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Lead Technical Designer Kirk Tome joins Sandi Gardiner on this week’s episode to share a detailed look on level design. Studio Director & Global Head of Production Erin Roberts reports on the UK’s progress in this week’s studio update.
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What a great weekend.
Community Manager Tyler Witkin and I went up to PAX East this weekend to meet up with backers, broadcasters (and even geek out over some other cool games) and had a blast. It’s always a highlight of my job to meet you guys in person, discuss the things you’re passionate about, and see you mix with other backers you otherwise might never have met. I think the next big event between now and then is the ever looming Gamescom, but that’s still so far away and maybe I can sneak myself into a few Bar Citizen events between now and then…
This week, we have some fun treats in store, including another special edition of 10 for the Chairman with special guest, Tony Zurovec. Chris and Tony address 10 questions submitted from and voted on by our development subscribers. The topic for this special edition is Professions in Alpha 3.0, with an emphasis on Cargo and Mining mechanics. You won’t wanna miss it.
Before that happens, Cherie Heiberg takes the hot seat in this week’s Quantum Questions, including dropping a major hint about our next concept ship coming down the pipeline, and Thursday’s ATV brings us the monthly studio update from the UK studio, which is always certain to impress.
Finally, on Friday, Tyler and I return for another Happy Hour broadcast. We’ve spent the last month experimenting with a rotating format for the show, most recently this last Friday with a return to the live interview format with Sean Tracy, Steve Bender and Jake Ross. We’ll continue this rotation in the future with additional installments of Gamedev, Museum, Interview, and more.
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This week’s theme returns to “Storytellers,” those fan-fiction creations that see to further flesh out the potential Star Citizen universe. From prose to webcomics to video-series, storytelling is at the very heart of the Star Citizen experience, and what we have for you this week is just a small sampling from the way-back machine of fan fictions created in Star Citizen’s past.
So take a look, and don’t forget to check the Community Hub for all the latest contributions and upvote your favorites. You just might see them here in the near future.
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Submono starts us off with Here Be Dragons which tells the story of a wayward pilot and his visual anomaly. In-between two jump points a pilot and his Freelancer are suddenly surrounded by glowing beings that appear to be sardine shaped. The pilot then turns off the Freelancer’s systems and seemingly floats with these new creatures. A story created from the desire for Star Citizen to be a wondrous place, Here Be Dragons is a fantastic short story.
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Next up we have this entry from Sutuul called The Blackjack Gang. Sutuil tells the story of a brother and sister that have joined a gang with cards of the deck carved on their helmets. While the story is short, it’s a fun adventure set in Star Citizen’s universe.
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Tem Barone created a number of Choose Your Own Adventure stories back when where at the end of each entry, readers were given three different options of how the story will continue. It was a fun chance for the Star Citizen community back then to direct the outcome of his series.
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The Adventures of Rooster and Zan told the story of two lifelong friends traveling the ‘verse in a Cutlass. Initially started as a few guys trying to make a profit, the story eventually spanned multiple chapters.
Derzeit findet zur Spielemesse PAX East wieder ein Free-Flight-Wochenende in Star Citizen statt. Wer daran teilnehmen will, der kann sich mit einem Code sogar kostenlos den Sabre-Jäger holen. Zudem spricht das Entwicklerteam unter anderem über die…
Chris Roberts and Sandi Gardiner learn how art and tech intersect to create the various weapons in Star Marine. The Austin studio details their progress in this week’s Studio Update. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions
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We say it every week, but it continues to stand true: It’s been an eventful and exciting week!
Last week, Cloud Imperium Games staff attended GDC 2017 where we represented Star Citizen at the Amazon Lumberyard booth. It was a fantastic experience where we met backers, students, industry professionals, and hundreds of first time pilots. I’d like to take a moment to thank all of the volunteers who worked tirelessly to help operate the booth. We could not have done it without you!
So, what’s going on this week?
Monday brings another episode of Citizens of the Stars, a show that revolves around the incredible Star Citizen community. Will Development Director Brian Chambers become the new Quantum Champion? You’ll have to watch to find out!
Every Tuesday, another lore post is released, expanding the lore and narrative that makes up the Star Citizen universe and this week is no exception! If you’re interested in immersing yourself in our vast universe, these posts are for you. You can also browse previously released posts here.
If the lore post is not enough, you won’t want to miss this Wednesday’s detailed episode of Loremaker’s Guide to the Galaxy, where Senior Writer Will Weissbaum explores the Kiel system. And if you find yourself still craving more, make sure to head over to the Ark Starmap to explore all corners of the Star Citizen universe.
Thursday brings a new episode of Around the Verse, fresh and hot off the press. These episodes grant us a great opportunity to peek behind closed doors, deep-dive the complexity that is game development, and get to know the people working tirelessly on the project behind the scenes.
On Friday, Community Manager Jared Huckaby and myself will be heading to Boston for PAX East. Look out for us on the show floor all weekend long… we’ll have some goodies to hand out while supplies last! We are also looking forward to spending Saturday evening with all of you attending the community organized Bar Citizen event. You can find all the details about that event here.
With the Community Team away at PAX East, we are exploring some alternatives for our weekly livestream. We’ll have an update on that later in the week. As the saying goes, the show must go on!
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This week’s theme is “Screenshot Citizen.” No matter where you go.. the forums.. the Community Hub.. Social Media.. you have most likely seen a massive influx of beautiful screenshots in the Star Citizen Universe. Star Citizen Alpha 2.6 brought an abundance of new camera controls, empowering creative citizens to capture stunning moments in the ‘Verse, and we couldn’t be more excited! Below you will find a few that stood out to us as being especially epic. Don’t forget to check the Community Hub for more and upvote your favorites. You just might see them here in the near future.
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Narayan has managed to position himself perfectly to capture the eclipse of Yela. We can’t imagine the effort capturing this beautiful moment took. Fantastic job!
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This image by Dr_Krueger captures the scale of the Constellation Andromeda perfectly. I don’t know about the rest of you, but I had to load up 2.6.1 and take my Connie out for a flight after coming across this beauty.
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Meet the A4A Hurricane, a fighting spacecraft that packs a deadly punch into a slight fuselage. The spacecraft compensates for its lack of creature comforts with its powerful armament, boasting six guns capable of blasting their way through nearly anything. Hurricane pilots have yet to find an enemy shield they can’t knock down.
These questions were submitted by backers to the Anvil Hurricane Q&A thread on Spectrum, and were selected based on the amount of upvotes received over the last week.
Special thanks to Calix Reneau, Kirk Tome, and Steven Kam for their efforts providing answers to these questions.
Questions & Answers
So faster than nimble but only a single Size 2 engine means it is damn slow. All other ships in that size have two Size 2 engines. And because of that it’s so low nimble that every capital ship can turn faster right?
The Hornet series, a cornerstone of the dogfighter universe in Star Citzen, also has a single Size 2 engine, while being 50% heavier, which should pay dividends on the Hurricane’s speed. With regards to capital ships, it’s important to keep in mind that in the new item system, capital ships use Size 4 engines.
We recognize there are many issues with the current display implementation of ship stats on the website. At present, one of these issues is the hardpoint and component sizing that reflects many ships designed at different times in our development, specifically during different iterations of the component sizing system. Not all of these figures are consistent with the most current ItemPort 2.0. This means that direct comparisons of ship component sizes across their design histories won’t look quite right until we revamp the way ship stats are displayed on our website. To that end, after a long period of saying we’re going to do it, we are indeed currently working on a ship specs page update which should help clear things up. It’s not as easy as plugging new numbers in, unfortunately, as it requires an new way to display the new information in a means that will make sense to players and allow for the proper comparison of data between ships. We’re as anxious to have this out to you as you are to have it. We recently mentioned the work being done in this regard last week on Around the Verse.
Many components of the ship, including the power plant, cooler, shield, engine, and thrusters are quite small. Could this result in a opportunity for stealth or at least the possibility of the Hurricane being difficult to find by scanning compared to other ships of similar size?
An interesting idea, but the Hurricane doesn’t get any of the natural advantages of a ship like the Sabre, and does you no more favors than most ships in this regard. That’s not to say you can’t be sneaky in a Hurricane, but without specific stealth equipment at your disposal, your relative shadiness will depend entirely on your own skill in managing your signature output than the size of your components.
How many Hurricanes will fit in the hangar bays of a capital ship?
The Hurricane is roughly the same size as the Hornet and Gladiator, and so will fit about as well as either of those two ships in various hangar bays of ships like the Idris, Polaris, etc.
Will the Hurricane have eight or ten maneuvering thrusters? Will the Hurricane have one or two primary engines?
The Hurricane’s single medium engine pipes thrust out to 2 mains, 8 mavs, and 2 retro thrusters. Losing a given thruster is a little like like losing a wheel, as opposed to losing the drivetrain, and your thruster performance is based on your power allocation.
What does “Glass Cannon” or “Glass Hammer” mean with regards to the Hurricane?
High damage output, at the cost of low durability. Plenty has been said already of the armament, so to elaborate further on the glass side of the equation we can compare the intended durability of the Hurricane to those of the Mustang and 300 series. It relies on afterburner for the agility to perform combat maneuvers, disengagement, or to throw off incoming fire, but even with the larger fuel tanks it can’t keep that up for long. The Hurricane is most effective in concert with other ships – if you can isolate an individual Hurricane from its allies, its chances of survival grow slim. The Hurricane stacks all of its advantages into one singular focus, and while it becomes incredibly potent as a result, it also gives rise to some exploitable weaknesses, which, as a Hurricane operator, it’s also your task to be aware of and avoid.
The Hornet line allows you the modularity to swap the turret out completely with things like a cargo box, large fixed mount, exploration equipment, surveillance equipment, tracker equipment, and more. Will the Hurricane have this modularity?
One of the great advantages of the Hornet series is that it was designed for a certain level of versatility: solid, well rounded performance that lays the foundation for a variety of gameplay styles. In many respects it’s also one of the most versatile fighters, as evidenced by its variants. When Anvil resurrected the Hurricane from Casse Aerospace’s design, it was meant for none of that, instead opting for extreme damage output at the cost of just about everything else. Currently, there are no plans for modularity beyond what is standard for hardpoints.
Can I exchange the manned turret in the Hurricane with a single fixed weapon like with the Hornet?
Unfortunately not, because the ball turret found on Hornet spacecraft are not considered “manned turrets,” as they do not include the requisite ship architecture including access areas and animation, and are perhaps best thought of as a particularly fancy remote gimbal mount. That it can be accessed directly and operated independently by the weapons system officer in the Super Hornet is a feature of that specific craft, but it is not a “manned turret” in the same sense as the Hurricane, and thus works properly with the size trade system. There are currently no plans to broadly support swapping a manned turret with a fixed mount.
Will it be possible to have the manned turret controlled by an AI NPC and if so, how would it be penalized since manned turrets already lose one size compared to unmanned ones?
At this time, we intend no additional penalty for hiring NPCs to man your turrets, just the UEC cost of their friendship. Since there aren’t options for trading manned turrets for unmanned turrets at the moment, this will probably handle the matter for the immediate future. The turret sizing rules, as with many things, undergo review and vetting over time to see if they comport with our solo-play/multi-crew game balance aims, so if it’s clear to us that a course adjustment will get us closer to that goal, we reserve the freedom to run with it.
Will we be able to lock the manned turret into forward fire and have it usable by the pilot when no gunner is in the seat?
Yes, with the right equipment. This question is a variation of one from the first Q&A, and has been asked in more than a few different ways, so we’re including it here again in an attempt to address them all.
One of our intents in Star Citizen is to support solo play and multi-crew play, with NPCs and human players alike, and to make it as viable and reasonably balanced as we can. It’s important to note here that “balance” in game design doesn’t always mean, “identical in each and every way.” In this instance it has a meaning closer to “what’s fair.” For us, multi-crew with humans is the greatest player investment, and so that endeavor should have the most efficient gameplay yield, with solo play being the lighter of player investments. That is not to say that solo play isn’t just as important; it’s just that we think the additional work to coordinate with others should have it’s reward.
Of course, poor cooperation can often be much worse than no cooperation at all! So a player sidestepping the need to interact with others will have access to less potential, but may nevertheless be able to make better use of that reduced potential. NPC crew, meanwhile, may split the difference by removing the responsibility and pitfalls of poor teamwork without granting the unified agency of direct control, while also presenting an opportunity for an increased resource cost.
The end result of all this is that we intend for each gameplay style to be fully supported, including slaving the turret to the pilot, swapping out that turret for compatible mounts, and locking forward fire. Our aim here is that multi-crew is never made pointless by overly-effective solo play through slave units and automation, and solo-play is not made impotent in the shadow of multi-crew systems and advantages. If things work out how we intend them to be, there will always be a trade-off between versatility, convenience, and performance in an effort to keep things a fair between playstyles as we can.
What are the specific plans to improve manned turret usability? Currently, they are of no use at all and certainly not superior to pilot slaved turrets, as was said in Q&A Part I?
Manned turret gameplay is not currently where we want it, and what was spoke to in Part I is of our intention in making them better than pilot slaved turrets. At present, as we are still prior to strike team implementation in our plans for turret refinement, the specifics for improvement are still in a nascent stage. That said, we intend for ships like the Hurricane and others to be a test bed for exploring and executing such improvements.
Early ideas at this stage include:
Fixing the aiming stabilization
Linking ship targeting computers to share aim and target information
Using turret tracking to improve missile lock speed and strength; directional augmentation to radar and scanning gameplay
A possible cooperative gun crew feature that scales ESP effectiveness based on how well each gunner is tracking the target
A sort of tandem range-finding mechanic allowing players to contribute to their crews success
Improving multi-crew combat coordination with shared pilot and gunner HUD and UI improvements
Improved cooling for turret weapons
Staggered fire to double the rate of fire with the same power and heat cost
Screens within the turret allowing limited interactions with support roles
Notifications for the gunner about repairs or boarders that need to be dealt with.
And more…
It’s important to stress again that any number of these might be altered or cut entirely before implementation is completed. That’s one of the realities of game development, but we wanted to share some of our early thoughts on the topic. The probability of which specific solutions will make it to release is uncertain, and therefore should not be taken as the final word on anything. As often happens, some of these features may turn out to be very inter-related on an implementation level, so working on individual features in isolation does not guarantee good results. The takeaway here is that we are going to explore a variety of possible solutions to bring manned turret gameplay up to the enjoyable experience we want it to be.
Concept sale
About the Sale
The Hurricane concept sale will run through Monday, March 6, 2017. Standard and warbond versions are available, as are two packs that include a small discount on other ship types in Anvil’s expanding line-up. The loaner ship for the Hurricane will be the Anvil F7C-M Super Hornet. And if you want to know more? Around the Verse will feature the Hurricane in an upcoming ‘Ship Shape’ segment.
The Hurricane 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 Hurricane poster and then, once the in-game model is finished, you will also be given an in-game Hurricane mini ship model! Once this deal expires, the ship price will increase and not include Lifetime Insurance or these extras.
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 all decorative ‘flare’ items will also be available to acquire in the finished game world. Also, while the Hurricane will be entering the ship pipeline now, it will ultimately be released after other concept ships have been completed. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.
This week on Around the Verse, Chris Roberts and Tony Zurovec reveal how the Star Citizen vehicular modular system was leveraged into a character customization system, we head to Frankfurt for a studio update, and a special installment of Ship Shape dives into the Anvil Hurricane.
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Meet the A4A Hurricane, a fighting spacecraft that packs a deadly punch into a slight fuselage. The spacecraft compensates for its lack of creature comforts with its powerful armament, boasting six guns capable of blasting their way through nearly anything. Hurricane pilots have yet to find an enemy shield they can’t knock down.
But enough of the marketing speak. You’ve got questions, we’ve got answers. Let’s get right to it.
Special thanks to Calix Reneau, Kirk Tome, and Steven Kam for their efforts providing answers to these questions.
Questions & Answers
These questions were submitted by backers to the Anvil Hurricane Q&A thread on Spectrum, and were selected based on the amount of upvotes received over the last week.
Can the turret be slaved like the Super Hornet?
The most upvoted question in the Q&A thread! The plan is to support slaved turrets in general – and the Hurricane’s turret will be no exception. While the balance factors for these slaved turrets are not yet fully determined, the current design direction would require the use of an avionics blade (you can think of it like installing a card into one of your PC motherboard slots) to provide the functionality and manage the additional workload on the targeting computer and related gear when in use. Up to this point, we’ve integrated some of the remote turrets on the current list of flight-ready ships on case by case basis so far, but the long-term preference is to establish a consistent systemic solution to remote turret integration rather than simply accommodating the various edge cases one ship hardpoint at a time. Overall, a lone pilot will not be totally kneecapped if their gunner decides to take the day off, but solo operating a ship designed for multiple crewmen would need to consider a loadout adjustment, and avionics would be part of that decision.
Where does this ship stand in speed and maneuverability to other ships?
The Hurricane is faster than it is nimble, designed to rush into trouble, wreck things, and then rush back out to regroup. It was designed with speed and hitting power at the cost of durability. While nimbleness always seems like a nice trait to have, Hurricane drivers have historically noted that giving in to the temptation to engage in a turning dogfight and keeping pace in the middle of the fray does not play to the Hurricane’s strengths. A good-sized boost tank gives it plenty of afterburner to help it scrape its way out of those tougher situations, but it’s for sprinting, not marathons.
Will there be a flashfire mount to replace the turret with an appropriate sized fixed mount? / Are we able to change out the top turret for one large fixed gun?
The flashfire mount design is being revisited. The Hurricane’s turret was designed to fall in line with the newer turret/remote gimbal system. The current direction is to limit the allowed size increase / mount cost to prevent too much edge-case exploitability; where a S6 would be overkill, 2xS4 might be ok. Furthermore, remote gimbals may have stricter resource bandwidth than turrets, so the peak installed performance of such guns may be less than if they were placed on a standard fixed mount, but again, this system is in the middle of revision, so please understand that this is very much subject to change.
Will this be an effective ship for a solo pilot or will it need someone in it’s turret to function properly?
The Hurricane is at its best when deployed with a pilot and turret gunner who coordinate well with each other. If you’re flying a Hurricane solo, the natural tendency is to fight while focused mainly forward; even with a look-aim capability, you’re going to be largely focusing your firepower within a fighter’s traditional business end. This is formidable firepower, but the Hurricane still shines best with a dual crew: the pilot can handle the demanding maneuvers and situational awareness required for survival and can also keep an eye towards the resource management that is so critical to this ship (see also below, re: power management) while the gunner makes sure the enemy always has plenty to think about. Meanwhile, the gunner gets some simple access to multi-crew features, helping out with radar and missile locks. Have a plan going in, work as a team, and the two crew become a force of nature. This ship is all about staggering performance potential but with significant risk management as the price of entry.
What sets the Hurricane apart from other fighters such as the Hornet, Buccaneer, Gladius, and Sabre? Does it have any particular strengths or weaknesses that might make someone choose one over the other?
The Hornet is a boxer, happy to trade slugs and rely on grit and stamina to be the one left standing. The Buccaneer would prefer to let the opponent take all the beating. The Sabre likes to strike from the shadows. The Gladius likes to chase its prey. Meanwhile, the Hurricane believes that life is short, combat should be shorter: pick a target, eliminate it before it hurts you, repeat.
As with any ship, the eventual goal is to let you customize your loadouts to your liking based on your ship’s available capabilities and budget. While you can run an energy loadout, there is a definite slant towards ballistics with the Hurricane, as the small powerplant means there isn’t a ton of power to go around – this ship is optimized for decisive action, not for protracted fights. The turret is great for strafing runs on planetside targets, blasting medium-sized targets gunship-style while the pilot’s attention is focused elsewhere, or suppressing the enemy while the pilot navigates asteroid alleys and debris fields.
How can the Hurricane be a heavy fighter when it is smaller and lighter than any of the current medium fighters and most of the light fighters?
The Hurricane punches well outside of its weight class, that’s for sure. The slight chassis may read like a light fighter, but in tactical terms that label doesn’t fit at all. The Hurricane is not meant to be flown like a light fighter, if by light fighter you’re going to imply ‘dogfighter’. Pitting a Hurricane against a Gladius or Avenger is certainly feasible, but it is an unnecessary risk – ‘overwhelming force’ is the entire focus of the ship, and it is meant to be used against heavily fortified ships and outposts, especially the kind that an average fighter’s loadout might struggle to hurt without risky prolonged fire and the exposure that comes with it. In-game and historically, it’s also worth remembering that the Hurricane’s design originally hails from another time, and for its time it was certainly pretty heavy.
Given that the Hurricane is a “glass hammer,” can we expect the pilot and gunner to have ejection seats?
Yes, both pilot and gunner seats come with ejection features. While Anvil may not have designed the Hurricane initially – that credit belongs to Casse Aerospace – Anvil’s design philosophy includes pilot survivability. Anvil is proud of their history of aces, and know better than anyone that the biggest fish in the sea got that way by outliving their equipment – after all, no one stays undefeated forever.
What is the operational range of the Hurricane? On a scale from Gladius to Vanguard?
The Hurricane is more mid-range. The stark accommodations make for an uncomfortable trip, but it has fuel enough to find its way to trouble. The quantum drive and jump module mean it is capable of venturing off on its own, but it is closer in range to the Gladius than the Vanguard. Operationally, it isn’t a long-range, deep space fighter like the Vanguard – in the Tevarin War, the Hurricane was deployed to exploit breaches in Tevarin Phalanx shields, so they usually weren’t operating alone. In most cases they would have needed to have legs only about as long as the rest of the fighters, bombers, or support ships they were flying with, and the Hurricane’s extreme risk-reward focus doesn’t quite fit the profile for long-range patrol.
How advanced are we expecting the power generator to be on this ship? Will there be a lot of room for upgrading it if it’s low end, or can we not expect to squeeze much more out of the slot than the base generator?
The factory loadout for the Hurricane allows it to achieve solid functionality, but there’s definitely room to customize. By 30th century standards, the ship is understocked in its power plant (remember, its original design is from another time in history), which means you’ll need to make frequent choices in power management between supplying power to thrusters, shields, or weapons, moreso than with “contemporary” fighter designs that inherently have a better balance in terms of pilot workload. Maintaining ballistics on your hardpoints will decrease the energy requirements, as will upgrading the power plant itself. You will have enough power to run energy weapons, but it can start to really eat into that precious resource which you’ll be wanting for defense and engagement/disengagement, making those power management decisions all the more critical in finding success. In general, we expect that running ballistic weapons in a Hurricane will be the typical loadout of choice, but we also anticipate no end of ingenuity from our players. We’re interested in seeing what you can do with the ship!
What’s the best tactic for the Hurricane to use in a dogfight? Zoom & Boom? Turning fight? Other?
Alone, I’d expect Hurricane pilots to favor attack runs and then kiting through tricky obstacles whenever available. When you are alone, it’s relatively difficult to isolate a distracted target, so a solo pilot is well-advised to pick his or her engagements carefully. In groups, I’d expect the preference to fall more towards alternating waves of boom and zoom, with a much heavier emphasis on team or group tactics, including weaves, wagon wheels, flexible formations, or other pack tactics designed to expose anyone who would threaten one Hurricane to devastating focused fire from the others.
Concept sale
About the Sale
The Hurricane concept sale will run through Monday, March 6, 2017. Standard and warbond versions are available, as are two packs that include a small discount on other ship types in Anvil’s expanding line-up. The loaner ship for the Hurricane will be the Anvil F7C-M Super Hornet. And if you want to know more? Around the Verse will feature the Hurricane in an upcoming ‘Ship Shape’ segment.
The Hurricane 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 Hurricane poster and then, once the in-game model is finished, you will also be given an in-game Hurricane mini ship model! Once this deal expires, the ship price will increase and not include Lifetime Insurance or these extras.
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 all decorative ‘flare’ items will also be available to acquire in the finished game world. Also, while the Hurricane will be entering the ship pipeline now, it will ultimately be released after other concept ships have been completed. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.
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[ Guitar Music ]
It’s been a long while since I’ve seen your face. A spell too long since I’ve set in one place. But right when I start settlin’ down, The need comes strong, and I turn right round.
Cause the way is clear, my friend. And I’ve got that urge again. Slide into gear, jump, hit the drift. A change of scene, a perspective shift.
And I’m far from home, my friend. Don’t know when I’ll be back again. Got a whole wide ’verse to see, But you’re always here with me.
[ Music Stops ]
I don’t think it’s possible for my face to get any redder than it is right now, but there you go. Hopefully that’ll keep those who keep asking for progress reports on my burgeoning musical indulgence. And for those of you haven’t heard me play before, that bit of foolery was my attempt at creating a Far From Home theme song of sorts. The chorus still needs some work, but I’m a bit happier with the melody than the last time I played it for you. Who knows, maybe I’ll actually finish it this year.
Been teaching myself how to guitar for on about fifteen or so months now. Decided to start learning after I had picked up a pretty well-worn six string off a scrapper who was not quite as adept at trigger as he thought he was. That’s a tip for you there right there. Always play for barter. You start playing for credits and things will eventually get heated. But when the stakes are some piece of whatever, I find that everyone comes away from the table happier. Take for example the losing game I had a few months back. Sure, I was a little sad to see my Lords of the Winter Court book set go, but at least I know it has a good home.
It was nice to finally be able to mess around with the guitar again, seeing as I haven’t really had time to think straight, let alone play since the new year. You might remember me saying how I like to hustle hard at the top of a new year, set myself up in case of trouble down the road, but let me tell you, 2947 has been busier than most. Not to complain about good fortune coming my way, but I’ve been so busy since Traveler’s Day that I’ve actually had to turn down jobs, if you can imagine that. It felt damn good when I finished that run to Baker last week. Right now, I’ve got a few small drops out to a refinery in Horus, and then after that I’m thinking about taking my shingle down off the boards for a few days. Almost forgot what my hold looks like empty. I might even go check out what’s happening on Serling. Haven’t touched down there in about a decade, so it’s probably about time for another visit. If any of you have some recommendations on what’s worth a look these days, shoot me a comm when you can.
Speaking of comms, along with my music making, I’ve been letting my correspondence fall to the wayside. Apologies on that. I’ve picked out a couple that caught my eye to answer today, but I will try my best to respond to whatever else I can this weekend.
First up we got — wait, where the hell did it go? Damn Glas update changing all my preferences … Improve my experience my ass … Okay, here we go. Have a question from Stace who wanted to know, “I’ve been hearing about people going zero-g for the power savings on their systems. What do you think?”
Stace actually wasn’t the only one to ask me about this. I guess there was an article in Long Haul last month that’s got everyone excited. I looked over the numbers and yeah, they might make sense on the screen, but honestly I think any power savings you get is going to be gobbled up by your loss in sanity. For me, the less time I spend in zero-g, the better. It’s hard enough out here without having to deal with floating around the whole time. I mean, I guess maybe as a solo flier you could turn it off most of the time, and then boot the gennie back up when you want to take a shower or something. I don’t know. Maybe I’m too attached to gravity for my own good. I’d say just go ahead and try it for a week, Stace. See what you think. If you love it, go ahead and rip the gennie out.
Next we got a comm from Tanner, who was kind enough to ask, “Any advice for investing credits when a windfall comes your way?”
I figured this was a good one to answer since I’m coming off my busy season right now, and have a bit of extra creds to think about myself. There are a few standard items that I like to check off my list whenever I’m flush. First thing first, I make sure my insurance for the year is paid off. If I fall on hard times later I never want to have to decide between covering Shana and eating something, so I take that question off the table and rest a bit easier knowing she’s covered. After that I have two main funds that I dump any extra creds I have floating around into. Mind you this is after all my normal monthlies are paid for. First is my emergency repair fund. I know that sooner or later, something’s going to break, so I try to have about three quarters the cost of an engine repair stored up at any given time. It usually ends up being a cheaper part or fix than that, and so I just add enough when I have it to top it back off.
The second account is my ‘Guilt Free’ fund. This is probably the greatest gift anyone can give themselves. I never keep more in here than I’d mind lending to a friend, and I use the credits to pay for anything stupid that my little heart fancies. Like on my upcoming trip to Serling I know I’m probably going to splurge and buy myself one of those new reactive-gel seat cushions they’ve been advertising the crap out of everywhere. Do I really need one? Not really. My old cushion is pretty comfortable still. Do I desperately want one for no good reason? You bet. And thanks to the credits rolling around in my Guilt Free fund, my butt’s about to get itself an upgrade.
Now, this next comm is a bit more serious. It seems one of our fellow flyers out there is having a rough time dealing with the solitary confinement that comes with traveling long stretches by yourself. As they describe it, their “mind is beginning to crawl into the drift” and they’re looking for some advice on crawling back out.
You have my sympathy on that, my friend. I know for damn sure I’ve been in that same spot. Think probably a lot of us have. Happens to anyone who flies alone out here long enough. It’s those quiet moments when all your work for the day is done. You want to shut your brain off, but you just can’t. There’s nothing good on the spec or maybe there’s not even a relay out where you’re floating. So you wind up staring out into the darkness, and that’s when the darkness starts wiggling its way in.
Let me say this first before I give any of my personal advice. Never hurts to take the time to talk to a professional. There’s usually one or two in the system available to take a comm. But if that’s not an option, or you’re looking to tackle things yourself, the main thing I’d say is don’t attempt to fix things with getting high or drunk. Trying to numb your way out is just jumping straight to nowhere good. Now, I ain’t judging, I’ve tried it myself. If you’ve been tuning in to me for any length of time, you’ve probably heard a story or two about me hitting the bottle. And while sometimes I was drinking to celebrate, a lot more often it came from a place of pain. That’s my vice of choice, but there’s plenty more out there. I know far too many people with black spider webs crawling up their arms or that faraway look only discons get. Hell, just last month I heard about a woman who dismantled her own life support system while wacked out on that new stuff, Flow.
I mean, did you see that young fella — what’s his name? — Cass? Did you see him try to walk down the red carpet last week? Couldn’t even manage that. Now try to picture yourself like that, but you got to fix a coolant leak or a blown thruster. Not good. I probably would have ended up dead or worse myself if I hadn’t been lucky enough to get this bit of advice that I’m about to pass on to you.
Trick to beating the black? Create something new. Doesn’t matter what. Could be anything, but it turns out if you’re putting something new out into the ’verse it makes it all the harder for the darkness to get in. It’s why I do this show. Why I decided to learn guitar and make my own music.
And before you ask, reading or watching something doesn’t count. Neither does collecting. You sit there watching a vid and you’re likely to come out the other side the same as you went in. No, the important thing here is to be able to point to something and say I made that.
Now, for the poor soul who commed me in the first place, I’d say maybe give poetry a try. “Mind crawling into the drift” is a pretty nice turn of phrase. That said, don’t hesitate to comm me or anyone else, if you need to reach out. There’s always somebody ready to listen.
And I thank you all for taking the time to listen to me. Fly safe out there.
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Greetings citizens,
We’re gonna be short and to the point this week, cause we have a lot coming at ya this week.
Today saw the latest edition of Citizens of the Stars with special guests Bryan Brewer and Star Citizen Terallian. Bryan Brewer was the originator of the original “helmet flip” animation, and I for one wish he’d have said when we’d get it back! As always, Citizens of the Stars is a fun look at the work our Community does each and every week, and Subscribers should check it out for the latest Subscriber perks updates each week.
Tuesday brings us our February Subscriber’s Town Hall with John Crewe and Andrew Nicholson from the Flight Team. Questions are being taken from the thread in the new Spectrum Subscriber’s Den, so don’t miss your chance to add to the choices, and upvote the ones you most want to see addressed.
Wednesday is another edition of Mark Abent’s continuing quest to smash all bugs in existence, as well as the first of two Hurricane Q&A posts. Look for that thread in the Spectrum Announcements forum, and again, don’t forget to upvote the questions you most want to see addressed. Rock the vote, yo.
Thursday is always your day for the latest game updates on Around the Verse, where we cover a variety of topics related to the overall development of Star Citizen and Squadron 42.
For Friday, we’re excited that last week’s Happy Hour: Gamedev was well-received, and are extremely hopeful we’ll get to do another one at the end of March, but that doesn’t mean we’re done trying new things… or in this week’s case, a very old thing. For those of you who have been around these parts for awhile, you may remember the 19 Million Dollar Stretch Goal for the RSI Museum, well, we’re gonna use the occasional Happy Hour to fulfill that promise to examine those early games that feed into Star Citizen’s DNA, and we’re starting this Friday with “Pre-Christory,” a look at the games of Chris Roberts that preceded the release of his first big hit, Wing Commander.
So join Chris Roberts historian Ben Lesnick this Friday as we journey down Memory Lane with a look at the games that paved the way to Wing Commander.
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As you all know, there is no shortage of Star Citizen themed content consistently flowing through our Community Hub, Forums, and now Spectrum. YouTube videos/series are no exception! Over the years we have seen countless informative guides, tutorials, and trailers created by our talented Star Citizen community. Today we’d like to highlight a few of them that we found especially awesome.
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This one comes as a surprise to no one. BoredGamer has been one of the go-to channels for informative guides, tutorials, and podcasts about Star Citizen and Squadron 42. If you’re looking to learn more about the ‘Verse, this is a great place to start.
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TheNOOBIFIER continues to create compelling videos with his enticing no bullshit theme. Straight to the point. Just what you want to know. If you have not checked out one of TheNOOBIFIER’s videos, treat yourself and click on his channel below.
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STL_Youngblood has set the standard for easy to follow guides. I frequently reference this channel when discussing Star Citizen with newer backers. Fantastic stuff!
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Tactical Advance offers another channel so packed with information that you’ll quickly find yourself asking “where did my weekend go?” From flight tests, to event recaps, Tactical Advance’s channel covers everything under the stars.
Mit einem neuen Schiff-Sale für das Weltraum-MMO Star Citizen hat sich das Entwicklerstudio Cloud Imperium Games nicht nur Freunde gemacht. Spieler kritisieren, dass zwar Zeit war, diesen Sale zu starten, nicht aber dafür, den neuen Entwicklungsplan zu…
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“Unable to penetrate the enemy’s defenses, many of our best pilots were lost at the onset of the Second Tevarin War. So while the Hurricane was designed to kill, it saved many lives as well.” – Leona Patiga, Casse Aerospace Lead Engineer.
“If you’re looking to blast a target out of the solar system, the Hurricane gets the job done. Just don’t get caught flying solo.” – Commander Jackson Russell, UEE Navy (Ret.)
Meet the A4A Hurricane, a fighting spacecraft that packs a deadly punch into a slight fuselage. The spacecraft compensates for its lack of creature comforts with its powerful armament, boasting six guns capable of blasting their way through nearly anything. Hurricane pilots have yet to find an enemy shield they can’t knock down.
Be warned, this is not a ship for beginners. Mastering her unique ratio of heavy weapons with little armor requires a particular mix of marksman and dogfighter. Naval pilots serving with Hurricane squadrons have fallen in love with the exclusively offensive design; their peers’ constant refrain of ‘are you having a little ship with your guns?’ has served only to further distinguish the flights of “Six Shooters.” Standard model Hurricanes currently ship with six KBAR 11-Series Broadsword cannons (two gimbaled on the Size 4 nose hardpoints and four on the Size 3 turret slots) and four FSKI Ignite missiles for the Size 3 missile bay hardpoints.
First blooded against the Tevarin near the end of the Second War, Anvil resurrected the classic Hurricane in response to increased Vanduul attacks in the late 29th century. The fighter still serves with distinction in multiple branches of the UEE military and will become available for the civilian market for 2947.
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What is the idea behind the Hurricane?
We see the Hurricane as a tool for pilots who are excellent at drawing a bead on a target while maintaining the situational awareness to avoid enemy fire… but those that prefer a ship that can take a pounding may find themselves fodder for interceptors! The aggressively designed Hurricane offers dogfighting-focused pilots a ship that relies strongly on firepower at the expense of armor.
When will the Hurricane be flight ready?
The Hurricane is currently scheduled to become flight-ready later this year. Because it is a smaller spacecraft, which uses the existing Anvil design aesthetic and dogfighting mechanics already tested in the Star Citizen Alpha, we expect it to come online earlier in the pipeline.
The Hurricane concept sale will run through Monday, March 6, 2017. Standard and warbond versions are available, as are two packs that include a small discount on other ship types in Anvil’s expanding line-up. The loaner ship for the Hurricane will be the Anvil F7C-M Super Hornet. Have questions about the design? You can post them to this thread on Spectrum. We will have two Q&A posts from the ship’s designers starting Wednesday, March 1st. And if you want to know more? Around the Verse will feature the Hurricane in an upcoming ‘Ship Shape’ segment.
The Hurricane 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 Hurricane poster and then, once the in-game model is finished, you will also be given an in-game Hurricane mini ship model! Once this deal expires, the ship price will increase and not include Lifetime Insurance or these extras.
The Anvil Hammer Pack
Anvil Aerospace is the UEE’s premiere military contractor and their line of combat and support ships just keeps expanding. This limited package includes a Carrack explorer, a Crucible repair ship and four hard-fighting military designs: the Super Hornet, Gladiator, Terrapin and Hurricane.
The Tortoise and the Hurricane
Arms, meet armor! There are pilots who want extra protection and then there are pilots who want to go in with guns blazing. This limited pack lets you do both by including both a heavily armored Anvil Terrapin and a heavily armed Anvil Hurricane.
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. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches. Additionally, please note that all decorative ‘flare’ items will also be available to acquire in the finished game world.
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We had an eventful last week in Star Citizen.
On Tuesday, we launched our first Valentine’s Day sale. It was a fun way to bring some limited time ships back to the fold, and it looks like many of you took the opportunity to pick up some Origin 85x, Starfarer Gemini, a variety of Vanguards and more. As always, we appreciate your continued support of Star Citizen with your pledge dollars. You make everything we do possible.
Thursday saw an incredibly detailed look at the new Multi-Region Server support in Around the Verse that launched with Alpha 2.6.1. I’ve never seen a segment like it from another game company, and being able to share things like that is one of the many things that set’s Star Citizen apart from other crowdfunded games. ATV also had our first look at the MISC Prospector live in engine, and I speak for myself personally when I say the ship team here continues to impress me each and every month. I only saw it a couple hours before you did, and it was thrilling to see.
Friday saw the launch of our new communications platform Spectrum 0.3.0 to our LIVE testing environment. I won’t bore you with too many details with that, as we already have posts where you can learn all about our newest offering in our post here as well as the FAQ.
Also on Friday we published to our LIVE testing environment Alpha 2.6.1 with the aforementioned Multi-Region Server Support. You can find the post with all those details here.
Whew, that was a bit of a recap, but we had a lot of stuff going on last week. Here’s what’s going down This Week in Star Citizen.
Right now there are two questions threads for Subscribers-Only up on Spectrum. The first thread is for the upcoming February Subscribers Town Hall that will air next week. The subject of this Town Hall is Flight Balance changes, and our special guests will be Lead Tech Designer John Crewe and Ship Balance Designer Andrew Nicholson. Remember that Spectrum lets you upvote which questions you want to see answered, and will influence which questions get picked for the show.
In addition, there is a second thread for the next 10 for the Chairman staring Chris Roberts and Tony Zurovec, where they’ll be answering your questions about professions in Alpha 3.0, with a special emphasis on Cargo and Mining. Don’t forget that in addition to adding your questions, Subscribers can also vote on the ones they want to see answered most.
Monday’s latest episode of Citizens of the Stars includes Quantum Questions with Will Weissbaum, where he answers questions about our next concept ship, questgivers in Alpha 3.0, and which lore characters you can already read about make appearances in Squadron 42. It also sees Tyler Witkin introduce our third Community Manager, Tyler Nolin. I know… I KNOW… Two Tylers… I’m doomed.
Wednesday and Thursday this week bring another edition of Loremaker’s Guide and Around the Verse, respectively. Remember, that while many of our shows are a fun behind-the-scenes look at our community, our lore, or our programming, Around the Verse is your place for the latest development updates each and every week.
Then on this Friday, end the week with Tylers and I on another edition of Happy Hour, where we take an hour at the end of our week to sit back and hang out with the Star Citizen community and developers.
Additionally, this Friday will also see the launch of our first concept sale of 2017, the Anvil Hurricane. Check back on Friday for the official reveal, and the subsequent Q&A thread on Spectrum.
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There are many ways to spread the word that Space Sims are back, be that in webforums or chatrooms, news articles or reviews, but perhaps one of my favorite ways to share our mutual love of Star Citizen is through streaming. There are many folks out there that showcase Star Citizen to others through their streams on a variety of platforms, including Twitch, YouTube, and Beam, and you can get a real sense for how the game is progressing by watching the reactions of players live. This week, we shine the spotlight on these industrious individuals who share their love of Star Citizen through streaming.
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Relatively new to streaming, GrittSpitter has a fun and excitable demeanor when streaming, and his enjoyment of what he’s doing can be infectious to viewers, and he’s broadcasting his climb up the Star Marine leaderboards several times a week.
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Welcome to your space bar at the end of Twitch! Come on in, kick back, relax and enjoy the show with the only Star Citizen streamer named after a fictional location. TheAstroPub streams Star Citizen several times a week, as well as hosting The Captain’s Table where he chats recent developments in the game with other citizens.
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DocPasty is a variety streamer that has streamed Star Citizen for some time now. When playing Star Citizen, you’ll often find her working to improve her racing skills on one of Arena Commander’s racetracks, and comparing the advantages and disadvantages of the 350r or M50.
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Capn_Flint commands the good ship Narwhal in this pirate-themed streaming adventure. With plenty of themed overlay events and sound clips, Capn-Flint’s streams add a unique touch to his broadcasts that match his humorous personality.
If you stop by, tell ‘em Disco sent ya, and he’ll do a fun dance live on stream.
Chris Roberts Weltraum-Projekt Star Citizen hat ein neues Update erhalten. Das Spiel befindet sich nun in der Alpha 2.6.1. Neben zahlreichen Bugfixes wurden auch neue Features eingeführt. Die Patchnotizen stehen ebenso zur Einsicht bereit. Alle Details…
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Welcome to Star Citizen Alpha 2.6.1! While this patch is primarily dedicated to bug fixes targeting Star Marine, Arena Commander and Crusader, it also includes a number of “quality of life” improvements for the game, updates to Spectator Mode, new implementations of our continuing network code updates, a brand new version of the Super Hornet and the first implementation of our Multi-Region Server Support.
Your launcher should show “2.6.1-506099” as the client version. It is strongly recommended that players delete their USER folder for the LIVE client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Cloud Imperium Games\StarCitizen\Public.
Read on for a quick look at some of the highlights included in Star Citizen Alpha 2.6.1. This week’s Around the Verse also includes an extensive look at our new Multi-Region Server Support and the history of the Anvil Hornet from inception to today’s release.
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No Matter Where You Go, There You Are
Groundwork aspects of our ongoing network refactor have come online – the first iteration of Network Message Ordering.
Strictly Ordered Network Messaging moves the game away from our previous client-server handling of networked objects, over to our new token system with a strict priority system for managing messaging between client and server nodes.
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Multi-Region Servers
We now have servers available in the US, Europe and Australia!
You can choose what region you would like to connect to via an optional drop-down, when connecting to any multiplayer instance.
Selecting “All” will currently default to the best available region, but that will change as we build and improve on the functionality of our region support.
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The new Mega Map system allows for much quicker loading time when switching between maps. In this initial release it will only be enabled for single player maps (Hangars and single-player Arena Commander), but we will be expanding this to include multiplayer maps in a future release.
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To unify scoring with Star Marine, player kills are now scored separately to Vehicle Damage, while revenge kills and Resurgence awards have been removed from Arena Commander for the moment. We’ve also lowered the spawn rate of pirates in Pirate Swarm slightly to provide a less drastic difficulty curve as you progress while improving the weapons issued to the Aces in Pirate Swarm mode.
Additionally, the number of missiles and countermeasures awarded from pickups in Arena Commander game modes have been lowered, while changes have been made to better balance the modes now that repair and restock pickups are available in the game mode. With this, only currently dead players will be resurrected after a boss wave in Multiplayer Pirate or Vanduul Swarm. No additional lives will be provided.
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In-match loadout customization is now implemented. During a Star Marine match, while your character is dead, you will have the option to change out your loadout before respawning. FPS weapons have received a balance pass to improve viability, a +25 Haemorrhage scoring bonus has been added for causing another player to bleed, but watch out: this bonus is not awarded if you cause yourself to bleed.
Multiple changes have been made to both OP Station Demien and Echo Eleven maps to help prevent spawn camping and balance times between control points, plug up some exploits, and add additional dialog lines during matches.
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This is a Totally New Super Hornet
The revamped Super Hornet has arrived.
Following in the footsteps of the F7C, Ghost and Tracker, the F7C-M Super Hornet has been updated with the latest technological advancements made throughout Star Citizen’s continued development. The new version of the Super Hornet replaces the existing F7C-M and contains important updates to support both current and future game systems (such as Items 2.0.)
The closest to the Military load-out as is commercially possible for a civilian model, the F7C-M Super Hornet reattaches the ball turret from the UEE’s F7A Hornet and offers near-milspec parts under the hood. Proving that two heads are better than one, a second seat has been added to split the logistic and combat duty, making the Super Hornet a truly terrifying ship to engage.
Spectrum is a real-time communication web application built specifically for Star Citizen. Its motivation is to bring Star Citizen into your everyday lives. Spectrum allows you to communicate with other citizens whether you are playing the game, at work or on your mobile. Inspired by popular contemporary communication platforms, Spectrum has been built with the latest web technologies.
Spectrum’s focus is to facilitate community. The customization tools will make interaction within organizations agile and sophisticated. No longer will you have to go offsite for your org communication, you will have full access to private customizable chat lobbies, forums private rich chat and soon voice chat.
Spectrum will not only be a means of communication for the players with each other but for you to engage directly with community managers and developers. Additionally, separate lobbies will be accessible to subscribers and concierge.
Spectrum Alpha 0.3 Features
Communication
Real Time updates of thread replies, user count… spanning the entire platform.
A new kind of modern Forum engine with its efficient tag system and sorting mechanics and all the classic features that entail, rich-text, live fetching of URL data, and thread upvotes.
A rich Chat engine allowing you to embed media from external (or RSI) sources, plus reactions and emojis.
Spectrum-wide Notifications & Alerts, including In-app and browser notifications to messages/reactions and replies, Unread responses and even contextualized Mentions (“@”!). Sound alerts if you want to, and of course these include private messages to any other Spectrum user.
Usability
One platform does it all. We’ve merged chat and forums into one responsive app.
Settings let you customize the way you view and use Spectrum, with light & dark themes, enabling/disabling emojis and configuring your notifications.
Threads come with a whole set of widgets to make navigation much easier, from response preview to Jump-To-Reply and displaying your position on the thread at all times.
Bookmarks let you keep track of any type of element : your favourite chat lobby, thread or even category can be accessed in one click.
The platform is designed for mobile use, with quick access to all functionalities.
Star Citizen Community Features
Spectrum’s first tie-in with Star Citizen is the Presence module : all users can choose to display where and when they are playing : Online/Playing/Away/Do not Disturb… but also end-point location like Game Menu/Star Marine/Arena Commander/Hangar/Star Citizen.
Spectrum is also the newest addition to Org functionalities : Your Org and its online identity now have their own private forums and chatrooms, complete with their own set of permissions and moderation tools.
Click here to check out everything Spectrum currently has to offer.
The Future of Spectrum
Spectrum is still in development, and it should not be considered complete. This release is just step 1 in the global release of Spectrum, and we’ll keep improving it with your help to add new functionalities and iron out bugs. We will make sure this process is as transparent as can be, and to that aim, we’re releasing a new module in the Issue Council where anyone can submit their own tickets or review anyone else’s. You can also read the Spectrum FAQ to find out more about the global communication platform transition.
Future releases of spectrum will include voice chat, a desktop application, a mobile app (android, iOS and possibly windows), and in-game integration through overlay.
Spectrum Alpha 0.3 Known Issues
Emoji list is missing Unicode 9 latest updates (No avocado or salt shaker WHAT!)
On mobile, the message input closes when you type. It’s bad. We’re on it!
On mobile, the lobby presence list defaults to displayed, it’s annoying!
We’re hunting a bug where sometimes private lobby unread “count” resets.
Chris Roberts and Sandi Gardiner host this week’s Around the Verse, which focuses on the cloud architecture essential for multi-region servers and supporting Star Citizen’s vast size and array of options. Also, Phil Meller and Mici Oliver provide an update from our UK office. Make sure you stick around for a special reveal at the end.
Star Citizen kann in den kommenden Tagen beim "Valentines Day Multi-Crew Free Fly" von jedermann kostenlos ausprobiert werden. Hierzu ist lediglich ein Account bei Cloud Imperium vonnöten. Den Promocode für die Gratis-Flugstunde gibts in der Meldung.…
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This Valentine’s Day, we’ve got love and rockets! What better time to introduce that special someone to the wonders of Star Citizen? To that end, we’ve created a special offer that focuses on ships that let you take on the galaxy together. From the stylish 85x runabout (perfect for a romantic evening watching the traffic at Port Olisar) to the massive Starfarer Gemini tanker (room for the whole family… and then some!), we have multi-crew ships for every occasion — plus special discounts on two-packs!
Not quite ready to commit? We’re also giving you (and your loved ones) the opportunity to try Star Citizen for free! Just click HERE, use the code SHARETHELOVE and you’ll receive access to a multi-crew Constellation Andromeda to test fly through Sunday, February 20th. Ready to bring a friend to Arena Commander, Star Marine, Crusader and beyond? A limited number of discount starter packages are also available below. Sale runs through February 28, 2017 or while supplies last.
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Sleek, sharp lines? Classic Origin interior? Check. The 85X is a true couples spacecraft, with twin front seats that allow you and your companion an unparalleled view of the universe ahead. The 85X is a snub ship par excellence, capable of moving from planet to orbit (or station to planet) with ease… and the unique seating configuration is perfect for a romantic date!
Elegantly styled and meticulously constructed, the 85X is a versatile away-vessel that features precision control in and out of atmosphere. Utilizing much of the same thruster technology as the 300 series, the 85x has the power of a racer with the reliability of a touring ship. Whether descending down to the planet surface or taking in the sights of your system, this runabout continues Origin’s proud tradition of turning heads.
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Ready to move things along a little faster? Okay, are you ready to move things A LOT faster? A dedicated racing variant of the popular Origin 300 series, the 350R can take a pilot and passenger farther, faster, and look good getting there.
The combination of a boosted power plant and twin Hammer Propulsion HM 4.3 thrusters makes the 350R the fastest personal craft you’ll ever call your own. The Origin 350R is ready to take on the Murray Cup today!
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Sometimes love stings… so sting it back with Anvil’s F7C-M Super Hornet! Recently updated for 2947 (and 2.6.1), the Super Hornet is an ideal couples ship, featuring a second seat for a radar operator/turret gunner. Of course, it’s no slouch in the firepower department: perfect for those relationships where it’s the two of you against the world (or universe).
The closest to the Military load-out as is legally possible for a Civilian model, the F7C-M Super Hornet reattaches the ball turret and offers near milspec parts under the hood. Proving that two heads are better than one, the Super Hornet is a truly terrifying mark to engage.
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Thinking about getting serious? Nothing says ‘I care’ like the rugged Aegis Vanguard deep space fighter, a favorite among long range mercenary pilots and well-armed explorers alike. With firepower and the ability to get you and your co-pilot out of the most dangerous situations, the twin-boom Vanguard design is a favorite from Earth to the frontier.
By popular request, we are also making available the Battlefield Upgrade Kits (BUKs) for the Vanguard line, which allow captains to swap between variants on a single chassis. Please note that these upgrades are not available in the current alpha build of Star Citizen; their functionality will be added in a future patch.
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Nothing keeps the fire burning like… thousands of tonnes of hydrogen. The Starfarer Gemini is the military variant of the famous tanker and one of the largest ships currently available in Crusader. The Gemini has plenty of room for you and your significant other to spread out… or for that family on the drift. Just keep the kids away from the missile launcher.
The G2M Gemini, more commonly the Starfarer Gemini or ‘Star G,’ trades some cargo capacity and maneuverability in exchange for reinforced armor, increased shielding, more powerful engines and stronger versions of the three manned turrets. The Gemini also includes an optional missile pod, which can be swapped for the fuel intake unit on the ship’s nose.
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Another week, another This Week in Star Citizen.
Chris is back in the LA office from his trip overseas to Foundries 42 UK and DE, so you can expect to see him back to hosting Around the Verse this week.
In current events, you may have noticed that Alpha 2.6.1 is now available to all backers on the PTU. This is a “big” little patch, in that beyond lots of quality of life bug fixes from our 2.6 release at the end of last year, it also introduced one of our most requested features: regional servers! This is an important step on the road to improved performance for all Star Citizen, and it excites me to think about what’s ahead when the Megamap combines with the “Star Network” and all the subsequent awesomeness that comes after that. Exciting times lay ahead for Star Citizen, to be certain.
But let’s not get too far ahead of ourselves, and take a look at what’s coming this week in Star Citizen.
By the time you read this, Citizens of the Stars will have been released on Monday. It features a fun Quantum Questions with Senior Producer Jake Ross from our Austin, TX studio, a look at the collected works of TheNOOBIFIER1337 in this week’s Citizen Spotlight, and a new irregular segment called “Subconscious” with Subscription Manager Alexis Lesnick that will cover all the great things Subscribers are getting each month. I’ll give you one guess as to who named that segment, and if you guess anyone other than Ben Lesnick, you should be ashamed of yourself.
Tuesday not only brings us another entry in our weekly Lore Post series, but it’s also VALENTINE’S DAY and to celebrate, we thought we’d do something a little fun. Be sure to check back here on Tuesday to discover the details of our first-ever Valentine’s Day ship sale. I’ll give you a hint: think ships for two…
Wednesday brings us another episode of Bugsmashers with Mark Abent. I don’t want to spoil it for you, but at the beginning, there’s a bug, and by the end, Mark has smashed the bug. It’s good stuff… I kid, but Bugsmashers is one of my absolute favorite things we put out. It’s a real, no kid gloves, behind-the-scenes look at actual game development, and I learn something with each and every episode. If you’ve never checked it out, I’d encourage you to give it a shot sometime and see something genuinely different.
Thursday is Around the Verse Day in the Star Citizen universe, and we’ve got some fun stuff cooking. Remember, that where our other shows may be fun or informative looks at various aspects of the community, development and game, you’ll always find the meatiest of developmental updates on Around the Verse every Thursday.
Finally on Friday we’ve got one more Happy Hour for ya. It’s your chance to hang out and play the game with some CIG developers and staff, and maybe ask some questions along the way. This Friday we’ll be playing the new Alpha 2.6.1, so if you’d like to play with us, be sure you update your clients! Whether the patch is on PTU or LIVE when this Friday comes, don’t miss your chance to hang out and have some fun with the staff.
And looking ahead at the coming weeks, we’ve got some new offerings in the works, additional tweaks to existing programming, and a concept ship sale on the horizon, so keep checking in to find out more.
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The amount of contributions we see submitted to the Community Hub and Forums on a daily basis continues to amaze us. Last week, we showed off some of the amazing things you are building; this week the theme is “Desktop Citizen,” highlighting cool wallpapers that you have created using concept art and in-game screenshots! Below you will find a few that the developers have as their desktop backgrounds in the office. Don’t forget to check the Community Hub for more and upvote your favorites. You just might see them here in the near future.
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This beautiful and clean wallpaper of a Carrack in a snowy winter showcases how well a MISC explorer ship can handle the many types of environments. Ungineer has done a great job of combining both concept and real life photography!
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This propaganda poster type of wallpaper shows how formidable and rewarding becoming a Pirate may be. Does this make you want to become a Pirate? I am definitely interested!
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Loganawe was able to take a concept picture of the Sabre cockpit and make a few adjustments to create a dramatic wallpaper that really shows off the aggressiveness and detail of the Aegis Sabre. This has long been one of my favorites pictures on our website, and the adjustments from Loganawe makes me love it even more.
You can see more wallpapers of the Sabre from Loganawe here.