Ben communicates with the Star Citizens FPS about an indefinite postponement
Ben communicates with the Star Citizens FPS about an indefinite postponement
Absolutely. This reflects the common worry on RSI discussions. Many overlook the reality that we don’t operate like flying pixies—perhaps even in AC. Larger vessels like Merlin serve mainly for light scouting, while bigger ships carry hydrogen scoops for more endurance. The smallest units lack these features, making the design concept interesting but needing careful development.
I believe the Merlin was designed for defense, considering its placement alongside ships. If the M50 is a Spitfire, then the Merlin should be a Hurricane. It offers better maneuverability and more power, though it moves slower and can struggle in prolonged engagements. You’d likely need to rely on close combat or limited dogfights, which isn’t ideal.
We need better fuel options that aren't just an inconvenience. Something pricier would make people think twice before filling up or risking running out halfway through. Imagine being forced to pay extra just to get a full tank. It'd be unsettling to have your gas taken away by threat.
I don’t need to worry about fuel. It’s okay if it affects performance or stops jumps—just make sure you’re ready for the fight.
They mentioned a long time ago that you'd always be able to move because they didn't want you stuck in the middle of nowhere. The fuel was meant to help with boosting, which would charge up the boost faster than the Gamma. That was the advantage of the Mustang Omegas over the Gamma.
They're reducing the afterburner feature at the moment? That doesn't make sense... Also, I really appreciated how quickly the conversation shifted from discussing FPS to talking about fuel on the first page. Great work everyone!
I believe the entire movement system will look entirely different once the game is complete. It seems they’re just starting with the essentials to test the physics, experimenting with concepts like a universal top speed and varied acceleration paths for each ship. Such an approach could turn boosting into a more strategic choice—like chasing or escaping boosts for combat, while considering fuel costs when moving from point A to B. Right now, the main challenge is that the Arena commander only represents a tiny part of the broader audience in this universe. And honestly, it’s a bit confusing.
I’m fine with a speed cap, but turns are problematic. Perhaps different acceleration rules depending on how efficiently scoops like ram scoops compress hydrogen—making them more effective as they work. The main concern is the Aurora’s sluggish pace; I’d accept a boost to help it maintain speed in straight lines, though it overheats quickly when you try to maneuver or turn. That way you can get boosted in or out of combat fast, but struggle during fights. Just remind everyone this is the original thread—no nerfing, just aligning with their initial vision.