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Akanoes

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  1. Like
    Akanoes got a reaction from FriendCalledFive in Around the Verse - Banutiful and Habulous   
    Lighting habs, a first look at ArcCorp’s moons, lockers, ships, and Con42 in this week’s update.
  2. Like
    Akanoes got a reaction from Tactical Advance in Reverse the Verse - Mustang Series Rework   
    Join Lead Vehicle Artist Elwin Bachiller Jr as we explore the current progress of all five variants LIVE in engine and have your questions answered LIVE.
  3. Like
    Akanoes got a reaction from Bursar in No Man's Sky   
    Actually no, the bad reviews were from people who were lied to by the head of the studio. The trailers showed things that weren't in the game and he made huge (and false) promises about multiplayer and other stuff
     
    It was a bare game at launch and seems like they've improved on it a bit but yea, people were mad they were lied to and paid full price for what was basically an early access game.
  4. Upvote
    Akanoes reacted to SleeppingWolf in Q&A: RSI Apollo   
    Will there be any interactive ‘doctor’ gameplay to healing in med bays and first aid, or will it be automatic based on the tier of healing?
     
    The design for doctor/medical gameplay is not fully signed off, but it currently has interactive elements to it. One of the things that we always want to do with Star Citizen is to make player interactions physical rather than just pressing a button and walking away, an example being the current mining loop that requires a level of constant control instead of automatic extraction. 
     
    What happens to the player while they’re waiting to be picked up, transported, and healed – are they just sitting there doing nothing the whole time?
     
    Currently, the plan is for the player to be physically immobilized during pickup, transportation, and healing. However, during the implementation process, we will review whether this is too much and if we need to provide some level of interaction. 
    During these ‘down’ times, we’ll make sure the player has access to feedback notifying them of their current state and an indicator showing the rough time until the next state.
     
    Will NPCs requiring treatment spawn in your ship?
     
    We don’t plan on this being a natural occurrence, as having six random NPCs suddenly turn up on your ship requiring treatment without warning would be a pretty unnerving experience. However, NPCs can be collected via drone and treated on your ship as a result of interactions you make, be it specific medical mission participation or as you respond to other relevant beacons.
     
    Can the Apollo expel players who refuse to leave after being healed?
     
    The Apollo itself provides no specific method for doing this, but we expect owners will find their own unique ways to remove uncooperative patients!
     
    ‘Search and rescue’ gameplay involves a lot of looking and finding. How do the scanners on the Apollo compare to scanners on other ships, specifically the Terrapin and Cutlass Red, whose brochures and ship pages advertise that they can also be used as search and rescue craft?
     
    The Terrapin and Cutlass Red both have medium scanners, whereas the Apollo has a large one, like the Carrack and some of the other bigger ships. While they both do the same things and can be used for the same purposes, large scanners have a higher range/spread and give more accurate details.
     
    What happens to injured players who refuse to pay after being healed?
     
    In order to prevent abuse, we expect to require players to pre-pay in aUEC/UEC for treatment. It could be a voluntarily choice for conscious players, and be tied into the pre-accident request to respawn at an Apollo for those more gravely injured.
     
    What tier of beds will capital ship med bays have? Will they still rely on medical ship support?
     
    It depends on the ship in question, but a ship with a dedicated medical bay will generally have a high tier bed to provide full medical support. Bear in mind that this will be of limited use if the ship itself is critically damaged and the crew is injured. It is unlikely that capital ships will have enough high tier beds to support serious recovery for the entire crew simultaneously (with the exception of those dedicated to the role, like the Endeavor Hope).
     
    Are there injuries that the Apollo cannot fix but the Endeavor can?
     
    Assuming the Apollo is equipped with the best tier of beds available, then it can fix the same injuries as the Endeavor as the functionality per bed is the same. However, the Endeavor won’t have a loadout as limited as the Apollo, so can heal more people simultaneously.
     
    Will there be more variants of the Apollo, for example police/military/fighter/transporter?
     
    There are no plans for further RSI Apollo variants outside of the Medivac and Triage. We want this ship to stay focused on its current role.
     
    Can we sleep in a hospital bed to log off?
     
    This is not something we currently plan on allowing, but we’ll review it as the gameplay comes online.
     
    Since the ship only supports two crew members, does it mean we are limited to a pilot and a doctor as crew (it would be helpful if the crew positions/roles could be fleshed out more for us)?
     
    We don’t see the roles being as strict as just ‘pilot and doctor’ and envisage both players taking part in recovery and treatment. While landed or docked in space, both crew can safely help. However, there is nothing to stop the pilot leaving their seat to help while the ship is flying (ideally in safe space!).
     
    If the Apollo has tier 1 beds to allow respawning, will it also get a beacon for that like the Endeavor?
     
    Yes, the beacon described in the Endeavor Q&A is very similar to our current Service Beacons and requests for medical assistance will be done through those.
     
    Will there be a cooldown on respawns for an individual player, or will it be limited by the resources carried on the Apollo?
     
    There will likely be a cooldown period to promote the concept of death having serious consequences, but it will also be limited by the medical resources carried on the Apollo. While you could respawn multiple times on the same Apollo in the same game session, the overall respawn amount will be limited by the resources that the ship has available. Each spawn or recovery will use an amount of the equipment/consumables required for medical gameplay.
     
    How do you envision the balance between medical gameplay and time to kill (TTK)? Turning players into the kind of bullet sponges that facilitate the different stages of injuries and healing doesn’t make for a fun FPS experience, while having a shorter TTK results in players dying too quickly to use anything other than tier 1 recovery.
     
    TTK will be increased as we bring more features online. However, we’ll be constantly reviewing and amending the features that contribute to it to ensure all related gameplay feels as fun and immersive as possible. In previous releases, our TTK was quite high, but the UI gave very little feedback to the players about what was going on. This gave a poor feeling to both parties, but there are lots of systems due to be implemented that will prevent this from happening again.
     
    What’s the advantage of the Apollo in comparison to a medical bay you can find on ships like the Carrack?
     
    The Apollo’s medical bay can hold more people than a non-medical focused ship (outside some of the capital ships mentioned above) and its modularity allows it to heal in ways the vast majority of ships can’t.
     
    Will tier 1 medical bays support everything the lower tiers do?
     
    Superior tiers will include all the functionality of lesser tiers. An interesting decision for the player will come in how they configure their bays – having higher tier beds limits the number of people you can heal and using them to provide lower tier healing could be a waste of time, space, and resources.
     
    Does removing the medical modules increase the amount of SCU that can be used for cargo?
     
    The medical bays can’t be removed, so the maximum cargo capacity will still be 28 SCU.
     
    Can bounty hunters and slavers use the drones to retrieve unconscious hostile players?
     
    The drones simply require the patient to be immobilized/unconscious, what you do with them after that is up to you! The Apollo does not lock people into the medical beds, so unless you constantly monitor them they will either die from their injuries or wake up and become mobile again and require further restraining.
     
    Will the Apollo have outlaw applications, such as harvesting organs and limbs of PCs and NPCs captured, to further add depth/profit to bounty hunting/assassination missions?
     
    Organ harvesting is not something we currently plan to support in medical gameplay!
     
    Will pulling high g-forces affect patients on board? If so, how are they affected?
     
    We want the patients to stay in a state as stable as possible and the medical beds are designed to avoid this kind of thing (outside of catastrophic events, obviously). Long-term plans are for all players onboard all ships to be subject to g-force relevant to how the ship is being flown. Being restrained in either a seat or bed will mitigate this somewhat.
     
    Can Apollo owners set their ship to not be an active spawn point when they don’t want people arriving on their ship?
     
    For patients who are not in your friend list/party, retrieving them is an active process using the drone. You will have to actively accept missions or go to beacons to recover non-party members, so there’s no need to switch your ship off as a spawn point.
    However, when playing in a party (and the requirements to respawn are met, such as distance and capacity), players will automatically be given the option to respawn aboard your ship.
     
    Are medical consumables (hoses, sterilized needles, drugs, tools, blood/plasma, etc.) stored in the med bay, or do they take up space in the cargo hold?
     
    Medical consumables must be stored in the cargo hold, but the plan is to balance it so that even on an intensive medical mission, you’ll still have room for regular cargo if you wish.
    On the flipside, you may want to run with minimal medical supplies to just offer a couple of healing sessions and instead attempt cargo missions to generate additional income that way.

  5. Like
    Akanoes got a reaction from Tactical Advance in Around the Verse - Happy Race, Ya Filthy Rover   
    Filthy Rovers on Daymar, improving Group system UI, and turret fever drives us crazy in this week’s update.
  6. Like
    Akanoes got a reaction from Tactical Advance in 2.1.2 is LIVE   
    Alpha Patch 2.1.2 has been released to Live, and is now available for players! This patch is a targeted bug fix patch for Crusader and Arena Commander.
    Your launcher should should show “2.1.2-315233” as the client version. It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Cloud Imperium Games\StarCitizen\Public.
    Please review our list of 2.1.2 Known Issues, and take full advantage of our Issue Council area of the Community site to report any bugs you encounter, as well as contribute to other players submissions.
    Some important call-outs
    A jet-pack looking item has re-appeared on the back of characters in Crusader, that will occasionally flicker in or out of reality. We are aware that ArcCorp is still suffering from some texture problems and level of detail popping.  
    Arena Commander Module
    Fixes
    Gameplay
    Fixed an issue where destroying the turret of a ship would render it unable to be targeted by other players. User Interface
    Fixed an issue where a ships HUD could be (accidentally) interacted with outside of free-mouse or HUD interaction mode.  
    Persistent Universe
    Fixes
    Environment
    Made several changes to potentially resolve the extreme audio corruption that could be experienced during extended gameplay sessions.If you find this is still occurring in 2.1.2, we are collecting reports and data for this issue in a single Issue Council report.
  7. Like
    Akanoes got a reaction from Tactical Advance in Reverse the Verse - Playing With the Lore Team   
    It's the end of the week, so we're going to kick back, hang out and play Star Citizen Alpha 3.2 with the Lore Team.
  8. Like
    Akanoes reacted to FriendCalledFive in Voyager Direct items can now be exchanged for UEC   
    As CIG are scrapping the Voyager Direct nonsense, you can now exchange any Voyager Direct items in your hangar for UEC.
  9. Like
    Akanoes got a reaction from DaftOlll in Do we have a Discord Channel?   
    No we decided to fully go for teamspeak, we got a bot going for it and everything
  10. Like
    Akanoes got a reaction from Tactical Advance in Reverse the Verse - Ships of Alpha 3.2   
    Vehicle Pipeline Director John Crewe stops by to answer questions from backers about the seven new ships being added to Star Citizen Alpha 3.2.
  11. Like
    Akanoes got a reaction from Tactical Advance in Around the Verse - Up Your Arsenal   
    Get a look at two of the new weapons hitting the Persistent Universe in 3.2, a Star Citizen project update, and a brutal bugsmashing courtesy of Mark Abent.
  12. Like
    Akanoes got a reaction from Tactical Advance in Reverse the Verse - Ships of Alpha 3.2   
    Vehicle Pipeline Director John Crewe stops by to answer questions from backers about the seven new ships being added to Star Citizen Alpha 3.2.
  13. Upvote
    Akanoes got a reaction from solarfire in Reverse the Verse - Scanning and YOU   
    Don't scan so close to me! Designer Kirk Tome and engineer Mark Abent answer questions LIVE regarding our new scanning system, coming online in the upcoming Star Citizen Alpha 3.2.
  14. Like
    Akanoes reacted to SleeppingWolf in Q&A: Crusader Hercules Starlifter   
    https://robertsspaceindustries.com/comm-link/engineering/16589-Q-A-Crusader-Hercules
     
    How can an outpost defend itself against a bombing from a Hercules A2?
    Players can protect themselves from air attacks by setting up anti-air defenses. As far as destroying an outpost goes, that’s something we’re looking into, along with the ramifications it would have on the law system.
     
    What is Medium and Heavy Armor when talking about ships?
    Light, medium, and heavy indicate the general degree of additional protection the armor gives to the ship. Each armor type offers different resistances, but it also has an impact on the weight of the ship.
     
    Does it have beds, a bathroom, and a kitchen?
    All variants have three beds for the main crew, as well as a small kitchen area and a single toilet/shower combo. The Hercules is not made for long comfortable journeys through space, so it doesn’t need anything more luxurious.

    Does the Hercules have entrances other than the large ramps, or will the cargo bay have to be decompressed every time you need to exit the ship?
    Players can get into the Hercules either using the ramps or via a small lift around the middle of the cargo bay. From there, you can either go to the ground level, the cargo bay, or the cockpit.
     
    Can we expect to see bomb racks and bays for other ships too (like the Retaliator), or are bombs limited to the A2 and other future ground assault ships and vehicles?
    At the moment, only the Hercules A2 and future ground assault ships are planned to have bombs. However, we’re looking at ways of allowing a few select ships we’ve already announced or released (like the Retaliator) to transport and use bombs, although they might not be able to carry the impressive S10-sized bombs like the Hercules.

    For cargo running, what advantage does the C2 Hercules have over the cheaper Starfarer that uses Cargo pods in place of Fuel pods?
    External cargo pods, as featured on the Starfarer, are more exposed and vulnerable than those on the Hercules. Plus, the Starfarer isn’t made to transport vehicles, which is the main point of the Hercules.
     
    How do S10 MOABs compare to S10 torpedoes?
    In terms of size, the bombs are larger than the torpedoes. The bombs are also unguided, offer a wider damage radius, and higher damage. Like missiles and torpedoes, bombs might have different specs in the future for different damage types and situations.
     
    How do the interior living quarters compare between the ships? Are the C-2’s more liveable compared to the spartan cabins of the M2 & A2?
    In terms of functionality, the interior living quarters are the same between all variants of the Hercules Starlifter that use the M2 as the base. However, like some other ships having military variants, it’s possible that the materials might differ.

    Can you tell us more about the “Six Hardpoints of Countermeasure” of the Hercules?
    Like every other ship, the Starlifter has several countermeasure launchers at strategic placements around the body. Due to its size and shape, the Starlifter has six launchers installed, compared to the four of the Starfarer. There are two near the rear cargo bay, two next to the landing gear, and two on the rear wings.
     
    If you drop a gravity assisted cluster bomb in space, can you create a minefield?
    It depends on how we make the bomb detonation work. Currently, we’re thinking that they will trigger on impact. However, we will look at proximity and time later on.
     
    What is the smallest size pad that the Hercules can land on, and will it fit onto the pads of the small/medium rest stops and orbital stations that are coming into the game?
    The Hercules Starlifter, like other ships of similar size, will only fit on large landing pads.

    How does the C2 ‘medium’ armor compare to the Starfarer-Gemini ‘upgraded’ armor?
    The Starfarer Gemini’s upgraded armor is a heavy model, akin to the Starlifter M2. The Starlifter C2’s medium armor is similar to the regular Starfarer’s armor.
    How can the C2 survive a defensive engagement with only 2xM coolers to cool 2xL shield generators when similar ships (Starfarer/Gemini, Genesis, Caterpillar, Carrack) ALL have 2xL coolers to only cool 1xL shield generator?
    While it’s better for anyone flying a C2 to have an escort nearby, this configuration should still last long enough to get away or call for help. The other ships mentioned all have to use their power in ways that the Starlifter doesn’t, be it to run life support, computers, or other modules).

    What are the specific roles of the three crewmen on the M2?
    The crew roles on the M2 are similar to other ships of the same configuration: one pilot, one co-pilot that has access to some of the remote turrets, and a dedicated gunner that has full control of the turrets.
     
    Is the cargo-space in the A2 usable for normal cargo if the bombs aren’t equipped?
    The A2 has half the cargo space of the M2. When bombs aren’t equipped, the bomb ordnance system is still present, so it’s impossible to store cargo in this area. However, you can still put 234 standard cargo units (SCU) in the front half of the ship (that’s if you don’t decide to put a Tumbril Nova tank there instead!).
  15. Upvote
    Akanoes got a reaction from Benjamin_Smaridge in Hercules series now on sale for everyone   
    The entire Hercules family excels in numerous military, civilian, and humanitarian aid applications.
     
    Get yours here!

  16. Upvote
    Akanoes got a reaction from Benjamin_Smaridge in Reverse the Verse - Service Beacons   
    Designer Rob Reininger and Engineers Chad McKinney and Michael Dillon discuss the continuing development of the Service Beacon system, integral to bringing players together in the Star Citizen persistent universe.
  17. Like
    Akanoes got a reaction from Benjamin_Smaridge in Gift Card Value in Game lower than Cash.   
    Well spotted and totally agree on this point!
  18. Like
    Akanoes got a reaction from Benjamin_Smaridge in Gift Card Value in Game lower than Cash.   
    Well spotted and totally agree on this point!
  19. Like
    Akanoes got a reaction from Benjamin_Smaridge in Gift Card Value in Game lower than Cash.   
    Well spotted and totally agree on this point!
  20. Like
    Akanoes got a reaction from Bursar in Around the Verse - The Labours of Hercules   
    This week, Ricky Jutley returns with another PU project update, and Jared serves up a double helping of Ship Shape, with looks at the Anvil Hurricane and the reveal of a new series of concept ships.
  21. Like
    Akanoes got a reaction from Bursar in Loremaker's Guide to the Galaxy - Oso System   
    Do you like exotic developing star systems and strange alien species? Then Oso might be for you. Let Cherie Heiberg take you on a tour, in a new episode of Loremaker's.
  22. Upvote
    Akanoes reacted to FriendCalledFive in Scavenger hunt on 1st of April   
    You have to re-copy your PTU account
  23. Upvote
    Akanoes got a reaction from Tactical Advance in Around the Verse - The Sounds of Science   
    This week on Around the Verse, we check in with LA Studio Director Eric Kieron Davis for a Star Citizen project update, and get a detailed look at how sound factors into the immersion and storytelling of the Persistent Universe. 
  24. Upvote
    Akanoes got a reaction from Tactical Advance in Around the Verse - The Sounds of Science   
    This week on Around the Verse, we check in with LA Studio Director Eric Kieron Davis for a Star Citizen project update, and get a detailed look at how sound factors into the immersion and storytelling of the Persistent Universe. 
  25. Like
    Akanoes reacted to Fury_1 in Pics from the last Org Event   
    Pictures taken by FriendCalledFive during the last ORG Event. Notice the Geycat which was driven into and parked in the back of my Cutlass Black. I then went in and bought some cargo at a terminal and the game calculated the loss of cargo space from the Greycat and gave me at the terminal the reduced amount of cargo space available.
     
    https://imgur.com/a/O0rMU
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