Banu escort

[WTS] [blackmarket] Account Sale - Idris P/890 Jump/Hammerhead/Polaris/Carrack and More.

2020.09.28 01:04 JohnSlar [WTS] [blackmarket] Account Sale - Idris P/890 Jump/Hammerhead/Polaris/Carrack and More.

This is a Blackmarket Account Sale. It has a melt value of $5,300 USD.
Please see disclaimer regarding account sales at the bottom of this thread.
Verified paypal only. Non-verified paypal payments will be refunded minus fees.
I will require you to be RSI confirmed.
No trades will be done with users who were previously RSI confirmed, but have subsequently removed their reddit username from their RSI Profile.
Once payment and verification is complete, I'll send the account login credentials. In some cases additional verification documents may be needed and additional verification items may be required.
I am selling the account, NOT the individual vessels.
WILL accept offers on the account or for the total melt value on the account.
890 Jump, Luxury Capital Ship (Capital Class) 6 Year Insurance (Flyable)
Aegis Idris P, Frigate (Capital Class) Life Time Insurance (Not Flyable)
Aegis Hammerhead, Gunship Corvette (Large Class) Life Time Insurance (Flyable)
Aegis Sabre, Medium Fighter (Small Class) Life Time Insurance (Flyable)
Aegis Gladius, Escort Fighter (Small Class) Life Time Insurance (Flyable)
Anvil F7C-M Super Hornet, Medium Fighter (Small Class) Life Time Insurance (Flyable)
Anvil Carrack, Naval Survey Ship (Large Class) Life Time Insurance (Flyable)
Anvil Terrapin, Recon Vessel (Small Class) Life Time Insurance (Flyable)
Anvil Pisces, Shuttle (Small Class) Life Time Insurance (Flyable)
MISC Freelancer MIS, Missile Ship (Medium Class) Life Time Insurance (Flyable)
CRU Mercury Star Runner, Blockade Runner (Medium Class) Life Time Insurance (Not Flyable)
RSI Polaris, Torpedo Corvette (Capital Class) Life Time Insurance (Not Flyable)
RSI Ursa Rover, Rover (Vehicle Class) Life Time Insurance (Driveable)
RSI Mantis, Interdiction Vessel (Small Class) Life Time Insurance (Flyable)
Argo MPUV, Personal Carrier (Small Class) Life Time Insurance (Flyable)
Grey Cat, Buggy (Vehicle Class) Life Time Insurance (Drive-able)
Kruger Merlin, Snub Fighter (Small Class) Life Time Insurance (Flyable)
Banu Defender, Medium Fighter (Small Class) Life Time Insurance (Flyable)
Note: Hanger is frequently changed. This hanger reflects a 09/10/2020 revision.
If you have any questions feel free to contact me - Thanks for looking!
Steps to purchase:
  1. Get RSI confirmed if you haven't done so
  2. Comment your interest in this thread - direct pm with no comment in my WTS thread will be ignored
  3. PM me with your offer, your RSI handle, and your paypal email
  4. If offer is accepted, I will contact you for possible verification
  5. After verification, I will send you a paypal invoice
  6. After payment, I will email you the login credentials to your paypal email address only
Disclaimer for this sale:
•I (seller) promise to abandon my account, agreeing to never attempt to recover said account via RSI or any other means.
•Due to the nature of this listing, No refunds can be made. All sales are final when the account credentials are provided.
•Seller reserves the right to cancel transaction at any-point, if they feel fraudulent activity is likely
(1) I am "selling" the right to be added as an "Authorized User" to my account, which is allowed as per RSI's 2016 Terms of Service.
(2) I will remain the original owner only in the event that official contact is required from the parent company (CIG).
(3) I understand that my personal information may be permanently retained in the address and billing sections.
I agree to the above clauses and will not attempt to access, recover or tamper with the said account unless it is requested by the Authorized User.
Please note, applying for a refund from CIG is encouraged over account sales. Consider exhausting this option in lieu of risking account termination. See here for help
RSI Account Sale Disclaimer:
(1) Account sales are in clear violation of RSI's terms of service, and are at high risk of being terminated at any time
(2) The original owner will remain the legal owner of the account except in specific jurisdiction where local laws that supercede RSI's EULA allows for account transfers
(3) Seller understands that some personal information may be permanently associated with their account and consent to this information transferring with the account with this and any future transaction involving this account.
I (seller) promise to abandon my account, agreeing to never attempt to recover said account via RSI or any other means. As per RSI's EULA all accounts remain the original account owner and RSI's sole property
Buying this you acknowledge and accept RSI's End User License Agreement (EULA) for Star Citizen / Squadron 42 game.
This is a private and occasional sale and according to European Community law there is no agreed warranty.
You can use objects listed in this selling and get physical items, if any, but items remain property of Cloud Imperium Games.
Star Citizen© 2012-2015 Cloud Imperium Games Corporation & Roberts Space Industries Corp.
submitted by JohnSlar to Starcitizen_trades [link] [comments]

2020.06.13 12:40 falloutboy9993 The Banu Merchantman

I just upgraded to the BMM so I’m new to the discussion and have had to play catch-up. This is my concern as a fresh set of eyes; that they are going to nerf it and diminish its original role.
It is a long haul cargo vessel with a built in bazaar. It will be fine if they reduce its current 3000+ SCU capacity but it shouldn’t go under 1800 SCU.
It should be dangerous in the verse. In lore, even the Vanduul are hesitant to attack them. It is the Banu flagship. It is still a big slow ship that needs a fighter escort, but make it dangerous enough to warrant a second thought.
Finally, it should come with some Banu street cred. The BMM are a central part of Banu culture and commerce. They are passed down hereditarily. To own one is to honor the Banu’s way of life. It should allow for better access to Banu markets or space, not just be another cargo ship.
That’s all. What do you all think?
submitted by falloutboy9993 to starcitizen [link] [comments]

2020.05.30 08:46 ariftw [WTS] Ari's Quantum Market 1st Edition 2020 LTI Ships LTI Packs Combopacks and Gamepacks CCUs Cheap 120, 60 and 6months insurance ships/packs Veteran Citizen Guaranteed 100% LEGIT

Hello, Citizens!
Welcome to my Quantum Market. First of all make sure to read the following:
*Only PayPal is accepted as a cash payment method. You must be PayPal verified and RSI Confirmed to purchase. *If you are new and your post gets deleted by the bot, I cannot see who sent the post, so be sure to private message me and I can help you out. *The price you see is the price you pay. *All prices are in USD and include PayPal fees
If you still having problems verifying your RSI and PayPal account on Reddit, here is a guide step by step to work it out:
NOTE: ALL SHIPS PACKS contain several standalone ships, which may be used and upgraded individually but they can not be separated into an individual package.
Game packages. (SOME packages contains STAR CITIZEN digital downloads)
Pack Ships Stock StarCitizen Insurance Price RSI Price USD
Aurora Discount Starter Pack Aurora LX 1 Yes 60m 35 49
--- --- --- --- --- --- ---
Aurora MR SC Starter Pack Warbond Aurora MR 1 Yes 3m 35 44
--- --- --- --- --- --- ---
Mustang Alpha SC Starter Warbond Mustang Alpha 1 Yes 3m 35 44
--- --- --- --- --- --- ---
100i Starter Game Package 100i 1 Yes 6m 60 79
--- --- --- --- --- --- ---
100 Series Pack 100i+125A+135C 1 No 6m 150 174
--- --- --- --- --- --- ---
300 Series Celebration Pack 300i+315P+325A+350R 1 No 6m 285 315
--- --- --- --- --- --- ---
Razor Dual Pack Razor EX+Razor LX 1 No 6m 285 315
--- --- --- --- --- --- ---
Banu Combo Pack Defender+Merchantman 1 No LTI 515 578
If you are willing to buy something asap, send me a PM and text me in Discord (AriTheBard#8213)
Limited Packages. (ALL packages contain STAR CITIZEN and some contain SQ42 digital downloads)
Pack Ships SQ42 StarCitizen Insurance Price RSI Price USD
Drake Loot and Scoot Deluxe Package Cutlass Black+Dragonfly Yellowjacket No Yes 60m 155 180
--- --- --- --- --- --- ---
Enterpreneur Pack Prospector+Vulcan+Vulture+Hull B+Ursa Rover Yes Yes LTI 600 650
--- --- --- --- --- --- ---
Scoundrel Pack Caterpillar+Mercury Star Runner+Cutlass Black+Hawk+Dragonfly Black+Ranger CV Yes Yes LTI 695 750
--- --- --- --- --- --- ---
The Verse Pack Aurora MR+Mustang Alpha+300i+Avenger Stalker+Reliant Kore+Cutlass Black+Hornet+Freelancer+Constellation Andromeda+Dragonfly Black No Yes 6m 795 855
--- --- --- --- --- --- ---
Escort Pack Hammerhead+Sabre+Defender+Super Hornet+Gladius+Terrapin Yes Yes LTI 1325 1420
--- --- --- --- --- --- ---
Interceptor Pack Aurora (MR+LN)+Mustang (Alpha+Delta)+300i+325A+Avenger (Stalker+Titan)+Reliant (Kore+Tana)+Gladius+Hornet+Super Hornet+Freelancer(Base+Max)+Constellation Andromeda+Dragonfly Black+Ursa Rover Yes Yes LTI 1495 1600
--- --- --- --- --- --- ---
Company Pack Orion+Reclaimer+Starfarer+Genesis Starliner+Crucible Yes Yes LTI 1700 1815
--- --- --- --- --- --- ---
Exploration Megapack Carrack Expedition+Pisces Expedition+Cyclone RN+Terrapin+Dragonfly Black+Freelancer DUR+315P+600i Exploration+Constellation Aquila Yes Yes LTI 1700 1815
--- --- --- --- --- --- ---
Tycoon Pack Prospector+Vulcan+Vulture+Hull C+Ursa Rover+Orion+Reclaimer+Starfarer+Genesis Starliner+Crucible Yes Yes LTI 2500 2660
--- --- --- --- --- --- ---
Provectus pack warbond Aurora (MR+LN+CL)+Mustang (Alpha+Delta+Beta)+300i+325A+Avenger (Stalker+Titan)+Reliant (Kore+Tana)+Gladius+Hornet+Super Hornet+Freelancer(Base+Max+Dur)+Constellation (Andromeda+Aquila)+Dragonfly (Black+Yellowjacket)+Ursa Rover+Sabre+Gladiator+Terrapin+Cutlass Black+ Caterpillar+Nox+Cyclone Yes Yes LTI 2750 2925
Original concepts and standalone LTI ships.
Ship Stock Insurance Price RSI Price USD
Argo Cargo 2 LTI 35 47
--- --- --- --- ---
Dragonfly Yellowjacket 1 LTI 35 47
--- --- --- --- ---
Nox 1 LTI 40 54
--- --- --- --- ---
Nox Kue 2 LTI 40 54
--- --- --- --- ---
X1 Baseline 2 LTI 40 54
--- --- --- --- ---
X1 Velocity 3 LTI 45 59
--- --- --- --- ---
85x 3 LTI 50 64
--- --- --- --- ---
X1 Force 1 LTI 50 64
--- --- --- --- ---
Cyclone 2 LTI 55 70
--- --- --- --- ---
Hawk 3 LTI 90 110
--- --- --- --- ---
Hurricane 1 LTI 175 195
--- --- --- --- ---
Vulcan 1 LTI 200 225
--- --- --- --- ---
Vanguard Hoplite 1 LTI 225 255
--- --- --- --- ---
Vanduul Blade 1 LTI 250 281
--- --- --- --- ---
Eclipse 2 LTI 275 299
--- --- --- --- ---
600i Exploration 1 LTI 435 471
120 Months Insurance ships.
Ship Stock Insurance Price RSI Price USD
Avenger Warlock 1 120m 85 95
--- --- --- --- ---
Gladius Valiant 1 120m 110 121
--- --- --- --- ---
Super Hornet 1 120m 180 201
--- --- --- --- ---
Terrapin 1 120m 220 244
--- --- --- --- ---
Vanguard Sentinel 1 120m 275 305
--- --- --- --- ---
Eclipse 1 120m 300 330
--- --- --- --- ---
Carrack 1 120m 600 650
60 Months insurance ships.
Ship Stock Insurance Price RSI Price USD
Argo Cargo 1 60m 35 42
--- --- --- --- ---
Dragonfly Black 1 60m 35 42
--- --- --- --- ---
Argo Personnel 1 60m 40 48
--- --- --- --- ---
85x 1 60m 50 64
--- --- --- --- ---
Avenger Titan 1 60m 50 64
--- --- --- --- ---
Mustang Gamma 1 60m 55 69
--- --- --- --- ---
Mustang Delta 2 60m 65 79
--- --- --- --- ---
Avenger Warlock 2 60m 85 100
--- --- --- --- ---
Herald 1 60m 85 100
--- --- --- --- ---
Cutlass Black 2 60m 100 115
--- --- --- --- ---
M50 1 60m 100 115
--- --- --- --- ---
Buccaneer 2 60m 110 127
--- --- --- --- ---
Gladius Valiant 2 60m 110 127
--- --- --- --- ---
350R 1 60m 125 143
--- --- --- --- ---
Razor 2 60m 135 155
--- --- --- --- ---
Prospector 2 60m 140 154
--- --- --- --- ---
Cutlass Blue 2 60m 150 170
--- --- --- --- ---
Retaliator Base 1 60m 150 169
--- --- --- --- ---
Khartu-AL 1 60m 170 195
--- --- --- --- ---
Sabre 2 60m 170 195
--- --- --- --- ---
Super Hornet 2 60m 180 205
--- --- --- --- ---
Banu Defender 1 60m 185 210
--- --- --- --- ---
Terrapin 1 60m 195 217
--- --- --- --- ---
Redeemer 1 60m 250 275
--- --- --- --- ---
Orion 1 60m 325 355
--- --- --- --- ---
Banu Merchantman 1 60m 350 380
--- --- --- --- ---
Crucible 1 60m 350 380
--- --- --- --- ---
Glaive 1 60m 350 382
--- --- --- --- ---
Carrack 1 60m 400 435
--- --- --- --- ---
Reclaimer 1 60m 400 435
--- --- --- --- ---
Polaris 1 60m 750 805
--- --- --- --- ---
890 Jump 1 60m 890 1022
6 Months insurance ships.
Ship Stock Insurance Price RSI Price USD
100i 1 6m 45 54
--- --- --- --- ---
125a 1 6m 55 64
--- --- --- --- ---
135c 1 6m 60 69
--- --- --- --- ---
M50 1 6m 100 113
--- --- --- --- ---
350R 1 6m 125 140
--- --- --- --- ---
Mantis 1 6m 150 165
--- --- --- --- ---
Ares Inferno 1 6m 220 245
--- --- --- --- ---
Ares Ion 1 6m 220 245
--- --- --- --- ---
Redeemer 1 6m 250 275
--- --- --- --- ---
Vanguard Warden 1 6m 260 285
--- --- --- --- ---
Vanguard Sentinel 1 6m 275 299
--- --- --- --- ---
Vanguard Harbinger 1 6m 290 318
--- --- --- --- ---
Glaive 1 6m 350 409
--- --- --- --- ---
600i 1 6m 475 515
--- --- --- --- ---
Nautilis 1 6m 725 780
--- --- --- --- ---
════════════════════════════════════════════════════════════════════════════════════ How to buy???
*First of all you must write a message on this post telling me the items you want (so I can check your RSI account linking to your Reddit flair) *Then I will need your PayPal and RSI email adresses so I can send you an invoice describing the sale. *You must be RSI confirmed on Reddit *You must be PayPal Verified (You can verify your account by either adding and confirming a bank account, or applying for and being approved for a PayPal Credit product.) *Note: Any payment sent from a non-verified account will be refunded less any PayPal fees. *Once the payment is done, the items will be sent as gifts to the same email address used to pay the invoice (PayPal email) NO EXCEPTIONS!
WARNING: Gift will be sent to PayPal email address, the gift is only email with link from RSI.
*After confirming the gift by comment in my store thread, you can reply with +verify in the Confirmed Trades thread (I will give you a link).
Looking for something that I don't have listed for sale? Feel free to contact me and I'll get it for you.
Make sure to reply to this thread if you send me a private message.
I use new cash to make any and all purchases from buy back for all original concept ships, CCU'd LTI ships, LTI tokens, and CCUs in order to help continue to fund the development of Star Citizen. Your purchase from me still funds the game.
Almost everything I sell was obtained directly from RSI by me personally and I fully guarantee that all items I sell from this post are 100% legitimate.
submitted by ariftw to Starcitizen_trades [link] [comments]

2020.01.16 23:31 Dawnstealer Some Merchantman Concerns

[tried posting this on Spectrum as a suggestion, but it kept erroring out. Hopefully that isn't a sign. Into the redditses, which the devs seem to read and respond more to, anyways...]
TL:DR: Keep her a fatty, please. (ie. Grow her to fit her concept, rather than shrink her to fit a pad size)
So I'll start with this, as it's far easier to tweak things NOW than when the ship is already built out (see: Carrack), I feel it's easier to throw this stuff out now than once the ship has gone through White and Graybox. If I'm on an island and the only one that believes what I'm about to toss down, that's fine - I can live with that and whatever the BMM eventually becomes; I suspect I'm not, though.
With the release of the Kraken Privateer, it seemed to come with some severe walk-backs on the plans for the Banu Merchantman (heretofore henceforth referred to as "BMM").
It sounds like the plan is to largely replace the "king of the trade ships" with the Privateer, with the BMM being relegated to a more mid-large (Starfare600/Cat/etc) ship territory. So rather than the end-game trader, it'll now be somewhere in the middle.
Here's the original concept write-up for the BMM (some of you might have not ever seen this):
As one of the earlier ships in the Kickstarter, earlier than the Carrack by a week or two, if memory serves, a lot of people have spent the better part of six or seven years investing ideas and gameplans into what was originally marketed for the ship. It's a little late in the game to be scrapping those plans or scaling them back (literally, in this case). Not meaning to sound negative, but I do want to stress that there is a LOT of history and hype on this ship. That said, let's get into what the original idea behind the ship was:
The concept highlights for this trade end-game ship:
  1. Cargo capacity of the Hull C, but carried internally
  2. Represented the Banu flagship, a ship that, when militarized, apparently even gave the Vanduul pause and willing to trade or negotiate (unless there's something else going on with that relationship, and I totally think there is, buuuut...either way) - the BMM is supposed to be relatively nasty, combat-wise, or have the option to become very nasty combat-wise, to earn that reputation
  3. Blockade runner: "speed and durability" being the centerpiece of its description (see link above)
  4. Long-range, but ferreals - this thing was mentioned as being WAY out there in the Carrack minigame - this thing was made to travel in the deep dark, far removed from stations
Granted, that's a LOT of features for a single ship, but at the time it was also one of the more expensive concepts. But in order, nearly all of these features have been walked back over time:
  1. Cargo capacity took a hit first with the reveal of the shops, then the revelation that our beloved space whale was dropping in size. Because the Hull C grew in scale, I don't think people thought the BMM would keep pace with that capacity, but I don't think any of us thought it would drop off considerably from the original value either. John mentioned that the BMM could bring along another ship as something of a "warehouse" [I actually planned on doing exactly that with my Hull D, buuuut...], that seriously hampers the BMM's ability to be operating out there alone in the deep dark. Now it's the BMM, its "warehouse," and enough escorts to support both, oh, and the escorts might not have the range, so now the BMM has to stay much closer to shore as it doesn't have the ability to refuel those escorts (like the Privateer does).
  2. As the Banu flagship, you'd expect it to be large. With the Carrack, a downsize made some sense. It's a military ship and likely used to traveling as part of a military convoy (or was originally designed for that purpose). Even as the explorer end-game ship (I'm considering the Endeavor to be the endgame Science ship), the Carrack would benefit from being able to land wherever. The BMM, on the flipside, IS the station: it's the location that people travel to. It IS the store; very much the traveling caravan that sets up just outside of town. It doesn't need to shrink because it's role is a lot different than the Carrack: it's meant to move a lot of goods around far from ports and not necessarily dump them at ports. Indeed, I plan on using the BMM to trade with pirates and other people FAR away from civilized ports, and having to pop back to said ports constantly to restock doesn't quite go with the original concept of a traveling saleship. Neither does hauling around a separate warehouse. PLEASE keep the BMM as a fatty. This image? Right there? That image is exactly what I pictured when I read the concept. If the Caterpillar carries more cargo, and I'm not including the shops here - JUST the actual cargo bay, something's gone seriously wrong in whitebox.
  3. Being a blockade runner, the original thought was that it would have those ginormous guns up front and some forward armor (or Tevarin shields), so it could slam its way through a blockade and get through it to deliver "stuff." The idea of "fast" big ships has been walked back a bit actually with the 600i sale where "quick and nimble" 600 quickly became a porky loot pinata. The 600 was later improved, but rather than tweak the BMM after the fact, this is more a suggestion to keep in mind that the Merchantman is supposed to be fast and durable. Not "compared to other ships its size," which would be...the Reclaimer? The Polaris? It's a big ship - I get it isn't going to handle and accelerate like a 350R, but it should have pretty good straight-line speed, if not acceleration. For toughness, the Banu use this thing as their battleship. While I'll grant that's probably a variant, this is a ship that's meant to operate far away from ports for a long period of time - it should be tough, and "flagship" doesn't suggest something of a middling size. It doesn't need to be a Retribution-scale, obviously, but it should be pretty damn big.
  4. As the Ares proved, it should be absolutely crystal clear what "long-range" means here. In my view, and the view of most of the community I think, "long-range" meant the ability to travel long distances unsupported, as opposed to having "long-range guns/scanners/whatevers." The BMM should definitely be the former: it should be able to stay out, unsupported, for a long, long time.
In closing, I guess my hope is that the BMM actually stays large - growing to fit the concept rather than shrinking to fit some landing pad metric. This will enable it to carry the cargo it was originally supposed to [edit: roughly 1k SCU, not the 3k+ under the old FU measurement], as well as have some room for shops, but also make it large enough to be imposing as the Banu flagship should be.
Really hoping CIG doesn't shrink our fatty down to current Carrack size: she's SUPPOSED to be a fatty. She's SUPPOSED to be enormous. Polaris-length is about right. Starfarer-sized is not - not unless she's becoming a lot more zippy in the process. Like truly zippy and not "600i in-fluff-she's-fast-but-it's-really-just-advertising-ha-ha-ha"-style.
My $0.02. Am I alone in this?
[edit: one other thing I thought of, but wasn't mentioned in the original concept, but is obvious in hindsight - the BMM should have ship-to-ship docking rings. People shouldn't have to EVA over to the thing and carry their shopping goodies back through space. Think of the spacepets exploding in the vacuum...]
submitted by Dawnstealer to starcitizen [link] [comments]

2019.12.17 07:53 Bedquest Fleet composition help

Hello fellow citizens.
I’m currently sitting with:
Sabre Raven
Cutlass Blue
Mercury Star Runner
Banu Merchantman
My best bud has a merchantman and a defender already so my BMM will most likely get upgraded to some unintroduced alien ship in the future. But regardless I’m looking to add a couple of fighters to my fleet:
I have ccus and enough credits to get 2 of these 5, which should I go with?
Ares ion
Ares inferno
Vanguard warden
I want to have at least one long range for supporting my buddy’s BMM. Don’t know how crucial bed logout will be for that as the ares’ are supposed to be long range but no interior. And having a Sabre for pure dogfighting missions sounds valuable but also one dimensional. I suppose there’s always the option of me using my buddies defender for those missions and going Sabre/ares. I’ve heard the warden feels like a whale but it’s also a great long range escort option.
And what are y’all thinking about the two ares options? How expensive you think that ammo will be versus how problematic only having a single energy weapon will be if you can’t get shields down fast enough?
Thanks for your help!
submitted by Bedquest to starcitizen_fleet [link] [comments]

2019.12.05 16:31 Ebonexus Things that need to be added to the game before it's considered 'Release Ready'

So, I asked this question in another thread, but I thought it was worthy of it's own post to see what other people in the community at large think. I've seen a lot of posts about how much better Star Citizen is now, how it's all coming together, etc. 'Just missing gameplay loops now' seems to be a common theme. I wanted to delve a bit further into that , and see what other aspects of the game would need to be added before Star Citizen persistent universe could be considered "release ready".
So I started creating a list, and I want to see what others would like to add, and possibly remove. Obviously, this is just for discussion. CIG isn't going to stick to this list for any reason, as they have their own agenda, but I want to see what the community consider important enough to justify holding release.
This is all pre-polishing. So, I guess, consider this list what you'd like to see before the PU enters 'Beta', or what a lot of people would consider Beta as feature complete - polishing.
  1. Gameplay loops
    1. Jobs
      1. Refueling
      2. Gathering fuel
      3. Salvage
      4. Repair
      5. Medical / Doctor gameplay
      6. Exploration
      7. Refining ore
      8. Law enforcement
      9. Illicit cargo creation
      10. data running
      11. E-Warfare
    2. Connecting the jobs together for more in depth gameplay
    3. More ship jobs / More in depth roles
      1. Engineer
      2. Gunner
      3. Captain
      4. Pilot
      5. Scientist (?)
    4. Updating current gameplay loops
      1. Mining
      2. Cargo hauling
      3. Bounty Hunting
      4. Combat loops (Beacons, escorts, etc)
  2. Ships
    1. Implementing all currently promised ships
      1. A series of alien ships (BMM, Xi'an hauler and medium combat ship I can't remember the name of, etc)
      2. SQ42 Ships
      3. Other promised ships like the redeemer and hull series
    2. Ship damage states
      1. Disabling vs destroying
      2. New shield system
      3. Armor, Shield and weapon balance (Though, this could be argued that it's done in polish)
      4. Damaging subsystems
    3. Flight model update
    4. HUD updates, but this could be included in the UI update
      1. navigation systems, including a better landing system, possibly coord systems and ways of saving your location.
    5. Ship insurance fully implemented (alongside the persistence update)
    6. Ship model and geometry update, such as the Tali being as old as it is. Touch ups, Not reworks.
  3. UI update et all. This has started, but still needs to be updated and bug tested.
  4. Mashing Spectrum into the PU, and adding full functionality of spectrum from your Mobiglas
  5. AI
    1. Aliens need to be added.
      1. Banu
      2. Xi'an
      3. Tevarin
      4. Vanduul
    2. Fauna, in general just other species besides sentient on planets and possibly moons.
      1. At least we have turtles already.
    3. AI updates
      1. In ships
      2. between physics grids
      3. When wandering around town
      4. hirable NPCs
      5. when in FPS combat
      6. When in ship combat
      7. Different 'levels' of AI difficulty
    4. The Quantum economy simulator needs to be added
    5. Reputation system for AI.
  6. Locations
    1. The rest of stanton needs to be filled out
    2. Jump points between systems
    3. More systems with more locations need to be added, I believe the general consensus is 10 systems is considered 'launch ready'.
    4. Lore related locations and events, Like vanduul locations or attacks, banu MM shops or whatever.
    5. Player owned outposts, made with the pioneer, placeable on moons and planets.
    6. Planet Tech
      1. Dynamic Weather systems / Environments
      2. Water physics
      3. More accurate lore-friendly locations (I.E. Spyder, and Arcorp having rings around it's Lat Lines)
      4. Smaller locations (Villages, towns, etc) and possibly adding more diverse areas in existing planets.
      5. More Habs, rentable appartments, etc.
    7. Space station variation (Refining, Habs Cargo, etc)
  7. Player
    1. Physics correction (Stop falling through ships and planets)
    2. Melee combat
    3. Animation updates on several of the new mechanics
    4. Player status system fully integrated.
    5. Improved FPS combat and interactions.
    6. Armor and weapon improvements.
    7. Physicalized inventory
    8. Player navigation while on foot, possibly including coordinates, but maybe not. Either way, navigation needs to be worked on
  8. Back end
    1. SSOCS obviously.
    2. Server meshing
    3. Permanent persistence
    4. One last wipe right before launch
So, I'm trying to make this list as complete as possible. Something we can send newer members of the community to show what to expect before launch, or how much needs to be done before the game is considered 'launch ready'. So what would you add? Would you take away anything that you don't feel is really necessary before launch?
At the very least I think it will lead to good discussion, and possible temper some expectations and hype for the next couple of years of development.
I'll add one more disclaimer. Obviously this list isn't all exclusive look into each item. Things like the Hull series rely on physics reworks. This is just a general overview of what you'd expect to see in the game during Beta whilst everything is polished.
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2019.12.02 17:17 Bedquest Need some fleet help

I’m currently sitting on:
Mercury star runner
Cutlass blue
Sabre raven
I want a long range escort fighter eventually and all the reports of the warden are mostly bad. Banu defender the way to go then until another manufacturer releases a ship?
My best bud has a Merchantman as well and I mostly got it for the cheap CCU. Would definitely hear arguments for slightly more expensive ships there. M2? C2? Valk? I had a reclaimer at one point but I just don’t get a lot of joy out of flying something that huge. And also the BMM is due for at least a 100 dollar bump.
is it still worth getting a regular Sabre when I have a raven? I got the raven for like 50 bucks so I’m not sweating it but it’s a very specific mechanic. Think it’s going to be able to fight other ships or you really need the super hornet/Sabre options?
And is it worth having a hawk along with the blue? Interested in FPS combat so bounty hunting is most interesting to me. Think the hawk mechanics are going to be cool enough to warrant having both?
I’ve got like 270 credits flat but a lot more when you consider cheap ccus. Higher I go the more money I save.
Want my fleet to be
Sabre raven
Short range fighter (unless y’all think raven will be capable)
Long range escort
Bounty hunter (hawk and/or blue)
Mercury star runner
BMM or upgrade (which could take the place of the short range fighter or the long range fighter)
So right now I’m thinking of just getting a defender and a Sabre but feel like waiting out the new ships.
In an ideal world they release a bad ass heavy fighter with escort possibilities more expensive than the BMM. But it would definitely be an overpriced alien ship I imagine.
Any help or recommendations are appreciated.
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2019.11.30 04:20 Galeris The Ballad of Tom the Spaceman, year 2, day 5, part 1

The Ballad of Tom the Spaceman, year 2, day 5, part 1
Day 1:
Day 2:
Day 3:
Day 4:

Welcome back, readers!
A bit quieter here at ArcCorp today after yesterdays media drama. Seems like Mr. Kahn, the ArcCorp security team and Whitley’s lawyers have come to some kind of agreement, and all further investigations into the hazardous driving investigation has been cancelled. A representative for Mr Kahn earlier today stated to the media that everything was an unfortunate event, and that all he would not put any strain on the careers of any of the nice people associated with Whitley’s Guide, and especially not Mr McCleary. He also said that Mrs Stephenson is expected to make a full recovery in a couple of weeks, and that she wold be taken care of by the best medical practitioners in the Hurston system.
So, what I’m reading between the lines here, is that a sudden and unexpected improvement in Mr Kahn and Mrs Stephenson’s economy made them suddenly forget a lot of details when they where interviewed by the authorities :-D

Well, Tom... Shall we just drop this mining business and become mercenaries..? :-P
So now over to the expo! Today we got the non-human and non-human inspired manufacturers, so be ready for weird angles, strange weapons and the worlds cutest fighter!
The first thing we saw when we got into the showroom was the new Banu Defender. It’s a nimble light fighter built by the Banu and converted for use by humans. They has usually been spotted in human space before only when they’ve escorted the great flying Banu bazaars, The Merchantmen 😊

So, not often I associate the word pretty with a fighter!
But, being a mean, alien fighter with strange weapons and mysterious technology, dosen’t it look just a little bit too cute when you look at it from straight ahead..? Like some sort of confused sea animal :-D

All your seabass are belong to us! :-D
But, I really can see the use for a door opening like this when doing both bounty and search and rescue, you can just fly towards your target, and scoop it up :-D

Welcome to my throne!
Then over to the Xi’an Aopoa cooperation, wich had much the same exhibition as last year, their great Nox hover bike, the anniversary model of it, the Nox Kue and the Khartu-Al. These ar original Xi’an design, modified for the human market.

Yes, it still looks weird in good way this year too. Will take it out later, just to again experience the weird transformation thing it does when you raise the landing gear :-D

Man, I like this thing! Just to bad that the roads at home are more suited to the Dragonfly’s rugged design.
And at last, Esperia was here with their replica Vanduul ships. Was really hoping for a showing of their Prowler dropship, which is rumoured to hit markets next year, but no such luck. Really wanted to look at some Tevarin design :-/

The Glaive looks so mean, it's like a large, spindly insect! Who other than the Vanduul would mix knife fighting with ship to ship space battle???

For some reason I really like the Blade. Looks sleek and organic in its design.
Strangely enough, they did not show the Schyte this year eithter (remember the flight I got in that one last year? :-D ). Also no marketing material for it, neither on their moobiglass page or in the showroom. Weird, is it like an invite only offer? I do know from last year that some people actually has managed to buy it…
It’s a bit of a short post tonight, and that’s because you tomorrow morning will get an entirely own post with the test flights! Lots of pictures of us riding the bikes over at Wala! Just a little spoiler here: When we was out testing the Banu Defender, things got really, really wild! This is also the reason for today's post being later than normal. Nore on this tomorrow!
So, have a good night, fly safe, and I’ll see you tomorrow in a special, morning edition of this blog! :-D
If you want to support this blog, visit my sponsors LJohnssilverchest, MiSC, and RSI!
(Just a real-word disclaimer: I'm in no way sponsored or in any other way associated with Roberts Space Industries, Cloud Imperial Games or any other part of Star Citizen, except as a backer and player)
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2019.11.27 15:05 Syryak Banu escort for a VIP Phoenix in the sky of ArcCorp

Banu escort for a VIP Phoenix in the sky of ArcCorp submitted by Syryak to starcitizen [link] [comments]

2019.10.11 02:19 StarfyreOne Caterpillar escorted by Banu Defender

Caterpillar escorted by Banu Defender submitted by StarfyreOne to starcitizen [link] [comments]

2019.10.04 12:27 manipulat0r Defender-BMM interplay prediction (based on Defender stats).

And no - it won't be docking, or attaching to "mothership".
Defender has ~2.5K quantum fuel. Anyone who has access to Defender can confirm specific value. That's huge amount if we compare to any other small ship. It means Defender with small QD will have same range as any large ship, will be able to escort with quantum linking and won't need to stop for refuels.
Quantim speed is another question... And I'm not sure about it. But maybe "interplay" with BMM can be that when paired with large banu quantum drive, Defender will be able to quantim without drop in speed. New special quantum animation may be a way to distinguish "banu-only" quantum linking and others. It would be interesting to see how it works with other ships linked.
Because if speed drop like any other ship (for example if you link Catterpillar and Hornet = quantum speed on both is Hornet's speed) - there is no BMM+Defender specific interplay. With such large tanks Defender can escort any large ship.
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2019.07.07 02:39 SirBerticus How to change the Vanguard nose guns (Story)

How to Change a Vanguard’s nose gun

There you are!” exclaimed Peter, his face brighter than any other time I’d come to visit my old friend. Obviously he was anxious to see me as his voice over the comm message sounded both frustrated and excited when I heard it this morning.
What’s all the fuss about?” I asked, just as I noticed his usual breakfast table had no dirty dishes on it. “Have you been up all night?”
I need your help with something very big”. Peter waved me to come into his hangar. “Oh boy,” I thought to myself “What’s he been up to this time ?”
Tah-Dah !” he burst out loud wearing a smile from ear to ear. To my amazement, there stood a shiny new Vanguard Warden.
Peter, where’d you get this from?” my eyes feeling compelled to blink but I couldn’t bear to close them even for a split second. “You .. you bought this?!?”
I know right ? It’s not like every guy in the universe owns one of these but you, my friend, are looking at a brand-spanking-new Vanguard – just delivered last night.” And Peter paused for a moment to observe my eyebrows which were probably high enough to touch my hairline.
Well? What do you think ?” his face gloating with pride.
Perhaps not my best remark ever: “Are you nuts ?!? How much did this cost you?
I traded in my old Aurora and my Hull-B. That, and some money I saved up. It’s paid off.” And, just to rub it in I suppose he stood there with both hands stretched out to his new ship, “and It’s MINE !”

For a moment I just stood there thinking back at the time when Peter and I got our first Aurora ships on the same day just a few years ago. We were so proud back then proclaiming that we’d both be Trillionaire shipping tycoons before we died, but here he was telling me he sold his Hull-B for a Vanguard; a ship that didn’t carry any cargo.
Peter, you know this thing doesn’t carry cargo, right ? This is a long range fighter. Why did you get this ?”
He smiled, “I still have my old Avenger”.
That old piece of rust?!? It can barely make it off the pad!”.
Peter clapped his hands together and briskly walked my way – in a manner that told me I was about to get the full story of his bizarre decision.
You and I are going to do some extra business on the side my friend”. He patted me on the back and walked me back to his hangar office. “I’ve been dealing with this Banu trader who keeps asking me to take biological samples from a lunar science station to a Banu research center. Only problem is, the samples are perishable and the only route that gets the samples there in time is a shortcut right through a system that … uhm … has had some ships lost there in the past. So, I needed a ship that’s fast, can carry a few small boxes, and is scary enough to make sure nobody would even think of trying to stop us along the way.” ….
What’s this ‘WE’ stuff ?” I interrupted him. “I didn’t sign up for this – and where would you even put these boxes ? It’s not a cargo ship.
Peter looked at me as though I was overreacting. “The boxes simply stack up in the bathroom, it has its own door so there’s nothing to worry about.”
And what about us?” I asked, “How long are these trips anyways?”
Ah” he smiled, as I had now indicated that I was willing to consider it. “The roundtrip is about 2 days and when someone has to use the little boys room we can just temporarily move the boxes into the main corridor.
I just watched Peter’s face for a moment to look for a hint that there might be more to this than met the eye. “Why couldn’t you just have hired an escort?”.
Because,” he replied “This is a job that needs repeating every week and a single ship can do the job much better than a fleet of ships. Besides, I'd rather share the profit with my friend then with some escort guy who’ll probably blabber-mouth about the route to all his drinking buddies in the bar. We don’t need that.” I suppose I couldn’t argue that.
Peter started to pour me a drink as he would always do on my visits. Sitting down on his couch and wiping away some of his last meal's crumbs on the table, I suddenly thought of something more important. “Peter, you have no combat experience at all. What if you’re surrounded by a bunch of pirates who want those boxes?”
Pffht” he shrugged, “What would pirates want with some biological samples that are about to expire ?” He sat down swirling his drink as though he had just scored a point.
They may not know what’s in those boxes, or even that you’re even carrying anything at all. But they might just want to mark their territory by blasting away any ship that they deem to be a threat to their dominance in the region. A Vanguard would be seen as a challenge to their rule don’t you think?
Peter stopped swirling his drink. Obviously I had finally touched on something he hadn’t considered.
Well,” he tried to explain “ Well the Vanguard is a powerful dogfighter so it shouldn’t be too hard to put up a good show I’d think”. He reached over to the information package next to the couch. It was still sealed so I knew he never even looked at yet.
Look at this” he went on, “A size-4 Gatling gun on the nose …
Yeah, my Avenger’s got one of those too.” I interjected. "and my Avenger has no rust" I joked,
It’s got a pair of size-2 ballistics on the roof turret. And yes, you were about to say your Avenger’s got two of those also.” I nodded. “But then it’s also got another 4 Size-2 laser canons. That's good
Laser canons?” my eyebrows now angled in a painful manner, “With your lack of combat flying you might want to swap those out for more ballistics, you know, to have a common PIP. I hear that makes it a lot easier in a dogfight.”
Peter’s eyes lit up. “Yes, I could simply take the Tarantulas from my old Avenger and use those”.
Peter jumped out of his seat and marched down to the back of his hangar where a sadly neglected Avenger was barely noticeable among the surrounding crates and scaffolding.
Geez” I said, “When did you last fly this?”
Well to be honest I haven’t flown it in over a year. It was already at the end of its life when I bought it and it did make me some good money while it lasted. But, the guns on the wings are still in good state. All we need to do is remove these and put them on the Vanguard’s nose.”
And so we got to work. While Peter started to disconnect the guns from the wing, I started reading up on how to go about removing the MVSAs from the Vanguard.
Uhm Peter,” I tried to get his attention. “Peter !
Yeah, what ?” he complained.
It says here that the nose guns only take AEGIS spec weapons specially designed for the Vanguard. I don’t think your Tarantulas are going to fit.
What ?!?” Peter exclaimed. “That’s retarded! Why not?
It simply says that the Vanguard’s nose only takes guns specifically made for it. Any standard gun won’t fit.”.
I showed Peter the page where it was written. “Ah for the love of god!” he yelled. “And I just took the Tarantulas off”.
I had an idea. “Maybe you can trade those Tarantulas in for the guns we need”.
Yes, let’s do that”. He looked over to the Vanguard. “Let me take you for a ride to Freeman's store”.

A moment later we were inside the Vanguard. The smell was fresh but there were a few minor scratches around the beds and lockers. “Peter, are you sure this ship is new?
It’s as good as new. Only 6 months old.” He replied. “Go take a seat up in the turret and enjoy the view. We’re about to strut our stuff.” and he began to howl like a wolf under a full moon.
It was true. A Vanguard was a big deal for me since the only place I had seen Vanguards before was in systems that were close to Vanduul space or had military bases. Now I was actually sitting inside one. I actually wished some of my other friends could see me now.

We took a short spline around to the other side of Campos. There was a popular Dumpster’s Depot there that all the local haulers would deal with.
Peter!” the shop owner announced, “What brings you back here?
Freeman, we’re here to trade” Peter shouted back. “I got some Tarantulas to trade.
And what are you looking to get in return ?” Freeman asked.
We need guns to go on the nose of a Vanguard.
The shop keeper looked at us puzzled for a moment.
A Vanguard ? Who’s got a Vanguard?”
I do” Peter answered with a smile.
I felt the need to explain it to him.
My friend here lost his marbles and traded in his Hull-B for a Vanguard”.
Bwahahaha” Freeman laughed out loud. “You? In a Vanguard ?”, his voice calmed down suddenly as he leaned in towards Peter, “What are you going to do with a Vanguard?”
He’s compensating for something," I interupted "Just don’t ask me what for though” I winked.
The Shopkeeper looked more puzzled than amused.
Are we talking about the 4 nose guns? The ones right on the tip of the Vanguard’s nose?
Yes” Peter mumbled.
I’m sorry to disapoint you then. I never get Vanguard pilots in my store so I don’t keep those guns in my inventory. I can place an order for them but that will cost extra, … and it could take a while for them to arrive.”
Would it be easier if we just flew over to grab them ourselves ?” I proposed.
Normally I’d want to make some money on the deal but since it’s you guys, I’ll say yes, it would definitely be easier to go get them yourselves.
Peter sighed. “Aaaand, … where should we go ?"
Terra !” he exclaimed. “That’s where you’ll find then without a doubt.” Then pausing a bit, “And Hurston ! yes, there also.
I looked at Peter, “That’s a day to get there and a day to get back.”
We can do that”, Peter decided.
OK,” said the shopkeeper, “I’ll upload the store location to your mobiglass and let the guy there know you’re coming. Uhm, Hurston ? or Terra?
Peter hung his head. “Hurston I guess. It’s closest.

We were underway to the Stanton system.
Hey Peter, why don’t you exit Quantum a little early so you can try your guns on some asteroids. There’s a belt on the outer rim.”
Good thinking” Peter replied. “I’ll put the weapons online
Are you going to fire some missiles also?” I asked. “They are expensive you know”.
No” he said. “The ones I got with this ship are just dummies. They’re not real”.
I felt too stoopified to even utter a reply to that. He was going to traverse a hostile system with dummy missiles ? and when was he going to tell me that part ?
The ship shuddered for a moment as we dropped out of quantum. We were staring directly at a bunch of small growler rocks marking the start of the outer rim asteroid belt.
Wow, this military grade avionics is bang-on ! we’re right where I wanted to be”.
Do it!” I shouted with a big grin on my face. I guess I’ve always wanted to see a Vanguard spit fire – I know this was going to be a good show.
The wind-up of the S4-Gatling was all too familiar. Even from up inside the turret it sounded much the same as on my Avenger. I grabbed the turret yoke a little tighter as I was prepared for the inevitable recoil from the bullets. But a second later the bullets started spewing out and I was flabbergasted not to feel much recoil at all. This ship was much more massive compared to the Avenger that it barely made much of an impact on Peter and me.
Your turn” Peter said.
I flipped the ‘live’ switch and aimed the turret towards a rock floating on our left. I had sat in a turret before when I served aboard a Freelancer once, but this turret moved much faster and felt more precise for some reason. I pulled the trigger. The two Sawbucks did their thing and soon the rock was just a bunch of smaller pebbles.
Not bad” I said. "These are size-2 guns right ?”
Yes” Peter replied. “Or I think they’re size-2, Not sure anymore.”
Your turn again” I shouted, “Let’s see those nose guns.
Peter fired the 4 MVSA guns into open space.
No, try to hit one of the rocks!” I pointed out.
I did !” Peter shouted back, “For some reason the gimbal isn’t working.” He fired again, and again he missed. “Argh!” he vented in a fury as he moved the Vanguard’s nose aimed directly at another rock. “Die !” and this time the MVSAs pulverized the rock in a single burst.
Whoh!” we both gasped at the same time.
That was wicked!” I yelled.
Yes”, Peter answered, “But they still won’t gimbal. Do me a favour and go down to grab that manual. See if you can figure out how to activate the gimbals on the nose weapons.”

I had gone through the manual twice and still hadn’t found any reference to activating gimbals. In fact, I had gotten side-tracked on the S4 chin port.
Did you know you can swap out the size-4 gun for a size-5 ?!?” I yelled out, “You can fit a size 5 on this thing ! That’s huge !
There was no response from Peter. He hadn’t said much ever since we arrived in the Stanton system. I could only assume he had gotten so very frustrated that his mind was preoccupied now.
I glanced over to the engineering display and saw the outer hull temperature was climbing. There was also a slight buffet. This told me we had entered Hurston’s atmosphere.
I opened the cockpit door to take a glance out the front window but all I could see was a beige soup whizzing by.
Peter’s head spun around to look behind him. “Why aren’t you up in the turret?” he asked.
I was reading that stupid manual down below. Besides, the turret would only cause drag at this point.
Peter nodded in agreement, “Good point”.
I still don’t know how to gimbal those nose guns but I do know that Hurston security are a bunch of scary bastards, so no more test shots for a while.”

After a long descent we landed in a Lorville hangar. It was dusty and cluttered with poorly organised objects. No incentive to tidy up around here I guess.
Have you been here before?” I asked Peter. “No,” he answered, “But this place isn’t that large so hopefully we can’t get lost.”
The signage was simple enough and the info kiosks told us the biggest gun dealer was inside the ‘Hurston Central Building’. The name didn’t tell us much but the picture of it spoke volumes: it was inside that huge building we saw on approach. This was going to be an interesting day.

Inside the Central building we found the gun shop. My eyes almost popped out of their sockets as we were greeted by the a massive size-7 gun on display. Oddly enough, there were no other customers allowing my eyes to scale up the size of the place. I had never seen a gun shop this big before.
What are you looking for? “ a voice rang out behind us. She was a very attractive lady wearing jewellery and a dress that my level of income could never afford. Obviously, meant to lure us into the good old believe that you can catch a fly with honey …. Or something like that. I suddenly found myself searching for a proper analogy while Peter seemed all but smitten by her. “Hi” was all he could say.
We’re looking for a ballistic gun that’ll fit on a Vanguard” I said.
Oh, are you from Campos ?”
I had a message from a mister Freeman that you’d be coming so I’ve already had them moved into the display room. Right over here”. She waved her hand to walk in that direction.
The room was even bigger than I thought and around the corner I actually did notice some other customers talking to other sales agents. I also noticed that everyone here was much better dressed than us. We’re out of our domain I thought.
And here they are” she said. “These are all the different guns that will go on the Vanguard nose. We’re you looking for any one in particular or do you need to look them over for a bit?”
Peter and I just stood there without any idea how to answer. We had never seen any of these guns before so we were quite unfamiliar. But neither of us wanted to let her know that.
Please take your time, I’ll be nearby if you need me” she went on, “There are drinks and snacks at the end of that counter there.” And she turned away as we still stood there speechlessly staring at guns we couldn’t tell apart.
Which ones are the ballistics?” Peter whispered to me.
My eyes dropped down to the labels posted underneath them. “This one is ballistic, and it’s a size-2 !” I said with a relieved tone in my voice. And then I noticed the price. “24,000 credits though”.
Yikes” Peter exclaimed. “ That’s for a size-2 gun?”
Pretty expensive.” I said. “Maybe because this place is so ritzy?”
Peter turned around and walked towards the counter, grabbed a finger sandwich and stuffed it into his mouth. I just followed him. Then he brought up his mobiglass.
Hey Freeman!” he started, “Freeman!”.
There seemed to be a reply but I couldn’t make it out.

An hour later we were underway to Aberdeen, a moon not far from Hurston. Apparently Freeman had found us another dealer that might also have the guns we’re looking for and, hopefully, be able to sell them at a lower price.
I was expecting to see a run down shanty town but to my surprise it seemed quite legit. There was even a proper landing pad for us to set down on.
Don’t spend too long in this atmosphere” Peter warned me, “It’s corrosive on the suits”.
'Wonderful' I thought.
We walked into the trading post and found two workers playing a game of cards.
Customers!” shouted one guy to the other.
What can I do you for ?” the other guy asked.
Uhm, we’re here looking for Size-2 guns for a Vanguard’s nose” Peter explained.
The other guy got up form his chair, he was quite large and he would seem to be the owner.
A vanguard” looking out the window “That’s yours?” He asked.
Yes, but we like to swap out the nose guns. We can trade you a pair of Tarantulas to make up the price difference
Well you’re in luck. I have two crates with the guns you’re looking for, provided you’re either looking for the laser canons or the ballistic canons. I don’t have any of the other kinds.”
The ballistic cannons !” Peter bursted out. “Those are the ones we need”.
I felt a bit uneasy as Peter’s excitement probably gave away our desire to get them.
You want to trade the guns you have on there already ?”
Yes” Peter replied. “They’re laser canons and as good as new. Only been fired a few times.
The shop owner stopped to think for a moment. “Well, the laser cannons I already have plenty of so it’s not like I’m willing to give you a high price for them. But if those Tarantulas you mentioned are also in good shape then we might have a deal.”
OK” Peter answered him.
The shop owner signalled his coworker to go out and take a look at our guns. Peter went with him while I stayed behind with the shop owner.
So how long have you had those ballistic guns?” I asked.
Long enough” he replied. “These guns are very specific to only one ship so it’s not like we get people looking for them very often. In fact, you’re the first in over 2 years”.
I was a bit taken aback at his openness. I thought he looked more reserved than that.
He went on, “If you want more of them let me know, or let your buddies know back home. I know a few more places who have them, but they’re all mostly the laser canon types; those seem to be the first ones Vanguard owners want to get rid of”.
I nodded in agreement, as it obviously verified our reason for being there.
The airlock door opened. “Looking good boss!” his coworker shouted with a thumb held up in the air.
Alright then” said the shop keeper. “So that’ll be 4x Ballistic Vanguard canons in exchange for 4x Vanguard Laser canons and 2x Tarantulas. Correct?”
Yes, that’s correct”, Peter answered. “Oh, and might we be able to get matching gimbals for those pucks also?”
The shop keeper paused to look us straight in the eyes, then glanced over to his coworker who started to giggle. “You guys comedians ?”
Peter and I hesitated to say something. Was he being funny ? We couldn’t tell.
Then he explained to us: “Vanguard nose guns can’t be gimballed. They’re always fixed.”
Peter and I stayed silent for a while until Peter finally managed to mumble “Wha … what?
You can’t gimbal these guns. That’s what makes special you see? They’re always fixed, so you can’t gimbal them”. He reiterated.
I grabbed Peter by the arms and pulled him around to have a private chat. “What good are these guns if we can’t gimbal them?
Peter’s eyes were in deep thought for a second and then turned back to the shop owner.
So if these can’t gimbal than we meant to get the ones a size smaller that do gimbal.
Now the shop owner slammed his pen down on the counter and looked Peter straight in the eyes.
Do you guys even know how to use a Vanguard? They don’t gimbal. There’s only size-2 that go on that nose and they don’t gimbal, ever!”
Peter looked back at me with terror on his face. “But that doesn’t make sense! The Vanguard turns much slower than other fighters. How is it supposed to hit the other guy if the guns don’t gimbal ?” His voice now betraying a sense of panic.
The shop owner goes on: “You two fellas got yourself a Vanguard thinking it would fly just like any other fighter didn’t you ?”
Peter and I nodded.
Look, you use the chin gun and the upper turret at regular range and only use the nose guns either at close range when you can’t miss, or at long range like a sniper shot, see?
Ah” Peter and I both said acting relieved. Although both our faces quickly went back to showing a confused expression.
That’s the secret to flying a Vanguard?” I asked.
Pretty much” the shop owner admitted, his shoulders shrugging up a little.
Ah well,” Peter finally responded, “In that case I guess we can do it without the gimbals then”.
OK then, now how would you like to swap them out ? You can come back tomorrow with your guns removed or I can have them swapped out in half an hour if you want to pay for labour.”
Peter looked stunned again. In fact, that expression had become all too familiar on him today. Then he turned his gaze back towards me.
How much? “ I sighed, realizing that Peter needed me to pay for the labour fee.
500 Credits for each gun, so that would be 4,000 credits all together.”
You mean 2,000 credits.” Peter corrected him.
Well, if you just want me to remove your guns but not attach the new ones then yeah, 2,000 credits.” He replied.
Sounds good” I remarked.

The next day we arrived back in Peter’s hangar. The new ballistic canons occupying the floor of his Vanguard. As Peter secured the ship to make sure all systems were powered down I opened the rear ramp and walked to the exit.
Aren’t you going to help me attach these new guns?” he shouted after me.
Your ship, your guns, your adventure” I shouted back at him, and I let the door slam behind me as I left the building.

I might be out 2,000 credits, but at least I wasn’t going to get myself killed in a Vanguard featuring fixed guns and fake missiles flying through a hostile system with a pilot that lacked dog fighting skills.
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2019.04.05 14:24 Brudegan Opinions on how to develop my fleet

i would like some opionions on what ships could be a good addition to my fleet.
So far i have these ships in my hangar (and almost all of the rest as ship or CCU in buyback):
I think i will be playing mostly solo or with a friend (who will probably have more fun flying his own ship when playing together). For manning stations/turrets ony my ships i plan to use the 3 extra game packages as NPC's.
I like the idea of playing the profession starter ships (Prospector and Vulture) because you can start from scratch with them even when completely broke.
For my fighters i prefer them having at least a bed and being more longe range fighters so that they can be used as NPC escorts. Having a second seat on the Defender and Warden is a nice bonus.
As daily mission runner i will use my Cutlass Black or the 325 (which will be replaced with a Avenger Titan if i dont like the 325A rework).
I thought about getting a Starfarer Gemini or a Carrack but like with the Merchantman im not sure if i want to play with such big ships at all. I case of the Starfarer i really dislike it being a fps level on the inside. I know that it would be wise to buy the big ships with real money and the smaller ones after release with ingame currency if im interested at playing them at all since they are a lot less solo play friendly. Its like with me buying my cars...only as big as i need them but with all extras instead of as big as possible (right now a Toyota IQ and after next month a Smart Fourfour).
The Argo and Corsair were planned as "LTI tokens" or just in case i want one of these later on. Ill probably use them to CCU to one of the planned ships since im not so interested in them right now.
These ships are planned to buy back with my buyback tokens:
Im not sure if i want to get the Vulcan since i already plan to have the Prospector and Vulture as solo profession ships. So it will most likely not be bought if i need the store credits for something else.
On these ships im not sure which of them to buy:
I like the looks of the Starrunner and the CPU slots the enable me having both turrets AI controlled. I really dislike the Freelancer MAX cockpit but its probably a bit better in combat.
Since im not sure i want to keep the Merchantman i plan to get myself a medium freighter since they will be more manoeuvrable (odd spelling on this word). The Caterpillar has 2 nice dual S4 turrets without much blindspots which i really like. The Hercules on the other hand has a nice ramp for vehicles if needed. It could be that i have to completely rethink my take on Drake ships once escape pod mechanics are fully implemented.
Im not sure if i should get an explorer. The Carrack would probably too big (most likely the Corsair too) for me while the 315p is not much of an explorer ship at all. That leaves the Terrapin which has no cargo capacity and the DUR which has the awful cockpit. Since im not sure if you need cargo capacity for exploring i lean towards the Terrapin.
Any opinion on what to get next?
p.s. Sry for the wall of text.
submitted by Brudegan to starcitizen [link] [comments]

2019.02.24 02:46 dsmith1987 I'm afraid that the Banu defender will be a HUGE disappointment. Comfort me senpai

Like the title says, I'm actually pretty concerned about the defender.
disclaimer: I've been a Banu fan since its 2013 announcement when I first backed the game with a merchantman package so maybe my expectations are too high.
Maybe I'm overthinking this but the defender has always seemed like a pretty whacky design. Light fighter with size 2 gimbals and almost no physical armor is a pretty awful loadout for a designated escort fighter. Not to mention it's less than a month away from release and we've had almost no updates on it.
What are your thoughts on this guys? I'm I just being retarded?
submitted by dsmith1987 to starcitizen [link] [comments]

2019.02.23 23:33 Lesesquire Beware the Khartu-al

3.5 is going to be a hugely important patch for fighter pilots due to the new flight model. Last we heard, UEE and Vanduul ships really won't have the ability to do circle strafing in combat anymore because of how maneuvering thrusters will behave. This is welcome by most, but likely there are others that aren't happy about it. That being said, the Khartu-al is really the only current ship that has been confirmed to be able to circle strafe like we can today. Many don't consider them a threat now, but with overclocked weapons and the ability to out maneuver anything, they likely will be a pretty nasty one to anything that's not a top tier fighter. They're fairly fragile, but they will likely be much harder to hit. I'm sure there will be players that will grief using this ship while we're trying to figure out the new flight and fighting dynamics. Hopefully, there might be other ships that might not have exactly the same maneuvering ability, but maybe something close. I'm thinking specifically the Reliant Tana due to it's access to X'ian engine tech. It's possible that the Banu Defender might be able to circle strafe as well due to them having access to X'ian engine tech. I'm glad that the Khartu-al will get a boost due to this, as it's one of the coolest ships in the game, but I would hate for people really trying to get into the new flight model become frustrated if this actually becomes a thing. Hopefully, there will be enough Khartu-al pilots that will fly escort missions until the player base in general figure out the best ways to use the UEE ships in combat.
submitted by Lesesquire to starcitizen [link] [comments]

2019.01.18 22:34 TheJudge1979 3.5.0 to 3.6.0 Progress Watch - Update 2019-01-18

Props to and Constructed By u/JK3Farden
Good evening Citizens !
This week's progress watch is a big one, but not for the reasons you might hope. No, the post 3.6 releases haven't been added to the roadmap. However we have big changes in 3.5 so let's see what has been moved around.
Squadron 42 Progress Watch : Writing in progress
3.5.0 Progress Watch
We start our review as usual with Characters. A new one has appeared this week, a mission giver named Tecia Pacheco. She's going to be a mission giver located in ArcCorp. We also have a little bit of progress (+1%) on DNA Face Customization.
The development of ArcCorp itself has finally started, and is already well in progress at 50% completion. Meanwhile, work is also continuing on Area 18 with a nice +7% this week.
Next we enter the warzone that is Gameplay. We have a full revamp of the feature list for this patch. Everything new feature that was scheduled before has been delayed (it was Reputation / Law System v1, Salvage v1 and Escort Service Beacon). And instead, we have this much bigger list of improvements to the current gameplay :
So that's a lot of improvements, to the expanse of new features. What do you think about that, would you rather get more polish on existing features, or new gameplay ?
Anyway we're not done yet, as we also have some changes in ships. Everything that wasn't already in development has been moved to future releases. The P52 Merlin Improvements have been moved to 3.6.0, while the Constellation Taurus and the m50 improvements have been pushed further away and out of the scope of the current roadmap. Meanwhile work is getting done on the Origin 300 series rework, with +2% on the 300i and +10% on all other variants.
We also have some updates for guns also. A new gun has appeared, to go with the Banu Defender : the Banu Singe Tachyon Canon. We also have progress on all other guns, with +13% on the Kastak Arm Coda, +7% on the Gemini S71, and +4% on the GT-870 Tarentula Revision.
Finally for Core Tech we are still doing a little revamp. Five features have been removed : Parallel Network Jobs, Lobby Refactor, both OCS improvements, and the Organic Shader are gone. To compensate, two new features have been added, Asynchronous Disconnection Refactor, which is supposed to "improve efficiency and usability of the asynchronous disconnection code. Refactoring this will clean-up a lot of bugs such as infinite loading screens, server crashes, and client crashes, while also helping to assure that more of these issues don't occur in the future. ". And a second one related to OCS called Network OCS Stall Fixes, which fixes "network-related processing stalls during entity binding/unbinding as a result of Bind Culling and OCS.". So like for gameplay, these new features are centered around improving the current experience. And to close this section, we have +30% on Hard Surface Shader Improvements.
3.6.0 Progress Watch
Nothing has changed in 3.6.0 except for the addition of the Kruger P52 Merlin Improvement coming from 3.5.0
And with that we've finally completed this week's update. As always I'm eager to receive your feedback in the comments !
See you next week !
PS : If you're looking for the Feature Watch, I'm revamping it and it'll come back in a future post.
Archives : 3.4.0 - 3.3.5 - 3.3.0 - 3.2.0 - 3.1.0 - 3.0.0 - Global - 2.6.3 - 2.6.2 - 2.6.1 - 2.6.0
submitted by TheJudge1979 to StarCitizenUniverse [link] [comments]

2019.01.18 22:29 JK3Farden 3.5.0 to 3.6.0 Progress Watch - Update 2019-01-18

Good evening Citizens !
This week's progress watch is a big one, but not for the reasons you might hope. No, the post 3.6 releases haven't been added to the roadmap. However we have big changes in 3.5 so let's see what has been moved around.
Check out the Squadron 42 Progress Watch here !
3.5.0 Progress Watch
We start our review as usual with Characters. A new one has appeared this week, a mission giver named Tecia Pacheco. She's going to be a mission giver located in ArcCorp. We also have a little bit of progress (+1%) on DNA Face Customization.
The development of ArcCorp itself has finally started, and is already well in progress at 50% completion. Meanwhile, work is also continuing on Area 18 with a nice +7% this week.
Next we enter the warzone that is Gameplay. We have a full revamp of the feature list for this patch. Everything new feature that was scheduled before has been delayed (it was Reputation / Law System v1, Salvage v1 and Escort Service Beacon). And instead, we have this much bigger list of improvements to the current gameplay :
So that's a lot of improvements, to the expanse of new features. What do you think about that, would you rather get more polish on existing features, or new gameplay ?
Anyway we're not done yet, as we also have some changes in ships. Everything that wasn't already in development has been moved to future releases. The P52 Merlin Improvements have been moved to 3.6.0, while the Constellation Taurus and the m50 improvements have been pushed further away and out of the scope of the current roadmap. Meanwhile work is getting done on the Origin 300 series rework, with +2% on the 300i and +10% on all other variants.
We also have some updates for guns also. A new gun has appeared, to go with the Banu Defender : the Banu Singe Tachyon Canon. We also have progress on all other guns, with +13% on the Kastak Arm Coda, +7% on the Gemini S71, and +4% on the GT-870 Tarentula Revision.
Finally for Core Tech we are still doing a little revamp. Five features have been removed : Parallel Network Jobs, Lobby Refactor, both OCS improvements, and the Organic Shader are gone. To compensate, two new features have been added, Asynchronous Disconnection Refactor, which is supposed to "improve efficiency and usability of the asynchronous disconnection code. Refactoring this will clean-up a lot of bugs such as infinite loading screens, server crashes, and client crashes, while also helping to assure that more of these issues don't occur in the future. ". And a second one related to OCS called Network OCS Stall Fixes, which fixes "network-related processing stalls during entity binding/unbinding as a result of Bind Culling and OCS.". So like for gameplay, these new features are centered around improving the current experience. And to close this section, we have +30% on Hard Surface Shader Improvements.
3.6.0 Progress Watch
Nothing has changed in 3.6.0 except for the addition of the Kruger P52 Merlin Improvement coming from 3.5.0
And with that we've finally completed this week's update. As always I'm eager to receive your feedback in the comments !
See you next week !
PS : If you're looking for the Feature Watch, I'm revamping it and it'll come back in a future post.
Archives : 3.4.0 - 3.3.5 - 3.3.0 - 3.2.0 - 3.1.0 - 3.0.0 - Global - 2.6.3 - 2.6.2 - 2.6.1 - 2.6.0
submitted by JK3Farden to starcitizen [link] [comments]

2018.10.18 22:46 DankandSpank Since the launch of the Kraken concept there's been a lot of talk about docking with the BMM

So since the Kraken was announced people have been talking about the Banu Merchantman, and how it will interact with it's potential clientele and or defender escorts. CIG themselves have mentioned they were playing with the idea of a Defender being able to dock with the BMM, an idea most merchantman owners find highly appealing and so far I've seen a couple proposed ideas, that it would like to discuss, for how it would work:
1: The defender((s) the number people specify ranges from only 1-4) would latch on via a ship specific (this has also been debated, I lean yes on it) docking colors on the fins of the Merchantman. One user on spectrum had the idea that they would somehow be able to function as additional guns and turrets, a cool idea to be sure, and one that I don't mind myself, but seems impracical. But the idea being that the defender would double as a shuttle for both cargo and clientele, as well as it primary escort purpose.
2: The BMM would have landing pads that deploy either from the bottom, underneath the cargo bay, or along it's side. Obviously the BMM would be immobile in this open for business state.
3: Finally, I have my own idea: judging by the limited schematics and floor plans we have seen there seems to be a considerable amount of dead space in the uppermost portion of the nose of the BMM, above the cargo bay but between the forward cannons, and the rest of the habitation, interestingly this also is close to the negotiating room. I believe, especially with the size increase of the Merchantman, that there could be a narrow landing bay placed in this space to allow non winged craft like the defender (no more than two), or other small narrow craft that take up more vertical space than horizontal to land there. The bay would have a fold open canopy that split along the spine of the Merchantman, deploying the canopy over the sides(like a space shuttle) of the BMM. Thinking about it the crane featured in the hold could easily transport SCU to the Bay to be offloaded. The way I see this functioning is the BMM would begin a run and deploy fighters then, upon encountering craft, upon encountering craft for business/defense, or when entering dangerous space. When the complement of defenders is deployed the bay would be open for shuttle craft to land and purchase goods and transport them back, or the defender could still serve this purpose. Maximum size ship is see fitting is a Cutlass. And it would be a tight squeeze. Otherwise I could only see some of the smallest craft making it in, arouras, mustangs (maybe), 300s, Hawks, argo's, maybe an avenger, or an awkwardly landed Reliant.
What do ya think? Becaus unless there's some sort of docking feature business will only be taking place on planets or stations. Which to me is a huge EH!
submitted by DankandSpank to starcitizen [link] [comments]

2018.07.29 01:05 jdlshore How CIG could improve their roadmap

Hey all, friendly neighborhood Agile guy here. I'm not a Star Citizen backer, but I loved Wing Commander as a kid and I've enjoyed following CIG's development process. It's very rare to get such a detailed glimpse inside a large-scale development project.
So yesterday CIG updated their roadmap and some people are pretty salty about it. I think their new quarterly release cycle is a huge step over the unpredictable delays of previous years. And, as somebody who's been using and teaching agile development since 1999, I have some ideas about how they could do things better.
First off, what's Agile and why does it matter here?
Agile is a philosophy of software development. It emerged in the late 90's in reaction to the so-called "Software Crisis," which involved huge numbers of projects delivering the wrong thing late and over-budget. (This is a simplification; for more details, see my Agile Australia 2015 keynote or Martin Fowler's Agile: Essence and Fluency talk.)
There's a bunch of different ways of doing Agile, each with their own benefits and drawbacks. The core definition of Agile is the Agile Manifesto. The nutshell version is that Agile development is about delivering the right thing by releasing working software frequently, getting customer feedback, and changing your plans.
Let me repeat that: Agile is fundamentally about changing your plans. It's about releasing the right thing, at the cost of constantly-changing plans. This is contrast to previous approaches, which were all about following the plan at the cost of doing the wrong thing.
Software development is inherently unpredictable (anyone who tells you otherwise is naïve) and Agile's not magic; it cheats. The main way it cheats is by adjusting plans to meet deadlines. CIG's quarterly releases are a classic example: the release dates are fixed in advance, but the content of each release changes. The further away the release, the more it's going to change.
We've seen that with the quarterly roadmap. CIG can predict the current release fairly well, the next release poorly, and everything beyond that is basically guaranteed to change.
So this is the way Agile works and CIG's quarterly roadmap, including the way it changes, is pretty much textbook. Problem: it's a salt mine.
(I mean, sure, there will always be trolls, but I think the outcries are genuine. Some people are really bothered by change.)
Given that CIG is basically Doing It Right™, how can they improve their roadmap? Well, I think their problem is too much detail.
You see, CIG doesn't know what will come out in 3.6. It's a year in the future. Too much is going to change between now and then. I'm sure that the features in 3.6 are planned... but the dates? Those are a fantasy. The same is true for 3.5, and even for a lot of stuff in 3.4.
So instead, I think CIG should show what they actually have control over: their plan for the current release and their priority list for future releases. That way, when (not if!) the priorities change, people don't feel like the dates they've been "promised" have been yanked away from them. Like this, only with pictures:
Current Priorities for Future Releases:
Ⓓ = already in development
submitted by jdlshore to starcitizen [link] [comments]

2018.06.12 20:16 Bootcha Verifying Voracity of Stretch Goal Promises

Hey again guys, Bootcha here.
So one of the things I'm looking into are the stretch goals. Specifically, what is said in those stretch goals constitutes a promise made. I've gone through the stretch goals several times over several sittings, and I've come up with what I feel is a fair and accurate list and count of the promises made for those stretch goals. The intention of this research, is to determine what promises were made, in order to open the discussion of whether or not these constitute a "bare-minimum" feature list in any Minimum Viable Product that may ship claiming fulfilling of all promises.
The stretch goals can be found here:
But like last time, I'd like to open this list and research up to you guys. It's possible I may have missed a promise, or I've added one where one of the specific same already existed.
The criteria for a stretch goal promise is thus: 1) Enhancement to the development of the game 2) Expansion of content either in game, or via media 3) Improvement to existing or future content 4) Picture of a bear 5) All of the above has to be cited within the text of the stretch goal funding page sections, content from the Letter from the Chairman or elsewhere is not applicable.
Sadly, I have found no example of #4.
The promises themselves, I have divided between types: Media, Game Mechanic, Game Production, Spaceship, Flair, Location, and Item.
The fulfillment of these promises fall into three states: Yes, No, and Technically. Yes means the promise has been fulfilled completely (art assets, mechanics, production, etc) and backers who have paid (in the case of spaceships) for it have full access to it. No means the promise has not been fulfilled in part or whole. Technically means one of two things: Either the promise was fulfilled long ago but functionally was removed and no longer accessible to backers, or implementation of the fulfilled promise is only in part (such as mocap being shot, but not actually in the game yet).
What I am looking for is feedback and corrections with evidence.
I am posting the stretch goal text as best I can within the 40000 character limit. Forgive CIG for writing so much about solar systems later in the campaign. So here we go:
$2,000,000 Regular community updates. Citizens with appropriate packages will get to play in the multiplayer dogfighting module. Citizens with appropriate packages will receive access to the 30-mission Squadron 42 campaign upon release. - 3 Promises, Media Mechanics Game-Production - Yes, Yes, No
$2,500,000 Star Citizen will feature an additional flyable ship, the Anvil Gladiator. - 1 Promise, Spaceship - Yes
$3,000,000 Increased community updates at the RSI website. Squadron 42 will feature 35 missions. Citizens with appropriate packages will receive access to the Star Citizen universe with 40 star systems for persistent online play upon release. - 3 Promises, Media Game-Production Location - Yes, No, No
$3,250,000 Star Citizen will feature an additional flyable ship, the MISC Starfarer. - 1 Promise, Spaceship - Yes
$3,500,000 Cockpit decorations – Turn your stock cockpit into your home with personalized decorations; amaze your friends with bobbleheads, photographs, dinosaurs, fuzzy dice, nose art, posters and many more cool options! Ship boarding – learn more about how Star Citizen will allow players to conduct boarding operations. - 2 Promises, Flair Mechanics - No, Yes
$3,750,000 Star Citizen will feature an additional flyable ship, the Aegis Dynamics Retaliator. - 1 Promise, Spaceship - Yes
$4,000,000 A new star system will be added to the game for every $100,000 pledged, with descriptions posted to the Comm-Link. $3.1M: Odin System $3.2M: Tyrol System $3.3M: Kellog System $3.4M: Goss System $3.5M: Orion System $3.6M: Ellis System $3.7M: Cathcart System $3.8M: Tal System $3.9M: Geddon System $4.0M: Chronos System The RSI website will feature a monthly “Wingman’s Hangar” webcast from the development team. Professional mod tools will be provided free to all players. Squadron 42 will feature a richer storyline and 45 total missions. Star Citizen will launch with 50 star systems and feature an additional flyable ship, the Drake Interplanetary Cutlass. - 15 Promises, 10-Location Media Game-Production Game-Production Location Spaceship - No, No, No, No, No, No, No, No, No, No, Yes, No, No, No, Yes
$4,500,000 Star Citizen will launch with 60 star systems. Star Citizen will feature an additional playable ship class, the cruiser. All Kickstarter goals unlocked All backers before October 29, 2012 will start Star Citizen with a Class I Repair Bot in their garage. All backers before November 8, 2012 will start Star Citizen with 500 additional credits. Extended hardcore flight sim controller support: Flight Chairs, multiple monitors, Track-IR, MFD (Multi Function Displays) and more on launch. Star Citizen will feature four additional playable ship classes: Idris class corvette, Origin M50, Drake Interplanetary Caterpillar and destroyers. Star Citizen will feature two additional base types: Vanduul trading posts and hidden smuggler asteroids. Star Citizen will feature an additional alien race, the Kr’Thak. - 12 Promises, Location, Mechanic, Item, Item, Game-Production, 4-Spaceships, 2-Location, Game-Production - No, No, No, No, No, No, Yes, Yes, No, No, Yes, No
$5,000,000 Enhanced boarding options: melee combat, heavy weapons, zero gravity simulation, suit HUD options and EVA combat. Increased ship customization. Tablet companion application to check on your inventory, commission or find missions and get the galactic news feed. The RSI webcast will feature a monthly Town Hall Q&A with Chris Roberts Squadron 42 will feature celebrity voice-acting including at least one favorite from Wing Commander and 50 total missions. Star Citizen will launch with 70 star systems. Star Citizen will feature an additional base type. Can you discover the alien derelict? - 8 Promises, Mechanic, Mechanic, Game-Production, Media, Game-Production, Game-Production, Location, Location - Technically, No, No, No, Technically, No, No, No
$5,500,000 Professional motion capture for the Squadron 42 cutscenes. Exclusive RECORD BREAKER ship skin and 1000 additional credits on launch for all backers who pledge before the $5.5 million stretch goal. Star Citizen will feature the Bengal carrier as a playable ship class. - 3 Promises, Game-Production, Item, Mechanic - Yes, No, No
$6,000,000 Star Citizen will launch with 100 star systems. The Bengal carrier will be unlocked for persistent universe play. Star Citizen and Squadron 42 will feature a full orchestral score. The first Squadron 42 mission disk, Behind Enemy Lines, will be available for free to all backers who pledge before $6 million upon release. - 4 Promises, Location, Mechanic, Game-Production, Game-Production - No, No, Technically, No
End of Nov 2012 Initial Funding
$9,000,000 All backers who pledge before June 28, 2013 will receive a Roberts Space Industries Class II space suit in their hangar. - 1 Promise, Item - Yes
$10,000,000 Cloud Imperium Games will build their own mocap studio to improve the quality of Star Citizen and Squadron 42’s cutscenes. - 1 Promise, Game-Production - Yes
$11,000,000 Move Wingman out of the basement! Move CIG Austin to a larger facility that will support expanded development. More room for employees means more man hours spent developing the game. - 1 Promise, Game-Production - Yes
$12,000,000 Build professional sound studios. We’ll move Star Citizen’s sound production from a home office to high tech facilities that will give us access to cutting edge sound effects and Hollywood voice talent! The Hangar Module will feature Oculus Rift support. - 2 Promises, Game-Production, Mechanic - Yes, No
$13,000,000 Star Citizen will feature an additional ship class, the frigate. Command and Control Center – Supervise the battle from the deck of your Idris or Destroyer (class TBA) with advanced C&C packages that allow you to tie all of your ships together and assume central command from the 3rd seat. - 2 Promises, Mechanic, Mechanic - No, No
$14,000,000 Hibernation Mode: for the explorers out there, we will add the ability to save and resume while you are out in space. When not in combat, power your ship down, hit the bunk, and exit the game safely until you can resume your journey. Professional-quality feature-length “Behind the Scenes of Star Citizen” documentary film. Star Citizen will feature a fourth landout option on Earth! Where will it be? London? Berlin? - 3 Promises, Mechanic, Media, Location - No, No, No
$15,000,000 Star Citizen will feature an additional ship class, the escort carrier. Every backer will get a free digital 42-page Upgrade Handbook manual with their game which goes through the process of customizing and overclocking ship systems! - 2 Promises, Mechanic, Media - No, No
$16,000,000 Arena mode: The next generation of Wing Commander’s TrainSim allows pilots to test out their combat skills against friends or strangers in a simulation. Gain valuable combat experience without the downside of losing your ship in the game universe! Place bets on competitions across the galaxy. Every pledger who backs before $16 million will receive a laser pistol. Keep your ship safe from boarders with a pistol by your side. - 2 Promises, Mechanic, Item - Yes, Yes
$17,000,000 Every pledger who backs before $17 million will receive a ship upgrade package containing an engine modifier. Star Citizen will feature an additional flyable ship class, the battlecruiser. - 2 Promises, Item, Mechanic - No, No
$18,000,000 Exclusive star system for pre-launch backers. Only players who support the game before its launch will receive the computer coordinates needed to allow their jump drives to access this system. - 1 Promise, Location - No
$19,000,000 Know your foe with a Jane’s Fighting Ships style manual free in PDF form to all pledgers. Manage Space Stations – Players will compete to own and operate a limited number of space stations across the galaxy. RSI Museum will air monthly, with a new game featured each time! - 3 Promises, Media, Mechanic, Media - No, No, Yes
$20,000,000 First person combat on select lawless planets. Don’t just battle on space stations and platforms… take the fight to the ground! - 1 Promise, Mechanic - Yes
$21,000,000 Salvage Mechanic: Salvage isn’t an aside: it’s a career, with its own mechanic, story tie-ins and universe-shaping endgames. Search the galaxy for a host of valuable and interesting secrets using both the flight and FPS components. Discover the secrets of the ancient Hadesians, locate valuable components and cargo… or go down in history the first to make contact an entirely new alien race! - 1 Promise, Mechanic - No
$22,000,000 Facial Capture System. We’ve researched a technology that uses a series of cameras to capture real heads and import them into the game. This will let the team more easily create a variety of realistic characters. In addition, the technology is mobile enough to allow us to take it on the road and capture select fans during special events! You can learn more about this technology at Infinite-Realities. - 1 Promise, Game-Production - Technically
$23,000,000 Xi’an Scout Unlocked! The Khartu is the light attack craft of the Xi’An military. Contrary to Human ship design, the Khartu doesn’t have a traditional main thruster, instead featuring an array of maneuvering thrusters on articulated rigs. This design allows for incredible agility, making them the bane of UEE pilots, who bestowed the nickname ‘Quark’ because when all of the thrusters are firing, the ship looks like a spark flying through space. The Xi’an Aopoa corporation also manufactures an export model, the Khartu-al, for sale to human civilians as a dedicated scout/explorer. The export model features the same Xi’an maneuvering rig, but control surfaces modified for human use and a more limited armament. (Designer: Aopoa) - 1 Promise, Spaceship - Yes
$24,000,000 Public Transportation System – Need to get from one place to another but don’t have a starship? We’re building a galactic transportation system. You can travel via transport from system to system in Star Citizen and even ship items (like a ship you need moved to another hangar.) With this stretch goal, we’ll expand this system: star liners, long range transports, charter ships and flyable shuttles! - 1 Promise, Mechanic - No
$25,000,000 Enhanced Alpha – We will use additional funding to build a wider alpha test than we had originally intended for the first phase of Star Citizen’s launch. The initial plan was to first launch servers in North America and then expand to areas such as Europe and Australia to decrease latency in these areas, perfecting the game as we improve the experience around the world. This funding will allow us to invest in a wider infrastructure for our early testing, spinning up remote servers earlier. Hitting this goal will also allow us to increase the number of remaining alpha slots. Extra alpha slots not only means more Star Citizens will travel the ‘verse at launch, but that we will receive more feedback and more stress testing. This in turn will allow us to better balance and enhance the Star Citizen experience! - 1 Promise, Game-Production - Yes
$26,000,000 Enhanced Capital Ship Systems – In addition to the command and control systems we’ve already outlined, we’re going to expand capital ship functions! Lead a damage control team to fight fires and repair key systems during battle, control internal bulkheads to slow boarders and man a number of consoles, like navigation and engineering, that will make commanding a capital ship feel even more immersive. - 1 Promise, Mechanic - No
$27,000,000 Banu Merchantman Unlocked – Banu traders are renowed for their the design team... - 1 Promise, Spaceship - No
$28,000,000 New Starter Ship – The team at Consolidated Outland has decided to take Roberts Space Industries head on - 1 Promise, Spaceship - Yes
$29,000,000 Enhanced Mission Design for Squadron 42 – The team at Foundry 42 has big plans to enhance fidelity. - 1 Promise, Game-Production - No
$30,000,000 Origin 890 JUMP – The rumors are true: Origin Jumpworks has a larger ship in the works! - 1 Promise, Spaceship - No
$31,000,000 RSI Orion – Roberts Space Industries’ goal has always been to make the stars available to individual Citizens. Now, with the RSI Orion mining platform, RSI is letting individuals take over a process formerly controlled by megacorporations. The Orion’s features include high-grade turret-mounted tractor beam arrays, durable exterior-accessible ‘saddlebags’ for mineral storage and a cabin designed by the team that brought you the Aurora and Constellation! - 1 Promise, Spaceship - No
$32,000,000 Aegis Surveyor – The Surveyor, from noted military contractor Aegis, is an industrial-quality salvage ship. Equipped with a reinforced cargo bay, a long-range jump drive and launch pods for unmanned drones, the Surveyor is an ideal ship for taking advantage of deep space wrecks. Tractor beams, floodlights, scanner options and docking ports round out the tool chest on this capable, utilitarian spacecraft. - 1 Promise, Spaceship - Yes (THIS IS THE RECLAIMER)
$33,000,000 Anvil Carrack – The Anvil Carrack has been the vanguard of every UEE exploration effort in recent years. Featuring reinforced fuel tanks for long-duration flight, a highly advanced jump drive array and a dedicated computer core room that allows it to put the maximum processing power into jump charting operations. Originally a military exclusive, the Carrack is now available for civilian use as a pathfinder spacecraft. Features on-board accommodations to allow for truly self-sufficient flight, including crew medical and repair facilities, and a mapping-oriented sensor suite capable of always charting a route home! - 1 Promise, Spaceship - No
$34,000,000 MISC Hull C (Discreet) – Scaling from small “box trucks” to massive supertankers, the MISC range of cargo hulls (A-D) are the standard goods transporter in human space. Extremely configurable, MISC Hulls can be adapted for most any type of transport job: from standard bulk shipping on the patrolled spacelanes to armored cargo hauling on the frontier. While these pre-configured hulls are primarily used for legitimate purposes, the MISC Hull Cs have recently become the favorite for criminals who modify the ship with advanced sensor shadow technology, quick-decompress holds and a variety of hidden compartments without modifying the ship’s body so it will appear to onlookers as standard everyday transports. - 1 Promise, Spaceship - No (THIS IS NOT THE SAME AS THE CURRENT HULL SERIES SOLD)
$35,000,000 Drake Herald – Knowledge is power, and one of the most valuable commodities is pure information: the 1s and 0s behind everything from UEC ledgers to Citizenship ratings. Whether it’s colonists struggling to stay in contact with the UEE’s central worlds or criminals trading in illicit data, there will always be a need to securely move data. The Drake Herald, small, armored ship, is designed to fit that need and safely get that information from Point A to Point B. Featuring a powerful central engine (for high speed transit and generating the power needed for effective data encryption/containment), advanced encryption software and an armored computer core, the Herald is unique among personal spacecraft in that it is designed to be easily ‘cleaned’ when in danger of capture. The Herald includes an array of heavy duty internal options for data protection, including redundant power subsystems and EMP shielding, and a high-powered broadcast array for data transmission. - 2 Promises, Spaceship, Mechanic - Yes, No
$36,000,000 Tamsa System – Located near the fringe of Banu space, - 1 Promise, Location - No
$37,000,000 Tanga System – At the heart of an unusual rectangular planetary nebula (see reference), - 1 Promise, Location - No
$38,000,000 Cano System is home to a G-Type Main Sequence Star that’s almost identical to Earth’s. - 1 Promise, Location - No
$39,000,000 UDS-2943-01-22 System – Breaking news: UEE astrophysicists will have one hell of a view! - 1 Promise, Location - No
$40,000,000 Kabal System – The discovery of a new system is always an exciting time. Oretani System – Oretani was just one of many systems that were being discovered... - 2 Promises, Location, Location - No, No
$41,000,000 Procedural Generation R&D Team – This stretch goal will allocate funding for Cloud Imperium to develop procedural generation technology for future iterations of Star Citizen. Advanced procedural generation will be necessary for creating entire planets worth of exploration and development content. A special strike team of procedural generation-oriented developers will be assembled to make this technology a reality. - 1 Promise, Game-Production - Yes
$42,000,000 Updated Observist Guide – Additional funding from the $42 million level will go to expanding the website area of the Galactapedia: expect to see holographic ships, items and navigation interface in 3D! Imagine admiring your ships or planning your loadouts right here at the RSI website. Explorer-class mobiGlas Rig – Every player who backs before we hit $42 million will start the game with their own, visually distinctive mobiGlas “ExoGlas” rig which can be used to access the Observist at any time. I’ve charged the mobiGlas team with a very difficult task: creating a realistic interface that will help keep your affairs in order in an expansive galaxy that we hope players will expand in unknown directions. It’s almost like building our own in fiction operating system for an imagined future, and it’s very different task than building spaceships. This backer-exclusive mobiGlas kit will come pre-loaded with additional galactic information that new players would ordinarily need to explore or barter to fill out; it’s our way of honoring the information you’ve collected about the Star Citizen universe through the RSI site and community over the past year! Gladius – The Squadron 42 team will develop an additional fighter for the game, the Aegis Dynamics Gladius-class light fighter. The Gladius will be the first fighter built entirely from concept to CryEngine in the UK! Here’s the official description: The Aegis Gladius is the UEE’s reigning light short-range patrol fighter. A single-seat ship with no room for expansion, the Gladius is fast, maneuverable and capable of punching far above its weight. The main advantage to the design is simplicity: cheap to produce, easy to repair and outfit and quick to train new pilots on. The Gladius is an aging design nearing the end of its life-cycle, although iterative updates have kept it the most nimble fighter in the active fleet. Towel – And of course, everyone who backs before we hit $42 million will also receive a towel for their hangar. Don’t explore the galaxy without it! - 4 Promises, Media, Mechanic, Spaceship, Flair - No, No, Yes, Yes
$43,000,000 Omni Role Combat Armor (ORC) mk9 Manufacturer: CDS (Clark Defense Systems) The ‘standard’ Marine armor - 1 Promise, Item - Yes
$44,000,000 Stellar Cartography – Walk among the distant horizons you’ve charted in Star Citizen’s dedicated “map room” - 1 Promise, Mechanic - No
$45,000,000 Hadesian Artifact – The mystery of what happened in Hades has been one of the great archeological puzzles - 1 Promise, Flair - No
$46,000,000 Updated Scanning Software – Chimera Communications unveiled the latest version of their SBit scanning software, - 1 Promise, Item - No
$47,000,000 Engine Tuning Kit – Wilkes & Federman MaxTune Kit has become one of the best-selling starter kits for the discerning home enthusiast. Featured in Whitley’s latest Steal of the Year issue, this kit comes with everything the fledgling engineer needs to take a deeper look into the mechanics of their engine. With a Tap Analyzer, you will be able to view your engine’s current output and energy draw numbers in an easy and comprehensible way. Use the thirty-eight piece omnitool to access your engine to start tweaking. Wilkes & Federman is not responsible for damage incurred after tuning your engine. Please consult with manufacturer’s warranty before performing work. - 1 Promise, Item - No
$48,000,000 Retaliator Commercial – It was a close race but The Retaliator pulled ahead. The Avenger was a close second. The symbol of the United Empire of Earth’s power is the next ship to receive a slick commercial. Aegis Dynamics is in dire need of good publicity since the end of the of the Messer era. We currently have the Cutlass and the Constellation commercials in production and now the Retaliator will be added to that list.​ - 1 Promise, Media - Yes
$49,000,000 Xi’An Space Plant – Similar to a bonsai tree, the Centennial Bloom is a very famous Xi’An plant indigenous to Eealus III that blossoms for one night every one hundred years. They sell the plants in sealed terrariums to traders. Ever since their introduction to the UEE, Humanity has been fascinated by these beautiful plants and the wait for them to bloom. - 1 Promise, Flair - Yes
$50,000,000 Alien Languages – Do you speak Banu? We will work with real-world linguists to create distinctive and realistic alien languages for Star Citizen’s three biggest alien races, the Vanduul, the Xi’An and the Banu. No universal translators, no garbled animal noises: Star Citizen’s aliens will be speaking their own authentic languages! - 1 Promise, Game-Production - Technically
$51,000,000 Web-based Known Universe Map – The platform web team priority will be shifted to making the Known Universe Map available. - 1 Promise, Media - Yes
$52,000,000 The BB-12 is a brand new Manned Maneuvering Unit from Azure Sky Aero. Whether you are engaging in precision mining operations or delicate salvage retrieval, the BB-12 is capable of EVA operation for six uninterrupted hours. This new model features twenty-four precision nozzle thrusters and two redesigned heavy-duty tanks of gaseous nitrogen propellant, capable of being hot-swapped while on the drift or refueled back on the ship. With the BB-12, Azure Sky has once again cemented their place as the premier EVA tech provider. - 1 Promise, Item - No
$53,000,000 INDEPENDENT ARBITRATOR’S GUILD – Have you been wronged by your superiors? Has the member of your organization entrusted with watching the funds, been watching them go into their own pocket? Think you don’t have any recourse? You’re wrong. Fully licensed and bonded to work within the UEE and beyond, the Independent Arbitrator’s Guild allows citizens (and civilians, we don’t discriminate!) to file complaints against (or within) private organizations. Petition cases with our IAG representatives to have your voice heard and restitutions made. Is your business less than legitimate? IAG is only here to judge the matters you want us to. Confidentiality is guaranteed. - 1 Promise, Mechanic - No
$54,000,000 More Detailed AI Activities – we’ll add ten distinct types of AI character roles on planetside environments! At $54 million, this includes Bartender, Doctor, Entertainer, Nurse, Sanitation Worker, Security Guard, Shopper, Tourist, Vagrant and Vandal. Future AI roles will be added with future stretch goals! Each additional ‘class’ of character will be fully expressive and have a role to play in Star Citizen’s planetside interaction AND the game’s greater economy. - 1 Promise, Mechanic - No
$55,000,000 Ballistic Gatling – Preacher Armament Inquisition XXII: Preacher’s Inquisition XXII is the weapon to turn to when you want complete target saturation. Its dual-ammo feed allows you to hotswap feeds without exiting your ship, giving every owner the ultimate flexibility to pick the ammo based on the situation. This Arena Commander upgrade will be given to all players who pledged before we reached the 55M goal. - 1 Promise, Item - No
$56,000,000 J-Span Cryo-Star: Award-winning designers at J-Span have produced one of the most advanced cooling systems yet. The Cryo-Star utilizes a new kind of liquid cooling technology guaranteed to keep your engines cool without sacrificing power. This Arena Commander upgrade will be given to all players who pledged before we reached the 56M goal. - 1 Promise, Item - No
$57,000,000 MISC Endeavor-class Research Platform – The MISC Endeavor is the company’s most prestigious ship: - 1 Promise, Spaceship - No
$58,000,000 10,000 UEC – In honor of the goal, we’re giving 10,000 UEC to every backer that you can use for upgrades and flair in the Voyager Direct Store. I’d advise you hold on to the creds: we’re going to have some cool configurable weapons and other upgrades for Arena Commander in the near future! 10,000 UEC may not seem like a lot, but at this stage in the game it actually means we’re giving our backers several million dollars to outfit their ships! - 1 Promise, Item - Yes
$59,000,000 Anvil Aerospace Crucible – A so-called “flying toolbox,” - 1 Promise, Spaceship - No
$60,000,000 Aegis Vanguard-class Twin-Engine Deep Space Fighter – Strike hard from a distance! - 1 Promise, Spaceship - Yes
$61,000,000 Espera Prowler – Named after the UPE military designation... - 1 Promise, Spaceship - No
$62,000,000 Genesis-class Starliner – The Genesis is yet another landmark in Crusader Industries’ proud history of overall comfort. - 1 Promise, Spaceship - No
$63,000,000 MISC Reliant – With the success of the Freelancer “Built for Life” campaign - 1 Promise, Spaceship - Yes
$64,000,000 Pets – We have repair bots, we have fish… but we haven’t implemented a traditional pet system in Star Citizen yet. At $64 million, that changes. From Jones the Cat in Alien to the Battlestar Galactica’s Daggit, pets have a place onboard starships… and we want to give you that option in Star Citizen. Expect traditional terrestrial options, plus anything exotic we can dream up in the Star Citizen universe! (Those Torshu Grey crabs that keep escaping are just the start.) This stretch goal is in honor of Paddington, Strike Dog of the UEES Paul Steed. In one of our first videos Paddington helped us get to $4 million back in the initial campaign, and sadly passed away recently. - 1 Promise, Mechanic - No
$65,000,000 Enhanced Ship Modularity – So you have the ship of your dreams, but really wish that it was available... - 1 Promise, Mechanic - No
submitted by Bootcha to starcitizen [link] [comments]

2018.06.03 08:52 Masah_iro Concerned about pirates and escort exploits. Help me lift my spirits.

So, I plan to trade a lot and consequently will use the escort system a lot of times. Let me give you a scenario which gives me headaches:
I hire an escort to get my Banu sausages from point A to point B. I look up a nice guy with good escort ratings. But what I don't know is, that this nice gentleman (let's call him Harry) is a dirty sc*mbag:
He works secretely for a pirate organization "Weasleys". He pms his buddies George, Fred, Molly and tells them about our trading route. His buddies get ready and wait for us at point B.
Now the fun starts: George flying a warlock uses an EMP to knock out Harry who shouts at me in an Oscar worthy performance "O god, they got me, Billy. THEY GOT ME!" while his other friends silently sh*t bricks while laughing and slaying my sorry *ss. I respawn with tears about my losses, cursing that I never liked the Weasleys in the first place.
Gullible me chatting to Harry: "No worries, bro. Sh*t happens. Love. XXX" I give him a 3 star rating for trying, log off and play Sims 4.
But what is Harry doing in the meantime? He accepts ANOTHER escort mission from none other than the Weasleys to escort and help transporting the stolen goods. The mission is a success (wow) and they give him a 5 star rating and a bonus sausage.
So, I hope you see my concerns about rating manipulations. How would you solve this problem?
submitted by Masah_iro to starcitizen [link] [comments]

2018.05.14 20:43 Ink_Witch If the Merchantman doesn't get a Defender hangar, could a Banu Argo-esque parasite be considered?

I know there has been some loose talk that that CIG has tossed around the idea of adding a Defender Hangar for the Banu Merchantman. As awesome as that sounds, I can see a lot of arguments for not doing it.
All of that said, because the Merchantman is intended to act as a traveling bazar it stands to reason that once you reach your destination you'd want to park the ship in the best spot for business and leave it there for a while. Unless you want to keep one of your escorts hired on to ferry you around you'll be stranded without a ship or be forced to pack up the mall every time you want to drive into town for drinks. It feels like a Banu merchant would want some kind of courier vessel to show up for trade deals or pick up merchandise from moons / stations in orbit, and players who own them will want something to fly around in for missions or goofing off while the shops do their thing. All this would really need to be is something akin to the 85x, Argo-Cargo, or maybe even just a dragonfly. A weaponless parasite shuttle.
What do you people think? Does that seem possible with the Merchantman design on the horizon?
submitted by Ink_Witch to starcitizen [link] [comments]