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Everything posted by Corbin_Jones

  1. Welcome!

    Thanks for joining in today and hope you had fun! 


    Welcome to the org



  2. Hi All, Come along and join us in-game on SC Live if you can for an org meeting event, details below for those that can join in game, but the meeting is for all members, online SC or offline SC. Hop on board our delightful and elegant 890 Jump, The Quinesar where we will host you our guest and cater for your every desire. Please not that all times noted in this communique are in the galactic standard UTC. Passengers are required to report to Port Olisar on the 7th of September 2949 and boarding starts at 7pm UTC, so please arrive early and prompt in time to board at Pad 00A. The Quinesar will depart at precisely 7.30PM UTC with our destination AcrCorp Area 18. Please ensure that you bring light hand luggage only as due to a staffing issue, there are no bellboys to facilitate transfers of larger luggage items. At 1930 hours The Quinesar will depart Port Olisar and head on a bearing to ArcCorp at sub-lightspeed until approximately 2000 hours, at which point we will engage quantum drives for the remainder of the journey until we reach ArcCorp space. During this time, guests are free to roam all areas of the yacht except for the bridge which is for authorised personnel only. Please note that there is a meeting in the front dining and conference area for org members. We hope you have a fantastic time across our luxury yachts The Quinesar & hope you will board for another trip soon.
  3. Why guys, With so many of us in the org taking the helm on doing activities with org members, now seems like a good time to get some feedback on a few things surrounding events. To this end I am going to host some polls.
  4. Hi guys, just a quick on to say that with 3.5.1 there are some issues going on atm with the party system. It clearly is not working as intended with 3.5.1 as many have took to this issue council to report as such. This will make co-ordinating events a bit haphazard during 3.5.1 until a hot fix or 3.6 https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha-3/STARC-86817-Party_launch_not_pulling_members_once_the_leader_enters_the__Verse_
  5. Are you going let us know below CitizenCon 2949 On the 23rd of November 2019 CitizenCon, Cloud Imperium annual convention event is coming to the UK! This Event is Star Citizens main event of the year with each year being more action packed, more details of upcoming milestones and genuinely more spectacular than the CitizenCon before it. Each CitizenCon has been held in the city of the studios working on the game with: 2943 CitizenCon held in Austin USA 2944 CitizenCon held in Los Angeles USA 2945 CitizenCon held in Manchester UK 2946 CitizenCon held in Los Angeles USA 2947 CitizenCon held in Frankfurt DE 2948 CitizenCon held Austin USA 2949 CitizenCon about to be held in Manchester Central Convention Complex in the UK Click on any of the links above to see those events but the key thing to take away here is the locations. Obviously with Star Citizen being developed in 2 cities in the US there is more opportunities to to see the event if you live there whereas for people in the UK or DE the frequency is not as much. CitizenCon 2949 looks to be an amazing event with not only the Key note address but panels to visit, developers to question, the game to test and goodies to collect so there has never been a better time to take part in one of these events. Details of the event: 23rd November 2949 & starts at 10am (or 2019 if you don't have a Cryo pod) Manchester Central Convention Complex - map With a ton of hotels and parking options available there is no reason not to visit and another good reason to attend.... meeting Org mates! So with the event coming to the UK a number of the Tactical Advance Org members are preparing to meet at the event and put faces to names and hang out and make it a truly great night to remember. So if you want to get involved and meet up for one of Star Citizens biggest days of the year, pop your handle on this thread and lets get a list together more details of the meet up to take place once we are closer to the event... I'm going... are you?
  6. A Star Citizen Article That Is Worth Reading So unless you have been hiding under a rock for the last few years, you will know that the epic game we are all here for (Star Citizen) has taken some time in its development with its mindboggling funding of $125M and, it has come under fire from some people, and one guy in particular (He Who Shall Not Be Named), but there is an article that was released on 23 September 2016 from journalist Julian Benson. 7 months of research and interviews with both current CIG staff & Roberts himself as well as staff no longer working on the project. The article is quite long and I think it is a reflection of the history of Star Citizen’s development to date. Worth a read, check it out here
  7. This is great, but to me it feels minimal, or more along the lines of a scout recon helmet. If this is for TNGSM and the competition is going to be based around a mech suit, I think the helmet should be closer to the tier that the suit is gonna be, maybe a tier 7 helmet or something. Just my thoughts. or The comparison between these two helmets is mainly around visibility. A mech one or past tier 3 should offer lesser visibility but also more armor
  8. Hey Director, when we were in the general chat in TS before this post was made, the question of personal shields was asked and shut down as we all believed there would be no personal shields in SC PU. However I've been playing 2.1D today and spotted this about an hour ago in Covalex in one of the EZhab rooms where you collect a data/audio pad. It answers a question I think about if there will be such a thing or not in the PU
  9. I've just had a thought. The description RSI gives for the mechanic suit says nothing about combat.
  10. Hi Director, I was a part of the initial discussion on this and like the idea of our org entering the competition when it becomes available to do so. Here are some thoughts I've had since our group talk on TS. The back, as in the back of the suit. this area for me is the prime are to hold all the ammo & power and possibly a static armor shield in place to protect it. like with most heavy characters, this will be its weak point and allow for good balance vs light combatants (no one wants a mech/exo suit that cant be taken down with a lot of effort by others wearing less than a mech suit. Think boss battles). I think the jobs you have listed are good, unsure about how a trader would work though. I would also suggest something for salvage, think more like you have a Reclaimer but there is salvage within the hole of an asteroid. This would be a variant of the Cargo Transporter job you have but more tailored to salvage. That being said the focus should be that this is a combat suit and that these modules can be purchased for different functions rather than here is the different variants of the suit. As for the EVA system, the placement and method of jets/boosters I'm unsure and I know you were not keen on my Mobiglas idea but hear me out. The Mobiglas should be included as it is already a function in the game and will be usable in combat situations, we know this already, so maybe the default setting of it is that it extends a small joystick to your left palm that rests there during battle for quick and easy access to EVA functions, maybe not, maybe don't even think about EVA controls, after all, we currently use The Force to control our EVA suits in 2.0/2.1! The Mobiglas should also provide some function over the suit but not combat functions, SOS, foot anchors or mag boots, I dunno. Point is, don't leave the Mobiglas out its useable in the verse so give it some practical use with the suit. Corbin Jones aka CJ - out!
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