Star Citizen

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Re: Star Citizen

#46 Post by SirSlaughter »

I'm waiting for an actual release before I make my super upgrade on my PC. So I'll just keep saving money and then do some massive quad-SLI setup or something for this game.

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Re: Star Citizen

#47 Post by Envy661 »

Bought gimballed mounts (With REC) for my 325A, along with a couple of S1 guns so I can actually use them.

Won't actually attach the weapons and gimbals simultaneously to my ship. Am very pissed off now at all that REC I wasted.

Submitted a ticket because it had better just be a [censored] bug. After all, the ship fits into what the description of the item labels.
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Re: Star Citizen

#48 Post by Ryusen »

Looks like we're going to have the Hull series concept sale next Friday! People have been waiting years for this to happen, and I fully expect CIG to break the $80million within a few hours. While it can be hard to pinpoint exactly how much a sale like this will bring in, I would hazard a guess somewhere between 2 and 4 million, to be realistic.

This will be the de-facto trading ship, sacrificing all those niceties such as armor, armament, and speed, for that glorious cargo capacity. While I've not been a huge fan of MISC ships in the past, I think this design has a lot of potential, and it certainly has a lot to live up to. We should be seeing pricing information sometime this week, as well as a clarification about the role of the Caterpillar in trading, and finally a rundown of the various Hulls that should be going on sale (A-C, possibly D?). This is shaping up to be a very interesting week.
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Re: Star Citizen

#49 Post by Ryusen »

A Hull for every job : The MISC Hull Series!

First things first: pretty graphics!

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The Hull A is great for those just striking out in the galaxy on their own. The Hull A is most similar to the Aurora and Mustang, but lacks the ‘jack of all trades’ nature.

Where the others trade cargo capacity for firepower or speed, the Hull A is 100% on-mission transport! Additionally, Hull A (and B) are often used as station-to-orbit ferries.
The Hull B is a more rugged option most often compared to MISC’s own Freelancer. But where the Freelancer is equipped for long range exploration and other roles, the Hull B is a pure cargo transport.

Hull B are often used as corporate support ships, and it is not uncommon to spot several in different liveries during a single flight.
The Hull C is the most-produced of the range and is considered by many to be the most versatile, often called the most common ship in the galaxy.

Intended to hit the ‘sweet spot’ between the smaller single-person transports and the massive superfreighters that make up the rest of the range, the Hull C offers the expansive modularity of the larger ships while still retaining a modicum of the maneuverability allowed the low end of the range.
The Hull D kicks off the larger end of the spectrum with a massive ship build around a rugged frame. The Hull D is affordable enough to be operated by mid-sized organizations and companies.

Hull D are often used as flagships for mercantile operations, but their bulk means that they should be operated with escort fighters while not in safe space. The UEE military uses modified Hull D as part of their supply chain, arming and refueling the soldiers on the front line.
The Hull E is generally owned by major corporations and operated with a high degree of planning. It is the largest specialized freighter available on the market today,

The lack of maneuverability inherent in such a large ship means that anyone planning to operate them should be careful about equipping turrets and providing escort. Their potential load (and modularity) is unparalleled, however: no other ship allows as much room to store goods or to modify towards another role!
The Hull Series are the dedicated haulers of the Star Citizen universe. When I say "dedicated", I mean that in every possible way. Most ships in the game, including this series, are very modular. You can swap out weapons, shielding, hardpoints, comm arrays, Electronic Warfare - the list goes on. But what makes these ships unique is that they are fantastic as simply hauling cargo from A to B - and nothing else. They are big, slow, poorly armed, and will be highly dependent on escort fighters for defense. They may have point defense turrets to engage at very close range, and their shield should allow them to take a beating without losing too much cargo or vital systems. Even unloaded, these are massive, heavy ships. With a full cargo hold, expect them to travel like a brick dipped in molasses. If you don't have a fighter escort with you, or travel in high security space, expect to be easy picking for any pirate who happens to wander your way.

I'd also like to compare the Hulls to the Merchantman. While they both can "trade" in the traditional sense of the word, they go about it very different ways. The Hull series is about bulk transport of goods - period. Their size (especially the C-E) will prevent them from using certain jump points, forcing them to take more roundabout pathways. With their size, they will also be unable to land planetside, forcing them to stay in orbit around planets that will hopefully have an orbital dock. They will be limited in where and how they can trade. The merchantman is nearly the opposite; it will be high armed, very mobile, and the largest ship able to land planetside. It will be able to travel more places, trade more easily, survive more encounters, and overall (in my opinion) be a more engaging playstlye and offer more types of gameplay (all at the cost of cargo capacity).

Here is a design post about Cargo Interaction, for those who are interested. Some neat stuff in there.

Ultimately, it's hard to make cargo exciting. CIG is doing a good enough job at innovating the ships, and what looks to be a fantastic job when looking through the design post. They've really put some thought into what traders want to see and how they'd like to play. If they can make cargo exciting, then I can only imagine what their final product will be like!
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Re: Star Citizen

#50 Post by Envy661 »

Oh hey, so they literally made EVE Online's Gallente federation Iteron series of ships!
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Re: Star Citizen

#51 Post by y7h65 »

Envy661 wrote:Oh hey, so they literally made EVE Online's Gallente federation Iteron series of ships!

MISC Hull Series A-E Size and Design Comparison here.

Gallente Federation Iteron Design here.

Now, I guess they are the same in that they both fill the same role (Long Range, Lightly Armed Cargo Hauler), are both kinda longer than any other direction spectrum, and are both slightly bulbous. But otherwise, I don't really see how they "literally made EVE Online's Gallente fedeartion Iteron series of ships".
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Re: Star Citizen

#52 Post by Envy661 »

y7h65 wrote:
Envy661 wrote:Oh hey, so they literally made EVE Online's Gallente federation Iteron series of ships!

MISC Hull Series A-E Size and Design Comparison here.

Gallente Federation Iteron Design here.

Now, I guess they are the same in that they both fill the same role (Long Range, Lightly Armed Cargo Hauler), are both kinda longer than any other direction spectrum, and are both slightly bulbous. But otherwise, I don't really see how they "literally made EVE Online's Gallente fedeartion Iteron series of ships".
They're primarily hauling ships. There's five of them. Each one up from the earlier letter or number is bigger than the previous (ex: Iteron II is bigger than Iteron I, Hull B is bigger than Hull A), and yeah, the size thing. It's literally the same concept.
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Re: Star Citizen

#53 Post by Ryusen »

Envy661 wrote:They're primarily hauling ships. There's five of them. Each one up from the earlier letter or number is bigger than the previous (ex: Iteron II is bigger than Iteron I, Hull B is bigger than Hull A), and yeah, the size thing. It's literally the same concept.
I just don't see it. If you had said "inspired by", I could maybe have agreed with you. But to say they are "literally the same ships" because they haul cargo and increase in size sequentially is too much of a stretch. I can see a vague similarity in that both ships are roughly cylindrical, slow, and carry cargo; but that's where the similarities end. Does the Iteron carry it's cargo in externally mounted cargo cages? Does it retract to a fraction of its size when not in use? Are there variants that can and cannot land planetside? Does it have the same modularity that the Hulls are planned to have? I think the spindle system alone is enough to set it apart from any other transport I've ever seen.
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Re: Star Citizen

#54 Post by y7h65 »

Envy661 wrote:
They're primarily hauling ships. There's five of them. Each one up from the earlier letter or number is bigger than the previous (ex: Iteron II is bigger than Iteron I, Hull B is bigger than Hull A), and yeah, the size thing. It's literally the same concept.
Well by that logic, the Mercedes-Benz C-Class must be a ripoff of the BMW 3 Series. They're both luxury 4 door sedans with a sequential numbering system within their lines, with the higher numbered vehicle being higher end than the previous one. I mean, the BMW 3 Series came out first so by your logic, any luxury 4 door sedan that is introduced after 1975 is a literal recreation of the BMW 3 Series.

Sarcasm aside, I fail to see the similarities. Aside from the points that Ryusen brought up, I have a few of my own.

First, let's put down scale. The smallest ship in EVE Online is mentioned to still require a small crew to run and that your capsuleer is only in control of the ship and its systems as well as occasionally directing the crew what to do. The smallest Iteron, as listed here, is stated to be roughly 364 meters long. A rough guess of it's crew size would be around 20-30 as the MS Ore Brasil, a cargo ship of roughly the same size in current use, has a crew of roughly 33. The fact a capusuleer takes over most of the critical ship control, navigation, and weapons control job that a bridge crew would have done as well as advanced technology possibly reducing amount of crew required for non critical jobs means that the number is incredibly flexible but roughly around there. On the other hand, the Hull E; the largest of the Hull series, is stated to be 372 meters long and crewed by 5 people. So the largest Hull is only barely larger than the smallest Iteron.

Furthermore, the whole "each subsequent number/letter is better than the previous" is hardly something that EVE Online pioneered. At a minimum, I can say that it goes back to at least the start of the 20th Century with US Navy Ships receiving a class designation (DD for destroyer) and then a number indicating which number of this ship is (EX, 51). As Destroyers got more and more advanced, they still received a DD prefix to indicate they were a destroyer and then a higher number. This tradition continues today, with the most recently planned Arleigh Burke destroyer being numbered DDG-119, the G prefix indicating it is equiped with Guided Missiles if memory serves correctly.

Now, the fact that there is 5 of these ships may be influenced by the Iteron, but I fail to see any other similarity between the two.
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Re: Star Citizen

#55 Post by Ryusen »

For those unaware, there are actually two different units of measurement used for cargo in Star Citizen. The first, Freight Units, was the initial design for cargo when the came was first conceived. The second, Standard Cargo Units, was introduced with the Orion and Reclaimer. Now that we have the Hull series out, CIG has decided to recalculate all the ships cargo capacities with the new (and greatly improved) system. Understand that this is not a nerf, nor a buff, but simply new units. Rules and regulations apply, see common sense for details:
Ship Name---------------------------------Cubic Meters----SCU Actual

Aegis Avenger--------------------------------23.4375-------------12
Aegis Reclaimer (Raw)----------------------12240----------6266.88
Aegis Reclaimer (Cargo)--------------------562.5--------------288
Aegis Redeemer (Marines)---------------23.4375-------------12
Aegis Redeemer (No Marines)-----------46.875--------------24
Aegis Retaliator----------------------------------250---------------128
Anvil Carrack-----------------------------------2065.5---------1057.536
Anvil Hornet F7C--------------------------24.4921875---------12.54
Consolidated Mustang-------------------19.140625------------9.8
Drake Cutlass----------------------------------63.75--------------32.64
Drake Caterpillar-------------------------------1000---------------512
Origin 890 Jump-----------------------------703.125-------------360
Origin 300i--------------------------------------7.8125---------------4
Origin 325a-------------------------------------7.8125---------------4
Origin 315p-----------------------------------11.71875 -------------6
RSI Aurora CL------------------------------------45---------------23.04
RSI Aurora (Others)----------------------------25----------------12.8
RSI Constellation Andromeda-------------262.5-------------134.4
RSI Constellation Taurus--------------------462.5------------236.8
RSI Orion (Ore) --------------------------------27000------------13824
RSI Orion (Cargo)----------------------------421.875 ------------216
MISC Starfarer---------------------------------7897.5-----------4043.52
MISC Freelancer------------------------------101.25 ------------51.84
MISC Freelancer MAX-------------------241.09375----------123.44
MISC Hull A-------------------------------------93.75-----------------48
MISC Hull B--------------------------------------750------------------384
MISC Hull C-------------------------------------9000-----------------4608
MISC Hull D------------------------------------40500---------------20736
MISC Hull E------------------------------------192000-------------98304
Banu Merchantman----------------------------9800--------------5017.6
Before this official sheet was released. Ben Lesnick talked about dividing FU by 4 to reach the proper SCU value for cargo. Well, I am exceptionally glad that is not the case with several ships. (OK, I'm really just glad the BMM is on the same tier as the Hull C. 5000 vs 4600 is perhaps a little too generous, while 1500 vs 4600 made the trader in me very salty)
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Re: Star Citizen

#56 Post by asphere8 »

I was surprised to see that nobody has created a TwoKinds fan org on the RSI website. Has anyone planned to do that?
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Re: Star Citizen

#57 Post by Envy661 »

asphere8 wrote:I was surprised to see that nobody has created a TwoKinds fan org on the RSI website. Has anyone planned to do that?

There technically is one already.
Made in the earlier days of the game's development. (Like, literally right after they released organizations).
The name was decided on by members of the Twokinds community who were in the unofficial skype chat and interested in the game.
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Re: Star Citizen

#58 Post by asphere8 »

Envy661 wrote:There technically is one already.Made in the earlier days of the game's development. (Like, literally right after they released organizations). The name was decided on by members of the Twokinds community who were in the unofficial skype chat and interested in the game.
Well, I'll be joining that later today.
Thanks for pointing it out.
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Re: Star Citizen

#59 Post by HeckobA »

Welcome to the group! I can't play the game yet, but one day I'll have that super sweet gaming setup and I'll be playing ludicrous amounts of this game.
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Re: Star Citizen

#60 Post by Ryusen »

Multi Crew Demo? Yes, Multi Crew Demo.

I'd just like to take a minute and appreciate all that went on here. We have 10 players - real, human players - going on a mission to salvage a derelict ship millions of kilometers away (thank you, 64-bit!). They start in a space station, move to a number of different ships and positions, and take off at the same time. They then engage quantum drive and warp in to the wreck, where the EVA over, board the derelict ship, where things start to get feisty. This kind of gameplay does not exist in any alpha I've ever seen, but we're looking at only the beginning! This was a live, raw, unpredictable demo that could have gone either way; this is way more representative of the kind of gameplay we want than one hundred interviews or one thousand forum posts could ever convey. Just when I thought Chris Roberts has given all he has, here he comes and raises the bar yet again. This is, without exaggeration or doubt, the most technically and visually impressive alpha I have ever seen (https://gfycat.com/WildGoodBlacklab).

(Side note: did anyone catch that the engineer working the Retaliator screwed up, causing them not be able to engage Q drive? That's what the overheating was from. Consequences from our mistakes are going to be meaningful, and that could easily have destroyed the mission. What we do will have real weight and effect our ships and lives in a very immediate way.)

We have a concept of the Star Citizen branded HOTAS, which will be manufactured by Saitek - https://i.imgur.com/6YolVoy.jpg. I don't know what to think about it just yet. While I'm not a huge fan of Mad Catz, I'll reserve my (biased) judgement until after we see it in action. If nothing else, it looks visually impressive, with an OLED screen, metal chassis, and CR-levels of detailed thought put into it's design.

CIG is hoping to have the Social Module out this month.

The one-day sale of various big name, high-class ships brought in nearly $1M of funding.

Gamescon brought so many new players to the game, that all their severs are at max capacity. CIG is working on opening up more servers to people can actually play the game.

In closing, this sums of my feelings on how Gamescon went for CIG: https://www.youtube.com/watch?v=u0Wf2RbjSl4
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