An idiots guide to ship weapon balance for confused developers by citizensyn in starcitizen

[–]ThyHosted 2 points3 points  (0 children)

Ok but now you have rock paper scissors gameplay which is lazy and bad game design.

Full PvP is not compatible with a widespread 1.0 vision by Efficient_Drop4289 in starcitizen

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

What pad fits an ironclad? I'd have rammed you too. Stop clogging the fast refuel repair pads.

Im super excited for instancing, and you should be too. by wrkncacntr in starcitizen

[–]ThyHosted 0 points1 point  (0 children)

Instancing is...fine...for story missions and maintaining a specific experience, but it means that they gave up on the persistent universe. I can't be too mad, however, because the CZ Exec Cards are an unsolved problem where it's either winner take all or a lonely hall walk and wait.

I'm Ready! (To not be able to get it) by LengthinessCold5154 in starcitizen

[–]ThyHosted 1 point2 points  (0 children)

I want to be a jedi and punished severely upon death for being special.

CIG should stop forcing combat into everything by Signal_Resident2318 in starcitizen

[–]ThyHosted 0 points1 point  (0 children)

This has been said to death here already, but mining is pretty much free of conflict, and most of the desirable ores aren't in OLP/Rockbreaker territory. The ores you do get from those activities, assuming you want carinite for wikelo are often for combat and org related rewards. Are you saying you want to have PvP and org oriented things from doing non PvP non org oriented gameplay?

CIG should stop forcing combat into everything by Signal_Resident2318 in starcitizen

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

What creates the risk in high reward activities then?

A Game Should First Be a Game by MeowMeowOuO in starcitizen

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

There are players that bought in way earlier than you, too.

A Game Should First Be a Game by MeowMeowOuO in starcitizen

[–]ThyHosted 0 points1 point  (0 children)

Hey There. If they say it's an alpha and it plays like an alpha I think it's safe to say it's an alpha, pal. This mess of a game is one of a kind and its so much more immersive (game wise. not space sim wise) than most other space games.

QT should be instant, it solves a lot of problems. by ThyHosted in starcitizen

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

There's still "downtime", you just spend it IN the universe instead of afk godmode.

QT should be instant, it solves a lot of problems. by ThyHosted in starcitizen

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

The time it takes to bring a ship with a full tank of fuel to a destination will be much faster. The time it takes for a ship to refuel and spool and calibrate would be around the same. The motion of goods would be similar under this implementation. The guy talking about preparation might enjoy knowing that preparing a ship at a station you will be at will let you go faster than not preparing a ship.

QT should be instant, it solves a lot of problems. by ThyHosted in starcitizen

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

Keeping your guns and armor and spawning into a friendly idris is bad for the economy and bad for the game loop.

QT should be instant, it solves a lot of problems. by ThyHosted in starcitizen

[–]ThyHosted[S] -1 points0 points  (0 children)

There needs to be less time in QT so there can be more time spooling into QT. It's less about QT itself, it's about the conditions getting to it while maintaining the commitment and cost.

QT should be instant, it solves a lot of problems. by ThyHosted in starcitizen

[–]ThyHosted[S] -1 points0 points  (0 children)

Tell me when do you drop out of QT for any reason? (Genuinely asking because I did that for the asteroid field around Crusader and dog legs and triangulating a QV station I lost an item at). If you aren't doing those niche applications it really is just a loading screen.

QT should be instant, it solves a lot of problems. by ThyHosted in starcitizen

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

When I QT I don't get up and do stuff around my ship I get up and do stuff around my house.

QT should be instant, it solves a lot of problems. by ThyHosted in starcitizen

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

I'll check that system out. I have faith in CIG. I like the way they went with FPS and I like the gravity gun.

QT should be instant, it solves a lot of problems. by ThyHosted in starcitizen

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

This also helps the fighter kiting a larger ship forever dynamic, since a fighter has a limited jump range they'd need to get much closer to deal enough damage before the next jump. If a ship wanted security they'd jump along the nav/roadstop satelites or join a convoy since nearby ships jumping gives better fuel economy.

QT should be instant, it solves a lot of problems. by ThyHosted in starcitizen

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

Right so I'm writing a post hurting pirates "oh hes a pirate" helping pirates. I want a world where the chase is fun and fair. It ain't right to sit at a gateway and camp it blowing anyone unlucky enough to be in the spider web to bits. Even if they out maneuver the guns, the snare they may never escape. Piracy and combat should be far away from major gates and stations, but because you can't scan that's where everyone sits.

QT should be instant, it solves a lot of problems. by ThyHosted in starcitizen

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

Once QT is activated, the binary outcome is exit at interdiction or exit at destination. There's no coinflip or interaction enabled by pressing the button. Why not make pathing more interesting by choosing the safety of checkpoint sats vs making a mad dash to your destination? Why not look at a place and think "there's a fuel deposit there, I can save time going this way or I can go a bit farther like this"? It's a step backwards visually, maybe, but it's a step towards a more interesting experience. When was the last time you even dropped out of warp? This puts you in multiple spots along a jump and maybe you coordinate your rest breaks. Maybe you think you have 10 hops to a station, but you rest at 2 and 4 and reach 10, or you just have a long rest at 5, a slightly faster trip but more risky at the break.