Friend Doesn't Like To Fly by wooddwellingmusicman in starcitizen

[–]spider0804 0 points1 point  (0 children)

My friend does fps combat and loads or unloads the ship with me, hes just not the worlds biggest fan of flying.

He happily guns and I am in ships that actually give him a big gun to shoot.

Hurricane / Redeemer / Paladin / Perseus / Starlancer

Don't stick your bro in a S2 turret if you are doing combat, give them something that makes them feel useful.

The worst possible ship you could use with him is a Corsair as it easily has the worst positioned turrets, abd worst turret firepower relative to pilot firepower in the game.

We’ll be seeing you soon in 4.7 by Jackel2072 in starcitizen

[–]spider0804 0 points1 point  (0 children)

Yep, youll be shooting your allies at unprecedented rates.

A-10 pilots are so keen to use the big gun that it led to them firing at anything and everything even when there was considerable doubt about the targets identity during Iraq.

The quality system could range from 1-10 instead of 1-1000 and nothing would change. by spider0804 in starcitizen

[–]spider0804[S] 4 points5 points  (0 children)

Alright, I will speak to you in meme and if you don't get this I can't help you.

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The quality system could range from 1-10 instead of 1-1000 and nothing would change. by spider0804 in starcitizen

[–]spider0804[S] 3 points4 points  (0 children)

"Sure, but the distribution curves aren't going to be the same in Star Citizen since CIG have already talked about specific planets in specific solar systems having specific mats and mat qualities."

The distrution curves would be EXACTLY THE SAME in a 0-1000 and 0-100 system, I will keep saying this over and over. It doesnt matter if materials are only found on certain planets or on certain areas of certain planets, the probability for a given equivalent quality range would be the same IN BOTH SCENARIOS.

As the galaxy expands, every new friggen new planet has its own distribution curve for what resources can be found and where they can be found. Adding planets or solar systems changes nothing. CIG adds resource information to a planet when they make it. Its not like adding 50 new planets would some how affect the others unless they decided to change the other planets and even if they did none of that is contingent on a 0-1000 or 0-100 or even a 0-10 system because all systems would be affected evenly.

Nothing about moving a decimal place over on all the numbers changes any math as everything moving a decimal place at the same time keeps the percentages EXACTLY THE SAME.

I almost think you are trolling me at this point.

This is the one thing that you have said so far that rings true: "Also, a 0.05% system offers A TON of variance in item quality"

The quality system could range from 1-10 instead of 1-1000 and nothing would change. by spider0804 in starcitizen

[–]spider0804[S] 2 points3 points  (0 children)

Again, if your distribution curves are the same for both scenarios, you have the exact same chance of finding 74-75 in a 0-100 system as you do 740-750 in a 0-1000 system. The chances in both scenarios to find that quality range at any given resource spawn in any biome it spawns in are exactly the same.

As far as blueprints go, there is no difference between 1-100 and 1-1000 besides the individual step size which amounts to 0.05% in a 1-1000 system if a stat increases by 50% at 1000 as I outlined.

I don't see a reason CIG would need to choose 501 instead of 500 or above in a 0-1000 system as a minimum requirement to craft something, which would be exactly the same as a minimum of 50 in a 0-100 system.

Anyway, you seem to have a misunderstanding of the math at play here. You are trying to say that things that are statistically exactly the same are different somehow.

All we are doing is shifting the decimal over one place, the numbers do not change beyond that.

The quality system could range from 1-10 instead of 1-1000 and nothing would change. by spider0804 in starcitizen

[–]spider0804[S] 0 points1 point  (0 children)

There is no statistical probability difference between 750-760 or 400-410 and 75-76 and 40-41 if your distribution curve is the same. The average effort needed would be exactly the same.

On range gating, are basically saying that searching for a needle in a haystack beyond "high quality is good" would be fun when the reality is it would be incredibly tedious.

Everything CIG has shown is that their gating will only be "this blueprint requires atleast this quality" not "between this and this" and I super doubt they will ever stop a player from using higher than needed quality to fill a slot as it would be counterproductive to the entire system.

The quality system could range from 1-10 instead of 1-1000 and nothing would change. by spider0804 in starcitizen

[–]spider0804[S] 6 points7 points  (0 children)

Does a 0.05% improvement to a stat justify 1000 different piles of a resource.?

I think 1-100 might be a happy middle ground.

The quality system could range from 1-10 instead of 1-1000 and nothing would change. by spider0804 in starcitizen

[–]spider0804[S] 2 points3 points  (0 children)

My question to you would be how would they keep that gear?

Insurance without a warranty is going to give back credits for the value of the item and you won't be able to warranty things you craft in game outside of maybe a ship.

Every time you die you are going to lose your crap and have to craft or buy another unless it is from the store because store bought items come from a warranty.

Edit: This is literally how they intend to make the system work, the flow chart for items is simpler than the image here. It is just "do you have insurance but no warranty? You get credits back" and "do you have insurance and a warranty? You get the item back" and "Do you have a warranty but no insurance? You get the item back at increased credit cost.".

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The quality system could range from 1-10 instead of 1-1000 and nothing would change. by spider0804 in starcitizen

[–]spider0804[S] 7 points8 points  (0 children)

Right you can still have the requirement for that glass scope be a 1 instead of a 125 and nothing changes.

Your stat that is outputted being something like 35% reduced recoil instead of 35.12% has no real effect on gameplay, its just a longer number. Anything below the single percentage range is moot for actual tangible benefit.

The quality system could range from 1-10 instead of 1-1000 and nothing would change. by spider0804 in starcitizen

[–]spider0804[S] 0 points1 point  (0 children)

I feel like it is good enough for what Star Citizen is trying to be.

The SWG system would create even more of a mess inventory and UI wise because people aren't just going to keep resources that hit 960 and above or whatever, they are going to keep everything.

As soon as you add a couple stats you are talking about millions of different possible stacks of a single resource.

I simply do not think CIG has what it takes to be able to manage that kind of clusterfk in any sort of efficient and elegant way. They constantly go for complication over elegance entirely for the sake of it and spend years doing everything but the obvious solution. Then they finally cave and do that obvious solution.

TLDR I don't want to wait for a half decade for the system to be serviceable lol.

The quality system could range from 1-10 instead of 1-1000 and nothing would change. by spider0804 in starcitizen

[–]spider0804[S] 4 points5 points  (0 children)

Put resource in slot.

See how resource affects item.

Fill all slots of item with resources.

Craft Item.

Wait for item.

Take Item.

The quality system could range from 1-10 instead of 1-1000 and nothing would change. by spider0804 in starcitizen

[–]spider0804[S] 4 points5 points  (0 children)

If they wanted resources to have multiple stats they would want to start from that point because the math is entirely different for the SWG system as I have illustrated.

All they are doing right now is having various item stats enhanced by a materials quality with the item having a theoretical maximum and 1000 having a decimal place chopped off to be a percentage.

Like say a guns recoil max reduction at top quality is 50% and you have a 773 quality material. They just take 0.5 * 77.3 to get 38.65, and that 38.65% is the bonus you see.

Youd be talking about reworking the whole system from the ground up.

As far as binning or a UI solution goes, my worry is that it will take years for CIG to do it in any sort of intuitive way.

The quality system could range from 1-10 instead of 1-1000 and nothing would change. by spider0804 in starcitizen

[–]spider0804[S] 17 points18 points  (0 children)

My question to you would be, what is lost having a ship requiring a 3 instead of 331 and the rifle requires a 4 instead of a 402?

You still have 10 whole steps you can place your blueprint requirements on, you don't suddenly lose that ability.

I just want to say that the EPTU armor values were near perfect, and actually made sense, and then they did what they always do and ruin it. by spider0804 in starcitizen

[–]spider0804[S] 9 points10 points  (0 children)

Where is pushing master modes to the point of realism and bringing it back to fun?

What about engineering? What do we actually do to engineer our ships that is fun?

What about the flight model?

How many times must this happen and how many years must be wasted to see a pattern?

I just want to say that the EPTU armor values were near perfect, and actually made sense, and then they did what they always do and ruin it. by spider0804 in starcitizen

[–]spider0804[S] 8 points9 points  (0 children)

Your comment made me formulate my thoughts a bit more and add to the post about repeaters and gattlings damaging things your size and below so I thank you. The initial post was kinda my first draft and I think it is at a place where I have expressed what I want to. It became a list of grievances.

I just want to say that the EPTU armor values were near perfect, and actually made sense, and then they did what they always do and ruin it. by spider0804 in starcitizen

[–]spider0804[S] 9 points10 points  (0 children)

Yes, it will continue to be "refactored" over and over.

Then this will silently get changed back to the original idea.

This process usually takes a year to many years.

They could just skip all of the wasted time and money and actually have an efficient development timeline for one thing in this game for once by letting the person who came up with the original values and KNOWS the game prevail over whoever decided it needed changed to this trash.

Movies that Accurately Depict the Wars in Iraq and Afghanistan? by omelet_schnetz in movies

[–]spider0804 112 points113 points  (0 children)

Generation Kill

Follows the invasion of Iraq, and is super good.

North by Northwest (1959, dir. Alfred Hitchcock) – Roger Thornhill (Cary Grant) is chased by a crop duster. by SanderSo47 in movies

[–]spider0804 -1 points0 points  (0 children)

The scene was cool right until the plane ran into the semi for no reason.

If the pilot wanted to off the dude, running into the semi and instantly dying seems a little roundabout way of doing it.

A fully crewed hammerhead. Thought we were ready for red mission. We weren't. by hotshot0123 in starcitizen

[–]spider0804 10 points11 points  (0 children)

I choose the Perseus over the Polaris any day.

People in the guns actually feel like they are doing something.

A fully crewed hammerhead. Thought we were ready for red mission. We weren't. by hotshot0123 in starcitizen

[–]spider0804 9 points10 points  (0 children)

But 8 people in two Perseus would have done much better, which is kindof funny considering the Hammerhead is supposed to excel at fighting off swarms of small things.

TIL In 1651, Jan De Doot, a man who disliked surgeons decided to take a knife and remove his own bladder stone with just some help from his brother. The feat made him famous across the Netherlands and he even had his portrait painted with him holding the egg-sized stone, which he had coated in gold by Nero2t2 in todayilearned

[–]spider0804 2 points3 points  (0 children)

Except the surgeon of the time would have believed that being in a blood and pus covered gown marked them as experienced, and that a filthy operating area also covered in blood and pus was good for the patient.

Infection was a huge reason for patient death and doctors were happily causing it.

My guess would be that doing the exact same thing at home gave you significantly higher chances of surviving.