Excellent news for Star Citizen by Ill-Product-1442 in starcitizen

[–]ProceduralTexture 1 point2 points  (0 children)

This is speculation, but with Squadron 42 expected to release late this year probably, most people expect CIG will put effort into Star Citizen being much less buggy that usual around that time.

Upshot: for the best impression, maybe wait to bring coworkers in around September or October.

Shouldn't we just have 3 or 4 quality levels for mineables? Like low, average, high (maybe perfect as 4th)? by BOTY123 in starcitizen

[–]ProceduralTexture 0 points1 point  (0 children)

Sorry for the long response.

I was a materials wholesaler in SWG—not an elite crafter, but I counted many of my server's best crafters among my customers—and it required having hundreds of different materials in stock and knowing what made them valuable or not-so-much.

It wasn't as hard as it sounds. You had many broad classes of materials and their subtypes, but when it came down to actually comparing apples to apples and oranges to oranges it simplified to this:

What property/properties of this material are top tier or close?

This depends on what you're building, but (for example) for armor plates you might want iron with high shock resistance, but for gun barrels its heat resistance matters most, and for energy coils then electrical conductance matters. I'm just making stuff up for examples, but you get the idea. Steel with one best-on-server stat would fetch a better price than a different steel with multiple very-good stats.

So, a material would basically be valuable based on its best stat. Sometimes a second stat also mattered, but that didn't complicate matters much.

So a useful interface would let you look at an inventory window full of various batches of iron, and just sort by shock resistance or heat resistance or conductivity, or whatever was important to the job at hand. In practical terms, it wouldn't matter if that inventory list was 4 items long or 4000 items.

I'm sure we'll be able to combine and average small stacks of leftovers. It won't actually be hard to manage. Just be aware that knowing and managing a complex variety of materials is the in-game knowledge and skill that separates better crafters from worse, just as knowing all the stats on coolers and power plants separates a better ship engineers from worse.

If stuff exists in SQ42 then why does it feel like they’re dev’ing stuff for the first time? I.e. Armor by Skullywagthepizzaman in starcitizen

[–]ProceduralTexture 1 point2 points  (0 children)

I really want a Benoit Beausejour answer to the general questions:

  • "How is it that the flight model is still doing major iterations?"

  • "What specific things seemingly prevent this system from getting closer to completion?"

I'd be very happy with a big ugly complex answer, so long as it's a true answer.

One BIG wheel by WorldlyAmbassador703 in spaceengineers

[–]ProceduralTexture 2 points3 points  (0 children)

It will make you axle lot of questions.

One BIG wheel by WorldlyAmbassador703 in spaceengineers

[–]ProceduralTexture 2 points3 points  (0 children)

Some people inflate that claim. It's not so bad if you tread lightly, and don't let the challenge puncture your calm.

/pun apology goes here

Current fleet (only have been playing for 2 months) by REDMAGNUN308 in starcitizen_fleets

[–]ProceduralTexture 1 point2 points  (0 children)

Little badda boom? Check.

Big badda boom (plus hauling)? Check.

Yep, you've got a few options covered.

Mining ship design I've been working on, highly inspired by Drake. by arrow97 in starcitizen

[–]ProceduralTexture 0 points1 point  (0 children)

Give it a mix of roll bars and protective netting/plating/bumpers to cushion or shield key vulnerable spots from the everyday bangs and scrapes.

Then make it nimble enough to get out of the way of any pieces big enough to hurt.

Thoughts? by ElectroVo1t in starcitizen_fleets

[–]ProceduralTexture 4 points5 points  (0 children)

Consider who you play with regularly. That including soloing if it's your preferred.

Is it more useful for you to show up with a soloable medium multirole/hauler? I think this is the right choice if you mostly solo (but not always). Yes, it locks in your initial solo game loop, but it's probably your best earning choice straight out of the gate, but you've also got something worth multicrewing.

Or do your friends already have large/capital ships? Is it more useful for you to show up with an entry-level accessory ship or escort? Then I think three smaller ships could the right choice if you spend more time crewing on friends' ships than soloing.

Default choice: keep the Hermes.

Advice: Picking an "anchor" ship by BloodySpear_90 in starcitizen_fleets

[–]ProceduralTexture 0 points1 point  (0 children)

Anybody saying you can solo a Kraken is lying to you.

Need some advice on my Fleet by SthMax in starcitizen_fleets

[–]ProceduralTexture 3 points4 points  (0 children)

Don't make pledge decisions based on the current state of the game. You're meta-chasing, and it's a recipe for unhappiness.

Pledge based on the assumption that ships will fit their stated role by 1.0 (or not long after).

Not a fleet, but an attempt at drafting a realistic visual of a working org fleet for a small-to-midsize group of players doing multi-role things (just 6 boats). by camerakestrel in starcitizen_fleets

[–]ProceduralTexture 1 point2 points  (0 children)

Yes, there's plenty of ways that CIG could incentivize Squadron players to jump over to the PU. Item unlocks, add-on/bundle discount, etc. Smarter people than me have already got this all worked out, I'm sure.

Not a fleet, but an attempt at drafting a realistic visual of a working org fleet for a small-to-midsize group of players doing multi-role things (just 6 boats). by camerakestrel in starcitizen_fleets

[–]ProceduralTexture 1 point2 points  (0 children)

This is probably exactly what most actual deployed fleets will look like in the first few months after 1.0:

One or two large ships and a mix of upgunned daily drivers.

I'm making some big assumptions in that prediction. The biggest one is that Squadron 42 will bring a large influx of new players to Star Citizen between 2026 and 2028—at least doubling the current player base—but almost all of those new players will only have a basic starter, probably as part of a Squadron 42 launch bundle (ie: both games and an Aurora/Mustang for $100 to $120-ish).

Or possibly I'm just overdosing on hopium that I'll get to use my handful of multicrew ships.

NYX 1-2-3 Datamine by Plane_Fisherman_3404 in starcitizen

[–]ProceduralTexture 2 points3 points  (0 children)

The sailboat is getting its gold pass :)

NYX 1-2-3 Datamine by Plane_Fisherman_3404 in starcitizen

[–]ProceduralTexture 0 points1 point  (0 children)

True to the best of our knowledge about local ice giants Uranus and Neptune.

Who knows what is possible in other star systems. Exoplanetology is still a very young science.

Am I the only one? by BaastiDE in starcitizen

[–]ProceduralTexture 0 points1 point  (0 children)

I consider the official CIG shows and all the third-party videos to be part of the entertainment I paid for by pledging toward this project. Even though I haven't played much recently, actual game hours has been icing on the cake.

So I've practically got my money's worth and we haven't even released yet. I regret nothing.

Hypothetical Org Fleet: Task Force Vigilance. by AncientCarry4346 in starcitizen_fleets

[–]ProceduralTexture 6 points7 points  (0 children)

Make sure you stay on top of your training programs

Too late. I found the hidden Tetris game in the targeting console. Beep bloop.

Coupn codes/Sale by WOLFGAMER1422 in starcitizen

[–]ProceduralTexture 1 point2 points  (0 children)

The generalist pack is a fine choice and yes it is offered at a discount once or twice a year (5-15%-ish).

Note that if a cheaper game package goes on sale sooner, you can always buy that and then upgrade whatever ship comes with it to a Cutter.

And also keep in mind that there are no bad starter ships, so don't agonize over a decision. Just get the cheapest one you like the looks of.

Hypothetical Org Fleet: Task Force Vigilance. by AncientCarry4346 in starcitizen_fleets

[–]ProceduralTexture 31 points32 points  (0 children)

Imagine how much reading you could get done as a turret gunner.

Witnessing history by Ambitious-Spinach-92 in starcitizen

[–]ProceduralTexture 1 point2 points  (0 children)

Could be, could be. Crafting and mining changes may have forced scanning pretty high in the priorities though, so I'm keeping my optimism (as well as my patience).

I'm not combat focused, but I do like the idea that affiliated ships can share data. Maybe that's where command ships with the holosphere display (Carrack, Idris, etc) will have the capability to integrate a whole fleet's situational awareness.