I'm concerned about this as well. Beyond the time-consuming portion.. What sufficiently advanced civilization, one used to collecting cargo in the vacuum of space, would not have developed some kind of technology to retrieve said cargo without forcing the pilot to leave his/her ship?
However, I don't know that much about CR's plans for SC.. Are cargo drones something that's planned?
Yes, such technology to retrieve cargo, debris and other functions that is what tractor beams are meant for; something that should see around the times they'll focus on salvage mechanics.
And yes drones are planned, the Reclaimer (cargo & salvage) and several other ships have them, not much info on them attm, side of concepts as this.
No, I totally spaced on your response. Thanks for that! Having both cargo drones and tractor beams planned as a way to collect cargo would be pretty cool. And I always liked how EVE used different classes of ships for distinct roles, so the fact that SC plans to mirror this by providing unique equipment to certain ships built for certain roles is interesting.
You're another good example of someone justifying their insults by playing the victim. Move along.
playing the victim? i literally said i would respond to those posts in kind. haha. it's funny how stating facts facts is now considered insulting. that a very warped sense of reality that you have there. smh.
and why would i move along from a thread about a game i am actually interested in and support? yeah, you didn't really think that through, huh?
"Cherish the quiet...before my STORM!" For a $5/5000 in-game credit bonus for backing Star Citizen (MMO) or Squadron 42 (Single Player/Co-op) use my Referral code: STAR-3QDY-SZBG
I'm glad I managed to get hold of a handful of those before they were removed from the store. Never got to hear why they removed them but maybe it had something to do with CIG wanting to implement gameplay for tractor beams before offering them for sale. Perhaps they'll come back now, with cargo gameplay?
Maybe they do want people to leave their ships and physically recover cargo, I'm thinking they totally redesigned tractor beams so the old one no longer fit in with the upgraded ships designs.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
The cutlass black rework seems to have multiple tractor beam hard points, a first mockup of how they see the manipulation was shown last year.
@VikingGamer I think tractor beams is set to be a topic once mechanics like salvage are in the works, cargo floating in space in a ship wreck of player's ship I think falls part of the salvage mechanic.
No, I totally spaced on your response. Thanks for that! Having both cargo drones and tractor beams planned as a way to collect cargo would be pretty cool. And I always liked how EVE used different classes of ships for distinct roles, so the fact that SC plans to mirror this by providing unique equipment to certain ships built for certain roles is interesting.
Yup, how you gear up defines what we'd call classes in the game, so for that example of cargo and salvage falls on those who are geared up for it, if we aren't we'll have to go through the manual EVA process. But it's something I like about it, it fluctuates depending on what you want to do.
This introduction of multiple points to spawn and store ships on, say...
> Spawn Ship in Ollisar
> Go to Delamar and land the ship in Levski
> Go back to Ollisar in another player's or other ship of yours
> You wouldn't be able to spawn the ship you landed in Levski
This is one of the small big-changes, it's unconfirmed if it will be like that by 3.0 but that's what is set to happen.
Imagine if you get stranded in a location because your ship or all of your ships are in other places, you'll have to physically go there; this would bring sense to passenger transport as you would want to taxi back to a landing zone you have a ship stored on.
Imagine if you get stranded in a location because your ship or all of your ships are in other places, you'll have to physically go there; this would bring sense to passenger transport as you would want to taxi back to a landing zone you have a ship stored on.
e.g. C. J. Cherryh in books like Rimrunners - about a spacer stranded on a station; Merchanter's Luck - small family ship down to one guy occasionally transports stranded spacers between stations who then re-join. "The Company Wars" series.
I'm thinking they totally redesigned tractor beams so the old one no longer fit in with the upgraded ships designs.
Why do you think that? The old ones fit a standard hardpoint (S2 or S3, I don't remember). If somehow the old ones don't fit anymore then they'll have to replace them with new ones, for people who've already purchased them.
I'm thinking they totally redesigned tractor beams so the old one no longer fit in with the upgraded ships designs.
Why do you think that? The old ones fit a standard hardpoint (S2 or S3, I don't remember). If somehow the old ones don't fit anymore then they'll have to replace them with new ones, for people who've already purchased them.
I'm remember reading discussions about ship upgrade items for sale in the shop that no longer worked on the ships they were intended to work for after ship reworks, the discussion was they should be taken down if they were no longer usable. I was thinking of those conversations.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
e.g. C. J. Cherryh in books like Rimrunners - about a spacer stranded on a station; Merchanter's Luck - small family ship down to one guy occasionally transports stranded spacers between stations who then re-join. "The Company Wars" series.
Especially since in that last dev interview, it's already mentioned player-created missions, and then we start to see how this all ties together.
If you get stuck in space and need refueling or repairing or rescue, the service beacons will create missions in the job boards other players, or AI, will take, so you in your Starfarer or Crucible to be taking missions to support players, gg.
If you get stuck in space and need refueling
or repairing or rescue, the service beacons will create missions in the
job boards other players, >>>
I believe there will soon be in Star Citizen a dedicated group of players like Elite Dangerous "Fuel Rats" that will specialize in deep space rescue and refueling. High reputation job.
If you get stuck in space and need refueling
or repairing or rescue, the service beacons will create missions in the
job boards other players, >>>
I believe there will soon be in Star Citizen a dedicated group of players like Elite Dangerous "Fuel Rats" that will specialize in deep space rescue and refueling. High reputation job.
I believe there are several SC orgs like that already established. There's CAS, for instance. But no "Fuel Rats" or FUELRATS ... yet.
Way to represent the SC community. I actually could've used just a little more toxicity.
yeah, i'm the toxic person who brings ignorant statements to this forum as a "valid" points of argument, i am the one who speaks in severely hyperbolic terms about things i have ABSOLUTELY no evidence to backup, i am the one who never tries to have an actual conversation about the game but instead insult the CEO, the devs and the backers of the game, i am also the one who goes to the forum of a game i have never played and do not like just to shit on it because if i do not like something then no one else can, right?!
the fucking audacity!
You were reading too much in my questions. They were just critical questions, nothing more.
Yeah Star Citizen is just adding a mechanic to support that ability to refuel, repair and rescue, allowing such to take place by the service beacons.
The design also shows the player > player contracts getting solid for the game, the system to allow players or orgs to supply services via contracts that the game will enforce.
I overall like the logic of players or orgs supplying or outsourcing services to other players or orgs, it has that potential to one org with a dedication to trading to be willing to hire via contracts another org/players to mine and collect the resources for them to trade, stuff like that.
i am looking forward to that and seeing how far along they are with the UI tech, seeing as that is responsible for the largest delays of the patch, but tomorrow is the Frankfurt studio update, so you know it's going to be fire. i want to see more PG tech improvements like clouds and water, maybe they can even show us a scene of all their tech (outposts, derelicts, eco-systems, upcoming ships, cargo mechanics, etc) working together with some npcs around.
"Cherish the quiet...before my STORM!" For a $5/5000 in-game credit bonus for backing Star Citizen (MMO) or Squadron 42 (Single Player/Co-op) use my Referral code: STAR-3QDY-SZBG
Yeah Star Citizen is just adding a mechanic to support that ability to refuel, repair and rescue, allowing such to take place by the service beacons.
The design also shows the player > player contracts getting solid for the game, the system to allow players or orgs to supply services via contracts that the game will enforce.
I overall like the logic of players or orgs supplying or outsourcing services to other players or orgs, it has that potential to one org with a dedication to trading to be willing to hire via contracts another org/players to mine and collect the resources for them to trade, stuff like that.
Like the Fuel Rats in Elite Dangerous there are also some VERY successful Jump Freighter pilot unions in EVE Online that bring supplies into lawless space. Absolutely neutral, very dedicated, very highly trained.
Like the Fuel Rats in Elite Dangerous there are also some VERY successful Jump Freighter pilot unions in EVE Online that bring supplies into lawless space. Absolutely neutral, very dedicated, very highly trained.
What I like of this is the contract nature of being able to provide or hire services from other players.
Otherwise, it would be based on trust between players as some would likely try to exploit other players, but a contract fixes that once the game enforces the terms.
But yeah even when the mechanic is not there this groups of players still get together to make such things happen, as it does on EvE and ED, me likes.
i want to see more PG tech improvements like clouds and water [...]
Water is exciting, especially if you can dive into it with your vehicle (special underwater ship?). But I'm more excited to see how they do forests and especially jungles - with wildlife sounds. We don't have to see the animals yet (they can be shy and hide) but hearing them would be nice.
Like the Fuel Rats in Elite Dangerous there are also some VERY successful Jump Freighter pilot unions in EVE Online that bring supplies into lawless space. Absolutely neutral, very dedicated, very highly trained.
Except neutrality is a double-edged sword. If you trade with pirates, slavers, etc. then you're fueling their economy and enabling them to do more crime. Plus, I doubt criminals will see you as neutral or friend outside their own territory. They may not attack you then and there, while you're trading with them, but elsewhere they'll probaly see you as any other prey.
Water is exciting, especially if you can dive into it with your vehicle (special underwater ship?). But I'm more excited to see how they do forests and especially jungles - with wildlife sounds. We don't have to see the animals yet (they can be shy and hide) but hearing them would be nice.
In my case the two things I'd wish to see related to PG Planets...
1) PG Weather, this is really at the visual quality of the planets will be really cool to see what they can pull off with weather simulation.
2) Gas Giants, this is where they can pull off the most visually impressive stuff, on a landing zone like Crusader's there's a potential for amazing visuals, so really interested to see what happens once they start working it after the nebulas and such.
That too, @MaxBacon. Exploring is going to be so much fun in Star Citizen! I also hope they'll make many interesting caves, both on land and underwater, where one can land a ship and use it as a hangar.
Vikingir said: I also hope they'll make many interesting caves, both on land and underwater, where one can land a ship and use it as a hangar.
Oh caves yeah, I don't think they confirmed if the engine currently has the capability to handle caves.
I think Hangars will be predefined areas no? Just like spawn points to store and access ships, I don't think they have that much of a point when landing zones themselves store your ships, unless the game adds fees or some sort of consequence for that. O.o
i want to see more PG tech improvements like clouds and water [...]
Water is exciting, especially if you can dive into it with your vehicle (special underwater ship?). But I'm more excited to see how they do forests and especially jungles - with wildlife sounds. We don't have to see the animals yet (they can be shy and hide) but hearing them would be nice.
Like the Fuel Rats in Elite Dangerous there are also some VERY successful Jump Freighter pilot unions in EVE Online that bring supplies into lawless space. Absolutely neutral, very dedicated, very highly trained.
Except neutrality is a double-edged sword. If you trade with pirates, slavers, etc. then you're fueling their economy and enabling them to do more crime. Plus, I doubt criminals will see you as neutral or friend outside their own territory. They may not attack you then and there, while you're trading with them, but elsewhere they'll probaly see you as any other prey.
I'm a member of a Medical, Search & Rescue, Cybernetics Research organization in Star Citizen. We've discussed a bit on Blacklist/Whitelist situations casually with devs. We do know there will be a reputation range and that orgs can be blocked from using our services like respawn points aboard Endeavour Hope Class hospital ships, auto declined rescue beacons and restricted use of medical facilities.
Unofficially speaking, If another org disrupts or destroys assets that belonging to our org we would have the option of blacklisting the attacking player or their entire org. I would hate to block an org because they have one dumb ass trying to cause issues. As for a block range, as neutral body who doesn't discern reputation as a part of it's mission statement as assurance of protection from all. As minimally protected , whether it's hospital ships, medical transports, planet surface bases or space stations, we accept all who wish to pay and remain non-violent toward us. The closer we get to Vanduul controlled space, the more we're going to need both pirates and UEE allied forces to help protect us because these uncharted areas and enemy lines will be heavily used.
Every time Goonsquad/SA/DS post salt on Star Citizen, I spend more money on it. Every time a mentally disturbed former backer or Elite CMDR toxic emo comments, I spend more money on it. Every time they refuse to answer why they spend so much time arguing about a game they don't even like, I spend more money on it. Want to watch the world burn because you can't have your way? You got whats coming to you.
i want to see more PG tech improvements like clouds and water [...]
Water is exciting, especially if you can dive into it with your vehicle (special underwater ship?). But I'm more excited to see how they do forests and especially jungles - with wildlife sounds. We don't have to see the animals yet (they can be shy and hide) but hearing them would be nice.
Like the Fuel Rats in Elite Dangerous there are also some VERY successful Jump Freighter pilot unions in EVE Online that bring supplies into lawless space. Absolutely neutral, very dedicated, very highly trained.
Except neutrality is a double-edged sword. If you trade with pirates, slavers, etc. then you're fueling their economy and enabling them to do more crime. Plus, I doubt criminals will see you as neutral or friend outside their own territory. They may not attack you then and there, while you're trading with them, but elsewhere they'll probaly see you as any other prey.
I'm a member of a Medical, Search & Rescue, Cybernetics Research organization in Star Citizen. We've discussed a bit on Blacklist/Whitelist situations casually with devs. We do know there will be a reputation range and that orgs can be blocked from using our services like respawn points aboard Endeavour Hope Class hospital ships, auto declined rescue beacons and restricted use of medical facilities.
Unofficially speaking, If another org disrupts or destroys assets that belonging to our org we would have the option of blacklisting the attacking player or their entire org. I would hate to block an org because they have one dumb ass trying to cause issues. As for a block range, as neutral body who doesn't discern reputation as a part of it's mission statement as assurance of protection from all. As minimally protected , whether it's hospital ships, medical transports, planet surface bases or space stations, we accept all who wish to pay and remain non-violent toward us. The closer we get to Vanduul controlled space, the more we're going to need both pirates and UEE allied forces to help protect us because these uncharted areas and enemy lines will be heavily used.
Well, doesn't look like my Org will be interacting with yours that much
I'm a member of a Medical, Search & Rescue, Cybernetics Research organization in Star Citizen.
Hey our is the same type of focus, support other players / orgs, only with the combat aspect for the sake of escorts.
But the reputation thing just makes it real, orgs should care for the reputation of their members so they don't get in trouble because of the mess ups of their own members.
Comments
and why would i move along from a thread about a game i am actually interested in and support? yeah, you didn't really think that through, huh?
"Cherish the quiet...before my STORM!"
For a $5/5000 in-game credit bonus for backing Star Citizen (MMO) or Squadron 42 (Single Player/Co-op) use my Referral code: STAR-3QDY-SZBG
Viking
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
@VikingGamer I think tractor beams is set to be a topic once mechanics like salvage are in the works, cargo floating in space in a ship wreck of player's ship I think falls part of the salvage mechanic.
Yup, how you gear up defines what we'd call classes in the game, so for that example of cargo and salvage falls on those who are geared up for it, if we aren't we'll have to go through the manual EVA process. But it's something I like about it, it fluctuates depending on what you want to do.
> Spawn Ship in Ollisar
> Go to Delamar and land the ship in Levski
> Go back to Ollisar in another player's or other ship of yours
> You wouldn't be able to spawn the ship you landed in Levski
This is one of the small big-changes, it's unconfirmed if it will be like that by 3.0 but that's what is set to happen.
Imagine if you get stranded in a location because your ship or all of your ships are in other places, you'll have to physically go there; this would bring sense to passenger transport as you would want to taxi back to a landing zone you have a ship stored on.
https://en.wikipedia.org/wiki/C._J._Cherryh_bibliography#The_Company_Wars
Viking
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Especially since in that last dev interview, it's already mentioned player-created missions, and then we start to see how this all ties together.
If you get stuck in space and need refueling or repairing or rescue, the service beacons will create missions in the job boards other players, or AI, will take, so you in your Starfarer or Crucible to be taking missions to support players, gg.
>>>
I believe there will soon be in Star Citizen a dedicated group of players like Elite Dangerous "Fuel Rats" that will specialize in deep space rescue and refueling. High reputation job.
Have fun
PS:
https://www.fuelrats.com/
Viking
The design also shows the player > player contracts getting solid for the game, the system to allow players or orgs to supply services via contracts that the game will enforce.
I overall like the logic of players or orgs supplying or outsourcing services to other players or orgs, it has that potential to one org with a dedication to trading to be willing to hire via contracts another org/players to mine and collect the resources for them to trade, stuff like that.
Economy talks gg
"Cherish the quiet...before my STORM!"
For a $5/5000 in-game credit bonus for backing Star Citizen (MMO) or Squadron 42 (Single Player/Co-op) use my Referral code: STAR-3QDY-SZBG
Have fun
Otherwise, it would be based on trust between players as some would likely try to exploit other players, but a contract fixes that once the game enforces the terms.
But yeah even when the mechanic is not there this groups of players still get together to make such things happen, as it does on EvE and ED, me likes.
Except neutrality is a double-edged sword. If you trade with pirates, slavers, etc. then you're fueling their economy and enabling them to do more crime. Plus, I doubt criminals will see you as neutral or friend outside their own territory. They may not attack you then and there, while you're trading with them, but elsewhere they'll probaly see you as any other prey.
Viking
1) PG Weather, this is really at the visual quality of the planets will be really cool to see what they can pull off with weather simulation.
2) Gas Giants, this is where they can pull off the most visually impressive stuff, on a landing zone like Crusader's there's a potential for amazing visuals, so really interested to see what happens once they start working it after the nebulas and such.
Viking
I think Hangars will be predefined areas no? Just like spawn points to store and access ships, I don't think they have that much of a point when landing zones themselves store your ships, unless the game adds fees or some sort of consequence for that. O.o
Unofficially speaking, If another org disrupts or destroys assets that belonging to our org we would have the option of blacklisting the attacking player or their entire org. I would hate to block an org because they have one dumb ass trying to cause issues. As for a block range, as neutral body who doesn't discern reputation as a part of it's mission statement as assurance of protection from all. As minimally protected , whether it's hospital ships, medical transports, planet surface bases or space stations, we accept all who wish to pay and remain non-violent toward us. The closer we get to Vanduul controlled space, the more we're going to need both pirates and UEE allied forces to help protect us because these uncharted areas and enemy lines will be heavily used.
Well, doesn't look like my Org will be interacting with yours that much
But the reputation thing just makes it real, orgs should care for the reputation of their members so they don't get in trouble because of the mess ups of their own members.