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Wing commander privateer hull repair
Wing commander privateer hull repair







wing commander privateer hull repair

This is the mechanic EVE Online uses, with the extra wrinkle that if another player blows up your escape pod, a stored clone of your character is activated, re-spawning your character and effectively making him/her immortal. The simple solution is that when your ship is destroyed, you manage to eject and drift in space, where you are picked up and returned to the last planet / landing location to claim your new ship sans any cargo and upgrades you had (unless you had bought additional insurance) and head out into space again. The tricky part is really how failure is handled in the persistent universe of Star Citizen, as you can’t just set back the game to an earlier point. You die you just go back to the previous save point, normally before you launched on the mission. You need to complete the mission to move forward and you can’t save while in space. In Squadron 42, this is pretty easy to achieve. You can’t have light with dark and you can’t have reward without risk. It was also one of the most frustrating games I’ve played! I think Demon’s Souls was too much on the “punishing” end of the difficulty spectrum, but it really did remind me of the value of having something to lose when playing. How they handled death and re-incarnation of your ghost / body was consistent with their world and fiction and because I couldn’t save mid-level, clearing a level, especially after a difficult Boss fight was immensely satisfying.

wing commander privateer hull repair

The last single player game I played that give me an extreme sense of accomplishment in beating it was Demon’s Souls. Without the risk of losing something you’ve worked hard towards, the sense of achievement is cheap.ĭemon’s Souls offered difficult, deadly boss battles which lead to a uniquely rewarding gameplay experience. This created a sense of anxiety towards the end of the mission if you were badly damaged and your shields were low, but if you managed to limp home successfully, you felt a sense of accomplishment. In Wing Commander or Privateer, you had to complete the mission to move on.

wing commander privateer hull repair

I bullied my way through games like Mass Effect or Gears of War, running in guns blazing, knowing if I died I would always just re-spawn a few steps earlier. I hate the current game trend in single player games where the game auto-saves every 2 seconds and if you die you just start a few steps earlier. Beyond this, I want people to have a sense of accomplishment when they complete a really difficult trading run or kill an especially infamous pirate. To achieve this sense of a living history, there needs to be a universe where time progresses, characters die, and new ones come to the front. Pilots in the original Privateer had to return to base before they could save their games. I want to see a Galactapedia that grows from week to week, reflecting not just the ongoing content Cloud Imperium plans to continually generate, but also the great deeds achieved by players. In Star Citizen’s persistent universe I want events to happen, governments to fall, wars fought and players becoming legends. My goal with Star Citizen is to build a universe that I want to play in day after day, one that fully immerses me in the environment and stories that happen around me. Engineering - Comm-LinkĬhris Roberts on Multiplayer, Single Player and Instancing The original source for this specific Comm-Link can be found at Death of a Spaceman. The Comm-Link is reproduced here with minimal changes (format & wikilinking), as well as translations when available. Comm-Links are official communications of Cloud Imperium Games Corporation regarding Star Citizen & Squadron 42.









Wing commander privateer hull repair