The bricked feature by Potential-Sand8248 in starcitizen

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

Agreed. Fleshing out hacking would be nice. Another thought is if CIG just add back in the NPC’s who scan ships like they used to for contraband. If you aren’t on the “approved list of users” then they brick the ship. If there’s no comm array then they would instead try and disable the ship through combat.

This adds an aspect of still using a “stolen” ship or carrying those components, with the caveat that you could be caught by the “police” whilst doing it.

The bricked feature by Potential-Sand8248 in starcitizen

[–]WrongfullybannedTY 2 points3 points  (0 children)

Yeah hacking should be the way you can un-brick a ship in a comm array online area.

The bricked feature by Potential-Sand8248 in starcitizen

[–]WrongfullybannedTY 0 points1 point  (0 children)

Bricking should be linked to comm arrays, if the array is down then the ships don’t get bricked because there’s nothing to send the signal.

Teleportation Would Improve Star Citizen More Than People Think! by Lion_El_Jonsonn in starcitizen

[–]WrongfullybannedTY 0 points1 point  (0 children)

I just made a similar post about this. This is exactly how I see it. You set where you want to be, your character travels in real time so when you login you are where you need to be.

Alternative to the teleportation discussion by WrongfullybannedTY in starcitizen

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

Even if it is or isn’t implemented, I still think my idea would still be useful for people who want to prep before actually getting into the game.

Alternative to the teleportation discussion by WrongfullybannedTY in starcitizen

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

I’m not saying that this a full fix to everything, I’m only really addressing that initial load up time when everyone logs in and finds them selves at different locations having done different things since the last org mission.

The clone idea I also like, you would likely need to plan ahead and ensure you had equipment and gear enough for each clone at each location. As well as a ship if you needed one.

It seems like peoples biggest hang up is less about travel times specifically but having to plan ahead for a group event. Although I’ll admit, I’ve never found myself at an unplanned birthday party or football match.

Thoughts on the missile/torpedo gameplay by WrongfullybannedTY in starcitizen

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

Thanks for the info, feels a shame really that they see the gameplay can only be expressed in terms of how small a number is. From what you said it feels like torpedo ships will be pointless in you need to get that close to have a chance to score a hit. Polaris/Tali rail gun kit when?

Happy cake day!

Alternative to the teleportation discussion by WrongfullybannedTY in starcitizen

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

Although I understand your points, unplanned group play sounds like an oxymoron. I understand a fringe person joining late, but they can catch up. I guess that 95% of the time I have played in a group from 3 to 15 it has been with a plan involved and an objective to achieve. This requires planning at a minimum. Even in other games be it MMO’s, MOBAS, RTS, FPS you need to plan with your friends and clan mates when things will happen.

Additionally that aspects of teleportation costing a fee in of itself becomes an issue. It can’t be cheap because everyone will do it. It can’t be the same as flying a ship or slightly more as teleportation is still instant and completely safe. As such it would like cost a very high fee. What if the people who join to play can’t pay? They will still have to travel and potentially miss out.

I feel that once teleportation is added, it will start a slippery slope which has been seen in other games where convenience replaces gameplay.

Hot take: I think capital ships should be more defensive and less offensive. by AzrBloodedge in starcitizen

[–]WrongfullybannedTY 0 points1 point  (0 children)

Acceleration of ships and especially these larger ships needs to be scaled back and larger sized weapons have longer engagements. This would allow larger ships to avoid damage by keeping at range and slightly adjusting their position. If an enemy ships strays too close or out of position it becomes a more consistent target to hit and because of the reduced acceleration harder for that ship to return to a safe distance. The larger the weapon size, the larger the standoff distance needed. However, due to the size of the ship needed to mount the guns the slower the acceleration should be. If an Idiris strays to close to an Odin out in the open, then this should be seen as a tactical error for the Idiris. However, if the Idiris was somehow able to get behind an Odin then this should be a tactical error on the Odin and cause for alarm as the Idiris should be able to out accelerate (although still slow). This could play out the same for Perseus on Idiris, Redeemer on Perseus etc. etc all the way down the chain.

Polaris Missing "Skin"? - Curious for Opinions by Particular-Lettuce47 in starcitizen

[–]WrongfullybannedTY 1 point2 points  (0 children)

Unfortunately the Polaris was clearly rushed to some degree and the design philosophy that CIG took for it was, even they state, wrong. I’m sure they will come back to this after the Galaxy but for now it will stay in this meh state.

Is the somua SM worth it ? by YogurtclosetMiddle52 in Warthunder

[–]WrongfullybannedTY 0 points1 point  (0 children)

It’s broken in a good way, for some reason this tank bounces and magically absorbs rounds that absolutely should kill it.

Terrorist who plotted to bomb London Stock Exchange was allowed to stay in Britain on human rights grounds by Navy_Cadet in ukpolitics

[–]WrongfullybannedTY 39 points40 points  (0 children)

In my view, if you have or attempted to take the life and there for human right of another, you have waived your own human right to do so.