The video discusses the new Intrepid starter ship from Crusader Industries, critiquing its $65 price point as too high and exploring its features like cargo space and engineering capabilities. It also delves into the game’s shift from a “time to kill” to a “time to disable” combat system, emphasizing strategic gameplay and the importance of balancing player loss without excessive penalties, while expressing excitement for new gameplay opportunities.
In the video, the creator discusses their thoughts on the new starter ship from Crusader Industries, the Intrepid, which was showcased at the Intergalactic Aerospace Expo. They express mixed feelings about the ship’s pricing, believing it to be set too high at $65, suggesting it should be closer to $45 or $50 for a better value. The ship specializes in cargo delivery and lightweight combat, featuring unique characteristics such as eight SCU of cargo space and a dedicated engineering terminal for efficient operations. The creator links to their first look at the Intrepid for viewers interested in a deeper analysis.
The discussion then shifts to the concept of “time to kill” versus “time to disable” in the game. The developers aim to create a more engaging combat experience where ships won’t simply explode after taking damage, but instead can be disabled, allowing for more strategic gameplay. This change is intended to make players invest more in their ships, as losses will have greater significance. The creator highlights the importance of balancing gameplay between aggressors and defenders, ensuring that both sides have meaningful choices during encounters.
As the conversation progresses, the video touches on the implications of physicalized damage in combat, where the damage taken by ships will depend on factors such as projectile speed and collision force. This system aims to enhance the realism of ship damage and introduce new gameplay mechanics related to piracy, repairs, and resource management. The creator emphasizes the need for a balanced approach, where losing a ship impacts the player but does not hinder their ability to continue enjoying the game.
The video also raises concerns about the potential for players to exploit the new systems, particularly regarding insurance claims and the consequences of repeated ship losses. The creator argues against punishing players for frequent ship losses, suggesting that such a system could disincentivize gameplay and create frustration. They advocate for a balance where loss matters without being overly punitive, allowing players to engage with the game without feeling excessively penalized for mistakes.
Finally, the creator expresses excitement about the potential for new gameplay opportunities arising from the time to disable concept, such as the ability to repair and salvage ships. They emphasize the importance of making sure that all players, regardless of their playstyle, can find a role in the game. The video concludes with a positive outlook on the future of Star Citizen, highlighting the developers’ commitment to creating a rich and engaging universe for players to explore, while also inviting viewer feedback on the content and its format.