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Stargate Command recruiting for star citizen!

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    Stargate Command recruiting for star citizen!

    Hello everyone! My name is Phyankord, I am the leader of the Marines within our little shindig over here.

    For those of you who dont already know or havent looked at this, Star Citizen is the new fpsmmorpg that is in the woodworks. It features a highly realistic physics engine "a heavily modified cryengine 3", when the game releases it will also feature completely customizable weapons ships "ships that go up and beyond the battleship class" vehicles and more.

    Here is a link to their kickstarter campaign video that they sucsesfully kickstarted 2 years ago. it has so far recieved over 50 million in crowdfunding and increases every day.

    https://www.youtube.com/watch?v=VyQU-AfAgno

    this game is very exciting and is going to be the closest we SGC fans will have to call home in the gaming universe.

    our Organization, which is technically a guild in comparison to other games, Stargate Command, has just over 50 members and we are trying to recruit daily. I thought I should post here to see if I cant find any diehard Stargate fans like myself to join up with us and take to the skies!

    #2
    you can find our org on the Star citizen main website https://robertsspaceindustries.com/orgs/STARGATE

    and you can also find it on our Enjin page http://www.starcitizen-sgc.com/home

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      #3
      You dont need to buy a ship on the RSI page to join, however you will need a ship package "and a arena commander pass" in order to play in the alpha/beta state of the game itself. the FPS module for Star Citizen is going to be featured during PAX Australia, and in preparation we have been training in a game known as Warface, its a F2P first person shooter that is run on Cryengine 3, for that reason we have decided its the best game to use until the First Person Shooter module is released. if your interested in Warface, then you can take a look here https://www.warface.com/en/signup

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        #4
        General Phyankord Tuning back in to the forums to check up on things.

        Big news in Star Citizen, the 1.0 update for Arena Commander just released 1 week before the christmas holidays and we have had alot of hard work helping CIG smash the many bugs that were released with this update.

        I will try not to go into too much detail for the update but ill give you guys a link to the patchnotes for those of you who would like to know the exact details

        "https://robertsspaceindustries.com/comm-link//14399-Star-Citizen-Patch-V100"

        First off all the variants of the Hornet, 300i, Aurora and Mustang have been released into the Arena Commander build and are now flyable ingame. the long awaited Avenger and Cutlass have also been added. Unique missiles have also been added, I'm very exited to see some amazing skillshots with the new dumbfire missiles, or watching a Rattler, Large missile that releases a salvo of miniature missiles, tear some of our tougher dogfighters apart.

        Along with this new update we have a large ammount of bugs, some of which make the game nearly unplayable. this list includes but is certainly not limited to, missiles being too persistent at tracking targets and dealing damage directly to the ship (bypassing shields (armor has not been implemented yet)), and being near impossible to evade even with the help of multiple if not all of you're countermeasures. some missiles not being able to perform the role they were created for, our Spark I proximity Dumbfire missiles locking targets and tracking which they were clearly not created to do so (combined with the previously mentioned bug to create the strongest missiles in game at the moment), and many more.

        This new update has been out for quite some time, however, the Developers at CIG have been ever so persistent even throughout the holiday break to smash as many bugs as possible, and we can expect the next update version 1.0.1 to be out within the next few weeks.


        If you are of course interested in joining us in the verse, then sign up at "https://robertsspaceindustries.com/" registration is free and you do not need to buy a alpha/beta access package in order to keep a close eye on the development of the game.

        If you do decide to join everyone in the verse, then your gonna need an organization to participate with!
        Sign up to join the SGC over at our dedicated enjin page here! "http://www.starcitizen-sgc.com/home" registration is free, however you will require an enjin account in order to sign up.



        In other news, the FPS module is currently in the works and should be on its way to all Star Citizen backers within the next couple of months. We are very exited to see all our SGC members working hard to train up for this upcoming event, and are very interested in beginning a regular training session time in preparation for the eventual release of Star citizen.


        Thats it for now, General Phyankord, signing off.

        Comment


          #5
          Hello everyone! General Phyankord tuning back in.


          Big news, the Arena Commander V1.0 update hit us just one week before the christmas holiday week. Plenty of time has passed since then and we have seen alot of bugs come and go during that time thanks to the Developers that were willing to stick to it all through the holiday week off.

          I would like to keep it short sweet and to the point so ill put the patch notes right here."https://robertsspaceindustries.com/comm-link//14399-Star-Citizen-Patch-V100"

          but i would like to talk a small bit about some of the new changes. With 1.0 we now have all the variants of the Hornet, 300i, Aurora and Mustang including the long awaited Avenger and Cutlass. New weapons and Missiles have been added to the Voyager Direct store that can be purchased with ingame credits and used ingame at the current time. a new aiming system has been implemented and the aiming cube is no longer leading the target, instead the cube is connected to the mouse for aiming, and is positioned in the opposite direction of the targets point of aim so that your weapons fire directly at them.

          As I said before plenty of bugs have been found and fortunately smashed, however some have not and are being held back for the eventual 1.0.1 update which will roll out somtime this month. this includes but is not limited to, Missiles are too persistent and deal damage directly to your ship bypassing shields (as well as the not yet implemented armor). Missiles themselves are nearly unavoidable without burning most if not all countermeasures as well as heavy asteroid weaving.


          Remember if you do decide to join up in the verse, be sure to give our Organization a good look, if you decide to join us be sure to post that Phyankord suggested you/you found your way into the SGC via the Gateworld Forum thread.

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