Star Citizen Live Q&A: Distribution Centers
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- čas přidán 22. 02. 2024
- Join us for a live Q&A session with the developers who created the upcoming Distribution Centers, followed by a Meet the Devs segment with Principal Technical Artist, Forrest Stephan.
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Roberts Space Industries is a spacecraft manufacturer within the persistent-world game "Star Citizen" and its companion single-player spaceflight sim, "Squadron 42." RSI is also your portal for information, updates, and purchases of your very own spacecraft with which to trade, plunder, and protect the citizens of Star Citizen.
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Connect the distribution centers with space trains. Then we can have train heists, and train jobs.
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Yup, roads trains all the things!
It could be a nice idea. Huge freight trains traveling from one city to another. Useful for those who need to transport containers but don't have large ships at their disposal. With the disadvantage that compared to using a ship the time taken is much longer. Or something like that
This last guy is a legend. THANK YOU for everything you have done for SC. Please ALWAYS keep pushing.
12+ year fan and backer here...worked for Chris @ Origin on the Maverick team. love the project, the people and so looking forward to everything coming soon
origin best brand everrr
What work did you do for them?
@@CaptainSilent i worked on WC5, Prophecy, Privateer 2. did some work when they brought the Bullfrog stuff from Peter to Origin...and also did some stuff on Tony's Loose Cannon team on the Crusader series. was a great time to be there. in parallel SWG, Ultima Online were being worked.
Vehicles slam into invisible rocks: Devs confused why people are enthusiastic for roads.
You think roads won’t have invisible rocks?
Or rocks having invisible roads? 🙃
at some point we will have the roads and the fauna, going to have to watch out for animals crossing over
@@grizzlychairRoads can be elevated over pillars.
Or driving through big rocks with no problem and the stopped by a rock not even bumper height.
Use global chat to find escorts for hauling valuable goods? Oh my sweet summer child. 😆
'Calling all pirates! Come protect me from pirates.'
Forest thank you for everything you do as well. Hope you guys have fun watching Dune pt 2!
"Player-oriented solutions" are great if the tools and a system to provide repercussions on bad actors are in place. I can ask for an escort in chat, but I don't know them. They could do the job just fine or they could troll/pirate/harass.
Make a friend, ask a friend.
@@hawkzulu5671Reputation is key to that when meeting new people. If I ask for an escort it helps if I can see that the person who responds is green or if they’ve got tons of player-kill red flags, especially if they’re noncom ships. And because I have some ability to vette, we can become associates if all goes smooth.
It can say Current Status: “Not Wanted” - but I want to see your rapsheet. That’s also realistic to the real world. I know pirates love the idea of zero consequence criminality but that’s not good for the game.
I belong to two big orgs, but orgmates aren’t always available to escort when I am. So it’s beneficial to both myself and other players looking for pick-up work: it allows for emergent gameplay - because I can at least marginally trust a contractor based on their past actions and thus can engage them ingame.
Even EVE has this, btw and I don’t think anyone would call that a solo-friendly carebear game.
It's interesting the talk about Raids. I always felt that Xenothreat was the SC version of Raids. People get together to take down a big baddy. Sure, we're not dungeoneering around but we have multi-steps/multi-level objectives to achieve to win it out.
Absolutely, but i think, for the no ship and fps players, they also need something.
When they talk about star citizen they always talk about it being our fps universe and the ships are the way we move.
Great stuff! Forrest you're so well spoken and charismatic, so glad you've been here for and with the project!
Give this a thumbs up if you want to see destructive trees that can also burn and grow back slowly after months in the future PU.
You literally made them postpone the release for 10 years
i’ve said this on spectrum so many times. everyone upvote this comment
pretty sure this was said and planed already when they mentioned the dynamic fire burning down forests at cit con?
Month ? That's wayy too long planets will all look like naked moons after a few week
Maybe eventually but DEFINITELY not a priority
This is great. Looking forward to a future release too when we might get a distribution centre which just deals with distribution. Also derelict distribution centres that are just POI. Keep up the good work 👍
Thank you for mentioning us preferably m/mostly non combat players. We love this game too!
It would make sense for derelict DCs to exist in unclaimed systems. Maybe a company years ago went bankrupt and abandoned their DCs.
Really feels like Nyx was made for old abandoned mining UGFs.
Haulers can't hire escorts if we don't earn enough money to afford escorts.
What are you hauling that is yielding such small results?
Well someones gotta deliver the intert materials to the dumbster locations@@MidnightWolfSDJ
escort is a very boring gameplay, when was nothing happened in 99% cases. 1% of cases - 1-2 escort ship was destroyed by pirate-players and then cargo ship was destroyed too. After 2 time I'll never play in escort or request escort. It's not interesting and useless
@@ork120NPCs will cover the demand in the theory of Quanta and job tickets.
@@ork120 what is boring to you may not be boring for other people. Just keep that in mind.
Wouldnt distribution centres be useful for the other "Area #" on Arcorp so there's a bit more going on there?
Probably placing them procedurally doesn't like up, but 100% agreed. Hopefully ArcCorp becomes a big themed push towards both building out the most unique planet in the verse and also building out city assets.
@@magvad6472I have to agree... ArcCorp desperately needs a building refresh to live up to its potential.
Yeah, ArcCorp seems like the place distribution centers would be needed most. Probably coming but just need more effort to fit them in there.
I've been thinking about this since they were first announced. How would they be incorporated into ArcCorp. ArcCorp in general needs a lot more love and attention.
Problem is, ArcCorp is built/rendered with different technology than the rest of the planets. Truth is, ArcCorp is obsolete and will be replaced.
ArcCorp distribution centres would be really cool , planetary city gameplay has so many cool possibilities, tight warrens and avenues, deep caverns in cities etc. Makes me think of fifth element taxi cab chase.
12 year fan here, backer number 3268. Still enjoying the ride. Haven't played 3.22.1 yet, but i logged a many hundreds of hours between 3.16-3.22. It's already an astonishing game, and 3.23 sounds like the biggest change to playing the game since 3.0. Can't wait to see it
Was an awesome stream!
this one was very good , thx @jared and team! i think it was the 1st time i heard there was a request to land, and also thanks for aknowledging pve and pvp paradigm. i like both pve and pvp but i dont like to have to pvp when i try to pve , or do pvp against ppl that are doing pve things and are not ready for pvp. I th ink was very clear and important
Questions/Time Stamps
5:21 Are these going to be just another copy paste like we have seen with bunkers? Or can we expect to see actual variety in the building designs?
7:53 Where are the distribution centers going in patch 3.23
9:14 Can we expect missions at distribution centers to tie into other professions like salvage, mining, medical ect... in 323 or down the line?
14:30 Are abandoned or derelict distribution centers planned?
17:04 In the future, is it planned to have distribution centers connected by a road network with smaller outposts or settlements?
18:50 Will the distribution centers ever be able to be operated or held by Organizations?
22:56 Will the new UGFs replace or be an addition to existing bunkers?
23:34 What can you tell us about raids?
28:50 How do we go about PVE meeting PVP in the same place?
37:50 A boring interview with no more questions about the game
Yes and no
First question is my biggest worry. More styles and different shapes and styles for the overworld building are huge.
If every UGF is just that shark fin concrete block it's just bunkers all over again. Different biomes with the same building waiting with the same basement.
@@magvad6472 yeah, nice if they can do procedural planets but no procedural buildings :v
Thank you, good sir.
Good to see you again Forrest. 👋😀
I think roads would bring a really nice dimension to the environment.
At the minute EVERYTHING is flown about...this wouldn't happen in reality, and I think the whole living environment being ship based makes it feel a little 1 dimensional,
even if only a few players actively used the roads with ground vehicles I think seeing and knowing that, plus seeing locations connected by a network would make the environment feel more dynamic
No shot you'd drive for hours (possibly days depending on where you need to go, and don't forget missions often have deadlines) across a planet to get to another city if you owned a spaceship that could get you there in minutes. There'd be local roads but connecting distant cities would be a massive undertaking even if you ignore maintenance (endless caravans of slow plows on MT for example) and developed planets are mostly run by corporations or governments. Imagine you're a Hurston shareholder or an underpaid Citizen who fought in the conflicts featured in S42 and you find out they're building a 3,000 mile road that very few people on the whole planet will use. Idk about you but I'd be furious.
Dynamic means something is continuously changing and that road is just going to sit there.
I'd prefer for them to use heatmaps from player activity to apply tire tracks and such to the landscape showing where players drive the most naturally and then fade them out over time when they become unused rather than have permanent paved roads. You'd have to be aware of the tracks you're leaving behind if you have a big operation going on a planet for long enough and it'd be more interesting than just hoping no one is waiting on the big obvious main road to ambush you. It uses data they already have and pipes it into systems they're already using.
That way the pro-roads people get actual dynamic feedback and no one has to look at ugly highways spiderwebbed all over the developed planets and moons.
@@fkknsikkaccording to lore, most people in Stanton don't fly. For that reason alone, there should be roads and paths.
@@Sacred421 True, an Aurora would be like having a Cessna in real life. Most people can't afford a plane.
I could see NPCs for sure using the roads too.
I can't stop picturing Karl Pilkington trying to make a video game. 😂
1- What do you think people like most about your game in relation to the competition?
2- What do you think most people don't like about your game?
3- What do you wish you have done different which would have made easier to develop the game but you think people would enjoy the game has much if not more?
4- In my opinion your game has become graphically outdated because of unreal engine 5. Do you think develop a game for the best hardware available at the time is a good idea since a game usually is only launched a few years later and by the time it is launched there is new hardware available with equivalent performance at a more affordable price and because of that your game would look graphically awesome for much longer?
5- Is it possible to make a game in a way you can transition the game from one engine to another new engine and so on successively and that way keep the game always graphically updated while allowing the players who cannot afford upgrading their computer play in the older engine and still be able to play with friends which play in the new engine?
6- Star Citizen is the best name invented for a game of space exploration! Never change it!
We can’t wait for exploration!
It is as far as it will ever be. Get busy.
@@SpaceDad42 Missing wildlife, artifacts, environmental hotspots, etc. The premise of exploration is there but a lot of what makes it interesting has yet to be added.
The final frontier!
Great nice to see and learn about one of my favorite devs. 5 weeks for CC oh no!!
The naivety of game devs in a world of sweat lord troll murder hobos. 29:45 Are you sure that will be enough, because it wont be. 36:10 What if the murder hobos who want to steal your stuff accepts the beacon?
It's weird, they keep talking about security as if we're playing a single-player game.
Very little of what I'm hearing sounds like they've really thought out how the murderhobos are going to behave.
Reputation system meme you can see if that person is a murder hobo
Forrest you Rock!!!
Forrest has changed so much and come such a long way since Wingman's Hangar ep008... just like the game.
Drake Tape! Enjoy Jared! DC sounding great!
Biggest year ongoing for Star Citizen and “I’m taking off next Friday to watch a movie 😊” This is the reason I love these guys. Great stuff again Jared and Co. 🎉🎉🎉😂
That's made me a lot happier about the DC's knowing the chance of PvP -V- PvE at the same time will be low cool
and i love orgs owning these things.. omg my brain .. such an awesome show
so...... can we one day drive in the capital cities? i mean driving on the routes, not just on the racing fields
Just keep building it!
I remember Forrest in a video demonstrating the first (very first) iteration of the hangar module.
"I was young and I was cheap" :D perfect
Forrest and the guys from the beginning of the project have watched the company develop while we watch the project developing.
Can we please have the option to remote control our ships to help assist with viewing out/distracting/ect the area or maybe have it hover/follow/protect us as we drive/walk places.
How about if you have a cargo mission to a DC and that DC comes under attack, you get an alert with the option to redirect to an alternate landing zone.
With the proliferation of space travel and its associated technologies it makes sense that there would be much less road networks as there would be less use of wheeled vehicles to get from place to place.
Especially in a place like ArcCorp where they've almost run out of land to build on, or Microtech where you'd have a hard time keeping the roads maintained, or Hurston where everything is so far apart roads would be impractical. As much as I want roads it doesn't seem logical to have them connecting every major location on land, and I doubt players would use them very often. As soon as they add roads it becomes a better idea to avoid them unless you like being ambushed.
I could see race tracks though
@@thePrisoner1000 That would be an obvious exception.
@@OrionKaelinClips Definitely true, some players will use roads for sure, but I think many NPCs might too.
@@thePrisoner1000 I would voluntarily use roads just because they are there regardless of time or inefficiencies. I enjoy traveling slowly or casually in games and not using the fastest travel methods all the time and appreciate the sights. I often walk around in Star Citizen or fly at or below SCM speeds on approach to and around cities and stations.
I don't fast travel in many open world games if I don't have to if not pressed for time (either in game or real life).
Heck, I drive the speed limit and obey traffic laws in GTA when not doing a certain kinds of missions.
I just want to know if our assigned landing pads (either at distribution centers or outposts etc) will have tresspass zones to prevent trolling or unstoppable theft. Because if these can be at armistoce zones.but we need a tractor beam tool to load a ship. Whats to stop someone from wandering up and stealing your stuff without us able to stop it.
Its not like they can load a lot into a regular elevator to take it to their hanger like the scu containers only thing they could fit is most likely a 1 scu in the elevator anything bigger probably not, but the concern is valid if there are loose items around. I imagine a good way to take care of this once you claim a hanger it becomes yours and just just the tresspassing on a ship needing you to allow it if not in a group they could extend that to the hanger.
They described it as a ship on the ground at the start, so it might take from how ship tresspasaing might work.
We still dont know if non party members will even be able to tractor beam the cargo. The ships door integrity has to be breached before cargo aboard my ship can be tractor beam moved by a non party member.. maybe the cargo on the freight elevators will have the same restriction.. We should start getting our first glimpses of the 3.23 test servers soon - so it wont take much longer until those questions can be tested out
I would imagine they will be treated like the Hull C loading zones are.
there will not be Armestice zones, you can kill them and they can kill you. The plan long term is to remove all Armestice zones ones proper Rep and AI are in place
thats what happens when a game is PVP :)
They will definitely be the same distribution centers just in different places lol.
Just like all settlements are junk yards that people are supposed to live at and bunkers are all the same.
A "product owner" is supposed to speak for the client of the project. His job is to communicate with the dev. team (and the client) to make sure the product will end up as close as possible to what the client wants. He also decides what features should be prioritized so the client can start using them before the project completion.
Would be great if there was some kind of group mission to actually initiate the spawning of distribution centres in the future. Say feeding resources into a ship or something similar.
That's a fine Hot Rod. Glad to see the Transformers represented on the Only Constant.
Definitely want more NON-combat stuff
when they redo arccorp, they could add one of these there, it could be an amazing place to get rich quick... :D
Remove Arc corp. Start from scratch
When they redo...
I want to see missions to fly my Cutlass Black to a Greycat DC and pickup an order for 2 Greycat ROCs and deliver them to a Shubin Interstellar mining DC. In the present day (2024), truck drivers are responsible for loading and unloading the vehicles they haul from the Manufacturing plant to the car dealer.
Edit: This could work for delivering PTVs and STVs to city locations too. Or security vehicles (Cyclones, Centurions, Ballista) for threatened locations. Drake Mules for various locations. Freight elevators should make it fairly easy to implement.
Take contract and fly to location. Land in hangar and use freight elevator to summon mission objective vehicles. Load vehicles onto ship. Fly to deliver location and land. Unload vehicles from ship and drive onto freight elevator. Submit vehicles for delivery and freight elevator takes them away. Mission complete.
So When am I as an Economy Player going to able to place Bounties on "Pirate" Player that are interfering in my Business activities. ie Consequences to their actions. " It's Just Good Business "
Message in general chat to see if someone can protect you?
Tell me you have never played the game without telling me you have never played the game.
What astromech unit is that on the desk? I love how it looks!
can we have that if we use are multytool with tractor beam or the bigger tractor beam and tractor like boms of the c1 or other ship and drop then when we let the beam go and when the bom hits the grond it explode instead of just laying on the grond
Does anyone know if this update comes with updated controller support?
Everything looks awesome! You sir are funny with your Beacon talk. The community call them murder beacons or pirate beacons for escort help lol. Beacons need some love, prob more connection to Reputation before they are viable.
I know this most likely isn't the kind of question you'd expect but where can I get that glowing dodecahedron end table?
is there a way in which we could get that live background on wallpaper engine?
Hey where do I buy that cool light-up rock table?
The DC buildings need to look different, inside and out
Yeah really disappointed to hear it is only "Branding" and exterior changes. If this game is actually going to finish the 100 systems that were at one point talked about they will need to find a way to make tons of unique content, copy an pasting these kinds of things will lead to the same issues that Star Field had.
AGREE! there suppose to be run by different factions. Why would they even look alike.
Sounds like it's the same floor plan, different dressing
Please put Break-Bulk cargo mechanics in game! Salvage, mining, ore, etc are all break bulk cargo. That cargo needs to be processed, and then could be containerized at the DCs. You have a great basis to implement a recognizable, real-world dynamic of cargo and distribution. Making Break-Bulk Cargo a feature of the economy will bring in many variable, interesting and dynamic gameplay loops and options that are currently impossible with having only containerized cargo.
Your Prospector and re-fueling ships are already break-bulk enabled - let's expand this and make the economy reflect the actual goods it is processing! :)
oooooo Jared looking all sharp for 3.23
Update the confluences!
This seems to give new meaning to the phrase "hostile takeover". :D
I love the SK-62O! Were you able to go on the Halcyon before it was mothballed? My dream was that we'd be able to take our son there (he's 9 now) and meet my sister with her husband and six kids, my brother with his wife and four kids, and our dad who inspired our lifelong love of Star Wars since it first came out in '77. The Halcyon was such a... singular... idea and execution. I haven't been on a proper vacation in almost a decade, but the Halcyon was a beautiful dream. You and your crew are all such awesome people that the idea of you making it there makes the loss a little less sharp. But, dude! Pictures? C'mon! You can't just show us an SK-620 and not show us your costume.
In hopefully constructive rebuttal to the question posited at 36:48 - within itself, Star Citizen offers very little solution to ask this safely. The tools we have to work with are the chat system, VoIP, and the beacon system. The chat system the way John mimed it out is broadcast to all players on the server - including the pirates and the griefers (two separate groups, though there is overlap) by stating you are looking for security on the chat system, you're broadcasting that the thing you're doing is valuable enough to require security. Beacon system works to a degree, but suffers from major UX (user experience) issues. VoIP can work if there happens to be a person standing nearby, but more often than not, you still don't know that person, and aren't even aware if they are afk, a griefer, a fellow salvager or hauler or miner, or another sort - so your capability of finding a person to run protection for your operation is still not great.
If the laugh at the end was not intended to promote sarcasm (it can be interpreted as such, be aware), I hope the following is helpful towards the directions CIG could immediately improve the non-combat player seeking protection experience:
- Add an additional button to the kiosks at stations and mining outposts after purchase. Pressing it would activate beacon-like functionality, setting up a mission for a security player to handle, that they could accept.
- Do the same for refinery kiosks when the player transfers their refined quant/gold/quartz etc to their ship.
- Add a rating system similar to the NPC beacon missions or medical beacon missions, and allow the hauler to see who is taking their beacon as well as their rating. Allow them to reject.
Alternatively or concurrently,
- Create a mission like Call To Arms that can be accepted by those who want to run security for other players. Objectives would appear any time a player (see below) or NPC activates a distress beacon. Objective would give the player name, ship type, and range.
- Add a distress beacon keybinding and a "physical" button on the ship controls. Make both a toggle with a visible indicator that it is on.
- Pirate gameplay opportunity: any player can activate the distress beacon.
- Law gameplay opportunity: Chance that NPC craft can spawn and respond to the distress beacon as well. This could be Crusader/Hurston/etc Security, Advocacy, or dutiful civilian.
Can we a get a distribution in space on some asteroid or something so hull series gets a chance?
I always look forward to this broadcast.
Are these DC just distributing or actually making things? Will we get delivery mission to the DC's so they can produce certain items?
"Never afraid of the better idea", amen Jarred.
yeah roads please. make an ursa and spartan cargo version and a medical version.
we need more post types in the service beacons.
will we be getting beards in 3.23?
If we have roads, we have to put up with trucking songs.
DCs are a cool idea, and I am all for variety of settings on surfaces, but I want to know about underground facilities overhaul. Specifically does the work on DCs tie into the work on UGFs?
I think at least 80% of the missions I do are underground bunker related, and bug incompletable half the time. UGF overhaul PLEASE!
Distribution Centers on Orison could be interesting too
will arccorp ever get a revamp to make the planet function more like one large city?
I'd like to see: Road networks, Vertical Farming skyscrapers, park areas like Manhattan's Central Park, waterways and oceans (Terraformed planets won't keep breathable atmosphere's without something converting that C02 back into o2 - Cannot be purely polluting factories endlessly dumping waste into the air, also classic shipping via water), and even the occasional mountain range visibly poking up to modify the layout of the endless City/Factory texturing.
@@jasonp.1195 The plan is to have open land, mountains, oceans etc
@@thePrisoner1000
That's good to hear. Such plans can be mildly difficult to recall through the multi year lens of 'Soon' - but I look forward to their eventual delivery.
@@jasonp.1195 So there are will be like now an Area 18, Area, 1,2 and so on with the normal natural environments of any planets. It has been tera-formed and is the 3rd planet out from the sun so not as cold as Microtech, but not as hot as Hurston. So it will be interesting on what the bio domes will be like.
It'd be great to see roads connecting major cities and outposts on planets and moons. And with all the ground to cover it'd be nice seeing roads being constructed gradually throughout each new patch, similarly to Death Stranding where someone might build a mile long road, and then at a later point continue extending it further as opposed to making it entirely in one sitting
Most of these planets should have had roads centuries ago.
Them showing up slowly is just more work given they'd be procedural equations anyway. Nobody is going to manually place a road around a planet that's insane. They'll just do an equation that will find the path of least resistance with as little slope change and as short a distance as possible and it would automatically flatten terrain and place a texture as an overlay, much like rivers now.
Man, I would love to see them rolled out on ArcCorp and Crusader though. Just new locations on those planets would be so cool.
With the tickets now for Sale for Citizen Con. I would like suggest a Jared Huckaby look a like contest.
Loved the look for to all new stuff to explore. In the last few week some great improvement to overall performance of the game, but still hoping for fixes on al smaller griefances like unability to collect mining material or minable location pip not showing, entrance port for tiggercalls not usable etc.
14:10 totally, I want to be able to buy salvage rights for abandoned player ships!!!
“I physically bring the specs to the customer !” 😂
I wonder if control of distribution centers could be economy-focused somehow. There's already plenty of stuff in the game (like the Pyro stations) that's planned to be based on combat takeovers, so it might be interesting for something as cargo-focused as distribution centers to be held based on economic factors. For example, maybe to hold onto a distribution center a group needs to keep improving its profits, or they'll be open to a hostile takeover from another company, causing the facility to change hands. This would create some cool competitive options for non-combat players, and add some variety with a twist on the expected "king of the hill" combat take-and-hold.
When people call SC a tech demo, the Kickstarter trailer was a tech demo
I would love to see a future DC on Crusader, where its this massive DC Platform. Maybe have a version of the SOO event where the DC Platform gets taken over, and they're mass producing weapons or ships for the 9T faction. Would be fun
You guys should make players perform an hour of probation after serving a prison sentence. Walking around stations, picking up trash with a stick, wearing an orange vest
Star citizen: be patient guys maybe in 5-10years we fill figure out how to make your character walk.
i like gathering, and building with those resources buying/selling / bartering and social interaction if you know what EC tunnel is you know exactly what im talking about!!
Love the Drake Tape! 😂
Good ISC about DCs. One comment, I don't mind the usage of the term "raid" for the DCs, after all, that word has an appropriate meaning for this type of activity separate from it's usage in other MMOs. However, I got a little nervous when the dev started talking about "endgame content" and used raids as an example. For "when you get tired of your main profession"? I'm sorry, sir, but this is a sandbox game, is it not? I'm all for having varied content with a range of difficulties for both PvE and PvP players, but I don't think it's appropriate to treat any content as "endgame content" because that kind of mentality only fits within MMOs where you are climbing a sort of ladder, e.g. level progression or skill tree progression. In the context of certain professions, I think it's valid to say, "what are the most difficult things you can attempt as X" and have that be a stand in for "endgame", e.g. Orion mining is "endgame" mining content, because it's the most difficult in terms of complexity, risk, organization, etc.
Are these missions going to be "harder" due to server issues an bugs, or ai difficulty?
It's kinda hard to run a community and ask my guys to participate in new content when after 6-9hrs of troubleshooting and trying to make it work doesn't pan out and I waste their day.
Dude I just want to be able to crush trees with my ship. It’s absolutely inane I fall victim to short cactus trees 😂
Soooo.... well fortified Distribution Centers are like Reststops. Does this mean as useless as Reststops are now, or does this mean that station turrets are actually HITTING something, like anything at all, and reliably? Because its more of a hit or miss that they even fire (95% miss that they don't, and if they do they mostly don't hit).
So distribution centers are just an inaccurately named mega factory complex?
Fun fact, Posh is originally a gypsy slang word for "Not quite right in the head" Quite fitting really. 😆
Huckleberry you comedy god
That’s one posh microcosm!
heyyy ive been a swimming pool contractor for 22 years now myself.
Rundown Distrio Centers (or like facilities) that are darilects on planets that are 'lost' systems....perhpas infested, like a good dungeon raid, example games: GTFO, or Metro Exodus....lost tech and or blueprints as rewards.....Just some future thoughts 🤔
great big places need engineering to keep them running also! AC system repairs, electrical repairs ect...
Sounds like these are literally just bigger more complex Jumptown.
Not even close, some literally have green zones.
What is know Jumptown "is" beacause of a bug.
I have just finished watching Ahsoka. We require space cats.
where i can buy that drake tape? i would like to buy a 32 scu crate full of it for my corsair cus ppl shooting allways holes in it *grumpy face*