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MISC - Prospector (Mining Ship)

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I am actually very impressed with how far along just this ship has come in the concept stage alone.  Makes you stop and think about the plethora of existing ships and the headache they must've gone through to redesign over and over, just to have people berate their work. (300 cargo area, Heralds B-wing design, Orion's bridge location, Hull cargo spine mount, cutlass). Lolol. People will continue to bitch, but they're doing a great job.  On topic.....eww first draft... Definitely love the current concept Prospector

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If you like the ship, make sure to tell them on RSI ;) every once in a while I pop over there to say something because it's way too easy to stay here in pleasant company and ignore the positive feedback the devs could stand to hear. Like the fact that the Orion's bridge was perfect as designed.

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7 hours ago, SlickReed said:

Very submarine feeling

MISC_Small_Mining_Ship_08.jpg

MISC_Small_Mining_Ship_18.jpg

Looks like the result of a one night stand between a Reliant and a Cutlass xD

The machinery looks frighteningly exposed, it looks like it would fall apart if someone emptied a rifle clip (or a few rounds from any S1 weapon)... at least in the final version they concealed more of the machinery rather than leaving it so exposed at the rear.

Its great to see how CIG would revise their designs multiple times before finalizing them.

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1 hour ago, VoA said:

"Here's another 'path not taken' on the Prospector! What do you think?" - Sandi FB 

13043608_1033175750069044_74982529765775

^^^ This version is less of a "ew"...... but still like the current version better... :P

 

Very "Eagle" like from Space 1999 :)

 

This is obviously what they were thinking before someone come up with the idea for collapsable containers. 

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1 hour ago, VoA said:

"Here's another 'path not taken' on the Prospector! What do you think?" - Sandi FB 

13043608_1033175750069044_74982529765775

^^^ This version is less of a "ew"...... but still like the current version better... :P

 

Very "Eagle" like from Space 1999 :)

 

That's a Starliner with Conni on a drunk party... Couldn't help it either @Tom Villder XD

 

But to be honest this could actually be like a low cost interplanet transport from one port to another port without leaving the planet

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Misc Prospector Q&A Part 1

Spoiler

“If you’re doing this to strike it rich quick, forget it. Those are fairy tales. You wanna mine credits out of this rock, you better be willing to put blood, sweat and tears into it first.”
– Lonnie “Three Hand” Pardino’s Guide to Mining Alone

Greetings Citizens,

Another Concept Sale, another Question & Answer session. Since Friday, we’ve been collecting questions from the dedicated Q&A post here and today our designers and artists working on the ship will answer 13 questions for the community. Tune back in on this Friday to see the answers to 14 more questions.

The Prospector and its precision mining capabilities make it an ideal candidate for covert jaunts into dangerous space for the extraction of small quantities of highly dispersed and valuable commodities. We are very excited to discuss this unique ship in more detail, so let’s jump right in!

Special thanks to John Crewe, Phil Meller, Paul Jones, Luke Davis, Todd Papy, and Jonathan Jacevicius for taking the time to answer these questions for us.

Question & Answer

Will the Prospector use the same RMAPs technology that the Orion uses?

The RMAP system on the Orion is manned by the scan operator, who is able to use it to provide precise information. As the Prospector is only manned by one miner, we wanted to put more focus on searching with the ships scanning system. So instead the Prospector will be using the scanners to provide general information in a local space to pinpoint nearby mineral pockets, like a larger, more advanced metal detector.

Will the prospector be better at tracking/recovering smaller amounts of valuable and rare mineral deposits, compared to the Orion operating on mass scale collection?

The Prospector will be much better at pinpointing specific resources and extracting just that type of mineral, targeting pockets directly rather than multiple at once.

Can only specialized ships (Orion/Prospector) mine or can you retrofit mining equipment on to other ships?

Mining equipment will only be able to be equipped on specific hardpoints, as they require other ship equipment to be present for them to operate (pipes, processing equipment and storage tanks), so they will only be on specialized ships.

Can you describe container transfer during planetary and space operations?

We can’t go into too much detail yet, only to say that containers can be dropped in space and on planets and then be picked up and stored by other ships.

Does the Prospector have a Quantum/Jump Drive and if so does it travel through small jump points?

The Prospector will come equipped with a light jump drive and light quantum drive and as it’s a small ship, it will be able to travel through small jump points too.

Are the containers compatible with the container docking system on the Hull series?

Yes they are, the aim is to have all containers compatible with this system. The Prospector and Hull series ships make a very good team! The Prospector is able to keep mining and dumping cargo pods for some time before heading back to a station, allowing the Hull series to do the transporting.

While performing planet-side/asteroid mining, how deep can the mining laser/tractor beam cut/extract?

Unfortunately we don’t have any exact numbers to give you yet. But expect more information on this as we progress mining further!

What size shields will the Prospector have?

It will have one light shield generator, enough to protect it out in hazardous mining areas but not from sustained fire.

Will the Prospector be modular, allowing for mining slots to be swapped out for general cargo?

The Prospector has quite a specialised setup with the processing equipment and collapsible storage crates. These crates adhere to standard cargo measurements, but it isn’t currently planned to be a cargo transport.

It is mentioned that the ship holds 128 cargo units, but is that all container space(32 units a container) or does that include space in the hull?

That’s all container space including reserve collapsed containers.

Is the mining laser upgrade-able and are there different types of lasers depending on the type of mineral you are mining?

As we have several industrial manufacturers, expect to see a few options here for choosing a laser that’s fit for purpose. Some might be better and quicker at boring a hole to the target mineral pocket, or be better at mining lighter/denser minerals.

Can the mining laser be used as a weapon?

Technically yes, though it is not designed to cut through shields and ship armour. The high power draw, low damage and the short range of the laser in comparison to other ship weapons means it’s not an effective combat weapon.

Is the Prospector strictly a one person ship, or will it be a viable experience for two players?

The Prospector has been designed to be handled by one person from the pilot seat and has facilities/quarters for that one person only.

 

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The only thing I wish they did is add a second seat like in the reliant. The would allow someone to focus on keeping you safe in an asteroid belt while the other did the mining. It also would be easy as they could copy paste the reliant cockpit without the fancy chairs. Also disappointed that they have not added to the lineup of RSI ships. Three ship classes seems really small at this stage in development.

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Quote

Can only specialized ships (Orion/Prospector) mine or can you retrofit mining equipment on to other ships?

Mining equipment will only be able to be equipped on specific hardpoints, as they require other ship equipment to be present for them to operate (pipes, processing equipment and storage tanks), so they will only be on specialized ships.

:-/

RIP Rockcrusher variant lol

On the other hand:

Quote

Are the containers compatible with the container docking system on the Hull series?

Yes they are, the aim is to have all containers compatible with this system. The Prospector and Hull series ships make a very good team! The Prospector is able to keep mining and dumping cargo pods for some time before heading back to a station, allowing the Hull series to do the transporting.

Oh and its 32 SCU per container:

Quote

It is mentioned that the ship holds 128 cargo units, but is that all container space(32 units a container) or does that include space in the hull?

That’s all container space including reserve collapsed containers.

It changes the strategy a bit... so that we don't need so many Argo's and haulers because the prospectors won't be making as much cargo as we thought they would.

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8 hours ago, Tom Villder said:

:-/

RIP Rockcrusher variant lol

On the other hand:

Oh and its 32 SCU per container:

It changes the strategy a bit... so that we don't need so many Argo's and haulers because the prospectors won't be making as much cargo as we thought they would.

I was also hoping for a "medium" mining ship.... but the Prospector is indeed a "small" mining ship (Even though the human scale people next to it appears to be a larger ship - the overall dimensions are indeed small.... so it isn't really Freelancer size as Ben mentioned).   The Prospector with only 128 (total) capacity mining will indeed limit its profitability.   I still like it though and won't likely melt it or CCU it (but it definitely doesn't compare to the Orion).   The big draw with the Prospector is the single person operation = it is a good candidate for NPC operation if you want to be a hauler instead (or off doing other things while your NPC is making profit for you mining).   I also love the fact it give you another reason to go down to a PG planet and have fun and have a reason to go planet-side.

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17 minutes ago, VoA said:

The big draw with the Prospector is the single person operation ... I also love the fact it give you another reason to go down to a PG planet and have fun and have a reason to go planet-side.

This 100%.  This is the reason I melted my Gemini for couple of Prospectors (and a $0 Freelancer MAX CCU).  Due to my rather unstable game time, I don't want to risk leaving a large FPS arena-sized ship in space if something in RL happens, so the Prospector is a great alternative, its a tiny ship and has the ability to quickly deploy and pack up.

On top of that, a Prospector/Freelancer (MAX?) combo would be a great mining duo.  The Prospector keeps on mining and dropping the cans, the Freelancer not only hauls the mined ore, but also carries a few dozen spare collapsible containers for the Prospector to fill up.  Also, the Freelancer can also pack a punch and create the 30-60 second diversion for the Prospector to pack up.

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Just an observation here : maybe I missed something but did Chris ever state that you could use NPC's to run your ships for you? I really doubt you can :

a) have the prospector run by an NPC while you pickup the cargo containers with a Hull-C, or

b ) run the prospector yourself and have an NPC pickup the containers in your Hull-C

I suspect that NPC can only control ships in an escort setting (cover my 6, attack my target, form up on my wing, etc. like commands) or they perform simple functions on a ship (scanner operator, turret operator, mechanic etc.) but I highly doubt they can operate complex ships BY THEMSELVES and follow complex commands like : pickup cargo containers on Zeta 6 and drop them off on the refinery at Bobo 2 OR Scan asteroid 251 and when you find Traptanium mine it until further order oh yes and if the location you are at runs dry then drill a new borehole .....

YES they can do these things as NPCs which are part of the PU probably but I doubt the NPC which you can control can do such things.

Can someone confirm or deny this?

 

 

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Yes he said that afaik BUT

he also said that you can put a mining laser on an Aurora

 

as for me I personally found any amount of independently operated NPC ship Wingmen in an MMO situation highly unrealistic
I believe it when we get it

Sure they need it for Sq42 but this is a totally different boat. I think the answers CR gave ages ago have to be really carefully interpreted. I would interpret that as part of a vision of his that we would potentially like to one day achieve but not one of the more concrete feature goals. And it is in no way linked to any even mid-term release. And if technical and design difficulties are too hard or it just does not fit into the changed reality of the game at a later stage it will just never happen. 

Like it seems they dropped that Mining Laser on the Aurora. The continuous evolution of the actual game just lead to that decision it seems.

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From REDACTED podcast this week a chat message from Matt Sherman:

Quote

It doesn't fully dilute Tractor Beams since the mass/size of the objects the Mining Laser can pull in will be very different from a Tractor Beam made to pull in a loose cargo crate.

basically means the Mining Laser has a small tractor beam like ("vacuum cleaner") device included that sucks the mined particles in

Probably all those special components need to fit on a special weapon mount and maybe even need some kind of tubing/processing that leads to the cargo from there depending on if they include that in the actual 3D model. All stuff that would probably not work on a standard weapon mount so I get why they abandon that Aurora + Mining Laser idea. Was always questionable anyway but still I would have liked it if we get more ship choices then just the specialized ships for each profession.

EDIT: found this by accident the other day, not SC but liked it

tPw7rLW.jpg

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1 hour ago, CyberianK said:

From REDACTED podcast this week a chat message from Matt Sherman:

basically means the Mining Laser has a small tractor beam like ("vacuum cleaner") device included that sucks the mined particles in

Probably all those special components need to fit on a special weapon mount and maybe even need some kind of tubing/processing that leads to the cargo from there depending on if they include that in the actual 3D model. All stuff that would probably not work on a standard weapon mount so I get why they abandon that Aurora + Mining Laser idea. Was always questionable anyway but still I would have liked it if we get more ship choices then just the specialized ships for each profession.

 

You can see it pulling in rock/ore in the prospector pictures CyberianK. The cutting/mining lasers are on the outside with the tractor in the middle.

XjGhP0S.png

 

USP6mBN.png

 

 

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MISC Prospector Q&A Part 2

^^ See link or spoiler below...

Spoiler

Greetings Citizens,

Another Concept Sale, another Question & Answer session. Since last Friday, we’ve been collecting questions from the dedicated Q&A post here and today our designers and artists working on the ship will answer 14 more questions! We are very excited to discuss this unique ship in more detail, so let’s jump right in to part 2!

Special thanks to John Crewe, Phil Meller, Paul Jones, Luke Davis, Todd Papy, and Jonathan Jacevicius for taking the time to answer these questions for us.

Question & Answer

Can you set the Prospector to mine while you go out and explore the asteroid, or does it require an active pilot in his seat?

When in the landed mining state you will be able to leave your laser going while you take care of other business, but your productivity will suffer for it. You will have to effectively manage your heat and power on the laser, otherwise your mining rate will slow or you could risk damaging your laser.

Is there an emergency exit/escape hatch on the Prospector?

The interior is relatively compact, so the door to enter/exit is easy to reach in the case of an emergency.

Since there are 4 containers, does that mean the ship can sort and harvest 4 different types of ore at the same time?

We haven’t drilled down into too much detail on organising between the containers at the moment. Ideally you will be able to mine as many different types of ore as you want, and organise them as you see fit.

Will you be able to eject your containers for a speed boost in case of emergency?

The containers will have a mass value depending on what is stored in them and how full they are. So if you jettisoned some full containers in space, you might notice a slight improvement in ship responsiveness.

What will the maneuverability be like for the Prospector?

It will be on the poorer side of average. The Prospector only needs to maneuver among asteroids to get to specific mineral pockets and so will be in precision mode most of the time.

Is the ore filtering the same refining technique that the Orion has, or just a first reduction step to do a coarse removal of useless rock?

The Prospector will only be removing things like useless rock, the processing equipment on the Orion is much more advanced.

Do Prospector pilots risk the chance for gas pockets in asteroids to combust, or is this an Orion-only risk?

If the surface is big enough to land on and you start mining, you will encounter different hazards depending on the location and which minerals you’re mining.

Will the Prospector have any interaction with the Orion, like docking or easy ore drop-off?

There is no special interaction planned between the two. The Orion should be capable of taking crates from the Prospector though, so it should be able to give a full mineral load to the Orion and use its reserve crates to go and fill up again. It does synergise well with the Hull series ships though, being able to drop loads of cargo off for the Hull to take for selling while the Prospector can continue to mine a while longer.

In the concept art, what is the large disc beneath the ship used for?

The large disc is acting as a conduit for the ship’s scanners. A large part of mining will be in scanning and finding the resources you want to mine in space, but especially planetside.

Can you tell us a bit about self-defense/weaponry that the ship has if the Prospector were to find itself in a sticky situation?

Unfortunately the Prospector doesn’t come well equipped for combat, but has just enough to potentially warn off attackers and withstand some light fire. If you plan on mining in dangerous areas it might be worth paying for a fighter escort to save risking going alone and being found. It will come with two size one laser repeaters, a light shield generator and some basic countermeasures.

Will there be variants for salvage/repair? i.e. swapping out the arm for a repair arm.

There is nothing planned currently.

Is landing on a surface required in order to begin mining?

You will be able to mine both when flying in space and when landed. In space, you will be mining from pockets on the outer surface of asteroids. When landed, it allows you to reach deeper pockets under the surface that are potentially larger or more valuable.

Does the bed function as an escape pod?

No, it will have a bed similar to the one found in the Starfarer.

Will there be some type of cage/cover available to outfit the cockpit glass to allow it more protection?

It originally had a cage around the cockpit, but we wanted to keep high visibility and the exterior bars didn’t match the MISC ship style.

 

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RTV just now...

- Prospector sale closed this week, it was fantastic. They have a pretty good idea of how well a sale will do, and the Prospector was really close. They sold 2% more than they thought it was.

^^^ I added this to the wrong thread... :(

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RTV just now...

Quote

12:05

- Couple things later today - the space cactus will go up on the comm-link, can see what it'll look like. Tonight will be Jump Point for subscribers. This issue covers the prospector. They're starting a new serial fiction from Adam Weiser, going back to the Tevarin war. 

 

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      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 EScavenger
      I am looking to buy an M50 to Prospector for a decent price.  Please let me know if you have one you want to sell
      Thanks,
       
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