Meanwhile, a little piece of writing I did, to introduce my guild in a more interesting way than most.
--
Meanwhile, a little piece of writing I did, to introduce my guild in a more interesting way than most.
--
The issue with Piracy is that there are two types I know of from Eve:
The Professional: Who takes goods and lets you leave.
The Psychopath: Who kills you no matter what.
The first time is a pain but not that bad, its the second type who will kill you no matter what.
Though it gets worse when they hold a Grudge.
Its all fun and games until you get killed by someone and then hunt them down for that.
Out of curiosity, what do the first type of pirates do if you don't have any cargo?
Out of curiosity, what do the first type of pirates do if you don't have any cargo?
Blow you up. For e-peen.
Out of curiosity, what do the first type of pirates do if you don't have any cargo?
It depends.
A lot will just blast you, but not if you are part of a guild for example.
I know some of the Professional Pirates hunted the Psychopathic ones down since it made their type of work impossible.
If I were running a pirate guild, hmm...
I'd probably want to keep at least one semi-legit alliance, be it with players or NPC groups. That way I'd have a patron, shelter, and someone to fence my goods through. Furthermore, I'd want to maximize my infamy-to-return ratio, so I'd probably just demand the cargo and let people go if they gave it up*. The best piracy work would probably be as privateers, where you have some legitimacy to prevent you from becoming total outlaws. If still viewed as unscrupulous.
Also Giggles_Maniacally has the right idea about what more cerebral pirates should do to the lawless psychopaths.
*Or if they had a guild, ransom them. Though I dont know if you can take and keep prisoners. Failing that I'd let them go.
I look forward to giving them my money when this game is 100 percent done.
There are squadrons/groups that are focused on anti-piracy.
Take my group, Gold Wing.
Made up from the earliest backers, with gold tickets and unlimited insurance and stocked with good ships and equipment.
Griefers are in for a hard time once we descend upon them. ![]()
So if you ever need protection from pirates, give us a call.
Piracy will probably be more something I engage in on a "single player" private server with a population of Me. Though we'll see. I intend to avoid any prelaunch associations and see what I find fun about the game, then perhaps seek whatever group seems to be having the most fun/success doing that. It may be piracy, who knows?
It's no fun being the Good Guys without having Bad Guys to fight. And being a good Bad Guy is a lot of fun too.
I recommend this video, relating to instances, PvP, PvE, etc. It's quite good for where we are at, at present.
Here's hoping I can create my own X-Wing.
I'm getting 'Freelancer'. Let's see if it's good enough to decide about its sequel 'Star Citizen'.
You have to understand the development history of Freelancer to get why it's a spiritual predecessor and not really much like what they're planning with Star Citizen.
It was wildly ambitious for its time and didn't realize its conceived vision when it was released. It's a fine game, don't get me wrong, but it's not what it could have been.
Here's hoping I can create my own X-Wing.
You can't.
I'm getting 'Freelancer'. Let's see if it's good enough to decide about its sequel 'Star Citizen'.
I'm not sure I understand. You're going to judge Star Citizen on a game released over 10 years ago, with an awful development history?
10 years is an eternity in gaming, and the development history of Freelancer was truly stuffed.
That said, a lot of people still play Freelancer, and really like it. But I wouldn't go judging a game releasing in 2015/16 on something from 2003. No way.
I'm not sure I understand. You're going to judge Star Citizen on a game released over 10 years ago, with an awful development history?
10 years is an eternity in gaming, and the development history of Freelancer was truly stuffed.
That said, a lot of people still play Freelancer, and really like it. But I wouldn't go judging a game releasing in 2015/16 on something from 2003. No way.
I actually feel like this game got quite a considerable amount of its funding based on people judging it off of older games. They feel like Star Citizen will be an amazing game because we all know what Chris Roberts is capable of from the old Wing Commander games, and now he has the tech to be able to put his vision to work(well, maybe not in the case of procedurally generated landscapes, but we'll find out soon enough on that one).
Not that I think people should be judging it entirely off of Chris' older stuff, but it seems there are quite a few people who are at least partially doing so.
I actually feel like this game got quite a considerable amount of its funding based on people judging it off of older games.
Having Chris Roberts' name attached has been the big one. And, for people who played games like Wing Commander 3 or Privateer or Freelancer "back in the day", when those games were in context of what was cutting edge at the time... yes, absolutely. See, I think context is the big one here. There is a huge difference between someone saying, "I loved Freelancer when I played it in 2003..." and someone saying, "I tried Freelancer in 2014 and I thought it was really ordinary, hence I won't back Star Citizen..."
And that's why we have people who will back it because of games like Freelancer, and those who won't for potentially exactly the same reason. But I only think one of them is being fair to the source material. To play a game -- any game -- in the context of being 10 years-plus into its future will always do that game a disservice to some degree.
It's like a young, modern gamer playing something like KotOR today. The story is great but the actual gameplay is clunky as hell. Should that person judge, for example, Dragon Age: Inquisition on a play-through of KotOR? No, I think we'd all agree that would be nuts. And I think the same goes for judging Star Citizen on Freelancer.
You can't.
Guess I'm not playing this game.
Guess I'm not playing this game.
I just wonder why you'd want to have a Star Wars vehicle in a universe where Star Wars vehicles don't exist?
I'm getting 'Freelancer'. Let's see if it's good enough to decide about its sequel 'Star Citizen'.
As the others have said, you can't judge it based on that.
It's not really a sequel anyway, more a spiritual successor.
Having Chris Roberts' name attached has been the big one. And, for people who played games like Wing Commander 3 or Privateer or Freelancer "back in the day", when those games were in context of what was cutting edge at the time... yes, absolutely. See, I think context is the big one here. There is a huge difference between someone saying, "I loved Freelancer when I played it in 2003..." and someone saying, "I tried Freelancer in 2014 and I thought it was really ordinary, hence I won't back Star Citizen..."
And that's why we have people who will back it because of games like Freelancer, and those who won't for potentially exactly the same reason. But I only think one of them is being fair to the source material. To play a game -- any game -- in the context of being 10 years-plus into its future will always do that game a disservice to some degree.
It's like a young, modern gamer playing something like KotOR today. The story is great but the actual gameplay is clunky as hell. Should that person judge, for example, Dragon Age: Inquisition on a play-through of KotOR? No, I think we'd all agree that would be nuts. And I think the same goes for judging Star Citizen on Freelancer.
I feel like you could get decent information out of it assuming you go in understanding that A. This is a 10+ year old game and B. Star Citizen is an entirely different game from Freelancer. The second one is something everybody should understand, even if they played those games when they were relevant.
I'd argue that ultimately you shouldn't really judge Star Citizen on anything except Star Citizen. That said as a backer, it is of course good to have the assurance that the guy heading this thing up has experience and knows what he's doing as this is a very ambitious project, but that's about as far as it goes for me.
and I say all this as somebody who played the old Wing Commander games for the first time fairly recently(I also played KotoR well out of date as well, actually) =P
I just wonder why you'd want to have a Star Wars vehicle in a universe where Star Wars vehicles don't exist?
Cause customization.
Cause customization.
Oh now I understand you. Yes, on some private servers people will no doubt create custom models. Personally, I still think that sort of experience is hollow, as it's not the Star Wars universe (I don't think people will be able to rearrange/resize/rename/re-terraform planets, etc), but I guess some people might like it.
It actually would be pretty awesome to have a ship designer sort of like what Galactic Civilizations 2 does.
Of course, it would kind of break the whole immersion thing since you'd have a lot of really odd looking ships or else thousands of X-Wings, Enterprises, and Normandys flying around everywhere.
and of course we can't forget everybody who would make dick shaped ships. We aren't allowed to do anything on the internet without that happening.
Oh now I understand you. Yes, on some private servers people will no doubt create custom models. Personally, I still think that sort of experience is hollow, as it's not the Star Wars universe (I don't think people will be able to rearrange/resize/rename/re-terraform planets, etc), but I guess some people might like it.
I think I understand. You want the game to retain it's own identity. But I see in this game a chance for more player freedom than is commonly found in other games, even if that means breaking the fourth wall in a way.