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Found 9 results

  1. So I've just bought the game, 42 and a ship, it's downloaded and I've started. From the main menu I've selected Universe, because that's my interest, then I get another page where the only option is Free Hanger, so I go in there and yes, there is a big hanger. There's nothing in it though apart from a couple of lifts. So I've been up and down a couple of times, but to be honest that get's a bit boring pretty quickly. I've clicked the blue dots and can see my ship in the hud, but where is it physically? Should it be here or is there something I have to do? Thanks.
  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. 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
  4. Auto quality seems to put it at 360p, but it does have option for 1080p. Space-Moose and myself ganking and dog fighting in Universe. Enjoy and feedback is welcomed
  5. Hey there just wondering if there's any info on whether the PU will be reset when the game launches for real? Pretty much ever other pre-alpha/beta game I've played has reset its servers before launch but I can't find any info on whether that will be the case with SC. I imagine if they do we'll get refunded all the credits we spend now. If anybody is a subscriber and could send it in for 10 for the chairman that'd be awesome!
  6. So one of the big parts of Chris Roberts' vision is creating a universe that has the same kind of lore and depth as a sci-fi franchise like Star Wars or Star Trek. I wanted to begin to help this along by creating a series that goes over the various lore that exists (at this point anyways) in the Star Citizen universe. This is sort of a pilot covering the period between 2075-2232, so be sure to like if you'd like to see more of this, as what is in the video is only the tip of the ice burg. So here's the video, hope you enjoy. Here.
  7. For those that love the mysteries of the cosmos - enjoy
  8. The Star Citizen economy is a supply and demand model. Events in the universe will have a variety of effects on the economy, but almost all game events will affect the economy in some way. It should be relatively hard for a player to make a significant impact on the economy. Players will be able to own various “nodes”, which are basically factories, refineries, storefronts, and other such things. This allows players a bit more control over their local economies. The NPC population is designed to keep the player effects on the economy in check. The ratio of NPCs to players should be about 9 to 1. Resource allocation will be the moving factor behind which way the economy goes. If you allocate much needed resources to a certain region, it will prosper. If it fails to get those resources, that region will struggle.Players will probably be able to most affect the economy by promoting the allocation of resources in particular ways (Or by the prevention of resource allocation). Probably the best way to do this would not be to try to draw in freelance workers to a particular region, but to draw large resource gathering operations to a particular region and promote development there. The development of those regions is influenced by resource allocation and is also the main way players can greatly affect the economy. If you develop a certain planet in the right way, it could not only become a hub for resource gatherers, but for producers, and even distributors of goods. The more successful it becomes, the more people will want to capitalize off of that success. An influx of business will increase the value of its economy and pretty soon those initial refineries and production nodes will be booming with business. However, no single player could achieve success of this scale on their own, in fact, with the NPCs composing 90% of the economy, it will be very difficult to achieve success like this even with a large group of players. This would probably be more of a long term goal for a large organization and would take significant time and effort. Also, the more successful a region is, the more criminal interest it should develop. Pirates will probably begin to poach transports closer and closer to the planets and security will have to be developed or the piracy and criminal activity will increase and the planets risk losing the success they achieved. So in essence, player control of the economy can be boiled down to one thing: NODES. You can draw players to your region using them and you can alter motivations for coming to your region. The nodes are the economic “seats of power” in the universe. I plan on sitting in a few of them Anyway, I think I should end on an informational note, so here’s a quote that exemplifies my point: “When you play the game of nodes, you win or you die.”
  9. This week-end SDCC gave us some interesting info: CR plans on having around 20 million AI agents around the PU, and players should account 10% of the population. And we know that the PU when fully released in the start should have around 150 systems. This means that those 150 systems should be able to support those 20 million agents, although we do not know if those are both ships, crew and planetside NPCs or just ships. Also it looks like he plans on supporting up to 2 million players in the beginning in the PU. We know that the core systems of the UEE will probably be more populated than the fringe systems and so on, so a bulk of those millions of agents will be traveling trough UEE and neighboring systems. This should generate a lot of ambient traffic with actual goals and not just randomly generated. I remember in Freelancer how I enjoyed hearing the local trade traffic chatting about their destination and so on, how it added some sense of life to the sectors. Knowing that it all will be there, and interconnected in the economy should help SC feel truly alive, especially in the more populated systems where everyone is busy doing their work. It also does say something about the PvE potential of the PU, seeing how we should see the emergent gameplay out of the day to day actives of AIs (traders, patrols and pirates and so on). Anyway I am very exited to the scope of the universe right now! :-D
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