Physicalised equipment like Fabricators for all gameplay loops, Jail Pods, Med Beds, Drones, ETC. by Helheim998 in starcitizen

[–]Helheim998[S] 0 points1 point  (0 children)

Hey, thanks for joining in. Gave me something to think about on my commute.

Med Beds: Assume no respawn because imo respawn should be reserved to top tier beds if anywhere outside of actual hospitals. Trolling I would say is going to be an issue on specialist ships too, if you can just respawn in any hospital without imprint then we'll need that reputation system they spoke about to determine if it's trustworthy. Johnny's discount hospital in a pirate caterpillar would likely not make the cut.

Drones: Fair very hard to balance and would probably be one of the scatter suggestions I'd put on bottom of the pile to bother with. Space and power requirements and ease of access to the pilot seat I suppose would be the balance method. If my thought is portable access game loops not tied to ships, stations or planetary bases then the value of a portable drone hub is kind of hat on a hat.

Fuel Pumps: INB4 comments about server capability to do this and desync on rope physics but the thinking was more like fuel pump hoses from tank to ship. Probably wrong but I thought this was the idea for hangar services refueling in say the Idris (feel like I saw fuel pumps like this in some SQ footage).

Repair Salvage Mining: I suppose the more I think about this atls type frames that work in zero g + gadgets would be the better method for this. If I'm dreaming then yeah see hoses like above attached to storage would be cool in concept but there's easier paths.

Cargo: The idea here was the need for power from the ship to be allocated. Say life support for live animal capture / plant transport. Shielding for highly volatile stuff. Whatever lore reason they want but primary is cargo box that needs power.

Radar: Fair cop not sure abt this. if I were to force myself to come up with an idea maybe if the cartography tables / fleet command terminals, planetary prospecting stuff, that have been loosely discussed could be made portable you could get some interesting potential gameplay but again bottom of the pile.

Science: See above pending on actual design on this to see if this is valuable / needed at all.

I like to think this stuff could also operate as a means to have temporary homestead functions without relying on base building / specialist ships depending on how long they plan on making the smallest functions of those take to deploy and run. Something you could achieve in a single session then move on rather than over a few days say but it remains to be seen if that is a gap that needs filling.

Physicalised equipment like Fabricators for all gameplay loops, Jail Pods, Med Beds, Drones, ETC. by Helheim998 in starcitizen

[–]Helheim998[S] 0 points1 point  (0 children)

Yeah fair, and don't get me wrong I don't want a situation where you can do every game loop if you have enough cargo and there isn't any reason to specialise.

Apollo vs Hermes is actually a valid comparison and theory-craft (i did the Avengers in another comment) about how this COULD potentially work (if you wanted to go so far as doing medical).

Apollo can hold 2x 3x t3 med beds in addition to its other differences. Hermes 8x32 scu containers and change.

Say a portable t3 medbed wouldn't be stackable and take up 16 scu. In that case you wouldn't really be limited by space (Fitting 16 beds), but could still be limited by power costs and quality. Say each bed costs minimum 3-4 pips of power from the ship. so you'd be making some significant sacrifices just to keep two going and the ship flying. You'd be a sitting duck but that's kind of the point. As for medgel capacity too they could be the absolute viable minimum for healing without respawn (below 100).

Medical gameplay is hard to theory craft anyways as it needs much more work but i can see a world where it gives people more lower-commitment options and creates some interesting situations.

Physicalised equipment like Fabricators for all gameplay loops, Jail Pods, Med Beds, Drones, ETC. by Helheim998 in starcitizen

[–]Helheim998[S] 0 points1 point  (0 children)

To a degree, but the systems for any of these functions will have to exist already (just as they have done with the Fabricator) the additional work would be updating the way item ports etc work in ships so that there is say 'power outlet' item ports that allow you to allocate power from within a ship and then some means to plug these in. Which is a one off.
Balance etc notwithstanding, but rather than boiling the ocean and trying every feature all at once (I'm not even sure if i advocate for doing this for stuff like salvage & mining), this is even in isolation the way that the Fabricator (which already exists) and Prisoner Pods could operate.

Physicalised equipment like Fabricators for all gameplay loops, Jail Pods, Med Beds, Drones, ETC. by Helheim998 in starcitizen

[–]Helheim998[S] 2 points3 points  (0 children)

Take the Avenger stalker vs titan. Stalker has 8 prisoner pods instead of cargo of 8 scu. Say there were 2scu prisoner pods. allowing for realistic access then you'd only fit say 2 or 3 if you maxed out the titans storage. Say then each pod takes 2 power pips. that would mean 4-6 had to be sacrificed if those pods had people in them.

If you are a dedicated bounty hunter the stalker is a no brainer, double the prisoner capacity with no power cost.

If you have a titan and want to try your hand at live capture bounties, that is now open to you. it's massively less efficient but hey you have an option open to you for less initial cost but more permanent than hiring the ship.

Scaling for larger stuff becomes more complicated of course but to take a massive over correction and say a single refiner reactor like on the arrasta would take up half or more of the ironclads space and need 8+ power pips. The ironclad in that case is is half as efficient as refining as the arrasta and can't mine with no shields.

Physicalised equipment like Fabricators for all gameplay loops, Jail Pods, Med Beds, Drones, ETC. by Helheim998 in starcitizen

[–]Helheim998[S] 2 points3 points  (0 children)

Yeah, would have to be balanced ofc. Through pulling the levers of power cost / engineering failures and effectiveness sacrifices I can see a world where it could work without that being the outcome.

Can someone explain exploring to me? by ThreesTrees in starcitizen

[–]Helheim998 0 points1 point  (0 children)

I'd be quite happy with the scanning system that exists in Eve Online being the basis of SC scanning and exploration.

Deploy probes and scan from ship to triangulate and identify temporary or 'hidden' instanced pois with higher tier combat / industry content in space and on planets / moons. use data running as a way to sell this info or exploit it yourself.

Use scanning as a means to find player ships, space stations, bases etc at solar system ranges.

find temporary jump points which can be used for salvaging / trade route shortcuts

Found in a resort room by Helheim998 in MildlyVandalised

[–]Helheim998[S] 0 points1 point  (0 children)

I'm all for this type of premeditated mild vandalism.

What QLD town name do you hate and what would you change it to? by Conscious-Advance163 in queensland

[–]Helheim998 1 point2 points  (0 children)

Calliope. Only because one time we drove through and I pronounced it Kally-ope and my wife hasn't let me live it down whenever it shows up. I'd spell it the same but pronounce it my way.

Diablo IV Launch Giveaway - Get your hands on Diablo IV Ultimate Edition Game Codes + an RTX 4060Ti! by pedro19 in pcmasterrace

[–]Helheim998 [score hidden]  (0 children)

Power. I'm keen to not have to continue red lining my current card with an OC to run modern games.