******Official Star Citizen / Squadron 42 Thread******

Yes, as far as we know right now all the ships are purchasable ingame with ingame money. Outside influence through real cash will be limited amount per week, also the ships values will be increased so they cost more ingame/real cash once released.

The only ships that will have difficulty being purchases are the special edition ones such as the 350r, superhornet etc. as they where limited runs to start with. They will have a much lower production instead of the standard models.


Wonder if you can sell ships on. I buy a limited edition ship now then when the game is big sell it on to someone who really ones one lol
 
Wonder if you can sell ships on. I buy a limited edition ship now then when the game is big sell it on to someone who really ones one lol

There is already a large grey market for this and is being done by hundreds of people. The limited ships keep going on sale so the value is erroded now days compared to what it was, so don't think your going to make a quick buck lol. Also I believe on launch all pledge ships will be locked to accounts so no more trading ships. Pledge ships will end just before launch too.
 
Ffs, I just melted my Aurora LN package and bought the Avenger pack. I swore to myself I wasn't going to sink any further money than my initial pledge into this.
 
Yeah I know that feeling, I originally purchased a freelancer which i melted down, I now have a Constellation, Mustang and a Gladius... oops
 
Big, properly organised clans are going to be the ones streaking ahead. How that wealth is distributed though, I don't know.

That's the reason a few OCUKer started PAGAN, didn't want to see a few elite **** at the top taking their cut. No point fighting with someone who considers themselves better than you IMHO.

If we're forced to tax, we'll just hold an org lottery or something, however the money is fed back it'll be down to members to decide.
 
Decided to wait for this instead of jumping into ED :)

Buying a X55 HOTAS just for it :D

Eve Valkerie also looks awesome, but the monthly puts me off a bit. I'll try it at launch no doubt :cool:
 
Remember this is still alpha mate and what you can do is pretty limited to say the least, still quite good fun messing about with mates though and with the social module we'll have a few more things to do. First Person Shooter has been delayed for now though, lucky if we see that this year tbh.
 
Remember this is still alpha mate and what you can do is pretty limited to say the least, still quite good fun messing about with mates though and with the social module we'll have a few more things to do. First Person Shooter has been delayed for now though, lucky if we see that this year tbh.

Yeah I know, I'm just completely bored with fps-type games tbh and want to try and get into a different genre. I won't expect too much, I know we'll get some bits and pieces along the way though :)

Thanks
 
Apparently it's going out to everyone today at some point, Wynthorpe just posted this to the pagan forum:

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If you used the gamescom code for the free fly week and backed any amount after that you just got gifted 15,000 UEC worth about $15 to your account. Check e-mail to see if you got it :)
 
Vanguards are up for sale

Social module hitting public testing at midnight our time:

Howdy everyone!

We'll be bringing the service down at 7pm CDT/12am GMT tonight for the Star Citizen Alpha 1.2 Social Module Publish to Live!

You can expect a larger, more detailed post about the Social Module from Tony Zurovec later this evening, as well as a full list of Patch Notes. I'll update this thread as we publish those later, but until then, here is a preview of some of the major features and updates.

Social Module: Area 18 on ArcCorp of the Stanton System

- Our first multiplayer planet side environment includes ArcCorp's Area18 landing zone, with all the scenic vistas our team has been hard at work on. This will also include our first iteration of our augmented reality system, emotes and chat system.

- You'll find that the main elevator in every Hangar now takes you up to Area 18.
- For Selfland, Revel & York, and Aeroview hangers, you can find the elevator through the double-doors directly behind your character when spawning into the central bay. Once inside, the elevator to ArcCorp is located on your right.
- For VFG Industrial Hanger, you can find the double-doors underneath the platform where your character spawns, across from any ship you currently have in the central bay. Once you've passed through the double doors, the elevator to ArcCorp is located on your right.

- Characters will now appear in one of six random gear loadouts when they spawn into the Hangar. You can only swap between the six loadouts in the Hangar, via the "F6" key. The available loadouts are Marine Light, Medium, Heavy and Outlaw Light, Medium, Heavy. Whatever loadout a character is wearing when they travel to ArcCorp will be retained for the rest of that play session.

- The first areas available to explore in ArcCorp include: ArcCorp Customs, Medical Bay, JobWell (sponsored by the Trade and Development Division of ArcCorp), G~Loc Bar, Astro-Armada, Dumper's Depot, Cubby Blast,

Some areas of ArcCorp are not available on the PTU during this initial launch. Some of those intentionally off-limits include:

- The Casaba Outlet.
- The Medical Bay Emergency Room.
- The ArcCorp landing pad.
- The elevator to the second floor of Astro-Armada.
- The firing range at Cubby Blast.

User Interface:

- F2 opens Augmented Reality.
- F6 changes your character loadout (while in Hangar).
- F12 brings up the Chat interface.

Fixes:

- Several GIM fixes for matchmaking, lobby, game server and Social Module session handling.
- Fixed an issue in Arena Commander where hosts were not always being removed from the Lobby when they left the match.
- Fixed an issue in Arena Commander where the host of a game would sometimes not be able to cancel their search due to matchmaking crashing.
- Fixed an issue in Arena Commander where players could be put into a broken lobby if the matchmaking service crashed while they were in a game.
- Transition animations for moving between standing, crouch and idle have received some minor improvement for a smoother and more realistic experience.
- Jump animations have received some minor improvements for a smoother experience.
- A number of collision issues that were allowing characters to clip out of the Revel & York hangar have been resolved.
- A number of collision issues that were allowing characters to clip out of the VFG Industrial Hangar have been resolved.
- The HUD colors on the Avenger, Gladiator, Hornet (all variants) and Cutlass (all variants) have been updated to be consistent.
- Fixed an issue where the countermeasure interface on the Mustang HUD (all variants) would overlap with other UI elements.
- Fixed an issue where the Vanduul Glaive designated "Tank" at the end of Tutorial Chapter 6 would sometimes become immortal.

So much more to come!

Thanks everyone and see you in the 'Verse!
- Will Leverett
 
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