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This week, join our LA Studio where we find out what’s new in Star Citizen! Get a complete update of what the studio is working on from Eric Kieron Davis. A look at what makes the Caterpillar so exciting as well as a peek behind the curtain of the Cloud Imperium Tech Content Team.
Squadron 42, der Einzelspieler-Ableger des Crowdfunding-Megaprojekts Star Citizen, hebt womöglich doch nicht mehr in diesem Jahr ab. Wie die Kollegen von der Gamestar berichten, hat Chris Roberts auf der Gamescom im Gespräch verraten, einen Release erst…
Diese Woche geht es in Star Citizen: Around the Verse nach Großbritannien. Die Themen dieses Mal: Schiffsladungen, Ursa Rover, Drake Dragonfly, Schiffswracks im Weltraum und auf sandigen Planeten.
This week, join our UK Studio where we find out what’s new in Star Citizen! Get a complete update of what the studio is working on from Nick Elms. A deep dive into the making of the Dragonfly as well as a special look at the future of ships from Nathan Dearsley.
Star Citizen hat inzwischen mehr als 1,5 Mio. Backer um sich geschart. Seit dem 25. August 2016 steht die Alpha-Version 2.5 live zur Verfügung. Das spielerische Highlight darin stellt die neue Raumstation Grim HEX dar. Tief versteckt in einem…
Die Alpha 2.5 von Star Citizen ist verfügbar und mit der neuen Piraten-Raumstation Grim Hex wird der Umfang des bisher vorhandenen Spiels deutlich erweitert. Im Trailer wird die Station vorgeführt, sie bietet nicht nur neue Shopping-Möglichkeiten für…
Another Concept Sale, another Question & Answer session. Since last Friday, we’ve been collecting questions from the dedicated Q&A post here and today our designers working on the ship will answer 12 more questions! We are very excited to discuss this ship in more detail, so let’s jump right into part 2!
Special thanks to Will Maiden, John Crewe, Steven Kam, and Todd Papy for taking the time to answer these questions for us.
Question & Answer
What do you envision Anvil Terrapin gameplay to be like?
The Terrapin was designed first and foremost for the UEE Military to provide overwatch, long-endurance picket, and reconnaissance capabilities to the fleet, as well as extend the Navy’s ability to provide a patrol presence to border systems that couldn’t be allocated capital ships or large fighter garrisons for defense. These capabilities lend themselves to civilian use as an explorer, particularly where a private operator principally gathers and sells information, point of interest data, risky deep scans of hostile environments, and survey data for a living, as opposed to collecting tangibles for sale. The Terrapin’s long endurance, advanced sensor suite, and range play to this aspect of exploration, whereas other explorers like the Freelancer DUR sometimes focus more on collecting trinkets, incidental salvage, and other physical items to supplement their exploration runs. While purpose built for recon, overwatch, and picket duty, the military makes good use of whatever is available, so the Terrapin’s supplemental military roles as an S&R ship or makeshift troop transport arose as a matter of need, in situations where the tried-and-true Argo wasn’t sufficiently robust for service under fire.
While the utility mounts are specced and rated primarily for sensors and scanners, we’re exploring the possibility of other options for those mounts. Current ideas include some command, control, and communications equipment that would allow the Terrapin to take particular advantage of its optional two-man crew to help oversee and direct group fighter combat without being as vulnerable as a traditional AWACS. A present day analog might be support or scout helicopters that some armies use in conjunction with helo gunships.
In terms of detection, we’ve noted some backers asking whether the Terrapin can do its job and keep tabs on enemies from a distance, even though in operation it might have a large signature. It’s worth noting that you can affect your craft’s signature by choosing which systems to power up or down. Almost every ship will have a larger signature when its power plant and shield generator are running hot; the Terrapin may have the signature of a larger ship when its shields are up, but not so much when the shields are down and the power plant dialed back – a common occurrence when the Terrapin and its crew are “listening” as opposed to fighting. This is an aspect of our intended stealth and signature gameplay in general, but the Terrapin’s capabilities bring this into very sharp relief. It’s easy to forget when you’re playing Arena Commander, where combat is direct and you have all of your systems pouring energy into weapons and shields and building up active heat all of the time.
In short, when a Terrapin crew is “stalking” or “shadowing” enemy movement, not only would a good crew attenuate the ship’s energy signature, the Terrapin’s sensors have a pretty good shot at picking up a small signature farther away than an actively hunting fighter would be able to detect a savvy Terrapin. And while the Terrapin’s shields might be down, its heavy armor makes it much more resilient to harm if surprised than a lighter ship would be in the same situation. The Terrapin may not have been “designed” as a stealth ship, but these principles really apply to this ship. They’ll help you realize the Terrapin’s full potential.
In part 1 it mentioned that the Terrapin was better off running from a battle than it is standing its ground in a dogfight. Can you explain in more detail what this means?
The Terrapin is designed for military long-endurance recon. It’s an intelligence ship; its best defense is, in fact, intelligence. The general idea is to see the enemy before they see you, and manage your position or make use of environmental hazards or features to keep them from finding you. If you learn the signature and shadowing game well, you should find that slower acceleration isn’t much of a problem, especially when you know where they are, but they don’t know where you are.
In a dogfight, the Terrapin has a lot of endurance, but it’s not the equal of a fighter in most direct combat situations. Fighters are purpose-built – you generally wouldn’t want to tangle with them at their own game. The Terrapin is the intel ship; the idea is not to fight against fighters directly. From a military perspective, when it comes to enemy fighters, the Terrapin’s job is most likely to detect them, anticipate where they’re going, and bring down the rain on them by calling in friendlies designed to tackle them.
What does “high-grade” mean in regards to the Terrapin’s shields?
The Terrapin’s shields are oversized; it’s a small ship, but it carries the kind of shield generator you’d expect on a much larger class of ship, like a Freelancer or Constellation, for example. Of course, an oversized shield generator has oversized power requirements and signature, which is one of the reasons why the Terrapin is also so heavily armored for all the operational reasons indicated above. Ideally, you don’t allow yourself to get caught by the enemy in a Terrapin, but when the jig is up and you’re spotted, your thick shell will buy you time you wouldn’t have in a lighter ship.
What can we expect the loadout/weaponry of the Anvil Terrapin to be?
As designed in the concept, the Terrapin’s only definite weaponry is the chin turret capable of mounting two size 2 guns. The Size 5 hardpoint for the remote turret was calculated using the older hardpoint sizing profiles, where a Size 5 hardpoint could mount a turret mechanism and two Size 2 guns (1 for the turret/gimbal and 2 each per size 2 gun). The original Terrapin template comes from a long time ago back when we were brainstorming the new starter candidates, so it missed the hardpoint sizing update. We will need to revise the stats to reflect the true size of a hardpoint set for a twin-size 2 gun turret, which will result in a smaller hardpoint. Under the current sizing scheme, there’s just no way to fit a Size 5 hardpoint on the chin of the Terrapin.
That typo aside, we are not declaring that this by itself necessarily reaches the “hard-hitting array” of weaponry we envision for this ship. We also want to find a way to give it weapons that are both appropriate to the ship’s mission and yet different from the general flavor you’d expect from fighters. Bear in mind that for a ship with a big power plant, a few small guns can be more hard-hitting than they would appear, due to the abundance of juice available. As we continue to tinker with this ship’s concept, we will keep you apprised of what we come up with. As the Terrapin’s mission profile emphasizes defense and SAR potential, we might for example, look into weapons that allow suppressive fire, point defense, or disruption (you may not want to risk blowing up the people you’re trying to rescue), or other options that would really emphasize what the Terrapin is about, but at the moment we’re still considering the possibilities.
Can you please elaborate on the different exploration mechanics the Anvil Terrapin will excel at?
Exploration involves a number of different possible activities, not all of which involve taking material things home. True to its original design as an intel and recon ship, the Terrapin is more concerned with finding, cataloging, and reporting critical information and discovering points of interest than it is about taking home incidental salvage, trinkets, or loose resources. The Terrapin’s great emphasis on scanning and detection – including the dedicated utility hardpoints for doubling down on extra scanning capacity – make it ideal for exploring and data processing larger volumes of space more efficiently than even many of its small-explorer contemporaries. It may not be able to bring back many souvenirs, but the real point behind the Terrapin is to locate valuable things for friends. When you bring the Terrapin home, you can sell the information to other parties or call in friends, guilds, or NPC interests to exploit the resources you’ve found for them – or you can keep the secret to yourself and come back with a ship designed or outfitted specifically to take advantage of whatever it was you found out there. This echoes its military role – why tussle with the enemy, when your real strength is calling in the full weight of the fleet you have behind you on your hapless foe?
An Explorer ship would be expected to at least bring back a few samples, why doesn’t the Terrapin have at least that?
Finding samples on trips, recovering some salvage, that’s all something that can be placed inside the Terrapin and brought back for the eggheads to study or someone to make a buck on the black-markets of GrimHex, but the Terrapin’s focus is on data collection, worth its SCU weight in gold. Selling the mining spot on a virgin world or finding the location of the most wanted pirate lord in 3 systems is what the Terrapin pilots are all about, and those are the paydays they are chasing. If bringing back cargo and salvage from these trips is something you’re more interested in, as I talked about the scale of explorers, it may be that buyers want a ship more suited towards that, but there will be a payoff of more cargo space meaning the ship loses scanning and radar abilities as a result.
The design post mentions the possibility of using the Terrapin as a drop ship/rescue boat in heavy combat situations. Without seats/straps to hold any additional passengers down, how do you see this working?
There are different degrees of customizability in different ships. For example, the Retaliator has modular spaces that it usually uses as bomb bays, the Vanguard has a drop-in, drop-out crew/escape module, and the Cutlass has an interior with hardpoints that can accept different types of equipment. While the Terrapin’s interior isn’t modular, we may find a way to play with the interior and allow for the installation of a few jump seats. Remember that the Terrapin wasn’t specifically designed for this role, but the military found it useful for the situation regardless, even considering it wasn’t part of the original mission profile.
Can we expect to see any variants of the Terrapin released at a later date?
None are currently planned. There is potential for it depending especially on what we find we can accomplish in design with regard to utility mounts.
Can the Terrapin go into “silent mode” while scanning? (Like when only manned with one person and that person is in the main room-chair for scanning and data evaluation?
Yes; see previous answer. Managing silent running is something you’ll want to master in order to get the most out of your Terrapin.
The Terrapin is able to accommodate a crew of two, why is there only one bed?
It’s a small, military ship. The UEE design brief didn’t include lavish creature comforts, and as a picket ship, the military expects at least one crew member to be awake and on duty at all times. How much good is a picket if the whole crew is asleep? Civilian operators might think differently, because they may be using their Terrapins as explorers, but Anvil designed the ship for military use.
The Terrapin mentioned its role is firmly in data gathering. What type of data? Asteroids? Planets? Rare minerals? Other ships?
As above; see existing answer. Information, points of interest, recon, enemy positional info, and whatever resources out there that the sensors and scanners can catalog and report on.
Will it be as maneuverable as the Gladiator?
The Gladiator is tough but it’s still designed to dodge fire. The Terrapin is designed to bull through it instead.
The Terrapin was one of the reasons the UEE military approached Anvil to design the Hornet and the Gladiator. The Terrapin was pretty much the toughest small ship the military had ever seen, and as the Terrapin proved itself in operation, the UEE eventually asked Anvil if it was possible to design a dedicated strike craft with some of that incredible durability. Naturally some of that toughness had to be traded for improved speed and agility, since the Hornet and Gladiator were expected to be able to hold their own in a dogfight and couldn’t fit the Terrapin’s oversized shield generator and powerplant while doing so, but they’re still some of the toughest, most durable fighters in service. Don’t be too miffed if the Terrapin isn’t as fast or agile as a Gladiator, though. If you’re comparing nearly any other ship type to fighters or dive bombers specifically in terms of speed and agility, they’re going to tend to come out behind.
Alpha-Version 2.5 des Mammutprojekts Star Citizen ist live und steht zum Download bereit. Ein packender Launch-Trailer zeigt die neuen Inhalte und macht Lust auf Chris Roberts Weltraum-Simulation mit dem wahnwitzigen Detailgrad und der schicken Grafik.
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We have published a major update to Star Citizen. Star Citizen Alpha 2.5 includes significant changes to Star Citizen’s Crusader persistent universe environment. This patch, now available in your Star Citizen launcher, introduces the detailed Grim HEX pirate base, which is a major addition to the game world and an important part of our evolving faction system. Three ships have been added to flight-ready status, the Reliant KORE and two variants of the ARGO MPUV short-range transport. Details on other aspects of the patch are available below, and a full list of changes, balance updates and bug fixes can be found in the complete Patch Notes.
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The GrimHEX Outlaw Base
For the first time in Star Citizen, those that live outside the law now have a base of operations! The Grim HEX outlaw base is a home away from home for those that choose to live outside the United Empire of Earth’s laws. There’s plenty to discover at Grim HEX, including a pair of stores: Skutters is a guns and armor shop with a focus on energy weapons, and KC Trending is a new clothing store with unique merchandise, but that’s only the beginning. Grim HEX will continue to expand with future patches with the addition of a bar, criminal missions and outlaw racing area.
Grim HEX isn’t just a cool place to explore: it’s also an essential evolution of Star Citizen’s faction and reputation system. With Alpha 2.5, lawbreakers will now spawn (and respawn) at Grim HEX and will also no longer have Port Olisar as a Quantum Travel option.
Grim HEX is located deep in the Yela asteroid belt, and you’ll need to explore the region yourself to locate it. Or, just ask an outlaw… they’re a trustworthy sort!
Sidebar: Green Imperial Housing Exchange
Housing Exchanges (also known as HEXs) are a popular style of cheap stations built into hollowed asteroids in an effort to save money on construction materials. HEXs offer affordable housing as well as shopping and entertainment options for temporary workers fulfilling contracts in the area. The simplicity of their build made them easy to maintain and their signature hexagonal honeycombed pieces made them exceedingly durable. Though originated by Everline Structures Inc, this style of station has been adopted by a variety of manufacturers because of their relatively low cost to build and operate, you can find these stations in various forms all over the universe.
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Updated Player Health System
We have implemented the first phase of our new player health system, including updated individual limb damage and health mechanics, more granular damage states, and many back-end improvements to support a better FPS combat experience and future features like permanent health. Player health should now show Normal (Green) when health is between 100%-60%, a Hurt (Yellow) state from 59%-40% health, a Damaged (Red) state from 39%-10%, and the Ruined (Dark Red) state at 9%-0%.
In addition, we have implemented some early versions of injury penalties. This includes a speed reduction for wounded legs, as well as a limping animation. Overall health damage (particularly head wounds) can also cause blurred vision around the edge of the screen, which will increase in intensity as more damage is taken.
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Landing System Launches
As the ‘Verse expands, the process of landing (and rearming, repairing, refuelling) your ship in a variety of different environments will become all the more important. With Star Citizen Alpha 2.5, we are pleased to introduce the first iteration of a landing system that offers a simple and smooth automated landing system AND gives players the ability to land manually. The system will grow over the coming releases to ultimately incorporate things like docking and the ability to request/obtain landing authorization through the Comms System.
With this patch, players are now able to enter Landing Mode by simply lowering their landing gear (done by tapping the “N” key on the keyboard). Landing Mode reduces the speed of the ship down to Precision Mode speed and changes the AR display from regular AR to landing AR. This flags landing pads as either Valid (blue), Invalid or Recommended (green.) By default, Valid pads are unobstructed and the correct size for the ship, whereas Invalid pads are either obstructed or the wrong size. There will only ever be one Recommended pad flagged at any one time, and it’ll normally be the closest Valid pad to the player. Once over a pad, the player can either land their ship manually or automatically (holding down the “N” key). A few seconds after touch down, Landing Mode will be disabled and the AR display will return to normal. Likewise a few seconds after taking off, Landing Mode will re-enable for as long as the landing gear is down. Putting the landing gear away will disable Landing Mode.
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The 2946 MISC Reliant is cleared for launch. Featuring a distinct flying-wing shape, extensive cargo room, unique weapons mounts and Xi’An influenced technology, this new addition to MISC’s lineup is sure to be popular around the inhabited universe. Planned as a ‘starter ship’ for new pilots, the Kore variant of the Reliant is a hauler with additional speed and dogfighting capabilities not found in a dedicated freighter ship.
In fact, the Kore was designed specifically by MISC to act as a balanced support its own Hull series. While the Hull line is solely dedicated to moving cargo from point to point with little interference, the nimble and better-armed Reliant is ideal for journeys that might involve an engagement or two. The Reliant has recently been approved for sale and flight around the inhabited galaxy.
The Reliant KORE is now flight-ready. You can learn more about the 2946 MISC Reliant here.
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In a galaxy full of badass starfighters, impossibly complex explorers, massive cargo ships and rough-and-ready miners, is there room for some simplicity? The team at ARGO Astronautics says: YES. The ARGO may not be any kind of warship and it’s unlikely an ARGO will ever be the first to set down on an alien world… but they are an essential part of human commerce, which makes them a valuable tool for anyone interested in building a mercantile empire.
The MPUV platform, generally called the ARGO after the company that designs and produces the ship, consists of a universal cab attached to a variety of different role-specific modules. The United Empire of Earth’s military forces use ARGO variants extensively for everything from search and rescue to personnel transport to munitions loading. The ARGO is, by all accounts, easy to pick up and fly (many new pilots train on them) and especially effective in its particular roles. Today, two variants are available for service in the Stanton System.
The ARGO Astronautics MPUV is now available in two flight-ready variants. You can learn more here.
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For the past several 2.x patches, we have been introducing elements of Item System 2.0. With Alpha 2.5, we have begun converting player and ship items. As with the prior, similar updates to ship components, this is largely at the back-end level: implementing new component class systems, naming conventions and other needed functionality, as well as retrofitting all existing armors and weapons to be compatible. These changes will allow us to implement greater modularity to first-person items. This should not affect the function of any in-game items and changes to player item stats should be minimal.
Bring Out the BIG GUNS
M7A Launches With a Bang
Alpha 2.5 introduces a new gun for the Voyager Direct and in-game rental stores: the size 5 Behring M7A laser cannon. This is the largest gun we’ve introduced for civilian ships in Star Citizen and needless to say, it packs quite a punch. This versatile long distance energy cannon is the latest in Behring’s M-Series. The M7A is designed to act as a high impact deterrent effective at medium to long range. The new AC8 Lens system minimizes stopping power loss over distance, making each shot equally effective at longer ranges. The M7A has also been mounted on the Starfarer Gemini’s turret by default. Check it out in Voyager Direct store here.
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Thank You, Citizens!
We would like to close by thanking the thousands of backers who submitted bug reports in Alpha 2.4 and those that participated in the Evocati and PTU testing phases for Alpha 2.5. Your feedback, thoughts and willingness to ‘battle the bugs’ with us is what makes releases like this possible.
“It doesn’t have quantum drive! It doesn’t have a laser cannon! Why the [redacted] would I want my own ARGO? Because I work for a living, that’s why, and no interstellar commerce has ever moved from point A to point B without touching an ARGO’s hull plating somewhere along the way.”
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In a galaxy full of badass starfighters, impossibly complex explorers, massive cargo ships and rough-and-ready miners, is there room for some simplicity? The team at ARGO Astronautics says: YES. The ARGO may not be any kind of warship and it’s unlikely an ARGO will ever be the first to set down on an alien world… but they are an essential part of human commerce, which makes them a valuable tool for anyone interested in building a mercantile empire.
The MPUV platform, generally called the ARGO after the company that designs and produces the ship, consists of a universal cab attached to a variety of different role-specific modules. The United Empire of Earth’s military forces use ARGO variants extensively for everything from search and rescue to personnel transport to munitions loading. The ARGO is, by all accounts, easy to pick up and fly (many new pilots train on them) and especially effective in its particular roles. Today, two variants are available for service in the Stanton System.
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The ARGO Astronautics MPUV-1C (commonly ‘Argo Cargo’) is a dedicated merchant transfer ship, a ubiquitous intergalactic stevedore. Vast numbers of Argo Cargos are responsible for loading and unloading goods onto massive long-haul transports and miners that cannot otherwise land on planets or drydocks, such as the Hull D and the Orion. Some captains choose to own and operate their own Argo, while others pay privately owned ships operating as port services a rental fee for performing the unloading process.
The second variant is the ARGO Astronautics MPUV-1P (commonly ‘Argo Personnel.’) This version of the Argo is geared towards a simple but incredibly important responsibility: moving grounds of people from place to place. The UEE Navy uses MPUV-1Ps extensively, and any new recruit can likely recall those terrifying moments in which such a ship carried them to their first space assignment. In civilian hands, Argo Personnel ships are adapted for everything from standard taxi services to use as makeshift combat dropships. The ARGO is capable of carrying up to eight humans and their equipment.
A third ARGO variant is in development. The MPUV-1S will replace the utility pod with a dedicated search and rescue area featuring medical equipment. More details about the MPUV-1S will be available in the future.
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The ARGO MPUV was developed for two purposes. The first was a co-starring role in Squadron 42, Star Citizen’s single player adventure. As seen in the ‘Morrow Tour’ displayed at CItizenCon 2015, the Argo Personnel will transport your character to his first assignment in the game. The second purpose of the Argo was part of Star Citizen’s raison d’être: immersion. We believe strongly that the galaxy should not consist only of ‘hero’ ships, but should instead be a complex patchwork of ‘working’ ships that explain how and why our universe functions. The Argo, which helps makes commerce happen and moves people from place to place, helps us speak directly to that immersive complexity!
We would like to pay special attention to the backers who asked that we offer the Argo as a pledge ship. The Argo has been completed because of its role in Squadron 42, and backers have asked that they be allowed to fly it in the current game. Since the ship is fully functional, we had no objection to this and have included the first two Argo variants in Alpha 2.5. The ship is available now in the persistent universe. Backers who have already pledged for the Idris or Javelin in the past will already have an ARGO in their inventory (Personnel for the Idris, Cargo for the Javelin.)
To learn more about the ARGO, check out the brochure linked above or the holoviewer model below. The team building the ARGO did not cut any corners; it is just as detailed as any of Star Citizen’s other ships or locations! We hope you enjoy exploring it and are confident that even before cargo transport is added to the game that backers will find interesting things to do with this ship around Port Olisar.
CONCEPT SALE
About the Sale
The Personnel and Cargo variants of the ARGO are being offered for the first time as a limited concept sale. This means that the ship design meets our specifications. Unlike other concept sales, both ships are ready to fly in Star Citizen 2.5! The sale includes Lifetime Insurance on the ship hulls. Additional in-game features, such as cargo transport, will be added to the persistent universe in the future to better support the roles intended for the ARGO. In future sales, he ship price will increase and the offer will not include Life Time Insurance or these extras.
If you’d like to add one to your fleet, they’re available in the pledge store until August 29th, 2016. You can also view a detail of the Prospector in the Holo Viewer in the Tech Overview of the ship page!
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.
“When I tell people I’m a hauler, they instantly assume I got some lump of a ship. That it can’t be sexy. I’ll tell ya. There ain’t nothing better than seeing their face drop once my Kore goes vertical.”
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The 2946 MISC Reliant is cleared for launch. Featuring a distinct flying-wing shape, extensive cargo room, unique weapons mounts and Xi’An influenced technology, this new addition to MISC’s lineup is sure to be popular around the inhabited universe. Planned as a ‘starter ship’ for new pilots, the Kore variant of the Reliant is a hauler with additional speed and dogfighting capabilities not found in a dedicated freighter ship.
In fact, the Kore was designed specifically by MISC to act as a balanced support its own Hull series. While the Hull line is solely dedicated to moving cargo from point to point with little interference, the nimble and better-armed Reliant is ideal for journeys that might involve an engagement or two. The Reliant has recently been approved for sale and flight around the inhabited galaxy.
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MISC’s design won a backer poll asking which ship we should build as the next starter. The finished product ended up being a fair amount more capable than a standard Aurora or Mustang, and so we have dubbed it a ‘Tier II’ starter (alongside the 300i and future ships to be announced).
The Reliant is available in the current patch and can be spawned at Port Olisar. Remember that the Reliant mixes both human and Xi’An technology, which is why it has such distinctive weapons hardpoints and a rotating flight mode.
You can learn more about the MISC Reliant Kore in the video, via the updated 3D model in the holoviewer or in the image galleries below. The team at MISC has produced six special blueprints for Reliant Kore owners to explain the ins and outs of their new ship. Enjoy!
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Concept sale
About the Sale
The Reliant is being offered as a flight ready sale. This means that the ship design meets our specifications, and that it is now ready to fly in Star Citizen Alpha 2.5. If you’d like to add one to your fleet, they’re available in the pledge store until August 29th, 2016. You can also view a detail of the Prospector in the Holo Viewer in the Tech Overview of the ship page!
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. All 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 final persistent universe launches.
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Die Alpha 3.0 von Star Citizen soll Ende des Jahres veröffentlicht werden und kommt mit vielen neuen Features und der Fortführung der Story. Es erwarten uns neue Missionen und weitere Raumstationen, die es zu erkunden gilt. Ein neues Video frisch von…
Im Rahmen der diesjährigen Gamescom präsentierte uns Entwicklerlegende Chris Roberts erstmals eine zusammenhängende Star-Citizen-Mission, die viele neue Details zum Gameplay des Weltraum-Abenteuers offenbarte und zeigte, was in Sachen Grafik zu erwarten…
“If one more yahoo rocket jockey calls my Terrapin ‘a literal tough nut to crack,’ he’s getting a taste of size five…” - “L-T” Jordan Halveston, Terrapin Driver
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Presenting the Anvil Aerospace U4A-3 Terrapin-class Scanning/Exploration Ship. The Terrapin was developed near the end of the 28th century to serve as the first ship in the Empire’s defensive restructuring of the Navy. The Terrapin’s watchword is protection, with extensive shield systems and armor layers designed to provide the maximum possible defense for pilot and crew. While it lacks the maneuverability of a dedicated fighter, it does maintain an advanced, hard-hitting array of weapons intended to keep the most fearsome Vanduul raider at bay.
Terrapin have seen extensive service with the Navy over the last 150 years, cementing a reputation as a support ship par excellence. The design has been put into service as everything from a standard APC to (most effectively) a long-range explorer. Terrapin often serve as combat search-and-rescue ships, a role they came into after testing proved their ability to perform precise combat pickups while under heavy enemy ground fire.
Since its introduction, the Terrapin spaceframe has become increasingly popular among civilian explorers. Surplus U4A-3 hulls are routinely available on the open market, making it a favored explorer ship among military veterans who opt to continue flying after their service, many of them having already come to know it’s reliability, ease of repair and never-say-die attitude. The Terrapin has an all-around reputation as a ship that can get travel beyond the most distant jump point… and bring you back safely to civilization.
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The standard Terrapin explorer is rated for a crew of two, a pilot and a scanner operator (though one can easily fill both positions in most situations.) Terrapin captains often refer to themselves as ‘drivers’ rather than pilots, a nod to the ship’s similarity to a flying tank. An S4 utility mount atop the ship allows for a diverse set of roles. A dish-type scanner is the most commonly installed, as it directly benefits most of the Terrapin’s popular rules (including exploratory scanning, search and rescue tracking and in some cases spaceborne warning and control when outfitted as an armored command ship.)
Where most spacecraft designs increase the size of their engines to travel faster, farther or more nimbly, the Terrapin takes the exact opposite approach. Here, an enhanced power planet is used to allow the design as much armor and shielding as possible. The extensive armor lattice should be visible to anyone within range of a Terrapin: ablative sheets three-layers deep protect the top and bottom of the hull, with additional, thick exterior bulkheads to each side.
While most famed for its exploits discovering new worlds and rescuing soldiers under fire, the Terrapin is also a fighting ship. The extensive armor combined with the S5 remote turrent mount in the nose has given it a reputation as a ‘flying tank.’ Addition Size 2 laser cannons are also fully configurable. The Terrapin does not usually mount expendable weapons (ballistics or larger missiles) because it is designed to remain self-sufficient without resupply for extended periods of time.
Are you interested in learning more about the Terrapin? We have reproduced a vintage United Empire of Earth test pilot manual below. These manuals were created during its initial Naval review period, and they provide extensive details on both the ship’s capabilities and the different missions it is oriented to perform. Specifications and a detailed holoviewer model of the Terrapin can also be found below.
From a game design perspective, we view the new Terrapin as the first bespoke explorer ship. Much like the Prospector is the initial dedicated mining ship, the Terrapin will be a starting point for anyone pursuing a purely exploratory career. As noted above, the ‘tank-like’ nature of the ship should allow it to be flown by drivers who are more interested in staying alive to reach new worlds rather than engaging in aerodynamic dogfights.
Still have a burning question about the Terrapin? We will conduct two Q&A sessions regarding the Terrapin on Wednesday and Friday. Please post your Terrapin design questions to this thread. We will select the best questions we can answer and post them in Q&A articles.
Concept sale
About the Sale
The Terrapin 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 Terrapin poster and then once the in-game model is finished you will also be given an in-game Terrapin mini ship model! In the future, the ship price will increase and the offer will not include Life Time Insurance or these extras.
If you’d like to add one to your fleet, they’re available in the pledge store until August 29, 2016. You can also view a detail of the Terrapin in the Holo Viewer in the Tech Overview of the ship page.
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.
EXPLORER SALE
In honor of Gamescom 2016 and our focus on exploring procedural planets, we are bringing back a host of exploration and exploration support ships for a limited time! From the nimble ORIGIN 315p to the complex Anvil Carrack, a whole host of explorers (and even a rover!) are available now. These ships and packages will be available until Monday, August 29th.
Am heutigen Abend erfahren wir sehr wahrscheinlich Neuigkeiten zu Star Citizen und vielleicht auch zu Squadron 42. Um Punkt 21 Uhr startet ein von Chris Roberts höchstpersönlich moderierter Livestream von der Kölner Gamescom. Unter anderem dürfte es…
Am heutigen Abend erfahren wir sehr wahrscheinlich Neuigkeiten zu Star Citizen und vielleicht auch zu Squadron 42. Um Punkt 19 Uhr startet ein von Chris Roberts höchstpersönlich moderierter Livestream von der Kölner Gamescom. Unter anderem dürfte es…