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  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. Hello, fellow citizens, it's been for too long since I've made a post (life, work and all that noise). Super glad to be back in the swing of things! Anywho while I was doing my 2 Am trying to sleep but watching YouTube trying to make myself sleepy. It being as effective as an Aroura taking on a Super Hornet, I stumbled on to this super interesting video and immediately thought of SC because well I compare everything to SC. Super interesting video tho and it was one of those things that make you go "hmmmm"
  3. It has not been touched since TftC#8, but what happens to all of those upgraded hangars when the game goes live? If you have an Asteroid Hangar do you get one in the PU? Do you still need to pay rent? If they are still selling the VFG industrial hangar as a $50 standalone item that must mean it has some real value right?
  4. The Next Great Gold Rush Won't Be Taking Place on Earth The Next Great Gold Rush Won't Be Taking Place on Earth By Ellie Kaufman April 21, 2015 This branded content story is part of a collaboration with United Launch Alliance on the future of space exploration. For more information about Mic's branded content guidelines, please visit our FAQ page. There's a new gold rush heating up, but the hunt isn't for oil, gas or tech stocks — it's for asteroids. There are more than 10,000 near-Earth asteroids shooting by at any given moment, and many of them contain valuable resources like water, platinum and iron. While water and iron don't seem worthy of a gold rush by Earth standards, their value skyrockets due to their scarcity in space and the challenge of extracting them. If private companies can figure out a sustainable way to mine and sell these cosmic assets, they could make a killing in the new space economy and help fuel the next stage of galactic pursuits in the process. Already, private companies are betting big on the potential of asteroid mining and working hard to get there first.Japan launched its own asteroid mining operation last year. Serial entrepreneur and X Prize founder Peter Diamandis believes the first trillionaire will be made in space. That's right: trillionaire. If that's hard to imagine, just take a look at the value of one asteroid compared to what we normally think of as expensive or high-value: What exactly makes asteroids so valuable? While water is abundant on Earth, in space, it becomes a multi-purpose commodity. It can fuel rockets, sustain potential life on other planets and shield astronauts from harmful radiation. Asteroids also contain large quantities of platinum and its sister minerals, which are incredibly rare on Earth and can be sold for a hefty profit. By mining resources in space instead of transporting every material from Earth in a rocket, asteroid miners could save millions of dollars for future space missions. The mineral-rich asteroids have orbits that bring them close to Earth's atmosphere, making them relatively accessible to space miners. These mining operations could enable an unprecedented level of autonomy to future space missions, empowering bigger and better exploration efforts. "Resources have allowed us to move into every frontier on planet earth," Chris Lewicki, president and "chief asteroid miner" at Planetary Resources, told Mic. "If we can find the same opportunity in space, we will find an economic engine to fund the exploration of space." Computer generated image of near-earth asteroids, shown in relation to the Sun and planets' orbits.Source: Planetary Resources Enter the private sector. The private sector has recognized the potential of the asteroid mining market, and they want in. Private companies like Planetary Resources, backed by Google's Larry Page, and Deep Space Industriesare investing millions to develop new technologies that could tap into asteroid resources. Without federal regulation and dependence on government funds, these companies can create new tools much faster. "I think it is the golden age of the new space race," Lewicki said. "Rather than two competing superpowers, what we really have now is dozens, maybe even hundreds, of competing capitalists." But the lack of government involvement cuts both ways. While privatization of the space industry might speed up exploration, it is unclear whether or not these companies are legally entitled to the resources they mine. Once you exit Earth's orbit, it's much harder to determine who owns unclaimed planets — or asteroids. Last year, a new bill entered Congress to protect companies for this very reason. The bill, creatively named theAsteroid Act, would grant ownership of resources to the company that has extracted them from the asteroids. The bill has yet to reach the floor at the House of Representatives, but the fact that it exists signals the growing attention being paid to a subject that feels like a sci-fi movie. As K. Dean Larson writes for the Wall Street Journal, "the passage [of the bill] will cost the taxpayer nothing — while the ensuing economic activity will benefit everybody through the creation of jobs and appropriate future taxes on asteroid mining." A digital depiction of the Planetary Resources Arkyd 101 Space Telescope that will be used to identify asteroids to mine.Source: Planetary Resources This is happening sooner than we think. Before Congress has something to regulate, these companies need to actually mine an asteroid. That process begins with finding the right asteroid to invest in — not an easy feat, considering they're trying to prospect rocks hurtling through space at speeds upward of 56,000 miles per hour. "Robotic missions up to asteroids are relatively recent, and we know that there are all sorts of different asteroids up there," NASA's Rebecca Keiser told Mic. "It's really hard to guarantee for these companies exactly what they are going to find when they go up and mine the asteroids." That uncertainty is leading to a secondary market for space prospecting tools, like a new telescope. These tools will be able to locate the asteroids outside of Earth's atmosphere before choosing which one to mine. After they locate the right asteroids to mine, small robots will cling to the asteroid's surface and use drills to extract resources. While asteroid platinum quarries might seem far away if companies are still searching for their next asteroid-shaped gold mine now, experts insist that these realities are right around the corner. "The development, exploration and settlement of space is going to happen a lot faster than I think people think it will naturally," Lewicki said. "This isn't 50 years away, it's 10 or 20 years away." If asteroid mining is right around the corner, the large fortunes these companies plan to cash in on isn't far off either. That means in just a few short years, we may not be looking at financiers or heirs to Wal-Mart on top of the Forbes billionaire list. We may be looking at asteroid miners. Data sources for charts include NASDAQ (prices from March 31, 2015), Mashable, Gold-Eagle, the World Bank,Fortune, the Space Review and Forbes (1, 2).
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