https://www.youtube.com/watch?v=u2XUmY- ... XVyolQO3wj
Cloud Imperium Games wrote:What new adventures, threats and action will Alpha 4.1 bring? Let's dive into what you can expect as the next narrative journey unfolds, revealing how you can profit from the facilities Hathor left behind and beyond.

@ryuko5936 wrote:Brian Canary was the lead of the first EverQuest, which is the first AAA MMORPG in history, so it's pretty insane to see him joining CIG as a lead. He also worked on other major MMOs.
@GreatWolfBalistic wrote:I don't appreciate Jared going on a diet without it being on the roadmap.
@idkusername2795 wrote:Holy mustache, was not expecting that. Looks good tbh.
@PbPomper wrote:I love how there's more lore, character and unique NPCs being added to the missions. I still think always falling back to combat is a bit of shame.
@Teezy4Real wrote:A little sad that it basically boils down to org PvP but I guess that is what these bigger activities are made for.
@filipjanda5298 wrote:I love the idea but knowing the SC community, this is going to be a frustrating disaster for anyone who isn't in a massive org :/
Edit: After the patch has gone live, I changed my mind. Making this a permanent activity with no temporary FOMO rewards makes this like other gameplay loops like CZs, JT and areas like Ghost Hollow. Over time, things will naturally filter out and although you will be more likely to encounter an org here than other places, smaller groups and solos will get their shot at this gameplay eventually.
@sakonova3343 wrote:I don't know who did the POV for the FPS stuff but they need a raise, that was super clean.
@Fliim wrote:Locking all the new important minerals behind the align and mine PVP clusterf*** is so stupid. Make them rare and the sandbox event just a way for orgs to get loads fast.
I actually agree with this. Good idea.
@Jendax wrote:I actually really like this storyline, it seems a lot deeper and cooler than just gang wars in Pyro. It also looks like environmental storytelling is going to be a much bigger thing.
@ashiquor wrote:You against other players vs Nine Tails vs valakkar. PVP yet again, I'm so excited! /s.
That's part of what's really cool. Jumptown had just PVP, but here on top of that there are also Nine Tails AND the baby sand worms. And the worms can attack the Nine Tails! It's an extremely complex and well-designed mission. Which btw is what this is: a mission like Ghost Hollow and not an event.
https://www.reddit.com/r/starcitizen/co ... t_an_event
AcediaWrath wrote:Hathor Mining platform and Wikelo are not an event.
Both the mining laser and Wikelo are permanent features of Star Citizen. You will never not be able to get their rewards.
Wikelo's rewards may or may not rotate, we do not know but we do expect him to get more rewards in the future.
Hathor mining resources will always be available.
Regeneration crisis IS an event. That one mission to turn in the resources to someone that is not Wikelo WILL go away. (Who cares it's a waste of that resource anyway, Wikelo is objectively better to turn it in to.)
Prestigious_Fly_836 wrote:And is it confirmed the Banu paints aren't permanent?
xitones wrote:Yes, Wikelo doesn't give you a paint, it gives you an entire ship with exclusive paint and components, like the Contested Zones' ships in Pyro.
https://robertsspaceindustries.com/spec ... l-done-cig
Yogi-1 @Yogi-1 wrote:Hathor is FUN - Well Done CIG
Opening night of 4.1 around the Daymar location, it was pure fun. We engaged in massive multi-org PVP battles in both space and on the ground. Polarises and friendly A2s were everywhere. If you managed to make it to the ground, there are cracked out AI running around everywhere murdering unsuspecting Bobs. There is loot galore. Having to move from one ground location to another multiple times means you better have some pilots to go with your FPS guys. The space station was cool too. It's not like SPK, though. There is no EVA since you're in Daymar's gravity well. Jump off the station to EVA around and you'll soon find that you have ample time to ponder all your life's poor choices as you leisurely wait to splat into the ground. We've got A2s trying to clear locations, Gladiuses and Hornets trying to provide CAS, but finding well-placed railgun shots detrimental to their health. The ground locations are really well done. This event is what combined arms could look like in SC and it's great. Desync was awful, though. I'm not sure how viable Hathor is in the long run, but for the first little bit, it has been and is going to be incredibly fun.
P.S.: HALO inserting with a group of a dozen dudes strapped into GEOs jumping out of a Polaris from 20k above MT was also quite the thing to watch.
In short, there is no rush to do this mission. When I first heard it being presented as an event I groaned because I thought we'd never manage to beat it in time to get the account-bound rewards, but when I learned there are none and it's just a mission—albeit a huge one and the most complex in the game yet—I was relieved. We'll try it next weekend, and many more weekends after that, I am sure. Jumptown and Ghost Hollow have long been due for an upgrade, and this more than fits the bill. And the whole alien emporium in the end is the chef's kiss!