Elevator Improvements
Just a few ideas. Hope that doesn't add months to development :D
- Windows or screens to the outside
- Bigger button display, no scrolling please
Just a few ideas. Hope that doesn't add months to development :D
Doesn't break my game or anything, i can probably just suicide and be fine (I'll stay here a bit longer though). Just think it's a funny situation. Anyone experienced this before?
I adore my Hull B; I bought it the second it dropped and I have no regrets at all. Hauling and industrial gameplay is my jam. It’s really enjoyable to fly, the interior is cozy (reminding me a bit of the Zeus layout), and the external grid is incredibly easy to load and unload.
I appreciate that we have the option to use medium hangars, but like many others, I’d prefer a large hangar. While I was at Ruin Station in Pyro, there were far too many hostile contacts for comfort to use the external elevator, so I really valued the ability to duck into the hangar and work safely.
Which brings me to my question: How do you folks position your Hull B when flying solo? When working in a duo, it’s easy because you can each take a side. However, when I’m alone and need to access both sides of the spindle, I haven't found the "perfect" angle yet. I’ve tried positioning it diagonally, which works okay, but I'm looking for a more effective method.
What is the most efficient way to position a Hull B for solo loading/unloading when you need to access both sides of the cargo spindle?
While I love the design of the Hull B, and the diagonal grids definitely make it easier to load from the ground (and should be retrofitted on to the other Hull series ships *hint hint!*). It continues to highlight issues in the choices made by CIG in game design. It, like many other ships are a pain in the butt to load in hangars.
They get so close to fixing these issues, such as the moving tractor turret on the Hermes (Which was a feature that a lot of people loved in my understanding), where loading and unloading in hangars was a much easier task. But then we go back to square one with the Hull-B's tractor turret.
When one vehicle solves or improves an ongoing issue with a gameplay loop - These aren't "ship features" that can be sold as extras for one particular ship manufacturer or another, these are core gameplay improvements that need to be put out as standard. The hull-b should have had a tractor turret track along its centre axis and the ability to extend out from the hull slightly to improve visibility of the cargo grid.
While this is just one example, I feel this happens often where a gameplay loop is improved with the introduction of a vehicle feature, only for it to be limited to that vehicle. Whereas if they instead carried the lessons forward I feel like we would have a much more frictionless experience today overall.
Alternatively, and much more resource intensive solution, hangars need a total redesign to allow these ships to unload cargo, rotating my ship in the hangar (or purchasing a different ship! - I already have too many) shouldn't be the solution to everyday problems with gameplay loops
Also, please let us activate the cargo hangars from our Mobiglass, I'm also exiting the ship 3-4 times per load just to operate an elevator (I do recognise this issue is fairly new with the increased occurrences of ship tractor beams however... and made worse by the fact that I kept forgetting to bring the elevator UP after sending a cargo load down... because of course the cargo elevator capacity in medium hangers is smaller than the capacity of the Hull-B *internal screaming*)
Anyway, rant over. I do really love the Hull-b nonetheless.
*See above the optimal landing position to load and unload the Hull B
favorite ship but dear gods the cockpit elevator is a weeeee tight.
Government doesn't want you to know this but you can just take the durus tractor beams they're free
While taking my Origin 85x for a relaxing flight over Area 18, I just had to capture the beautiful sunset. I love the way the horizon reflected over that pure, unobstructed canopy.
But once you put the landing gear down you can’t get it out 😆
It's a shame to have so many awesome ground vehicle and no proper use for them. One example of missed opportunity is the radioactive Valakkar. It requires us to land outside of the storm and then take a shuttle to the center. Why not place roads instead? Give us hangars where we land on the outskirts and let us drive that incredibly cinematic road in the thunderstorm all the way to the Valakkar. Bonus, we could actually fight the thing in those vehicles. And we know roads are in the game already. Here are a few examples of mission locations that would require ground vehicles :
In one of the most beautiful Star Citizen screenshots I've taken, an Argo MOLE in bold, construction orange paint rockets towards a distant space station in a spectacular bluish lagrange point nebula on the outskirts of the Stanton System.
I'd love to see this in next week's TWISC - and if you'd like to help, I'll ask you to please upvote this image on the Community Hub: https://robertsspaceindustries.com/community-hub/post/mole-off-of-mic-l4-FigCd5f8gQOrf
In my years of playing Star Citizen today was the first day where another player attempted to pirate me. I had just finished buying a load of Thermafoam at Deakins Research Outpost to sell in Stanton and the coast seemed clear. Shortly after reaching orbit however I ran into what appeared to be a Cutlass that was not only moving (thusly not an inactive ship) but closing rapidly. Only when it reached sub 10km did I start panicing and start diving back to the outpost.
It was shortly after that the Cutlass began firing point blank into my forward shields which crumbled almost immediately and I barely made it back to the outpost in time whereupon I immediately started sending requests for help. I did this for a few minutes before trying to take off once again and making a break for it only to realize there was an interdiction field setup and I once again had to flee back down to the oupost as I started taking damage to my nose.
It was only with the arrival of a Perseus several moments later than the Cutlass met it's untimely end and I was free to continue on my way having sustained damage to my engines.
A thank you to the Perseus player who escorted me out of Deakins. I had spent a large chunk of my credits on this load of cargo....
I don't think RR should be happy we're recycling their turrets like that.
Feel free to test and contribute
https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-202720
It would be perfect to have him found on a farm he built on Nyx's new planets or similar.
And then Charlie arrives...
I hate how paints are physical objects that need to be moved from place to place if you want to use them. Please make them function like blueprints: once you have one you can apply it to the ship while it's stored. Put paints on data pads in the future so we can find them as loot.
from XLB-CIG in https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-200482
>The intended design is a new reputation gained completing patrol missions. You will have to complete patrol missions again to gain the new reputation which will reflect as "Standing" in Foxwell reputation tree. Once Jr. Contractor is reached you will see "Yellow Level Contract: Security Sweep". Contractor tier unlocks "Orange Level Contract: Security Patrol". Old reputation gained in previous patches will not work to see the next tier missions.
>Ambush missions in Stanton are still pointing to the wrong reputation and has been raised with mission team.
>Providing Video for visual reference https://youtu.be/CoD11vFIpS8