How Star Citizen's Jump Points Will Change Everything for Orgs!

Поділитися
Вставка
  • Опубліковано 13 жов 2024
  • Jump points are coming to Star Citizen, and they will change everything for organizations (orgs)! In this video, we dive deep into how jump points will impact strategy, logistics, and gameplay. SpaceCoder and I discuss everything from security concerns and griefing risks, to how large orgs like Atlas Defense Industries (ADI) can leverage these new mechanics to gain a strategic advantage.
    Jump points won’t just be a new way to travel between Stanton and Pyro-they will reshape the way orgs manage resources, plan missions, and protect fleets. As we anticipate the release of Pyro, this video explores what players and orgs can do to prepare for the upcoming challenges.
    🔥 *Key Discussion Points:*
    How jump points will drive conflict and cooperation between orgs
    Security risks: How to avoid pirates and griefers at jump points
    Logistical challenges: Protecting your fleet as you traverse jump points
    Pyro’s lawless space: What it means for resource management and trade
    Large orgs vs small groups: Strategies to mitigate risks and seize opportunities
    Don’t miss out on this comprehensive breakdown of Star Citizen’s future gameplay. Whether you're leading an org or flying solo, jump points are going to change how you play the game!
    Join our *Hangar Ready* Discord to discuss more strategies, gameplay tips, and future updates:
    [Click Here to Join](discord.hangar...)
    Make sure to subscribe for more Star Citizen insights, gameplay strategies, and updates.
    #StarCitizen #JumpPoints #StarCitizenPyro #StarCitizenGameplay #HangarReady #AtlasDefenseIndustries

КОМЕНТАРІ • 31

  • @Hav0k
    @Hav0k 6 днів тому +8

    Absolutely can't wait for jump points in 4.0. I think it will be the first time in a while that the future is realized even more!

    • @gigarott
      @gigarott 4 дні тому +1

      Hav0k!! I agree things are really going to take shape! Finally!

    • @Hav0k
      @Hav0k 4 дні тому +1

      @@gigarott i think traveling through a jump point will a true eye opening experience that will really show the pot this game has.

    • @gigarott
      @gigarott 4 дні тому +1

      @@Hav0k it's going to be "that moment" absolutely!

  • @justbuyintime5157
    @justbuyintime5157 4 дні тому +1

    Ok so it seems to me they probably don’t keep up with the live streams so some corrections I have is:
    Outside of fps you can’t shoot during a jump. (No ship combat while jumping)
    Also they have covered when you come out of the jump it doesn’t scatter your group to the stars. Your group separates the group of ships by like 100m or so for you not to crash into each other. The additional part to that is that there are multiple exits when you jump and your group will be randomly sent to one in order to prevent camping exit points. That’s the part that is far apart.
    The small unstable and jump points aren’t coming with the initial release of 4.0
    Also a suggestion for yalls fleet entry idea, it would probably be best to integrate your military ships with your Industrial ship for jump groups after your scouting party has gone through to prevent any logistic ships to be unprotected for any amount of time. This is because like I said it’s not one exit point.

  • @gigarott
    @gigarott 4 дні тому +1

    I love it when I stumble on to fellow org mates content! ADI 4 LIFE! Also, as an exploration team member, I am really looking forward to finding the transient jump points! I know it'll be a little longer after 4.0 but still putting a team together to find alternative ways into pyro and getting eyes on the other side sounds awesome

    • @randlebrowne2048
      @randlebrowne2048 3 дні тому +1

      It sounds like transient jump points are probably going to wind up lasting a week or more. After all, one of the big points of exploration gameplay is supposed to be selling the locations of these, as well as mapping the route through them. No one is going to want to buy data for a jump point that will be unusable by the time they can get to it.

    • @gigarott
      @gigarott 3 дні тому

      @randlebrowne2048 Yeah, you are probably right, but maybe they could be used in a strategic way for orgs. Have to wait and see

  • @STARJUMP_GRIM
    @STARJUMP_GRIM 4 дні тому +2

    Great show, subscribed

  • @guardianstranscript
    @guardianstranscript 3 дні тому +1

    Hey guys! Have you put any thought into capital ship commands? With Polaris coming out getting a dedicated capital command structure will be pivotal!

  • @MrMcbear
    @MrMcbear 4 дні тому

    Rescue Squad 1 will be ready for anything :)

  • @Furnace2552-cz8iy
    @Furnace2552-cz8iy 4 дні тому

    It would help a lot if they put CF series repeaters on their turrets, right now they are using Attritions which only have a 1,000 m/s mother velocity, CFs have 1,800 m/s

  • @philswift791
    @philswift791 3 дні тому

    One thing this is going to spread out the player base. The more systems that are added will spread people out the cool thing about space in the game is that it is big. Planets are big also. There's a lot of space to spread out and get lost in.
    I played Elite, I always played in open and where I lived i saw another player every 6 months or so. There were places that had a higher popularity and if you generally avoided them griefing wasn't an issue.
    Also a game play loop for people could be becoming a broker in Pyro buying from the gangs and selling to anyone who wanted to buy.
    There's tons of options as most games have these features and as systems are added it will get easier.

    • @hangarready1780
      @hangarready1780  3 дні тому +1

      I completely agree, SC is massive, beyond what most of us imagine today, let alone when they add 10-20 star systems.

  • @Jakan
    @Jakan 4 дні тому

    Just discovered your channel, loved this interview, great questions.
    Our org is very excited to push into Pyro.
    My question is, considering server meshing is a must for 4.0/Pyro:
    What do you think the player cap will be per shard by that time?
    100? 500?
    I can't wait to see these places bristling with traffic.
    Great content, subscribed for more of these great discussions 💪

    • @hangarready1780
      @hangarready1780  3 дні тому

      I think the player cap per shard will be 100 at the start, but the truth is dynamic meshing is the key to 'massive player counts' on a single server.

    • @randlebrowne2048
      @randlebrowne2048 3 дні тому

      @@hangarready1780 They've actually been testing up to 2,000 player shards, as of today. It's looking like we'll probably have at least 500 players for the start of 4.0.

  • @Senior-Critizen
    @Senior-Critizen 6 днів тому

    I personally love stealthy, sneaky gameplay, so my first order of business once Pyro opens up is to try that out. Great discussion!

  • @kiridox2517
    @kiridox2517 4 дні тому

    They did say that "if you have a crime stat! You cannot use The main gate" so The slip in to greif and leave wont work.

    • @hangarready1780
      @hangarready1780  3 дні тому

      But they also said there would be back doors you could use to bypass the gate, and let's be honest a handful of people lock down an entire station today, you don't think they'd be able to fight through the jump point process to get back to Pyro?

  • @Baleur
    @Baleur 4 дні тому +1

    Its so sad how easy it would be for CIG to once and for all "fix" every station turret no matter the lag.
    Beam turrets.
    Yes, we hate hitscan weapons i guess.
    But if they are only used for armistice security, why not? That way any hostile ship approaching is guaranteed to take a certain amount of damage per second, until they move out of range. It doesnt make pirate assaults impossible, it just means you have to either bring something with enough shield recharge to tank the damage (an Idris?), or enough fighter screen to spread out the beam turrets fire away from the capital ship.
    But sitting here in 2025 and still having 700m/s projectile turrets that cant hit fighters is ridiculous.

  • @uninspiredusername
    @uninspiredusername 5 днів тому

    Whoa dude I just stumbled upon you, what amazing quality content!

  • @tranton430
    @tranton430 4 дні тому

    I suppose the logistics will need planning for the jump.

  • @aedanmckee8698
    @aedanmckee8698 7 днів тому

    I am interested to see JP player dynamics, I imagine it will be like old stations without missile defense. We will see how the iterate on them and I hope that each iterations add to jp. I would like to with my org to have a reason to blockade a jp that would be really cool.

  • @Davelantor
    @Davelantor 6 днів тому

    Ideally fleet security would be active on both sides, while one is stationary and establishes a less mobile guard role in entry point. With the consideration that the station provides some form of security. So relatively smaller force.
    The exit side would likely be more active, with much larger force standing ready to assist any pilot that run into trouble.
    All transiting ships would QT to a remote rally point after exiting the jump.
    That entirely depends on the size of the exit zone.
    I would think CIG will add a cooldown period for when you jump into a system and before you can engage QT to buzz out.
    There are too many variables that can change and would wait for them to see what they will do with it to come up with the best tactic.

  • @terencespragg5708
    @terencespragg5708 4 дні тому

    I wonder if you could tow a mine through a jump point but before exiting release that mine would that mine remain in there or exit because the mine its self does not have QT engines to aline with that jump point or will it be court up in the ships warp field but the same could be said about towing a inactive ship.
    They did say if you hit the sides of that tunnel you would damage the ship JP field generation and be thrown out of that tunnel so I would say you could not leave anything in that tunnel but on exiting just as well they get spaced out for just think of that mine being released on exit when all ships in that area still with there shields down.😮

  • @Baleur
    @Baleur 4 дні тому +1

    I appreciate the long term vision and conversation.
    But until CIG gets off their cosmic arses to actually implement org-specific features and gameplay, lets be real, nothing will change.
    Still no org tags next to names / ships / when scannning someone.
    Still no org logos on ships.
    Still no org warfare / peace / trade features ingame.
    Still no org channels ingame apart from half buggy custom chat channels.
    Still no org / friend / foe color change in radar.
    Still no org ownership of anything.
    Still no org missions or contracts.
    I really really hope CIG prioritizes this, to elevate the org game to EVE levels, at least nibbling on EVE's toes.
    Because as it is right now, the only org stuff ingame are when we all suspend our disbelief and roleplay as an ord and "pretend" we have real features and real jobs in the verse. It needs to change from a willing collective self-delusion because we are so desperate for orgs to mean anything, into real actual features.

  • @0Metatron
    @0Metatron 5 днів тому

    Why is “fighting someone who is ready to fight is not fun”??
    Bit of a weird comment, that’s what we live for, do and train every week in AC.
    Why is it always this weird assumption in the carebear world that “oh they only want to fight helpless newbs” Biggest bob fallacy I hear all the time. It just so happens that most encounters in the PU are with hapless solo sperm suit wearers with YT on the second monitor. Finding other orgs and good groups to fight and piracy hits that actually fight back with organised force is ALWAYS the desired outcome. But it has to happen organically in the PU

    • @hangarready1780
      @hangarready1780  3 дні тому

      He who is prudent and lies in wait for an enemy who is not, will be victorious. - Sun Tzu