Star Citizen
This is your community for everything related to Star Citizen - an up and coming epic space sim MMO being developed by Chris Roberts and Cloud Imperium Games.
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Useful links/tools/info
Official Links:
Other Links:
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Dev Tracker (Only works with Spectrum at the moment)
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Starchives (Query/Search all closed captions throughout all official videos)
Loadout Tools:
- Vehicle Loadout Tool (Erkul)
- Ship Performance Viewer (Includes a "RADAR detection calculator" which is great for checking stealth builds).
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He also posted about land claims and base raiding.
Full comment
Hello, within a region (e.g. Europe) a copy of every land claim / base will exist on all shards, so the same land claim cannot be taken by two different people.Assuming the owner has opened up their base to the public, you can access their player-run-store on any copy of the base, or use their crafting / refining facilities if you have permission to do so. For the stores, the inventory of what's for sale is shared across all shards.
However, when it comes to raiding a base, this can only occur on a single shard. Which shard this happens to be is dynamic depending on the circumstances, the easiest example is: If the owner of the base is online and at their base, then the shard they're on is the only shard where this base can be raided.
If you attempt to attack a base and you are not on the correct shard, then you will be given the option to transfer to the correct shard. Likewise party or org members arriving to defend would be transferred to the shard where its kicking off so they're able to help.
Thanks, Dec
Interesting. I'm wondering if there's going to be some sort of mechanic where it takes a minimum of "x" amount of time to disable the shields, where the owner/org members have enough time to respond.
Considering CIG's approach to preventing harm from other players, I wouldn't really expect anything like that. At least not without multiple iterations of little to no safety mechanisms and going through the usual "it'll be fine" > "player solutions to player problems" > "guys, please act nicely" > "fine, we'll do something eventually" cycle.
Cynicism aside, I hope these comments are a sign that they're getting to a point where they'll start sharing some details about how things are going to work. Can't say I'm interested in base building, let alone doing it in a dangerous location, but I'd love to know what design decisions they decided on.
I can think of a quick and dirty lore explanation being that, disabling the power to shields means it runs on backup / emergency batteries/capacitors for a short while and just waiting for it to discharge or something. Maybe that unlocks additional steps for an attacker to bring it down faster by attacking the emitters or something. It can be both more engaging and a delay/stall tactic.