Star Citizen Online - The search for more money

  • Guest, it's time once again for the massively important and exciting FoH Asshat Tournament!



    Go here and give us your nominations!
    Who's been the biggest Asshat in the last year? Give us your worst ones!

Faith

Useless lazy bastard.
1,178
857
Looking at the "ship matrix" at robertsspaceindustries.com there are 13 ships listed as max crew 2. Why would they remove just 2 crew options but keep 3+?
Gah third try to reply (browser keeps crashing today);

Read something on reddit that they scrapped the second seat in the Khartu-al (listed as two seats on the sc wiki, but now a single seater in the store). One reply was to the effect "welcome to how us hornet owners feel" making me assume they cut the second seat in the super hornet too.

Some posters here follow the game closely, so was looking for a simple answer and to avoid having to read through the shoutingmatches most sc threads devolve into these days (both sides have fanatics that see it as their mission in life to shout their opinions in any thread that is started it seems).
 

Mist

REEEEeyore
<Gold Donor>
31,200
23,384
Gah third try to reply (browser keeps crashing today);

Read something on reddit that they scrapped the second seat in the Khartu-al (listed as two seats on the sc wiki, but now a single seater in the store). One reply was to the effect "welcome to how us hornet owners feel" making me assume they cut the second seat in the super hornet too.

Some posters here follow the game closely, so was looking for a simple answer and to avoid having to read through the shoutingmatches most sc threads devolve into these days (both sides have fanatics that see it as their mission in life to shout their opinions in any thread that is started it seems).
They cut the second seat in the hornet, not the super. The second seat in the super is functional in the PTU right now, I've gunned in it.
 

Faith

Useless lazy bastard.
1,178
857
They cut the second seat in the hornet, not the super. The second seat in the super is functional in the PTU right now, I've gunned in it.
Thank you! See? Here you get clear simple answers without the drama
smile.png
 

Vittra

Bronze Knight of the Realm
90
1
I'm looking to try this out, but no idea which package to buy. Also does it matter which referral code I sign up with or are they all the same?

Complete noob here, but a sucker for space games.


edit: I got the combo package which looked like the best deal for both games, used Mist's code.
 

Variise

N00b
497
17
So finally someone wrote a truly legitimate article about SC that isn't about how impossible it is to combine all the features CIG is trying to combine yet it can sink the game long term. I think it's a very legitimate concern. Some player control is planned but only post release and god knows when (1-2 years post release?).

http://www.mmogames.com/gamearticles...ccomplishment/

TLDR: Lack of endgame goals (eg. EvE's player control/ownership mechanics) may drive players to quit once they maxed out their gear and had their fill of PvP. Basically players burn themselves out with no major goal to work towards.
 

Palum

what Suineg set it to
26,537
41,315
So finally someone wrote a truly legitimate article about SC that isn't about how impossible it is to combine all the features CIG is trying to combine yet it can sink the game long term. I think it's a very legitimate concern. Some player control is planned but only post release and god knows when (1-2 years post release?).

http://www.mmogames.com/gamearticles...ccomplishment/

TLDR: Lack of endgame goals (eg. EvE's player control/ownership mechanics) may drive players to quit once they maxed out their gear and had their fill of PvP. Basically players burn themselves out with no major goal to work towards.
"But Herp Derp, you don't need goals it's SANDBOX!!"
 

Treesong

Bronze Knight of the Realm
362
29
So finally someone wrote a truly legitimate article about SC that isn't about how impossible it is to combine all the features CIG is trying to combine yet it can sink the game long term. I think it's a very legitimate concern. Some player control is planned but only post release and god knows when (1-2 years post release?).

http://www.mmogames.com/gamearticles...ccomplishment/

TLDR: Lack of endgame goals (eg. EvE's player control/ownership mechanics) may drive players to quit once they maxed out their gear and had their fill of PvP. Basically players burn themselves out with no major goal to work towards.
First, I view SC mainly as a PvE game.

Now I think PvE-goals of ownership are a major and pretty lasting driver for many players. With that I mean ships--->more ships---> best outfitted ships--->capital ships---->fleet---->Org-owned space stations. Add to that housing/hangars and you have a LOT to aim for, for the average PvE player. You do not necessarily need territorial control for all this to be an incentive, as long as they can keep the universe expanding, so that those fleets and player-owned stations mean something.

Being the proud owner of a service station in some backwater of the universe, that your Org took 2 years to build up(at high cost due to the distance and dangers of pirates), so now that part of space actually is being serviced by your Org, opening it up for the masses, should be a major incentive for long-term projects. Off course this requires constant expansion of the univers adding new planets, moons and also new raw materials to be mined.

But that is something that every PvE MMO has to do if they want to survive beyond 3 years of operation. I mean Everquest is still operating with 50k-100k players (I grab those numbers out of thin air!) and all they do is add more Raid-loot every year, and some extra cosmetic crap in the store.

But this is looking at SC as a PvE game, that's obvious.
smile.png
People who get into this for the PvP probably will get bored at some point.
 

Heriotze

<Gold Donor>
1,048
1,449
Are PVE and PVP exclusive in SC? I think that always expanding the universe has the opposite outcome from what you are proposing. The value of what you build in the universe is, primarily, built around scarcity of real estate. If they continuously expand the universe to accommodate everyone's need to have a backwater outpost then your backwater outpost is devalued to the point of it turning your alliance's holdings into a game of farmville. Everyone gets a plot, invite your friends over to show them your shiny spaceships. PVP is actually what makes your outpost mean something
 

Variise

N00b
497
17
Are PVE and PVP exclusive in SC? I think that always expanding the universe has the opposite outcome from what you are proposing. The value of what you build in the universe is, primarily, built around scarcity of real estate. If they continuously expand the universe to accommodate everyone's need to have a backwater outpost then your backwater outpost is devalued to the point of it turning your alliance's holdings into a game of farmville. Everyone gets a plot, invite your friends over to show them your shiny spaceships. PVP is actually what makes your outpost mean something
To answer your first question PvE and PvP exist together in SC. They don't ever get separated so it gives everyone a sense of unease. Positive game development choice IMO but we still haven't seen how it will fully play out and won't for another 9-12 months minimum?

Love your second point. The game needs player owned content but if you create too much it becomes meaningless. Scarcity gives value as well as purpose to people.

Now that they abandoned the zone system in favor for GW2's phase system, still not implemented, I wonder if that's a better way to handle control point pvp. Like EvE ultimately people are going to be pushed into massive alliances to keep their shit or risk being curb stomped. I'm not sure how viable independently controlled stations will ever be as a result.

However that would give rise to the next best thing. Operating mobile HQs (medical respawn stations, shops etc) in small fleets operating on the fringes away from the big stations controlled by orgs yet be useful for people heading to alien systems to raid for ultra rare loot. The game would have to support this playstyle. IMO that's the direction the game will head since I don't believe CIG is going to put out hundreds of player controllable stations everywhere and making the whole concept meaningless. Plus look how long it's taken them to do shit. They want 100+ star systems. They aren't going to have time to build a massive player controlled infrastructure. No matter what independents will be driven to the fringes.
 

Blackwulf

N00b
999
18
Pretty cool video - preview of first of the pretty big ships being released to players. Coming in next patch, supposedly.


EDIT - right after I posted this, they surprised everyone and put 2.3 on the test server. Some more stuff you guys might like:

New Khartu Al (alien) ship flyable - has pretty cool animations:

Untitled - Gfycat

New quantum drive animation for the Khartu Al:

Khartu-Al Quantum Jump Effect - Gfycat

A shorter tour of the new Starfarer refinery ship, without the (maybe annoying) commentary:


Star Citizen 2.3 patch notes:

Star Citizen Patch v2.3.0
Alpha Patch 2.3.0 has been released to the PTU, and is now available for players to test! This patch provides access to our new flyable Khartu-al, the hangar-ready Starfarer (and a corresponding hangar bay it can fit in), as well as two new FPS weapons, new components, updates to FPS animations and EVA, as well as numerous fixes across the game. During this initial testing phase, PTU access will be restricted to a small group of players that we will expand on over time as required.
Your launcher should should show "2.3.0 - 334301" as the client version. It is strongly recommended that players delete their USER folder for the Test client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Cloud Imperium Games\StarCitizen\Test.
Please review our current list of Patch 2.3.0 Known Issues, and take full advantage of our Issue Council area of the Community site to report any bugs you encounter, as well as contribute to other players submissions.
Important Callouts:
Arena Commander will be disabled for this first testing phase, as we want very much to test Crusader performance.
PTU players in this initial test will have access to the Khartu-al in AC and Crusader, and the Starfarer (if you have the Revel & York hangar on your account).
The Cry-Astro Repair Station landing pads will break if a pilot takes off during the repair sequence.
Certain AI in Crusader are experiencing some difficulty flying.
There is a known issue where users with the Starfarer Gemini will not see the Starfarer Tanker in the Revel and York hangar. We should have this fixed soon!
The ambient audio from Dumpers Depot broadcasts through all of ArcCorp.
New Features
Star Systems:
The Revel & York Hangar has a new extra-large hangar bay attached to its left outer hangar bay.
The hangar bay does not appear on the Hangar Management on the website.
Instead, if you have a Starfarer on your account and the Revel & York hangar configured as your active hangar, it will auto-load the extra-large hangar and add the Starfarer.
We have added additional Security AI around Port Olisar, that will attack any players that have a wanted level.
Ships:
The Starfarer Base is now Hangar-ready!
This ship can be viewed only in the Revel & York Hangar, via its new extra-large hangar bay.
If you have a Starfarer on your account, you will only need to activate the Revel & York hangar on the website and then load into it in-game.
The Khartu-al is now flight-ready!
Component Update
We have continued our large update to our existing Ship component system. This is largely at a back-end level - implementing a new component class system, naming conventions and other needed functionality, as well as retrofitting all existing ships to be compatible. These changes will allow us to implement a greater range of modular internal ship components. Additionally, this allows components to interact with one another in a more direct and less "handwavium" simulation of a ships internal systems, setting the foundation for greater player interaction and future game play mechanics.
We have a new component class - Power Plants - have been added to the Holotable.
Power Plants (as you expect) power the systems of the ship.
All ships have been retrofitted with generic power plants to provide the same level of "power" they possessed before.
We have added 2 Power Plants, the AEGIS Regulus and Amon & Reese OverDrive
These can be mounted on all variants of the following ships: Avenge, Aurora, Mustang, 300 Series, Hornet, Gladiator, Gladius, M50, P-52 Merlin
First Person:
We have added two new FPS weapons to Crusader!
One is the Arrowhead Sniper Rifle.
The other is the Devastator-12 Shotgun.
Both can be found in groups of three, as random finds in the Yela Asteroid field.
Animations
We have made a number of changes and improvements to character animations!*
These include improvements to starts, stops and steps transitions.
Added animations for cover "high right" blind fire.
Update both "high right" peek from cover, and "high right" step out animations.
Adjusted animations for sprinting while holding a stocked gun.
Adjusted the animations for leaning out of cover, as characters were sticking out much too far.
Adjusted the sprint animation for both unarmed and carrying a pistol.
Added lean in and out of cover for blindfire animations.
Adjusted the aim-down-sights animations while in EVA, so it is no longer slower than when aiming-down-sights on foot.
Fixed issue where the audio of players footsteps and other movement sound FX is very very quiet to other clients.
Fixed an issue where looking up while running forward would cause the character neck to contort unnaturally.
Fixed an issue where weapons could be "lowered" while prone, causing odd animation errors.
Updates and Fixes

Star Systems:

ArcCorp
A lighting update around Area 18 has begun!
Fixed an issue where some of the weapons in Cubby Blast were missing textures.
Fixed an issue where a creepy shadow lurked around the incinerator in ArcCorp.
Fixed an issue where the small monitors in Jobwell, Area 18 were missing detail levels.
Fixed an issue where the damaged Hornets wing in Dumpers Depot was missing a prop item.
Fixed some texture conflicts in around Dumpers Depot.
Fixed an issue where some of the ashtray and canister props throughout ArcCorp were missing detail levels.
Fixed an issue where some of the table and chairs in G~Loc were out of position.
Crusader
Fixed an issue where the player could become physically desynced, causing one user to be stuck on the floor of the other users screen.
Fixed an issue where the Pirates for several of the research missions would destroy the objective before the player could reach it.
Fixed an issue where some of the Pirates from the third research mission would not attack the player until fired upon.
Fixed an issue where the landing pad lights in Kareah contained some glitches.
Fixed an issue where the Covalex shipping hub textures and objects would stream in slowly.
Fixed an issue where the audio trigger for entering a "monitored zone" was playing when a character spawned at Port Olisar.
Fixed an issue where the ceiling in EZ Hab, Port Olisar, could be clipped through.
Hangar
Finished the relight pass of the VFG Industrial and Aeroview Hangar.
Fixed a small collision issue with the VFG Industrial crates.
Fixed an issue with the "Parking Zone" decals in the Aeroview hangar disappearing at certain angles.
Million Mile High Club
Fixed an issue where the MMHC Wall Decal was inside of the nearby fishtank.
Game Systems:

Arena Commander
Fixed an issue where the tutorial hangar doors made no noise when they opened or closed.
Fixed an issue in the Tutorial, where Gilly's dialog subtitles would cut off or display debug text.
Fixed an issue where the Drone Sim, Vanduul Swarm timer will continue ticking even if paused.
Fixed an issue where large props like the terraformer in Arena Commander would become detached or divide into pieces after having been bumped.
EVA
Fixed an issue where positional movement of the character model can become highly erratic or uncontrollable when transitioning from Gravity to Zero-G.
Fixed an issue where the user camera would become delayed or lagged when boosting in EVA.
Fixed an issue where characters could sometimes lose collision after trying to EVA into a ship with interior physics grid.
Fixed an issue EVA thruster audio was not affected by the audio sliders in the options menu.
Fixed some issues where EVAing on to Port Olisar would cause weird character behavior.
Fixed an issue where entering a ship via a use prompt (Aurora, 300, Mustang) would cause EVA to behave very erratically.
Fixed an issue where entering the back of a ship via EVA will sometimes leave the character sprawled on the floor.
Fixed an issue where clients could get into a desynced state after EVAing.
IFCS
Added a audio cue for selecting different IFCS modes.
Fixed an issue where Comstab and Cruise mode could not be enabled at the same time.
Quantum Travel
Fixed an issue where the pilot of a ship could eject from their ship while in Quantum Travel.
Fixed an issue where the Quantum Travel markers will flicker, if the distance will use 20 or more fuel.
Social Systems
Fixed an issue where left-clicking while the mobiGlas was enabled would break the character and draw out the user camera.
Fixed a bug that caused AR mode to show the name labels of dead characters.
Fixed an issue where multiple player handles would appear on Crusader instances, instead of the UI listing "Multiple Contacts?.
Added audio cues to the chat interface, including for chat messages sent and received.
Fixed an issue where users could not access Contracts or Party system on the main game menu.
Ships:

Made some additional changes and improvements to Turret deadzone and speed movement.
Fixed an issue where pilots of a Gladius and Hornet who are killed while entering the cockpit would result in them respawning inside the cockpit.
Fixed an issue where depth of field and field of view effects would persist if the user ejected from their ship while zoomed in.
Fixed an issue where missiles were acting erratically in their pathing after having been fired.
300 (All)
Fixed an issue where the 300 series of ships were missing parts of the ship where the wings met the body.
315p
Fixed an issue where the engine housing of the 315p was missing geometry, allowing players to see through the ship.
350r
Fixed an issue where the exit audio on the 350r wasn't relative to the actual position of the listener.
Fixed an issue with the 350r where it was missing panels between the back landing legs.
Aurora (All)
Fixed an issue where the Aurora had a seem running down the middle of the bed.
Fixed an issue where the pilot legs would clip through the seat of the Aurora.
Fixed an issue where the Aurora had mirrored textures inside of the cockpit.
Constellation (All)
Fixed an issue where the arm chair controls panels in the Constellations had odd white texture panels instead of screens.
Constellation Andromeda
Fixed an issue where the ejection covers on the Constellation Andromeda were missing detail levels.
Moved the radar sphere on the Constellation Andromeda to be less obtrusive in the overall ship HUD.
Constellation Phoenix
Fixed a texture issue with the dorsal turret windshield tint on the Constellation Phoenix.
Constellation Taurus
Fixed an issue where the Constellation Taurus had some very dark objects around the turret and and bridge area.
Fixed an issue where the floor underneath the turret seats of the Constellation Taurus had visible seams.
Fixed an issue with texture conflicts around the cockpit of the Constellation Taurus.
Fixed an issue where the Constellation Taurus had some very dark objects around the turret and and bridge area.
Cutlass Black
Fixed an issue where the Cutlass Black mechanical-engine audio was extremely loud and at close proximity to the player.
Fixed an issue where exiting the pilot chair of a Cutlass Black would cause the characters head to twist around.
Fixed an issue where the Cutlass Black had texture conflicts on and around its hazard markings.
Cutlass Red
Fixed an issue where the Cutlass Red was a missing button on the wing of the ship.
Freelancer
Fixed an issue where the missiles of the Freelancer were missing detail levels.
Fixed an issue where the Freelancer could not be selected on the ship Holotable.
Gladius
Fixed some missing textures on the maneuvering thrusters for the Gladius.
Fixed an issue where the Gladius was missing portions of its flight HUD.
Hornet (all)
Fixed an issue where pilots who left the cockpit of their Hornet while in Zero-G could find their ship zipping off into space.
M50 Interceptor
Fixed an issue where the M50 interceptor had a backfire-like noise when using the boost.
Fixed an issue where the M50 Interceptor landing gear and cockpit ladder would disappear at certain distances and angles.
Mustang (all)
Fixed an issue where there was a mirrored decal on the ring wing of the Mustang (all) causing text to display backwards.
Mustang Alpha
Fixed some texture conflicts in the Mustang Alpha cargo hold.
Mustang Beta
Fixed some overly reflective textures present on the sink, toilet and door of the Mustang Beta.
Mustang Gamma
Fixed some texture conflicts on the starboard side of the Mustang Gamma.
Retaliator
Fixed an issue where the engineering station of the Retaliator was not displaying power readouts.
Sabre
Fixed an issue where the Sabre flight HUD and the Quantum Travel HUD were not centered.
Fixed an issue where the Sabre was missing geometry on its starboard landing bay.
Fixed an issue where the Sabre was missing some detail levels.
Vanduul (All)
Fixed an issue where the large wing guns were missing firing animations on the Vanduul Glaive and Scythe.
Vanguard Warden
Fixed an issue where characters could exit the Vanguard Warden by running into the cockpit of the ship and jumping up.
First Person:

Fixed an issue where the LH-86 pistol would float in mid-air if a character is killed while holding it.
User Interface:

The Contacts Menu UI has received a readability pass.
Added a ship HUD item to display "Time to Cruise Max speed".
Fixed an issue where the space brake keybind would not prevent the ship from strafing.
Technical:

Made several backend improvements to how bass audio is managed.
Fixed a number of client crashes.
Fixed a number of server crashes.
 

Variise

N00b
497
17
Well I like the fact that they are, for once, sticking to a reasonable release schedule. No matter how little or how big the changes they need to keep pushing this. Incremental changes allows testers to better test the game and give more meaningful feedback.

I stayed away from SC for the past month or so therefore I'm not sure if schedules changed but I think they are still planning on a 2.4, 2.5 etc. essentially an update like the one we just got every month this year.

Also I finally watched Chris' last 10FTC and it's obvious there are no plans to release the game this year what so ever. They appear to be tasked up right up into Q3/Q4 with no release schedule and Chris slipped saying the release would be next year. I called that btw.

I think these small updates are great and shows real progress but it also shows they have a massive amount of content to build in front of them that they simply can't even begin until the core systems are up and running which they are not. Maybe end of this year. Then it's a race to push content out. As a side note Witcher III devs mentioned that the game had no open world content until a few months prior to release. All that amazing content was built in about 3-4 months. Assets they had, just didn't build it. CIG is still creating assets like the StarFarer and it's got a long ass time to go before world building can start.

My new prediction is Q1 2017 for major content building to start. 12 months minimum to build it so it doesn't look half assed. Earliest PU release Q4 2017. SQ42 may ship earlier... Q2/Q3 2017 once all the worlds and everything is built for it which will be a priority. I don't expect SQ42 for Q1 2017 since they are doing re-shoots this summer and it takes a long time to turn that into in-game usable content.
 

Kinaniff_sl

shitlord
17
0
So finally someone wrote a truly legitimate article about SC that isn't about how impossible it is to combine all the features CIG is trying to combine yet it can sink the game long term. I think it's a very legitimate concern. Some player control is planned but only post release and god knows when (1-2 years post release?).

http://www.mmogames.com/gamearticles...ccomplishment/

TLDR: Lack of endgame goals (eg. EvE's player control/ownership mechanics) may drive players to quit once they maxed out their gear and had their fill of PvP. Basically players burn themselves out with no major goal to work towards.
Don't all players quit once they have maxed out their gear and had their fill of PvP and or PvE? Not sure that conclusion makes this guy's argument valid. But I do get that there has to be something to do. And, I believe, most people just want to kill shit, not run a mining conglomerate.

The pay to win aspect of this game bothers me. Maybe if the stereotype of the typical ganker as a broke, in their mom's basement, pimply faced teenager is true, we won't have to worry too much. Heck, maybe we can spend the 300 and gank them.
 

Variise

N00b
497
17
Don't all players quit once they have maxed out their gear and had their fill of PvP and or PvE? Not sure that conclusion makes this guy's argument valid. But I do get that there has to be something to do. And, I believe, most people just want to kill shit, not run a mining conglomerate.

The pay to win aspect of this game bothers me. Maybe if the stereotype of the typical ganker as a broke, in their mom's basement, pimply faced teenager is true, we won't have to worry too much. Heck, maybe we can spend the 300 and gank them.
Don't get your hopes up.https://www.youtube.com/watch?v=PPNC...utu.be&t=7m47s