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New mechanics to the game are definitely welcomed and I don't think any of us are alone in stating this.
I'd also like the ability to upgrade the current SRVs. We don't need a 3rd SRV, just let us outfit the current ones; enhanced scanner for exo, deployable recon drone, various types of weapons, increased shield, increased speed, hull health, driving stability, etc...
I like your idea of doing criminal activity, such as infiltrating installations, which should be possible to do without incurring charges if you're good at it.
The painting... might be fun for some, or to try a few times, not sure if people will resort to it. Nevertheless, if it's an easy implementation, why not? Maybe if you can manually draw decals on your ship this way? Although, something tells me too many fools would be drawing penises on ships. ¯\ (ツ) /¯
I would even tweak how notoriety works. Have systems that only let you in if you have notoriety. The higher your notoriety is, the more access to services you have.
It would be a criminal society where you could pick up criminal missions such as tempering with ssttlelites and infiltrating various settlements.
I wouldn't mind playing as a galactic criminal, but as of now, doing so just complicates the game, because you're locked out of everything. (perhaps notoriety was done to prevent people from killing players too often?)
Either way, at the end of the day even the paint idea is neat and I'd welcome any new ways of playing that offer something different than just killing the enemies, and hauling goods.
Another fun idea with the suits you mentioned would be stealing eggs from a Xeno-hive. If they're bugs, they must have eggs. Infiltrating this place, stealing an egg among other xeno-items, then extracting would definitely be a fun new addition, although they might have to tweak ground combat in that case and perhaps add Anti-Xeno weapons.
Funny how you start with an idea and like a chain reaction you keep getting more.
Or hack up ships with an angle grinder, and have limpets haul steel etc back to your ship.
It would have to generate a lot of cargo quickly though, or who would bother?
Is it better in term of credits per hour than hauling cargo or stacking 50 million credit wing missions?
A lot of people think that way, and that's why no one would be playing it.
Here some other ideas "that don't pay":
Ship launched mining fighter with abbrasion blasters based on the Scorpions canopy for multicrew mining.
"Skimmer bike" for the SRV hangar. No cargo, just the pilot. Reuses the circle like thrusters of the skimmers already in the game. Main use would be infiltration or exobiology
"Mining" SRV with collector drone and mining laser
Just target Anarchy factions, they don't mind if you kill every member of their faction in settlement A and later sell the loot to them.
IMHO Anarchy factions should work the same way as other independet factions:
If you kill their members, you get a bounty and become hostile, so only restricted starport access.
That means no selling to a black market, no E-Breaches, no bartering on illegal loot like Push.
That would force players with a taste for the criminal living to aim on other independent factions or at least no to target all 3 superpowers.
IMHO also the way how illegal missions are offered should change:
In non Anarchy starports players only got offers for illegal missions after reaching a certain reputation (Friendly or Allied) with that faction.
After reaching that reputation a NPC of the faction in the concourse is unlocked that works as mission giver.
Pioneer supplies should take over the bartering of legal materials, they need them anyway.
The bartender should become a simple NPC, giving out hints and infos about the local system.
They may also direct the CMDR to an other NPC that act as fence for illegal loot.
The stricter the goverment is the lower is the chance to get the hint... or the bribe must be higher, or the CMDR must fullfill first a mission for the bartender like smuggel something or bring him push.
Unlocked criminal mission givers can always buy illegal stuff.
Also criminal mission givers may offer illegal stuff like E-Breachs as part of the reward, and E-Breachs & drugs may be also found in the lockers of security rooms.
Starports with Anarchy control are a littel different:
Vista Genomics is replaced with a shop that buys any kind of loot and sells push and lazarus, no fences here.
Unlocking the criminal mission giver requires less reputation, for example "cordial" could enough.
The starport has always a black market for stolen goods.
Have a pop up stating the patients condition and we choose the course of action, if we're wrong, they get worse or die, maybe we don't have the right equipment to treat them, so we sedate, get them back to our ship... if it has a medical bay and get them back to a station ASAP.
Providing repairs on a planet for a ship that needs it... technical puzzles to complete in order to complete repairs, that could extend to settlements and stations... we need to buy the equipment for repairs of course.
Same with those that don't want to shoot absolutely everything in sight or continuously fly from A to B doing deliveries.
Have puzzles added to the game that mimic electrical engineering, geometry, hacking like in Cyberpunk just brain teasers that require a little or a lot of thought, tougher the better.
I play Uboat and that game is amazing when I have to manually range a target, calculate its speed and direction, Angle On Bow.
1) EVA to facilities that are powered down or under pirate control. You have to hack/fight/sneak your way in, take down the pirates or fix the facility etc. Basically settlements type game play but with space facilities.
2) Station exo biology, there must be some cool stuff growing on the outside of those stations.
I think it might not be too hard for Frontier to let us EVA, but I am not convinced it would be fun.
IMO the reason it's so awesome in Star Citizen is because it is a small slice of the big pie of freedom to go wherever you want with your space legs.
If the panel doesn't fall off, retreat about 500m and when you come back it'll be on the ground.
I did that buddy ;) it just reset and when i cut it same crap happened :)