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It’s hard to think that it’s been over 800 years since RSI revealed the Zeus and forever altered Human history by making space travel available to the masses. A lot has changed since those early days, but RSI’s commitment to producing excellent and reliable spacecraft has not.
From our award-winning Aurora to the iconic Constellation, RSI has a spaceship to fit your needs. Yet, we don’t let our extensive experience keep us from innovating. Constant upgrades and improvements have kept RSI ships on the cutting edge for centuries. To put it simply, we know what it takes to make a great ship because nobody’s done it as long as us.
RSI is thrilled to be a part of the Intergalactic Aerospace Expo to not only celebrate our proud history of “Delivering the Stars” but to show you all we have planned for the years to come.
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Where are they now?
The Constellation Aquila is undergoing her final space trials with plans to launch for Star Citizen Alpha 3.0. The RSI Orion mining platform is still in the concept stage, but will enter production as we roll out larger mining mechanics. The current set of Aurora starters will receive a polish pass to bring them to the current standard for flight ready ships and the remaining two Constellation models, the Taurus transport and the Phoenix luxury ship, are scheduled to have their flight passes in the coming months.
RSI Intro Pack
This introductory collection of ships from Roberts Space Industries features an Aurora CL and Constellation Aquila. Everything you need to get around this system and the next.
RSI Mega Pack
Featuring a full range of ships from Roberts Space Industries, this select package offers something for everyone from luxurious rides to hardworking hulls.
The Gladius Valiant
Created as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Valiant pays tribute to famed defense pilot Condi Hillard for being the first Human on record to defeat a Vanduul in combat. This Gladius comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring her iconic ship.
Meet the Pilot
Condi Hillard never expected to be on the frontlines of an interspecies conflict when she bought an old Aegis Gladius from a scrapyard in 2677. Looking for a vessel she could leverage into a job, Hillard had fixed up and outfitted the old hull herself and found work in the Orion system as a security contractor for Orion Defense Protection. For the next 4 years, she was assigned to a distant outpost and things were relatively quiet for Hillard as she mostly dealt with scrubbers, roundhats, or pilots who had too much to drink. That changed the day Vanduul attacked Armitage.
This being the first time Humanity had ever encountered the Vanduul, no one was sure at that point if the attack on Armitage was going to be an isolated incident or the start of something greater. Most settlements in the system decided to wait and see as the UEE dispatched resources to study the new threat. It was two weeks later when a Vanduul raiding party attacked Hillard’s outpost.
Luckily, Hillard had increased her patrolling so she was ready when the clutch of Scythe appeared on her scans. Utilizing the mobility of her Gladius, Hillard was able to lead her team to destroy the Vanduul ships before they could strike the heart of the outpost. Only 15 lives were lost in the raid, and Hillard and her compatriots became the first pilots to successfully defeat a Vanduul force. It was in large part thanks to her success that the Navy decided to dispatch Squadron 36 to the system where the Gladius unit would eventually develop their highly effective ‘carry and leap’ technique. In recognition of Condi Hillard’s bravery and resourcefulness, a limited edition Gladius with a special tactical loadout has been issued that will proudly bear her name.
Capital Ships
As announced during the anniversary livestream, a limited number of Idris-P and Javelin class capital ships will be available over the weekend. UEE War Bond editions will be available in four allotments to allow Citizens around the world an opportunity. Each allotment will include 200 Idris-P frigates and 50 Javelin destroyers. War Bond times are 3pm Pacific on Friday, 9pm Pacific on Friday, 3am Pacific on Saturday and 9am Pacific on Sunday. A final allotment which may be purchased with store credit will be available at 9am Pacific on Sunday.
SALE SCHEDULE
Day Three – SUNDAY, NOVEMBER 20th – DRAKE INTERPLANETARY & GLADIUS VALIANT
Day Four – MONDAY, NOVEMBER 21st – MISC & HORNET WILDFIRE
Day Five – TUESDAY, NOVEMBER 22nd – ANVIL AEROSPACE & HORNET WILDFIRE
Day Six – WEDNESDAY, NOVEMBER 23rd – ORIGIN JUMPWORKS & AVENGER TITAN RENEGADE
Day Seven – THURSDAY, NOVEMBER 24th – EXOTIC MANUFACTURERS & AVENGER TITAN RENEGADE
Day Eight – FRIDAY, NOVEMBER 25th – AEGIS DYNAMICS & SABRE COMET
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Straight from annals of history comes one of the most legendary ships of the First Tevarin War, beautifully and meticulously recreated by the dedicated craftsman and astroengineers at Esperia. Designated “Prowler” by the UPE Navy pilots who first encountered it in battle, this Tevarin armored personnel carrier developed a fearsome reputation for infiltrating enemy stations and ships and delivering teams of Naulle, elite Tevarin boarders, to wreak havoc on unsuspecting Humans.
Now, centuries later, Esperia is making this unique ship once again available to collectors and military enthusiasts alike, preserving the feel and design of the Tevarin original while updating it to modern standards of efficiency and safety. And like all of Esperia’s ships, these are more than mere showpieces, these works of art were made to fly.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
There is a reason that the Prowler made its mark on history. At the time, the ship was one of the most advanced and cutting edge pieces of combat technology to grace a battlefield, and Esperia’s Prowler continues that tradition today. An ideal vessel for infiltration, boarding, troop deployment, extraction, fleet security and stealth missions, the Prowler’s distinctive hull can not only hold 16 persons, but it can rapidly deploy them thanks to its series of airshield portals. While common today, airshields were first developed by the Tevarin and changed the face of war thanks to the ease in which their troops could move in and out of the Prowler.
Overall, the Tevarin’s expertise in shields far outpaced Humanities own as exemplified by the Phalanx Shield that comes standard with the Prowler. A point defense shield that provides a very strong but limited protective face, the Phalanx Shield was one of the reasons that the Prowler became such a significant defensive force when flown in a squad with shields deployed and its wide variety of defensive countermeasures at the ready.
In addition, the Prowler’s Grav-Lev plates give additional flight control when traversing along uneven surfaces. This comes quite in handy when trying to position the Prowler alongside a large capital ship or inside a planetary fortification. As does the remote turret positioned along the upper spine for full 360 offense.
From silently infiltrating an unsuspecting enemy hangar to charging in to get forces where they’re most needed, the Esperia Prowler is a piece of history ready to make a whole bunch more.
The Prowler is being offered for the first time as a limited concept sale. This means that the ship design meets our specifications, but it is not yet ready to display in your Hangar, fight in Arena Commander or fly in the Alpha. The sale includes Lifetime Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a Prowler poster and then once the in-game model is finished you will also be given an in-game Prowler mini ship model! In the future, the ship price will increase and the offer will not include Life Time Insurance or these extras.
Merchandise Sale
Disclaimer
Remember: We these pledge ships to help fund Star Citizen’s development. The funding generated by sales such as this is what allows us to include deeper, non-combat oriented features in the Star Citizen world. Concept ships will be available for in-game credits in the final universe, and they are not required to start the game.
Additionally, please note that the Prowler will be entering the ship pipeline now, it will ultimately be released after other concept ships have been completed. All decorative ‘flare’ items will also be available to acquire in the finished game world. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.
Cloud Imperium Games und Chris Roberts zeigten während eines Live-Streams zu Star Citizens viertem Geburtstag neue Videos zu kommenden Features des Weltraum-Spiels. Seht euch hier die spannenden Clips zu Großkampfschiffen, einigen kleineren Schiffen und…
Four years ago today the initial Crowd Funding Campaign for Star Citizen came to a close with equal amounts of exhilaration and exhaustion.
I am always humbled by the incredible response that Star Citizen received from space sim fans and PC gamers. The groundswell that swept up the project from its announcement and carried it forward ever since has been something the team and I have never taken for granted.
Thanks to all of your support, we’ve been able to expand the scope of Star Citizen to create a living, breathing universe. No other game tries to deliver the scale and fidelity that Star Citizen does with its detailed worlds that can have you walking through a dense jungle, wandering the dark alleyways of a futuristic city, landing on a space station orbiting a moon, or piloting a space ship across vast star systems teeming with activity, all from a seamless first person viewpoint.
Your contributions have enabled us to hire some of the best and brightest in the video game business. The planetary tech we showed at Gamescom and CitizenCon is a prime example of something that only became possible with your continued support. We now stand at four internal studios and 377 employees all dedicated to building the best game we can. We are not building something to be played for a week and then discarded, we are building Star Citizen to be an online destination that can grow and flourish for years to come.
With this ambition comes a price. Not just in the salaries of the hundreds of people pouring their hearts into the project, but in the unpredictability of the groundbreaking technology that we need to develop to achieve a game of this scale and detail. We have taken a lot of flak over the last couple of years for the extending timeline of Star Citizen, but the simple fact is that game development, especially game development on the scale of Star Citizen, is complicated. If you talk to any developer that works on large titles they will tell you that schedules, especially early in the development cycle, move all the time. Most people never see this because a publisher won’t announce a project publicly until it is very far along; normally at least in Alpha, with all the technology and gameplay R&D completed. Even then, the timelines can be unpredictable as can be seen in the delays on big name titles from publishers.
With Star Citizen, we never had the luxury of developing behind closed doors until all the technology has been built. We’ve been public since before we opened the doors of our first office in early 2013.
Having the participation and feedback from all of you as we build Star Citizen block by block is vital to making a game that will stand the test of time. Polish and iteration help make good games great and we have the opportunity to do this with the participation of an engaged and active user base. That’s a luxury that most other games don’t have.
Open Development does have its drawbacks. Not everyone understands the process or how difficult it can be. We have always tried to be open and share our progress. We refactored Around the Verse to focus more on developers showing and talking about their work to help give insight into the process. Our monthly reports have more information than any monthly report I had to do for Electronic Arts or Microsoft when at Origin or Digital Anvil.
The only thing we currently don’t share is internal estimates on completion and dates.
As you know we’ve not been keen to give hard dates on the project after the initial set of dates which we had estimated when the project was a lot smaller in scope. When I’ve talked about releases, I’ve always qualified any discussion of timing with “we’re hoping to” or “the goal is” to give a rough timeline for people, but unfortunately some people often tend to forget the qualifiers and treated my comments nonetheless as a promise.
Because of this we have been reticent to share our internal timelines, even with caveats, as it always seems to cause trouble; one section of the community gets annoyed because things are perceived as late while another gets annoyed wondering why we shared dates at all if they aren’t solid. Of course even when we don’t give dates we have yet another part of the community getting annoyed because they feel left in the dark and have no idea when the next build will drop.
Basically it is a Kobayashi Maru.
I’ve reflected long and hard on this dilemma and have concluded, to quote another Eighties film, “the only winning move is not to play.”
What if we didn’t give you just an estimated date, but instead shared our internal schedule? No filter, no hedging. You see what we see.
Whether or not to share this kind of information has been a long running debate among the team here at Cloud Imperium Games. Target dates are not release dates, and everything you see will shift at some point, sometimes slightly and sometimes wildly. The danger in doing this has always been that casual observers will not understand this, that there will be an outcry about delays every time we update the page.
We’ve taken stock, thought through everything and decided that, while that is a risk, above all we trust the community that has given us so much support. The community that has let us focus our passions on this incredible project. You have allowed us to take this journey, you have tracked and followed so much of how game development works… and now we think it is right to further part the curtain and share with you our production process.
So for Star Citizen Alpha 2.6 we’re going to share our internal schedule and its breakouts on a weekly basis. These are the very same schedules we update daily and are circulated internally on our intra-studio hand-offs with a few exceptions: the individual developer names assigned to the tasks will be omitted (for obvious reasons), we’ll remove the JIRA details and we’ll modify the technical wording to make it readable for a wider audience, but otherwise, when something changes, slips or is completed, you will know.
This schedule will always be available on the RSI Website and we will be updating this page weekly with a snap shot of our internal schedule.
We take the process of production very seriously and spend a lot of time on improving our ability in this area. Our worldwide Production Team is twenty-five strong and they are the backbone that drives our development forward. They work closely with developers to break down and create tasks, chase up task completion daily, update their respective team’s schedules, encourage and strengthen open communication by organizing meetings, agendas, and creating action items to help push the project forward day by day. The Production Team has many collective years with some of the biggest developers, publishers and games. They are like the rest of the CIG team, World Class.
Game development is, at its very heart, a process of constant improvement. We view our communications as part of this process, whether that means improving the quality of our videos or finding new ways to share information with our community. I hope you enjoy this new, even more detailed look at Star Citizen’s development.
If this initiative is well received, then we will continue this process as we move onto the next milestone.
The Anniversary Livestream
This afternoon, at 1 PM Pacific, we are kicking off the fourth Star Citizen Anniversary Livestream. If you’ve discovered Star Citizen more recently, the anniversary livestream celebrates the last day of Star Citizen’s original crowd funding campaign. Back in 2012, we celebrated the incredible support we received with a 24-hour livestream. Today, we have too much work to do to break from it for a full day, but we want to honor the spirit of the campaign by appearing live and celebrating our passion for what we’re doing.
The livestream will be followed by a weeklong sale. This year, we are patterning the event after an in-universe ‘air show’ called the Intergalactic Aerospace Expo. All of our companies, from Esperia to Aegis, will present their ship lineups with a different company’s spacecraft showcased each day (along with some special surprises you’ll learn more about during the stream). If you’ve missed out on a ship in the past that you’ve been itching to pick up, this is your chance; if you’re happy with your current fleet, I hope you enjoy some of the additional materials and content we have put together for the event.
With that in mind, I wanted to take a moment to address a common question: why we do ship sales.
First and foremost, I want to stress that the universe will always be open to anyone with a starter package. No backer is being asked to pay more to enter the game world or to unlock some otherwise unavailable endgame content. Your initial Aurora or Mustang is your ticket to a bigger universe where you can earn your fortune and make your name.
If you chose to buy an additional or bigger ship, you are doing this primarily to support the project. The backers that choose to purchase concept ships are helping us add top tier talent to the game, expand our development tools and facilities and give us the time and bandwidth to pursue the kind of pure creativity that continues to make this project so exciting.
The additional ships are rewards for helping expand our dream, to make sure we continue to go above and beyond what we set out to create. Every ship you can buy now will be available in the finished game, for purchase with in game currency. But early supporters receive some convenient rewards (such as LTI) and the option of having a different starting experience with larger or role-specific ship designs. We feel this is the least we can do for the portion of the community that continues to support us well past what they need to contribute to play Star Citizen. We feel comfortable with this exchange as Star Citizen is not a stats based MMO with typical end game content. Just like real life there is no real end game in Star Citizen. It is more about what you want to do. Do you want to be a fighter? A trader? An explorer? A miner? A pirate? Player skill counts heavily as well as the role the ship was designed for. There is no ship that will sweep all before it. Different ships are needed for different situations. Having an Idris does not mean you will crush all before you, but an Idris manned by a group of friends that work together will be formidable. However, it’s a pretty bad bulk cargo carrier or mining ship, and if you’re chasing nimble outlaws through a dense asteroid field, you’re likely to take quite a bit of collateral damage and be left in the dust.
The desire to continue to improve Star Citizen is also why we have begun offering an incentive to purchase a new concept with fresh money rather than melting a ship and using store credit. We offer backers a more comprehensive system for melting and refactoring their pledges than we had ever dreamed possible back in 2012, which is a system I believe no other game offers, and as a result you can often swap to a more favored ship without impacting funding at all. We built this to allow you all to be able to purchase a ship with confidence, knowing that if something you like better comes along you can switch out to it with minimal hassle and no loss. We do not intend to change this system, but maintaining it means that we need to find other ways to encourage new contributions rather than just recycling old ones as the continued funding means we can continue to make the game as good as it possibly can be. Going forward, these cash sales will focus on newly introduced concept ships and top tier limited capital ships.
Having said all this I want to reinforce that you should only participate in the anniversary sale as a way of supporting the project. There is no need to own anything other than basic starter ship if you just want to have some fun. You will be able to earn all the ships we offer in these sales once Star Citizen goes live.
With that, I would like to wish every backer a happy fourth anniversary and thank our subscribers whose additional support allows us to put on events like this. To all of you, Star Citizen is what you are making it… and you are making it something that I believe will provide an incredible escape to people around the world. Every day, we get closer to our shared dream of a living, breathing science fiction universe where we can immerse ourselves like never before. That’s the dream that keeps us working as hard as we can on this project and it’s something I hope you will continue to support and celebrate. There’s more work to do, but with every production milestone, with every community event, with every bright idea made code I know we are getting closer to that most important promise: we’ll see you in the ‘Verse.
Since the late 28th century, the Intergalactic Aerospace Expo has been the place for pilots, ship enthusiasts, and manufacturers to gather and celebrate the thing they love most – flying. The 2946 IAE is no exception. With universal premieres of brand ships like the Prowler, limited edition variants, and hard to find favorites on full display, this year’s Expo not only offers a lot to see, but arguably the widest selection for those looking to purchase a brand new ship of their own.
Check out the schedule below to start planning your week!
Day 1
For the first day of the sale, we are introducing the brand new Esperia Prowler concept ship, the limited edition Gladius Valiant and a range of ships currently being prepared for Star Citizen Alpha 2.6. Additional variants and existing ships from other manufacturers will be available each day for the following week.
The Gladius Valiant
Created as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Valiant pays tribute to famed defense pilot Condi Hillard for being the first Human on record to defeat a Vanduul in combat. This Gladius comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring her iconic ship.
The Ships of 2.6
The following ships will be available in Star Citizen Alpha 2.6 and will be available throughout the week. The lineup includes the Herald information runner, the 85X luxury runabout and the modular Caterpillar transport. You can learn more about all three ships in the video below.
Capital Ships
As announced during the anniversary livestream, a limited number of Idris-P and Javelin class capital ships will be available over the weekend. UEE War Bond editions will be available in four allotments to allow Citizens around the world an opportunity. Each allotment will include 200 Idris-P frigates and 50 Javelin destroyers. War Bond times are 3pm Pacific on Friday, 9pm Pacific on Friday, 3am Pacific on Saturday and 9am Pacific on Sunday. A final allotment which may be purchased with store credit will be available at 9am Pacific on Sunday.
SALE SCHEDULE
Day Two – SATURDAY, NOVEMBER 19th – RSI & GLADIUS VALIANT
Day Three – SUNDAY, NOVEMBER 20th – DRAKE INTERPLANETARY & GLADIUS VALIANT
Day Four – MONDAY, NOVEMBER 21st – MISC & HORNET WILDFIRE
Day Five – TUESDAY, NOVEMBER 22nd – ANVIL AEROSPACE & HORNET WILDFIRE
Day Six – WEDNESDAY, NOVEMBER 23rd – ORIGIN JUMPWORKS & AVENGER TITAN RENEGADE
Day Seven – THURSDAY, NOVEMBER 24th – EXOTIC MANUFACTURERS & AVENGER TITAN RENEGADE
Day Eight – FRIDAY, NOVEMBER 25th – AEGIS DYNAMICS & SABRE COMET
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Straight from annals of history comes one of the most legendary ships of the First Tevarin War, beautifully and meticulously recreated by the dedicated craftsman and astroengineers at Esperia. Designated “Prowler” by the UPE Navy pilots who first encountered it in battle, this Tevarin armored personnel carrier developed a fearsome reputation for infiltrating enemy stations and ships and delivering teams of Naulle, elite Tevarin boarders, to wreak havoc on unsuspecting Humans.
Now, centuries later, Esperia is making this unique ship once again available to collectors and military enthusiasts alike, preserving the feel and design of the Tevarin original while updating it to modern standards of efficiency and safety. And like all of Esperia’s ships, these are more than mere showpieces, these works of art were made to fly.
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There is a reason that the Prowler made its mark on history. At the time, the ship was one of the most advanced and cutting edge pieces of combat technology to grace a battlefield, and Esperia’s Prowler continues that tradition today. An ideal vessel for infiltration, boarding, troop deployment, extraction, fleet security and stealth missions, the Prowler’s distinctive hull can not only hold 16 persons, but it can rapidly deploy them thanks to its series of airshield portals. While common today, airshields were first developed by the Tevarin and changed the face of war thanks to the ease in which their troops could move in and out of the Prowler.
Overall, the Tevarin’s expertise in shields far outpaced Humanities own as exemplified by the Phalanx Shield that comes standard with the Prowler. A point defense shield that provides a very strong but limited protective face, the Phalanx Shield was one of the reasons that the Prowler became such a significant defensive force when flown in a squad with shields deployed and its wide variety of defensive countermeasures at the ready.
In addition, the Prowler’s Grav-Lev plates give additional flight control when traversing along uneven surfaces. This comes quite in handy when trying to position the Prowler alongside a large capital ship or inside a planetary fortification. As does the remote turret positioned along the upper spine for full 360 offense.
From silently infiltrating an unsuspecting enemy hangar to charging in to get forces where they’re most needed, the Esperia Prowler is a piece of history ready to make a whole bunch more.
The Prowler is being offered for the first time as a limited concept sale. This means that the ship design meets our specifications, but it is not yet ready to display in your Hangar, fight in Arena Commander or fly in the Alpha. The sale includes Lifetime Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a Prowler poster and then once the in-game model is finished you will also be given an in-game Prowler mini ship model! In the future, the ship price will increase and the offer will not include Life Time Insurance or these extras.
Merchandise Sale
Disclaimer
Remember: we are offering this pledge ship to help fund Star Citizen’s development. The funding generated by sales such as this is what allows us to include deeper, non-combat oriented features in the Star Citizen world. Concept ships will be available for in-game credits in the final universe, and they are not required to start the game.
Additionally, please note that the Terrapin will be entering the ship pipeline now, it will ultimately be released after other concept ships have been completed. All decorative ‘flare’ items will also be available to acquire in the finished game world. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.
Gareth Bourn hat Hello Games verlassen, wo er in den vergangenen Jahren unter anderem als Verantwortlicher für die Qualitätssicherung an No Mans Sky mitarbeitete. Neuer Arbeitgeber von Bourn ist die ebenfalls in England beheimatete CIG-Tochter Foundry…
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That tingle in your toes can only mean one thing. Your very own Callie C is back again with another delicious dosage of StarWatch waiting to melt your mind with the hottest happenings on the frostiest celebs. And thanks to you, our flotilla of fact finders scouring the ‘verse for the tastiest tips, we know the inside scroll before just about anyone else.
Point in case, this tidbit that just hit the waves from Kiel. Preparations for this year’s big Intergalactic Aerospace Expo are underway on Severus but it seems one notable ship lover will no longer be attending the event. The rumor is that host of Something Every Tuesday, Esen Landari, was all set to spend the week viewing the latest and greatest in all things flying, but a mix-up at the boutique hotel Bon V Bon led to her usual room being given away to lovable loudmouth and host of Galactic Tour, Jax McCleary. It seems that Esen refuses to stay anywhere else in town and would rather not go than suffer the indignity of less distinguished digs. The hotel refused to comment, but we wouldn’t be surprised if this one’s true. We’ll update you next week after the Expo to see how it all pans out.
Of course, the Aerospace Expo is far from the biggest thing happening this month. Since 2930, November has also been Imperial Tevarin Heritage Month but to be honest, it has felt more like a full on Year of the Tevarin with how much the Empire has been going crazy for our conquered cousins recently. Want proof? Just look at Suj Kossi’s successful senate seat snag. Without a doubt, everything Tevarin has been rapidly rising up everyone’s ‘love it’ lists and StarWatch is no exception. So for today’s episode, we’re going to be celebrating all things related to the UEE’s finest xeno-xitizens. It’s enough to make you say “Purge? What purge?”
First off, since we were just talking about the ship expo, what finer example of our hunt for authentic Tevarin experiences than Esperia’s brand new Prowler. This faithful reproduction of a centuries old Tevarin ship is set to premiere later this week on Severus, but it seems that some celebs couldn’t wait that long. Star sataball player Sam Tonvi arrived to last night’s match riding in his very own hot-off-the-production-line model. Guardian fans went wild as Sam and the full offensive squad jumped out of the Prowler to “board” the arena. Maybe the next step will be for a Tevarin to join their team.
And speaking of joining team T-var, this season’s freshest fashion is showing much love for the traditional garments of these people. The segmented color blocking, thick gold trim and wide pauldrons of DeNoNo’s recent collection are a fantastic homage to the Tevarin warriors of yesteryear. These are styles that would look fierce from the boardroom to the night club. Talk about being able to clear some space on the dance floor. Not to be left out, Venti also featured a new Tevarin designer, Kev, as part of their Generations campaign. While he was able to make a splash with his bold use of shimmering fabrics, even the most successful trends are bound to have their darker side. Let’s not forget the lesson designer Ralston Nado taught us all on how homage can quickly turn to horror with his poor decision to incorporate Tevarin symbols into his stint boots without fully researching their meaning. Turns out people don’t want footwear that says “I killed my father.”
The highlight of the heritage celebration has to be the former Tevarin homeworld of Jalan, or should I say Kaleeth, hosting a Tevarin Cultural Festival at the end of the month. Some of the recent artifacts discovered in Kabal will be on display along with a whole gaggle of artwork, crafts and music. Headlining the big concert at the Temple of Rijora is none other than Warbird whose bass player, Leej Kava, is aTevarin. This is the first concert they’ve done since lead singer David Mason got out of the hospital, so I have a feeling they’re going to burn the house down. Musically. Not in a culturally insensitive way or anything. There will of course also be a selection of Tevarin food to try such as koleevar which are these seedball things that sort of taste like peanut butter mixed with ketchup. They’re weird and delicious. Or at least weird to us Humans. On top of all that, Senator Kossi is expected to give a speech. Chances are it will be all kinds of inspiring for people of all species.
We have to take a quick break but to keep this Tevarin trend treading along, when StarWatch returns we will be going behind the scenes of the new drama Love Me for Now to talk to Nele Suti about what’s it like to be breaking new ground for Tevarin actors across the ‘verse and if the rumors of a budding romance with co-star Char Nawston are true? So much to talk about, so stay right there. See you in a sec.
In der Folge 3.13 der Serie Around the Verse behandeln die Entwickler von Star Citizen wieder viele verschiedene Themen, ein Schwerpunkt bildet aber die neue Charakter-Pipeline. Das neue System erlaubt Updates mit dem Ändern einer einzigen Datei über…
Our Los Angeles studio is the focus of this week’s Around the Verse. Chris Roberts and Sandi Gardiner host a super-sized episode featuring an update on the progress of 2.6, an extensive look at current Engineering tasks, and a special edition segment on the revamped character pipeline.
In der Folge 3.12 der Serie Around the Verse liefern die Entwickler von Star Citizen weitergehende Infos zu Star Marine, das inzwischen schon täglich getestet und anhand des eingehenden Feedbacks angepasst wird. Ein weiterer Schwerpunkt ist Blick hinter…
October had the Star Citizen dev team turned up to eleven, with CitizenCon and the upcoming 2.6 patch being the main drivers for the month. While we didn’t wind up being able to show off all our efforts on Squadron 42 (make sure to check out the special ATV episode for more details on that, our Homestead Demo highlighted a ton of new and upcoming features including V2 procedural planets, epic weather effects, and the appearance of a Valakkar – a massive sandworm native to Leir III.
Meanwhile, devs continued their push to get the 2.6 patch ready for release. From constant QA testing of Star Marine to a significant overhaul of the front end menu system, there are plenty of details below on what various teams around the world have been able to achieve these last few weeks.
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Cloud Imperium Los Angeles
Engineering
In regards to vehicles, the engineering team progressed steadily on Item System 2.0 and all that it encompasses. They also dug deeper into Object Containers and Object Container streaming, both necessary tech for further expansion of our seamless universe. Per usual, bugs reared their head and were successfully squashed, which aided progress on Star Citizen and Squadron 42.
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Our technical design team aided local engineers on implementing Item System 2.0. We also pushed forward on several ships, such as the Constellation Aquila and the Drake Herald, to bring them closer to flight readiness. Finally, we worked alongside the global team to keep the bug queue down.
Art
This month our character team grew, allowing us to make bigger moves on both character quality and deliveries. We took the Sand Nomad from start to finish, while also pushing the overall character pipeline forward. This included solid progress on clothing, other characters, and general pipeline improvements that will help make the best looking characters possible.
Narrative
Besides providing weekly lore posts, Jump Point magazine articles and marketing copy, the narrative team’s big push involved writing and capturing a ton of content for 3.0 in a mocapa shoot held this past month in London. Progress was also made on additional content for 2.6, the Galactapedia, new component descriptions, and all sorts of really secret stuff.
Quality Assurance
LAQA was front and center at CitizenCon this month with Vincent Sinatra playing the Homestead demo live at the event. When not tackling CitizenCon tasks, they did daily Item 2.0 tests and provided support to LA Engineering tasks.
Colby Schneider worked on Squadron 42, including the Vertical Slice, and supported LA Production when needed. Eric Pietro assisted the ATX team with PTU deployments for the Evocati. Between his sessions of bug hunting and regression, he also gave gameplay tutorials to some new hires who were eager to participate in our internal playtests. Finally, LAQA began interviews for a tester position, and hope to add a new member to our team soon!
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Cloud Imperium Austin
Design
This month we focused our attention on upcoming landing zones. Lead Designer Rob Reininger and Robert Gaither created blueprint level design docs that give a unique look and feel for various shops and services in Crusader, microTech, and Hurston. These blueprints provide the basis to generate requests to other teams, like clothing from the Character artists, so we can begin to populate these locations.
Pete ‘Weather Wizard’ Mackay has been trucking along on “Trade Slayer,” which is an end-to-end economic model of how an item gets created from mining commodities, refined, manufactured, and finally placed on a store shelf. He also aided UK Design in balancing FPS weapons and items for Star Marine, and has been finalizing the first iteration of “Price Fixer,” which will generate in-game values based on the characteristics and component costs for all of our ships and inform their pricing in persistent universe.
Lastly, Rob Reininger has been working closely with the UI team on the “Shopping Kiosk” GDD to create mockups and how that system would be interacted with. Once approved, it will be passed off to Engineering for implementation.
Art
Chris Smith and Josh Coons made good progress on their respective ships. Josh finished the Herald, which is now in QA testing, and has moved on to the Cutlass variants refactor to bring them up to our current standards. Following feedback from Design and Chris Roberts, he’s already progressed the ship into the Greybox Phase.
Meanwhile, Chris Smith completed his Final Art pass on the Constellation Aquila, which appeared in the Homestead demo at CitizenCon, and Emre Switzer worked on the lighting for the Star Marine maps.
Animation
Recently, the PU Animation Team tackled implementing a whole new set of background animations, such as characters interacting with datapads, using the PAW tool, getting in and out of beds/bunk beds, and eating at a mess hall table. These will be used in both Squadron 42 and the Persistent Universe and must work within the parameters for Subsumption Usables, which are nodes that AI navigate to and interact with.
Our Ship Animation Team supported animation tasks for the Ursa Rover, Drake Caterpillar and Drake Herald, while providing insight for ships like the MISC Prospector and Drake Buccaneer. We also added “combat speed” animations to the Retaliator, Merlin, M50, Scythe, and Freelancer. These new animations shave off valuable time when entering/exiting a ship.
Backend Services
Lead Server Engineer Jason Ely spent most of this month completely rewriting our Hub Server. This provides more scalability as our community and player base grows. Next, Jason is turning his attention to grander changes within the backend infrastructure to better optimize our services, among other things.
Sr. Server Engineer Tom Sawyer was busy optimizing the Lobby System and smashing bugs to make it flow smoother. As part of our Frontend Refactor, he wrote a new Leaderboard that will allow it to display in-game instead of just on the website.
Lastly, Ian Guthrie at Wyrmbyte has been busy creating admin tools for our servers. These new tools will give our Game Support Team more capabilities, including reserving a game master slot on a server, providing slash commands to better identify specific player info and presence, and allowing for better instance controlled testing.
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Throughout September and October, Don Allen and Todd Raffray lead the charge testing the Homestead Demo. Meanwhile, Andrew Rexroth and Tory Turner (with support from Tyler T) tested the Vertical Slice and provided other Squadron 42 support. Scott McCrea, Brandon Crocker and Matt Gant focused on Star Marine. The team also tested and deployed multiple 2.5.0 builds for the Evocati to test and provide initial feedback on a number of ship-balance changes being considered for 2.6.0.
Bryce Benton started rebuilding the QA documentation on server stability diagnostics and bugging. He and Katarzyna Mierostawska also worked with our UK team to test and verify several new automation tests. Jesse Mark assisted in building a new set of web dashboards for the LiveOps and NOC teams. While Michael Blackard and Elijah Montenegro assisted the Austin Animation team with new ship enter and exit animations.
Game Support
This year for CitizenCon, we provided support both onsite and at the home office, as there was a need to help both attendees and all of our players take advantage of the Polaris and/or combo sales. We also spent a lot of time on Evocati Test Flight and doubled the size of our volunteer group. The Evocati, a.k.a. The Avocados, now numbering over 800 people, includes members from 40 countries and speaking 18 different languages. This group playtested a full game balance pass and provided us with tons of data that will inform changes in 2.6.0.
We also hired a few people, as we grow and scale along with the needs of the service, and are excited to be closely collaborating with the Customer Service team. In time, we’ll unify our teams to provide a better level of service and quicker response times. Finally, we cross-trained our ‘base’ team. They will be the foundation of a much larger organization needed once Squadron 42 and Star Citizen are closer to launch.
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IT from all studios came together to support the CitizenCon show in Los Angeles. Prep work took weeks and after the show, it took another week to re-organize the equipment. We’d like to give special thanks to all the volunteers who provided tremendous support with setup, teardown and packing of all show related equipment.
IT also supported a number of developers who converged in LA for the final preparations. Dennis Daniels, LA’s IT Manager, worked directly with Mike Jones, IT Director, and the rest of the staff to oversee the builds of over a dozen matching computers used for the final development polish, testing and the presentation itself. The computers used included:
ASUS X99-A Motherboard ASUS STRIX 1080 GPU
Intel i7-5820 CPU
64 Gig Corsair Vengeance RAM
Corsair H55 Cooler
Intel 750 Series 1.2 TB PCI-Express SSD provided by Intel.
LiveOps/DevOps
In October, the LiveOps/DevOps teams delivered around the clock build and deployment support for CitizenCon. We acted as the gatekeepers controlling each branch and their respective build timings so there would not be conflicts preventing replication to the dev teams around the world. After CitizenCon the team shifted focus to live server infrastructure optimization and patch size reduction. The goal is to deliver smaller patches, and every single member of the team is now committed to this task.
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In case you hadn’t heard, CitizenCon happened this month. This awesome event kept us busy, as we produced all the great artwork and designs for the RSI Polaris. We also started on a new MISC ship and Banu archetypes, wrapped up the first round of the Esperia Prowler, finished a Kastak Arms sniper rifle and pistol, and the usual smattering of ship items and props.
The Environment team had a wide range of tasks waiting for them. We worked to bring a captivating mood to two Star Marine maps. We also collaborated with our DE studio to ensure both art and engineering have what they need to make our planets look even better and allow us to more easily integrate assets. As work continues on the microTech, Crusader and Hurston landing zones, it is important our planets work well with the different settings these each have.
The DE studio designers also supported our artists on brand new ideas such as surface outposts, modular space stations and satellites. These are the bread and butter of what players will be visiting, so we hope to show more of this soon! Finally, we are hard at work on S42. All of our levels are in final art and we are gearing up to unveil what we have been doing with the Vertical Slice, which will be the first true look into what we are doing across S42.
Let’s not have the Environment team hog all the spotlight. The ship team was busy with the Drake Herald and Vanguard Hoplite for 2.6, both of which are flight ready and testing with QA. The team was also busy with capital ships and are in the final phase of closing out the Idris, Javelin and Bengal. In addition, we have started development on the Vanduul Hunter! As the Driller wraps up, we can take a lot of what that team has done and apply it to the next Vanduul set of ships so these get done faster.
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The graphics team focused on several new features this month, including rotating asteroids, physically accurate spot light falloff (important for headlights and torches), and a complex shader-glow effect for alien spaceships. We’ve also started on a major rework and unification of the shadow systems. It will vastly increase the number of simultaneous shadow casting lights we can support, while providing higher resolution shadows and improved performance.
Props
The last month was hectic but rewarding. CitizenCon also provided the added bonus of highlighting areas of the pipeline to be improved and refined. A large amount of work also went into Squadron 42, the “low tech” set continues to grow, and we converted some older assets over to the new material system, which looks great and is much more efficient.
The dressing asset library (think handheld sized props) continued to grow. Destructible props are being worked on now, so soon you’ll be able to shoot exploding barrels, blow out lights and windows, and create mayhem!
Audio
Besides setting up the music-logic system and cinematic cues for CitizenCon’s Homestead demo, the audio team also did work on ambience, scavenger voices, the epic sandstorm, and more. Work on Star Marine included setting up the music-logic system, ambience and SFX support, grenade bounce work, and bug fixes.
The team also refined various ships, like the Dragonfly and Caterpillar, and refactored the Xi’An Scout engines. Improvements were made to quantum drive, ship weapons, and player death. The music system was reworked to support multiple concurrent music suites so there will be seamless music throughout the game. The cinematic flow node was made more robust, and the audio dynamic range changed to a dropdown box with three choices. Amongst many other things, we also improved workflow and collision interpretation with the goal of different clothing, armor, and weapons making specific sounds when bumping or scraping various surfaces.
Quality Assurance
QA focused on Star Marine and really put the control game mode through its paces to weed out some nasty crashes. We tested the new music logic system, which really adds drama to the experience. With new ships coming in, like the Vanguard Hoplite and Drake Herald, we made sure they match the exacting standards required of spaceflight ready machinery!
In addition, sweeping balance changes for the flight model, shields and ship weapons kept us extremely busy. 2.6 adds a huge amount to Star Citizen and we’ve enjoyed our part in bringing it to you!
VFX
This month VFX did clean-up and optimization of Arena Commander in preparation for Alpha 2.6. The team also worked on the Herald and Vanguard Hoplite, which will be making their flight-ready premieres in that patch. We made effects improvements on both ships and also updates (including shader fixes) to FPS weapons. We also worked on general ambient VFX for Star Marine levels as well as bug fixes and particle library/texture cleanup.
For the Homestead demo we supplied ship contrails (fully driven by code/data), general ambient effects (sand, debris, weather), weapon improvements (including blood impacts), and upgrades to Dragonfly explosions and Ursa Rover effects. In addition, atmospheric entry VFX are now fully driven by code/data. Last, but not least, we also continued R&D for planetary VFX automated placement.
Programming
For 2.6.0 we completed a large overhaul of the camera system and unified code between the different modes such as the chase, orbit, passenger and spectator cameras. This allows us to have more dramatic and cinematic cameras, and provides more control over DoF, FoV, operator shake, point of interest and zoom.
2.6.0 also contains big changes for the lobby UI. Now you can change your loadout without having to go into the hangar. We’re also investigating a new “mega map”, which would allow you to go between Arena Commander game modes and environments without having to load in/exit out of the maps.
Animation
We did a lot of work in Star Marine, implementing looting animations for weapon pick-ups, working on grenade functionality and visuals, and bringing legacy weapon reloads up to our current quality standards. Must say, they’re looking quite nice in first person.
Beside general bug fixes, we also captured assets for stealth kills from various angles and combat ready AI responding to noises. There was also work done on AI combat animation sets. Most of it was focused on enter/exit cover, blind fire, and under fire.
Design
In October, the UK design team have been split between 2.6 and Squadron 42.
The ‘Live Team’ added mission content for Crusader (including many secrets). We put in new asteroid tech that vastly improved the ring around ‘Yela’, tweaked station security, and bolstered the belt with improved wreck sites. There were widespread Arena Commander upgrades as well, including persistent missile inventory between deaths, pickups and Pirate Swarm rebalance and improvements.
Squadron 42 designers worked on various elements of the Vertical Slice. This section of gameplay was deliberately picked as it contains almost all aspects of gameplay required overall, but also lacks major spoilers. The intense focus on this section is paying dividends in terms of fixing issues that can sometimes persist late into the development cycle.
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At the start of October, the team focused on HUD & UI needs for the planetary demo showcased at CitizenCon. Since then, the entire team has been working towards the UI needs for 2.6. This involved a significant overhaul to Star Citizen’s front-end menu system. It affects the game lobbies for Arena Commander and Star Marine, new in-game leaderboards, and provides a much needed visual update to the main menu and pause screens. We hope this overhaul will present a much improved end-user experience, especially for new players.
Aside from the new front-end overhaul, we also worked with the Character team on creating new first person helmets & HUDs that will have their own individual look and feel. We want the game-mode specific UI to function properly and be visually consistent with the rest of the game UI. Finally, we supported the environment team with ambient screen assets & animations, which gives some life & movement to our environments.
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Foundry 42 DE
Programming
A large amount of this month’s work focused on getting the code for CitizenCon where it needed to be, in combination with our global road map. We did a lot of work on the current ecosystems, vegetation and object spawning, as well as terrain blending. We worked on the vegetation rendering to further improve the performance on CPU. The atmosphere received some attention, including work on cloud modelling and shading, as well as really good progress on improving the visual quality of ocean rendering. We focused some time on occlusion culler optimizations and Physics improvements in conjunction with the local grids. We continued work on our internal Planet tools, iterating on a constant basis with the Environment art team. Finally, we improved the accuracy of our facial rigs and wrinkle map triggering/blending.
AI
A large focus for AI this month has been on Squadron 42 functionalities. For Subsumption, we added several new tasks that can be available to the primary and secondary subactivities and the future mission logic. To give you an idea of the functionalities we exposed here are some names of the implemented tasks: MoveToTarget, SetAimStance, SetStance, LookAround, GetTargetForEntity, DisableLookAndAim, PeekFromCover, EnterExitVehicleSeat, AttachObject, DetachObject, SelectGadget, StartTimer, HasTimerFinished, SetCurrentTime, TimeComparator, RandomNumber, PickUpItem, AddItemToInventory, SetEmotion, LoopWhile, AnimateOnSpot, PerceiveFactionMask.
We also added a personal logger; a system that allows each NPC character to log some information useful for us to debug their state and behavior decision process. We also progressed on the implementation of the first pass of the combat behavior into Subsumption. The cover system was improved to correctly work in non z-up environments, and we extended it to allow cover surfaces to be stored into the zone system.
Character movement was also a big focus. We refactored the pathfollower to add the ability of raycasting on the navmesh to correctly identify possible shortcuts. We also made fixes to the collision avoidance code, including the ability to recognize the player as an entity so it can be avoided by AI characters.
For NPC characters, we reintroduced the pseudospeed calculation in the game code, so that Animators and designers can correctly use Mannequin to select animations based on the AI’s current movement speed. We also developed an Emotion component that will become the central place to drive the emotional behaviors of each character. Of course, the information of the emotion will be driven by the relation the NPC has with the character they are interacting with.
AI Spaceships can now correctly request the usage of both the quantum travel and the afterburner, and those requests can also be triggered by designers. The latter can now also request AI space vehicles to target characters and leave a formation without requiring it to be fully disbanded.
Design
Last month, the entire system design team travelled to the UK to help with CitizenCon. Since then, we are putting what we learned to good use and readjusting some of those systems to improve the quality and make future production faster. The Landing system also received attention, as we continue to refine various landing scenarios such as pilots landing (either on pads or in hangars), docking (either with stations or other ships), and how this looks in-game (e.g. take off procedures, requesting permissions, landing queues, etc.)
The Level Design team worked on space station locations for the 3.0 release. A lot of progress has been made in designing a modular system for building space stations and cross disciplinary conversations have moved this forward. The earlier work on modular surface outposts and modular satellites is continuing with Level Design and Art working closely together.
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This month we optimized the Resource compiler process, which currently takes up the most time in our build process. The idea is to run RC through waf (a Python-based build framework) and then distribute it through IncrediBuild. This system will then be hooked up to the new patch/pak system, which is close to being finished. We also provided the usual Tools/Build support to keep things running smoothly.
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Frankfurt’s Environment artists spent the majority of their time generating the ecosystems that were shown at CitizenCon. As seen in the demo, we created five unique ecosystems within a short amount of time, with a good amount of trial and error along the way. Now we are working closely with the Engineers and UK artists to create additional assets and terrain types for more unique looks and systems.
Cinematics
At the beginning of October, the Cinematic team finished work on the planet v2 “Homestead” demo for CitizenCon. For it, we created a camera path that should probably qualify for a world record since it went from high orbit above Leir III into the planet’s atmosphere and then travelled hundreds of kilometers towards the Homestead site. We also built all cinematic moments for the demo, as well as various dressing and lighting efforts.
Alongside Homestead, dozens of in-cockpit and in-helmet comms were prepped for Squadron 42. Ongoing PCAP to AI animation R&D was done by Jason Cole and Ivo Herzeg, as well as the AI team and designers, with the goal of making Look IK and AI locomotion blend fluidly in and out of narrative performance captured story scenes. As a little side project, we also created a 3d logo reveal for the upcoming Star Marine release.
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Last month the ship weapon artists were mainly focused on ship missiles. The existing missile assets were optimized and polished and a handful of new variants added.
The FPS team was busy with grenade variants, as well as building iron sights for the Behring P8 weapon family. Here’s a small preview of the incendiary grenade.
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For DE QA, once everything calmed down after testing S42 and Homestead for CitizenCon, we resumed our normal activities with test requests ranging from the Engine and Star Marine, to Physics based testing with ragdolls using Gravity boxes and Gravity Areas, as well as checking zone transition changes to interior physics grids. QA Engine Specialist, Melissa Estrada, also appeared in Around the Verse episode 3.11 DE where she shared insight on the life cycle of a test request – how it goes from start to finish and prevents new issues from being introduced into a working build. You may have also caught a sneak peek of the Physics based test request being worked on by Chris Speak using Gravity boxes and Gravity Areas. Being part of ATV this month was an exciting experience, and QA was happy to share the work we do with the community!
In addition to test requests, Glenn Kneale also worked closely with the AI team on Squadron 42, as well as the UK QA Star Marine test team. We wrapped up the month with in-house play tests with Chris Roberts, Erin Roberts, Todd Papy, and Ian Leyland to review Star Marine’s current state and obtained valuable feedback.
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The Frankfurt VFX team focused on effects for CitizenCon and Squadron 42, including various environmental effects such as clouds, heat refraction, sand blowing in the wind, falling rocks and dust around the canyon and the crashed ship. The demo also required several unique bespoke effects like the IED explosion that hits the rover, the sand eruption for when the worm emerges from the ground, and the massive sandstorm. Several of the effects required us to work closely with the cinematics and animation department. This included the sand falling off the worm’s body and the spit effects as the worm roars at the camera.
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BHVR
Art
We’ve been focusing on some major upcoming milestones and are putting a lot of effort into showcasing the diversity of the Star Citizen Universe with a variety of planet climates, architecture, and overall story of the different locales. We’d like to share some of the current progress on locations being constructed for the Stanton System as they compare to early concept art below. These are all work in progress images, but the Stanton locations are coming together quickly thanks to the building blocks we’ve been constructing.
Hurston is a desert mining world, controlled by a powerful corporation. Life on the planet is harsh, and people working there live no better than indentured servants. Reflecting the condition, the architecture of the planet generally exhibits significant wear and tear. Daily life is constantly monitored by the planet security, a prospect reminiscent of Orwell’s 1984.
Our second planet is microTech, an arctic environment. The natural conditions of the planet are inhospitable and domed cities were constructed to ward off the natural hazards. Inside the domes, cleanliness, technology and simple elegance are the theme of the architecture. Transparent glass is the most prevalent building material, reinforcing the architectural themes with interactive technologies and a view matching the environment’s color scheme.
We are also working on Crusader, a gas giant with a city built on the clouds. The city consists of multiple floating platforms that are long and slender in nature. Between buildings, ships traverse through the skyline. Structures on top of the platform contain varying elevations, allowing breathtaking vistas to surprise the players in between silhouettes of buildings.
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Turbulent
Communication Platform
At CitizenCon we finally revealed the new community platform we have been working on. “Spectrum” was designed to integrate forums, chat, and other key features into one streamlined platform. The initial launch will be a web application, but subsequent releases will include more functionality, such as a fully integrated in-game overlay and voice chat. Looking further into the future, you will even be able to launch the game from Spectrum.
Ship Happens
October was a very busy month for ships! The RSI Polaris, a military-style corvette, went on sale at CitizenCon and was met with great interest. Simultaneously, a number of other ships and ship packages, many with a militia theme, were made available. CitizenCon also kicked off a backer-only free fly which included all flyable ships. After that ended, we launched another free fly that was open to anyone who wanted to try Star Citizen, showcasing the Super Hornet as their trial ship!
RSI Newsletter
The official Star Citizen newsletter saw an overhaul as we moved away from the standard RSS news update, and into a new layout that favors curated content and more information from the community as a whole. Not only does it include each week’s top stories, but it also recaps updates for RSI Subscribers, current promotions, and showcases top Arena Commander pilots, fan creations from the Community Hub, and sometimes, brand new content you’ve never seen before!
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Community
What. A. Month. I really don’t know where to start. The month of October was nothing short of EPIC!
We had an unforgettable time meeting many of you in San Diego at the TwitchCon Bar Citizen. Great food, great drinks, great people. And then there was CitizenCon. The amount of support you all gave us was incredibly humbling and an experience we won’t soon forget! We have said it before and we’ll say it again: having the opportunity to interact with all of you REALLY recharges the ol’ battery. The conversations, memories, stories, and moments we shared have us fired up and focused on 2.6, 3.0, and beyond!
And if the official CitizenCon was not enough, the Star Citizen community in Germany organized and held their very own CitizenCon event as well! Alongside almost 500 citizens that attended the event, some of our own from Foundry 42 Frankfurt showed up and had a blast getting to speak on panels and meet everyone. I could go on, and on, and on about how much fun we had with all of you, but I’ll save us all some time and simply hope that you all understand how much we appreciate your support.
On the streaming front, it’s become difficult to keep up with the amount of new podcasts and Star Citizen Streamers! This is a problem we are okay with having. We spend a lot of time interacting and lurking on Twitch, and it has been heartwarming to see many of the veterans answering questions, creating adventures, and fighting the good fight alongside our newer backers.
On the Community Hub front, you all have successfully made choosing MVP one of the most difficult tasks of our week. The sheer amount of new content we have being posted is overwhelmingly awesome. From a full size 3D printed Behring P4-SC Rifle by RiceMaiden, to another hit piece of music by the legendary Uthos Riley, we are having a blast sorting through all submissions flowing in, so keep them coming!
Thank you all for making October one to remember. We can’t wait to see what you all come up with in the month of November…
The Wrap-Up
Looking Ahead
Thank you all for an incredible month. There’s plenty more work to do, so we’re going to keep working hard on Squadron 42, SC Alpha 2.6, Alpha 3.0… and beyond.
In two weeks, we will be kicking off our yearly Star Citizen Anniversary Livestream, which celebrates the end of the original Star Citizen crowd funding campaign. The event is going to focus heavily on our ship pipeline, and there will be plenty to see. Tune in or catch it later in this space!
Chris Roberts and Sandi Gardiner host this week’s installment of Around the Verse. They provide details on the status of 2.6 before heading to Austin for a studio update. There’s also a look behind the scenes at what it takes to get animations from the performance capture stage into the game.
Dass man als Fan des kommenden Weltraum-Traums Star Citizen viel Geld für den Kauf von Ingame-Raumschiffen ausgeben kann, darüber hat man hin und wieder schon gelesen. Doch dass man mit dem Handel dieser Schiffe sogar zu einem echten Auto kommen kann,…
Our Frankfurt office is front and center in this week’s Around the Verse. Brian Chambers provides a studio update, and the planetary tech team does a deep dive into some of the cool features planned for future releases. Plus, get an update on Alpha 2.6 from hosts Sandi Gardiner and Forrest Stephan.
Alle, die gerne in Star Citizen hineinschnuppern möchten, ohne dafür Geld zahlen zu müssen, dürfen sich freuen. Cloud Imperium Games hat bekanntgegeben, dass alle Interessierten im Zuge der Free Fly-Kampagne bis Ende Oktober umsonst spielen dürfen. Dazu…
In der Folge 3.10 der Serie Around the Verse liefern die Entwickler von Star Citizen weitergehende Infos zur Polaris, zum Ursa Rover, zum Kamera-System und zum Sound-Design.
Die zehn meistgesehenen Videos der vergangenen Woche findet ihr übersichtlich in diesem Artikel versammelt. Darunter sind exklusive Gameplay-Videos, Trailer, Fun-Videos und Making Ofs, die wir diese Woche veröffentlicht haben.
Die CitizenCon 2016 hielt viele Neuigkeiten für Fans von Star Citizen bereit. In einem Video-Zusammenschnitt zeigen die Entwickler die Arbeiten vor dem Community-Event und gewähren somit Einblicke in die umfassenden Vorbereitungen. Zu den Highlights der…
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The United Empire of Earth’s newest light capital ship is here, and you’re welcome aboard! The hotly anticipated RSI Polaris premiered at CitizenCon 2946 and today we’re happy to continue the Q&A series by answering your burning Polaris questions in this second and final part.
The Polaris is a nimble corvette-class capital ship that packs a powerful punch with a full armament of turrets and torpedoes. Intended for use as both a naval patrol ship and to serve as the flagship of militia operations, Polaris has the capacity to perform search and rescue operations, light strike missions and general security patrols. The Polaris includes the facilities to repair, rearm and refuel a single fighter, light bomber or support ship.
Special thanks to Steven Turberfield for taking the time to answer these questions for us.
Question & Answer
If I wanted to use the Polaris to haul cargo, can I use the hangar bay for that? What about swapping out the torpedoes for additional cargo space? If so, how much cargo do you anticipate can fit using all the space available to me?
The torpedo bay is non-modular, and will not be replaceable, as the ships main purpose is to bring firepower. Strictly speaking, you can put whatever you want inside the hangar bay as long as you can make it fit, but the issue you may run into is the lack of cargo plates, like the ones found in the cargo hold, that allow you to attach your haul to the ship. You may find that cargo floating away when the hangar doors open in zero G. While we may investigate after-market options to prevent this from happening in the future, there are no plans to do so at this time.
The other two capital-class ships like the Idris and the Javelin come with an Argo. Will the Polaris also come with an Argo?
There are no plans to include an Argo at present.
What do you mean when you refer to the Polaris as being “versatile?”
The Polaris will be versatile in the way you will be able to use it for things such as Strike Missions, Search and Rescue, and general patrol. But in addition to this, Cargo facilities will allow movement of haulage and the hangar essentially will allow you to carry a range of different smaller ships to areas outside of their usual reach.
Since the Polaris is intended to be a “self-sustaining combat platform” and “capable of extended deployment without resupply” does it have a medical facility or Captain’s quarters?
I can confirm that both a captains quarters (and secondary quarters for the fighter pilot or second in command) and also a small medical bay are indeed present on the Polaris. In addition to this, the Polaris has capacity for a large stockpile of 24 Torpedoes, as well as another 4 ready loaded for launching.
What makes the Polaris more than, “just a better Retaliator?”
The ability to have another ship in its hangar is the obvious one, plus support for a whole crew. Along with the ability to carry cargo without the need of a module, essentially meaning you do not lose any existing features for it. Other than the engineering post of the Retaliator, it only supports the pilot and a few gunners, the Polaris can let a whole strike team work together at maximum efficiency. Generally speaking, it fills a similar role, but on a much larger scale, and carries with it the presence of a capital ship as well as extra facilities that support the diverse skill-set of its crew which goes beyond piloting, gunnery, and the firing of torpedoes. The cargo hold can be used for mission-related supplies such as spacesuits, ammunition, repair supplies, medical equipment, and other things that make a sustained, more self-sufficient deployment possible without compromising its offensive capability, as well as prepare the Polaris for a broader range of contingencies than only torpedo delivery.
How modular is the ship? Can the torpedo, hangar, and cargo bays be replaced? If so, with what?
There are no plans for these large, internal spaces to be modular. We expect the Polaris to have the same customization options found in most ships utilizing the component system.
What can you tell us about the cockpit view? It appears to be obstructed in much the same manner as the Constellation. What is the reasoning for this?
The Cockpit glass is essentially a callback to other RSI ships, basically a signature style. While the struts are present, the overall size of the glass coverage will allow great wide angle views for the bridge and turret crews.
Does the Polaris carry any fixed weaponry? There is conflicting data between the ship page, the matrix, and the brochure about how many turrets are manned and unmanned, fixed hardpoints, etc.
The current planned weaponry loadout for the Polaris is 4x S10 torpedo launch tubes, 6x Manned Turrets, 1x Remote Operated Turret on the Nose (controlled from the bridge) and 1x Automated Lower Rear turret. Apologies for any confusion, if there are discrepancies on the site we will adjust them.
Could we fully repair and refill any ship that fits inside the hangar bay?
Refill and restocking will be an option, and some degree of repair is possible; the hangar has enough room for technicians and repairmen to walk around the ship and use portable repair tools and onboard supplies to repair damage to a greater degree than a lone mechanic on location in the field, but it’s not quite the same as a Crucible’s fully equipped workshop. You should be able to perform patch jobs and repairs, but if the ship comes back really wrecked, you’ll want a find a proper repair bay or Crucible for a full repair.
Will Polaris have any other rooms not shown on layout?
Rooms not listed in the brochure include an armoury, med bay, brig, Captains Quarters and secondary quarters for the fighter pilot or second in command.
Reverse the Verse: Post-CitizenCon Special Edition
Following a successful CitizenCon, Eric Kieron Davis hosts a very special edition of Reverse the Verse where an all-star cast of developers answer your questions. See what Chris, Erin Roberts, Tony Zurovec, Brian Chambers, and John Erskine have to say about CitizenCon and the future of Star Citizen’s development. Also, Ben Lesnick provides a post-CitizenCon community update.
Anfang der Woche veröffentlichte das Entwicklerteam von Cloud Imperium Games im Rahmen der CitizenCon 2016 neues Gameplay zum Weltraum-Spiel Star Citizen. Nun wurde das präsentierte Material - mit einer Gesamtlänge von 30 Minuten - in verbesserter…