Star Citizen
Gilles sat in Deluna, the Podcity pub located on the first level. Being a sphere, it was circular with curved cushioned booths lining the walls. The bar was in the center, surrounded by mismatched bistro tables and chairs. Seated at his favorite booth, Gilles examined his scotch and unconsciously drummed his fingers on the scarred lacquer table. It was minutes away from closing time. He was the last patron in the place.
Ten thousand UEC per day. That’s how much Zora needed to earn to keep her life on an even keel. Maintaining the Terrapin, her sole source of income, was her first priority. Having a roof over her head was second. More than a convenience, leasing an apartment helped eating cheap and eliminated renting storage compartments for the crates of equipment she’d amassed over the years.
I think it’s long past time that Star Citizen’s persistent universe, actually persisted all player related assets. One of the foundational covenants between a player and a persistent universe is that the game won’t lose my shit or willfully destroy my assets. Star Citizen continues to violate this fundamental convention.
Walking through ArcCorp’s Area 18 was like coming home for me. I had so much fun wandering the concepted tiny area when it was called the Social Module.
No carrier in the world would include drivers leaving their utility vehicles to ride public transportation.
I miss having an active MMO to play. More than just enjoying a wide variety of content, I miss the idle times. Logging in to do brain-on-pause tasks or perch in a favorite location to watch other players, all the while soaking up the atmosphere.
or one year, you can only do one profession and possess only two ships, what would your choices be? And no matter how much money you earn, for that year, you can’t buy any additional ships. Literally, one year, one profession, two ships and go!
Backing Star Citizen has always been about two things for me. First is traveling and exploring the universe described by the robust lore. Second is the diversity of player professions which take MMO immersion to a completely different level. In particular, bonafide exploration mechanics, managing large scale food production, commercial transportation, operating a floating hospital, info running, luxury touring and building outposts. These two things combined are the crux and motivation for why I’ve pledged and to the degree that I backed the game.