[quote=“AngryMarine, post:46, topic:136”]
You really believe that you and a couple of friends with newcomer ships could take on a few guys with a destroyer and similar skill?[/quote]
So first of all, you can’t fly a destroyer with 3 people, secondly destroyers aren’t for sale, thirdly this scenario just won’t happen in Star Citizen. For my explanation of why, you have to look at how the persistent universe is actually designed which I explain in the links towards the middle of this post.
The Idris frigate is the current largest craft for sale.
I don’t believe that 3 guys in an aurora could take down an Idris frigate (which would be smaller than a destroyer, but the destroyer specs aren’t released yet so I can’t comment on it), although there would be Citizens that disagree with me. But 3 guys in hornets or avengers? Yes, I believe they could if the Idris was alone. Make it 3 gladiator bombers, and it might even be easy. But that being said, the Idris is never run alone, it has a compliment of Hornet fighters in it’s hold. And for anything larger than a Constellation freighter or thereabouts, you actually can’t fly the ship alone. So you either have a crew or it doesn’t leave spacedock. In the case of an Idris, to take full advantage of the ship, the old crew capacity is 10 players (it was announced that it will be increased but they haven’t released the new numbers yet). After a certain threshold, the players can’t operate the core systems and the ship is severely crippled.
If you’re asking if maybe 3 players can take down a 10 player Idris, and everyone was of equal skill, then you’re asking whether 3 players should be able to defeat 10 players holding skill equal. And my answer is no.
[quote=“AngryMarine, post:46, topic:136”]
Just like there will be better equipment(quality/tiers), there will be better ships.[/quote]
There will be some equipment that is better quality. But the vast majority of equipment will be sidegrades. There will be more horizontal selection than vertical selection. As far as ships, this is even more true. Although others would disagree with me on making even the following concession, I believe the Aurora (starter ship) is the only ship that doesn’t do anything particularly well. That being said, there are people that plan on only using the Aurora for the rest of their game and still kicking ass with it.
[quote=“AngryMarine, post:46, topic:136”]
What stops a guy that bought a destroyer to just sell it and buy the top tier of all equipment on a top tier newbie ship and have an advantage over the people who bought no ships?[/quote]
Every package comes with at least an Aurora so there won’t be anyone with no ship when they start at this point. This is a good question that people have asked in the past. The developers said that the sale price of at least a pledge ship or possibly all ships will be very low. So once you bought a ship either in game or through a pledge, you’re going to loose a lot of money/credits if you sell it again.
So what if someone bought the “completionist” package for 15,000 USD which comes with almost all the available pledge ships. Say they sell all their ships except a Hornet for a fraction of their in-game price and have a decent number of credits to outfit their Hornet with the best vertical dogfight upgrades. It still won’t be easy. Credits alone will not allow you to automatically get all the great weapons. Weapons and equipment are going to be spread out across the 'verse. The most powerful will likely be in the rim worlds which are lawless and dangerous. You’ll still have to work hard for those pieces of equipment. And, if you get those pieces of equipment, you still won’t be killing newbies in Auroras. Please refer to Will crowdfunding continue after the Kickstarter completes? and Star Citizen's crowdfunding model for my explanation of why.
[quote=“AngryMarine, post:46, topic:136”]
Also, you get lifetime insurance when you buy the ships. If that wasn’t an advantage/convenience of some sort, they wouldn’t have been selling it.[/quote]
Lifetime insurance is certainly a convenience. The fact that insurance exists is more of an in-lore explanation of why you won’t lose everything and have to start over from the beginning than it is a mechanic that gives an “advantage”. They’ve said that the cost for players to have regular insurance on their ships will be minimal. The character death mechanic as described in the Death of a Spaceman article also provides that same lore/design compatibility.
[quote=“AngryMarine, post:46, topic:136”]
There might be people out there that just bought the ships to “help the dream”, but I seriously doubt most ship buyers would have spent half as much if they didn’t have something to show for their investment.[/quote]
As I said, I agree with you. For example, I can speak with experience. I first bought the 35 USD pledge during the initial campaign. I then spent 135 USD or something like that on a 350r. The reason I did this was because:
-I wanted to support the development of a game that I will love playing.
-I wanted to support the change of the developer-publisher model.
-I wanted to support the monopoly that PC gaming historically had on innovation and leadership in the broader gaming industry which it definitely no longer has.
-I wanted to support the growth of the space-sim genre specifically. (which is why I still follow Infinity)
-I wanted to fly the 350r because it’s the perfect ship for me. I don’t have any particular interest in flying a large slow gunboat or a warfighter. I wanted something smallish, nimble, fast, with a large power output for speed/exploration equipment/piloting new jump points, and it had to look sexy like a Ferrari. I felt that this kind of setup would allow the greatest impact for my skill into the game. I didn’t have any interest in flying the Aurora first to get the 350r later. I wanted something specific to my style and needs and it was for sale so I bought it. (I also got an exclusive cosmetic item). I was willing to sacrifice armor, shields, weapon slots, and cargo space to specialize in those attributes. If my needs were focused on taking out capital ships, dogfighting against Hornets or battling 325As, then that may be a crappy choice. Although I think the 350r is a ship that is fairly unique. It is so fast and so skill intensive that it will be the worst ship for most people and an amazing, possibly OP ship for a very select few that can fly it. There is no ship that has all the advantages. The name of the game in Star Citizen is sidegrade and skill.
When you say “I seriously doubt most ship buyers would have spent half as much if they didn’t have something to show for their investment”, you seem to say it as if this is a bad thing. The vast majority of Star Citizens spent extra money to both support the game and to jump into the playstyle they want as soon as the game ships (no pun intended).
[quote=“Naiba, post:45, topic:136”]
Would prefer it without the annoying swoopy plating in the middle of it that doesn’t match the rest of its styling at all[/quote]
Since I don’t want to write another ridiculously long post about design aesthetics which people frequently spend a 4 year degree or their entire lives on, let’s agree to disagree =)
[quote=“Naiba, post:45, topic:136”]
I haven’t seen a single Star Citizen ship I genuinely like the look of.[/quote]
Even the http://www.youtube.com/watch?v=fYjD1wiTBmM ?
[quote=“Cinder, post:47, topic:136”]
Said design is WIP.[/quote]
The game design as a whole is a huge WIP but the part that I specifically mentioned, which is the rock-paper-scissors style of balancing, is as core to the game as the fact that it’s in space.