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Old 10-31-2013, 01:12 PM   #461
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What's the appeal of the Starfarer? As a money-maker?
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Old 10-31-2013, 01:17 PM   #462
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What's the appeal of the Starfarer? As a money-maker?
In a game where a large portion of the game is about space commerce, the Star Farer is basically the heavyweight intergalactic trucker/fuel tanker.

I'm hoping that I can automate some trading routes like in X3 and get it to criss-cross around making money while I sleep.
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Old 10-31-2013, 01:29 PM   #463
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In a game where a large portion of the game is about space commerce, the Star Farer is basically the heavyweight intergalactic trucker/fuel tanker.

I'm hoping that I can automate some trading routes like in X3 and get it to criss-cross around making money while I sleep.
I assume it might be possible, but I would guess that you would need a very highly-trained/expensive NPC escort group depending on your shipping lanes. I'm sure the real money will be in exporting supplies to the fringe/nullsec areas, or having to cross hostile zones.

Even in "friendly" space, there's always a chance of NPCs attacking you (CRoberts has said as much).

Your best bet would be to team up with a broker that can contract PCs to protect your stuff while it's on autopilot (for a percentage or exclusivity rights), I'm sure there will be trading corps set up just to facilitate this type of play.
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Old 10-31-2013, 02:21 PM   #464
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I assume it might be possible, but I would guess that you would need a very highly-trained/expensive NPC escort group depending on your shipping lanes. I'm sure the real money will be in exporting supplies to the fringe/nullsec areas, or having to cross hostile zones.

Even in "friendly" space, there's always a chance of NPCs attacking you (CRoberts has said as much).

Your best bet would be to team up with a broker that can contract PCs to protect your stuff while it's on autopilot (for a percentage or exclusivity rights), I'm sure there will be trading corps set up just to facilitate this type of play.
Yes, either an autopilot or contracted escort and that's also why LTI is important because even if I lose my cargo on a run, I don't have to worry about losing my multi million credit ship.
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Old 10-31-2013, 02:34 PM   #465
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I will be for hire to escort any of you truck drivers across dangerous space. Reasonable rates

Until I decide to rob you blind and fire you out the airlock to a silently screaming death
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Old 10-31-2013, 04:35 PM   #466
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Does anyone know if there's any sort of advantage to spending your credits now on weapons etc. versus after the game is actually released? Is it just a cosmetic thing at this stage or are they cheaper now?
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Old 10-31-2013, 05:10 PM   #467
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Does anyone know if there's any sort of advantage to spending your credits now on weapons etc. versus after the game is actually released? Is it just a cosmetic thing at this stage or are they cheaper now?
Just allows you to play around with loadouts. The prices on the current items are not expected to change IIRC.
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Old 11-03-2013, 05:01 PM   #468
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26 million stretch goal reached

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Enhanced Capital Ship Systems – In addition to the command and control systems we’ve already outlined, we’re going to expand capital ship functions! Lead a damage control team to fight fires and repair key systems during battle, control internal bulkheads to slow boarders and man a number of consoles, like navigation and engineering, that will make commanding a capital ship feel even more immersive.
28 million goal revealed

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New Starter Ship – The team at Consolidated Outland has decided to take Roberts Space Industries head on in 2944 by premiering the Mustang personal spacecraft. We will use these additional resources to create another ship company and starter ship for Star Citizen. The new ship will be offered for sale alongside the Aurora, so players have a choice between two options to begin the game! Founded by maverick trillionaire Silas Koerner, Consolidated Outland is an up-and-coming spacecraft concern, the first ever headquartered on a frontier world. Koerner, who made his sizable fortune in jump-communications, founded the company as an attempt to strike back at what he sees as the overly-regulated spacecraft industry. With facilities established as far from possible from the prying eyes of competing corporations, Outland is quickly becoming one to watch.

After finding initial success with spacecraft conversion kits, Outland is now ready to run with the big boys: the new Mustang spacecraft line is preparing to go into mass production is priced to compete with Roberts Space Industries’ Aurora. Using newly-developed construction techniques and ultralight material alloys sometimes considered unsafe, the Mustang pushes power ratios to the limit. The result is a sleek, stylish spacecraft that weighs less than the Aurora and has more options for engines and thrusters… at the expense of some stability, weapons hardpoints and cargo capacity.

The Mustang isn’t planned as a replacement for the Aurora, it’s another option that may better suit some play-styles. Want a reliable personal starship? Go with the Aurora. Want something with a little more power, at the expense of cargo? Try the Mustang!
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Old 11-03-2013, 06:02 PM   #469
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What FPS are you guys getting in your hangers?

I don't know what's wrong with my setup as some of the RSI forums indicate people with similar or worse rigs (single one of my videocards) performing better.

i5 2500K @ 5.0GHz
16GB DDR3
2x 6950 2GB in Crossfire (newest drivers)

I'm getting 9 FPS without Crossfire. 15 FPS with Crossfire. This is on the highest detail setting at 1920x1080.

I do notice a weird bug where Crossfire doesn't engage unless I start the hanger, alt-tab out, and then alt-tab back in and then my FPS jumps 33%!
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Old 11-04-2013, 09:00 AM   #470
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What FPS are you guys getting in your hangers?

I don't know what's wrong with my setup as some of the RSI forums indicate people with similar or worse rigs (single one of my videocards) performing better.

i5 2500K @ 5.0GHz
16GB DDR3
2x 6950 2GB in Crossfire (newest drivers)

I'm getting 9 FPS without Crossfire. 15 FPS with Crossfire. This is on the highest detail setting at 1920x1080.

I do notice a weird bug where Crossfire doesn't engage unless I start the hanger, alt-tab out, and then alt-tab back in and then my FPS jumps 33%!
I get a solid 60 FPS (680 4GB SLI) with Vsync, but I remember when the hangar first came out it wasn't utilizing my second card (only ran ~45 FPS) and I had to run NvidiaInspector (3rd party optimization program) to get it push proper SLI. They fixed that after a few weeks however.

Does AMD have a similar app like NI that can force Crossfire and ensure it's modes are correct?
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Old 11-08-2013, 08:14 AM   #471
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Chris Roberts talks about the Squadron 42 singleplayer campaign, and managing the massive expectations for Star Citizen

http://www.rockpapershotgun.com/2013...s/#more-175574

Oh and he also talks about the dogfighting module coming out next month. Choice was to have it multiplayer ready at the start by using Cryengine's default netcode, or to have it against AI only at the start and add in multiplayer early next year running the custom MMO netcode they're building. Roberts is inclined to go with the latter, and I agree (apparently so does everyone on the forums, which is refreshing to see). Being able to stress test the netcode this early in development will be far better for the game in the long run then hacking together a quick fix so people could get a Christmas present

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Old 11-12-2013, 09:56 AM   #472
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Star Citizen hit $27M yesterday:

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Banu Merchantman Unlocked – Banu traders are renowed for their merchant prowess, traveling the spacelanes and trading with everyone from humans to the Vanduul! Their sturdy, dedicated trading ships are prized beyond all other transports, sometimes passing from generation to generation of Banu. At $23 million we dedicated additional resources to making Xi’An spacecraft a unique experience. At $27 million, we will expand that same thinking to the Banu! Starting with the merchant ship, the design team will expand Banu technology to offer players a completely different way of experiencing their universe.
The $29M stretch goal:

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Enhanced Mission Design for Squadron 42 – The team at Foundry 42 has big plans for Squadron 42, and we’re going to provide extra funding to make it a true spiritual successor to Wing Commander! Squadron 42 can go above and beyond anything you’ve seen before. From opening with an epic battle instead of a training patrol to missions that seamlessly combine boarding and space combat, we aim to put you right into the action! Additional funding will let the team realize this, with enhanced mission design and more resources and animations to enhance fidelity.


Xi'an Capital Ship?
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Old 11-15-2013, 07:04 PM   #473
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They're having an anniversary sale next week featuring all of the limited ships, each available for one day, with LTI regardless if you're a veteran backer or not

https://robertsspaceindustries.com/c...y-Sale-Details
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Old 11-19-2013, 07:19 AM   #474
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The day of the M50 sale, the campaign made $325,143.

Today is the 350R... As of me posting this it has already made $150,407.

Star Citizen broke $28 million early this morning. With that, the campaign has unlocked:
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New Starter Ship – The team at Consolidated Outland has decided to take Roberts Space Industries head on in 2944 by premiering the Mustang personal spacecraft. We will use these additional resources to create another ship company and starter ship for Star Citizen. The new ship will be offered for sale alongside the Aurora, so players have a choice between two options to begin the game!
Next up at the $29 million goal is:
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Enhanced Mission Design for Squadron 42 – The team at Foundry 42 has big plans for Squadron 42, and we’re going to provide extra funding to make it a true spiritual successor to Wing Commander! Squadron 42 can go above and beyond anything you’ve seen before. From opening with an epic battle instead of a training patrol to missions that seamlessly combine boarding and space combat, we aim to put you right into the action! Additional funding will let the team realize this, with enhanced mission design and more resources and animations to enhance fidelity.
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Old 11-19-2013, 10:58 AM   #475
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I'm actually more excited for the upgrades to Squadron 42 at the moment. People seem to be forgetting this.

As good as MMORPGs can be, there are certain things that only a carefully plotted single-player game can do in terms of experience. If they can create an AAA title in single player mode, that would be fantastic because that has still been missing in the market for 15 years.
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Old 11-19-2013, 11:06 AM   #476
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I'm actually more excited for the upgrades to Squadron 42 at the moment. People seem to be forgetting this.

As good as MMORPGs can be, there are certain things that only a carefully plotted single-player game can do in terms of experience. If they can create an AAA title in single player mode, that would be fantastic because that has still been missing in the market for 15 years.
Absolutely! From what we've heard they are intent on making a compelling single player experience that transitions into the persistent universe. It could be incredible.

They do seem to have the money to do it... I mean, we'll probably hit $30 million before the end of the week... maybe more. $35+ million by the end of the year. I can't even predict what the Dogfighting module and Christmas time will do...

I'm not sure how many people on CP watch Wingman's Hangar, but they showed their new offices in the most recent episode... it looks amazing. Tons more room for them to hire more people and actually have a comfortable work space.
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Old 11-19-2013, 11:06 AM   #477
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Hey man, X: Rebirth just came out and I hear it's an amazing bug and crash to desktop simulator.
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Old 11-19-2013, 11:10 AM   #478
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Hey man, X: Rebirth just came out and I hear it's an amazing bug and crash to desktop simulator.
Yeah I hear it is terrible... too bad, it could have been decent training for Star Citizen and Squadron 42.

I think I found a game for that though. World of Warplanes just came out... free if you're patient and don't care about being the best... I find it a great way to get experience dogfighting with my Xbox 360 controller on my PC.
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Old 11-19-2013, 11:10 AM   #479
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Yeah I "tried" X: Rebirth too and it's not just a bugfest, it feels like shareware too. I played for about an hour (including the crash to desktops) and uninstalled. I'm sure there's a good game in there somewhere but I'm not willing to spend the time to find it.
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Old 11-19-2013, 11:11 AM   #480
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Hey man, X: Rebirth just came out and I hear it's an amazing bug and crash to desktop simulator.
It's actually a failed console port.

http://forum.egosoft.com/viewtopic.php?t=349638

The hardcore fanbase feels totally betrayed by this move and the limitations of the game and yet they are pumping up mods and fixes that the devs couldn't manage to do over 7 years on day 1. Hilarious.

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Yeah I "tried" X: Rebirth too and it's not just a bugfest, it feels like shareware too. I played for about an hour (including the crash to desktops) and uninstalled. I'm sure there's a good game in there somewhere but I'm not willing to spend the time to find it.
Like all X games, come back in a few months when the fans have fixed what the devs haven't managed to do for years. In 2 days, they've already re-modeled the cockpit, fixed the stupid costume on the girl (character models all look like garbage still however), changed the highway system, added in a lot of scripts for communications/trading automation, and even fixed the game so you don't need to ever enter the awful station interiors until they actually have some meaningful content in them. Game is still terribly broken though.

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