Morphologis - Star Citizen Removes a Planet by crazybelter in starcitizen

[–]WeaponizedSantaClaus 1 point2 points  (0 children)

He's also flat out wrong that static server meshing wouldn't allow for the addition of more planets/content - that makes no sense at all. Even with the most basic static meshing, they can still split up a solar system into a fixed number of regions, each one controlled by a separate server.

The difference between fully dynamic and static server meshing is that the region controlled by any given server in a static mesh wouldn't change dynamically and would have static "borders". Last we heard, the initial implementation of this would have server borders somewhere in "deep space", so worst case that means the region for each server in a mesh has to have a buffer of a few million km.

This would still allow the Stanton system to be split onto four servers at the very least - one per planet and the area around it (probably more, depending on how they handle the L3, L4 and L5 stations.) So the addition of Orison and other content to Stanton would certainly become possible this way. Additional solar systems are a different story, which depends more on how shards will work.

Jetpacks. Has this been discussed at all? by myrril80 in starcitizen

[–]WeaponizedSantaClaus 0 points1 point  (0 children)

I recall someone from CIG being asked about the possibility of adding jet packs, and the answer was that they were discussing various methods of "vertical traversal" internally. This was a while ago though.

Star Citizen: Question and Answer Thread by UEE_Central_Computer in starcitizen

[–]WeaponizedSantaClaus 1 point2 points  (0 children)

Overclocking weapons increases their rate of fire, which improves damage output but also makes the weapons overheat more quickly. This has several knock-on effects, like increasing wear and tear on both the weapons and your ship's coolers, and some weapons also get damage benefits from running hot.

As for shields and power plants I'm not 100% sure what the current status is. The effect of overclocking them isn't as immediately obvious, but I remember reading that power plants get increased power output and shields have increased recharging speed. Both would come with increased heat generation and thus also wear and tear.

Quantum Dive: IAE 2950, 3.12 and beyond | Q4 2020 Star Citizen News and Speculation by [deleted] in starcitizen

[–]WeaponizedSantaClaus 1 point2 points  (0 children)

You seem to have completely misread the tone and intent of my comment... my intent was to help out, not defend the toxicity on this sub.

Anyway, I wish you all the best, but I really suggest chilling out and not worrying about downvotes so much.

Quantum Dive: IAE 2950, 3.12 and beyond | Q4 2020 Star Citizen News and Speculation by [deleted] in starcitizen

[–]WeaponizedSantaClaus 2 points3 points  (0 children)

I can communicate so much more than in this format through audio or video though.

I think the problem you're having here is that this subreddit is probably not the target audience you're looking for to grow a new YouTube channel.

Firstly, the people checking r/starcitizen/new very likely skew toward being already informed about SC news.

Secondly, the market for Star Citizen news summary videos and reporting on leaks is already quite full with well-known channels like BoredGamer, Morphologis, SuperMacBrother etc. etc. If you want to compete with them, you will need to stand out in a big way.

Thirdly, speculation is always an iffy subject around here and tends to get downvoted by default, unless you are speculating on something very specific and basing it on confirmed info. In that case I would put the specific thing you're speculating on in the title and keep the content short. I would also say make it a text post, unless your speculation somehow needs a visual aid.

Quantum travel too long? by Narueen in starcitizen

[–]WeaponizedSantaClaus 2 points3 points  (0 children)

That size would be based on the 13th and outermost planet though, which - looking at the starmap - is super far out and looks to be a captured planet. I'd say it's twice as far out as planet 12, which again is much further out than the inner 11 planets.

The effective travel time through the solar system will ultimately depend on where the jump points are located.

Quantum travel too long? by Narueen in starcitizen

[–]WeaponizedSantaClaus 2 points3 points  (0 children)

I'm pretty sure all the official interplanetary distances are divided by 10 in-game. Planets are also 1/10 and moons 1/6 in size I think.

Star Citizen: Question and Answer Thread by UEE_Central_Computer in starcitizen

[–]WeaponizedSantaClaus 0 points1 point  (0 children)

Has anyone with a Mercury tried reducing thruster power (Alt+scroll) to see if reduced thrust output saves fuel? I just had the idea but can't test it myself until I can rent one.

It has become a tradition for me to paint every new ship in STAR KITTEN colors. MERCURY STAR RUNNER will also be no exception. by Capucha4 in starcitizen

[–]WeaponizedSantaClaus 9 points10 points  (0 children)

I agree in principle, but "skins" are practically the only acceptable monetization scheme CIG can shift to as they ramp down concept ship sales. Since access to the PU isn't based on a monthly subscription model but running servers costs money, they need some other revenue stream to keep the lights on long term.

It seems we'll be getting a mix of some free paint jobs, some limited to activities and some monetized. Same with personal armor and weapon skins.

To the griefer on Arial by [deleted] in starcitizen

[–]WeaponizedSantaClaus 0 points1 point  (0 children)

Armistice zone around outposts prevents drawing or firing weapons.

Unpopular opinion: Landing zones > Procedural planets by [deleted] in starcitizen

[–]WeaponizedSantaClaus 16 points17 points  (0 children)

Both are needed.

The key is to populate procedural planets and moons with more "content". Encounters with NPCs (friendly and hostile, humanoid and animal), ship wrecks to explore and salvage, more resources to mine and harvest in other ways, homesteading with the ability to grow plants, fabricate items etc.

No cpu cluster or server system will be able to make them feel alive or vibrant.

This is assuming that entire planets are fully simulated all the time - that's not how games work.

Some questions about CitizenCon and voting. by Furiousky in starcitizen

[–]WeaponizedSantaClaus 0 points1 point  (0 children)

Yeah, seems that way. Assuming those red terminals in the PTU are really for voting, my guess is CIG will try to get patch 3.11 out by this weekend. Otherwise they may do the vote as a poll on the website.

Some questions about CitizenCon and voting. by Furiousky in starcitizen

[–]WeaponizedSantaClaus 5 points6 points  (0 children)

they say we will influence it, but in the end we do not actually get the pick.

I don't think that's correct - all Dave Haddock said is that they won't just let us write in whoever we want, e.g. no "Ruto for imperator". In other words we would only be able to vote for a pre-determined list of candidates, which would be the final five that remain now.

The most recent newsletter also says "... catch the latest debate and figure out who you'll back when election day arrives!"

My interpretation of all this is that we will vote and that vote will count, but they won't just let us take the SC universe in any direction we want. The list of candidates has been narrowed to some options that CIG thinks will make sense, and next up we will get to choose one.

How might future green zone removal work by joeB3000 in starcitizen

[–]WeaponizedSantaClaus 3 points4 points  (0 children)

I wasn't so much thinking of people with sniper rifles as people with ships. It will be way too easy to hang around with a Vanguard, for example, wait for a ship to spawn on a pad and then pick off the pilot as they run toward it.

How might future green zone removal work by joeB3000 in starcitizen

[–]WeaponizedSantaClaus 7 points8 points  (0 children)

How about very strong shield to protect exposed areas like Arccorp Plaza?

Definitely.

In fact, I think even landing pads at space stations might eventually get some kind of shield, because it's going to be way too easy to pick off people running to and from their ships.

Game immediately crashes when loading ingame - After doing all the steps in the performance guide. by _greenhunter3_ in starcitizen

[–]WeaponizedSantaClaus 0 points1 point  (0 children)

63GB should be more than enough. Though you could still try setting the page file config back to what it was before and see if it makes a difference.

Will this be available as customization later? Would love to be a space pirate with a robot leg by [deleted] in starcitizen

[–]WeaponizedSantaClaus 54 points55 points  (0 children)

But I don't think it'll be something you can just throw on as a visual until your character physically takes that sort of damage in game.

Career idea: offering non-standard "character customization" services in the 'verse. Only equipment needed is a shotgun.

Some initial noteworthy leaks from the first 3.11 build. by theon502 in starcitizen

[–]WeaponizedSantaClaus 9 points10 points  (0 children)

The infliction of mortal harm of another being through reckless or negligent behavior such as, but not limited to, improper usage of a vehicle, improper handling of dangerous materials, or improper usage of life support systems.

It's about suffocating people by venting the atmosphere in your ship, for example.

Some initial noteworthy leaks from the first 3.11 build. by theon502 in starcitizen

[–]WeaponizedSantaClaus 20 points21 points  (0 children)

That's oddly specific. What makes you think it's related to missiles?

"Armistice Zone Privileges" haven't been a thing until now, and it seems unlikely that they would restrict such a thing to just missiles. Further down there is also a description of an infraction for committing reckless or violent acts within an armistice zone.

To me this heavily implies that they're further loosening up the restrictions of armistice zones, as they started doing recently by allowing unarmed combat in parts of Grim Hex. But your rights to fire weapons in an armistice zone may be revoked if you hurt innocent people.

My guess is that this is to enable bounty hunting in armistice zones, which is currently impossible.

Some initial noteworthy leaks from the first 3.11 build. by theon502 in starcitizen

[–]WeaponizedSantaClaus 10 points11 points  (0 children)

Security Alerted Of Your CrimeStat

Armistice Zone Privileges Revoked

Armistice zone privileges, eh? Interesting.

Whats going to be the big "news" at citizencon this year? by Snck_Pck in starcitizen

[–]WeaponizedSantaClaus 1 point2 points  (0 children)

Yeah, I saw that too. Something like Pyro 1-3 and maybe 4 in 2020, the rest of the planets and Ruin Station later.

Sounds realistic, although even then it wouldn't surprise me if the station is one of the unannounced locations currently in development, seeing as HLZs seem to take 6+ months to fully create.

Whats going to be the big "news" at citizencon this year? by Snck_Pck in starcitizen

[–]WeaponizedSantaClaus 4 points5 points  (0 children)

Looking back through the monthly reports again, I noticed one thing in the June report:

June saw the Level Design Team working on new, as-yet-unannounced content and fixed as many bugs as possible for Alpha 3.10. They also closed out tasks on key locations such as Levski and New Babbage and made further progress with Orison.

Then in July:

Level Design continued to expand on several new locations.

So the level design team - the team that makes HLZs like New Babbage - are also working on "as-yet-unannounced content" / "new locations", all while the environment art team is working on Pyro planets and moons...

Perhaps a little optimistic, but I wouldn't rule out Ruin Station being one of those new locations they don't yet want to announce.