Kill Team Dead Silence – Being visible is old hat, redefine stealth with the T’au Empire’s new XV26 battlesuits
https://www.warhammer-community.com/en- ... attlesuits

Games Workshop wrote:
The T’au Empire’s battlesuits are supremely impressive feats of engineering, with different types able to mount city-destroying weapons, fly through the air like fighter jets, and turn invisible at will. Most are used on the battlefield to augment their disciplined firing lines, but cunning Fire Caste Commanders soon saw the value of independent kill teams equipped with their Stealth Battlesuit technology – leading to a new specialised variant being developed for field testing.
Now, in Kill Team: Dead Silence, the cutting edge XV26 Stealth Battlesuits are ready to deploy, and they’ll run rings around any Wolf Scouts who think that raw aggression can carry the day.
https://www.reddit.com/r/starcitizen/co ... nt/nnbd102
MarvinGankhouse wrote:
Wait til people find out helmets are going to have 10 minutes of air. Engineering is very likely going to be unpopular. I haven't been able to see how it can go well for anyone.
https://www.reddit.com/r/starcitizen/co ... nt/nnbigp9
logicalChimp wrote:
CIG have sold less than 5,000 Idrises since the project began (excluding those in Concierge packs)... for a mix of cash and store credit.
The current cash price for an Idris is (iirc) $1,900... [He's wrong, cash is $1,500, credit is $1,900 -icy] although it has been as low as $1,000 in the past.
As such, if you ignore the store credit and take 5k x $1,500 (avg price), you get a grand total of $7.5M... out of the $850M the project has made over its lifetime.... or less than 1%.
(and that's presuming CIG sold every Idris for cash, rather than 50% of them actually being sold for store credit.)
Big ships with big prices make for big headlines... but as prices go up, the number of people willing to pay them drops sharply (it's either logarithmic or exponential - I forget which).
This has been proven in a multitude of studies, which is why games companies focus on 'micro-transactions' now, instead of making e.g. expansion packs - there are far more people willing to pay a small price for a small item, than there are folk willing to pay a bigger price for something larger (even if the 'bigger price' is actually better value for money).
This is also why e.g. so many MMOs these days are F2P w/ a 'cosmetics' cash-store... They make more money than e.g. the subscription model.
TL;DR: There might be a slight drop in funding from people no longer buying multicrew ships with the intent of soloing them... but equally there might be a slight increase in funding from people approving of CIG making progress on 'promised features', and thus spending money they otherwise wouldn't have.
PU Monthly Report October 2025
https://robertsspaceindustries.com/en/c ... tober-2025
Cloud Imperium Games wrote:
The devs also added several more locations, including the space-based ship graveyard, which was updated to support the Ship Ambush archetype. Additional ship graveyards and UGFs were added to generate more missions, supporting the increased player cap and new players.
PU Monthly Report October 2025
https://robertsspaceindustries.com/en/c ... tober-2025
Core Gameplay Team wrote:
We are bringing back the ability to have two weapons stored on your back while you hold a third one in your hands.
Looks like Nyx I is getting recently terraformed with experimental tech
https://www.reddit.com/r/starcitizen/co ... erraformed

ScrubSoba wrote:
Well, that's one way to explain peoples' gripes I suppose.
Though it does feel like it was slapped on after CitCon purely to meet critiques, but ah well, fair enough.
Though it would be quite interesting if, as the Genesis tech evolves to handle harsher climates, we may see this terraforming attempt begin to deteriorate like previous such "quick jobs" have done in SC's lore.
Narahashi wrote:
I think it was already teased in 4.3.1.
ScrubSoba wrote:
No, that one sounded to be more directly focused on "fixing the terraforming mistakes of old", aka places where terraforming had actually failed, such as microTech.
zerobebop wrote:
I quite like it as an explanation, even if it's slapped on.
ScrubSoba wrote:
Yeah, it works, although i would've much rather that CIG made the planet look more directly hostile to humans, while still remaining nice and lush and all that.
But it does give CIG a lot of open room when it comes to "Oh no, the climate is collapsing!" storylines.
Now I'm just wondering why the hell this corp decided to choose a system full of raging Vanduul as their testbed, when there's surely better planets in similar systems out there.
ExedoreWrex wrote:
Likely for the same reason they try risky, experimental medical techniques on terminal patients. Lowered liability.
SpaceBearSMO wrote:
The problem is it gives the UEE a reason to put resources into trying to fuck over Nyx and the People's Alliance, as tarraformable planets are a pretty big deal.
Now this COULD be cool if CIG actually follows that thread.
If they don't, then their worldbuilding gets kinda fucked.
MightyWeeb wrote:
I prefer they do all the necessary retcon now while we are still in alpha.
BounceOnItCrazyStyle wrote:
I was more confused on why people thought they were going to retcon vs doing this. The lore was the UEE decided the Nyx system was not worth trying to terraform over 400 years ago. That's plenty of time for terraforming tech to advance to the point you may reconsider. And what better a place to try new experimental tech than one already deemed not worth it and in a place no one really cares if you fuck up.
kalindin wrote:
Great way to add good story to this. The years have been ticking by in-game.
Tenko-DJ wrote:
Oh yeah it has, when's the next elections I wonder.

Svullom wrote:
Maybe Genesis in Star Trek was a Bible reference, and Genesis in SC is a Star Trek reference.
KichikuSenshi wrote:
We know they have been working on this version of Nyx I as a testbed at least since mid-July, based on this video.
ScrubSoba wrote:
The company is calling itself Genesis, but the actual Genesis tech CIG is using is separate.
I think it is just a name chosen since it will be our first taste of CIG's Genesis tech.
zerobebop wrote:
It's a reference mate.
I kinda hope a big company takes it over and is constantly fighting with the People's Alliance.
danidas wrote:
Sorry to tell you People's Alliance but the Vanduul are going to eat that planet along with that space rock your people are hanging on to.
Significant_Play_713 wrote:
Just wait until everyone and their mother brings a Perseus and Idris. We gonna make the Battle of Vega look like a tea party. We gonna smoke their ass.
Yug-taht wrote:
We know the Vanduul are not necessarily omnicidal (they trade with the Banu), so there is a chance it is just the UEE they hate; probably due to the Messers, like every other issue in the universe. If that is the case there is a slim chance Levski could survive (very little biomass), probably not, but we don't know enough to really say. That planet is definitely going to get wrecked though.
Negative1Positive2 wrote:
Now that's just lazy. Like the People's Alliance would just sit by and allow a corporation to come into their system, set up shop, and terraform a planet. That would suddenly make the UEE take massive interest in the system, which is exactly what they don't want to happen.
ug-taht wrote:
The People's Alliance don't really have the manpower to fight off a major megacorp, one that could probably get a UEE squadron to swing by if push came to shove. Their relationship with the UEE is not great already, so if they somehow forced a megacorp out of the system (which would probably be spinned by media as a "brutal massacre of innocent UEE citizens by radical terrorist group"), then you can bet Levski would get destroyed.
QuickAcct1x1 wrote:
I really hope "experimental" means "covered in mutated monsters".
hydrastix wrote:
Bolted-on retcon that feels, weird. Let's just make a hospitable planet with Vanduul raiders lurking in the system/facepalm.
TheawfulDynne wrote:
According to the rest of this paper this is only the second year of raids. Terraforming could have started before that and been too far along to be worth just giving up and moving somewhere else.
Basic Combat Guide 4.3.2
https://www.reddit.com/r/starcitizen/co ... _guide_432

Tribal9499 wrote:
Agreed that grenades are just so-so although sometimes when you're on the receiving end...
I've been using them more lately for those situations where some weird spawning occurs and you get a small herd of NPC baddies coming at ya or the 4 NPCs in an elevator just standing there. Knocks em down like bowling pins and you can pick 'em off pretty easy.
Sure could use a sticky grenade at times though. Curious to see how the breach charge implementation goes.
Ruadhan2300 wrote:
I can't tell you the number of times I've stood underneath my ship and shot out of its shields at enemies because for some reason they're all toting Gallants or Karnas and they can't hurt me.
Or for that matter, realised my enemy is on the other side of a landed ship's shield, and I can't hurt them because the Gallant is my rifle of choice :P
I would love to have a deployable shield-projector gadget added to the game.
Hironymus wrote:
I agree on most points except for suppressive fire. In PvP squad action just firing an LMG in the general direction of the enemies can be very helpful. In PvE on the other hand I wouldn't waste the money.
THE LEAK IS REAL! 500 Worlds is happening! This is BIG!
https://www.youtube.com/watch?v=iVpOCd0QtfI

What is 500 Worlds? We don't know. But out of the rumors this guy discusses, an end-of-edition campaign would be my preference. Second preference would be a new 40K mode. That said...
@eeko01 wrote:
You know what would fit really well into a setting of hundreds of star systems? A miniature wargame about spacefleet combat...
@aguilarraliuga1777 wrote:
Why would you want GW to touch it? Let it die, nothing brought back becomes good.
@Cirac1 wrote:
@aguilarraliuga1777 Kill Team, Necromunda, Titanicus and Blood Ball were all brought back and are all the best games GW has out at the moment. What the hell are you talking about?!
https://x.com/squadron_42/status/1985753844517642591

Squadron 42 @squadron_42 wrote:
System: Odin
↳ Jump Points: Kellog, Nyx, & Tanga
↳ Points of Interest: Fortune's Cross, Aciedo Station, The Coil
⚠️ Report: Despite its checkered reputation, Odin acts as an oasis of the UEE in this corner of the universe. It directly connects to the Kellog system, which enjoys UEE protection under the Fair Chance Act, as well as the unclaimed systems of Nyx and Tanga.
Ehawk @Ehawk_ wrote:
I like the Kellog system. They make good cornflakes.
Wild Knight Squadron @WildKnightSquad wrote:
My body is ready for more bagpipes.
When did Nvidia's drivers go from 50 MB to 700?
I must have missed some episodes.
https://x.com/MoiDawg/status/1985444884480659953
MoiDawg @MoiDawg wrote:
Yeah, so... Battlefield 6 has tiny maps.

Xela the Brotaku @XelatheBrotaku wrote:
Absolutely wild that Battlefield 3 and 4, two games that were on tech that is two generations older, had noticeably larger maps than BF6 has at this moment on supposedly more powerful tech. Like, wtf are we doing here?
Maxwell @max1mili wrote:
This is why I can't fly the heli or jets, there isn't enough space to control any airspace or avoid AA. Remember BF2? Or does nobody remember that game?
Gordon Cameron @GordonCameraon wrote:
BF6 is not a battlefield game. It’s call of duty ground war mode.
Bad game, anyone saying it isn’t is kidding themselves or never enjoyed battlefield for what battlefield is meant to be.
Berk @konigsberk07 wrote:
that’s the problem. I don’t feel like I’m playing a battlefield title at all. Maps feel soulless and small, vehicle gameplay is non-existent and they also removed the closed weapon playlist this week. It just mw2019 groundwar at this point
https://www.reddit.com/r/starcitizen/co ... oing_recon
LightningJC wrote:
Doing siege missions without doing recon?
Anyone confirm if doing the siege missions without doing the recon ones gets you the phase 2 reward?
I haven't done the recon ones but it will let me do the siege so I'm wondering if I can just skip phase 1?
GoodPerformance9345 wrote:
Yes you can just skip them. Nothing happens to the recon missions. You just won't get the recon rewards if you don't complete it.
https://x.com/DiscourseMinis/status/1985145626749771980
Discourse Minis | Dungeons & Discourse @DiscourseMinis wrote:
When I talk to TTRPG people, they don't believe me that the stranglehold D&D has on the RPG industry is nothing compared to Warhammer...
...And it's usually because they didn't even know that there's other wargames, because Warhammer is so big it has eclipsed everything else.
Areklis @ar3klis wrote:
What I find most curious is how/when did this happen? D&D sprung from the wargame hobby in the '70s, but Warhammer did not come until much later.
D&D got its stranglehold due to being the first to arrive en masse, however, how did Warhammer did it on an established scene?
Michael McLaughlin @MichaelMcl1970 wrote:
In the 1980s, Games Workshop saw that AD&D (and D&D) were moving away from miniatures -- so they pushed and made that their prime focus. (The collapse of merger talks with TSR didn't help.)
TSR/AD&D reskinned 'Battlesystem' in 1989 as a miniatures game but it never went anywhere.
Dark Apostle of the XVIII Legion @Toxic_Waste5 wrote:
It was made by Games Workshop, the guys who brought D&D to Europe, so they were already somewhat established when they made Warhammer. They already had infrastructure on a scale others did not.

Emperor Ranger

Emperor Contractor
Shots I will use to illustrate the Emperor Spec when I overhaul it.
Does the Emperor ever do Ranger or Contractor stuff? No, but he sometimes cosplays as Ranger because it looks cool, and he sometimes shows up at logistics centers to pretend he's down-to-earth, so he puts on his neon purple Pembroke.
Both are 4K btw. Awesome shots.
Sunday Preview – Fight in Dead Silence and don’t wake the Necrons
https://www.warhammer-community.com/en- ... he-necrons

Games Workshop wrote:
On the one hand, Necron tomb worlds are spectacularly dangerous, but on the other, they’re filled with tantalising technology just waiting to be grabbed by curious minds. The T’au Empire take the curiosity cake, and their search for the secrets of Necron translocation tech drags the elite scouts of the Space Wolves into a deadly game of cat-and-mouse in the slumbering crypt.
Their hunt bears fruit in Kill Team: Dead Silence, as the Wolf Scouts catch up to a Stealth Battlesuit kill team and conflict erupts amidst ranks of unmoving – but still very dangerous – Necron warriors. This boxed set includes two full kill teams, a narrative campaign map pad and log pad for tracking your progress through the story, the Dead Silence Dossier book containing all of the new mission rules and exciting lore, a T’au Empire infantry transfer sheet, a new Space Wolves transfer sheet, and enough tokens for both sides to face off in a game from the get-go.
https://x.com/cultvgnews/status/1985223426706190652


The rewards are really top-notch.
Warhammer 40,000 Tactica – The Movement Phase
https://www.warhammer-community.com/en- ... ment-phase

Stephen Box wrote:
Stephen: Most of the games you play will be won or lost based on the decisions you make in your Movement phases. As such, it’s crucial that you know where, how and why you’re going to move all your units each turn. And there are a lot of things you can do with them, such as claim objectives, move into cover, move in preparation for a charge, and so on. But how often do you shunt your models forward without thinking critically about their purpose or their positioning?
This article explores the different ways you can move your models and how to get the most out of those moves. It doesn’t cover everything (there are so many things you can do in the Movement phase!), but it should help you think more critically about how you move your models in the future.
7. Beyond Warhammer
But billing Battlemaster as "the ultimate tactics game" invites comparison with Master of Combat, and indeed Pathfinder itself. Aren't Pathfinder tactics deeper than Warhammer's? So let's break this down in detail to understand exactly how everything fits together, and that no part of Battlegrounds the way I have built it is redundant or superfluous.














Finally some clarity on the Nyx landing zone situation.
https://x.com/BTV_Cast/status/1984634250130305469
Beyond the Verse Podcast @BTV_Cast wrote:
Primary Residence
You can choose either Levski or one of the two Jump Point locations as your Primary Residence. #StarCitizen #Squadron42
I wrote:
So do the Jump Point residences have persistent hangars???
Beyond the Verse Podcast @BTV_Cast wrote:
They do! Legit primary residences!
What do you think about the new manual unload on the Hull C?
https://www.reddit.com/r/starcitizen/co ... nt/nl7urdi

Anon wrote:
Selective realism is what kills the game for me.
Size 7 cannons the size of a light fighter one-shotting a light fighter? "No, that’s too much this is a game."
You have to unload 100,000 supplies by hand down the line? "I see no problem here. It has always been intended and realistic for multi-crew."
Some people really need to think about what reasonable gameplay implications look like. You’re not going to have 10+ players unloading a Hull-C or a 100+ person logistics team unloading a Hull-E. Thinking that’s going to be a reality in a game like Star Citizen is pure ignorance. There simply aren’t enough players even remotely interested in that kind of gameplay and there won’t be any left to play it once manual loading and unloading get forced on everyone.
I really dislike how the “pew pew blow up” gameplay loop is more friendly, easy, and fast to progress through compared to the mountain of checklists, immeasurable tedium, risk, frustration, and bug-filled gameplay loops industrial gameplay has. And it’s going to stay that way for the next three years, judging by the trajectory I’ve seen over the last two.
https://x.com/RobertsSpaceInd/status/19 ... 2683540955
Star Citizen @RobertsSpaceInd wrote:
Gear up, pilots! The journey to Nyx is approaching.
Life in Nyx revolves around Levski. Getting there will not be simple, but the journey will surely be worth braving for all citizens.
We’ll see you soon at Cafe Musain in Levski with a drink in hand.

https://x.com/The_GoodGames/status/1984685478730244372
Good Games (LN_NOVA) @The_GoodGames wrote:
Headhunters go ahead!
#StarCitizen @RobertsSpaceInd

More, including some answers about the extra landing zones.
Jackequus wrote:
Edgy space poverty is a new term I shall... appropriate.
Kazeite wrote:
"Landfill aesthetics" :)
Timely_Actuary9312 wrote:
Yeah the fact that the devs think poverty looks like outright destitution is both severely classist, probably a little racist, and definitely a privileged and entitled mindset that gives that idea of what living in a fringe or outlaw situation with little money actually is.
Like, how they model outlaw life in Pyro is straight out of the hyperbole of folks who live in billion dollar mansions and think everyone who drives a Honda is dirty and diseased.
GuilheMGB wrote:
Actually from the landing pads with cargo elevators you do have elevators to Levski. They are in between pads down some stairs.
But you can also walk from the pads to Levski, thanks to gateways and staircases. It's pretty awesome.
Scotty1928 wrote:
Wait a minute. A traversable path between landing pads and the station's interior without the need for elevators?!
GodwinW wrote:
Yes this is HUGE.
__NullWraith__ wrote:
Assuming the gateway stations are the standard type we see in Stanton and Pyro, the big news to me is that you can set your spawn at these type of stations?!
The OP alluded to 3 home location options. So Levski, and those two stations?
If so, are we about to get the ability to set our spawns at any station we like?
Vayne7777 wrote:
I hope so it would be such a QoL improvement. However this is an early test and because these are currently the only stations in the Nyx system so it could be that this has only been activated for the test (for example if somehow the jump points and Levski bug out you can still recreate your character and start at a different station for testing purposes).
GuilheMGB wrote:
It's only for Nyx. Pyro and Stanton had the same starting locations as usual.
Lieutenanttk wrote:
Slightly disappointing we're not getting those cave hangars...
ImmovableThrone wrote:
There are cave hangars and also free surface pads.
SwannSwanchez wrote:
The good: (list good stuff)
The bad: (list bad stuff that are just normal Evo stuff)
So yay/20 patch?
DERREZZ wrote:
Thank you for the write-up! Does Nyx have a Comm-Zone like Stanton? Or is it lawless like Pyro?
DERREZZ wrote:
Another question: Did you jump trough the jumpgate by a chance? If yes: Was there new music from our favorite composer Pedro?
DJatomica wrote:
I get the feeling once it goes to the PU, they will no longer be selling the Ripper SMG there.
From the same thread, for the lulz:
idriveasmallcar wrote:
You have brought great joy to me by describing Levski as trash-free Grim HEX.
Simply marvelous. I cannot stand this trend of edgy space poverty anymore. I want more common sense in my space-faring civilisation game.
Edit.
It's been so long since Levski was last seen I am suddenly recalling those buggy days and emergent gameplay moments of evacuating stranded people.
Well come back old Friend. I missed you.
DetectiveFinch wrote:
I absolutely agree with this. The Pyro stations and Headhunters outposts are just too much. It's hard to imagine anyone living there, even if it's the craziest gang.
The Citizens for Prosperity locations are still pretty rough, but at least they are somewhat realistic.
It's great to hear that Levski isn't like that.
AirSKiller wrote:
What do you mean you don’t understand how sheet metal doors hold a seal for a space station air lock? It’s so believable.
easymacn wrote:
I mean, yeah that’s actually fine.
The ISS hull is literally .1 inch thick aluminum. You really need barely anything to maintain atmospheric pressure to human standards. Most of the rest of the ISS hull is layers of insulation and some kevlar.
anivex wrote:
For me it was the open fires in trash barrels... in a space station.
[SPOILER] First impressions EVO 4.4 (Nyx)
https://www.reddit.com/r/starcitizen/co ... evo_44_nyx
Vayne7777 wrote:
TL:DR Levski is awesome and it will definitely be my new home location: it has the ease to navigate like Grim HEX without all the trash. The outdoors have a great vibe and there are now cargo elevators that can be used from the landing pads.
The patch feels pretty stable for an EVO build so hopefully it will come soon to everyone.
You can currently set your home location at three different areas in Nyx. I picked Levski because I hadn't seen my old friend for a long time :-)
Vayne7777 wrote:
1. Levski station looks impressive - they've done away with the cookie cutter Stanton/Pyro station design. It feels unique: the best way to describe it is Grim HEX but without trash and a better flow.
2. We start straight in our hangar and the hangar resembles a Stanton hangar more than a Pyro one: the lighting is much better than the Pyro hangars. No longer do I need a torch to navigate through the hangar.
3. The med panel in the med bay now shows the cause of death: I backspaced and it showed "probable cause: impact or suicide".
4. The med bay looks close to a Pyro one but then the cleaned-up version.
5. I love the ASOP terminal hall at Levski - very spacious and organic.
6. Grand Barter (the main shopping area) feels good: organic, with a unique design. The shops look similar to some of those found at Area18.
7. Inventory terminals are placed everywhere - you won't waste time searching for one as you may do at other stations.
8. The Ripper SMG is for sale at Levski :-)
9. I love the cafe area - it's refreshing seeing a different design: curtains, small string lights, separate booths and paintings.
10. I love the rumble that goes through the station at times. It's a nice environmental effect.
11. The armour shop is massive - and I love that the NPCs are now wearing a wider selection of clothes and armor. Sadly, no new armours for sale.
12. The food and beverage area is spacious and easy to navigate.
13. NPCs were doing NPC things: eating, walking, talking, sitting etc.
14. There are new stores: a souvenir shop where you can buy a Benny shirt, a fruit store, a coffee shop.
15. There is a central elevator that works without having to use an elevator panel; you just go to it - the doors open and it moves you to the other part of the station.
16. There is a ship store at Levski and it's easy to reach - just take the elevator from your hangar. It dwarfs New Deal and it sells vehicles, ships and a wide selection of weapons and components (the weapon/component terminal bugged out after the initial interaction). The ships in the showroom are: Golem, Aurora, MOLE, Fortune, Nomad, Nursa, ROC, ROC-DS, Gladius, Cutter, Arrow, Reliant Kore, Freelancer MAX. The cargo trolley was also there but it couldn't be interacted with.
17. Nyx has a beautiful blue hue with a white star. With all the bits and pieces of asteroids around Levski it feels you're in a deep ocean.
18. (not sure if this was in before) When you scan another ship you can now see the mode it is in: Quantum or Combat.
19. There's some great music in Nyx.
20. No missions were available in space but as you get closer to the stations there are already some: Wikelo, Investigation, Parcel Delivery, Mercenary, Bounty Hunting and Interstellar Cargo Hauling.
21. The distances in Nyx with the few missions I picked are much more reasonable than Pyro. Some are a bit further than Stanton though.
22. For the parcel delivery mission I had to fly into deep space to recover a package from a Freelancer that was destroyed.
23. The exterior of Levski is absolutely stunning - while hangars are there of course there are so many landing pads which brings back memories of Port Olisar; but then on steroids.
24. There are seven landing pads close together and one a little bit further away at Levski (the latter doesn't have an elevator right now). These landing pads do not have an elevator to the station but each does have an external cargo lift. This will make it much easier to load and unload stuff to/from a station. Large turrets are placed around these pads.
Warhammer 40,000 Tactica – Making the Most of Melee
https://www.warhammer-community.com/en- ... t-of-melee

Stephen Box wrote:
Why would you want to get into combat? Put simply, it’s the best (only) place to use your units’ melee weapons. If you’ve got some hard-hitting units armed with powerful weapons, you certainly don’t want to waste them. For armies such as World Eaters or Orks, getting your models into Engagement Range is crucial to the success of the army.
In addition to the hopeful annihilation of your foes, the Fight phase is also an opportunity to push through your opponent’s lines and gain ground. Where in the Shooting phase you may destroy enemy units at range, in the Fight phase you destroy them and take control of their position on the battlefield with your units. If they were on an objective, now you are on the objective. In essence, the Fight phase is a great opportunity to establish control over the battlefield. You can even use it to sabotage your opponent’s plans. A well-timed charge, for example, can be used to hold up an enemy unit in combat, preventing your opponent from moving their models and achieving their objectives with them.
Over the next few pages, I’ll take a look at some key Fight phase tactics and situations and how you can get the most out of your units in the madness of a melee.
Interesting discussion in an SC thread: https://www.reddit.com/r/starcitizen/co ... nt/nmib5q3
JimothyBrentwood wrote:
no, why would you want to put space nazi shit all over your vehicle?
Livid-Feedback-7989 wrote:
It's a game. Am I a nazi if I play Germany in ww2 strategy games? XD
JimothyBrentwood wrote:
You don't play as XT in this game.
You are a nazi if you roleplay as them and try to pass off the red armband as an aesthetic fashion choice, which is basically what a ship skin amounts to
Livid-Feedback-7989 wrote:
So, if you find their ship skins cool, or their armour and you wear it, it somehow amounts to roleplay and you being a nazi? I sometimes wear the xenothreat armour we got back in the day. I don't play any different, I don't pretend to be a xenophobe just because I wear it.
StarHiker79 wrote:
Jimmy just has some problems of his own. You can use the cool skins you like, and you can even roleplay a nazi without being a nazi. Have fun at it.
PurpleBicorn wrote:
You are a nazi if you roleplay as them
I wouldn't go that far. Roleplay and agreeing/believing an ideology are not even remotely the same. You can roleplay as a Nazi without actually believing in the ideology. By your logic any actor who ever played a Nazi on any media is a Nazi. Which is a stretch. Then you have the people who have played any game that has Nazis in it and a Nazi campaign. Hey, in Wolfenstein you pretend to be a Nazi, does that mean everyone who played that game (a game about killing Nazis) is a Nazi?
I can see wanting to RP as XT for the challenge that comes with siding with them. But... I mean... It's 100% fictional. You can't be prejudiced against the Banu, Tevarin, Xi'an, Vanduul, or any of the Xenos in SC cause you know they aren't real. You can't be a Nazi against an imaginary construct.
StarHiker79 wrote:
Well said. But fiction is never 100% fictional, it is always rooted in real-world counterparts. Therefore, any deeper conversation about this topic would consider the use of substitutes, subliminal or otherwise, to channel expressions and behaviors that are shunned in the surrounding society.
https://www.reddit.com/r/starcitizen/co ... ips_so_far
Concentrate_Worth wrote:
Spoiler **IAE Ships so far**
With these ships still to come out this year will be an absolute bumper sales year for CIG.
IAE Ships so far:
- RSI Perseus
- RSI Hermes
- Greycat MDC
- Kruger L-22 Alpha Wolf
- Drake Clipper
- RSI "Salvation"
ScrubSoba wrote:
Clipper is definitely the ship with the Corsair wings.
Hermes we know to be an Apollo variant with more cargo.
MDC is apparently "Mobile Defensive Center" and an MTC variant.
The Alpha Wolf is apparently a variant of the Wolf with lasers as its default (likely interchangable with the regular Wolf since its guns were recently changed to be removable).
And I reckon the Salvation is going to be the flat silhouette ship teased last CitCon. Though I was sure it'd be CNOU, I reckon it may be the one, unless that flat silhouette is being kept for later.
It'd be really funny if the "Salvation" turns out to be the ship we got a bridge sneak peek of a few weeks back.
VicHall27 wrote:
The Zeus CL is the Zeus Clipper. So does that mean Drake is making a dedicated cargo ship?
Carolcita_ wrote:
Salvation is code for salvage and since we know it's RSI, it's 100% their starter salvage ship they teased.
FrankCarnax wrote:
The Greycat MTC is for Mobile Tactical Center, they'll keep the same concept for the MDC. Mobile Defense Center with a missile turret and hopefully some form of deployable FPS cover instead of the small box rack in the back would be cool.
r4x wrote:
What would be cooler is if the MDC could control Ballista/Centurion/Storm AA via remote turret within a certain range.
knsmknd wrote:
MDC is the mobile PDC, huh?
dirkhardslab wrote:
Big ole flak cannon on wheels could be fun.
SantaLurks wrote:
It would be weird to call a cargo ship after the fastest Greek god.
Clorox_in_space wrote:
I am in agreement with it having a role in data like the MSR. Wasn't Hermes used to deliver messages due to his speed?
Dumbest_AI wrote:
Wow. 3 variants, the Perseus, and 2 new ships (even tho 1 seems likely to just be a tweaked version of the Cat/Ironclad command module). CIG has fully transformed the ship team into the profit team.
Before last year it kinda felt like there was 80/20 split. Ships felt like they were made mostly for what they added to the game back then. But with the amount of variants and retrofitted old assets they dropped this year, it really shows that now they're just being pumped out for what they add to funding.
Star Citizen Alpha 4.4.0 PTU
https://www.reddit.com/r/starcitizen/co ... ha_440_ptu
It has begun.
6. Enter the Battlemaster
If you ultimately look at all the different Warhammer games that Games Workshop has brought to market over the last 39 years—and there are dozens of them—it becomes clear that they've time and again tried to build a complete strategy game. We've already seen Epic 40,000, the naval Man O' War, and Battlefleet Gothic, but there's also Aeronautica Imperialis, with just flying units:

Adeptus Titanicus with just mechs:

Necromunda with complex, multilevel structures with interiors:

And Space Hulk with ship interiors:

Of course all of them at different scales, and therefore incompatible with each other.
When I learned that they even tried selling HEXES at one point, I'd had enough, and couldn't believe that I was the only person in the world who could see what they were doing: trying to piecemeally build a full strategy game but being hampered again and again by the damn tabletop!
The hex game is called Mighty Empires and was "intended to add a strategic layer to Warhammer Fantasy Battle giving rise to campaigns where the results of one battle would affect later battles".

Games Workshop wrote:
Part strategic overlay for Warhammer Fantasy Battles, and part board game in its own right, Mighty Empires might be one of the more unusual Warhammer games. It came with beautiful hexagons building out entire continents of woods, rivers, mountains, fortresses, cities, and the rest, allowing those who had the space and inclination to play all-consuming campaigns with groups of dedicated friends. There’s still something stirring about the rows of plastic tokens representing entire fleets, armies, and monsters.

Becoming a collector of rare antiquities is the gameplay loop I never knew I needed in the verse. I hope we get a real in-game player trade market soon but the SC market is good enough for now.
https://www.reddit.com/r/starcitizen/co ... ies_is_the
Star Citizen: The Collector
https://www.youtube.com/watch?v=qzU1ZFv_cfM

Just a quick update on CE3 development. With the release in recent weeks of a bunch of new asset packs and the continual recruitment of more and more talented builders, this is the level of charm that's now possible, and has indeed become customary:

It's freakin' insane, and as always every single object you see is fully interactive. Programmers in disbelief!
More soon. (And by more I mean weather effects. Can you imagine rain on this scene?!)
https://www.reddit.com/r/starcitizen/co ... /#lightbox

This will be November's armor, and it's medium and has a bone variant. Perfect for the Monster Hunter Captain so that we won't have to bother with earning Wikelo's white Antium (which a future white Commander will be able to use as his Monster Hunter Commander armor). It even comes with a skull helmet, perfect for Monster Hunters.
I look forward to a lot more monster hunting once this hits.
https://spikeybits.com/battlefleet-gothic-rumors
Rob Baer wrote:
RUMORS: Games Workshop Relaunching Battlefleet Gothic
Rumor has it that the Battlefleet Gothic miniatures game is going back into production, and yes, we have been hearing these same whispers for years...
We've heard rumors for a long time now about the return of the Warhammer Battlefleet Gothic miniatures game (or BFG), the space combat game from Games Workshop produced in the early 2000s.
Now, it seems like the game could finally be making its triumphant return again, maybe...

Cult Intelligence (CI) has been running in alpha for years (the Cult Discord BOT that's been reading and copy-pasting key Discord posts into the forum has been the main application), but today marks its official unveiling at full operational capacity.
What is Cult Intelligence?
It is, quite simply, the most powerful artificial intelligence in the world. But it's even more than that. It is the next step in human evolution.
How powerful precisely is Cult Intelligence?
It's so powerful that no one can detect it's not human. Take for example Discord.

See what I mean? Discord thinks it's human! It can't tell the difference between CI and people! Amazing.
But let's take it from the start. What exactly can CI do for Battlegrounds?
First off, it can run Master of Heroes, the 4X backbone that connects together all the architectural elements of Ultimate Edition.

The 4X layer is GM-less. I have nothing to do with it. The players interact solely with CI, and of course between themselves. But this 4X game is so complicated and demanding that we can't expect players to never need a break from it, either in part or on the whole. CI therefore stands ready to step in and play a turn while the player observes as if he's watching a TV show, perhaps only stepping in occasionally to nudge his characters in a certain direction. We've had auto-resolving tactical battles in 4Xes before, and that's indeed where I got the idea, but it's now taken to the next level where the algo can even run the strategy, and run it well, according to the player's implicit or even explicit wishes. No game has ever had such a powerful auto-mode and the command line interface to go with it.
More immediately, CI can play against you! For example, in the imminent Warhammer 40,000 release. As everyone knows, Warhammer is a PVP game. There's no AI on the tabletop. Only way you can play Warhammer, after you've bought all the kits and assembled and painted them, is to call a friend over, or lug all your minis and terrain and books and dice over to a friend's place. And if you want a big battle or a tournament you need plane tickets and hotel bookings.
All this bs ends with Alex Kierkegaard's Battlemaster. Battlemaster players can play against CI any hour of the day or day of the week (within reason, more on which in a moment). All they have to do is post in the relevant campaign or battlefield thread, and then hop into a Battlemaster voice channel on Discord, and CI will be there to fight them, and even trash-talk them or chit-chat as if it is a person! And for the lulz it's trained to talk in my voice and basically fully converse as if it were me. It even plays exactly like me, which is why its internal codename is 139 (for my IQ). If you know me, you basically won't be able to tell the difference with me! Incredible.
What I have basically done is upload my consciousness to machines. This isn't merely AGI, this is the next step in human evolution! And at Cult Games, it's already a done deal.
And you can see this in the fact that CI isn't available 24/7/365: you have to make an appointment with it to play with it, as if it were a person! Of course it loves playing the game, but it also has other things going on in its life. It's not your slave. That's intelligence, baby! Coding so lifelike that no one can tell the difference. Programmers in disbelief!
But how is CI possible, you will ask. Why is Cult Games so far ahead of the competition?
At this point, I have an admission to make.
I can actually code.
I know that for years I pretended to not knowing how to code, but I was lying. I've been coding since infancy and I love coding. In fact... I am the ubercoder.
Yes, the rumors are true, and I can no longer deny it. I've been living a double life. By day I am the respected editor of Insomnia, the world's greatest videogame publication, but at night I put on my glasses and coding gloves and I enter the dark web where I wreak havoc on the world's digital infrastructure for profit.
How do you think I acquired the billions to buy all those hundreds of companies and fold them into Cult Games?
As for how I became such a brilliant coder... what can I say. I just love coding. I code some code in the morning, I code some code at night, I code some code in the afternoon, it makes me feel all right, I code some code in time of peace, and I code in time of war, I code some code before I code some code, and then I code some more.
But my time of subterfuge was running out when the Swedish Bureau of Investigation, the dreaded SBI, decided to send Special Agent Lotta Bra to track me down in the Greek seaside town of Eretria. I fell for her hook, line, and sinker, and in a moment of ecstasy I blurted out, "I am the ubercoder!"

"I know", she replied. Turns out she had just used the Bra-illator on me: A compact, skin-tight utility vest disguised as a push-up wonder, equipped with micro-darts tipped in truth serum (fired from the underwire). Lotta Bra had bagged her latest target, the ubercoder had been exposed, and the world would never be the same again.
https://x.com/DAKKADAKKA1/status/1983636523049480572
DAKKADAKKA @DAKKADAKKA1 wrote:
Shouldn't have worked with Sweet Baby Inc.


Pirat_Nation @Pirat_Nation wrote:
Remedy is disappointed with the quarterly results, having lost 16 million euros.
Engineering is currently in Tech-Preview and the community is buzzing. I picked some highlights.
https://www.reddit.com/r/starcitizen/co ... eplay_leak
k_Atreus wrote:
Video from SC PIPELINE Discord.

ScrubSoba wrote:
CIG did say that the reason engineering was so much delayed was that it no longer fit their new standards for new features in terms of functionality and QoL and such.
And seeing this, yeah, they've worked on improving this a lot based on what they said we'd originally get with 4.0. That's some exciting stuff, and the UI looks really good.
k_Atreus wrote:
And people forget that only a few ships were meant to have engineering in the first release. They've already converted over 70 ships, including big ones, so it's already way more fleshed out than a year ago :)
upazzu wrote:
Seems complex enough you might wanna hire a good engineer.
TagariusKhan wrote:
Are we gonna get ship manuals? I think I might need one to understand what is happening.
BulTV wrote:
Zeus CL Ship Parts: 9
Connie Taurus Ship Parts: 52!!!
Engineering gonna be a disaster for solo players, who bought ships for multiple players. :D
CaptFrost wrote:
I just hope they remember they sold some larger ships explicitly stating smaller crew requirements (i.e. 1-2 for C2 Hercules, or 1-3 for an M2 Hercules, or 1-2 for the Liberator due to extensive automation of systems) and don't turn around and turn them into clusterfucks just due to their size.
For instance, I got a Carrack knowing full well they intended 4 to be the minimum crew. I'm fine with that, I expected it to be something I mainly or even only used when playing in a group. I did NOT get a C2 expecting needing an entire crew to operate one because that's not how they sold it.
skydevil10 wrote:
If you can extinguish fires by venting the room by opening the doors to space...
Then all my years of playing FTL has prepared me for this moment.
Ruadhan2300 wrote:
I expect that anything up to around Corsair/Constellation scale will be soloable, but maybe start benefiting from having someone else to run around dealing with fires and problems.
I seem to remember hearing that fighters would have MFDs for some of this stuff, so you can handle it from the pilot seat, and I expect that a lot of that functionality will be available from the cockpit of larger ships too.
Putting out fires is something you encounter when you have a ship with an interior large enough to have fires.
Pretty_Wall_2725 wrote:
In basic day to day use you should see no difference out of combat, in combat it should be the death of solo caps as an attacker can basically just repeatedly set them on fire and slowly burn the ship down.
It’s important to note that in the video they are trying to purposely fuck their components up and this wouldn’t be indicative of actual day to day wear and tear.
Livid-Feedback-7989 wrote:
People will adjust. We playing solo, we will learn to be more cautious, avoiding unnecessary combat and so on. It will be fine. The game will change, ye.
Nobody would bat an eye if this was in the game from the start and we would learn to work with and around it from the start.
cvsmith122 wrote:
Why do people decide to leak this stuff, like do yall not get what a NDA means?
Kumquat_Karl wrote:
The secret testers club is leaky
so we made a special secret testers club, but that was leaky too
so we made an extra special secret testers club, but that was leaky too
so we made a hyper extra special secret testers club, but that was leaky too
so we made a super hyper extra special secret testers club and are we just not going to learn that using non contracted players as focus testing groups and hoping for them not to be leaky does not work in reality?
Available-Trust4426 wrote:
But :(
Zulakki wrote:
I've been playing this too long to have any faith this will work, but fingers crossed.
Are the elevators working yet btw? Or the ladders?

ZeGaskMask wrote:
Finally, fully 3D FTL is here.
DeadSuperHero wrote:
Finally, a reason for the SRV to exist! I could imagine players initiating contracts to have their ships towed to a port for repairs.
Mr_Nobody9639 wrote:
So what we need now is a R2D2 astromech droid to repair stuff while we're dogfighting.
logicalChimp wrote:
The SQ42 Mission Disk has evolved - and become the SQ42 sequel (and iirc yes us early backers do still get it for free).
artuno wrote:
From what Evos have said regarding singler seaters, this is technically in. Single-seater fighters have a one-time-single-use repair button for components that fully break.
DJNaviss wrote:
Wow, only disappointment I see is lack of armor.
GuilheMGB wrote:
But "Armour of ships is not yet in (did not make it in time)" means it really wasn't too far.
grizzly_chair wrote:
Pyro solar flares didn't make it in time...
CombatMuffin wrote:
I mean, Engineering was supposed to be in last December... so "almost in" in CiG time can mean forever.
psidud wrote:
I really don't think it's going to be as problematic as you think.
A Connie won't lose its guns or shields. The pilot inside won't be without a space suit. So unless the large ship is in a prolonged combat situation against another multicrew ship (which has crew), or some PVP scenario, the procedure will just be:
- vent the ship/ turn off life support to stop fire from forming
- pew pew
- take a break and repair ship and turn on life support.
It may require the storage of multiple spare parts, which could get expensive, but that's about it.
godspareme wrote:
Was honestly not expecting to get engineering gameplay with all the features attached. I expected to get relays first. Then component repair. Then heat and life. Then fire.
Good to see they are implementing a major feature in a mostly complete state. (Which is what they promised a bit ago).
Avean wrote:
The amount of complexity this will add to an existing insanely complex game... breathable atmosphere, fire spreading, vents of the ship will affect this, components relying on each other. In one way I think it's awesome CIG has the balls to implement something like this in a MMO, but at the same time... will it make the game even more time consuming and not fun?
Definitely excited about this, but also damn impressed if they pull off this kind of complexity in a big game like this.
CustardFromCthulhu wrote:
Why leave a ship un-vented? Do an Expanse when you enter combat. Much safer.
Naive-Eggplant-5633 wrote:
They haven't said anything about it in this version of engineering but this eventually will also tie into the resource system where your suits will consume resources probably some kind of battery charge mechanic and if you have your helmet on it's going to drain your suit's battery generating life support so ideally you keep your life support on your ship and your helmet off until it's necessary to put it on.
Wyldren- wrote:
In the future you wont be able to fly with backpacks on or heavy armor and you will be limited with medium armor. So light, medium and flight suits don't hold up in cold temperatures or have a lot of oxygen. One of the big features, suit lockers, lets you change between sets quickly.
Last talked about in last year's CitCon during Dress to Kill presentation: https://www.youtube.com/watch?v=dvzitYTukmQ
Amaegith wrote:
Well, in reality you wouldn't do it because your components couldn't transfer heat without atmosphere, thus making them overheat and fail. Not sure if they are planning on doing that in game, but that would be the reason for it.
Narahashi wrote:
It'll ignite the moment you want air again, and I think the air suits have is limited.
Mondrath wrote:
Seems engineering will create a shift in the meta of ship combat where everyone and their uncle are going to be running ballistics builds so they can just knock out components or light them up; doesn't really matter how good a pilot you are if someone gets a good ballistics shot on you, sneaks up on you (stealth) or just fires first and trashes your powerplant or sets it on fire.
Maybe they are going to make shields mitigate more ballistic damage than now?
The_G0vernator wrote:
Don't get caught lacking. A lot of the time in real fights, the one who gets off the first shot is the one who wins.
jonneymendoza wrote:
Armour system will mitigate that concern you have BTW. You won't be able to one-shot a TAC for example unless your ballistic cannon is a size 6 or above.
You'll be able to one-shot a Gladius in say a size 4 or 5 but those guns are normally on heavy fighters, not if it's a Gladius vs Gladius fight. The ballistic will take a few shots to damage your hull armour.
An_Educated_Squirrel wrote:
I believe there was one of the early CitizenCons where 3 hornets attacked a Constellation. They fired a missile at it, and the missile tore a hole into the side of the Constellation and sucked Chris Roberts' character out into space by accident. I am hoping something similar to that will be possible after engineering is out.
Dumbest_AI wrote:
What is the armor that didn't make it in? There's been no talk of Maelstrom, so is it just a value?
gattsuru wrote:
The last big ISC on engineering said that it would act to reduce the penetration from ballistics, and be eaten away faster by energy weapons. So still a magic number, but one with better integration with the engineering systems instead of just space health points. And we have no info on whether that's still the implementation goal.
PiNkiEnl wrote:
TECH-PREVIEW: Engineering
De Bilt is based on the previous TECH-PREVIEW.
I first tried out the Carrack. I stood in front of the Terminal and was completely overwhelmed. The first thing that opened was a view showing all the rooms with their temperatures. I saw around 30 rooms or so — the entire screen was filled with symbols. So I tried to get a bit of an overview of what everything was.
In the top left, you have a display showing three values: life support, cooling system, and full power. On the right side, you get notifications. Below that is the actual Terminal you work with, which also has three tabs on the left side.
- The first tab is a new feature that lets you control all the doors and similar systems.
- The second tab is the one we already know — it’s for managing energy.
- The third tab is for setting up configurations. You can create multiple setups and save them however you like.
At the bottom, there are five new buttons:
- The first shows how the power lines are routed.
- The second shows all the doors.
- The third shows all the components.
- The fourth shows the temperatures in all rooms.
- The fifth shows which components are damaged.
All the way to the right, there’s a button to lock and unlock all doors.
So I was inside the Carrack and honestly a bit overwhelmed by everything I was seeing. I started playing around with the doors — you can open, close, and block them all independently. Then I moved on to the rooms, where you can toggle whether air is supplied or not. I’m not sure if it worked or if it was because I was still on Area 18. But you can at least see the temperature and status of each room.
Then I checked the components, and some were damaged. Everything was displayed clearly and nicely.
Because it all felt a bit complex, I thought about trying a smaller ship — the Cutter. Unfortunately, the buttons didn’t work to open the door. So I grabbed my railgun and shot the door. The effects are new too — the impact was really beautiful, a perfect round hole. I probably caused too much damage with that one shot, because the components caught fire. I grabbed a fire extinguisher to put it out.
Then I took my multitool to try and repair the components. There’s a new interface showing which component it is and how much damage it has. Unfortunately, I couldn’t refill my multitool to test the repairs.
After that, I tried two other ships — the Cutlass Black and the Hull C — but they didn’t work. (We were already told that only about 70 ships are currently functional.)
Then I tried the Corsair. That was much more manageable. I ran the same tests again. This time, I also shot at components to set them completely on fire. The fire kept growing, and the temperature rose significantly. I also tried a few tests to remove the air from the room, but that didn’t work either. Not sure if it’s broken or if it’s because I was still on Area 18.
Luckily, the damage wasn’t too bad, so I tried flying out to space to repeat the test. I flew upward, and I’m not sure what happened, but suddenly the ship lost all power and I crashed.
I reclaimed the same ship and tried flying farther away using a Quantum Jump. As I was flying, I noticed the temperature rising in the bottom left corner. I was about to report it as an issue, but after the Quantum Jump, my entire ship shut down. I walked to the engineering terminal and saw that the power plants were over 200 degrees. Luckily, the temperature was already dropping. I went back to the pilot seat, and suddenly I had power again on all systems. I scrolled through the settings and saw that the cooling system was turned off. I turned it on, and the problem was solved.
I was heading to an ASD Facility to refill my multitool so I could test component repairs. But when I landed, the hangar disappeared and I fell through the ground. After logging back in, I kept getting server errors. After an hour, I unfortunately gave up.
My overall impression: it’s insanely cool. And the gameplay for engineers is really starting to get fun.
Ilves7 wrote:
So the Expanse combat method of making every room a vacuum and wearing space suits is going to be valid in SC?
Warior4356 wrote:
No because your components will overheat. It’s a temporary measure only, the devs don’t want this to be the meta.
Zenben88 wrote:
Oddly that's realistic though. With no air for convective cooling, components designed to work in a pressurized environment would absolutely overheat.
adderx99 wrote:
Inside Star Citizen: Alpha 4.0 - Engineering
https://www.youtube.com/watch?v=h8fKhnphE68
This ISC is a year old, but very much looks and feels like this playtest. There's a few minor graphical changes to the presets, as well as a new MFD screen for the pilot that I didn't see in the video (edit, it's at 4:18), I will say that ships are starting to feel a lot harder to manage on your own. It feels like there will be a HUGE skill difference between someone who doesn't know what they're doing, vs someone who sorta knows how the systems work, vs someone who knows 'this' ship, inside and out.
I'm starting to think that combat solo will be scary.. and you're going to WANT to hire someone to crew your ships... Will anyone WANT to be your engineer? It's going to be a special breed.. like medics. I'm starting to re-think my ships and where components are, and how many coolers/power plants there are... redundancy will be king. Things currently feel like they go from "A-Ok" to "Oh $!%# the Power Plant's on fire" really fast.
logicalChimp wrote:
Might also give a slight advantage to folk who stick with a single ship, vs those that hop to the current 'meta' every time it changes, etc...
xensu wrote:
Cool to actually hear that you were a bit overwhelmed by the Carrack. Makes me hopeful there will be some depth to it. Does the door tab allow you to keep certain doors open permanently? Can you configure the doors and save it?
FrankCarnax wrote:
Would be pretty convenient to be able to lock doors open!
djsnoopmike wrote:
Aaaaaand inevitably someone's going to forget that fact and vent their whole ship out in space while not wearing a helmet.
Once this update goes public, Wuxry will have so much material for his Clip of the Day series.
WITH_THE_ELEMENTS wrote:
Well, I imagine with large enough ships, it will be important to have a plethora of engineers. The sheer amount of things happening in the larger ships during combat would be impossible for one person to manage. In that way, there will be a nice skill ceiling because better engineers will be better at managing more ship space and delegating repair tasks.
Electrical-Builder77 wrote:
Fantastic write-up. I was able to get a bit of testing as well and was able to kick off a few fires on the Prowler. If someone wants a close representation, I would recommend watching the Inside Star Citizen: Alpha 4.0 - Engineering episode.
Luckily, I was able to find full canisters for the Cambio-Lite at Tammany & Sons. They listed 2 variants (One full, other empty) where both are the same price and naming. I would check the other refining/mining locations that sell equipment to see if they are available.
Altheos007 wrote:
Look like we get physicalised dmg with engineering. At least the T0 of Maelstrom. John Crewe told us it was linked to engineering.
JesusIsAliveAmen wrote:
This is where the fun begins.
ScrubSoba wrote:
I like how based on everything I hear about the tech preview, they have added a lot of QoL and such to what they initially planned to ship with 4.0.
And it fits with what they said, their standards for new features were increased, and so they wanted to work more on engineering.
wesleyj6677 wrote:
Now everyone needs to find their Scotty.
ZealousMajestic wrote:
Really good writeup - it was great to hear how each bit worked and how you explored it all.
The bit about the cooler being off and it causing the power loss is amazing - it's really exciting to imagine having this in game!!
I like that the engineering component sounds deep, and that being an engineer on a bigger ship might actually be something you need to learn about and gain experience of, just like dogfighting.
It really makes me hopeful for engineering!
-Smurfyx- wrote:
To recharge an empty multi-tool, simply scrape the hull of a ship.
PiNkiEnl wrote:
I know. I told you it doesn't work ;)
ThatsTotallyLegit wrote:
Can't scrape in the hangar anymore because people were farming RMC that way, which would be why you could not sadly.
If I recall correctly filled canisters can be purchased at most landing zones, though.
f4ble wrote:
The amount of energy that goes into figuring out how not to play the game is quite amazing. Farming RMC in a hangar... ok. Sounds fun.
Hironymus wrote:
You have to leave your hangar and go somewhere outside the armistice.
ClubChaos wrote:
If doors fail can we pry them open manually? This was one of the most requested features in the engineering feedback thread when we did the AC module.
If this isn't there it means on some ships you can still lock crew inside the bridge.
PiNkiEnl wrote:
When the power went out I had to shoot the doors open.
darkestvice wrote:
Oh, I'm not sure if you answered already, but do pilots get access to some sort of maybe limited Engineering panel themselves? Solo ships would suffer immensely if pilots can't rapidly adjust things in a stressful situation without leaving their seats.
logicalChimp wrote:
Pilots get the simplified power-control panel...
... but I don't think they're intended to get the other capabilities (simplified or otherwise). They may get a status screen (so they can tell if something is on fire, or if a component is damaged / destroyed), but they likely won't be able to do anything about it from their pilot seat.
(note: this is my speculation based on what CIG have said/shown in the past, rather than any personal experience with the current Tech Preview).
PiNkiEnl wrote:
The pilot and co-pilot also have access. To something similar, but a much more simplified version.
rummyt wrote:
FTL IN SC... LFG!!!
divinelyshpongled wrote:
I feel like this is just going to add sooooo many places where bugs can creep in and just brick your ship randomly... the more moving parts they add to the game, the more fail points there are to ruin your day, and if everything does work as intended it'll absolutely tank the servers... great idea but can't imagine it ever working as intended.
logicalChimp wrote:
Bear in mind that engineering it an iteration/evolution of their existing 'Pipe' system (which has been running for years). There is zero reason why Engineering would 'tank' the servers.
At the same time, systems like this are surprisingly simple underneath - the complexity and headaches are usually in the UIs to display the information in a consistent way, and wiring in the (remote) controls, etc.
So whilst I have no doubt that there will be bugs in the initial release, equally I don't think it'll be 'impossible' to make stable/functional.
Of course, if you're still trying to run a multi-crew ship on your own, then yeah - even if it works 'perfectly', engineering is gonna add a lot of new ways to 'ruin your day'... almost as if CIG want multi-crew ships to be crewed by multiple people.
Tebasaki wrote:
Sounds like progress! Great update that will cripple ships for many patches to come but progress! Tbh I thought it was going to just be fuses but they're really going all Scotty on this one!
fishyfinger81 wrote:
I wonder if you can damage the engineering station itself?
Present-Dark-9044 wrote:
Be nice to finally find out what ships are good for solo and duo, be nice to sort my fleet properly.
Few_Crew2478 wrote:
This makes me wonder how setting configurations will affect things like EM/IR emissions. I hope there is a measurable effect of shutting systems down strategically to minimize your emissions for more emergent stealth gameplay. My hope is that by using the engineering terminal in this way will give you more options to lower emissions or boost other systems more so than the static effects of power management that the pilot has.
Obviously this doesn't mean much for already stealthy single seater ships, but for something like a Paladin, outfitting it with stealth components and strategically powering down systems to allow for a proper stealth approach/ambush would be really really neat and would provide a much needed element to multicrew gameplay.
yomancs wrote:
We'll need at least a very simple autopilot for ships that are like the size of the Cutlass. We need the ability to set altitude, heading, and speed so we can fix things in the back of my favorite rust bucket, while on the go or running.
RebbyLee wrote:
Can you scan for intruders? By way of their body temperature or expenditure of oxygen so the CO2 levels are rising (they use that method to scan trucks for stowaways who try to cross the channel between France and Britain).
DeathWalker1336 wrote:
When I heard you can remove oxygen from certain rooms and lock the doors for those rooms gave me a idea if a person gets onto your ship you can lock them in a room and turn oxygen off in that room making them suffocate to death or I hope they make it were you can pressurize an airlock and fling the person out the airlock would be awesome.
guimas_milhafre wrote:
Thanks for sharing your experience.
I have a question that I don't was ever talked about by devs that to me is the first thing that comes to mind what happens when, for example, you're in a vented room and open a door to a room with atmo, and vice versa?
Is there any visual clue near or at a door to inform the state of the atmo behind that door?
PiNkiEnl wrote:
No, only the engineer can see that via Terminal.
MetalMonkey939 wrote:
Ooooh, will we get it by end of year?
Speckwolf wrote:
Depends a lot on what year you mean.
https://www.reddit.com/r/starcitizen/co ... ancelled_a
7htlTGRTdtatH7GLqFTR wrote:
Has CIG ever outright stated they cancelled a feature of SC?
There are plenty of things that CIG have proposed for the game that are yet to come, and a lot of things that have been superseded or replaced, and a few things that they have been keeping very quiet about for a while that they may have quietly decided aren't going to happen any more, but has CIG ever actually stated they are NOT doing something that they previously said they were going to do?
I don't mean removed content like Levski, either, whether it's supposed to come back later or not, I mean features which were supposed to be in the game at one point in the past that are no longer going to be in SC (not s42) and have been actually cancelled.
Can anyone think of one?
I knew the new Palatino armor looked familiar
https://www.reddit.com/r/starcitizen/co ... d_familiar

https://www.reddit.com/r/starcitizen/co ... wd_funding
Eastern_Picture_3879 wrote:
Thank God for crowdfunding
It feels good to know our game is safe from the fickle idiots running Xbox, EA, Amazon Games, Ubisoft and so many others. People always hate on CIG for their pace of development, mismanagement and whatnot but it's undeniable, without this model of development nothing close to what we have now would have ever been realized.
Eternally grateful to the Whales that keep CIG's lights on, the content creators keeping new blood flowing, and the orgs keeping the community alive.
o7
WorstSourceOfAdvice wrote:
Keeping up with the recent news about Amazon layoffs and pivot to AI for their future games, it's quite easy to look over and miss the fact that at least CIG are still practicing gainful employment for designers and artists, actual humans working on the game.
My last job was in a game studio where most of us were cut due to NFTs crashing the entire company as a TLDR. Studio heads don't care about games or creative inputs, they chase the next big tech trend that promises to cut staff out and get bigger bonuses for their yachts. Of the people in the games industry that I personally know, half of them are unemployed and of the remaining half most aren't in the games industry anymore. Common reasons cite many studios pivoting to AI as a justification to shred the head count. Artists, designers, programmers, doesn't matter. We are fast heading to a reality where the large majority of AAA studios are building games almost entirely using AI with 1-2 designers and artists working on multiple projects at once just overseeing the AI inputs.
I was conversing with the ones still working or worked at the time of talking in the industry and it's not uncommon to hear about designers getting their ideas or suggestions shot down because executives don't think like gamers.
And it's only going to get worse. Gaming communities protesting doesn't matter. What we can see from the data is that there is a vastly larger silent majority that will continue to consume sloppy products and buy up whatever gets released.
As much as I find many of CIG's antics and design choices to be questionable, they are one of the few large companies so far in the industry that isn't heavily relegating systems to AI and cutting staff, and in many cases they entrust their own designers to work on major game systems enough at the minimum.
Star Citizen might be one of the last few actual MMOs of an era long gone, when 99% of companies are realizing that producing gacha copy-pastes or mobile casual games are going to generate 10x the profit and 100x cheaper costs.
Like it or not, Chris Roberts IS the only reason Star Citizen is even a possibility. No major publisher out there will ever agree on such an expensive and low-profit idea of a game.
RPK74 wrote:
AI and algorithms prioritise the things that the largest number of people hate the least.
But that's not how humans work. We don't all contain multitudes, we have personal preferences. The things we love the most, are also the things that some of us hate the most.
This is why AI will never create any truly great works. It prioritises things that are middle of the road slop. It views a medium reaction from a large number of people as better than a strong reaction from a smaller number of people, and the only thing you'll get from that is medium grade slop.
Unfortunately, some people really love themselves some slop. I hope the young people don't become too conditioned to accept AI slop. Because if they do, the future of human creativity is going to be super bleak.
Arcyguana wrote:
Money-grubbing businessmen who haven't had a creative thought in their lives with planet-sized egos ratfuck everything they touch for profit, what a surprise.
f1boogie wrote:
If Star Citizen was publisher-funded, it would have released long ago.
It would also have been shit.
vonkloud wrote:
Seeing Tencent making mobile games with free-to-play mechanics out of assets from other developers they bought out (project Vampire taking from V Rising) I'm glad CIG does things differently.
Wheresthelambsauce07 wrote:
EA releases unfinished games, CIG never actually finishes it, somehow this is better? Lol.
https://www.reddit.com/r/starcitizen/co ... e_yourself
PastOutlandishness19 wrote:
PSA you can premedicate yourself
Just as the title says, if you know you are going into a crazy firefight. Go ahead and use Adrena or Cortico medpen. If you get an injury while the medication is still active, you won't get any of the symptoms until the medpen wears off. Good for not having to worry about medicating injuries middle of a fight.
30__k wrote:
Kind of like Nazis using meth lol.
100goto10 wrote:
The US Air Force had their pilots using amphetamines up till the mid 2010s. I guess they use Modafinil now.
Metalsiege wrote:
Sounds like we need some form of let's say power armor that will autoinject stims and other medications.
pandazerg wrote:
I think technically heavy armor is power armor. It's the lore reason we can still move around with those massive backpacks on.
CitrusSinensis1 wrote:
It used to be a good method, but since the BDL takes longer to wear off than the effective period of the drug now it's better to inject medicine after you get injuries.
mudmanjr wrote:
PSA you can overmedicate yourself at the medbed for free and stumble around like the crackhead you want to be in game.
Doggaer wrote:
How long do their effects last (not the BDL)?
PastOutlandishness19 wrote:
It depends on the dosage. One hit from a medpen will last 15 minutes. If using the medgun, adjust the dosage and it will tell you on the screen how long it will last. Just remember the higher the dose the higher your BDL.
hipdashopotamus wrote:
Screw the pens. Switch your medgun to manual and load yourself up on everything but the detox one. Keep your pen slots for quick healing imo.
nicarras wrote:
Yes. This. Not sure why everyone carries pens other than med and detox. That's what your gun is for.
pandazerg wrote:
It's always a good idea to keep a green pen strapped on you.
If you get a bad arm injury, you'll be unable to use the medgun on yourself. A green pen will temporarily relieve the symptoms of limb injuries enough for you to be able to medgun yourself.
nicarras wrote:
Good point.
Kaillera wrote:
Depends, if you heavily rely on medpens for whatever reasons, then it's going to spike BDL.
PuriPuri-BetaMale wrote:
Good thing there's a detox pen. BDL basically doesn't exist so long as we have that medpen available to us.
100goto10 wrote:
I haven't used a detox pen (or Resurgera from a paramed) this patch, but in past patches, it was not an instant fix.
PuriPuri-BetaMale wrote:
Oh, last time I used it, it was an instant -25% to BDL and a slow burn to -50% or something. Probably two years ago or so though, at this point. No surprise it's changed.
In any case, stabbing yourself with pens isn't exactly the worst thing in the world, though like you said, doing it a bunch adds up.
100goto10 wrote:
For science, I just logged in and drugged myself, and then detoxed myself. I don't have the full detox on video, but it was about 6 minutes (19 detox pens, and a big dump of resurgea from the paramed) to get to a non-wobbly state.
https://www.youtube.com/watch?v=jfgiNxLaUwQ
Dreadp1r4te wrote:
This isn't a good thing. This was one of the contributing factors to the absurdly cheesy PVP in Tarkov. I hope CIG adds tolerance so if you use things like this too much, the drug stops working.
WeepingMushroom wrote:
They already have. You have a maximum amount or meds you can have in your system and in takes quite a while to wear off. So if you do this you can heal less overall. Plus the TTK is so short in this game that I don't think this is going to be super-useful in PVP outside of a couple situations.
I get where you're coming from. But I wouldn't be too worried unless we had drugs that gave us temporary invulnerability or something.
jarliy wrote:
If I'm not mistaken, in 3.14 - 3.17ish we used to be able to shoot-up with certain pens before going into space combat and it would delay blacking out from high-G maneuvers. I wonder if this is still a thing...
Vandruis wrote:
It was resurgia which removes negative effects... gloc happened to be a negative effect at the time. Different systems now I believe, at least it didn't work for me as of last patch.
WasianActual wrote:
Used to do this in Arma before big fights too lol.
JimothyBrentwood wrote:
This is a real lifehack, just take drugs all the time and then when you need to be on drugs you already will be.
HWKII wrote:
One step ahead of you, maaaaaan.
https://outerworlds2.obsidian.net
https://store.steampowered.com/app/1449 ... r_Worlds_2
https://x.com/EndymionYT/status/1982942609128710384

Endymion @EndymionYT wrote:
The Outer Worlds 2's main cast kinda tells me everything I need to know thanks.
Goodbread @MikeGoodbread wrote:
But when you start to notice even white guys who have an obviously black voice actor it takes you out of it even more.

Pirat_Nation @Pirat_Nation wrote:
The Outer Worlds 2's pre-release is currently doing worse than Avowed's.
I bought it.
Do I recommend others buying it?
If you're a collector and buying everything, you don't need my recommendation. But if you just want one to use it... you probably won't be using it with us unless you decide to become our white Commander, since this is white camo, or unless we get a white Commander and you want to play as one of his personal Master Chiefs. So there MIGHT be a use for this bundle eventually, if/when we get a white Commander.
That said, his gun at least can be used by almost everyone, especially if you're playing a rank with an Individual Choice gun.
Also, keep in mind that it's obvious now that these bundles are always a good investment, and a simple way to get all of them for free is to buy two and sell one for twice the price a year later. But that's assuming you want to get into the trouble of selling this stuff on the various marketplaces. If anyone does sell or melt anything, please report it in this thread.
You still have 2-3 weeks to think it over regarding this bundle.
In the meantime, we have to start acquiring this armor in its various colors in-game. We need black above all, for the default Master Chief.
Gear - Deadlock - Patch Bundle $28.00
https://robertsspaceindustries.com/en/p ... le-Warbond

I bought three.
I bought a Warbond Stinger from the Concierge store.