Caporegime
I didn't find a lot of information about it but it sound as if they're going to rework quantum travel. Best idea so far for the quantum boost is a slower straight line only speed boost the same as a few other games have.
New missions coming in with the next patch. Illicit Delivery missions and a rework of the combat assistance missions to add a difficulty. I feel all the missions should have some indication of how difficult they are before you accept them. I'm ok with a sentence or two that you need to read though over slapping a lev1-9 on all of them.
Inside Star Citizen: Illicit Delivery | Spring 2022
Ready to earn some reputation with Red Wind? On this week's Inside Star Citizen, we take a look at mission updates coming in Alpha 3.17.2, including both ill...www.youtube.com
I believe the lore behind this is the gravity wells causes by lagrange points or planets that you're jumping between rather than a warp drive approach like Star Trek. It was a very early position held by CIG and I think was written in to lore as effectiely quantum jumping is gravity drives. Allowing a jump in any direction would break this fundemental basis of travel in the universe.The quantum jumps is something that kinda bugs me currently, i REALLY wish it was possible to QJ in any direction without restrictions, rather than having to always use specific reference points to lock onto
I presume this is just an expansion of player POIs but will it still work in the same intrinsic way?What you probably don't know is with the new Star Map, yes that horrible rage inducing ugly thing is getting a ground up rework, will give you the ability to pin your own custom destinations.
No, i dont think i'd noticed that specifically actually, i've probably only really been focusing on them being white vs red, as to whether i can jump to them. I've picked up on a few things like iirc planets being circular markers, and i think cities are rounded squares, but i suspect theres a lot of information that im being provided and i just dont know what to look for. I've followed the game closely since 2013, but never really spent much time playing the game. Plenty of exploring cities, and going to the Expo events with a mate and we can chat for hours about it, we just dont play it. I got bullied into giving it a try just before the Invictus free fly, and we've spent 3-6hrs playing it every other day for the last 2 weeks and starting to find all the various stumbling blocks and bugs, and its been a lot of fun. I still kinda need to be pushed to play, then once im in i can play for hours.@PaulC2K applogies if you have learned this by now, the solid QJ markers on a planet are on the same side as you, the dotted ones are on the other side.
What you probably don't know is with the new Star Map, yes that horrible rage inducing ugly thing is getting a ground up rework, will give you the ability to pin your own custom destinations.
It would be better if there was a ship where you can deploy a drone or some item where you can use that as a jump point marker for another player/shipThe game is far more CPU bound than GPU. I'm currently running 1440p on a 3080 with settings on High apart from volumetric clouds at low. As you saw, having the clouds off doesn't seem to make a notable difference. I often see over 60fps but it varies greatly depending on where you are. While I've not played a lot I don't see fps issues often (Orsion...). Desync is what I notice the most although I have found if I've been playing for a good while then a full game restart isn't a bad idea.
I'm having less issues with the starmap now although still constantly zoom in/out too far. I think I'm just used to double clicking left/right mouse to zoom in/out now. Can't wait for a full UI overhall though and yet from what I understand, this is an update from what there used to be. They are adding more lagrange points around some of the planets to help jump around them. However most of the time I've routed to a ground target, it has taken me straight to it and will do a weird low speed burn around the planet. It always feels very unpredictable though.
One of the problems with allowing people to jump anywhere is there then needs to be a scanning tool to find them. EVE only allows jumps to existing navpoints but they have system scan mechanic (or used to) that allows people to triangulate and find ships. Although it's a skill in it's own right being able to do it quickly and accurately You can do the same in SC by interrupting QT (same as EVE) but I don't think there's any way of finding the target without a mission waypoint on the player. The waypoints is how the bounty hunter missions seem to work currently. Gives the hunter a wallhack for exactly where the target is which is rubbish.
An actual drone ship would be cool and I'm not aware of SC having one.It would be better if there was a ship where you can deploy a drone or some item where you can use that as a jump point marker for another player/ship
An actual drone ship would be cool and I'm not aware of SC having one.
I think it would make more sense though if you could jump to other players ships. If you were in a party with each other you should be in contact with each other as part of a IFF system, see them on the star map etc.
Yes that could work and also have special hacking ability scanner so you can scan people who are not in your party on say a certain distance estimation where you think someone may be or a specific signature etc.An actual drone ship would be cool and I'm not aware of SC having one.
I think it would make more sense though if you could jump to other players ships. If you were in a party with each other you should be in contact with each other as part of a IFF system, see them on the star map etc.
The hacking is an interesting thing. Makes plenty of sense if you've managed to board a capital ship to get into doors etc. While I don't think that'll happen very often, fight to the death, self destruct etc. But I'm less sure of it between ships without it simply becoming a jamming system. Weapons, engines, shields for reduced power. Takes a while to activate while within a set range or something. Less sure how you're meant to defend against it. We don't have player skills to 'resist'. Do you just need to kill them or flee?Yes that could work and also have special hacking ability scanner so you can scan people who are not in your party on say a certain distance estimation where you think someone may be or a specific signature etc.
I do agree with QT to destinations only. Planets should have enough points around them that it's not an issue and the routing system should automatically adjust. In space they only need to be key points of interest. But this is where I do like the idea of having a QBoost. That seems to answer a lot of the other general issues around QT.[...]
Yes they actually pulled out the hacking t1 ticket off the roadmap as they wanted to fully flesh it out properly and i do believe they are doing it so that you can hack multiple things in the game using multiple gadgets and skills to do so.The hacking is an interesting thing. Makes plenty of sense if you've managed to board a capital ship to get into doors etc. While I don't think that'll happen very often, fight to the death, self destruct etc. But I'm less sure of it between ships without it simply becoming a jamming system. Weapons, engines, shields for reduced power. Takes a while to activate while within a set range or something. Less sure how you're meant to defend against it. We don't have player skills to 'resist'. Do you just need to kill them or flee?
I do agree with QT to destinations only. Planets should have enough points around them that it's not an issue and the routing system should automatically adjust. In space they only need to be key points of interest. But this is where I do like the idea of having a QBoost. That seems to answer a lot of the other general issues around QT.
Lore or not, I agree with you - the current QJ gameplay is frustrating. I'd much rather see an Elite style Supercruise instead. Imagine the gameplay it could include - taking longer routes to avoid interdiction and other traffic, routes that are more fuel efficient (gravity assists etc) or just a straight out quick as possible route.The quantum jumps is something that kinda bugs me currently, i REALLY wish it was possible to QJ in any direction without restrictions, rather than having to always use specific reference points to lock onto. We've had occasions where we're on the wrong side of a planet, and all i want is to be able to point somewhere around the planet, jump for a second, and then likely be able to see the location and do a controlled jump. The closest we have is finding any distant target almost in the opposite direction, start the jump and aborting shortly after, to have a new angle of approach that should be better. I just dont get why i need a point of reference to aim for, to move away from where i am, and hope that its just a present tech limitation, not a design choice. Having to wipe my route, so i have all destinations available/visible, not just the 1 i need which is unavailable, is annoying.
For a good while i was finding things incredibly annoying - often i'd pin to a planet (rather than city), arrive there, and then start flying towards the surface towards the cities marker, only to realise im on the wrong side of the planet, and by that point im well inside the atmosphere and cant jump anywhere, and the whole thing is damn stupid. I now know where i was going wrong, and how i ended up in that mess, but its incredibly annoying when you dont understand why you cant jump anywhere and its easy to blame it on a terrible, buggy, good-for-nothing game, rather than reflect on how you got there, because you dont fully understand the mechanics of things.
The game is far more CPU bound than GPU. I'm currently running 1440p on a 3080 with settings on High apart from volumetric clouds at low. As you saw, having the clouds off doesn't seem to make a notable difference. I often see over 60fps but it varies greatly depending on where you are. While I've not played a lot I don't see fps issues often (Orsion...). Desync is what I notice the most although I have found if I've been playing for a good while then a full game restart isn't a bad idea.
I'm having less issues with the starmap now although still constantly zoom in/out too far. I think I'm just used to double clicking left/right mouse to zoom in/out now. Can't wait for a full UI overhall though and yet from what I understand, this is an update from what there used to be. They are adding more lagrange points around some of the planets to help jump around them. However most of the time I've routed to a ground target, it has taken me straight to it and will do a weird low speed burn around the planet. It always feels very unpredictable though.
One of the problems with allowing people to jump anywhere is there then needs to be a scanning tool to find them. EVE only allows jumps to existing navpoints but they have system scan mechanic (or used to) that allows people to triangulate and find ships. Although it's a skill in it's own right being able to do it quickly and accurately You can do the same in SC by interrupting QT (same as EVE) but I don't think there's any way of finding the target without a mission waypoint on the player. The waypoints is how the bounty hunter missions seem to work currently. Gives the hunter a wallhack for exactly where the target is which is rubbish.