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楼主: redhawk

[分享] 新飞船解锁,Starfarer

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发表于 2012-11-15 20:12:29 | 显示全部楼层
Once in orbit I can pull up my Navigation computer and set a course for my destination. If its several systems away like Terra, the nav computer will chart a course through the relevant jump points. You will be able to adjust this like on Google maps, so if you click a different jump point on the system map it will then re-route you on the shortest path to your destination with that jump point as the first “jump”

Once I’ve plotted my nav course I would then engage auto-pilot and head towards my first “way” point on the path to my destination (a jump point, an interim space feature, like an asteroid belt and so on). At this point I’ve been handed back to the Galaxy Server, which is determining whether I will encounter a hostile, someone that has tagged me as a POI, or a predetermined encounter on the way, or if I’m going to run across ongoing battle instance that is relevant to me (some members of the instance are aligned against or with me). These encounters could be with an NPC or a live player(s) and are sorted on skill level and also – which is important to all of you that like a more single player experience and don’t want to deal with griefers – based on your player versus player (PvP) preference. So if you’ve set your game settings to be low PvP and you’re in a relatively safe area, you’ll likely have an NPC (PvE) encounter as opposed to a PvP one. Of course your ranking and any reputation you earn won’t be the same with a PvE encounter versus a PvP. My hope for this dynamic is that it will allow people to first play Star Citizen in a safer more single player open world style, but as they grow in confidence and want to test their mettle against other real players they can take the training wheels off and get into battles with real players. There will also be areas of the universe that no matter what your PvP setting is, will be PvP. These will be systems that are on the fringes of the policed galaxy and will be notorious for pirate and other illegal activity. They will also be the most lucrative areas – if you can survive.
Now if you’re flying with your friends, who you can link to via the game POI “tagging” system, they will be with you when you’re pulled into a battle instance, whether it is against NPCs, real players or a combination of both.

Once the Galaxy Server has determined that you will have an encounter based on the above criteria it either dynamically creates a battle instance, or puts you in one if one already exists at the encounter point, and that instance has room for new players. To exit this instance you either have to resolve the hostilities by defeating who’s targeting you, negotiating an exit or just outrunning them. Once in an instance you can put out a distress call to your friends. There are two ways people on your friends list (or squadron as we’re going to call it) can help. We save slots in all instances for friends to warp in to fight. To do this they need to be in the same system. If they are they can autopilot in to your rescue and will be dropped into the instance. If they’re not in the star system, if they can get to your system before the battle is over then they can join (but will only be able to join once they’ve reached your system). The second way for your friends to help out is by “dropping in” on your ship. This only works if it’s a multi person vehicle like the RSI Constellation. In this scenario they don’t need to be in your system, they just will drop in inside your ship and will be able to move around in first person, climbing into a turret to man it, or jumping in you P52 to fly it in combat while you fly the main ship (or they could fly your main ship and you pilot the fighter)

Once the hostilities or the event (sometimes you could be pulled into an instance because you came across a derelict ship or space station and we want to give the player a chance to explore) that triggered the drop out of auto-pilot has been resolved, you can hit auto-pilot again, get handed back to the Galaxy Server and go about your way on the nav course you’ve plotted.

You will always drop out at jump points and planets, where you will need to either make a jump to another system or land.

This process is continued until you reach your final destination, which in my example would be Terra, where I would use my comm system to negotiate a landing slot, which would take me down to the planet’s surface via an in-engine cinematic. Once planet side I’ll be able to sell my cargo, replenish my supplies and look for new opportunities via the third person planet side interface.

The advantage of this system is that is allows you to tailor your experience towards your preference – solo, co-op or full PvP. It also doesn’t partition you into different, parallel versions of the Star Citizen universe as everyone is kept on the persistent server. Because our battle or orbit / space instances are temporary, you’re never stuck

with one group over the long term and due to our heavy emphasis on friends and co-op, there will always be room for your friends to join you on your adventure; whether it’s against other players or NPCs.

The same instance system underpins the single player Squadron 42. If you’re playing off-line, your computer will be acting as the server and client, there will be no opportunities for friends to join and everyone will be an NPC. But if you play Squadron 42 through the Galaxy Server, even though your missions and space areas are pre-determined (you don’t get to pick where in the galaxy you are flying if you’re in the military) we will allow your friends to drop in / drop out to take over NPC wingmen and if you want extra skill ranking you can allow other players to drop in and take over enemy ace characters. This system is pretty similar to the Demon’s Souls setup where people could drop in as a Blue Phantom to help you kill a boss monster or fight off another invading player, or you could drop in as a Black Phantom to someone else’s world and try and kill them for XP and other gamerewards.

The key to all this is to allow player choice – you want to play alone you can, want your friends to join you in co-op we allow that and if you want to be challenged by other real players you can do that. The special part is that it can all happen in the same holistic universe.

I hope this helps in terms of understanding how we’re balancing the aspects of multiplayer as well as making the game fun.
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发表于 2012-11-15 20:12:59 | 显示全部楼层

Once in orbit I can pull up my Navigation computer and set a course for my destination. If its several systems away like Terra, the nav computer will chart a course through the relevant jump points. You will be able to adjust this like on Google maps, so if you click a different jump point on the system map it will then re-route you on the shortest path to your destination with that jump point as the first “jump”

Once I’ve plotted my nav course I would then engage auto-pilot and head towards my first “way” point on the path to my destination (a jump point, an interim space feature, like an asteroid belt and so on). At this point I’ve been handed back to the Galaxy Server, which is determining whether I will encounter a hostile, someone that has tagged me as a POI, or a predetermined encounter on the way, or if I’m going to run across ongoing battle instance that is relevant to me (some members of the instance are aligned against or with me). These encounters could be with an NPC or a live player(s) and are sorted on skill level and also – which is important to all of you that like a more single player experience and don’t want to deal with griefers – based on your player versus player (PvP) preference. So if you’ve set your game settings to be low PvP and you’re in a relatively safe area, you’ll likely have an NPC (PvE) encounter as opposed to a PvP one. Of course your ranking and any reputation you earn won’t be the same with a PvE encounter versus a PvP. My hope for this dynamic is that it will allow people to first play Star Citizen in a safer more single player open world style, but as they grow in confidence and want to test their mettle against other real players they can take the training wheels off and get into battles with real players. There will also be areas of the universe that no matter what your PvP setting is, will be PvP. These will be systems that are on the fringes of the policed galaxy and will be notorious for pirate and other illegal activity. They will also be the most lucrative areas – if you can survive.

Now if you’re flying with your friends, who you can link to via the game POI “tagging” system, they will be with you when you’re pulled into a battle instance, whether it is against NPCs, real players or a combination of both.

Once the Galaxy Server has determined that you will have an encounter based on the above criteria it either dynamically creates a battle instance, or puts you in one if one already exists at the encounter point, and that instance has room for new players. To exit this instance you either have to resolve the hostilities by defeating who’s targeting you, negotiating an exit or just outrunning them. Once in an instance you can put out a distress call to your friends. There are two ways people on your friends list (or squadron as we’re going to call it) can help. We save slots in all instances for friends to warp in to fight. To do this they need to be in the same system. If they are they can autopilot in to your rescue and will be dropped into the instance. If they’re not in the star system, if they can get to your system before the battle is over then they can join (but will only be able to join once they’ve reached your system). The second way for your friends to help out is by “dropping in” on your ship. This only works if it’s a multi person vehicle like the RSI Constellation. In this scenario they don’t need to be in your system, they just will drop in inside your ship and will be able to move around in first person, climbing into a turret to man it, or jumping in you P52 to fly it in combat while you fly the main ship (or they could fly your main ship and you pilot the fighter)

Once the hostilities or the event (sometimes you could be pulled into an instance because you came across a derelict ship or space station and we want to give the player a chance to explore) that triggered the drop out of auto-pilot has been resolved, you can hit auto-pilot again, get handed back to the Galaxy Server and go about your way on the nav course you’ve plotted.

You will always drop out at jump points and planets, where you will need to either make a jump to another system or land.

This process is continued until you reach your final destination, which in my example would be Terra, where I would use my comm system to negotiate a landing slot, which would take me down to the planet’s surface via an in-engine cinematic. Once planet side I’ll be able to sell my cargo, replenish my supplies and look for new opportunities via the third person planet side interface.

The advantage of this system is that is allows you to tailor your experience towards your preference – solo, co-op or full PvP. It also doesn’t partition you into different, parallel versions of the Star Citizen universe as everyone is kept on the persistent server. Because our battle or orbit / space instances are temporary, you’re never stuck

with one group over the long term and due to our heavy emphasis on friends and co-op, there will always be room for your friends to join you on your adventure; whether it’s against other players or NPCs.

The same instance system underpins the single player Squadron 42. If you’re playing off-line, your computer will be acting as the server and client, there will be no opportunities for friends to join and everyone will be an NPC. But if you play Squadron 42 through the Galaxy Server, even though your missions and space areas are pre-determined (you don’t get to pick where in the galaxy you are flying if you’re in the military) we will allow your friends to drop in / drop out to take over NPC wingmen and if you want extra skill ranking you can allow other players to drop in and take over enemy ace characters. This system is pretty similar to the Demon’s Souls setup where people could drop in as a Blue Phantom to help you kill a boss monster or fight off another invading player, or you could drop in as a Black Phantom to someone else’s world and try and kill them for XP and other gamerewards.

The key to all this is to allow player choice – you want to play alone you can, want your friends to join you in co-op we allow that and if you want to be challenged by other real players you can do that. The special part is that it can all happen in the same holistic universe.
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发表于 2012-11-15 20:13:26 | 显示全部楼层

Once in orbit I can pull up my Navigation computer and set a course for my destination. If its several systems away like Terra, the nav computer will chart a course through the relevant jump points. You will be able to adjust this like on Google maps, so if you click a different jump point on the system map it will then re-route you on the shortest path to your destination with that jump point as the first “jump”

Once I’ve plotted my nav course I would then engage auto-pilot and head towards my first “way” point on the path to my destination (a jump point, an interim space feature, like an asteroid belt and so on). At this point I’ve been handed back to the Galaxy Server, which is determining whether I will encounter a hostile, someone that has tagged me as a POI, or a predetermined encounter on the way, or if I’m going to run across ongoing battle instance that is relevant to me (some members of the instance are aligned against or with me). These encounters could be with an NPC or a live player(s) and are sorted on skill level and also – which is important to all of you that like a more single player experience and don’t want to deal with griefers – based on your player versus player (PvP) preference. So if you’ve set your game settings to be low PvP and you’re in a relatively safe area, you’ll likely have an NPC (PvE) encounter as opposed to a PvP one. Of course your ranking and any reputation you earn won’t be the same with a PvE encounter versus a PvP. My hope for this dynamic is that it will allow people to first play Star Citizen in a safer more single player open world style, but as they grow in confidence and want to test their mettle against other real players they can take the training wheels off and get into battles with real players. There will also be areas of the universe that no matter what your PvP setting is, will be PvP. These will be systems that are on the fringes of the policed galaxy and will be notorious for pirate and other illegal activity. They will also be the most lucrative areas – if you can survive.

Now if you’re flying with your friends, who you can link to via the game POI “tagging” system, they will be with you when you’re pulled into a battle instance, whether it is against NPCs, real players or a combination of both.

Once the Galaxy Server has determined that you will have an encounter based on the above criteria it either dynamically creates a battle instance, or puts you in one if one already exists at the encounter point, and that instance has room for new players. To exit this instance you either have to resolve the hostilities by defeating who’s targeting you, negotiating an exit or just outrunning them. Once in an instance you can put out a distress call to your friends. There are two ways people on your friends list (or squadron as we’re going to call it) can help. We save slots in all instances for friends to warp in to fight. To do this they need to be in the same system. If they are they can autopilot in to your rescue and will be dropped into the instance. If they’re not in the star system, if they can get to your system before the battle is over then they can join (but will only be able to join once they’ve reached your system). The second way for your friends to help out is by “dropping in” on your ship. This only works if it’s a multi person vehicle like the RSI Constellation. In this scenario they don’t need to be in your system, they just will drop in inside your ship and will be able to move around in first person, climbing into a turret to man it, or jumping in you P52 to fly it in combat while you fly the main ship (or they could fly your main ship and you pilot the fighter)

Once the hostilities or the event (sometimes you could be pulled into an instance because you came across a derelict ship or space station and we want to give the player a chance to explore) that triggered the drop out of auto-pilot has been resolved, you can hit auto-pilot again, get handed back to the Galaxy Server and go about your way on the nav course you’ve plotted.

You will always drop out at jump points and planets, where you will need to either make a jump to another system or land.

This process is continued until you reach your final destination, which in my example would be Terra, where I would use my comm system to negotiate a landing slot, which would take me down to the planet’s surface via an in-engine cinematic. Once planet side I’ll be able to sell my cargo, replenish my supplies and look for new opportunities via the third person planet side interface.
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发表于 2012-11-15 20:14:20 | 显示全部楼层
Once in orbit I can pull up my Navigation computer and set a course for my destination. If its several systems away like Terra, the nav computer will chart a course through the relevant jump points. You will be able to adjust this like on Google maps, so if you click a different jump point on the system map it will then re-route you on the shortest path to your destination with that jump point as the first “jump”

Once I’ve plotted my nav course I would then engage auto-pilot and head towards my first “way” point on the path to my destination (a jump point, an interim space feature, like an asteroid belt and so on). At this point I’ve been handed back to the Galaxy Server, which is determining whether I will encounter a hostile, someone that has tagged me as a POI, or a predetermined encounter on the way, or if I’m going to run across ongoing battle instance that is relevant to me (some members of the instance are aligned against or with me). These encounters could be with an NPC or a live player(s) and are sorted on skill level and also – which is important to all of you that like a more single player experience and don’t want to deal with griefers – based on your player versus player (PvP) preference. So if you’ve set your game settings to be low PvP and you’re in a relatively safe area, you’ll likely have an NPC (PvE) encounter as opposed to a PvP one. Of course your ranking and any reputation you earn won’t be the same with a PvE encounter versus a PvP. My hope for this dynamic is that it will allow people to first play Star Citizen in a safer more single player open world style, but as they grow in confidence and want to test their mettle against other real players they can take the training wheels off and get into battles with real players. There will also be areas of the universe that no matter what your PvP setting is, will be PvP. These will be systems that are on the fringes of the policed galaxy and will be notorious for pirate and other illegal activity. They will also be the most lucrative areas – if you can survive.

Now if you’re flying with your friends, who you can link to via the game POI “tagging” system, they will be with you when you’re pulled into a battle instance, whether it is against NPCs, real players or a combination of both.

Once the Galaxy Server has determined that you will have an encounter based on the above criteria it either dynamically creates a battle instance, or puts you in one if one already exists at the encounter point, and that instance has room for new players. To exit this instance you either have to resolve the hostilities by defeating who’s targeting you, negotiating an exit or just outrunning them. Once in an instance you can put out a distress call to your friends. There are two ways people on your friends list (or squadron as we’re going to call it) can help. We save slots in all instances for friends to warp in to fight. To do this they need to be in the same system. If they are they can autopilot in to your rescue and will be dropped into the instance. If they’re not in the star system, if they can get to your system before the battle is over then they can join (but will only be able to join once they’ve reached your system). The second way for your friends to help out is by “dropping in” on your ship. This only works if it’s a multi person vehicle like the RSI Constellation. In this scenario they don’t need to be in your system, they just will drop in inside your ship and will be able to move around in first person, climbing into a turret to man it, or jumping in you P52 to fly it in combat while you fly the main ship (or they could fly your main ship and you pilot the fighter)

Once the hostilities or the event (sometimes you could be pulled into an instance because you came across a derelict ship or space station and we want to give the player a chance to explore) that triggered the drop out of auto-pilot has been resolved, you can hit auto-pilot again, get handed back to the Galaxy Server and go about your way on the nav course you’ve plotted.
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发表于 2012-11-15 20:14:51 | 显示全部楼层
Once in orbit I can pull up my Navigation computer and set a course for my destination. If its several systems away like Terra, the nav computer will chart a course through the relevant jump points. You will be able to adjust this like on Google maps, so if you click a different jump point on the system map it will then re-route you on the shortest path to your destination with that jump point as the first “jump”

Once I’ve plotted my nav course I would then engage auto-pilot and head towards my first “way” point on the path to my destination (a jump point, an interim space feature, like an asteroid belt and so on). At this point I’ve been handed back to the Galaxy Server, which is determining whether I will encounter a hostile, someone that has tagged me as a POI, or a predetermined encounter on the way, or if I’m going to run across ongoing battle instance that is relevant to me (some members of the instance are aligned against or with me). These encounters could be with an NPC or a live player(s) and are sorted on skill level and also – which is important to all of you that like a more single player experience and don’t want to deal with griefers – based on your player versus player (PvP) preference. So if you’ve set your game settings to be low PvP and you’re in a relatively safe area, you’ll likely have an NPC (PvE) encounter as opposed to a PvP one. Of course your ranking and any reputation you earn won’t be the same with a PvE encounter versus a PvP. My hope for this dynamic is that it will allow people to first play Star Citizen in a safer more single player open world style, but as they grow in confidence and want to test their mettle against other real players they can take the training wheels off and get into battles with real players. There will also be areas of the universe that no matter what your PvP setting is, will be PvP. These will be systems that are on the fringes of the policed galaxy and will be notorious for pirate and other illegal activity. They will also be the most lucrative areas – if you can survive.

Now if you’re flying with your friends, who you can link to via the game POI “tagging” system, they will be with you when you’re pulled into a battle instance, whether it is against NPCs, real players or a combination of both.

Once the Galaxy Server has determined that you will have an encounter based on the above criteria it either dynamically creates a battle instance, or puts you in one if one already exists at the encounter point, and that instance has room for new players. To exit this instance you either have to resolve the hostilities by defeating who’s targeting you, negotiating an exit or just outrunning them. Once in an instance you can put out a distress call to your friends. There are two ways people on your friends list (or squadron as we’re going to call it) can help. We save slots in all instances for friends to warp in to fight. To do this they need to be in the same system. If they are they can autopilot in to your rescue and will be dropped into the instance. If they’re not in the star system, if they can get to your system before the battle is over then they can join (but will only be able to join once they’ve reached your system). The second way for your friends to help out is by “dropping in” on your ship. This only works if it’s a multi person vehicle like the RSI Constellation. In this scenario they don’t need to be in your system, they just will drop in inside your ship and will be able to move around in first person, climbing into a turret to man it, or jumping in you P52 to fly it in combat while you fly the main ship (or they could fly your main ship and you pilot the fighter)

Once the hostilities or the event (sometimes you could be pulled into an instance because you came across a derelict ship or space station and we want to give the player a chance to explore) that triggered the drop out of auto-pilot has been resolved, you can hit auto-pilot again, get handed back to the Galaxy Server and go about your way on the nav course you’ve plotted.
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发表于 2012-11-15 20:20:12 | 显示全部楼层
。。。。。。英语不好,不知道什么意思
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发表于 2012-11-15 22:06:53 | 显示全部楼层
Once in orbit I can pull up my Navigation computer and set a course for my destination. If its several systems away like Terra, the nav computer will chart a course through the relevant jump points. You will be able to adjust this like on Google maps, so if you click a different jump point on the system map it will then re-route you on the shortest path to your destination with that jump point as the first “jump”

Once I’ve plotted my nav course I would then engage auto-pilot and head towards my first “way” point on the path to my destination (a jump point, an interim space feature, like an asteroid belt and so on). At this point I’ve been handed back to the Galaxy Server, which is determining whether I will encounter a hostile, someone that has tagged me as a POI, or a predetermined encounter on the way, or if I’m going to run across ongoing battle instance that is relevant to me (some members of the instance are aligned against or with me). These encounters could be with an NPC or a live player(s) and are sorted on skill level and also – which is important to all of you that like a more single player experience and don’t want to deal with griefers – based on your player versus player (PvP) preference. So if you’ve set your game settings to be low PvP and you’re in a relatively safe area, you’ll likely have an NPC (PvE) encounter as opposed to a PvP one. Of course your ranking and any reputation you earn won’t be the same with a PvE encounter versus a PvP. My hope for this dynamic is that it will allow people to first play Star Citizen in a safer more single player open world style, but as they grow in confidence and want to test their mettle against other real players they can take the training wheels off and get into battles with real players. There will also be areas of the universe that no matter what your PvP setting is, will be PvP. These will be systems that are on the fringes of the policed galaxy and will be notorious for pirate and other illegal activity. They will also be the most lucrative areas – if you can survive.

Now if you’re flying with your friends, who you can link to via the game POI “tagging” system, they will be with you when you’re pulled into a battle instance, whether it is against NPCs, real players or a combination of both.

Once the Galaxy Server has determined that you will have an encounter based on the above criteria it either dynamically creates a battle instance, or puts you in one if one already exists at the encounter point, and that instance has room for new players. To exit this instance you either have to resolve the hostilities by defeating who’s targeting you, negotiating an exit or just outrunning them. Once in an instance you can put out a distress call to your friends. There are two ways people on your friends list (or squadron as we’re going to call it) can help. We save slots in all instances for friends to warp in to fight. To do this they need to be in the same system. If they are they can autopilot in to your rescue and will be dropped into the instance. If they’re not in the star system, if they can get to your system before the battle is over then they can join (but will only be able to join once they’ve reached your system). The second way for your friends to help out is by “dropping in” on your ship. This only works if it’s a multi person vehicle like the RSI Constellation. In this scenario they don’t need to be in your system, they just will drop in inside your ship and will be able to move around in first person, climbing into a turret to man it, or jumping in you P52 to fly it in combat while you fly the main ship (or they could fly your main ship and you pilot the fighter)

Once the hostilities or the event (sometimes you could be pulled into an instance because you came across a derelict ship or space station and we want to give the player a chance to explore) that triggered the drop out of auto-pilot has been resolved, you can hit auto-pilot again, get handed back to the Galaxy Server and go about your way on the nav course you’ve plotted.

You will always drop out at jump points and planets, where you will need to either make a jump to another system or land.

This process is continued until you reach your final destination, which in my example would be Terra, where I would use my comm system to negotiate a landing slot, which would take me down to the planet’s surface via an in-engine cinematic. Once planet side I’ll be able to sell my cargo, replenish my supplies and look for new opportunities via the third person planet side interface.

The advantage of this system is that is allows you to tailor your experience towards your preference – solo, co-op or full PvP. It also doesn’t partition you into different, parallel versions of the Star Citizen universe as everyone is kept on the persistent server. Because our battle or orbit / space instances are temporary, you’re never stuck

with one group over the long term and due to our heavy emphasis on friends and co-op, there will always be room for your friends to join you on your adventure; whether it’s against other players or NPCs.

The same instance system underpins the single player Squadron 42. If you’re playing off-line, your computer will be acting as the server and client, there will be no opportunities for friends to join and everyone will be an NPC. But if you play Squadron 42 through the Galaxy Server, even though your missions and space areas are pre-determined (you don’t get to pick where in the galaxy you are flying if you’re in the military) we will allow your friends to drop in / drop out to take over NPC wingmen and if you want extra skill ranking you can allow other players to drop in and take over enemy ace characters. This system is pretty similar to the Demon’s Souls setup where people could drop in as a Blue Phantom to help you kill a boss monster or fight off another invading player, or you could drop in as a Black Phantom to someone else’s world and try and kill them for XP and other gamerewards.

The key to all this is to allow player choice – you want to play alone you can, want your friends to join you in co-op we allow that and if you want to be challenged by other real players you can do that. The special part is that it can all happen in the same holistic universe.

I hope this helps in terms of understanding how we’re balancing the aspects of multiplayer as well as making the game fun.
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发表于 2012-11-15 22:07:19 | 显示全部楼层
这个回复审查算是怎么回事?
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发表于 2012-11-15 22:07:48 | 显示全部楼层
Once in orbit I can pull up my Navigation computer and set a course for my destination. If its several systems away like Terra, the nav computer will chart a course through the relevant jump points. You will be able to adjust this like on Google maps, so if you click a different jump point on the system map it will then re-route you on the shortest path to your destination with that jump point as the first “jump”

Once I’ve plotted my nav course I would then engage auto-pilot and head towards my first “way” point on the path to my destination (a jump point, an interim space feature, like an asteroid belt and so on). At this point I’ve been handed back to the Galaxy Server, which is determining whether I will encounter a hostile, someone that has tagged me as a POI, or a predetermined encounter on the way, or if I’m going to run across ongoing battle instance that is relevant to me (some members of the instance are aligned against or with me). These encounters could be with an NPC or a live player(s) and are sorted on skill level and also – which is important to all of you that like a more single player experience and don’t want to deal with griefers – based on your player versus player (PvP) preference. So if you’ve set your game settings to be low PvP and you’re in a relatively safe area, you’ll likely have an NPC (PvE) encounter as opposed to a PvP one. Of course your ranking and any reputation you earn won’t be the same with a PvE encounter versus a PvP. My hope for this dynamic is that it will allow people to first play Star Citizen in a safer more single player open world style, but as they grow in confidence and want to test their mettle against other real players they can take the training wheels off and get into battles with real players. There will also be areas of the universe that no matter what your PvP setting is, will be PvP. These will be systems that are on the fringes of the policed galaxy and will be notorious for pirate and other illegal activity. They will also be the most lucrative areas – if you can survive.

Now if you’re flying with your friends, who you can link to via the game POI “tagging” system, they will be with you when you’re pulled into a battle instance, whether it is against NPCs, real players or a combination of both.

Once the Galaxy Server has determined that you will have an encounter based on the above criteria it either dynamically creates a battle instance, or puts you in one if one already exists at the encounter point, and that instance has room for new players. To exit this instance you either have to resolve the hostilities by defeating who’s targeting you, negotiating an exit or just outrunning them. Once in an instance you can put out a distress call to your friends. There are two ways people on your friends list (or squadron as we’re going to call it) can help. We save slots in all instances for friends to warp in to fight. To do this they need to be in the same system. If they are they can autopilot in to your rescue and will be dropped into the instance. If they’re not in the star system, if they can get to your system before the battle is over then they can join (but will only be able to join once they’ve reached your system). The second way for your friends to help out is by “dropping in” on your ship. This only works if it’s a multi person vehicle like the RSI Constellation. In this scenario they don’t need to be in your system, they just will drop in inside your ship and will be able to move around in first person, climbing into a turret to man it, or jumping in you P52 to fly it in combat while you fly the main ship (or they could fly your main ship and you pilot the fighter)
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发表于 2012-11-16 12:19:40 | 显示全部楼层
废弃的小行星基地。
简单翻译
1.该小行星基地有2种类型,一种是正在使用的,用于各种走私、非法活动。第二种是被废弃的,首次发现会有高价奖励哦,包含武器,升级等等。。
2.这2种类型的基地都不会出现在星图上,找到的办法只有通过NPC传言,跟踪知道位置飞船,或者拿着扫描器去扫出来。
3.废弃的小行星基地可以作为自己的基地哦,也就是你可以把他当做自己的家,直到被别人找到。。。(目前这是唯一知道获得自己空间站的办法,还是希望能够自己建造空间站)
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