MIDWEEK MAYHEM

Come Back Next Week

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This week we dusted off a few ships that we found at the back of our hangar and discounted them. 

SALE STARTS AT 5PM UTC

Outfit your Galaxy with specialized modules!

Billy Bob and ATLS TESTING

Well, lemme tell ya 'bout that time I got my hands on one o' them fancy ARGO ATLS mechanized suits. Now, I ain't no big shot, just a simple ol' farmer tryin' to make ends meet out here in Pyro. Nothin' but dust, rock, and the occasional space critter runnin’ round, but when you got a farm to tend, you make do. 

So there I was, strugglin’ with them big ol' crates of Varon root like always. Ya see, Varon root’s heavier than a two-ton space hog after supper, and my back ain’t what it used to be. My neighbor, Clem, he heard me complainin’ at the local saloon one night, sippin’ on some moonshine, and he goes, “Billy Bob, why don’tcha try that ARGO ATLS suit they’re testin' out? It's s'posed to do all the heavy liftin' for ya."

At first, I was like, “Clem, I ain't no fancy-pants pilot or nothin’. I just plant crops and wrangle space chickens. Ain't no way a piece o' tech's gonna help me with that.” But Clem, he kept on ‘bout it. Said it could make my life easier than pickin' tumbleweeds offa a dry patch.

Well, sure enough, one o’ them ARGO reps swung by the farm a few weeks later, sayin’ they were lookin' for volunteers to test the suit in “practical” situations. I reckon they didn’t get too many takers, what with all the mercs and bounty hunters too proud to admit they could use a hand. I signed up quicker than a space rabbit sniffin’ out a carrot.

First time I slipped into that suit, I tell ya, it was like magic. The thing made me feel like I was floatin' on air, even though I was heavier than a loaded mule. It had these big ol' mechanical arms, strong enough to crush a boulder but gentle enough to grab a space melon without squishin’ it. And the legs? They had these boosters on 'em that could hop ya clear across the field, though I tried not to do that too much—didn't wanna scare the chickens.

Anyway, the suit had all kinda gadgets and doohickeys. It helped me harvest the crops quicker'n I ever could on my own. I'd scoop up them crates full o' Varon root like they was nothin’, stack 'em high on the hover trailer, and move on to the next row. Used to take me a whole day to get through just half the field. With the suit? I was done by lunchtime!

Now, lemme tell ya 'bout the funny part. One day, I was out fixin’ the fence after a storm rolled through and knocked a whole mess of it down. I had the ARGO suit on, feelin' like a king, when one of my space chickens—Betsy, the biggest and meanest of the bunch—decided she didn’t take too kindly to the suit. Now, Betsy’s always been a bit ornery, chasin' me around the yard, peckin' at my boots and such, but I thought she'd leave me be on account o' the suit bein' all big and shiny.

Boy, was I wrong.

I was hammerin’ down a post when I hear this squawkin' behind me. I turn around, and there’s Betsy, wings flappin’ like she’s about to take off to the moon. Before I know it, she comes runnin’ at me, full speed. Now, the suit’s supposed to help with precision, right? But I panicked, hit the wrong lever, and suddenly I’m jumpin' ten feet in the air with Betsy flappin' and screamin' underneath me.

I tried to land gentle-like, but the boosters kicked in, and I went flyin' across the yard. Next thing I know, I’m upside down, legs tangled in the fence, and Betsy’s struttin' around like she won the fight. Took me an hour to get myself untangled, and all the while, that dang chicken was givin’ me the stink-eye like she knew she’d gotten the better o' me.

But aside from that one mishap, the ARGO suit’s been a godsend. I use it for everythin' now—haulin' feed, stackin' bales, even chasin' off them pesky space critters that like to nibble on my crops. Heck, I reckon if I had one o' these years ago, I’d still have the strongest back in the system.

So yeah, that ARGO ATLS suit? Worth every bit o' fuss. Just gotta watch out for angry chickens.

Fotor_AI_1

Who is Billy Bob?

Billy Bob, the space farmer from Pyro, came from humble beginnings on a dusty moon. His family farmed space 'taters and space corn for generations, and his daddy, Ol' Jeb, and mama, Daisy Mae, taught him the value of hard work and kindness.

Growing up, Billy Bob learned to navigate Pyro's harsh terrain and became an expert in cultivating crops despite the unforgiving environment. The system was full of troublemakers, and Billy Bob often found himself defending his asteroid farm from bandits.

His reputation grew, and his farm became legendary. His space 'taters and space corn were renowned throughout the galaxy. A pillar of the Pyro community, Billy Bob embodied hope and resilience, remaining steadfast in tending to his farm and protecting his fellow space farmers.
Midweek Mayhem is a special Star Citizen sale where we offer one item at a hugely discounted price. The promotion is only active every Wednesday and Thursday.
Midweek Mayhem is a special Star Citizen sale where we offer one item at a hugely discounted price. The promotion is only active every Wednesday and Thursday.


Midweek Mayhem is a special Star Citizen sale where we offer one item at a hugely discounted price. The promotion is only active every Wednesday and Thursday.


Midweek Mayhem is a special Star Citizen sale where we offer one item at a hugely discounted price. The promotion is only active every Wednesday and Thursday.


MIDWEEK MAYHEM

Exploration
Edition

Have you heard the news? Jump Points are finally coming to Star Citizen!
To celebrate that we are doing an exploration themed Midweek Mayhem!

Each ship or a ship pack listed below comes with a free Zeus Exploration Suit!
In order for it to work, make sure to add both the suit and the ship to your cart!

Star Citizen Jump Points - A detailed overview

Star Citizen Jump Points - A detailed overview

History of Discovering the First Jump Point

The discovery of Jump Points revolutionized interstellar travel within the Star Citizen universe. In the 23rd century, humanity was restricted to its home system, Sol, until the breakthrough discovery made by a pioneering explorer named Nick Croshaw. Croshaw was the first to locate and navigate a Jump Point, leading to the discovery of the Croshaw System in 2271.



Jump Points are natural space-time anomalies that act as shortcuts between distant star systems. Prior to Croshaw's discovery, scientists speculated about the existence of such interstellar tunnels, but no one had been able to prove their existence or navigate one safely. Croshaw spent years studying gravitational anomalies on the edge of the Sol System. After extensive research, he was able to identify a stable Jump Point that connected Sol to another star system. This led to the development of the first Jump Drive, allowing ships to pass through these anomalies and enabling humanity to explore beyond its home system for the first time. Croshaw’s discovery marked the beginning of humanity's journey across the stars, and the system he discovered was named after him.

How Jump Points Look Like

Jump Points appear as swirling, vortex-like structures in space. They resemble a cosmic whirlpool, with tendrils of light spiraling around a dark central void. The colors can vary, often depicting blues, greens, purples, and reds, depending on the type of Jump Point (stable, unstable, or fluctuating). From a distance, they might look like shimmering, bright spots in space, almost like a star, but upon closer inspection, the swirling vortex becomes visible. This phenomenon creates a mesmerizing, yet intimidating spectacle, giving the impression of looking into a cosmic portal leading to another dimension.

How Jump Points Work

Jump Points function as tunnels through space-time, allowing for faster-than-light travel between two star systems. They form where space-time is naturally curved, creating a stable pathway between distant regions of space. The creation of these pathways is still not fully understood, but they are thought to be a product of gravitational forces and spatial anomalies that align in just the right way.

To navigate a Jump Point, a spacecraft must have a specially designed Jump Drive. This technology allows the ship to interface with the Jump Point’s gravitational waves and maintain stability while traveling through the tunnel. Without a Jump Drive, ships would be torn apart by the extreme forces within the Jump Point. The stability of Jump Points can vary; some are more predictable and permanent, while others are unstable and can disappear or shift locations. This makes exploring and mapping them a risky but essential task for interstellar explorers.

How Navigation Through Jump Points Looks Like

The experience of navigating a Jump Point is unlike any other form of space travel. Once a ship enters the Jump Point, it is enveloped in the swirling lights of the vortex. Pilots must carefully follow a narrow path through the tunnel, which is guided by the Jump Drive’s systems. Any deviation from this path could result in catastrophic consequences, as the ship could be torn apart or thrown off course into an unknown part of space.

Jump-Point-by-Marcel-van-Vuuren

The journey through a Jump Point is not instantaneous; it can take several minutes, depending on the distance between the connected systems and the stability of the tunnel. During this time, pilots and crew experience a surreal, almost dreamlike environment as they pass through the luminous, swirling tunnel. The ship’s systems work continuously to maintain alignment with the Jump Point’s path, adjusting the course and speed as necessary to ensure a safe passage.

The First Jump Point Between Pyro and Stanton System in Star Citizen 4.0

With the upcoming Star Citizen 4.0 patch, players will finally be able to experience their first in-game Jump Point. The developers have announced that the first Jump Point connecting the Stanton System to the Pyro System will be implemented. This will allow players to travel between these two systems, marking a significant milestone in the game’s development.



The Pyro-Stanton Jump Point will introduce players to the mechanics of inter-system travel, allowing them to experience the thrill and danger of navigating these cosmic tunnels. This addition is expected to open up new exploration opportunities, trade routes, and gameplay possibilities, as players venture into the lawless, chaotic regions of the Pyro System. The implementation of Jump Points is a crucial step towards realizing Star Citizen's vision of a vast, interconnected universe, where players can travel freely between star systems.

Galactic_Guide_Croshaw_system_29

First Jump Day

The First Jump Day is an annual holiday celebrated across the United Empire of Earth (UEE) on April 10th. This day commemorates one of the most pivotal moments in human history: the day Nick Croshaw became the first human to successfully discover and navigate a Jump Point on April 10, 2271. His achievement not only opened the path to interstellar exploration but also marked the beginning of humanity's journey towards becoming a multi-system civilization.

Nick Croshaw's breakthrough came after years of research, relentless exploration, and countless failed attempts. Prior to his success, the concept of faster-than-light (FTL) travel was limited to science fiction and speculation. Scientists and engineers had long theorized that natural space-time anomalies might connect distant parts of the galaxy, but no one had been able to locate or navigate one until Croshaw's historic voyage. On that fateful day, he piloted his ship through the first-ever recorded Jump Point, connecting Earth's Sol System to what would later be known as the Croshaw System.

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