Yep, I picked up the CitizenCon pack.
First real flight suit in the game. I think it looks ace.
Are you getting this, ysignal? Now that shubn and I have it, we can be your bodyguards and go bounty hunting at MT with F8Cs...
https://www.reddit.com/r/starcitizen/co ... flightsuit
OriginalVNM wrote:
You can store 2 med pens on it. Current build it's bugged and they attach in between your feet but that will get fixed lol.
Mrax_Thrawn wrote:
Since this is essentially a slightly redesigned UEE Navy flight suit from Squadron 42 there is one conclusion that can be drawn from this: Squadron 42 doesn't have medpens confirmed!
OriginalVNM wrote:
What? It holds 2.
Mrax_Thrawn wrote:
But they are between your feet, meaning it was likely an addition for the PU version (or is also broken on the S42 version, which I don't think).
Rosy-Red wrote:
Can you equip a backpack on it?
Only in PTU for now, but should be in Live within the next couple of weeks. Commanders should make sure they have at least one in their HQ hangar.
Hover Trolley | Star Citizen 3.24.2 Wave 1 PTU
https://www.youtube.com/watch?v=QkaEAtE3xXc
IceW4ve wrote:
Hover trolleys are actually usable, can be found at Distribution Centers. Enjoy :)
TheHud85 wrote:
There were trolleys in my personal hangar, too, with fancy new lights illuminating them to make sure I noticed they were there. I couldn't use them, but maybe now.
thecaptainps wrote:
I do find it a little weird they made these 12 SCU instead of 16 SCU, so it can only fit one 8 SCU or two 4 SCU.
idriveasmallcar wrote:
It will be difficult to operate more than a few hover trolleys inside the facilities as the pathways appear single lane. There would be lots of janky glitchy traffic jams if an org comes in to do business.
I bought the Pirate Caterpillar, Pirate Gladius, and another ATLS.
I bought it.
It should be giftable, just not meltable. At least mine is.
3.24.2 EVO Unofficial List of Additions
https://www.reddit.com/r/starcitizen/co ... _additions
In addition to the above, more upcoming features have also been datamined from this patch:
3.24.2 Evocati Datamine/Leak Thread
https://www.reddit.com/r/starcitizen/co ... g_producer
And the reason there's so much new stuff is:
3.24.2 is 4.0 Lite!!! (Straight from CIG Producer)
https://www.reddit.com/r/starcitizen/co ... g_producer
Don't miss the new QT music, it's great:
Evocati 3.24.2: New epic quantum travel music, entry and exit. Skip to 1:25 for exit music
https://www.reddit.com/r/starcitizen/co ... usic_entry
Dana White Reveals How Joe Rogan Joined The UFC
https://www.youtube.com/shorts/CE8z27-ev1o
Sounds like me and game criticism. I would have worked in any of the big sites for free if they would have had me.
Did I bother to apply to any of them? No. Because I knew the result. And because I am lazy when it comes to boring stuff like writing a CV and applying.
The Difference Between Good and Great Military Planning
https://www.youtube.com/shorts/dLxJtM4BS84
Zeus Tractor Beam (3.24.2)
https://www.reddit.com/r/starcitizen/co ... _beam_3242
Must-watch video. The Zeus CL has the coolest and best-placed tractor beam of all vehicles. The new vehicle team in Montreal is learning fast. I wonder how many ships will be reworked to function similarly.
I would upgrade my C1 to the CL in a heartbeat if I didn't need it at IAE to get its 2954 BIS paint. Once I have that paint, I'll upgrade it. Should only be a few bucks as the Zeuses are expected to sell for about $170.
https://robertsspaceindustries.com/spec ... cy/7224021
Magpie OAO @MagpieOAO wrote:
Helldivers started with a vision: "What if you were one of those random stormtroopers in movies?" and so the game was intended from the get-go to be tongue-in-cheek propaganda, comedy and half-hiding in terror from the overwhelming swarms of deadly foes and half-triumphantly blasting them with strategems.
The game shares DNA with Metal Gear Solid from its movement to the idea being to surgically eliminate enemies and accomplish your objective. NOT to cause an alert, but if you do cause one, to deal with it immediately and GTFO.
But the masses of players used to horde shooters and loot treadmills were befuddled by its design. They instantly assumed you must play on difficulty 10, you should be able to kill everything solo, easily, and they were getting overwhelmed which meant the weapons were underpowered.
Players fundamentally did not understand the game nor the mechanics of it. But found exploits to try to make it play like how they thought it should. When the bugs that allowed those exploits were fixed, they howled that the devs were destroying the game.
They didn't use stealth, they didn't use smoke, they don't avoid patrols, they even mock "Are we supposed to be running away the whole time!?" YES you are SUPPOSED to break contact and accomplish objectives.
The devs eventually caved and gave them what they want. Now I expect a short-lived boost before they go back to other horde shooters that have been better established and have more content.
TL;DR: Idiots jump into a game like ARMA and complain it's not COD until the devs make it COD and now they'll probably go back to COD.
Because they unironically bought into tongue-in-cheek propaganda laid on so dense you could use it as armor more effective than what the average helldiver is given.
https://robertsspaceindustries.com/spec ... -zeus-team
Anamatrix @Anamatrix wrote:
What I have seen so far they did an absolutely stellar job on this ship, the overall look and layout is really next level, you can see the amount of love and craft that went into it, it's super rich in details, and everything is interactable, absolutely amazing.
As of the end of September, the permanent additions to their fleets:
Main character: 2x ATLS, Sabre Peregrine, Nox (Foundation Festival 2024 referral bonus)
CULTCLONE-2: 2x ATLS, Nox (Foundation Festival 2024 referral bonus)
I bought two ATLSes with cash.
The RSI account for CULTCLONE-6 is now online and ready for use.
This clone will be primarily stationed in Klescher Rehabilitation Facility, Aberdeen (the current prison facility in Stanton as of patch 3.24).
Originally a dummy account created to get the referral gift (STV) during Foundation Festival (August 2023), this account was converted into CULTCLONE-6 by transferring a low-cost game package from my main account, along with changing the security settings and account email address.
In summary, this account has a C8X game package and an STV.
I finally thought of a caption for the last screenshot which really should have been obvious.
Home, grim home.
CitizenCon 2954 Digital Goodies Pack Now Available!
https://robertsspaceindustries.com/comm ... -Available
CitizenCon 2954 Digital Goodies Pack:
CONTENTS
Prologue
The Insomnia Best Game of All Time Award: Star Citizen
Thank you God
"There has never been anything like it"
How I Learned to Stop Worrying and Love the Wipe
The Chow Hall Drama
Too Good to be True
The Most Released Game of All Time
The Year of Chris Roberts
The Coolest Thing You'll Ever Own
Star Race, or The Whitest Game Ever
Go On, Play Some More Steam
Citizen Annihilation
The Birth of Quantum Gaming
The Project Game In Your Garage
The Greatest Screenshot Ever
The Greatest Screenshot Ever
When I saw this screenshot, that was used to advertise the 2023 CitizenCon, I knew instantly I was looking at the greatest screenshot ever. I saved it on my hard drive, and made a note to analyze it in depth in an entire chapter dedicated to it.
At first glance, it doesn't look like much more than a good space sim pic. The art direction is better than your average space game's (space games tend to have awful art direction, because people obsessed with space tend to be dumb, since space is boring), but that's about it. However, in every other space game, this pic would have been a bullshot, in the sense that none of its elements would be interactive. In other words, in another game this image would have been an illustration and not a screenshot. It is only in Star Citizen that you know this image comes from real play footage, and is real-time.
Every element in this screen has been chosen with care, and lined up with genius, to deliver the artist's message. And by artist's, I mean the photographer's. It's no accident that no other game has anywhere near as active of a photography scene as Star Citizen, and whoever took this shot is its king (and of course works for CIG).
Starting from the character, we see a detailed FPS armor. RSI's clean lines and high detail are a pleasure to behold, but a subtle pleasure. This doesn't give the visceral joy that e.g. Vanquish's armor gives. It's not that cool, because it's not supposed to be. This is no hero campaign armor, it's just an entry-level armor meant to be worn by thousands. But that's no reason for it to be ugly, as it would be in countless other space games: even the intro stuff looks good in Star Citizen.
But the point here is not the art direction. The point is... that Star Citizen has FPS armor, because it has FPS in it. That's what the photographer wants us to focus on, first of all, which is why the armor takes up almost half the screen.
So okay, the game has FPS. But so do many other games. What's the big deal over it?
Well the big deal is that space sims don't have FPS, or if they have it, it's crap. And that's before you even learn that SC has milsim-level FPS and survival-level mechanics, with fully physicalized item-placement on your armor. That, you don't get from this screenshot. But the detail of the armor hints at it.
Moving on, to the right of the character, there is a seat. This is a spaceship pilot's seat, and it's clear the character and the seat are inside a spaceship. In this game, unlike any other space game ever, the character can walk over, and sit in the seat, because the entire interior of the ship is fully modeled and simulated, and can be traversed as any FPS level. So now we have a milsim/survival game inside a spacesim with fully modeled ship interiors. And that's before you even learn that these ships—and ground vehicles—are the coolest and most detailed vehicles in all of gaming. That, you don't get from this screenshot. But the detail and lighting and mood of the ship interior hint at it.
Most surprising of all though, is the view through the cockpit window. If this were a mere "space game", as midwits are still calling it, all you'd see would have been a generic starfield (see what I did there). Instead there's barely any space visible at all (because space is boring, remember, and the photographer gets that), and the view is dominated by a moon's unusually detailed surface. Thus the photographer tells you that you can land your ship there, then get out of your seat and walk out on the moon's surface, all seamlessly, like the image itself is. And that's before you even learn that the game's Planet Tech V4 (which is about to be upgraded to V5) is the most detailed planet-generation engine in all of gaming. But the detail on the moon hints at it.
Even further away than the moon, perfectly lined up with it and the ship and the seat and the armor, is a planet—a gas giant!—Stanton II, aka Crusader. Being a gas giant, you can't walk on it, but you can walk on all the solid planets in the game, and you can fly through Crusader's clouds and land in its cloud city, Orison, where you can rest in your rented hab, visit shops and ship upgrade vendors, and even go buggy racing with friends for fun. None of this can be got from the screenshot. And I'd like to say that, if you got this far, you might have guessed it, but it would be bullshit, because no one can guess a design as monstrous as this. Even hearing of it invites disbelief; you have to see it with your own eyes to believe it. In short, we aren't talking about a game here, but an entire metaverse. And of course a single screenshot can't depict all of it. But this screenshot gets as close as it is possible to get. And that's why it is the greatest screenshot ever.
There's no way this effect is coincidental. You can't randomly produce such genius. Whoever lined up all the elements here knew exactly what he was going for, what effect he wanted to produce. And Chris Roberts signed off on it to represent CitizenCon 2023, and I wouldn't be surprised if he even ordered the exact scene composition.
The message is unmistakable, the image is clearly saying to us: "Step into this world, where everything is real", or at least works like reality. Look up the remarkable presentation of the planet-city ArcCorp in a past CitCon, where CR—having demonstrated taking off from the city's spaceport and flying to and landing on the space station above it—sums up everything by saying "And it's all real!", then correcting himself, because he's a smart guy and strong writer, not a bullshitter whose brain runs on hyperbole, "I mean not real, but digital, it's all there", meaning it's all modeled and simulated, not just a bunch of distant JPEGs as you'd see in any other game, cordoned off by invisible walls all around meant to funnel you down a couple of corridors at the end of which await a video clip and a game over.
That's what I call "invisible wall gaming", or Potemkin gaming for short. In Potemkin gaming nothing is real, nothing is simulated beyond a corridor or two, because the developers can't be bothered to simulate it, and the players can't be bothered to explore it, all of which is almost an entire other artform from Star Citizen, which is metaverse gaming.
Thus this stunning, genius screenshot draws a clear dividing line between the two artforms and audiences, between us and the Potemkin gamers.
They just want to play a game. We want to step into another world.
Bought an ATLS with cash.
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!
Bought an ATLS for CULTCLONE-5 (cash).
Great thinking! And now we have TWO hangars on microTech. The Cult Empire expands!
I also like smaller hangars for storing gear. They’re much cozier and convenienter than my XL football stadium.
I just created CULTCLONE-5 with the Cutter Starter Package. Unfortunately, I gave the referral to the org because I didn't read far enough down in the referral thread. I want to use this clone as a "quartermaster" for microTech. The way this will work is that I will store all the CULT gear in his hangar and station inventory on MT so that the stockpile remains accessible when I'm offline. He can also idle in his hangar during microTech events so that respawning players can pick up fresh suits without any need to distribute the suits to players ahead of time.
I bought five ATLSes (cash).
We're playing Blockade Runner on Saturday at 1 PM UTC. It's a brand-new event, but my understanding is that it shares similarities with the early phases of XenoThreat. We'll see how it goes. I have no idea what jurisdiction it takes place in, or anything about tactics or even what ships to bring. We'll have to figure everything out on the spot. New events are always rough for us, and I don't expect this to be different. That's all for now, see you on Saturday, cultists O7.
Official Event Page: https://robertsspaceindustries.com/comm ... ade-Runner
Big Trouble in Stanton
The CDF Needs You
Ruthless criminal factions are raiding low-orbit stations across the system, interrupting the supply chain and intercepting vast quantities of the critical resource Zeta-Prolanide. It’s a grim scene, but that’s where you come in.
The CDF, local militias, security forces, and even rival outlaws are gonna need to step up to break the enemy blockade, take these stations back, and secure any stolen resources.
Oh, and the cherry on top? Zeta-Prolanide deteriorates at a rapid rate, adding a race against the clock to an already tense situation. Your skills behind the stick are going to be put to the test, but we know you’re up for it. The system is counting on you.
From September 17 through September 30, players will get the chance to join the CDF in attempting to break outlaw blockades and liberate low-orbit stations across the system. Alternatively, if you're not too fond of the so-called authorities, you'll have a chance to pocket some credits through less-lawful means.
We already have a Profession: Piracy thread in the main forum, and general piracy info and comments should go there. For example the debate of piracy versus griefing (apparently, it's piracy if you steal and sell stuff or blackmail or ransom, griefing if you only kill people), or discussions on which ships are better for piracy, and piracy tactics etc.
Game time
This thread is for Stanton-specific talk, such as where to go to find victims, or where to sell loot, etc. And also, it's for the Stanton Pirate Commander, shubn, to tell us his general piracy plans, or plans for the next piracy-specific session, etc.
People can pirate any day of the week, as long as as they're using Cult Pirate Spec vehicles and gear. If you're doing it solo, you don't even need the gear, but when you team up with anyone from our org, everyone needs it. And you can do it without anyone's permission.
shubn, however, has the authority to designate certain Saturdays as Cult Piracy events. He can choose between 1 PM or 10 PM UTC, but he'll probably choose 1 because of his timezone. I have a plan for the 10 PM slot, but I'll unveil it later. To start with, probably all our Cult Piracy events will start at 1.
3, 2, 1, NOW!
This is how shubn can go about initiating a Cult Piracy event:
1. He makes sure there's no other Star Citizen event running on the day, in which we plan to participate. There's no problem with Battlegrounds sessions, however, with the understanding that he'll get fewer players that day. It's not a problem though because piracy is fun even with just two people.
2. If he has any particular plans/tactics for the day, especially if they're new ones, he shares them in this thread. If not, he doesn't.
3. He announces the event in the Scheduling thread, linking his tactics post, if any.
4. He pings the "Star Citizens" role on Discord in the #stanton channel with the same announcement, again linking his tactics post, if any, or this thread otherwise.
And that's it from his side. From my side, once I see all the above, I add the event on Discord using the Discord Events feature, linking his tactics post if he made one, or this thread if not.
Their loss, our gain
And that's it. He can launch the event as rarely or as often as he likes: every Saturday if he wants (as long as we aren't playing another SC event), or every two or three months at the rarest. Obviously, if he never runs the event, he'll have to be replaced. As Pirate Commander, it is understood that he enjoys piracy and wants to run it. If he takes a break from the game, he can designate a lieutenant to take over, but I'll talk about lieutenants later. For now, let's keep it simple to start with.
It is the Pirate Commander's responsibility to bring as many of the vehicles to the event as he thinks he will need to deploy his tactics. Participants should help as much as they can, but they can also just show up at Grim HEX with the Pirate Inquisitor loadout, without any vehicle. Of course, all Stanton Piracy events start and end at Grim HEX, the Cult Pirate HQ.
Home, grim home
It goes without saying that cultists can suggest tactics, in this thread and/or in-game. All I am saying is, on the day, whatever the Pirate Commander says goes, unless the Stanton SupCom or—gasp!—the Emperor decide to show up.
Profits from Cult Piracy events are divided as follows: 25% Cult Bank, 25% Pirate Commander, 25% Stanton Supreme Commander, 25% Emperor.
Any questions, post them here.
https://www.focus-entmt.com/en/games/wa ... e-marine-2
https://store.steampowered.com/app/2183 ... e_Marine_2
Saber Interactive wrote:
Embody the superhuman skill and brutality of a Space Marine. Unleash deadly abilities and devastating weaponry to obliterate the relentless Tyranid swarms. Defend the Imperium in spectacular third-person action in solo or multiplayer modes.
Now is the time to reshare this fleet meme
https://robertsspaceindustries.com/spec ... fleet-meme
Currently, the most efficient way to earn Merits in Klescher is to go far enough in the mines where the Comm Array doesn't reach, and start knocking out and looting other inmates (middle mouse button to knock out). This is around depths 7 to 9 depending on the route. You'll get a notification once you're deep enough, and the Comm Array icon in the top-left corner of your screen will disappear. What you're looking for is Hadanite, Dolivine, Tigersclaws, and Prison Shivs. Hadanite has the highest Merit value. Dolivine has about half the value of Hadanite. Aphorite has a very low value, so you don't want to bother with it most of the time. You can of course mine Hadanite and Dolivine if you find any, but I never do, so I stopped looking. If you do find a shiv, equip it, pull it out (hold 1 and select it on the wheel), and start stabbing inmates instead of knocking them out (middle mouse button for a knife takedown). Killing inmates will make it so that the ones you've already looted never wake up, meaning they won't waste your time with an empty backpack. Any extra shivs you find, as well as Tigersclaws, can be surrendered for Merits at the contraband terminals located at depth 1 of every route. Next to the contraband terminal is the ore deposit terminal, where you can deposit your hard-earned gems. And of course, you can take and complete oxygen dispenser contracts, for bonus Merits.
If you're stacking Merits with a patsy clone, you don't need to worry about the Comm Array, and can knock out or stab inmates anywhere in the mines. It will increase the patsy's CrimeStat, but since he's staying in Klescher, it doesn't matter. And he will eventually rack up enough time served to be able to leave at any time, in case he is needed outside. Attacking other inmates within Comm Array range will make the guards hostile, but you should be able to run past them, and getting killed by them resets their hostility.
Note that other players can knock you out and steal your shit as well, so make sure to stay aware of your surroundings, especially outside of Comm Array range.
You can see how many Merits you have at the commissaries, located right before the entrance to the mines, and at the contraband terminals.
The Merit cost for reducing a sentence is 3,600 per hour. You can use this to calculate how many Merits you need for a specific sentence, including the transfer fee: https://komarden.com/merits
Merits can be sent the same way you'd send aUEC. Some people might be wanting to buy some from you. This isn't a very common occurrence currently, but it could become a legitimate business once server meshing comes online.
Attempting to escape wipes your Merits, so you'll want to avoid using the patsy clone to practice escaping, unless he has few or no Merits.
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.
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.
Tremendous progress with server meshing tests: 3-server Stanton with 500 players works great, and 6-server Stanton with 1000 players is at least playable: https://old.reddit.com/r/starcitizen/co ... ng/lnzg41b
Agreeable_Practice_8 wrote:
3:500 run almost like in live with low delays but overall smooth. 6:1000 shard 010 was decent with long delays and desync (from 2-3 sec to 1min) but still much better than last week when you couldn't leave the habs or hangar, still there were some problems for some payers with trams, elevators and ATC. For example for me elevators were broken and I did a reset ptu character and after that it worked.
Inside Star Citizen: Alpha 4.0 - Engineering
https://www.youtube.com/watch?v=h8fKhnp ... XVyolQO3wj
Big ships are about to get far more complicated to run. But also far more powerful. This video gets into the complexity but not really the power boost. They’ve talked about that elsewhere, but basically the goal is for fighters to not really be able to do much harm to large ships without escorting in other large ships or bombers.
Lots of friendless players will soon be melting their large ships, though NPC crewmembers and AI blades have been promised for the far future.
Paints - Skullcrusher - 4 Paint Pack
https://robertsspaceindustries.com/pled ... Paint-Pack
Bought these.
There is also a pack that has pretty much every pirate paint ever for a large discount:
Paints - Pirate Paint Ultimate Seachest
https://robertsspaceindustries.com/pled ... e-Seachest
If you already have some of these, you can melt them and use the credit for the pack. I did this and saved a few bucks, with which I'll buy some gear.
The one official pirate paint missing from the pack is the 400i Meridian. People are asking why it's left out. I think it's a clerical error. So unless they notice it and put it in, only way to get it is from the grey market for about $40 I think it is.
The pirate paints are only offered once a year for a week, so if you want something, try to buy it now. The Cutlass Black or Gladius paints are good choices if you only want to buy one or two. shubn and I have all the bigger ships and paints, so you can ride along with us.
What's Going On With PlayStation?
https://www.youtube.com/watch?v=TUA7fmkbLCk
CIG never mention about "SLAVE cells" What's that?
https://www.reddit.com/r/starcitizen/co ... whats_that
Pic from a recent Pyro ISC that briefly mentions slavery.
Valkyrient wrote:
Likely it's just an illegal commodity. Pick them up from Grim HEX, smuggle them through the jump gate to Pyro.
Snarfbuckle wrote:
More the other way around, the major corporations need cheap labor after all.
BoabPlz wrote:
Hurston gonna Hurston.
vorpalrobot wrote:
Slave smuggling operation go brrrr
Armored_Fox wrote:
Probably buying and selling slaves, they do want to give you the option to be evil. Hopefully we can also free them.
Armored_Fox wrote:
Haha, probably just a commodity, but who knows.
Imagine having to worry about your NPC crew getting kidnapped though...
Mazon_Del wrote:
In "Death of a Spaceman" it is indicated that in the event that you eject from your ship you get one of three outcomes.
- If nobody picks you up, you just fade to black and wake up in a hospital.
- If a friend picks you up, they can let you out.
- But if bad person picks you up, then you can be in an enslaved state.
In the event of the enslaved state, realistically what will happen is the player in question will basically ask "Your options are to play with this, pay a ransom to be let go, or just die and wake up somewhere else in a hospital." Though possibly there will be something similar to the prison mechanic where you aren't a slave of another player, but of some NPC entity till you work off your debt.
Presumably NPC crew might eject as well, and thus can be captured as slaves too.
InconspicuousIntent wrote:
Just found my whole game loop: busting players out of those places and then trashing the place, as spitefully as I can. If I can leave a poop on the floor I will.
Herpderpmcderpalerp wrote:
Better start with lorville
Kazeite wrote:
No, no, those are not slave cells. Those are non-compensated worker holding facilities.
Thedogsnameisdog wrote:
You know how much I hate the S word.
Alright, the "prisoners with jobs".
Chance_Adeptness_832 wrote:
They get free food and lodging!
mrchooch wrote:
13th amendment has entered the chat
_Mark_Lewis_ wrote:
Hope they add Exotic Dancers - Male as a commodity also! Loved to gift those to my friends on their birthday in EVE Online.
thebigdustin wrote:
I would always carry at least 1 exotic dancer in every ship of mine in EVE. It would be pretty funny if we got something like that as a little nod to EVE.
jez345 wrote:
How else do you expect to deliver organs fresh?
WeekendWarriorMark wrote:
This has been talked about in the past. Mostly if you look for lore re: USS Olympus (like this one from 2014 https://robertsspaceindustries.com/comm ... Nul-System) or the Banu. Essentially outlaws or non-player factions in general vary in how bad they are for immersion and variety reasons. Like how on Hurston you got turbo-capitalism that only focuses on quarterly gains while disregarding the planet or workers' wellbeing. Or how the different gangs in Pyro are differently bad. The UEE and Xi'an have outlawed it; the Banu turn a blind eye in some of their places.
TL;DR: It's going to be a trade commodity outlawed most places that us players likely can buy and smuggle in the future and a storytelling/ambience element.
HappyFamily0131 wrote:
I don't think OP was asking what slavery is or why slavery would get mentioned in connection to the game, more like what literally is the purpose of that box and why use it. Like is it a stasis pod or are the occupants conscious? Is it single-occupant? Do they have g-force limits while in the cell? Can they be exposed to vacuum or a solar flare and be okay?
I can get that the real answer to "why a slave cell and not a slave" might be so that CIG doesn't have to make NPC pathing work just yet, but what's the lore reason to transport them that way?
WeekendWarriorMark wrote:
I mean we have jail stasis cells in that Caterpillar mission. Having an outlaw variant was a certain. Ultimately it's more secure, space efficient and yeah less to worry about for the server and building dedicated prison ships is sort of a waste tbh too.
Cloakk-Seraph wrote:
If anyone remembers the CR game that was the spiritual father to SC called Privateer, they'll know this was gonna come sooner or later. Can't have slavers without cages.
freebirth wrote:
Yes they have, you just didn't see it.
Slavery is one of the many horrible things that happens outside of UEE space.
Jean_velvet wrote:
You will (it'll never get deployed) be able to capture and imprison NPCs and players for transport. This is the criminal end of that.
The-Deevis wrote:
Hawk and Cutty Blue both use different kind of "custody containers". I think Zeus MR also has room for such; but those in the picture look more like the Mad Max version of the known prison pods.
drizzt_x wrote:
CIG has talked about slavery in game since the first year of the project. Granted, not frequently, but it's always been a planned thing.
mcchink008 wrote:
Gonna stack slaves in my hanger
AdSalt9365 wrote:
Don't worry about it, just another feature that won't be in the game until we are all dead. Feel free to tell your grandchildren to look forward to it, though.
ZZGooch wrote:
In Privateer you'd destroy a ship, tractor beam the escape pods and can sell them at black markets as slaves. Was the highest selling commodity.
If you did this a few times you would end up with negative affiliations and couldn't go to lawful space anymore without being attacked by police.
Eventually bounty hunters would chase you everywhere too. Pretty cool mechanics for 30ish years ago.
Dig-a-tall-Monster wrote:
Everyone is focused on how you can play the evil role with this, but this also potentially enables you to play a slave liberator. It just depends on how they manage what the slave pods actually are. Like, is it just a bounty pod reskinned and has an NPC inside who's catatonic and can be revived and released? Or will it simply be a sort of black box experience with a crate model that doesn't open and just says "slaves inside trust me".
e3e6 wrote:
the entire game is a slave cell
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:
Last year's Meridian ones were also super-cool:
Check out the Hercules in close-up:
Evil as all hell.
And the year before there was the Solar Winds trio:
Close-up of the Avenger:
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.
I also threw in the graffiti Corsair, even though, again, it's not explicitly a pirate paint.
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.
And finally there's the uber-exclusive Aurora Dread Pirate/Blackbeard Stealth.
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.
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.
Pirate Inquisitor
GROUND SPEC
Exact same gear as regular Inquisitor but with Star Kitten "Sally" Helmet [Subscribers] [$$$] and Sinkhole Backpack [Skutters] [2,090]
SHIP SPEC
Interdiction: Mantis (Skullcrusher) [New Deal] [3,402,000]
Light Salvage: Vulture (Skullcrusher) [New Deal] [2,646,000]
Light Fighter: Gladius (Solar Winds) [New Deal] [2,381,400]
Interdiction: Avenger Warlock (Solar Winds) [New Deal] [2,249,100]
Combat Freight: Cutlass Black (Skull & Crossbones) [New Deal] [2,116,800]
Interdiction: Avenger Stalker (Solar Winds) [New Deal] [1,719,900]
Interdiction: M50 Interceptor (Skullcrusher) [New Deal] [1,499,400]
Light Freight: Avenger Titan (Solar Winds) [New Deal] [1,358,280]
Pirate Master Chief
GROUND SPEC
Exact same gear as regular Master Chief but with The Butcher Helmet [Loot] [N/A], Clash Core/Arms/Legs [Loot] [N/A] and Sinkhole Backpack [Skutters] [2,090]
SHIP SPEC
Heavy Ground Bomber: A2 Hercules Starlifter (Meridian) [Crusader] [44,296,876]
Bomber: Vanguard Harbinger (Solar Winds) [New Deal] [11,510,100]
Interdictor: Vanguard Sentinel (Solar Winds) [New Deal] [10,914,750]
Dropship: Vanguard Hoplite (Solar Winds) [New Deal] [9,327,150]
Stealth Bomber: Eclipse (Meridian) [New Deal] [7,938,000]
Exploration: Corsair (Dying Star) [New Deal] [6,552,000]
Heavy Fighter: Scorpius (Skullcrusher) [New Deal] [5,443,200]
Pirate Captain
GROUND SPEC
TBA
SHIP SPEC
Military Transport: M2 Hercules Starlifter (Meridian) [Crusader] [29,484,000]
Medium Freight: Mercury Star Runner (Meridian) [Crusader] [12 285 000]
Heavy Fighter: Scorpius Antares (Skullcrusher) [New Deal] [5,216,400]
Anti-capital: Ares Star Fighter Ion (Meridian) [Crusader] [4,725,000]
Anti-capital: Ares Star Fighter Inferno (Meridian) [Crusader] [4,725,000]
Pirate Commander
GROUND SPEC
TBA
SHIP SPEC
Transport: Caterpillar Pirate Edition [RSI] [$$$]
Pathfinder: 400i (Meridian) [Astro Armada] [11,466,000]
Pirate Supreme Commander
GROUND SPEC
TBA
SHIP SPEC
Expedition: 600i Explorer (Sterling) [Astro Armada] [27,231,750]
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]
The Headhunters gang, from a recent ISC. The middle one will be our Pirate Commander, and I am looking at making the right one the Pirate Captain. I wouldn't mind using the left as well, but he has no spacesuit so I don't see how we could use him. In fact the right one doesn't seem to have an undersuit either... but maybe he has breathing gear under his face cover.
Maybe there are more of them, because the Dusters and Nine Tails have five types each. I'd love to see two more of them.
Thanks icy, I’m glad you’re liking what you’re seeing. I’ve been meaning to get a demo to the CULT for a while now but I’ve been putting it off since I want it to be as polished as I can make it. It’s coming along though, hopefully I’ll post it in the Discord server by the end of the month.
I’ll look into those targeting arrows as well.
Teaser video from RSI Twitter (Blockade Runner event?)
https://www.reddit.com/r/starcitizen/co ... ade_runner
Looks like we're playing Blockade Runner on Saturday. We should know more tomorrow, when Pirate Week also starts.
I wonder in whose jurisdiction it is. If it's in no one's, like the jump points, it's in the SupCom's, meaning for Stanton, me.
Steam page is up: https://store.steampowered.com/app/2957720/Neon_Inferno
Announcement Trailer
https://www.youtube.com/watch?v=-tXBjDu ... XVyolQO3wj
@SolCresta3405 wrote:
Contra meets Wild Guns? John Wick meets Blade Runner?
@SimpleSlave wrote:
And no Roguelike, Roguelite or Procedural Nonsense tags anywhere to be seen. Fantastic! and Wishlisted.
Cult Engine 3 Dev Log 457
https://bouncyrock.com/news/articles/ta ... ev-log-457
Ree wrote:
Greetings all!
I’m still working to get my footing after a year away, but starting to find my stride once more. I’ve been working on the Shogun Palace on and off since it was announced and pushed up a version for testing before the weekend. We’re nearly there, but after some feedback, we realized it still needs more props and some tweaks to feel complete. Dwarf has taken up doing some more props and I’ll be joining him as well to fill in the rest making this a fairly massive set, allowing for some new interesting adventures both in Fantasy and in Modern settings.
We’ve been working with Istallri on various things, and he was kind enough to build out an area and give us some feedback.
Here are some screenshots from the aforementioned build:
We’re close to having something shipped and will let everyone know once it is imminent.
The Summoning of a Raven | Star Citizen 3.24 PTU
https://www.youtube.com/watch?v=BIyFrstzfQQ
Look how cinematic the hangars are now! Wait until the end, when the lights come on!
Nothing like this has been seen in a base-building game before. Imagine how cool the actual bases will be!
It makes Rust look not merely old but ancient!
Project Sigil | D&D Direct 2024
https://www.youtube.com/watch?v=S30eeOS ... XVyolQO3wj
It's basically somewhere between Cult Engine 3 and 4, which is why I labelled it 3.5. It's much easier to build something good-looking with than CE3, because it's not so blocky, and the minis are also much higher-fidelity than Hero Forge.
But the game-changer is that they're launching with an official mini-adventure, Danger in Dunbarrow, and will be releasing more and more of them. None of the other 3D engines have this yet. And the fact that they're giving you the Baldur's Gate 3 characters will draw in many CRPG fans. Who wants to wait another half a decade to play BG4? This thing will get many people into GMRPGs.
I will probably save it for our D&D games. We'll see how things go. I'll be keeping a close eye on it.
It won't be ready for anything but the handful of brief adventures it will launch with for at least a year, if not two. By that time, we'll already be playing side-adventures in CE4.
AIRWAVES ─ Cercle Intérieur │ Star Citizen Low Fly Acrobatic │ Cinematic 4k Ultrawide
https://www.youtube.com/watch?v=Izx-wQSpuHM
Didn't know you can low-fly on asteroids.
Also showcasing a lot of the new water effects that were made for this.
Great music.
Mesmerizing.
Inside Star Citizen: Alpha 3.24.2 - Zeus and MFDs
https://www.youtube.com/watch?v=zHYhi7s ... XVyolQO3wj
Cloud Imperium Games wrote:
With their release just on the horizon, join us today for an in-depth look at the current state of the first two RSI Zeus MK II variants. Plus, get a sneak peek at new interface changes coming with the MFD rework.
@delkenobi wrote:
This Zeus effort is next-level ship design... wow!!!
Star Citizen Wiki wrote:
The Zeus Mk II series is a set of ships manufactured by Roberts Space Industries intended to compete with other ships of the same class, such as the Spirit. The series is named in homage to the first commercially available spaceship equipped with the Quantum drive, the Zeus, built by Roberts Space Industries in 2140. The Zeus Mk II has a passing resemblance to the original Zeus, with a more angled design.