-40%
Star Citizen - MISC Endeavor - LTI (Lifetime Insurance)
$ 169.61
- Description
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Description
Included:Space Ship
MISC Endeavor (Base)
Lifetime Insurance for Ship (LTI)
SelfLand Hangar (VFG Industrial Hangar temporarily not displayed in the package but is available in the game)
This is a full-fledged ship MISC Endeavor (Base) with LTI made by an upgrade from another ship with LTI.
After buying and receiving on your account, you will have a
finished ship
for game.
You do not need to perform any actions (upgrades) or have other ships.
This ship will remain with you FOREVER, regardless of the stage of development of the game or wipe of items in game.
The ship Endeavor is not yet ready for flights and is in the development stage. While it is in development, you will be given in game a temporary replacement in the form of another ship - Starfarer.
Explanation: Star Citizen developers make it possible to assemble ships from upgrades cheaper than their "whole version". Developers periodically sell discount upgrades at various events. And this is the official mechanism. That's why I can make a ship at such a nice price :) Therefore my ships assembled from upgrades may differ in the amount of "store credits". Please pay attention - I do not sell "store credits", but a full-fledged ship, which is no different from other ships in the game. You also can upgrade my ship to another ship, while the system of upgrades on RSI site will take it into account as a "whole" ship for the full cost and upgrade to another ship will cost less.
Terms & Conditions:
NO RETURNS OR REFUND.
As the gifting system on RSI only allow 1 time gifting and item will be tied to the buyer's account. After payment of the goods, order cancellation will be impossible and the goods in any case will be sent to the buyer, even if he suddenly changed his mind and wants to cancel the order. Please carefully and thoughtfully make your purchases!
Item will be delivered within 12 hours (usually much faster) after payment is cleared.
If you are unsure about the item or have any questions, feel free to ask BEFORE making a purchase. I will be happy to help.
Item will be delivered to the buyer's PayPal email address. When paying by card without paypal - on email address which you specified during registration on eBay.
Tracking is provided by "Hangar Log" on RSI website and will be used as a proof of delivery.
Any attempts of fraud will result in the person's both RSI and PayPal accounts banned using proof of delivery, and reported to authorities.
Musashi Industrial & Starflight Concern is proud to present the Endeavor-class research vessel, a fully modular space platform designed to be adapted for a variety of scientific and medical tasks. Initially developed as a floating laboratory, the MISC Endeavor can be outfitted for everything from spatial telescopy to use as mobile hospital.
Stage One: The Explorer
Science and exploration have always gone hand in hand, and so the challenge facing the Endeavor design team was a difficult one: how do you design a spacecraft that allows for both dangerous field research and to facilitate extremely delicate lab work? The solution: a multi-stage ship that allows an armored ‘Explorer’ cab to detach and operate under its own power in extreme conditions.
Designed with the armor and shielding needed to survive everything from micrometeorite strikes to survey missions dangerously close to a star’s corona, the Endeavor’s Explorer can completely detach from the scientific workshop and operate on its own. Featuring everything short of a jump drive, the Explorer cab is intended for risky operations where the Workshop could otherwise suffer costly damage or potential destruction.
Stage Two: The Workshop
The ‘meat and potatoes’ of the Endeavor concept is the fully-modular Workshop section, which offers a three by two grid of six attach-points for independently designed scientific and medical ‘pods.’ These pods, detailed below, run the gamut from standard laboratories to spacecraft launch bays to even more exotic designs. Most are constructed by MISC, although the company has made the attach points ‘open source’ to encourage future niche pod development. When left on-orbit, the workshop and drive unit can continue to function together as a ‘dry lab’ installation.
Stage Three: Drive Unit
The Endeavor’s powerful drive unit has been designed to generate the necessary power to support both the add-ons listed below and a variety of future pod attachments currently in development. It contains a capital-class power plant and the ship’s main thrusters. Note that the Drive Unit does not detach from the Workshop while in space, and is unable to maneuvering without the Explorer cab’s thrusters attached.
Extreme Modularity
The Endeavor’s modularity is based on a ‘plug and play’ grid concept that can allow for up to six independent modules attached at any one time. Modules are typically installed in balanced (symmetrical) pairs to preserve the pre-set thruster system. Each module lists the number of slots it takes, ranging from 2?1 (two spaces, one across) to 3?2 (all six slots.) Further restrictions on individual module connections, such as a module limit, are listed in their descriptions below.
NOTE
Space Ship MISC Endeavor (Base) is a base hull ship (consists of 3 stages). It can turn into a ship for any described direction after acquiring the appropriate modules to it.
Q&A - Аnswers developers
Q: What ship combinations (besides two Cutlasses) can fit in the Landing Bay and successfully be launched and maintained?
A: “Like the Javelin’s hangar, the number of ships allowed depends on the size of those ships, specifically. The Landing Bay is currently spec’d to be 30m wide, 65m deep running underneath the main spine of the Endeavor, and 10m tall. The included facilities and systems can accommodate possibly to 4 craft as space allows. Remember, that the general rule in Star Citizen is that ‘if it fits, it sits’ (with a max limit of four with regards to munitions/stores/etc.); so you can calculate the space any individual ship using those measurements.
The Landing Bay offers a fairly spacious 30m x 60m x 10m volume of space to work with. In gameplay, you’ll be allowed to safely store/transport/launch/refit up to 4 ships that fit inside this space. A Cutlass Red and a pair of 300’s, a couple of Hornets or Avengers, you should absolutely have some good choices to make in terms of what you carry along.
Q: Since the ship cannot dock in our hangars, does it persist in the universe when we log out?
A: No, we do not intend for ships to be always ‘at risk’ just because they don’t fit in your Hangar. Standard landing areas will keep the workshop and drive sections safe while you land the Explorer in your hangar. (Of course, if you leave it in orbit of some unexplored planet the story is quite different!)
Q: With the Hope class ship, do you see Medical as being a complete profession?
A: The medical profession is one of the more important occupations within Star Citizen, and it’s intended to be one of the larger and more flexible roles. On the FPS combat front Medics will be invaluable. They’ll be able to perform field triage that can heal some injuries entirely and mitigate others enough so that the injured party is at least more functional. The effects of more serious injuries can often be slowed so that there is a better chance of reaching a hospital where more advanced medical apparatus can improve the chances of survival. Depending upon the cause of death, a well-trained Medic can occasionally restart a patient’s heart, although death may soon reoccur if the root causes are not quickly addressed.
The Hope-class Endeavor opens up an entirely new range of possibilities for the aspiring healer. As previously noted, Endeavors with an attached Medical Bay may serve as respawn points for players that have died, and the associated Hangar Bay allows those players to – for a price premium – have one of their existing ships or a new purchase delivered quickly so that they can get right back into the action. The greatest demand for Hope-class Endeavors will therefore be in those areas where lots of player deaths are occurring, but of course a valuable and unescorted medical ship in a dangerous area will be a tempting target for pirates and other less savory types. In addition to respawn services, an Endeavor that has enabled its ID Beacon – thus broadcasting to others its position, services offered, prices, and reputational information – can also serve as a field hospital for any player or NPC requiring urgent medical attention. In such cases, the party in need would attempt to quickly close the gap with the Endeavor and then either request access to dock in its landing bay or simply EVA into the external hospital pressure lock. Upon arrival in the hospital it’s up to the Endeavor’s crew to employ their expertise to try and save the patient, with the ultimate outcome contributing to their medical reputation.
With an ample supply of hospital beds, Hope-class Endeavors are also ideally suited to tackle a variety of rescue missions. A destroyed Idris might leave a vast wake of severely injured crew members floating in the debris, with only limited oxygen left in their personal evacuation suits. Hope-class Endeavors can quickly retrieve such individuals, administer enough medical attention to stabilize them, and then transport them to the nearest outpost – all for a nice profit, of course. A research station close to the sun whose shielding has failed might be filled with scientists that have suffered severe burns and high doses of radiation. They might need to be dragged out of the station one by one, placed into suspended animation to minimize the effects of the radiation, and quickly taken to a particular hospital that’s able to better deal with such complicated medical issues.
Q: Can you go into more detail on the respawn mechanic for the Medical Bay? Can you deny enemies from spawning in your bay? How fast will replacement ships normally be delivered? How fast do you estimate expedited delivery to take?
A: The pilot of a Hope-class Endeavor – as with any other ship – has complete control over who can see their broadcast beacon. They can specify that only certain individuals can see such signals, only certain organizations, anyone, or anyone with a particular reputational rating beyond a certain value. Individual players and organizations can also be blacklisted. Thus, you’ll have total control over who is allowed to spawn in your Medical Bay. Expedited ships will arrive very quickly, as sitting on another player’s ship for an extended period of time wouldn’t be particularly fun, and the longer that you remain the more likely that the pilot might decide to leave the area, which would defeat the entire purpose of selecting them as a spawn point in the first place.
One thing to keep in mind, however, is that even this “abbreviated” respawn mechanic will not allow you to immediately get back to where you were. Upon respawning you’ll have to navigate to the Hangar Bay’s waiting room, request a ship – and there might be others in front of you, wait for the ship to arrive, traverse to it, board it, exit the Hangar Bay, and navigate back to your desired destination. This will not be Call of Duty – with instantaneous respawns – by any stretch of the imagination, and there will be a tangible penalty to death in terms of how long it takes you to get back to where you were even if an Endeavor is strategically placed. This is actually a critically important mechanic for the game as it will allow us much finer control over precisely how much of a penalty death should inflict, rather than it being exclusively linked to the distance from a major landing zone. This provides yet another way in which players can cooperatively work together, as some will be able to offer a valuable service to others in need. At the same time, it will also foster a lot of competition amongst those service providers, who will battle on both the pricing front and in terms of how deep into dangerous territory they’re willing to go – and thus how much more attractive their spawn point might be to a player that just died – in order to differentiate their offering.
Instructions:
You must own a copy of Star Citizen, and are required to have an account in order to accept this item.
In order to complete and verify the transfer,
your RSI handle is also required. Please type in "note to seller"
or just send me a personal message on ebay with your handle.
Item will be delivered to the buyer's PayPal email address.
In order to accept a "gift" does not necessarily receive it on mailbox of your game account. You can accept a "gift" from ANY mailbox which received a letter with a link containing the transmitted ship/upgrade.
You can claim the item by clicking on the link provided in message about "gift" and sign in your RSI account. Be careful to be logged into the correct RSI account when you use link in message containing the transmitted item (ship/upgrade). This link attach an item to your account (irreversibly).
Disclaimer
:
The game Star Citizen is in alpha development stage and it can contain various errors and bugs (including in ships). The seller is not responsible for the mistakes of the game developers. In process of developing the game during balancing process the developers can change at their discretion characteristics of the ships and their complete set (weapons, equipment, modules, etc.)
Notice:
Star Citizen
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Trademark is the property of Cloud Imperium Games Corporation & Roberts Space Industries Corp.
For authorization to sell ships, packages and items see “Package Re-Sale Policy” of the game.
The buyer acknowledges and accept RSI`s End User License Agreement (EULA) for Star Citizen & Squadron 42 as part of this purshase.
This is a private and occasional sale and according to European Community law there is no agreed warranty.
Description