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Idris interiors..

Discussion in 'Star Citizen Public Discussion' started by Asp, 4 Nov 2013.


  1. Asp

    Asp Administrative Officer Officer

    Officer
    Nowww I want one.. Just dawned on me, that it'll be a carrier of sorts too..

    Hangar
    [​IMG]

    Engine room
    [​IMG]
     
  2. Would be nice, but I know they are saying the waitlist is so long you wouldnt get one before launch. Also isn't that thing $1000 by itself?
     
  3. will be talking to zib tonight, see what i might be able to swing
     
  4. Asp

    Asp Administrative Officer Officer

    Officer
    Hahah, I said "I want one", not that I'm willing to get shot in the face by my wife for spending $1000 on a particular group of pixels in a hobby my wife's not overly fond of in the first place :lol:

    Some day, in game, that'll make a nice flag ship for our corp.. ;)
     
  5. Sentrosi

    Sentrosi Protocol Officer Officer

    Officer
    I'm thinking Escort Carrier or Destroyer. Idris will be a nice C&C craft as well.
     
  6. Asp

    Asp Administrative Officer Officer

    Officer
    Cutaway diagram

    [​IMG]
     
  7. Manitou

    Manitou Old War Horse DragonWolf

    Pretty impressive.
     
  8. Zib

    Zib

    When they open up friends visiting your hangars and add it to my hangar, you can all come check out mine :cool:
     
  9. Couldn't we set up a outfit fund and throw in 20 bucks a piece, I know I would contribute.
    Would be pretty cool

    0ri0n
     
  10. Sentrosi

    Sentrosi Protocol Officer Officer

    Officer
    We thought about it 0ri0n. But it's a little late to crowd fund an Idris. I look at it as something to work toward.
     
  11. Asp

    Asp Administrative Officer Officer

    Officer
    We'll have one in game at some point, though not having one right away gives us some time to see exactly how effective they are as a fleet command ship (with others). My fear is that it would end up in dry dock a lot, particularly if larger groups started making sport of tracking them down and trying to destroy them everywhere they're found. You don't have to look much further than EVE and what happens to a lone mothership or even carrier/dread. Whole alliances drop what they're doing to come and kill capital ships, the bigger the ship the bigger the swarm..

    With so few of them initially, they'll make benchmark targets for groups with a lot of retaliators and gladiators, and you KNOW people will be flying these things stupidly or poorly escorted.. Zib's Party "Space RV Casino" variant aside. :p

    I'm more interested in a proper light carrier if I'm honest. Something we can launch off of (more than 2 at a time) seems more useful to us.
     
  12. I was wondering about the physics and game play and thinking about that. If someone logged on and took the Idris out for a spin and the rest of the outfit wasn't present to fly CAP you would be a sitting duck. What happens when you log out? Do you maintain your present position in space or do you automatically go back to your hanger? Just curious how they will handle it. Especially if it is a multiplayer ship.

    0ri0n
     
    Last edited: 11 Nov 2013
  13. I think it is fairly obvious the much like EvE, if you log in space, you are still there. This is mostly a protection from griefing as any large ship that was about to be boarded would just log and magically *poof* they are gone. The game is a SIM and while we will have some suspension of disbelief, they will try to keep as much as they can ground in realism as possible.
     
  14. Yeah I think you have to leave the ship in open space to keep any kind of realism. Also means if you get disconnected, there is an empty ship floating in space ripe for the taking? If someone takes you ship do you log back in on the ship and get to take it back? All good questions that make you go hmmm?
     
  15. Sentrosi

    Sentrosi Protocol Officer Officer

    Officer
    Imagine that fun if you go offline and it's a hulk resting in space.
    "Launch a DOS attack against that Idris pilot!"
     
  16. Sadly even if you allow disconnect's ships to disappear, that can even be abused, alt-tab out and crash the process.

    Guess we will just have to wait and see what they do.
     
  17. Eve's method of handling that is probably the best, and I would find it unsurprising to see a similar system in SC.

    If you log off without being "in combat" then your ship warps off and disappears more or less immediately. If you've been attacked by something in the past 15 minutes (or so), your ship will still be in the game and find-able until that timer expires, which a good scout can do fairly reliably since you're going to be stationary in your hidey-hole. Getting found and attacked basically means your ship goes poof, even if your pilot is "safe".

    It's a fair-ish balance, though there are still ways to get around it (particularly with the smaller ships that warp quickly). Overall though IMO, if you didn't catch up to them enough to hit them once before they do their emergency warp, you don't deserve the chance at a kill.
     
  18. One difference though is there is boarding and ship taking in this game. No poofing, I get your Idris!
     
  19. I am thinking they have adressed this issue already, and once I get home I will see if I can dig up an answer.
     
  20. w00t found the answers to all the pressing questions.

    https://robertsspaceindustries.com/comm-link/transmission/12879-Death-Of-A-Spaceman

    Read the entire article, but I will paste the Q&A at the end as it directly answers the question about disconnects.

    Question and Answer

    Q. What qualifies as a “death”?

    Not ejecting before your ship blows up, taking a head shot during boarding, having your ejected pilot or escape pod targeted and destroyed while floating in space.

    Q. How any “lives” will I get?

    The exact number of “lives” will be balanced as development of the game progresses. The intention is to allow multiple “deaths” before you’re properly dead. So expect to wake up in the med bay at least half a dozen times if not more. And getting to this point won’t be common unless you are participating in a lot of boarding actions or flying in areas where there is no law and order. Please note that it will not ultimately be a single, static counter: taking different risks and dying in different ways will impact your overall survivability at different rates. Remember, the key to Star Citizen is visceral realism: so while the system works this way under the hood, there’s not going to be a “life counter” at the bottom of your screen!

    Q. What happens on a disconnect or rage quit? Do I lose a life?

    When you disconnect (or otherwise quit in flight) the server attempts to take you to “auto pilot”. If you’re in a space instance (i.e. not already in warp/ auto pilot) and close enough to a hostile the server will attempt to gain enough separation to enter auto pilot. If it’s successful the server will then place your ship back on the planet you last landed on. If not, and you haven’t managed to reconnect to your AI controlled ship before the hostile destroys your ship it is assumed you ejected successfully and will be returned to the last planet you landed on. If you have insurance will have a new hull waiting for you. We will monitor player’s disconnects and if we feel like you are “gaming” the system we may enact a “death” penalty on you and decrease your internal life count.

    Q. What are the penalties for targeting an ejected pilot?

    Players who target helpless ejected pilots in civilized space that don’t have an official UEE death bounty on their heads are the scum of the universe and will be treated as such by the authorities and marked for death by other players. Pilots who shoot down ejection pods will have trouble navigating civilized space because the police will be on their tails… and they’ll have trouble in the lawless regions, too, because there will be heavy government bounties on their heads (in addition to any player bounties that might be added.)

    Q. How long do I float in space before being “rescued”?

    When you eject in an active battle instance you can float and watch the action. You can activate your rescue beacon at any time, and when there are no hostiles within a certain distance the game will fade out, then fade up with “… a little time later” and have an in-engine cinematic of your pilot / pod being tractored in to a rescue and recovery vehicle. The game will then cut to the last planet you “saved” on, and you looking at your new replacement ship (assuming you have insurance).

    Q. What happens with a “head shot” in boarding?

    A head shot is more likely to be fatal than any other injury! Boarding a ship is an extremely risky proposition… you can gain a valuable prize by capturing another player’s property but you’re putting yourself at the most risk possible. It’s possible you’ll just lose an eye or a jaw… but there’s also a very small chance you’ll take a laser to the brain and be dead forever. Taking a head shot while defending a ship is usually less fatal: defending ships will allow their casualties more immediate access to medical facilities.

    Q. How will you counteract griefing?

    We believe this system will actually dis-incentivize griefers: If you’re a player who wants to camp out in a safe area to kill new players, you’ll quickly have a bounty on your head, and legal PvP will be authorized on you. If you target ejected pilots, lethal force on your ejected pilot can be authorized too. Attempting to grief new players will probably hasten your character’s death a lot quicker than the new players you’re trying to terrorize. We feel that by giving harsh penalties to people that target ejected pilots, allowing most injuries to be survivable, letting players upgrade for survivability to their specifications will help reduce the incentive to grief. But we’re also aware that everything will need to be balanced once the game goes live. So that’s our most important promise: we will continue to balance this system so that it works rather than allowing it to become a tool for players who want to make the game difficult for others.

    Q. How can I reduce my chances of dying?

    Ship upgrades will include a variety of systems designed to increase the survivability of vehicle loss, including improved ejection systems, improved space suits and personal shielding, better power plant cores (to give you more time to escape) and various automated systems (so that you can set your fighter to eject you after a certain amount of damage has been suffered.)There will also be an upgrade system surrounding your “battle damage”; if your character loses an eye or an arm and you would like a natural replacement rather than a cybernetic-looking implant, you will be able to pursue these in certain markets. Additionally there may be certain medical procedures or limb / organ replacements that can increase your lifespan (effectively add a few lives back)

    Q. Is there any way to opt-out of the death system?

    There is no way to opt-out of death in the persistent world, but remember that Star Citizen will include options for running your own server. We’ll allow you the option to set the game to infinite lives in this case.

    Q. Will multi-person crews be able to escape the destruction of their ships?

    Yes, all spacecraft in Star Citizen are being designed to allow crew members to eject or otherwise abandon ship.

    Q. Can I rescue or tractor in an ally?

    Yes. If you have room and you recover an ejected friend they can become crew on your ship. In addition if you rescue other players and survive the battle you will get a rescue payment from the rescued pilot’s ship insurance company once you land on the next planet. Space rescue and recovery is standard on all ship insurance policies.

    Q. What happens I am captured rather than rescued?

    If your escape pod is captured by another player or NPC, your game will continue… but there will be penalties depending on your situation. If you are a criminal and are delivered to a prison planet, for instance, you will need to pay off the authorities to escape. If you are sold into slavery, you will need to buy your freedom.

    Q. Are you concerned that the fear of permanent death will scare players away from combat?

    No. We’re building a combat game and are going to do everything possible to encourage players to dogfight and otherwise battle each other. In most dogfights, even if your ship is destroyed, you won’t lose a life as it’s very likely you will eject in time. Waking up in a med bay with a new limb should be a rare occurrence unless you really like to live in the most dangerous and unregulated parts of the galaxy. The fear of permanent death will cause some anxiety which will add to the overall experience… but it will be more than countered by the potential rewards. In a world where everyone is vulnerable, no one has an advantage.

    Q. I already created a backstory for my character, I don’t want them to die!

    We’re letting you know these plans early on so that you can incorporate them into your characters. Note that your next-of-kin need not be family members, for anyone hoping to role play a “lone wolf” character.

    Q. Will I need to play through Squadron 42 a second time with a new character?

    No, everything you earned from Squadron 42 the first time will pass on: Citizenship, credits earned, starter ship and the like. If your beneficiary was a citizen his/her status will pass on down to you as well with a probation period that you have to perform some actions / missions / job to keep the Citizenship in good standing. You will have the option of playing a second campaign if you so desire, but it will not be required.
     

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