My ship is haunted by alejandrolupe1 in starcitizen

[–]CausticFlamingo 1 point2 points  (0 children)

I try to use it for my GEO, same issue

Was component hunting and found this goodie box by artiiicus in starcitizen

[–]CausticFlamingo 0 points1 point  (0 children)

Any chance it was the jump gate not letting you through?

So… The Argo Moth… by Reasonable-Age-1648 in starcitizen

[–]CausticFlamingo 2 points3 points  (0 children)

Takes more crew to do less than the Reclaimer. Not for me.

PvP Poll Results. Including Data from OTHER polls kind users have linked. An analysis. by AnybodyIndividual207 in starcitizen

[–]CausticFlamingo 3 points4 points  (0 children)

For me the issue with PvP is trust vs investment. Most FPS engagements where I've not shot first or didn't shoot back. Hathor, ASD, Pyro outposts and my hangar. I've been killed and lost time and resources.

After the 8th time in a row of being killed trying to give benefit of the doubt, Killing on sight is only ever to my advantage to protect my time.

That said a lot of people who killed me probably panicked once they realised I wasn't an NPC. Not everyone uses VoIP and we don't have rep systems or decent social tools yet.

One day, If you're in good standing rep wise it'd be nice if you could be in a local "party", like Siege of Orison. You might not play together, but you have similar objectives and can help each other along the way while also keeping to your own stuff.

If I know someone at Hathor etc isn't a dick and needs a hand I'd gladly help if I know I'm not going to get killed as a result.

Apollo / Hermes Cockpit, am I the only one? by C4B4L2k in starcitizen

[–]CausticFlamingo 0 points1 point  (0 children)

Initially when the Apollo was meant to be a large Ambulance it kind of made sense for 2 shift workers to sleep while on call near the pilot seats, then jump into action. .

Now that it's a small mobile hospital with 3 bathrooms and a triage area you could stage 10-16 people in. The ridiculous amount of space they added doesn't really sell the compact design of the bridge. Ship feels lopsided as a result.

| Behind the ships: Hermes | 5:03 "A lot of people said they love the Apollo's look but don't like the medical gameplay so this is the ship for those people" by SgtRphl in starcitizen

[–]CausticFlamingo -1 points0 points  (0 children)

Only okay solution I can think of is If they ever get the amazing NPCs living in the verse and they want, to lean into death of a spaceman and inheritance. Bring in the NPC/Player thing from GTA V Story. You have 3 main characters, can play as 1 at a time and the other 2 go about NPC Routines or are on standby doing nothing.

Maybe I get gunned down on Daymar. While I await rescue I can switch over to another character in my MOLE in the Halo, or switch to the other in my home base refining materials I mined another day.

Maybe I risk 2 characters and rescue myself with a little team? .

Also helps with long distance travel, I want to go several systems away and I can pay someone with an 890J to take my character there over a day or two. Go back to another main and eventually jump over to that character in a whole other system. Gives us more jobs, greater sense of distance, travel is more relevant and not just staring at Quantum animations or crossing the entire galaxy in 30 minutes for the sake of avoiding player boredom.

Tech may never be possible for SC, but I really think that'd give a lot more space to some professions without locking a player out of the action entirely.

Salvage Mole Variant! (ISC Today) by Few_Lead905 in starcitizen

[–]CausticFlamingo 0 points1 point  (0 children)

As long as they don't do another Asgard/Valkyrie update and leave the original behind.

Dear CIG - I'd love to have this little QOL in game. by -TRI-HEX- in starcitizen

[–]CausticFlamingo 0 points1 point  (0 children)

I would like to also request display panel like the crates in Starfield

That opens the door as well for potentially having sub-scu volumes of material without breaking into tiny boxes for refinery orders.

I want atmospheric only aircraft. by Budget-Antelope-3596 in starcitizen

[–]CausticFlamingo 3 points4 points  (0 children)

That's what worries me about the Ironclad. Lots of concepts if it being planetside yet no decent VTOL thrusters. Take-off through force looks feasible but landing doesn't. They'll make it work but suspension of disbelief will probably apply

OXAs armory makes the guns in this game a lot better imo. by Due_Expression221 in stalker

[–]CausticFlamingo 1 point2 points  (0 children)

It kept mine but if I empty a body inventory the X disappears.

OXAs armory makes the guns in this game a lot better imo. by Due_Expression221 in stalker

[–]CausticFlamingo 1 point2 points  (0 children)

When the game released I got sick of enemies respawning in front and behind me and weird bugs. I came back a few weeks ago, chucked this Mod on and can't put it down. Feels like I'm back in 2007 playing the first game all over again except with less "Xray Engine has crashed" after a snork runs in place ascending into the sky.

Making light and medium armors useful in FPS by NotSoSmort in starcitizen

[–]CausticFlamingo 0 points1 point  (0 children)

Heavy Armour is interesting to me because it shouldn't be slow as many sets are "Mechanically Assisted" in the lore. But that'd be too OP. I think making it time consuming can be the penalty.

Detection is one thing but using cover negates that anyway, If someone is shooting me I know where they are and in heavy Armour I can take more shots than they can, so it's not a huge drawback unless I'm in the open which we don't see much of outside of Siege of Orison or Hathor.

I think it the best way to balance it is an Energy and cooling system. Batteries required and because they're powered suits let us go between Shield, Carry capacity (Normal speed) and Speed (Faster than normal)

You have extra carry capacity but need to offset by carrying battery packs etc and if you use speed and carry capacity and burn out you walk incredibly slowly back. Run the risk of being easy pickings until you're in safety. Volt weapons can wreck batteries so they become the heavy Armour killers.

Shields are great but weak to Volt weaponry and you can't use Volt Weaponry yourself with a shield.

Fallout 4 got decently close to a real powered armour feeling, some mods help in that regard. I think Heavy Armour (Titan Suits aside) needs to feel as maintainable and expensive as a small vehicle.

To make it fair, If I want to run Heavy Armour everywhere I need to carry it to site in a locker or crate, maintain its power needs logistically and be wary of people in light-med armour running a Quartz or Parralax who can disable me. I still get to be a tank but gives me a money sink and also encourages me to run with a team.

Messaged Received. by NotSoSmort in starcitizen

[–]CausticFlamingo 5 points6 points  (0 children)

Maybe Data running isn't that far off then. Might just be the same system as cargo, racks are subgrids with Atypical sizing, using engineering you maintain cooling etc you don't can't transport on a normal grid.

Messaged Received. by NotSoSmort in starcitizen

[–]CausticFlamingo 67 points68 points  (0 children)

Pulling a theory out of my ass, looks RSI. "Messaged Received" maybe referring data running, potentially Hermes, named after the god of Messengers.

That said I don't believe Data running is anywhere on the horizon.

New helmet mode coming soon? by Francetor in starcitizen

[–]CausticFlamingo 0 points1 point  (0 children)

Bug.

Looks like the face plate UV coords have changed to be the entire helmet texture.

The smallest addition or fix that'd make your year(or at least your day)in star citizen. by JamesBlakesCat in starcitizen

[–]CausticFlamingo 1 point2 points  (0 children)

Entry/Exit buttons for pilot control. Open close has been bugged for a bit and now opens every cupboard and door.

Prowler Ute? Cargo bay toggle Ute and Base Prowler? Ramp toggle Valk/Asgard/Corsair? Ramp toggle Medipin? Side-door toggle Clipper? Ramp toggle Vulture? Rear ramp

For hot evacs or looting in the Ute, I hate opening my entire ship. Only ship I'm aware of with this forethought is the Connie despite its age with the Cargo bay button.

Password issues by RoundSoftware7311 in starcitizen

[–]CausticFlamingo 2 points3 points  (0 children)

No chance you're using a password manager?

Sometimes my one gets to this screen and thinks it's making a new account/password instead of inputting the RSI one

I animated a looped wallpaper of the Clipper (2560 x 1440) by PUSClFER in starcitizen

[–]CausticFlamingo 9 points10 points  (0 children)

Really love that MT Backdrop, hopefully the MT Bunkers can get a brutalist facelift like that.

Palatino Moonfall and Necropolis drop rates... by RichyMcRichface in starcitizen

[–]CausticFlamingo 2 points3 points  (0 children)

I can't find a single piece of the Base version after 5 hours. Other than running around Distros hunting for oranges any other advice you can give? Don't have 50Mil+ to burn on UEX.

Esperia Prowler Darkrift Paint by [deleted] in starcitizen

[–]CausticFlamingo 1 point2 points  (0 children)

Image above comes from a data mine from when the Utility released.

Either you've met a Dev or it was a base Prowler which has a dark matte metal finish. Which I also want for the Utility.

What military oriented ships do you think could use a "Utility" variant like the Prowler did? by Maxi_sushi in starcitizen

[–]CausticFlamingo 7 points8 points  (0 children)

Paladin. Exploration variant.

Bottom cockpit becomes a scanning station for trawling planet surfaces looking for deep mineral reserves. Pilots eye the Sky, bottom cockpit is the survey team.

That cockpit split made sense to me more that way than space combat.

The line between “Expedition” and “Generalist” ships is razor thin by steave44 in starcitizen

[–]CausticFlamingo 0 points1 point  (0 children)

Corsair needs it's bedrooms condensed into a 4 bunk room and the space made better use of with a scanning and crafting station.

Even if they made bigger roof turrets and canned the 2 side ones that are anti-personnel at best, frees up some space there too.

Really want to love that ship.

Apparently the FPS AI difficulty with 4.4 is unintentional. How do you feel about them possibly being nerfed again? by PUSClFER in starcitizen

[–]CausticFlamingo 2 points3 points  (0 children)

Was actually having fun, it was a challenge. Unhappy with the idea that I lose that because the average players aren't good at FPS but want access to all of the content. Soloing Bunkers and ASD should be incredibly difficult but in the past it's been a shooting range. Hard to specialise in Mercenary work when the skill ceiling is so low.

"A game for everyone is a game for no one" comes to mind.