That's certainly true but in a game about flying spaceships it seems odd to stop you from being able to fly your spaceship. Consider the newbie excited to fly his Mustang on launch day, he has no credits to his name and 10 minutes after logging in he gets blown up, for the next hour he has to wait to get his ship back. In other words he is punished and blocked from doing the main objective of the game through no fault of his own.
It might seem like a good idea on paper but it's guaranteed to be a crap one in practice. Look at how much people moan about having to wait for a ship to be delivered in Elite and that's while they are still able to do stuff in their current ship...
The balance is actually right, base Hull Insurance does not have to become expensive to be what adds consequence to losing your ship, instead the timer vs money sink. If they go as they talked about before with this, some ships will take days, capitals weeks to retrieve a new one from a claim or play 25% of the whole value of your ship.
On your example, I think it's rather logical that they will consider the new player factor vs no money to not cut that player's ability to actually play. There shall be no lack of edge cases to work through but it's no boogie man to resolve.
One example, just see the Quantum Jump in 3.0 + Rotating Planets (not yet Orbiting), the edge case was that you would many times end the jump still too far away from the planet/location, so they added (like the citcon demo in approach to Hurston) the short-distance QT travel.
I often wonder if you simply have no life and spend vast amounts of time learning about this game or if you work for CIG.
It just seems odd to me that you and the bunny seem to have this vast amount of knowledge and can answer any question about any technical/gameplay issue brought up with this game and yet neither of you are E-Testers or work for CIG.
I'm mean honestly, I think you could answer questions faster than Disco or Ben.
"Sean (Murray) saying MP will be in the game is not remotely close to evidence that at the point of purchase people thought there was MP in the game." - SEANMCAD
Sure hope this game does not turn into a second job like Eve where you have to play for long periods to get anything done. A 2 hour wait for a new ship, especially one as small as the avenger sounds a bit silly to me.
If ships pay say 25% (design number) of their value to recover without waiting time, then you may be in your expensive ships that your 25% will be FAR more expensive than the ones with lower tier ships.
Now let's see the 2 HOURs to get a new avenger without pay vs the overall footage and numbers of mission rewards, it seems 1 main mission (or 2/3 considering fuel/ammo, etc.. costs) is enough to collect enough UEC to pay that ship back with no wait.
So, in that case, the UEC earning rate backs it up, running under assumption on what I know of it, I think paying the UEC if it's your only/main ship is worth it.
That's certainly true but in a game about flying spaceships it seems odd to stop you from being able to fly your spaceship. Consider the newbie excited to fly his Mustang on launch day, he has no credits to his name and 10 minutes after logging in he gets blown up, for the next hour he has to wait to get his ship back. In other words he is punished and blocked from doing the main objective of the game through no fault of his own.
It might seem like a good idea on paper but it's guaranteed to be a crap one in practice. Look at how much people moan about having to wait for a ship to be delivered in Elite and that's while they are still able to do stuff in their current ship...
The balance is actually right, base Hull Insurance does not have to become expensive to be what adds consequence to losing your ship, instead the timer vs money sink. If they go as they talked about before with this, some ships will take days, capitals weeks to retrieve a new one from a claim or play 25% of the whole value of your ship.
On your example, I think it's rather logical that they will consider the new player factor vs no money to not cut that player's ability to actually play. There shall be no lack of edge cases to work through but it's no boogie man to resolve.
One example, just see the Quantum Jump in 3.0 + Rotating Planets (not yet Orbiting), the edge case was that you would many times end the jump still too far away from the planet/location, so they added (like the citcon demo in approach to Hurston) the short-distance QT travel.
I often wonder if you simply have no life and spend vast amounts of time learning about this game or if you work for CIG.
It just seems odd to me that you and the bunny seem to have this vast amount of knowledge and can answer any question about any technical/gameplay issue brought up with this game and yet neither of you are E-Testers or work for CIG.
I'm mean honestly, I think you could answer questions faster than Disco or Ben.
Na I do not think he works for CIG, now if he is either Swiss or Portuguese then there could be some sinister goings on for sure.
" Life Liberty and the Pursuit of Those Who Would Threaten It " MAGA
I often wonder if you simply have no life and spend vast amounts of time learning about this game or if you work for CIG.
It just seems odd to me that you and the bunny seem to have this vast amount of knowledge and can answer any question about any technical/gameplay issue brought up with this game and yet neither of you are E-Testers or work for CIG.
I'm mean honestly, I think you could answer questions faster than Disco or Ben.
Or maybe some people have a good memory, a few dozen bookmarks and have been watching the game development since the Kickstarter campaign.
Maybe the same people DO test quite a bit on the normal test servers, although they do not have enough time besides their day jobs to do Evocati testing for hours and hours every day.
Maybe the same people are called "fans of the game".
Someone mentioned that mining in some form might land with 3.0, do you know anything about that? Also, it seems like at this moment the only mining ships are the big boys with the smallest one (the Prospector) not hanger ready. Based on that, I am assuming we are years away from any kind of mining or resource gathering like mining being in the game.
Got any knowledge on that front?
"Sean (Murray) saying MP will be in the game is not remotely close to evidence that at the point of purchase people thought there was MP in the game." - SEANMCAD
I can remember CCP saying Eve was noob friendly too or inferring so.
EVE is about as noob friendly as a river full of Piranhas when you have sliced legs during a river crossing ....
Have fun
There were some good corps out there who did a great job of working with noobs and showing them the ropes. But the game doesn't guide you to them. They can only be found by reading forum discussions and corp. sites. Most people just jump in.
"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
Someone mentioned that mining in some form might land with 3.0, do you know anything about that? Also, it seems like at this moment the only mining ships are the big boys with the smallest one (the Prospector) not hanger ready. Based on that, I am assuming we are years away from any kind of mining or resource gathering like mining being in the game.
Got any knowledge on that front?
Yeah, can't have mining without mining ships. Look like the big thing in 3.0 will be crates and moving them around.
"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
Someone mentioned that mining in some form might land with 3.0, do you know anything about that? Also, it seems like at this moment the only mining ships are the big boys with the smallest one (the Prospector) not hanger ready. Based on that, I am assuming we are years away from any kind of mining or resource gathering like mining being in the game.
Got any knowledge on that front?
No, not part of 3.0.
The first iteration of mining is stated as planetary mining, that surrounds the prospector small mining ship because it's the one capable of planetary mining.
The prospector is flyable in 3.0 but mining isn't. From what is said, planetary mining is the literal follow-up to 3.0's cargo and trading.
On this case the Outpost has no power, you can power it back on normally and you see the effect, that shows to have generators that need material input to work, either that is fuel or one battery not sure what it was.
Streamers and bloggers will have all kinds of walk through guides. The only thing they left out of the video are the pirates camping the area.
"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
But Star Citizen is delivering features way ahead of other space games. It already has some of the most difficult stuff to pull in a space game like meaningful Space Legs, EVA, Multicrew all seamless integrated thanks to dozens of ship's already built inside and out with dynamic components, Highly detailed Space Stations you can walk on and mingle, planets coming next...
Plenty of games released years and years ago have tried and failed to pull that off while Star Citizen already has it while still in Alpha.
SWG had multi crew spaceships (gunships) that you could walk through with multiple battle stations. You could even decorate them in the same way as you could with houses. It also had planets to walk on and space stations.
This is just an example of how easy it is to think that a game does something unique while it has been done before.
Through the years there have been so many promising game projects that still failed for whatever reason.
Star Citizen's concept is so vast and complex that there is no way of telling how it will pan out. Demonstration videos of singled out features and new shiny models are not a game. A hangar that you can walk in or some npc you can interact with , isn't either. It is still loose jigsaw pieces. The real difficulty will come when they try to create a game out of it. This is how you can tell that they are nowhere close to release.
But Star Citizen is delivering features way ahead of other space games. It already has some of the most difficult stuff to pull in a space game like meaningful Space Legs, EVA, Multicrew all seamless integrated thanks to dozens of ship's already built inside and out with dynamic components, Highly detailed Space Stations you can walk on and mingle, planets coming next...
Plenty of games released years and years ago have tried and failed to pull that off while Star Citizen already has it while still in Alpha.
SWG had multi crew spaceships (gunships) that you could walk through with multiple battle stations. You could even decorate them in the same way as you could with houses. It also had planets to walk on and space stations.
Yeah it had. You are on to something there...
That game is long dead now. Since there's nothing alike in the mmorpg genre and there's a community eager for it it's easy to understand why Star Citizen is so eagerly anticipated since it goes for that style of group/guild gameplay with much more attention to detail, top notch graphics and a more sim-like "realistic" approach instead of the simplified mechanics of most mmorpgs.
But Star Citizen is delivering features way ahead of other space games. It already has some of the most difficult stuff to pull in a space game like meaningful Space Legs, EVA, Multicrew all seamless integrated thanks to dozens of ship's already built inside and out with dynamic components, Highly detailed Space Stations you can walk on and mingle, planets coming next...
Plenty of games released years and years ago have tried and failed to pull that off while Star Citizen already has it while still in Alpha.
SWG had multi crew spaceships (gunships) that you could walk through with multiple battle stations. You could even decorate them in the same way as you could with houses. It also had planets to walk on and space stations.
Yeah it had. You are on to something there...
That game is long dead now. Since there's nothing alike in the mmorpg genre and there's a community eager for it it's easy to understand why Star Citizen is so eagerly anticipated since it goes for that style of group/guild gameplay with much more attention to detail, top notch graphics and a more sim-like "realistic" approach instead of the simplified mechanics of most mmorpgs.
SWGEMU would beg to differ.
Even with SWG officially shut down, it does not change the fact that it had mechanics available that some Star Citizen supporters seem to think has not been done before.
Also, honestly, I dont see Star Citizen offering any real, meaningful guild gameplay at all, since they are aiming at 128 players per instance max.
You can talk about SWG planets and similar features.
Then you just look at SC innovating upon it, from loading into a map level, to procedural planets with those handcrafted areas placed on them that you seamlessly travel in-between. Many examples like that one.
Has that been done before in the genre? I don't think so, of course, unless you put one "planet" map level and loading screens to the same level of what SC is doing to claim it was.
You can talk about SWG planets and similar features.
Then you just look at SC innovating upon it, from loading into a map level, to procedural planets with those handcrafted areas placed on them that you seamlessly travel in-between. Many examples like that one.
Has that done before in the genre? I don't think so, of course, you can put one map level and loading screens to the same level of what SC is doing to claim it was.
I agree, they are taking some mechanics/features that have been done before, and improving on them, but time will tell if they can pull it all together and make it work as good as it looks.
Comments
It just seems odd to me that you and the bunny seem to have this vast amount of knowledge and can answer any question about any technical/gameplay issue brought up with this game and yet neither of you are E-Testers or work for CIG.
I'm mean honestly, I think you could answer questions faster than Disco or Ben.
Now let's see the 2 HOURs to get a new avenger without pay vs the overall footage and numbers of mission rewards, it seems 1 main mission (or 2/3 considering fuel/ammo, etc.. costs) is enough to collect enough UEC to pay that ship back with no wait.
So, in that case, the UEC earning rate backs it up, running under assumption on what I know of it, I think paying the UEC if it's your only/main ship is worth it.
Na I do not think he works for CIG, now if he is either Swiss or Portuguese then there could be some sinister goings on for sure.
MAGA
Or maybe some people have a good memory, a few dozen bookmarks and have been watching the game development since the Kickstarter campaign.
Maybe the same people DO test quite a bit on the normal test servers, although they do not have enough time besides their day jobs to do Evocati testing for hours and hours every day.
Maybe the same people are called "fans of the game".
Have fun
Its called "company management" ....
Have fun
Someone mentioned that mining in some form might land with 3.0, do you know anything about that? Also, it seems like at this moment the only mining ships are the big boys with the smallest one (the Prospector) not hanger ready. Based on that, I am assuming we are years away from any kind of mining or resource gathering like mining being in the game.
Got any knowledge on that front?
"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
"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 first iteration of mining is stated as planetary mining, that surrounds the prospector small mining ship because it's the one capable of planetary mining.
The prospector is flyable in 3.0 but mining isn't. From what is said, planetary mining is the literal follow-up to 3.0's cargo and trading.
Have fun
https://clips.twitch.tv/SparklingExquisiteTrollAMPEnergyCherry
On this case the Outpost has no power, you can power it back on normally and you see the effect, that shows to have generators that need material input to work, either that is fuel or one battery not sure what it was.
New player friendly does not mean stupid proof.
"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
This is just an example of how easy it is to think that a game does something unique while it has been done before.
Through the years there have been so many promising game projects that still failed for whatever reason.
Star Citizen's concept is so vast and complex that there is no way of telling how it will pan out. Demonstration videos of singled out features and new shiny models are not a game. A hangar that you can walk in or some npc you can interact with , isn't either. It is still loose jigsaw pieces. The real difficulty will come when they try to create a game out of it. This is how you can tell that they are nowhere close to release.
Yeah it had. You are on to something there...
That game is long dead now. Since there's nothing alike in the mmorpg genre and there's a community eager for it it's easy to understand why Star Citizen is so eagerly anticipated since it goes for that style of group/guild gameplay with much more attention to detail, top notch graphics and a more sim-like "realistic" approach instead of the simplified mechanics of most mmorpgs.
Even with SWG officially shut down, it does not change the fact that it had mechanics available that some Star Citizen supporters seem to think has not been done before.
Also, honestly, I dont see Star Citizen offering any real, meaningful guild gameplay at all, since they are aiming at 128 players per instance max.
Then you just look at SC innovating upon it, from loading into a map level, to procedural planets with those handcrafted areas placed on them that you seamlessly travel in-between. Many examples like that one.
Has that been done before in the genre? I don't think so, of course, unless you put one "planet" map level and loading screens to the same level of what SC is doing to claim it was.
And no - SWG Emu is nice, but not diverse enough to fill the void after SWG.
I believe in Star Citizens chance to be a worthy successor to SWG and that is one of the main reasons i backed SC.
Have fun