Jump to content
VoA

MISC Reliant - Mini Hauler & Variants

Recommended Posts

last part of the animation shows the ship quite well resembling a B WING and BAM SOLD >D
+ that it rapes the aurora clipper for good and will be a quite good low end cargo hauler since well it has the biggest internal cargo bay of all

the smaller ships

 

but there is a let down there too for me and thats SHIPCREEP

Tier II’ starter ship ....

Share this post


Link to post
Share on other sites

Bought 7 with my credits mostly for CCU. I`m sad that has more storage then my loved Avenger. So now Avenger officialy sucks: stupid litle weapons and low storage. I really have to think if I`m going to keep the penguin for how it looks only.

Share this post


Link to post
Share on other sites

From Reverse the Verse Today....

q1KzC1x.jpg

·         Reliant Concept Sale is now Live on RSI

·         No packages on Concept Sale (when it is hangar ready only) for Reliant (or any other ship)

·         Reliant is 100% human labor but uses Xi’an Tech

·         Reliant isn’t really designed for medical bay modules (there is no toilet in it – lol – yet)

·         Purpose of Vertical Orientation – performance difference – ya / roll – looks cool too

·         Reliant Jump Engine – doesn’t come with one but explorer variant might

·         Reliant will be available for 10 days (not this Monday – but next one)

·         Reliant will land in horizontal orientation

·         Definition of a starter ship – less expensive – more potential for different directions – and less expensive – much more jack-of-all-trades – as oppose to be role specific

·         Pilot seats lock in horizontal position – when flying vertical orientation – so they will move with the ship.

·         Reliant weapons – two size 1’s on wings + 1 center size three that can be downgraded to size 2 with a tractor beam

·         Reliant Cargo is accessible from cockpit but not in Vertical flight mode – only Horizontal Mode

·         David Hobbins – was concept artist for Reliant (he also did the Ursa Rover for Connie, Mustang and helped with Carrack) + He is working on the Variants for the Reliant currently

·         You can’t eject from the Reliant (like an Auroa) – you have to go into horizontal mode – go into cargo bay – then get out of the ship through the rear area.

·         Reliant has best field of view for pilots (at the cockpit) than any other starter

·         Reliant Ball Turret is size three (not the size 1 guns – spec – error)

·         2nd Pilot seat allows you to take advantage of the 270 degree firing arc (gunner)

·         Reliant variant sale will be a ways off (Hobbins

·         LTI doesn’t matter – Ben reiterates but the 3 reliant variants will not come with LTI so pick up the base reliant then upgrade to an LTI variant

·         Reliant is a mini cargo hauler

·         CIG working on thinning cross-bars on Reliant cockpit (to have an un-obstructed view)

·         Reliant does not have sleeping quarters (at best a fold out cot on some of the models)

·         Reliant will be in-between Aurora and Mustang.  The Reliant will be more maneuverable along the opposite axis of the wing.

·         There will be walking space around cargo in the Reliant.

·         Reliant Q/A this coming Wed. and Fri.

 

++++

A Player Vid...

 


Here is a good Player caparison --->>

 

Rough Comparison of Starter Ships

 

 

an hour ago

 

*

 by Jonyb222High Admiral

Hello everyone, so I figured it would be a good idea to get a rough idea of how the starter ships compare to one another and which one is better suited to which role.

Now I don't have all the info myself which is why I made this thread so that others can add in the parts I don't know of. It goes without saying that many things about the ships, especially the Reliant, are subject to change. And there is for sure be errors in my first pass through these. I base the first round of info on the Specs page, which is often wrong.

Cargo (likely 1 Stor-All=10)
  1. Reliant - 30
  2. Aurora Cl - 23
  3. Auroras - 13
  4. Mustangs - 10
  5. Mustang Beta & Reliant Variants - <10 / no Stor-All
Manoeuvrability (No Cargo)
  1. Reliant - 2 TR1, 12 TR1
  2. Mustangs - 2 TR2, 8 TR1
  3. Auroras - 1 TR3, 8 TR1
Max Powerplant
  1. Mustang - 3
  2. Everything else? - 2
Firepower (Ballpark)
  1. Aurora LN
  2. Mustang Delta
  3. Auroras / Reliant Skirmisher?
  4. Mustangs
  5. Reliant
Max Shield
  1. Aurora LN - 3
  2. Reliant - 3
  3. Everything else? - 2
Armor/Toughness
  1. Aurora LN
  2. Mustang Delta
  3. Reliant Skirmisher
  4. Aurora
  5. Mustang?
  6. Reliant?
Smallest Profile (Varies a lot by position)
  1. Aurora
  2. Reliant
  3. Mustang
Special considerations
  • Reliant is the only 2 seater
  • All Auroras have a bed (which may or may not make a difference in-game)
  • Mustang Beta also has a bed

Let me know what you would change or add, I most certainly missed some things!

Share this post


Link to post
Share on other sites

Yep.  Sold.  Just like I always knew I would be.  That thing is too freaking cool!  So happy with the design.

 

CIG, if you're listening, I'll always vote with my wallet on two things: ORIGINAL or INTERESTING ship designs like this one (aka, no giant flying box because we have to have all the cargo inside the ship) OR, it screams F-14, Maverick and Goose.  Get me those things and you win Wallet Commander.

Share this post


Link to post
Share on other sites

Couple other Player Vids...

 

 

++++++++

 

My "Personal" Take on the Misc Reliant + / -

 

For:

  • I love the design and Xi'An Tech
  • Stronger armor (again Xi'An Tech)
  • Gimbled Weapon - (has greater range of fire than the other starter ships)
  • Tractor Beam (nice complement with weapon and STL Youngblood points out that it could be a good - small mining or salvage ship)
  • I love the Gimbled Main thrusters and the rotating cockpit - NOTE that you can maneuver better from side to side in vertical flight and this is important because people black out more when maneuvering up and red-out going down (and the human body can tolerate side to side G-Forces better)
  • I am interested in the News Variant - though not sure if the Drake Herald could also do this (or if Info Running / Storage --- is different than News Broadcasting)
  • I am interested in the Science Variant and need a smaller "wingman" type exploration ship to go side-by-side with my Larger Anvil Carrack (that may not fit through the smaller Jump Points).
  • I currently have (3) Drake Heralds that I kept for CCU (Cross Chassis Upgrade potential - for LTI onto other ships) - so the Reliant is a good cheap LTI ship that I could just as easily ("no-brain'er") - use to CCU.  So.... I  melted one of my Heralds to get one of these (that I can decide to CCU... or keep and apply an upgrade / variant)

Against:

  • While I think the Armor and Maneuverability might be superior to the other starter ships - I think the Mustang Delta will still have an advantage in Combat
  • I have a Xi'An Khartu-Al as my light fighter (will turn my Gladius into the Stealth Variant mentioned in JP)....so I don't find value in the Reliant's combat Variant (especially due to the Death of a Spaceman Mechanics) = Starter Ships are to easy to blow out of the sky....
  • Every $ spent..... even if it is only $50 is money that can't be used to buy something else instead... and I am already tapped my pledged (and even recently increased it for the Star-G) with other ships ++ there are more concept ships coming that I will probably find more useful (so the Reliant is likely to get melted or CCU'd unless the Science or News variants are uniquely valuable)

=======

 

As of now I did buy the ship and melted on of my (3) Drake Heralds for it.  The Pluses outweigh the Minuses but we shall see its fate per above... (if I keep it or not).

Share this post


Link to post
Share on other sites

I just can't push myself into buying this ship. I want to focus mainly on PvP and I have SH and Vanguard to fly into combat. Reliant is now described as mini-hauler and I doubt I will need to haul any cargo at all, just not my thing. As for the LTI, really right now I can't name a ship that I'd want with LTI in my hangar, I've got everything I need. I'd rather keep my money and wait for the Crucible or the Endeavour. Might even pick up a Retaliator during the next sale. To sum up, for me Reliant is not a very useful ship in combat, thus I prolly won't pick it up. Unless I'm going to be convinced by the upcoming Q&As and I'll decide that I need a LTI ship to CCU for M50 or Gladiator in the future.

Share this post


Link to post
Share on other sites

Very interesting ship design, loving the pilot seats rotating. Will I buy one?... no. I have no need for an extra ship at the moment. Ive got my Freelancer DUR for Exploration and a Hull B for trade.

 

I might be tempted to get a fighter, but I'm thinking I'll probably go for a Karthu Al ingame.

Share this post


Link to post
Share on other sites

MISC ship designs tend to be divisive because they're utilitarian... basically "ugly" by design. ;)

 

I think the Reliant is a decent looking ship -- enough for me to buy it. I don't know if I'll keep it long-term, but like most Concept Ships, I don't want to pass now and regret it later. Whether I keep it or not will depend how it flies, as well as if the variant models are useful. The Xi'an-style thrusters and ability to fly in vertical orientation might make the Reliant fun to fly. And the Reliant does have two (proposed) variant models that we haven't seen before: a Research ship and a "News Van". I'm not really interested in either, but at least these variants sorta justify the Reliant's existence. (If the base model and variants had been the conventional Hauler, Explorer, Combat models, I would've been really PO'd! )

 

I'm surprised that CIG didn't create a Mining ship variant, because there isn't an entry-level mining ship yet, and the Reliant seems well-suited for it because it has cannon hardpoints for mining lasers and a tractor beam in a gimbal mount for collecting the mined resources.

 

I'm interested to read the Reliant Q&A articles to learn more about it. :)

Share this post


Link to post
Share on other sites

I love it!! Star Citizen's own (and cooler) B-Wing!!

 

I'm in love. Gonna melt my 24 Month Delta pack for it (probably).

 

I wish I could melt mine too, but unfortunately it's my only game package, so I guess I'll have to wait 'till they release a pack. It will be a very very long wait

Share this post


Link to post
Share on other sites

This ship is fucking ugly they are not even trying anymore.   :lol:

Not every ship can be the most awesomest ship design ever, that's why they're producing so many - they want everyone to be able to find a ship that they enjoy being in. Right now I'm torn between this and the Aurora CL because I want a mini-hauler but as of now there's no way to get the Reliant in a package, and I'd have to drop one of my three character slots to pick it up.

 

I don't want to increase my pledge or drop below 3 packages (two wingmen in Super Hornets FTW). This may just be something I buy in the PU, because I'm still not sure if this has more cargo space than the Aurora CL, since I can't find an official capacity for the Stor-All container.

 

Also, I think the "news van" variant is going to be a comms relay more than anything, with the potential to be an info gatherer or offensive ewar vessel (as opposed to the herald's core design for ewar resistance). Just my take on it, seems interesting.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Similar Content

    • By Weehamster
      LAST EDIT: 04/May/2018
      Hi everyone /
      I mainly have ships/vehicles that are either from lore, concept, development or being re-worked, and I constantly add more to the albums.
      NOTE: I've started to keep/restore the albums for ships that are now flyable as I've had a few requests for them. 
      Aopoa (Xi'An) | "Capital" | Khartu-Al | Nox • (Skins) | "Oracle" | "Transport" | Volper |
      Aegis | Avenger: (Re-work) • 'Renegade' • Stalker • Titan • Warlock | Eclipse | Gladius: Gladius • 'Valiant' | Hammerhead | Idris: (Variants) • M • P | Javelin |
                | Reclaimer | Redeemer | Retaliator • (Modules) | Sabre: 'Comet' • Raven • Sabre | Vanguard: Harbinger • HopLite • Sentinel • Warden | Vulcan |
      Anvil | A4A 'Hurricane' | Carrack | Crucible | F7: F7A 'Hornet' Mk II • F7C 'Hornet' •  F7C 'Wildfire' • F7C-M 'Super Hornet' • F7C-R 'Tracker' • F7C-S 'Ghost' |
               | F8 'Lightning' | Pisces | T8 'Gladiator' | U4A-3 'Terrapin' | U9A-1 'Hawk' |
      Argo Astronautics | MPUV: 1C • 1P |
      BIRC (Banu) | Defender | Merchantman |
      Consolidated Outland | Mustang: (Re-Work) • Alpha • Beta • Gamma • Delta • Omega | Pioneer |
      Crusader | Jupiter | Genesis: Starliner | Hercules: Starlifter • A2 • C2 • M2 |
      Drake | Buccaneer | Caterpillar: Caterpillar • Pirate | Cutlass: Black • Blue • Red | Dragonfly • (Skins) | Herald |
      Esperia | "Blade" | "Glaive" | "Prowler" |
      Kruger | P-52 Merlin | P-72 Archimedes |
      MISC | Endeavor | Freelancer: (Variants) • DUR • Freelancer • MAX • MIS | Hull: A • B • C • D • E | Prospector |
                | Razor | Reliant: (Variants) • Kore • Mako • Sen • Tana | Starfarer: Gemini • Starfarer |
      Origin | 100 series (Variants): 100i • 125a • 135c | 300 series: 300i • 315p • 325a • 350r | 600i: Explorer • Touring | 85x | 890 Jump  | M50 | 
                 | X1 series (Variants): Force •  Velocity • X1 |
      RSI | Aurora: CL • ES • LN • LX • MR • (Skins) | Bengal | Constellation:  Andromeda • Aquila • Phoenix • Taurus | Lynx |
             | Orion | Pegasus | Polaris | Ursa | Zeus |
      RSI/Aegis | Retribution |
      Tumbril | Cyclone: AA • Cyclone • RC • RN • TR | Nova |
      Vanduul | "Cleaver" | "Driller" | "Harvester" | "Hunter" | "Kingship" | "Mauler" | "Scythe" | "Stinger" | "Void" |
      --------------------------------------------------------------------------------------------------
      Ship Components | Coolers | Fuel Tanks & Intakes | Gun's | Missiles / Torpedoes |
                                     | Power-Plants | Quantum & Jump Drives | Radars | Shield Generators |
      -------------------------------------------- BONUS --------------------------------------------
      Characters | Banu | Human | Tevarin | Vanduul | Xi'An | Wildlife |
      First Person Components | Armor, Uniforms & Clothing | mobiGlas | Tools / Equipment | Weapons |
      Places  |  Environments | Hangars | Shubin | Star Systems Concepts | Terra | Truck-stop / Space Stations |
      Stanton | 1 (Hurston) | 1a (Ariel) | 1b (Aberdeen) | 1c (Magoa) | 1d (Ita) |
                    | 2 (Crusader) | 2a (Celin) | 2b (Daymar) | 2c (Yela) |
                    | AB (Arron Halo) | * (Delamar) |
                    | 3 (ArcCorp) | 3a (Lyria) | 3b (Wala) |
                    | 4 (Microtech) | 4a (Calliope) | 4b (Clio) | 4c (Euterpe) |        
      Gameplay | Cargo | Mining | Salvage |
      Other | Drones / Probes | Land Claiming | Logos | Posters/Ads | Racing | Sataball | Other Vanduul Art | UI |
    • By iG-88
      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.



    • By FreddySEMIASAS
      Hello, I'm selling my Endeavor Base (cause, life project with my wife), ccu'd from a Nox LTI, Paypal, in EURO please, for 260€ (315$)

      Discord live, possible. You can contact me on Discord @ "[APF] Freddy#0551" or on steam, via Reddit or MP here.

      Screen #1 : https://cdn.discordapp.com/attachments/337327771795849218/416284781131726872/Capture.PNG

      CCu applied : https://i.imgur.com/6e7HqmO.png

      ---- I have one trade successful : https://www.reddit.com/r/Starcitize...etaliator_lti_or_2yr/?st=jdyvyiuf&sh=26662ada




      Original thread: https://www.reddit.com/r/Starcitize...ti_ccud_from_nox_lti/?st=je3fu7tz&sh=3b602c3c
    • By Uyghur
      I have a  RELIANT MINI HAULER LTI for sale.
      $65 USD. Paypal fee not included. 

    • By GRIZZ
      MISC makes a bid for the next Murray Cup with the all-new Razor. This advanced racer features an advanced composite space frame that puts pure speed ahead of everything else… it’s the ship for pilots who want to leave the competition in the dust.
      Introductory Sale price $135   ($120 WarBond Edition if you pay full cash now, or $135 if you use credits)
      Regular Ship Sale Page
      Introduction Page
       

       




×