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Star Citizen: Tactical Military Analysis of in-game ships, Part XV My Wishlist.

This list is a compilation of ships I consider missing, they might well be in the pipeline or will be conceived later on.
Here I reflect on some missing components ships and accompanying mechanics and ships that would offer greater synergy.
It is called my wishlist since I find that these ships are missing and would offer interesting or even critical gameplay options.
What ship manufacturer actually should produce them would be of no concern as any would do.
This list is entirely from a military point of view and not so much from a gameplay aspect but can still offer gameplay value to Star Citizen.

Ship/Planetary Assault Ship.

Yes I am aware there are several ships that are somewhat in this category but they are built from a gameplay point of view.
A ship designed to insert/extract troops put emphasis on protecting the passengers, weapons, turrets are for the sake of gameplay.
Troops would prefer to have a faster more protected ship and rely on friendly fighters to deal with enemy fighters.
Putting guns on a forward firing arc to provide an initial punch to a landing zone, however, this would not be a priority.
Having greater forward speed over being nimble, shorter travel time from and to landing zones.
Where you negate the chance of getting hit by spending less time over/in hostile areas.
A clear example would a Vietnam era Huey that was used in a troop transport role and a modified variant was used as a gunship.
But never did you see a ship performing both roles, weight restrictions, of course, played a role in the early version of the helicopter.


Either redesign a ship like the Hoplite or design a ship from the ground up with features as followed.
1. Robust defense in terms of shielding and armor but without having to sacrifice to must speed or none at all.
2. Drop the manned turret for a PDS system for defense purposes only.
3. When multi-crew ensure the 2nd player is the crew chief and runs all the systems from a station, including the ramp/docking collar.
4. Being able to traverse very fast in a straight line but does not require it to be nimble.
5. Room for up to 10 fully armored players and weapon racks that allow for modding of kits and store extra ammo.
6. Possibility for modular design so it can be modded for MEDEVAC/Gunship but fitting modules will feature trade-offs.
7. Docking collar that has a low yield emp device that can short door locks for rapid boarding actions.
8. Atmospheric flight, retain some of the above it not all for planetary assault.

In short terms have a dedicated transport that excels only at that with the possibility of some support roles such as MEDEVAC.
Other ships should support it and the only focus should be on getting troops on or off the battlefield.
Also, it should be cheap and easy to produce in terms of Star Citizen lore so it would be good for mass-production and be readably available.

LSAD, Light Special Assault Deck.

A concept ship for special forces operations without the need for a land base but with coastal access.
Modified for the Star Citizen Universe to perform long endurance operations from orbit.
This can either be a direct assault to take the planet or to perform a quick tactical raid with the need for large-scale support.
With the release of the Tumbril Nova the logistics for dropping large vehicles in an orderly fashion comes in to play.
Furthermore, it also adds the dimension of large-scale assaults that require dedicated support in terms of storage, repairs, and deployment.
A dedicated ship that allows for the housing of marines their equipment and vehicles with medical and repair facilities to support their deployment.
All space is dedicated to such a role and will only allow for a modest PDS and turret defense and should at all times be escorted by a capital ship.

This ship should have most of its internal space dedicated to storage if several Tumbril Nova's, various Rovers and bikes.
Paired with the above-mentioned Assault ship that could be fitted with a module to sling load a Tumbril Nova or several rovers/bikes.
Having docking space for several Assault Ships that can be docked and either load vehicles or have marines embark the ship.
Then disembark the Assault ships for a combined assault on the planet/moon or celestial body.
Room for repair and a modest medical bay to provide critical battlefield healthcare to wounded Marines, at least room for 1 operating room.
Then a recovery ward with a staff of nurses to provide after-care and recovery for wounded Marines.


1. Robust workhorse, size wise a large corvette or a small frigate.
2. Medical and Repair facilities.
3. Large bunk space to house 20 to 30 Marines and all the support staff and ship crew.
4. Command and Control bridge for ground operations and perhaps small drones/satellites for optical recon.
5. Room to store at least two Tumbril Nova's, several Rover variants and bikes for ground operations.
6. Room for storing and deploying at least 2 planetary assault ships.
7. Preference for orbital assault but with the possibility to land and deploy/recover Marines and vehicles.
8. Does not need to be fast or nimble but able to keep up with other caps ships of its size.
9. Sturdy shielding and armor to withstand some sustained fire, at least long enough to deploy ground troops and relocate.

As it stands there isn's a ship that fills to role or gap in Star Citizen gameplay, logistics-wise it is a much-needed addition.
Possible to modify the ship to aid in disaster relief planetside like a hospital ship does, could even be retooled with mods to a hospital ship.
But as it stands it will be some what of a niche ship that will be suited for medium to large sized Orgs to conduct planetary operations.

Coming Soon.


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Star Citizen: Tactical Military Analysis
of in-game ships, Part I.

Recently I took the plunge and got involved in Star Citizen a large scale MMO that entails space and ground on an almost realistic scale.
While by no means this game is new it is groundbreaking in almost every aspect due to the scale and comprehensive team play involved.
All systems/modules had to build be build from the ground up, taking inspiration from older and newer games but the tech behind it is a custom build.
You can get involved in Star Citizen the open world MMO or its single-player campaign called Squadron 42 by buying a game package.
If you want and you have disposable income you could opt to buy more or larger ships but by no means is this required as all ships will be obtainable.
Obtainable as in you can grind/build each ship depending on the size it will take x amount of time and resources to build or buy each ship.

Career-wise you can go multiple ways and if you want with the multiple accounts, by no means are you forced to take on a combat role.
To support these careers options mechanics will be released in modules that will allow you to do anything your heart desires, well almost.
A current list of Careers: Military, PMC, Mechanic, Scientist, Trader, Hauler/Freight, Passenger/VIP Transport, Salvager, and Entertainer.
Within those careers, you can try to position yourself as a leader of an Org or a member, basically, do whatever you want to practice.
For those who are new to Star Citizen/Squadron 42, an Org stands for Organisation what acts as your typical clan/guild as with any MMO.
When picking a none combat role you can hire players to fight for you, so if you do not want to fight you have simply had others do it for you.
Or join an Org that offers you protection from any combat so you can focus on your profession as you wish.

Opening Words.

For this article, I will be covering the military application of the current selection of ships in Star Citizen and Squadron 42.
Their roles on the websites are by no means set in stone and you could fit out a ship to do multiple or roles or swap role if you wish.
If you desire a different career this article can help you find out what role you could fulfill in an org supporting their efforts in Star Citizen.
Writing this article I take my experience as a Tactician/Strategist and apply this to the ships and mechanics of Star Citizen.
As you would deploy assets to the theatre and/or battlefield this article is for the application of each ship in a military capacity that does not per say involve combat.

If you want to take a closer look at Star Citizen or Squadron 42 please visit the main website it also has the store where you can buy your start package.
A small request however if you want to register an account consider using my referral code, you will get 5000 UEC and I get some recruitment points.
Or find a plural of content on YouTube, more specifically I frequent these channels myself to keep up to date; BoredGamer, MinionSoldier, TheNoobifier.

How to analyze.

While I will do this in this article you the end user will have to analyze your specific situation and how this article applies to your own situation.
This will be an open world there for you have no restrictions other than the actual in-game mechanics, every ship can be applied multiple ways as you wish.
As more mechanics and ships are added the context of this application will change to some degree, in most cases will open new avenues of game-play.
Stick with your strong points but defiantly look to venture out with different game-play style(s), this will offer you the most insight.
This article will be made up of 1 page per manufacturer covering each ship and updating those page(s) when new ships are released.
If stats of a ship change or mechanics are updated those will also be updated in this article, I will try to keep it as up to date as possible.
Also, remember that this is a simulation and that there is no real space combat in the real world there for everything is theory crafting from a military perspective.
Todays tested and trailed military doctrines are applied to the Star Citizen Universe, or new doctrines are created from scratch and then applied to Star Citizen.
This also means you could theory craft your own doctrine and most likely some people will have their own doctrine.

Key Parameters.

These are the in-game mechanics that you are bound by, and will form the foundation for this analysis for each ship.
Be aware that mechanics might change if that does happen I will update the below listing of those key mechanics and their application and impact.

Travel Time:
Since moving from point A to Point B will take time, and this time will have a considerable impact due to the fact of duration.
Because there is a travel time that increases with the distance you will have to take into account hauling supply's, bringing in reinforcements take time.
You will also have to calculate fuel consumption with spare fuel in the case you have to divert.

Jump Points:
The method of inter-solar travel in the Star Citizen universe, what will impact gameplay as followed.
Jump points will have sizes this means the larger your ships the fewer jump points for travel, Capital ships and Fleets with Capital Ships be aware!
Jump Points will be choke points that will dictate control over a solar system unless you can find an alternate route.
Jump Points could be randomly generated in later versions, this means choke points can be bypassed.

Ship Manufactures:

From here on links to dedicated pages for each manufacturer in Star Citizen and Squadron 42.
Bare with me this is a large-scale project to undertake and requires some study, research and pondering.

Manufacturer, Aegis Dynamics.
Aegis Dynamics

Manufacturer, Anvil Aerospace

Anvil Aerospace

Manufacturer, Argo Astronautics
Argo Astronautics

Manufacturer, Banu

Manufacturer, Consolidated Outlands
Consolidated Outlands

Manufacturer, Crusader Industries
Crusader Industries

Manufacturer, Drake Interplanetary
Drake Interplanetary

Manufacturer, Esperia

Manufacturer, Kruger Intergalactic
Kruger Intergalactic

Manufacturer, MISC
Musachi Industrial and Starflight Concern

Manufacturer, Origin
Origin Jumpworks

Manufacturer, RSI
Roberts Space Industries

Manufacturer, Vanduul

- Paul "HisEvilness" Ripmeester.

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