Star Citizen’s alpha 3.6.0 has reached the Evocati, though the law system isn’t done cooking yet

    
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Star Citizen fans, rev up your space engines for another round of testing: The game’s initial alpha 3.6.0 build has rolled out to Evocati testers to muck around with.

The leaked patch notes don’t have many surprises in store for anybody who’s been keeping an eye on the promises for this particular patch. Auto-engaging hover mode is in for ships skirting too close to planetary surfaces. Misfire events are in. Rest stops are fully redone now. Trains are on proper loops. ECN missions are re-enabled. Jumping looks better. And there’s a lengthy list of bug fixes.

In my mind, the centerpiece of the update should be the fleshed-out law system, but it’s clearly not ready yet. “The updated criminality and law system is only partially implemented, with some missing behavior and needed elements,” CIG told the Evocati. “We will not be describing or taking feedback on this topic just yet.”

Shields got a pass too:

“Shields have been reworked to add major differences between manufacturers and classifications with the goal of providing a difference in feel and value. Size 1 shields have had their health pools readjusted and regen reworked. For size 1, shields now stop regenerating on hit and once a set period of time passes without further strikes, the shields will began to regen again. The functional goal of this is to limit shield regeneration during a fight and have the shield work more to stop the enemy doing significant damage right at a fight’s outset. There is one exception, ASAS (manufacturer) shields constantly regenerate, but have a reduced health pool Size 2 shields work similar to before, but now with more difference between manufacturers. At size 2 there is no damage delay, low regeneration, and a large health pool. Size 3 shields have very large health pools and regeneration rates, with the goal of requiring multiple ships working together to overcome their regen.”

3.6 ETF Leak Images batch 1

We missed it earlier this week, but for you music lovers, there’s also a new (well not really new, but newly published) video with Star Citizen composer Pedro Camacho up.

Source: Reddit. Thanks, DK!
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Mikka Hansen

This giant fraud has gone on for too long, when is Roberts going to jail?

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Tom Dwyer

I know right, at this rate we’ll have a feature complete game within a normal amount of game development time…oh wait

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Mikka Hansen

At this rate my grandchildren will see the announcement of beta 1…then find out the beta still lacks 90% of what was pitched and performs dreadfully

When you promise the moon and six years and >$300m later all you have to show is a handful of barely interconnected pebbles, jail is the only option

But sure, keep buying jpegs of ships at $199 a pop, it’ll just add time to Chris’ sentence

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Joe Blobers

You mean the one following the Crytek sentence which leave CIG totally defenseless? :)

By the way, we got not a moon but several :)

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Rhime

Trump first chump….

deekay_plus
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deekay_plus

some folks were expecting a more heavily delayed 3.6 as 351 just rolled out of ptu (which unusual for .1 .2 etc patches to have PTUs at all) but i had a feeling otherwise, and the feel turned out right (for once! lol).

it’ll be interesting to see how long this takes to roll out to public ptu and live.

anyways looking forward to teh more fleshed out law and what not mechanics. been playing a bit of that stuff and it’s super cool so far, but a couple areas they’ve talked about incoming changes/improvements to are going to spice things up potentially, as well as add more meta to the meta of criminality in the PU.

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TheDonDude

The improvements to the trains and elevators seem huge. Certainly bigger than I expected. The time from waking up to flying in your ship is waaaay too long currently, so hopefully this will fix that.

Hovering looks… interesting? I’m kinda iffy on whether it being automatically activated is a good idea, but I will of course give it a whirl before deciding.

Misfires and item degradation is one of those things that has been listed on the roadmap since forever (even marked as done!), but never had any significant impact on gameplay. I’m interested to see if this is the patch that finally makes it relevant.

Space station exteriors being completed while interiors are not seems odd to me. It suggests that the interiors are not really connected to the exteriors the way that Port Olisar or GrimHex are.

There might not be any massive centrepiece to this patch, but it’s looking good on the QoL front… which frankly is exactly what SC needs.

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Armsman

I think they (the CIG Devs) really do need to start doing things like this (including instancing stuff like Hangars and player Apartments). Yes, they have teh space on a Planet to actually physicalize all of this for everyone; but in the long run, SC is supposed to be a game; and IDK about you, but a 15 – 30 minute train ride to just get to my apartment or hangar my ship is in isn’t my idea of ‘fun’ or a ‘well spent’ game session.

It looks like CR and Co. are finally starting to realize why other games do this, and the portion of the backerbase that fully supports ‘100% realism’ (in the name of full immersion) isn’t all that large.

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TheDonDude

Yeah, CIG has always had a bit of a weird fascination with immersion, even to the point of bad gameplay.

laelgon
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laelgon

I think the perfect example of this is the valkyrie dropship they showed off in that flashy trailer. It all looked incredibly cool, swooping down to drop off a couple dozen soldiers to reinforce a fight, firing machine guns, saving the day. But then you have to think about how much has to happen to recreate that experience in-game.

You need two sizable groups engaged in a shootout. You need twenty or so other players to ride in the dropship. You need to be able to get all those players online, into the dropship, and then fly the dropship to the fight before the fight is over.

There’s a ton of moving pieces that have to line up exactly right, largely due to the dedication to immersion, in order to have that moment. It’s immersive, sure, but it gets in the way of fun gameplay moments.

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TheDonDude

Yep! This problem comes up in a smaller scale in-game, too. Like bounty missions where you’re racing to see who can kill the NPC first to collect the reward.

Sounds cool!

…except really it’s not going to cause a dynamic duel between hunters. It’s just going to be “whoever happens to be closer when the mission is generated finishes 5 minutes before anyone else arrives.”

MurderHobo
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MurderHobo

I see the problem you’re describing, but I think you can still make gameplay loops for such a ship within the mission system. The Valk is for making deliveries, but instead of picking up and dropping off cargo you’re inserting or extracting NPCs from a hot zone. That sort of mission could scale from just a PC pilot all the way up to a 20-person team.

It’s the same with the Starliner, only you’re handing out moist towelettes to NPC passengers instead of laying down suppressing fire.

Chronic Enigma
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Chronic Enigma

Agreed, with the subsumption system. You could get a full load of NPC’s fitted for combat that need transport to an artifically generated combat mission that may or may not have other players doing the opposite side of things. People just dont seem to realize the potential once the AI and Subsumption gets going galaxy wide

deekay_plus
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deekay_plus

i’ve been saying it since hurston was introduced – we need grimhex analogues or orbital platforms with habs above hurston and arccorp or habs at rest stops.