Compare commits

..

47 Commits

Author SHA1 Message Date
74d6d928d0 Small wording change. 2024-07-04 01:09:33 +00:00
4dcda3ffab Add SC version to the guide post. 2024-07-03 23:51:09 +00:00
725fda2596 Use yaml instead of toml. Thank the gods this is finally an option. 2024-07-03 21:08:19 +00:00
f49428dfea Use Hugo modules to import theme, also modernize everything. 2024-07-03 20:58:00 +00:00
631f851e8b Add new draft post for SC 3.24 guide. 2024-07-03 19:56:54 +00:00
613d856b2f Add menu links to most commonly referenced pages. 2024-07-03 19:47:47 +00:00
919a0cf7ed Add a feature to auto-detect newer iterations of a post. 2024-07-03 16:00:33 +00:00
0277890db3 Update site to use the latest version of our theme. This requires stuffing our local dev into a docker container because the latest hugo breaks the theme. 2024-07-03 16:00:18 +00:00
749796b735 More OW guide cleanup. 2024-04-17 17:32:01 +00:00
ac977b44e7 Reword some things in the OW guide. 2024-04-17 17:29:42 +00:00
352cb8a643 Resize crab. 2024-03-11 17:33:13 +00:00
9d9fb10863 Add crab avatar. 2024-03-11 17:28:10 +00:00
98173a31b0 One more little reference. 2024-02-26 21:20:36 +00:00
26a25d97c1 More wording updates. 2024-02-26 20:58:13 +00:00
b9954ac747 Wording update. 2024-02-26 20:54:37 +00:00
316f0d6fa1 Add some backstory to the story. 2023-12-21 22:44:14 +00:00
95eb7f90c6 Add new SC story. 2023-12-02 23:41:44 +00:00
20dc17697a Update about, clean up some tags. 2023-11-30 17:02:39 +00:00
3dcec15b8f Remove the bit that doesn't work. 2023-11-28 16:26:11 +00:00
73068bde43 One more fix. 2023-11-28 08:11:53 +00:00
addab8d6ac Change wording. 2023-11-28 07:24:53 +00:00
ebcfc46966 Add future considerations for each ship. 2023-11-28 07:21:25 +00:00
2b1d267cd3 Style changes. 2023-11-28 07:05:11 +00:00
eda9d9de8e Further discussion. 2023-11-28 03:42:59 +00:00
f581ad66c0 Update opinions. 2023-11-28 03:09:52 +00:00
615962db5d Add Star Citizen starter guide post. 2023-11-27 22:35:54 +00:00
ab80c6c3d3 Minor cleanup. 2023-11-27 22:34:43 +00:00
3a2c3fb9c0 More tweaks to the endlessly tweaked Outer Wilds post. 2023-11-15 03:34:01 +00:00
274285f48a Add spoiler tag shortcode. 2023-11-15 03:33:50 +00:00
24a51d18b2 Oops, misgendered in the footnote too. 2023-11-11 00:56:20 +00:00
bde3d345e3 Un-misgender the only character who gets a gender marker. 2023-11-11 00:54:01 +00:00
a4789c77be Remove placeholder images 2023-11-10 22:00:10 +00:00
58e2a9ec26 Add Star Citizen post. 2023-11-10 21:59:25 +00:00
647f80640c Further improve Outer Wilds post, add a cute little image. 2023-11-07 02:17:18 +00:00
33a57f0373 More site code improvements. Better imgproc, better caption CSS, make post archetype assume we'll have images. 2023-11-07 02:16:54 +00:00
3c80fa1214 More layout tweaking. 2023-11-06 22:27:59 +00:00
4921fb8249 Clean up and apply custom styles properly. 2023-11-06 22:22:09 +00:00
ec39d7ba2a Even more tips. 2023-10-30 00:14:25 +00:00
c96a8885b8 One more touch up. 2023-10-27 19:25:08 +00:00
4e7414b1d8 Even more text updates. 2023-10-27 19:23:42 +00:00
c603229d37 More text changes. 2023-10-26 20:27:53 +00:00
12ca0aade2 Wording update. 2023-10-26 19:51:17 +00:00
208fd931cf Rework post. 2023-10-26 19:44:36 +00:00
cbb26cf570 Fix baseurl 2023-10-26 19:32:58 +00:00
db37c3b374 Clean up some cruft. 2023-10-26 19:29:26 +00:00
6cc75e9778 Reduce avatar size so it fits constraints. 2023-09-14 18:31:04 +00:00
1361a666ef Add some personal files for general use. 2023-09-14 18:16:39 +00:00
68 changed files with 1065 additions and 168 deletions

4
.gitmodules vendored
View File

@ -1,4 +0,0 @@
[submodule "themes/pickles"]
path = themes/hugo_theme_pickles
url = https://github.com/mismith0227/hugo_theme_pickles
branch = custom

View File

@ -1,4 +1,4 @@
FROM klakegg/hugo as build
FROM hugomods/hugo:0.128.1 as build
WORKDIR /src
COPY . /src/

View File

@ -1,8 +1,5 @@
---
title: "{{ replace (replace .Name "draft-" "") "-" " " | title }}"
date: {{ dateFormat .Site.Params.dateformat .Date }}
title: "{{ replace .Name "-" " " | title }}"
date: {{ dateFormat (.Site.Params.dateformat) .Date }}
draft: true
tags:
- tag1
---
<!--more-->

View File

10
archetypes/posts/index.md Normal file
View File

@ -0,0 +1,10 @@
---
title: "{{ replace (replace .Name "draft-" "") "-" " " | title }}"
date: {{ dateFormat (.Site.Params.dateformat) .Date }}
draft: true
tags:
- tag1
---
<!--more-->

View File

@ -3,11 +3,15 @@ title: About
---
## About the Site
Anna and the Bunches is a self-indulgent blog about technology, with occasional forays into games and media.
Anna and the Bunches is a self-indulgent blog about my special interests. Since these range all over the map, you probably won't like every post on here. Use the tags to find what you're into.
I like to tell myself it is intelligently written, witty, and deeply interesting, but Ive been known to lie. Caveat lector.
Some things you might find on here include posts about programming, video gaming, speculative fiction, linguistics, and electronics.
It also contains posts dating back to 2006. I'm pretty sure those were originally posted on Livejournal. I have left them here out of (as far as I can tell) a morbid desire to humiliate myself. Opinions and interests in the older posts don't necessarily reflect my current life. (At some point I may strip the tagging from older posts, or silo them to their own section.)
## About the Author
Everything here is written by me, Anna, a feminist witch in my 30s who spends my days writing software. My interests include, but are not limited to: programming, video gaming, table-top roleplaying, speculative fiction, linguistics, strategy board games, hiking, and the simultaneous application of contradictory, overlapping worldviews.
Everything here is written by me, Anna, a trans, autistic, leftist Heathen in my 30s who spends my days writing software.
You can find my personal projects, including the code used to build this site, at <https://git.annabunches.net>.

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 MiB

View File

@ -0,0 +1,53 @@
---
title: "Outer Wilds: A Spoiler-Free Introduction and Tips"
date: 2023-10-26
tags:
- video games
- game guide
- outer wilds
---
{{< imgproc "images/ship.png" "500x" "right" "A video game screenshot of a rather crude spaceship perhaps vaguely resembling the Apollo Lander module. Parts of it are made of wood." >}}
A very safe spaceship.
{{< /imgproc >}}
When I first played [Outer Wilds](https://www.mobiusdigitalgames.com/outer-wilds.html), I bounced off of it after a few hours. A few months later, I picked it back up and gave it another shot, and it hooked me. By the time I finished it, it was my favorite video game experience of all time. I recommend this game to almost everyone. If you're reading this, and you like puzzles and mysteries and heartfelt stories about humanity and hope, you should probably play Outer Wilds.
Like every other person who is obssessed with the game, I recommend going in with as little knowledge as you possibly can, because one of the game's major themes is the joy of discovery. You play this game by learning things, and you can't unlearn things once you know them. Well, not reliably anyway.
That said, it's hard to sell someone on a game without telling them *something* about it. You need to know at least what *kind* of game you're playing, what it's going to ask of you at a basic level.
So read on for my extremely spoiler-free summary of the game. If you go in knowing *only* this, I think you'll have a great time. I've also got some gameplay tips - they don't spoil anything, and they will make your journey considerably less frustrating.
<!--more-->
### A spoiler-free description
Outer Wilds is a first-person open-world puzzle platformer in which you are tasked with exploring your solar system and learning about an ancient civilization that once inhabited it. It is an intricate puzzle-box of a game in which everything is designed with intention, none of the puzzles feel arbitrary, and progression is driven *entirely* by the knowledge you gain along the way.
The game includes environmental hazards, jetpack-boosted platforming, and spaceflight with a semi-realistic physics model, which includes zero-g maneuvering both in a spaceship and in your spacesuit. The game gives you tools to make this a little easier, but if you're completely allergic to these mechanics it might not be the game for you. What the game does NOT have is any combat, upgrades, quest markers, or other "gamey" elements beyond a fairly straightforward HUD and control / interaction hints.
It can also be a frustrating experience. None of the platforming is punishing - this isn't Celeste - but some of it is at least a little tricky. The game's lack of direction and the requirement that you make deductive leaps to make progress can lead to moments where you are stumped on what to do next or don't quite understand what is happening. You need moderate frustration tolerance to enjoy this game.
### Tips for a smoother journey
So here are some tips to minimize frustration. These are *gameplay* tips, and shouldn't spoil anything about the experience. You might want to come back and read this after you've played the game's tutorial, launched your ship for the first time, and spent about half an hour exploring; these tips will make a lot more sense once you have that much context.
* Your tools are your friends; don't forget about them. The Scout Launcher, Signalscope, and even the humble Flashlight are essential in many places, and make things much easier in others. The game won't necessarily tell you *when* the tools are important, you have to connect those dots yourself.
* If you're tracking down an unidentified signal with the signalscope, make sure you point the scope at it when you get close. It should change from "Unknown" to a descriptive label. This is not always *necessary* but it is very *useful*.
* Your ship can lock on to almost anything you can fly to. (planets, moons, other things too!) You can also lock on to some smaller objects when flying in zero-g in your spacesuit. This feature is extremely important; once you're locked on, you can "match velocity" which will bring you to a stop relative to that object, and your ship's landing camera will automatically orient you toward the surface of a planet if you're locked onto it.
* You can mark any location you've visited before on your HUD using the ship's computer.
* There is never any reason not to wear your spacesuit. You should always have it on, just in case!
* There is a wall-mounted station in your ship that will heal you and refuel your jetpack.
* The settings menu has several options for pausing time when reading text. I recommend enabling all of them.
* There is no permadeath, there is no way to irretrievably screw up. Nothing you can do will permanently "break" your save or prevent you from progressing.
Next up are some slightly more *strategic* tips. These shouldn't be spoilers, but I'm giving them their own section and spoiler-guarding most of them in case you don't want any help in this area. Hover over the black boxes to view the spoilers.
* You are an astronaut and a xenoarchaelogist. Try to get into that mindset. Explore space and study the ancient ruins scattered across your star system. In particular, try to understand what that lost civilization was doing and why.
* On reading: {{< spoiler >}}The text in this game is not flavor text. It contains some flavor, but almost every text sequence contains at least one useful fact. Read the text. Think about the implications of the text. Do not rush through the text.{{< /spoiler >}}
* When you get stuck: {{< spoiler >}}The ship's computer records important information you've learned and leaves you hints if there is something you haven't yet seen in an area. It is *not* just a tedious collector's log to fill out, and it doesn't record *everything* you need to know, but it can be a great tool to jog your memory or to get some direction when you feel stuck.{{< /spoiler >}}
* On difficulty: {{< spoiler >}}There are some moderately difficult platforming sections in this game, but no punishingly difficult ones. If you know there's somewhere you need to go but you can't reach it after several attempts, there's a good chance you're trying to do it the wrong way. You probably lack a piece of knowledge that will make it easier. Explore elsewhere!{{< /spoiler >}}
* On navigation: {{< spoiler >}}Navigating in this game can be tricky. The only planetary map you get is a globe that gives you your basic position relative to the poles and equator. To navigate better, remember that you can mark locations you've visited on your HUD.{{< /spoiler >}}
* More on navigation: {{< spoiler >}}Most significant locations are either visible as landmarks from space, or else the *trail* to the location is easy to find from a landmark. Use these to orient yourself.{{< /spoiler >}}
* On shortcuts: {{< spoiler >}}If you find a shortcut, write down the landmark it is closest to and where it leads! There are a couple very useful shortcuts in the game, and remembering their locations makes the game far less frustrating.{{< /spoiler >}}
* There is no wrong way to play this game, as long as you're enjoying the experience. If you don't like this advice, ignore it and do your own thing. Be curious on your journey!

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.5 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.2 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.8 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.8 MiB

View File

@ -0,0 +1,51 @@
---
title: "Star Citizen: A Night in the Woods"
date: 2023-11-10
tags:
- video games
- star citizen
- fiction
---
Star Citizen is an incredibly weird game.
{{< imgproc "images/train_station.png" "450x" "right" "A video game screenshot of a character standing in a train station, looking at a sign that says 'Train Arriving in 0:30'" >}}Riveting gameplay.{{< /imgproc >}}
I often describe it as "a game I deeply enjoy that I would never recommend to anyone else." It is next-level buggy. It has a weird, arguably predatory business model. It is the single biggest example of [scope creep](https://en.wikipedia.org/wiki/Scope_creep) I have ever seen. Nearly everything in the game is shoddily half-implemented because the scope creep means they've never done a real polish pass. The zealous dedication to (sci-fi inflected) realism means that you spend an awful lot of time traveling. (on the planet-side cities you even have to *wait for the train*, which I have to say just makes me avoid the planet-side cities as much as possible) And it's been in alpha for a decade, with no signs of a stable release any time soon.
But it scratches some very particular itches—mining, salvaging, hauling goods around the star system—better than any other game I've ever seen. If you want a game that gives you the specific experience of living and working in a space opera, it just presses those buttons really well. This "industrial" gameplay is one of my favorite ways to unwind when I just need something soothing and repetitive. It's like meditation, but with flightsticks and laser noises.
Like most spaceship simulators, the game also has combat, both ship-to-ship and FPS action. This usually doesn't appeal to me very much. But the other night I teamed up with a couple friends to check out one of the bounty hunting missions the game has to offer. The result was a buggy mess of an experience that was frustrating as hell, but also had a couple moments that sent so much dopamine racing into my brain that I wrote a blog post about it. Which you are now reading. So if an after-action report for a naff space game sounds like a good time, read on. The story has been changed very slightly for narrative flow, but it all happened more or less like this.
<!--more-->
***
We met up at the city of New Babbage on the planet Microtech.[^1] After a quick trip on the train to the city center and its gun shop, I was kitted out in more firepower than I've ever carried in my life.
{{< imgproc "images/hangar.png" "450x" "left" "A video game screenshot of a character standing in front of a spaceship." >}}Old reliable in her hangar.{{< /imgproc >}}
Next, back to the spaceport, and the leader of our operation led us to their ship, a venerable Cutlass in mostly decent condition.[^2] We climbed aboard, me riding in the turret in case we met trouble on the way. I'm usually the one one in the pilot's seat, so it was a delightful change to just spin the turret around and watch the scenery. Before long we found ourselves cruising down onto the dark side of the planet, at a location my HUD flagged as "Ghost Hollow." Apparently this is a wrecked spaceship that has been converted into a camp used by outlaws.
{{< imgproc "images/turret.png" "450x" "right" "A video game screenshot of a first-person view inside a spaceship's gun turret. The turret looks out on a futuristic snowy cityscape." >}}Taking in the sights.{{< /imgproc >}}
The ship's lights revealed a snowy forest. In the distance, fires burned, just barely revealing the outline of a large structure sitting at an odd angle. We touched down in a clearing, filing out of the ship and into the cold, dark night.[^3]
We advanced through the forest, crunching through the snow and sliding down embankments as we made our way towards the firelight in the distance. About half way there, the forest ahead of us lit up bright as day, and we looked up to see a huge gunship hovering in the sky, lights sweeping the forest for signs of movement.[^4]
"Go dark!" The call came crackling through our comms, and we quickly flicked our lights off and crouched behind some trees. The light of this interloper swept away from us, and for a moment, we thought we were safe. Then, the sound of gunfire and explosions as the newcomer found our ship.
{{< imgproc "images/forest.png" "450x" "left" "A video game screenshot of a character standing in a snowy forest, lights from her ship illuminating the trees." >}}Moody AF.{{< /imgproc >}}
Without an easy way out of the situation, we pressed onward, lights off and ready to dive for cover if the ship swept back our way. We made it to the outlaw's encampment without further incident, but with the increasing suspicion that they now had backup, if they were here at all.
We carefully explored the camp, finding no current signs of life but lots of signs of recent occupation. As two of us investigated the inside of the crashed ship, we heard a shout from our lookout and a burst of gunfire, then silence.
Now, we knew we were being hunted. We continued creeping along the dark corridors until we ended up on top of the ship, crouched low and straining our ears and eyes for any sign of our foe. After several tense minutes, we spotted a flicker of movement down on the ground, in the shadows at the edge of the firelight. Before we could react, though, there was another burst of gunfire and my remaining companion went down. I raised my own gun and fired off several shots, but I'm no soldier.[^5] I'm not even a security specialist. I just got roped into this mission because money was tight and I owed someone a favor.
I didn't even hear the shot that took me out. My last thought as my vision cut out and I slumped over the railing was "I've never gone through regeneration before. I hope it doesn't hurt." (it does)
[^1]: The planets currently in the game are all owned by corporations, in the sort of satirical Libertarian dystopia common in space opera.
[^2]: First they tried to summon a much more combat-oriented ship, which promptly plummeted through the planet in the first of what will prove to be many bugs. A few minutes later, it happened again, and then they settled for the much smaller ship with considerably less firepower.
[^3]: This is where I encountered my first bug - I can't access my inventory, which means I can't put my helmet on. I spend the rest of the encounter hearing my character shiver in the cold and relying on the flashlights of my teammates, which honestly just makes what follows even more atmospheric.
[^4]: This was one of the most atmospheric and dramatic moments I have *ever* experienced in a video game. The scale of that ship in the sky, compared to us on the ground, was an astonishing moment. The fact that this was just another player, probably come to collect the same bounty we were, made it more intense. This was the best moment in the entire scenario, and it was just... emergent gameplay. I've narrativized it a bit here so the story flows better, but it was a hell of an experience either way.
[^5]: And the last bug before we wrap up; instead of aiming down the sights, my character animated wrong and I ended up looking through my own arm, forcing me to fire blindly. Which was actually pretty fitting given my characterization as a non-combantant industrial freelancer.

Binary file not shown.

After

Width:  |  Height:  |  Size: 346 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 348 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 348 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 350 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 341 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 262 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 354 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 340 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 332 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 368 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 216 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 350 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 392 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 327 KiB

View File

@ -0,0 +1,321 @@
---
title: "Choosing a Starter Ship in Star Citizen 3.22"
date: 2023-11-27
versioned: star-citizen-starter-guide
tags:
- video games
- game guide
- star citizen
---
So you've watched some Youtube videos or Twitch streams and decided you want to play Star Citizen. Your interest piqued, you go to <https://robertsspaceindustries.com> and click the "Pledge Store" link, and then, being a naturally thorough and curious sort of person, you click the link that says "View All Game Packages."
Now you are presented with a full 15 options, ranging in price from $45 to... $1100? What is going on here? A new player has no way to actually judge these relative to each other. You can play during the few "free fly" events scattered throughout the year, but the game can be overwhelming at first, and trying to test drive over a dozen ships while the servers are overloaded is a stressful idea even for many veteran players.
If this is you, and you've got decision paralysis, maybe I can help. This is an opinionated guide to choosing which ship to start out with in Star Citizen.
<!--more-->
# What makes a ship a starter ship?
I'm defining a "starter" as a fully solo multi-role ship suitable for "getting your feet wet" in the Star Citizen universe. A starter should have all of the following features. Note that this excludes a number of ships listed as starter packages in the pledge store, because I simply don't think they make good starter ships.
* It must be listed as a ["game package" option in the pledge store](https://robertsspaceindustries.com/store/pledge/browse/game-packages/?sort=weight&direction=desc). You can use any ship as a starter by buying a starter pack and upgrading, but these are chosen as the entry points for a reason.
* Small in size. Larger ships take more finesse to fly and particularly to land, so a good starter should be small. This also means a smaller footprint (for landing) and silhouette. (for avoiding damage in combat)
* At least 2 SCU of cargo space.
* A decent amount of quantum fuel, so it can get around the system without having to worry about pit stops.
* It should not be a specialist variant - those tend to sacrifice versatility for "cool" features, and are great ships to buy later, after you know what gameplay you like best.
* Fully solo - all of the ship's systems should be available to the pilot.
In addition, these are "premium" starter features worth considering depending on what activities you want to do:
* A bed / living amenities - for staying "out in the black" longer. Using your ship's bed to log out allows you to log back in in the exact place you left off. Normally you have to dock and stow your ship before logging out or else you'll have to "Claim" (as in "file an insurance claim") the ship later, which requires waiting a short time and also strips the ship of any cargo it was carrying.
* Enough room to stow a ground vehicle. This adds some versatility - for instance, if your starter can fit a Roc, you can try out mining.
* Additional seats - starter ships are solo by design, but this enables you to perform rescue missions. (a bed also counts as an additional seat)
* A tractor beam - great for scavenging or for moving ground vehicles around when they get stuck.
* Weapon racks / suit lockers - eventually these will be useful, but the gameplay for them isn't fully implemented. Right now they're just "nice to have".
* Quick cockpit access - see "other factors to consider" below.
# What can you do with your starter ship?
With a modest array of weapons, you can:
* Do ship-based bounty hunting.
* Protect yourself when hauling cargo.
With a few SCU (Standard Cargo Units) of cargo space, you can:
* Try out cargo hauling.
* Do delivery missions.[^1]
* Scavenge cargo from wrecks. (you can even pick your bounty targets clean after destroying them)
With a small footprint and a decent quantum fuel supply, you can:
* Get around to all of the on-foot content without too much worry.
There are some specialized forms of gameplay that your starter ship won't be capable of. Luckily, almost all of them require ships or tools that you can rent or buy in game, and your starter ship is the key to getting started.
# Other Factors to Consider
* The age of a ship can have a strong influence on how much fun it will be to fly. Ships that were introduced a long time ago will not have as much polish as more recent ships. The Aurora is really showing its age compared to the Cutter, for instance. Things that older ships might not have include weapon racks and suit lockers, bathroom facilities, buttons for open/closing doors and controlling interior lights, and "physicalized" components that you can remove and replace by hand. (for example, on a newer ship you can pull the shield generator out and replace it with one you found while scavenging) All ships will eventually receive a "gold standard" polish pass, but in the meantime it is a factor to consider.
* "Time to cockpit" is a metric of how long it takes to get into the pilot's seat once you're at the ship. Some ships have much faster access to and from the cockpit, making them great if you want to do a lot of FPS / on-foot gameplay.
* If you are absolutely certain you want to do exactly one type of gameplay, ignore this advice and get a ship tailored to that gameplay. If all you want to do is dogfighting all day, get a fighter, but maybe pay attention to its quantum range. If your dream is to be a Space Medic, get a Pisces Rescue or spring for a Cutlass Red. (but you should know you will struggle to make credits doing that right now, and while credits aren't all that necessary, they are useful!) If you are sure the only thing you want is to mine rocks, get a Prospector, but know that mining breaks every other patch or so.
* Some features described on the website may not be in the game yet, and there may be features coming soon that change the balance of which ships are best. The nature of playing a game still in alpha is that it's something of a moving target. For example, the next patch promises to bring a new requirement when buying cargo - it will be delivered to your hangar on a cargo elevator and you'll need to load it into your ship manually.[^2] Right now, the layout of your cargo grid doesn't matter, but pretty soon some ships will have a much easier time getting loaded up than others. Given the volatility of development, I'll include a "future considerations" section for each ship that discusses things that might change about a ship in the future.
# The Elephant in the Room
Yes, Cloud Imperium Games charges different prices for different starter ships, and you tend to get more capability for more money. Plenty of digital ink has been spilled discussing the ethics of their business model, and I certainly don't love it. But it's a game experience you simply can't get elsewhere, and this is currently the price to buy in. If it bothers you, I recommend limiting your choice to the "discount" ($45) ships and the "standard AAA game" ($60) ships.
# The Starter Ships, Ranked
Ok, on to the good stuff. Here are all the ships I think qualify as starters in ascending order of how good I think they are,[^3] with some weight given to the price tag of each option. I'll also try to include a discussion of why you might want each ship, regardless of its position in the ranking. Prices listed are the standard prices; discounts are occasionally available for select starter packages.
---
## 8 - 100i
{{< imgproc "images/100i.jpg" "400x" "right" "The Origin Jumpworks 100i in a hangar." />}}
### Price
* $65
### Loadout
* 2x size 3 guns
* 1x size 2 missile rack
* 2 SCU cargo grid
### Premium Features
* bed
* suit locker
### Future Considerations
* Loading cargo into this ship might be slightly bothersome, as you may need to maneuver cargo containers through the passenger door.
* Having a bed but no bathroom means that the upcoming hygeine gameplay may be tricky in this ship.
I will admit, I can't give this ship a fair shake. I just really hate the aesthetic of Origin ships. I think they're too sleek; it looks boring to me. And you're paying a "luxury tax" for this ship that it just doesn't warrant. At $65, it is less capable than everything that follows. It has a pretty good silhouette for combat, but it can't quite back it up with firepower. The interior is on the small side for a $65 ship. There's nothing it does better than any other ship on the list.
You should buy this ship if you think it looks cool, and you don't mind getting a little less "bang for your buck" in the utility department.
---
## 7 - Syulen
{{< imgproc "images/syulen_landed.jpg" "400x" "right" "The Gatac Syulen landed in a hangar." />}}
### Price
* $85
### Loadout
* 3x size 3 guns
* 3x size 4 missile racks
* 6 SCU cargo grid (but can only carry 1 SCU boxes)
### Premium Features
* bed and bathroom
* weapon rack and suit locker
* it's cool as hell
### Future Considerations
* Cargo loading is reasonable with the external cargo pods, and this ship doesn't have any features that are expected to change dramatically.
The Gatac Syulen is the newest starter, introduced at IAE 2953. I love this thing. It is beautiful, elegant, imposing. It has personality. It sings at full throttle. It has solid firepower: it's tied for second with the Nomad, and has outright the best missile loadout on this list. It is extremely maneuverable. And the interior is littered with writing in the Xi'an language, which is super cool if you're into constructed languages.
But it's a terrible starter ship.
{{< imgproc "images/syulen_flight.jpg" "400x" "left" "The Gatac Syulen in flight configuration." >}}Beautiful radial symmetry.{{</imgproc>}}
It has bad time-to-cockpit, its cargo grid is external and not flat, so it gets no vehicle storage and can't fit cargo containers larger than 1 SCU. The vertical takeoff profile is confusing to plenty of veteran pilots, let alone new ones, making takeoff and landing quite a challenge. And it has a hefty "alien tax", being a fair bit more expensive than the loadout warrants. It does boast the best missile loadout of the lot, but the Titan is cheaper and has better guns, and the Nomad is about the same price and is more practical in every way, plus comes with *4 times* the cargo capacity.
You should buy this ship if you have already been playing the game for a while or just don't care about practicality. But if you do, be prepared to be frustrated.
---
## 6 - Aurora MR
{{< imgproc "images/aurora.jpg" "400x" "right" "The RSI Aurora MR in a hangar." />}}
### Price
* $45
### Loadout
* 2x size 1 guns
* 1x size 2 missile rack
* 3 SCU cargo grid
### Premium Features
* bed
### Future Considerations
* The underslung cargo rack may be difficult to load, since containers must be slid in from the front. In practice this is currently a bit challenging.
* Having a bed but no bathroom means that the upcoming hygeine gameplay may be tricky in this ship.
* The lack of a suit locker may make it difficult to wear heavy armor while piloting this ship in the future.
The second starter added to the game. Has a bed and a small interior. Aesthetically I like this ship better than the Mustang, but the Mustang is a bit more capable in both combat and storage. There's nothing wrong with the Aurora per se, but it sacrifices a fair bit compared to the Mustang for the luxury of a bed.
You should buy this ship if you absolutely aren't going to spend more than $45 on this game and don't like the look of the Mustang or don't want to focus on ship combat at all. The bed also has some utility if you regularly have to log out in a hurry.
---
## 5 - Mustang Alpha
{{< imgproc "images/mustang.jpg" "400x" "right" "The Consolidated Outland Mustang Alpha in a hangar." />}}
### Price
* $45
### Loadout
* 2x size 1 guns
* 2x size 2 guns
* 4 SCU cargo grid
### Premium Features
* direct cockpit access
### Future Considerations
* Manually loading cargo containers into the Mustang's cargo 'box' requires some finesse and wiggling, making it a bit slower to load than other ships.
* The lack of a suit locker may make it difficult to wear heavy armor while piloting this ship in the future.
The original starter ship, the Mustang Alpha from Consolidated Outland is still a surprisingly strong contender, depending on what you want to do in the game. It has a classic "space fighter" aesthetic that is bound to appeal to some players. The very first ship designed for the game, it is the only ship in this list without a walkable interior - it *only* has direct cockpit access, so it definitely feels more like a fighter plane than something a long-haul spacefarer would want to live in. It is fast and nimble and has great sustained damage output for its price, if dogfighting is something that appeals to you. You won't see higher sustained damage potential until you get to the premium price range. ($75 or more)
You should buy this ship if you want to get into combat but you're on a budget, really value getting into and out of your ship in a hurry, or want something with an *extremely* small silhouette that can land between two trees in a densely packed forest. This is a light fighter that can carry some cargo, and it's genuinely fun to fly, but it isn't as well-rounded as the other options. This is the first ship on the list that I would genuinely consider to be a good choice.
---
## 4 - C8X Pisces Expedition
{{< imgproc "images/pisces.jpg" "400x" "right" "The Anvil Aerospace C8X Pisces Expedition in a hangar." />}}
### Price
* $60
### Loadout
* 4x size 1 guns
* 2x size 1 missile racks
* 4 SCU cargo grid
### Premium Features
* 2x jumpseats for transporting passengers
### Future Considerations
* The lack of a suit locker may make it difficult to wear heavy armor while piloting this ship in the future.
The Anvil Pisces is a nimble little ship with a classic profile. The jump seats are nice; I've been rescued by a Pisces pilot more than once! Has decent firepower for its price. The flat silhouette means you'll be harder to shoot head on. (or when retreating) A nicely balanced choice overall, and fairly popular in the Star Citizen community.
You should buy this ship if you want a ship that can hold its own in combat without specializing in it, and that has a cozy interior with room to transport a couple friends.
---
## 3 - Cutter
{{< imgproc "images/cutter.jpg" "400x" "right" "The Drake Interplanetary Cutter in a hangar." />}}
### Price
* $60
### Loadout
* 2x size 2 guns
* 2x size 2 missile racks
* 4 SCU cargo grid
### Premium Features
* bed and bathroom
* weapon rack and suit locker
* cargo hold can fit some small ground vehicles
### Future Considerations
* This ship will be particularly well-armored once ship armor is implemented, making it a solid choice for players who want to escape from combat situations.
* The bulky shape of this ship will make it easier to detect on radar when the radar system evolves.
The Drake Cutter is a direct price competitor to the Pisces. Its weapons have slightly less sustained damage but more missiles, and it has a boxier silhouette than the Pisces as well. Combined with the slightly more spacious interior and living amenities, this is a ship which is less focused on combat and more focused on being a general runabout. It doesn't fly as well in atmospheres as the Pisces, owing to its complete lack of aerodynamics. But it *does* have VTOL-capable engines, and which makes it a solid "getaway car" because it can go straight up in a hurry. Also it's pretty cool to watch the engines rotate into place.
You should buy this ship if you want a capable all-rounder of a ship and enjoy its bulky / boxy ship design.
---
## 2 - Nomad
{{< imgproc "images/nomad.jpg" "400x" "right" "The Consolidated Outland Nomad in a hangar." />}}
### Price
* $95
### Loadout
* 3x size 3 guns
* 2x size 4 missile racks
* 24 SCU cargo grid
### Premium Features
* can carry a Roc or other small ground vehicle
* tractor beam
* bed and bathroom
* weapon rack and suit locker
### Future Considerations
* The exposed external cargo grid may be a liability if it becomes possible to dislodge cargo in combat.
By far the most versatile starter, the Consolidated Outland Nomad can do it all and has a lot of premium features to match its premium price. Often called the "space pickup" because its cargo grid is on a lowerable platform on the exterior of the ship. This means the cargo isn't fully enclosed, and is not accessible from inside the ship's living area. This also means your cargo (or ground vehicle) can be damaged or dislodged if you come under attack.
{{< imgproc "images/nomad_interior.jpg" "300x" "left" "The Nomad's angular interior design.">}}Strange, sharp angles define the interior spaces.{{</imgproc>}}
The most obvious points of comparison here are the Avenger Titan (below) and the Syulen (above). With 3 size 3 hardpoints, it matches the Syulen for firepower and has a better head-on silhouette. It sits between the Avenger and Syulen on missile loadout, and at 24 SCU of cargo it towers above any other option.
One thing to note about the Nomad is that it has a unique aesthetic. It uses hover tech on its entryway and landing gear and has a very angular, almost alien interior. (obviously less alien than the Syulen, but still) A lot of people think the piloting console looks a little "cheap" because it has oddly flat displays and "Star Trek" style virtual buttons on glass panes. I think it is a distinctive and interesting look, but your mileage may vary.
{{< imgproc "images/nomad_cockpit.jpg" "300x" "right" "The Nomad's distinctive control console." >}}A distinctive approach to console buttons.{{</imgproc>}}
It doesn't make the top of the list purely because its price tag is more than *twice* the lowest entry point. The Avenger Titan gives better overall value for the price.
You should buy this ship if money is no object and you want an *extremely* capable solo vessel. If this ship were priced down to $80 it would be in 1st place.
---
## 1 - Avenger Titan
{{< imgproc "images/avenger.jpg" "400x" "right" "The Aegis Dynamics Avenger Titan in a hangar." />}}
### Price
* $75
### Loadout
* 1x size 4 gun
* 2x size 3 guns
* 2x size 3 missile racks
* 8 SCU cargo grid
### Premium Features
* direct cockpit access
* bed
### Future Considerations
* The lack of a suit locker may make it difficult to wear heavy armor while piloting this ship in the future.
* Having a bed but no bathroom means that the upcoming hygeine gameplay may be tricky in this ship.
{{< imgproc "images/avenger_cockpit.jpg" "300x" "left" "The Avenger's quick-access cockpit configuration." >}}Easy cockpit access for the pilot on the go.{{</imgproc>}}
When you ask a lot of people what starter to get, they'll say "get the Avenger Titan, you can't go wrong with it." And it's hard to argue with them, because they're right. This ship is an all-around great starter, and if price isn't a huge concern, this is pretty much your de facto pick unless you really like the style of another ship or want to pay extra for the Nomad.
{{< imgproc "images/avenger_bay.jpg" "300x" "right" "The Avenger's cargo bay.">}}A cozy cargo bay{{</imgproc>}}
For its premium price tag, the Aegis Avenger Titan gives you the biggest guns on the list, the second-biggest missile loadout bigger missiles, and a cargo hold large enough to start to feel like a proper hauler. It is also quite nimble and small enough to land anywhere your journey takes you. It doesn't have all the amenities of other ships, but it does have the most crucial one: a bed.
{{< imgproc "images/avenger_hab.jpg" "300x" "left" "The Avenger's habitation area." >}}An even cozier habitation section.{{</imgproc>}}
You should buy this ship if you want a solid foundation for trying a little bit of everything. It has the best balance between price and capabilities on this list, though the Nomad is a *close* second place.
&nbsp;
&nbsp;
---
# I'm Tired of Flying a Starter Ship, What Should I Do Now?
You have 2 main routes in this case: get a specialized ship and do some specialized gameplay, or else upgrade to a medium-sized "daily driver" soloable ship, like the Freelancer, C1 Spirit, or Cutlass Black. If you like the feeling and challenge of flying larger/more cumbersome ships, you can consider something like the Corsair, Constellation, MSR, or the C2 Hercules. Whether you earn credits in-game to purchase these ships[^4] or buy them with your real money on the [pledge store](https://robertsspaceindustries.com/pledge) is a personal decision; I'm not a huge fan of CIG's business model, but if you have more expendable income than free time and want to get right to the ships you think sound fun, I feel like that's a perfectly reasonable decision.
[^1]: "Box delivery" missions are often bugged, so may or may not actually be a good activity to do.
[^2]: The developers' intent is to allow you to pay to have NPCs load your ship for you, but there's no telling whether that will be implemented when this feature initially arrives. That's perpetual alpha, baby!
[^3]: Look for updated versions of this guide as new starters are added to the game as well.
[^4]: Note that, while the game is still in Alpha, ships purchased in-game will be lost every time the devs do a database wipe. This happens about once a year, but there are no guarantees.

Binary file not shown.

After

Width:  |  Height:  |  Size: 335 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 237 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 306 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 300 KiB

View File

@ -0,0 +1,91 @@
---
title: "Down Over Hurston"
date: 2023-12-04
tags:
- video games
- star citizen
- fiction
---
{{< imgproc "images/on_approach.jpg" "400x" "left" "A spaceship with asymmetric wings flying over a red planet. Clouds cover part of the landscape.">}}Not my favorite place to hang out, but sometimes the views are nice.{{</imgproc>}}
*Star Citizen can be super frustrating, but it also creates some truly magical moments. Throw in a little narrative license, and it is suddenly a fantastic vehicle for story-making. Here's a little story based on one adventure from it.*
<!--more-->
&nbsp;
---
I've never been able to say no to Lily. As she sat across the table from me in that shitty spaceport bar and grinned that grin of hers, I knew I'd already lost.
"C'mon, A, it's *one job*. We track down this bounty, split the money evenly, just the three of us, and I'll be out of your hair."
I shook my head; a futile gesture, but we have to play our parts. "Why me, Lil? You so hard up you have to ask a—what was it you called me when you left? 'A failed scavenger and a failed rock-breaker'—for help?"
"Aww, c'mon A, don't be like that. You know I was really messed up about the way Mom died. Listen, nobody I know can finesse those bigger ships the way you can. I've got a Corsair on loan for this mission. Tons of firepower, but handling her in atmo is just too much for me. Not my specialty."
She was being too nice. It was suspicious. But money was still tight, especially with the insurance bill after my [last adventure]({{< ref "2023-11-10-star-citizen-a-night-in-the-woods" >}}). It briefly occurred to me that I could get stuck like this, taking desperate jobs that end in regeneration and ever-mounting medical debt... but if this one went *well*, I'd be back on my feet with a clean slate. I hadn't seen a profit from my mining gig in ages. I decided to risk it.
Coming out of QT over the surface of Hurston, I had to admit: this ship was nice. Yeah, she handled like a brick, but compared to a lot of the industrial ships I trained on, she was downright agile. A little janky, perhaps, (Why is there an MFD just lying on the floor? Did Lily try to *fix something*? I mentally recalculated our odds of survival.) but she seemed to be in working order. She had that decades-lived-in charm that Drake ships seem to roll off the line with. Lily was in the port-side turret. Lily's latest girlfriend was in the starboard one. Lily had introduced her, but I couldn't remember her name now. Amber? Ruby? Some kind of stone.
I hit the comms. "30 klicks out from our waypoint. I hope your information is good."
"My info's always good, A. Name one time I've had shoddy intel."
"We'd be here all day. Like that time you had a great lead on four thousand SCU of self-sealing st—*shit*! We have contacts! *Five* contacts. You said there would be TWO of them, Lil!"
"And both of them are here, just like I said!" I could practically hear her grin over the staticky channel.
"And you said one of them would be a gunship like this one, not a bunch of tiny fighters. I'm counting on you two to take them out."
After that there was no time to talk, as our bounty—and apparently all of his friends—opened fire. I did my best to evade and bring our forward guns to bear on them, but they had the advantage of me. Lily and her girl returned fire, but one of them stayed stubbornly in our blind spot. They took down two ships before our shields started to collapse.
"We're in trouble here. Shields are going down. I'm going to disengage."
Lily called back, "Fuck it, I'm taking the Fury out. Open the ramp, A!"
I opened the ramp, shaking my head in despair. Moments later, Lily's little snub fighter—basically an orb with guns—zipped past my view and one of our opponents exploded. Before I could savor the moment, though, there was a bright flash and an enormous sound. The entire ship shuddered, then spun out of control. I couldn't help myself. I blacked out.
---
{{< imgproc "images/crash.jpg" "400x" "right" "A crashed spaceship on a barren red planet. A figure wearing a helmet sits at a rock near the cargo ramp. A tiny round fighter craft is parked nearby.">}}There's an ancient proverb that say 'any landing you can walk away from is a good one.'{{</imgproc>}}
I came to sideways.
The ship was on the ground, crashed at a drunken angle. Every part of my body hurt. I pulled myself out of the seat, then made may way slowly to the cargo ramp, bracing my feet awkwardly on the wall and floor. Smoke poured out of conduits and sparks sparked from consoles, but the ship didn't seem to be in imminent danger of exploding.
The ramp was still open from Lily's exit. Her Fury was parked just past the ramp. She was sitting on a rock nearby, looking out over the red Hurston desert. The Corsair's port wings were lying some distance away from the rest of the wreck.
"Jade's dead." Her voice was flat, exhausted.
After a guilty moment, I realized she meant her girlfriend.
"Shit, Lil. I'm sorry."
"Eh, that's the life. Come on. I called for a taxi, but we gotta make it to the rendezvous."
With Lily, you usually get answers faster if you don't ask the questions. I fell in behind her, bracing myself for a long trudge through the desert. After a few minutes of picking our way through the rocky terrain, she started talking.
"The AA cannon that took you down is less than 2 klicks that way." She gestured off behind us. "We need to get some distance from it so my friend can land safely. Also, they'll probably be looking for us; they don't seem to have any more ships or we'd probably be dead."
"They had an anti-air cannon? Who the hell was this bounty?"
"Oh, just some mid-level crony from Ninetails. He—"
"You took us into NINETAILS territory? Are you insane?"
"Absolutely. I thought you already knew, with how often you tell me. Anyway, you're still alive *and* you're getting paid. What's the problem?"
{{< imgproc "images/space_uber.jpg" "400x" "left" "A small spaceship parked on a barren red plain covered with cacti and scrub brush. Its rear loading ramp is extended. A setting sun hangs in the sky." >}}The real hero of the story.{{</imgproc>}}
I sighed and lapsed into silence. We continued to hike for several kilometers, then finally saw a ship descending a short distance ahead. We ducked behind a rock, just in case this wasn't our rescue. Lily mumbled into her comms for a moment, then stood up. "Taxi's here."
A little Pisces sat on the plain, framed by the setting sun, entry ramp open. We sprinted the last quarter kilometer, climbed aboard, and threw ourselves into the jumpseats. Her friend the "taxi" driver didn't even say hi, just nodded when we strapped in and lifted off, not even waiting for the cargo ramp to finish closing. For a long while, the only sound was the Pisces' engines going full blast as it lifted us out of the atmosphere. My vision greyed out a little from the acceleration. When it cleared, Lily was staring exhausted at me across the tiny ship.
{{< imgproc "images/evac.jpg" "400x" "right" "The interior of a spaceship. Two women in spacesuits sit in seats with secure harnesses." >}}It's a rough ride, but it's better than the alternative.{{</imgproc>}}
I tried to think of something to say. She clearly didn't want to talk about Jade's death, or she would have worked in a joke about it on the hike. I ventured, "I'm sorry about your ships, Lil. Probably can't even come back for the Fury given where we crashed."
Lily grinned, though it was a bit more hollow than usual. "Oh, no worries. They were stolen."
"They were WHAT?"

Binary file not shown.

After

Width:  |  Height:  |  Size: 346 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 348 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 348 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 350 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 341 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 262 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 354 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 340 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 332 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 368 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 216 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 350 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 392 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 327 KiB

View File

@ -0,0 +1,346 @@
---
title: "Choosing a Starter Ship in Star Citizen 3.24"
date: 2024-07-03
draft: true
versioned: star-citizen-starter-guide
tags:
- video games
- game guide
- star citizen
---
So you've watched some Youtube videos or Twitch streams and decided you want to play Star Citizen. Your interest piqued, you go to <https://robertsspaceindustries.com> and click the "Pledge Store" link. Then, being a naturally thorough and curious sort of person, you click the link that says "View All Game Packages."
Now you are presented with a full 15 options, ranging in price from $45 to... $1100? What is going on here? A new player has no way to actually judge these relative to each other. You can play during the few "free fly" events scattered throughout the year, but the game can be overwhelming at first, and trying to test drive over a dozen ships while the servers are overloaded is a stressful idea even for many veteran players.
If this is you, and you've got decision paralysis, maybe I can help. This is an opinionated guide to choosing which ship to start out with in Star Citizen.
<!--more-->
# Caveat Emptor
Before deciding on a starter ship, let's step back and re-evaluate whether you actually want to play this game. Because, fair warning: when you "pledge" a "game package", you are not buying a game in the traditional sense. You aren't even buying an Early Access game. You are paying for the privilege of being a QA tester.
Star Citizen creates some absolutely magical moments that you can find nowhere else, *especially* when you play it with friends. But it requires a uniquely high frustration tolerance. This thing is *buggy*, it is *unoptimized*, and it will test your patience every single time you log in. Sometimes a patch is sufficiently broken that the game is nearly unplayable for months at a time. It is poorly optimized and requires far more expensive hardware than most other games, and even with top of the line hardware it is not always going to run smoothly. The project can fairly be accused of massive scope creep and dubious marketing practices.
That said, I play this game regularly and I have a blast. Your mileage may vary drastically. It comes with a generous refund policy if it isn't what you want it to be.
Please also note that the system requirements listed on the Star Citizen website are... optimistic. They'll *run* the game, but it won't be a satisfying experience for most people. I *strongly* recommend the following as the baseline system requirements for a decent experience, in priority order:
* An NVMe SSD
* 32 GB RAM
* The best CPU you can afford, with a focus on L3 cache. (the AMD X3D series is ideal for Star Citizen)
* A GPU with at least 12 GB of VRAM.
If you aren't familiar with PC hardware, a detailed explanation is beyond the scope of this guide. However, something like [this guide](https://www.tomshardware.com/best-picks/best-pc-builds-gaming) might be a decent place to start. (at the time of writing, their $800 build could run Star Citizen *playably* at 1080p, and their $1000 build could run it comfortably)
# What makes a ship a starter ship?
I'm defining a "starter" as a fully solo multi-role ship suitable for "getting your feet wet" in the Star Citizen universe. A starter should have all of the following features. Note that this excludes a number of ships listed as starter packages in the pledge store, because I simply don't think they make good starter ships.
* It must be listed as a ["game package" option in the pledge store](https://robertsspaceindustries.com/store/pledge/browse/game-packages/?sort=weight&direction=desc). You can use any ship as a starter by buying a starter pack and upgrading, but these are chosen as the entry points for a reason, and for a new player, figuring out what a "CCU" is and how to do it is unnecessary complexity.
* Small in size. Larger ships take more finesse to fly and land, and take longer to respawn after being destroyed. So, a good starter should be small.
* At least 2 SCU ("standard container units", a cargo container sizing standard in Star Citizen) of cargo space. Even if you don't want to haul any cargo, the cargo space has a variety of uses, from hauling gear in Stor-All containers to carrying extra ship components or weapons for on the fly repairs.
* A decent amount of quantum fuel, so it can get around the system without having to worry about pit stops.
* It should not be a specialist variant - those tend to sacrifice versatility for "cool" features. These are great ships to acquire later, after you know what gameplay you like best.
* Fully solo - all of the ship's flight and combat systems should be available to the pilot.
In addition to these hard requirements, there are several desirable features in a starter ship. These reviews will flag any that are *missing* from each ship. Features that aren't implemented yet but will be desirable once they are will be listed with "(future consideration)" next to them. They are:
* A bed - for staying "out in the black" longer. Using your ship's bed to log out allows you to log back in in the exact place you left off. Normally you have to dock and stow your ship before logging out or else you'll have to "Claim" (as in "file an insurance claim") the ship later, which requires waiting a short time and also strips the ship of any cargo it was carrying.
* Weapon racks and suit lockers - These give you quick access to changing your loadout before stepping outside your ship for some FPS action. (suit lockers are not yet implemented) (TK: verify)
* Hygiene facilities - An upcoming feature will require occasional showers to avoid angering NPCs.
* A walkable interior - Being able to walk around inside your ship is immersive, fun, and gives you a space to decorate or to store additional small items.
In addition, these are "premium" starter features worth considering depending on what activities you want to do:
* Enough room to stow a ground vehicle. This adds some versatility - for instance, if your starter can fit a Roc, you can try out mining.
* Additional seats - starter ships are solo by design, but this enables you to perform rescue missions. (a bed also counts as an additional seat for these purposes)
* A tractor beam - great for scavenging or for moving ground vehicles around when they get stuck.
* Quick cockpit access - see "other factors to consider" below.
# What can you do with your starter ship?
With a modest array of weapons, you can:
* Do entry-level ship-based bounty hunting.
* Protect yourself when hauling cargo.
With a few SCU (Standard Cargo Units) of cargo space, you can:
* Try out cargo hauling.
* Do delivery missions.[^1]
* Scavenge cargo from wrecks. (you can even pick your bounty targets clean after destroying them)
With a small footprint and a decent quantum fuel supply, you can:
* Get around to all of the on-foot content easily.
There are some specialized forms of gameplay that your starter ship won't be capable of. Luckily, all of them require ships or tools that you can rent or buy in game, and your starter ship is the key to, well, getting started.
# Other Factors to Consider
* The age of a ship (as in, when it was introduced to the game) can have a strong influence on how much fun it will be to fly. Ships that were introduced a long time ago will not have as much polish as more recent ships. The Aurora is really showing its age compared to the Cutter, for instance. Things that older ships might not have include weapon racks and suit lockers, bathroom facilities, buttons for open/closing doors and controlling interior lights, and "physicalized" components that you can remove and replace by hand. (for example, on a newer ship you can pull the shield generator out and replace it with one you found while scavenging) All ships will eventually receive a "gold standard" polish pass, but in the meantime it is a factor to consider. (TK: check physicalized component status in 3.24)
* "Time to cockpit" is a metric of how long it takes to get into the pilot's seat once you're at the ship. Some ships have much faster access to and from the cockpit, making them great if you want to do a lot of FPS / on-foot gameplay.
* If you are absolutely certain you want to do exactly one type of gameplay, ignore this advice and get a ship tailored to that gameplay. If all you want to do is dogfighting all day, get a fighter, but maybe pay attention to its quantum range. If your dream is to be a Space Medic, get a Pisces Rescue or spring for a Cutlass Red. (but you should know you will struggle to make credits doing that sort of gameplay right now. On the other hand, the Pisces Rescue is a solid runabout if you are exclusively interested in FPS gameplay) If you are sure the only thing you want is to mine rocks, get a Prospector, but know that mining breaks every other patch or so.
* Some features described on the website may not be in the game yet, and there may be features coming soon that change the balance of which ships are best. The nature of playing a game still in alpha is that it's something of a moving target. For example, the upcoming "hygiene" requirements will reward having shower facilities on board your ship.[^2] Given the volatility of development, I'll include some predictable future considerations where relevant. However, changes with large scope and direct ship-based implications, like engineering, ship armor, and the Maelstrom damage model will require new versions of this guide. In other words, these rankings are subject to change!
# The Elephant in the Room
Yes, Cloud Imperium Games charges different prices for different starter ships, and you tend to get more capability for more money. Plenty of digital ink has been spilled discussing the ethics of their business model, and I certainly don't love it. But it's a game experience you simply can't get elsewhere, and this is currently the price to buy in. If it bothers you, I recommend limiting your choice to the "discount" ($45) ships and the "standard AAA game" ($60) ships.
# The Starter Ships, Ranked
Ok, on to the good stuff. Here are all the ships I think qualify as starters in ascending order of how good I think they are,[^3] with some weight given to the price tag of each option. I'll also try to include a discussion of why you might want each ship, regardless of its position in the ranking. Prices listed are the standard prices; discounts are occasionally available for select starter packages.
---
## 8 - 100i
{{< imgproc "images/100i.jpg" "400x" "right" "The Origin Jumpworks 100i in a hangar." />}}
### Price
* $65
### Loadout
* 2x size 3 guns
* 1x size 2 missile rack
* 2 SCU cargo grid
### Missing Features
* Hygiene facilities (future consideration)
* Weapon rack
* Suit locker
I will admit, I can't give the Origin Jumpworks 100i a fair shake. I just really hate the aesthetic of Origin ships. I think they're too sleek; it looks boring to me. And you're paying a "luxury tax" for this ship that it just doesn't warrant. At $65, it is less capable than everything that follows. It has a pretty good silhouette for combat, but it can't quite back it up with firepower. The interior is on the small side for a $65 ship. There's nothing it does better than any other ship on the list.
In addition, loading cargo into this ship requires maneuvering cargo containers through the passenger door; if you're always planning to use automatic ship loading, this is less of an issue, but note that automatic loading isn't available at outposts. (TK: test this in 3.24)
You should buy this ship if you think it looks cool, and you don't mind getting a little less "bang for your buck" in the utility department. I might silently judge you, but you don't have to care about my opinion.
---
## 7 - Syulen
{{< imgproc "images/syulen_landed.jpg" "400x" "right" "The Gatac Syulen landed in a hangar." />}}
### Price
* $85
### Loadout
* 3x size 3 guns
* 3x size 4 missile racks
* 6 SCU cargo grid (but can only carry 1 SCU boxes)
### Premium Features
* It's cool as hell
The Gatac Syulen is the newest starter, introduced at IAE 2953. I love this thing. It is beautiful, elegant, imposing. It has personality. It sings at full throttle. It has solid firepower: it's tied for second with the Nomad, and has outright the best missile loadout on this list. It is extremely maneuverable. And the interior is littered with writing in the Xi'an language, which is super cool if you're into constructed languages. This is the starter ship I personally fly, so I'm as biased in its favor as it is possible to be.
But it's a terrible starter ship.
{{< imgproc "images/syulen_flight.jpg" "400x" "left" "The Gatac Syulen in flight configuration." >}}Beautiful radial symmetry.{{</imgproc>}}
It has bad time-to-cockpit, its cargo grid is external and not flat, so it gets no vehicle storage and can't fit cargo containers larger than 1 SCU. The vertical takeoff profile is confusing to plenty of veteran pilots, let alone new ones, making takeoff and landing quite a challenge. And it has a hefty "alien tax", being a fair bit more expensive than the loadout warrants. It also has a huge silhoutte for a small ship, making it an easy target in combat.
It does boast the best missile loadout of the lot, but the Titan is cheaper and has better guns, and the Nomad is about the same price and is more practical in every way, plus comes with *4 times* the cargo capacity.
You should buy this ship if you have already been playing the game for a while, love the look, and don't care at all about practicality. But if you do, be prepared to be frustrated.
---
## 6 (tied) - Aurora MR
{{< imgproc "images/aurora.jpg" "400x" "right" "The RSI Aurora MR in a hangar." />}}
### Price
* $45
### Loadout
* 2x size 1 guns
* 1x size 2 missile rack
* 3 SCU cargo grid
### Missing Features
* Weapon rack
* Physicalized components (TK)
* Hygiene facilities (future consideration)
* Suit locker (future consideration)
The second starter added to the game, the RSI Aurora has a bed and a small interior. The identically priced Mustang is a bit more capable in both combat and storage, but the Aurora adds the small luxury of a bed, making it possible to log out more "cleanly" without first going back to civilization.
The animation for getting into the pilot's seat adds an unnecessary amount of time-to-cockpit for such a small ship, and the interior feels like it's only walkable on a technicality. The underslung cargo rack is somewhat difficult to load, since containers must be slid in from the front. It's probably a little bit less cumbersome to load than the Mustang's "cargo box", but it's still one of the more fiddly cargo grids in the game. It's considerably easier to load when floating in space, so if you're looting a derelict ship off-planet,
That said, this ship and the Mustang are pretty close to each other in terms of quality, age, and overall capabilities; they're nearly a tie. You should probably
You should buy this ship if you absolutely aren't going to spend more than $45 on this game and want the freedom to log out in your ship.
---
## 6 (tied) - Mustang Alpha
{{< imgproc "images/mustang.jpg" "400x" "right" "The Consolidated Outland Mustang Alpha in a hangar." />}}
### Price
* $45
### Loadout
* 2x size 1 guns
* 2x size 2 guns
* 4 SCU cargo grid
### Premium Features
* Direct cockpit access
### Missing Features
* Walkable interior
* Physicalized components (TK)
* Bed
* Weapon rack
* Suit locker (future consideration)
* Hygiene facilities (future consideration)
The original starter ship, the Mustang Alpha from Consolidated Outland is still a surprisingly strong contender, depending on what you want to do in the game. It has a classic "space fighter" aesthetic that is bound to appeal to some players. The very first ship designed for the game, it is the only ship in this list without a walkable interior - it *only* has direct cockpit access, so it definitely feels more like a fighter plane than something a long-haul spacefarer would want to live in. It is fast and nimble and has great sustained damage output for its price, if dogfighting is something that appeals to you. You won't see higher sustained damage potential until you get to the premium price range. ($75 or more)
Loading cargo containers into the Mustang's cargo 'box' requires some finesse and wiggling, making it a bit slower to load than other ships.
You should buy this ship if you want to get into combat but you're on a budget, really value getting into and out of your ship in a hurry, or want something with an *extremely* small silhouette that can land between two trees in a densely packed forest. This is a light fighter that can carry some cargo, and it's genuinely fun to fly, but it isn't as well-rounded as the other options. This is the first ship on the list that I would genuinely consider to be a good choice.
---
## 4 - C8X Pisces Expedition
{{< imgproc "images/pisces.jpg" "400x" "right" "The Anvil Aerospace C8X Pisces Expedition in a hangar." />}}
### Price
* $60
### Loadout
* 4x size 1 guns
* 2x size 1 missile racks
* 4 SCU cargo grid
### Premium Features
* 2x jumpseats for transporting passengers
* Interior cargo space can fit the Pulse hoverbike
### Missing Features
* Bed
* Weapon rack
* Suit locker (future consideration)
* Hygiene facilities (future consideration)
The Anvil Aerospace Pisces is a nimble little ship with a classic profile. The jump seats are nice; I've been rescued by a Pisces pilot more than once! Has decent firepower for its price. The flat silhouette means you'll be harder to shoot head on. (or when retreating) A nicely balanced choice overall, and fairly popular in the Star Citizen community.
You should buy this ship if you want a ship that can hold its own in combat without specializing in it, and that has a cozy interior with room to transport a couple friends.
---
## 3 - Cutter
{{< imgproc "images/cutter.jpg" "400x" "right" "The Drake Interplanetary Cutter in a hangar." />}}
### Price
* $60
### Loadout
* 2x size 2 guns
* 2x size 2 missile racks
* 4 SCU cargo grid
### Premium Features
* Interior cargo space can fit the Pulse hoverbike and PTV ground buggy
The Drake Interplanetary Cutter is a direct price competitor to the Pisces. Its weapons have slightly less sustained damage but more missiles, and it has a boxier silhouette than the Pisces as well. Combined with the slightly more spacious interior and living amenities, this is a ship which is less focused on combat and more focused on being a general runabout. It doesn't fly as well in atmospheres as the Pisces, owing to its complete lack of aerodynamics. But it *does* have VTOL-capable engines, and which makes it a solid "getaway car" because it can go straight up in a hurry. Also it's pretty cool to watch the engines rotate into place.
It also has all of the desirable quality of life features for current and future gameplay, which makes it a great choice for a ship to "live out of". If you want to roleplay a nomad, camping out on Microtech or sleeping among the stars, this is the space van of your dreams. If you want even more interior amenities, the Cutter Scout
This ship has been described as being particularly well-armored, so once ship armor is implemented it may be an ideal choice for players who want to escape from combat situations rather than engage.
You should buy this ship if you want a capable all-rounder of a ship and enjoy its bulky / boxy ship design.
---
## 2 - Nomad
{{< imgproc "images/nomad.jpg" "400x" "right" "The Consolidated Outland Nomad in a hangar." />}}
### Price
* $95
### Loadout
* 3x size 3 guns
* 2x size 4 missile racks
* 24 SCU cargo grid
### Premium Features
* Unique "pickup bed" cargo area can fit the Pulse hoverbike, PTV, STV, and Cyclone ground buggies, Roc mining vehicle, and the Fury snub fighter (if you're very careful)
* Tractor beam
By far the most versatile starter, the Consolidated Outland Nomad can do it all and has a lot of premium features to match its premium price. Often called the "space pickup" because its cargo grid is on a lowerable platform on the exterior of the ship. This means the cargo isn't fully enclosed, and is not accessible from inside the ship's living area. This also means your cargo (or ground vehicle) may be damaged or dislodged if you come under attack. However, at 24 SCU of cargo it towers above any other option on this list in terms of cargo storage.
{{< imgproc "images/nomad_interior.jpg" "300x" "left" "The Nomad's angular interior design.">}}Strange, sharp angles define the interior spaces.{{</imgproc>}}
In terms of combat, the most obvious points of comparison here are the Avenger Titan (below) and the Syulen (above). With 3 size 3 hardpoints, it matches the Syulen for firepower and has a better head-on silhouette. It sits between the Avenger and Syulen on missile loadout.
One thing to note about the Nomad is that it has a unique aesthetic. It uses hover tech on its entryway and landing gear and has a very angular, almost alien interior. (obviously less alien than the Syulen, but still) A lot of people think the piloting console looks a little "cheap" because it has oddly flat displays and "Star Trek" style virtual buttons on glass panes. I think it is a distinctive and interesting look, but your mileage may vary.
{{< imgproc "images/nomad_cockpit.jpg" "300x" "right" "The Nomad's distinctive control console." >}}A distinctive approach to console buttons.{{</imgproc>}}
It doesn't make the top of the list purely because its price tag is more than *twice* the lowest entry point. The Avenger Titan gives much better overall value for the price.
You should buy this ship if money is no object and you want an *extremely* capable solo vessel. If this ship were priced down to $80 it would be in 1st place.
---
## 1 - Avenger Titan
{{< imgproc "images/avenger.jpg" "400x" "right" "The Aegis Dynamics Avenger Titan in a hangar." />}}
### Price
* $75
### Loadout
* 1x size 4 gun
* 2x size 3 guns
* 2x size 3 missile racks
* 8 SCU cargo grid
### Premium Features
* Direct cockpit access
* Interior cargo space can fit the Pulse hoverbike
### Missing Features
* Weapon rack
* Suit locker (future consideration)
* Hygiene facilities (future consideration)
{{< imgproc "images/avenger_cockpit.jpg" "300x" "left" "The Avenger's quick-access cockpit configuration." >}}Easy cockpit access for the pilot on the go.{{</imgproc>}}
When you ask a lot of people what starter to get, they'll say "get the Avenger Titan, you can't go wrong with it." And it's hard to argue with them, because they're right. The Avenger Titan from Aegis Dynamics is an all-around great starter, and if price isn't a huge concern, this is pretty much your de facto pick. Unless you really like the style of another ship or want to pay extra for the Nomad, the Titan is an unbeatable choice.
{{< imgproc "images/avenger_bay.jpg" "300x" "right" "The Avenger's cargo bay.">}}A cozy cargo bay{{</imgproc>}}
For its premium price tag, the Aegis Avenger Titan gives you the biggest guns on the list, the second-biggest missile loadout bigger missiles, and a cargo hold large enough to start to feel like a proper hauler. It is also quite nimble and small enough to land anywhere your journey takes you. It doesn't have all the amenities of other ships, but it does have the most crucial one: a bed.
{{< imgproc "images/avenger_hab.jpg" "300x" "left" "The Avenger's habitation area." >}}An even cozier habitation section.{{</imgproc>}}
You should buy this ship if you want a solid foundation for trying a little bit of everything. It has the best balance between price and capabilities on this list, though the Nomad is a *close* second place.
&nbsp;
&nbsp;
---
# I'm Tired of Flying a Starter Ship, What Should I Do Now?
You have 2 main routes in this case: get a specialized ship and do some specialized gameplay, or else upgrade to a medium-sized "daily driver" soloable ship, like the Freelancer, C1 Spirit, or Cutlass Black. If you like the feeling and challenge of flying larger/more cumbersome ships, you can consider something like the Corsair, Constellation, MSR, or the C2 Hercules. Whether you earn credits in-game to purchase these ships[^4] or buy them with your real money on the [pledge store](https://robertsspaceindustries.com/pledge) is a personal decision; I'm not a huge fan of CIG's business model, but if you have more expendable income than free time and want to get right to the ships you think sound fun, I feel like that's a perfectly reasonable decision.
[^1]: "Box delivery" missions are often bugged, so may or may not actually be a good activity to do.
[^2]: Love it or hate it, hygiene gameplay is coming for us all.
[^3]: I will post new versions of this guide as new starters are added to the game as well. If you're reading an outdated guide, there should be a big yellow notice at the top of the page telling you so.
[^4]: Note that, while the game is still in Alpha, ships purchased in-game will be lost every time the devs do a database wipe. This happens about once a year, but there are no guarantees.

5
go.mod Normal file
View File

@ -0,0 +1,5 @@
module git.annabunches.net/annabunches/annabunches.net
go 1.22.4
require github.com/annabunches/hugo_theme_pickles v0.0.0-20240703205628-424152ab5a84 // indirect

6
go.sum Normal file
View File

@ -0,0 +1,6 @@
github.com/annabunches/hugo_theme_pickles v0.0.0-20240703202759-91b869dc58b1 h1:5KlbYrmn7GHUnJhNUIRk4fmhNGX2EjyU5d7uXRfCLv4=
github.com/annabunches/hugo_theme_pickles v0.0.0-20240703202759-91b869dc58b1/go.mod h1:ab4BDFp6Wuo+H2esD/4Mgq+APRfJ07WdEjxMjah4zSo=
github.com/annabunches/hugo_theme_pickles v0.0.0-20240703205252-c60cd4401745 h1:q6V3oobg4DQGDo/xaQ7v0LqQlZAVGKfcs3Az2fEyJE0=
github.com/annabunches/hugo_theme_pickles v0.0.0-20240703205252-c60cd4401745/go.mod h1:ab4BDFp6Wuo+H2esD/4Mgq+APRfJ07WdEjxMjah4zSo=
github.com/annabunches/hugo_theme_pickles v0.0.0-20240703205628-424152ab5a84 h1:8LLjtRpPZNWuoV3+WvzvoqixCVlq4A84hNMWdgxpppY=
github.com/annabunches/hugo_theme_pickles v0.0.0-20240703205628-424152ab5a84/go.mod h1:ab4BDFp6Wuo+H2esD/4Mgq+APRfJ07WdEjxMjah4zSo=

View File

@ -1,80 +0,0 @@
baseurl = "https://annabunches.net/"
languageCode = "en-us"
theme = "hugo_theme_pickles"
Title = "Anna and the Bunches"
copyright = "&copy; Anna Wiggins, 2006-2023"
# Google Analytics API key.
googleAnalytics = "G-QFK0K7MGCJ"
[params]
paginate = 10
customCSS = ["/css/custom.css"]
dateformat = "2006-01-02"
# Social accounts. Link to these accounts are displayed in the header and
# footer
# twitter = "annabunches"
# facebook = "Your Facebook username"
# instagram = "Your Instagram username"
# github = "Your GitHub username"
# gitlab = "Your GitLab username"
# npm = "Your npm username"
# codepen = "Your CodePen username"
# dribbble = "Your Dribbble username"
# fivehundredpx = "Your 500px username" # 500px
# flickr = "Your Flickr username"
# pinterest = "Your Pinterest username"
# tumblr = "Your Tumblr username"
# vimeo = "Your Vimeo username"
# youtube = "Your YouTube username"
# linkedin = "Your LinkedIn username"
# medium = "Your Medium username"
# Disqus shortname
# disqus = ""
# author = "Your Name"
# authorwebsite = "example.com"
# avatar = "/path/to/avatar"
# contact = "annabunches@gmail.com"
# bio = ""
# Short subtitle/tagline. This is displayed in the header.
subtitle = "It's words!"
# Logo image. This is displayed ogp image.
# logo = "/path/to/logo"
# favicon = "/path/to/favicon"
[[menu.main]]
name = "Blog"
url = "/"
weight = 1
[[menu.main]]
name = "About"
url = "/about"
weight = 2
[[menu.main]]
name = "Tags"
url = "/tags"
weight = 4
[related]
# Only include matches with rank >= threshold. This is a normalized rank between 0 and 100.
threshold = 80
# To get stable "See also" sections we, by default, exclude newer related pages.
includeNewer = false
# Will lower case keywords in both queries and in the indexes.
toLower = false
[[related.indices]]
name = "keywords"
weight = 150
[[related.indices]]
name = "tags"
weight = 100
[markup]
defaultMarkdownHandler = "goldmark"
[markup.goldmark.renderer]
unsafe = true

55
hugo.yaml Normal file
View File

@ -0,0 +1,55 @@
baseurl: "https://annabunches.net/"
languageCode: "en-us"
Title: "Anna and the Bunches"
copyright: "&copy; Anna Wiggins, 2006-2024"
# Google Analytics API key.
googleAnalytics: "G-QFK0K7MGCJ"
params:
paginate: 10
custom_css:
- "/css/custom.css"
- "/css/spoiler.css"
dateFormat: "2006-01-02"
hideWordCount: true
hideReadingtime: true
subtitle: "It's words!"
menu:
main:
- name: "Blog"
url: "/"
weight: 1
- name: "About"
url: "/about"
weight: 2
- name: "Tags"
url: "/tags"
weight: 4
- name: "Outer Wilds Guide"
url: "/posts/2023-10-26-outer-wilds-spoiler-free-tips/"
weight: 8
- name: "Star Citizen Starter Ships"
url: "/posts/2023-11-27-choosing-a-starter-ship-in-star-citizen/"
weight: 8
related:
threshold: 80
includeNewer: false
toLower: false
indices:
- name: "keywords"
weight: 150
- name: "tags"
weight: 100
markup:
defaultMarkdownHandler: "goldmark"
goldmark:
renderer:
unsafe: true
module:
imports:
- path: 'github.com/annabunches/hugo_theme_pickles'

1
imgproc.template Normal file
View File

@ -0,0 +1 @@
{{< imgproc "images/tk" "align" "size" "alt text" >}}caption{{</imgproc>}}

14
layouts/_default/li.html Normal file
View File

@ -0,0 +1,14 @@
<article class="c-article p-list-article">
<header>
<h2 class="c-title c-article__title"><a href="{{ .Permalink }}">{{ .Title }}</a></h2>
<p class="c-article__meta">
{{ partial "timestamp.html" . }}
</p>
</header>
<div class="c-article__summary">
{{ .Summary | safeHTML }}
</div>
{{ if .Truncated }}
<a href="{{ .Permalink }}" class="c-article__btn p-list-article__btn">Read more</a>
{{ end }}
</article>

View File

@ -1,51 +0,0 @@
{{ partial "header.html" . }}
{{ $baseurl := .Site.BaseURL | sanitizeurl }}
<article class="p-article">
<header>
<div>
{{ range .Params.tags }}
<a href="{{ $baseurl }}/tags/{{ . | urlize }}" class="c-tag">{{ . }}</a>
{{ end }}
</div>
</header>
{{ with .Params.thumbnail }}
<img src="{{ . }}" alt="thumbnail" class="p-article__thumbnail">
{{ end }}
<section id="js-article" class="p-article__body">
{{ .Content }}
</section>
<footer>
{{ with ($.Param "disqus") }}
<div id="disqus_thread"></div>
<script>
var disqus_shortname = '{{ . }}';
(function() {
var d = document, s = d.createElement('script');
s.src = 'https://' + disqus_shortname + '.disqus.com/embed.js';
s.setAttribute('data-timestamp', +new Date());
(d.head || d.body).appendChild(s);
})();
</script>
<noscript>Please enable JavaScript to view the <a href="https://disqus.com/?ref_noscript">comments powered by Disqus.</a></noscript>
{{ end }}
<nav class="p-pagination c-pagination">
<div class="c-pagination__ctrl">
<div class="c-pagination__newer">
{{ if .NextInSection }}
<a href="{{ .NextInSection.Permalink }}">Newer</a>
{{ else }}
{{ end }}
</div>
<div class="c-pagination__older">
{{ if .PrevInSection }}
<a href="{{ .PrevInSection.Permalink }}">Older</a>
{{ else }}
{{ end }}
</div>
</div>
</nav>
{{ partial "related.html" . }}
{{ partial "siteinfo.html" . }}
</footer>
</article>
{{ partial "footer.html" . }}

View File

@ -1,8 +1,18 @@
{{ partial "menu.html" . }}
{{ with ($.Param "deprecated") }}
{{ if ($.Param "deprecated") }}
<p class="l-deprecation_warning">
This post was saved / ported from a previous site migration. You may
encounter missing images, dead links, and strange formatting. Sorry
about that!
</p>
{{ end }}
{{ if .Param "versioned" }}
{{ range (where (where .Site.RegularPages "Type" "posts") "Params.versioned" (.Param "versioned")).Limit 1 }}
{{ if not (eq .Slug $.Slug) }}
<p class="l-new_version_message">
There is a newer version of this post available, published on {{.Date | time.Format .Site.Params.dateFormat}}. <a href="{{.RelPermalink}}">Click here</a> to read the latest version.
</p>
{{ end }}
{{end }}
{{ end }}

View File

@ -1,20 +1,32 @@
{{ $original := .Page.Resources.GetMatch (printf "*%s*" (.Get 0)) }}
{{ $imgdata := imageConfig (printf "/content/%s" $original.RelPermalink) }}
{{ if (gt $imgdata.Width 1500) }}
{{ .Scratch.Set "image" ($original.Resize "1500x") }}
{{ else if (gt $imgdata.Height 1500) }}
{{ .Scratch.Set "image" ($original.Resize "x1500") }}
{{ else }}
{{ .Scratch.Set "image" $original }}
{{ end }}
{{ $image := .Scratch.Get "image" }}
<figure style="padding: 0.25rem; margin: 2rem 0;">
<a href="{{ $original.RelPermalink }}">
<img style="max-width: 100%; width: auto; height: auto;" src="{{ $image.RelPermalink }}" width="{{ $image.Width }}" height="{{ $image.Height }}">
{{- $original := .Page.Resources.GetMatch (printf "*%s*" (.Get 0)) -}}
{{- $image := $original -}}
{{- $align := "none" -}}
{{- $alttext := "" -}}
{{- with (.Get 1) -}}
{{- if not (eq . "auto") -}}
{{- if or (hasSuffix . "x") (hasPrefix . "x") -}}
{{ $image = ($image.Resize .) }}
{{- else -}}
{{ $image = ($image.Fit .) }}
{{- end -}}
{{- end -}}
{{- end -}}
{{- with (.Get 2) -}}
{{- $align = . -}}
{{- end -}}
{{- with (.Get 3) -}}
{{ $alttext = . -}}
{{- end -}}
{{- if (gt $image.Width 1500) -}}
{{- $image = ($image.Resize "1500x") -}}
{{- else if (gt $image.Height 1500) -}}
{{- $image = ($image.Resize "x1500") -}}
{{- end -}}
<figure style="float: {{ $align }};">
<a href="{{- $original.RelPermalink -}}">
<img style="max-width: 100%; width: auto; height: auto;" src="{{- $image.RelPermalink -}}" width="{{- $image.Width -}}" height="{{- $image.Height -}}" alt="{{ $alttext }}"/>
</a>
<figcaption>
{{ .Inner | markdownify }}
</figcaption>
</figure>
<figcaption>
{{ .Inner | markdownify }}
</figcaption>
</figure>

View File

@ -0,0 +1 @@
<span class="inline-spoiler">{{- .Inner | safeHTML -}}</span>

View File

@ -2,20 +2,42 @@ body {
color: #000000;
}
.c-article__summary {
figcaption {
text-align: center;
}
.c-article__summary p {
color: #000000;
margin: 16px;
}
.c-article__meta {
line-height: 0.5em;
line-height: 0.25em;
padding-top: 5px;
padding-bottom: 10px;
margin-block-start: 5px;
}
.c-article__title a {
color: #000000;
}
.c-article__title {
margin-bottom: 0;
padding-bottom: 0;
line-hight: 0.1em;
}
.l-deprecation_warning {
background-color: #dd4444;
background-color: #ff6666;
text-align: center;
width: 96%;
max-width: 720px;
margin: 20px auto 10px;
}
.l-new_version_message {
background-color: #dddd66;
text-align: center;
width: 96%;
max-width: 720px;
@ -33,3 +55,7 @@ a {
.l-header {
margin-bottom: 0px;
}
h3 {
margin-block-end: 0.5em;
}

26
static/css/spoiler.css Normal file
View File

@ -0,0 +1,26 @@
.inline-spoiler {
position: relative;
display: inline-block;
cursor: help;
}
.inline-spoiler::before {
content: "";
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
border-radius: 1px;
color: white;
background: black;
opacity: 1;
transition: opacity 0.7s ease, transform 0.3s ease;
}
.inline-spoiler:hover::before {
opacity: 0;
transform: translateY(-50%) rotateX(80deg);
transition: opacity 1s ease, transform 0.5s ease;
transition-delay: 0.3s;
}

BIN
static/personal/avatars/crab.jpg Executable file

Binary file not shown.

After

Width:  |  Height:  |  Size: 57 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 70 KiB

BIN
static/personal/avatars/rose.jpg Executable file

Binary file not shown.

After

Width:  |  Height:  |  Size: 252 KiB

4
static/personal/ssh-keys Normal file
View File

@ -0,0 +1,4 @@
ssh-rsa AAAAB3NzaC1yc2EAAAADAQABAAABAQDvS1SgM6wAZ1ILZwzQQoLDtkzaXCPNw9dWE5A7UMX0NJimPNfT4ozOlTCFkLbQ8B0KX26I/gr5c3QaEzhJiQORzr8MABirSrGu0YnZlunSS5ed46Q83NnPqEINkYmmlvhtvo5FuC7z8SMIKAV287WdVRGXJSRNdvQHLh88tddPMdr9Z7Romsl+fVevJ90D4ZsDiHGAm6Uka4fpkxWfyGfrB5xkK9woBhTbZ+uxME/GhYvbnrw8v/Rj5IDwSUHOKtM1NJMPhbzo4gevVkW6jeFoyUrZTt+dk0V9frBdNrj22t15S+AAl8MPi8CGdZsJCFH8tPDh/ZREDIOp4Hy8oyYd anna@wunjo
ssh-rsa AAAAB3NzaC1yc2EAAAADAQABAAACAQCmTLwdrBp9NY02eN+UmdcFkHJ/UPstuf3tx9npxJ++78g6ErrMN50W3F9rwmjjCrvSE71dRTktfZy7Il+YbvwgAWQpgaL9VcQohNhha7zR2FXPq4lSQPKXQ7qjo9cBOmX0DQQV2U/XrMJNoHt93XT0BScjoHfXT16qpqyOwDePXpNl2AXRiZpCrHQ378FYjJLXM9nVy/T9MQl3zP8rWFnpwNslF8w7v07HqoyudygJDAbEVAZ0D4hwEgcfFK5OdJBOA5+9R+t1FJZ3JZiU2y+D9eAh9DHDdGweNz3KCk7k/vZCyWlGvvYxBObpCXl7+q3c1EAz30MP2dBdtrLoI8pJL499z4JlOW/J+MZslwEj8lberaNtQsnVBzFz7Lo0gZrFNg8OMlehaT+TQhCMuTN4r4+VFcNB2Zb9rElT7UCTVGr/FqbfHM01zLWDazD3j6tQkKfQwd/hvKDJdYciUjYRUG4Vpkwd9OxPQ7U1xGCLHu4ng44I4v72lkm4yTy27gdUS9UM7z+YIcb7m5nxFEsu1fZNKMQfgBfxFTl9FMP9DnMpxJg5+nrPdq4BFvm61tyYTQjBBVEWiiM5qeanfsO5Z73QtXgOH+sJser+7V5E13ars/SmTpQmoXLmnTF4vPSliEw0pTvksSlSQFlQDQVVG7iGT9YuRsAh9Xrgvk96ww== cardno:000605035567
ssh-rsa AAAAB3NzaC1yc2EAAAADAQABAAACAQCiUXFURfK4wkauONpj0Ltg21DmQ0g4uVAwrndytRX5SLhG1FNfhzJrwrVlbTi70geVjvlClKMeTr1xezuRcGDSXOuCm4DyzC2ZoI2cAON7RHkdPBjXJB4dAReV5TSU+Jji0suMRlO+miaVnCsVv9ZAp6PYmI5Uj4PiWyCPyVR+MiB2OrfHKWES4vKDFOL19RZxHlYx7eLgN/8liiYrME5Xpmkfxb+cQizkhS8OTv/vRVGNWrOo6y8OtGHs1oYjGkQf7fwC6jleIJnO4oq3d9GxQnmm3jtZ0IhwhyBlDQSNF7ytb6uq8CDbKLLFZjxsyoCk8vozQfNQD1pSmP3qzYD/QZMMRnz255WVwZ9/k4VYZd2XJaIUwEvsM3bpUlwnNRmShzAaQU6C6PGCNAIejCTuucGqvS4VSW7xeKoB/PtjypGQSi04H/dQJ0eTSF7p7COAWv1r5ySMZAtRIBE2COLC89tkP1IdFMZOdRMp23OVXTWYeFJqmQLdBWG8+YFfPPsOFMd+PvPRf+zf5FYw5MR+TKBPEwNVpy+xuCppWAMH2GCU7a2jR65z0J/H2Bnk4hQKAVSqio4z8HGYkCRWz+XxAIQ2UKT65Q6ikF7uWpdaQZou+29iv7fhTMvUJ/+97gzngC8FlLqS835ZmC1MJ7LjWBRBI+Q0Ap6srmpucCWb1w== anna@pertho
ecdsa-sha2-nistp256 AAAAE2VjZHNhLXNoYTItbmlzdHAyNTYAAAAIbmlzdHAyNTYAAABBBBOFELd8KmzYKDvS99wwsv4Kvf8huSvmB22U3/A2pK7h4V8RM8AfVK13dno/SuiaYJxTu8u6iDbbT85DUxSOafc= anna@phone