





I know, old post from Highlander, but it still gets me confused everytime.
It seems that CIG is of the belief that "If you go at it solo, your profit is 40k, but if you go at it with 2-man, your profit is 60k! that's a gain!"
But actually, 2-man has to split the payout, so it's 30k profit per person, for more work.
Sure, I could just group up for "The fun of it" but at the end of the day, it will still nag me that we can't make as much money as if we each were doing our own stuff solo.
SC has a lot of work to do to incentivize multicrewing, but they could start with making contracts pay out more for multicrew.
In another example:
The solo Patrol contract pays me 74k and it's designed for 1 person: It spawns around 4 enemies, the likes of a Vanguard, Freelancer, Arrow and maybe a Scorpius or Gladius
The duo contract (Says in the description "We recommend that you bring a wingman) pays 135k. Divide that by 2 and each person takes home 67.5k. Already less than the solo patrol contract and it spawns around 8-10 enemies at a time, bigger, tougher and takes longer to complete overall, even as a duo.
The 3-man contract (Says in the description "Would be good to have at least two trusted pilots by your side for this one) pays 200k and it's reputation locked. Divide that by 3 and each person takes home 66.66k~. Less than the 2-man contract, even less than the solo contract. Spawns around 12-16 enemies, amongst those a Hammerhead/Reclaimer/Carrack, some Constellation/Redeemer and a lot of fighters. The time it takes to complete this is way higher simply due to the larger ship that spawns, and the large amount of fighters harassing you.
This math doesn't makes sense, and until this is changed, players will (mostly) flock to the most efficient way: Solo running contracts by themselves.
Please for the love of god, kill Wikelo.
How does this even happens?
In the meantime can we get the Starlite as a loaner? Starfarer is kinda mazey.
High cortisol gameplay here.
IRL you don't see 2 aircraft carriers duking it out the way you see 2 Idrises in-game just blasting each other. Usually, they rely on their bombers and fighters to do the offensive part with force projection, while the capital ship itself handles logistics, houses the commander and serves as a rally point.
Sure, "it's a game, it's not supposed to be realistic" but it's still a bit awkward to see an Idris pulling forward speeds, while boosting, at the same rate as a Hornet at normal speed (220m/s).
In the way the Squadron 42 trailer does it, the capital ships weren't necessarily overextending the way people do in the PU either, because it seemed like positioning and keeping good cohesion between ships was vital to the strategy. In the PU meanwhile I see like 4 Idrises just lasering each other as if they were super heavy fighters.
The Heroic variant just melts bosses when you alternate firing/cooling presses
The Heavy Plasma relic is fun, btw.
Dude is level 11, has no team perks so I assume no other perk. He kept dying, and by the time we got to our first Helbrute, we team wiped.
I can't seem to find any good point for the Vanguard Warden that other variants don't cover or excel at.
Look at:
Vanguard Hoplite: Has more armor HP, jumpseats and better forward speed(for insertion and extraction), but lower maneuverability to account for that.
Vanguard Harbinger: Has 3 s5 torpedoes, and the manned turret is 2 s3 guns instead of 2 s2 guns.
Vanguard Sentinel: Has an EMP and an additional s1 power plant to power that EMP. Sports the same maneuverability as the Vanguard Warden, while also having more total Hull HP and less emissions(Stealthier).
The Vanguard Warden just doesn't seem to have anything going on for it, unless I missed something.
The game is now dead, but it was legit one of the best class systems IMO.
At the start you were made to pick a class, but you could then freely mix and match your Job Skills(like passives) that then had an effect on the abilities you had at your disposal, your cast times and even crafting/gathering.
For example you could pick Protector which at default had a Mace and a shield, then switch the Mace mastery skill to sword mastery to do sword and shield, or switch to axe mastery to do axe and shield.
You could pick a mage and then switch your cloth mastery to say heavy armor mastery and be a tanky mage.
I remember as a kid when I played it, I had necromancy perks(to summon a skeleton to help me in combat) and some other perk to tame a hostile mob to help me in combat temporarily. I liked swords so I also had the sword perk and dual hand finesse to dual wield. It wasn't the most optimal choice as my casting times were crazy long, but it was fun and the liberty it afforded me was really mindblowing.
Crafters/Gatherers could also do combat since they had mounts that were robots, designed to gather but also boosted their stats so they weren't left completely defenseless against any mob. If you tried to use one of the robots without their mastery, you could, but it would be extremely slow moving and you weren't as effective.
I wonder if there is any other game out there with that in-depth class system.