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Found 13 results

  1. ATTENTION CITIZENS! Are you eager to amass substantial wealth and engage in unrestrained combat? Join The Darkblood Syndicate! We are a collective of Pirates, Assassins, and Smugglers, governed by a single code: Never cross a fellow Syndicate member Learn to specialize in Guerilla Warfare, Piracy, Kidnapping, Disabling Comms Arrays and Prison breakouts with a group of other likeminded individuals while making MASSIVE amounts of credits. The Pirate life means Money, Power & Respect without equal, strike fear into the hearts of other players and never have a need for credits again. Curious to discover if you possess the necessary skills? Join our Discord : https://discord.gg/ywkEKWfRvM And embark on your journey as a relentless Darkblood Syndicate Operative.
  2. 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.
  3. Questions on ownership after the latest ATV episode Discussion July 28th at 05:30 am Question Hi All, Really enjoyed this weeks ATV episode around the persistence and the ownership of items. In particular around the legal ownership of items. Although I have some questions about it. If i buy an item i am the legal owner all good. If i take my cargo and load my ship but I crash or get shot down - Am i still the legal owner of the cargo? If i make a claim on the ship and cargo that i just lost am i still the cargo's legal owner or does it change to the insurance company/no owner? (if it changes to the insurance companies cargo it could be some nice little missions for smaller ships to recover etc). If I am in space and i find a wreck with floating cargo can i check if there is an owner as i wouldn't want to get a wanted level? Also from the video it was mentioned that when containers are spawned in for missions/containers etc. people are tasked to recover them but when they spawn they don't have any owners. In a case like this how would someone legally claim the cargo they have salvaged? Is this done at a scavenger shop/outpost or remotely on the fly? In the case above if someone is manually taking the crates off a derelict and stacking them in their ship. Is the cargo legally theirs at this stage or would i be able to sneak in and steal some crates from their ship without it being a crime? I ask all as i would just out of interest   Also i hope there is a strong idea of how it will work in a way to stop people from grouping up and abusing the system in any way. STAFF Made this comment in the 3.0 Production Schedule but feels it deserves it's own topic here. Source: https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/questions-on-ownership-after-the-latest-atv-episod In short, if you salvage or take something from the "universe", it's free game for anyone else to take it from you. Where does that leave law abiding Citizens? Are we to receive a criminal rating because we're protecting cargo that we technically don't own now? It feels as if the criminal can just walk right in and take it, and we have to let them since even though we took the time to find stuff on our own, none of that really matters. I believe the mechanic should be, once you acquire something that the universe owns, you are now the legal owner of said item. The "universe" should not have a claim on said item after a player recovers it as their own. For the universe to still lay claim is flawed from the very beginning in my understanding. You can't possibly say that you're stealing a rock you found at a park, and then someone goes into your vehicle and takes it from you, and not be able to make a report of someone stealing something that now belongs to you. Thoughts?
  4. A quick news bulletin as Will Maiden has been talking on Spectrum about how cargo with work with pirates, smuggling and more in the Star Citizen verse. Will also briefly spoke about about how we might see the first iteration of cargo in Star Citizen 3.0. Reddit Post: https://www.reddit.com/r/starcitizen/comments/5zz795/will_maiden_on_spectrum_unplanned_qa_about_cargo/
  5. PC Gamer gives a brief overview of their experience with Star Citizen during the free flight period. Starts at 00:14:36 (If my direct link didn't work).
  6. A ~10 minute dogfight from our shenanigans on the server last night. We basically took over an entire PU instance.. I think there was 1 or 2 non-Imperium members on the server.
  7. Looking for a pirate outfit, and no not the regalia kind of outfit. Though the thought did cross my mind, FSM.
  8. WE are an organization basing our Major goal of starting our own empire free of UEE Control On the outer Rim of UEE controlled space for Now and eventually controlling an undiscovered system as our final home base. I am looking for like minded people who want to role play and experience the freedom to play the game as they see fit, but with a group of people that want to be part of a legacy and in game lore as a final accomplishment. It will take many of us to achieve this but it only take a handful to get us started. I have already created the Org. on rsi website and taken the time to create a webpage and a Facebook page. Check us out at DITHS.weebly.com , facebook.com/diths and pm me if interested. I check Daily. A little about me. I am a recently retired (early retirement due to injuries) Army vet(also served one term in the Navy) that games hardcore while taking on a Masters in Cyber Security. I look to bring my military knowledge and skills along with the skills of my like minded friends from what we learned there into Star Citizens. I served as EOD in the United States Navy and switched to an AD(aviation Machinists mate) half way in, during my 9 years in the Army I served as a 91H or All purpose track Mechanic and was award for many things I did and accomplished in service. Most of the knowledge of what I learned and used in actual combat can be applied here and we can effectively win battle on both ground and space with training and practice. The true question is "Do you want to be part of something great? or do you want to look back and say I had the chance to join them!
  9. Poor Format Warning - Proceed at your own risk.
  10. We would like to create more than just a simple pirate crew, we want to develop a proper fleet of pirates, with the intention of absorbing or destroying all other pirate crews, to dominate piracy within Star Citizen and become the king of pirates. We're looking for dedicated players who would like to enjoy the thrills of piracy while also delving into all other professions to build a proper pirate fleet. We enjoy role playing, and we're hoping to role play One Piece within Star Citizen, if you're interested in this drop us a line. Members do not have to role play, and you don't have to be a member to role play, we need enemies too. Our Rules Are Simple: 1. Respect your crew members. 2. You share with us, we share with you. 3. Be more than a pirate! Be a Straw Hat Pirate! Our Mission: To control piracy within Star Citizen, and become the king of pirates! We’re Split Into Nine Sections: Research & Development Bounty Hunters Search & Rescue Navigation Captain’s Crew Diplomacy Trade & Industry Scouting Exploration Members will have access to our private teamspeak, free signatures, as well as an allowance. What are you waiting for? Come join the greatest pirate crew today! Best Regards, Captain Canuck
  11. Hello, Captain Canuck here, If anyone's interested in role playing the One Piece storyline in space, drop us a line, we're recruitng. We're still working out the logistics of how everything will play out, but the Imperium looks like it could be the marines, so that's a start. Send me a private message, or find us here: https://robertsspaceindustries.com/orgs/ONEPIECE
  12. Morpheus

    Drake Buccaneer

    There's a Drake Interplanetary Buccaneer mentioned in the latest Galactic Guide; https://robertsspaceindustries.com/comm-link/transmission/13441-Galactic-Guide-Drake-Interplanetary http://en.wikipedia.org/wiki/Buccaneer What could it be? An even more pirate-y ship than the Cutlass? Something bigger perhaps, that might even threaten a small capital ship?
  13. TL:NGR (too long, not gonna read) Looking for: Rebellious players Focus: PvE piracy Secondary Focus: PvP piracy if they deserve it What you can do: Be anything - miner, explorer, manufacturer, ship thief, whatever, it's just all to help your fellow pirates and yourself. Slider: Directly in-between PvP and PvE (I want human players to see us attacking Big Business and the Government and consider us heroes...and then hopefully join us and our cause...which of course is anarchy!) In real life I am a peaceful, fun person. However, this is a video game…and I’m always playing the good hero. It’s time to have unrealistic fun and wage a revolution without real life consequences. Are the Rebel Hooligans pirates? Yes we are. But think of us as the Weather Underground or like the Robin Hoods of space. Stealing from the rich and…keeping for ourselves because we are the poor, the outcasts, the misfit kids. However, we will not enslave and will try not to murder innocents. We are not against assassinating UEE officials and if there's a bounty hunter on your tail then he's asking to get ghosted. Our agenda is to rebel against the UEE; their officials, their business cronies, and any rich puke who truly thinks they run the universe and are above the law with their massive amount of credits. It’s time for the dictators to fall. Our true strategies to accomplish this goal will only be known to registered members of the website. I am a casual player but welcome all styles. There are no commitments to membership besides loyalty to our Hooligan brethren. Everyone that joins our guild will automatically be an officer, as I consider each captain an individual, free to do as they will, but will have the collection of individual pirate captains to call upon for the greater good…or bad. If you are interested in joining, then keep this game-play style in mind. If you are a revolutionary at heart, if you are relaxed and fun, and will embrace the idea and use this platform to pull others together…then feel free to register. Go to www.rebelhooligans.com and sign up. Stay elevated! We are Hooligans and we support your shenanigans!
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