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Cult Citizen

Cult Hierarchy & Specs

Moderator: JC Denton

Cult Courier Spec

Unread postby icycalm » 12 Jun 2024 18:31

I've been wanting to get some use out of the Zeus suits, and I figured out the perfect use for them as the suits of choice for a new, entry-level Cult Courier Spec. Package deliveries are the most basic of all Star Citizen professions, and these suits have the bonus of being available only on the Subscribers Store, which means that you can buy one with cash, use it and lose it, then melt it and rebuy it with store credit without having to spend any aUEC. Perfect for beginners now that armors have been made very expensive, since the only thing they will lose on death are their weapons, and medpens or whatever.

There won't be strategic ranks for these, only Inquisitors, Master Chiefs, and Captains. Commanders don't do deliveries (though every Javelin owner's dream is to some day deliver pizza in his Javelin, and we will do this the moment the ship goes in the game).

The specs are identical to the picture below, with one change: the Captain's Cutter isn't yellow, it's white (Wind Chill paint). I will take my own pictures at some point that will be fully representative, with the Mules included, but for now we'll use the one I found on Reddit and linked in the Cutter thread [ > ] (and which inspired me to make the spec).

The Captain's Mule's paint, Smokestack, is temporary until the white Silverback paint (which is included in the game files but hasn't been released yet) goes on sale.

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Unfortunately, many of these Cutter and Mule paints are Concierge-only, and of course all three suits are Subscribers-only, so get someone to buy you what you need if you aren't in these groups. You only need to buy a paint once and you're good, and they cost pennies. As for the suits, the melting and rebuying hack is only available to subbers at the moment, but soon enough unique item recovery will be added to the game and you'll be able to recover items in-game with aUEC.

Can you deliver packages as Contractor without having to bother with the entry-level Courier Spec? Sure. Cult Lore-wise the Couriers are how new industrial recruits get their foot in the door with The Cult, and then they get promoted to full Contractors who can also do deliveries. So you can skip this spec entirely if you want. I just made it because I want to use the Zeus suits and color-coordinate them with the cool Cutter/Mule combo.

Can you use different vehicles as a Courier instead of the Cutter/Mule combo? I'd rather you just went with a generic Contractor in that case. So if you gear up as a Courier, use the designated vehicles. That said, as the deliveries increase in difficulty, stronger vehicles might be needed, and if I find that to be the case (or if players tell me so), I will add them to the Courier Spec.

Try not to mix Couriers with generic Contractors. If a Courier needs help for a mission, or if you just want to team up, gear up as Courier too.


CULT COURIER
Role: Cult Couriers deliver packages from one place or person to another place or person, typically providing their courier service on a commercial contract basis. Cult Couriers are distinguished from ordinary mail services by features such as speed, security, tracking, signature, specialization and individualization of express services, and swift delivery times, which are optional for most everyday mail services. As a premium service, Cult Couriers are usually more expensive than standard mail services, and their use is normally limited to packages where one or more of these features are considered important enough to warrant the cost.

Cult Couriers operate on all scales, from within specific towns or cities, to regional, global and even interstellar services.

Requirements: Must take pride in the trust our clients place in you, and must be dedicated to vindicating this trust by carrying out your deliveries in an exemplary manner.

Training: logistics/management games.

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GROUND & PILOT SPEC
Inquisitor: Zeus Exploration Suit Solar [Subscribers] [$$$] + Zeus Exploration Suit Helmet Solar [Subscribers] [$$$] + Zeus Exploration Suit Backpack Solar [Subscribers] [$$$] + regular Inquisitor gear

Master Chief: Zeus Exploration Suit Starscape [Subscribers] [$$$] + Zeus Exploration Suit Helmet Starscape [Subscribers] [$$$] + Zeus Exploration Suit Backpack Starscape [Subscribers] [$$$] + regular Master Chief gear

Captain: Zeus Exploration Suit [Subscribers] [$$$] + Zeus Exploration Suit Helmet [Subscribers] [$$$] + Zeus Exploration Suit Backpack [Subscribers] [$$$] + regular Captain gear

SHIP & GROUND VEHICLE SPEC
Inquisitor: Cutter (Groundswell) [New Deal] [635,040] + Mule (Smokestack) [New Deal] [68,040]

Master Chief: Cutter [New Deal] [635,040] + Mule [New Deal] [68,040]

Captain: Cutter (Wind Chill) [New Deal] [635,040] + Mule (Smokestack) [New Deal] [68,040]
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Pirate Commander Armor

Unread postby icycalm » 24 Aug 2024 20:31

https://www.reddit.com/r/starcitizen/co ... this_armor

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Shown in a recent ISC [ > ], this armor set will belong to the upcoming Headhunters gang. And of course I am giving it to our Pirate Commander, which is whoever controls Grim HEX, which is the Crusader Planetary Commander, which is shubn. As long as the armor can be gotten fairly easily. But even if it takes some effort, we can organize missions to stock up on them for shubn, and he can use them on special occasions. He will look terrific and terrifically scary commanding a crew of ragtag Cult Pirates, all with the scariest gear in the game, and an all-pirate-skin vehicle fleet. We'll look amazing. And the missions will be just going out and spending a full Saturday wrecking players' shit and taking and selling their stuff and generally causing chaos. We haven't done this yet, but we'll be getting into it as soon as I publish the Pirate Spec, so look out for that.
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Insomnia Subscription Update

Unread postby icycalm » 25 Aug 2024 15:25

I updated the Insomnia Subscription levels to reduce the Inquisitor's to "None required", thus lowering the barriers to entry of the lowest rank to come in line with all his other requirements: basically zero. So the new levels are:

Inquisitor: None required
Master Chief: Cult Citizen
Captain: Cult Player
Commander: Cult Superplayer
Supreme Commander: Cult Roleplayer
Emperor: Cult Founder

This introduction of the zero level makes things neater than before by giving 6 sub levels to correspond to the 6 ranks (because before I had Cult Roleplayer at two levels, Commander and SupCom).

Should make it easier to recruit in-game from now on, and if they want to play Master Chiefs, then they have to sub.
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New Officer Promotion Procedure (Strategic Ranks)

Unread postby icycalm » 25 Aug 2024 19:53

So let's talk strategic ranks. First off, this isn't a mere cosmetic mechanic. Though it's true that there's not a lot of strategy in the game right now, there is some, and there will be a LOT more very soon, and then you'll see that the players who are engaging at this level will be having a whole other dimension of experience than the tactical grunts. I'll make all this concrete in a second, but before I do that, check this out: https://pbs.twimg.com/media/GI3xlSNWUAA ... =4096x4096

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Doesn't it look like... Planetary Annihilation 6? Specifically, the player's stuff who picked the green Commander? That's what PA6 would look like, and we can play it right now.

Want to see settlements in this viewpoint? Here you go: https://x.com/AnthropicDualiT/status/18 ... 19/photo/3

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People have started taking isometric screenshots of the game, and this is what it looks like: https://x.com/AnthropicDualiT/status/18 ... 19/photo/4

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So without further ado, let's lay down the strategic responsibilities available now and in the near future for the three strategic ranks:

COMMANDER (i.e. Planetary Commander)
-Directs planetary fleet-building (what vehicles need to be purchased to cover the needs of the planet and where should they be stationed?)
-Explores and surveys, so he knows his planet (and moons) inside-out
-Builds bases (determines where to build, what to build, how to build; and also how to operate the facilities once built)
-Commands events/missions (all events and missions taking place in his planet and orbit, e.g. Crusader Commander will command Siege of Orison and assaults on Security Post Kareah, microTech Commander gets Ghost Hollow, Hurston Commander gets the new island Jumptown, etc.)
-All special locations in his planet/orbit are his to command/administrate and may unlock special game mechanics for him, e.g. Grim HEX in Crusader gets shubn Pirate Commander status which lets him choose which Saturdays we play pirates and pick our targets to pirate and vehicles to bring along etc., or Klescher in Hurston gets Adjudicator a Cult Patsy clone who resides in the facility and stacks merits, or since I live in ArcCorp I get the Cult Bank clone because our treasury is in our HQ, etc.
-Earns rep in his planet/orbit for bounties, security missions and the like, so we have all markets covered and have access to any level mission at any time throughout the system
-Studies his planet's lore (Star Citizen has thousands of pages of lore, so this way we break it down so we can read all of it collectively, and always have an expert on hand, which can also tie into his background/Cult Lore)
-Receives 25% of the proceeds of every operation he oversees in his jurisdiction and invests it in his business ventures and logistical, fleet- and base-building operations

SUPREME COMMANDER (i.e. System Commander)
-Directs system fleet-building (what vehicles need to be purchased to cover the needs of the system and where should they be stationed?)
-Decides on which planet(s) or moon(s) to concentrate our building efforts (especially important in lawless systems where maintaining facilities is a struggle and we must focus our efforts)
-Picks faction alliances (e.g. in Pyro, which has 4 factions, but Stanton too is getting faction mechanics soon) and declares faction wars
-Maintains system's subforum on the Insomnia forum with news on the system and ensures comprehensive coverage of the system, info, details, images and videos
-Studies his system's lore
-Can drop in anywhere without notice and micromanage anything in the entire system
-Receives 25% of the proceeds of every operation he oversees in his jurisdiction and invests it in his business ventures and logistical, fleet- and base-building operations

EMPEROR (i.e. Galactic Commander)
-Directs galactic fleet-building (what vehicles need to be purchased to cover the needs of the galaxy and where should they be stationed?)
-Picks org alliances and declares org wars
-Builds and maintains the Cult Spec
-Can drop in anywhere without notice and micromanage anything in the entire galaxy
-Receives 25% of the proceeds of every operation he oversees in his jurisdiction and invests it in his business ventures and logistical, fleet- and base-building operations

The above lists aren't exhaustive, they're just a starting point to give people an idea of what the purpose of the strategic ranks is. As you can see, there are a hell of a lot of activities and responsibilities involved. Take merely the building aspect. The Commander has to pick the spot, organize the funding and materials required, bring in the construction vehicles, arrange the base as he sees fit (or delegate part or all of its design), then oversee the running of the facilities, which may get complex if the game veers towards Satisfactory, as it looks like it will. And of course build defenses and upkeep them etc.

Here's some cool stuff available only to the blue Commander:

https://x.com/AnthropicDualiT/status/18 ... 2706032957

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https://robertsspaceindustries.com/comm ... 88alIreVpF

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https://x.com/OneDarkEnigma/status/1787940955535945764

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As you can see, this stuff is awesome, and it would have been a shame to not use it. So the planetary command mechanics ensure that we get to use all the coolest stuff in the game, on top of all the other strategic and immersion benefits.

Here are the regular armors for the red and green Commanders (the blue above is the blue Commander's battlesuit): https://x.com/BARTISHERE87/status/1734290443834146943

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As you can see in the background, they even get special colored knives (but ignore the other stuff like backpacks).

So players can jump into this fun by spending a couple hundred dollars on paints and gear that I will list in separate threads. Also they need a Constellation Phoenix as their mobile HQ, but that can be bought in-game (and we can all help earn the funds for it). There may also be some limited-edition vehicles to acquire with cash, but these are generally optional: talk to me about the color that interests you so I can tell you what it has, or wait for the detailed threads per color. In general I can always find you a color that has minimal cash-requirements, if you want to get into the strategy without spending much. But you will have to spend a minimum of about $200 on paints and gear. There's no way around this. (For the SupCom it's $15,000, more on which later.)

Does the above mean that tactical grunts can't build stuff when base-building arrives?

No, they can build whatever they want on their own time and dime. No need to ask for permission: any system, and any planet or moon: just build what you want. But maintain it on your own and don't divert CULT resources to it. It can be your personal hideaway, fishing spot or whatever. But when you're dressed up in CULT gear and teamed up with CULT members you should be helping primarily the Commander of whatever planet you set as your home planet, chosen between those we've expanded to. And the various Commanders of a system will coordinate with the Supreme Commander on which planet(s) or moon(s) to focus on. The SupCom may give everyone free reign and simply drop by (in his gold ships, gear, and bodyguards; more on which soon) to see what's being built, or he can take a more active role and go as far as concentrating all the system's resources on one spot and enterprise.

So that's what I have as an introduction, and it should suffice for the first days of the launch of 3.24 next week. I'll be adding more info here on all ranks in the near future, and feel free to ask questions or make suggestions.

Want to be the white commander, yellow commander, black commander? Want to command all of Pyro and determine where we make our stand? Or the upcoming Nyx system that basically has no landing zones at all and homesteading is the name of the game? Keep an eye on this thread and the upcoming Strategy thread for more info, and DM me on Discord if you're eager to secure a color or command.

https://x.com/AnthropicDualiT/status/17 ... 2015738235

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https://x.com/montoya_test/status/1168641993741762560

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https://robertsspaceindustries.com/comm ... IyMiEhAXZ1

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icycalm
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Cult Taxes

Unread postby icycalm » 05 Sep 2024 21:14

I added the following point to all 3 strategic roles:

-Receives 25% of the proceeds of every operation he oversees in his jurisdiction and invests it in his business ventures and logistical, fleet- and base-building operations

This means that only 25% of the proceeds of every operation are distributed among the tactical ranks. In practice that money goes to the bank (because dividing between 5–10 people is tedious) and the tactical ranks draw from it as they need it, and in communication with everyone else.

Does that mean that if you’re mining on your own in ysignal’s jurisdiction, you have to send him 25%? Then another 25 to me (because I am the Stanton Commander), and yet another 25 to me (because I am also the Emperor)?

If you want to, to enhance your roleplaying immersion, you can do this. But you don’t have to. For me, all this is very immersive, and moreover encourages the Commanders to explore their jurisdictions in depth and do their best to cultivate all their income sources. But I don’t seriously expect everyone to pay these cumbersome taxes when playing solo or duos or whatever. This rule is meant more for major operations like Jumptown, and during those I expect people to put some effort towards calculating the taxes and sending the appropriate amounts to the appropriate recipients as best as they can. You won’t be able to calculate everything exactly with people coming and going, and different people delivering drugs or other goods etc., but do your best for immersion’s sake. And when base-building gets in, and different Commanders are engaged on different building projects in different locations, all this will add a cool strategic layer to our daily operations.

But I repeat, I will never demand that people send every last taxable credit even from solo operations—unless CIG adds mechanics to do this automatically. Until then (and let’s face it, this will never happen), send what you want when you want purely if you feel like roleplaying it, unless it is a major operation with the Commander present, in which case it is obligatory and is in fact one of the Commander’s duties to see that all the taxes are sent where they’re supposed to. Remember he’s not there to shoot guns but to direct tactics and manage logistics, and accounting is part of logistics.
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Cult Pirate Spec

Unread postby icycalm » 17 Sep 2024 22:21

I've been delaying this spec for months, but since Pirate Week starts today, I figured it'd be the perfect time to launch it. Look out soon for the rules of how our piracy activities will work. Basically, it will be on Saturdays designated by the Pirate Commander, shubn.

The Star Kitten armor is perfect for the Inquisitor because it's an "evil" version of the exact same Inquisitor armor. Unfortunately, it's only available in the Subscribers Store which means that, for the time being, in order to play a Pirate Inquisitor you have to be subbed at $10/month, then you can buy and melt and rebuy this armor with every death. In a few months, when the blueprint system goes in, this procedure will no longer be necessary, and you'll just be able to buy one armor set for $14 and keep using it forever. Until then, if you want to play pirate with us, you have to sub. Note that Master Chief armor can be obtained in-game, but we can't have more Master Chiefs than Inquisitors in a team. Usually, we'll have only one Master Chief, and that will usually be shubn (until he can get his hands on his Commander gear). So, again, if you want to play Pirate for the next few months, you'll have to sub.

For the Captain and Commander, I am eyeing two of the Headhunters gear sets, but obviously we don't have these in-game yet.

For the Supreme Commander I know I want a Fieldsbury Dark Bear helmet. It looks so evil, it has to be in there, and it's perfect for the SupCom since he isn't supposed to be in the front of the action so the giant head won't matter. I still haven't found an armor that works well with this helmet and that we haven't used yet. Let me know if you have suggestions.

And finally the Pirate Emperor has the exact same gear as the regular Emperor, but with the XenoThreat emblem on the helmet. It's like Clark Kent: the moment he takes off the glasses, he becomes Superman; the moment I spray my helmet, I become pirate.

All this to say that, right now, we only have access to Inquisitor and Master Chief gear for the pirates, so that's what we'll be using. And since shubn has to have the highest rank since he'll be leading the missions, he gets Master Chief and the rest of us get Inquisitors. If there are more than 4-5 Inquisitors in a session, we could perhaps use a second Master Chief if shubn decides to split the forces, but that's up to him. While looting for his armor he could loot a couple extra sets and give them to his second-in-command, if he wants one.

The pirate paints are cool as fuck and will look amazing next to the gear I picked for the Pirate Spec. Check out the latest 4 that just released called Skullcrusher:

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Last year's Meridian ones were also super-cool:

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Check out the Hercules in close-up:

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Evil as all hell.

And the year before there was the Solar Winds trio:

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Close-up of the Avenger:

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There's also a Meridian for the 400i, plus a Sterling for the 600i that, though not explicitly for pirating, looks pretty much exactly like the Meridians.

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I also threw in the graffiti Corsair, even though, again, it's not explicitly a pirate paint.

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The most expensive and exclusive of all though is the Pirate Caterpillar, because it's not a paint but a ship variant. You must unlock it in the game somehow, and only then can you purchase it with cash, so it's win-to-pay. I will buy it at some point, but maybe shubn wants to get one before me.

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And finally there's the uber-exclusive Aurora Dread Pirate/Blackbeard Stealth.

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I have it, but it's not in the game yet, so I haven't added it to the spec for now. For more details, click the link.

Oh and there's also the Skull & Crossbones paint for the Cutlass Black. Quite cheap and easy to get. If you can only get one pirate paint, it should probably be this.

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In short, in the specs below you'll find ALL the pirate paints, plus some pirate-adjacent ones, including for Origin ships which we don't use for normal operations. I don't want people bringing out Origin ships for CULT ops. I've seen people do it from time to time, and I don't like it. These aren't military ships, they're luxury ones, so by all means buy them to reward your character with luxury, but don't bring them out for ops because they don't look like they belong along our regular ships. With ONE exception: piracy, when using the pirate skins. Pirates love luxury, and the skins harmonize the pirate fleet, so I have given the 400i to the Pirate Commander and the 600i to the Pirate Supreme Commander. In addition, I've given myself the Kraken Privateer which is basically a mobile marketplace and self-contained sanctuary, perfect for extended piracy ops away from our pirate base, which is Grim HEX.

You might wonder at seeing the Vulture also included. Isn't that an industrial ship? Why include it in piracy? The short, real answer is because they made a cool pirate paint for it. The longer, bullshit answer is because the Cult Pirates' goal is to make money, and if they can bring along an industrial ship to salvage their victims' ships, why not do it? Same with the 3 Avenger variants. Since we have a cool paint for them, we might as well use them, since NOT having pirate paints for many other ships we normally use means we can't use them, which restricts our options.

In sum: I don't know any other org that's gone to this much trouble to dress up as pirates in terms of both their personal gear, and their ships. If we put in some effort to acquire the gear and the paints, and come out in force on some Saturdays, we'll look amazing to the point where I think our victims might even enjoy getting victimized by us. Can't wait also to see the pics that will come out of this! And there's even more with pirate-themed furniture and Pirate HQ-building, which I'll mention in another thread!

Final note: All prices given below are correct at the time of publishing (unlike in earlier specs, where all prices are basically grossly outdated and I need to update them).


CULT PIRATE
Role: Cult Pirates capture and plunder spacecraft for cargo, loot and occasionally steal spacecraft, and kill or enslave the crewmembers and passengers. Operating out of Stanton's Grim HEX, their goal is to spread their illicit activities far and wide throughout the galaxy in order to amass more loot with which to fund The Cult's activities, all the while disavowing any connection with the organization in order to safeguard it from sanctions and the authorities' retribution. Cult Pirates therefore are strictly forbidden from using official CULT gear and liveries, employing instead a range of menacing and grotesque looks and paint schemes intended to strike fear into their victims' hearts and terrorize them into quick submission.

Requirements: Must be a mean and violent sonofabitch who enjoys inflicting pain and suffering. Must also be greedy as fuck.

Training: piracy games, and ganking/griefing in all kinds of versus multiplayer games.

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Pirate Inquisitor

GROUND SPEC
Exact same gear as regular Inquisitor but with Star Kitten "Sally" Helmet [Subscribers] [$$$] and Sinkhole Backpack [Skutters] [2,090]

SHIP SPEC
Interdiction: Mantis (Skullcrusher) [New Deal] [3,402,000]
Light Salvage: Vulture (Skullcrusher) [New Deal] [2,646,000]
Light Fighter: Gladius (Solar Winds) [New Deal] [2,381,400]
Interdiction: Avenger Warlock (Solar Winds) [New Deal] [2,249,100]
Combat Freight: Cutlass Black (Skull & Crossbones) [New Deal] [2,116,800]
Interdiction: Avenger Stalker (Solar Winds) [New Deal] [1,719,900]
Interdiction: M50 Interceptor (Skullcrusher) [New Deal] [1,499,400]
Light Freight: Avenger Titan (Solar Winds) [New Deal] [1,358,280]


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Pirate Master Chief

GROUND SPEC
Exact same gear as regular Master Chief but with The Butcher Helmet [Loot] [N/A], Clash Core/Arms/Legs [Loot] [N/A] and Sinkhole Backpack [Skutters] [2,090]

SHIP SPEC
Heavy Ground Bomber: A2 Hercules Starlifter (Meridian) [Crusader] [44,296,876]
Bomber: Vanguard Harbinger (Solar Winds) [New Deal] [11,510,100]
Interdictor: Vanguard Sentinel (Solar Winds) [New Deal] [10,914,750]
Dropship: Vanguard Hoplite (Solar Winds) [New Deal] [9,327,150]
Stealth Bomber: Eclipse (Meridian) [New Deal] [7,938,000]
Exploration: Corsair (Dying Star) [New Deal] [6,552,000]
Heavy Fighter: Scorpius (Skullcrusher) [New Deal] [5,443,200]


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Pirate Captain

GROUND SPEC
TBA

SHIP SPEC
Military Transport: M2 Hercules Starlifter (Meridian) [Crusader] [29,484,000]
Medium Freight: Mercury Star Runner (Meridian) [Crusader] [12 285 000]
Heavy Fighter: Scorpius Antares (Skullcrusher) [New Deal] [5,216,400]
Anti-capital: Ares Star Fighter Ion (Meridian) [Crusader] [4,725,000]
Anti-capital: Ares Star Fighter Inferno (Meridian) [Crusader] [4,725,000]


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Pirate Commander

GROUND SPEC
TBA

SHIP SPEC
Transport: Caterpillar Pirate Edition [RSI] [$$$]
Pathfinder: 400i (Meridian) [Astro Armada] [11,466,000]


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Pirate Supreme Commander

GROUND SPEC
TBA

SHIP SPEC
Expedition: 600i Explorer (Sterling) [Astro Armada] [27,231,750]


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Pirate Emperor

GROUND SPEC
Exact same gear as regular Emperor but with The Butcher Helmet (Modified XT) [Loot] [N/A]

SHIP SPEC
Light Multi-Role Carrier: Kraken Privateer [N/A] [N/A]
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Re: Cult Hierarchy & Specs

Unread postby shubn » 20 Sep 2024 12:31

To unlock the Pirate Caterpillar (and Pirate Gladius), you have to beat Pirate Swarm in Arena Commander, in multiplayer. I did a while back, so I can buy it at any time. We could schedule a time to do Pirate Swarm—and Vanduul Swarm, while we're at it, to unlock the Glaive—with anyone who wants. I could even do it for you on your account, if you'd like. A minor annoyance with the Pirate Caterpillar is it cannot be CCUed, and only comes with 6 months insurance. But since it's the only way to get it—it's not even in the Legatus pack—I'll just have to bite the bullet eventually. If you have the Imperator sub, you get two 20% off coupons a year, and the Pirate Caterpillar & Pirate Gladius pack, aka Pirate Aggressor Pack, is not a bad place to use one.

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Note on the 400i's Meridian paint: anyone who wants it should get it on the grey market sooner rather than later. Both the 400i's Meridian and Penumbra paints were only available during the ship's concept sale, which means they'll only get rarer over time. I bought both on The Impound some time ago (the Meridian was my first Impound purchase—it looks so friggin sick).

I bought all pirate paints, plus an extra Cutlass Black one in case I need to give it to someone, and an extra Ares one so I can outfit both Inferno and Ion. Since they're only available once a year, it's a good idea to get the ones you think you might need if you can afford it. You can always melt them afterward for store credit, and they'll stay in your buybacks, meaning you'll be able to get them again at any time during the year, and not just during Pirate Week.

Here's an idea for the Pirate Ground Specs: replace the medgun with a knife, and switch the utility slots around so that the multi-tool is on the left thigh and the knife on the right thigh. To keep the main utility of the medgun, add a LifeGuard Refill in the multi-tool and a LifeGuard Medical Attachment inside the backpack, so that the multi-tool can be switched in the field between tractor beam and green goo beam. Maybe also replace the LH86 with a Coda or an S-38.
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Re: Cult Hierarchy & Specs

Unread postby icycalm » 23 Sep 2024 07:11

We’ll adopt all your suggestions for the Pirate Ground Specs, including the S-38 as sidearm. I am always glad to have a reason to use more of the gear in the game, and there are tons of cool knives that are criminally underutilized, pun intended. The Coda I’ve already given to the Technician, Bounty Hunter and Emperor. I might also give it to the Commanders and SupCom depending on color availability. I need to look into this, including which knife to give each rank.

Since you’re cool with buying it, I would suggest you grab the Pirate Caterpillar before our first piracy session. I’d love to see it in-game and find a way to fill it with ill-gotten goods. Can’t wait to play pirates and hang out at Grim HEX! It sounds like such an exciting way to play the game, and it’s such a cool location!
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