Tag Archives: Star Citizen

Star Citizen Regional Servers Coming Sooner

Star Citizen developer Cloud Imperium Games announced today that the game’s regional servers feature is coming out sooner than anticipated. Creator Chris Roberts said in a note today that the release of regional servers is being moved up to Alpha 2.6.1.

Regional servers will allow players to choose a server based on their geographic location. The options include North America, Europe, and Australia. This should, in theory at least, provide an optimal connection. “Once these are running, we’ll be able to run more tests to assess whether more locations will be needed,” Roberts said.


Speaking generally about Alpha 2.6.1, Roberts said the patch is “progressing nicely.”

“There’s still some UI work to complete and stability issues to iron out, but, as you can see in our updated production schedule report, we’re almost ready to get this latest patch into the players’ hands,” Roberts said.

Star Citizen has brought in more than $142 million from its massively successful crowdfunding effort. Parts of the game have been made available but the full title is without a release date.

‘Star Citizen’ Director Teases More Planet Variety Than ‘Star Wars’ While Dissing ‘No Man’s Sky’

‘Star Citizen’ Director Teases More Planet Variety Than ‘Star Wars’ While Dissing ‘No Man’s Sky’

Star Citizen is a controversial and ambitious space exploration epic, and more details about the project’s persistent universe were shared in a Subscriber’s Town Hall clip on Tuesday. In the 30-minute chat, director Chris Roberts made comparisons to Star Wars while implicitly downplaying the locales of No Man’s Sky.

Speaking to variety, Roberts said Star Citizen will make differentiation “one of [its] big focuses.” “You watch Star Wars and you go ‘Okay, yeah, it’s Hoth. It’s the ice-snow planet. And Endor’s the forest moon or whatever.’ And we’re definitely going to have different planets, moons even, that would have those sort of different feels. And in some ways maybe have more of a variety of ecosystems,” he mused.

But these varying environments aren’t just meant to give players something fresh to look at. As stated by persistent universe director Tony Zurovec, new surroundings “directly benefit the types of gameplay that we’ll be able to have the players engage in. Everything from reduced visibility from snowstorms, sleet, fog [and] impaired navigational capability from sources of radiation.” “All of these different types of mechanics come together and allow us to present new and different challenges,” he said.

What this essentially means is that, on particularly hostile planets, the inhabitants of Star Citizen may have to spend some time surviving before they can be rescued by a distress beacon. While unfinished, the loop might involve hunting and gathering until safety arrives. Each circumstance therein is dictated by the variety in planets. Roberts also feels that multi-crew ship concepts will take those experiences even further.

That being said, the director also tried to distance himself from games like No Man’s Sky, which hinged heavily on its universe of 18 quintillion planet-sized planets. “Even though we may not have a billion procedurally generated moons or planets, we’ll have a huge… we’ll have a very large amount of actual planets and moons that have a really well-constructed set of environments and ecosystems that should be challenging and interesting to explore,” he said.

In other words, the goal of Star Citizen isn’t just to offer players lots of places to explore but to also make sure those places are detailed and carefully designed. The apparent lack in environmental beauty remains one of No Man’s Sky’s most critical issues, despite its massive scope. There was no specific name drop in the chat, but it’s clear Roberts wants to let fans know similar mistakes won’t be made.

Ironically, however, it should be noted that some of No Man’s Sky’s staff is currently working on Star Citizen.

The full discussion goes into much greater detail on subjects like server disconnects, quest generation and more. It can be watched at the embedded YouTube link above. Star Citizen remains one of the most funded game projects ever made and has been in development for several years. Its most anticipated module, Squadron 42, is planned for initial release later this year.

Star Citizen diary, part 1: So, is it actually fun?

Star Citizen diary, part 1: So, is it actually fun?

Forget the hype, delays, and controversy surrounding the crowdfunded behemoth. What’s it like to play?

Star Citizen! It’s been the subject of so much speculation, analysis, and controversy since becoming the biggest crowdfunding success of all time, and many unanswered questions continue to surround the highly-anticipated space sim. Is it too ambitious? Will it ever be finished? Is a crowdfunded project of this size a problem? Is the game’s development in trouble?

With this diary, though, I’m going to try answer a more important question: what color cap defines me as a Star Citizen?

Star Citizen diary, part 1: So, is it actually fun?

Wait, that’s not the question. The question is: “Yeah, but, like… is Star Citizen any fun to play right now?” To date, despite the reams of stories and features written about Star Citizen, not a single person has actually played it. [Editor’s note: this is not true.] It’s high time someone did, and unfortunately for you, that person—that Citizen of Star—is me.

(In the interest of full disclosure, I stuck with the standard issue yellow cap.)

I’m going in cold. No video tutorials, no prep work, no real idea what you can and can’t do in the current playable version (2.5) of Star Citizen. I just want to jump in and see how things go. I’m a Star Citizen, not a Star Expert, and I hate video tutorials because they always start with “Hey, guys, it’s your boy…”

I begin by browsing the hat selection at Area 18, a sort of player hub and shopping mall. Area 18 is a sprawling metropolitan space that, frankly, doesn’t currently contain a lot. You can buy guns, clothes, and spacesuits, and watch as other players in yellow caps who look exactly like you run around looking at other players who look exactly like them. There are some nice views, and the promise of more to come, but a quick visit felt like plenty and I can’t say it was much fun. It’s got space but not outer space, and outer space is what I want.

Star Citizen diary, part 1: So, is it actually fun?

Onto the real thing, then. I spawn in a small “hab” on a space station orbiting a planet named Crusader. I get out of bed, then immediately get back into bed, sort of by accident: a “Use” prompt appears on my screen, so earnestly attempting to be a compliant citizen, I use it. This makes me climb back into bed, where I become stuck. I can’t get up. I can’t move. I can’t do anything. It’s a decent recreation of Sleep Paralysis Citizen, but not quite the awe-inspiring beginning to a trillion dollar space opera I was hoping for.

I’ve just begun playing and already I’m forced to look for help in the place all newbies dread: global chat.

Star Citizen diary, part 1: So, is it actually fun?

“How do I get out of bed?” I ask. I wait for the joke reply, which comes immediately. “Set an alarm clock,” someone says. Someone else suggests “Press right-Alt + Backspace.”

“That feels like a trick,” I type, thinking it’s perhaps the Star Citizen equivalent of Alt-F4. Turns out, it’s how you suicide, since becoming stuck in bed is a known glitch, and when it happens there’s no way to get out of bed without ending your life. Either way, nothing happens when I try it. I return to the main menu, then respawn. And immediately get back into bed.

I don’t really want to be in bed, okay? I want to be in space doing space things. But in the interest of being a responsible citizen reporter, I just want to see if the glitch reoccurs. It doesn’t, though I recommend staying in first-person mode while you’re in your hab. I don’t recommend trying to watch yourself get out of bed while in freelook, or you might wind up dizzy and staring up at your own groin.

Leaving the drama of my bed behind, I start preparing to actually go into space. Getting my ship, and finding my ship, and climbing into my ship proves to be a bit of a chore, but eventually I figure out I need visit a terminal to have one of my ships of brought to a landing pad, then go through an airlock and find the correct pad.

Again, in the interest of being a good citizen reporter, I attempt to go through the airlock without a spacesuit just to see what happens. What happens is, you die. This has been a public service announcement that no one needed. You’re welcome.

Once outside, I then need to reach the ship, which is occasionally challenging for a Star Citizen who hasn’t quite got his space legs yet.

Even entering the ship is a little adventure. It can be hard to tell where the entrance hatch is: sometimes you clamber right into the cockpit, but on larger ships you have to hunt around underneath for the entrance, climb inside, open a door, shuffle down a corridor, open another door, and finally get into the pilot’s seat and swivel around to face the controls. I like this: it makes the ships all feel different.

I also enjoy all the legwork involved in getting ready to take off. Having to actually undergo the process of getting your ship out of long-term parking gives you the sense that, yeah, you are a citizen. Spawning in the cockpit and being able to blast off instantly would detract from that. I’m definitely digging the space station.

As I prepare to launch, it becomes clear rather quickly that this isn’t an arcade game where WASD does everything you need. That’s great, but it’s also just a bit intimidating for a newcomer. After several visits to the keybinding scheme in the menu, which is so filled with commands it has its own little magnifying tool just so you can read them, I find a jpg of the controls and put it on my second monitor.

Even with instructions, operating the ship is enjoyably complex. Many keys have multiple uses and different ways to activate them, such as:

  • tap
  • hold
  • tap and hold
  • double tap
  • double tap and hold
  • alt + tap
  • alt + hold
  • alt + tap + hold
  • double hold + tap alt
  • dap
  • double dap
  • have a friend hold while you tap
  • tap so much you’re hammering, because nothing is working
  • realize you’re looking at a control scheme from the previous update and the keybindings have all changed and that’s why nothing is working

Star Citizen diary, part 1: So, is it actually fun?

I do manage to eventually launch my ship and fly around the space station a bit, enjoying the view and getting used to the controls. Figuring I should begin the same way I began playing Elite: Dangerous, I decide to simply practice taking off and landing, again and again, until I’ve got it down pat (or down tap, I suppose). A couple little things go wrong, and they all involve violent explosions and instant death.

On my first try, my ship simply blows up. In fact, I hadn’t even begun to try. I didn’t crash, I didn’t press a button. I was simply hovering motionless over the station. I know in Elite: Dangerous you could get nuked for dicking around inside the space station with your ship for too long, but there was no warning or anything. Just: kaboom.

The reason my next ship explodes is more obvious: it’s because I pressed the key I thought engaged the auto-lander, but rather than landing, the throttle jumped and I slammed right into the landing platform and blew up.

As the saying goes, any landing you can float away from utterly deceased, forever tumbling into the infinite void of space, is a good one. Since my citizenship has so far consisted of an hour spent trying to get out of bed, repeatedly exploding on the launch pad, and shopping for hats without actually buying a hat, I decide to skip landings for the moment and try to complete an actual mission. I get into yet another ship, figure out how to engage the quantum drive, and fly to a random icon on my HUD where I’m immediately attacked by the thing that space is always full of: pirates.

Note to space games: I don’t like that AI characters can just start talking to you while you’re flying around, especially space pirates. As soon as one shows up, they start speaking directly into your cockpit. How do they have my phone number? Shouldn’t I at least have the chance to screen the call before answering? I don’t need to listen to AI space pirates because I already know what they’re gonna say. “Eaaaasy pickings,” or something wry like that. “Well, well, look who wandered into the wrong asteroid field.” That kinda crap. I don’t need to hear that, and I don’t think they shouldn’t be able to just start speaking directly into my space phone.

Still, I get to fight pirates! Real spaceship stuff! I do pretty well despite not really knowing what I’m doing. I’m also pleased to see one pirate, fleeing my wimpy lasers, fly his ship at top speed directly toward an asteroid, donk into it, and go spinning off. Ha ha, loser! That’s like something I would do!

In fact, it’s exactly like something I would do, because I do it a moment later. I donk right off the same asteroid. I also donk into that pirate, and later, donk into another pirate. I do manage to blow up the pirates, though, both fun and satisfying, and I even almost complete my assignment, which is to locate a mysterious signal and find out what it is. I get very close to the origin of the signal, but during the pirate fight one of the wings of my ship was destroyed and since I predictably wind up donking into the source of the signal, my ship winds up exploding again.

I’m beginning to feel like I need a lot more practice flying before I take on any more pirate-based missions, so I decide to switch gears and see how Star Citizen fares as an FPS. I want to visit Security Post Kareah, which I saw referred to as “The FPS Station,” which sounds like a good spot to shoot some guns. I aim my fourth ship at Kareah, spool up my quantum drive, and… I miss it. Somehow, I fly right by Kareah. I’m just headed deeper and deeper into space and I can’t seem to shut off the quantum drive to turn around. Then, there’s a boom and everything goes black.

Then everything goes not-black. I’m back in my tiny hab, slumping to the floor. The game apparently decided to teleport me back to my room so just I could watch myself die twitching on the floor. Thanks, game! Very considerate of you.

Lying inert and helpless in my tiny space cubicle is how I began playing Star Citizen, so I think that’s how I’ll stop. For today, anyway. Tune in next week, because I’m determined to become a better pilot, shoot some guns, and complete at least one mission. And I’m thinking about maybe buying a blue hat, too.

Despite my lack of expertise, and several glitches, I am having fun with Star Citizen so far. And it’s quite a nice-looking game. Every time my ship exploded and I suffocated in space, it was very, very pretty. Just watch out for the pirates, the asteroids, and the beds.

Star Citizen : Free Fly! A Weekend Warrior’s Thoughts

Star Citizen : Free Fly! A Weekend Warrior's Thoughts

Hello all, so I recently joined up for the free fly. I’ve been itching to try Star Citizen since the Free Fly I missed back in July, when I’d only just started really researching the game. Since then I’ve been itching for another try.

Well, now having tried it, I’m going to try and keep the review as brief as I can. There’s a -ton- I want to talk about, but frankly it’s such an early Alpha that I only want to cover ideas and concepts rather than anything to do with performance or bugs.

-Generic missions. I got to try some of the standard leveling up/standard missions, namely repairing uplinks, defending Kareah, and probe quests. They’re acceptable for what they are, but as they are, they lack that feeling of “living, breathing universe” that SC is going for. One of Tessa’s missions for instance involves saving pilots under attack and finding distress beacons, but once you’ve finished them, that’s it, you get the reward and it’s over. If I had to make a major change to these generics, it would be to add a post-quest effect; one of the pilots you save during one of the missions says “thanks, I hope I can pay you back someday” – well, what if she did? If I ever get into another fighting mission further down the line, could I have a generic fighter show up and say “you helped me/my friend out earlier over in [x solar system], let me give you a hand.”

Star Citizen : Free Fly! A Weekend Warrior's Thoughts

-Group questing. One of the things I was noticing when doing uplink and probe missions is that, when more players showed up, more pirates showed up. However, only one person ever got the money from repairing an uplink, even though we all contributed. It’s kind of fun being able to 2-man these, but the second person needs a little credit! We all just fought off our share of pirates, we should all get a cut.

-Uplinks. They’re a nice little generic mission for newcomers to get some quick money off of, but they don’t feel like they fit in the “living, breathing universe” idea. For one, they break down all the time and for no reason; this is obviously because you need to give players something to do, but it is a little silly. I know it’s a minor thing, but I’d prefer if the quest said “pirates have implanted a jammer on our uplink; eliminate it”, and if the quest is left alone long enough, the quest evolves into “pirates have taken over our uplink and shut down our defenses in that area; eliminate the pirates and reactivate our uplink.” Same task, but higher difficulty and better rewards if an uplink is left alone for too long. It also makes more sense than ‘maintenance’. As well, active Uplinks should spawn security, making them difficult to travel to for real pirates; pirate players may want to shut them down so less security shows up?

Minor cases of taste, but in a game as ambitious as Star Citizen, I want to feel like the things I do to at least act like they have an impact.

This is What FPS Looks Like in Star Citizen

This is What FPS Looks Like in Star Citizen

I like to think there are two kinds of people, the engineers and mechanics who can build a race car. then there’s the race car drivers.  some developers just cant play the game they created as well.Whatever you say does not change the fact that this video does not show what the FPS looks like. There is no current video of the FPS available and it has been “delayed/canceled” for almost 2 years now. They promised it again for Gamescon, then CitizenCon and now no one knows any more since all these lies are just getting confusing even for the most hardcore cult members.

The reason many people still find CS in general entertaining is because even though the game offers the same thing it has done for 15 years, the base game is still interesting and has a huge skill cap, like many other competitive games. With your logic, Starcraft, Dota, League, and various other games would be dead and gone because they also offer the same content since their inception.

I like games with good guns like wolfenstein the new order. They have the most badass guns in any game. Star Citizen has one of the best graphics of any futuristic game. I think the guns from Star Citizen are just or almost as good as wolfenstein guns.

I’m thinking that because elite dangerous and star citizen are at opposite ends of the system, elite dangerous with no walking around or advanced flight systems like SC but with a big universe, SC with the basics done but with a small space to play in. So if they were put together it would be perfect. But in the real world things like that don’t work for the reasons you mentioned.


Apart for Star Citizen the rather odd spacecraft maneuverability

Apart for Star Citizen the rather odd spacecraft maneuverability

So I’ve been looking at this game for quite some time and I have to say – this is very ambitious and currently executed gloriously (apart for the rather odd spacecraft maneuverability as if inertia does not exist but I assume this will be changed in the future being Alpha and all). I have a few questions before I commit to pledging since I’ve been looking at the Avenger Stalker.

Apart for Star Citizen the rather odd spacecraft maneuverability
1. From what I’ve read, you have to buy the game itself (or the ship that you want e.g. Avenger Stalker in my case) starting from 49.55Eur and if you want the single player campaign, that’s another 49.55Eur. Is there any package that would be currently available to buy both of them at perhaps a cheaper price?

2. Being Alpha, I read that wipes are a common occurrence and that’s completely understandable. My question is does this happen to your ship modifications that you make down the line? Is everything susceptible to wipes and what do I usually lose? Is there a chance that I would lose everything and start over without the mods, just the base ship that I got with buying the game? Will there be consistent wipes as the game transissions from Alpha to Beta or will there just be one singular timeline where some things get wiped while others stay as they were?

3. Whenever you first access the game, I assume that’s what everyone calls the “Live” servers which is currently 2.5?


Greetings all. I am a noob about to make the plunge and back the game. The latest update has me intrigued enough to jump in….I think. 🙂

Ideally, I am hoping for a free fly event so I can test out thing now that I have done my research a bit more. I participated in the free fly over the summer but jumped in without reading anything and was thoroughly disappointed. I didn’t know I couldn’t fly the hangar ship, I didn’t know about the PU and how to get to it. All I could do is walk around the city and not do anything. But know that I know better (and more) I am really excited to try it out, knowing full on it is still Alpha.

Anyhow, I have done a lot of reading and watching over the past week or so and have a few questions I can’t find the answers to yet. I am hoping someone here might be able to help me.

1. With a $60 pledge to get both SC and SQ42. If I get the Mustang, as the upgrade charge is less (or more credit then the Aurora); how do I go about upgrading to say the Avenger some day? I think it is buy the CCU with real dollars and then upgrade that way.

2. How soon can I do that? Right away or do I have to wait for a token?

3. Speaking of tokens, I understand I won’t get one until after three months but that clock doesn’t start until January since I just missed the October start of the quarter. So I won’t get a token until March. Correct?

4. On the topic of aUEC, it is only good for personal weapons and clothing today. Can I use the money I earn in game to buy real world credits to upgrade ships with or what good is aUEC? Without spending real world dollars how do I upgrade ships and hard points?

5. While I already created an account for the last go round of free fly, I am going to create another account to get the 5000 credit deal. Do I need to worry about my previous account at all, or will it eventually go away. I understand I cannot get the deal on the old account, only on the new account. Is it worth it if aUEC isn’t much of a big deal right now?