Something I've been interested in is establishing a frontier bar nearby the border of UEE/Vanduul space, giving players an area to interact with other players and NPCs, find missions and crew for raids into hostile territory. I would see myself as more of a CEO, spending my time coordinating supplies, courting mercenaries and other such administrative work. I like the idea of Vanduul NPCs gradually targeting my establishment with greater frequency as it becomes a more successful rally point. I dream of having it get to be so powerful and lucrative that I need to invest in more defenses or expansion, such as Nova Tonks and air defense towers.
If I do establish my own little corner of law and order in a galaxy of chaos, Imperium members get half off drinks
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 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 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!
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.
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 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.
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.
So i recently bought the new cutlass and i must say it is a much sexier and sleeker ship than before. It also seems to fill a rather unique role. Due to its size increase it most certainly will not be able to go toe to toe with a saber by ANY means and is definitely not even a fighter at all anymore. Personally it makes me think of more of a huey from the vietnam war. used for supply runs, troop transport/dropship and gunship. personally i would like to see some optional door gun upgrade for it by launch. you cant add sliding sid doors and NOT have door guns am i right? but i digress. Personally am i the only one who looks at the new cutlass and sees it as a space huey or do most other people see it that way too? also if you had to give it a specific role name (ex: fighter, bomber, transport, etc.) what exactly would that be?
Lately I've been digging around at what ships have been designed for, and what players plan on doing with those ships. It has also been brought up that CIG has been re-working ships based on these modular ideas of both the player and what the ship can do or be.
"As for the lessons learned, the feedback, we learned that you guys are very interest in having modular ships - that was something that was a big take-away from that. You're very interested in being able to swap out the internal components of ships, so rather than just exterior components, being able to say, "hey I want these crew quarters to be 'this' now," so that's something we've been exploring and hopefully we'll have more information on soon."
"So, if you have an Aegis ship which is supposed to be a mining vessel - well, the Reclaimer is actually not a mining vessel. But, as an example let's assume there was an Aegis ship that was a mining vessel. We would start off with mining equipment as references, and then we'd go ahead and apply the Aegis aesthetic on top of that. So we'd have smooth curves. We'd have like… space shuttling panelling, since that's part of the look for them, and we'd probably have the intakes on the top since that's like an Aegis thing. So, we have style guides which define some of the elements that these ships need to have and that's kind of how we arrive at the look. And we'll do variations of that and pick the coolest one."
$65 million strech goal:
After doing such research, I've come to the conclusion that making the Reclaimer a mining ship wouldn't be very hard at all. In fact the arm that stretches out to grab stuff could very well stay attached and all the processes that go into breaking down ships and pieces of stations internally would stay as well.
How do you guys feel about the Reclaimer being able to be dual purpose such as mining, too? Personally I love the aspect of it and hope that we can explore additional options with the ship, and maybe even see modular parts go on sale.
By Th3 Warm0ng3r
As this position can be seen in all three of the current subdivisions of Professions, I thought it should have it's own tab to deal with commanding multi-crew ships as well as strike groups, squadrons, battle groups and the like. There is plenty to discuss here, and if it comes to larger orgs I am sure this can be considered a profession on its own considering the complexity of managing multiple ships both capital and strike craft and understanding space combat ect. On the smaller side discussing the ability of commanders in ships like the Reclaimer, Starfarrer and even the Constellation would make this a rather larger sub thread if created. There is plenty of theory crafting I have on tactics and abilities.