For "cleaning" ship debris, rather than a dynamic mission, the faction owning the area could simply send UEC rewards to people that clear it out. Assuming they can code the game to detect that lol
@@rgoo519 yes and that wouldn't be that hard to implement with the way how the law system works. You'd only get a crime stat on ships that are still 'owned' when salvaging.
1000 scu cap at all locations. Unless players have sold quantities off that commodity at that location, then the available may raise to include what the players dropped off. Also the Reclaimer only has a salvage bound right now because, unlike the Mole, there is only 1 salvage head available and it is only size 1. The Mole has size 2 and mining loop has mods to mix and match for different results.
Croncy, I think you missed out a couple of the key options in your big things needed for best Game / MMO. I would list this: 1. Economy 2. Creativity 3. Social 4. Fun factor 5. Progression & Grind All features SC needs a big dose of to succeed.
You can just walk up to a cargo elevator, any even in a player personal hanger, and hit the button on the cargo screen to send what's in the lift to inventory and it's yours. It gets sent to YOUR storage. Imagine that, you've pulled up everything you own to try and smash it into your C2 when suddenly someone runs into your hanger, hits a button or two on the lift controller and now owns everything you had. Or your doing a hauling mission at a outpost, while loading some rando rolls up, hits the button, and now "owns" your quest items in his storage inventory. How did this even make it this far? This isn't a bug, it's a fuck up.
I think you asked the right people, and it was definitely heard. Building the mechanic for the 'little guys' to have a role/advantage in an MMO (or any game) provides so much more depth and health to a game, but it is so much more difficult to achieve without breaking stuff around it. For many of the player balancing systems the reputation system is essential and again is recognised as equally if not more important than the financial reward system. Of all the things in the SC verse the reputation system is one of the more exciting mechanisms.
I don’t mind the lower level cargo missions being low payout as long as the higher end ones are decent, and more importantly that the rep grind pays off to make it all worth the time.
Speaking of the Freelancer and jump points, that's a good point and something I hadn't thought of for years. My Kickstarter ship is my Freelancer MIS. But in the years since the Kickstarter, Origin has released the 400i, which Marketing sells as a Connie competitor, but it's not, it's a Freelancer DUR competitor. Will the 400i fit through those jump points? That right there would be a reason to take it over the 600i. And that could make it a viable Connie Aquilla competitor.
The benefit to running a smaller ship SHOULD be your less susceptible to pirates(npc or players) because of less of an em signature and ur faster. However it’s not like that so running bigger ships are better in every way. I wish to see smal ships as ur small cargo but extremely risky cargo runners but are more capable because they may not be detected like for example a C2. And the C2 would be better for larger safer cargo. Like I think it’s be cool to see a live pinging cargo like what sea of thieves has with a certain chest. Like have it be radioactive material and it can be traced by other players. For me the best way would be having a pirate reputation or tied to cargo or even bounty rep. I wouldn’t mind seeing a high risk cargo that makes you a target to those who grind out wanting to pirate other cargo
1:24:27 IMO, the game can't be entirely sandbox in this way, cause it would be too frustrating and boring to just fly around or sit in a spot waiting for something to happen. Missions should be able to facilitate initial interactions for things like cargo, but not necessitate anything. For example, a mission pops up with a fee, and paying that fee gives you the info that was sent to the hauler, but nothing else.
I like the idea of data running trade information from system to system.. so you can have updated data in one location from multiple systems. It may be behind and could be outdated. But it's nice to have that.
The cargo missions are like a company driver you get paid to drive. You don't own the ship, it's cargo or the value of the cargo is not yours. You get what you risk. Salvage is not aUEC until you bank it
When you guys discuss that reward feeling from long hours/days of hard work and grinding and finally achieving something hard - all I could think of was almost every aspect of anything worth feeling good about. Fitness, work, etc. it’s def great when games incorporate this in games well.
A full wipe will definatly get people testing these new mechanics such as Reputation, freight elevators, and fps stuff all while challenging the new economy. We do need one eventually before the year is up. It'll be before all the stuff in the next few months is added or right after for the new year is my guess.
Why use a smaller ship rather than a larger ship? Because smaller ships have higher top speed, and better maneuverability. For example: a Nomad has a top speed in normal space that exceeds the C2. Yes, the C2 can be fitted with a faster drive, but that speed does nothing when you're interdicted, in fact it was the speed that probably got you trapped. Whether by overconfidence or improper planning (not doglegging your jump), or just overrunning your intended waypoint because you're going too fast. I've lost more cargo in a C2 than I have in my Max, and I "own" (extended lease) both. I thought that the C2 would make my hauls to TDD's only take one or two trips, but I've lost more cargo in the C2 due to bugs (CTD causes "unknown" status in SC) than in my Freelancer Max. True, the MAX takes me 5 trips but I can make those 5 trips and not lose one cargo load. But EVERY TIME I use the C2 I can count on losing a refined load. My last time I lost 36 SCU of refined Bexalite, and 25 SCU of Quant along with 3 Laranite while coming in to land at Lorville due to CTD. It disturbed me so much that I have not ore mined again, and will likely not do so for the remainder of this patch (update: I lied, I'm still MOLE mining). So what do I do now? I ROC mine with a Nomad. Smaller ship, less complexity, less that can go wrong, less of a target on my back, more nimble and same fun.
I would like to see them starting to work on bringing the orgs into the game. They could have org missions where there's more things at the location to do. Example would be you do a bunker mission where you have to fight multiple waves of not only AI coming from inside the bunker but also flying in with ships. Salvage missions where it's like there is a small battle and you have to go to clean up. Mining missions where they send you out to an asteroid field and you have to collect so much ore
I think what they mean by "We don't want to wipe". Is that they want to keep the data as long as they can and only wipe when they have to because of a data change. There will be one major wipe down to just cash items at the end of Alpha and the release of 1.0.
Cargo loading needs to be way more complex. Base speed of loading needs modifiers based on location, reputation, the volume of other players loading, etc & you need to be able to pay at multiple levels to expedite it.
There's good, reasonable grind, and then there's stupidly boring grinds that feel like they're only in there because some higher ups wanted more player engagement and daily logins are the laziest way to get them. ESO has the "log in every day to put one skill point into X, and do that for 200 days" thing too. I sure wasn't celebrating when I maxed it out. I was thinking "thank god I don't have to remember to log in to this character and do that anymore". At one point I wasn't playing the game, I was launching it, cycling through all my characters for half a minute each just to put that skill point in, then logging off. It's probably not the kind of player engagement anyone would call healthy, for the game and its players. It's the same thing with grinding for loot. You can make a one-mission event and ask players to grind it over and over for two weeks to get a reward. Many MMOs do that, and I've uninstalled a lot of them. Now imagine you have to grind for 20 days to get a second ship in SC. Multiple weeks of playing the exact same missions, with nothing to mark your progress. At least in WoW and ESO, you unlock new gear and skills in hours. What are the stuff you need to grind a lot for? Special flair items and legendary gear, not the most basic of armours and swords.
all the missions as he said have a curve to em.. you start off doing basic then work ya way up its the same as we have now doing bounty missions u start of as a noob then you get better missions more times you do em.. same is going to happen will all the new cargo / box missions, or that was my impression at least. Most of us have waited over ten years for a starmap let alone cargo missions LOL.. No rush here. i have plenty of other games to play. and just for a reminder, it took 10 years to make hl2, most of that time was not spent making the game but the engine... and i hate to say it but making games is not as easy as ya think, even if you cry it taking so long.
we need armor and resistances due to alpha damage so we can have size 3 armor and shields be completely invulnerable to size 4 and smaller guns as per the CIG future intent.... not that small ships can tacle or defend an operation we do need the larger ships to work as intended sooner than later.... we need the players who like PVP to understand the future the game
when you listed benefits of Small ships, an croncy went "They are faster!" and mike went "They are slower, in quantum"... I always leave my 300i behind in favor of the C1... Shouldnt I mainly travel in my car, instead of always taking my Semi truck?
Depends, are you picking up groceries in your neighborhood, or picking up freight 3 states away? Faster in quantum doesn't mean faster to land and take off at an outpost.
@@AnswerTheCallSC We are in a weird spot, capped speed is mandatory because of the Physics and networking, but with capped speed it's hard to balance big ships and smaller ships. I looking to see what CIG will do, there are only 2 options, miss or hit.
I already take my vulture when I go bunkering, either on my own or in a group with some orgmates. joke among my orgmates: Guards inside bunker "who's playing dubstep outside and wheres our help??!!!" we do station cleaning org 'events' already (and try to move what we can from cities). I'm playing SC to be an MMO. theres a difference between a 'grind' and an unholy slog though. i don't want to play for a month.. i want to play for years (hopefully not the years i'm in a retirement home! LOL) .. if your doing the 'game loop'/job you enjoy you don't 'notice' its a grind. if you doing things you don't 'want' too, but it's the meta to make money in game, it's gonna feel like a slog and your just counting how many times you have too. unfortunately we are the testers, testing everything, including the grind. as frustrating as it is, we are at the stage they are switching from legacy code to new things that are supposed to work when all together and don't want to work properly intermixed. i refuse to defend CIG's terrible decisions, but if you look close you can see what they are trying to do. we're all frustrated its taken so long (and i'm no where near an original backer, I can only imagine THAT frustration). Theres so much more we need in the game before we can officially grab the torchs and pitchforks, but i can truly see WHY people are angry (still angry). once we get through this stretch of them fixing their previous decisions (ie start fresh and make their own code/engines/etc) .. the rest will be FAST. stuff just sitting and waiting to be able to just be plugged in. I would bet people money there are entire sets/teams of designers chomping at the bit to scream to the internet "its right here, we have it! we just need X and X to be concrete"
There is one thing I want to point, is that most of the players (not all of them) want gameplay content or story driven mission. But from what I understand and I see is that CIG wants to implement all the foundation tech, we still don't have Maelstorm, Server Meshing, Custom Markers etc before going crazy with content. Just think, if they start now adding content, they need to redo all of the content when another tech is introduced. There is already a big problem with MM and to many ships. IF there were a small number of ships maybe we could get the MM faster also I think that the current balance is meaningful without Maelstorm. TDLR: I'm not going crazy when I see they are not adding more content for now because I can understand why, at least I hope I understand.
@@danielcojocariu8438 pretty much your bang on. it sucks but pretty much the last 10 or so years has been trying to make things that didn't work, work. and the past 2 ish years has been redoing from scratch everything they had and everything they want to do. I don't like it (at all) ... and a ton of the issues when they add the new stuff, is the new stuff trying to work with the old stuff, till they can do the next 'update' and get rid of that legacy coding, etc, etc. again I don't like it, i don't agree with the decisions that made it take this long, but it's the reality.
You are making the wrong argument about grinding. People don’t mind grinding if you make the grind fun. If the stuff you do to grind is fun. If a grind is a grind just because it takes along time that’s not good game play in any genre. That’s just lazy and piss poor programming.
Don’t mind the wipe too much, just don’t mess with my money, I grind too hard to earn what I have, for example, lots of cave missions and mining while I search for the missing person.
I have an idea to make the ship size thing be more worthwhile. smaller cargo contracts, up to X ship size will have a protected area to load. larger ship will have to park outside of the protected area and move cargo farther to load their ship. I'm not talking arma zone.. but maybe a hangar elevator area? .. I'm not exactly sure
you cant have trigger pirate missions but maybe you can have mission show up if a pirate team some how gets some NPC cargo. there is no sense that pirates would have any intel but if pirates know routs and intercept a cargo mission you should be able to have a lawful mission to respond to pirates... in real life pirates have no intel and makes no sense if pirates are given intel to fuck with lawful players.... the burden of PVP should be on griefers not place the burden on the lawful players who may or may not want PVP.... it makes sense based on reality and gives pro active griefers the ability to find loot if they are at the right place at the right time
Grind in Star Citizen is a great thing. It's being designed as a lifetime game. Living in the verse. Like Nick said it's not suppose to be a 40 to 50 hour game. It's a MMO. With that said I believe ships should cost a lot more than they do in game. It should be much harder to get an 890J (a ship I absolutely hate) because of the ships are so easily reachable... the gameplay and the mechanics of the game are meaningless. I have 3 accounts. One owns too many ships... I won't disclose lol but the other 2 are to give me a reason to play. Work for the ships.. period. I don't care if it's a game I play weekly for the rest of my life. I need a reason to do it. Harder to reach goals.
Cleaning up ships is fine but honestly, salvaging ships on the ground in atmo isn't very fun. Tractor beams are janky, it's hard to get the angles you want, if you're in a vulture it's harder to transfer boxes to another ship than in zero G, if you're in a reclaimer literally just -being- in atmo/1G is miserable. Like ig tit's fine but it's the least fun way to salvage imo and the fact the shields are still up by default means this is probably going to be too annoying to be worth doing. Disagree w/ Mike's weird vendetta against missions though. It's an MMO, MMOs thrive on structured content. Doesn't mean there can't be sandbox content-- obviously there is, but yeah, if you want the game to be accessible and have a steady amount of content, there needs to be a robust mission system.
For "cleaning" ship debris, rather than a dynamic mission, the faction owning the area could simply send UEC rewards to people that clear it out. Assuming they can code the game to detect that lol
should be a bonus for cleaning area within x km's of an outpost/location
Like a call to arms that pays x amount every time you fracture
@@rgoo519 yes and that wouldn't be that hard to implement with the way how the law system works. You'd only get a crime stat on ships that are still 'owned' when salvaging.
1000 scu cap at all locations. Unless players have sold quantities off that commodity at that location, then the available may raise to include what the players dropped off.
Also the Reclaimer only has a salvage bound right now because, unlike the Mole, there is only 1 salvage head available and it is only size 1. The Mole has size 2 and mining loop has mods to mix and match for different results.
Croncy, I think you missed out a couple of the key options in your big things needed for best Game / MMO. I would list this:
1. Economy
2. Creativity
3. Social
4. Fun factor
5. Progression & Grind
All features SC needs a big dose of to succeed.
You can just walk up to a cargo elevator, any even in a player personal hanger, and hit the button on the cargo screen to send what's in the lift to inventory and it's yours. It gets sent to YOUR storage.
Imagine that, you've pulled up everything you own to try and smash it into your C2 when suddenly someone runs into your hanger, hits a button or two on the lift controller and now owns everything you had. Or your doing a hauling mission at a outpost, while loading some rando rolls up, hits the button, and now "owns" your quest items in his storage inventory.
How did this even make it this far? This isn't a bug, it's a fuck up.
I think you asked the right people, and it was definitely heard. Building the mechanic for the 'little guys' to have a role/advantage in an MMO (or any game) provides so much more depth and health to a game, but it is so much more difficult to achieve without breaking stuff around it.
For many of the player balancing systems the reputation system is essential and again is recognised as equally if not more important than the financial reward system. Of all the things in the SC verse the reputation system is one of the more exciting mechanisms.
You guys are becoming better host than official CIG
I don’t mind the lower level cargo missions being low payout as long as the higher end ones are decent, and more importantly that the rep grind pays off to make it all worth the time.
Speaking of the Freelancer and jump points, that's a good point and something I hadn't thought of for years. My Kickstarter ship is my Freelancer MIS. But in the years since the Kickstarter, Origin has released the 400i, which Marketing sells as a Connie competitor, but it's not, it's a Freelancer DUR competitor. Will the 400i fit through those jump points? That right there would be a reason to take it over the 600i. And that could make it a viable Connie Aquilla competitor.
The benefit to running a smaller ship SHOULD be your less susceptible to pirates(npc or players) because of less of an em signature and ur faster. However it’s not like that so running bigger ships are better in every way. I wish to see smal ships as ur small cargo but extremely risky cargo runners but are more capable because they may not be detected like for example a C2. And the C2 would be better for larger safer cargo. Like I think it’s be cool to see a live pinging cargo like what sea of thieves has with a certain chest. Like have it be radioactive material and it can be traced by other players. For me the best way would be having a pirate reputation or tied to cargo or even bounty rep. I wouldn’t mind seeing a high risk cargo that makes you a target to those who grind out wanting to pirate other cargo
1:24:27 IMO, the game can't be entirely sandbox in this way, cause it would be too frustrating and boring to just fly around or sit in a spot waiting for something to happen. Missions should be able to facilitate initial interactions for things like cargo, but not necessitate anything. For example, a mission pops up with a fee, and paying that fee gives you the info that was sent to the hauler, but nothing else.
I like the idea of data running trade information from system to system.. so you can have updated data in one location from multiple systems. It may be behind and could be outdated. But it's nice to have that.
storage at locations should require a fee to store. maybe ability to purchase extra storage space at a specific location
The cargo missions are like a company driver you get paid to drive. You don't own the ship, it's cargo or the value of the cargo is not yours. You get what you risk.
Salvage is not aUEC until you bank it
When you guys discuss that reward feeling from long hours/days of hard work and grinding and finally achieving something hard - all I could think of was almost every aspect of anything worth feeling good about. Fitness, work, etc. it’s def great when games incorporate this in games well.
A full wipe will definatly get people testing these new mechanics such as Reputation, freight elevators, and fps stuff all while challenging the new economy. We do need one eventually before the year is up. It'll be before all the stuff in the next few months is added or right after for the new year is my guess.
Why use a smaller ship rather than a larger ship? Because smaller ships have higher top speed, and better maneuverability. For example: a Nomad has a top speed in normal space that exceeds the C2. Yes, the C2 can be fitted with a faster drive, but that speed does nothing when you're interdicted, in fact it was the speed that probably got you trapped. Whether by overconfidence or improper planning (not doglegging your jump), or just overrunning your intended waypoint because you're going too fast. I've lost more cargo in a C2 than I have in my Max, and I "own" (extended lease) both. I thought that the C2 would make my hauls to TDD's only take one or two trips, but I've lost more cargo in the C2 due to bugs (CTD causes "unknown" status in SC) than in my Freelancer Max. True, the MAX takes me 5 trips but I can make those 5 trips and not lose one cargo load. But EVERY TIME I use the C2 I can count on losing a refined load. My last time I lost 36 SCU of refined Bexalite, and 25 SCU of Quant along with 3 Laranite while coming in to land at Lorville due to CTD. It disturbed me so much that I have not ore mined again, and will likely not do so for the remainder of this patch (update: I lied, I'm still MOLE mining). So what do I do now? I ROC mine with a Nomad. Smaller ship, less complexity, less that can go wrong, less of a target on my back, more nimble and same fun.
I would like to see them starting to work on bringing the orgs into the game. They could have org missions where there's more things at the location to do. Example would be you do a bunker mission where you have to fight multiple waves of not only AI coming from inside the bunker but also flying in with ships. Salvage missions where it's like there is a small battle and you have to go to clean up. Mining missions where they send you out to an asteroid field and you have to collect so much ore
I think what they mean by "We don't want to wipe". Is that they want to keep the data as long as they can and only wipe when they have to because of a data change. There will be one major wipe down to just cash items at the end of Alpha and the release of 1.0.
They need at minimum tutorial missions that teach the different types of mining, salvagjng, basic cargo trade routes
Question: for someone to pull up their cargo in your hangar, I assume their personal hangar needs to be at the same location, correct?
Cargo loading needs to be way more complex. Base speed of loading needs modifiers based on location, reputation, the volume of other players loading, etc & you need to be able to pay at multiple levels to expedite it.
I always thought from the get go the game was an MMO. S42 is the single player version.
There's good, reasonable grind, and then there's stupidly boring grinds that feel like they're only in there because some higher ups wanted more player engagement and daily logins are the laziest way to get them. ESO has the "log in every day to put one skill point into X, and do that for 200 days" thing too. I sure wasn't celebrating when I maxed it out. I was thinking "thank god I don't have to remember to log in to this character and do that anymore". At one point I wasn't playing the game, I was launching it, cycling through all my characters for half a minute each just to put that skill point in, then logging off. It's probably not the kind of player engagement anyone would call healthy, for the game and its players. It's the same thing with grinding for loot. You can make a one-mission event and ask players to grind it over and over for two weeks to get a reward. Many MMOs do that, and I've uninstalled a lot of them. Now imagine you have to grind for 20 days to get a second ship in SC. Multiple weeks of playing the exact same missions, with nothing to mark your progress. At least in WoW and ESO, you unlock new gear and skills in hours. What are the stuff you need to grind a lot for? Special flair items and legendary gear, not the most basic of armours and swords.
Small ship, a little slower, cheaper to fly.
all the missions as he said have a curve to em.. you start off doing basic then work ya way up its the same as we have now doing bounty missions u start of as a noob then you get better missions more times you do em..
same is going to happen will all the new cargo / box missions, or that was my impression at least.
Most of us have waited over ten years for a starmap let alone cargo missions LOL..
No rush here. i have plenty of other games to play.
and just for a reminder, it took 10 years to make hl2, most of that time was not spent making the game but the engine... and i hate to say it but making games is not as easy as ya think, even if you cry it taking so long.
90% of the time making a game is mostly bug fixing xD
we need armor and resistances due to alpha damage so we can have size 3 armor and shields be completely invulnerable to size 4 and smaller guns as per the CIG future intent.... not that small ships can tacle or defend an operation we do need the larger ships to work as intended sooner than later.... we need the players who like PVP to understand the future the game
Auto loading should cost time, not money and time
when you listed benefits of Small ships, an croncy went "They are faster!" and mike went "They are slower, in quantum"... I always leave my 300i behind in favor of the C1... Shouldnt I mainly travel in my car, instead of always taking my Semi truck?
Depends, are you picking up groceries in your neighborhood, or picking up freight 3 states away?
Faster in quantum doesn't mean faster to land and take off at an outpost.
Yea like faster is a weird thing...capped ship speeds but the differences aren't really great. A lot needs to change I think - Mike
@@AnswerTheCallSC We are in a weird spot, capped speed is mandatory because of the Physics and networking, but with capped speed it's hard to balance big ships and smaller ships. I looking to see what CIG will do, there are only 2 options, miss or hit.
Small ship smaller jump points that only they can fit through. What happened to that? Been holding onto my Freelancer Max for that very reason.
Watch the ISC from today and you’ll get your answer!
YOU ARE CELEBRATING THE GRIND?????????????????????????
I already take my vulture when I go bunkering, either on my own or in a group with some orgmates. joke among my orgmates: Guards inside bunker "who's playing dubstep outside and wheres our help??!!!"
we do station cleaning org 'events' already (and try to move what we can from cities).
I'm playing SC to be an MMO. theres a difference between a 'grind' and an unholy slog though. i don't want to play for a month.. i want to play for years (hopefully not the years i'm in a retirement home! LOL) .. if your doing the 'game loop'/job you enjoy you don't 'notice' its a grind. if you doing things you don't 'want' too, but it's the meta to make money in game, it's gonna feel like a slog and your just counting how many times you have too.
unfortunately we are the testers, testing everything, including the grind. as frustrating as it is, we are at the stage they are switching from legacy code to new things that are supposed to work when all together and don't want to work properly intermixed. i refuse to defend CIG's terrible decisions, but if you look close you can see what they are trying to do. we're all frustrated its taken so long (and i'm no where near an original backer, I can only imagine THAT frustration).
Theres so much more we need in the game before we can officially grab the torchs and pitchforks, but i can truly see WHY people are angry (still angry). once we get through this stretch of them fixing their previous decisions (ie start fresh and make their own code/engines/etc) .. the rest will be FAST. stuff just sitting and waiting to be able to just be plugged in. I would bet people money there are entire sets/teams of designers chomping at the bit to scream to the internet "its right here, we have it! we just need X and X to be concrete"
There is one thing I want to point, is that most of the players (not all of them) want gameplay content or story driven mission. But from what I understand and I see is that CIG wants to implement all the foundation tech, we still don't have Maelstorm, Server Meshing, Custom Markers etc before going crazy with content. Just think, if they start now adding content, they need to redo all of the content when another tech is introduced. There is already a big problem with MM and to many ships. IF there were a small number of ships maybe we could get the MM faster also I think that the current balance is meaningful without Maelstorm. TDLR: I'm not going crazy when I see they are not adding more content for now because I can understand why, at least I hope I understand.
@@danielcojocariu8438 pretty much your bang on. it sucks but pretty much the last 10 or so years has been trying to make things that didn't work, work. and the past 2 ish years has been redoing from scratch everything they had and everything they want to do. I don't like it (at all) ... and a ton of the issues when they add the new stuff, is the new stuff trying to work with the old stuff, till they can do the next 'update' and get rid of that legacy coding, etc, etc. again I don't like it, i don't agree with the decisions that made it take this long, but it's the reality.
Big ships = bigger cost to replace when boom.
preemo Pod
You are making the wrong argument about grinding. People don’t mind grinding if you make the grind fun. If the stuff you do to grind is fun. If a grind is a grind just because it takes along time that’s not good game play in any genre. That’s just lazy and piss poor programming.
Don’t mind the wipe too much, just don’t mess with my money, I grind too hard to earn what I have, for example, lots of cave missions and mining while I search for the missing person.
I've been playing this game for 2 years every day and I have probably done 30 missions. you do not need to do missions to have a good time
Sure, but some of us like rewards and a functioning economy system, which requires proper missions, and proper payments
One more thing. Please stop trying to turn every mechanic into Eve. Go play eve if you want Eve.
How😂
I have an idea to make the ship size thing be more worthwhile. smaller cargo contracts, up to X ship size will have a protected area to load. larger ship will have to park outside of the protected area and move cargo farther to load their ship. I'm not talking arma zone.. but maybe a hangar elevator area? .. I'm not exactly sure
To many words with only 20% saying something, Hard to find the point when the point is lost in liking to hear yourself talk.
you cant have trigger pirate missions but maybe you can have mission show up if a pirate team some how gets some NPC cargo. there is no sense that pirates would have any intel but if pirates know routs and intercept a cargo mission you should be able to have a lawful mission to respond to pirates...
in real life pirates have no intel and makes no sense if pirates are given intel to fuck with lawful players.... the burden of PVP should be on griefers not place the burden on the lawful players who may or may not want PVP.... it makes sense based on reality and gives pro active griefers the ability to find loot if they are at the right place at the right time
Grind in Star Citizen is a great thing. It's being designed as a lifetime game. Living in the verse. Like Nick said it's not suppose to be a 40 to 50 hour game. It's a MMO. With that said I believe ships should cost a lot more than they do in game. It should be much harder to get an 890J (a ship I absolutely hate) because of the ships are so easily reachable... the gameplay and the mechanics of the game are meaningless. I have 3 accounts. One owns too many ships... I won't disclose lol but the other 2 are to give me a reason to play. Work for the ships.. period. I don't care if it's a game I play weekly for the rest of my life. I need a reason to do it. Harder to reach goals.
Cleaning up ships is fine but honestly, salvaging ships on the ground in atmo isn't very fun. Tractor beams are janky, it's hard to get the angles you want, if you're in a vulture it's harder to transfer boxes to another ship than in zero G, if you're in a reclaimer literally just -being- in atmo/1G is miserable. Like ig tit's fine but it's the least fun way to salvage imo and the fact the shields are still up by default means this is probably going to be too annoying to be worth doing.
Disagree w/ Mike's weird vendetta against missions though. It's an MMO, MMOs thrive on structured content. Doesn't mean there can't be sandbox content-- obviously there is, but yeah, if you want the game to be accessible and have a steady amount of content, there needs to be a robust mission system.