Unorthodox game experiments, analysis and research.
Tips & Tricks for various multiplayer games. Anti-Grief tactics.
PvP and general gameplay.
Modding of single player games.
In-Game Meetups and various crew events (mostly GTA for now).
Occasional Machinimas


flexcreator

Star Citizen 4.3.1 nerfed the Gold spawn on the NPC ships, but E'TAM and NEON still spawns in large quantities. Everyone is busy with Dupree, so there is a large demand for Drugs nowadays.

You need to have high headhunter reputation: https://www.youtube.com/watch?v=Uupsq...

#starcitizen #loot #tips #moneymaking

2 months ago | [YT] | 1

flexcreator

Some players say that Star Citizen "Master Modes" is an "elegant" solution to "fix" combat gameplay. Couldn't be further from the truth imo. I would say that it's an obvious rushed lazy ducttape fix to meet Squadron 42 deadlines. Devs introduce new system into the game to somehow "override" the existing systems instead of balancing them. We've seen these ducttape fixes in other games and we've seen them fail in the long run. Bringing it to PU as-is will make a tiny group of players happy for a short amount of time and ruin the game for everyone else.

#starcitizen #mastermodes

Just a reminder that you can play MM in arena commander and put your feedback at the spectrum forum thread:
robertsspaceindustries.com/spectrum/community/SC/f…

Here is my feedback to MM. I'll try to propose a win-win solution to Master Modes that should potentially satisfy most groups.


Let's first list the group of players or developers and what they want from a game.
Newbie Combat Group / Console Players: Prefer slow-paced combat and seems to be the focus target for MM.
Veteran Combat Group: Interested in in-depth understanding of the ship physics, prefer advanced piloting maneuvers (like "Hooks") that require higher speeds that SCM currently has to offer.
Fast Paced Combat Group: Not interested in WW2. Interested in high-speed, high-skilled combat
Racers: Higher Speeds with no additional "magical fantasy" speed limits.
Cargo Haulers / Miners: The ability to defend themselves and the ability to escape.
Quantum Dampeners: The reason to use QD technology and prevent players from jumping.

CIG developers: To smoothly introduce a new system. Star Citizen has ~170 flight-ready ships in the game. From my understanding, MM attributes are purely artificial and not tied to the ship systems, so developers will have to assign SCM speed and boost values to 170 entries by hand and somehow balance all this mess. That's one hell of a job, and it's not sustainable in the long run, in my opinion.
The Newtonian Group (myself included): still believes that "Physics - Not a dirty word". Don't care about combat or racing, but appreciate the semi-realistic Newtonian flight. Don't expect Kerbal Space Program, but neither expect game dumbing down to the arcade. Previously, players could put ships on actual Newtonian orbits around Delamar. Recent "arcadification" of the game takes these advanced maneuvers and flushes them down the toilet. For example, if the player disables the engine while in NAV mode, the ship instantly drops to SCM speed without any logical reason. Master Modes are aimed at fixing combat, but they severely affect non-combat players as well.
Lore Historians: It is hard to explain the "fantasy magic" that happens when a ship enters the SCM and slows down artificially.


The solution to this - to tie master modes to shields.


According to Lore, "shields deflect projectiles, explosions, debris, and sometimes air," so it's logical to assume that these shields also heavily restrict ship movement itself.

Instead of introducing an "arcade" velocity drop to SCM, introduce a newtonian-based dampening force that is caused by shield emittors. Make the dampening force a function of ship speed and shield power.
The higher the ship's speed, the stronger the dampening.
The higher the shield power, the stronger the dampening.
At the same time, when shields are dried in combat, it gives no benefits to the player because it's the shield emittor that slows the ship down as long as it's powered.



The player may try to go faster in combat by reducing the power given to shield emittors, but he or she has to drop it significantly to gain any advantage because dependency is unlinear.
Because it's no longer the "arcade" speed drop but an actual force—the higher the mass, the longer it takes the ship to slow down. The higher the mass, the longer it takes to regain the speed in boost as well.

Lighter ships like Gladius will be slowed down instantly, just like in the current implementation of MM, and speed up quickly during boost, but heavier haulers like Reclaimer won't have those instant drops of speed. This gives cargo haulers the ability to escape while having shields up and being able to defend themselves with weapons.

This also allows players to balance SCM speed and shield protection by choosing the shield components (and potentially subcomponents?) and active shield configuration (like emitting power). You can also have shields that provide better protection and slow the ship quicker or further. Instead of a binary choice, NAV-SCM, you get an interesting variety and depth. You can also introduce shield components for racers that remove projectile protection but keep protection against blunt collisions while completely removing the SCM speed dampening.



Cooldowns. Instead of adding arcade-like cooldowns to the mode-switching, utilize a shield disposal period as a potentially hazardous one. If the player turns down the shield emittors during combat and instantly tries to escape, he will suffer the shield field irregularities: the ship will accumulate stress (healthpool now, maelstrom later) proportional to the leftover shield level and temporarily reduce the capacitors max charge proportional to the leftover shields (unlinear dependency). The player can't use weapons after instantly speeding from the SCM because the weapon capacitor is affected by shield irregularities. The player can't use boost because the thruster capacitor is also affected. Bingo! You get the NAV mode without artificially introducing one.

The player can evade the capacitor penalty by waiting out until the shield field fully dissipates, but he is putting himself at greater risk while flying slowly with almost no shields.


If the player is an Ace pilot and likes to use high-speed maneuvers in combat, one can intentionally tune the shield power down to get less leftover shield field after turning down the emitter. This will provide less mechanical stress to the spacecraft speeding from SCM. Weapon capacitor is still affected; the player will be able to shoot, but at a lower rate, for example. This is a tradeoff and tactical decision. Players are willing to take the risk and intently fly with lower shields within the SCM speed, but get the ability to pull the high-speed evasive maneuvers. Obviously, light fighters can't do it often because they can only tolerate so much mechanical stress.


Likewise, stress caused by the "leftover shields" will punish the community's hated so-called "running cowards" in the light fighters.



On the other hand, heavy ships like cargo haulers and industrial miners can tolerate more mechanical stress and won't be punished that much by dissipating shields.



Entering the "shielded mode" can also cause stress to the ship, so it's advisable for a light fighter to intentionally slow down first by using thrusters. For new players, you can introduce a ship computer function (like GSAFE) that intentionally slows the ship and turns up the ship emitters afterwards. Veterans can do it manually. Heavy ships can enter shielded mode without much worry.



Current implementation of the MM introduces new exploits for racers - mechanical stress punishment can solve this issue.



You may ask: So players can still use weapons if they enter combat unshielded initially? Yes, let them. This also allows stealthy combat encounters to be a thing. Also allows for high-risk interception with quantum dampening (Mantis).



Players with weapons can try to fly at high speed to the target. If an unshielded player is jousting against a shielded opponent, it's suicide regardless of the ship; he won't survive long enough. If an unshielded player is taking non-joust high-speed maneuvers to evade every single shot (which is unlikely) and beat a shielded opponent as a result, well, GG, I don't see a problem with that. You can rely on shields or you can rely on piloting skills and speed while making yourself vulnerable; it's a tactical decision. Shields and weapon damage can easily be numerically balanced to fit these scenarios.



Some players like high-speed combat duels with low TTK; I also don't see a problem with that. Let them do what they like; they don't have an advantage against shielded opponents in normal situations. Devs can punish certain playstyles without adding artificial "arcade" limits.

Cargo haulers have shields without much punishment (see above), and turrets can easily take the unshielded opponents.



MM was originally aimed at fixing combat. I don't see a problem with miners mining in the "unshielded" mode. So let them.



This also appeals to the "Physics is not a dirty word" group of backers, because they can fly unrestricted without the shields, and disabling the engines does not instantly put the ship at "SCM" speed. To make it perfect, please disable "magical space drag" for non-soft-dead ships when engines are down but the power plant is functional. We can still outsmart this system by turning on a random maneuvering thruster, so there is no point in keeping it in the game.



With attaching SCM speed penalties to Shields instead of Ships, Master Modes are no longer needed, but you can keep NAV and SCM as switchable ship system configurations. You can also allow players to make their own configurations and upload these to Mobiglass.

1 year ago | [YT] | 5

flexcreator

GTA Online 1.06 crew meetup, exploring the first GTA online patch under the PS3 emulator
Sunday, May 7 ⋅ 06:00pm UTC



The crew is dedicated to the unorthodox activities and car meets. This is a PC only crew. Send an application to discord in order to join: discordapp.com/invite/Mrvwe6E

#gtaonline

2 years ago | [YT] | 1

flexcreator

After a bit of technical research I'm coming to the following conclusion:
Atomic Heart does NOT collect your personal data or any data related to the game or your gaming environment.

I'll try to present a technical proof in the video, but can't give any promises yet

#atomicheart

2 years ago | [YT] | 4

flexcreator

Truckers Meetup



GTAO PC, Sunday, November 13 ⋅ 06:00pm UTC

The crew is dedicated to the unorthodox activities and car meets. This is a PC only crew. Send an application to discord in order to join: discordapp.com/invite/Mrvwe6E

#gtaonline

3 years ago | [YT] | 0

flexcreator

Tractor Meetup


GTAO PC, Sunday, Sep 4 ⋅ 06:00pm UTC

The crew is dedicated to the unorthodox activities and car meets. This is a PC only crew. Send an application to discord in order to join: discordapp.com/invite/Mrvwe6E

#gtaonline

3 years ago (edited) | [YT] | 3

flexcreator

Bunker Caddy Meet + Vehicular Skydiving


GTAO PC, Sunday, August 7 ⋅ 06:00pm UTC

The crew is dedicated to the unorthodox activities and car meets. This is a PC only crew. Send an application to discord in order to join: discordapp.com/invite/Mrvwe6E

#gtaonline

3 years ago (edited) | [YT] | 11

flexcreator

Underground Car Meet and Cruise


GTAO PC, Sunday, July 24 ⋅ 06:00pm UTC

The crew is dedicated to the unorthodox activities and car meets. This is a PC only crew. Send an application to discord in order to join: discordapp.com/invite/Mrvwe6E

3 years ago | [YT] | 2

flexcreator

Helicopter Meetup


GTAO PC, Sunday, June 12 ⋅ 06:00pm UTC

The crew is dedicated to the unorthodox activities and car meets. This is a PC only crew. Send an application to discord in order to join: discordapp.com/invite/Mrvwe6E

3 years ago | [YT] | 7