Jump to content
  • ×   Pasted as rich text.   Paste as plain text instead

      Only 75 emoticons maximum are allowed.

    ×   Your link has been automatically embedded.   Display as a link instead

    ×   Your previous content has been restored.   Clear editor

    ×   You cannot paste images directly. Upload or insert images from URL.

  • Similar Content

    • By Weehamster
      LAST EDIT: 06/Jul/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)
      Aegis
      Anvil
      Argo Astronautics
      BIRC (Banu)
      Consolidated Outland
      Crusader
      Drake
      Esperia
      Kruger
      MISC
      Origin
      RSI
      RSI/Aegis
      Tumbril
      Vanduul
      --------------------------------------------------------------------------------------------------
      Ship Components
      -------------------------------------------- BONUS --------------------------------------------
      Characters
      First Person Components
      Places 
      Places: Terra
      Places: Odin
      Places: Stanton
      Gameplay
      Other
       
    • By Ostia

       
      Hello Once More @Imperium Members!
      This month we’ll be continuing the format from last time! In case you missed it, here is the explanation of the changes and some new information related to how Game Days will operate in the near future:
      We wanted to improve the experience of Game Day overall and felt that with Star Citizen in its current state just doesn’t warrant the amount of effort that we had once been able to put into it. IE. Custom Scenarios, Hype Trailers, Streaming, Competitions. Eventually that will change again and we can get back to the game that we are so anxiously awaiting. Until that time we would like to keep Game Day’s focus as a team building event that gives us a regular time each month that we can set aside to play games as an org. 
      You’ll notice at the top of this post there is a poll with several games as options. If you plan on taking part in this Game Day, please vote for your favorite choice from this list, and those that play in the chosen game will be added into a raffle! The poll will close on this next Friday, the 25th of May.
      You’ll still be free to join in with anyone else that would be playing Star Citizen, so don’t worry if you don’t have any of the games in the list. In fact you will probably find lots of us getting into the new mining mechanics by next weekend. It would be a thrill to see some of the trade and industry folks show up and mine some space rocks for the first time.
      If you would like to suggest game to play together as an org on future Game Day’s please leave us suggestions in this thread and we will add them to the poll for the next event.
      We’ll also be shortening the duration of Game Day for this month. Instead of 1600 UTC through 0400 UTC, we’ll be starting at 1800 UTC and run to 0400 UTC.
      Joining Game Day
      For those of you that want to make a return visit, or show up for the first time, you only need to enter the Landing Channel on Teamspeak (ts.starcitizenbase.com), and one of our Hosts will direct you to the action!
      Raffles
      As for most other Game Day’s, we will be providing raffles for participants that play games in Star Citizen. However, this month we will be only conducting a participation raffle, so if you join any Star Citizen games created by other Imperium members, you’ll be entered into the raffle!
      As mentioned above, we will also be conducting a participation raffle for the winning game from the poll. Said game will have several TS channels created for players to meet up and play together, and doing so will enter you into this second raffle as well!
      Since we are hosting two games at once, be sure to check in with an officer or specialist that your name was added to the raffle of the game you played in! (As much as we may pretend otherwise, our Game Day hosts are still human, and you wouldn’t want to miss out on your chance to win free stuff)
      The prizes for both raffles will be $10 Star Citizen gift cards, and the winners of the raffles will be PM’d in the following week to confirm their prizes.
      New to Star Citizen?
      Read this post for information on the game and our Game Days:
       
    • By Ridder

      Black Star Legion Realism Organization
      [ Black Star Legion's Mobiglass Portal ]
      [ Talk to a Recruiter on Discord]
      [ The Black Star Legion RSI Organization Page ]
      [ Seeking Early Volunteer Staff Applicants for Member Services ]
      =======================================================================
      <You see a brief message appear on your mobiglass ....>
       
      Sector 26-D | Grid Coordinates: 1309N 2633E 
      Desert Region | Elysium
      Present Day
      It didn’t take long for them to get famous after Operation Unilateral Force (OUF) hit the wires.  Earth needed a major public relations success given the rise in Vanduul attacks against the frontier systems.  The 78th Squadron for example became heroes for their strikes against Vanduul targets and the public consumed it, they said enlistments in the UEE Navy and Marines rose for months after the operations went public.  
      What UEE Public Affairs didn’t report however was the loss of an entire task force in another sector.  Our mission, blockade the Centauri Sector and deploy offensively out of the Elysium System - land Marines from 3rd MEU in a Direct Action mission against several confirmed Vanduul military logistical centers across the frontier's border, conduct an HTV recovery at a known interrogation facility, hit comm-nodes and logistical nodes to divert Vanduul assets away from the main UEE engagement zones. 
      CTF70's bulk force mission, utilize the capital ships and Marine strike assets from Combined Task Force 70 to hold the jump point, act as a blocking element of the main UEE force that deployed from Ceran during the operations main assault.  Lead by the UEES Imperia Tiberius, her escorts, fighters and strategic strike platforms the CTF was fully engaged with a light reserve element holding the Elysium System.  High Command; snug and warm deep in the Idris and Centauri Systems said we could expect "light contact" due to the main UEE advance ...
       ... It was a damn nightmare.  Sector High-Command and intel got it wrong, big time.
      After six days, and the remainder of CTF70 flooding back into Elysium hoping for cover and protection - well UEE High Command didn't even try to mount a rescue … How did they put it?  “The sector was overrun with Vanduul and congested with civilian refugee’s, Sol considered the risk unacceptable to mount a rescue.  Combined Task Force 70, nicknamed Black Star Legion is an acceptable loss.”
      … but some of us survived.  The UEE betrayed us … they left us with no cover … they abandon us.

      My name is 1st Lieutenant Vall Ridder.  Platoon Commander, 1st Platoon, Alpha Company 1/1, 3rd Marine Expeditionary Unit - Black Star Legion.  Myself, along with Lieutenant Cowski, Sgt Redfern, SirPotato, Alli, Nicoma and a few of our surviving capital ship crew, fighter pilots, supply and logistics crews and fellow Marines are looking for those wanting to break from the UEE.  Be it casual civilians seeking businesses, or military survivors and veterans wanting to honor those we volunteer to serve and protect here. 
      We ask you to join the independent city-state of Imperia Tiberius; and become citizens of Black Star Legion.  
      =======================================================================
      2018 RECRUITING FOCUS
      Hello, and on behalf of our small but growing membership, we want to thank you for checking out our thread and hopefully being interested in us.
      This month with the FPS most likely on the horizon. We are looking for Marines! Our organization is spending the 3.0 series of launches in 2018 centering around a Constellation and her crew, a few Navy fighters and some Marines to solidify a core group of members that will launch us into 2019.  We are focusing on the following key activities in 2018:
      SOP and TTP development to be used by both military and civilian members in coordinated and combined operations Setting up civilian city services and backend systems that will grow in 2019 with expanded membership Building a small support staff and set of staff teams that will help us in some areas we've historically be weak in to improve our performance in building a solid and long lasting organization. Taking the traditions of over 15 years as a RP, PVP, PVE, Raid, Logistics, Crafting, and City oriented guild - molding them to write our permanent future in Star Citizen. While we will accept members, our main focus is bringing in those who enjoy being apart of support staff roles typically found in most MMORPG guilds.  (Recruiting, Event Staff, Art & Propaganda, Logistics, Supply, Combat and other specialists.)
      Steps to Success:
      1. Go to our General Recruiting Information and find out more details about us and our goals.
      2. Get into Discord or TeamSpeak to talk to a Recruiter and we'll help you apply
      3. Submit a Membership Application
      4. Attend and complete our brief New Member Indoctrination course
      5. Start joining regularly scheduled activities beginning in July 2018

      =======================================================================
      Hello, thank you for checking us out.  We are a realism organization that offers a wide range of unique experiences to both casual seeking civilian members who want to grow businesses, or those who enjoy something more structured in our milsim realism task force.  We are driven by a fair and unbiased system outlined in our Master Directives Document giving every member fair and unbiased opportunity.  We center ourselves around a 24 sq km group of land plots where we will build a city.  Imperia Tiberius is the independant city-state that offers every member a home, anchor and port of safety as they travel the stars.
      We offer you a story different  then most, and an experience that is unique and unparalleled in this game.  We are a Star Citizen experience where everything you gain is earned by your output and your membership in a Team.  A home where you look to the Aviators, Capital Ship Crews, Marines and Crewmen to your left and right every day.  A home where when you log in and go to the Rum Runner Cantina in our city, you meet your friends who are farmers, business owners, outpost directors, elected senators, bounty hunters, traders, haulers, explorers, scientist, Marine Aviators, Naval Aviators - and everywhere in between to figure out the events for the day over drinks and good food.  
      We offer a long term home, where your character can be immersed in functional systems, not contrived RP and your 'next of kin' are welcomed as descendants of your original character.
      When we say a unique experience, it is because we truly are.  We are not doing what 95% of the rest out there do.  We're not some sci-fi channel knock off of Battlestar Blackwater.  We are built around tried and true methods, a policy driven chain of command, we derive how we do business from SOP's and train like we fight.  This experiences comes from years of MMORPG gameplay, experiences ranging from SWG and WOW to EVE and Dayz; some of us even have time in the famed 15th Marine Expeditionary Unit (15th MEU) for ARMA III where "realism milsim" is at its absolute finest.  We are lead by real life military veterans both active duty and DD-214 holders, as well as civlians who understand gaming and gamers.  We are designed from the ground up to provide you one of the most fulfilling simulation experiences in the community - while not sacrificing fun, authenticity, attention to detail, team work, and good solid community gaming.
      Organization Design:  The org is designed to support two basic types of game play.  First being our Civilian members.  The second being our realism Military component.
      Civilians:  Low time requirements, Low overall structure, Self and group built and managed "businesses". Freedom to pursue wide activities supporting the organization, your goals, and friends with professional military protection. Combined Task Force 70 (CTF 70):  Realism Milsim, slightly more time requirements, unit slotting based on the MOS you choose, professional level training. Structured Billeting (similar to raid slotting on roles), , "on-duty" / "off-duty" game time supporting the organization, your goals, and friends. Why do we do this?  Why do we put in so much work and time in this organization?  We wanted a very solid and scale-able infrastructure in place prior to recruiting to support growth at any level.   Star Citizen is (going to be) a very complex game, each of us invests time, emotion, effort - hopes and dreams into our characters and each other.  We want to give you, and this org the best we can and that each of us deserves from a game organization.  You and the Team around you will enjoy being gamers, while having immersion opportunities rarely found elsewhere in the 'verse.  You, and the Team around you will learn to be dependable, respectful, and respectable. 
      You can do the same old same old with everyone else.  Or you can achieve a higher level of professionalism, fun, and excellence as a civilian, military member, or periodically transfer freely between the two within Black Star Legion.
      We offer YOU the challenge of Black Star Legion

       
    • 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.



×