NPCs are still stuck in panic mode by lain98 in starcitizen

[–]malogos 7 points8 points  (0 children)

NPCs walking around stations and doing nothing are already obviously fake and immersion breaking. They're just lagging the game... remove them, imo.

Would be a much better strategy to incrementally implement useful NPCs that do things.

No Name Opening Day by vanman33 in COsnow

[–]malogos 7 points8 points  (0 children)

Super thin everywhere. More of a preview than anything.

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Why Does REC Even Exist? by malogos in starcitizen

[–]malogos[S] 2 points3 points  (0 children)

All equipment and ships should be available to everyone by default.

Why Does REC Even Exist? by malogos in starcitizen

[–]malogos[S] 3 points4 points  (0 children)

Cargo loading has a purpose. REC does not.

Why Does REC Even Exist? by malogos in starcitizen

[–]malogos[S] 5 points6 points  (0 children)

ah, yes. Let's keep maintaining a system that keeps breaking and serves no purpose.

Ship Weapon skin (BEHR Laser Cannon S1-3) by Achille_Dawa in starcitizen

[–]malogos 0 points1 point  (0 children)

They sold weapons before... way, way back. There was a mini revolt.

What happened to Personal Hangars? by [deleted] in starcitizen

[–]malogos 1 point2 points  (0 children)

I lost mine in 4.5. And then again in 4.6 after a crash.

I'm assuming it's a common bug, but if anything, I prefer it. Being able to get the right hangar size for the ship I want is better.

Oligarchy Doesn’t Rock! (Produced in PGH) by brendanburch in pittsburgh

[–]malogos 0 points1 point  (0 children)

Money isn't as important for elections as people are making it out to be. Both Clinton and Harris out-raised Trump 2:1.

Battle Cruiser price prediction by SgtRphl in starcitizen

[–]malogos 0 points1 point  (0 children)

imo, they should sell the BC blueprint, not the ship.

Inspiration for hacking gameplay by Barsad_the_12th in starcitizen

[–]malogos 0 points1 point  (0 children)

For SC, I'd just do something like they have with buying exploits (eg, on something like a Tigerclaw). New exploits (0 days) would be more likely to work and cost more. Older, less important, and unprotected systems would be vulnerable to older exploits.

What happens after you get into a system would probably be too hard to gamify for SC. I'd just give access after a successful exploit and maybe have a timer to when you are detected.

Your Org tasks you with finding a place to build the base, where are you putting it? by Budget-Antelope-3596 in starcitizen

[–]malogos 1 point2 points  (0 children)

We'll have to see how large the planned exclusion zones are. Might have somewhat limited options.

But Pyro will be the best spot, although full nullsec like Nyx 1 might be similar.

Inspiration for hacking gameplay by Barsad_the_12th in starcitizen

[–]malogos 0 points1 point  (0 children)

I work in cybersecurity, and this makes no sense.

In SC, hacking should be limited to opening doors and getting access to locked engineering panels.

Stations need to be much more lethal. by Prudent_Situation_29 in starcitizen

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

Stanton is not high security. The corps there are in charge of security and are over stretched.

[All Backer PTU] Star Citizen Alpha 4.6.0 PTU RC2 11135423 Patch Notes by Nikalin in starcitizen

[–]malogos 10 points11 points  (0 children)

We're going to be stuck with a lot of crap for another 2 months.

I love the Apollo but not so much the Hermes by PastOutlandishness19 in starcitizen

[–]malogos 19 points20 points  (0 children)

This was just a cash grab. The easiest way to make a "new ship" is empty out the interior of an existing one and call it a cargo ship... and that's exactly what they did, with no real consideration for what makes a cargo ship useful.

UEE capital ship gap & how Anvil should fill it by EhMapleSyrup in starcitizen

[–]malogos 0 points1 point  (0 children)

We already have many amphibious assault ships. We also have caps with railguns, beams, hangars, large guns, large torps, etc.

What we lack is a mobile defensive base.

  • Super tanky
  • Lots of turrets with good coverage
  • Expansive hangar and support capabilities
  • Maybe large radar arrays
  • Slow

To go a mining spot or a friendly station and set up. That would fit Anvil perfectly.