1. 2x Super Hornets for ChevRage and recoil (+1 more when ysignal rejoins).
2. Some mining ships, probably a couple of Prospectors (for clones 1 and 2) or one MOLE (for clone 1), depending on starting money.
3. A Hercules A2 for one of the clones.
4. Novas and Atlas Platforms for all the officers/Ursas, Cyclones, hoverbikes and Mules for all the troops. This doesn't mean that the officers shouldn't also be buying some of the smaller vehicles, or the troops shouldn't be buying the bigger ones. It's just priorities for the early game so we can have the stuff we need for the Dynamic Events. Once out of the early game, this stuff is cheap enough that everyone can stock up on any of it they want.
5. Gladiuses for all the troops.
6. A Hercules C2 for one of the clones.
7. A couple of Eclipses, probably for Some guy and Adjudicator. (That's on top of the Eclipse shubn will be buying with cash, so I think three will be enough for a while.)
8. A Retaliator Bomber, probably for one of the clones.
9. A Reclaimer for one of the clones so we can go multi-crew salvaging.
10. A Redeemer for locking down places like Jumptown.
11. A Prowler. It's the ultimate dropship even if there aren't really any situations in the game yet that demand dropships. We can use it when we have a bunch of us that want to get somewhere in style.
12. A bunch of RAFTs to build ground fortifications with them around our ultimate goal, the 890J capital ship.
13. An 890 Jump for one of the clones as endgame objective for the current wipe.
In addition, and at individual discretion:
- Arrow for low-flight sessions
- M50 for zero-g racing
- Razor for atmo racing
- PTV for kart racing
- Hull A for low-key hauling
- C8R for solo medical rescue (paid in cash for 3.18, or take CULTCLONE-1's)
- Vulture for solo salvage (paid in cash for 3.18, or take CULTCLONE-1's)
- Nomad/ROC/STV combo for low-key scouting/earning/industrial usage
- Any Origin ship for recreational purposes
ORIGINAL INTRO POST (TITLED "CULT BUILD ORDER")
You know what a build order is, it’s the order in which you construct buildings and units in an RTS to achieve maximum efficiency. And Star Citizen is a first-person 4X (or at least will be when territory-control and base-building go in) which means it’s basically an RTS since it’s real-time and it has strategy.
So I am sure some people must be getting worried with all the real cash we’ve been dropping on the game: Adjudicator alone must be at several thousands by now, and the rest of us at least at a couple thousand, and I am sure we’ll be dropping more. So I’ve been meaning to reassure everyone that that will in no way diminish the amount of content the game has for us. At first I thought it would, but then I got to know the game and did the math, and no way we’re missing out on ANYTHING by dropping a few thousand in the game. If anything, we’re getting more out of it, however weird this will initially sound. Once you’ve grasped the below analysis, however, it will no longer sound weird but genius.
So first of all, a full wipe is around the corner with 3.18 landing this month or next month at the latest (probably late next month), so when this happens here’s what we’ll need to become fully operational again.
-First off, the three commanders will need three Super Hornets at about 2.5M each, so that’s 7.5M right off the bat. I can give them my loaner one, but that would mean I could spawn one fewer vehicle, so that’s not ideal. Ideally we need to spend 7.5M on them. And of course the troops will need Arrows. I think we have a couple of those either bought outright or as loaner, but we’ll still need at least 5 more, so at about 1M each, that’s another 5M. So 12.5M just to be fully operational for space fights like Nine Tails Lockdown.
-Then you have ground operations like Jumptown. We’ll need at least one Nova tank for those and at least one Ballista, grand total of about 750k. And of course an A2 for bombing, which is another 5.2M or so iirc. Remember, Adjudicator’s Carracks might be able to transport vehicles (though I am not sure they can fit tanks and APCs), but they can’t bomb, and the A2 is the biggest bomber in the game so we need one of those. Total cost for ground operations: about 6M.
So far then we’re at 18.5M right from the start of the wipe merely to be able to handle the events at full capabilities. We will also need at least a refueler and an ambulance ship and a respawn ship like the Carrack, and all those would have cost us 20-30M at least if we hadn’t already cash-bought them, bringing the total to close to 50M, which we would NEVER get to in the game with the current team size and playing habits, so we would never get to play events at full capacity. But even the 18.5M we’ll need after our cash purchases is daunting. I don’t think we made anywhere near that in the 3 or so months we’ve been playing, and we were given a gift of 5M by a player because he took pity on us. That’s actually the biggest payday we achieved all wipe.
But 18.5M isn’t the whole pricetag because we need industry vehicles to earn this money, so add at least a couple Prospectors or a Mole to the fleet, which is another 5M, bringing the total to 23.5M, even above all our cash purchases. And keep in mind the only reason we can keep the bill so “low” is because of my clones idea, with the clones getting all industrial vehicles so they are available 24/7, otherwise we’d be needing half a dozen Prospectors instead of just a couple or a Mole.
The above purchase list doesn’t include new game loops coming with 3.18 such as salvage (which means we need a Reclaimer that costs a cool 15M) and racing (which means every single player needs a racing ship, and I’ve no idea how much they cost so say 1M/player at least, meaning at least 10M for the org), bringing another 25M to our bill, for a total now of 48.5M. And with every extra player that joins, add a couple more million.
And I haven’t even gone to more specialized vehicles yet, like data gathering or whatever. I still have no idea what many of the vehicles do or in what circumstances they would be ideal. For piracy for example, we all need Gladiuses, and that would cost at least 10M for all players, bringing the total to about 60M. A Cutlass Red would be nice to support our C8Rs if we went for the medical rescue loop, adding another 1.8M, so 62M overall. And doesn’t CULT deserve an 890J parked on some lake in microTech to party, and chill out and unwind? Add 32M to the bill, and now with ship upgrades and misc. utility vehicles the bill stands at about 100M. And I am still forgetting things I am sure.
So with all our cash purchases, we still need to somehow earn 100M/wipe, which isn’t happening anytime soon. And more stuff to buy is added to the game all the time. And the bill would be 200M without the clones, nota bene.
So even with clones and cash purchases, there is way more to earn money for than we’ll be able to, and that’s before we begin really optimizing the fleet (by for example buying a B2 for tactical bombing and a C2 for military cargo on top of the A2 for strategic bombing, or buying multiple fighters/bombers/interceptors/interdictors for every player), and so on. And don’t get me started once capital ships and territory-control and base-building go in the game. Then pretty much no amount of money will suffice to fight off the bigger orgs, and the more you spend the further you get with the sky being the limit. So you don’t “lose gameplay” by spending money in Star Citizen, if anything you “open up gameplay” that would have simply remained closed to you and to your friends otherwise, and this is the genius of its funding model that hinges on the sheer amount and scale of content there is, which no game can match (well besides mine), and its full-PVP nature that pits both players AND player wallets against each other and at all times with not a single “safe zone” anywhere in the game!
So I think I’ve proved my point, and this article will be the conclusion of my cash-analysis in my Star Citizen Videogame Art essay. The rest of this thread will be devoted to bashing out our build orders for every wipe, making them more and more efficient and continually adjusting them to adapt both to the new content coming in the game and to our expanding player numbers.