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#3867714 - 11/25/13 10:07 PM Re: SimHQ Star Citizen ship role call [Re: Mace71]  
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Originally Posted By: MaceUK33
Originally Posted By: shan2
Hmmm.... I'm thinking of picking up the Cutlass for its maneuvering thrusters. Considering the credit prices for components so far, it may be way cheaper to buy the ship instead of the components.


Good as a trader too with 10 tonnes cargo space. Reminds me of the A-10 smile


The only things which concern me about the design are the "Horse Blinder" canards. I'd hate to be in a lateral maneuvering fight with those things blocking my view. smile


You're only young once, but you can be immature forever.
#3867732 - 11/25/13 10:47 PM Re: SimHQ Star Citizen ship role call [Re: shan2]  
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Mace71 Offline
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Originally Posted By: shan2
Originally Posted By: MaceUK33
Originally Posted By: shan2
Hmmm.... I'm thinking of picking up the Cutlass for its maneuvering thrusters. Considering the credit prices for components so far, it may be way cheaper to buy the ship instead of the components.


Good as a trader too with 10 tonnes cargo space. Reminds me of the A-10 smile


The only things which concern me about the design are the "Horse Blinder" canards. I'd hate to be in a lateral maneuvering fight with those things blocking my view. smile


That thought did cross my mind too but it isn't gonna be a small nimble fighter as it is deceptively large so we just hope that big cannon on the top is as dangerous as it looks biggrin


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"There is only one way to avoid criticism: do nothing, say nothing and be nothing." Aristotle
#3867735 - 11/25/13 10:50 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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Mace71 Offline
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Just like to say thanks to Master for all his work sorting out LTI for me as he took time out to do it and I know has been busy biggrin

Thanks Master! beercheers


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#3867739 - 11/25/13 10:55 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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SimHQ Fleet would be awesome./


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#3867744 - 11/25/13 11:12 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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It would seem we have quite the fleet! I'd love to see the look on the faces of the locals when we show up in their backyard.

#3867757 - 11/25/13 11:51 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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#3867760 - 11/25/13 11:57 PM Re: SimHQ Star Citizen ship role call [Re: EAF331 MadDog]  
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Originally Posted By: EAF331 MadDog
I feel almost cheap in just having my initial pledge ship.
I have another account, originally got it for my son should he decide he wants to play, it has a nice little Aurora with an upgrade to an LX model. If he doesn't want to play it will give me the opertunity to start at the bottom and work my way up


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Sons of the hound come here and get flesh
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#3867761 - 11/25/13 11:59 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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I spoke too soon. Check out these fleets......

http://i.imgur.com/cacLeeS.jpg

Lots of people concerned about how the game balance with these uber fleets around. Although a good point was raised by someone stating that the game is a skill based game so probably not too much to worry about with the Goons, no point and click like in EVE here.

#3867788 - 11/26/13 01:33 AM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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The biggest difference compared to EVE is that SC will rely heavily on instancing, so the vast numerical superiority of the über-Fleets like Goons won't be that much of a problem.


"...late afternoon the Air Tasking Order came in [and] we found the A-10 part and we said, "We are going where!? We are doing what!?"

Capt. Todd Sheehy, Hog pilot, on receiving orders during Operation Desert Storm

#3867817 - 11/26/13 02:51 AM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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Also just because they have the ships does not mean they have the crew. Those corvettes take like 10 people just to operate the bridge, never mind fighter pilots marines ect.

#3867834 - 11/26/13 04:25 AM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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Still, seeing the image, it would be quite a show to see a virtual open war between those fleets.

+1 to the SimHQ "fleet".

Last edited by Lancelot; 11/26/13 04:26 AM.

Si hay que huir, YO PRIMERO!!!
#3867857 - 11/26/13 07:22 AM Re: SimHQ Star Citizen ship role call [Re: Tigerwulf]  
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Mace71 Offline
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Originally Posted By: Tigerwulf
I spoke too soon. Check out these fleets......

http://i.imgur.com/cacLeeS.jpg

Lots of people concerned about how the game balance with these uber fleets around. Although a good point was raised by someone stating that the game is a skill based game so probably not too much to worry about with the Goons, no point and click like in EVE here.


Think we just got our first targets biggrin


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#3867858 - 11/26/13 07:41 AM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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I like the cut of your jib Mace biggrin

Saw some figures on the number of people for those fleets. Goons have around 1,700 players ready for Star Citizen so they'll have no problem manning ships.

#3867899 - 11/26/13 11:12 AM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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I agree, with instancing (iirc) plus the ability to host a private server we should not see fleets anywhere near that size.

As been mentioned before, they will not be able to field that whole fleet as there are probably a ratio of 2+ ships per member.

That there cuts their available fleet to half or under, then couple that with some of the ships need multicrew and the fleet will be even smaller.

However, they have a great diversity and can field (if organised) quite a powerful fleet.

But as mace stated, there will be a lot of people showing off by flying their big stuff single handedly and they will make an easy target.

With regards to the cutlass, I still think of it more of an interceptor rather than a fighter and I am looking forward to seeing how it runs in a co-ordinated attack - especially with its tractor beam.

I would envisage an engagement with a large craft as follows
1. fighters tie up turrets and support craft at close range
2. Bombers and cutlasses hit at medium range and cutlasses move in for tractor
3. Constellations and larger ships pound from distance
4. Multicrew craft unload passengers into ship (if not destroyed) for capture

Anyway, if we are going to do the fleet thing, can we or should we start the exodus and move a long way away fom startersville to set up a base somewhere to launch our ops (that can cover trade + mining + interdiction)

Last edited by bogusheadbox; 11/26/13 11:14 AM.

Fighterops...

The only TRUE Stealth crowd funded game.

Devs said there was stuff there, but you just couldn't see it.
#3867905 - 11/26/13 11:30 AM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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First you have to take out all the thrusters and completely disable the target before you can use the tractor (unless it has changed!) as a maneovering ship would rip your tractor beam out it's mounts.


Chlanna nan con thigibh a so's gheibh sibh feoil
Sons of the hound come here and get flesh
Clan Cameron
#3867917 - 11/26/13 12:09 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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Mace71 Offline
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I read on the SC forums that larger ships can have some sort of booby traps set and turrets so boarding a ship will be dangerous. But that's the life us pirates live biggrin

EDIT: OT - I've just put a request in for a SC sub-forum http://simhq.com/forum/ubbthreads.php/topics/3867919#Post3867919 so we have a place to put all our stuff. Please add your votes for this too smile

Last edited by MaceUK33; 11/26/13 12:14 PM.

Antec 902 | Intel i7 920 2.66Ghz OC'd to 3.40GHz | MSI GeForce GTX 660 Black Knight 2048MB GDDR5 | Corsair 6GB DDR3 | Coolermaster V8 CPU Cooler | W7 64

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#3867925 - 11/26/13 12:32 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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Must...not...buy...more...ships...


You're only young once, but you can be immature forever.
#3867965 - 11/26/13 02:53 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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Getting a small SimHQ fleet together to take down one of these large ships sounds like SO much fun.


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#3867994 - 11/26/13 04:28 PM Re: SimHQ Star Citizen ship role call [Re: shan2]  
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wormfood Online content
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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.

#3868401 - 11/27/13 04:10 PM Re: SimHQ Star Citizen ship role call [Re: bogusheadbox]  
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