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Core last won the day on March 26 2016

Core had the most liked content!

About Core

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    The Steve Jobs of Imperium

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  1. 8700K & 8600K reviews leaked

  2. Really? OP cared about loss of location? Cause the way I read it. OP was turned off by Chronicles of Elyria which featured aging and death. So I believe OP was asking more about character permeance and less about loss of location. I could be wrong here. But hey, you be the judge.
  3. Like I said before. I understand what you're saying but there is only one definition of permadeath, any other death is just not permadeath. Permadeath is defined as: The permanent death of a defeated character, after which the player of the game cannot continue with the same character. From a tactical and strategic point of view I get you, but I don't think they were OP's concerns.
  4. I think you are mixing up 2 things here. Permadeath as described by death of a spaceman is the loss of a virtual avatar which will be instantly replaced by a new virtual avatar. That is the yes part in your reponse but the no part in your response has nothing to do with permadeath. Death in this game regardless of loss of avatar will "remove you from the location" unless there is a "hospital spawnship nearby". Nothing "perma" about it. Just death. I get what you are saying and your point is valid, just not in regards to permadeath. The reason why I say this is because, if I take what you said at face value, then the perma aspect to you is the removal from that location, whereas if there was no permadeath, you wouldn't be removed from the location? You would stay there? Respawn there? Be unable to die there? No in this case that you're describing, both death and permadeath lead to removal from location. Just to clarify, in EVE if you died, you would respawn in a clone center you had designated but your avatar would never die.(you might lose implants and experience but hey, different story) You would still be "removed from the location". This counts as death, but not "permadeath". Permadeath in games like DayZ just mean respawn naked and try again(Althought experience and knowledge were the real resource in that game) and in SC you will never lose all your gear. You may lose what you had on you just like in DayZ but your hangar is in tact and your bank accounts are still filled. That's less DayZ and more "Escape from tarkov"
  5. Personally I feel we won't be affected by it so much. But I understand your feelings on the matter. I just... wouldn't worry about it too much
  6. As far as I understand it. As long as you don't get your brain splattered you can keep respawning and you may have scars and mechanical augmentations that replace bodyparts and the like. But if your brain does go splat, you "die". Either you get a relative or a clone to replace your char and your "legacy" continues. This "successor" will BE you with all the same assets, just maybe a different look(unless its a clone). Legacy wise they will be different but from a gameplay perspective... they are the same. The only people who will really care about this are roleplayers AFAIK I feel like the REP loss will be minor. And the fee you pay for the loss of a character is the same as if you RESPAWNED at a med center with your current one and perhaps... if they are smart they will give you the option to "customize" the funeral arrangements... if you pay alot for a huge funeral.. you don't incur a REP loss. if you pay none and bury him in an unmarked grave, you might incur more rep loss.. but we don't know about this shit yet
  7. Funding Discussion

    The problem is that whilst you might feel this way, we are not the people you should be talking to. You need to talk to CIG, or step up to the press to get your thoughts out. Most of us deal with enough criticism from non backers and it has left us fairly raw. If you see a problem try to stamp it out at the root. Goto CIG and open dialogues. See if they care. As long as you are out here trying to convert people rather than trying to do everything you can to try and change CIG's mind, you just come off as a guy on a street corner selling the apocalypse.
  8. Funding Discussion

    Personally I feel, that anyone making money off the back of CIG is taking money from CIG. And those people kind of lose the right to an opinion.
  9. Hey Returning member here


  10. WHAT THE !%#¤! WAUW!!!

  11. Game Day June 24th

    Global Forum message updated
  12. For those of us that were at Foundry 42 most of those things were stuff we weren't allowed to talk about. It's nice that he is now. Glad progress has been made and that mining will be in 3.0
  13. My Thoughts on Star Marine in 2.6.1

    Nice vid, can't agree with your comment on medkits however. If you know the map, you should know them all and a few runs in a privatematch with someone who knows, and you'll know all places. They are also placed symmetrically. The only real comments I have on the placement of the medkits(8 in total on Damien and 6 on Echo eleven) is their actual spacing. On damien 6 out of 8 medkit stations are within 20 paces from each other. Whereas the other 2 on the other side of the map are pretty far apart. The spacing on Echo Eleven is fine. Just believe me, if you play with a bit of finesse, you'll always be full on medkits. (You might have to move from the position you're defending but from what I saw in the video, you still don't have to go far)
  14. I have decided to change my stance on this. Light or heavy armor should not be a choice in starter package. Just loadout and gear. Everyone starts with medium armor. Light armor is more flexible, makes you more manouverable with 3x stamina and 25% more movement speed overall and sacrifices ~25% armor. Whereas Heavy is unable to sprint and increases armor by 35%. But both armor types should be vastly more expensive than medium armor. Ahem, numbers are for example only and just to give an idea.(Prolly not balanced at all :p) This way everyone starts with the same armor strength but has a choice of armorskin(pirate, marine, civilian, fireman, clown, mime etc.) weapons, grenades, mars bars and bootflaps.
  15. Whilst I can totally understand your point of view of wanting to be as much as real life as possible. My example would also be rooted in as much as real life as possible. Do you actually walk around town with the intention of listening in on other peoples conversation in the hopes to make new friends? @DrKen angles his point of view a bit more from that of a gamer and thus its very easy to recognize the elements at play: You only interact with the general public at large when you need to know something(In real life this could be directions, or the time for instance). You interact with people putting up Want To Buy's and Want To Sell's. Just like you interact with a storeclerk once you find the store that carries what you want. But there are times when you just want to kick back relax and chat with a bunch of people about any given subject. Usually this chat would be with people who are not in your direct proximity, facilitating the use of either text based communications or voicecoms that are unbound by proximity. My final thoughts on the matter is that no game thus far has done voice based proximity range and falloff range really well in any game straight out of the box. Games like arma2 and arma3 eventually got mods that made radio communication and proximity based communication pretty damn close to real. The idea of the mod however is to roleplay the inability to mute. So that the enemy could potentially hear you as this is more a milsim/roleplay experience anyway. Whereas I can promise you in this game, my prox chat is on a different button than my external voice comms. As for mutes: "ignores" should always be possible, and I do believe that if theres prox based voice comms there should also be a way to ignore all prox based voice comms at the press of a button.