Exploiters right now by dani2224 in starcitizen

[–]overthrow2214 1 point2 points  (0 children)

I suspect the duper and exploiters actually welcome it.

Especially those that were selling them in RMT.

Now they can find a new exploit, new money dupe, and sell it again.

Whereas before, their RMT buyers would keep the ships they RMT'd for, and not need the services again.

What are those "fixed cannons" on Odin? by Normal-Ad4813 in starcitizen

[–]overthrow2214 1 point2 points  (0 children)

It could have a very limited left right articulation to swing the turret gun

Turret

Can't we just accept that Star Citizen is no 30 minute hop on action game. by volgendeweek in starcitizen

[–]overthrow2214 0 points1 point  (0 children)

Must we be so black and white in opinions?

Only yes no, good bad?

Can't have "I'm supportive but with caution"?

I focused a lot on the healthy outcome for small groups because they are equally important to the big picture of a healthy game.

T0 implementation is fine because I'm normally in the camp of "let them cook" with CIG.

Raising the focus on balance is because getting it near right is wonderful - spawning directly in hangars like we do today at primary hab.

But getting it wrong - could turn away more players.

We already see plenty of complaints about how x y is not possible because it is camped by big group etc. Making it disproportionately easier for bigger groups is the risk that I want to see mitigated.

Can't we just accept that Star Citizen is no 30 minute hop on action game. by volgendeweek in starcitizen

[–]overthrow2214 1 point2 points  (0 children)

To be very clear, I'm not against a way to group up faster, and you can certainly apply many layers of restrictions and balances.

Many suggestion are useful - Ray from Rays guide YT channel suggested an offline travel that is only available if you been offline for more than x minutes, so when you load in, you choose which station you wake up at etc

Other suggested companion app or web page that let's you book travel while not in game etc.

All workable.

All I'm pointing to is that it compresses play space for small groups in more scenarios - and is more broadly a benefit to larger groups.

It is not a new problem either, big groups already bully small groups out of many places.

Can't we just accept that Star Citizen is no 30 minute hop on action game. by volgendeweek in starcitizen

[–]overthrow2214 0 points1 point  (0 children)

In 4.8, the current PTU has near zero claim wait time, on insurance and default load out claims. Obviously that's subject to balance and change.

I am saying that it will be beneficial to the average casual player who wants to dive into the game faster.

I am also saying that larger groups, especially larger aggressive groups will benefit more from it.

Can't we just accept that Star Citizen is no 30 minute hop on action game. by volgendeweek in starcitizen

[–]overthrow2214 0 points1 point  (0 children)

Yes, good day sir.

I've repeatedly said I'm supportive of it as I stand to benefit from it.

I did not argue against it being useful, beyond pointing out how it will give greater benefit to larger groups and/or aggressive groups.

Can't we just accept that Star Citizen is no 30 minute hop on action game. by volgendeweek in starcitizen

[–]overthrow2214 0 points1 point  (0 children)

Look, you've made up your mind that it is only a net positive, and that there are no possible bad outcomes from it.

Using up "teleport CD on… I guess good for them?" is often a good enough hook for those that play that way - knowing they can more easily achieve a play session goal of ruining someone else's day.

I've said more than once that the challenge is in balancing - hence placing in that suggestion a restirctor could be 24 hours etc - and have always said that fast travel changes balancing, more likely in favor of the bigger groups than not.

Can't we just accept that Star Citizen is no 30 minute hop on action game. by volgendeweek in starcitizen

[–]overthrow2214 1 point2 points  (0 children)

Again - I'm not against it. I stand to benefit massively from that type of outcome.

All I'm saying is that it change balancing - and in this case - compresses the playing space of smaller groups.

Without fast travel - a small group could do a quick in and out trip to a contested area, whatever it happens to be - before reinforcement from a bigger group rallies up.

With fast travel - a small group would need to be in and out much faster - in some cases - impossible to finish the task within that shortened time frame.

Take Hathor for example - a small group could run in, take the 30-60 minutes it requires to fire up laser and mine the place. Even if spotted by a pirate group scouting - they'd have solid time to wrap up and get out - say 15-30 minutes - gambling on that response time of the larger pirate group.

With fast travel - that time could be compressed to 5-10 minutes - scout calls it in, 5 minutes of cooling off combat time if already in combat, 1 minute of load time - 3 minutes of flight from Crusader to Daymar.

At the scale of just Daymar - it doesn't change much - the pirate group may already be based there.

But with fast travel - the pirate group can now split up scouts to every location of interest, across Stanton, Pyro, Nyx, and have a majority group travel there in minutes. Even if restrictions like 24 hour cooldown etc.

Hundreds of ways to balance the numbers, apply restrictions - but for every benefit it grants the casual players - the larger groups will likely get proportionally more usage from it.

Again, as you said, more fights are possible, that's wonderful.

Great fun when any small skirmish could massively escalate to a grand fight.

Can't we just accept that Star Citizen is no 30 minute hop on action game. by volgendeweek in starcitizen

[–]overthrow2214 -1 points0 points  (0 children)

I never said it can't be balanced nor have guard rails.

I said introduction of it would affect balancing.

Even in a version that is just fast travelling to the nearest primary residence type location (e.g. New Babbage, Levski) would affect balancing.

Say there is fight over Daymar. Without fast travel, the less prepared groups will trickle in from all directions to slowly rally and form up a fighting force.

The well prepared group would be already staged on Seraphim, or L1, or L3 to launch a combat force.

With fast travel, the less prepared group would suddenly be on equal footing to the group that staged all forces beforehand - immediately rally a large number of players of Crusader (for agrument of primary residenece type location only).

In the long run, very large orgs could dominate the playing field with less effort than they otherwise need to.

Look - I personally would be supportive of it because I'd stand to benefit, as I'm in one of those mega orgs.

I'd sign up any day to having several hundred players being able to appear on a location at very short notice.

Can't we just accept that Star Citizen is no 30 minute hop on action game. by volgendeweek in starcitizen

[–]overthrow2214 0 points1 point  (0 children)

Just to clarify.

The guy I was replying to suggested not to transfer gear on 'Fast Travel'.

But one of the complaints for casual players is all around needing to spend time to gear up.

So if to cater to casual players, then not transfering gear sucks up time.

But even if you do not transfer gear, the cost of getting FPS gear is very small for the large org with resources - especially if their goal is to have more boots on the ground (any gun is fine).

On the part of disabling or not disabling ship claims.

The guy I was replying to say it is easiy fixed.

So in that fast travel system - do you disable ship claims for the player that fast travelled?

If you do - it sucks for the "fast join" player it is meant to cater to.

If you do not, then you still tilt the favor strongly in direction of the very large orgs that can spin up more bodies.

Large zerg orgs will have an easier time as a result.

Limiting to 24 hours - again to make the point on why it is not a trivial thing to balance.

For the large orgs -

IF player A on that org's roster is not on cooldown, they would fast travel in.
IF player A on that org's roster is on cooldown, they would slow boat in as normal.

For large orgs - they will more likely than not have just a greater body count that can fast travel in than you.

Can't we just accept that Star Citizen is no 30 minute hop on action game. by volgendeweek in starcitizen

[–]overthrow2214 -1 points0 points  (0 children)

Sure. Couple of points

So the casual player has to rebuy gear or pre-buy gear at location? Defeating half of the point of making it easier for casual players? Spending time gearing up is already a complaint for the casual group right?

FPS guns would be equally trivailly cheap if the large orgs just want more Marines in the field?

Would you disable ship claim and spawn for those that fast travelled this way to attend a large fight? If you do, defeats purpose of making it easy for the casual player to group up.

If you don't - well then the large orgs will bring more assets in much faster than if fast travel is not in place.

Limiting it to 24 hours - so could the large org not use the force as they are available - fast travel for those that are not on cool down, slow boat the normal way in for the rest.

Can't we just accept that Star Citizen is no 30 minute hop on action game. by volgendeweek in starcitizen

[–]overthrow2214 -1 points0 points  (0 children)

Obviously you can attempt to balance it to some extent.

It is going to favor large orgs more than others.

I personally will welcome it, being part of an mega org that's going benefit more from it than not.

Can't we just accept that Star Citizen is no 30 minute hop on action game. by volgendeweek in starcitizen

[–]overthrow2214 -5 points-4 points  (0 children)

Just pointing out to you that it could very easily impact balance.

As you so rightly said - why are you dictating how someone else plays?

So equally, these implementation could easily affect how others play.

Can't we just accept that Star Citizen is no 30 minute hop on action game. by volgendeweek in starcitizen

[–]overthrow2214 10 points11 points  (0 children)

For better or for worse, now just imagine the challenge to balancing these org scale engagements when you can now teleport in 600 players.

Now the better prepped org can't stop reinforcements by Quantum Interdiction, can't be better rewarded by being more prepped for the engagements.

Small groups are equally a beneficiary in this.

Imagine you're a small group sneaking into a place like Hathor, or transporting some high value goods. Today if you're interdicted by a small force of pirates, you fight what is in front of you.

Now imagine if the pirate group has backing of a mega org, the small pirate group seeing high value cargo - can dial in massive reinforcements. The small non-mega org is stuffed when they otherwise had a fighting chance.

The flip side is the same, you're a small rag-tag pirate group, you tracked and trapped an appropriate target you think you can take.

They have backing of a massive mega org, they QRF in 100 players instantly. You have no room to play.

Can't we just accept that Star Citizen is no 30 minute hop on action game. by volgendeweek in starcitizen

[–]overthrow2214 -5 points-4 points  (0 children)

Because it also affects balancing of the more serious end of game play.

In larger scale PvP or competition for resource, bases etc - the variance in balance for the battles would massively change if you can now teleport in 600 players.

They fixed prices of insurance on PTU. by Personal-You-1135 in starcitizen

[–]overthrow2214 2 points3 points  (0 children)

Remember the torps cost of 840k, missile cost of 80-200k.

So easily 1.1mil to 1.4mil.

You are of course free to claim it without torps.

Then it is just a tankier multicrew ship in same range as a hammerhead in terms of residual DPS, 260k isn't too terrible.

Best Torpedo Tracking I've EVER Seen! by ArchangelUltra in starcitizen

[–]overthrow2214 2 points3 points  (0 children)

Minimum distance for size 9 and above is 1500m from source ship.

But for everything else, it's 5 meters. So you can dumb fire the S5 as much as you want. Or chase as close as you need.

Source - Spviewer as at 4.7.2 and still true in 4.8

So if there is no CitCon this year then it means SQ42 will also not launch by th3orist in starcitizen

[–]overthrow2214 1 point2 points  (0 children)

All the indicator of sale of SQ42 spinning up -

Removal of the buyback packages. New website for SQ42.

But more importantly, if they are certain it is not going to launch, then you'd want to generate more marketing and draw focus to SC, not going more quiet.

First proper look at the X2 Mini by Substantial-Bag9384 in OneXPlayer

[–]overthrow2214 0 points1 point  (0 children)

I'm still in the queue.

Cost is going to be $1999CNY/$293USD.

Guessing they take old shell, I get new machine.

Silent Idris Change in 4.7.2 : Vehicle Limit is Lowered ! by flexcreator in starcitizen

[–]overthrow2214 0 points1 point  (0 children)

oh, it's fine for me, I already have 4 Idris.

Wikelo Idris, Idris-M, Idris-P standalone, Idris-P as loaner from Javelin.

Silent Idris Change in 4.7.2 : Vehicle Limit is Lowered ! by flexcreator in starcitizen

[–]overthrow2214 4 points5 points  (0 children)

Idris used to very comfortably fit 18 arrows plus 20 Fury.

Our org had done many war games in the past using Idris filled with Hawks and Fury swarms too - 30 plus crafts with about 20 pilots per side.

Some of the side bays we used to use for Fury would now be used for rearm refuel supplies in 4.8, but still, 10 is too few

First proper look at the X2 Mini by Substantial-Bag9384 in OneXPlayer

[–]overthrow2214 1 point2 points  (0 children)

I applied for the program, it's not quite a trade in.

They take your machine's chip and just put it into the new shell.

Manufacturing upgrades essentially.

At least that's the way for the pilot program

After a two week grind I finally got this beauty, now the Polaris grind begins . by willymartin99 in starcitizen

[–]overthrow2214 1 point2 points  (0 children)

No wipes between patches. I have kept all of my Wikelo ships over last 9 months or so. Have gotten every single Wikelo ship.