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  1. This package includes a rare AMD Mustang Omega, Self-Land Hangar and SC+SQ42 access. Have this for the longest of time but I never play the game nor have plans to do so. Price: 110 USD Paypal only
  2. When can we expect a waifu body pillow in our quantum traveling space dogs?
  3. To be honest I've followed this game for years but feel it's about time to jump in and see how it runs on my setup.
  4. Greetings fellow Citizens! Pretty excited to start interacting with everyone. As the game evolves in development, I see group play being a very dominant role in the verse.
  5. I recently "joined" this organization. they have some interesting articles rtelated to space, colonization, etc... http://space.nss.org/ Like National Space Society Applauds NASA’s Support for Commercial Low Earth Orbit Space Stations
  6. Hi everyone! Joined the forums a few months ago and just noticed I never posted in the welcome section! I have quite a few ships. Mostly small ones but I do have a 600i and would love to hang out and explore the universe with people! So hello from your local space bard!
  7. 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.
  8. I thought in might be nice to have space related news posted to keep people informed about what "We" are doing vis-a-vis space. We have Space-X, NASA and Blue Origin all doing things that will bring the Earth's population closer to, and, in fact, into Space. I consider this On-topic. My first offering (and I hope some of you will also post interesting bits) is Robot repair drones for satellites at higher altitudes - here is the VIPIR And apparently, Pluto has much more water that previously thought
  9. In Arma 3 I am taught to use a compass that marks directions in a three digit number. Yet due to the environment, it is only good for the x axis. I think that if you could make a direction system off of two three digit numbers. (0-360), we could establish a x and y axis. Thus allowing us to give direction when in flight. The Z axis is distance, and could be handled separately. (Z axis being depth). I did come up with this in spurt of the moment. Let me know what you guys think.
  10. Humans In Space – Philosophically Theory Crafting DISCLAIMER: The following is pure theory crafting and opinions. Probably only useful to someone wanting to write about Humans In Space, or maybe space sim lore. You have been warned - DRUM I was having some idle thoughts about Humans In Space and the more I thought on it, the more questions arose. Nothing truly resolved. This is a long read, but I penned it with the hope that others have also thought along these lines and would like to share their conclusions. Just taking our own solar system as a starting place, how would we interact once on a System Wide scale? Let us go a few hundred years into the future and assume we have Settlements In Space. Right off the bat (even while ignoring nationalities), over time there will be cultural differences between a settlement in near orbit and one further out like at the moon. Once a settlement is in orbit around another planet or way out in the Asteroid Belt, these cultural differences would be even more pronounced, since the people living in them would be very isolated from anything going on Earthside. Even here on Earth with current technology, villages and cities with mere hundreds of miles separation have significant differences in how they see the world, dialect, and how they treat their neighbors. The Internet has closed the loop on some of this, but the further you get away from large population centers, the more focused these differences can become. Earthside government and conglomerate pressures will inherently fuel an Us//Them mentality, especially so if there is a huge time or monetary cost just to get to the Settlement. Settlements will have a Threat Of Infection. Not just TO them, but also BY them. I imagine they will be rather sterile environments. But that will not stop some viral infection or other health risks from running amok among them. Even after some overwhelming biological infection runs its course throughout a settlement, any new comers will not have built up an immunity yet, and once infected they could well cause a mutated version of the same variety to again rampage throughout the Settlement. Same goes for people attempting to enter the Settlement. What sort of decontamination would be necessary for someone coming from Earthside after a Settlement has been basically isolated for decades? Or even for a Settlement dweller to return to Earthside or visit another Settlement? I remember the vaccinations required just to go overseas in the military. This will be taken more seriously and on a much larger scale. EDIT: Star Citizen has some lore in place for cross system contamination. (Dec 12,2015) The overall mental process of people who were born and raised in a Settlement would have to be taken into account. Say your Settlement was 10 miles in diameter with nice thick cement walls to keep off any solar flare dangers (think death star without the weapons). To walk the perimeter in one direction without side trips would be a road trip of over 30 miles. Factor in internal passages and areas, and this is one immense area to become familiar with. Someone not born and raised there would probably never really Know It. Lets face it, growing up some place is the best way to explore it. You crawl around and get into places adults would not. You discover shortcuts and vistas an adult who came there later would never see or experience. The person who grew up in a Settlement like this would not really be able to get their head around the idea of living areas being flat. To their way of thinking, if you walk in one direction long enough you get back to where you started. Today. The concept of stuff in the air like ice and water particles, or even the air itself blowing at huge velocities would be extremely terrifying. How could they ever really understand what it is like to See a horizon that is miles away and understand that when they get there the horizon will still be miles away? They will have videos and news feeds, to be sure, but I have seen pictures of Niagara Falls, and I have been there. They are not the same thing. Why is that water moving, where are the pumps? Is something looking at me from that hole in the ground? What is that smell? I want to rest, where is the gravity free zone? The reverse would also apply. Someone from ground side would probably feel constrained over time and wish for a gentle rain, or a mild wind blowing on them that was not mass produced. Hell, just a chance to drink a beer while your soaking feet are being tickled by the minnows in the creek and wonder what is causing those bubbles out there, while flicking mud dobs at the frogs and keeping a weather eye out for snakes and gators. How do you realistically justify that much chaos to a Settlement dweller who would be accustomed to a very controlled world? A Settlement would by its nature be very regimental and automated. There will be more to do, (just to stay alive), then the amount of people the Settlement could support would be able to accomplish. Higher education would be the norm and eventually morph into a cultural ideal. Everyone living in a Settlement would have to have a working knowledge of how it functions and be required to participate. Here on Earth, air is air. Unless there is an immediate local contamination, we give it no thought. A Settlement dweller could not afford to be so uninterested. Someone raised in a more open society may see Artificial Intelligence as a threat, (and not just the Skynet thing, taking jobs away from people who need them if nothing else). Someone on a Settlement would see AI as a necessity though. Earthsiders would want restriction to make sure the machines did not run amok. Would a people who depended on machinery to live even consider the implications? After decades (or centuries), how would a population raised under these conditions react to someone who was not? I can envision these complications within our own solar system after a century of Settlement isolation from the Earthside norms. Now stretch these thoughts to encompass the Verse. It may get very weird out there. - DRUM out
  11. I just learned of this organization that is seeking private funding to build innovative telescopes that will allow them to take optical images of nearby exoplanets. This technology will significantly decrease the cost of building ground based telescopes, and I thought it would be cool to have contributed to the discovery of life on another planet so I donated some $ to their kickstarter project. Check out the videos below to get an idea of the technical details.
  12. Astronomers have recently reasoned that the deep space radio bursts that have been occurring since 2007, have come from a dwarf galaxy 3 billion light years away, outside the Milkyway. It'll be interesting to see what articles follow this one. If alien life does exist, what can we expect to come in the future? http://www.theverge.com/2017/1/4/14158048/deep-space-fast-radio-wave-burst-frb-121101
  13. We know that loading and unloading cargo will take time. It will not be instantaneous like swapping out Weapons / Components / Modules in your hangar (per Ben on Bensday with Batgirl ep. 31). Remember however that Star Citizen is 900+ years into the future so the question (per the Poll) is should loading and unloading require manual skill (like mining or salvaging) or should it be somewhat automated based on the fact that each cargo pod will have thusters and can maneuver itself (thus remote control) but still take time. Is there any real value with playing a Tetris like mini game when loading / unloading cargo. Ideally 900+ years into the future a ship Transfer like the one outlined below should happen automatically in space (but again take some time and cost of containers): 1) An Orion rendezvous with a Hull E in space. 2) The Hull E brings to the meeting extra Mining Saddle Bags and un-docks them from the cargo holding arms (to float in space) 3) The Orion brings to the meeting Saddle Bags full of processed ore and un-docks them from the cargo holding arms (to float in space) 4) The Saddle Bags are given remote commands to transfer ships (the ore filled bags dock onto the Hull E) (The empty bags dock onto the Orion) 5) Orion then moves off to mine more ore while the Hull E moves onto its trade route to bring goods to market See Sister Thread on RSI Forums and Vote there as well for Greater Sampling ===== Below are some comments / clarification from posts there.... VoAVoA Posted: 1:56PM Options Actually Cargo Crates (special ones) do have thrusters (as seen in Jump Point Magazine - the issue covering cargo) Thrusters and Tractor Beam (obviously you can only use the thrusters on a cargo box if you own it directly - tractor beam works on any box) Yes it depends on the circumstance. CR and Ben (and Jump Point) have explained that you have to manually load (with loaders) cargo planet-side or with the help of NPCs (which is another form of automation - you just have to pay them a fee probably).The Topic at hand though is Transferring Cargo In Space === Thus..... since there are already plans to have mini-thrusters on some of the cargo boxes.... and since this is 900+ years into the future... and moving around crates in a Zero-G environment is easy.... it seams obvious that the transfer can be automated (but take time). If you wanted to specifically store certain crates on a particular location (like the front of a cargo bay)... then obviously that would require manual intervention. As someone else pointed out it would be silly to load a Hull D or Hull E manually every crate one at a time.=======CIG is still working on this - this is why we should give them some player input to help with this development as part of the game Here is a recent DEV quote from Chat:
  14. Hi im new here i have recently just pledged and i have the mustang ship
  15. Hi All! If you have missed it!! (Live ISS Stream) http://www.ustream.tv/channel/live-iss-stream/theater
  16. Space: the final frontier. These are the voyages of the UEE Artemis. Its continuing mission: to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no citizen has gone before. It's amazing how much of our own world we have yet to discover and we are ever so close to getting to Mars. Space must be incredibly breath taking (no pun intended), but scary at the same time. Too many variables which end with death. Lucky for me..... Star Citizen . I am so eager to actually "explorer" this game and enjoy the artist's conception of all the known and unknown systems, anomalies, surprises, and more. What is your preferred role and why?
  18. Check it out if you didn't while we wait for Squadron 42. "A unique blend of space sim, RPG and 4X games. Conduct research and construction in your own gigantic space station, command your war fleets and heroic companions to invade enemy territory, build up your stronghold, trade, mine, salvage and remind your enemies why they fear you." http://store.steampowered.com/app/419480/ PC Gamer also published an article on Warlords Early Access approach.
  19. Hey all. Apparently there is a new space game that will soon be going into open beta. It is called Beyond Dark. I signed up...could be fun. If you would like to try it out too here is my referral code link to help me get into the early open beta: https://goo.gl/xOOypk And here is the main page link: https://beyonddark.net/
  20. One of my favorite shows - "Space: Above and Beyond" The Angriest Angel
  21. Hey Guys, Just giving everyone living in the Oceanic and Pacific areas a heads up that there will be a Total Solar Eclipse "at 23:19 UTC on March 8, 2016, and its maximum point will take place at 01:59 UTC on March 9, 2016. Totality will last for 4 minutes and 9 seconds." Here's the article on the Eclipse and it also has a timer: http://www.timeanddate.com/eclipse/solar/2016-march-9 Be sure to see it and take pictures! Us folks in the Americas wanna see it!
  22. soooooo battlefleet gothic has come out for pre order on steam. and it is SOOOO EPIC they are giving a 10% discount on it. granted they are doing the same BS we see these days tho with the locking off of content behind pre order wall aka you get to play with space marine fleets if you pre order. so any other big BFG fans here want to get into some big fleet battles when the game comes out ? im planning on picking it up today i need my space marine fix.
  23. I believe I found something interesting... http://www.cnn.com/2015/10/28/health/space-station-surprise-bacteria/index.html Also found a Tractor Beam being developed. http://www.cnn.com/videos/tech/2015/10/28/tractor-beam-created-star-trek-orig-vstan.cnn
  24. It would be cool to drink booze in space!
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