Jump to content
FoxChard

Which flavor of Endeavor will you buy?

Which one for you today?  

40 members have voted

  1. 1. Which Endeavor will you get?

    • Endeavor Base (No modules-buy it in the verse!)
      2
    • Endeavor Base (Buy random bits!)
      5
    • Endeavor Discover (Discovery!)
      7
    • Endeavor Hope (Pocket Carrier!)
      3
    • Endeavor Olympic (Pauly Shore movie reenactment central!)
      5
    • Endeavor Master (I can haz all the bits?)
      18


Recommended Posts

The Endeavor looks great and I'm impressed by the assortment of modules CIG has created for it...

However, I can't justify buying one of these, because I'm a Military guy. I'm sure it would be fun to be the captain of an Endeavor and perform science-type missions, but I know I'd never get my money's worth out of an Endeavor. Also, if and when my Endeavor was attacked by Pirates or Vanduul, the peaceful pursuit of science would be replaced by an all-consuming desire for vengeance. :gr_devil: ;)

Perhaps I'll acquire an Endeavor in-game, eventually. If and when I do acquire an Endeavor, I'd probably get a Discovery model, and add the Telescope Array or the Super Collider.

 

Something just occurred to me. CIG has mentioned that an Endeavor could serve as "a mobile meth lab" to produce illegal narcotics. If that's possible, I wonder if an Endeavor could be used to produce chemical, biological, or nuclear weapons? Imagine being able to nuke a Vanduul base, unleash a bio-weapon on a Vanduul colony, or infiltrate a Vanduul cap ship and release a chem-weapon through the ventilation system that kills the entire crew, enabling the ship to be captured completely intact.

I assume that CIG wouldn't allow that because WMDs would be too OP'd and players could wreak havoc on UEE planets.

Share this post


Link to post
Share on other sites

However, I can't justify buying one of these, because I'm a Military guy. 

The Endeavor has many military applications - mainly with its Telescope  and Particle Collider + Hospital.   It will be awesome to "remote spy" on things far away including finding Jump Points (yes a Carrack Can find jump points too but maybe it can't cover as much area in the same amount of time that the Telescope can).  Over-clocking has huge military implications........ as does Reviving People that have died in military conflicts.  Sure you may not want the Bio-Dome Module........... but you probably want all the other modules.

Edited by VoA

Share this post


Link to post
Share on other sites

Unless the q&a's change my mind the discovery looks like my favourite. I would have liked to add the telescope module to that one but I feel the price is over the top so I will earn that in the universe. People should realize that the way I read it the explorer can only be detached for a longer time when the crew module is attached (does anyone else think this might be true?)

Share this post


Link to post
Share on other sites

Unless the q&a's change my mind the discovery looks like my favourite. I would have liked to add the telescope module to that one but I feel the price is over the top so I will earn that in the universe. People should realize that the way I read it the explorer can only be detached for a longer time when the crew module is attached (does anyone else think this might be true?)

Longer time yes however overall it means you can stay disconnected and have a larger crew on the ship for a longer amount of time.

Share this post


Link to post
Share on other sites

After seeing the following Biodome concept art, I was surprised by how small the Biodomes are:

Agricultural_pod_D.jpg

Assuming that pic is to scale, I eyeball that the Biodome is less than 30 metres in diametre. This seems a reasonable guesstimation, because the Base Endeavor is 48 metres at its widest point, and less than half of the Biodome extends beyond the Explorer module's engine "wing".

When I first saw the Endeavor's Biodomes, I assumed they were much larger.

Considering the Biodomes' relatively small size, I find it hard to believe that they could grow enough produce to make a profit... unless they were growing something more... illicit. ;) Perhaps pairing an Olympic with a Discovery would form an ideal partnership for the production and processing of illegal narcotics.

I could be wrong though. Perhaps CIG intends to invent futuristic "wonder" fruits and veggies for Star Citizen, which are super healthy and can only be grown in a low-grav environment (like an Endeavor's biodomes), so their profit margin is much higher than earthbound carrots and lettuce. :D

Share this post


Link to post
Share on other sites

You would probably need that many biodomes just to feed the 16 people on your crew. The whole concept is a bit ridiculous if you ask me. There is no way you can use one of these biodome ships to grow food in a cost effective manner. The only thing it might realisticly do is grow specialty items that cost thousands of credits for a few ounces of them ( which fits with some of what cig has been telling us). Unless genetic engineering reaches new heights in the future where crops can be harvested every 2 hours you do not even need any storage on the ship because with this few m2 you could fit the entire harvest in the cargo space of an Aurora ;-) 

Share this post


Link to post
Share on other sites

You would probably need that many biodomes just to feed the 16 people on your crew. The whole concept is a bit ridiculous if you ask me. There is no way you can use one of these biodome ships to grow food in a cost effective manner. The only thing it might realisticly do is grow specialty items that cost thousands of credits for a few ounces of them ( which fits with some of what cig has been telling us). Unless genetic engineering reaches new heights in the future where crops can be harvested every 2 hours you do not even need any storage on the ship because with this few m2 you could fit the entire harvest in the cargo space of an Aurora ;-) 

Exactly. If the Olympic was a long-duration exploration or colonization ship, which needed to sustain its crew with food and water for months or years, then four biodomes might be adequate for 16 people. However, I doubt that an Olympic could serve as a mobile grocery store, supplying remote colonies and space stations with fresh produce -- which they supposedly couldn't grow on their own. It just doesn't seem to have the capacity to produce enough food for thousands of people, which is the amount you'd need to turn a profit. Because one Olympic wouldn't produce as much food as even a small terrestrial farm.

By my math (assuming the biodomes are 30 metres in diametre), each biodome only has 706 square metres of farmland. Four biodomes have a total of 2827 square metres of land. An acre of land is 4047 square metres. So an Olympic has less than 3/4's of an acre of farmland.

I think the only way that an Olympic could produce enough food to turn a profit is if you're right about future farming tech being capable of growing crops in a matter of hours. Since Star Citizen is a video game, that actually might be the case. CIG has already revealed that time progression in the PU is accelerated. I recall CIG saying that 1 day IRL is the equivalent of 1 week in game time. (Something like that.) I know that present day hydroponics and aeroponics grow plants much faster than traditional farming techniques. I suppose it's plausible that in a thousand years a full crop could be grown in a few days, which when converted from game time is only a few hours. So in the course of a game session an Olympic-owner could grow a fresh crop and sell it for a profit.

Regardless, the real money is going to be in producing illegal substances that are far more profitable. B)

Share this post


Link to post
Share on other sites

After seeing the following Biodome concept art, I was surprised by how small the Biodomes are:

Agricultural_pod_D.jpg

Assuming that pic is to scale, I eyeball that the Biodome is less than 30 metres in diametre. This seems a reasonable guesstimation, because the Base Endeavor is 48 metres at its widest point, and less than half of the Biodome extends beyond the Explorer module's engine "wing".

When I first saw the Endeavor's Biodomes, I assumed they were much larger.

Considering the Biodomes' relatively small size, I find it hard to believe that they could grow enough produce to make a profit... unless they were growing something more... illicit. ;) Perhaps pairing an Olympic with a Discovery would form an ideal partnership for the production and processing of illegal narcotics.

I could be wrong though. Perhaps CIG intends to invent futuristic "wonder" fruits and veggies for Star Citizen, which are super healthy and can only be grown in a low-grav environment (like an Endeavor's biodomes), so their profit margin is much higher than earthbound carrots and lettuce. :D

I'm sure those nice people with the two endeavors parked outside that neighboring binary star system are just growing melons.

Really expensive melons. :)

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: 19/Apr/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 |
      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 Zeabz
      When I started my Star Citizen journey in 2012 I was a single gamer.  In the years since I have become married and now about to have my second child.  Real life has Priorities and I have determined I just don't have the time to commit to this game that I once did.  All of these ships are Original Concept - LTI.  I CCU'd an Aurora LX back in 2013 to a Super Hornet which is listed.  If the ship comes with a game package. it is also listed.  All sales will be done over Pay Pal.  I have had a long history on these forums and have done a lot of trades on this forum,  Reddit with Kane, and Shroud of the Avatar Forums.  If you would like we can also use a third party middleman.  I would prefer Kane as I have worked with them in the past.  
      https://www.reddit.com/user/zeabz/
      https://www.shroudoftheavatar.com/forum/index.php?members/zeabz.143578/
       
      If you are interested please PM me.  I have confirmed that all ships listed below are giftable. I can also post images if you would like.  Seems kind of tedious to do though for something that can be pulled from any unverified source.  On another note I do still plan on playing.  I have another dozen or so ships that I have purchased third party that are currently not giftable.  The math get wonky though with having to factor in credit resell values after melting and buying back with new funds.  In any case.  I will continue to monitor game development and hope to see you all in the verse.  
       
      Pioneer - SOLD
      OC
      LTI
        $775.00
      Pioneer SOLD
      OC
      LTI
        $750.00
      X1 Three Pack
      OC
      LTI
        $125.00
      600i Exploration SOLD
      OC
      LTI
        $405.00
      600i Touring - SOLD
      OC
      LTI
        $375.00
      Cyclone 5 Pack - SOLD
      OC
      LTI
        $250.00
      Cyclone 5 Pack - SOLD
      OC
      LTI
        $250.00
      Nox 5 Pack SOLD
      OC
      LTI
        $170.00
      Nox Kue SOLD
      OC
      LTI
        $45.00
      Nox Kue SOLD
      OC
      LTI
        $45.00
      Nox Kue SOLD
      OC
      LTI
        $45.00
      Eclipse - SOLD
      OC
      LTI
        $275.00
      Hornet Wildfire - SOLD 
      OC
      LTI
        $175.00
      Avenger Renegade - SOLD
      OC
      LTI
        $75.00
      Sabre Comet SOLD
      OC
      LTI
        $200.00
      Gladius Valiant SOLD
      OC
      LTI
        $115.00
      Prowler
      OC
      LTI
        $450.00
      Polaris - SOLD
      OC
      LTI
        $650.00
      Endeavor Master Set - SOLD
      OC
      LTI
        $925.00
      UEE Exploration Pack (Terrapin, Carrack, Dragonfly) (Game Package) - SOLD
      OC
      LTI
        $550.00
      Dragonfly 2 pack SOLD
      OC
      LTI
        $75.00
      Vanguard Warden SOLD
      OC
      LTI
        $290.00
      Orion - SOLD
      OC
      LTI
        $350.00
      Lightspeed - 350r (Game Package) SOLD
      OC
      LTI
        $140.00
      Aurora LX  CCUd to Super Hornet
      OC
      LTI
      CCU - Applied (-$10 melt value)
      $150.00
      Retaliator Bomber
      OC
      LTI
        $275.00
      Caterpillar SOLD
      OC
      LTI
        $260.00
      Starfarer Gemini SOLD
      OC
      LTI
        $255.00
      Gladiator SOLD
      OC
      LTI
        $175.00
       
       
       
    • By silrerbay
      I am glad to welcome you in my store upgrades. In it you can find a lot of upgrades that are not available at the moment for sale on the RSI.
      I have over 150 successful sales of ships Star Citizen on eBay (all with positive feedback from buyers). PM me message and I will provide a link to that sales thread. Also I have successful major sales on this site, you can see my feedback.
       
       
      Please read the Terms & Conditions of Service:
      Transactions through PayPal (Verified PayPal only). All prices are final (includes PayPal fees). If you are interested - leave a comment here and send me private message with: Ship or Upgrade or Package name, your PayPal email also your corresponding RSI handle. I will send invoice for payment via PayPal. Item will be delivered buyer's PayPal email address after payment is cleared. No returns or refund as the gifting system only allow 1 time gifting and it will be account bound to the buyer's account (your payment will be refunded if I cannot deliver your item for any reason). If you are unsure about the item or have any questions, feel free to ask. You must own a copy of Star Citizen, and are required to have an account in order to accept item (ship/upgrade). Item will be delivered to the buyer's PayPal email address. You can claim the item by clicking on the link provided in the email about "gift"  and sign in your RSI account. Be careful to be logged into the correct RSI account when you redeem your email about "gift" containing the transmitted ship/upgrade. Tracking is provided by "Hangar Log" on RSI website and will be used as a proof of delivery. I wish you a pleasant shopping in my store:)  
      All prices are final (includes PayPal fees)
      Gladiator to Sabre Upgrade - $16
      Cutlass Red to 350r Upgrade  - $16
      Avenger to Mustang Delta Upgrade - $16
      325a to Reliant Researcher Upgrade - $16
      325a to Avenger Warlock Upgrade - $32
      Avenger Stalker to Reliant Skirmisher Upgrade - $16
      Constellation Aquila to Vanguard Harbinger Upgrade - $18
      Redeemer Warden to Vanguard  Sentinel Upgrade - $35
      Constellation Andromeda to Vanguard Warden Upgrade - $39
      Constellation Andromeda to Redeemer Upgrade - $39
      Constellation Taurus to Vanguard Hoplite Upgrade - $95
      Sabre to Нurricane Upgrade - $18
      Khartu-Al to Нurricane Upgrade - $18
      Constellation Taurus to Нurricane Upgrade - $39
      Sabre to Нurricane Upgrade - $18
      Constellation Taurus to Banu Defender Upgrade - $48
      F7C-M Super Hornet to Banu Defender Upgrade - $18
      Sabre to Banu Defender Upgrade - $27
      Constellation Taurus to F7C-M Super Hornet Upgrade - $42
      Constellation Taurus to F7C Hornet Wildfire Upgrade - $39
      Constellation Taurus to Sabre Upgrade - $33
      Constellation Taurus to Freelancer MIS Upgrade - $29
      Constellation Taurus to Gladiator Upgrade - $29
      Cutlass Black to Gladius Valiant Upgrade - $19
      F7C-S Hornet Ghost to MISC Razor Upgrade - $29
       
      Cutlass Black to Buccaneer Upgrade - $19
      F7C-R Hornet Tracker to Cutlass Blue Upgrade - $19
      325a to Herald Upgrade- $29
      F7C-R Hornet Tracker to Khartu-Al- $32
      Redeemer to Retaliator Bomber Upgrade - $39
      Redeemer to Aegis Eclipse Upgrade - $39
      Vanguard Sentinel to Aegis Eclipse Upgrade - $23
      Esperia Vanduul Blade to Aegis Eclipse Upgrade - $39
      Constellation Aquila to Starfarer Upgrade - $39
      Constellation Aquila to Starfarer Gemini Upgrade - $54
      Starfarer to Starfarer Gemini Upgrade - $59 
      Freelancer DUR to Prospector Upgrade - $45
      F7C-S Hornet Ghost to Prospector Upgrade - $45
      Constellation Taurus to Terrapin Upgrade - $90
      Starfarer to Carrack Upgrade - temporarily unavailable
      Starfarer Gemini to Carrack Upgrade - temporarily unavailable
      Starfarer Gemini to Endeavor (Base) Upgrade - $29
      Starfarer Gemini to Crucible Upgrade - $29
      Starfarer to Orion Upgrade - $65
      Constellation Aquila to Orion Upgrade - $59
      Constellation Aquila to Carrack Upgrade - $135
      Constellation Aquila to Crucible Upgrade - $65
      Hull E to RSI Polaris Upgrade - $245
       
      Modules & Upgrage KITs:
      Endeavor MEDICAL BAY POD - 48 Month Insurance - $110
      Endeavor LANDING BAY POD - 48 Month Insurance - $110
      Endeavor SUPERCOLLIDER POD - 48 Month Insurance - $165
      Endeavor SUPERCOLLIDER POD LTI - Lifetime Insurance - $230
      WARDEN BATTLEFIELD UPGRADE KIT - 6 Month Insurance - $18
      SENTINEL BATTLEFIELD UPGRADE KIT - 6 Month Insurance - $38
      HARBINGER BATTLEFIELD UPGRADE KIT - 6 Month Insurance - $58
       
      Thank you for visiting my Store and I will be glad to see you again:)
    • 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
×