Can someone please tell me what I need if I want to give SC a try and what the least minimal amount of money is to get going with it.
So if someone gets access, a "hangar pass" (???) and a starter/beginner ship...what are the costs and what can you do right now in the game? I would like to give it a look.
Back when this was more popular (before November 2013), there were lots of original backers who told the people receiving the ship to make sure they spent $5 to get a skin, or 5,000 UEC (name of game money), so their accounts would then be listed as a backer gaining all the bonuses of being so (such as all the pledge rewards from that point on).
Dogfighting isn't going to be an end-all, and there will be a relevant place for every individual, despite the level of starting ship or perceived advantage.
That's why I'm excited about this game. It appears to be so much more than a dogfighting sim.
I hope you're right. But I have to admit I'm a bit concerned about this. The Star Citizen world I envision would actually have more peaceful citizens doing things like commerce (me!), exploration, science, etc. than combative citizens.
Yet, every single ship released thus far (including racing ships!) has included weapons. I think that's a bad sign. Now, maybe this is just a marketing ploy (boys like guns so let's give them some on every ship). But it seems to me like this is evidence that combat is going to be a pervasive part of the universe.
I hope I'm wrong. I hope when the PU goes live I can sell all my weapons and use the money to upgrade my Aurora LN's engines and shields.....and buy a cargo container.....and still be able to operate in "safe" space.
Honestly every ship should have some sort of weapons; also comes to if you hit astroid field; etc.......also even shipping lanes that are patolled people will still attempt attacks. There is no such thing as a 100% safe shipping lane.....
while most routes close to planets will be safe; there will be some degree of watching for pirates.....*just my feeling*
Can always strip off the guns for that extra bit of maneuverability and speed. But, unless they design and build a ship (which takes serious man hours) that's sole goal is to stay inside secure space you probably won't see a ship designed without any armaments. People want to explore, run blockades, etc etc. Way easier to design a ship that meets those demands, and then allow people to strip it if they so desire.
Asteroid fields are best handled by stronger shields and maneuverability. And a society sophisticated enough for space travel should be smart enough to not chart major travel routes through asteroid fields right?
But I think your feeling is right: I think this game is being build around combat. Which is disappointing to me.
You're probably right. But it's conveying a bad message to me.
I mean someone really tell me the reason the Mustang Omega (and Delta) have lasers? Their primary purpose is to race around a track as fast as they can. Or is space racing in the future a combative sport?
I can see what you're saying, and I agree for a big part.
I think RSI is doing a pretty good job with setting ship specs for specific use. I would personally like to see "Racers" stripped down even more. Right now you can get the same kind of shield protection in the Omega (Racer) as you can the Delta (dogfighter).
Regarding "balance," I think that any purpose-built fighter should be able to utterly destroy any racer, unless the pilot is a total dolt.
You get a different opinion from another set of people, who are complaining "It's not fair that Super Hornets keep destroying my 350R...it's too fragile."
Well...yeah....that's the way it's supposed to be. That's like saying "My G6 doesn't stand a chance against a A10 Warthog....it's not fair!"
There are a lot of whiny people that actually hold this view that ships should be more equal. I don't hold that view at all.
I like the idea that you have to compromise based on what you role you want your ship to fill. If you want a versatile ship that can fight and scream at the same time, then you just need to be a better pilot if you want to take on the tanks.
Admittedly, most of my whining in this thread is because I'm a shitty pilot. I'm by no means a pacifist......just a bad pilot who is worried he's gonna be spending a lot of time waiting for insurance to replace his ship!
On the other side of that, it's the risk that creates the excitement, and being an "explorer" at heart, I'm looking forward to that feeling of getting away from the safe routes and putting myself (and my shiny expensive ship) at risk in the unsecured zones.
This is so true and I think it's the most overlooked point regarding SC. Risk/Reward is king.
So many people seem to think SC will be a pay-to-win model but from my perspective, that's flawed thinking. If you can't afford real money to buy a Connie or a Freelancer, you have the alternative of earning one in-game. Which takes time. But it will take less time the greater the risk you're willing to take.
How much RAM would you say this game really needs?
I'm only running 6GB at the moment and I'm quite sure I need more... but not sure how MUCH more to get!
Being triple-channel, I could go up to 12GB or 18GB...
12 is plenty. It works fine on 8GB.
I'm nearly positive I've read 8GB is the target for good performance