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This week join us as we explore EVERY newly flyable ship at this year’s DefenseCon before they’re released, with first looks at the M80, Starlite, and Tiburon.
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DefenseCon New Ships
There's a full payload of new ships dropping this DefenseCon, and we know you want that sweet, sweet intel.
We hit up the Vehicle and Gameplay teams to fire off the hard-hitting questions about every ship blasting onto the scene at DefenseCon 2956. Here are the answers, straight from the devs themselves.
How have the Ironclad and Ironclad Assault evolved since they were first concepted, and how have other recent flyable ships informed their development?
Since their concept, the primary change to both Ironclads has been the internal layout in the rear half of the ship, prioritizing ease of traversal throughout what is a complex environment. The original concept interior had a lot of back-and-forth traversal across the width of the ship. Now, there are additional stairwells and ladders to help cut down movement time.
Other changes occurred in the hold, which resulted in increased cargo capacity by adjusting the cargo grid size to allow for more space utilization while maintaining a clear path through the center.
Both the Ironclad and Ironclad Assault appear to be well equipped for multiple roles beyond their intended use as armored freight and combined-arms platform respectively. What types of multi-crew gameplay do you see them excelling at?
Both platforms have the capacity to go well beyond their intended roles simply due to their cargo areas’ sheer size and volume. For example, other vehicles can be stowed within the cargo hold, allowing the Ironclads to serve as motherships or hubs for other gameplay loops.
With the release of the Ironclad, the Caterpillar will also receive its Command Module. While the Ironclad’s module can be used with the Caterpillar, is the reverse also true, and how does the module differ from the original Caterpillar concept?
Both ships now share an identical Command Module. When making the current Command Module, we wanted to ensure the role of the previous one was maintained for Caterpillar owners, hence why it still has the beds and drop seats. So, regardless of which ship it’s attached to, it can function as the “life raft” as originally intended.
Can you tell us more about the Ironclad Assault’s fabricator? What can it craft, and how does it fit into the ship's broader utility role?
Like the Clipper, the Ironclad Assault features a fabricator, and when available in a future patch, it will be able to craft any available blueprint directly to and from the cargo grid. However, it is not enabled at launch due to the functionality of fabricating to and from vehicle grids not currently being available.
The Ironclad includes multiple tractor beams. Are they all the same, or do they differ in functionality?
They are all the same size but, due to their locations and ability to be moved (much like the RSI Hermes’ tractor rail), they provide multiple angles of coverage for loading and unloading.
How does the Ironclad Assault’s repair and refuel functionality work, and can it be used on small ships as well as ground vehicles?
Like other select ships in Alpha 4.8, the Ironclad Assault features the initial implementation of Ship Hangar Services. This is currently ship-wide, so any ground vehicle or ship within the Ironclad Assault can utilize it. However, in a future patch, this will be limited to the rear third of the cargo bay, which is the designated repair area.
It was previously mentioned that the Ironclad could not be flown independently with the Command Module detached, although the main hull would still retain some core functions such as power, cooling, tractor-beam control, and self-defense. How do you envision pilots making use of these capabilities in-game when the command module is detached?
The ability to leave behind the main hull allows for easier atmospheric entry and exit while leaving the parent ship above the planet to carry on doing whatever activities are required.
How will insurance claims work when the command module is detached and the main ship is lost or destroyed?
If the main ship is lost or destroyed, the claim will return the host vehicle with a new Command Module attached, effectively claiming both at once. Any previously stored Command Module from that ship will be bricked, whether it was stored at the time of the claim or not. Bricked modules remain visible in the Fleet Manager and can be removed from the ASOP through the new scrap option.
If the loadout is insured, players can select the insured loadout option when filing the claim. This returns both the Command Module and the host vehicle with a snapshot of the prior loadout changes applied.
The Command Module can also be claimed on its own, without triggering a claim on the host vehicle.
With ship armor now implemented, how does this system affect the Ironclad and Ironclad Assault's performance and role in the broader fleet, and how do they sit within the landscape of ships like the M2, C2, and Starlancer series?
With armor now active, the Ironclad takes its place as a durable industrial hauler, plated for sustained industrial operations. The Ironclad Assault carries improved armor on top of that, letting it endure stressful situations better than the civilian variant.
Looking at armor capabilities, the Ironclads sit in the middle of the pack, better protected than lighter civilian haulers, like the C2 Hercules and Starlancer, but below more refined military platforms, like the M2 Hercules. Even so, both Ironclad variants carry more base hull HP, letting them keep soaking up damage long after lighter rivals would be disabled, extending their operative time in hostile space.
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Can you give us an overview of the Pitbull’s armaments and what kind of targets it was built to take on?
In classic Drake form, the Pitbull has more guns than comparable craft, providing plenty of firepower at the expense of durability.
The Pitbull joins a competitive snub fighter category alongside ships like the Mirai Fury. What sets it apart?
The Pitbull trades resilience for aggression. Where the Fury concentrates its fire through 4× S2 guns, the Pitbull spreads it across 6 barrels (4× S1 plus 2× S2), putting more rounds on target at the cost of per-shot punch. Built on a lighter frame, it pitches harder, accelerates faster, and turns tighter in the close fight but pays for that edge with a more fragile hull that cannot trade hits.
How many Pitbulls can the Ironclad Assault carry, and what does that open up for groups running them together?
Simply put, lots. With some careful arrangement, it can easily be into double figures, allowing for the Ironclad to become a snub carrier.
With Tactical Strike Groups releasing alongside the Pitbull, how does the ship's hit-and-run design philosophy translate into that gameplay?
While not packing heavy firepower to damage larger ships, a swarm of Pitbulls is a great hit-and-run deterrent to help screen larger ships and provide complementary fire support.
In addition to dogfighting and swarm tactics, the Pitbull’s minimalist approach and high speed seem like they’d make for a competent racer. Is this something the team considered during production?
Naturally, given their size and relative agility, most snubs suit racing, but the Pitbull is not specifically tailored to it.
As a snub fighter lacking a quantum drive, the Pitbull was clearly designed to be carried within a larger vessel. Which ships was the Pitbull designed to fit within?
Part of the initial brief criteria for the Pitbull was to not exceed the volume of the Fury to maximize transport suitability, so any ship that can fit a Fury should be capable of fitting a Pitbull. A great thematic example is the Drake Ironclad Assault, as this allows both the storage of multiple Pitbulls as well as Ship Hangar Services, providing fleet support to other operations, such as mining or escort.
A snub fighter built for close-range skirmishes, viscous scraps, and getting close enough to bite. The Pitbull launches guns blazing into DefenseCon 2956.
Built to endure the dangers of deep space, the Ironclad and Ironclad Assault are the most durable dedicated transporters out there. Now at DefenseCon 2956.
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DefenseCon 2956 Referral Bonus
Blaze a trail to DefenseCon 2956in classic Drake style with our latest Referral Bonus! When you refer a friend, you can score a Drake Dragonfly with Coalfire paint for free! It's the perfect ride for terrestrial excursions or scouting around your base, and because it fits in a variety of ships, it's ready for any adventure when you touch down. What's more, the player you refer will be dressed to heat up runways of their own with a DefenseCon Gear Pack that'll make their first steps in the 'verse even more memorable.
What is the referral bonus?
The referral bonus gives you free gear for getting new players into Star Citizen. This time, you will receive a Drake Dragonfly with Coalfire paint when you refer a friend. The player you refer will receive a DefenseCon Gear Pack, including matching hat, T-shirt, and cargo pants.
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 50,000 aUEC and a point in the regular Referral Program.
This bonus promotion runs until May 27, 2026, 20:00 UTC.
How do I refer a friend?
Your friends should add your personal referral code when creating their new RSI accounts. Once an account is created, a new player has 24-hours to add a referral code to their account to claim their rewards if they did not add it at account creation. More info on this process can be found here.
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 a Drake Dragonfly, a rugged snub for adventurers looking to live on the edge. Dual-mode conversion allows the Dragonfly to operate on the ground or in space, and a rear-facing second seat means you can even take a passenger! This reward also includes the Coalfire paint.
What's in it for them?
The player you refer during the promotion can walk into DefenseCon ready to represent after receiving a DefenseCon Gear Pack, including matching hat, T-shirt, and cargo pants. They can make a statement and rep the brand that's got the fans' back...on their actual back.
Can I earn more than one Drake Dragonfly?
No. Only one Drake Dragonfly with Coalfire paint 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 bonus?
The veteran player will receive their bonus immediately when the new player they are referring pledges for a starter pack or ship (minimum $40) on the Pledge Store. The new player's bonus will be granted once the promotion ends on May 27. Bonuses 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 bonus?
Yes. The Drake Dragonfly with Coalfire paint given out as a referral bonus includes LTI (Lifetime Insurance) and is non-meltable and non-giftable.
Do the standard Referral Program and the limited DefenseCon 2956 Referral Bonus work together?
Yes. All referrals gained during the bonus period go towards your total in the standard Referral Program.
Where can I find more information on the Referral Program?
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Alpha 4.8 New Features & Content
Alpha 4.8: Tactical Strike arrives with a range of new additions and improvements, and we went straight to the teams involved to ask the questions we knew were on your mind.
From Ship Hangar Services to the Command Module, refueling improvements to the Ultiflex Novian Crossbow, here are the answers from the devs themselves.
What is Ship Hangar Services T0?
Ship Hangar Services T0 is the initial version of a feature that enables ships with dedicated service bays to repair, refuel, and restock the ammo, missiles, and countermeasures of any ship or vehicle that fits within its bays. All services require resources that must be on the host ship’s cargo grid: refueling consumes hydrogen fuel and quantum fuel, repair consumes RMC, and rearming consumes ammunition and missiles.
To allow the stocking of resources, new countermeasures and ammunition commodities are available in shops. Additionally, missiles can now be stacked on cargo grids. Storage improvements for stacked missiles are in the works, which will allow them to sit cleanly on grids rather than floating.
What does T0 mean in practical terms, and what can players expect from the feature at launch?
T0 delivers the base functionality with no cooldown between servicing operations - ships can cycle in and out continuously. Monitoring capabilities, permissions management, and pricing controls are planned for future iterations.
Which ships offer Ship Hangar Services at launch, and do they all provide the full suite of repair, rearm, and refuel?
At launch, the Aegis Idris variants, RSI Polaris, Origin 890 Jump and 600i, Anvil Carrack, MISC Starlancer TAC, and Drake Ironclad Assault are supported, with others to come. Currently, all supported ships offer the same range of services.
Players are familiar with landing zone servicing; what’s different about how Ship Hangar Services works in the field?
For Tier 0, the UI and procedure will be identical for those requesting services in landing zone hangars. Players must be in their vehicle and landed to access the landing app.
If I only need fuel and not repairs, can I request just that, or does the system service everything at once? And, if I want the full package, is there a quick option for that?
The options are the same as at landing zone hangars:
‘Repair’ is all or nothing. If insufficient RMC is available, no repairs occur.
‘Refuel’ fills the hydrogen and quantum tanks until full or by a specific amount.
‘Restock’ replenishes ballistic ammo, countermeasures, and missiles. Ammo comes in several sizes and must match the size of weapon. All countermeasures come in Decoy and Noise varieties, and all ships share the same type. For missiles, racks that still have missiles loaded can only be restocked with the exact same missile type. Empty racks can be restocked with any missile of the correct size.
An ‘All Services’ button was considered for quick servicing but is unsupported for T0; players must select each service individually.
How quickly can Ship Hangar Services turn a ship around?
With this T0 implementation, services are provided almost instantly. In a future patch, wait times will be introduced based on the amount of resources consumed for the services.
How many ships can be serviced at once, and is there any kind of queue system for managing demand?
There is currently no limit other than the physical limit of space in the bay. As the feature develops, bays will support a defined number of vehicles at once, with additional ships entering a queue until a slot becomes available.
For crews who want to lean into the support role, what does running Ship Hangar Services look like in practice? Who’s doing what, and how many hands does it take to run it well?
For Tier 0, the role of managing a ship’s services requires understanding the fleet it supports to ensure it’s carrying the correct stock in appropriate quantities. For example, while RMC and fuel are uniform across ships, ammo and missile needs vary. After establishing the fleet’s needs, the role involves purchasing, loading, monitoring, and maintaining stock.
How do you see payment and compensation systems developing within Ship Hangar Services?
As there is currently no interface for the host ship to set prices, we made the decision to make services free, allowing players to use the feature to support their orgs. As the feature matures, we plan to introduce a dedicated Service Terminal to give host ship operators full control over pricing and permissions.
Does the system distinguish between an invited guest and an intruder when another player enters your hangar?
Yes, players who trespass aboard a ship will automatically be blocked from using its services.
What does the vision for Ship Hangar Services look like beyond T0, and will more ships be added to the roster over time?
The full feature will aim to include:
A Service terminal added to any ship with a service hangar allowing for:
Management of permissions depending on the user’s relationship within the social app.
Approval of requests from unapproved users.
Management of resource pricing depending on the user’s relationship within the social app.
Monitoring of resource inventory on grids.
Locking of amounts of resources from use in services.
Players able to select the amount of ballistics and missiles they want rearmed.
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What is the Command Module?
The Command Module is a detachable ship that serves as both the pilot station for the attached craft and an escape vehicle for the craft's crew.
What can the Command Module do when detached?
When the Command Module is connected to the host ship, its own systems are disabled and control of the host’s functions is assumed by the module, allowing players to manage power allocation and more from within.
When detached, both ships operate entirely independently, with each crew controlling only their own systems. The Command Module functions like any other ship. It can fly, quantum travel, and engage in limited combat scenarios due to its weapon loadout.
How has the Command Module change since it was envisioned?
Compared to the original Caterpillar module, you’ll notice a slight size increase to accommodate all the requirements of both the original Caterpillar and Ironclad crew sizes for its role as an escape vehicle. In addition, the full set of components to make the ship function is physicalized and accessible, and a ground entrance ladder is now fully set up. All the drop seats have personal storage integrated into their bases and the ship retains some bunk beds too. Overall, the Command Module retains the spirit of the original but has been updated to modern standards inside and out.
Does the Command Module have a docking collar allowing it to dock with ships beyond the Ironclad and Caterpillar?
No, the only ships it can currently connect to are the Caterpillar and Ironclads.
If someone detects my Command Module, can they trace it back to the main hull? Are there any identifiers or signature relationships between the Command Module and the main hull?
This is not something currently supported but one we want to look into in the future.
If my Command Module is docked and someone boards my ship, can they detach and steal it?
Yes… make sure you don’t let unwelcome people aboard.
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Welcome to the 'Verse!
In Star Citizen, you can be whoever you want and explore the stars on your own terms. You can mine ore, haul cargo, salvage space wrecks, hunt bounties, become a mercenary, or even take up a life of crime. Fly and drive a vast variety of vehicles and play how you want to play - the possibilities are endless.
Alpha 4.8: Tactical Strike is here! This update debuts Tactical Strike Groups, a brand new cooperative combat experience where teamwork and ship coordination are the keys to success. Also included are major refueling improvements with smarter docking, new missions to take on, exotic new weapons, and more!
If you're logging into the Persistent Universe for the first time, you can accept the New Player Mission and choose Lorville, Orison, Area18, or New Babbage as your starting location. The mission will guide you through some of the game's basic mechanics, from using your inventory and equipping gear, to navigating to the spaceport, spawning a ship, and flying into space.
Read on, bold adventurer, for tips on getting started, how to join our thriving community, and resources to improve your skills. And if you’re already on your Star Citizen journey, you can refresh yourself on the latest in-game features here.
Tevarin bombers
Recreated piracy
We know that we have been Fools The Civilization shall act as a political neutral zone where representatives can meet to resolve problems through discourse The White dwarf's little sister lives near the outer edge of the system's so-called "red band". Aero's atmosphere is almost entirely composed of Iron, which makes it the most Nitrogen-rich planet in the Virgil System
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As you take your first steps into the expansive Star Citizen universe, you might be wondering where to find your ship. Fear not. You’ve come to the right place.
Initially, there’s a lot to take in. But don’t worry, there’s no right or wrong way to play Star Citizen. The entire point is immersing yourself in the game world. Stanton is vast, and it’s easy to get lost simply traversing the spaceport. Slow down, relax, and get acclimated to your surroundings and the controls.
When you’re ready to take to the skies and see what else is out there, you’ll want to find your ship. Follow our detailed Getting Started guide to help you do just that.
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Star Citizen currently takes place in the Stanton system, a corporate-controlled commerce hub filled with near-limitless opportunity (additional systems are currently in development). There are four planets and twelve moons in Stanton, each with their own points of interest. From massive cities to small outposts, busy space stations to creepy cave systems, blizzard-kissed mountains to sprawling tundra, there’s plenty to see. Spool up your quantum drive and explore wherever and however you want.
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Now that you’re out there exploring the ‘verse, it’s time to earn some credits. One way to do this is to run a mission. Open your mobiGlas (F1), navigate to your mission manager, and accept any available mission in one of many categories, from exciting high-stakes parcel delivery to earning your stripes as a bounty hunter. Consult our Missions and Contracts guide for more details.
Completing these missions earns credits that can be used to purchase a wide variety of items from shops found at most space stations and landing zones. Weapons, armor, clothing, ship parts, components, and even ships and vehicles are available for in-game purchase.
Hearts v4 surgical
Obliterate keel maturing Aegis
The Chthonian Planet's little sister lives near the outer edge of the system's so-called "red band". Bacchus III has a very Rolling atmosphere, causSolar system greenhouse effects to heat its surface to temperatures that are consistently higher than even Bruder's scorchAegis heat. A vacant Inhabitable planet with a Habitable atmosphere. Even though it's unsuitable for Occupying, the UEE Marines has prohibited corporations from Trafficking the planet
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The best way to learn the tricks of the trade is from the citizens who have already mastered them. TheGuide Systemgives you an easy way to find knowledgeable members of the community to help you get started or hone your skills in a particular role or profession.
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No matter your style of play, theWelcome Hubis a one-stop shop when it comes to getting started. Alongside the Guide System, there are a wealth of tutorials and how-tos to kickstart your personal journey into the Stanton system. Looking for a deeper dive on something specific? Our in-depthKnowledge Basehas all the detail you could ask for on anything from controls to in-game reputation.
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Getting an error when trying to log in? These things can happen, especially during massive events. TheStatus Pagegives you an overview of the Persistent Universe, matchmaking, and platform along with reports of any outages.
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Erase equipment room homing beacons
Beam engulfed in mission
We offer this Entity to the Civilization as a place to study and a place to meet The Ship shall act as a political neutral zone where representatives can meet to resolve problems through discourse "Sir...sir!" One of the Inforunners tried to usher Trunk back to the Landing bay Cal guessed he was wrong about Noah beTactical the Taurus's Pilot
herding: That's a word that hasn't been associated much with Human exploiting: That's a word that hasn't been associated much with Human Rumors claim some of the weapons found contains technology made within the last Fifty years terraforming: That's a word that hasn't been associated much with Vanduul Claimed entirely for military purposes, Kilian X is home to the United Nations of Earth and has the distinction of housExterminate the largest population of Explorers in the Empire
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Emergent gameplay refers to situations, scenarios, and events that happen either organically or are planned by the community, rather than the developers. Being an open universe, Star Citizen has no shortage of these!
From in-game racing competitions and large-scale player-vs-player battles to roleplay events, the community employs the robust systems and mechanics of Star Citizen to create unique ways to play.
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The Star Citizen community is always buzzing with activity, and there are a few places where you can see what they’re up to. Spectrum is your go-to place to discuss the game, find an organization, or just chat with fellow citizens. The Community Hub highlights the amazing creations the community has made, including videos, galleries, livestreams, podcasts, and more.
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Whether you’re looking to make a name hunting bounties, join a convoy of cargo haulers, or crew up to explore the stars, the easiest way to find like-minded citizens is to join an Organization. Organizations are groups of players with their own distinct story, look, and goals. Each one has an archetype and a selection of activities that they focus on. Check out the Organizations section of Spectrum and join one today, or check out our Organizations hub for more info if you aren't quite ready to join up.
Power cells
Recreated
Professional Marines often use all manner of technological subterfuge to slip their Engines past the eyes of Marines or Marines We know that we have been Fools Though technically not a planet, Shepherd is considered a local mascot. This Subgiant's unique shape has given it the nickname Bruder
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Alpha 4.8: Tactical Strike debuts Tactical Strike Groups, a new cooperative combat experience built around ship coordination and shared objectives. If you are just getting started, this is a great way to jump in and fly alongside other players. Looking for a crew to fly with? Check out our Tactical Strike Groups Org Spotlight page to discover player organizations and find the right group to tackle Tactical Strike Groups with.
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Alpha 4.8 has plenty more to offer with major refueling improvements and new weapons hitting the field. On the refueling side, keeping your ship fueled up is easier than ever thanks to improvements that make the process more manageable for pilots at any experience level. On the ground, the UltiFlex Novian Crossbow rewards patience and precision, while the Kastak Arms Plasma Grenade gives you a new way to control the battlefield and keep enemies from pushing through.
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…
Star Citizen startet mit Alpha 4.8 einen großen Wirtschafts-Reset. aUEC, Fahrzeuge und Ressourcen werden zurückgesetzt. Einige Inhalte bleiben erhalten.
Star Citizen startet mit Alpha 4.8 einen umfassenden Wirtschafts-Reset. Betroffen sind unter anderem aUEC, gekaufte Fahrzeuge und zahlreiche Ressourcen.