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Showing content with the highest reputation on 11/02/2018 in all areas

  1. GRIZZ

    Imperium Pins

    I had created a batch of Imperium Pins. Thanks to generous members, the pins will be free, and you only pay for shipping. If there is a lot of demand I will consider another run of them and sell them at cost with Imperiums blessing. The Pins themselves are 6061 T6 Aluminum with 2 pins on back and rubber pin backers (not the crappy metal butterflys). The USPS shipping cost to US is $3.50 and Canada is $10. I have no idea what other countries will cost, but it will be under $20. First come first serve. PM Me your shipping address and I'll reply with my e-mail for paypal, google pay, or Star Citizen virtual goods if that's how you want to roll but I can't make change. ;-]
    1 point
  2. If you check M's post here :Master Set They are selling an LTI endeavor master set for $1,250
    1 point
  3. My biggest problem is way the design feels artificial. I'm not against specialized ships or ships that can't do something, but the design and limitations should feel like they came from in-universe. Racing ships don't carry freight. Freighters don't dogfight. The devs have decided for purely game based reasons (wanted diversity or whatever) that the Valkyrie can't hold cargo (ignoring hand-loading). They admitted they are still coming up with an in-universe reason why, but this really rubs me the wrong way. It's doesn't feel reasonable that any in-universe designer would let space go to waste like that. It will always feel like it was designed from outside, rather than to an in-universe purpose. I feel similarly on the lack of crew doors, but that could almost be written off as "the military doesn't always think things through" and/or "military pilots wear full flight suits". Tangentially, it's the same reason I'm wary of the quantum travel maximum distance change. I feel that increasing the range of the drive, or adding an automatic rejump or whatever would be a goal of in-universe designers. "New RSI ships let you enjoy a cup of tea while on long trips! No more busywork in the cockpit! Enjoy the skies; RSI." Bottom line, the universe should feel constant, like people live in it, that they care about their productivity. Artificial and external limits will feel out of place.
    1 point
  4. It's not how many ship can do what or how many things a ship can do. The reason for the current argument is the current thought process behind the decision the Dev made is in contrary to the project. It become very restrictive, while Star Citizen was suppose to be free. Star citizen is based on accurately sized physical grid with actual physical space, so the cargo (as a generalized term) space is physically presented in the game. Now, the Dev tells us the physical space can only carry vehicle not something else because of their own reasons - if we scale up the application - your HOA tells you the physical space in your garage can only park vehicles not something else because of their own reasons. Do you think this is a reasonable thing? I understand Dev need to find balance in game, but I fail to find a reason why a Valk carrying cargo is going to break the balance. If the current through process continues ships in SC will not need physical space anymore and eventually become ED or other space games. TLDR: I'm not arguing about this ship, I'm not happy about the current Dev's thought process.
    1 point
  5. Can't wait for the Operations Pin!
    1 point
  6. I feel CIG has muddled the meaning of the word "release" for years now. Everytime release dates were asked for they treated it like it's some taboo, how we shouldn't ask "when questions", to the point where it became a joke they made on their youtube videos. People saying things like "well, what does "release" mean anyway?" and then going into how everyone has a different idea on what release really means.. and how they will always work on the game and it will never be "done" and how they won;t have a traditional release.. yadda yadda yadda. They know what we mean when we say release, we all want a game that runs stable and has enough content on it's own to just play it... but for a long time they have been dancing around it. Even now, they still seem to do so everytime they are asked when this game will be out. I understand why they did this, the best response is "when it's done" but to be fair, to anyone not following the project closely as we hardcore fans are, that's not much of an answer. At least now we have a roadmap for SC so that's something, but that thing changes every few months. The Road to Release panel was cringey to me as well, and for a moment did seem like it was again going to be a "what does "release"mean, really?" talk but it was good to hear OCS was one of the last technical hurdles they had to overcome and now it's a question of polish... though how long that polish will take is anyone's guess. We still didnt get a roadmap for SQ42 and that irked me though. I'm not going to make any predictions on when we'll get our hands on SQ42 because at this point I've given up trying to 😛 I enjoyed watching the crafting space panel, that looked really good (I can't wait trying to find salvage in the Coil)
    1 point
  7. Many were (or perhaps) still are skeptical that S42 is still years away. I've been saying for awhile now that we'll see it in 2019. This is supported by many media outlets and by CR even at Citizencon - when he mentioned that the major tech needed for S42 is now done...... like OCS..... bind culling, . etc.... The big tech push that still needs to be completed for the PU is Server Meshing --->>> But S42 doesn't need this tech....... so all they need to do now is wrap up content for S42. This is when the Roadmap kick's in for S42...... which we'll likely see for the first time in Q4 this year....... and it will show the "content" progress from Q1-Q3 in 2019 with an anticipated release in Q4 of 2019. It could be even tighter than this - but it is for sure realistic now with the engineering / tech work done. I think with S42 being available Q4 of 2019........ we can easily keep the players of SC satisfied with playing S42 through 2020....... and likely get into PU Beta late 2019 through Q4 of 2020 ----- and I think everyone will still be happy with that especially since Alpha 3.2+ was such a fun / viable game (really better than most AAA games at their full release).
    1 point
  8. lol there was just a big discussion about this, good luck! P.S. "Making trades in the grey market automatically makes your account a target for deletion." That's not true, grey market is called grey market because they are allowing it but do not support it. What this means is that if you get ripped off on a trade, CIG will not support you to get your ship back. They have been pulling back gifted ships from people who claim their account was hacked, and that's where in the problem and risk is for buyers. But losing your account for being gifted a ship? No because whatever was the reason for you being gifted that ship, doesn't matter. What matters is if the seller ever claims or not he or she was "hacked". In which you would lose the gift, not the account, and you would have to seek legal action against the seller if the claim was fraudulent. This is why you should only buy from trusted sellers that have been selling pledges (preferably close to cost) for years. Iceman has a seller history dating back to 2014 from his profile history, there is no reason to not trust him for buying his idris. If I was the type of person to spend $3K on a idris-M.. I would buy his.
    1 point
  9. See if they can be incorporated into a ring. Nothing says sexy as space geek bling, All of us space geeks love this stuff. Lol
    1 point
  10. You know the answer to this - Fidelity - doesn't allow for thousands within the same instance - but that doesn't mean the game isn't "massive"....... as a matter of fact...... lesser fidelity...... = old tech = less impressive (more blips doesn't mean a game that can combine more - is better....... ) - especially with bad graphics and less immersion What is left out of the argument is Server Meshing....... since the SC Galaxy Server will share data from one server to the next and with OCS and reduced LOD's over distances you won't really know if you are in a "different server" - as it is defined now in Alpha. Because the evaluation is way off base per my post to @Dabclipers above
    0 points
  11. per @Chimaera Historically Massive means "many players that play the game" - not how many per shard or server........... Besides technically SC still wins this if you count the amount of entities in the "verse" with the 10 to 1 NPC ratio and subsumption
    0 points
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