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iG-88

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  1. Thank you for crapping on that game! It is well deserved. PLEASE lets not have anything CoD-esque near Star Citizen!! I enjoyed Mass Effect (the first one) after the second one I felt betrayed. I bought the third (had store credit), but I couldn't even bring myself to play it more than 2 minutes DX Mass Effect 1 got a few things right though, that I'd love to see in Star Citizen. Like the interesting and diverse storyline/quests/sidequests and environments. Right now SC seems more like a ship-buying, ship-flying sim, with little-to-no exploration or adventure! Still I have high hopes for this game. I just wish CIG would stop making new ships (temporarily) and get to fixing up a nice vast diverse universe to explore. Or at least a good portion of it. If they did they would undoubtedly draw more players, which could give them more time for development. If not, they may take so long they run out of money, and in doing so, lose the base they already have as well. That would be no good. I don't want them to rush it out like practically all "promise games" these days. But they should value some expediency, since taking too long could ruin everyone's faith in it.
  2. Yes I realize some of this may have been discussed; I am entirely new to SC and the whole 'verse. Thank you for your input! Of course! What universe is complete without giant worms emerging from sand..! -A Few More Miscellaneous Ideas- - As I stated above I really think earning credits (or whatever units of income there is), should be difficult, if not extremely so. And even when one earns credits it should a tough task to keep it plentiful. This is because, in my humble experience with MMOs, easy cash and loot makes a dead MMO pretty quickly. Players join the game, earn millions, then have it all. Then new players join having nothing, and eventually, inevitably the old players give them handouts (and I'm not ragging on that, that's always fun). But soon everyone has everything they want and little to no reason to play at all. In SC Universe there should be a high level of scarcity. And I mean really high. At least as far as earning credits, loot, ships and gear. Fizzlefuse got it right in what was said above, that since this is currently an Alpha version, CIG likely wants things somewhat easy so that players don't have long waits for everything. Also this helps players to more quickly discover bugs and glitches. I hope they can create the proper scarcity though, in the future. - Another pet-peeve concerning ships is that they currently seem far too responsive in space. This probably carries slightly over to atmospheric flight as well. Right now the smaller ships seem to move instantaneously in opposing directions. It would do miracles for game immersion if the fighter ships 'carried more weight' to them, so to speak. The laws of physics! A ship shouldn't be able to reach full thrust in one direction, then immediately reach full thrust in the opposite way. There should be a moment of coasting to a halt while reversing thrusters, and then movement in the other direction (for the most part I'm referring to left-right/down-up strafing, but even forward and reverse momentum is somewhat a concern). Might get hate for it; some people enjoy the immediate responsiveness and razor sharp maneuvers and stopping on a dime... But it doesn't quite feel right with ships so awesome and immersive in every other way. Give the ships more weight, even the small ones! This is particularly problematic when it comes to ship collisions; it seems like, while some collisions do damage, most of it isn't enough to give it a realistic feel. Crashing into things at high speeds, no matter what they are or how they're shielded, should cause catastrophic damage to your ship. Here's an example: Fuel and air consumption should be a constant concern, at least in the future. Equipping, as well as deploying ships should also take a fair-to-large amount of credits and/or resources. Certain ships should be able to equip the cloaking device! (In rare cases. With no weapons or shields while cloaked; only specific ships.) - Exploration should also involve locks and keys (and/or keycards) that are spread in distant locations throughout the galaxy. Some easy to find, most, not. Find one blue-epsilon keycard on a derelict space station at solar system A; and eventually, through coincidence, find a blue-epsilon card lock in solar system B, C or D. Lose the key, lose the ability to enter. This could then be countered by having other players with keys open for you, or eventually, by rare coincidence finding a key for sale. There should also be treasure maps, clues and puzzles to solve. Also it'd be nice to have a star-map-purchase system to get some general guidance for space travel. If you don't have the star map, you lose navigation for that particular area of the Galaxy. Currently it seems that the entire area is known, and you're able to navigate a course wherever you want to go. This is not to say I want people limited from travel. I just think if you don't have an area mapped, you travel in blind. You might end up in Borg-infested space, exciting! It would be really cool, and also very funny if, upon death by depressurization, your characters eyes would pop out like in Total Recall. I know that last one's a bit out there, but it would be so funny!
  3. Let's post our ideas for Star Citizen. The galaxy's a huge place, full of curiosities and splendor! Please be polite and have fun, while we discuss in detail the additions we want to see in SC. Constructive criticism is always welcome, keep it friendly... Here are a few ideas I will start us off with: -Planets- Planets should have highly varied biomes and environments. These should include ocean planets, desert worlds, jungle moons, cavernous lands, ice planets, swamps, (and a personal favorite) lava worlds! It would be cool to have various atmospheric conditions, such as excessive heat or cold or toxicity, even radioactivity, which could have specified suits designed for protection from those environments (without which players would perish!). Planets should also definitely have varying levels of gravity, some with no gravity at all, and some with intense gravitational pull and pressure, suit required. Gas giants would be really cool, where traversing the upper atmosphere would be OK. There could be floating outposts, etc. Then moving too close to the core could crush most ships... Also would be cool to see asteroid-based outposts, with subterranean areas. -Weather- Weather should factor in on at least some planets, but not all. Some planets should remain placid, while others could have weather cycles such as: sandstorms, blizzards, high winds, etc. It would also be interesting to have electrical/radiation storms where again, special shielding would be required to survive. Another interesting addition would be meteor showers, perhaps not damaging to the player in most cases... Of course, the most intense weather should be on planets with lesser city-populations. There should also be 'weather' cycles in space the likes of radiation/electrical storms, where ships' shields would be rendered ineffective. Perhaps here or there, a neutronic wave front (Star Trek, Ahem)! Deadly nebula! -Ships- The ships so far are absolutely bad-ass. Can hardly put it into words just how right they look and feel. I do have one minor issue to discuss regarding player immersion: Planetary entry/re-entry seems a bit off... It feels somewhat awkward orienting the ship into a nose-dive and then accelerating toward the planet. While that should still be an option for entry, it seems lacking, if it's the only way. Players should be allowed to let their ships drift slowly downward towards the surface (with a horizontal orientation relative to ground), all the while getting pulled to greater and greater speeds due to gravity. Currently it seems as though there is no gravity, requiring ships to nose-dive and hit the thrusters. The level of gravity should also have effects on how quickly ships take off, and how much fuel is consumed. Also some of the more lightweight craft should be capable of water-landing and flotation, some, not all. -Weaponry- Weapons are also looking pretty nice, and I can't wait to hunt some bounties and pirates with the Scourge Cannon! Turrets on ships are awesome and so are the weapons additions to the ships main systems. Weapons turrets on ships should not be automated. Automation would detract from the challenge of the game, and we never want that! Instead the player should be able to either hire NPCs or other players to man different positions aboard their ship. Also it seems some of the infantry firearms are being slightly 'overdone', so to speak. For example the Devastator shotgun seemingly has way too much level of detail and unnecessary bulk added to it. My suggestion is to lean more on the side of realism. I know it's Sci-Fi. Still I hope devs don't get hung up on making things like fancy-diamond-encrusted-platinum-laser cannons with under-barrel flame throwers..! It would be amazing to see (in rare cases), Orbital Weapons Platforms that could, if accessed, rain supreme firepower down on the planet's surface, destroying small outposts, structures or towns... Of course it would be necessary to make accessing it an extreme challenge. Accessories are nice. But keep away from over-extravagant weapon design. -Exploration- Exploration should be the fundamental, key point of the game. While some may argue that it is space battles, I tend to disagree. With so many space craft, vehicles and weapons, the gameplay will quickly become boring and the equipment redundant if there is not a vast amount of exploration. Here are a few thoughts on aspects of exploration: Artifacts, Flora and Fauna. Scattered throughout the verse there could be a plethora of different types of Artifacts to be found, only through rigorous exploring. There should be ancient ruins with old alien technology, perhaps rare weapons. There should be Obelisks and Pyramids and rare trinkets that could be sold or held as trophies. There could be mysterious devices, like the Orbs in Mass Effect (the first game) with strange properties. There could be alien tech that could be found and then saved for use at a far later date. Regarding Flora and Fauna, there could be a huge variety of harvesting options for certain crafting items. There really ought to be many creatures, perhaps mostly neutral/friendly. However some animals, in rare cases could turn out to be hostile, and highly challenging to face. Perhaps giant worms, or insectoids! Another thing could be infected worlds, or derelict ships (think Dead Space, or The Thing) where your only choice is to fight for survival or run for your life. There should also be intact derelicts. We've seen plenty of demolished ones. Some should be intact, abandoned in space, or even on land. Exploration should not, and I can't stress this enough, should not stem solely or mostly from missions! Let the missions be vast and varying in type by all means, a multitude of missions is always welcome. But please don't conflate missions and side quests, with exploration. -Armor & Apparel- The armor should of course have good variety. Weight should factor in, which I believe it currently does. Also there should definitely be highly specialized suits for specific tasks. Of course there'll be a space suit for EVA in outer space, but adding other specializations for other armor sets/suits would be great too. There should be a set more suited for enduring intense heat, or cold or radiation. There should also mostly be non-EVA capable sets IMO. Body armor should not be conflated with EVA suits, and they should for the most part be separate, with a few exceptions. It would be cool to see a lot of options other than simple armor for combat and space suits for EVA. One thought would be a stealth-suit with either quiet movement or even invisibility. Mostly I'm hoping it will prove an actual challenge to obtain armors, so that everyone isn't immediately buffed just after they begin playing. Let there be lots of varying, quirky outfits to be found. -Miscellaneous- NPCs for hire or available as crew members should use a rating system the likes of the one used in Metal Gear Solid V. They could have a certain class of career like 'linguist' or 'gunner' or 'medic', and within that specialty a certain set of ratings. Players should be able to activate distress beacons (false or genuine). If a player's ship is captured, they should be given the option to fight aboard the enemy ship in order to escape (think Han Solo and co, the capture of Millennium Falcon!). Where are all the AIs? This is the future after all... There should be robots of some kind or another, even perhaps a sentient machine race! There should also be a minimal amount of spawn/respawn actions. I realize this is counter-intuitive, given there's a massive universe to traverse. But it will add to the replay and return-to-game value; if people can easily spawn their ships and/or fast travel around it will make things overly-easy. It's nice that there's a wait-timer for summoning ships (at least destroyed ones). However, if a ship is not at the station at which you are staying, it should take time to arrive near you, and there should be a fuel cost and fee. Having all your ships easily at your fingertips will take away from the immersion and challenge of the game. It should also be more challenging IMO, to acquire cash. Gaining millions of credits should take a very long time. The quicker people progress in the game, the quicker the MMO will die. I don't believe there should be a 'difficulty setting' option. The universe in general should prove pretty damn challenging, with areas of extreme and lesser challenges. Some mini-games would also be cool, so long as they remain within the Persistent Universe. Game modes are a bad idea. It's understandable at this point, given there are players currently in the game who want something working. But later on, when development is (mostly) "complete", having different game-modes will detract from the main MMO. All hoverbikes should remain as hoverbikes, and not be turned into flying-space-hoverbikes! Please remove the flight-function for hoverbikes. Having flight for them is ridiculous and totally misses the point of a hoverbike. While I do agree that they should have some (slight) altitude control and perhaps a jump/boost, they should not be able to simply fly away, especially up into space. A hoverbike is like a speeder from Star Wars, it's not for flight; only for elevated, fast, ground travel! This goes for all ships and vehicles; if they have a specialty let them stick to that specialty, no blurring lines, except perhaps in rare cases.
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