Star Citizen: Prison Break 2024-08
I managed to get tossed in prison for doing a crime.
What was my crime? Using afterburners too close to Baijini Point, IIRC.
I actually had my prison time cleared but was in the mine anyway figuring
out how my multitool worked when some idiot walked into my beam (I wasn't
past mine level 7 where it wouldn't have been reported) and suddenly made
me a criminal again.
Now, piles of bodies later at CRIME 5 my jailbreaks are getting me to the
first Rover box (in 220 C heat which is going to make walking 4 km
impossible).
While I do like the layout and general plan of the prison, it is beyond
infuriating how so many stupidities pile up to make this mission harder
than it should be:
- "F" to search bodies past the lasers just dump me into my crimes list
- I like the radial menu, but despise how unreliable pulling it up is
- The default key bindings are terrible, and I don't see a way to rebind modifiers (control + alt can be controlled easily with just the left thumb on a Kinesis Advantage), which makes platforming more frustrating than usual
- Why the [fill in invective] can't I make a shiv?
- Why does the oxygen refiller system basically do nothing to my oxygen supply?
- Why can't I swap oxygen tanks from backpacks?
- Why can't I pick up a helmet container? (Am I missing something here?)
- I haven't tried carrying a backpack with me (it would make platforming even worse), but would that even provide more oxygen if I swapped them?
- Unarmed combat throughout my pile-o-bodies creation binge was clumsy and annoying, although I like having finishing moves
- If both rovers can be missing, I really could use somewhere to either take shelter or at least get a good view from a watchtower - I checked one, but no doors. Dammit. I'm fine if one's pretty much guaranteed to be present
- Why isn't my O2 restored somewhere, like in the laser room or something?
- Are the O2 injectors bugged? They seem to do almost nothing
- Finding failed escapers was fun. Annoying that they had so little useful to me they didn't get to use themselves. The spoon was an especially nice touch.
- Depressing that the game's use of NPCs is so bad that Need an Out wasn't given to me by an NPC (instead of a random transmission)
- Utterly stupid that I keep losing the Need an Out quest upon Rejuvenation
- Why can't I even attack the guards with my bare hands in the main prison?
- Again with the pathetic NPC use, the guards never go in and out of the office or anything else locked (that I saw, at least), which would open the door and add some potential kinks to explore
- Being stomped by a game crash should have the player respawn where he was when the server imploded, still with gear, and better yet, with an option to respawn either in place or in the default home (in case the player doesn't want to go back...). There's no excuse for aborting player's complicated mechanisms unless the player actually dies
It is incomprehensible how Star Citizen has accomplished so little, and so
unstably, with so much ill-gotten gain. I mean, doesn't everyone hope that
a fatally corrupt, vanity-driven development management team could at least
be amazingly competent? This game feels about 50% done - nice sets,
mechanisms, buggy all the way down in almost every way and lacking vast swaths
of content.
Pathetic.
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