But first, take a look at our current memberlist and rank distribution: https://robertsspaceindustries.com/orgs ... LT/members

As you can see, I figured out how to edit the rank names, so now we have on our official RSI page exactly the rank names we use: Master Chief, Commander, and Inquisitor. In addition, you can see the new Clone rank, which will act as a type of Joker, since it can be used by anyone of any rank. This of course means that it must have gear of all ranks stored in its inventories. As for vehicles, the clones will mainly focus on industrial vehicles which the other ranks won't generally be buying because it's a waste of money for them when they can just hop on a clone at any time they feel like doing some work. Occasionally though, we might buy some military vehicles for the clones too, but only out of necessity, as we recently did with an A2 we bought for CULTCLONE-1. Ideally, all the Commanders would have A2s, but since during the earlygame that's tough because it's very expensive, we made an exception, and there will doubtless be more such exceptions down the line.
Also note that there is space in the ranking for two more ranks: 1-star and 4-star. I plan to eventually use the 1-star/Soldier rank for people we pick up from inside the game or places such as Reddit and Spectrum, and the 4-star for an Ubercommander/Overlord rank that will be able to operate more independently than Commanders, and take out capital ships and launch operations without my direct involvement. Also, in the future I will introduce clear guidelines and requirements on how to rank up, so that anyone can pursue that path at any time without me having to do anything or encourage anyone etc. It will almost be as if there are exams, and when you think you're ready, you'll be able to apply. In essence, ranking up in The Cult org will be yet another play loop you can pursue in Star Citizen, if you choose, exactly as with all the other loops the game features, and all the new ones that are coming in. My org's loop will be here to make your experience richer and more complex (more strategic, more tactical, more logistical, et al.) no matter your rank, because even as the lowest-ranked member, you're still benefiting from being part of a structured org instead of playing alone or with one or two casual friends. But much of this is down the future, when the game has been further developed to be more complex, and we have more players and more experience with the game (and even more resources, because those capital ships won't be buying themselves, and someone will have to pay thousands of dollars for us to get them). So for the time being, we only have the 4 ranks (including the Clones rank), and in this guide I will elaborate on how they compare in terms of the vehicles I want them to have.
Note that you don't have to buy any vehicles in order to play with us, either with cash or even with in-game credits. As long as you have your rank's Cult Gear Spec, meaning armor, weapons and so on, you can jump into any official CULT mission. You'll just have to ride along with one of us who do have vehicles. E.g. the officers' fighters tend to be two-seaters, so you can be a gunner. Or the ground vehicles usually accommodate a couple of passengers. It's just that if you have your own vehicles, your experience can be richer and more interesting; and the more of these vehicles you have—and the more expensive they are—the richer your experience can generally be. But if you haven't had time to play and earn anything on any given wipe, you are still perfectly welcome to jump in any official CULT mission, and we'll be happy to find a place for you. We can always use more warriors running around our vast fleet, and indeed we need them to operate everything to its full potential.
Finally, a word about cash purchases. The more I play the game, the better I understand what they bring to the development of the project, and to our clan, and the more I appreciate them. I now understand them to be a vital component in the development of what I call "metaverse"-type games, of which my Battlegrounds is also one, and which is the best art genre and artform. Cash "micro"-transactions are the only way such complex games with such small, niche audiences can be built and grown and maintained, since midwits which form the bulk of the population aren't interested in them. So if, like me, you plan to play Star Citizen for thousands of hours, you certainly can do that for 45 dollars, and no one will think any less of you, but realize that the value you'll be getting out of the game is more than enough to justify dropping $50 or even $100 every wipe or every other wipe. And since the vehicles listed below for every rank are way too many and too expensive to be earnable in-game per wipe, it'd be a great strategy both for you and our clan, and for the health of the game, if you bought one of them with cash per wipe or every other wipe, which would mean that in successive wipes you'd be able to acquire more and more of your spec's vehicles, and have a richer and richer experience as a result. Keep also in mind that these specs will only INCREASE in cost in the future, as more gear, vehicles, and even apartments and base components are added. You'll always be welcome in my org to run around our fleet and properties with just your Nightstalker rifle and Morningstar helmet, but if instead you saved some money by ceasing to buy midwit games on Steam that you'll never play anyway, and put that money into the greatest real-time metaverse artwork of all time, you'd have a much richer and more complex experience, and the game itself would become richer and more complex due to your additional funding contribution.


Note this is by no means all the vehicles in the game. They release about a dozen a year, and the above images are already a year or more out of date. Moreover, there are vehicles in the game that you can't buy, and they're precisely the coolest ones. The Cult Master Chief's Javelin destroyer is 470m long, but compared to the 990m Bengal carrier or 2789m Retribution which are exclusive to the UEE Navy and can't be purchased by players (and there are alien equivalents, per alien race even...), it's considered on the small side. These ships are so big that CIG needs to invent dynamic server meshing so that entire servers can be dedicated to serving a single ship, since they contain entire open-world videogame levels inside them.

And that's just the human vehicles. Check out those of one of the alien races:

Star Citizen: Vanduul "Driller" Capital Ship Reveal 4K
https://www.youtube.com/watch?v=X0T3KLnL9uY

TheCosmicWarper wrote:This is one of the most badass ships I've seen in gaming.
Danny Brostron wrote:if you keep making the vanduul cooler than the uee im going to start rooting for them
Gary Meaney wrote:These Vanduul ships are looking so awesome that I am half considering defecting to their side...
xSociety wrote:This should be a GPU benchmark
Jack Powell wrote:The entire game is a GPU benchmarks we'll never satisfy. Id better get me an epic job ASAP because the pursuit of perfect visuals is about to go places Crysis can only dream of.
Gustavo dias okagawa wrote:The atmosphere of this trailer is peerless!
As for when the alien ships will come into the game, first of all about half a dozen of them are already in. The rest are being currently worked on, and kept under wraps, for Squadron 42. They'll all come into the game at the same time, when SQ42 drops... in a couple of yearsTM.
So with this extensive preamble (finally) out of the way, here's what the Cult Spec Vehicle guide looks like as of this writing, on Tuesday May 9, 2023. Read it carefully, and feel free to post your comments, objections and suggestions below, and I'll be sure to take them into account when amending the specs, as I'll be doing regularly from now on.