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  1. 3 points
    Danakar Endeel

    Aegis Nautilus

    Nautilus Brochure (Phone Photos)
  2. 3 points
    Danakar Endeel

    Aegis Nautilus

    Sorry for the immense image-dump by the way. I'll try to clean it up and put the most relevant things in the main post as we get better quality images. The ship will apparently be made available to all backers on Monday. At that time we'll likely see what the Store Credit price will be as well.
  3. 3 points
    VoA

    Origin 890 JUMP

    Anyone that can pick it up for $990 should pick one up since I think it will likely see another increase beyond this (however........ the increase beyond $1k means it will automatically get LTI even though it is beyond concept sale).......... so if you can't get LTI with the new sale then hopefully you can CCU an LTI token ship (less expensive ship with LTI). I've always thought the 890 Jump will be the most profitable ship in the game....... since it is hauling the most valuable cargo in the verse (Humans....... and VIP humans pay the most) ----- but it will likely be high skill level keeping the VIP guest happy....... + protected since they will likely have bounties on their heads for kidnap purposes and ransom...... but high RISK = High reward. One last thing......... even though the Genesis Startliner will have modules / or variant for transporting VIPs (instead of just Econ passengers) ----- the 890 Jump is also designed for Touring / Sightseeing / Parties / Meetings / etc.... unlike the Starliner.... 890 Jump will be a rare ship as well and will make top UEC due to supply and demand (low supply of ships to likely meet the demand) - especially with those skilled crew / captains that can keep the guests happy ---------- Below are images for scale... and for laughs....😜 &&& This looks like an impressive meet up (and no -- it doesn't mean there is a plethora of 890 Jumps - just this Org --- Like Imperium has a bunch of rich backers) Annual Origin Club Meet at Port Olisar
  4. 2 points
  5. 2 points
    radoorid

    890J Limited Sale is up

    I can't wait for them to provide kits to the 890!
  6. 2 points
    Danakar Endeel

    Aegis Nautilus

    Aegis Nautilus Q&A How long is the lifespan of the different mine types and how long do they persist during logout? What happens if the parent ship is destroyed – can mines be retrieved afterwards in such occurrences? Once deployed and in use, a mine’s components start to degrade, though their lifespan is dependent on the environment and how they are used. For example, regularly engaged weapons platforms will likely wear out and proximity mines will likely detonate before they degrade. If live but untriggered, we envisage a mine’s lifespan to be measured in days rather than minutes. Mine lifespan is not influenced by the state of the parent ship, be it destroyed or not. Deployed mines ‘remember’ the original deployment ship, so can be retrieved afterwards. Are drone bays like the one in the Nautilus universal? For example, can they equip repair/refuel drones and likewise, can other drone-carrying ships like the Vulcan and Carrack equip NEMO drones? The Nautilus can equip and use drones from the Vulcan and Carrack but lacks the equipment to repair or refit them for their specified roles. Similarly, the Vulcan and Carrack can equip NEMO drones but don’t have the means to store mines, so they would have to disable them and leave them behind. What’s the rationale behind a near-capital size minelayer only having 24 mines to use in the infinite vastness of space? A single mine covers a significant area, so a huge number of mines aren’t necessary. This combined with not wanting players to have to deal with an unwieldy number of mines and the technical implications of keeping them around resulted in the capacity of the Nautilus. Will the mines communicate data back to the mothership, for example, where they’ve autonomously moved to, whether they’ve been activated, and what they’ve detected (hostile vs. friend)? Once deployed, mines enter a pseudo ‘read-only’ state where the deploying player can see limited information about them, such as the expected wear and degradation level and their status. Since the mines track and follow targets, can they operate within a planet’s atmosphere? The mine’s thrusters only work in Zero-G. If they’re deployed or end up in-atmosphere, they will be unable to maintain their position. The mines will abort tracking a target if it’s beyond their capability to intercept. Could a stealth ship (like an Eclipse, Raven, or Sabre) bypass mines with relative ease? Will other ships be able to scan their surroundings to detect mines or is the Nautilus the only ship capable of doing that? Any ship can detect (and be detected) by mines as it uses the game-wide signature and radar system. Stealth ships will naturally be harder to detect, so stand a better chance of safely bypassing mines. Ships with specialized radar/scanners will find themselves much better suited to detecting mines at distance. Can the cargo hold be used to store additional mines? If so, how many can it store? No, the cargo bay is purely for cargo storage and is not large enough to get mines in or out (mines are approximately 4×4×4m). Are mines set to friend or foe targeting? If a teammate lays a minefield, will it automatically only target enemy/unknown contacts? The player deploying mines can set a friend or foe status using the existing faction/hostility system. Providing a player’s teammate is in the same faction or has the same hostility level, they will not be targeted. However, players can deploy mines without any of these protections if they wish. Are more mine variations being considered? There are plans for more mine types in the future, but none have progressed to the point we’re happy to discuss their details yet. What is the detection range of the mines and sentries (how far away before the mines engage an enemy)? The maximum detection range is another tricky statistic to quantify as it completely depends on both the components of the mine (they use regular adjustable ship items) and the emissions of the target. That said, we expect each mine to have at least a minimum engagement radius of between 5 and 10km. They will pursue targets a fair distance beyond that too to allow relatively small quantities of mines to cover a moderately large area. Will we be able to create precise patterns for our mines, such as spheres or triangles, and have the mines go to their designated locations without having to fly the Nautilus in said pattern and guess when to release? The mine control room allows the operators to see the position of where the mines will end up, but we don’t currently plan to let the user pick from specific post-deployment patterns. Instead, the Nautilus crew must work together to place mines in what they deem to be the best pattern given the ship’s movement capabilities and the launcher’s tube position. Flying at a lower speed allows for much more accurate deployment. Will the laying of mines be considered a crime? As you might expect, it depends. The legality of minelaying is dependent on the laws and jurisdiction of the area, as well as the authority (or lack thereof) of the organization tasking you with laying mines. You can probably assume that laying mines in the vicinity of a heavily inhabited UEE planet would be a very criminal act. On the other hand, being tasked by a UEE mission giver to deploy mines around a Jump Point to a Vanduul-occupied system would likely be legal. There are all kinds of possible circumstances in between too, which inhabit various legal grey areas. Can mines be remotely hacked? Yes. The NEMO drone performs this task as the range that mines can be hacked from is short. The brochure says the Nautilus has two large quantum fuel tanks, but the stats page says it has one. Which is correct? The brochure is correct – the stats page will be updated. Also, the brochure doesn’t specifically list the missile turret as a separate item, instead it accounts for it in place of one of the listed S3 gun turrets. These differences were due to adjustments that took place after the brochure had gone to print, which was many weeks ahead of the release of the ship and before some of the internal review gates. Why do mines have a much smaller payload compared to their size? A S7 mine correlates with a S5 torpedo’s payload despite being more challenging to deploy and retrieve. Once all the internal components of the mines are accounted for, the remaining space is appropriate to the current payload. If in further testing we find that mines are under or overperforming, we’ll adjust their performance to suit.
  7. 2 points
    Buckaroo

    Aegis Nautilus

    I'm kind of the camp that I'd rather see CIG build out the game rather than make new mechanics that cause more delay in releasing the game because it's one more thing to think about implementing. Cool ship; let's build a game first.
  8. 2 points
    Elranyar

    Aegis Nautilus

    ^ that On one hand, CIG has stated that it is their desire to limit griefing and associated undesirable behavior. On the other hand, CIG introduces mechanics like EMP weapons, hacking of ship security systems, and now mines which facilitate such behavior. The game would be better off without these unnecessary mechanics.
  9. 2 points
    Danakar Endeel

    Aegis Nautilus

    Yeah, I bought back one of my old $495 UEE Explorer Packs with my credit token and then bought a Carrack-to-Nautilus CCU. That pack already gave me a discount compared to the total ship value of that pack ($400+$220+$40=$660 ship value). So technically I now have my Nautilus CCU at a $165 'discount'. I didn't apply the CCU yet though as the Nautilus wasn't flightready anyway; and a good thing too as then someone on Spectrum sent me a PM reminding me that the Carrack might see another price increase soon (probably during the Anniversary Sale in November) as it's supposed to be flightready this year. In that case I might even be able to squeeze an even bigger discount out of my Nautilus.
  10. 2 points
    GRIZZ

    Aegis Nautilus

    I'm so happy to see my Mine layer prediction come true, abit a year late. To everyone who said they would never do a mine layer I say good day. 🐻 I can see this as easy to code in, the entitys are just NPC drones with a very rudimentary friend or foe A.I. Balance I agree will be needed but were not there yet. I actually don't see it as an easy griefing tool once its balanced. Because trolling will be very expensive, these mines are essentially like drones and torpedoes. Both expensive so you don't want to spam them whenever unless you have money and reputation to burn. In fact I predict the gun platforms will preform as anti-griefing tools. Where if you have griefers harassing you at a location you can't guard 24/7, just leave some gun turrets around for when the bad guys return.
  11. 2 points
    VoA

    Origin 890 JUMP

  12. 2 points
    Fizzlefuse

    Aegis Nautilus

    This is all really cool but to be honest I'm personally getting a little tired of seeing CIG come up with new mechanics while we're still lacking a sh*t tonne of already announced mechanics. This new mine layer mechanic is sure to become another headache for CIG to balance because everyone knows this will be exploited to hell and back, with trolls putting their mines where they're not supposed to go just to be a d*ck. I can see how laying mines could be a good way to protect certain assets but come on, you know some people will mine the most basic of areas just to piss people off and be a ass. I'm not going to get one as I've stopped spending after I hit concierge, I feel I need to see more mechanics and development. Also, tbh I'm not interrested in owning a minelayer. I do think it looks cool tho. I do wonder why newer AEGIS ships like the Hammerhead and now the Nautilus have a crew of 8 (Edit: whoops, looks like the Hammerhead has a crew of 9) while the Reclaimer has a crew of only 5. Ive always thought the Reclaimer's crew size is too small, as it has multiple stations that can't all be manned at the same time with 5 people, it seems CIG seems to share the idea that a crew of 8 might be more versatile. Also, as a side note... while I love CIG for having cool events for their community and their engagement with us is commendable... do we need more layers of exclusive early access? I know it's only a day and I'm not especially interrested in this ship or whatever but first there's subscribers, then there's congierge level and now there's special congierge level events. What's next, special congierge level events VIP afterparties? A secret password? Chris Roberts' secret handshake? Did you wear the correct colored shirt for a special early early early early access? I might come across as a bit of a negative nancy here but I feel they're milking us more and more because it's getting harder and harder to find new backers and investors. Outside of our community bubble, I think the project's reputation isn't the best because of missed deadlines and still no release date after 7 or 8 years.
  13. 2 points
    Danakar Endeel

    Aegis Nautilus

    Apparently my Mk1 Eyeball was wrong and the ship is actually 125m in length. Someone also mentioned $675. Not verified yet if that's the actual price or the discounted Warbond. Confirmed: $675 for Warbond version (currently restricted to holders of the Concierge Event 2949 Ticket Holder status)
  14. 1 point
    See Link below......... and obviously this isn't finalized (and will vary at game launch) but if you plan on earning ships in game (as opposed to just focusing on outfitting the ships you have) -........ or want to make a profit on selling ships to players who start at launch (that didn't have an option to pledge for ships)......... Then pay attention to its value multiple (pledge value vs in-game price) - on Google Spreadsheet below...... see link.... r/starcitizen • u/StarCitizenJorunn •1 hour ago 3.6.2 Updated In Game Spaceship Prices, Pledge Values, and Multiples drive.google.com/file/d... DISCUSSION https://drive.google.com/file/d/1GQZX3GX3OYSaz1SxdJBhYnJNio4ipxYv/view
  15. 1 point
    I can't wait to see this plot-line in Star Citizen....
  16. 1 point
    https://robertsspaceindustries.com/spectrum/community/SC/forum/65294/thread/the-actual-health-of-the-cutlass-and-others/2386834 STAFF JCrewe CIG@JCrewe_CIG The actual health of the Cutlass and others.. Discussion Today at 4:19 am Cutlass Seeing as its been a big debate topic recently I thought I'd chime in with some additional data. Originally I wasn't planning to do this as it just adds another set of data into the noise (which will almost certainly become outdated in a patch or twos time and then banded around for years to come) but given the amount of discourse that has happened I thought I would add this. The ingame maximum hp values of the Drake ships in 3.6.2 LIVE and as always, all stats are subject to change... Dragonfly - 2150 Buccaneer - 3400 Herald - 3380 Cutlass - 20600 Caterpillar - 30800 Vanguard - 25200 Freelancer - 19200 The reason I say maximum hp because of the way ships are setup they can die before they take that much damage as we do not have the concept of a global health pool per ship. The amount which the ship can "die" at varies per ship (and is generally driven by the art due to how parts can split) but generally its one or more critical parts of the ship and that behaviour is not unique to Drake ships. Comparing max HP against max HP does not give a fair comparison until you know the hp of the individual parts of the ships which cause these destruction states. As you can see just comparing these numbers flat shows the Cutlass is stronger than the Freelancer... From these numbers its clear the Herald is an outlier so we'd look to balance that in 3.7 and perhaps the Vanguard is a little too strong, but again it has a lot of hp on parts that detach (such as the tails) that aren't entirely critical to functionality. This health setup is also not the end game setup, physically based damage will replace this completely and the balance of these numbers is an interim measure until that point. The balance of these is fluid and changing every patch. In an upcoming patch we plan to do a fairly widescale change to the HP values to merge them together now we can make damage inherit up a skeleton better. For example, currently you could have a ship that splits in two on death and due to its setup you cant allow it to split before death. Each part has 500hp which would display as 1000hp total, but in reality you could focus fire on one half and kill it with 500dmg, or you could focus equally on both and it would take 501-1000dmg to kill. Clearly this isn't ideal for balance hence the changes we'll be making in the future and the big push towards physically based damage to remove this more arcade mechanic from the game.
  17. 1 point
    Here is a useful player created chart r/starcitizen • u/thesupremeDIP [BGG] •14 hours ago Star Citizen 3.6.2 Estimated Quantum Travel Times TECHNICAL
  18. 1 point
    Well, if I remember correctly they said many times they needed the Tali done for SQ42, we discussed about it back then even. Heck, it's even in the last trailer Besides, if the Tali was out of commission, what would be the UEE active non-fighter bomber?
  19. 1 point
    LowZone

    Banu Defender

    I miss the old days when they would just come out and say what they have planned instead of being such "pledge" teasers!
  20. 1 point
    Booster Terrik

    Banu Defender

    So I guess we get to dock a defender to our BMM?
  21. 1 point
    John Maynard

    RSI - Polaris - Corvette

    Grabbed an upgrade for my HH, I think you are both right about the Polaris offering great value for money, and I expect a considerable price hike when it goes live. As a rule of thumb, the bigger the ship, the better the value (although there are exceptions), so I've condensed my pledges from many small ships into a few larger ones. For me, things like ground vehicles and the argo utility vehicle just aren't worth it for cash right now when you can buy a powerful solo-able ship and earn anything smaller with relative ease in game.
  22. 1 point
    Boildown

    RSI - Polaris - Corvette

    I still think the Idris will give us the "most ship" for the pledge dollar spent, but the Polaris is right behind it, and will give far more than the already-popular Hammerhead. Turrets almost as good as the HH, plus speed, shields, the hangar, not even to mention the torps, at close to the same price. The big questionmark to me is the cost of torpedoes. Energy weapons are basically free, ballistic weapons will have costs, and presumably torpedoes will have large costs. Whether "large" is meaningfully large or merely large in comparison to other weapons but still basically pocket change, will determine the real power of the Polaris. I don't put much importance on the ship charts though. They'll change all that stuff if they feel the ship is OP.
  23. 1 point
    Hull-C went from "tasks completed" to "Scheduled" on the SQ42 roadmap today. Sorry for the setback.
  24. 1 point
    buzby x

    RSI - Polaris - Corvette

    Polaris is still theoretically the most warship for the money in the game.
  25. 1 point
    VoA

    Characters (FPS) - 3.x

    https://robertsspaceindustries.com/comm-link/transmission/17233-September-2949-Subscriber-Promotions September 2949 Subscriber Promotions Caution: Helmets Required SUBSCRIBERS There’s a lot going on for Subscribers in the month of September, from the Masters of Flight series making their return for the “Ship of the Month” to the newly released 890 Jump being available for a week to Imperators as part of the Test Flight perk, the SIX completely bespoke In-Game Rewards last month being followed up by SIX helmets this month, the Subscriber Vault bringing you the first looks inside the new Modular Space Station Interiors (and showing things we didn’t get to in SCL last month), Jump Point exploring the Nautilus versions that never were, an interview with those behind the Law and Black Market Economy systems and more. As stated last month, the In-Game Rewards that come between August and December 2019 are being created specifically for Subscribers with an eye towards life in the persistent universe. Some of them will be the helmets we’ve already previewed in previous newsletters and Star Citizen Live, others will be things you may have first seen if you read Jump Point magazine each month. We’re excited to bring this additional focus to the In-Game Rewards (often referred to as Flair) with an eye towards truly unique offerings not found anywhere else, at least not in the immediate future. It’s one more way we want to say thank you for supporting the continuing development of the game each and every month. With that, let’s run down some of the Subscriber Promotions happening this month. IN-GAME REWARDS (FLAIR) This month’s flair has been glimpsed in newsletters, an episode of Star Citizen Live and most recently in August’s Jump Point magazine. Converted from the stock RSI Odyssey Flight Helmet, the fine folks at CC Conversions have created the stylish Caudillo with the sense of classical armor thanks to its visually striking metal crest. “Caudillo” Helmets Pack #1 by CC’s Conversions – Includes the “Cobalt” and “Ghost White” Caudillo Helmets based on the original Odyssey. Current Centurion Subscribers get this pack as part of their subscription. “Caudillo” Helmets Pack #2 by CC’s Conversions – Includes the “Wildfire” and “Steel” Caudillo Helmets based on the original Odyssey. Current Imperator Subscribers get this pack and Pack #1 above as part of their subscription. “Caudillo” Helmets Pack #3 by CC’s Conversions – Includes the “Hazard” and “Burnt Orange” Caudillo Helmets based on the original Odyssey. This pack is available in the SUBSCRIBER EXCLUSIVE store only. If you aren’t a subscriber but want to acquire these packs as part of a Subscription, you can still receive them if you SUBSCRIBE by September 16th. Additionally, you can purchase these and most of the previous flair going back to 2014 ANYTIME in the Subscriber Exclusive store. You can fill in any gaps as well as gift them to non-subscribers. THE ROCKEN Helmet below
  26. 1 point
    VoA

    RSI - Polaris - Corvette

    Good player commentary / theory-crafting... r/starcitizen •Posted by u/TBHSC TBH 5 hours ago RSI Polaris - the best capital ship in the verse DISCUSSION Hello Citizens I've recently decided to unmelt my Polaris and after reading about it a bit more I realised how amazing this ship is. Here is why: Powerful payload So as you might know this ship can fire 4x S10 Torpedoes at once and holds additional 24 that can be reloaded automatically and fired again. This is huge because S10 torpedoes are much more powerful than s9 and this ship holds tons of them. Speed According to the designers and concept sale information of that ship, the Polaris will be one of the fastest capital ships in the verse. This means that you will not only be able to get into the battlefield quickly but also get out fast after delivering your devastating payload. Defenses This is something that I feel a lot of people don't realise but this ship has amazing defenses. Polaris has capital sized powerplant and 3x Large shields. This means that it will be able to not only sustain those shields quite easily due to the powerplant immense amount of power but also refresh them much faster if you equip the ship with high refresh rate shield tech. This means that you can get in, fire your salvo and get away from let's say Idris. Idris won't be able to catch you and thanks to the shields refresh rate, fighters that can catch you, won't be able to damage you. Turrets The Polaris current planned loadout is set to include:• 5x Manned Turrets (Twin S4 Weapons)• 1x Remote Manned Turret (Twin S5 Weapons)• 1x Automated Turret (Twin S4 Weapons)• 2x Anti-Fighter Missile Racks, each carrying 16x S3 MissilesFor the size of this ship, this is a lot of defenses against basically any non-capital threat. Internal Hangar This is the selling point of Polaris for me. This ship has internal hangar for a fighter or other smaller craft. You can easily fit Sabre, Prospector, Terrapin or even F8C lightning in there. I bet that with correct piloting skills you will be able to land there with bigger ships like Eclipse. This is huge. Cargo bay with a ramp Not sure about the total cargo space as we know this is something that can change completely but the big thing for me is that Polaris cargo bay has a wide ramp. This means we will be able to park a rover or maybe even a tank in there. Brig, Medical Bay and Armoury In the official Q&A they've said that this ship will also include brig, medbay and armoury - this is big for me because it makes this ship so much more versatile, especially for 155m ship. Thank you for coming to my Ted Talk ;)Let me know what's your opinion on Polaris and what do you plan to use it for! Edit1: I've checked and you can fit up to 7 Arrows in Polaris hangar! (Arrow wings fold up so please assume the wings are folded) Edit2: As AtreiaDesigns noted - Polaris is the only player owned ship with exception of Javelin that has capital sized radar. Even Idris M has only L radar.
  27. 1 point
    VoA

    Aegis Nautilus

  28. 1 point
    VoA

    Jump Points at Citizencon 2949?

    A Player hacked some game files and found these (and they have been confirmed by more than one person). Shows a Jump Point and a Banu Defender
  29. 1 point
  30. 1 point
    VoA

    85X

  31. 1 point
    Arcanus

    Origin 890 JUMP

    3.62 and the 890 Jump are now LIVE! Even Newsweek wrote an article about the 890 Jump: https://www.newsweek.com/star-citizen-890-jump-release-design-price-super-yacht-1457621?fbclid=IwAR3c7hFdO68BrRmVNASa4AHtkyVgjWNFu6HeqraZkG1Mr2HViveYIgVNoMI
  32. 1 point
    VoA

    Origin 890 JUMP

    Concept vs in Game
  33. 1 point
    VoA

    Squadron 42 (S42) - 1.0

  34. 1 point
    macgivre

    PURGE OF KINGDOMS - Game Of Thrones Parody

    look like a porn parody ...😄
  35. 1 point
    Buckaroo

    Crusader Hecules Starlifter

    STAR CITIZEN ROADMAP UPDATE!!! AUG 30, 2019 The Crusader Industries Hercules Starlifter is on the Roadmap, set to release currently in Q2 2020 in Alpha 4.0
  36. 1 point
    Arcanus

    Origin 890 JUMP

    Random person on Spectrum: "A 600 series on top of an 890 Jump? Hold my beer.... Okay, I'll see your 600 series, and add a 300 series on top of it! "
  37. 1 point
    VoA

    Aegis Nautilus

    OFFICIAL [PSA] Many of the top voted questions in the Nautilus Q&A have already be answered title... in the last few days a lot of info was collected from the Aegis Event see: https://www.reddit.com/r/starcitizen/comments/cw4f6q/some_random_mixed_info_bits_on_the_nautilus/ and https://www.reddit.com/r/starcitizen/comments/cvyml3/chairmans_club_dinner_report_lots_of_information/
  38. 1 point
    VoA

    Aegis Nautilus

    ah.... you forgot something very important...... while the ship itself has a bigger blindspot area in terms of coverage compared to a Hammerhead........ the mines themselves can actually make up this coverage deficit While the Hammerhead is the perfect Gun Boat vs Fighters....... The Nautilus should still fair decent vs fighters (not as good as the Hammehead though)...... but MUCH better vs Capital Ships than the Hammerhead with the S7 guns but also the proximity mines packing a punch equal to a S5 Torpedo ++++ the Heavy Armor and Shields The only major weakness I see with the Nautilus is vs Bombers (Torpedoes should be able to make their way through a Minefield and pack a big enough punch vs its Heavy Armor and Shields)
  39. 1 point
    Zero Null Cero

    Aegis Nautilus

    I did the same exact thing with my old UEE Explorer Pack. If you have the opportunity to save a few $$, then you might as well take advantage when the offer is good. ZNC
  40. 1 point
    VoA

    Origin 890 JUMP

    Nope....... we actually know this isn't the case....... not even refuel them as far as we know (though this could be the exception) The Only Ships that we know of besides the big NPC capital ships....... (like the Pegasus or Bengal)....... that can Rearm / Repair / Refuel fighters Crucible (only repair in current variant - another variant will be used to re-arm - but this could change the older concept - but this is as of the JP mag on it) Vulcan Starfarer (refuel) Polaris Idris Kracken Javelin --------------- Note even ships like the Endeavor Hope that can have a "Hangar" can't Rearm / Repair / Refuel fighters So ships with Snubs (like the Merlin on Connie or the Pisces on the Carrack) can't Rearm / Repair / Refuel (though...... its likely that there will be an exception to refuel snubs)
  41. 1 point
    VoA

    Aegis Nautilus

    They are working on the other mechanics - they just want to make sure they are doing it right. Mining as an example was a home run....... and they are working on Salvage, etc.... There will be mechanics like Farming and maybe even Science that will lag behind........ or even Mechanics that have a Design Doc (like when the Starliner came out for Passenger Transport) - but still need to be implemented. I don't really see Mines as a new mechanic or profession per se....... and should be fairly easy to implement since it really isn't a "profession" Agreed and will be hard to balance per my Theorycrafting post above... from yesterday Unlikely that you can swap drones from one ship to another....... example........ a Reclaimer that uses Salvage drones shouldn't be able to use Orion Mining drones (more likely than not -even if it is the SAME exact drone from the SAME manufacturer with just different software and control CPU's involved). However....... I do see the Nautilus as the "Penultimate Mine Layer"..... and hope that we will see both a Small Minelayer ship......... and a Medium Minelayer ship........ perhaps with slightly different mine options Agreed -- posted the same thing..... per my Theorycrafting post above... from yesterday
  42. 1 point
    DASKOMMTDAWEG

    Aegis Nautilus

    I´m not especially interested in the ship itself. But I love the mines. I really hope that I can set them manually from the Hammerhead or by the DroneCompartment of the Carrack(Praise to her name!). Also a great asset for otherwise helpless ships like the Endeavor. I will sleep much better with this little buggers keeping watch...;)
  43. 1 point
    Fizzlefuse

    The Mandalorian - Star Wars

    Jeez.. I'll be honest; that already looks better then The Force Awakens and The Last Jedi combined.
  44. 1 point
    Karazantor

    Crusader Hecules Starlifter

    I likewise have a Hercules M2 and a Starfarer Gem - I see both being extremely useful, with the SF being both a fuel refinery and to a more modest level than the M2, being a transporter also. Just a shame what an absolute mess the SF is internally. I'm expecting the M2 to be reasonably fun, while the SF in its current state is entirely a ship for "grinding". All business and not really much pleasure.
  45. 1 point
    VoA

    Aegis Nautilus

    What would be really cool is if it has some special navigation / sensors / propulsion / etc.... hull plating for pressure..... for going underwater in water worlds or into oceans. I doubt it........ but still a possibility......... and I haven't forgotten Ben Lesnick mention his desire to see (and discussion about) underwater hangars +++++++ Another teaser from the RSI thread.... This indicates it is a Minelayer which there has been discussion about it in the past....
  46. 1 point
    Elranyar

    Origin 890 JUMP

    I spent a short amount of time here in the mid 1970s, when my dad was principal of Humbolt Junior High (now Bradshaw Mountain Middle School). I returned several years ago to attend a Gunsite course, and decided I would retire here. It's a beautiful area! I'm putting together an Arizona Bar Citizen in Phoenix on 25 October, and I hope I get a decent number of attendees.
  47. 1 point
    VoA

    Avenger - New WIP Pics

  48. 1 point
    Sky Captain

    New Citizen

    Welcome!
  49. 1 point
    Gallitin

    New Citizen

    Welcome to the boards!
  50. 1 point
    VoA

    Avenger - New WIP Pics

    Cool image of an Avenger escaping damaged....
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