Star Citizen - media blowout, Chris Robert's new game

I'm sure you'll be able to participate in crewing everything from single seat fighters, to larger multi-person exploration/trading/combat ships, to massive capital ships!

What I'd like to know is will there be any compelling game play for people acting as the minor crew members (I know there will be NPC crew too) on these capital ships? Manning a turret (like every godawful turret level in any FPS ever) or staring at a sensor screen (like planet scanning in Mass Effect) doesn't sound like fun times to me.
 
What I'd like to know is will there be any compelling game play for people acting as the minor crew members (I know there will be NPC crew too) on these capital ships? Manning a turret (like every godawful turret level in any FPS ever) or staring at a sensor screen (like planet scanning in Mass Effect) doesn't sound like fun times to me.

i guess that depends on what you want to do, and how much it helps the overall group, and i am sure you can rotate positions if you are getting bored.

depending on the sensor screen if it is a radar it could be fun to trying and figure out if that blip on the radar is an alien ship, a friendly ship or just a hunk of metal drifting in space, your ability to effectively track and mark targets could be very valuable to a larger vessel.

but if thats not your thing you can always fly a ship as escort or do what you think is fun.

part of a multi crew ship is coordination, and not every job is going to appeal to everyone so you find someone that enjoys being that systems operator or if you can't find someone then use an npc or suck it up and do it your self. i am sure not everyone is going to like to fly the larger ships also, and some people that like flying larger ships dont like flying small solo ships so just find out what people like to do and coordinate them into the roles they like when best possible.
 
I was just thinking about that too, Litfod, but I am hoping that we will be able to do things like surface missions and what not; with rotational crew staffing (like NPC's taking over when you are on away missions). That would be awesome, at least from my point of view.
 
Damn damn damn.... Now that I think about it it would make much more sense to just melt Avenger and 325A and switch to Freelancer DUR. But.... That alpha access. It makes me wonder if it will be possible to do CCU from 325A to Freelancer in the future. I assume it will be? When that happens I'm pretty sure that I'll melt the Avenger and CCU 325A to Freelancer.
 
yes you can ccu from a 325a to a freelancer at some point, no worries about that, it will be a little bit but once the freelancer is flyable you can ccu to it.
 
What I'd like to know is will there be any compelling game play for people acting as the minor crew members (I know there will be NPC crew too) on these capital ships? Manning a turret (like every godawful turret level in any FPS ever) or staring at a sensor screen (like planet scanning in Mass Effect) doesn't sound like fun times to me.

Just the basic dynamics of how ships "work" overall is different in Star Citizen than most other games; its way beyond anything previously implemented. For instance, the whole "cargo" system being represented by physical containers of various sizes, shapes, designs, and features (ie scan blocking, passworded, booby-trapped, mag-lev). Cargo has to be "tetris-d" physically into your ship and many things heavier than a small box or briefcase will have to moved on a pallet of some sort not just carried. Cargo has to be "locked down" in cargo bays, lest it will bounce around on takeoff and possibly bust up your ship from inside. There are also cargo manifests (which you'll have to inspect and compare to the actual cargo etc..) and all sorts of info/economic systems for payment remotely (ie credits via MobiGLASS) or in person (if you're doing a black market transaction probably better not to use the in-game equivalent of charging your credit card at "Joe's illegal weapons market and family fun center".). Of course, this also creates opportunity to spoof cargo or even have it signed up for delivery, then threaten the delivery (player or NPC) person with violence to claim the cargo and not end up paying..if you don't mind the consequences!

Compare all of the above to what most games do when it comes to cargo - a simple list of items in your virtual hold, with weights/numbers etc. I like to think that every other part of the game, even beyond normal combat activities, will be enjoyable.

As Wildace said, not everyone will love everything. I personally love the more "unusual" tasks and the fact there will be "Star Trek style Duty Stations" is something I've wanted to see in a MMO for a long, long time. Somewhere there's a picture floating around of a preliminary salvaging/surveying (close range) UI that I think was supposed to be part of the Cutlass's feature set. It was far more comprehensive than most implementations of the sort. I can imagine that Duty Stations will be more complex, necessary, and enjoyable than anything to date. After all, having a player crewing one of these stations is supposed to be way more effective than a NPC and/or AI program, so it should be encouraged.

I'm sure there will be plenty of away-team style missions too (not to mention boarding/defense ops). We don't yet know the scope of NPC abilities (ie can you train them to fly the ship and pick you up later? Etc.. this can be done with PCs obviously. Perhaps certain "Custom NPCs" - the kind that take a character slot to create, could do so?) However, you can always rotate certain duties and PCs/NPCs to fill the stations depending on your current situation, as far as it has been announced.

Ultimately, the "non-traditional" tasks in Star Citizen are likely to be as enjoyable and lucrative for many players as flying a fighter.
 
That's definitely something that I would like to get at some point in game.

yes you can ccu from a 325a to a freelancer at some point, no worries about that, it will be a little bit but once the freelancer is flyable you can ccu to it.
I'll wait.
 
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Carrack_top_view_final_Gurmukh.png
 
I'm sure there will be plenty of away-team style missions too (not to mention boarding/defense ops). We don't yet know the scope of NPC abilities (ie can you train them to fly the ship and pick you up later? Etc.. this can be done with PCs obviously. Perhaps certain "Custom NPCs" - the kind that take a character slot to create, could do so?) However, you can always rotate certain duties and PCs/NPCs to fill the stations depending on your current situation, as far as it has been announced.

Ultimately, the "non-traditional" tasks in Star Citizen are likely to be as enjoyable and lucrative for many players as flying a fighter.

That's what I'm thinking, that in the context of a complete mission it could work, like playing out an episode of <insert your particular sci-fi fetish here>. So you have a brief "crew at their stations, watching the bleeps, the sweeps and the creeps" phase, followed by some sort of drama, a bit of combat, some boarding, planet-side action etc. I'm a little more dubious about how it would work in a PvP persistent universe, where, let's face it, the majority of people - especially the ones with capital ships - will be looking for the epic Eve-style battles without a whole lot of variety, just lots of pew pew. It's one thing to think "hell yeah, fully functioning capital ships with proper crew roles", it's another to actually be Cargo Manifest Inspector #3. It's not quite like a traditional MMO setup where, while there are roles, there's less sense of hierarchy and everyone's actions are (or should be) equally important.

Don't get me wrong, I'm not ragging on SC at all, it's not even a SC-specific issue. I would be impressed and delighted if they actually came up with a good reason to want to be Cargo Manifest Inspector #3.
 
it could almost be a combat vessel if the class 5's had better coverage, but you almost are forced to keep the class 4's as laser turrets to give proper coverage.

would of been nice to swap the class 4's with missile batteries similar to what are on the 890 while still keeping some good coverage from the class 5's but it seems their top and bottom rear and forward coverage might be limited..

sigh i want a ship that size from anvil dedicated to combat.

i really like the blast covers for the bridge tho.

edit- holy crap we were at like 85% to 64 million before the carrack sale i believe..


Funds Raised
64,316,103

we get pets and should get a nice new letter next week about modular systems.

Pets &#8211; We have repair bots, we have fish&#8230; but we haven&#8217;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&#8217;s Daggit, pets have a place onboard starships&#8230; 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.
 
Good bye M50, you were so fun to fly and Aurora LX...my dust collector, hello sweet Carrack.
 
The Carrack will be with me shortly.

I'm trying to figure out if I should buy it with monies or melt it. I just blew $500 in hardware and misc stuff for black Friday :( so I may have to melt something I don't want to lol...
 
I can't get it.

Would rather have the reclaimer and retalaitor as one of those would have to go if i were to get it.

and i feel my 890 with its full spectrum sensor array from WillsOp's it will likely be able to handle exploration very well. especially with ships becoming more modular maybe.
 
You guys just keep melting ships whenever a new ship is released.

Why not keep the ships you actually want instead of constantly needing to get the new shiniest toy?
 
That's the point of melting ships, getting something you want that wasn't offered before.

On another note, the Carrack mini-game is a pain in the ass lol...
 
You guys just keep melting ships whenever a new ship is released.

Why not keep the ships you actually want instead of constantly needing to get the new shiniest toy?

some people get ships as place holders until a ship they really want comes out.

like the carrack for example some people have been waiting for it but they also might have picked up ships they may have wanted if the carrack doesn't turn out to be exactly what they are looking for.

so like for me i got a retaliator because i wanted it, but if the carrack turned out to be something i wanted more than a retaliator it would of been no issue melting the tali for it.

but if it was a normal sale situation, the tali would of no longer been for sale so if i didnt get it when it was available and i decided i didnt like the carrack then i couldnt go back and buy a retaliator instead cause its no longer for sale. so it is better to get ships you would be happy with, even if you might change your mind on them later when a new ship comes out for the role you would prefer.

also some people like to check out ships in their hangar so they buy some ships to walk around with the intention to melt them and use store credit on something else like a carrack.

i don't think someone would melt a ship they actually wanted if the new ship they are getting didnt fill that want meter more.

that is why i am not melting for a carrack my self as i have ships i want more.

That's the point of melting ships, getting something you want that wasn't offered before.

On another note, the Carrack mini-game is a pain in the ass lol...


took me 10-15 tries to get to the end for my forum title...
 
Yeah it seems to just be stupid RNG garbage.

i restarted it until the first option on the left gave me +10 or 15 fuel lol i still barely finished with moral, that was just about gone 1 more day would of screwed me.
 
That's what I'm thinking, that in the context of a complete mission it could work, like playing out an episode of <insert your particular sci-fi fetish here>. So you have a brief "crew at their stations, watching the bleeps, the sweeps and the creeps" phase, followed by some sort of drama, a bit of combat, some boarding, planet-side action etc. I'm a little more dubious about how it would work in a PvP persistent universe, where, let's face it, the majority of people - especially the ones with capital ships - will be looking for the epic Eve-style battles without a whole lot of variety, just lots of pew pew. It's one thing to think "hell yeah, fully functioning capital ships with proper crew roles", it's another to actually be Cargo Manifest Inspector #3. It's not quite like a traditional MMO setup where, while there are roles, there's less sense of hierarchy and everyone's actions are (or should be) equally important.

Don't get me wrong, I'm not ragging on SC at all, it's not even a SC-specific issue. I would be impressed and delighted if they actually came up with a good reason to want to be Cargo Manifest Inspector #3.

I think there will be opportunities for missions that span mutiple types of play, as well as those that are more focused on one thing in particular (ie a mining expedition in a lucrative yet UEE controlled space etc... will have you and your crew using your exploration, mining, and cargo subsystems/stations more than anything else. Maybe you'll run into some enemies and have to fight them off, but it will be less likely than heading to a combat heavy hotspot, or mining in no-security/uncontrolled space etc.). Its likely the single player campaign will give players a taste of a "bit of everything" sort of missions so people can start figuring out what elements they prefer.

Though the universe is technically open PVP, I think what will keep a lot of people from charging in is the consequences of doing so. For instance, read the old "Death of a Spaceman" post to show that actually getting wounded or dying (different from getting a ship blown up and ejecting) could have some serious or even permanent consequences. Epic "EVE style" capital ship battles will take a truly huge amount of resources, both in terms of game wealth and players/NPCs. I can imagine that except for those who own capital ships (or even larger/more expensive ships that are not capital vessels) with LTI, the in game insurance policies for insuring not just the hull, but also the equipment addons and cargo (not covered by LTI in any case. You have to buy separate insurance for these) will be extremely expensive. Not to mention, if your capship is destroyed, the game's manufacturing system means it will take a certain amount of time to get you a new one...and the more often you blow up, the longer it will take! This is to say nothing for operating "illegally" in say.. UEE protected space or otherwise incurring the wrath of both NPC or player factions, which will make things much harder. Even on smaller scales, bounty hunting (and perhaps assassination, on the darker side) are part of the game system, so you may end up with a player working for the Advocacy hauling you in, or someone funding a private bounty on your head. Remember that ships have brigs (in larger vessels) and can be outfitted with cells (see: Cutlass Blue, Avenger) so bringing in players alive/captured will be a game system.

While some people might want maximum "pew-pew", if they're not smart in picking out how and where (as described above) they'll end up losing far more than simply restarting a mission. Even in circumstances when there will be major fleet actions and the day-to-day running of capital ships, it very much seems like in order to have the highest level of success, having players to fill all those positions and duty stations (as well as other "free roamers" who may repel boarders, lock/fix the interior doors and damage, put out fires, vent atmosphere into space, or go on EVAs for repairs etc..). It seems like CIG is planning a lot of tools for player to work together and benefit from doing so.

Despite some players who are backing for more expensive/rare ships, I am sure that when the public universe launches the vast majority of players are going to be starting with small vessels and (hopefully) it will take quite some time (as they've stated previously) to have enough money to upgrade. Thus, the way to make money for instance to maybe buy your own Freelancer , Constellation, or Caterpillar etc.. is to work on someone else's! By sharing in the workload, you'lll be entitled to a share of the profits from your endeavor, so someone (PC or NPC) may hire you to be Cargo Manifest Inspector #3, and that will be one of your duties during your tenure on that ship. Doing a good job operating the science stations, mineral scanners, engineering consoles, repair EVAs and other support and duty stations on a vessel will mean success of the mission. That's how, from what I've seen so far, players will want to take on such roles besides just being a pilot or gunner (which of course, are also viable!). One great thing about the amazing scope of Star Citizen's gameplay is that its likely you can find work doing what you find most interesting and that a comprehensive job/contract/rank/faction system (not to mention Organizations.) will mean lucrative opportunities in those tasks for those with the skill, interest, and desire.



----------------------------------------

Oh, one announcement - go look at the Carrack page now and play the little "exploration game" . If you manage to complete it (its sort of choose your own adventure meets FTL: Advanced Edition. You even get to see where other people have failed!) you will get a brand new ACCOUNT TITLE that you can display: Cartographer!
 
Sweet I just finished it.

I thought about giving up after the first 2 stops where - Fuel and -Moral but in the end it made no difference considering I was able to complete it.
 
Yeah I think people had them in the card already and halfway through the process so all they had to do was click purchase before the sale even started. That's CIG though, all their limited number sales are pretty much scewed up, I'm just kind of surprised that many people really wanted a empty ship. My guess is the weapons for it won't be insurable since they would most likely be military scavenged so it going to be fun to blow them up ;)


I got to say I like the Cartographer title although I wish it was a darker color. I wanted an explorer one forever so I used the Freelancer one but I hated that they made it pink.. Now they just need a proper Pirate title again.
 
I got to say I like the Cartographer title although I wish it was a darker color. I wanted an explorer one forever so I used the Freelancer one but I hated that they made it pink.. Now they just need a proper Pirate title again.
Ditto. Seems appropriate considering exploring is something I plan to do for sure.
 
Going to hit 65,000,000 in the next hour or 2 it seems..

Funds Raised
64,978,905
 
Gotta get them to add the VFG Hangar to the Carrack ;-)

surprised it didnt come with it.

wonder what the reason was behind it.. because Anvil ships always felt more utility than luxury so that would fit better in VFG than R&Y.

reclaimer has VFG and 890 has both.

still not sure why the 890 needs both unless at some point people that own VFG only are going to lose access to all hangars below it.


yay 65m

wmDVnsk.jpg




i have been debating about melting my connie phoenix upgrade for a starfarer.. not sure what i want to do heh.

Starfarer can collect gas

Phoenix is LIMITED limited limited

leaning at keeping the phoenix because of limited lol.

lol
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I don't know, the Carrack seems a little too large for its silhouette.
Q25KIbI.jpg

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Here's a rough Idris and Javelin sized composite made of 890 Jumps

rsXmQAu.jpg
 
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what seems off to you? it is supposed to be 123m same length as the 890, not sure if that length includes the antenna or not

the only thing that really seemed off to me was the size of the manned turrets the round part seems rather large.
 
I think what's throwing me off is the cockpit. It's relatively small compared to the body of the ship.
 
I think what's throwing me off is the cockpit. It's relatively small compared to the body of the ship.

i think it feels/looks small since it has those blast shields that retract so it needs that added beef around the neck to house them retracted as well as the mechanism to hold and move the blast shields.
 
Yeah the foreskin cockpit design does make it a bit weird looking, however it also has 2 levels so it looks a bit smaller.
 
What I don't like is that when looking at some angles it kinda looks like massive flying vibrator with two engines. Cockpit needs some changes.
 
Just saw a few Anniversary Aurora Packages back in stock so I picked one up. Keep checking if you missed the other day.
 
Don't forget to apply a LX upgrade, You should get 2 year insurance after they do a pass to update the ships on the 10th or 12th (I forgot which day) Then you can do a cross chassis upgrade to something cooler later on if you want.
 
Don't forget to apply a LX upgrade, You should get 2 year insurance after they do a pass to update the ships on the 10th or 12th (I forgot which day) Then you can do a cross chassis upgrade to something cooler later on if you want.

Ah, thanks
 
So I have a Aurora MR with LTI...


Should I buy the upgrade to the LX? I will keep the LTI correct?

I think I want to upgrade to the Super Hornet later. Should I upgrade the MR all the way to the Super Hornet? Or should I just buy it as a stand alone? Ugh...
 
So I have a Aurora MR with LTI...


Should I buy the upgrade to the LX? I will keep the LTI correct?

I think I want to upgrade to the Super Hornet later. Should I upgrade the MR all the way to the Super Hornet? Or should I just buy it as a stand alone? Ugh...

i would just CCU to hornet, and then apply a super hornet upgrade.

https://robertsspaceindustries.com/pledge/Cross-Chassis-Upgrades/Aurora-MR-To-Hornet-Upgrade

+

https://robertsspaceindustries.com/pledge/Upgrades/F7C-M-Super-Hornet-Upgrade


my personal opinion is the Super Hornet will be one of the best combat starts you can have.

it will also carry over the LTI from the aurora.

you really dont need the aurora and a super hornet to start out. i would just pick 1, and my vote is to upgrade to the SH.
 
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