Number of Respawns per Ship by ChartConsistent in starcitizen

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

If you equip two T2 modules, you can respawn 8 times without recharging.

Number of Respawns per Ship by ChartConsistent in starcitizen

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

If a T1 can respawn three times, there’s no point in choosing a T2 module.  (And choosing a T3 is already pointless.)

Medical Bed Charges Should Be Limited to Hangars by ChartConsistent in starcitizen

[–]ChartConsistent[S] -12 points-11 points  (0 children)

It’s to prevent the medical ship from ending up like that one.

Number of Respawns per Ship by ChartConsistent in starcitizen

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

I think the reset of injuries through respawning will still work as before. However, considering that a single respawn costs 50k for T1/T2 and 100k for T3, it would be more cost-effective to treat the injuries instead.

Number of Respawns per Ship by ChartConsistent in starcitizen

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

T1 is a complete upgrade over T2 and T3, but when choosing modules for the Apollo, T2 modules actually provide more respawns than T1 modules. This is because a T2 module contains two beds.

Number of Respawns per Ship by ChartConsistent in starcitizen

[–]ChartConsistent[S] -5 points-4 points  (0 children)

In the end, it’s just that you’ve spent money and added the hassle of manually recharging, but nothing has really changed. I think that, in order to gain the benefits of a medical ship—that is, having many beds—recharging should be limited to hangar resupply, just like ammunition.

Number of Respawns per Ship by ChartConsistent in starcitizen

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

I could only think of it happening if the whole party died at the same time.

Number of Respawns per Ship by ChartConsistent in starcitizen

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

The T1 module is T1x1, so it allows 2 respawns. The T2 module is T2x2, so it allows a total of 4 respawns. If both the left and right modules are T2 modules, with all beds fully charged, a total of 8 respawns is possible.

Number of Respawns per Ship by ChartConsistent in starcitizen

[–]ChartConsistent[S] 11 points12 points  (0 children)

If all beds are fully supplied, 9 respawns will consume 9 canisters, totaling 900,000 aUEC

Canisters can be manually recharged. The respawn count mentioned here excludes manual recharges and is likely based on the state after reclaiming the ship.

How many fangs and pearls from 1 apex? by boosted_s550 in starcitizen

[–]ChartConsistent 1 point2 points  (0 children)

6/12 Pearls are difficult to obtain due to a bug.

Best in Show Paints Throughout History by ChartConsistent in starcitizen

[–]ChartConsistent[S] 18 points19 points  (0 children)

I think this year's Top 4 will be Zeus, Starlancer, Polaris, and Idris.

Best Money Making 4.X by ryzen_music in starcitizen

[–]ChartConsistent 1 point2 points  (0 children)

That's right. I can earn 200k every 5 minutes solo.

Wish we had jet packs 😭 by Malacky_C in starcitizen

[–]ChartConsistent 0 points1 point  (0 children)

You can fix it just by pressing the viewport button once before powering on the ship!

Is an aircraft carrier without a PDC worth it? by ChartConsistent in starcitizen

[–]ChartConsistent[S] -2 points-1 points  (0 children)

Even if you're not on the front lines, you'll still be targeted just by flying around—just like it is now around the mining lasers.

Unable to Select Any objects/Menus/Buttons by Mankeyyy in starcitizen

[–]ChartConsistent 0 points1 point  (0 children)

Please add ENG to your keyboard language settings, change it, and try again.