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Twile D.
924 followers -
Red fuzz. Good to touch.
Red fuzz. Good to touch.

924 followers
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Twile's posts

Ugh. Finally uncircled someone who just couldn't stop spouting shit against Star Citizen. If you want to get someone to like what you like, try highlighting good stuff about it rather than taking pot shots at what they like. Generally works out better.

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P: Still got room in my guild.

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Basically the best thing ever.

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:D Visiting Google
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Alright. I know it's a bit early to start talking about this, but.

>:V Who wants to start talking guild stuff for Star Citizen? It very much seems to be a game where having allies to back you up is rewarded or required.

Fuzzball Trade Consortium - The commerce and manufacturing branch of Fuzzball Enterprises.

Fuzzball Escort Services - The paramilitary escort and mercenary branch of Fuzzball Enterprises.

>_> Let's talk, fuzzballs.
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360 degree panorama of the Cornell Plantations :D
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If you haven't looked into Star Citizen, I encourage you to do that as soon as possible. You know, if you have any interest in space, space sims, virtual reality etc.

It's looking pretty awesome thusfar, even at 18 months out, but there's one thing which I reaaaally dislike and hope, strongly, is revisited and changed before release.

It has been revealed for some time that, having it certain funding goals, the gorgeous 1km-long strike carrier in the trailer (and pictured here) will be player-usable. Which I love. I want to have that capital ship option always out there, ready when I am.

What I dislike is that currently, it's planned that there will only be several of them in the game universe. Some will belong to the main governing body and you can try to capture them (which I don't want to do, as a player of generally lawful characters). A few others will be derelicts which can be discovered, salvaged, and repaired. Given how the majority of polled players want to explore first and foremost, this means you'll be going head to head with hundreds of thousands of people in a random search for just a few of these lovely monstrosities.

While I understand that there's a desire to keep these rare, I really don't want the acquisition of one to boil down to becoming an outlaw and trying to steal one with the help of dozens of other people, or... just stumbling across one with one-in-a-million odds and hoping that I can keep it hidden as I manage to do cargo runs to fund a full repair on it. I feel strongly that if Chris Roberts really wants to do what he set out to do--create a universe with player-driven history and the freedom to play the game your way--it needs to be possible for any player to get one.

Obviously, not all players will get one. I imagine it could take months or years of lucrative trade runs, efforts coordinated between multiple players and of course a tremendous amount of organization to maintain even a skeleton crew for taking the Bengal Carrier out for some real action. So in reality, it would probably be almost exclusively a base of operations for more powerful player-created groups.

But I don't care. Knowing that you CAN get one through hard work (without resorting to piracy or absurd luck) is a mighty powerful motivator. It's the pot of gold at the end of the rainbow, only one which you know for a fact is real. On the other hand, knowing that there might be other players out there who have access to one and you won't unless you steal it from them, well, that's exceptionally frustrating. Real life is unbalanced enough with the starting conditions people have, I don't need my games to artificially limit supply on something simply so a few guys can feel insanely lucky.
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Here's hoping this is effectively just Homeworld 3 ._.

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D: HUZZAH!

Now to wait for them to get activation codes to existing customers.

Happy birthday +Mirri Valens :D
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