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Found 9 results

  1. Let's post our ideas for Star Citizen. The galaxy's a huge place, full of curiosities and splendor! Please be polite and have fun, while we discuss in detail the additions we want to see in SC. Constructive criticism is always welcome, keep it friendly... Here are a few ideas I will start us off with: -Planets- Planets should have highly varied biomes and environments. These should include ocean planets, desert worlds, jungle moons, cavernous lands, ice planets, swamps, (and a personal favorite) lava worlds! It would be cool to have various atmospheric conditions, such as excessive heat or cold or toxicity, even radioactivity, which could have specified suits designed for protection from those environments (without which players would perish!). Planets should also definitely have varying levels of gravity, some with no gravity at all, and some with intense gravitational pull and pressure, suit required. Gas giants would be really cool, where traversing the upper atmosphere would be OK. There could be floating outposts, etc. Then moving too close to the core could crush most ships... Also would be cool to see asteroid-based outposts, with subterranean areas. -Weather- Weather should factor in on at least some planets, but not all. Some planets should remain placid, while others could have weather cycles such as: sandstorms, blizzards, high winds, etc. It would also be interesting to have electrical/radiation storms where again, special shielding would be required to survive. Another interesting addition would be meteor showers, perhaps not damaging to the player in most cases... Of course, the most intense weather should be on planets with lesser city-populations. There should also be 'weather' cycles in space the likes of radiation/electrical storms, where ships' shields would be rendered ineffective. Perhaps here or there, a neutronic wave front (Star Trek, Ahem)! Deadly nebula! -Ships- The ships so far are absolutely bad-ass. Can hardly put it into words just how right they look and feel. I do have one minor issue to discuss regarding player immersion: Planetary entry/re-entry seems a bit off... It feels somewhat awkward orienting the ship into a nose-dive and then accelerating toward the planet. While that should still be an option for entry, it seems lacking, if it's the only way. Players should be allowed to let their ships drift slowly downward towards the surface (with a horizontal orientation relative to ground), all the while getting pulled to greater and greater speeds due to gravity. Currently it seems as though there is no gravity, requiring ships to nose-dive and hit the thrusters. The level of gravity should also have effects on how quickly ships take off, and how much fuel is consumed. Also some of the more lightweight craft should be capable of water-landing and flotation, some, not all. -Weaponry- Weapons are also looking pretty nice, and I can't wait to hunt some bounties and pirates with the Scourge Cannon! Turrets on ships are awesome and so are the weapons additions to the ships main systems. Weapons turrets on ships should not be automated. Automation would detract from the challenge of the game, and we never want that! Instead the player should be able to either hire NPCs or other players to man different positions aboard their ship. Also it seems some of the infantry firearms are being slightly 'overdone', so to speak. For example the Devastator shotgun seemingly has way too much level of detail and unnecessary bulk added to it. My suggestion is to lean more on the side of realism. I know it's Sci-Fi. Still I hope devs don't get hung up on making things like fancy-diamond-encrusted-platinum-laser cannons with under-barrel flame throwers..! It would be amazing to see (in rare cases), Orbital Weapons Platforms that could, if accessed, rain supreme firepower down on the planet's surface, destroying small outposts, structures or towns... Of course it would be necessary to make accessing it an extreme challenge. Accessories are nice. But keep away from over-extravagant weapon design. -Exploration- Exploration should be the fundamental, key point of the game. While some may argue that it is space battles, I tend to disagree. With so many space craft, vehicles and weapons, the gameplay will quickly become boring and the equipment redundant if there is not a vast amount of exploration. Here are a few thoughts on aspects of exploration: Artifacts, Flora and Fauna. Scattered throughout the verse there could be a plethora of different types of Artifacts to be found, only through rigorous exploring. There should be ancient ruins with old alien technology, perhaps rare weapons. There should be Obelisks and Pyramids and rare trinkets that could be sold or held as trophies. There could be mysterious devices, like the Orbs in Mass Effect (the first game) with strange properties. There could be alien tech that could be found and then saved for use at a far later date. Regarding Flora and Fauna, there could be a huge variety of harvesting options for certain crafting items. There really ought to be many creatures, perhaps mostly neutral/friendly. However some animals, in rare cases could turn out to be hostile, and highly challenging to face. Perhaps giant worms, or insectoids! Another thing could be infected worlds, or derelict ships (think Dead Space, or The Thing) where your only choice is to fight for survival or run for your life. There should also be intact derelicts. We've seen plenty of demolished ones. Some should be intact, abandoned in space, or even on land. Exploration should not, and I can't stress this enough, should not stem solely or mostly from missions! Let the missions be vast and varying in type by all means, a multitude of missions is always welcome. But please don't conflate missions and side quests, with exploration. -Armor & Apparel- The armor should of course have good variety. Weight should factor in, which I believe it currently does. Also there should definitely be highly specialized suits for specific tasks. Of course there'll be a space suit for EVA in outer space, but adding other specializations for other armor sets/suits would be great too. There should be a set more suited for enduring intense heat, or cold or radiation. There should also mostly be non-EVA capable sets IMO. Body armor should not be conflated with EVA suits, and they should for the most part be separate, with a few exceptions. It would be cool to see a lot of options other than simple armor for combat and space suits for EVA. One thought would be a stealth-suit with either quiet movement or even invisibility. Mostly I'm hoping it will prove an actual challenge to obtain armors, so that everyone isn't immediately buffed just after they begin playing. Let there be lots of varying, quirky outfits to be found. -Miscellaneous- NPCs for hire or available as crew members should use a rating system the likes of the one used in Metal Gear Solid V. They could have a certain class of career like 'linguist' or 'gunner' or 'medic', and within that specialty a certain set of ratings. Players should be able to activate distress beacons (false or genuine). If a player's ship is captured, they should be given the option to fight aboard the enemy ship in order to escape (think Han Solo and co, the capture of Millennium Falcon!). Where are all the AIs? This is the future after all... There should be robots of some kind or another, even perhaps a sentient machine race! There should also be a minimal amount of spawn/respawn actions. I realize this is counter-intuitive, given there's a massive universe to traverse. But it will add to the replay and return-to-game value; if people can easily spawn their ships and/or fast travel around it will make things overly-easy. It's nice that there's a wait-timer for summoning ships (at least destroyed ones). However, if a ship is not at the station at which you are staying, it should take time to arrive near you, and there should be a fuel cost and fee. Having all your ships easily at your fingertips will take away from the immersion and challenge of the game. It should also be more challenging IMO, to acquire cash. Gaining millions of credits should take a very long time. The quicker people progress in the game, the quicker the MMO will die. I don't believe there should be a 'difficulty setting' option. The universe in general should prove pretty damn challenging, with areas of extreme and lesser challenges. Some mini-games would also be cool, so long as they remain within the Persistent Universe. Game modes are a bad idea. It's understandable at this point, given there are players currently in the game who want something working. But later on, when development is (mostly) "complete", having different game-modes will detract from the main MMO. All hoverbikes should remain as hoverbikes, and not be turned into flying-space-hoverbikes! Please remove the flight-function for hoverbikes. Having flight for them is ridiculous and totally misses the point of a hoverbike. While I do agree that they should have some (slight) altitude control and perhaps a jump/boost, they should not be able to simply fly away, especially up into space. A hoverbike is like a speeder from Star Wars, it's not for flight; only for elevated, fast, ground travel! This goes for all ships and vehicles; if they have a specialty let them stick to that specialty, no blurring lines, except perhaps in rare cases.
  2. Th3 Warm0ng3r

    Commanding

    As this position can be seen in all three of the current subdivisions of Professions, I thought it should have it's own tab to deal with commanding multi-crew ships as well as strike groups, squadrons, battle groups and the like. There is plenty to discuss here, and if it comes to larger orgs I am sure this can be considered a profession on its own considering the complexity of managing multiple ships both capital and strike craft and understanding space combat ect. On the smaller side discussing the ability of commanders in ships like the Reclaimer, Starfarrer and even the Constellation would make this a rather larger sub thread if created. There is plenty of theory crafting I have on tactics and abilities.
  3. I am selling game packages AURORA LN with Star Citizen + Squadron 42. I have over 200 successful sales of ships Star Citizen on eBay (all with positive feedback from buyers). PM me message and I will provide a link to that sales thread. Also I have successful major sales on this site, you can see my feedback. Please read the Instructions & Conditions: Package included: Space Ship Aurora LN Self Land Hangar Starting Money: 1,000 UEC 3 Month Insurance Digital Star Citizen Manual Squadron 42 Digital Download Star Citizen Digital Download Description: Aurora LN - this combat variant ship lines Aurora. With a more robust shield generator and a pair of additional weapon hard points, the Aurora Legionnaire is a dedicated combat fighter, built to handle any obstacle the universe can throw at you. Price: 65 USD$ - including PayPal fees The Aurora LN game package at this time is no longer sold on RSI's website.To get this package in particular for it's cheapest price point from RSI, you would need to buy the $65 Mustang Alpha Star Citizen + Squadron 42 Combo pack, plus an additional $5 Aurora LN upgrade, which totals for $70.
  4. SELL STAR CITIZEN ACCOUNT MAIN PACKAGE - AURORA MR STAR CITIZEN + SQUADRON 42 COMBO(Single Player , MP and MMO) Kruger P-72 Archimedes with LTI(Life Time Insurance) StarFarer with LTI(Life Time Insurance) Add-Ons Game Universe StarMAP with LTI Selfland Hangar , Revel & York Hangar , Aeroview Hangar , VFG Industrial Hangar UEC - 31000 SPACE GLOBES UEE TOWEL OMNI ROLE COMBAT ARMOR (ORC) MK9 DECEMBER 2014 BACKER REWARD CHRISTMAS 2014 REWARD! EXPLORER-CLASS MOBIGLAS RIG HADESIAN ARTIFACT ENGINE TUNING KIT XI’AN SPACE PLANT BB-12 MANNED MANEUVERING UNIT 5PREACHER ARMAMENT INQUISITION XXII GATLING J-SPAN CRYO-STAR COOLER 2944 WAR BOND New Price - $550
  5. snakeeyes2050

    Imperium Battle Marathon

    Hello everyone!! First of all, let me greet everyone here at Imperium. I'm SnakeEyes from OWN (Outer Worlds Network) a small knit group that has some ties in its origin to Imperium. I've been recently speaking to Warwulf to get a game going but it seems that the interest for the game may have scaled to something more interesting. Therefore I'd like to start a thread to share with you guys a common project that could of general interest. When Warwulf mentioned that you guys would bring like 15 to 20 pilots for a few AC Squadron Battle games I went and started a thread in the spanish AC forums we have in several communities. The response was quite unexpected and, instead of getting 3 to 4 extra members, a few full squads (teams of four) ended up showing interest. It was then that occurred to me the possibility of setting some sort of special event: Codename for now "IBM - Imperium Battle Marathon". The idea behind this is to encourage people to play AC in teams... encourage to play friendly games at multiple levels of skill and do it always from a fairplay a chilled out perspective (Just a slight touch of competitivity to keep things rolling). So multiple teams, several hours of gameplay, availability for people on different timezones... we could do this on a saturday for example. Let this thread be a place to show the interest of people (I will start adding the list of teams that might want to play this event) and start building a date for the event with the rules and everything. Basic set of rules: 1- No tempest or CS missiles at all. 2- Scoring system yet to be determined (default score system or last man standing in rounds). 3- If one member from a team falls or crashes the game may continue for the sake of a fluid game, unless it's during the first 5 minutes of the round. Of course all this data needs to be properly discussed before the event takes place, so that we can give everyone some basic guidelines ¿What do you guys think?
  6. lamine0uali

    Imperium Official Squadrons

    Hey guys, this is Aus... Lamine... When will Imperium reveal its official squadron list ?
  7. So I finally released my first ever fan fiction...and it's for Star Citizen!!! It is called Siege Ghost. READ PART ONE ON THE RSI FORUMS Siege Ghost: Part I "Fog" Or at: http://281706.tumblr.com In short, the story is revolves around a pilot by the name of Segan "Bright Eyes" Shelton. Although you do not meet her in this first episode, she will be the main protagonist in future episodes. She's a bit of a loner, but only sometimes. More than that, Shelton is always being hunted by somebody...whether it's by UEE recruiters or the nastiest pirates you'll find anywhere. Why is she being hunted? You'll have to read the impending series to find out. All I can say is that, her story is set to grow to massive proportions. Even Imperium may be involved! Please read and give feedback on this first episode. OFFICIAL SYNOPSIS Segan "Bright Eyes" Shelton grew up the proud daughter of a single father who worked hard, spending much of his time on deep-space mining platforms to support her, yet was still always able to find quality time for her. To young Segan, it seemed like the man never slept. "Papa, you should rest for a while," Segan would always say. "If I rest, who's going to protect my little girl," he'd reply. Though her father never got rich from mining, Segan never went hungry. In fact, she was the happiest kid you ever saw. Segan, through all her years growing up, witnessed her father do nothing but good -- for her and for others. He earned everything they had and never took anything out from under anyone else. He taught her to do things the hard way so that she would never have to resort to hurting other innocent people. Segan’s father taught her a lot in just 17 years. He would have taught her more, but he just didn't get the chance. A kid's hero was gone forever due to a tragic mistake. Now a grown woman, Segan knows that many ill angels just like the kind that caused the death of her father, still exist. It is her mission to give them something to fear while still honoring the pride and teachings given to her by her father.
  8. The 1st Royal Aerospace Squadron is recruiting Website: http://1ras.enjin.com Timezone: USA mostly Commo: TS3 Focus: Casual Play, some RP, and Moderate Competitive play. Fun Description: The 1st Royal Aerospace Squadron is an Independant Squadron from the UEE Marines. In Which is Give the freedom to maneuver where ever is needed of them. We have Ships dedicated to exploration, and Patroling the boarders, as well as the lawless areas of Space. we accept request for assistance from Civilians who might need help or protection from Pirates or just any hostiles, We are not a unit that Engages in Smuggling nor Piracy, we are a Loyal Unit of the UEE. To apply: Visit your local UEE recruiter on planet or visit 1ras.enjin.com
  9. ~ ~ ~ Welcome to Valinor Aerospace Ltd. ~ ~ ~ Valinor Aerospace Corporate Advertisement Videos ~ ~ ~ Valinor Aerospace Employee Roster Exploration & Charting Division Elbereth E. Silmaril (elbereth): 300i, Role-Play (Heavy), USA PST Corwin Robeki: Aurora LX, Role-Play (Medium), USA EST Draco Argentum: Aurora, Role-Play (Medium), Australia Jeannie Catazonon (catazonon): Aurora LX, Role-Play (Heavy), USA EST Science & Research Division AgentSnow: Role-Play (Light), USA Central DrakeBloodwright: Freelancer, Role-Play (Medium), Australia Jud Wright (octacube): Freelancer & Aurora LX, Role-Play (Medium), USA EST Interstellar Commerce & Logistics Division Lorien E. Silmaril (bagheera): Freelancer & 300i, Role-Play (Heavy), USA PST Michael Garret (chayak): Constellation, Role-Play (Heavy), USA Central Fleet Security Division Gurislav Stone (arjentstone): Aurora LX, Role-Play (Heavy), USA PST James "SnakeEyes" Burton (snakeeyes): Hornet, Role-Play (Medium), Spain Josh "Jarfond" Kailias (jarfond123): Role-Play (Medium), USA EST Sol Verimun (aruvella): Hornet, Role-Play (Heavy), USA PST
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