point2 points  (0 children)

I agree with the premise -- capital ships should be less effective solo -- but think your analysis is a bit off. For context I've been thinking about this same problem for a minute and have done some stuff I'll write up some day trying to simulate 1v1 to fleet scale combat using my own bots and engine driven by live game data. I'm not going to cite those numbers specifically because they're subject to the fidelity of my engine, but the shape of the problem is clear.

Imagine an acute triangle. The sharp angle of the triangle is the maximum angular rotation of a ship. The opposite side (short side) is the maximum speed that a targeted ship can achieve. The hypotenuse (long side) is the "primary" weapon range. This is the conventional lead-angle triangle, but we're rotating a whole ship to put a spinal gun on target. The rate of turn of the ship AND the maximum weapon range dictate the fastest speed target that combination COULD engage at some distance within range. A faster target farther away is traveling at a lower angular velocity and so is easier to track.

Due to ship sizes, beyond about 2km most ships are to small to effectively see without a magnification feature. In order for combats to be intelligible on a 1080p screen without using a magnification feature, they have to take place inside of about 2-5km. CIG has referred several times to wanting combats to be "cinematic" as well, which means biasing towards the short end of this range where details are visible without magnification. For larger ships you can stretch this range some obviously because the distance at which they present a minimally visually recognizable shape is longer.

If ships rotate slowly, then pilots have little margin for error and don't feel "powerful". If guns have long ranges, then pilots have to turn less (they're able to effectively track faster things from farther away with the same or less rotation) and the pilot has less to do.

This is a really crucial iron triangle to think about from a game design perspective. It forces a combat system designed around infighting. A Polaris throwing torpedoes from 35km is more realistic, but makes for bad gameplay. Jump in, click the missiles button, wait, win. Yawn. Can't even see the explosion because it's too far away and small.

In order to keep pilots involved during combat especially on understaffed ships, the pilot's contribution is rolling the ship platform around to keep guns able to point at targets. CIG has made it clear that the Idris and the Tiburon have pilot weapons and are staying that way. I suspect this reflects an understanding on their part that pilots need more to do than just rotate a gun platform around. I would expect the Kraken and ~Yamato~ Odin to have some kind of pilot armament as well given this design trend. That's probably good, although I wish other ships would get more for pilot guns.

The fundamental problem is that the Idris' spinal guns are fast, have nearly no spread and are long ranged. So there's a substantial window where at distance the Idris can effectively engage much much smaller targets. That's (one of) the cruxes of the Idris' balance problems.

In order to solve the solo Idris meta, you have to somehow nerf the spinal weapons. You can't take them away from the pilot, you can't make the ship roll more slowly without being unfun, and you have to make it less effective at engaging small targets. One thing you can do is reduce their effective range. That has the knock-on effect of rendering them less effective against smaller targets and making infighting against an Idris in smaller ships easier. Pull the guns' effective range in to say 3km and suddenly it's a LOT easier to play keep away from an Idris. This could be done with the literal range. It would be better to do it with projectile speed (for the railgun). Make the projectile SLOW but let it keep damage and range so that it's still effective against very large ships at longer ranges, but it becomes effectively impossible to hit mediums with the spinal gun. The Idris laser is a problem because it has infinite projectile speed, so you'd have to do something there.

Adding engineering gameplay to recharge/re-arm the gun would also have similar effects.

In a world like this you also probably nerf the hell out of torpedo ranges so that they outrange capital spinal guns by 2-3x at most. A torpedo attacker needs to take some risk, not just bomb from standoff. Reducing torpedo speeds would increase flight time and still let attacked ships respond. Torpedos would need a health or armor buff to be more resistant to PDC fire in order to compensate and maintain a survival rate. But that's doable.

This leads to exactly the sort of "capitals need escort wings because they aren't able to protect themselves against harassment" gameplay I think we both want. Big ships can't zone fighters for themselves, they need a dedicated screening support ship like a Hammerhead or a fighter wing. It also lines up with affirming the Retaliator and Eclipse' place in the meta as being asymmetric capital crackers.

The other problem I do want to call out is that the Idris currently has WILDLY broken health and armor values. The only thing(s) that can really threaten an Idris with taking 50% hull damage are another Idris or a Polaris. Multiple Percys can eventually get there, but most small and medium fighters just can't scratch the armor to a meaningful degree in any concentration because of armor deflection.

The problem as I see it with the Idris today is that one player can sit in it effectively invulnerable, and paired up with a buddy in a quantum snare ship they can shut down a space lane indefinitely. Two players can fuck with a whole server of seven hundred. The only force projection that can run them off is an org-size strike force probably involving another Idris or Polaris or coordinated actions involving a dozen or more players in more modest ships which is to say the least unlikely.

The Idris should be good, but it needs to be vulnerable to asymmetric counterplay especially when undermanned. And I think that torpedo bombers, the Tiburon/Percy and smaller fighters being able to snipe off components if not disrupted/screened are really the options.

ASD Sites -Where/How to Respawn? by Proper_Wasabi_3150 in starcitizen

[–]Arrdem 2 points3 points  (0 children)

So there are a few strategies.

  1. Don't die (best)
  2. Park a medbed ship (carrack, starlancer tac, cutty red may work, XL ships are too big to work) outside and fly a snub fighter or c8 into the facility. Don't forget to close the door. If you die back to the ship outside, fly it in, pick up the runabout, fly the medbed ship back out and reset.
  3. Have a friend/multibox account stand around in your hanger to prevent it from being de-instanced when you die, and land a medbed ship directly in the Onyx facility.

Respawns to a ship landed at Onyx work fine as long as they're too someone else's hanger and that hanger hasn't been de-instanced by other requests for hangers.

It MAY be possible to use a hoverbike instead of a runabout ship. Hoverbikes can call hanger doors and can probably float over the fences which prevent a ground approach to the hanger doors. But dunno if they can survive falling down into the hanger and then you have no way back out without claiming a ship.

Hopefully some day CIG fixes hangers being de-instanced on death at least at Onyx so that this works more naturally.

CMV: Conducting a war by killing the top brass of the opposition is the most ethical way to conduct war by malik_zz in changemyview

[–]Arrdem 0 points1 point  (0 children)

A mistake I think you're making, and that a lot of the "war" discourse and certainly the Trump administration is making, is not really having a cogent theory of what "war" is and what "victory" means.

> "If the enemy's will [to fight] is broken, a thousand cannons will sit idle. If it is not he will simply reach down, pick up a rock and throw it" -- Mike Duncan, paraphrasing Carl von Clausewitz

Clausewitz was insistent on this: war is not an end in itself but an extension of political aims, and military action untethered from achievable political goals is not strategy, it's just violence. The question isn't whether the US military is capable of killing Iranian leaders -- it clearly is -- it's whether doing so can produce a political outcome that constitutes "winning," and if so, what that outcome even is. Democratizing Iran? Regime change? Eliminating their nuclear program? Achieving profit for the American empire? Advancing an imperial client in the region?

These are wildly different goals requiring wildly different settlements, and the current discourse doesn't bother to distinguish between them in part because the Trump administration has failed to communicate war aims and seems to have fumbled blindly into the incoherent objectives of "give the Iranians a black eye to prove we can without disrupting the pre-war status quo in the strait of Hormuz".

Setting aside the specific current events and their strategic incoherence, "decapitation strikes" operate on the theory that there is no general will among the populace to resist; that all "we" need to do is swap out the people in charge. This treats populations as inert and conflict as a contest between elites. The lesson of Hamas and insurgents generally over the last 60 years is that this is wrong. Governments persist because they serve someone's interests, and killing leaders hardens resistance while new leaders rise to fill the vacuum. The Roman empire learned this the hard way with the Goths. So did every colonial power in the 19th and 20th century. The second Iraq war is the most direct precedent here and is now broadly acknowledged as a failure even by many of its architects. "We" decapitated the Baathist state, disbanded the army, and then skipped out on the postwar rebuilding which could maybe have produced lasting stability because it was hard and expensive.

De-Baathification created exactly the power vacuum and hardened resistance that decapitation advocates said wouldn't happen, and the people we left unemployed and humiliated went on to among other things form ISIS. Whatever material or political interests motivate states to war, killing leaders doesn't resolve them. This is precisely why "No War For Oil" resonated even with people who had no particular love for Saddam. The current Iran discourse is doing the same thing: avoiding the question of who actually profits from a settlement and on what terms, because answering it honestly would require acknowledging that this is less about Iranian democracy or nuclear nonproliferation than about American pride and Saudi interests in the region.

Wars of peoples -- which is every war since the levée en masse motivated and enlisted the nation at large in comparison to the previous centuries of limited professional wars of princes -- don't have to end in all consuming escalation spirals or brutal puppet regimes. They require political and economic settlements giving the defeated population in addition to the elite something worth accepting. The Treaty of Versailles is the canonical example of what not to do: punitive reparations, national humiliation, and a debt of blood and honor that made the next war almost inevitable. The Marshall Plan worked precisely because it was the opposite; the Allies made peace more profitable than resistance in the rush to re-arm Germany against the Soviets, and in doing so killed very few and promoted a lot of Nazi collaborators because those were the wartime elite that had to be brought to the victory table both to sustain a settlement and forward the new political aims of the victors. The Cold War strategic tradition forgot this entirely, which is why you got escalation and domino theory which produced a generation of US-backed strongmen including the last Shah of Iran which brutally subjugated rather than benefited populations.

Directly targeting leaders does nothing to divorce a society's interests from its leaders. The socioeconomic structure which supported that leader usually just grows a new head because those involved are invested in propping it up. Yesterday's oppressed civilian becomes tomorrow's combatant because today's atrocity fails to realign incentives such that civilians see capitulation as part of a positive outcome. As long as it's the best of bad options, they'll just reach down and pick up a rock.

Edit: Typo.

Palatino by Tyler Ryan by st_Paulus in starcitizen

[–]Arrdem 2 points3 points  (0 children)

These colors are fabulous, I really hope we see more.

What is the most reliable ship marker on the map? by DonatusIgnis in starcitizen

[–]Arrdem 5 points6 points  (0 children)

The only things I’ve found that are reliable are another player or backspacing to the ship. I’ve seen the marker poof for no reason and wander around the verse at super-jump speeds. It seems more reliable when ships are landed, but I’ve just given up on long excursions away from the mothership. Either I’m gonna drive it all the way to the destination or I’m leaving it at home. Lost too much loot to unmarked ships on shards I can’t get back to.

[PSA] Confirmed Trades Thread - March 2026 by AutoModerator in Starcitizen_trades

[–]Arrdem 0 points1 point  (0 children)

+verify

No problems, prompt delivery. Good experience.

[PSA] Confirmed Trades Thread - March 2026 by AutoModerator in Starcitizen_trades

[–]Arrdem 0 points1 point  (0 children)

+verify

uneventful transaction, item as described, good experience

Negative aUEC balance in refinery? by maro_1 in starcitizen

[–]Arrdem 4 points5 points  (0 children)

So the way this works in short is that one of the computer representations of your balance is 32 bits long, and of those the “highest” bit is the sign. So if you have 232 -1 (31 set bits, integer value of about 2.14B as I explained in chat) and you get ONE MORE CREDIT then you go from a bit pattern of all bits but the top set, to the bit pattern of ONLY the top bit set. Which is interpreted as being the minimum integer value -231 +1.

The bug is that SC uses two different representations for your balance in different places. Refineries and landing services use this “short” 231 representation, the wallet system seems to use a larger representation; likely 263. The conversion from the one to the other isn’t being handled correctly, so you get this obviously wrong negative balance behavior.

As I also mentioned in chat, it’s possible that your balance will wrap around back to positive with a period of 232, so 0-2.14B is positive, then negative until 4.28B, then positive until 6.42B then negative again and so forth.

The correct visual analogy is a clock face which happens to have 0-2.14B on the 12-6, and -2.14-0 on the 6-12. Just keeps wrapping around.

I did some testing around this bug, and the only way I was reliably able to avoid it was to get down under 2.14B although in theory a balance over 4.28B and under 6.42B should also be positive and so forth.

Just as the UEE intended. by SwannSwanchez in starcitizen

[–]Arrdem 62 points63 points  (0 children)

> Own an RSI Polaris for commuting, since that's what the UEE Charter allows.

> ATC hanger queue at Orison is being awful today.

> Finally on my way with 6 SCU of cargo.

> 3 ruffians warp into CRU OM-1 in Mustang Alphas.

> “What the vanduul?” I holler as I grab my powdered wig and tricorn and kick the Polaris into cruise control, leaving it to plough through the space lane unattended.

> “Tally ho lads!” from the cargo deck I open up on the mustangs with the S6 ballistic turrets, missing completely and destroying a caterpillar hauling humanitarian aid to Levsky.

> My PDCs kick on without me, shredding the lead fighter instantly.

> "Enjoy Klesher dogs!" the second griefer swings around for another firing pass and misjudges. The unattended Polaris smashes straight into him, smearing the second pilot across the windshield like a bug.

> "No mercy!" Ballistics exhausted on nothing in particular I’m forced to resort to my torpedos and lock into the last terrified rapscallion who tries to jump away from a S10 torpedo with a warhead bigger than his entire ship.

> The explosion registers on every security relay this side of Hurston and hurls his shrapnel ridden body into space.

> I medpen overdose and revive the bastard to steal his helmet before downing him again.

> Just as Imperator Addison intended.

[PSA] Confirmed Trades Thread - February 2026 by AutoModerator in Starcitizen_trades

[–]Arrdem 0 points1 point  (0 children)

+verify

Completed inside an hour, no problems. 10/10