This is a whole new
direction for me,
so I wanted to give my Star Citizen Journal a completely
unique look (and feel). I'll still update other parts of my
website, but I'm going to be focusing mainly on Star Citizen
from now on. [Note:
as I posted in my home page's
Time for a
New Focus column, I also considered
Elite Dangerous, but I just don't have the time to cover
both games. I've been following Star Citizen's development
since October 2012, so I decided to stick with the one that
I was the most familiar with. We're
very fortunate to have two space sims of this caliber being
developed right now.]
I'm hoping that many of you will want to join me in this new
adventure . . .
updates, mainly due to recent
changes/clarefications from CIG.
some minor updates (reflecting
my recent CCU to a Cutlass Red).
the Role Playing section, to
include my Firefly Starship
Dream . . . with a video.
Made it through
my first Cross-Chassis Upgrade.
The CCU process is way more
complicated than it should be,
but I was able to eventually end
up where I wanted to be. [Why
can't we just select the ship we
want to upgrade to, and then
select the ship we want to trade
in?] I had to figure out a
convoluted upgrade path and then
upgrade one step at a time,
which meant going through the
entire process 3 times . . .
upgraded my Aurora LX
anniversary edition to a 300i,
then upgraded the 300i to a
Hornet F7C; then upgraded the
Hornet to a Cutlass Red (with my
Aurora's 2-year insurance).] I'm
enjoying my Cutlass, but it is
very awkward to fly (turns very
slowly and handles like a
barge), so it is nearly useless
in combat. But as soon as the
Freelancer DUR is flyable, I'll
happily CCU my Cutlass Red for
My CCUs also came with the
additional bonus that I now have
my choice of 4 different
hangars. This is because each
upgrade increased the total
amount of what I have pledged as
a backer, and backing for a
higher level ship, like the
Cutlass includes a hanger
upgrade. The cool thing is that
I can switch back and forth
between hangers as much as I
I'll be adding screenshots of my
Cutlass Read and my new hangars
in the near future. I'm
currently downloading the entire
20GB AC, as I was an alpha
tester for the latest AC patch,
so I had to download the entire
Added the official "Imagine"
video (see below a bit), and a
few new videos to the
more in the
including what six-degrees of
freedom actually means (and how
I have my HOTAS set up for
October 29, 2014:
I've been following Star Citizen since I first
heard about it, way back in early 2012 and I enlisted (registered) on the
RSI Community Forums
on October 2, 2012 (ArwenEve, UEE Citizen Record #26,883), so I'm one
of the earlier Star Citizens, (today there are 635,173
Citizens). But I remained a silent member of the forum for
two years, and just quietly watched the early development
from a distance. From the very beginning, I really liked the
concept of the game, but I felt that it was way too
ambitious in scope, and I was concerned that the game would
would never become the game I was hoping for.
The truth was, as much as I love
games, I had become a pretty jaded PC gamer. Over the years
I had believed too many game developers and had swallowed
their hype during the game's development, only to have all
my hope shattered when the released version of the game was
only a shadow of what I had expected. Plus, I was trying to
pay off some medical expenses, and save up
enough to replace my old computer until mid
2013, so I couldn't really afford to invest
anything in a game that was still in early
development. But I sill occasionally visited the
official site so that I could follow Star Citizen's
development. The turning point for me
came a few weeks ago, when I saw how large the development
team had become, and I listed to how passionate the team
was. For the first time I began to have faith in Roberts
Space Industries (RSI, the developer) and I let myself
finally get excited about Star Citizen. Now I wish I had
become actively involved much
I've always loved Star Trek, so I thought that
the following video was a good way to show the
faith that I now have in RSI, and in the future
for PC games . . . may Star Citizen live long
and prosper . . .
I finally became a Star Citizen Backer
October 9, 2014 (almost exactly two years after the their initial Kickstarter funding began). This was my first
pledge EVER, so I spent days trying to figure out how all
this worked and then I spent hours more trying to decide
what ship package to get. Once I knew what I wanted (within
my very limited budget), I took a breath and made my Star Citizen Pledge.
Now I'm actually playing the beta game, which currently just
includes my Self-Land Hangar module (where I can visit my
ship) and the Arena Commander module (where I get to
practice flying a few of the ships in races and in combat).
you enjoy this journal, and that it gives you a better idea
about this game. This is just a small part of all I've
learned about Star Citizen, as there is a huge
amount of information that has been generated
about this game. The problem is actually that
there is too much information, which can make it
very difficult for anyone not very familiar with
Star Citizen to understand all the various elements,
or how they
will eventually be combined to work together in the
My goal at this point is to provide a
basic background about Star Citizen . .
which includes the parts that I'm currently playing,
but also the parts that are still just promises.
Most of the information that I've posted here came
directly from the
Star Citizen official website,
but some came from developer chats and interviews.
The images I've posted are a combination of in-game
screenshots and developer concept art. I hope that
this journal will give others a better
understanding of this game.
IMPORTANT! Star Citizen is still in early development . . . the Hangar
Module and the Arena Commander are both still in alpha; and
everything else is in pre-alpha or still just in the
planning phase. So some of what I've covered here may end up
changing quite a bit before the Star
Citizen is released (and some features
may not make it into the released game,
but will be added sometime later).
Once the game is released, I plan on
writing a fantasy story about my character's
adventures in the Star Citizen universe. For the
first time ever, I'll be writing a story about my
experiences in a multi-player game,
so I'll be including my interactions with other player
characters for the first time. Perhaps I'll meet you out
there in the 'Verse' somewhere, and your character will have a
part in my story.
My updated Origin 315p Explorer in my hangar
Updated 01.24.15: I did my
first Cross-Chassis Upgraded (CCU) by upgrading
.my Aurora LX anniversary edition (my second
ship) to a Cutlass Red (which retained my
Aurora's 2-year insurance). I'm enjoying my
larger ship, but the Cutlass is very awkward to
fly (turns very slowly and handles like a
barge), so it is nearly useless in combat. But
as soon as the Freelancer DUR is flyable, I'll
happily CCU my Cutlass Red for it. My CCUs also
came with the additional bonus that I now have
my choice of 4 different hangars. This is
because I had to go through a number of CCUs and
backing for a higher level ship, like the
Cutlass includes a hanger upgrade. The cool
thing is that I can switch back and forth
between hangers as much as I like.
I had bought my RSI Aurora LX Anniversary
Edition on 11/22/14.
My original pledge package included the
Explorer, which is a single
crew vessel, set up for
exploration. It is compact and fast, with a touch of luxury
. . . like a sports car. The 315p was my second choice, as I
really wanted the
MISC Freelancer, but that was a bit more
than my budget could handle. I was initially
planning on upgrading my 315p to a Freelancer,
but I really like this ship, so I bought an
Aurora LX, with the plan to upgrade it to a
Freelancer DUR. Now I'm nearly there, as I just have to wait until the
Freelancer DUR is a flyable ship in Arena
Commande. Then I will be able to purchase a
cross-chassis upgrade (for like $5) from my
to a Freelancer DUR. Until then, I'm going to enjoy
both my 315p and my Cutlass Red. [Note: Currently
there's just this one generic (male) character
for all players, but full character customization
will be in the released game.]
Taking my new Cutlass out for a
test flight in Arena Commander's Dying Star
(I currently own a Cutlass Red, but only the
Black version is available in AC right now.)
Star Citizen is the most popular crowd funded
history (it is in the
Guinness Book of World Records), and there's no
end in sight. During CitizenCon 2014 (Star Citizen 2nd
anniversary, October 11-12) they hit both the $57 and the
$58 million crowd funding marks in a single weekend. You
don't have to make a pledge . . . you can just wait until the game is released (sometime in 2016).
But if want to get involved early, and experience portions
of the game while it is being developed, you can make a pledge that also
includes access to the beta version of the game (there are
no more slots left for alpha access).
Star Citizen is a
PC Space Sim. That is what Chris Roberts
calls it. But what is Star Citizen all about? It is
expected to be unlike any other game that has every been
released. It a combination Spaceship Combat Flightsim,
Role Playing Game, trading game, First Person Shooter, plus a whole lot more.
The game's sandbox covers a virtual universe, with a mixture
of real and fictional systems in the Milky Way galaxy (initially
starting with 100 star systems, and expanding to over more
system after the game is released). So, you're going to be spending a LOT of time in spaceships (usually flying
one), as space flight is the primary focus of this game. The
game involves way more than just flying a spaceship, but if
you have no interest in owning and piloting spaceships
(which means actually controlling your ship, and dealing
with at least a fair amount of space combat), then this is
probably not a game you would enjoy playing.
Star Citizen is being
developed as two projects, that will be seamlessly combined in the released game: 1.) Squadron 42
is the single-player, Wing Commander style campaign, but it also,
which includes some
optional co-op game play (for instance, another player can
play the role of your wingman, taking the place of your NPC
wingman). When you see people discussing S42, they are
referring to this part of the game. This is where you create
you character, and it also acts as the game's tutorial
(through training missions). Once you have created your
character, and taken care of some basic stuff, you are not
forced to complete the full campaign before you can move on to the persistent universe part
of the game. [See Role-Playing
Freedom for more on this.] 2.) Star Citizen
multi-player persistent universe online game, which is
populated by both real players and NPCs. There will be a
slider, that allows you to alter the ratio of Player vs.
Player and Player vs. NPC encounters . . . but you will
always encounter a mixture of other players and NPCs. When
you encounter another character, it may be very difficult to
tell if that character is another player or an NPC (a
computer generated AI character). [See
PvP/PvE slider for more.]
create your character, like other RPGs,
but you NEVER level up.
Instead, your ships sort of level up, as you upgrade
them (or replace them with better ones). But your game still
centers around your character. Your ships, their upgrades,
and your cargo are all just assets . . . assets that can be
lost (how much you lose when a ship is destroyed or stolen
depends on how much of it is insured). Unlike most RPGs, your
character is not immortal, as this game includes perma death, where your assets go to your beneficiary (your
new character). Plus your non-fatal injuries are also
persistent (you might get combat scars, bionic limbs, etc.).
And you can pretty much take any path that you want. You can be a pirate, a bounty hunter,
an explorer, a merchant . . . just about anything (and you
can switch paths at any time). Plus
there are player Groups (which are like Guilds) and
Corporations that you can join (or you can create your own,
or you can go it alone).
Trying out my Origin 315P's comfy seat (currently my ship is
grounded to my hangar, but I should be able to fly it real
Some Star Citizen Terms and
AC - Arena Commander: This is
the in-game flight simulator module, where you can
practice flying ships, in races and in combat.
[Originally called the Dogfighting Module (DFM).]
CCU - Cross-Chassis Upgrade:
Allows you to upgrade an existing pledge ship and retain your
extended insurance. [Also allows you to retain your
Alpha Access, if that was part of your original ship's
package.] To do a CCU upgrade, both the ship you are
upgrading from and the ship you are upgrading to must be
flight-ready (flyable in AC); AND the ship you are
upgrading to costs more than the one you are upgrading
from; andAND the ship you are upgrading to is available
for purchase in the pledge store.
CIG - Cloud Imperium Games: the real-world parent
company of RSI.
Instances: Star Citizen’s
multiplayer design combines a persistent universe on a
single server (the "Galaxy Server") with temporary
multiplayer “battle” instances. See
Chris Roberts on Multiplayer, Single Player and
Instancing. Note: even though these are generally
referred to as "battle" instances, an instance does not
have to involve combat. There will be Orbital Instances,
around planets (and space stations, etc.) that have a
lot of traffic. There will also be landing zones
instances and other planet/station instances.
LTI - Lifetime Insurance: An early pledge reward,
that came with some early ship packages. If you own a
ship that has LTI, you won't ever have to spend UEC
(game currency) to insure that ship's hull. Replaces
your ship hull in the event of destruction or theft. Note that LTI only
covers that specific ship's hull . . . you still have to
pay for any insurance to cover that ship's cargo and/or
that shop's upgrades.
slider - game setting slider that adjusts the ratio
between Player vs. other Players AND Player vs. NPCs
encounters in the PU. It is my understanding that this
only has an affect in determining which instance you
enter, when you encounter an area that contains multiple
For example: if an area of space has 80 players in it,
and 60 are in instance A, while 20 are in instance B,
having your slider set towards PVE will place you into
PU - Star Citizen Persistent
Universe: the multiplayer part of the game (this is the
main Star Citizen game).
REC - Rental Equipment Credits: game money/credits that
you earn/spend in AC.
RSI - Roberts Space Industries: The
subsidiary/division of Cloud Imperium Games Corporation
. . . RSI is also the name of Star Citizen's official
website. RSI is also a fictional in-game spaceship
company, which has a large role in the game's lore
(invented the quantum drive).
S42 - Squadron 42: the single
player, Wing Commander style complete campaign,
consisting of 50 missions (which is where you create
your character); once you finish the campaign (or
whenever you op out of it), you enter the PU part of the
SHI - Standard Hull Insurance:
Exactly the same as Lifetime Insurance (LTI), except
that it only lasts for a set period of time, so it must
be renewed periodically with UEC (game currency). If you
let your SHI lapse, you will not receive a ship
replacement when your ship is destroyed or stolen.
Insurance time is based on game time, and is only
tracked while you are playing Star Citizen. Game Time
will be faster than real time, and it is currently
expected to be as much as 12X (when you play the game
for 1 real hour, 12 hours passes in the game). If the
game runs at 12X, 1 year insurance means that you would
be able to play the game for 2 real hours a day, every
single day for an entire year until your 1-year policy
runs out. [365 days*24 hours = 8760 game hours/12 (1
real hour = 12 game hours) = 730 real hours/2 hours per
day = 365 real days = 1 real year]
UEC - United Earth Credits:
In-game currency, used to purchase ships, upgrades,
insurance, etc.. You earn EEC during game play, such as
selling goods or information.
UEE - United Empire of Earth:
The governing body of all civilized human territories.
Why are so many people willing to spend so much money
backing a game that won't be released until sometime in
average total pledge per backer is now over $100 ( US
Dollars, as of Oct.
2014), which can be really hard to understand, since the
game is expected to sell for about $60.
The main reason why this crowd funding project
has been so successful is that there are hundreds of
thousands of gamers who believe enough in this game, that
they are willing to help fund its development(of course
there are also some rewards for being a backer, which I'll
cover a bit later). When I saw these concept images (Sept.
2013), I began to really have faith that Star
Citizen might be the game I was hoping for:
Letter From the Chairman: ". . . first concept art of
our female explorer. For our first female character we
didn’t want a cheap pinup; we wanted a badass space explorer
who can hold her own on the fringes of civilization!"
[Link to a
more recent concept image.]
some of the reasons why I decided to support Star Citizen:
Star Citizen is TOTALLY
funded by gamers like me, who have made
pledges to support the development of this game. There is no
outside publisher who is more interested in its shareholders
than on what gamers want. In essence, the gamers are the
shareholders. No publisher is going to force the developer
to release Star Citizen before it is ready, or limit any of
its content, just to maximize their profits.
Chris Roberts is creating
this game, and this is not his first PC
Space Sim . . . he created the Wing Commander (1990), the
Privateer series (1993-94), Starlancer (2000), and Freelancer (2003). He then
took a 10-year break from creating PC games, due to burnout
(but also because the technology at the time was not capable
of making the game that he want to make). The Star Citizen
development team is the most open and transparent team I
have ever followed. They actually listen to us and have made
changes and additions to the game based on some of our feedback (we
actually get to vote on some of the new content). Chris is
passionate about Star Citizen, and so is his team. This is a
PC game that is being made by PC gamers, who are creating a
Space Sim that they all want to play. The development team,
which is made up of a number of small studios, now numbers
about 280 people (Oct 2014), spread over a bunch of small
Development has been very transparent.
I've been a beta tester on many games and the developers
of Star Citizen have been more open and honest with
their backers than what I have seen in most closed betas
(where testers have to sign a non-disclosure agreement),
and Star Citizen is an open alpha/beta.
CIG actually listens to its backers.
Very early in development, since Star Citizen was
planned to be mainly a combat game, with the emphasis on
combat professions. Sure, you could spend some time
exploring, but that was really planned to be a full-time
profession. But then CIG did a survey and around 80% of
backers said they wanted to explore, compared with
roughly 40% who were more interested in combat. After
Chris Roberts saw those numbers he started to expand the
non-combat aspects of the game, so we'll now have as
much freedom to be an Explorer (or a merchant), as we
have to be a
Mercenary or a Bounty Hunter.
I made a Pledge and become a Backer because I believe
in Star Citizen, and I wanted to support the development
of this game. I would never have supported Star Citizen
if I had not felt that the developer's goals were
credible. The team seems to have one goal . . . to make the
best Space Sim game possible, and I wanted to get on
board so that I could begin to experience this journey.
Terra Landing (concept)
Citizen is being developed exclusively for computers,
with its maximum settings aimed at high end gaming
PCs. Chris Roberts has stated from the very
beginning the Star Citizen is a Computer Game, and
that this game will never be 'dumbed down' for
consoles (his quote). This is the first things that
got me interested in the game. I'm so sick of
playing RPGs that were developed for consoles, where
PC players are forced to mod the game, just to get a
decent PC-scaled user interface, or to make the
mouse work correctly, or to get decent looking
graphics. It is so refreshing to see a game being
developed for computers, which is not being held
back by consoles.
Detail and graphics: detail is
as much as 10 times higher (10x more polygons) than many
other current top games. The Cry3 Engine
has been heavily modified so that it can cover the
vastness of this game, and still retain it realistic
appearance. This includes converting from the
original 32-bit Cry3 Engine to Star Citizen's 64-bit
Newtonian Physics model:
Mass, force, and energy all have real effects on how
the ships move through space. The ships have a main
engine (or engines, in the larger models), but they
are also controlled by individual thrusters (my 315p
has 12), which rotate to control your direction.
This is all
linked through a fly-by-wire computer system (which
you can also disable); but you and can also control
Realistic Ship Damage: Hull
and shield strength fully modeled, and damage is not
just based on percentage damaged. For instance, if a
thruster is damaged, you will no longer be able to
maneuver your ship as well. A new ship looks like it
just came from the showroom, but it shows signs of wear
as you use it.
Insurance Options: If your ship is
destroyed (or stolen), you no longer have a ship. If
you have purchased insurance on your ship, it will
be replaced, but you will lose any cargo, and any
ship upgrades (unless these items were also insured).
Realistic Injuries: If you get
hurt in combat, your character gets lasting scars, and
if a limb get damaged bad enough, you'll receive a
bionic replacement. When you get hurt during combat, you may
have to stop and treat your injuries in order to survive. If your legs are
damaged, you will have to crawl. If an arm is damaged,
you may not be able to hold your weapon. If you are hurt
bad enough, you may pass out and wake up in a hospital
ship . . . or you may end up dead. And all this is fully
animated. For more on this, see
Design: Healing Your Spacemen
Perma-Death: Your character only
has so many virtual "lives" (severe injuries that they
survive) . . . once they use up all
their lives, your character dies and your assets go to
your beneficiary, who becomes your new character, who
retains a small portion of your reputation (good or bad). For more on this,
of a Spaceman."
FPS Combat is only in 1st
person, because 3rd person view is not realistic (it
would allow the player to look around corners, while
keeping their character hidden). Note: you will be able
to switch to 3rd person in some areas, just not during
actual FPS combat and exploration.
Immersion (aim is to make
you feel like you are a space pilot): when you are
sitting in the cockpit, your real actions (like
moving your joystick or throttle) will be mirrored
by your player character.
Economic Model: based on
supply and demand. If a colony that produces an
important mineral is attacked, that mineral will
become scarce, which might affect the availability
of something like missiles.
Effecting Meaningful Change:
Even though the sandbox is huge, you character might
still have a lasting effect on the game. For
instance, if you are the first to discover a new
system, you get to name that system.
Seamless transition from space
sim flight to FPS game play: For instance you could fly
your ship through space until you intercept another
ship; then get up from your command seat, exit your
ship, and jet pack over to the other ship and board it.
Or land at a base, exit your ship, and walk around the
base on foot.
Baker System (concept)
Sandbox Size: 100 Star
Systems on release, with more being added as needed.
And these are not just a bunch of generic,
procedurally generated systems, but are unique
systems, with a lot of hand placed details. There
are expected to be 800 places you can land/dock within
the initial 100 systems. And the
100 systems is just the starting point, and will
grow as the game is updated. Star Citizen is an ever
expanding virtual world/universe, with an estimated
10 year plan for growth.
interview with Polygon (11.11.14), Tony Zurovec,
director of PU, stated: "The plan is for the Star
Citizen universe to be absolutely enormous, but that's a
long-term goal. Over 400 star systems are currently
envisioned, most of which will have a variety of
Space is huge . . . as in the
hard-to-wrap-my-brain-around huge. The Star Citizen
universe will be somewhat compressed, so our solar
system won't be done on a true 1:1 scale, but is
expected to be 1:8 scale. The speed of light is denoted
as c (1.0c = 186,000 miles per second), and in Star
Citizen, cruise speed (or fast travel speed) is expected
to be 0.2c. At 0.2c, it would take 20-30 minutes to
cross our solar system, if it was at 1:8 scale (the
system is an ellipse, so it depends where/when your are
crossing it). The fastest ship in the game
is expected to travel at 300 meters per second (in normal travel
mode) . . . at that speed it would take you 249,000 days
to cross our solar system (based on a 30 minute
crossing time at 0.2c).
Huge Range of Scale: This
doesn't mean that you're looking at unapproachable
backgrounds; the largest carriers are over 2
kilometers in length, and you can walk through them.
The same is true for Shubin Mining Base, which is even
larger . . . around 6km long. (The base is also
the setting for some of Squadron 42's missions.) Plus
there will be planets that you can land on. And all
these locations will include areas that you can explore
Squadron 42 and Star Citizen are connected:
I really like the fact that you begin the game in a
single player campaign and that your actions have some
effect on how you start out in the multiplayer
persistent universe. The character that you create in
S42, is your initial Star Citizen. And S42 is much more
than just a tutorial. It is currently planned to consist
of 50 missions, and the full campaign is estimated to
take 50 to 100 hours to complete (which is longer than many full games). If you don't want to complete the
full campaign, you can move on to the multiplayer game,
but you will have to take out a loan to purchase a ship.
(At the end of the campaign, you should have enough UEC
to purchase an
entry-level ship to start Star Citizen with.)
Longevity (replay value):
There will be NO subscription fees
. . . once you buy the game, it is free to play.
Plus the developer plans to continue improving and
adding to the game well after it is released (initially
planning on bi-weekly FREE updates). This includes
adding and changing game content . . . for instance, not
all the Stretch Goals rewards are going to be ready by
the time that the game is released.
Squadron 42 Single player
campaign includes an optional coop mode, where your
friends can replace your NPC wingman, And Star
Citizen's PU multi-player also includes coop, where
other players can work together on the larger ships.
Player Mods; with the
ability for modders to host their own private
servers. And the best mods might be added to the
main game (like a player-created ship).
Character Choice: be
whomever you want to be, and go wherever you want to
go. Plus you can change careers at any point (a
merchant can become a pirate, or an explorer).
Includes being able to customize your character's
appearance (and gender), and purchase a variety
In-Depth Ship customization:
with different load outs and upgrades, plus there
are plans to for custom paint schemes.
Goss II Cassel Landing (concept)
Combines best of single and multi-player:
The developer has focused on making a MMO, where the
game itself makes it difficult to exploit the game play
(through more severe consequences for your actions). I've never been interested
in multi-player games, because they always seem
to get out of control, there are way too many really
annoying individuals, and players often band
together to control parts of the game. The fact that
this is a massive multi-player game (MMO) was
the main reason that I didn't support Star Citizen
sooner. But then I learned that this game is being
designed in a manner that should minimize the types
of disruptive behavior that often plagues other
For the Chairman - Episode 42 (10.20.14): Chris
Roberts stated that "the player base is only ever
going to make up at most 10% of the population of
any given place, and what's happening in the economy
etc., so in terms of being able to dramatically
affect an area or economy, it's going to be pretty
hard." He also says, "because we have such high
fidelity, we can't have too many people in one
particular instance [snip], even with a best case
scenario at the moment of 50-100 players, there are
only so many people that can be crammed into one
instance." Plus matchmaking will limit a group, like
an Organization, to a maximum percentage of any
Plus, individuals who become too disruptive will have a bounty
put on them (making them a target for the game's bounty
hunters, which include NPCs as well as real player). My hope is that this mixture of NPCs and
player controlled characters will make the game feel
much more realistic, than if it was just a single player
Your success in combat is going to depend as
much on your strategic decisions and your skill with a space fighter, as it will with
your ship upgrades and how much real money you spend
(pay to win). For instance, you could spend a lot of
real money and enter the game with one of the best
ships; but if you're not a very good pilot, you're not
going to be very successful.
A Bit More about Pledges
(and why it took me so long)
The image above shows Star Citizen's live stats on 10.30.14.
Star Citizens are the number RSI forum accounts. What the
UEE Fleet number comes from is not certain; it could perhaps
be the user accounts with access to Arena Commander, but the
Fleet number is generally accepted to be the total number of
ships that have been sold (either as part of a pledge
package, or as a single ship purchase). Assuming the latter,
if you take the Funds Raised to date ($59,091,194) and
divide it by the number of ships, we get an average cost per
ship of just over $120. The majority of Backers have spent
less than half that amount, by purchasing just one
entry-level ship package (like the Aurora), but some Backers
are buying multiple ships, including some very expensive
models. A LOT of gamers have spent a LOT of money to fund
Star Citizen . . . a game which will not be released until
2016. To better understand the reasons, you have to better
understand Star Citizen's pledges.
Ok, so if this new game is going to be so wonderful,
why did it take me so long to support it? Yes, I
followed Star Citizen for two years until I finally had
the courage to purchase a pledge package. The truth was
that the only thing keeping me from making a pledge,
back in 2012, was fear. I am pretty conservative when it
comes to purchasing games. Skyrim was the last game that
I preordered, and that didn't work out so well for me
(Skyrim isn't a bad game, but I bought it long before I
owned a computer that could run it well.) Since then, I
have waited until the game's been out a while, and don't
order anything that doesn't get good reviews (from other
gamers). And then along comes Star Citizen. As much as I
liked what I read about this game, I just did not have
enough faith to pay for a game that 'might' be released
in 3 or 4 years. Besides, back in 2012, I was trying to
save up enough money so that I could purchase a new
Making a pledge was something I
was just not comfortable with. What if I spent money for
a pledge, and then the game was never released? The
answer is that I would have spent money for a promise
that was never delivered. I had to get to the point
where I actually believed that RSI would be able to
release the game they were advertising. That finally
happened in early October. I'm happy with my decision,
but I'm not going to try to convince you to make a
pledge for Star Citizen. The safest way is to wait until
after the game is released, and then see how well it is
accepted. Until the game is released, the main purpose
of this journal is to provide some information about
Star Citizen . . . and this includes explaining how
pledging works, so that you can decide for yourself.
Pledge Rule Number One: Never pledge more money than
you can afford to lose. Making a pledge for Star
Citizen is a gamble, as there is no guarantee that any
game that is being developed will actually be finished,
or that the finished product will meet your
Rule Number Two: The main reason anyone should make a
pledge is because they want to support a game that they
believe in . . . what they get in return is given as a token
of thanks from the developer (such as a better ship).
Assuming that Star Citizen is
finished and released as planned, generally speaking,
the sooner you make a pledge, the greater the rewards
(and the less it will cost). Star Citizen will likely
retail for around $60, and the least expensive pledge
still only costs half that much. The $30 pledge package
includes an Aurora MR starter ship, along with the
digital version of the full game (and a few other
tokens) . . . but this package doesn't include any Beta
Access to the game, so you won't have any early access
to the game. The least expensive way to gain Beta Access
is with the $40 Aurors MR Plus package. [Remember, as I
mentioned earlier, there are no longer any packages that
include Alpha Access, but you can purchase a pass for
some modules. For instance, I was able to purchase an
Arena Commander Pass for $5.]
Melt Down Option:This is something that most
outsiders are not aware of (I didn't know about this
until after I had made my pledge). When you make a
pledge, you are not stuck with your ship/package. You
can trade in your ship for a better model, and the trade
in value of your ship/package is exactly what you paid
for it. For instance, if you made a $40 pledge for the
Aurora MR, and later decide that you really want the $80
Origin 325 A Fighter Package; you can "Melt Down" your
Aurora Package, receive a $40 credit, and then apply
that credit towards the cost of the 325A Package . . .
so you only have to pay the difference ($40 in this
case) to upgrade to a better package. [Of course you
also have the option of keeping your Aurora Package, and
buying the 325A stand alone ship for $70 (since you
already own a game package). Then you would being
entering the game with both ships.]
Alpha and Beta Access: This is
essentially early access to the game. The full game will
not be playable until it is released in 2016, but
Backers do get early access to some of the modules
during Star Citizen's development. I currently have
access to the Hangar and Arena Commander modules. Go to
The Modules section for more info
on the modules.
Minimum System Requirements (August
2013, given for the Hangar Module) Note: If your
system just meets the minimum requirements, you will have to
run at the game's minimum graphic setting, and your game
play still won't likely be smooth during combat. Also these
are estimated system requirements and may change by the time
the game is released. OS: Windows Vista, Windows 7 or
Windows 8 CPU: Dual Core CPU Intel: Core2 Duo 2.4Ghz AMD: Phenom X2 GPU: NVidia
Geforce 460GTX AMD Radeon HD5850 DirectX 11 RAM: 8GB of
system memory Internet connection: The PU part of the
game can only be played online (unless you set up your
own server version of the game). Squadron 42 will be
playable offline, unless you want to use the optional
coop game play.
give you decent graphics and a good gaming experience):
Intel i5 2500, i7 2600, 2700 or better with a GTX 670 or
To run at Maximum settings at 1080p:
a R9 290x or GTX 780 will be required.
To run at 4K:
a pair of mid-high end cards in SLI (680/770 or
7970/280x or better) or a single very high end card (GTX
980 Ti or R9 390x etc.) will be required.
OriginM-50 Interceptor (AC screenshot)
Developer and studios:
The Developer is Roberts Space
Industries (part of Cloud Imperial Games); but Star Citizen
is the combined effort of several studios, in the UK, the
United States, and Canada. Each studio is working on a
different aspect of Star Citizen:
voidALPHA - Emeryville, California - 3D Spaceport
In AC 1.0, my pilot can do
a basic EVA (space walk) after ejecting, and now has a
working laser handgun.
April 2012 - Chris Roberts
(with his business partner, Ortwin Freyermuth) founds
Cloud Imperium Games Corporation to make Star Citizen.
August 10, 2012 - Chris
Roberts announces Star Citizen game at GDC Online
conference in Austin, TX.
September 10, 2012 - The Star
Citizen website is launched.
October 18, 2012 - Chris
Roberts launches Kickstarter campaign for Star Citizen,
with a funding goal of $2 million.
October 25, 2012 - Pledges hit
$2 million. Star Citizen is successfully funded (but an
outside developer is still needed).
November 19, 2012 - End of
Kickstarter Campaign, with $2,134,374 pledged. Crowd
funding continues on RSI Webpage.
August 29, 2013 - Hangar
module beta released to Backers (initially only for
Aurora MR, Origin 300i, Hornet, Freelancer and
September 1, 2014 - Arena
Commander module (formerly called the Dogfighting
module) beta released to Backers.
Platinum Bay Landing Zone
Future Roadmap (from PAX Australia Fan Event 11.01.14):
[Note: Dates are estimates so
are subject to change!)
Arena Commander 1.0 (single crew ship combat)
Planetside/Social Module Launch
Arena Commander 2.0 (multi-crew ship combat)
Squadron 42 - Chapter One
Planetside Expands to Persistent Universe Alpha
Star Citizen is released
[Note: in Dec 2014 PC Gamer
magazine article, Chris Roberts stated, "It'll be at
least another 18 to 20 months before the game is ready
for release . . ." So the earliest I would expect to see
the released version would be Q4 2016.]
Note: Star Citizen is being
developed as a number of separate Alpha and/or Beta modules,
which will all be combined together seamlessly before the
game is released. There are a limited number of Alpha slots,
and they were all full by the time that I became a Backer.
But my Pledge Package does include Beta Access, and I also
spent an additional $5 for an Arena Commander Pass.
This is where you can view your ships (if you bought a ship
package), which includes being able to enter them. Video on
latest hangar update [08.15.14]:
Citizen - Your New Hangar!
My package came with a Self-Land Hangar (Self-Land is a
hangar manufacturer in the Star Citizen universe). As I understand it, if you
buy an Aurora Package or an Origin 300 Package, you get a
Self-Land Hangar. My hangar is one large bay (Bay A), with
room for three of the smaller ships, but this hanger is
modular, so it will automatically expand (with additional
bays) as you add ships to your fleet.
[sill in Alpha]: This is an in-game flight simulator, where
you can practice flight (in free flight mode); combat
against AI ships or in against other players); or racing
(single player time laps, or multplayer races). There are 2
small free-flight/combat maps, and 3 race courses. Since
this is a training simulator, your character is not injured
or killed when your ship crashes or explodes.
Commander V0.8 Launch Trailer
There were no Apha slots left by the
time that I made my pledge, so I purchased an Arena
Commander Pass for an additional $5. I haven't yet gotten up the courage
to try multi-player in Arena Commander yet, but I'm working
on it. Right now I'm just trying to figure out how to fly
the 300i (which is my loaner ship until the 315p is flyable
(which should be within a few weeks). Space ships sure are different than flying a
little Cessna ... and I'm not use to getting shot at!
FPS Module [to be released in early 2015]:
Like Arena Commander, this is an in-game training simulator.
The FPS module is where you'll be able to practice FPS
combat (on foot, with hand weapons). Combat will only take
place in 1st person view, to prevent 3rd person camera
cheats. There will be a lot more info on the FPS module at
PAX Australia (11.01.14).
Citizen - FPS Teaser
Star Citizen is NOT Wing Commander
Online (even though Squadron 42 is often referred to as "the
next Wing Commander).Star Citizen is set in a totally
different game universe, with its own unique lore . . .
including its own unique alien civilizations. [Note: This is
likely because EA owns the legal rights to Wing Commander.] The Star Citizen universe takes
place in the year 2942 . . . over 900 years in the
future. This virtual game world is a
a mixture of real and fictional systems in the Milky Way
galaxy (initially starting with 100 star systems, which will
be expanded after the game is released).
RSI has released an entire book's
worth of detailed information, in several ongoing narrative
stories, which can be found on their website. In this
section, I'm only going to list Star Citizen's most
important events, which will give you a little background on
this game world's history.
2075: Dr. Scott Childress and
his team complete the first self-sustaining quantum
drive engine, capable of achieving 1/100th the speed of
light. For the first time, humanity could explore the
solar system with unprecedented speed (voyages that had
previously taken months could now be made in hours).
2113: RSI develops the first
Terraforming machine . . . a machine that can “process
the atmosphere of a planet to convert it to a sustained
oxygen environment, making it habitable for humans.”
2120 – Mars is selected by the
Governments of the World as the first Terraforming test
on a planet.
2125 - A technical glitch,
blamed on the Terraforming AI, caused the breathable
Martian atmosphere to become instable and collapse,
which killed 4876 colonists/scientists. This became
known as The Great Mars Tragedy.
2140 – RSI introduced the
Zeus, a 3 passenger, short-range model, as the first
mass produced personal starship.
2157 - Terraforming finally
succeeds on Mars, and the planet is officially
classified as an oxygen-sustaining environment. The
colonization of Mars rapidly moves forward, and the
first extraterrestrial human child (Abeni Okon) was born
later that year.
2214 - RSI announced the
Poseidon, the next generation fusion engine, capable of
achieving 1/10th the speed of light.
2232 - The Artemis launches,
with 5000 colonist on board in cryostasis), as the first
starship to take humans beyond our solar system. Its 200
plus year voyage was to GJ667Cc, a Super-Earth planet.
Artemis was the Greek Goddess of the hunt, but this
Artemis' hunt was another tragic failure, as the huge
starship and all 5000 souls disappeared. The ship's AI
Core (named Janus) was blamed. Evidence of the ship and
its crew were discovered centuries later on several
distant worlds. [Read "The Lost Generation Series," part
RSI Spectrum Dispatch].
2262 - the Goodman, a Type-IV
cargo vessel, was the first of a number of ships that
disappeared in an area of space that became known as the
Neso Triangle, which was soon declared a no-fly zone.
2271 - After years of study,
Nick Croshaw discovers that the Neso Triangle anomaly
was actually a gap in time/space. He became the first
NavJumper, in turn becoming the first human to travel to
another solar system, which was named the Croshaw system
in his honor.
2380 - Terraforming begins on
some planets in the Croshaw System. Three more
jump-points had been discovered (two in Croshaw, one in
Sol). World leaders agree that a new level of unity is
necessary for humanity’s successful expansion into new
systems. . . the United Nations of Earth (UNE) is born.
2438: We are not alone.
[more coming soon]
For an in depth look at Star Citizen
Lore, watch Star Citizen Alpha Boot Camp's: "Lore of Star
to Part 1
Star Citizen is first and foremost a
Starship Simulator, and realistic space flight is a VERY
important aspect of this game. So this is something that
you're going to have to get use to if you want to play Star
Citizen. Controlling a spaceship can be rather difficult to
get the hang of, so it helps if you understand a bit about
how this is modeled (and then you put in a lot of time
If you're use to regular flightsims
(the kind that simulate flight through air), you'll likely
be able to catch on a bit faster. But space flight modeling
in Star Citizen is a LOT more involved than just removing
gravity from an atmospheric flight model. Space flight in
this game is based on Newtonian Physics, 6-degees of
freedom, and Fly-By-Wire (FBW = computer assisted flight).
Ok, so what does all that mean?
The Six Degrees of
Freedom (6DoF) [with my HOTAS
1 - Pitch (rotate around y)
[joystick y-axis (forward/back)]
2 - Roll
(rotate around x) [joystick x-axis (left/right)]
3 - Yaw (rotate around z) [joystick z-axis
6 - Thrust (move along x)
[throttle w/decoupled back]
The forces generated by each thruster on a ship are modeled.
Also inertia, mass changes and
counter thrust are all modeled. My Origin 315p has 12
maneuvering thrusters, plus its main forward
thruster/engine. . . and it is one of the small ships.
Thrust is the push that moves
your ship in the opposite direction that a thruster
first. In space there is no atmosphere , so there isn't
any frictional drag to slow you down. To slow down, you
have to use counter thrust, which is thrust that pushes
opposite of your direction of travel..
Firing your main thruster(s)
[powered by your ship's engine(s)] moves your ship
forward (this is controlled by your throttle). Once you
are moving forward, if you don't adjust the throttle, or
make a course correction, and assuming that you don't
hit anything (like an asteroid), you will keep moving in
that direction and at that speed. In most of the smaller
ships, the main thruster is fixed, but in some ships,
the main thrusters rotate to aid in vertical takeoffs
and landings (and also for more rapid directional
To slow down, you use some of
your small maneuvering thrusters to add opposite thrust
(in this case to push away from your ship's nose). The
fastest way to stop is to reduce the throttle to zero
and hit the "Space Brake" button. [The Space Brake isn't
an actual brake, it is just the controller command that
fires thrusters that are rotated in the opposite
direction of your forward direction.]
As you can imagine, it would be
really difficult if you had to rotate and fire each
thruster separately (none of us would last long in
combat) . . . so your thrusters are controlled by your
ship's FBW system (computer assisted flight). For
example, if I want to turn right, you just have to move
your joystick to the right, and your ship's computer
adjusts the thrusters to turn the ship to the right.
Damage is also fully modeled, so
if some of your thrusters are damaged during combat,
your ship will respond differently and it will be harder
to control. Because the force of each thruster is
actually modeled, this all happens dynamically and the
effect on your control is is felt instantly.
Ultra-realism vs. fun: Even though the
intent is to make space flight realistic, some restraints
were added, in order to make the game a bit more playable
(especially since you will be flying in a game universe
which is populated with a bunch other players). For instance
a maximum speed was added to prevent constant acceleration
(where your ship would be traveling too fast to control; and
players would be rapidly using up all their fuel).
Blackouts and Redouts are also
modeled, so you have to be careful of how much force you put
on your character during flight.
Decoupling allows you to rotate your ship without changing
the direction of travel. This is useful
during combat if an enemy is firing at you from behind, as
you can rapidly swing around and return fire. But staying in
decoupled mode does make you an easier target, so you want
to switch back to coupled mode fairly soon.
Currently (11.20.14) there are about 60 different
starships in Star Citizen (including all the
distinct variants), which will all fly a bit differently.
Plus there will be considerably more ships by the time that
Star Citizen is released.
Here's a portion from one of the
early Star Citizen promotional videos where Chris Roberts
Citizen - Physics
Still in Development:
"Manual landing gear deployment
and retraction is an integral part of the new landing
system; deploying your landing gear will now initiate a
landing state which will swap out your hud and provide
optional auto landing support should you want it. Once
landed, you'll manually retract your gears to initiate
take off again."
Normal Travel Mode [similar to
Star Trek Orbital Speed, which was 5000 MPH]: This is
the travel mode that Arena Commander uses. Currently,
the fastest ship in the game can travel at 300 meters
per second (~ 670 MPH).
Auto Pilot Mode (or Cruise
Speed) [similar to Star Trek impulse speed, since it is less
than the speed of light]: The speed of light is denoted
as c (1.0c = 186,000 miles per second), and in Star
Citizen, cruise speed is expected to be 0.2c (37,200
miles per second). You enter auto pilot mode after you
plot your course to your destination. This is basically
fast travel mode and is how you travel long distances
within a system. During autopilot mode, you'll be able
to walk around your ship, look out the windows, and do
things like check your navigation map, while your ship
is hurtling through space at 1/5 the speed of light.
[The reason given for having to remain in autopilot is
that you will only be able to travel in a straight line
since your body could not handle the G-forces associated
with direction changes at such these speeds.]
Jump Point Mode: There are no
warp engines in Star Citizen, so the only way that you
can travel from one system to another is by entering a
jump point. These abnormalities in space connect
different systems through wormholes (space tunnels). You
need a ship with a Jump Engine to navigate through Jump
Points, as these engines somehow enlarge the wormhole,
making it large enough for a ship to travel in. There
are different size Jump Points, and larger ships are too
big to enter the smaller ones. Only a few Jump Points
are large enough for a carrier size ship to navigate. For more on Jump
Spectrum Dispatch - UEE Queries: Jump-Points.
Note (I covered this earlier, but it
needs repeating here): The Star Citizen
universe will be somewhat compressed, so our solar
system won't be done on a true 1:1 scale, but is
expected to be 1:8 scale. At 0.2c, it would take 20-30
game minutes to
cross our solar system, if it was at 1:8 scale. In
normal travel mode, it would take you 249,000 game days
to cross our solar system (based on a 30 minute
crossing time at 0.2c). And there are expected to be 100
systems in the initial release.
Your avatar is the character you
control in the game. Most people refer to this as your
player character, but I prefer the term avatar (see
My Avatar Page). When you are flying around in space, your ship is not
your avatar . . . you avatar is the person you are on the
ship (most often the captain/pilot of your ship). You
control your ship through the actions of your character.
Yes, you may be sitting at your computer, moving a joystick;
but your avatar is actually mirroring your actions.
I'm also using the term avatar
because of the way that Star Citizen combines
character animations with your viewpoint. With most RPG/FPS
games, your viewpoint
is controlled by moving the camera around. In Star Citizen
this is done a bit differently: the camera is attached to
your character . . . fixed at the location of your
character's eyes. When you are in 1st person view, you
can look down at your feet, or up at your helmet visor, and
anything that you do will be visible by any other player who
is looking at you. This is because your character uses the
exact same animations, whether you are in first person or
third person view. When you are hurt and limping, other
players will see you limping, and in 1st person view you
will feel like you are limping, as you head bobs with your
Star Citizen does includes a vanity
mode [3rd person camera view], so it will be possible to view your
character. But the game is meant to be played in first
person, so during FPS combat (as opposed to ship combat), you
cannot even switch to 3rd person view. This was done to
prevent unrealistic combat awareness . . . such as being
able to see around corners or over the objects you are
the beginning of SQ42, you create
and this is the same character that you will be when you
complete SQ42 and enter the Persistent Universe. According
Chris Roberts: "The Character creation screen will
be done “in-fiction”. You’ll start the game in 1st person
view looking at two bathroom doors – one with a male sign
and one with a female sign. Which door you walk through will
determine what sex you are when you walk into the washroom.
Walking up to the mirror, you’ll see your reflection. Wiping
the condensation off of the mirror with your hand (or some
similar mechanic) will change / reveal your facial
appearance. When you’re happy with how you look, you will
exit and return to the UEE recruitment office and officer."
But, unlike most other RPGs, Star Citizen takes role playing
beyond the traditional death/reload. In Star
Citizen your character will eventually die (assuming that
you play the game long enough), so there's an additional
step at the end of character creation: "You’ll fill in
your name on the MobiGlas form and also specify your
beneficiary in case of death: this could be a family member,
son, daughter, uncle, aunt or someone entirely new (although
not another player character)." So, when your character
eventually dies, you don't have the option of reloading a
saved game, but your game doesn't come to an end either.
Instead, you continue playing as a new character . . . the
one you listed as your previous character's beneficiary.
Later in the game, you'll be able to purchase a variety
outfits, armor/space suits, weapons, and other personal
Another thing that separates Star
Citizen from more traditional RPGs is that
your character NEVER levels up.Instead,
your ships sort of level up, as you upgrade them (or replace
them with better ones). But your game still centers around
your character. Your ships, their upgrades, and your cargo
are all just assets . . . assets that can be lost (how much
you lose when a ship is destroyed or stolen depends on how
much of it is insured).
choose your own path: Once you arrive in the Star Citizen Persistent Universe (after
completing SQ42), you have total control over what you do.
You can can pretty much be whomever you want to be, and go
wherever you want to go.
Here are some of the
professions/roles you will be able to play:
Fighter Pilot: Join up with the
militia and help keep mankind safe from Vanduul attacks on
Explorer: become a space pioneers or
just explore the distant stars
Merchant/Trader: With thousands of
possible trade routes and hundreds of goods to ship, there’s
credits to be made by clever merchants.
Pirate: Raid commerce, hijack data,
intercept key personnel and more.
Bounty Hunter: collect credits by
chasing targets on both sides of the la
Salvage: pilot a massive factory ship to reclaim metal
hulks, or board them and search for individual
components and treasure.
hire yourself (and your ship) out for combat jobs.
Miner: set up a mining operation on
Privateer, Marine, Explorer Characters
Once you have created your character, and taken care of some
basic stuff, you are not forced to complete the full
campaign before you can move on to the main (the persistent
universe part) game . . .but there will be some penalties
for leaving SQ42 early. [more on this coming soon.]
Note: Professions are not rigidly
defined, so your character will be able to fill several
roles, if you want. Plus you can change careers at any point
(a merchant can become a pirate, or an explorer).
Your choices will also determine who
your allies are.
Plus there are player Groups (which are like Guilds) and
Corporations that you can join (or you can create your own,
or you can go it alone).
Citizen vs. Non-Citizen:
Based on the
Writer's Guide - Part Two: Everyone is born a
civilian, but Citizenship must be earned. Some benefits
for being a Citizen may include the following (this is
currently just the working list): - Ownership of a
Multi-System Corp - Run for political office (on a local
or UEE level) - Vote for UEE issues (Senators,
Referendums, etc.) & Local Elections/Legislation - Work
for the UEE government (like the Advocacy) - UEE trade
licenses that permit trade with the Xi’An or Banu are easier
to obtain - Local Law Enforcement might let you skate on
smaller crimes (unofficial perk) - Pay a slightly lower
According to Chris Roberts;
"Citizenship is a big deal in this universe. Citizenship
isn't your birthright. There's a little bit of Starship
Troopers in there, but that in itself is modeled on the
Roman system. You can win citizenship through military
service, or you earn it through civic duties, or by becoming
a merchant and buying it. That then opens up a new level of
other things you can do in the galaxy."
For years now, I've dreamed about the perfect computer game.
At first, after playing my first real RPG (Morrowind), my
dreams of the perfect PC game revolved around a Middle Earth
like place, where I would have miles and miles in a virtual
game world, where I could explore and carry out quests, and
fight off creatures like orcs and goblins . . . and my game
home would be a little cottage in the woods. That version of
my dream began back in the Spring of 2002.
Six months later, I watched the
pilot of the Firefly series and I was instantly hooked.
If you're not familiar with
Firefly, it was the best science fiction space series
I have ever seen . . . even though it was cancelled after
just one season. It was a quirky combination of western and
outer space, directed by Joss Whedon (also directed
The Avengers ). A couple
years later a theatrical movie was released, called
Serenity, which wrapped up
much that was left hanging at the end of its first season.
watched this series, my dream game
changed. Middle Earth had morphed into space, and my little
cottage had become a starship. I was now dreaming about a
game, where I could be play the role of a captain of a ship
like Serenity, where my journeys would be as much fun as the
destinations . . . where I would have crew members to
interact with, whom I would be able to rely on when things
got a bit tricky. But then the worse possible thing happened
. . . my dream became larger than what I believed would be
possible (mainly because PC game developers had become less
Here's a little video that I found,
which captures some of the reasons that
Firefly awakened me
to what is now my Star Citizen dream:
When I first saw the Star Citizen promotional trailer back
in 2012, I was excited with the concept, even though it
seemed to be more combat focused than what I had been
dreaming for. I was also dealing with a lot of medical
expenses and trying to pay off my college loans, so there
was like zero chance of replacing my old, ailing PC for at
least a few more years. So my dream still seemed impossible.
Even though I couldn't afford to make a pledge, I
faithfully followed Star Citizen and watched in wonder as
this game slowly grew into the game that I've been waiting
for. And my medical issues were now mostly behind me, so I
had finally saved up enough to purchase a decent gaming PC
(and was able to make a pledge for one of the less expensive
I'm going to start out with a
Freelancer DUR (once I can CCU for one). My first ship will
be my Space RV which I'll use to roam the verse, spending
most of my time exploring and trading. Once I save up enough
credits, I hope to purchase a Constellation Aquila . . .
which will be my Starship Home. I'm sooo looking forward to
taking off and exploring places that I've only been able to
Wanderers - a short film by Erik Wernquist -
"Wanderers is a vision of humanity's expansion into the
Solar System, based on scientific ideas and concepts of
what our future in space might look like, if it ever
happens. The locations depicted in the film are digital
recreations of actual places in the Solar System, built
from real photos and map data where available."
Some of my Favorite
Star Citizen Videos:
Note on Star Citizen published videos (from
Chris Roberts): "Every Star Citizen trailer
features 100% in-engine content using actual game assets.
Our aim is to show you the game we’re building, not to stun
you with pre-rendered cutscenes. But with the attention to
detail we’re putting into Star Citizen’s world, you’re
forgiven if the two seem like one and the same!"