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Star Citizen Persistent Universe Features

- To board or be boarded you need a multi-crew ship
- Explorers can find Alien relics, uncharted Jump Points, and other treasures / space phenomenon
- Jump Points have fixed entrance, but random exits
- Failure to chart a new Jump Point can result in Perma-death or be thrown into unknown space.
- On Perma-death you'll be looking at our own funeral through the eyes of your "Next of Kin" your belongings will be transferred to your "Next of Kin" specified during your character creation.
- Most deaths does not result in Perma-death, however you'll have your body parts replaced by cybernetic implants to replace your damaged limbs & body parts, you can buy your way into immortality with some hefty price.
- Ships & Weapons will be balanced to be equivalent of "rock / paper / scissor" 
- Bigger Ship does not automatically translates into "I win" players will have to choose the Cons vs. Pros of driving each ship hull type to suit their needs.
- Ships & Weapons will have hard point restrictions, weight restrictions, energy restrictions, heat restrictions, CPU restrictions, and Slots restrictions.
- There are some hulls that are more adept at some tasks, than others, choose your ship hull wisely depending on the career you want to archive in game.
- Mining in 1st person, with the use of prospecting tools and mining stations
- Your hangar is your main living space, with option to rent a penthouse apartment on planet side.
- There will be landing fees and Hangar fees; many forms of taxes, levies, and fees will be applied in game to keep the economy in check
- Ships will age like real cars, while new models are release every year, or every few years depending on the Make & Model
- Old ships will become vintage and cost more to maintain due the diminishing replacement parts
- You can only steal other player ships by boarding
- Stolen ships can change their transceiver ID with a legit ID, at a hefty cost in the black market.

- Stolen ships can't be insured by UEE insurance agencies, however there might be some 3rd party Insurances that you can purchase at a cost.- A special Crossbow from Shroud of the Avatar will be in the SC-PU for those that backed for both games, there will be other skinned crossbow with the same stats in game.

- In-game ship to ship communication will be VoIP with facial capture (web cam required)
- The game is predominantly 1st person view mode, with 3rd person vanity view without HUD
- Multi-Crew ships
- NPC and/or Real player crews
- NPC flying formation controls
- People that pledged for multiple packages, can use the extra licenses for Extra Character Slots or Customized NPCs. You can have you own crew of The USS Enterprise. Extra character slots will be available for purchase at a later time from the Voyager Store.
- C&C tactical combat on larger ships (on ships capable of installing the C&C console.)
- You can earn UEE Citizenship by doing relevant missions in SC-PU, or bribe some NPCs to get you one (for those that opted out of SQ42)
- Optional Voyager Store Items to enhance your gaming experience
- All Voyager Store items can be obtained in game via normal game play.
- Users will be able to convert real money to UEC via the Voyager Store.
- The game is predominantly PvE
- The game is made to be Solo player friendly, you can experience the full game universe alone, without the need to join a large guild (No Guild territorial zones)
- Non-consensual PK allowed everywhere, however PK-ing in UEE space can result in penalties to the attacker.
- All UEE space are Safe Zones, safe zones works as a density radius, the deeper into the UEE space the more you'll be protected from PKs
- Instanced (with attention to friends and targets of interest)
- Bi-weekly content (ships, stories, missions) & minor features updates
- Players are free to play any role they dream to be, there is no actual job description, character classes, or skill trees. However some missions / ships might require you to first pass a license test, before you are allowed to be granted permission to that special mission, or drive a ginormous ship.
- Privateering (not Pirating) with Letter of Marque, in game by the issuing government.
- Pirating (Bandits, Outlaws, Robbers) is part of the game since the game was revealed back in Oct 2012 (do not mistake Pirating with Griefing)
- Player Influenced (not controlled) economy, the economy will be self regulated by NPCs and naturally occurring production / demands
- There is no Crafting, However you can Overclock and Tweak your ships / modules / weapon parts, and then sell it.
- Players will be able to earn the right to manage a production node, however player is not able to change what the factory produces, but you can produce a slightly improved (tweaked / overclocked) version of the same parts being produced
- Existing in game Large NPC corporations will be targeting you if your business becomes competitive with theirs. (expect visits from hired Pirates / Bounty Hunters)
- Jobs are created ad-hoc, NPCs and real players are able to create missions on-demand (kill this guy, delivery of this item to such and such location, need turret gunners, etc.)
- 3 types of insurances are available in game: Hull Insurance (includes stock weapons & modules), Cargo Insurance, Upgrades Insurance (to cover non factory stock items)
- Insurances Companies will replace your insured ship back to the stock factory model with stock factory weapons / modules load-out. (replacement speed affected by availability of ship parts and factories production queue)
- There is no zone restriction for Hull insurance, it works everywhere, however Cargo / Upgrade insurances have zone restrictions, it's voided in area marked Danger Zones 5
- Ships availability and cost will depend heavily on the resources available and trade routes being free from interference by criminal activities.
- You can save the game in the SC-PU and not have your ship attacked by going into the sleeping chamber, except for Capital Ships.
- Capital Ships are in-game persistent, when you log off, it will remain in game, make sure to have enough friends or hired guards to protect it while you're away. (Corvettes class ship like the Idris and below can log off, Frigate class ships and above are considered Capital Ships)
- Non-Capital Ships are able to go into Hibernation mode (log off), by having your pilot go into the sleeping chambers, you can not log off during battle, you can only enable hibernation mode, when in a safe area.
- The happenings (News) in-game will also be featured on the Wingman Hangar shows, as well as the RSI site for an immersive feel to blurry the lines between real life vs. in-game life

Star Citizen Persistent Universe Features
- Murray Cup Racing (in-game sports events)
- Virtual Dog-fighting Arena (it's for both training and in-game prizes competition), your "real" ship won't get damaged; think the Arcade at the Tiger Claw lounge. (current design idea from CR's description is as follow, each team is allowed a set amount of points before the match begins, bigger ships/weapons cost more points, so each team can bring into the arena whichever combination of ships/weapons they want depending on their strategy but you will not be able to exceed the allotted amount of points to claim, it's the equivalent of a weight limit matchmaking system like MWO)
- Hidden Asteroid Bases
- Players can earn the rights to control space stations
- Bengal Carriers must be captured before you can control it, there will only be a few Bengals available in the SC-PU, some will be in active duty to be boarded (for pirates), other will be marooned damaged and abandoned but re-pair-able (for non pirates)


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