the old thread was found dead on the side of the space highway so i decided to make a new one with updated details.
43.2 million raised last i checked! wow. have you been to the forums? the community is pretty awesome over there. I picked up a few ships and am eager with anticipation for the release of the dog fighting module later this month. This is shaping up to be the space game we deserve.
awesome star citizen alpha boot camp videos
HERE
a link to the wiki for some excellent information all things star citizen at your fingertips
HERE
Sound off captains, if you are or plan to be a citizen. maybe we can link up in the verse.
Comments
Planning on getting a 315i at some point.
And dogfighting is coming out?! SWEET! Can't wait for squadron 42.
Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!
http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
Squadron 42 is going to be an epic experience!
if anyone is looking for an org of avid pvpers, have a look here. you likely know these people from sto
free jkname
Get the Forums Enhancement Extension!
freelancing and bounty hunting huh? ill bookmark your organization. i'm sure i'll need your services at some point.
I will not ever be a part of something like that.
Still waiting to be able to use forum titles
so it is like EVE in that you can put real money in to getting a good ship, yet lose said ship without reset?
the battle pack https://robertsspaceindustries.com/store/333-battle-pack constains 4 medium sized frigates and they will be replaced for a whopping 12 months.
If you however choose to spend a whopping 2700 USD, https://robertsspaceindustries.com/store/334-fleet-pack, then you can join the griefers by having a nice selection of 5 ships and a variant of each (10 ships total) and they all have a lifetime of insurance.
In my previous experience of playing online wargames with a pay element the people who spend that sort of money do it to get the privilege of being able to grief the 'plebbs' who don't have the money to keep up. they will likely go out of their way to destroy your ship purely because somebody said you said something in chat regardless of your guilt.
Still waiting to be able to use forum titles
incorrect. anyone can purchase insurance. early backers have it for some models of ships. as long as you maintain your insurance for that ship it can't be permanently destroyed but insurance only covers stock items. its really not as big of an advantage as you have it worked up in your mind. the starter ships aren't the best - everyone should graduate from them eventually. their new ships won't have lifetime insurance as everyone will be in the same boat.
cheers.
Early adopters will be able to avoid grinding for EC to protect some ships. That's all.
Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
Pretty much. Generally, buying insurance for a ship will be much cheaper than replacing uninsured ships unless you almost never get blown up. The cost provides a slap-on-the-wrist for dying (like the ship injuries and the need for repair components in STO) and a moderate EC drain to force players to stay active. Chris Roberts has come out as saying that he in no way intends for insurance costs to become so dominant as to seriously harm a player-character's profitability.
that, and the in-game currency for insurance comment sound a lot better than the alternative. Just as long as it is not a grind fest. I'd be there to play, not save up for insurance.
I've played MMORPGs during the days of Permadeath and Permanent item loss. Only once did I appreciate the idea of Permadeath, and only in a truly good system is item loss acceptable... it's balanced by a great economy that allows replacement of decent gear at decent prices. But the idea of a ship, the very thing your livelihood is based off of in a space game, sounds like a huge pill to swallow, esp. when players can and will attack you. And I highly doubt they will be cheap, because I see that as a stranglehold on players to even basically PLAY the game.
Star Citizen was something I looked forward to. But now?... I dunno.
And I concur with the concerns of newer players getting absolutely massacred for not having the early adopter perks.
You have got to be kidding me with these costs. Are they friggin' serious?!? STO can get stupid with money if you're not careful, but this?!? And if you're not a big spender, WTH do you get? A Flying Trash Can that's missing a lid?
It will be GLORIOUS!!
According to what has been released so far, you do not get an "insurance rating" related to your past history. In other words, your insurance cost is the same whether you have never died or you have died a thousand times, with no escalation involved. Instead, insurance is rated based on the zones where they will cover you--if you go into a lawless area, then only the more expensive plans will cover you, and only the government will provide any sort of coverage in a "hot" war zone, and then only if you are on the right side of the law.
You can buy additional insurance policies to cover the cost of your extra gear (e.g. if you mounted an upgraded engine or weapons). However, IIRC if you had "unique" items that are not for sale anywhere (not cash-shop items, but rather quest reward items), then you will only get reimbursed for their monetary value and will have to redo the quest to get the items again.
All new players get six months of insurance with their purchase of a game account. This is six months of real-world time, not six months of in-game time. After haif a year, a player will either have given up the game, or will have earned several times more credits than would be needed for insurance renewal. We will not see new players left up a creek due to having no cash and no insurance. Furthermore, players who have no ship and no cash for one will be able to work "for hire" for NPC fixers, flying the employer's ship for salary until they can get a new one (and presumably the employer's ship is covered under the employer's insurance plan).
The prices of the ships for pre-order does not necessarily reflect the prices in-game. While one thousand credits can be purchased for one US dollar, a ship that costs $100 to pre-order will not cost a full 100 thousand credits. Right now the pre-order prices are standard early-adopter price gouging, charging a premium for the players who just HAVE to have that special ship right away. Again, all ships (except for a few limited-edition ones) can be purchased with in-game credits with no real money involved once you have a user account.
There will be money-earning opportunities for those who have no cash and no ship. You will be able to "get a job"--i.e. work as a pilot flying an employer's ship and be paid a salary. Since a player with no ship has negligible "cost of living" (you don't have to have food and housing like in the real world), you will be able to save up this money until after a few real-world days you will be able to buy a bottom-of-the-line ship (or a slightly better ship after a few more days).
This thread is for people who play sto who will also be playing star citizen to interact together. we get it. you won't be playing star citizen. you don't even really know what star citizen is but people seem happy over there so it can't be good.if you want to make a thread about all the reason's you don't like star citizen and won't be playing feel free to do so and if anyone cares they have a place to read and reply to your posts.
Star Citizen Persistent Universe Features
- In-game ship to ship communication will be VoIP with facial capture (web cam required)
- The game is predominantly 1st person view mode, with 3rd person vanity view without HUD
- Multi-Crew ships
- NPC and/or Real player crews
- NPC flying formation controls
- People that pledged for multiple packages, can use the extra licenses for Extra Character Slots or Customized NPCs. You can have you own crew of The USS Enterprise. Extra character slots will be available for purchase at a later time from the Voyager Store.
- C&C tactical combat on larger ships (on ships capable of installing the C&C console.)
- You can earn UEE Citizenship by doing relevant missions in SC-PU, or bribe some NPCs to get you one (for those that opted out of SQ42)
- Optional Voyager Store Items to enhance your gaming experience
- All Voyager Store items can be obtained in game via normal game play.
- Users will be able to convert real money to UEC via the Voyager Store.
- The game is predominantly PvE
- The game is made to be Solo player friendly, you can experience the full game universe alone, without the need to join a large guild (No Guild territorial zones)
- Non-consensual PK allowed everywhere, however PK-ing in UEE space can result in penalties to the attacker.
- All UEE space are Safe Zones, safe zones works as a density radius, the deeper into the UEE space the more you'll be protected from PKs
- Instanced (with attention to friends and targets of interest)
- Bi-weekly content (ships, stories, missions) & minor features updates
- Players are free to play any role they dream to be, there is no actual job description, character classes, or skill trees. However some missions / ships might require you to first pass a license test, before you are allowed to be granted permission to that special mission, or drive a ginormous ship.
- Privateering (not Pirating) with Letter of Marque, in game by the issuing government.
- Pirating (Bandits, Outlaws, Robbers) is part of the game since the game was revealed back in Oct 2012 (do not mistake Pirating with Griefing)
- Player Influenced (not controlled) economy, the economy will be self regulated by NPCs and naturally occurring production / demands
- There is no Crafting, However you can Overclock and Tweak your ships / modules / weapon parts, and then sell it.
- Players will be able to earn the right to manage a production node, however player is not able to change what the factory produces, but you can produce a slightly improved (tweaked / overclocked) version of the same parts being produced
- Existing in game Large NPC corporations will be targeting you if your business becomes competitive with theirs. (expect visits from hired Pirates / Bounty Hunters)
- Jobs are created ad-hoc, NPCs and real players are able to create missions on-demand (kill this guy, delivery of this item to such and such location, need turret gunners, etc.)
- 3 types of insurances are available in game: Hull Insurance (includes stock weapons & modules), Cargo Insurance, Upgrades Insurance (to cover non factory stock items)
- Insurances Companies will replace your insured ship back to the stock factory model with stock factory weapons / modules load-out. (replacement speed affected by availability of ship parts and factories production queue)
- There is no zone restriction for Hull insurance, it works everywhere, however Cargo / Upgrade insurances have zone restrictions, it's voided in area marked Danger Zones 5
- Ships availability and cost will depend heavily on the resources available and trade routes being free from interference by criminal activities.
- You can save the game in the SC-PU and not have your ship attacked by going into the sleeping chamber, except for Capital Ships.
- Capital Ships are in-game persistent, when you log off, it will remain in game, make sure to have enough friends or hired guards to protect it while you're away. (Corvettes class ship like the Idris and below can log off, Frigate class ships and above are considered Capital Ships)
- Non-Capital Ships are able to go into Hibernation mode (log off), by having your pilot go into the sleeping chambers, you can not log off during battle, you can only enable hibernation mode, when in a safe area.
- The happenings (News) in-game will also be featured on the Wingman Hangar shows, as well as the RSI site for an immersive feel to blurry the lines between real life vs. in-game life
- Murray Cup Racing (in-game sports events)
- Virtual Dog-fighting Arena (it's for both training and in-game prizes competition), your "real" ship won't get damaged; think the Arcade at the Tiger Claw lounge. (current design idea from CR's description is as follow, each team is allowed a set amount of points before the match begins, bigger ships/weapons cost more points, so each team can bring into the arena whichever combination of ships/weapons they want depending on their strategy but you will not be able to exceed the allotted amount of points to claim, it's the equivalent of a weight limit matchmaking system like MWO)
- Hidden Asteroid Bases
- Players can earn the rights to control space stations
- Bengal Carriers must be captured before you can control it, there will only be a few Bengals available in the SC-PU, some will be in active duty to be boarded (for pirates), other will be marooned damaged and abandoned but re-pair-able (for non pirates)
- To board or be boarded you need a multi-crew ship
- Explorers can find Alien relics, uncharted Jump Points, and other treasures / space phenomenon
- Jump Points have fixed entrance, but random exits
- Failure to chart a new Jump Point can result in Perma-death or be thrown into unknown space.
- On Perma-death you'll be looking at our own funeral through the eyes of your "Next of Kin" your belongings will be transferred to your "Next of Kin" specified during your character creation.
- Most deaths does not result in Perma-death, however you'll have your body parts replaced by cybernetic implants to replace your damaged limbs & body parts, you can buy your way into immortality with some hefty price.
- Ships & Weapons will be balanced to be equivalent of "rock / paper / scissor"
- Bigger Ship does not automatically translates into "I win" players will have to choose the Cons vs. Pros of driving each ship hull type to suit their needs.
- Ships & Weapons will have hard point restrictions, weight restrictions, energy restrictions, heat restrictions, CPU restrictions, and Slots restrictions.
- There are some hulls that are more adept at some tasks, than others, choose your ship hull wisely depending on the career you want to archive in game.
- Mining in 1st person, with the use of prospecting tools and mining stations
- Your hangar is your main living space, with option to rent a penthouse apartment on planet side.
- There will be landing fees and Hangar fees; many forms of taxes, levies, and fees will be applied in game to keep the economy in check
- Ships will age like real cars, while new models are release every year, or every few years depending on the Make & Model
- Old ships will become vintage and cost more to maintain due the diminishing replacement parts
- You can only steal other player ships by boarding
- Stolen ships can change their transceiver ID with a legit ID, at a hefty cost in the black market.
- Stolen ships can't be insured by UEE insurance agencies, however there might be some 3rd party Insurances that you can purchase at a cost.
There are massive large scale PvE events planned by the Devs
- If you really hits rock bottom, you can always take a bank loan to get yourself a ship to start over, or you can work your way up as a crewmen for other players or NPCs
- When hiring NPCs you can see their ratings, the more skilled the NPCs the more expensive it'll cost to hire them.
- Players can rate each other after being hired for a job, the employee can rate the employer and viceversa. This is the real player equivalent of the NPC reputation system.
- SC-PU will launch with a total of 100 core systems, plus all the ones we've unlocked since then, that's approximately 125 systems & counting (plus one hidden system only known to Subscribers at Launch, non subscribers will be able to Learn the coordinates later in game)
- If your internet connection gets disconnected accidentally (or by choice) your character and the ship will switch to NPC / AI mode automatically, it'll plot a course to the nearest safe zone and run for it, it'll try to defend itself while escaping, you might or might not arrive in 1 piece, depending on your ship structural integrity. (you can find reference from the "death of a spaceman" comm-link)
- There are more NPCs in the universe than there are real players.
- Real players can drop-in "mind control" (think Matrix Agent Smith) and assume the role of the NPCs on your friend's ship (but you can not drop-in uninvited); according to Dev description, you'll have to log out of your current game, to then log back in and choose to play as the position of the NPC from your friend's ship. This applies to both hired NPCs and Customized NPCs.
- You'll be able to pick your desired starting location in SC-PU, from a small list of star systems to choose from.
- Game time is 1:1 ratio 2014 = 2944 (2013 = 2943)
- There will be some real life holidays in game, and some new made up in lore holidays.
- Guild Hangar and Storage.
- Private Guild XMPP chat, web, and forum.
- You can vote for your NPC politicians, UEE citizenship required to vote.
- No server wipe after Beta, all Beta progress will be kept for game launch {10-4 chairman Ep7}
- Zero-G FPS firefight in EVA suits
- Vanduul Trading Posts
- Cockpit decorations
- NPC will gain experience over time, as they successfully complete missions with you.
- Jump Points location and size, will depend on the space anomaly location and type. Some Jump Points will be too small for large ships.
This makes absolutely zero sense. If you have PvP zones on a PvE server, then it would be predominantly PvE. However, if someone can kill me in any zone, then it is not predominantly PvE, it is PvEvP.
Does this mean that non-video comms will be unavailable? What about non-voice (i.e. text-only) comms? I would hate to think that having a mic set up AND being in a position where you can speak aloud without being yelled at or drowned out by your roommates is mandatory just to communicate with other players.
I hope that this doesn't mean that Capital Ships will have to be manned by players 24/7 in order to defend them. Maybe they should be forced to dock at a space station in order to be protected when no players are aboard?
Having some variability on the "arrival point" entering a system like this will definitely go a long way towards preventing spawncamping.
I would assume that hired guards are npcs that require credits or whatever the Star Citizen currency is to help you protect it. Bring in a big enough force and you can steal the ship. A penalty is not going to stop people from taking a ship from protected space.
Just seems like this game is becoming too much like Eve. Can see it now, $100,000 damage done in battle between two guild alliances.
Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
1. there will be no easy way to tell a npc from a player controlled ship. no special color text above their ship. if you do attack a player or npc with out a valid reason you can have a bounty placed on your head. i have also read about people losing rights to land in UEE space or even conduct business in UEE space. If you spent even a little time doing some research you'd find the dev team is quite capable and a simple reputation drop isn't punishment at all. but hey you are great at making stuff up based off nothing at all.
2. any mmo team can pump out regular content. people take sabbaticals and time off for every other job and work constantly. game developing isn't some magical industry that transferrs special powers to developers leading to burnout from regularly working. Again idle speculation based off nothing but how you feel. personally, i prefer to base my arguments off facts and logic.
3. no idea what you are saying here but i can tell you personally i and an army of fellow gamers are sick of grinding, and skill trees. think of your ship as your skill tree. you upgrade it and tweak it and pass it along form one generation of characters to the next. i'm sure you'll find some absurd way to gripe about keeping your stuff and just passing it to your next of kin.
4. the difference is privateering won't get you in trouble with the government sanctioning it. in fact, it could raise your reputation with them as you plunder their enemies ships. privateering isn't piracy or they wouldn't be different words. they would just be piracy. i find it hard to believe that someone is unable to comprehend the difference.
5. it has been stated over and over replacement parts can be organic or mechanical. again a llittle reading can go a long way. so you hate cloning but have no problem with infinite lives and ships in sto as long as no explanation is provided. interesting.
6. bigger doesn't automatically mean better. simply ask any carrier who has ever been burned down by a tiny escort. nice try though. everything else is just personal opinion. not every player will be in the biggest ship possible.
7. i know you find it hard to believe not everyone thinks like you but some people actually enjoy having that ability to take on extra risk at the possibility of increased reward. It adds another dimension to gaming that requires you to use your brain. some people enjoy that sort of thing just like some people enjoy mindlessly smashing space bar for hours on end firing every weapon the have in every fight.
8. no clue what you are trying to say here.
While i'm glad we don't all think the same (how boring would that be?) please at least just try to think. Your wild speculation is wrong at every turn.
this thread is titled star citizen,but it is about players who play sto and sc (reading comprehension for the win!) i know because i'm the op. if you chose to continue to derail my thread with your off topic wish i had a brain posts i'll be forced to request you removed from this thread. If you would like to stay on topic and tell us about how you plan to play star citizen feel free to stick around and contribute further.
deuces.