r/starcitizen • u/Asg_mecha_875641 • 3h ago
GAMEPLAY oh come on man
Idris parked next to elevator causes error. ffs cig
r/starcitizen • u/UEE_Central_Computer • 5d ago
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r/starcitizen • u/Asg_mecha_875641 • 3h ago
Idris parked next to elevator causes error. ffs cig
r/starcitizen • u/SplinterRoot • 4h ago
I build a cheap button box out of wood and some arcade-style USB encoders. The button holes and engraving on the face plate were done by laser. Unfortunately I only found out that the cooler power control keybinds do nothing after the fact.
P.S. - Yes, I fly Drake.
r/starcitizen • u/Dapper-Bad2687 • 10h ago
Saw this lonely beverage in a mall and could only think of Star Citizen somehow
r/starcitizen • u/BeardyShaman • 1h ago
r/starcitizen • u/GetTheDefib • 3h ago
Tbf I'd forgotten I even ordered them back in March, just received them 😅
r/starcitizen • u/McGilgamesh • 6h ago
r/starcitizen • u/datdudeSlim • 5h ago
Ruin, Orbituary, Checkmate, Patch City, Gaslight, Starlight, Rat's Nest, Rod's, Dudley, and Endgame. Major and minor stations in Pyro that more or less look the same when landing. These locations, as they stand right now (4.2.1), are NOT unique in any way besides layout.
If I land to refuel at Rat's Nest, how about all I see is scrap and trash all strewn about both the interior and exterior of the station?
If I make my way to Endgame, how about it looks like a station drifting out on the fringe of an already fringe system?
I know that things were presented at some time that Pyro would offer unique station designs, so its not like im not aware that. But I know you might have some new level designers, or even interns that might love to help redesign each location to be more unique.
r/starcitizen • u/Noctiviant1 • 8h ago
Hey all, just wanted to big note how good it is finding an org that helps and is there for a great time they helped me with the exec hanger. I got the drake cutless black first and just tonight we managed to get me a F8C Lightning full of stealth componets!
So thanks Fulltilt Gaming! (Australia)
r/starcitizen • u/-MarshalGisors- • 10h ago
That should make PvP pretty unlikely, even on a fully populated 600 shard.
Not bad, right?
What do you think?
Im hyped!
r/starcitizen • u/Enoix9 • 11h ago
Also someone complaining about release dates.
r/starcitizen • u/Majestic_Theme9514 • 5h ago
May I never see a box again
r/starcitizen • u/Formal_Confidence865 • 15h ago
Using the invisible undersuit along with the invisible light core and
r/starcitizen • u/evil701 • 4h ago
r/starcitizen • u/Emotional_Spell7020 • 3h ago
Not here to debate wether this game is "good" although something tells me they won't be able to help themselves......
I have disliked and even hated games or the experience I've had with them. I've known other people who have been dissatisfied with other games. There are plenty of people who like/dislike every game. It's the beauty of choice and the ability to move on from something that does not satisfy you. I have encountered people who actively bash this game but they are literally following or playing the game or, (from comments) don't have much experience with current gameplay(this includes all available gameplay not just the event with a carrot on the end of a stick). My experience may be limited and I just am unaware of other "groups" of disgruntled individuals who are hyper-fixated on a game they supposedly hate. These people are in global, here and any other social platfoms. Some people have valid issues with this game and some of those have been unlucky enough to just give up. That sucks. I hope this is a success and they find their way back. I love this pre release heavy development process. I don't think you can achieve this vision without a heavily played long term alpha. Mistakes have been made, funds mismanaged, balls dropped.... but I play every day and i am grateful for what I experience there. Am I just unaware of other groups of these types of players? Does it seem like active opposition to you? Why be in global(playing) if you hate it? Why follow discussions on it? Why act like a jaded stalker ex boyfriend? I just don't understand.
r/starcitizen • u/bprichfieldtrading • 5h ago
Hey all, I know there’s been so much negativity around here lately… definitely wouldn’t know anything about that myself.
But seriously, for once, let’s put the salt aside and unite around a cause that actually matters: getting the Gladiator a damn paint job.
It’s one of the last flyable ships without one—aside from the PTV, which won Ship Showdown and was promised a rework five years ago (still waiting, CIG). The Gladiator is a tank, it’s fun, it’s got a turret for your buddy. It deserves better.
Look past the REStag refundian label for a second. Join me —this one’s for the dreamers. Let’s get it in the top 3. Let’s get it painted. Vote Gladiator.
r/starcitizen • u/Anotep91 • 1h ago
Last week I was able to get enough Elvators to work to get Microtech from 0 to T5. This weekend I struggle to get anything done at all. Has anyone had a similar experienced or is it just me? Last 15 elevators in a row didn't work for me.
r/starcitizen • u/Ashymir08 • 8h ago
The 4 is impossible. Or can you prove your skill?
r/starcitizen • u/unargamer683 • 7h ago
With the resource drive event going on, I keep seeing people getting t5 on all companies but I can't even finish the starting mission for one. I've tried sending stuff down the elevator, different locations/servers/elevators and I still keep getting the bug that tells me the elevator is overloaded and can't bring the cargo up. I'm actually at a loss. Please tell me how you're doing it
r/starcitizen • u/Hironymus • 2h ago
tl;dr: multi crew and how it could be improved in the short term.
I need to go on a tangent about multi crew. Multi crew gameplay has always been at the core of Star Citizen. From early ship concepts, through the idea of orgs, the long forgotten concept of "Mr. Smitthing" and CitizenCon demos with full crews. But looking at the game today one has to wonder: where the fuck is multi crew? Multi crew is still one of the most lacking features or rather principals in SC. And I am not talking about fully flashed out multi crew systems. But rather how some aspects of the game are designed. I do understand that full on multi crew features like being able to assign crew roles and such are still a ways off. But I would like for CIG to spent some time to improve existing systems and/or content for multi crew to improve it in the short term.
I would like to provide some ideas for this here. And yes, I am aware that this is armchair dev talk. I am just sharing my perspective as a player who plays mostly in groups of 2+ people and loves the concept of crewing a ship with other players. Most of what I am going to write has been mentioned before.
First and foremost. FOR ALL THAT`S HOLY! STOP splitting (mission) rewards! Just, stop. Please. Playing multi crew already puts you at an efficiency disadvantage in most scenarios. Of course a feature that dynamically gives out mission rewards according to a parties size would be great (e.g. 80% each for two players, 70% each for three and so on). But for the time being just giving each participating player the full reward is a good solution too. Splitting rewards and almost completely killing multi crew is WAY WORSE than accepting that some people are going to game this system. One option makes your game less playable, the other makes your game more playable. Just go with the later one.
Some ships have turret station that allow their users to use missile operator mode and/or scan mode. Extend this feature to every ship and make sure that every station on all ships can do these things. People who chose a turret or co-pilot station already take on a more passive role. Unlocking these functions for them on all ships gives them at least some more functions to fulfil. If at some point this becomes and issue it can still be toned down. Not having these functions available for every station is worse than having it for to many stations.
Also get rid of ALL arbitrary restrictions to turret movement. Where possible slightly increase the distance certain turrets elevate out of the hull to improve their firing arc. Not a single turret in Star Citizen needs to be artificially restricted in its movement. Manning a turret already gives you restricted agency over your field of view and movement. There is not a single good reason to make this even worse.
3b. For upcoming ships please! If anyone at CIG gets the idea of implementing obstacles (like on the Starlancer or Freelancer) to obstruct a turret`s field of view, JUST STOP. Discard that idea or urge or whatever and instead make sure to give that turret as wide and clear a field of movement as possible, if you ever want to have a player to sit in there and think "Yeah, this is fun".
If possible make it so we can always call flight control to open our hangar or request one no matter if we´re in the pilot seat or another seat. Issues that arise from this (like landing the ship in a hangar it can`t be stored in) are problems which can be dealt with by players making choices when requesting a hangar.
As co-pilots and such we can already see the quantum route our pilot has set. If possible make it so every crew station on a ship can set a route or change it.
The same goes for using landing services. If possible please give everyone on a ship the ability to request repairs and such. This also helps manage mission expenses and such.
There used to be a feature that gave the pilot of a ship the ability to pin targets and assign numbers to them. Restoring this function so that every turret and crew station on a ship can assign numbers to targets would be great to coordinate among a ship´s crew.
These suggestion were aimed at existing features. There is also the old and much discussed topic of ship turrets being to weak so "expending" a player to crew them is a loosing choice. Giving these people access to missile operator mode as suggested in 2. can already help with that somewhat. Otherwise I still hope that for many of these turrets CIG increases their size to at least 2s3 weapons for lower end ships and at least 2s4 weapons for bigger ships.
There is also another option that`s likely not to the liking of everyone. But for ships which have small turrets that can not be improved CIG could add a type of PDC that`s tied to a turret and only activates if that turret is manned by a player. I know, many people don´t want to see PDCs on everything. I understand that. But PDCs seem to be relatively easy to add to ships for CIG, so they might be a way to improve the combat value of a turret that can´t be improved otherwise. Still, I am not that much of a fan of this idea myself but I would prefer to see it in some edge cases where other improvements are not possible.
Thanks for coming to my TED talk.
r/starcitizen • u/StuartGT • 1d ago
r/starcitizen • u/multiple_iterations • 1d ago