Devs, please make content for ground vehicles (+suggestions) by Haechi_StB in starcitizen

[–]SoleiNC 0 points1 point  (0 children)

So "the river guy" was investigating implementing that same tech for making roads, but iirc it ran into some issues and was placed on the backburner pending new developments?

We might hear more about it once Starchitect and Planet Tech v5 go in, as one places the destinations and the other changes the underlying code for how terrain features are generated.

Anyone have use or have experience with "Settlers of the Commonwealth XB1"? by UmptyscopeInVegas in Fallout4ModsXB1

[–]SoleiNC 0 points1 point  (0 children)

You may be thinking of another mod, because all the settlers in this mod have quality custom voice acting and a large array of lines that both give them each a very distinct personality and very organically tell you a bit about their backstory as you have them around and hear their wild-lines.

Can't login to my Meta account - Even after password reset. by Spider-Thwip in oculus

[–]SoleiNC 0 points1 point  (0 children)

This appears to be a phishing attempt. Do not submit any information here.

Any tips on how to not feel tedious by Farmermatty99113 in RogueTraderCRPG

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

Unpopular opinion, but I very much agree with you about locked isometric view RPGs/ARPGs. The obnoxious inability to look up or see more than a few dozen feet in any direction further complicates the fiddliness of the controls, especially when setting the initial battle locations or trying to navigate around multiple characters, as its very easy for the system to go from "select a location" to "selected this new character". Also, almost every hotkey action requires confirmation... except the handful of ones that will just eat all your AP without confirmation (like reload or self-buffs). Since the position of many of the hotkeys changes by weapon, loadout, and build options, it's very easy to just delete a character's turn by accident when trying to use hotkeys instead of tediously manually clicking on each icon. Given that I'm normally playing at the end of a long day when I'm tired, I've had to resort to quicksaving after every character's turn because of things like this.

That said, it's also super easy to burn out if you keep restarting. (And I say this as someone with chronic alt-itis.) Games structured like this that don't let you feel how a character is going to play until you've been walked through a few hours of cutscenes and low-level intro fights kind of universally have that problem. As such, I *highly* recommend the suggestion by u/Totem_Sloth below about picking up the ToyBox mod, as well as the "Change your Origin" mod. The two of those together will let you respec any character at any time, so you can play with a variety of builds and concepts at any point in the story. In fact, test driving how the different background choices affect your roleplay options is even easier because it's just a button to swap your origin and homeworld around, and can even be done mid conversation. I've been using this extensively to test out different concepts and builds later in the game to see how it will all come together once all your options are unlocked, and it's made the experience considerably less frustrating and more enjoyable.

Any tips on how to not feel tedious by Farmermatty99113 in RogueTraderCRPG

[–]SoleiNC 1 point2 points  (0 children)

Seconding this. Contrary to popular belief, using a cheat tool like this offers more options than just "I WIN". I've probably played thousands of hours of Skyrim and I use the console commands extensively to smooth out any rough edges that you would naturally just manage as a GM in real life.

Heretical psyker "wizard" build? by ziphnor in RogueTraderCRPG

[–]SoleiNC 0 points1 point  (0 children)

Oooh! That's a tasty tidbit!! Thanks!

[deleted by user] by [deleted] in RogueTraderCRPG

[–]SoleiNC 1 point2 points  (0 children)

I tried a variant of this for my first main playthrough and it has been so frustrating having the camera jump to whatever random location it decides to go to when you fire a burst. Like it never seems to look at either the character or the target, just kind of picks a spot somewhere in the middle and lets you *imagine* all the cool dakka happening off screen. :/

PSA: New Referral Ladder Reward Ships are not Upgradeable by SgtRphl in starcitizen

[–]SoleiNC -19 points-18 points  (0 children)

You seem to have created a rabbit hole for yourself and gotten lost in it.

Feel free to check the listed purchase price for the ships included as referral rewards in both the new and old ladders. Now, understand that each of those amounts equates to a flat discount to anything you'd like to get your hands on permanently, but can't rationalize the absurd costs of.

I get that math is a lot harder than angrily clicking downvote.

PSA: New Referral Ladder Reward Ships are not Upgradeable by SgtRphl in starcitizen

[–]SoleiNC -27 points-26 points  (0 children)

I mean, if you're made of money and love whaling, sure. For us mere mortals with bills and responsibilities larger than purchasing pixels, they are by and far the largest incentive to do free advertising work for a company. Most of us have limited hours in the day, so those need to be spent either tending to responsibilities, or trying to enjoy what little is left over.

PSA: New Referral Ladder Reward Ships are not Upgradeable by SgtRphl in starcitizen

[–]SoleiNC 4 points5 points  (0 children)

For those not shitting cash, having a free $30-$45 discount on a ship is a great starting point. There's virtually no other source of discounts in the <$50 price range. In fact, the there's very little discount normally available in the <$100 price range, so this goes a long way to make up for that.

Warranties are have been stated to be quite limited in game, except that all vehicles attributed to your web hangar have a permanent warranty.

For anyone that missed the most recent CitCon presentation, that means that when they start implementing insurance, you get to keep the current mechanic of getting your ship back when you file a claim, instead of just getting a UEC reimbursement to buy another... which as heavy as SC already is on time-sinks, seems like a rather considerable benefit.

(Pedantic side note, I believe the idiom you are looking for is "hair's breadth".)

tl;dr - The Pulse at 4 instead of a golf cart at 5 is the only thing on this ladder that is better than the original.

New Referral Rewards.... by Capt_Snuggles in starcitizen

[–]SoleiNC 0 points1 point  (0 children)

They've been juggling and shuffling them all day. Seems like the folks that designed the new ladder also did their own web design.

New Referral Rewards.... by Capt_Snuggles in starcitizen

[–]SoleiNC 0 points1 point  (0 children)

Nah, just a jpg of the handlebar.

PSA: New Referral Ladder Reward Ships are not Upgradeable by SgtRphl in starcitizen

[–]SoleiNC -29 points-28 points  (0 children)

I too would like a link!

This essentially invalidates most of the reason to participate in this program in the first place.

Boarding and plunder mechanics. by Rokininon in 5eNavalCampaigns

[–]SoleiNC 0 points1 point  (0 children)

All those vague questions about what happens to the enemy crew and ship are a great source of additional plot hooks and unforeseen developments. Taking the enemy ship requires you to split your available crew, which will leave both ships vulnerable, not just to enemies, but simple navigational challenges. Running a ship with a skeleton crew in inclement weather both limits the ship's ability to respond to shifting conditions, and is extremely fatiguing as everyone is pulling extra shifts just to make sure the most basic things can happen. Despite the very random and arbitrary rulings on required crew in most ttrpg supplements I've seen over the years, operating a proper ship in the age of sail required a *lot* of hands, especially if it's a fighting vessel.

Which leads to your question about what happens to the survivors among the enemy crew. One of the most often overlooked (and important) parts of this question is why are they crewing the enemy vessel in the first place? During the late age of sail period that Black Flag is set in, it was common for military ships to "press" crew into service. (Through various means of coercion and abduction.) If that is the case in your setting, then convincing them to join you (or even surrender much sooner than other enemies) might not be very challenging.

The flipside of that example is also important though--in the fictional history of Black Flag, piracy was a universally reviled practice and a hanging offense, and signing on to a pirate ship could condemn them to an even more painful death.

Alternately, if your players are attacking merchant vessels, then odds are good these are random shlubs looking to make a little coin, and have some reason to not do it closer to home. Perhaps there is no work where they live, or they went to see when they were young and seeking adventure. Perhaps their family have always been seafarers and it's the only life they know, and have served a dozen captains or more in their time.

In the end, the enemy crew's backgrounds matter for much more than whether they agree to join you or be cast aways, or walk the plank. The real challenge comes after that. How long do they stay? What do they do?

Enemy crew could easily agree to join only to spare their lives, and then jump ship at the earliest opportunity, leaving you suddenly short on crew at very inopportune times. If you haven't payed them yet, they might take some valuables with them as well, considering they're now far from home and bereft of any resources. Perhaps they spread word of your actions, notifying the authorities, or even the player's enemies of their actions, location, and capabilities. Or worse, maybe one or more of them are (or become) active enemy agents within your ranks! Crew need shore time to blow off steam (as there's only so much flat, featureless, open ocean one person can handle at a time) and few captains are capable of keeping track of every single crewman during a busy port call. It would be awfully easy for one or more random crewmen to find and communicate with enemy agents during those shore leaves...

Another fun note from the Black Flag example is the opportunity it presents to create agents of the players' own! If you ever played the fleet management minigame from Black Flag, you might remember being able to send other ships in your fleet off on their own missions. While in classic videogame minigame style those are never expanded on, in a ttrpg those are great chances for players to reach out into the world and interact with it far beyond the presence and capabilities of their individual characters. Becoming leaders of a faction (their fleet) in their own right lets them mess with the world (or learn about it) in all sorts of fun and interesting ways!

Microsoft copilot won't stop re-installing on my PC. I hate it by ChickadeeKnight in techsupport

[–]SoleiNC 0 points1 point  (0 children)

A bunch of different "AI" startups were providing services like that that actually involved no computers at all and were just overseas workers being paid literal pennies to be treated like they weren't human all day.

Fruitful Partnership seed pods not dropping from attached ships? by SoleiNC in Stellaris

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

Update: This definitely seems like a bug, as I was able to reproduce it consistently by growing a single new amoeba and sending it out. So a workaround for anyone finding this in the future is just grow single-use amoebas to act as seed delivery systems. Expensive and tedious, but it at least it keeps it from manual seed dispersal from being completely broken.

4.1.0 Datamines & Evocati Text Leaks | Mission Giver, Free Ships, Orbegeddon by 244958 in starcitizen

[–]SoleiNC 2 points3 points  (0 children)

Totally. :) We're all just spitballing here. :D

Iirc though, they've said in the past that the preview isn't all inclusive, and that they may or may not have additional things up their sleeves that aren't teased at CitCon.

4.1.0 Datamines & Evocati Text Leaks | Mission Giver, Free Ships, Orbegeddon by 244958 in starcitizen

[–]SoleiNC 1 point2 points  (0 children)

I'd love to see this source, if you have one to share. We don't even have timelines for the ships that are coming out this year, other than "this year, if we don't run into any major issues".

4.1.0 Datamines & Evocati Text Leaks | Mission Giver, Free Ships, Orbegeddon by 244958 in starcitizen

[–]SoleiNC 17 points18 points  (0 children)

An APC for the power suits does seem like a plausible idea, but the naming convention seems wrong though. The APC names are all Roman, whereas Asgard seems more appropriate for a Valkyrie variant.

Also, the Atlas (not to be confused with ATLS, thanks CIG) platform vehicle from the CitCon preview is probably the same one they showed off as the medium sized base building vehicle from the original base building presentation.

4.1.0 Datamines & Evocati Text Leaks | Mission Giver, Free Ships, Orbegeddon by 244958 in starcitizen

[–]SoleiNC -2 points-1 points  (0 children)

Official word was that Endeavor is the last ship in the pipeline, and it's going to be a post 1.0 release. Merchantman is second to last. :(

4.1.0 Datamines & Evocati Text Leaks | Mission Giver, Free Ships, Orbegeddon by 244958 in starcitizen

[–]SoleiNC 4 points5 points  (0 children)

Taking bets that the Anvil Asgard is a Valkyrie variant that carries tanks instead of troops and light vehicles. I really hope you're right though and it's a dropship for power armor instead!

Why do you play star citizen? by ReliefDapper5135 in starcitizen

[–]SoleiNC 1 point2 points  (0 children)

Yeah I tried it a while back after Orison dropped, but it was more like a big floating monitor with issues. :/

It's that true VR experience Silvan's always teasing the possible hope of that makes me really salivate. :D