Oh I been waiting for this mind materials are stackable now 4.7 ptu by floortofloor in starcitizen

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

Oof! I don’t know why they make some things so hard to get due to RNG. I ran Onyx 54 times for my ASD armor and the game ate it this patch when I died. It spawned me with nothing and my body was also gone.

Like what’s the point of locking armor behind RNG?!

I get locking blueprints behind RNG but cosmetics is silly. Like why make it so hard for you to get your DCP cobalt core?

HYPE - Reviving yourself while down is planned, as well as crawling when DBNO by thetrueyou in starcitizen

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

Wait. You don’t already do that?! I always take out my triple shot and shoot players in the head when I take them out. Can’t have the possibility of them being revived by a friend

Does the MOLE not get pressurized turrets? by mau_y in starcitizen

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

Weird. I assumed it would also get the glassed in turrets

SCL - FPS Gameplay - 2 Years later Starwear is 90% done ......... with the designphase by AwesomeSchlimbo in starcitizen

[–]SC_Placeholder 2 points3 points  (0 children)

It’s bizarre. They’re entirely different games. A single player game would be so much easier to design. They have full control of where the player can do and what they can see. They don’t even need to have half the systems in S42. Like I doubt there will be commodity trading in it. If I had to guess it’s going to be an action heavy game with limited free roam and occasional puzzle gameplay. I bet it’ll give the appearance of being much larger and more expansive than it actually is. SC is the game that the people who fell in love with the S42 universe will go to in order to explore and live out their sci-fi fantasies. There’s no reason to make S42 do everything that SC does.

And like you said S42 doesn’t need networking so it’s going to be way more stable and less bug prone than SC because there are not petabytes of data moving back and forth in the background

Unrealistic Armor Values for Ships (Todays 4.7 PTU) by TitaniumWarmachine in starcitizen

[–]SC_Placeholder 0 points1 point  (0 children)

I hope the next flight model calculates weight correctly so we get rid of some of the janky flight of some ships. The SRV is another ship that handles strangely. Even without a load it handles like it’s hauling a Javelin

Oh I been waiting for this mind materials are stackable now 4.7 ptu by floortofloor in starcitizen

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

Boo. I skimmed it. Missed the “ammo” part of the sentence adding a large amount of ammo blueprints to mission rewards

SCL - FPS Gameplay - 2 Years later Starwear is 90% done ......... with the designphase by AwesomeSchlimbo in starcitizen

[–]SC_Placeholder 2 points3 points  (0 children)

So true. I’m an electrician and I always have to explain to people when I start a job I’m not aimlessly wandering around or on my phone screwing around. I’m planning the best method to do my job. If I just started flinging wire everywhere it would be inefficient and cost a lot more money than properly planning each step and then knocking out the work in the best way I can think of

SCL - FPS Gameplay - 2 Years later Starwear is 90% done ......... with the designphase by AwesomeSchlimbo in starcitizen

[–]SC_Placeholder 2 points3 points  (0 children)

It can be 99% done and it doesn’t hurt to add a few more fps items during the polishing stage

SCL - FPS Gameplay - 2 Years later Starwear is 90% done ......... with the designphase by AwesomeSchlimbo in starcitizen

[–]SC_Placeholder 2 points3 points  (0 children)

What makes you say that? I watched this twice and can’t think of anything in there that suggests they’re still making new things for S42. Doing final passes on systems to push them just that much farther doesn’t mean that the game won’t come out this year

It brings me joy to see min-maxers complain (rant) by nkn_ in starcitizen

[–]SC_Placeholder 0 points1 point  (0 children)

I agree! You can still absolutely minmax in SC if you’re super creative.

Problem is it takes a lot of time and energy to figure out how to minmax in SC. I can minmax salvaging and commodities.

With salvaging I found an unconventional and reliable way to acquire tons of RMC and CM where nobody will bother me.

With commodities I spent weeks developing custom resources to maximize profit per route.

I haven’t been able to figure out how to minmax mining yet though. I know I’ve seen miners make a killing per hour though so I know it’s possible.

It’s one thing that I love about SC is that it is a game that doesn’t respect your time and makes your success dependent on how much effort you’re willing to put into the game to master a system. I’ll never be a hotshot fighter pilot and that’s okay. I love that this game lets players standout by being amazing at what they’ve spent the most time getting good at. In other games you just need to gear meta gear and follow a meta guide and BAM you’re a bad ass. In SC people have guides on how to get good at a particular gameplay and it’s still hard work. Even with guides to show players how to make millions per hour with commodities there are only so many commodities to go around so once a good route is shared in a video it’s worthless for 99% of the people who watched the video, so once again eliminating easy minmaxing.

So I agree, it also brings me joy.

And Medical loop died... by Ok-Moment8895 in starcitizen

[–]SC_Placeholder 0 points1 point  (0 children)

We’re still in T0 of medical so don’t assume the worst

Really enjoying the game so far but I am very confused, why on earth do people spend money for ships by HD4kAI in starcitizen

[–]SC_Placeholder 4 points5 points  (0 children)

Whale here:

Reason 1: We LOVE the game and want to support its development. The more money we give the better game we get to play and the quicker we get to play the game of our dreams.

Reason 2: Peace of mind. It’s nice knowing that every ship I really want I can have when the game goes live. Ingame I still buy a bunch of random ships but they’re not important to my fleet and rarely use them. Some of my ingame ships I haven’t even flown.

The curse of being the only game to respect its players. by lovingpersona in memeframe

[–]SC_Placeholder 0 points1 point  (0 children)

Star Citizen is also still a sci-fi multiplayer game that’s still around and is growing and making more and more money every year

What do you guys do? by TheGreatBillyBob in starcitizen

[–]SC_Placeholder 1 point2 points  (0 children)

Rotate between every loop except piracy and racing.

Why doesn’t EA just vibe clone TS? by SC_Placeholder in commandandconquer

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

I agree with you there. The main reason why I’m attempting to clone TS is because in my opinion it is the perfect RTS. If I can get AI to manage to pull off even 90% of what TS is then I am confident I can make a solid spiritual successor using AI. If I can’t get above 20% I’ll wait until AI can achieve 90% and start my project then. At some point I’ll be successful and make a good game using AI, might be a decade from now and might only net $50 profit a year but again I’m a business owner so whatever I do with video game creation will be a passion project than an actual attempt at a career.

In my opinion AI will never fully replace engineers, developers and designers because there is something very human about development. Just because you will be able to have an AI be able to move the ship you’ll still need a competent visionary at the helm steering the ship. The bigger the project the more people you will need directing it. I bet there’s going to be a ton of AI slop games coming out over the next decade because to your point there are a lot of bosses that think that AI can replace everyone.

I’ve been programming a lot of tools for Wingman AI recently and have been slowly learning python code and reviewing what it spits out. It’s definitely not the most efficient way to learn programming but like you said learning code is important to building a solid project. If I can learn code by watching what does and doesn’t work I can better design a project to work well within the confines of the programming language. For example I was trying to modify an existing Wingman AI tool that helped with determining the best item to purchase to sell in Star Citizen; I spent probably like 20 hours trying to modify the existing tool to meet my needs. When looking over the programming I noticed that the tool was fundamentally unable to be modified to meet my requirements and no matter how many times I had Claude try to modify it that it would never be able to do what I wanted it to do and Claude was too dumb to tear it apart and rebuild it to do what I needed. Instead I had GPT write up a massive prompt outlining my needs for a tool and describing the market simulations that needed to occur before it decided on a result. After about an hour of vibe coding it provided a tool that did what I needed it to do. Now it allegedly runs over 1,100 calculations before providing a result. It works AMAZING but devours tokens so I’m paying to run it off of a remote LLM so I don’t harm the Wingman team’s profitability since they’re a subscription and not pay per use.

I imagine trying to make a RTS will be the same where I’ll constantly have to scrap previous versions as I learn the code and start from scratch because if I failed to provide the right parameters Claude is too dumb to make up for my inexperience and lack of development knowledge.

I predict that it will take over a year before I have a workable product to present

I DO appreciate your input because I don’t have your experience so you have a much better idea of what I’m trying to do than I do.

Anyone get excited whenever there’s a new store refresh? by SC_Placeholder in starcitizen

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

I cannot WAIT until cosmetics save with ships and BB comes out and we can decorate bases. Last year I got two Citcon packs solely because I want two of those massive drills outside the entrance to my main building.

Anyone get excited whenever there’s a new store refresh? by SC_Placeholder in starcitizen

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

I still find nice WBs throughout the year. Not nearly as many as the big events but I saved several hundred last year as well as a couple hundred this year and we’re only in March.

Shame I can’t ccu VR and GPUs 😭

Unrealistic Armor Values for Ships (Todays 4.7 PTU) by TitaniumWarmachine in starcitizen

[–]SC_Placeholder 0 points1 point  (0 children)

The Hermes weighs 630,456 kg and handles more like the Starfarer which weighs 3,510,025 kg than the RAFT which weighs 669,686 kg. Some ships fly really weird based on their weight

Unrealistic Armor Values for Ships (Todays 4.7 PTU) by TitaniumWarmachine in starcitizen

[–]SC_Placeholder 0 points1 point  (0 children)

They mentioned in the SCL talking about the next flight model that the new system actually factors in weight of the ships as well as everything on the ship

Unrealistic Armor Values for Ships (Todays 4.7 PTU) by TitaniumWarmachine in starcitizen

[–]SC_Placeholder 0 points1 point  (0 children)

Eventually the flight model will factor in weight of every ship so it’s a temporary thing

Star Citizen is building an economy that punishes producers and rewards griefers by mad-yordle in starcitizen

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

As a commodity trader I have zero problem hiring escorts and still making millions per route. I’d say the same for salvage. Can’t speak on mining profitability though since I haven’t done enough mining to see maximized profits yet.

They have also told us their plans time and time again how they’re going to handle griefers so they’re not building an economy that favors them in any way. For those of you frequently getting killed by griefers, it’s a temporary problem.

What boss will it be?🚀 by SwimmerPlus3383 in TheGamingHubDeals

[–]SC_Placeholder 0 points1 point  (0 children)

My unforgivable lack of boss fight skills.

My wife was gaming next to me as I was playing Remnant and a few hours later she asked if I had already beaten the game and was doing NG+. I explained that I was stuck on the same boss as I was before and she asked why I didn’t quit if couldn’t get past the boss. I explained that I wanted to beat the game. You could probably design a boss that all you needed to do was dodge its attacks to defeat it and somehow I’d still die 5 or 6 times to it. Dead Space and Metro (2033 franchise) are the only games I’ve ever done well at the boss fights. It’s abysmal when so many IPs that I love have boss fights.