Inside Star Citizen: Alpha 4.0 - Conflict Resolution
https://www.youtube.com/watch?v=Le8hz1R ... XVyolQO3wj
Cloud Imperium Games wrote:Which faction will you align with in Alpha 4.0? Tune in to get an in-depth overview of what makes each faction unique, along with their combat gameplay differences.
I thought this episode would answer a lot of questions around Pyro's factions and the faction system, but it only created more. There were supposed to be 3 factions, and now they're 4. But only 2 of them are the "main" ones? And you can't ally with XenoThreat?
I am completely lost. And not a single word on how the rep system will work, as this guy points out:
https://www.reddit.com/r/starcitizen/co ... nt/lkiuti0Zeth_Aran wrote:I can’t believe there wasn’t a single mention of reputation mentioned with all this. How does getting into firefights in “social” spaces affect rep? What reason do I have from not flat out killing every player I see? I know it’s supposed to be lawless, but I don’t feel like needing to worry about combat when I’m doing the salvage missions they just announced.
Man these episodes are killing me. What a fucking insane test of patience this has been. I’m so excited for this and so disappointed by my own patience.
The guy replying to him has the right idea though:
richardizard wrote:They can't show everything off in one episode haha.
There's just too much to this game and everything ties into everything else, so it can't be succinctly summarized, especially while in development and testing. So instead of learning about rep and faction alliance mechanics, this episode showed off new faction bases, how the NPC archetypes from
Squadron 42 will be customized for each faction, kopions as attack dogs, et al. It's a great video with some stunning views of Pyro's planets, and there's plenty of time for them to tell us more about rep et al. before 4.0 hits.
Also, as the comments below make clear, no one seems to understand how Pyro's free-for-all law(less) system will work. CIG clearly doesn't understand going from the video, but the players also don't. Read their comments, and then my retort at the bottom.
@evans9215 wrote:“A firefight breaks out while you’re in the terminal” yeah you mean you get domed and are dead before you can even step away from it.
@matuto1986 wrote:Expectation: Ground vehicles being used and FPS combat everywhere.
Reality: A2 dropping bombs and clearing everything.
@falcon758 wrote:I did not realise we would have time to stop looking at shopping inventory, jump over kiosk, take out gun and return fire .... all before the random hostile person can kill you...
@hanns1401 wrote:In a game that punishes death as harshly as SC does, I'm not sure I see how well this plays. All I see here is dying a lot and spending a lot of time re-gearing, waiting on ship insurance, and traveling to get back to where you were. Except now you can also be killed by some rando while at a shopping kiosk too. Cool cool cool.
@alexshepherd9163 wrote:"As a Headhunter you'll be landing and sneaking"
You forgot "You will get pad rammed as soon as you try to leave"
@vanvino4074 wrote:Lol noooo sorry that's not how ganking works... If you're in a buy menu and someone attacks because they want your armor, there won't be any ducking behind cover, you'll just be dead before you can even back out of the shop menu.
All of the above will happen to you IF YOU GO TO PYRO ALONE. If you're in a group on the other hand, there will be plenty of opportunities for other groups to start firefights with you while one or two of your group are shopping. And then the stuff shown in the video will happen.
It makes sense that everyone including the devs are confused, because this type of game has never been made before. There's no other game where you can shoot people in social spaces while they're shopping, let alone across an entire solar system. So the devs have a lot to learn on how all this works, and the players on how to play in such a game, but they will all learn while the God Dev Chris Roberts whips them all into shape with his titanic vision.