Not sure anyone else here is interested, but Big JR (the guy who built the space suit locker
and the Sabre model
, is back with CIG sanctioned custom furniture for sale. It's worth noting (@Sub-Commander @Media Officer) that they will do org livery. Interested parties can contact Kals@jrfabrication.co.uk regarding custom colors / liveries. I reached out to them regarding the desk and suggested an end compartment for the opposite end that's a mini fridge. They are a fan of the idea.
They don't currently ship outside the EU/UK but are considering delayed orders until they can fill a shipping container in order to lower shipping costs.
I want this desk.
Obviously, it becomes a tradition - every new patch I do a video with a visual comparison of the previous and current patch.
In the current build, 3.1, something turned out better, and something is on the contrary worse. I tried to show the main differences, but could miss something - if you know something else, write about it in the comments.
The video turned out to be longer than I planned, so I added a timecode with a timetable of events - it can be found on YouTube, the first fixed comment.
P.S. If you liked my writings, put your finger/arrow up in:
Citizen Spotlight Spectrum Reddit
jmitch42 here. pledged at base level about a year ago, but couldn't run it on my machine. got a new rig about a month ago and got it fired up. been a bit busy since then. got gifted an upgrade to a titan, then i bought a cutlass black. got a nox kue and now a cyclone as well. all have lti except the cyclone. fun times. can't wait to see where this game is going.
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.
By [BWC] Garro
Join Black Widow Company!
Are you a civilian, currently enlisted, or a veteran gamer?
Are you new to Star Citizen or a long time backer?
Do you have a single starter ship or your very own personal fleet?
Are you 16+ y/o and desire to be an active participant in a gaming community?
Are you able and willing to be active in game right now?
Black Widow Company [BWC] has everything you need to successfully pursue your Star Citizen adventure. Join us on the fringes of the 'Verse!
We are competitors, friends and family joined together across many time zones and a 15 year history of gaming excellence. In BWC, we want you to be who you are born to be - to fight, explore, unite, and trade. We want you to have fun in all aspects of the game. We want you to be the best gamer, organization member, and - if you strive to serve others - the best leader you can be. Sound like the long-standing, active, gaming community you deserve?
Discover what our Star Citizen regiment has to offer you and what you have to offer BWC. You receive:
In depth Training
Stable and Supportive Community
Opportunities for Advancement
Fly with us in the Universe. Fight with us in Arena Commander or Star Marine. Introduce yourself on TeamSpeak. Apply now @ http://the-bwc.com/.
Black Widow Company [BWC] is an award-winning, multinational, multi-gaming outfit with an unbroken fifteen year history of gaming excellence. We are veteran founded and operated. BWC has a well-known reputation of integrity, fair play, dedication and teamwork. That reputation inspires our members and enhances our relationships with game developers and other gaming communities.
A military style structure featuring billeted and non billeted ranks,
A dedicated chain of command who oversees our daily gaming, operational, and infrastructure activities,
An internal metagame of military inspired awards and achievements,
A diverse offering of new and established games, and
A one of a kind Operations Server (OpServ) that links it all together.
Apply now! New applicants start as a recruit (E-1) and undergo a two week evaluation and on boarding period to ensure things are a good fit. Upon successful completion of that review, recruits are promoted to the rank of private(E-2) gaining all the rights and privleges of full BWC membership. As a member, you will have the opportunity to gain recognition, awards, promotions and more responsibility as part of BWC's metagame -- if that is the path you chose for your BWC career. Regardless of that path, you will help make our community better.
Standard Operating Procedures
BWC operates under clearly defined Standard Operating Procedures (SOP) which serves as our charter and code of conduct. The SOP sets the standard that all BWC members, regardless of game, rank, or longevity of service, are expected to uphold. Members are encouraged to embrace and live out what we call a "BWC Bearing." In both word and action, we cultivateand project the ideals of professionalism, discipline, respect and gaming excellence.
One Team, One Fight
Gamers who sign on with BWC can expect to find their battle brothers and sisters ready and willing to support them both on and off the virtual battlefield. We always do our best to offer helping hands to our members who are in trouble while also pursuing more formal charitable endeavors. We practice teamwork, communication, and coordination. We apply our "One Team, One Fight" ethos in everything we do. And we do so without risking or compromising our ability to have a good time or the need to sacrifice real life relationships and responsibilities. Games come and go, but BWC remains.
Calling you a friend and fellow BWC member would be our honor.
See you in the next Onboarding class! http://the-bwc.com/