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They also made it clear that they're aiming for one big patch to introduce most of these systems; they're not designed independently.
Im hoping so too.They also made it clear that they're aiming for one big patch to introduce most of these systems; they're not designed independently.
Cons:
New flight mode speed model. I think none lethal ships like cargo runners are going to hate this new system unless shields can still be active while in quantum mode.
Pros:
The new underground bunker missions..... I can see that area have 5-7h of gameplay to be had in that area alone!!! That is why I signed up for SC. to fly to some landing zone/outpost/facility and simply stay there doing lots of different types of missions that is akin to CP77.
The new skills/ability. Good that they are adding this! Need more MMO RPG elements in the PU but not a "level XP" system.
Meh, thought there wasn't a lot to it. But quick overview
Now that covers the core parts. The one thing I really disliked is the skills system....
- The new underground facilities was good because they can add a lot of gameplay but it is literally years out.
- The updated flight model actually sounds decent though. I can see that making the game more fun and engaging. They need a racing mode that allows proper boost like the QT mode has but have the QT drive disabled so like a 3rd mode.
Yea after reading some of the coments about the flight model, i think it could be alright.*trimmed the quotes down*
Entertainingly contrasting views on a few points there! I feel for CIG trying to make the game that everyone wants!
I'm really liking the flight speed changes. I was initially extremely concerned about them, but after the initial explanation, some extra comments on Spectrum and then Reddit + Youtube discussions adding some more points of view I think we're in for a nice improvement. This post on Reddit collates a lot of the information in one place and paints a positive picture in my mind: https://www.reddit.com/r/starcitize...ngs_to_know_about_scm_and_qcm_that_some_seem/
The fact that there is fear from PvPers that targets will escape too easily, aswell as others thinking they're going to be too vulnerable is a good place to start for balance. I think CIG will be able to easily tune the balance either way just with fairly minor changes around how quick the mode switch is and how quickly things spool up or down.
On one hand, it's easy to imagine a situation where an attacker could start shooting, only for the target to fly across the attacker (forcing a 180 turn of the attacker) and be moving at high speed in QCM so that the target would never catch up. Sure there are missiles, but that still takes time to lock, time to fire, and then time to catch the target - but the fleeing ship could be in quantum/boost before they hit.
At the same time, you could end up with scenarios like a fighter starts attacking an armed hauler with a turret, say a Freelancer, has been caught but instead of using QCM sticks with SCM and move away from the attacker. They've got decent shields, a rear facing turret that will track a target nicely (that'll likely be moving slower than in current gameplay and potentially at a shorter range) and may be able to just force the attacker to disengage, or atleast buy time to switch modes and jump away.
The proposed changes need to be considered with other mechanics too, a longer time to kill on targets once armour comes along being the key one. Plus we don't know any of the speed values yet, entirely possible ships like the MSR will be able to outrun if not match a lot of pure combat ships anyway.
As for the underground bunker stuff. That looked really good, can't wait to explore it. Lots of potential for gameplay and missions there, the game could really do with some significant variation on the current dull as dishwater bunker missions. Smaller scale "Siege of Orison" style missions will be fantastic, plus they'll no doubt be locations for box missions, trade etc. I don't think they're necessarily years away either, the main requirement for them will be art based, and CIG have a big art team who can churn out locations that don't really have any hard prerequisites from things like server meshing or persistence.
As for the skills system. That can do one, not something I want to see in SC. I don't think it offers any value at all.
i accept i am not the primary gaming demographic for SC but (and it is a big BUT) so long as PvP is not massively rammed down my throat i am ok with stats that develop over time.Overall I'm happy with the discussed speed changes. I agree it should put them in a good place to balance and tweak things. AvengerOne had a reasonable vid about it but keep in mind he's a 1%'er pvp guy.
The GREATEST star citizen flight model update EVER!!
https://www.twitch.tv/avenger__one join our outstanding community!!!!!!www.youtube.com
The skills are An interesting one. How they've talked about them puts them in not a good place. I don't want to go back to Morrowind days of jumping up a hill for a few hours to max jump etc. Or Eve where I lose fights because I've not played the game as much as someone. However, I'm not adverse to getting skills but currently think they would be better as skill tree's. Spec into Piloting and get a wee bit more gforce you can handle, Spec into FPS to wearing heavy armour etc.
This should be relevantI used someone’s referral code a while back and got a land bike thing worth $40 and lifetime insurance. After speaking to a friend he said that it was transferable, so I thought I would sell my 100i starter pack, then trade the bike up to get a cutlas black… went through with the purchase, ended up not selecting store credit and paying £64 to upgrade, then I went to login and no longer had a valid game subscription so then had to buy another start pack (with the store credit) and end up with a different ship because I got the 100i starter pack on sale lol.
My friend gifted me a mining land vehicle though so I’m going to try mining and see what that’s like. Any tips for a complete mining noob?
I used someone’s referral code a while back and got a land bike thing worth $40 and lifetime insurance. After speaking to a friend he said that it was transferable, so I thought I would sell my 100i starter pack, then trade the bike up to get a cutlas black… went through with the purchase, ended up not selecting store credit and paying £64 to upgrade, then I went to login and no longer had a valid game subscription so then had to buy another start pack (with the store credit) and end up with a different ship because I got the 100i starter pack on sale lol.
My friend gifted me a mining land vehicle though so I’m going to try mining and see what that’s like. Any tips for a complete mining noob?
You're a legend mate, thank you very much.Snip
Thanks mate, I'll take a watch.This should be relevant
And look at that. 3.18 is delayed till maybe December now (when I say maybe December, I also mean more likely January). 3.17.4 for the sale still happening of course....
Our next major update, Alpha 3.18, has begun testing with our Evocati group. This test has proven successful in narrowing down the hurdles that need to be tackled before we open this patch to a wider PTU, and we want to give special thanks to all of those who hopped in.
In a previous Roadmap Roundup, we shared that Alpha 3.18 is targeting a November first-half release just ahead of this year's Intergalactic Aerospace Expo (IAE). After more consideration, especially when evaluating data from our recent Evocati test, we have decided to spend just a few more weeks and target early December for a live release instead. This change will not impact the IAE which will now release in Alpha 3.17.4 patch. This will all be reflected in our next Roadmap update on October 26, but we wanted to communicate early.
Salvage Hull stripping provably needs it cause you need wreck persistence to really make it work.This Week in Star Citizen - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42
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I think the Drake Vulture and Corsair will be in the 3.17.4 patch given those will be flight ready and on sale for IAE.
There are other things on the 3.18 roadmap that don't need PES so they could be moved to 3.17.4, but the chances of that happening are slim.
Daymar Crash Site
New Rivers in Stanton
Sand Cave Archetype
Greycat PTV Race Track
Sandbox Prison Activities
Security Post Kareah Reactivation
New Missions Orison
Salvage Hull Striping
We might get some of those things, or none at all. The only thing that needs PES is the Cargo Refactor.
Star Citizen Roadmap - RSI
The Roberts Space Industries Star Citizen and Squadron 42 roadmaps.robertsspaceindustries.com