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By this point in the story I thought Dutch was all dried out with no sauce, but the oil baron and Angelo Bronte made me think he just might pull it back.
By this point in the story I thought Dutch was all dried out with no sauce, but the oil baron and Angelo Bronte made me think he just might pull it back.
The ingame currency only tractor beams also got nerfed, this is now a required item for moving cargo above a certain size.
Seems like they realised cargo players buy a starter ship and nothing else and that’s simply not an acceptable contribution.
They should be more like the boomers who buy every new fomo pvp fighter but seemingly only sit in stations and complain about pronouns and millenials instead of every actually flying their $800 collection.
I just remembered Shadows of Doubt, I think that’s the most recent game with this system that I’ve played. It has proc gen cities where every citizen has a job and a sometimes spontaneous daily routine. Every few days a citizen will murder another one and leave behind a trail of evidence. It’s supposed to hit 1.0 this month as well.
Very raw and buggy in places but in ways that leads to more hilarious outcomes. You hide in a freezing vent waiting for someone to head out to the club for them to apparently decide nah not tonight 2 seconds after leaving the building and catch you in the middle of reading their emails.
I think about Oblivion and it’s NPC scheduling far too often. It feels like the missing piece in otherwise amazing games like Deus Ex MD or Pathologic 2.
I remember MGS V had elements of this. Guards would patrol, be relieved at certain times, there was scheduled transports of prisoners and resources. If you knocked out an entire base of guards at night eventually the morning shift would turn up and start waking them up, putting the base on alert.
I did the opposite and made a well spaced out organised city where noone could get to work on time, so it’s time for me to learn the ins and outs of transit and travel time or embrace the shitbox I guess.
Squadron 42 is the singleplayer main development focus which we are told contains all the features and functionality that will make star citizen great and which are then slowly drip-fed into the actually playable game. I have seen nothing besides the “wow cool features” that would put it on a level above 2016’s Call of Duty Infinite Warfare.
I don’t do combat so I have zero interest in it, I play SC because I like doing salvage and cargo trading. It’s also the only game I’ve found where you play as a person on a ship and not the ship itself, free to leave your seat and walk around mid-flight even going on to form part of the gameplay loops.
I feel some dissonance with the rest of the community when a lot of the game’s FOMO sales drives revolve around cockpit only PvP orientated ships where this one will be the NEW META on sale for LIMITED TIME ONLY tied directly into the SQUADRON 42 LORE. Like I just want to salvage wrecks, drag boxes around my cargo hold and do contraband runs on the dark side of moons but there’s like 8 ships in the game that allow for this.
“I have black friends” but with so many additional layers of creepiness
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The bones of the game are great.
Edit: So another user pointed out they now have a private construction queue. I checked and this was released just after the last time I did a 20 hour binge of the game so I just missed it. What I said below isn’t relevant anymore but I’ll leave it there as an example of the type of thing the game was missing for a long time after release and why it has the framework to eventually be a complete and very complex simulation and it’s heading in the right direction to achieve that.
The biggest flaw I found was that even under capitalist systems the player was entirely responsible for developing industry and growing the productive forces of the country. Every new industry or expansion of an existing one must be queued up by the player or using a very basic auto-expand and added to a country-wide construction list.
If I’m using a capitalist system I should be having to fight the interests of the bourgeoisie in terms of what and where to expand. They should be forming a private construction sector and focusing on businesses that maximise profit with minimal regard for worker welfare. Instead I can focus on industries that rapidly increase the standard of living and productive forces of the nation with the consolation that they will be privately owned until the working class is empowered enough that I can swap to collective or state ownership.
They have released a bunch of DLCs that I haven’t been able to look into yet so they might have begun to address this.
I find it rough playing versions before 24 now that positional play is finally a working mechanic in the game when it really should have been 10 years ago, but I’m still down.
I’m tentative on 25 given how slow progress is made on these games (They’re generally amazing games, don’t get me wrong) and I find it hard to believe they’ll be able to convert to a whole new engine and deliver an equivalent or improved experience in just one year, but also I’m terribly addicted and will probably buy it as soon as the beta drops.
I’m in an Asian timezone.
I’m taking a break after old world blues made me face the wall (of text).
It’s been a good 7/8 years since I did a “full” playthrough of the game and it’s nice to have a reflection of my improved understanding, to know why Caesar is a big dialectic dumb dumb rather than just nodding my head like umm yeah, I guess it really is inevitable the NCR be destroyed.
I’ve only ever played the game on a sober run, Harry seemed to spend most of the game suffering from the cumulative hangover of five back to back benders and I couldn’t imagine wanting to make that worse .
ending info
The cops in the end seemed genuinely surprised and had to break through their disbelief that Harry could actually be sober for a whole week.