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Strategy in SC

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#1 hytendf

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Posted 24 August 2014 - 08:31 PM

I was wondering, what do you guys think will be some of the key points of strategy in Star Citizen? What do you think each ship could be potentially used for in the grand scheme of things?


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#2 RomanticsWes

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Posted 24 August 2014 - 09:11 PM

I think it's probably limitless at this point. Every game ends up with some sort of meta once things start going and we won't know what that is really  until the PU arrives.

 

Some things will carry over from other games like EVE including blockades and such. Of course larger gunboats that take more coordination and people from an opposing force will be pretty unstoppable for the first groups able to make real use of them.


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#3 Ulfberht

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Posted 25 August 2014 - 11:11 AM

With the private Multiplayer sessions we can start developing ship vs ship strategies to find out what works. After watching the Constellation Multi-crew video, I am wondering what's to keep a fighter from staying 1.5k away from the Constellation and firing with some Omskis... This can work on fighters in the game and a Constellation would be a larger target to hit.

 

My experience in multiplayer so far is hit the Auroras and Hornets from the front (although avoid head on dog fights) and hit the 300i just about anywhere. There definitely is some kind of shortcut kill when eliminating the front shields and hitting the cockpit.

 

Of course the largest ship I own is a Freelancer and of all the things to do in the game I plan on doing it all except for maybe manage a crew of more than one person or be in charge of anything larger than a squadron. I haven't given a lot of thought to fleet strategies.

 

Wes, what do you think of Battle Drill 1A in space? Have a couple racers hang back and then go to flank... Use a bunch of dumbfires for cover fire...


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#4 hytendf

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Posted 25 August 2014 - 11:21 AM

I think there should be some sort of training for different types of moves depending on what eventually ends up working in the game. Do you think the multiplayer ship version of Arena Commander will include the Idris beside the new game mode?


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#5 Kaldo

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Posted 25 August 2014 - 02:47 PM

We really don't know. For me it's a bit worrying that CIG is against territorial warfare. They often say that they don't want players blockading parts of the universe and restricting access to other players. I mean, I know it could be unbalanced and some people will consider it too hostile but ... that's why it's sometimes so fun and interesting.

It was a big deal in EVE, it was practically the only reason why big alliances existed, fought and fell. If there wasn't a sov (sovereignty) system and everything was the "NPC unlawful space" EVE would never make it to the news with it's huge alliance battles and system sieges that lasted for days / weeks. EVE also had the "wealth acquisition" angle whereas in SC, it doesn't seem like there are many incentives to amass wealth. The economy is more active (you won't be able to make money offline) and I doubt we'll have as complex trading system as in EVE. We know for a fact that the economy won't be completely player driven, there are going to be soft limits imposed by the NPCs.

 

I guess what I'm saying is... I'm just worried that SC will go towards the themepark route. Instead of a dynamic persistent sandbox we're getting NPC domination and scripted events like the Murray's Cup. I'd be happier if they just gave us a ton of asteroid belts and players themselves decided to start racing somewhere spontaneously after the release. I've seen many MMOs fall in the same trap, they create "end-game" content that inevitably gets boring because it's always the same, rather than just giving the players tools to create their own fun. 

 

I kinda went off topic rambling but I'm tired and I don't even care. These are just my thoughts on grand strategy plans for SC, if you meant ships individually - they want every ship to have a specific role, additionally boosted by the fitted modules so I guess some tactical gameplay will be necessary, even if it's the simple paper-rock-scissors scenario.


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You can learn all the math in the 'Verse, but you take a boat in the air that you don't love, she'll shake you off just as sure as the turning of the worlds. Love keeps her in the air when she oughta fall down, tells you she's hurtin' 'fore she keens.

#6 Ulfberht

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Posted 25 August 2014 - 03:04 PM

I think because of the game-engine they chose, they're forced restrict a lot of the sandbox elements. I had set out to make a game like this one many years ago, and I had always felt someone should be able to weld together any kind of crap on their ship.

 

I was never in a group as large as this one in any of my previous games (EQ, WOW, Atlantica Online) so the world level / galaxy level conflict is sort of a new thing for me to wrap my head around. I think they want to have some systems for the sandbox but are hoping to limit the big battles in the primary areas. Think of Operation Pitchfork, this is probably something CIG didn't have in mind but they've sort of had to embrace it.

 

As far as amassing wealth, that's one of my primary goals. I want to serve this organization well, don't get me wrong, but I'm also hoping to have the reputation and power of a local warlord in whichever system I call home. There will always be some Bengal Carrier or item flare that's just out of reach.


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#7 hytendf

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Posted 25 August 2014 - 08:27 PM

As for the big battles, I have heard that battle instances will work in the way most instances do, another is created as the first is filled. However if a battle is spread out you can travel to the other instance, if there is enough space, or directly affect by shooting a missile for example at a ship in the other instance. If the information is correct, it seems to me that we will be able to have big battles if we are spread out enough. They will also put you in an instance based off of whether there are people of interest in that instance such as friends, org mates, or enemy org members.

 

As for the economy, I have read that it will be based around nodes, such as population, which supplies workers, to an assembly line, which creates a final product. The overall effectiveness of the workers is influenced by their happiness, which in turn and be influenced by the presence of casinos. These facilities can eventually be acquired by a player but I believe they will be somewhat limited kinda like the Bengals. It has been hinted at, though, that population nodes can spring up as a result of exploration, so how exclusive the production side of the economy will be, I don't know.


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#8 Kaldo

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Posted 26 August 2014 - 12:56 AM

As for the big battles, I have heard that battle instances will work in the way most instances do, another is created as the first is filled. However if a battle is spread out you can travel to the other instance, if there is enough space, or directly affect by shooting a missile for example at a ship in the other instance. If the information is correct, it seems to me that we will be able to have big battles if we are spread out enough. They will also put you in an instance based off of whether there are people of interest in that instance such as friends, org mates, or enemy org members.

 

That's just a rumor though, I don't think there's ever been an official confirmation that they can "link" instances like that (or that they plan to do it). It would make sense for big fleet battles (you can have many instances around a Bengal, on the port side, starboard site, aft, below, above, etc. - same goes for stations) but since they already have a ton of problems with the netcode and latency I wouldn't hope too much. 


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You can learn all the math in the 'Verse, but you take a boat in the air that you don't love, she'll shake you off just as sure as the turning of the worlds. Love keeps her in the air when she oughta fall down, tells you she's hurtin' 'fore she keens.

#9 hytendf

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Posted 27 August 2014 - 12:48 PM

How do you guys think the Retaliator will fit in, seeing as it is pretty big and made for a crew of 8? Personally, I think it's a little much for a bomber.


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#10 Ulfberht

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Posted 27 August 2014 - 02:04 PM

I'm kind of wondering if that's a typo or something that hasn't been updated in a while. Compare it to the Caterpiller which has a crew of 5. I'm not sure what kind of torpedo mini-game would involve so many people. Perhaps it will be some kind of submarine style cat and mouse thing... 


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#11 hytendf

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Posted 29 August 2014 - 08:22 PM

We've heard about the Idris frigate, the Javelin destroyer, a cruiser, and a battle cruiser. And of course there is the Bengal. Do you think they will create any other classes of capital ships, if yes, which ones? Also what do you think each one's role will be?


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#12 RomanticsWes

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Posted 31 August 2014 - 10:39 AM

On the topic of the blockading stuff:

 

I've actually heard them say two different things here that always seem to conflict to me. On one hand, they're always saying what you said Kaldo. On the other hand, they also say that there will be territory control wars over Space Stations and that people can totally camp exits to the wormholes and such in the game. I've always been confused as to what their stance actually is on that so I'm holding out hope that it won't be completely neutered.


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#13 Lutra

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Posted 03 September 2014 - 12:43 AM

They've mentioned that some jump points will be temporary - so what if a temporary jump point opens up regularly somewhere and it leads to a non-instanced section of space with lots of resources, you can fight to control it, when it hits capacity the jump point entrance closes up until some people die off or leave.  It would be like a battleground in WoW sort of, except without the enforced balancing of sides.  

 

You could have the mechanics work a ton of different ways.  Maybe if you win the control point at the top of the hour your side holds control of the space for the rest of the hour, or maybe it is always in contention, plenty of variations in between.

 

Without implementing time dilation there's going to be a hard cap on the number of players in a given volume of space, so it is a matter of finding a graceful way to do it.  Could explain it as a pocket universe/anomaly that can only support so much mass inside before it starts to collapse, thus the entrance closing up. 

 

The whole idea of dynamic jump points allows them to do infinite generated missions with ease.  I don't think they have to have permanent territory control to give the game long term replay value.  Yes some people will want that aspect, because they're the ones who think they'll be able to carve out a place for themselves.  


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#14 hytendf

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Posted 03 September 2014 - 02:36 PM

Yeah. Do you guys think the FPS module will be like Arena Commander with a VR helmet? Do you think they are going to have all the normal FPS guns? I can't really imagine much use for a sniper on an Idris. They have also mentioned maybe having stun rounds in the game.


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#15 AkaiMahoMiru

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Posted 12 September 2014 - 04:20 PM

In the end its still just a 'wait and see' on strats till we have alpha/beta access to the PU to form proper strats, but I agree we need to learn how to fly together, maybe not formations but just so we don't accidently run into our own sides ships  :lol:


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#16 RomanticsWes

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Posted 12 September 2014 - 09:46 PM

Yeah. Do you guys think the FPS module will be like Arena Commander with a VR helmet? Do you think they are going to have all the normal FPS guns? I can't really imagine much use for a sniper on an Idris. They have also mentioned maybe having stun rounds in the game.

As of right now, I see the guns being a lot of CQB type weapons but there are ships that will be longer than a football field. Long range rifles on the deck of a Bengal might be a thing.

 

The FPS won't feel like the hangars/running around does now. We've still got a placeholder there for that. Animations are being mocapped and all that jazz. From what they've described it seems the closest thing to it is something like Rainbow Six Vegas.


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#17 Kaldo

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Posted 13 September 2014 - 03:41 AM

And besides, I think they confirmed there are going to be planetside FPS maps too. A sniper will be very useful there.


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You can learn all the math in the 'Verse, but you take a boat in the air that you don't love, she'll shake you off just as sure as the turning of the worlds. Love keeps her in the air when she oughta fall down, tells you she's hurtin' 'fore she keens.

#18 hytendf

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Posted 29 September 2014 - 07:39 PM

When do you guys think they will have something a little more concrete as an HQ for guilds other than a Bengal or a captured space station? I know Chris has mentioned maybe having something like a planetside guild headquarters further on in the roadmap. Do you think we will ever see a sovereignty system like in EVE?


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