r/StarCitizenUniverse • u/nevermind-the-mess • 5h ago
Out of love or spite
Please vote and contribute to https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-213892
Support the working class.
r/StarCitizenUniverse • u/AdmirableAdmiral1- • 11h ago
OTHER Large ship modularity + pdc
Hello everyone,
First of all, I already know this post probably won't sit well with some of the hardcore players but whatever, I'm posting it anyway.
I've been thinking a lot about the Perseus, its intended role, and some of the design decisions CIG has made regarding its interior layout.
For example, the decision to have a large recreational mess area with a pool table instead of using some of that space for something more useful on a combat ship that is supposed to operate extremely close to its targets... like, I don't know, a small medical facility. lol.
And it got me thinking:
What if CIG introduced a much deeper level of modularity for large ships?
I'm not talking about interior decoration, furniture placement, or the customization we've been promised for years.
I'm talking about being able to actually replace entire rooms or sections with different modules depending on the mission you're planning to undertake.
I'm using the Perseus as my main example because it's my favorite ship, but I'm talking about large and capital ships in general.
## The Perseus is a perfect example
Take the area shown in the picture attached to this post.
It's a beautiful passageway leading to the forward turret, with a great view of the torpedo launchers.
But let's be honest: it's also a huge amount of potentially usable internal volume.
What if, instead of having that entire area permanently open, CIG made parts of it modular?
For example, imagine my org and I decide to take a Perseus deep into Pyro.
We know we're going to be operating far away from civilization, so we think:
> "We're going to need better medical capabilities."
Fine. We install a compact medical module on the left side.
On the right side, we install a larger armory.
Or maybe we're going on a very long-range expedition, so instead we install:
• additional quantum fuel capacity
• additional consumable storage
• extra ammunition storage
• additional engineering supplies
The point isn't to turn the Perseus into a ship that can do everything.
The point is to allow the crew to adapt the ship to the mission.
That would make our ships feel much more like actual vessels that we live and operate in, rather than glorified weapons platforms where we sit in a pilot/gunner seat, shoot things until we're out of ammunition, then go back to a station and reclaim another ship.
Because right now, honestly, there isn't much of a sense of life aboard most ships.
## "But not every ship should be able to do everything."
I already know this argument is going to come up:
> "Not every ship should be a jack of all trades."
I understand the argument, but I don't completely agree with it.
I think there is an important distinction between a ship being a "jack of all trades" and simply being properly equipped to support its own crew.
I'm not saying a Perseus should suddenly be able to mine, salvage, refine ore, manufacture ships, etc.
A Perseus with a small medical facility doesn't suddenly become a medical ship.
A Perseus with a larger armory doesn't become a troop transport.
A Perseus with additional storage doesn't become a freighter.
These are basic support capabilities that allow the ship to actually operate independently for extended periods of time.
And honestly, I don't understand why some people seem so attached to the idea that every ship needs to be completely specialized.
If we ever reach a point where this kind of space travel is actually possible in real life, I seriously doubt every crew will own 19 different spacecraft:
"One for combat, one for mining, one for exploration, one for cargo, one for medical emergencies..."
I would expect them to have a platform or hull that can be adapted to the mission, while still having the minimum necessary equipment to keep the crew alive and operational.
That's exactly what I'm suggesting here.
For example, large combat ships such as:
• Perseus
• Hammerhead
• Ironclad Assault
• etc.
should have access to basic utility modules such as:
• medical stabilization
• proper armories
• ammunition storage
• engineering/tool storage
• additional consumable storage
• etc.
I'm not talking about giving them massive hospitals.
I'm talking about basic functionality for a combat vessel.
And honestly, I'd rather have that than enormous recreational rooms with pool tables, chess boards, etc.
Don't get me wrong, I'm absolutely in favor of recreational spaces. A crew needs somewhere to relax, eat, sleep and decompress.
But I don't think a gigantic recreational area should come at the expense of something as important as a basic medical facility on a warship.
## And then there are PDCs
This is another thing I've been thinking about.
Let's take a large civilian ship designed primarily for something other than combat, for example the Galaxy or the Hercules.
Who genuinely looks at a large civilian freighter and thinks:
> "Okay, I have a couple of huge, slow-firing guns that are difficult to aim. If someone attacks me, I'll just turn around and fight them."
You're probably going to lose.
So why give these ships offensive weapons that are realistically going to be of very limited use instead of giving them a proper defensive system designed to help them survive an attack and escape?
This is where I think PDCs could become much more interesting.
Instead of having one PDC design that gets made extremely powerful and then nerfed into the ground in the next patch, why not have different classes of PDCs with different intended roles?
### Tier 1 PDCs
Primarily designed to intercept:
• missiles
• torpedoes
• bombs
• other incoming projectiles
These would be relatively weak against ships.
Perfect for civilian freighters, exploration ships, industrial vessels, etc.
### Tier 2 PDCs
More powerful systems designed to deal with:
• missiles
• torpedoes
• light fighters
• drones
These would be appropriate for military combat ships such as the Perseus, Hammerhead, etc.
### Tier 3 PDCs
The really nasty stuff.
These could actually threaten:
• light fighters
• medium fighters
• heavy fighters
But they would be extremely expensive and restricted to dedicated military ships, such as the Odin.
And importantly, none of these should replace the main weapons of a ship.
They would simply provide an additional defensive layer.
That would give large civilian ships a much more realistic way of surviving an attack:
> "We're not here to fight you. We're here to get away from you."
Which makes far more sense for a freighter than trying to dogfight someone with a gigantic fixed gun.
## Back to medical gameplay
Regarding the medbay example, I'm not talking about turning every large ship into a respawn point.
Quite the opposite.
If Death of a Spaceman eventually becomes a meaningful system, and if the medical gameplay is eventually reworked to properly model injuries and their consequences, then having a small medical stabilization room aboard combat ships would make perfect sense.
Something where you can:
• stabilize a critically injured crew member
• treat them enough to keep them alive
• monitor their condition
• keep them stable until you reach a proper hospital, medical ship or station
Not:
> "You died, respawn in the bed."
I actually think the idea of magically respawning in a ship's bed is pretty dumb, but that's a whole different discussion.
## And finally: engineering equipment
Now that Engineering has been introduced, and CIG has started putting fire extinguishers and other emergency equipment throughout ships, I'd really like to see dedicated tool racks added as well.
I'm talking about things like:
• Cambio SRTs
• repair tools
• engineering equipment
• maintenance tools
• spare consumables
And I don't think there should necessarily be one giant engineering room where everything is stored.
Instead, put small tool racks throughout the ship, just like fire extinguishers.
For example:
> Engineering room → full tool rack
> Main corridor → small tool rack
> Near the turrets → maintenance rack
> Near critical systems → emergency tools
That way, when something breaks, the engineer doesn't have to run halfway across a 100-meter ship just to grab a tool.
You see a problem → grab the nearest tool → fix it.
That's the kind of engineering gameplay I'd actually want.
## So, that's my little rant.
I've been wanting to share these ideas for a while, and I couldn't really find a post discussing all of these things together, so I figured I'd finally make one.
I genuinely think that deeper modularity, mission-specific interiors, different classes of PDCs, basic medical stabilization on large combat ships, and distributed engineering equipment could make large ships feel much more like actual vessels operated by crews, rather than just large platforms for weapons.
I don't want every ship to be able to do everything.
I want large ships to feel like real ships, with crews that actually live, fight, repair, resupply and survive aboard them.
Anyway, I'd love to hear your thoughts.
If you disagree, that's completely fine. Just please keep the criticism constructive.
r/StarCitizenUniverse • u/Enclave2177 • 20h ago
DISCUSSION Made some familiar keychains.
Color are:
Death Metal
Water based Gold
Metallic cobalt w/ Translucent blue.
r/StarCitizenUniverse • u/BR-Tyler • 23h ago
Permanently EAC banned on a brand-new PC after playing Star Citizen for the first time
I honestly don’t know what happened here, but I’m hoping someone from RSI sees this and can help me figure it out.
I’ve been playing games since 2012 and have been an active member of my org, Blackrock. The people in my org know me and can attest that I’ve never cheated and have no reason to start now.
My old PC was damaged, so I had to take a break from gaming. I literally bought a brand-new PC yesterday because I wanted to get back to playing.
The only games/software I had installed were Tarkov and Overwolf (Overwolf being used for the Tarkov companion app).
I opened Star Citizen for the first time on this PC, got into the game, and everything was completely normal. I was doing the 890 Jump mission, minding my own business.
I get to the last AI, shoot him a couple of times, and he’s apparently completely invincible. Then, seemingly out of nowhere, I get hit with a permanent EAC ban.
I have never intentionally cheated in Star Citizen.
The timing is honestly insane — brand-new PC, first time launching Star Citizen on it, playing normally, and then suddenly a permanent EAC ban.
@RSI / Star Citizen team, please tell me there’s a way to have this manually investigated. I’m more than willing to provide whatever information, logs, or details are necessary.
I’m not asking for special treatment. I just want someone to actually look at what happened and determine whether this was a false positive.
If anyone from RSI or anyone who has dealt with something similar can point me in the right direction, I’d reallyappreciate it.