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

Most people I know are melting and using credit rather than spending now. I've done that and only if tempted to melt my retaliator for a carrack weeks I actually be spending additional funds.
 
Right now I'd rather get a Starfarer but don't want to add any extra money to my account so may wait and see about a CCU when it's in Arena Commander next year, it's needed for SQ42 so could potentially get one later :)

Carrack would have to give me something I don't have currently for me to melt the Retaliator for it, being pretty and some big guns won't be enough, I'm after utility! Retaliator seems like a versatile ship though so it's going to be hard for the Carrack to best it.
 
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so is this game is going to be pay to win then ?

Nope, it's been said several times before you can't "pay to win" in a game like this, for many this will only become evident after it's released though. It's a twitch fighting game, whether that's in PVP, PVE, FPS or ship to ship. If you're simply better than the other guy you'll always have a chance to win, or simply leave, many of the bigger ships people are buying are slower so they can't simply WTFPWN you as you can simply fly off :p
 
Gotta quote this for years later when everyone complains they can't compete in combat because half the population got a head start to the most powerful types of ships.
You'll have people cornering the market early with trade, hauling, cargo, combat etc and you'll have people who start from scratch.

The economy is going to be terrible for those who don't jump ahead with cash and/or buy in game credits, you wait for it. There's a reason other games try do avoid this and what makes SC so special to not suffer from it?
See you in 2016, wait, 2017...maybe 18 :P

Even if I'm wrong, your reasoning for their not having no pay to win is absolutely terrible, just because there's no "level" or "end game" in your own minds or goal to reach? It's still a competitive game where one can beat someone else.

Please explain how it's pay to win? I've watched your vids Chris, I respect your opinion so genuinely fire away.

Why I'm not worried about the way it's being handled. Now I realise that putting this out there first makes your life easy, you can simply nit-pick at what I write, but here goes.

We can pledge for ships, we can even promise to join up together in groups but a fighter can still beat larger ship as so much of the mechanics in the game come down to piloting skill. Bottom line is that a garbage pilot isn't going to be much use even in the best ship, but a good pilot will. Does that mean it's entirely down to skill? Absolutely not, but remember that as I've said on the RSI site several times, the instant the PU starts all the current weaponry, shields, power plants etc become outdated as people start developing more powerful, resilient versions, that is ultimately where the games strength is - even with "lifetime insurance" the gear is going to be under powered almost straight off the starting line and that guy coming in at the 11th hour in his Aurora will be able to catch up and overtake me in a matter of days if he's got more free time than me - if anything this game is "play to win" just as Eve Online is. The more time you've got to pump into the game, the easier your fights will become, even if we completely ignore pilot skill. The ships will be reasonably balanced at the start of PU, but expect that to change quickly.

Your argument for people being unable to compete with others doesn't really make any sense, the player base will make up less than 10% of the in-game population, nobody will be able to flood a market in the way you're suggesting. People, like in Elite:Dangerous will essentially be competing with themselves for trades etc.

There is no perfect balance to be had between time rich, cash poor players and cash rich, time poor players but at least Star Citizen is giving it a shot. I've never quite understood why people assume pay to win is any worse than play to win? Perhaps it's because I've never been a student with near unlimited time to play games, I've always had a job and always had to scrap together a few hours a night or at the weekends. Personally I like the way SC is handling this, limiting real cash for in-game cash transactions whilst still allowing cash rich players to do so in an effort to help fund the long term support of the game.

So pay to win? perhaps if you focus on the first 24 hours post PU start, but longer than that? Absolutely not. The people who will win are those with the best group to fly with, whether that's in fighters, a convoy or on multicrew ships. This isn't a solo game, this isn't a game which is going to come down to who has the biggest ship and I personally relish the idea of going after the huge expensive target ships like the Idris and Javelin, with a group of friends in our pew pew fighters and bombers. :)
 
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My biggest worry isn't about individual modules e.g. FPS, hangar or space flight but how they join them up tbh. Always had been, I think they will do a good job on most modules from what we've seen but it's critical that it feels like one game, not a collection of vaguely connected mini games. Wasn't entirely won over by the atmospheric entry shown at the last PAX but still better than many games.
 
Anyway moving back onto other things.. Gladiator focus is out and it's a bit pants lol

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Nice to see those pictures, hadn't personally seen theme previously.

The Gladiator is proof that a small ship can pack a big punch. Designed to operate against capital ships and installations, the Gladiator is the UEE’s premiere strike craft. Star Citizen’s world is full of capital ships, from frigates like the Idris to massive carriers like the Bengal… and we want to give you a way to blow them up. With the ability to conduct bombing runs with a manned turret on its back, a skilled Gladiator crew should be able to prove that David can defeat Goliath! Trading some speed and maneuverability for upgrade space, the Gladiator can also be customized for peacetime roles like explorer or support roles such as command-and-control platform.

Glad they've confirmed it can be modified, although more worried than ever that it's going to fly like a truck.
 
I wasn't expecting it to look that good tbh, Retaliator or Merchantman may have to get melted if the ship has the utility.

Grown rather fond of the Tali :-/
 
We'll see, I was aiming to use the Retaliator as an exploration vessel most of the time anyway with the option of loading it with boom boom stuff. Just have to sit and wait on specs, always the chance of CCU option later I guess.
 
I'll be surprised if the landing gear isn't changed dramatically. My Tali doesn't have LTI but two years worth of insurance is pretty much the same really lol
 
The window shielding is amazing.

The AtV interviews were really good - gave us a good idea of their ideas behind the ship. I love that a big specification was the idea of a "floating" cockpit - with mostly unobstructed view of space so you don't feel like you're in a ship.

Very happy with the result of this ship - can't wait to see more interior pictures of the scout ship and middle section.

Windows shielding..

Captain: "Engage window shield!"
First Mate: "Aye aye captain! Boys, get engage armoured foreskin!"
 
Caterpillar page is poor, really nothing substantial that's new. Javelin page amuses me no end, can't wait to blow one of those up as half the crew AFK at random lol Can envisage some epic fights on that :)

Still don't want one though.. potentially huge running costs just to move it around, too much of a ball and chain at PU launch, we'll leave it and get one later IMO!
 
So I need a jump capable ship to explore? the free AMD mustang not good enough?

As far as I'm aware you'll be more limited without one BUT any ship can have one fitted in-game, with the Mustang Omega you have there's also likely going to be upgrades available for pledge later on, if it's like the Aurora we're talking $5-10 for it to come with a jump drive fitted.
 
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