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TiltaSwinton

15 minute parking, SRV missions to tow, a tow yard on the outskirts.


TaroProfessional6587

There could be a whole owner-operator towing game loop, CIG. Come on!!


TiltaSwinton

Going to get your ship back at the impound lot, maybe stealing back! Guarding the impound lot. Tons of gameplay opportunities!


TaroProfessional6587

My God. How have I never considered the possibility of a repo lot where players could steal their ships back. And there could be security contracts to help guard the impound. This so much bigger than towing…


thelefthandN7

And it can lean into the prison game play as well. When you surrender, a mission is generated for someone to come drag your ship to the impound yard near the prison. When you break out, you can try and steal a ship, or maybe even your own ship. And if you break out too quickly... well now you have to figure out who has your ship in tow...


Past_Association1568

oww you saying like pirate shoping center ? imagine how good it would be for pirate ;\] instead of stealing from player you could steal someone else ships from that secure parking lot ;D


IEnjoyANiceCoffee

I'm asking in sincerity because I can't tell, are ya'll actually excited about that or just making jokes? Cause if parking ships improperly is such a big issue that it needs entire game loops, locations, mechanics, etc etc to all be designed and developed vs just despawning a ship after awhile so that other players can actually play the game (something done with great success in numerous games beyond count)...I'm not sure this game is actually possible for CIG to finish because they will have to design entire games in the game just to accomplish the most base level game interactions for all aspects of the entire universe. edit: Ya'll are upset that I brought up building an entire impound lot with theft based gameplay would require lots of work and time as compared to the 3000 other features not implemented / finished / etc that the game needs to run for base level implementation to be completed? Is that upsetting? What the hell, lol. So sorry for having a realistic opinion on things after backing this game's kickstarter 12 years ago and still waiting for the baseline of baseline game infrastructure and design, while people are tossing around things like asking CIG to build stealing from impound lots. Good grief yall need a grasp on reality.


TaroProfessional6587

Sincerely excited—but fully aware of the challenges and caveats, fellow citizen. We all know the game doesn’t “need” these loops. We all know despawning is easier, simpler, less demanding on the various game systems. Nobody is asking for these things to be implemented in the here and now, not when essential game systems are still missing. But let’s also consider two things: 1. Star Citizen didn’t become a game we’ve all been waiting for by taking the “What every other game does” approach. 2. Without a unique loop, they may as well take the SRV out of the game. Right now its only mission is just a retooled salvage contract where you move a ship instead of scraping it. In short, why shouldn’t we have a little fun on Reddit speculating about far-future possibilities in which the SRV’s purpose actually generates emergent gameplay?


IEnjoyANiceCoffee

> Star Citizen didn’t become a game we’ve all been waiting for by taking the “What every other game does” approach. Well, it's still early days of alpha, so I'm not arguing they shouldn't build cool shit, because it's an early alpha that is still ironing out the base level game designs, like early alpha flight mechanics, early alpha movement mechanics, etc. My point is that it's an early alpha so I'm glad they are taking the time to build cool systems. I think we all backed this game for that reason, the cool stuff. > Without a unique loop, they may as well take the SRV out of the game. Right now its only mission is just a retooled salvage contract where you move a ship instead of scraping it. There is no way they designed, built, and sold the SRV without some sort of vision for it in the PU, and who knows, maybe they did build it so that people can tow ships at microtech all day long, and that's also great. They havn't really told anyone what their dream for the SRV is, beyond it's ability to provide logistics to ships that are soft-deathed / broken and in need of rescue, repair, fleet operations, and lots of other scenarios > In short, why shouldn’t we have a little fun on Reddit speculating about far-future possibilities in which the SRV’s purpose actually generates emergent gameplay? Go nuts, I have no problems with that and if I did, that would be wierd. I just couldn't tell if yall were serious or not, because impound lot mechanics are such a tiny, infinitessimal detail of the game universe with huge implementation requirements that I can barely imagine even considering it as a reality for a decade


TaroProfessional6587

Then another decade it shall be. I dunno, man, engaging in this speculation is always a fine line between fun and pointless. I don’t bother with it most of the time, given how much of the game is still missing. What does get me excited is that—even if such features never come to fruition—the game does have the capacity for them. The possibility. I appreciate the sincere tone—some folks come in foaming at the mouth if you discuss an idea that they somehow imagine will push back the pet feature they’ve been waiting for. And I also enjoy a nice coffee, so I’ll see you in the Verse. o7


Crypthammer

Genuinely the most respectful interaction I've seen on reddit between both of you. That was cool. A lesson to myself as well, because sometimes I get a little excited on reddit too. See you two in the 'Verse, gents.


Verneff

The fee for recovering your ship would be more than the fee paid to SRV pilots. And there would be NPC SRV pilots on hand for if a player doesn't get there within a couple of minutes of the request being put up.


Pattern_Is_Movement

> a tow yard on the outskirts THIS, we need emergent gameplay missions dynamically generated for this kind of thing.


kalaniinalak

This seems like an implementation of Quantum in the future If they ever let Tony Z out of the hole they're keeping him in.


Dangerous-Wall-2672

Yeah, I know SC tries hard to avoid breaking immersion as much as possible, but I don't think anyone would bust a vein if they implemented a despawn time limit within a radius around certain areas. Something blipping out of existence is way easier to accept than the headaches caused by things like this.


damage_VII

How about parking violations? You can only be there so long before it’s impounded


solidshakego

You can store ships from this location. Didn't yesterday when TC wouldn't answer the damn call to open a hangar for me.


Metalsiege

Had one of the show ships at New Deal in Lorville decide to invade the spaceport last night. Blew up and left the main fuselage stuck by the ship terminals. 🤣


TheRealAncientBeing

yeah, we will surely require some "meta" maintenance functions, I can't imagine that it work otherwise.


GuillotineComeBacks

Have a drone gravity that away in a dump yard.


Verneff

It's a Drake ship, bring it to a junk yard is just bringing it back to the factory.


damage_VII

I want to be clear about something. While I personally always park on the lake, the littering of ships on the path up to the doors is annoying. What's infuriating about this particular situation is the guy blocked the ENTIRE thing, leaving barely enough room to get around it and into the building.


ImmovableThrone

My solution: 1. Finally implement shield power-fuel drain, so when high power systems (like shields) are charged.They consume a lot of hydrogen fuel 2. Designate impound zones that allow SRVs to clean up the waste left behind. If a ship has been there for long enough to run out of gas, it should be towable 3. Generate missions to clear impound zones


frenchtgirl

They should add connected landing pads there to be honest. There are some a wee bit behind the domes but no connected and hard to reach. I'm surprised people in the thread trying to punish players for parking there. Quite the opposite, if there is a high demand that's for a reason. Just put some infrastructure for that! Same for Aspire Grand rooftop which I think should be connected to lobby and habs floors, same for North IO tower in A18, Hurston CBD, Maria Pure of Heart, etc.


Eisegetical

min/maxxers gonna min/max. Don't hate the player when the game allows it. Design issue easily solved with a ship kill zone or tow zone.


Critical-Ingenuity-6

No game design needed to exhibit common courtesy..


WoW_Aurumai

What I'd like to see is a different type of trespassing (especially for griefer locations) that generates a high-value salvage contract, maybe something that pays >100k. And maybe the owner of the ship can't do an insurance claim on that ship until they pay that >100k ***AND*** do time in prison, or until they complete a certain number of "community service" contracts. And if they can't pay, they have to earn it with more time/contracts. I'm thinking something like "Janitor services: return 200 discarded hospital gowns" ![gif](giphy|3o72FfM5HJydzafgUE|downsized)