https://www.reddit.com/r/starcitizen/co ... o_for_real
VagrantPaladin wrote:
NPCs now have limited ammo? For real?
I heard a YouTube content creator claim that since a recent 3.23 build NPCs now no longer have unlimited ammo. I did not see it in any patch notes, but may have missed it.
If true, that is simply amazing! I know they can pick up weapons and they can heal their buddies. Do they run out of med pens too?
Tactical_Ferrets wrote:
There's a lot of things added to patches that aren't in the patch notes. If CIG added everything to the notes, they'd be a few pages long.
Alex_Mason1212 wrote:
The patch note section was referring to NPC ships not FPS ammo, NPC ships in 3.23 no longer have unlimited capacitors/ballistics. I'm assuming we're going to see the ground NPCs with limited ammo soon considering the distribution centers have non-interactable ammo boxes around and it was mentioned at CitizenCon and supposedly everything shown there is coming before October o7.
Edit: In the Pyro Playground the hangar 13 mission had ammo containers and the NPCs would loot corpses for ammo and actually equip it on their armor.
CptKor wrote:
Heard the same thing and I think it will be a welcome change. It does make you wonder if the AI will be smart enough to conserve their ammo though. Can't say I know a lot of games that limit AI ammo.
Inside Star Citizen: The H2O Show
https://www.youtube.com/watch?v=TqMkt1JIvRs
Star Citizen 3.23 EPTU | Character Water VFX and Physics
https://www.youtube.com/watch?v=AEZRUHyoCec
I can't think of any game with comparable water simulation. And it's only the beginning. Don't miss these videos. You haven't seen anything like them.
Ghostrunner is free on Epic until April 18th: https://store.epicgames.com/en-US/p/ghostrunner
Forgot to mention last week that I bought an Anvil F7C-M Super Hornet with aUEC. I also exchanged my C8R Pisces Nightbreak paint for store credit and bought the Frostbite paint for Super Hornet as well.
For the Stitcher armor, I checked in game and it has 6 magazine slots. I fixed it on the wiki.
As for the Lynx Core, since it's light armor, it indeed only supports light backpacks.
The Outer Worlds: Spacer's Choice Edition is free on Epic until April 11th: https://store.epicgames.com/en-US/p/the ... ce-edition
Thief (2014) is also free on Epic until April 11th: https://store.epicgames.com/en-US/p/thief-5bb95f
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This backpack doesn't look bad at all for the Ranger as option for something larger than the small backpack we've given him. I need to see it in the flesh though because good photographers can deceptively elevate the material. I can't even make out its color in that light.
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If your ability to temporarily downgrade your rank to play for a day as a lower rank messes with your immersion, here’s a quick lore fix for it: Cult Officers routinely gear up as lower ranks in order to check incognito that everything runs smoothly at all levels of the organization. Even the Cult Emperor himself has been known to don Inquisitor gear and fight on the frontlines on occasion.
Same with the industrials ranks. These people are just too perfectionist to fully trust anyone, and they therefore often zoom into every aspect of the org to ensure they’re running perfectly. Which is exactly how I am irl btw, everyone who’s ever worked with me on anything knows this.
Which is also how Chris Roberts is, by all accounts. Everything that goes into the game has to be signed off by him, and past employees complain on corporate review sites that he micromanages everything. He would love CULT.
I removed the Mule and the Avenger Titan from the Inquisitor, and the C2 Hercules Starlifter from the Captain because these aren’t combat vehicles, they’re industrial vehicles that I will give to the various Contractor Specs that I’ll be updating soon. These will become as detailed as the military specs as I’ll be distributing all the industrial vehicles between them with as much care and thought as I’ve put into the military ranks.
So if you’re in combat gear and want to use a Mule, use an Ursa instead. Use a Cutlass Black instead of an Avenger Titan, and an A2 or M2 instead of a C2. The industrial vehicles should only be used when there’s no expectation of combat, and you should be kitted out in Contractor gear when using them.
That said, there are rare but legitimate scenarios when an industrial vehicle simply should be brought into a warzone, or a combat vehicle into an industrial operation, and in such cases the decision will be made by the CO on the spot, and will be followed. Use the listed paints, if any, when utilizing these vehicles, as normal.
What does the Cult Bounty Hunter do?
He brings the ships that have prisoner containment cells, for when The Cult needs to apprehend someone, namely the Avenger Stalker (6 cells), U9C Hawk (1 cell, because it's also a capable fighter), Cutlass Blue (12 cells), and the upcoming Zeus Mk II MR (2 cells) which can be thought of as the "capital ship" for bounty hunters (it can also carry a lot of cargo and ground vehicles, and multiple bounty hunters).
I modeled his armor out of Garman Humble's.
This is a masterwork of fashion design because each piece of armor is taken from a different line, yet they all mesh perfectly together and look as if they'd been designed to work together from the start. AND at the same time they mimic perfectly the source material's (Star Wars) while being far superior to it. Truly whoever put this getup together has an amazing eye.
So what you're seeing in that pic is the Paladin helmet, Microid core, DustUp arms, and Lynx legs. Impossible to tell what undersuit he's wearing, so I gave him the Scaleweave which I think fits him perfectly in the sense that, if he removed say his arm or leg armor, what would be revealed beneath would still look like it belongs with the rest of the pieces.
So far so great, BUT there is a problem. The Microid core is extremely hard to get. It can only be found in lootboxes, and even then rarely. And since there are multiple variations of it, the chances of finding the precise one that matches all the other pieces are even slimmer.
The solution? We'll use the Lynx Core Base instead, that can be bought in stores like all the other items (except the helmet, which must be bought in the Subscribers Store). This is what this version of the getup looks like, though unfortunately his rifle obscures the core:
You get the idea though, it is a very stylish getup that looks very different to our military ranks, and even the rest of the specialists, so when a Bounty Hunter shows up, you know he's a special kind of dude here to do a special kind of job. And of course you can also use him on a daily basis when hunting bounties, if you want, even though the prisoner mechanics aren't in yet. Whether he would look cool in the typical medium of heavy fighters we use for bounty hunting is another question; my sense is that the Pilot Spec for your rank is a much more suitable loadout for these jobs. It looks cooler in a fighter, and it's also easier to get and cheaper, and faster to put on. But if you need an occasional break from that outfit and feel like wearing something else, or if you also expect to get off your ship and hunt someone on foot or in a ground vehicle, definitely the Bounty Hunter loadout would serve you best and look cooler.
I haven't given him a backpack yet because I'd need to see them in the game first (I made this spec entirely via googling and haven't tried it in-game yet). I suspect that either the standard CSP-68L (not the ones we've been using for the soldier ranks via the Subscribers Store but the one you can buy at Cubby Blast), or the CSP-68M that the Inquisitors use (again from Cubby Blast), will do fine. Failing those, maybe the Technician's Sinkhole can be used here too. The problem is that the Bounty Hunter's core is small, so I am not sure if it can take anything bigger than the small backpack. We'll have to test all this stuff, so throw some pics up if you do.
I picked all his longarms from the Subscribers Store because there are some cool variations in there that I'd like to put to use, and they would distinguish him from the rest of the ranks. For the large one I've given an option between grenade launcher and sniper rifle, and for the regular one I've given him only a shotgun. I'd like to add a regular rifle to the shotgun option, but there's nothing in the Pledge Store or Subscribers Store that would fit the rest of the guns, so we must find something in the in-game stores. Whatever it is, it must match the rest of the guns, and be ideally different from all the guns we already use in other specs. Let me know if you can propose anything.
I haven't entirely given up on the Microid core either. In fact I have another picture to show that has the Microid core AND Microid arms, and it looks banging:
First though I want to see how it looks with the Lynx core. Maybe it'll be entirely satisfactory. That would certainly make things easier. If not, maybe an entirely different core can be found. One of the Aztalan cores might be worth trying, for example: https://starcitizen.tools/Aztalan
I am also mulling a decision to give the Bounty Hunter several core/arm options to choose from, so that bounty hunters would arrive on the front with quite a bit of individual customization in their look, so that even if you got several of them together, they wouldn't look identical like regular soldiers, which would fit them much better.
So if someone wants to spend time looking for Microid pieces in lootboxes, he can use those, and if others prefer to grab some stuff from a shop, they can do that. And I will list in the spec ALL available options, so there won't be a confusion: same as I do with some of the specs' weapons, and indeed with the Bounty Hunter's own weapons.
Note that I have NOT yet decided on this setup. For now, use what's in the spec, and we'll take it from there. I need to see the various options in-game first, or at least pics of them.
And on the OTHER hand, the Microid armor is such a stunning piece of kit when viewed in its entirety that I am not sure I'd want to cannibalize it. If I could find some other job for it, for a new spec, and if it can be purchased fairly reliably in the black market (black is in-game, grey is out of game with cash), or if perhaps it can be looted more easily in Pyro, then I'd rather save it for a separate spec. I am thinking if at some point you can bed log in outposts and settlements, the Microid dude can be based there and act as our "embedded" local connection or whatever.
I remember buying this from a store years ago, finally pieced it back together.
https://www.reddit.com/r/starcitizen/co ... _years_ago
Pyromike16 wrote:
Tusken raider vibes. Where'd you get the parts?
benjamindawg wrote:
New mercenary contracts in Hurston and microTech will take you to the new Duster settlements. They wear Microid and Lynx armour mixed together with some new clothing. I've seen the "leader" spawn in with Paladin helmets three times so far :o
Bought a grey market Reclaimer from Star Hangar (on the Impound it was about $80 more). It’s a special edition with purple accents (Best In Show 2949), so the only way to get it was the grey market. Good price too, I am very happy with the purchase, and now I finally have the XL hangar which will be The Cult’s Galactic HQ on ArcCorp until we can move to better digs. I’ll have more info up shortly on how this will work.
Multiplayer is just around the corner!
https://www.kickstarter.com/projects/no ... ts/4017259
Please note these environments are more detailed than Star Citizen's. To be sure, we aren't rendering entire planets (yet). But still. There is a point in the video below where he zooms out almost to orbit. In fact the language they use to describe how their engine builds the world sounds the same as that used by CIG to describe their planet tech tools.
Cult Games Paris wrote:
New water system and generating believable maps
Remember how lakes looked in the first version of the Menyr beta? Well, here they are now, more realistic than ever! The water system aligns with our new generation engine, which uses erosion to detect where to place rivers of the right size, follow elevation realistically, and position lakes at various heights along the way. Speaking of our generation engine, you can now use Land Forms to create easy-to-use shapes, which will influence the engine to generate a map exactly to your needs. For now, generating a new map takes a bit of time because it uses your CPU to calculate (from 1 minute to a few hours, depending on how highly detailed you want the map to be), but we are working on a way to reduce it to only a few seconds by switching to GPU-based calculations. In the end, your players will only need to download your map to come play and won't have to go through the generation process.
Vorkalth Grimsbane wrote:
They'll pay for what they did. And for what they didn't.
Igneous wrote:
No firepower without fire.
Draigh Maganti wrote:
There are more things in this world than are dreamt of in your philosophy.
Darian Lightbringer wrote:
Through the deepest darkness, I'll carry forth the Light.
Adaranth Killoran wrote:
Kill them all. The gods will know their own.
Akron wrote:
Don't bother me or I will ruin your day.
Darin Zayne wrote:
I do not kill, I release death.
Wulfric Giantheart wrote:
Time is the fire in which we burn.
Ionra Dresar wrote:
You call my body beautiful, but my mind is even more.
Thorne Ironsoul wrote:
I'll stay true to the end.
I also like you’re making themed parties. This type of experimentation isn’t normally possible in a roleplaying group because each player has his own idea of what character he wants, and what are the chances that 4-6 people’s ideas will mesh in a distinct theme? And the official adventures and campaigns are designed to utilize a balanced combination of all 4 main skill groups (fighter, wizard, cleric, rogue). So Master of Heroes was made to escape such constraints and allow wild experimentation with themes and parties. Someone could take all the wizards and make a 5-wizard party! How did these wizards get together? Where are they from, and where are they going? What are their plans, and what do 5-wizard tactics look like anyway? You can’t realistically try this in an official adventure or campaign, but you can try it in MoC Scenarios and in the entire MoH layer.
And all the while you have the pirate party to follow on the overworld, and the ninja party, and the paladin and antipaladin parties, and multiple campaigns with other parties running simultaneously, and whole galaxies away you have freakin’ aliens and predators and blade runners, and it’s just the most incredible artistic universe ever.
I just need to keep myself in good health and good spirits so I can bolt the whole thing together and get it running. Believe it or not, it’s really almost done.
You took all the pirates and ninjas lol. Nice. You could even combine them in a massive pirate-ninja party lol.
I need to post the rules on how gifted heroes are replenished. It’s not easy, it takes a lot of time, and it’s very random which classes come up. It won’t be anywhere near as easy as simply replacing the taken ninja with a new ninja. It could be irl years before a new ninja appears on the list and becomes recruitable. I want it to be a major event. “Damn, did you see what happened today on Battlegrounds? They rolled a new gifted ninja!”
I also need to explain some things about parties. You’re not SUPPOSED to make all-gifted parties. It’s more like the gifted are meant as party leaders, and even org/faction-leaders or even kings and queens. That said, an all-gifted party would be a guilty pleasure, which is why making such a party for myself was the first thing I did when I finished the rules for it. It will utterly destroy any MoC Scenario you throw at it, since these scenarios were made for four 20-point buy characters and you’re throwing four 30-point buy ones at it! And how is this balanced, you may ask? It’s not! That’s why it’s so awesome! And you can afford to do this in metaverse games like Battlegrounds and Star Citizen because their worlds are so large and the opposition basically infinite, so that no matter how OP you start out with or manage to grow, the game will still eventually destroy you (insert Rocky quote here).
Killstreak wrote:
...
Haragawa Rie wrote:
You can always die. It's living that takes real courage.
Sakizuki Naoshi wrote:
I know nothing of surpassing others, only how to outdo myself.
Gable Raith wrote:
Calm down or I will calm you down.
Seraphina wrote:
I didn't choose, I was chosen.
Rain Gravewalker wrote:
The good can be found in the darkest corners, if only one remembers to turn on the light.
Ultimate Edition wrote:
Though they are dark-cloaked bringers of death and hybrids of hunters, inquisitors, paladins, and slayers who instill fear in both the living and the dead, most vampire hunters do not survive their first encounters with vampirekind, as no amount of study or training can truly prepare one to face the Nobles of the night.
Gresselda wrote:
Relax... it's only magic.
Tellanua wrote:
I see dead people.
Glarrumir Orebrew wrote:
Boom!
Aaron Gauntlett wrote:
You talkin' to me?
Granger "Captain" Deadeyes wrote:
When in doubt, shoot the wizard.
Wyatt Gold wrote:
You bet!
Fixed it. I also noticed that the wiki says the Stitcher only has 5 ammo slots, so I took the Individual Choice ammo down to 2. The wiki is often outdated on armor data however, so this might be wrong.
As always, the updates only show in the OP, not in my earlier post.
The gun in the pic is the FS-9 LMG. Hard to tell which color with the lighting, but I'm pretty sure it's the default loot-only one.
Inside Star Citizen: Vision Revision
https://www.youtube.com/watch?v=nGFfnqEii08
The various lens and visor HUDs customized per manufacturer take attention to detail and world-building to a whole new level. Other games don't even have distinct VEHICLE manufacturers, and here we get distinct CONTACT LENS MANUFACTURERS FFS!
Changed my mind and gave him the pirate backpack. The colors just look better with his clothes.
I just found out that an entire brand-new two-handed tool was added to 3.22 without me knowing!
Cambio SRT
https://starcitizen.tools/Cambio_SRT
Star Citizen Wiki wrote:
The Cambio SRT (Salvage and Repair Tool) by Greycat Industrial is a dedicated handheld tool to salvage and make quick repair on vehicles. It can collect and convert alloys and polymers found in scrap into recycled material composite that can either be sold or used to make quick repairs.
The Cambio SRT offers rapid stripping speeds and an impressive battery life, making it an essential gadget for mechanics and spacefarers.
I plan to purchase ALL ground vehicles and arrange them around the fringes of the massivest hangar. And THEN I plan to stick AS MANY ships as possible on the hugest landing pad available. And THEN I plan to collect ALL the box cargo types and stack them in a corner, and THEN I plan to display every item and piece of gear or whatever in another corner. And then I'll take some pics and post them online under the title "Cult Hoarder" to match the game's upcoming name change to "Star Hoarder".
Here's a discussion on how I might be able to make all this work, functionally: https://www.reddit.com/r/starcitizen/co ... r_thoughts
vangard_14 wrote:
Hangar thoughts
I was thinking about my hopes for personal hangars, and was remembering that I wanted to be able to just have multiple ships laying around in different spots in the hangar. Do we think you’ll be able to make this work somehow? Maybe flying ships from a station and landing in your hangar and arranging them while never actually calling the lift? I’m thinking to make this work you’d have to set spawn to the station and just park then backspace repeatedly. Im really hoping this is at least possible. Even if it means maybe having to go to different places to call ships that you couldn’t fit to keep it from messing it up.
malogos wrote:
We really need multiple pads in the instanced hangars to pull up multiple ships at the same time.
Dangerous-Wall-2672 wrote:
Like the old days. I remember when we had to manage our hangars through the RSI site, but the hangars would dynamically expand to accommodate the ships we had loaded in at once.
The_Fallen_1 wrote:
It is something I think they plan on properly having eventually when they implement more hangar types, but for now it looks like you might be able to do it if the hangar is large enough that you can take a ship fully off the ship elevator before calling up another one.
So I suspect in the larger hangars you might be able to have one big ship on the elevator and one or two small ships tucked away at the sides where there's not much going on. You might be able to fit more in by landing them, but you'll probably lose access to the ship elevator.
ElmerFett wrote:
They've already said we would be able to call up multiple ships. Except, the way they suggested was to call up a ship for a friend to fly off in, then call up another for either yourself or yet another friend. You should be able to do all this from the terminal in the hangar itself.
They even suggested doing that with ground vehicles until they can get the freighter elevator working to its full intentions. Vehicles were originally supposed to be included in the freighter elevator but that part was delayed until they could get it functioning better. Spawning ground vehicles from the landing pad and driving them off to the side is a temporary work around.
So what we really don't know yet is how much extra room we're going to have. I imagine some of the larger hangars will have extra room but I'm not sure about the smaller ones.
EastLimp1693 wrote:
I want it so badly. I literally have at least two ships as "garage queens".
https://en.m.wikipedia.org/wiki/Star_Citizen
Wikipedia wrote:
In July 2018, a backer initiated a small claims court case against Cloud Imperium Games to refund US$4,496. It was reported that he had "grown disillusioned with the title's numerous delays, broken promises, and changes in scope". He argued that changes to the game would limit his ability to play due to disability. In court, Cloud Imperium Games argued that the backer's involvement in an early tester program called "Evocati" proved that they were actively providing a product to him. When an arbitration clause from the project's terms of service was brought up, the backer argued that he was covered under the original terms of service as he had backed the project prior to changes to the terms of service. Cloud Imperium Games provided evidence that a "vast majority" of the backer's purchases were made after the change and that he would have had to accept the revised terms of service when making any new purchase. The judge presiding the case sided with Cloud Imperium Games and ruled against the backer. In a Forbes magazine report from May 2019, it was alleged that the backer continued to purchase ships after the lawsuit was closed.
Leak: personal hangar size assignment
https://www.reddit.com/r/starcitizen/co ... assignment
bmemike wrote:
This feels very much like a "version 1" limitation and probably not something to worry about.
Otherwise, new players would never get a hangar that would accommodate new ships they purchased.
WarpTroll wrote:
They used to sell just the hangar, for I think $10 back before the PU existed.