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#3868402 - 11/27/13 04:13 PM Re: SimHQ Star Citizen ship role call [Re: wormfood]  
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Originally Posted By: wormfood
Originally Posted By: shan2
I'm perplexed... What good would a Gladiator be if it doesn't have jump capability? There are no carriers for sale, right?


As far as I understand it every system has jump points which normally require some kind of jump ability to go through. However, in the more built up areas of the galaxy there are jump gates constructed and any ship should be able to go through those. You should still be able to cruise the galaxy in a gladiator, just can't go visit the fringes without hitching a ride.


That is my understanding as well. In one of the in game fictions the main character takes a p-52 (small fighter you cant ever mount a jump drive on) through a jump game and comes out the other side alive. So they have to have some sort of jump gates for non jump equipped ships.

#3868489 - 11/27/13 07:55 PM Re: SimHQ Star Citizen ship role call [Re: Master]  
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Originally Posted By: Master
Originally Posted By: wormfood
Originally Posted By: shan2
I'm perplexed... What good would a Gladiator be if it doesn't have jump capability? There are no carriers for sale, right?


As far as I understand it every system has jump points which normally require some kind of jump ability to go through. However, in the more built up areas of the galaxy there are jump gates constructed and any ship should be able to go through those. You should still be able to cruise the galaxy in a gladiator, just can't go visit the fringes without hitching a ride.


That is my understanding as well. In one of the in game fictions the main character takes a p-52 (small fighter you cant ever mount a jump drive on) through a jump game and comes out the other side alive. So they have to have some sort of jump gates for non jump equipped ships.



If i'm not mistaken, what it was done in that case was to follow the "jump opening" created by another ship, not that there was somekind of gate that allow you to make a jump without a jump drive.........................................................uhmmm, lets all jump together! biggrin.

I don't recall reading of any kind of gate that allow you to jump without a jump drive.

So far, with the exception of the P-52 Merlin, all ships are JUMP capable. But not all ships are equiped by default with a JUMP drive that allow them to perfom jumps.
For example, i have a Freelancer that is by default equiped with a jump drive. But my 325a is not equiped with a jump drive, the 315p is the only ship of the 300i series equiped with a jump drive as base equipment.

If you have a ship that its not by default equiped with a jump drive, you will have to buy one inside the game for that ship, and expend one of the upgrades slots for that.

Last edited by Lancelot; 11/27/13 07:57 PM.

Si hay que huir, YO PRIMERO!!!
#3868501 - 11/27/13 08:16 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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Quote:
https://robertsspaceindustries.com/comm-link/spectrum-dispatch/12827-Cassandras-Tears-Issue-8

The P52’s cockpit was getting pretty ragged. That last shot should have cut his ship in half but somehow it held up. Cal knew he had one shot at this. He glanced at the jump-point. A Caterpillar was just about to cross.

Cal hit a retro-burn, twisted and dove back down. The Phoenix swept past him. He punched it and fell in behind the Caterpillar.

The jump-point opened and the Caterpillar disappeared inside.

“This is really dumb.” He muttered and dove into the jump-point through the wake before it closed.


So I guess you are right. The caterpillar made the jump point and then he followed it though. But if a ship can make a jump point a station could too. Especially if it makes a jump point that has to be flown through.

Or... it could be that was written long before they had a definitive on how it would really work.

Last edited by Master; 11/27/13 08:17 PM.
#3868655 - 11/28/13 06:17 AM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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#3869287 - 11/29/13 08:40 PM Re: SimHQ Star Citizen ship role call [Re: Ark]  
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Dont think of it as being vastly outnumbered ... but just having a large target selection.

The only thing more accurate than incoming fire, is incoming friendly fire

Tracers work BOTH ways...

" I have a cunning plan my lord "
#3869295 - 11/29/13 09:03 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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Added a countif for the timezones so we can see how many players in each zone, and to count peoples 'high' choice of preference of game style.

Last edited by Tigerwulf; 11/29/13 09:05 PM.
#3869296 - 11/29/13 09:03 PM Re: SimHQ Star Citizen ship role call [Re: tempusmurphy]  
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Originally Posted By: tempusmurphy
Aurora MR


Welcome to the club smile


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#3869322 - 11/29/13 10:02 PM Re: SimHQ Star Citizen ship role call [Re: Tigerwulf]  
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Originally Posted By: Tigerwulf
Added a countif for the timezones so we can see how many players in each zone, and to count peoples 'high' choice of preference of game style.


As it is does not help much to know who might be available to fly with. For example my time zone is -3GMT and could fly usually, between 22:00 and 24:00. Fridays i could stay later. But i can't tell who could be available on that time frame since i don't know the time window each one have disposable to play.

Not sure if it's clear what i'm saying. frown


Si hay que huir, YO PRIMERO!!!
#3869329 - 11/29/13 10:12 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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Avenger for me. I'm eyeballing an Aurora next, though want a jump capable one.


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#3869335 - 11/29/13 10:32 PM Re: SimHQ Star Citizen ship role call [Re: Lancelot]  
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Originally Posted By: Lancelot
Originally Posted By: Tigerwulf
Added a countif for the timezones so we can see how many players in each zone, and to count peoples 'high' choice of preference of game style.


As it is does not help much to know who might be available to fly with. For example my time zone is -3GMT and could fly usually, between 22:00 and 24:00. Fridays i could stay later. But i can't tell who could be available on that time frame since i don't know the time window each one have disposable to play.

Not sure if it's clear what i'm saying. frown


It's just a rough idea of the amount of people in timezones that's all.

#3869337 - 11/29/13 10:33 PM Re: SimHQ Star Citizen ship role call [Re: tempusmurphy]  
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Originally Posted By: tempusmurphy
Aurora MR


Tempus I've made your dream of Tempus' Independent Traders a reality...



Tempus and I were discussing his ethos for Star Citizen 'if the cash is there we do not care' smile

#3869461 - 11/30/13 06:12 AM Re: SimHQ Star Citizen ship role call [Re: Tigerwulf]  
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epic ... that is brilliant tiger biggrin


Dont think of it as being vastly outnumbered ... but just having a large target selection.

The only thing more accurate than incoming fire, is incoming friendly fire

Tracers work BOTH ways...

" I have a cunning plan my lord "
#3869578 - 11/30/13 04:07 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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lol love the wheels

#3871983 - 12/05/13 03:32 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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#3872216 - 12/06/13 12:57 AM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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I've got my initial pledge coming with at Constellation, and it would be awesome to have a SimHQ fleet indeed, although to be honest I'm more and more considering playing SC only on a private servers. I'm less and less convinced that public servers will be fun with the usual crowd trying to build massive ganking groups out there to make the game time of anyone else miserable - I've heard enough about how it works in EVE, and I saw a bit of it happening in Pirates of the Burning Sea, and I'm not looking forward to seeing that kind of stuff in SC. At least in this case we'll have the single player campaign and private servers to use if things go really wrong - I sure hope they stay true to their word and make private servers easy to use as well as easy to mod.

#3872240 - 12/06/13 02:19 AM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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Ooooh...a SimHQ-SC server? That'd be the cat's meow.


You're only young once, but you can be immature forever.
#3872403 - 12/06/13 12:19 PM Re: SimHQ Star Citizen ship role call [Re: FlyingMonkey]  
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Originally Posted By: FlyingMonkey
I've got my initial pledge coming with at Constellation, and it would be awesome to have a simhq fleet indeed, although to be honest I'm more and more considering playing SC only on a private servers. I'm less and less convinced that public servers will be fun with the usual crowd trying to build massive ganking groups out there to make the game time of anyone else miserable - I've heard enough about how it works in EVE, and I saw a bit of it happening in Pirates of the Burning Sea, and I'm not looking forward to seeing that kind of stuff in SC. At least in this case we'll have the single player campaign and private servers to use if things go really wrong - I sure hope they stay true to their word and make private servers easy to use as well as easy to mod.


Rest assured people will buy the game JUST to gank and ruin peoples day just like they did in DayZ with the COD DM-like beach spawns.


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#3872782 - 12/07/13 12:51 AM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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Sadly true Mace frown

I still have hope that SC server will be good, and if setup an small organization, we could be more secure of the always present griefers.

Speaking about organizations smile
https://robertsspaceindustries.com/comm-link/transmission/13418-All-About-Organizations


Si hay que huir, YO PRIMERO!!!
#3873882 - 12/09/13 06:34 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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Looking forward to flying with you fellas.

Last edited by RAF74_Raptor; 12/09/13 06:58 PM.

Ahh CLOD never in the history of Simming has so much been promised and so little given.

However I want to thank Team Fusion for keeping the Dream Alive.
#3880663 - 12/20/13 03:03 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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Just pledge and got the 325A. Woohoo!!!! Adding my info to the spread sheet now.


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