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This article originally appeared in Jump Point 7.1.
600i-Class Multi-Role Luxury Vessel
DEVELOPMENT HISTORY
The Case For Luxury
The recent launch of the 600i spacecraft line is the result of several years of internal strife at Origin Jumpworks and ultimately stems from a debate about the company’s future. The early 2940s were marked by a massive increase in sales of Origin’s 300 line (the 300i luxury touring craft in particular), which was largely the result of an effort by veteran CEO Jennifer Friskers to reduce prices and increase availability to a wider audience. The campaign paid off in the short term, rapidly increasing Origin’s single-seat market and leading to a three-fold increase in 300-series production. While this success would be more than welcome anywhere in the galaxy, some within the company protested the move as “appealing to the lowest common denominator.” Furthermore, many saw the increase in production and the newly-widespread popularity of the 100 series as evidence that the company was following competitor Roberts Space Industries’ lead rather than keeping to their own path. As sales of the 300 series grew, so did the internal accusations that the luxury brand was losing its exclusivity and that the short-term profits were diluting Origin’s overall cachet.
The battle raged behind boardroom doors for several years until it came to a head in 2943, when the question of how to invest increased revenues from the 300i could no longer remain unanswered. Friskers’ loyalists believed that the push for the 300 should be duplicated with the development of a new line of spacecraft intended to compete with Roberts Space Industries, which had itself just launched a luxury model in the form of the Constellation Phoenix. A group of younger executives, already unhappy with Friskers’ four-decade hold over the company, saw this move as exactly what they feared most: the sea-change caused by the 300 campaign had become a permanent move away from the company’s iconic luxury branding. The fight became briefly public as Chief Financial Officer Trent Goade was quoted in Fleet angrily insisting that his company would “never produce anything like that [expletive] city bus with a hot tub.” The battle was finally joined as the younger executives pitched an opposing project for the same market sector: a multi-crew luxury spacecraft intended for the elite, developed in partnership with tastemaker brands with little or no consideration for the competition.
Although no side of the debate got their own way entirely, favor fell heavily on the revivalists; the new Origin 600i was to be a luxury-focused vehicle targeted well above the sticker price of the RSI Constellation and built without the specific consideration for the alternate role variants that the competition and 300 lineup had so warmly embraced. The project took its name from Origin’s historic 600 series, a line of Earth-built midsize transports the company championed in its early days, with the “i” added as a nod towards the specific luxury designation that had been built up around the current 300 lineup’s flagship model.
The Great Workup
With the set of specifications chosen by Origin’s executives, production of the 600i prototype began in earnest. Thanks to the revenue supplied by the 300 series, Origin’s 600 design team went into the project with the most expansive R&D budget the company had ever approved. The aerospace team was charged with developing a spacecraft with an excess of style that spared no expense and that end users would be willing to pay a premium for. With its expansive budget, the project produced results at a staggering rate. Outsourced partners from around the Empire were brought in early to develop everything from essential ship components, such as custom-fitted weapon mounts, to dealer accessories that ranged from synthetic bedding materials to branded humidors. One R&D project struck gold, hitting on a new ultra-light material that would significantly reduce the overall mass of the vessel.
While Friskers’ faction was unable to secure the low-cost design they had hoped for, her team did have one more ace in the hole: modularity. Per spec, the 600i was to focus on luxury and comfort over optional roles at every turn. It was clear that the first release, already called the Touring edition, would do just that. The design specifications did not, however, prevent the inclusion of modularity. Friskers’ team worked an end run around the board by secretly instructing longtime spacecraft designers loyal to their CEO to plan ways to integrate modularity into the design without impacting the ship’s lines or interior styling. Armed with the same expansive R&D budget, the team added independently-constructed cores which could be focused towards different jobs while still staying within the confines of Origin’s ultra-chic design aesthetic. The 600i would, in effect, have the ability to change its interior and functionality without impacting its exterior appearance. By the time this inclusion was apparent, it was too late to change anything without interrupting the aggressive development schedule. From the first prototype artifact, the 600i would feature the ability to pursue more roles than anyone had expected.
First Flights
Development of the 600i prototype continued as other parts of the company began to explore the longer-range future for modularity, with a second development team building the experimental Explorer module that was approved for full-scale production. The initial launch would offer both Touring and Explorer models, a decision seen by many stock-watchers as a significant reversal of the “luxury-first” movement that began the project. Thanks to a combination of credits and the expertise of Origin’s in-house development teams, the first flight article 600i was prepared for testing in just 18 months, launching from the New Austin laboratory in 2945 following a successful jump tunnel testing run.
Test pilots discovered that the 600i prototype was the rarest of beasts: an absolute success from the first launch. Unlike almost every other production spacecraft, the 600i was visually indistinguishable from the concept. The ship was found to be as comfortable as intended and generally a joy to fly, with better-than-expected turning and acceleration. What’s more, the Explorer module, which began testing six months later, was found to be genuinely effective as an exploration craft; Origin had produced a ship that would turn typically dangerous jobs into luxury experiences.
Production
The new 600i went into full-scale production for the 2947 model year, supported by an advertising campaign offering the ship as a luxury experience above all else. The Touring version was quickly a success, apparently capturing the zeitgeist with its highly-contemporary design. Perhaps to the surprise of Friskers and her supporters (or perhaps due to her work promoting the 300 series), the Touring sold above expectation. The 600i Explorer was also a hit, with the unusual nature of “luxury exploration” capturing public interest. Production of 600i Explorers was initially low but increased two-fold by the end of the year.
The only major issue with the 600i to date is an ongoing maintenance problem with the ship’s lift systems. The issue came about only after several months of space service, making it more difficult for Origin’s quality assurance teams to replicate. Engineers are currently developing an update which will either repair or replace the unreliable elevators with a simple dealership repair stop. Other systems continue to be highly praised by end users, especially the sleek, strut-free cockpit that offers an expansive view of the galaxy ahead.
The United Empire of Earth has also purchased two dozen 600is, each delivered without window openings, for rumored military conversion. It is not known exactly what role these spacecraft will play as none have been identified by spotters in the two years since delivery. Typical speculation runs the gamut from special operation target ships to armored VIP carriers, with the latter significantly more likely. Origin has remained tight-lipped about future updates to the 600i line. For now, sales of the 600i remain brisk and Origin is said to be particularly excited about the opportunity to celebrate the first new star system discovered by a 600i Explorer.
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Happy Monday, everyone!
There are no words to convey how incredibly grateful we are to have spent the weekend with you all at CitizenCon. We've spent the morning pouring over pictures, videos, recaps, and reviews, and it's hard not to get emotional. After 4 years away, we couldn't be more happy to have finally connected with you all in-person again. For those inquiring, we're working to get the full 4k versions of our presentations uploaded to YouTube as fast as possible.
As Chris shared, we've reached an inflection point, and we're over the moon(s) excited for all the features and content soon to come to the persistent universe. What are you looking forward to most? Let us know on Spectrum!
Also this weekend, we announced the Preview Channel, a new testing environment where we will deploy and test new underlying technology in an isolated environment to protect the reliability and playability of the live service. Make sure to read our full blog post for more details. And of course, get ready for your expedition to Pyro, starting October 31!
Looking back at last week, we updated our New Player Guide and Welcome Back, Pilot pages! If you’re returning to the ‘verse, or arriving for the first time, be sure to check these out to help smooth your first steps into the 'verse. Note that starting October 19 until October 30, you can also refer a friend to Star Citizen and both of you will receive HoverQuad with Copperhead paintfor free!
Now, let's see what's going on this week:
Earlier today, we published a Roadmap Roundup with a special focus on Squadron 42. As announced at CitizenCon, Squadron 42 is now feature-complete and has moved into its polishing phase. More specifically, Squadron 42 teams have now divided into strike teams comprised of developers across multiple disciplines, including design, engineering, art, audio, etc. - with the focus of polishing the game ready for an eventual live release. You will now see this reflected on our public-facing Progress Tracker.
This Tuesday, the Narrative team will publish a Whitley's Guide about the multi-role luxury vessel, the 600i. Are there any fans of Origin Jumpworks here?
Finally, on Friday, our weekly RSI Newsletter will be released in the wilds. Plus, Jump Point magazine is back for Subscribers, this time with a behind-the-scenes look at CitizenCon and some of the new features coming to the PU next year.
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for October 22, 2023
Progress Tracker
As announced at the conclusion of CitizenCon 2953, Squadron 42 is now feature complete. The game has moved into the polishing phase, which you'll see reflected on Progress Tracker.
Additionally, Squadron 42 teams have now been divided into Strike Teams, represented as new teams on Progress Tracker. These teams' headcount is represented by the main stakeholders, but the teams themselves are comprised of developers across multiple disciplines, including design, engineering, art, audio, and more. They'll all be working on a single deliverable, SQ42 - Polishing, as their tasks become more agile and they work towards Beta and Release. As was the case with Squadron 42 teams previously, these teams will only display one quarter of work at a time. We've added four Strike Teams to Progress Tracker with this publish, with additional ones to be added in the future.
Release View
The following cards have been added to Release View:
Ship Trespass
The interior of players' ships are now considered trespass zones for those without permission to enter. Permission will granted via the party system until more complex systems for managing crew and passengers is created. Players trespassing aboard a ship can be attacked by the owner of the ship and any player in their party without fear of committing a crime.
Drake Cutter Scout
Building, balancing, and implementing Drake Interplanetary's reconnaissance ship, the Cutter Scout, into the game.
Anvil F8C Lightning
Building, balancing, and implementing Anvil's heavy fighter, the F8C Lightning, into the game.
That's all for this week! Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Der erste Tag der CitizenCon 2953 liegt hinter uns und brachte eine Schiffsladung an künftigen Verbesserungen und Neuigkeiten. Hier die wichtigsten Infos.
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CUTTER SCOUT
We made the Cutter for you, the people.
Designed from the ground up to be tough, versatile, and user-friendly, it’s the perfect ship for fledgling pilots looking to find out where they fit into this universe of ours. The Scout model comes factory-equipped with a beefed-up scanning suite that makes it perfect for pathfinding, surveying, and even reconnaissance and covert intelligence operations.
We believe it doesn’t matter who you are or where you come from; you're an integral part of the Empire and now, with the Cutter, you too can reach the stars.
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The Cutter chassis is a proven winner with new pilots and old veterans alike, brimming with the gritty style and devil-may-care attitude that put Drake on the map.
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The Cutter’s stout weapons package will never leave you in a tight spot, even when skirting the outskirts of civilization or scouting dangerous routes.
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Anyone with even a passing knowledge of aerospace history will be familiar with the legendary Zeus and its undisputed role in Humanity’s conquest of the stars. Originally prototyped in the early 2100s as commercially viable transport utilizing a streamlined quantum drive, the ship had a rocky start when early test flights went publicly awry. Luckily, this would-be legacy was eclipsed by the subsequent efforts of Navy test pilot Michelle Saleno and her hand-picked squad, the original 999th Test Squadron, who worked with RSI to redesign the Zeus' hull before successfully completing a historic test flight in 2137.
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ZEUS mkII
Ready to ferry a whole new generation of travelers across the universe, Roberts Space Industries is proud to introduce a starship eight centuries in the making - the all-new Zeus Mk II spacecraft. Paying homage to the classic design that launched Humanity to the stars, the Zeus Mk II has been updated to exceed modern standards while retaining the heart of this beloved space faring icon.
Honor some of our earliest space pioneers with this official throwback Zeus Exploration suits, designed to emulate the suits worn centuries ago by the brave men and women who designed and tested the universe’s first commercial spacecraft.
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Introducing: Preview Channel
Into the Unknown
At CitizenCon 2953, we unveiled the Preview Channel—a new channel running in parallel with our live servers, aimed at facilitating the smooth integration of emerging technologies onto the live servers. Read on for details.
Throughout the development of Star Citizen, we've achieved numerous technological milestones, each bringing us closer to the immersive universe we've always envisioned. When a foundational technology comes online for the first time, it often requires a time of adjustment. It’s an iterative process that sees our team combat unforeseen challenges by inventing solutions on the fly. A process that can often cause disruptions for those who simply want to log in and play.
That’s where the Preview Channel comes in. A new environment where we will deploy and test new underlying technology in an isolated environment to protect the reliability and playability of the live service. Upcoming foundational technology such as the Replication Layer Split and crash recovery will roll out on the Preview Channel first. These technologies will be tested and hardened in Preview Channel before making their way to PTU for migration to Live. In the future, when we're ready to deliver Server Meshing, you can expect it to go to Preview Channel first for its effects to be observed and tested before it goes to PTU. Any new technologies on the Preview Channel must be validated, graduated, and ultimately mission-proven before making their way to a live release.
This means that if you aren’t interested in testing the latest new technologies, you can simply connect to the live game and dive right in. Those amongst you eager to get their hands on the latest cutting-edge tech will be able to connect to the new Preview Channel to do just that.
But be warned, the Preview Channel is not for the faint of heart. You should always expect the unexpected when testing in this environment. This means that things will work, and then they won’t, that servers will be online… and then suddenly go offline. This is the wild west, a true testing environment where experimentation is the norm and all bets are off. You should never connect and expect healthy progression or reliability, but instead expect uncertainty and the potential for issues related to gameplay, connectivity, or maybe something even more unexpected. We really want to stress this to manage expectations – this is our boiling pot of new tech, and new tech which will live in the Preview Channel, until it’s in a good enough place to make the migration over to our live servers.
Intrepid explorers will be excited to learn that we’ll be properly inaugurating the Preview Channel by opening the Pyro system within the environment this month. As mentioned above, there will be plenty of unknowns, and we need brave trailblazers like you to face them with grit and determination. Read on for a detailed schedule.
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We're excited to announce that on Tuesday, October 31, we'll open access to Pyro on the Preview Channel. We'll utilize a randomized selection process, pulling from Digital Goodies Pack owners, Concierge, and our most active testers, followed by our usual wave process. More details to come.
We can't wait to hear what you think about the lawless wasteland that is Pyro.
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Cruise into Star Citizen Alpha 3.21 in style by referring a friend!
Starting October 19, 2023 our latest referral bonus grants you Consolidated Outland's adventurous hoverbike, the HoverQuad, with Copperhead paint for free!
Referral Bonus FAQ
Find everything you need to know about the Alpha 3.21 referral bonus.
What is the referral bonus?
The referral bonus gives you free gear, items, or ships for introducing new players to Star Citizen. This time, you and the players you refer get a Consolidated Outland HoverQuad with Copperhead paint. The bonus is granted when a new player uses your referral code and pledges for a starter pack or ship (minimum $40) on the Pledge Store.
The usual referral bonuses apply too, including 5000 aUEC and a point in the regular Referral Program.
This bonus promotion runs until October 30, 2023, so don’t miss out!
How do I refer a friend?
Your friends must add your personal referral code when creating their accounts. This is crucial, as the code CANNOT be added after the account is created.
Where do I find my personal referral code?
You can find it on the Referral Program Page. Your Referral Code is unique and can be shared anywhere you like, including on social media, via email, or on your website.
What’s in it for me?
Recruiting one friend during the promotion gets you the Consolidated Outland HoverQuad, the perfect vehicle for adventurers looking to explore the most savage of terrain in comfort and style. State-of-the-art gravlev engines provide the smoothest ride in the game, and the on-board storage ensures you're properly equipped for any excursion. This reward also includes the Copperhead paint.
Can I earn more than one Consolidated Outland HoverQuad during this promotion?
No. Only one Consolidated Outland HoverQuad can be earned per player.
What is the regular Referral Program?
The regular Referral Program empowers you to become a driving force behind the growth of the Star Citizen community. Plus, you’ll unlock cool in-game rewards, from exclusive hangar items to ships. The Referral Program Page details everything currently available.
When do I receive my referral reward?
The existing player will receive their reward immediately once the new player they are referring pledges for a starter pack or ship (minimum $40) on the Pledge Store. The new player's reward will be granted after the promotion ends on October 30, 2023. Rewards may be distributed in waves, so if you don't see it show up right away, it should populate soon.
Are there any limitations to the referral reward?
The Consolidated Outland HoverQuad given out as a referral reward includes LTI and is non-meltable and non-giftable.
Do the standard Referral Program and the limited Alpha 3.21 Referral Bonus work together?
Yes. All referrals gained during the bonus period go towards your total in the standard Referral Program.
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With high risk comes great reward, so head into the ‘verse to tackle some of the most dangerous missions yet. From infiltrating abandoned bunkers to restoring peace to a once-idyllic city in the clouds, Alpha 3.21 introduces all-new escapades for pilots of every level. Plus, there’s the latest groundbreaking tech, updated features, quality-of-life updates, and much more.
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CitizenCon returns on October 21 and 22 - if you’re heading to the LA Convention Center, we'll see you there! If not, don’t worry, we’ll keep you updated with all the news, announcements, and presentations throughout the weekend.
The Alpha 3.21 patch cycle debuts the Replication Layer split, which is vital to moving the Persistent Universe closer to a single shared environment between all players. This tech is a key milestone on the path to server meshing, Alpha 4.0, and beyond.
The Replication Layer split will debut in the new Preview Channel that runs alongside the live servers and lets players experience the latest technology and backend developments before they migrate to the live service.
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Cruise into Star Citizen Alpha 3.21 in style by referring a friend!
Starting October 19, 2023 refer a friend to Star Citizen and both of you will receive Consolidated Outland's adventurous hoverbike, the HoverQuad, with Copperhead paint for free.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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“Success at the cost of stepping on others isn’t success at all. An industry can be dominated by sheer force, it’s true, but treating an industry like an enemy will only lead to pyrrhic victories. Empowering those around you is the only true and clear path to sustainable prosperity.”
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Whether on patrol or lending tactical air support, the A1 Spirit’s bespoke ordnance system, with its payload of ten bombs, makes the ship a formidable deterrent as well as a potent defender. Its flexible design allows for a degree of improvisation that also marks the Spirit as a perfect everyday ship without sacrificing any of the functionality of a dedicated tactical vessel.
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FORGING
A SAFER FUTURE
CRUSADER A1 SPIRIT
The Intergalactic Aerospace Expo (IAE) is just around the corner, and in anticipation of the event, Crusader is offering a super-charged 10-year insurance policy on every A1 Spirit standalone ship pledge.
In addition, every A1 Spirit pledge includes a complimentary white and blue paint scheme commemorating Crusader's new look for 2953, assuring you'll arrive at the Expo in true Crusader style.
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Happy Monday, everyone!
It's CitizenCon week! The team is on their way to Los Angeles to prepare for our biggest show yet, and we're so excited to see all of you in-person again! Panels are rehearsing, booths are being set up, and the air is starting to fill with electricity as CitizenCon takes shape before we kick things off on Saturday, October 21. Here's some of the things attendees can look forward to:
Stanton Theater (Main Stage): The place to be for opening/closing ceremonies, and a healthy list of rich presentations from the development team directly. There’s never been a better time to say “you won’t want to miss it!”.
The Future of StarEngine: From pixel to persistent universe and everything in-between, join us as we showcase the power and depth of StarEngine, enabling the seamless scale that push our games to the cutting edge of the industry, technology, and beyond.
Checkmate Station: The Pyro-themed show floor (Checkmate Station) is filled with curious corners, inviting alleyways, and immersive recreations of in-game environments to set the stage for the perfect picture! In addition to the theming there will be photo opportunities, and the belle of the ball - a 1:1 scale rideable Drake Dragonfly, dressed in the Digital Goodies Pack livery!
Meet the Community: The show floor contains tight tunnels of booths, operated by community members themselves, as well as larger, open social spaces where you can meet up, relax, and plan your activities for the day. Content creators of all sizes will be organizing in-person meetups with their communities throughout the show at the dedicated Content Creator Corner. Outside of the cosplay competition on the Main Stage many attendees will be wearing their cosplay throughout the show. Be sure to ask before taking a picture!
Enjoy the Competition: Our friends at ATMO Esports are hosting the first ever CitizenCon invitational (Fight or Flight) live from the showfloor! Forecast is looking sunny with a chance of mayhem!
Q&A with CIG Developers: Following the presentations, you can look forward to smaller gatherings with presenters in the General Lounge. These will be scheduled throughout the show, and you’re encouraged to arrive early to save space! (Check your swag bag upon arrival for a printed schedule!)
Keep an eye out on our social media channels (Twitter, Instagram, TikTok) for sneak peeks and teasers leading up to the event! Don't forget to share all your event photos using the official hashtag: #CitizenCon2953. We'll be re-sharing our favorites!
Also in case you missed it, the skies above Stanton became quite a bit more thunderous last week! The Anvil F8C Lightning has officially made its debut, with a twist! Check out our landing page for info on how to get a license to bring one home, and be on the lookout! The elusive Platinum License is still out in the wild waiting to be found this week.
Now, let's see what's going on this week:
Thursday our Day of the Vara celebrations continue as Gun Rush returns to Arena Commander, but a bit more spooky! Got a bone to pick? Log in and sternum if you got 'em.
Friday, you'll receive our weekly RSI Newsletter delivered to your inbox.
And of course, Saturday and Sunday we're in Los Angeles and live on Twitch with CitizenCon 2953! We can't wait to see you there!
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
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We like cinematic things here at CIG, in case you didn't know. And this trailer for an MSR cinematic fits the bill. We can't wait to see what's next from Westrix!
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This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.
TO: SQUADRON 42 RECRUITS
SUBJ: DEVELOPMENT UPDATE 10:04:2023
REF: CIG UK, CIG DE, CIG LA, CIG TX,
FAO Squadron 42 Recruits.
Welcome to September’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including updates to female animations, fight sequences, and performance-capture data.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Features)
AI Features began the month resolving an issue with Vanduul attacks not harming the player or friendly AI. They also fixed behavioral issues related to AI taking cover, which will also enhance the situational awareness of friendly AI when encountering enemies.
The team then began providing animation support for cover transitions for each of the in-game factions. Issues were also addressed with attack-and-defend areas to ensure that AI units correctly advance to or defend a designated location.
Significant progress was made on a key battle, with the team implementing behaviors to allow the enemy to learn from the player’s actions. These learning behaviors will prevent players from exploiting specific actions to win. The team is also exploring design tweaks to the battle to enhance the overall experience.
Throughout the month, the animators concentrated on improving male-to-female retargeting to ensure that female marines move naturally during combat.
They also continued to provide animation support for crouch locomotion. Now, when players adopt a stealthy playstyle, AI buddies will follow their actions and crouch accordingly.
AI (Tech)
AI Tech continued developing various features throughout September, including boids and the Apollo tool, and began focusing on performance improvements and polishing existing features.
For boids, the base structure that allows the designers to define boid states (wandering, fleeing, idling, dead, etc.) and transition between them was implemented. These transitions contain rules, including when they should be selected, and animation data, such as birds taking off and landing. Iteration was also done on suitable physics properties for boid agents that need to be affected by gravity to walk on terrain. The team also added health components to agents so players can damage and potentially kill them.
For the Apollo Subsumption tool, the team completed an error-reporting panel that will provide detailed information on behavior issues. This will help the designers to catch problems sooner and solve them more easily. Various quality-of-life improvements requested by the designers were implemented too.
Performance improvements were also made, with the team looking closely at systems that impact performance on dedicated servers. For example, optimizations were made to how navigation islands compute after parts of the navigation mesh are regenerated. For navigation volume, code was cleaned up and ‘event dispatching’ was moved to ‘update job,’ which better distributes to multiple threads. The team are currently investigating and implementing optimizations to planetary navigation generation and pathfinding request processing.
New functionality were added to the collision-avoidance system. Now, collision avoidance agents have support for skipping and ignoring lists, which is used when agents move together as a group.
For NPCs using trolleys, improvements were made to collision avoidance, and a new component was added to the trolley that will trigger the regeneration of navigation mesh when it stops moving.
Regarding flowgraph Subsumption nodes, the team can now generate nodes with dynamic input based on Subsumption’s event description. This will help the designers to write more complex behaviors for NPCs and missions.
AI (Vehicles)
Vehicle AI spent September improving various elements of SQ42’s gameplay. Last month’s work involved reworking the fly-by-maneuver that the ship AI use in combat. It’s now much more aggressive and can adapt to what the player is doing. At higher difficulty levels, the AI will do a ‘skidded roll attack' during fly-bys, where they roll and strafe slightly as they approach, making them more difficult to hit.
Vehicle AI also exposed various features to the designers to help them tune and balance combat encounters, such as burst fire controls for ships. The AI can now also detect when a ship has entered soft death (disabled but not fully destroyed). Enemies will stop attacking in this case.
Various tweaks, improvements, and updates were also made to enhance the overall game experience.
Animation
The Gameplay Animation team spent the month working on weapon first-selects, a key combat encounter, the military pilot Multi-Tool, spec-ops cover animations, female animations for missing player interactions, and fixes to the firing range’s security behavior.
They also focused on cockpit- and environmental-interaction animations to increase immersion, pick-ups for AI medical and ship-hull interactions, and a variety of facial animations for flight combat and comms calls.
Audio
The Dialogue team completed their performance-capture pick-up shoots and moved on to asset editing and mastering. Content was captured for the breathing system too, which is being prepared for implementation.
“There was plenty of great quality content recorded to cap off a successful shoot.” Audio Team
Focus was also given to the Actor Status and asset mastering, and planning began for walla recording sessions to add background chatter to the game's more populated areas.
The SFX team continued efforts to fill environments with ambience in line with their sprint milestones.
The game’s weapons are currently being implemented with relevant sound effects and the first audio passes on in-game VFX began, such as lightning strikes.
The tech required to implement sound into cinematics was also completed, with the team breaking down the effect requirements for chapter one to bolster the impressive cinematics with impactful audio.
Code and tech work continued on the walla system, and numerous bugs were fixed too.
Engine
On the renderer, transitions toward the final version of Gen12 continued. This included enabling the RenderGraph, which can utilize the GPU better with less CPU cost. The team also removed several legacy GPU access APIs, including MapAndWriteDiscard, which won’t be supported by Gen12 due to low-level code complexity.
Furthermore, the streaming system received improvements.
“We no longer need to maintain a separate code path and instead update all our objects from within the rendering callback. This reduces code complexity, as we only need to maintain a single code path going forward, and reduces memory consumption as well.” Engine Team
The team then added more strict debug modes and high-level checks for the ECUS code to detect and report potential race conditions earlier. Also on the entity-system side, more strict checks were added to entity access functions to ensure they only happen on threads where it’s permitted.
Gameplay Story
The Gameplay Story team supported a performance-capture shoot and made improvements to a range of scenes across the campaign.
The team then used some of the new motion-capture data to create a scene with a key character entering and using an airlock. A long start idle was also added to a three-person scene early in the game, a console interaction was improved, and props were fixed and polished for a large mess-hall scene.
A new way to trigger lines while animations are already playing was documented so it can be used in other areas across the game too.
Graphics & VFX Programming
In September, the Graphics team progressed with several in-development features. For example, the new water-simulation and rendering systems now have their fundamental building blocks complete and are currently being balanced to ensure they look good under the game’s huge variety of conditions.
The R&D on Global Illumination was merged into the main branch to see it working across various locations.
Work also continued on features such as fire support for entities, a screen space occlusion effect for gas clouds to increase their lighting detail, and support for Maelstrom, the new physics destruction system.
Level Design
The Level Design team continued to make progress on their Idris interstitials. Along with the usual bug fixing and scene iteration, they completed the backend of the Reputation system. Now, the Idris crew will track a player's reputation via interactions. For example, selecting a negative, neutral, or positive conversation option, or walking off mid-conversation.
The team then moved on to Fortunes Cross, using the background AI to enhance its “past-its-sell-by-date shopping mall at 4 am” aesthetic. For example, they added NPCs lazily eating noodles, wearily sipping on a coffee, and carrying out shady transactions.
They also completed additional work on a social section in chapter one.
“We have our narrative scenes set up but, to reinforce the tone, we now have the background crew carrying out maintenance and repairs, watching frontline reports, and writing messages to loved ones.” Level Design Team
Narrative
Narrative spent the first half of the month supporting the recent performance-capture shoot. They also continued to meet with the various level designers and leads to make final tweaks based on the latest level updates.
“It was an intense three-week shoot, but it yielded some fantastic performances and moments that will really enrich the overall experience. During the shoot, we also welcomed back some of our original supporting cast for some final pickups.” Narrative Team
The footage captured at the shoot is currently making its way through the content pipeline as editorial selects are pulled and passed along to the Animation and Audio teams.
Additional wildlines based on combat-AI feedback and Vanduul content were also captured to fill in areas and supply more specific dialogue to support gameplay.
With the shoot complete, the team continued tackling many of the game’s text needs, from Galactapedia entries to environmental storytelling and collectibles. The team is also passing along script revisions to the Localization team.
R&D
The R&D team worked on a variety of important updates to the game engine that will be shown to the community soon.
Tech Animation
Tech Animation supported numerous teams across the project with a wide variety of animation tasks, including asset implementation and maintenance.
Great progress was made on creating and implementing creatures. As part of this, work was done on toolsets for rigging and physics proxy authoring and implementation.
Comms calls and dialogue were a major focus in September too, with the goal being to create content at speed.
“This has been hugely successful and collates many lengthy manual processes into a singular toolset with a great user interface.” Tech Art/Animation Team
Finally, they continued to provide additional faces for the game to source from, providing much more variation to NPC populations.
UI
The UI team looked at conversation text, updating its style to match the rest of the game-level screens, such as the radial menus. And, after a lot of iteration trying to find the perfect style, a direction for the Drake cockpit UI was unanimously approved and will soon move into production.
The team also began adding ‘AI fluff’ screens into some of the main levels of the game.
“Overall, they look great, though we’ve spotted a few areas for improvement and have been working on adding some extra variety as well as improving the underlying system so that we can use a single design on differently shaped physical screens. For example, we can make an engineering screen that fits on portrait, 16:9, or super-widescreen terminals in the level.” UI Team
The team also polished the visuals and ironed out issues with the visor and vehicle HUDs as they’re used in-game and come up against unexpected situations.
They’re currently polishing the map and radar systems, improving the visuals and usability.
VFX
Last month, VFX continued working with Art and Design on several locations, helping to add extra polish. They also continued fine-tuning the fire-propagation effects.
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<font size=7>Happy Birthday Star Citizen!</font>
It’s Star Citizen’s birthday, and it's shaping up to be our most epic yet. Today, we celebrate the incredible journey so far, and more importantly, all of you who have made this shared universe possible. From the solo Aurora pilot all the way to a fully crewed fleet, YOU are the reason we are all here today. As a toast to all of you, we’re unleashing something special: the most formidable solo heavy fighter in the ‘verse, the infamous Anvil F8C Lightning.
As originally conceived, for a player to secure one of these magnificent birds outside of Chairman’s Club rewards, they would first have to complete the upcoming Squadron 42. However, over the last few years, you salty scallywags and industrious ship hunters have proven adept at stealing and piloting F8s during their appearances at Invictus Launch Week. So, in a nod to your unofficial mayhem, we’ve decided to officially unleash this storm on the ‘verse. With CitizenCon coming on October 21-22, what better way to countdown to the big show than by bringing you some good old-fashioned, fun-filled action.
With that said, unless you’re a member of the Chairman’s Club with an F8 already snuggled cozily in your hangar, it’s not going to be easy to get your hands on one. You’re going to have to earn it by locating a special license, and once you get your hands on one, watch your back, this is gonna be the hottest ticket in the ‘verse.
Happy hunting out there, and remember to tune into CitizenCon in less than two weeks for updates on the status of Squadron 42 and of course, Star Citizen.
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An extremely limited number of special licenses have been hidden across Stanton, and you have ten days to find one and claim it for a chance to secure the most formidable solo fighter in the 'verse, the F8C Lightning. Beware though, as some of these prizes will put a huge target on your back, and nowhere will be safe when the entire system is looking to pry your license from your cold dead hands.
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GOLD LICENSE
The Hunt Is On
Find a gold license and redeem it at any rental kiosk in Stanton for a 24-hour F8C rental. What’s more, you’ll automatically unlock the ability to purchase the formidable Lightning here on this very page.
If you’re fortunate enough to snag one of these golden tickets, you’ll get a confirmation email with more details.
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PLATINUM LICENSE
Catch Me If You Can
Find an extremely rare platinum license and you can redeem it at Astro Armada in Area18, New Deal in Lorville, or the Crusader Showroom in Orison to claim your F8C (with LTI) for FREE! It's not going to be easy though- each platinum license will be carried by a Star Citizen developer in-game, and the only way to get it is to take it from them. Even if you manage to do this, it can be stolen in turn from you, and as soon as you have one in your hands, players across the server will be alerted to your location. Better move fast.
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Landing Complete
A livery for every occasion
During this limited-time Birthday event, pilots have the chance to pick up a base F8C Lightning (Gold License) or base F8C Lightning with the Platinum paint (Platinum License). These are available in limited quantities, and will require participation in the in-game event.
Separately, two other versions of the F8C remain exclusive to Concierge Tier Rewards:
• The Base F8C Lightning including the newly introduced Shock Wave Paint is exclusive to the Wing Commander Concierge Level.
• The F8C Lightning Executive Edition is exclusive to the Praetorian Concierge Level.
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For years, the Anvil Aerospace F8 Lightning has been a powerful NPC in the game, out of reach from all but the most industrious shipjackers, but now you can finally get your hands on one. Now that the Anvil Aerospace F8C Lightning has landed officially in the 'verse, we posed a few questions to the vehicle team about the UEE Navy's latest space formidable fighter, which is available for the civilian market for a short duration. Read on for answers, straight from the developers themselves.
What are the differences between the military-only F8A Lightning and its civilian twin, the F8C Lightning?
The F8C is less armored and drops a hardpoint size for all of its weapons across the chassis. However, it still packs a hefty punch.
As a focused heavy fighter, what would be a typical combat scenario where the F8C would unleash its full potential?
The F8C brings so much firepower and shielding that it remains effective in most combat scenarios against any small/medium target.
Can the pilot access the turret remotely to achieve a 360° firing angle, or can it be automated with AI blades in the future?
No, the “turret” is more of a dual weapon gimbal mount slaved to the pilot rather than a full remote turret.
Is the F8C’s weapon loadout fixed, or can all weapons also be connected to a gimbal puck/turret?
The F8C comes with both fixed and gimballed weapons by default and supports the normal range of customization. The upper and nose guns are gimballed by default, with the lower ones having a bespoke gimbal mount that doesn’t have a ‘-1 size’ modifier applied. This allows one fire group to be gimballed and the other fire group (consisting of the four wing weapon hardpoints) to be fixed by default.
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Given the lore background of the F8C being the latest UEE Navy fighter to support space superiority, does it come with higher-quality military-spec components by default?
Like other ex-military stock, the naval-spec components are restricted from civilian users, so the F8C comes with standard-quality components.
How well does it handle in standard atmosphere; is it primarily intended for space combat by the Navy?
It handles well for a heavy fighter in both environments. While designed for space combat, the shape lends itself to a good aero surface setup for atmospheric flight.
Is it gold standard, or can we expect further iterations and updates in the future? Is its current balancing final?
It is not gold standard. This release is primarily delivering the existing asset with some quality-of-life fixes that enable pilots to officially take to the skies, instead of relying on stealing NPC ships with bugs. Balancing, as always, is iterative and we expect to make further changes in the following patches after release to ensure our vision matches the results. Once Squadron 42 releases, there will be a further revision to the asset to bring the full gold-standard setup to the PU.
How does the F8C Lightning Executive Edition differ from the standard F8C?
The Executive Edition comes with a different black-and-gold paint scheme that carries over to the interior with a custom dashboard and seat.
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Does it come with any sort of storage capability for a parcel box or personal weapons and armor?
The F8C is a fighter so does not have space for boxes. In the future, it will be updated with personal weapon storage and a physicalized inventory location.
Does it come with an ejector seat?
Yes.
Does it already have access to the latest ship combat gameplay features like Master Modes in Arena Commander’s experimental mode?
The F8C is available in AC for owners but has not been converted for Master Modes.
How many versions of the F8C are there, and are they all available through the ongoing Birthday Event?
There are several versions of the F8C, and not all of them are available to be earned/purchased through the event. Some versions/elements are exclusive to various Concierge Tier Rewards.
• The Base F8C Lightning including the newly introduced Shock Wave Paint is exclusive to the Wing Commander Concierge Level.
• The F8C Lightning Executive Edition is exclusive to the Praetorian Concierge Level.
• During the limited-time Birthday event, pilots have the chance to pick up a base F8C Lightning (Gold License) or a Base F8C Lightning with the Platinum paint (Platinum License). These are in limited quantities, and will require participation in the in-game event.
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Which size of landing pad does it use?
The F8C uses a small landing pad size, the same as Vanguard and Reliant.
Didn't you say the F8C Lightning will only be available after Squadron 42's release?
As we have quite a lot of special content that will drop after Squadron 42 releases, we felt it was a shame to keep one of the coolest UEE fighters sitting on a shelf, especially as players have been hijacking the AI flown F8s in the game – and we don’t think they should have all the fun!
Do we still get the opportunity to earn an F8C Lightning in Squadron 42?
Those who play Squadron 42 may earn a number of bonuses that carry over into Star Citizen, including access to the F8C Lightning.
So if you miss this birthday event, don't worry, you'll have another chance.
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This portfolio originally appeared in Jump Point 10.08.
Humanity’s expansion into the stars faced countless obstacles over the centuries, from monumental technological hurdles to encounters with hostile and aggressive alien races. Yet, some historians say the most significant obstacle was Humanity’s unwillingness to set aside centuries of ingrained cultural differences and ally with each other. In 2380, Earth’s nations came together and, following lengthy and contentious negotiations, agreed to a previously unfathomable outcome; to unify under one central government that would lead Humanity’s expansion into space. While many celebrated the creation of the United Nations of Earth (UNE), others decided to fight back, leading to a bloody and contentious four years of unrest between 2380 and 2384 known as the Unification Wars.
THE STANLEY MUTINY
The warship Stanley was originally commissioned and put into service by the nation of Amecanio in 2369. Still in excellent condition, the battle cruiser’s ownership and command transferred to the UNE in 2380. More than a third of the crew, including the Captain, resigned prior to the transfer after pledging loyalty to their homeland and refusing to join the nascent UNE Navy. New Naval recruits were assigned to fill vacated positions in an effort to embody the new multilateral and multicultural makeup of the Navy. Yet these changes angered the remaining members of the Amecanio crew and led to clashes that resulted in multiple disciplinary reports being filed for fighting and insubordination.
With rumors swirling that Stanley’s Amecanio crew members would be separated and reassigned to different ships, a contingent of them took matters into their own hands. On October 20, 2380, an armed group of Amecanio crew members mutinied and took control of the ship. Their initial plan was to use Stanley to “liberate their country from the tyranny of the UNE” by attacking a number of Earth’s major cities if their demands for the return of Amecanio sovereignty were not met. In a heroic and highly successful operation, the UNE Navy disabled and recaptured Stanley without a single casualty. Those responsible for the mutiny were put on trial. Most were given lenient sentences in a show of compassion, but the three ringleaders received harsh sentences to send a message to other anti-unification sympathizers. Unfortunately, the actions of Stanley’s crew would only inspire others to follow suit.
On December 9, 2380, two UNE warships, Panjwani and Cassano, vanished during a routine patrol. The Navy quickly dispatched ships to determine their fate only for the search party to be ambushed. The Captains and crews of Panjwani and Cassano had secretly orchestrated a defection, and after repelling the search party, broadcast a message calling on other UNE vessels to “join them in rejecting the hegemonic authority of the UNE.” Over the following week, four more warships would defect and join a loose alliance whose main demand centered on the dissolution of the UNE. However, the group would never fully unify, as each ship continued to operate under its own command and make additional demands specific to its crew’s nation of origin, even sometimes in direct opposition of one another.
Desperate to not lose any more ships to mutiny, the Navy took the drastic step of reassigning the crew of all its remaining vessels to ensure people who were from the same former country or had previously crewed together were separated. This slowed its response to neutralizing the rogue ships but some believe it kept more Navy vessels from defecting. Meanwhile, the six allied yet independently operated anti-unification warships baited the Navy into skirmishes by advancing toward cities on Earth and Mars, or the jump to Croshaw. The Navy would briefly engage the ships but avoid an all-out battle. It claimed to be prioritizing the protection of civilians and cities, but Navy brass also worried that destroying the warship would create martyrs for the anti-unification movement and wanted the warships returned to the UNE fleet undamaged. The Navy’s focus on disabling and recapturing the warships frustrated many and allowed the rebellious ships to escape on several occasions. When one skirmish resulted in major damage to a Navy warship and the loss of five crew members, the Navy adjusted its tactics to go on the offensive and began picking off the anti-unificationist ships rather than waiting for them to threaten territories. Four were disabled and captured and two were destroyed. Panjwani held out the longest and was finally destroyed on March 22, 2381. Yet it wouldn’t be long before the war would re-emerge on a new front.
SIEGE OF SYRTIS
Tensions remained high throughout the middle of 2381, with a growing contingent of anti-unificationists publicly expressing their desire to dissolve the UNE. Intelligence services monitored their chatter and noted that a common belief was that the defecting warships failed in their objectives because they lacked a landing zone to repair and resupply. In June of 2381, an intelligence report noted the frontier settlement of Syrtis on Mars, home to a large contingent of ex-pats from Sumerkadia who opposed the dissolution of their country, had opened their city to anti-unificationists allied to any former nation. Syrtis’ population had dramatically increased and the settlement began expanding and strengthening its fortifications. When illegally obtained military-grade anti-aircraft turrets were installed in early August, the UNE sent in the military to retrieve the weapons only to be met with force. The unexpected level of resistance surprised the military, who decided against escalating the incident and endangering Syrtis’ civilians. Instead, the military pulled its forces back, encircled Syrtis, and waited.
Besides keeping anyone from entering or leaving Syrtis, the UNE military instituted a no-fly zone and blocked transmissions to stymie communications. Early UNE assessments believed the settlement had strategic food and water reserves to last six months, yet nearly a year later the residents of Syrtis remained defiant and refused to surrender. Despite the settlement’s communications being cut off, civilian observers monitored the settlement and the UNE’s actions and relayed daily updates on the stand-off to anti-unificationist circles. The incident became known as the “Siege of Syrtis” and grew into a rallying cry and recruitment tool for the anti-unificationist movement which, by now, had solidified into a single united group representing people from all the former nations of Earth known as the Anti-Unification Alliance (AUA). Some members of the UNE Council believed the stand-off made the government look weak and unable to enforce the laws Syrtis was subject to, so they ramped up pressure on the military to resolve the situation as quickly as possible. When residents inside Syrtis refused to negotiate with the UNE, claiming the government had no authority over the settlement, several psychologically stressful tactics were deployed, including the blasting of loud music, night-to-day aerial bombardment to create a canopy of noise, and light at night to try and exhaust the inhabitants for days on end. None of these ploys convinced the residents of Syrtis to give in and only generated more support for the AUA and ire for the UNE government from the wider civilian population. The UNE Council became convinced that the optics of the stand-off were helping the anti-unificationists more than anything and ordered the military to end it. On January 4, 2383, the military sieged the settlement in the middle of the night and, after a brief yet bloody battle, took control of Syrtis.
THE FIGHT FOR NEW YORK CITY
The bloody end to the situation in Syrtis drew widespread criticism and strengthened support for the Anti-Unification Alliance, which also evolved its tactics and communication methods. Peaceful and persuasive AUA members became the face of the movement. They held rallies, wrote Op-Eds, and made constant media appearances to promote their position that the UNE was an imperialist and unelected power structure with no real authority over everyday people. Meanwhile, UNE analysts noticed a troubling silence coming from the more militant wing of the anti-unificationist movement and worried something was in the works. They were right.
With measures taken by the UNE Navy to purge and disempower anti-unificationists within its ranks, the AUA focused on building a fleet of personal ships and modifying them with weapons systems, which were uncommon and extremely hard to acquire by civilians of the era. The movement also made inroads and garnered strong support within the burgeoning militia community. Following unification, many warships deemed too outdated for the UNE Navy were retained by local governments and deployed to patrol shipping lanes, aid in Humanitarian missions, and handle low-level encounters with a budding criminal element. In early 2384, commanders of the makeshift AUA fleet began secretly meeting and plotting with captains of some of these aging warships. Unlike previous anti-unificationist uprisings, theirs would be organized and focused on a singular objective.
On July 29, 2384, the UNE Navy received word that a militia warship that had vanished the previous week was approaching New York City. While local air controllers were attempting to contact the ship, it fired upon the Navy ships sent to intercept it and then fled. When the Navy mobilized ships in the region to pursue the rogue warship, the rest of the AUA fleet attacked New York City, heading for the same target: the United Nations of Earth Plaza, which housed the main legislative and administrative functions for the new unified government. Their mission was simple; destroy the seat of UNE power then use the ensuing chaos to convince countries and regions to abandon the unified government. Upon realizing the true scope of the attack, the Navy recalled most of its ships to come to the defense of New York City, though small fleets were left to defend the key military installments of Port Renatus on Mars and Angeli in Croshaw in case the attack on New York was a double feint.
For hours, the sky above New York City became ablaze in battle. Residents sought refuge in basements and subway tunnels as debris and damaged ships crashed into the city. The Navy rightfully assumed the intended target was the UNE Plaza and put everything into its defense. When it became clear the anti-unificationists wouldn’t be able to overcome the Navy’s defensive line, they adjusted their tactics to spread maximum fear and chaos by attacking the urban sprawl around the main city. Some of their warships fired randomly upon buildings, while others intentionally crashed into the city instead of surrendering. With the number of AUA ships dwindling, several of the rebellious ships fled instead of surrendering. These ships hid in the outer reaches of the Sol system or slipped into Croshaw. Knowing no UNE port would ever give them safe harbor, the crews of these ships would go on to form several well-known outlaw gangs, and despite UNE efforts to bring them to justice, many became infamous for raiding trading lanes through Sol and Croshaw.
The fight for New York City finally brought the mainstream anti-unificationist movement to an end. The random and mass destruction wrought on New York City and its surrounding area angered UNE residents and turned the general public against the movement for good. While there would be some small skirmishes with anti-unificationists in the following decades, historians officially consider the fight for New York City as the final battle in the Unification Wars. The destruction to New York City was extensive yet many famous and culturally significant locations thankfully survived. Today, many historians credit the massive rebuilding effort, including RSI’s decision to build a massive headquarters complex where the largest warship crashed, as key to the modernization of New York City and leading to upgrades and improvements that would solidify the city’s status as a political and cultural capital with one foot firmly in the past and another in the future. While the Unification Wars saw Humanity face great divisions and terrible internal strife, the result coalesced support behind and solidified the sovereignty of a Human-unified government that would boldly lead the species into the wider universe.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…