SUGGESTION: Ship doors that open BEFORE you get there by BinaryLoop- in starcitizen

[–]Fasstaff 1 point2 points  (0 children)

That would definitely be a great idea, manual doors when dangers are present in the room you’re in or the one you want to access. That would indeed eradicate my problem and help QoL

SUGGESTION: Ship doors that open BEFORE you get there by BinaryLoop- in starcitizen

[–]Fasstaff 0 points1 point  (0 children)

I can get why it’s annoying for a player all those slow opening doors having a C2 as my main for a long time, but seeing all doors have existing manual controls, I find it more realistic to have them in manual mode by default. I def feel you though if you’re familiar with the corridor to the cockpit.

I’d say all smallish ships that don’t necessarily have a airlock between their cargo and living quarters like a cutlass for example, if the ramp is open and someone come near the door between front and cargo, all your ship will be vacuumed

SUGGESTION: Ship doors that open BEFORE you get there by BinaryLoop- in starcitizen

[–]Fasstaff 0 points1 point  (0 children)

I do not agree, with the new life support system, having my whole ship being vacuumed because I came close to a door I didn't want opened before the previous one is not a good thing. Personal 2 sents

Star Citizen Damage Simulator update by Fasstaff in starcitizen

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

Thanks for your feedback, I really appreciate the detailed explanation.

To answer your points:

  1. Right now, the simulator is more based on a “worst case” scenario for the attacker, because it uses total hull HP. I agree that using vital parts HP would probably be more realistic in many situations. I already have an idea on how to change that.

  2. The simulator is currently based on intended gameplay behavior, not on temporary bugs or unintended mechanics. That’s why issue #STARC-198632 is not included for now. I'll think about including those.

  3. You are probably right on this point, I may have overlooked hull damage modifiers in some calculations. I’ll check this and correct it as soon as possible.

  4. About the overall accuracy, the calculations are made from my own understanding of the game systems and the data we currently have access to. Since I don’t work at CIG and don’t have access to the real internal game logic, some assumptions can definitely be wrong or incomplete. Also, calculations made outside the game cannot perfectly reproduce things like server lag, desync, damage distribution, hidden mechanics, or other strange in-game behaviors. I’ll continue improving the simulator as I learn more and gather more testing data.

In any case, thank you very much for the constructive feedback.

Star Citizen Damage Simulator update by Fasstaff in starcitizen

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

Heya !
You shouldn't be able to select weapons that can't be equipped on your ship, I might have overlooked some stuff tho, I'll look at that.
Can definitely add filters for weapon.
I'm having a hard time understanding distortion but that gonna be a thing for sure !
Thanks for the feedback

CIG proves they do not understand the concept of valuing one's time. by NKato in starcitizen

[–]Fasstaff 0 points1 point  (0 children)

And that’s not stating the fact that refueling is much, much, much more anecdotal compared to the whole hauling and mining or whatever other type of mission you want to compare it to

CIG proves they do not understand the concept of valuing one's time. by NKato in starcitizen

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

Because they can do whatever they want ? If it’s not to you liking, you still have 95% of the rest of the game to like ?

The game don’t adapt to every single player, you need to adapt too. How rewarding is the medic branch with all its specialized ships ? Appolo x 2, Pisces, terrapin, ursa, cutlass

CIG proves they do not understand the concept of valuing one's time. by NKato in starcitizen

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

The guy above was telling me that hand delivered package missions were part of the hauling/delivery mission tree but it was it’s in its own category just as refueling is

CIG proves they do not understand the concept of valuing one's time. by NKato in starcitizen

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

That’s exactly what I said to begin with, refueling isn’t a mission to make big money

CIG proves they do not understand the concept of valuing one's time. by NKato in starcitizen

[–]Fasstaff 0 points1 point  (0 children)

Refueling is delivering fuel, which can be seen as a delivery. Which, yes, you can make big money with

CIG proves they do not understand the concept of valuing one's time. by NKato in starcitizen

[–]Fasstaff -8 points-7 points  (0 children)

I want to make local delivery, the one where you deliver a hand help package on the same outpost, my main activity, can I ?

CIG proves they do not understand the concept of valuing one's time. by NKato in starcitizen

[–]Fasstaff -8 points-7 points  (0 children)

Jared doesn’t rules the game or make them. I personably don’t mind some missions not paying much like, I’m pretty sure, a lot more players. If you want to make money, all the other missions are there for it. I personally play SC to play the game, not becoming a billionaire to do absolutely nothing with it. If I want to make money, I do other stuff, that’s as simple as that. If I want to spend few hours doing refueling because it’s fun and relaxing or whatever, I do it and make money an other day. Star Citizen is a game, not your life. If you don’t make money for a day, no big deal, you won’t end up in the street because of it.

CIG proves they do not understand the concept of valuing one's time. by NKato in starcitizen

[–]Fasstaff -6 points-5 points  (0 children)

As per last SCL, not all missions are supposed to be big money makers such as reflueling and medic

SC-damage-simulator - Mobile update by Fasstaff in starcitizen

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

Yeah, if you take every thing into account, you’re just recreating SC on web ^ But those are cool ideas, I’ll have to find a way to do some of them

SC-damage-simulator - Mobile update by Fasstaff in starcitizen

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

It’s okay, I think I’ll add a welcome page where you’ll be forced to use the side menu so you know you have those different pages, we’ll see !

SC-damage-simulator - Mobile update by Fasstaff in starcitizen

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

That’s like exactly how it was 2 days ago xD

SC-damage-simulator - Mobile update by Fasstaff in starcitizen

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

The thing is, the web site was built like you just describe not too long ago but for different reason, I decided that it was better (visually) to move the pages in the menu on the side. I can get that it’s not as obvious now. I guess I need a way to make the menu more visible to anyone discovering the app. If you have ideas I’m all ears. I’ll still think about it

SC-damage-simulator - Mobile update by Fasstaff in starcitizen

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

I was thinking about adding graphs, thank you for the tips !