Casual Citizen Season 2 Episode 4 - The Long Goodbye

It’s been a minute since the last episode of Casual Citizen and Night Bus, even though most of the content was completed when I started. The game commentary is no longer relevant but I do want to release the fiction so that it stops sitting on my mind, and I can either continue it immediately or pick up other stories I’ve since started. I have to compose new commentary which there are things that easily come to mind given that I’ve been playing a bit of Star Citizen lately.

Episode 4 discusses the recently release Origin 400i and the next installment for Pod City, The Long Goodbye. You can take your pick of listening on SoundCloud, iTunes, or YouTube to see in-game visuals. Whatever you choose, I hope you enjoy the show.


Medical Game Play in Alpha 3.16

Medical gameplay is one of the professions I’m interested in doing in Star Citizen. At least, I thought it was but I’m not so sure now. I’m realizing that my vision of it was more like how it plays out in The Sims, where patients arrive for treatment and I engage in a mini-game to deduce the malady based on symptoms and attempt to determine the right treatment. What we have in Star Citizen, as it stands today, is that the game detects the illness and applies the correct remedy.

When a character materializes into the game for the first time, they choose a home city. Unless you state otherwise, that’s also the city you’re returned to when you die. The hospitals, of course, look really nice. The facilities have actual treatment rooms with beds and all the accouterments of a doctor’s office. There’s a reception area that looks plausible, gurneys in the hallways, and NPC staff meandering about. There’s a pharmacy where players can purchase portable medical devices such as the Medpen, as well as the ParaMed from CureLife, a professional-grade emergency medical device designed to stabilize patients until they can be taken to a hospital or ship with a Medbay.

When you die, you wake up in a hospital room, laying on the bed in a dressing gown. Anything you were wearing or carrying is gone, as it remains with your corpse. You can attempt to retrieve your items using the map marker provided but that’s only if someone else doesn’t loot it all first.

Yep, Star Citizen has full corpse looting now.

Depending on the extent of your injuries, party members can stabilize you – bring you back to consciousness using the ParaMed gun or transport you to the hospital or a MedBay. In this way, you don’t lose any of your items. Since the ParaMed only stabilizes you, you must visit a hospital or MedBay at some point to have the actual injury cured, and as a result, remove whatever debuffs it applies.

Having your hospital spawn point clear across the other side of the star system will be annoying, especially if you want to attempt retrieving your corpse to get back your inventory. Therefore, you can change your clone location by visiting another hospital and using the Insurance Claim terminals to relocate your resurrection point.

Persistent resurrection clones sites, along with localized inventory means that logistics are important if you care about being efficient. 

You don’t want to leave your clone site set to the hospital near MicroTech, the outermost planetary system if you’re doing combat missions near Hurston, the innermost planet. There’s nothing like dying during a mission, only to find yourself waking on the other side of Stanton in a dressing gown. I actually like that you have to consider this when planning activities. Like inventory management, it grounds your character to the reality of the game’s universe.

I even think it’s cool that you wake up in a hospital bed, and if you don’t have any local inventory at that location, you’ll be buying armor at that station or leaving in the default flight suit. So far, so good, I do like medical. So what’s the problem? I don’t see the role I hoped to play as a medic. The hospital bed and Medbay perform the diagnostic and apply the treatments automatically. What remains is search and rescue.

You can be a mobile medic using the ParaMed gun to stabilize patients on the spot and give them a lift. You’re not providing direct diagnostics and treatment which is what I was interested in doing.

If you have the Cutlass Red, Carrack, or other ship with a medical bed, it’s essentially the same thing. Stabilize and offer the Medbay services or retrieve the corpse and put them on the MedBay to resurrect. While that might be what others are looking to do, it’s not what I wanted as a medic. I wanted the diagnostic and treatment opportunities, not EMS game-play.

Additionally, where does that leave the Hope Endeavor – the station-sized ship which acts as a floating hospital? Players arrive if they’ve opted to use your cloning services but what’s the gameplay for the shipowner? Stocking supplies? Security? I’m likely to melt my Apollo if medical remains as it is today, with the healing interaction occurring between the player and the medical bed. As for the Hope, I wonder what the ship owners are thinking now that we’re seeing the medical profession in the game.

All in all, I think medical is coming along nicely. Whether or not I’m still interested in it as a profession, remains to be seen.

The Return to Star Citizen

A combination of winter, work stresses, the family spread across 3 states now, and Jenn’s health crisis has left me feeling rather blue at times. We were all anxious to kick 2021 in the butt. However, nothing could have prepared us for the crisis mode we’d be in entering 2022. While always endeavoring to remain hopeful and manage what’s within our control, I’m in desperate need of my time away from it all.

Nothing removes me from the present pressure-cooker like gaming, specifically, MMOs. And not one to game hop, I’m returning to Star Citizen, the game I hope to call home for years to come. Can it deliver enough variety and entertainment in the current alpha state? I’m about to find out.

The ability to escape into my own brand of fun is why I mostly solo MMOs. It’s a time when I don’t want to care about what anyone else wants. Where, what, when, and how of others is mostly off the table, especially during the week. And I definitely, without exception, am not interested in hearing some random player’s voice coming out of my speakers. I enjoy being among but not with other gamers when I’m decompressing. Social gaming is what weekends are for in my world. Of the game-play that Star Citizen has to offer at the moment, I’m most inclined to mine, do FedEx-type deliveries, and NPC bounties. The latter two offer opportunities to gain reputation standing with the various NPC factions.

I’ll likely rotate among the content as the mood strikes me. For now, I’m starting in ArcCorp, the planet-sized mega-city so that I can do the rooftop deliveries that seem to be more readily available there. Setting up your base of operations immediately requires that you consider the physicalized inventory and medical system available in 3.16. Given that you’re limited to the inventory, including the ships, you have stored in a given area, planning is a good idea. It also adds a lot of roleplay/depth to your decisions.

After selecting ArcCorp as my home planet, I elected to establish my base of operation at the orbital station. Baijini Point is a Trade Hub Space Station in geostationary orbit around ArcCorp, located above Area18. I elected to start looking for missions, which are regional, from that location. Additionally, I decided to mine on Arial, a moon of ArcCorp, with refining operations at ARC-L1. Officially named Wide Forest Station, ARC-L1, is a Rest & Relax owned Rest Stop located in ArcCorp’s L1 Lagrangian point.

Having made decisions about locations, it’s up to the player to actually transport their personal inventory to where it’s needed. I set my medical resurrection point/cloning insurance at Baijini along with the ships, armor, weapons, etc., I might need to do missions. I flew my mining ship, the MISC Prospector to ARC-L1 along with my Drake Herald. The Herald, designed to safely ferry data from Point A to Point B, is one of the fastest ships in the game. I’m using it for delivery quests since it’s fast getting in and out of atmo and serves as a quick shuttle between Baijini and my mining operations.

Getting this much established took a couple of sessions. I hadn’t used the inventory system yet. Additionally, playing after a wipe, I also had to travel around the star system equipping my ships, purchasing gear, and delivering things to the appropriate place. That was another couple of gaming sessions. Doing just this much made me feel more connected to the game and my character than previous stints in Star Citizen. These choices, while by no means permanent, have a session-to-session impact on your character, and going through the actions, makes you feel grounded in the game. In my next post, I’ll talk a bit about my adventures in mining and doing deliveries out of the ArcCorp which has been entertaining enough of a diversion.

Oh, New World

New World is on the ropes but I’m here to stay – for now. If things don’t get worse than they are today, I find enough that I enjoy, to stay the course. It’s such a tremendous shame that the quality control was so poorly managed on this title. Whether they were understaffed, rushed, clueless or all of the above, we’ll never really know. What we do know is the sad outcome of this debacle and clusterfuck of game issues.

No MMO releases bug-free but this – what we’re experiencing in New World is unprecedented in my 20+ years of MMO gaming.

Broken mechanics, which are more easily detected as not operating as intended. We see them, work around them and move on. However, the endless sea of attributes on gear, weapons, talents that mean fuck-all, is a whole other variant of REALLY AGS??? For those of you not playing, it’s a slog to get gear with the attributes appropriate for your role. Weapon leveling for some, such as the Life Staff is very slow until you’re in the upper levels. Crafting while beneficial costs more than you make because the economy is busted due to a different set of issues around poor design. It makes slogging through the wreckage to craft or acquire items, skill points, etc., to only find out it’s not working and never did, is a brutal kick in the head.

By the time I hit midway through the leveling curve, the missions started to wear on me due to the overly aggressive content re-use.

You return to the same locations over and over to find a different item from the boxes or as drops from NPCs. If it’s a zone that’s not to your liking or has other inherent issues like physics problems such as getting stuck on all the themed crap littering the ground or being trapped in cramped spaces trying to fight, returning repeatedly to experience these issues gets really old.

Reading the above sounds like a dumpster fire that I should be running from post-haste but I’m not. There’s still huge promise in the game, and I really do enjoy the fundamentals. There’s no inspirational lore shining through or infamous characters you’re excited about encountering. There isn’t a single mechanic that’s innovative or outshines what’s come before it. However, for me at least, what’s compelling is the stripped-down version of, go off and live in this fantasy world.

It’s the combination of all the little things I can do, as a single character in a beautifully rendered world with stunning sound design, that keeps me engaged.

When I get tired of the copy/paste missions, I do harvesting runs. When I get bored of running around collecting items, I bum rush lowbie mobs to skill up another weapon. When my storage is getting too full I spend time in town crafting items. When I don’t want to do any of the above, I sneak my way into higher-level zones to uncover the portals and cities I’ll need next. This rotation and variety mean I can always find something to do that’s enjoyable at that moment when I have time to play.

I just hit level 39. At 35, I was a bit bored and had 9K gold which is a good amount given the broken economy and my level. I decided that I wanted a second house in a northern city to help with harvesting runs. Those are higher-level zones meant for players 50 and above. I set myself a target of getting to one and figuring out how to earn enough standing to buy a house there given that I was too low to quest there.

I decided on Morningdale and inched my way up there building camps as I went in case I died. I almost died multiple times but escaped by the skin of my teeth. Once I arrived I found several harvesting and crafting missions on the town board. I crept around the exterior of the city to do the collection quests. I did the crafting back in Everfall where my first house and primary storage is located and used the Inn portal to get back to MD.

In effect, I sacrificed having fast travel to where I was actually questing at the time, to make returning to MD easier. It took me several gaming sessions of turning in town missions to earn enough standing to buy a house. I bought the 5K gold house right near the town board. I decorated the interior since I do carpentry and put some of my spare Cash Shop Halloween decorations outside. Happy as a lamb, being level 35 walking around in MD, made me smile.

So yes, New World is a bit of a dumpster fire at the moment but I have no plans at present to jump ship. There are too many things I like doing and am hopeful they can right the ship over time. If you’re minus an MMO at the moment and enjoy the older style MMOs such as EQ2 where you can do anything/everything and level by questing, harvesting, and crafting.

I would still recommend New World. It’s only 40 bucks and I’ve long since gotten my money’s worth.

Our server is quieting down. I don’t see any world PVP and people are starting to shrug off wars. Both of which are content I’m looking forward to doing when I hit level 60. If things get too quiet on Perloma, I might transfer to a high population server AFTER transfers have been perfected.

New World - Ding, Level 30

Last night, I hit level 30 in New World and am going strong. I’m definitely behind the leveling pace of those who started on release day which is fine by me. I’m not one to race to max level. Enjoyable MMOs don’t grow on trees so I prefer to savor the journey when I find one I like.

I don’t really have anything significant to complain about thus far. There are minor issues such as input lag during peak periods, slow spawning named mobs, and if you choose to quest continuously, you will feel the repetitiveness of the mechanics. For the latter, however, I have so many other things to do that it simply isn’t an issue for me. In fact, I sometimes need to remind myself that I might want to go level a bit. Harvesting while exploring feels so immersive, relaxing, and natural I spend more time at it than I intended some evenings.

Being halfway to the maximum level is more a by-product of having fun in a beautifully rendered world with an amazing soundscape.

Today, for example, I will focus on doing quests. In particular, I want to run through Faction Missions to purchase several Rune of Holding, an essential item for crafting bags and storage containers. Making money from crafting is a bit touch and go. Because players aren’t restricted to a set number of harvesting and production professions, many are choosing to do it all, making it difficult to make a profit on common items. What I’m able to sell consistently are the items that can’t be produced or harvested – the refining materials that come from looting caches. I’ve earned most of the gold by selling 50% of what I collect and reserving the rest for my own crafting needs.

For me, being halfway to max level this quickly after release is a credit to the level of addictiveness New World can trigger. Every single thing you do has value. Other than walking, every single activity generates XP, and even walking around the world does if you harvest along the way. At this point in the journey, I can say it’s my intention to play beyond the max level to end game activities such as participating in the territory wars and world PVP. The only thing that can upset the apple cart, will be what AGS does with the cash shop.

Amazon's New World Open Beta, I Had My Happy Ending

The New World Open Beta Testing (OBT) has come to a conclusion and it didn’t disappoint. Master Henry still has a shit spawn rate and not enough health for the number of players trying to kill him. He needs to scale. Abandoning the wait to complete this mission blocks you from what I found to be a fun quest series. New in the mix were audio bugs, the magnitude of which were very disorienting in multi combatant fights. You immediately realize how much we use audio cues during engagements. Other than that, I didn’t experience any issues.

Even with a couple of bugs I encountered, things went very well. It was definitely gaming-time well spent.

Doing It Again

Even rolling across the same levels as the Closed Beta Testing (CBT), I was excited to play and enjoyed myself. The adventuring went faster this time as there was no fumbling around with different weapons to create a preferred playstyle. I also refrained from trying to level up various trade professions since I’d sampled them all during the CBT.

Additionally, I know now that when you have to loot a certain number of items, it’s a count represented by exactly that many caches. Therefore, you can’t enter the zone and collect them willy-nilly. You must be methodical, tracking which areas you’ve checked or it can be a nightmare of retracing all your steps to get the last one.

Beware of quest objects where you must loot a certain number of caches. Be methodical or finding them all can be annoying.

I wasn’t a fan of only an exact number of caches being available when I experienced it during the CBT. However, knowing how it works now it’s fine. It can be much harder to account for everything a night. Yes, unlike most MMOs, New World does a night cycle that is DARK. Understanding how it worked the second time around removed the frustration I felt during my previous romp.

Battle Cleric

The role I’ve decided to build in New World is the Battle Cleric based around the War Hammer (WH) and Life Staff (LS). I use the LS to pull, fight ranged enemies, and its primary purpose, healing. I’ll be pumping all of my attribute points into Focus which buffs the LS. My DPS, which is secondary, will obtain stats from my armor. The WH is more crowd control than damage output. It applies stuns and debuffs so that I can beat down mobs that come into melee range. It also doesn’t require a lot of fancy footwork which isn’t my thing, especially in an active targeting game. 

If I know the targets are going to move into melee distance after the pull, the LS has a targeted skill that heals over time + weapon damage. If multiple are going to come, I’ll also put down another ground HOT and fight inside the healing circle.

For open-world PVE and PVP sieges, I wear heavy armor. I lose a fast-moving dodge in doing so but my build is designed to engage toe to toe. For open-world group PVP and dungeons, I’d wear light armor for the improved dodge. I do wish for more variety or control over the gear appearance. I always look like some mix-matched hobo even though I’m in nice greens. 

A transmog system would be a nice addition, even if it’s in the cache shop. I’d rather that than more odious methods of them generating revenue to sustain the game. Or for the cosmetic cash shop items, including an appearance system ala GW2 would work. I saw things I really liked the look of but they weren’t appropriate for my level or class.


The jury is still out on which profession I’ll start with. You need to cook for yourself to some degree for the various stacking buffs, and the meat is easily obtained via skinning. I’ve never been one to enjoy crafting armor or weapons. It seems so mundane to me. The exception of course was when World of Warcraft introduced Bind on Pickup crafted items that were pretty mandatory for raiding. 

It’s hard to know where to start when you can do all of the professions. I want to be strategic enough to earn gold so that I can own multiple houses and try the largest the game has to offer.

I’m thinking of doing jewel crafting for the usefulness and revenue, with carpentry and fishing for the enjoyment and RP factor. Fishing in New World is the best I’ve seen of any MMO and there are so many scenic places to fish. I also enjoy the mini-game of trying to land in the fishing Hot Spots when you come across them.


I enjoy player housing. It adds to the immersiveness. The crafting is so EQ2-like, I’d hoped the player housing was as flexible. As of today, it’s not. More freedom in stacking items at will would go a long way to allowing players to create unique items out of standard elements which is what made EQ2’s housing customization so powerful. You were only limited by your imagination and time. For now, it can be used for bonuses and extra storage. OBT also added group ownership/access to the housing.

I suspect small groups can use the new group housing mechanic to share items ala a guild bank in case that feature isn’t added. We can’t mail each other times and it’s not always convenient to exchange in person.

My Happy Ending

As my Sunday evening of available game time came to a close, I realized that I had enough money to purchase the smallest house in Windsward. I had JUST enough gold. However, when I went to purchase it, I didn’t have enough reputation. I was 2K short. UGH. I raced to the Town Projects Board to see what tasks I could perform on the city’s behalf. Luckily, I had resources in my storage that completed two quests outright and another two where I needed to run around to collect a bit more and process the ore and food, which I did.

I purchased a little one-room house that’s available in every city for 2.5K gold. I raced back out into the nearby countryside to harvest materials to craft furnishings and decorations such as wood, reeds, stone, iron, etc. In the final 30 minutes, I had available, I used up all of my materials to craft a few items for the house and was pleased with the outcome. 

Unlike some MMOs, the chairs and beds have distinct animations. Done at the last minute, it was sparse but let me try out the system before the clock expired on my time in Aeternum. I spent my final moments relaxing on my porch watching others racing around the city.

The Future

I’m excited about the official release! I’m crossing my eyes, fingers, and toes that there are no further delays. As things stand today, this is the next MMO I’ll be playing long enough to hit max level, do all the dungeons, and then enjoy crafting as my end game. I can even see rolling a pure DPS class so that I’d have two characters as I had in GW2. 

From where I sit, NW has the early staying power of GW2. Only an onerous Cash Shop, dearth of new content, or severely broken mechanics can defeat the successful base game. Here’s hoping Amazon Games realizes the potential they have in their hands for long-term success versus short-term monetary returns.

Bring on New World, my gaming soul is ready!

The Genesis of Space Whales

If you’re relatively new to Star Citizen, you might be wondering, “what’s all this space whales nonsense?” Let’s take a look at a joke that became a thing, is now represented as a sculpture on Orison, and will one day live among the clouds of Crusader.

Space Whales, called Stormwal, are flying creatures native to the atmosphere of Crusader, a gas giant in the Stanton star system. The Stormwal haven’t been implemented in-game yet. However, you can find a sculpture of one on the Cloudview Center platform in Orison.  You can also hear a subtle but amazing haunting whale-like soundscape in the area.


The Stormwal, called ‘Space Whale’ by the designers, is a flying creature that lives in the atmosphere ofCrusader. The animal currently only exists in concept. Its implementation was confirmed in 2020 by writerDave Haddock.

According to the concept art, the carcass of a space whale is approximately 100 meters long. They are hunted because their body produces a highly valuable resource.

There currently sits a large sculpture of a stormwal onOrison’sCloudview Center platform made by Bipasha Zhu. Cutting a stark contrast against the vibrant sky, the sweeping lines of Orison’s signature stormwal sculpture captures the grace and beauty of the gentle creatures it portrays. Formally titled “Until Again”, artist Bipasha Zhu says that she was inspired by the city’s harmony and weightless strength. To better understand her bashful subjects, Bipasha spent a week living in a cloud submersible studying the stormwals up close. 

The Star Citizen Galactapedia also mentions the Stormwal…

Orison is a city based on a series of interconnected floating platforms located in the upper atmosphere of Crusader (Stanton II). Originally constructed by the United Empire of Earth (UEE)Navy to provide repair facilities for their capital ships, Crusader Industries looked at the existing infrastructure as an ideal location for their commercial shipbuilding operations. Over time, as the city drifts from its position, it must be occasionally moved into safe orbit by the synchronized firing of large thrusters built into each platform. Due to the gas giant Crusader’s natural beauty and the presence of unique fauna such as the stormwal, Orison has become a popular tourist destination for visitors to the Stanton system. Cloudview Center serves as the main hub for habitation, tourism, and commerce. The Skyway Shuttle provides public transportation between platforms.

I distinctly remember watching the episode of Happy Hour Game Dev where the Space Whale made its first appearance in October 2017. That was back when I consumed every morsel of content. Eagerly anticipating a playable game within a few years. By the time an update surfaced on Star Citizen Week in Review in March of 2020, I’d forgotten all about them. Having burned out on hearing about content so far into the future after backing in 2014, I was no longer consuming the weekly shows. 

Now it’s 2021, and we have a sculptural manifestation of the space whale. As frustrated as I generally am now about the lack of progress toward implementing the many professions that are still AFK and the associated specialized ships we backed that are flyable but not fit for purpose years after they were introduced, it can’t be denied that the Stormwal fountain in the Cloudview Center is inspiring. And combined with the soundscape from Pedro Camacho, pure fantasy bliss – a feast for the eyes, imagination, and soul. 

So yes, I still get sucked into the dream. I can see myself in an exploration or luxury touring ship, floating around Crusader Stormwal watching. Taking pictures, capturing video, writing little stories, and entertaining guests. This is why we’re all still around, bumps, bruises and all, there’s nothing on the horizon that comes remotely close to the dream that is Star Citizen.

Loot - I See The Light

A long-time fan and subscriber to SaltEMike on Twitch, I’ve been ambivalent to his strong feelings on the importance of looting in Star Citizen. I plan to occasionally participate in organized PVP events and NPC combat only when absolutely needed. The majority of my time will be spent exploring the specialty professions such as Data Courier, Data Hacking, running a hospital, food production, base building, RP styled commercial transport, and a traveling bazaar. How will I make time to divide my attention across all of these professions? I’ll start with doing a “30 Days as” series that does a deep dive into each. After that, I’ll rotate between what I’ve enjoyed best. After all, I plan to play Star Citizen for years, giving me time to savor each.

Most of the time Mike mentioned looting was in relation to combat which isn’t why I backed Star Citizen. NPC combat and PVP are nothing new to the MMO genre. I’ve been doing that for years, even in a spaceship owed to EVE Online. What’s new and unique, beyond the planned scope of the universe are the specialty professions which is what I backed to do. Hence, whether or not NPCs or players drop loot wasn’t a concern. That is until I played the New World Closed Beta. And now, I’ve seen the light on looting.

It’s pretty standard fare for NPCs and players to drop loot when killed. I like New World’s compromise of generating a loot drop when a player is killed versus them losing one of their items. Still, it’s the standard expectation of killing equals one or more items dropped. What New World does extremely well, which has changed my mind about the importance of loot caches is that they’re populated all over the world in logical places.

If you’re in an area that is farmland, you should expect to see crops that can be collected. In villages, towns, encampments, there should be supplies. Where there are humanoids we should see the artifacts of life, and we do in New World. No matter how many times I’d already crossed through a zone, and this is on foot mind you, I took the time to steal crops and loot caches. Even as a higher-level player traversing a lower zone, the contents have value. More importantly, there’s very little trash loot other than white gear which is still necessary for salvaging repair parts. There are no, let me sell this crap out of my inventory items. There is a nice percentage of green items in the caches too. Ones that were of a high enough tier to be upgrades or nice starters to try out a new weapon.

As I was running around grabbing caches for the umpteenth time, never tiring of the activity, it dawned on me what Mike likely meant. There are opportunities to add reasons to explore, risk combat, and revisit areas due to loot caches alone IF the loot tables are done well. I would engage in combat to defeat a ship and see what loot I could collect like in EVE Online. I would risk engaging in FPS, something I suck at, in order to loot caches exactly like I did in New World. However, if it’s going to be common crap then I’ll pass. I don’t need crap to sell for credits. I can earn that mining which is at least something I find relaxing. I’d do it for cool-looking gear but it would have to be a step up from the subscriber models which I haven’t really enjoyed to date.

I remember going out of my way in World of Warcraft to loot caches and they usually had middling content but it was something fun to do while exploring. New World has made them a core mechanic and I could definitely get behind that in Star Citizen if done in a similar vein and value. 

The recent CIG discussion on the topic didn’t go far enough to inspire me to really care about loot because it can be done poorly. I won’t care about loot for the sake of loot. The items need to be meaningful and valued for their use and utility, not their cash conversion or many of us will pass. We can make money in other ways. I really do hope it’s not the paradigm from most other MMOs where what you find amounts to vendor trash. If that was the plan, they’ve plenty of opportunities to shift gears and come up with a better implementation.

I enjoyed braving the PVP at Kareah to loot crates when they were there. Or take a missile to the face looting the abandoned wrecks. That poke around and find stuff while exploring is largely gone from the PU. I hope it comes back with a bang when it returns.

Casual Citizen Season 2 EP3

Season 2 Episod3 of my ongoing series on Star Citizen by Cloud Imperium Games is available on all support platforms. This episode’s topics include Looting, I’ve Seen the Light, The Genesis of Space Whales, Limited Fast Travel, and my NightBus Fan Fiction, Pod City The Fallen, Bird Cage.




Casual Citizen Season 2 Episode 2

Welcome to another episode of Casual Citizen. My experimentation with pseudo-A.I. voices has ended. The compromise I’ve reached to keep show production reasonable is that I will voice the game commentary sections and use an A.I. voice for the fiction which tends to be the longest portion. The vast majority of authors don’t narrate their fiction anyway so… boo!

Show Topics

  • The More The Merrier
  • True MMO Style Persistence
  • Pyro – Size Matters
  • Other Worlds
  • Pod City, Shifting Sands Part 2 of 2

Show Forma Options: