@ccgod: No they didnt. Star Citizen is a spiritual successor to Wing Commander, promising an experience similar to the critical hit Freespace. That was the fanbase they tapped into. Plus, it was siuch a risky idea, that they had to do it through kickstarter, because no publisher in the world wanted to risk it. Highly doubt Zenimax would fork over cash to Bethesda on the same risk.
@Gelugon_baat: No, but actual space missions have...and even the most prepared missions had something randomly go wrong that astronauts had to use quick thinking, and creative ingenuity to overcome...or unfortunately in two cases, not overcome.
@Gelugon_baat: Yeah, I like my space games to be as realistic as possible, so Im fine with the probability factors. It keeps it interesting, and gives me a real sense of at any moment everything can go horribly horribly wrong....you know kinda like actual space missions
@Gelugon_baat: Its random chance, but Meteors drop Polymers and Metals, also they drop anomalies that boost research. Like previously stated once you get the laser they are pretty much nothing more than a neat fire works show. The laser will be found in the physics tree, and anomaly can reveal it sooner, but if you keep on that tree it will unlock
@Gelugon_baat: Cable faults are a combination of dust accumulation, normal wear, and loading too many buildings on one line. That being said its a mechanic that is supposed to make the early game more challenging, and is borderline negligible in the mid game. If you use power switches to bypass malfunctioning cables its not even an issue in the early game either.
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