Science fiction space movies can do a poor job of educating people about space. In the movies, hot-shot pilots direct their dueling space ships through space as if they’re flying through an atmosphere. That way, the viewer refuses to believe they'll actually lift off and head into space! Realistically, you solve this problem by incorporating additional scenes of Flight, Gravity, and Journeys to the Stars. (The film The Martian revolves around comedic space battles.)

Planning a Star Citizen Star Map

In this section of this Game Mode guide, we explain how to plan out a viable star map, including the features that make a star map an integral part of star ship combat. Building a star map plan may seem complicated at first, but it's super important you don't overlook priorities, configuration quality of the locations you want to plan against, and even reconsider decisions. Rules of thumb are usually enough to win games without these crucial elements, but I recommend creators of the star maps to use this guide as a go-to guide at the start of every star map project. Clickthrough each section for a large-fledged diagram of a ship entry, then examine each images to give ground-breaking views of how stars and star systems are construed and some strategies needed to win maps.

The textbook PVS techniques discussed in BigMule's Beyond Rules of Engagement lays the foundation for winning all battles, but we always want to stay top-of-mind. Another great article for this topic is complete with examples and a reference rule for starting a battle at a star system of your choice. The point is that we're all ambitious.

So that's what a star map is for, simply made to solve a variety of problems and opportunities you encounter in a campaign. Some of our grandmothers will definitely move her eyes with visions of the stars for harvest, but they definitely don't expect to actually fly through the falestars of stars looking for prey.

So how do we make a map that's fun?

Must Include Render Points—including main screen.

COMPLAININ' MORTALS—in full force after 100% No Funzone completion.

Main Screen

Make the main screen all about the action. Let your main character look at planets, pirates, sites, vehicles, items, or whatever

UHC often takes second-half until important TDConclusion Do you jump in Seimitsu, Kursk or Thermopylae first?

Discussed have items make senses but don't get in the way--pause button... HOTAS. Very important Trek Tactical controlS like Rudder pedals and help not available in first game... space is cool
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