You can ask an original or veteran backer to gift you an LTI ship and pay them for it, but not on the official forums, and if you're scammed you won't be reimbursed.jehk said:The thing that gets me are the people who have lifetime insurance for their ship.
Thats just for the base ship, they'll still have modules and cargo that isn't covered.jehk said:The thing that gets me are the people who have lifetime insurance for their ship.
Ed130 said:Thats just for the base ship, they'll still have modules and cargo that isn't covered.jehk said:The thing that gets me are the people who have lifetime insurance for their ship.
Besides they are the ones financing this show.
I understand all of this. As someone who's just interested in buying a base ship and doing some cargo runs now and then it would be a pretty big deal to have lifetime insurance on my initial ship.Liudeius said:You can ask an original or veteran backer to gift you an LTI ship and pay them for it, but not on the official forums, and if you're scammed you won't be reimbursed.jehk said:The thing that gets me are the people who have lifetime insurance for their ship.
(CIG is fine with selling ships through gifting, they just don't want it done on their forums because they don't want to be held responsible for any scamming.)
Well we still don't know what time>money conversion rate CIG is going to have, but it has been stated that ships will actually cost MORE time equivalent credits than they do now.ZippyDSMlee said:As long as you can get anything in a timely manor (a month per 10-20$ or so) without having to pass the pay wall then its fine if not no thanks.
The only similarity between EVE and Star Citizen are the fact it has stars in them.Doom972 said:I was looking forward to this game, but now I really don't. Now it just sounds like a better looking EVE-online.
Buying in-game ships with real-life money just seems like pay-to-cheat for me.
It might be just me being stuck in a certain way of thinking that doesn't fit with current trends in gaming, but the ability to get powerful in-game items using real-life money seems to me like paying the developers to use a summon cheat and not get banned.Me55enger said:The only similarity between EVE and Star Citizen are the fact it has stars in them.Doom972 said:I was looking forward to this game, but now I really don't. Now it just sounds like a better looking EVE-online.
Buying in-game ships with real-life money just seems like pay-to-cheat for me.
I am also failing to understand how you equated being able to purchase a ship with real money with paying to cheat. Because Chris Roberts has expressly stated multiple times that it ain't the ship you're in, it's how skilled you are flying it.
Any ship purchasable now will be, in some way, purchasable in game. As will all items, equipment (minus special backer editions) and like most other things. Why? Because Chris Roberts has expressly stated multiple times that Star Citizen will in no way be Pay to Win.
Plus its One Thousand Two Hundred and Fifty dollars. Over a grand. For a ship that needs 10 players to make it worthwhile. If you are willing to front that much for a virtual ship where you are going to have to breed a crew, you deserve some reward.
Yes, Bengals cannot be acquired [Outside of 3 {I think it was 3 as the estimated number, wouldn't be more than 5 though} preset in game that must be found, repaired and then constantly protected], and thus can't really qualify as the guild headquarters of the game, unless you think there's only going to be 3 guilds.Liudeius said:No... Idris can have ten crew and two single-pilot fighters.
It's the biggest ship you could buy directly, but it's far from "guild headquarters." In fact, most big guilds have many Idris.
The guild headquarters will be the Carrier class ships, which CIG has no intention of selling, or even allowing players to permanently own.
Oh no I agree that Pay to Win and all its variances are indeed a current trend of gaming, but I really don't think Star Citizen is. Although I must disclaim that combat balancing- whilst it is assumed will take the most logical route- has not publically begun, the ability to purchase a ship for real money as opposed to grinding[sic] for it ingame is in no way Pay to Win. Chielfy because the purchase covers you only for the hull; weapons, shields, engines, modifiers, crew and cargo will all need to be purchased ingame with ingame finance. These are what will dictate the danger of the ship.Doom972 said:It might be just me being stuck in a certain way of thinking that doesn't fit with current trends in gaming, but the ability to get powerful in-game items using real-life money seems to me like paying the developers to use a summon cheat and not get banned.Me55enger said:...Doom972 said:
As for the same ships being purchasable in the game, that depends on how quickly you can get the necessary funds to buy the ship. If I have to grind for dozens of hours for an expensive ship, then there's the pay-to-win mechanism of dangling an expensive shortcut in front of you while you are grinding endlessly for that in-game money. I don't like having to deal with it, which is why I mostly avoid this sort of games.
There are actually two games in production: Star Citizen, which is effectively the MMO-esque globally persistent player-driven universe, and Squadron 42: a single (and multi-) player combat based storyline following the Squadron of the same name. You can play one, or the other, or both. Your call.Prime_Hunter_H01 said:To be honest, I thought it was a single-player game, like a new space combat sim.
Well it stil is a space combat sim from what i see here but it is actually some DayZ/MMO persistance thing.
Hmm kills my interest, I have enough MMO/Persistent multiplayer games as it is.
Additionally you can play Star Citizen single player on your own private server persistent universe, or play on the grand persistent universe against only AI using a PvP slider - so long as you stay in certain regions of space anyway. I think they were planning on having some more dangerous sections ignore the PvP slider.Me55enger said:There are actually two games in production: Star Citizen, which is effectively the MMO-esque globally persistent player-driven universe, and Squadron 42: a single (and multi-) player combat based storyline following the Squadron of the same name. You can play one, or the other, or both. Your call.Prime_Hunter_H01 said:To be honest, I thought it was a single-player game, like a new space combat sim.
Well it stil is a space combat sim from what i see here but it is actually some DayZ/MMO persistance thing.
Hmm kills my interest, I have enough MMO/Persistent multiplayer games as it is.
I admit that it's not as bad as other pay-to-win, but it still is pay-to-win, because you can buy in-game powerful items with real money. That's the definition of it. Whenever you have to make a choice between grinding or paying real-life money, you are playing a pay-to-win game. If you want to argue the definition of pay-to-win, that's fine, but this is what many people (maybe even most people) and I define as pay-to-win.Me55enger said:Oh no I agree that Pay to Win and all its variances are indeed a current trend of gaming, but I really don't think Star Citizen is. Although I must disclaim that combat balancing- whilst it is assumed will take the most logical route- has not publically begun, the ability to purchase a ship for real money as opposed to grinding[sic] for it ingame is in no way Pay to Win. Chielfy because the purchase covers you only for the hull; weapons, shields, engines, modifiers, crew and cargo will all need to be purchased ingame with ingame finance. These are what will dictate the danger of the ship.Doom972 said:It might be just me being stuck in a certain way of thinking that doesn't fit with current trends in gaming, but the ability to get powerful in-game items using real-life money seems to me like paying the developers to use a summon cheat and not get banned.Me55enger said:...Doom972 said:
As for the same ships being purchasable in the game, that depends on how quickly you can get the necessary funds to buy the ship. If I have to grind for dozens of hours for an expensive ship, then there's the pay-to-win mechanism of dangling an expensive shortcut in front of you while you are grinding endlessly for that in-game money. I don't like having to deal with it, which is why I mostly avoid this sort of games.
A friend of mine suggested a better term for it would be Pay to Accelerate, which is something I would agree with. Combat is getting the most limelight, but the fully fuctioning economy is perhaps far more interesting. There are people on the forums that have bought ships for the sole intention of, as you call it, grinding. Because of the target market for this game (those who grew up on CR's original work) I think there is a capacity of patience within the community that will reflect positively on practises ingame.
You also have to take into account time. You lose a $1250 ship and it's uninsured, it's lost forever. And if you have insurance, it'll take time to build a replacement. Even longer if Player-driven pirate clans are disrupting supply lines.
I will end for a question for you, then: Would you rather, on a game of this uniqueness and scale, prefer a more direct and blatant Pay to Win system or this Pay to Accelerate programme Chris Roberts is undertaking? Realistically, of course.
It's both single player and an MMO.Prime_Hunter_H01 said:To be honest, I thought it was a single-player game, like a new space combat sim.
Well it stil is a space combat sim from what i see here but it is actually some DayZ/MMO persistance thing.
Hmm kills my interest, I have enough MMO/Persistent multiplayer games as it is.
Each race will have three carriers TO START, all of them can be captured. It might actually be a bad idea to capture a Bengal Carrier rather than a Vanduul. With a Bengal Carrier, you would be attacked by the UEE in safe space, with a Vanduul, I presume you would only be attacked in Vanduul space, which happens anyway.Joccaren said:Yes, Bengals cannot be acquired [Outside of 3 {I think it was 3 as the estimated number, wouldn't be more than 5 though} preset in game that must be found, repaired and then constantly protected], and thus can't really qualify as the guild headquarters of the game, unless you think there's only going to be 3 guilds.