Rearm, Refuel, & Repair. Three mechanics that will be essential to the future of the game. At least in my opinion. These core gameplay are all about logistics and could enable players to be able to refuel in deep space, rearm their ship when they're out of munitions, and repair ships when lightly damaged, soft deathed, or fully damaged. For what it's worth, I didn't touch up on the magazine system for ballistic weapons because CIG have pretty much confirmed that ballistic weapons will have a system like this that will allow them to reload when the weapon is out of ammo. Let me know what your thoughts are about all of these mechanics. Please be respectful and kind when voicing your opinions. We're all here to just discuss the game many of us are passionate about, and we're all allowed to have vastly different opinions and stances on Star Citizen. Argue the topic, not each other.
Im hoping pyro brings more of a need for logistics. Initially there wasn't supposed to be as many stations to resupply at, now there are several. I was a little disappointed by this decision, but it could change in the future making pyro much more lethal.
You are still not wrong about fewer service opportunities. Pyro is big. It has planets more outposts and more stations than originally stated, but there is one more thing left out of this equation - factions. Can you use those stations? Can you use those outposts? Or will your team need to infiltrate or assault them because any other are too far away?
And if hostile reputation is truly a thing this time around, you may not be able to land at quite a fee of them since their ownership is split fairly equally somewhat. So that might allow you to land at less than you might think. I really hope that logistics really become pretty important in the future.
Refueling is far more reliable now with the only ships my org has had issues with being the 890 and Reclaimer. Our record was 7 ships back to baco before we simply ran out of ships to refuel.
A long time ago I imagined an "Exploration Fleet" that consisted of various ships to survey, gather resources, resupply, etc... with the fleet commander and his/her staff planning the logistics to continue their long duration, long range exploration. ;-)
As someone who is into logistics gameplay, I hope CIG has plans to make sure going to a player for refuel/rearm/repair over going to a station for the same has advantages.
I will be happy if I can mine fuel in my Prospector, refine it in my Expanse, store/stockpile it in tanks at a warehouse I built with my Galaxy, and then refuel my ships with my Vulcan/Starfarer all while under threat of piracy. That is the type of game loop I want. Forget these stupid PvE missions. (I assume filling a Starfarer would require going to a commodities hub, but it holds so much it'd be rare and would be a real grind to afford it. Otherwise I want to be completely independent of 'civilization'.)
They've already talked about multiple fuel types in the past, even if it was forever ago. That being said, if they made a fuel type that lined up with each different category of components to start, that could be a great start. Current Hydrogen could be aligned with the Civilian archetype, a balance medium between the others that is typically much more commonly found. Make industrial something like... Helium or something inert/stable. Basically just come up with fuel types that align with military/stealth/competition/etc as a base to work off of, then in the future could introduce some exotic options. Would love to see some depth and complexity to that.
Great analysis! I’m really looking forward to this phase or focus of upcoming Star Citizen development, and can’t wait to see how the gameplay experience evolves around it.
Good video showing interesting "possible" game play. I just hope we will know soon just exactly what we will have as a game to enjoy and have fun. o7 😎👍
Hey man great video and I love listening to theory crafting from content creators. For myself, I don’t like the idea of having more ways to die or be penalised from just playing a game loop such as exploring from refuelling. I just don’t think that would be fun at all. I do agree there needs to be a benefit from demonstrated skill in any of these loops and the different grades of fuel we transfer. I think keeping it more simple along the lines of high and low grade offering advantages in fuel burn rate/duration and performance with impact to wear and tear on your components is enough. I also think all the cool components and high performing weapons/munitions should sit behind the civil/military access route with a black market economy as a hybrid between the two. No one should have access to this stuff without great Mil rep or access to criminal underground connections. Nice work man I enjoyed it and made me think a bit more about it. So much CIG can do here and personally can’t wait for my SF Gemini to become useful again! 😅
Glad you liked the video. I definitely understand what you mean, and I'd just also mention that this mechanic could be required for more dangerous locations without the resources. But safer systems would have the support that wouldn't force players to have to deal with a lot of these suggestions. Your other suggestions sound really great as well!
I cannot emphasize enough how important Server Meshing is for this game. In many ways, everything truly hinges on SM. Without it, the game will never be as big as it truly could be.
I love all the things you bring up, but you're hoping a company that installs Master Modes because they think we can't learn how to dogfight (I'm just mediocre, but was getting better before MM) will have us doing complex things.
Thats what they say but what it really means is there's no skill and each player has to spend money to get a fighter or have friends to fight with you in there best new fighter payed with money. Cig make more money in the long run that's all greed and for the people who can't dogfight
I understand and respect your feelings. I've been liking Master Modes. But I get some people don't like it. I hope that they will add more mechanics to give depth to it and make it better. Every flight model they've had was bad at first and evolved over time. We'll see how it changes. Hopefully it's for the better.
like the ideas mostly just not the idea of ships exploding with weapons equipped with a racing fuel made me laugh. low grade fuels are generally more volatile think 87 octane vs 106 octane racing fuel. have different fuel type's and mixing or refueling with the wrong type of fuel would be more realistic option. or having really low grade dirty fuel could also cause engine damage or the engine explode but this would also depend where the engine is mounted on the ship as to weather the entire ship would explode and if the fuel tank is also close enough to be damaged badly enough to be punctured releasing fuel to ignite.
While I can see your point, I would beg the developers on my knees for not making the Star Citizen another Elite: Dangerous. I play games to relax, not to apply for a second job. I would certainly welcome more complexity, but not at the expense of the fun and simplification factors.
I absolutely get what you mean. One of the biggest things i want to advocate for is that places like Pyro, or systems that are more dangerous or less traveled, are like this. But places that are much safer, like Terra, for example, offer players a significantly easier experience where things like this aren't required much at all. I wanna remind everyone that there will be quite a few systems. Maybe not 100, but there will at least be systems that will not require this. Stanton might not require this near as much as Pyro. Essentially, it doesn't have to be an "always on" style of mechanic based on the resources and support structures that may already exist in the system.
7:40 No, there should not be weapons or armor that you can only get in a particular place, because that makes the game a theme park. SC needs a sandbox economy so their are reasons people need to do things.
If u make th egame too complex you lock it for 9 to 5 dudes who dont have unlimited time. you want more complexity, but that makes it more niche. and niche games have hart time to stay alive because you have a smaller player base. you have to macce compromise between compexity and easy accessibility
I don't quite agree. As someone who has a normal 9-5 job (basically 5am to 5pm) and a family, I've played a ton of games with complex aspects of gameplay and I've never been locked out of anything. What I would say, though, is that there should be balance, however. The usual approach would be "easy to play, hard to master" which is basically would equate to it being accessible to everyone, but for people that really want to focus on something specifically, they can really work hard to master their desired gameplay loop. It's important to make things accessible but also have a lot of depth.
I get what you're saying. Keep in mind that this is an idea specifically for very dangerous locations like Pyro that don't have quite as many support structures as someplace like Terra or Stanton. It doesn't have to be a game mechanic that is required for safer systems, but could be 100% required in dangerous, less civilized systems.
Rearm, Refuel, & Repair. Three mechanics that will be essential to the future of the game. At least in my opinion. These core gameplay are all about logistics and could enable players to be able to refuel in deep space, rearm their ship when they're out of munitions, and repair ships when lightly damaged, soft deathed, or fully damaged.
For what it's worth, I didn't touch up on the magazine system for ballistic weapons because CIG have pretty much confirmed that ballistic weapons will have a system like this that will allow them to reload when the weapon is out of ammo.
Let me know what your thoughts are about all of these mechanics. Please be respectful and kind when voicing your opinions. We're all here to just discuss the game many of us are passionate about, and we're all allowed to have vastly different opinions and stances on Star Citizen. Argue the topic, not each other.
@@Hav0k I’m looking forward for my Vulcan to drop… this year?
@parajacks4 this would be AMAZING! but sadly probably not 😞
SO MANY GREAT IDEAS!!! But definitely need to be able to fully "auto-fix" everything at a station :)
Of course! That should definitely not go away at all.
Im hoping pyro brings more of a need for logistics. Initially there wasn't supposed to be as many stations to resupply at, now there are several. I was a little disappointed by this decision, but it could change in the future making pyro much more lethal.
You are still not wrong about fewer service opportunities. Pyro is big. It has planets more outposts and more stations than originally stated, but there is one more thing left out of this equation - factions. Can you use those stations? Can you use those outposts? Or will your team need to infiltrate or assault them because any other are too far away?
And if hostile reputation is truly a thing this time around, you may not be able to land at quite a fee of them since their ownership is split fairly equally somewhat. So that might allow you to land at less than you might think.
I really hope that logistics really become pretty important in the future.
Refueling is far more reliable now with the only ships my org has had issues with being the 890 and Reclaimer.
Our record was 7 ships back to baco before we simply ran out of ships to refuel.
This is good to hear. Hopefully they'll introduce more to make it interesting
Been sitting on a crucible since it was announced. Got alot of use out of the Connie loaner, will get alot more from the Crucible.
I can't wait to use that ship and actually see what repair will be like for it!
A long time ago I imagined an "Exploration Fleet" that consisted of various ships to survey, gather resources, resupply, etc... with the fleet commander and his/her staff planning the logistics to continue their long duration, long range exploration. ;-)
It's definitely something I think may be important one day. Or at least I hope is important.
As someone who is into logistics gameplay, I hope CIG has plans to make sure going to a player for refuel/rearm/repair over going to a station for the same has advantages.
And I think it will be once they improve and update the player beacon system and allow for posting jobs.
I will be happy if I can mine fuel in my Prospector, refine it in my Expanse, store/stockpile it in tanks at a warehouse I built with my Galaxy, and then refuel my ships with my Vulcan/Starfarer all while under threat of piracy. That is the type of game loop I want. Forget these stupid PvE missions. (I assume filling a Starfarer would require going to a commodities hub, but it holds so much it'd be rare and would be a real grind to afford it. Otherwise I want to be completely independent of 'civilization'.)
Not gonna lie, this would be so amazing to have and would make the game even more incredible.
I love COMPLEXITY and detail, logistic should be vital
I came here from saltEmikes React. Great video and awesome narration. 👍
Glad you enjoyed it! Thanks for the kind words!
o7
Love the thumbnail title!!!!
Which Thumbnail did you see?
They've already talked about multiple fuel types in the past, even if it was forever ago. That being said, if they made a fuel type that lined up with each different category of components to start, that could be a great start. Current Hydrogen could be aligned with the Civilian archetype, a balance medium between the others that is typically much more commonly found. Make industrial something like... Helium or something inert/stable. Basically just come up with fuel types that align with military/stealth/competition/etc as a base to work off of, then in the future could introduce some exotic options. Would love to see some depth and complexity to that.
Absolutely. This would create a lot of depth for sure. I really like your ideas.
Great analysis! I’m really looking forward to this phase or focus of upcoming Star Citizen development, and can’t wait to see how the gameplay experience evolves around it.
Same here! Glad you enjoyed the video! o7
Good video showing interesting "possible" game play. I just hope we will know soon just exactly what we will have as a game to enjoy and have fun. o7 😎👍
It would be great to see them show more possible gameplay loops and mechanics at CitizenCon. Even a vertical slice would be cool.
Great job, thank you.🙏
Thanks for watching!
Manufacturing is goin to be lit
I can't wait for that, also.
@@Hav0k ima set up a battery factory for export. Cap to single-seaters.
@@GozXz sounds like a fun idea for sure
Great video I generally agree with all ur points
Glad you enjoyed the video!
Fantastic video
Glad you enjoyed the video!
Hey man great video and I love listening to theory crafting from content creators.
For myself, I don’t like the idea of having more ways to die or be penalised from just playing a game loop such as exploring from refuelling. I just don’t think that would be fun at all. I do agree there needs to be a benefit from demonstrated skill in any of these loops and the different grades of fuel we transfer. I think keeping it more simple along the lines of high and low grade offering advantages in fuel burn rate/duration and performance with impact to wear and tear on your components is enough. I also think all the cool components and high performing weapons/munitions should sit behind the civil/military access route with a black market economy as a hybrid between the two. No one should have access to this stuff without great Mil rep or access to criminal underground connections. Nice work man I enjoyed it and made me think a bit more about it. So much CIG can do here and personally can’t wait for my SF Gemini to become useful again! 😅
Glad you liked the video. I definitely understand what you mean, and I'd just also mention that this mechanic could be required for more dangerous locations without the resources. But safer systems would have the support that wouldn't force players to have to deal with a lot of these suggestions.
Your other suggestions sound really great as well!
How about being able to remove fuel and ammo as well as components from neutralized ships? oh man, that would be great.
I figured that would be a given at some point, but yes that would absolutely be useful!
Hopefully with Server meshing (high pop universe)
I cannot emphasize enough how important Server Meshing is for this game. In many ways, everything truly hinges on SM. Without it, the game will never be as big as it truly could be.
That's what i want. :)
What are some other ideas that you'd like to see?
SaltEMike sent me here. Hugs and Kisses! lol
Looks like I got a react video to watch! Thanks for sending the love!
@@Hav0k Hey really enjoyed your video congrats and great job!
@tano9905 thanks again!
I love all the things you bring up, but you're hoping a company that installs Master Modes because they think we can't learn how to dogfight (I'm just mediocre, but was getting better before MM) will have us doing complex things.
Thats what they say but what it really means is there's no skill and each player has to spend money to get a fighter or have friends to fight with you in there best new fighter payed with money. Cig make more money in the long run that's all greed and for the people who can't dogfight
I understand and respect your feelings. I've been liking Master Modes. But I get some people don't like it. I hope that they will add more mechanics to give depth to it and make it better.
Every flight model they've had was bad at first and evolved over time. We'll see how it changes. Hopefully it's for the better.
like the ideas mostly just not the idea of ships exploding with weapons equipped with a racing fuel made me laugh. low grade fuels are generally more volatile think 87 octane vs 106 octane racing fuel. have different fuel type's and mixing or refueling with the wrong type of fuel would be more realistic option. or having really low grade dirty fuel could also cause engine damage or the engine explode but this would also depend where the engine is mounted on the ship as to weather the entire ship would explode and if the fuel tank is also close enough to be damaged badly enough to be punctured releasing fuel to ignite.
While I can see your point, I would beg the developers on my knees for not making the Star Citizen another Elite: Dangerous. I play games to relax, not to apply for a second job. I would certainly welcome more complexity, but not at the expense of the fun and simplification factors.
I absolutely get what you mean. One of the biggest things i want to advocate for is that places like Pyro, or systems that are more dangerous or less traveled, are like this. But places that are much safer, like Terra, for example, offer players a significantly easier experience where things like this aren't required much at all.
I wanna remind everyone that there will be quite a few systems. Maybe not 100, but there will at least be systems that will not require this. Stanton might not require this near as much as Pyro.
Essentially, it doesn't have to be an "always on" style of mechanic based on the resources and support structures that may already exist in the system.
7:40
No, there should not be weapons or armor that you can only get in a particular place, because that makes the game a theme park. SC needs a sandbox economy so their are reasons people need to do things.
I disagree that it makes the game a theme park. But to each their own
If u make th egame too complex you lock it for 9 to 5 dudes who dont have unlimited time. you want more complexity, but that makes it more niche. and niche games have hart time to stay alive because you have a smaller player base. you have to macce compromise between compexity and easy accessibility
I don't quite agree. As someone who has a normal 9-5 job (basically 5am to 5pm) and a family, I've played a ton of games with complex aspects of gameplay and I've never been locked out of anything.
What I would say, though, is that there should be balance, however. The usual approach would be "easy to play, hard to master" which is basically would equate to it being accessible to everyone, but for people that really want to focus on something specifically, they can really work hard to master their desired gameplay loop.
It's important to make things accessible but also have a lot of depth.
cig doesnt listen to community suggestions for game mechanics, so many yt creators talking about things that will never happen
This will probably arrive before they fix the damn game
Lol as with everything 😉
You really want to make an already complicated game even more difficult for newcommers? horrible.
I get what you're saying. Keep in mind that this is an idea specifically for very dangerous locations like Pyro that don't have quite as many support structures as someplace like Terra or Stanton. It doesn't have to be a game mechanic that is required for safer systems, but could be 100% required in dangerous, less civilized systems.
Lol at this point just play no mans sky its not a space sim anymore