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  • Some things to think about.....


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    Mainly typing this post as a reminder to myself.... but feel free to add - I'll try gather the most interesting links regarding Star Citizen here.

     

    Combat:

    - multiple posts on speed vs. firepower... nothing of real interest yet.

    - Lots of discussion in regards to drag vs. realistic space combat.

    • Cap Ships
      Good one by Emy: Seems we'll have at least 1-2 Idris-M corvettes in guild upon launch... and if someone starts a crowd-funding for a third, I'll make sure to add the first $5 ;)
      This might also be a good base to capture an even bigger ship... though they will require 24/7 staffing... and not just one player, but a full crew at that!
      Question is, how this could be manageable. I've yet to see a good solution for that. For the time being, feel free to volunteer for our team to fly our first corvette: http://www.covenantofthephoenix.com/forums/topic/34770-locked-and-loaded-battleship-looking-for-crew/

     

     

    Trading:

    • Convoy
      an interesting discussion on freelancer, constellation and the value of the starfarer spaceship: Starting the discussion on disregarding the starfarer they soon came to realize, the potential of this ship: starting the discussion about it being it's slow, bulky and poorly armed - thus being a welcome pirate snack, it was soon pointed out, that it has 4 times the capacity of a freelancer... and that it has also more than double the capacity of a constellation, while requiring only half it's crew.... meaning as much as 4x more profitsssss per person on each trading run!!!!!!
      Now it still leaves the problem of being vulnerable - which brought the discussion on WW2 tactics: Convoys!
      While maybe being less fun than exploring the universe on your own, having multiple starfarers and maybe a few constellation travel in packs, such a convoy will be much hard to close in on. Throw in an idris or two, with fighters for escort (staffed with some of the crew you save on the starfarers) and only the most daring of pirates will ever dare to get close. All hyperjump capable, you can travel from system to system quick.... ideal sending agents in advance to scout the prices.... and the $'s will start rolling! Just one question remains: Will there be enough goods? ;)
      Sadly I don't remember the link - once I find it, I'll post it here.
       
    • Financing War
      Saw an interesting discussion regarding operational cost for fleets:
         - fuel
         - ammunition
         - docking fees
         - insurances
         - repairs
      all this will cost a decent amount of money - even more so, when it comes to capital ships.
      Question is: how to keep these operational? It doesn't make sense for a guild's combat wings to go spend their time trading, when they should be protecting guild mates. How to make sure there's no shortage on fuel, money and spare parts?

     

    Other Gamelplay topics:

     

    • Secondary Cockpit seats

       

      * The Super Hornet’s second seat has no rigidly assigned role. It can be used for:
      • Command seat for coordinating multiple wingmen (ideal for multi-craft organizations).
      • Weapons officer — running missiles, countermeasures, turrets & damage control.
      • Lockdown seat for bounty hunters; live targets can be secured here.
      • High-value passenger seat (or just a chance to fly a friend around).

      this hints that secondary cockpit seats will have multiple functions to choose from.

       


       
    Edited by Firedancer
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    that's some interesting thoughts there Fire.  Some will need to fire up the song Convoy over mumble though. can't leave that out :)

     

    maybe someone will do a SC remake of that old classic. now that would be worthy of an MVP post, too bad I'm neither musically nor lyrically blessed.

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