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The original extended video that was so important & memorable:
20 mins of What Star Citizen is all about ...
Ship videos / commercials:
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Origin 300i Commercial
Origin 350R showroom commercial
RSI Aurora 2944 Commercial
Anvil Hornet Commercial
Tech videos:
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Reclaim the stars in the exciting new Space Epic from legendary game designer Chris Roberts.
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A rich universe focused on epic space adventure, trading and dogfighting in first person. Single Player – Offline or Online (Drop in / Drop out co-op play) Persistent Universe (hosted by US) Mod-able multiplayer (hosted by YOU) No Subscriptions No Pay to Win
Other quick questions: Can I have a medium-sized ship with a single launchable fighter aboard? Yes. Can I get out of my ship and shoot people in first- or third-person combat? Yes. Can I hijack an enemy ship? Yes. Can other players hijack my ship? Yes. Will there be location-specific damage on spaceships? Yes. Will there be customizable weapons on hardpoints? Yes. Can I play with a mouse? Yes. A gamepad? Yes. A joystick? Yes. Will it support Oculus Rift? Yes. Will it take user-created content (ships, etc) and sell it, splitting revenue with creators? Yes.
What will the gameplay be like? (taken from the FAQ) Star Citizen will feature gameplay similar to the original Wing Commander and Privateer, with a more realistic physics system. This means that it is NOT a ‘click to kill’ interface like most modern MMOs; your success in combat is going to depend as much on your skill with a space fighter as it will with your ship upgrades and your pocket book.
Well this is stupid just because the TS has negative view on the game.The mods jz decided to change the TS of the thread to someone who jz continue copy pasta stuff that i can find googling instead of honest opinion of people who bought the game and is disappointed of its current state of the game.
I mean come on at least we have both the positive and negative review of the current state of the game.Pretty obvious since the kickstarter project till now there is no demo of the game but jz concept art,screenshot and trailer and lots of promises.
Now you are just like our gov "Jangan Persoal" policy.
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Introduction of a game shouldnt be negative and should promote the content of the game even though it has its flaws.
Really? Despite the cons of the game we should all jz be positive bout the game and give it a thumbs up?
BUY THE GAME PEOPLE ITS SO GREAT ITS GONNA BE THE BEST GAME EVOLVING MMORPG TO THE NEXT GEN OF ITS OWN?
yes jz me ranting and probably this will be deleted by the mods or me given a warning/send to bora bora island for stating my opinion.
We will be testing tonight's build tonight and on Saturday. If it's good, we'll keep testing. If it has further issues, we'll try to resolve them this weekend. Then on Monday morning we'll have a go/no-go meeting to decide if we can release it then. Whatever we decide there, you'll hear about it in the next update.
The point of the post today is to warn people not to expect the game to come out Saturday or Sunday - we can't release it over a weekend for a variety of reasons (largely because of the support needed for the launch.) Monday is a possibility, but again not a promise until we've had a good solid look at the current build.
Well this is stupid just because the TS has negative view on the game.The mods jz decided to change the TS of the thread to someone who jz continue copy pasta stuff that i can find googling instead of honest opinion of people who bought the game and is disappointed of its current state of the game.
I mean come on at least we have both the positive and negative review of the current state of the game.Pretty obvious since the kickstarter project till now there is no demo of the game but jz concept art,screenshot and trailer and lots of promises. Now you are just like our gov "Jangan Persoal" policy. Really? Despite the cons of the game we should all jz be positive bout the game and give it a thumbs up?
BUY THE GAME PEOPLE ITS SO GREAT ITS GONNA BE THE BEST GAME EVOLVING MMORPG TO THE NEXT GEN OF ITS OWN?
yes jz me ranting and probably this will be deleted by the mods or me given a warning/send to bora bora island for stating my opinion.
Still have the cheapest tier package. I'm really really hoping they won't disappoint, even though I'm skeptical about it now.
I agree that the title of the old thread was a bit too negative. But at the same time, I feel that it was fair to give warning and point out signs that should make us think twice about this game. At the moment, it feels quite like a gamble ><
Well this is stupid just because the TS has negative view on the game.The mods jz decided to change the TS of the thread to someone who jz continue copy pasta stuff that i can find googling instead of honest opinion of people who bought the game and is disappointed of its current state of the game.
I mean come on at least we have both the positive and negative review of the current state of the game.Pretty obvious since the kickstarter project till now there is no demo of the game but jz concept art,screenshot and trailer and lots of promises. Now you are just like our gov "Jangan Persoal" policy. Really? Despite the cons of the game we should all jz be positive bout the game and give it a thumbs up?
BUY THE GAME PEOPLE ITS SO GREAT ITS GONNA BE THE BEST GAME EVOLVING MMORPG TO THE NEXT GEN OF ITS OWN?
yes jz me ranting and probably this will be deleted by the mods or me given a warning/send to bora bora island for stating my opinion.
This is a special case, Star Citizen is not a game. It is a crowd funded project with very little actual followup after over 2 years of development other than numerous artwork, models without any technical details which it should be shown by now. I backed over a dozen of games, Star Citizen is the worst performing crowd funded project with a ridiculously high budget as even 1 man studio are able to provide much more solid updates than this.
The fans of this concept thinks Star Citizen cannot be criticised as they think this crowd funded project is perfect. It isnt and no crowd funded projects are. pyre has been wanting to have his own thread for numerous times, because he wants have the first post to promote the game while always seemed to be unreceptive with the criticism of the "game" that isnt even playable yet. Whats even more concerning is, pyre has only post the positive news of the game so far while avoiding the negative ones (such as the playable module delay), because he seemed like negative views will hurt the game's reputation. At the same time, he is constantly breaking the rules of posting large size images that are over 1MB where this thread is inaccessible on a data plan as it will use up a lot of your data without knowing.
The reason I wrote that first post is because the game is becoming a major pyramid or ponzi skim, except this one has none of the public getting any return of investment. I felt that people needs to know that the game is a non-performing crowd funded project where should not be supported for now until something substantial is released in near future. After collecting 44 million from the public, the company behind this game has not released a playable content now while the fans of the game are still actively encouraging people to pledge for the game. What happens if this game got delayed indefinitely which happened numerous times in the game industry? No one's getting a refund when that happens.
This game is being lead by Chris Roberts who have a history of over promising a game's ideas while under delivers it. Look up Freelancer and Strike Commander. This isnt a game who is lead by Brian Fargo or Ian Bell who has a reputation of completing games on time and mostly deliver what they had promised.
Not to mention, over 2 years of development and there are absolutely nothing playable at all, then, these fans of this concept still want to hype people up by encouraging people to pledge for all these expensive pledge ships that ranges from Rm100 to RM45,000+. Then, try to drown out the negative criticism because they dont like to hear that. I'll be surprised if this isnt some form of MLM or pyramid skim.
The worse thing is, if people start to post some MLM or a pyramid scheme on Kopitiam, it will get shot down immediately while for Star Citizen, this managed to get away. Probably because this is made by Chris Roberts.
If you do not believe me, here is a quote from an artist who works in the game industry.
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Fairly well put, I share the sentiment.
RSI set themselves up with a hard job - I think they underestimated many things, from backer expectations to the technical roadmap they were forcing upon themselves by offering so many "ideas" as stretch goals.
When you go on Kickstarter asking for money, and it starts flowing in beyond your wildest dreams, it's difficult to keep your feet on the ground.
There are no shortage of great ideas in game development, but a lot of them - usually the coolest - never make into the game, because they're just so time consuming, and you have so many other things to do. And you can't solve it by throwing more people at the problem, because (this should be a well known fact by now), more bodies makes things worse, not better.
The post-kickstarter success has only made things worse. Not content with taking what they already have, they had to set up the most expensive looking website they could (suffers the same problem of excess - it's difficult to navigate), fill it with even more ways people can invest in the game (up to $15,000 !? and there are people complaining about Premium Beta prices!), provide all the episodic stories, and stage round-table "update" discussions with the developers. Honestly, I really felt for the artists - they have that haunted "leave me alone, I'm busy" air about them.
I don't know Chris Roberts, I've never met him or worked with anyone who has, but his public approach to problems - assuring everyone that the team will give daily updates, for example - is another alarm bell, a management approach which is hard to escape because it was set up as a promise "to our backers" right at the beginning (complete transparency). Is there anyone here working in games, that relishes having to make daily reports - not just to the boss, but joe public as well? It gets in the way.
Making games is hard. Thinking you can do it (with a middleware you didn't write, no less) and keep everyone informed every step of the way, while meeting deadlines for things that you haven't really considered, is dangerous.
I look forward to playing Star Citizen, and I've not got any interest in knocking it - I'm purely observing here - but, as an artist myself, I feel for the guys that are having to actually make this stuff. They're not the ones that made all the promises, but they sure as heck are the ones who're taking the beating and long hours over it.
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from the latest jump point magazine & online discussion... proposed capital ship command structure
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Command Monitor battles and gives orders
Comms Send / receive transmissions Coordinate external fleet actions Receive communication from pilots Broadcast orders to pilots and fleet Manage “fleet chat” channels
Sensors / Scanners Scanners Sensors Proximity Monitoring systems and scanners (“we have more fighters incoming!”)
Pilot set waypoint auto-pilot jump gates steer ship receive input from tactical emergency manoeuvres
Engineer ( power management ) Take all or specific sections offline Reroute power Shut down power per section Manage hazard systems Manage general power Repairing
Tactical Radar Ship information Shut down areas of ship Weapons readouts ( ammo, etc.) Hull integrity Shields: designate power to shields Damage report
This post has been edited by pyre: Jun 17 2014, 08:03 PM
We’re almost there! A weekend of hard testing revealed several blockers in the current Release Candidate. The team has worked to resolve these today, and believe we have a good build now. Our internal QA group will be testing it overnight tonight, with our next “go/no-go” meeting scheduled for early tomorrow morning. The good news is that we’re closer than ever, and our efforts over the weekend had the team resolving issues on the fly as they were found by QA.
We will update you tomorrow morning (US time) on the results of the go/no-go meeting.
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Q1: My friends and I have a small Org and we were wondering if we could use each others hangars once they are placed in the game? Ie. When on Terra, we all use Bob’s hangar, and when on Corel, we use Frank’s, and so on. Or are Org Hangars the only way? A1: The way the game is set up is that you have a personal hangar and an Org hangar. Currently any shared hangar has to be an Org hangar. CIG likely won’t let you share hangars as phrased in the question.
Q2: How will racing work with G force? With the recent reveal of the ability to fade out, or black out from many G’s will we have to fly out fast racing ships slower, or will there be some kind of system in place to prevent excessive G force? A2: There is a system already in place to deal with G force in the form of IFCS. If you put the safety modes on, you won’t be able to reach the top speeds of the ship compared to having the safety modes off.
Q3: I watched Return of the Jedi the other night and thought how cool it would be to have some friends planet side taking out shield generators while some other friends take care of business in space. Will Star Citizen contain these kinds of missions? A3: Chris isn’t sure about the planet side to space missions currently, but there will definitely be shipboard to space missions. There will be cases where you want to take over a ship, so you’ll have friends in fighters taking out fighter cover of the target ship and then other friends go in a boarding ship and breach the hull and take over the ship.
Q4: What’s your stance on Mods that would be client side only in the PU, like the Tmorph ad on for WoW where it allows you to look like any race, gender, gear, etc. I know these mods could be used to abuse certain loopholes in coding within the game, but I am still curious if something like this could be allowed or considered a banable office in either case being used for fun or abusing the game. A4: It would depend based on whether you are trying to cheat or not. If you just did something client side, was only cosmetic, and had no impact on PU gameplay then it should be fine.
Q5: Some months ago, CIG mentioned technology collaboration with Warhorse Games, maker of the Kickstarter Kingdom Come: Deliverance. Can you give us an update on what CIG and Warhorse are learning from each other and how complementary the tech will enhance both games? A5: Warhorse has some nice tech for NPCs where all the NPCs have different outfits and such. CIG is looking in to using that to making the character creation process smoother. CIG has shared some CryEngine knowledge with Warhorse and both companies are talking about AI.
Q6: After a year of subscribing, we get our name in the game. Will we be able to search through a database and find it or could we potentially play this game for years without finding it? A6: It would depend on where you’ll be adventuring. It’s not something that’ll be hidden; you’ll just have to visit it.
Q7: If a player has several ships, including a Cutlass, on one of the character slot, will the player be able to select whether to use the Asteroid Hangar as opposed to one of the starting Hangars? If so, will all the ships that’ll fit in a Deluxe Hangar also fit into the Asteroid Hangar? A7: Yes, ships that’ll fit the Deluxe hangar will fit the Asteroid hangar. In terms of if you get to start in an Asteroid hangar or some other hangar you select is still under discussion.
Q8: How will you be able to get your Citizenship if you opt out of SQ42? A8: Military service isn’t the only way to get citizenship although it’s one of the easier ways. You’ll be able to buy your way in which is similar to the ancient Roman way. The other way to get it would be to do missions that’ll increase your “civic/public service” status.
Q9: With the ranked ladder play announced for Arena Commander, do you plan to balance ships in Arena Commander separately from the PU? So for example, a Hornet used for ranked Arena play would be more strictly controlled balance wise than PU Hornets. A9: The concept with Arena Commander is to help CIG balance the ships for the PU. Don’t forget that points will be handicapped, so killing an Aurora with a Hornet would get you fewer points than say killing a Hornet with an Aurora. Also, DFM v1.1 will allow players to customize the ship so CIG can get data on balance.
Q10: We know there’ll be a rep system for our own characters: Will Orgs also have rep as well? A10: Yes. Orgs will also have reputation.
This post has been edited by pyre: Jun 17 2014, 08:04 PM
Although Cheese tone is quite harsh, but you cannot demerit him for him making a point. I kind of agree it's almost a scam that they kept on failing in meeting the deadlines. It's totally unacceptable.
While i'm excited for this game, i'm not gonna spend a penny until it's fully released.
Although Cheese tone is quite harsh, but you cannot demerit him for him making a point. I kind of agree it's almost a scam that they kept on failing in meeting the deadlines. It's totally unacceptable.
While i'm excited for this game, i'm not gonna spend a penny until it's fully released.
Thats what Star Citizen fanboys are, they only believe in Chris Roberts' absurd dream to make an absurd game. Not to mention, the updates that TS post are all positive updates. What about the delay of the DFM? What about the technical stuff?
They said they are transparent, Star Citizen arent even transparent at all. Where the the 3rd of June DFM daily update? Where is the playable client? Instead, they just kept quiet and post more fictions when there are no game at all.
While they kept putting up more and more packages on sale in their store. Probably for the fanboys to convince other people to pledge for this like a MLM or Ponzi scheme.
It is just strange to join an organisation when there is no game to play at all.
If it goes on like this, this is the next Duke Nukem Forever.
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Greetings Citizens, The go/no-go meeting has happened and the word is GO! Arena Commander V0.8 is currently being uploaded to our server partners. If all goes according to plan, the module should be available to play later tonight! There’s no need to keep reloading your Star Citizen Launcher: we will post here as soon as the download is available. In the meantime, we’ve put together a quick gallery of what we call “body horror” screenshots collected by the team in Santa Monica over the past several months. These show off some of the more bizarre bugs we’ve run into during the game’s development. We expect you’ll find a lot more once you start helping us test Arena Commander… but hopefully these have all been eliminated!
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still at the office working hard for us.
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Hey guys! I'm sorry for the radio silence for the past few hours, but the team has been working hard to get Arena Commander V0.8 out the door TONIGHT. The good news is that we can now confirm that is HAPPENING! Look for an update to your Star Citizen launcher very soon, and the download itself shortly after. We've just updated the front page to reflect the fact that AC is coming tonight, along with a gallery of some of the bugs we've been encountering.
Please be aware that this update will delete your USER folder. If you have screenshots or anything else saved there, move them NOW!
Edited to add: the May Monthly Report will publish as soon as the patch is available to the public.
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edit:
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We are very happy to finally share with you the first public build of Arena Commander!
The build we are releasing today is what we’re calling Version 0.8. You can download it by either updating your existing Hangar through the launcher or by accessing the Star Citizen Download page. V0.8 will give every qualified backer access to the Vanduul Swarm and Freeflight modes and includes the ability to fly the Aurora, 300i and Hornet. If you haven’t pledged for one of these ships, we’ll give you a loaner that is the closest in class to what you fly; we want everyone with Alpha access (or an Arena Commander pass) to get their first taste of spaceflight!
WARNING: the updated version of the Star Citizen launcher will replace the USER folder when it patches. If you have any saved screenshots or other content, please move them before downloading Arena Commander.
Arena Commander V0.8 also includes multiplayer functionality for the Battle Royale and Team modes. These modes will be available for a small number of players today. As we hunt down lag and synch issues and spin up servers, we will open these modes up to more and more players in the coming weeks.
Remember: V0.8 is just the beginning. It’s the start of a hard push for the development team as we head towards V0.9 and finally V1.0, at which point Arena Commander will be ‘feature complete’ with the modes, maps and options promised at PAX. By the time V1.0 drops, we aim for the entire community to have access to the multiplayer game modes!
As we move forward to Version 0.9, we will focus on adding the following improvements:
Improved client and multiplayer server stability General performance optimizations and fixes for hardware specific issues discovered during community testing Audio improvements with additional SFX, music, mix, and improvements to the dynamic music system Improvements to the HUD to better differentiate the manufacturers, improve ITTS, and add mouse control functionality Additional character animations to add immersion to the cockpit and resolve outstanding animation issues Further flight model upgrades to better handle unique thruster power combinations and refine the control of each ship Additional ship, weapon, item, and thruster tuning to improve the balance of Arena Commander based on community testing New multiplayer game mode for public testing along with AI improvements and updates to Vanduul Swarm. Hangar bug fixing along with enhanced visuals and animations. Cockpit polish with improved damage effects and more dynamic lighting that responds to gameplay events and ship status. Some additional weapons and items for use with Arena Commander. Update player breathing sound effects and responses to incoming impulses and g-forces
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QUOTE(Jigoku @ Jun 5 2014, 10:13 AM)
How is the game? worth pledging now or keep wallet for other games
As with any crowd funded project, as I've told our members, manage your expectations accordingly (eg: bugs, delays, feature changes etc). and do remember that no publisher-model would do something of this magnitude - that is, release a pre-ALPHA of a game to 450K players simultaneously. no one in their right mind would do it.
If after all that, and you still believe that this game will be successful and would like to contribute to the development, then go ahead and pledge accordingly to your budget. but please be informed of what the different packages are and how it will suit your playstyle. if you want to learn more, feel free to ask in this thread and we'll answer to the best of our knowledge (since things can and may change between now and the finial release).
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huge update today.
- new patch for Launcher app & hangar mostly (downloads get a huge boost!) - TNGS entries are now in hangar for you to preview! (and everyone is upgraded to a Delxue hangar!) - the long over-due Freelancer variants are available as well - ship stats have been updated
If you plan to get any of the variants, please remember that you can get it IN-GAME! But if you do choose to part with your $, please pick the RIGHT way to get it.
Either as a PACKAGE, or a ADD-ON or an UPGRADE. KNOW THE DIFFERENCE! Read the COMM-LINK carefully, ASK if in doubt!
Introducing the Freelancer line-up
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The MISC Freelancer is here!
We are pleased to announce that the MISC Freelancer line of variants is available starting today! You can learn about all four Freelancers in the brochure below, which outlines exactly why you might want to add this ship to your fleet. The Freelancer is a versatile, rugged starship capable of exploration and shipping roles. Whether exploring the depths of space or shipping cargo, the owner/operator of a Freelancer is his own man (or woman.)
Visit the MISC FREELANCER page for more on key elements of this chassis by Musashi Industrial & Starflight Concern. The SHIP SPECS matrix has been updated to reflect all of the Freelancer variants properties.
And be sure to watch the finale of The Next Great Starship: we’ll be premiering the Freelancer commercial trailer, showing off the ship’s features with some very cool visuals! TNGS airs live in this space, Saturday at 3 PM PST. If you can’t catch TNGS live, the commercial will be available in this space later tomorrow.
Three additional versions of Freelancer are being launched today: The Freelancer DUR is a long-duration explorer ship, specifically outfitted for exploring strange new worlds! Go big, or go home: Freelancer MAX is the line’s dedicated hauler, with additional cargo space for merchant captains! The Freelancer MIS is the heavy hitter of the line: a powerful missile boat designed for use by the UEE military and now available for civilian operators!
All of the Freelancer variants are now available in the Hangar! You can’t dogfight with them yet, but you can explore them like any of Star Citizen’s other ships. The DUR and the MAX are permanent additions to the pledge store, while the MIS will be available through Monday, June 16th. The MIS package even includes a limited-edition UEE coat (for those not interested in the MIS, the coat is available as a separate item, also for this week only.) It may return for special promotions in the future.
If you already have a Freelancer as part of a game package and would like to exchange the hull to a DUR, MAX or MIS you can do so with one of the upgrade packages listed below.
Remember: we are offering these pledge ships to help fund Star Citizen’s development. All of these ships will be available for in-game credits in the final universe, and they are not required to start the game. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.
This post has been edited by pyre: Jun 17 2014, 08:10 PM
Remember: we are offering these pledge ships to help fund Star Citizen’s development. All of these ships will be available for in-game credits in the final universe, and they are not required to start the game. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.
What a load of nonsense.
Charging over $100 for a virtual ships doesnt mean you start with a different experience, you get an advantage over others who doesnt own it in some ways. And also some disadvantage.
This post has been edited by Cheesenium: Jun 7 2014, 11:58 AM
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Letter from the Chairman: $45 Million
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We’ve hit $45 million in crowd funding, so I think it’s safe to say that the Freelancer is a winner! I think the Freelancer is a great microcosm of the Star Citizen experience. Backers chose the original design during the initial campaign, they petitioned us to update the cockpit… and now here it is, beautifully finished in your Hangars with a full set of variants. This isn’t just a ship you helped pay for: it’s a ship you helped create.
At $45 million, you’ve unlocked one of our backer-selected rewards, the mysterious Hadesian artifact. We have some cool plans for exactly what this will kick off in the Persistent Universe… but you’ll have to explore that aspect of the game yourself! Here are the details:
Hadesian Artifact – The mystery of what happened in Hades has been one of the great archeological puzzles ever since the system was discovered in the early 26th Century. The evidence suggests that the Hadesians nearly erased their entire civilization in devastating civil war that left a planet cracked in half, but so many questions remained. Who were these Hadesians? How did the war get started? Over the centuries, even the public became enamored by the mystery of this system. This curiosity was inflamed when scientists recently discovered a lone Hadesian artifact on the black market of all places. Trinket manufacturers quickly tried to capitalize on the resurgence of interest by building exact copies of the artifact for sale to the public, even replicating the unidentified symbols along the base… For your final ‘flare’ reward, you’ve voted for the “Engine Tuning Kit.” Here’s the newly-unlocked official description:
Engine Tuning Kit – Wilkes & Federman MaxTune Kit has become one of the best-selling starter kits for the discerning home enthusiast. Featured in Whitley’s latest Steal of the Year issue, this kit comes with everything the fledgling engineer needs to take a deeper look into the mechanics of their engine. With a Tap Analyzer, you will be able to view your engine’s current output and energy draw numbers in an easy and comprehensible way. Use the thirty-eight piece omnitool to access your engine to start tweaking. Wilkes & Federman is not responsible for damage incurred after tuning your engine. Please consult with manufacturer’s warranty before performing work.
Charging over $100 for a virtual ships doesnt mean you start with a different experience, you get an advantage over others who doesnt own it in some ways. And also some disadvantage.
The REAL disadvantage (for everyone) is that the persistent universe is likely to come out in late 2015, or early 2016!
I could wait till Intel Skylake to roll out before actually playing SC!
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Q1: We have known for a while that hull breaches will be in the game. Will we be able to use large hull breaches as EVA entry points when boarding? If so, will multi crew ships be limited to one or two predetermined hull breach areas or will we be able to create entry points roughly where we fire our weapons? A1: Generally the hull breach will be limited to some place like airlock or hangar door. It?s a matter of practicality because of the level of work involved. When you are trying to breach the hull, the area you can breach will be highlighted in your HUD.
Q2: How will stars work? When flying around the solar system and you get close to a star, do you need to increase power to the shields to mitigate radiation and heat? And will there be solar flares where the radiation level spikes and you need to adjust shields accordingly? Or will they just be sitting there without any special mechanics? A2: In general, the stars will just be there and you probably won?t be able to get too close to it. If you do insist on flying too close to the star, as you get closer the heat and radiation will begin damaging your ship eventually destroying it.
Q3: What kind of tools will we have to reduce purchase risk of various items? For instance, I want a tool that lets me enter in specs for suit/ship/engines/position in ship and have it spit out the % throttle the person at that position in the ship will black out. This will help me buy the suit/ship/engine that?ll best suit my flying purposes without having to randomly experiment by buying everything. A3: There probably won?t be a tool that?ll do this. You?re going to know the specs when you are buying something. For example, a suit may say that it?ll have high G tolerances. However, Chris believes that the community will develop tools that?ll let you search for items like the way you want to.
Q4: I was wondering about the banking system in the PU. You?ve said before that people will be able to take out loans to buy their first ship, but how will this be paid back? If you miss a payment, do you get a bad credit or get bounty hunters sent after you? A4: What will probably happen is that there will probably be a system that will auto deduct from your earnings, similar to real world wage garnishes. Chris isn't sure about credit scores and bounty hunters
Q5: Will our cyborg limbs be repairable? Would they be damaged during a fight or anything else? And if so, what will we have to do to fix them? A5: Yes, the limbs will be repairable and can be damaged. To repair them you?ll need to go to a cybernetic repair facility. These facilities will be available planet side or in the case of a large ship, in the ship med bay.
Q6: So we know there?ll be some kind of organic questing system for UEE worlds and systems, but my question is will there be something similar for pirates and anyone living outside of UEE law and questing for other reasons that to balance a system?s resources? Or will it end up being completely free form and we have to choose targets ourselves in a less structured way? A6: Even in the pirate/smuggler aspect, CIG models in all these things when designing the PU and the economy. So for example, a smuggler can take missions smuggling narcotics from place to place.
Q7: What non-Chris Roberts games has influenced Star Citizen concepts, ships, mechanics, and etc? A7: Deamon Souls: Death mechanics and the sense of accomplishment Star Craft: Managing resources/rock-paper-scissors type game play. Battlefield: CoOp play/teamwork
Q8: Can a player Org be classed as a terrorist Org by the UEE? So it?s members are attacked on sight in UEE space? A8: It?s definitely possible to have an Org that?ll engage in anti-UEE behavior and it?ll get to a point where the UEE will basically consider you to be terrorists and you?ll get attacked on site by the UEE/Advocacy/System security.
Q9: Could you maybe shed light on what you have planned for our solar system in the PU? How many planets, dwarf planets, moons, asteroid belts can we expect to see? A9: Our solar system will basically be modeled as it is but not to the exact scale but it?ll feel big. As for other systems, there?ll be a variety of them.
Q10: I would like to know how you plan to implement NPC communication. Such as a system in Mass Effect or Dragon Age. Will you try to implement a system like SOCOM or End War where the menu system is voice controlled? A10: In space it?ll mostly be Wing Commander/Freelancer style. In planetside, there will be a conversation style where you?ll basically be controlling the thoughts of your character which will drive the dialog, for example, you?ll have a ?thought? like ?Hmm I wonder if he has any work for me? and selecting that will ask the NPC if they have work available. Action and body language will be taken in to account when talking with a NPC. As for controlling mechanics, these will be driven by a menu (your thoughts) and action (looking at the person) system.
This post has been edited by pyre: Jun 17 2014, 08:12 PM
» Click to show Spoiler - click again to hide... «
QUOTE
Greetings Citizens,
If you’re a very early backer, check your e-mail! The first invitations to Arena Commander’s multiplayer have gone out. QA invited the first 250 backers to start playing today. These backers were selected by the team because of their especially valuable bug reporting skills during the Hangar module release.
The team decided that reports were looking good and that we should begin the general rollout. Only a small number of Citizens have been sent invites at this point, but we hope to increase that dramatically in the near future. From this point forward, invites will be based on Citizen number in the aims of giving the earliest access to the backers who have supported us the longest.
huh? the game aint finish yet till god/dev knows when. i'm enjoying as it is now. in fact, the graphic is much better optimize than WD no point keep posting comment on this game as the dev is quite slow/ take time. so i'll come back when the next big update hit.
Because they promised so much, delivered so little with whole lot of junk in between and overpriced ships.
Not to mention, a large portion of fans are obnoxious bunch of delusional people that looks down on other crowd funded games because they do not have 46 million in their bank. They think Star Citizen will be an amazing game, all based on the promises that Chris Roberts has made but havent delivered.
This post has been edited by Cheesenium: Jun 16 2014, 08:10 PM
i have been talking on chat lately, not on the General one, that is batshit crazy and fanboism alert way to much. i did however join the CRV chat for vets and some of them i guess agree and disagree to some degree.
question.
the right to have no publisher to some that is worth a lot, even people spending 15kUSD for that package. and it was sold instantly. no publisher, no marketing needed for the game so there is pro's and cons. 46 mil might not be alot due to this average game budget http://cdn4.wccftech.com/wp-content/upload...Game-Budget.jpg
but minus all that cost? its ok to think its gonna be ok. i guess its wait and see. been enjoying AC so far tho it feels rather weird on KB@M.Hope they change that.
i have been talking on chat lately, not on the General one, that is batshit crazy and fanboism alert way to much. i did however join the CRV chat for vets and some of them i guess agree and disagree to some degree.
question.
the right to have no publisher to some that is worth a lot, even people spending 15kUSD for that package. and it was sold instantly. no publisher, no marketing needed for the game so there is pro's and cons. 46 mil might not be alot due to this average game budget http://cdn4.wccftech.com/wp-content/upload...Game-Budget.jpg but minus all that cost? its ok to think its gonna be ok. i guess its wait and see. been enjoying AC so far tho it feels rather weird on KB@M.Hope they change that.
Part of the game's fanbase is obnoxious. They think they are working on the greatest game ever, which is true as no other crowd funded project that actually has this much money. At the same time, they just kept pushing the sales of these expensive ships that is even more expensive than microtrasaction in mobile games, these vocal majority think it is all fine despite they are the same people who hates EA for selling Battlepacks in BF4. I think selling better ships outright is pay2win in the same way as buying power in a terrible F2P. At the same time, CIG has delivered very little till today, just a hanger and AC while other similar crowd funded games are moving towards release, Beta or Alpha by now. It just feels like they are incredibly bloated with such a massive team with a game with a difficult goal to achieve but achieved little so far. Try saying anything negative to the obnoxious fans, they will literally try to murder you for doing so.
Whatever money they make from ship sales, say $100 from a ship, 100% of the revenue goes back to the company as there are no middleman at all. I think thats a very good business model, the problem is just on where are they spending the money on. They blow a fair bit of money in a private party in PAX and also that overly fancy but messy website that they have now. No one but them knows how much of the actual revenue has gone into the development.
So far, the game seemed to be best played on a 360 gamepad which is not a good sign.
you are asking for transparency into their books would elevate the problem then?. if only we could see them =) the accounts of each spending and so forth would be a relief no? why dont we ask for an audit lol.
» Click to show Spoiler - click again to hide... «
Q1: Will we be able to scale the output and cap the max output of any individual or set of thrusters on the fly? So when I slam on my joystick instead of the thruster firing at full force, it maxes out at whatever I told it to? A1: They have the ability to change the power to thrusters, either individually or as a group, so probably yes to some degree in the future.
Q2: Now that Arena Commander is out and feedback from players is pouring in, what are you guys taking away from it? I’ve been reading a lot of the commentary from players, but I am very interested in knowing what you’re hearing. Very general question I know. A2: Hearing a lot of feedback about the flight model, which he discussed earlier. He knows they need to explain it better and tweak the flight control system a bit. He knows control methods are an issue and they have updates in the works. IFCS will be improved. Other than that a few little balance issues, but it’s still early days.
Q3: With S42, will players be able to interact with other players in the bar or other public areas on the ship to swap combat stories or to look for a potential PC wingman for their next mission? I think this would be a great in-lore way of handling the PC wingman mechanic you described. A3: Not in S42. That’s something for the PU. S42 is purely a single player or co-op for certain missions.
Q4: With the release of AC can we get an update on the progress of trackIR integration? And I was also wondering the reasoning behind supporting the Rift (which is only a dev build atm) before that of the trackIR which is released and available to all? A4: TrackIR is being worked on by an engineer “when he has a chance” (meaning not a priority).
Q5: With all the excitement around DFM, I am personally more interested in the Galactapedia. Do you have an estimated date on when the subscribers can begin updating/editing/reviewing the information there? I really want to start reading up more on the lore. A5: No date set. Looking to release something either this month or next month that’s “3D” as well as a better ship viewer.
Q6: Will there be opportunities in the first person experience to perform covert actions? For example, if a trader is not paying attention while loading cargo into his ship to ferry supplies to his organization’s Bengal carrier, could I as a player hide in one of the cargo containers, smuggle myself on board the carrier, and then perform acts of sabotage on vital systems in order to make it easier for my own organization to attack the ship? A6: There’s going to be on-planet first person events that are PvE, like you getting mugged or bar fights. This particular example however is not likely at the moment. The exact mechanics of how you will follow someone else from planetside up into space is still being worked out.
Q7: Can you share some details on how you came to the current balance between mouse and other controls? Like what does the team believe are the current pros and cons between the control schemes? Is there perhaps something that the general user base has missed? CIG staff all have their own preference, none are particularly better or worse than the others. A7: Controls are being refined. Chris doesn’t like the current mouse control, particularly that you fly and look at the same time. Joystick/HOTAS improvements are also coming.
Q8: While planetside aspects are down the road still, I was wondering about the infamous “monsters” of the galaxy. Star Wars has the Rancor, the Wampa and the Krayt Dragon- will we be seeing similar monsters on SC worlds? Also, while I have the utmost respect for the law at ALL times, could a person of lesser moral standards organize hunts of outlawed species? A8: Don’t know about the hunts, but there will be space monsters. These will be likely encountered as PvE events while planetside. Might not be day one, but is planned for future development.
Q9: Once the PU is live, will making modifications & repairs to your ships remain instant, or will there be a wait time imposed? For example I would imagine that swapping the Power Plant or Engines on Connie would not be a 5 second job, i.e. how would it balance Immersion vs Fun? A9: CIG is debating this internally. A decision has not been reached. On repairs and modifications there will definitely be a wait time. Bigger things will have a wait time, but small things like changing loadout will likely be quick. They’re looking at including some visual indicators of the repairs happening and MobiGlass integration.
Q10: One of my favourite features in Arena Commander already is the computerized voice indicators. Will we be able to customize our own personalities into our ships AI or is this more of a stretch goal? Also if you find time in your busy schedule would you consider having a go at voice acting? I would love nothing more than to hear my ship computer cry out “This is Bullshit” right as I punch out. A10: There’s going to be different voice options for HUD/Computer UI. CR will definitely be in the game somewhere.
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But if you think about what we are doing, we actually allow for a LOT more variation and nuance in flight and combat than a simplified Wing Commander/X-Wing style flight model. Like learning to drive a car really well…it requires some learning. You have to anticipate where you want to be and plan for it.
you are asking for transparency into their books would elevate the problem then?. if only we could see them =) the accounts of each spending and so forth would be a relief no? why dont we ask for an audit lol.
Nah, I dont think having public audits is a sound decision.
I think all they need to do is to have more open communication on the development aspect of the game. Stop treating backers like customers but someone on their team that can contribute to the development. Next Great Starship is a good notion but its just too little so far. After AC, I think they are starting to open up more and more. Also, would be great if they could cut down the wastage on large party, overcomplicated website and all the silly fluff they are doing.
They have an army of almost 500,000 backers, that is a lot of useful manpower they have at their disposal.
I still dont agree with the ridiculous prices of their "pledge" ships.
I using RM,now on the fence soon might not even on the fence gonna go and spend it on other stuff maybe
if you want to pledge - remember - everything can be obtained in-game. so if you want the cheapest - just go for the Aurora MR (USD30) - note this level does not have entry to Alpha or Beta.
The next level Aurora MR+ (USD40) only has access to the Beta. If you want access to Alpha you'd have to purchase the Module Pass. And since Alpha slots are no longer available, each module will require you to purchase an additional module pass $5. As detailed here: https://robertsspaceindustries.com/faq/alpha-slots (Oh and they have said there's at least 3-4 modules planned, so imagine having to pay for those if you want to participate, crazy)
However our org does have a few Aurora MR+ that still has Alpha slots and then won't have to pay for additional module passes. If still interested let me know. Having said that, if you want to obtain the backer rewards will still need to purchase something from CIG to qualify as a backer. But overall that's still cheaper in the long run.
Arena Commander Arena commander menu now accessible through options menu Proper score awarded when an enemy is destroyed in Vanduul Swarm All ballistic weapons now use ammo boxes Frozen effect no longer appears for everyone after ejecting Command pp_rebindKeys layout_joystick_spacesim now properly works HOTAS X55 Joystick is diplayed under controller options menu Run no longer toggled off when user interacts with something Cockpit and ship should now despawn after ejecting All ship controls now have smoother animations X-box right joystick can now be inverted Countermeasures should now be more effective Hornet chaingun audio should no longer cut out No longer stuck unable to respawn if chat open while killed Spawn warping audio no longer heard by everyone in the match Broadsword when equipped now has ammo and properly overheats Ship debris can no longer pass through cockpit Improvments to zero-g movement Various performance improvements Various server and client crash fixes Switched spawn points so that players respawn next to their own bases in CTC Match end after reaching over 100 points. Helmet Animations Various matchmaking tweaks (public matches were requesting private ones) Reduced texture sizes on the 300i Implement new win mechanic into Team Deathmatch. Fixed up next kill wins mode, audio and HUD alerts. Item Balancing Shield energy reallocation does not lose energy but realloc existing energy Loading screen remains on screen after the level has loaded Pausing the game as DFM loads from hangar sticks on a black screen Added directional indication for shield impacts not in view (similar to an older verison of the shield) for gameplay feedback. ReExported LandingGear_deploy animation Player is able to enter ship while he is also able to ?press X to respawn?. Ship now correctly rez?s out when landed after ejection. Improved lighting but for real this time If a Vanduul becomes sufficiently damaged they disappear from the map and their name in-game becomes ?undefined?. Need to be destroyed to progress. Added missing return to fix. Allow custom user CFGs to be specified in cmd line. When one player ejects from their ship, the frozen visor FX may appear on all player?s screens. After destroying another player their body will float in space in a t-pose. MP Fix ? Player is now hidden following a vehicle destruction death as in SP. Hangar Buggy can now drive properly in the Business Hangar Turrets no longer mountable on missile racks hardpoints Third person camera no longer rotates using Q and E Replace me ball no longer present under Hornet Trainer Improvements to Trainer Hornet rear landing gear geometry No longer able to place 325a engine on other ships Hornet Ghost engine no longer able to be equipped on other ships Resolved issue of no ammo when chaingun removed and added back to ship Fix for third person camera rotating when pressing Q or E when not in zero-g Created basic mapping for Logitech G940. Fixed up a number of asserts it caused in the Joystick device handler. The Logitech G940 completely changes if you install the correct drivers. Updated the mappings to work with those drivers rather than the default windows ones. AC menu can be navigated using a gamepad Known Issues:
HUD target indicator arrows can be missing Graphical issues can occur while using SLI/Crossfire It can be possible to sometimes load into a black screen when choosing an Arena Commander match Hornet gatling guns take heat damage when not being fired Hornet gatling gun ammo temporarily shown as missile racks in the Holo-Table
and for those that like eye-candy there's some updates to the ship textures/PBR lighting. more @ http://imgur.com/a/ZB0mi
Exclusive Interview with Star Citizen’s New Director of Persistent Universe
QUOTE
Ricoxg: So the Crusader games were fantastic, but as a story-telling medium they're also pretty different from Star Citizen. How will your experience there translate to Star Citizen?
Tony: I've always been attracted to games that presented the player with a large, detailed world in which they could forge their own unique path. I like that freedom - that total escapism that comes from not only stepping into a fantasy world, but having it present you with enough detail and choice that you can really lose yourself in it. I spent my first ten years in the gaming business focused exclusively on how best to build those types of complex worlds, and I think that experience is going to directly translate to Star Citizen.
Ricoxg: Are there any unique qualities of the Crusader games that you think people would be surprised to find benefiting Star Citizen?
Tony: I think of it the other way around. In 1995 Origin published the official guide to Crusader, and in it I talked a bit about what I'd want in any sequels. More than anything else, I wanted to allow for the exploration of space and the addition of other players for both cooperative and competitive reasons. I thought that merging Crusader's intricate level of detail with a much more open-ended universe would result in an awesome game. So, when Chris Roberts was explaining to me earlier this year what he was looking to do with Star Citizen, I perked up quite a bit as I started to realize the ambition of the vision. He was basically taking some of the fundamental ideas that I had always found attractive and turning the dial up to eleven. It's part of the reason why I gave up my freedom and decided to return to professional game development, which is something that a year ago I'd have said would never happen. Chris is aiming to try and finally deliver that all-immersive universal simulator of a game that so many hard-core gamers have always wanted, but which no one has ever been crazy enough to attempt. It hasn't escaped my notice that a game like Crusader - with all that I'd once hoped to do with it - would slot right into a little corner of the Star Citizen universe.
Ricoxg: You've obviously worked on a number of games across multiple genres, what would you say is a fundamental component of making a game fun, and how are you going to work to make sure we see that in SC?
Tony: Balance is absolutely crucial to a good game. It sounds simple, but in reality it's often extremely difficult to get right. In Star Citizen, getting the balance right will mean a lot more than just making sure that the ships and weaponry have the appropriate counterbalancing strengths and weaknesses. One of my primary goals in helping to build out the persistent universe will be ensuring that there's a lot of content for a wide assortment of play styles. In order to make the player really feel like it's a living, breathing universe in which they they've got total freedom, they've got to be able to play the game as they want - pirate, bounty hunter, merchant, explorer, spy. Each of those occupations and many more need to be fully supported - need to be given enough interesting and challenging things to do to really keep them engaged. That's a significant challenge as it implies a huge amount of content and a lot of very different play mechanics coming into contact with one another. It's too early to say how exactly this will be accomplished, but there will be an algorithmic element to many of the mission archetypes that will provide for lots of very unique situations.
Ricoxg: So what design philosophies or standards do you bring to the team that you think will most impact the persistent world of SC? In other words, when we play, what is it about the game that we'll see and say, "Ah. Tony Zurovec was working on this?"
Tony: Star Citizen's canvas is already so broad and ambitious that I think most of my influence will be felt in more subtle ways - more on the execution side of the Persistent Universe rather than the fundamental design. I'm sure bits and pieces of me will poke through around the edges here and there, but my primary focus is going to be making sure that we have the right tools and processes and mindset in place to effectively execute the most critical aspects of the established vision within a reasonable time frame. It's going to be very difficult because the game covers so many disparate areas, but that diversity is also one of the features that I find most appealing.
Ricoxg: Story is a REALLY hard thing to do well in an MMO. Can you talk a little about what "story" means to you with respect to SC and how you expect to enable that experience for players in the game?
Tony: Star Citizen will feature plenty of story-driven missions that will allow players to gradually progress through elaborately designed scenarios in the pursuit of long-term strategic objectives. The main focus, though, will be in providing you with the means to be the “hero” of your own particular story, whatever that may be. The idea is that the narrative isn't set in stone. To this end, Star Citizen will adapt to your play-style in ways both subtle and dramatic. Choose the role of a sinner or a saint, and the game will respond to you as such in a number of different ways. In essence, you'll choose the broad strokes of your character's life, and the game will help you fill in the details.
if you want to pledge - remember - everything can be obtained in-game. so if you want the cheapest - just go for the Aurora MR (USD30) - note this level does not have entry to Alpha or Beta.
The next level Aurora MR+ (USD40) only has access to the Beta. If you want access to Alpha you'd have to purchase the Module Pass. And since Alpha slots are no longer available, each module will require you to purchase an additional module pass $5. As detailed here: https://robertsspaceindustries.com/faq/alpha-slots (Oh and they have said there's at least 3-4 modules planned, so imagine having to pay for those if you want to participate, crazy)
However our org does have a few Aurora MR+ that still has Alpha slots and then won't have to pay for additional module passes. If still interested let me know. Having said that, if you want to obtain the backer rewards will still need to purchase something from CIG to qualify as a backer. But overall that's still cheaper in the long run.
whatttttttttt.. sure aa? before i purchase... i really sure package include alpa n beta
Lol busy updating ship textures in this early stage of game. Goodluck to those buyers. i see another huge flop coming
I know, still want my refund. This is the second time they rework the ship. The first time was for the cargo because they had "overhauled" how cargo works. It is normal to have multiple pass on the same content though.
This is the next Duke Nukem Forever. When is the engine change, Chris Roberts?
This post has been edited by Cheesenium: Jun 19 2014, 02:57 PM
yeah u could, but to be honest? having a 300i in AC multiplayer just kills the zone out of an Aurora or even the hornet so imagine having a strong ship at the get go on release, its pretty convenient.
yeah u could, but to be honest? having a 300i in AC multiplayer just kills the zone out of an Aurora or even the hornet so imagine having a strong ship at the get go on release, its pretty convenient.
No, there will not be any refunds from CIG. They got your money and if they blow it all on beer and parties, then too bad for you. This is why i never encourage people to pledge the game for now.
300i is definitely not a good ship at the moment. It is a glass cannon with small cargo, pretty much garbage in my opinion as I tend to prefer dog fight if not trading. Stats will be changed so it is hard to say for now.
whatttttttttt.. sure aa? before i purchase... i really sure package include alpa n beta
When u purchased it was before end of Alpha slots so we were not concerned. Now at least I present an option for those who may still be interested in supporting the development of the game. In being part of real gaming history.
At the same time we still have packages with alpha because we know some folks maybe interested but missed out on it.
Furthermore there are ways to upgrade your ships via the cross chasis upgrades for those interested. But they need to know it's a one way process.
Also for those interested the focus of the game as I've shared before to the org and some here, is on the fighters. From the MO perspective there is no levels or rank. Each ship is a 'class' and the skills are your own & good u are piloting your ship. There is no uber ship.
for those interested in chatting with fellow pilots / gamers from the region, just send me a PM. org is well established, very active & casual friendly
This post has been edited by pyre: Aug 5 2014, 06:52 AM
Arena Commander Multiplayer is now available to all with Alpha Access!
» Click to show Spoiler - click again to hide... «
https://robertsspaceindustries.com/comm-link/transmission/14066-Arena-Commander-Multiplayer-Available Org members, we'll be flooding the servers this long weekend. Find us on chat or TS for more details!
is the digital space map in the crowd funded package worth getting ? What is it and what does it do. And can i get it normally without the crowd funded package ?
we have no idea yet, and IMHO don't purchase that yet until more details are out (unless it comes with your package).
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How do i buy this game ? Is the only way via the crowd fund package ? Or will they be selling this in retail outlets as well ?
for now, it is only via the crowd funding packages. it will eventually be available when the game is final as well, but we do not know if there will be physical versions. most likely it may be sold digitally to reduce cost. having said that, there are some crowd funded packages that have physical items.
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What package is good for me, for bare minimum but with perks such as beta access ?
all current packages on the RSI website will have beta access. what package to buy? well it really depends on your playstyle (fighter/trader/bounty hunter/pirate/information courier/racer/miner/etc, your experiences in other space-sims eg: Freelancer/Privateer/Elite/X-series, etc) and depends on your budget. having said that - other than your initial package purchase, every other ship / module / weapon / hangar flair can be purchased in-game. so if you want to go cheapest, just purchase the current Aurora MR+. you can also try to read the ship specs but do note that these are not finalized and have changed many times in the past. one quick note: if you are familiar with traditional MMOs, there are no 'levels', the different ships are your different 'classes' and 'skill' is how well the player pilots his/her ship.
do note, current state of the game is pre-alpha. if you're not interested in the alpha testing, that's fine. but if you're interested in participating in the alpha, you need to purchase an alpha access pass. and every time there's a major phase in the alpha testing - you will be required to purchase another access pass. earlier packages granted complete access to alpha (for the same price).
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When can we expect to get this game ? any eta ? (from what i've seen the arena commander is already out, and available to star citizen crowd funders). If i didn't get the crowd fund package, will i still be able to get this game at a later date ? And will it be more expensive ?
when will Star Citizen be ready? we think around End 2015 or early 2016. you can see this projected /estimate schedule do note: as with any other crowd funding projects - manage your expectations as schedule slips may occur. please have alot of patience, this is part and parcel of software development at such a large & grand scale and CIG's commitment to make the BDSSE.
there has been talk before that it will be more expensive when the game launches and players will get less perks. (afterall, they want your money so the perks are an incentive for those interested to pledge early). but we do know that there will be a single player and a MMO portion, and that the payment model for the MMO portion is just 'pay once, play forever' (similar to GW2).
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From what i've read, these packages can get unlimited insurance for the included ship in the package, if you are an original backer. For those who aren't they can gift the package to one who is, then they convert it into digital currency, then re-buy the package and send as a gift to the initial person who bought it. This allows that person to also get unlimited insurance via this roundabout method. So is anyone in lowyat an original backer who has been doing this for others ? and my last question. How does star citizen compare to the likes of Eve Online ? Are they in the same ballpark or are they very different types of game types ?
LTI packages / ships can no longer be purchased from the store. You can still get them from 3rd party but it is very expensive & risky. I used plenty of LTI packages but all have been taken up.
As for comparisons with other games, i guess you can read alot of it online. But I will just add my own comments here: EvE online's biggest attraction (IMHO) was it's player-run economy. And that created huge inflation in the game system. The MMO economy of Star Citizen will not be completely player-run, so that inflation will be 'controlled' by CIG. Whether you like that or not is up to u. EvE is focused on huge capital ships and organization control. Whereas SC is more focused on the fighters and other non-capital space craft, while organizations are more for the social aspect of the game. Organization control of space in SC is to be determined.
There are capital ships in SC, but ownership is not possible (for now) - though control maybe possible, do note there is a difference between ownership & control. Possible end-game scenarios include control of either space stations / carriers etc, abit like SMC in GW2's WvW, where 24/7 presence will be required - but that's for hardcore players. More casuals will have other options too so there's plenty of play. either way, organizations will be important for every player.
hope the wall of text above helps to answer your questions, there are a lot of information for SC and it's best to ask more questions and then make an informed decision on which package to purchase. and like i mentioned before - if this is your first crowd funded game - be prepared to manage your expectations on when the game will be launched - always expect the worse case scenario. most of us have been around since the start (end 2014) and we're in this for the long run.
Well i'm not worried about which ship i get, or the unlimited insurance for it. Most of the concern was if that star map is not obtainable via normal gaming later if i did not get it as part of the package. It sounds important
the digital map is probably just something similar to the printed version. and like any other map from every other MMOG out there - will change or be inaccurate or will not have relevant information after a month of going live. Fan made / 3rd party maps or resources are probably more important, useful and free.
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I read there was some talk critical of the progress done in star citizen when comparing against other kickstarters, especially when considering the money they got is much more than other projects. I know there has been delays, but that doesn't phase me. But is there any credibility in these critical arguments by others to say star citizen is similar to say a ponzi ? Seeing as previous titles something was promised, but what was the end result was something less. I think the example mentioned was free lancer if not mistaken.
i'm not going to comment because i haven't read the article or the context behind the claims. nor do i wish to get involved in it. my general advise is, do your own research and don't trust a single source of information. i'm not saying CIG's is the best game developer out there, their PR releases can be very horrid at times. but at the same time, what they are doing is from fresh, is very ambitious and i believe they can deliver (just needs time). and if folks are just not comfortable with crowd funding then don't pledge and just wait for it to go live. it's as simple as that. (i don't live / breathe CIG/SC stuff myself, got enough worries in RL than to play forum warrior to a game company that doesn't pay me to defend them. there isn't enough hours in a day for that sort of attitude)
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I don't know how eve online capital ships are like, but i did have a carrier class ship i used for trade trucking if that is the correct term.
i'm sure there will be plenty of similar opportunities in the final game.
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I hope there will be a system for conquering planets and administering them as a resource pool of sorts for clan activities for building ships or something :}
probably won't happen since economy will probably still be tightly controlled by CIG. if u want that sort of gameplay, there's always EvE.
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My expectation is mostly for a free lancer sequel type of game but better. From what i read, star citizen is suppose to be it. So hope that is true
we shall see, things can change as well, so like i said - manage your expectations.
in regards to one big aspect for star citizen, is i hope it's not timed based like eve online .....
like you set what things you want to develop, then it takes time to develop that skill/tech tree.
In games like the original diaspora there wasn't such a thing. All you had to do was fine the planet selling the plans, and just buy it.
Even in Free lancer 2, it was similar that you also only needed to meet minimal requirements like gaining rep with certain factions, in order to buy the plans to build the ships or some special item.
i've written it before - the 'skill' in SC is your own - and how well you pilot your ship.
Lots of new vids & reveals from CIG @ Gamescom! New hangar, the Racing module, M50s vs 350Rs and the 2944 Murray Cup circuit! The RSI Constellation commercial and a special teaser...
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A copy of the full Live Stream
And what's to come in the future...
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Hangar remodels are done. We will see them in 0.9 which is slated for release in 2 weeks. This will also include custom key bindings, Avenger, M50, most likely the Gladius, 2 game modes (racing and an unannounced one we will see tomorrow). Still planning on 50-100 players per instance. 0.9 and 1.0 will have better use and functionality in the HUD for system management. There will be another TNGS. Around 2 months more of work just to get the Redeemer to get into the game. Other ships from TNGS might make it in, if perhaps the creators can help front the work. Initially targeting computers and items that make variants differ from another will be the same initially and then they will change them as the game progresses on (300i trainer vs 325a targeting computers will be the same for now.) 0.9 will allow you to invite friends to play with and the full lobby system will be 1.0 which is probably around 2 months away.
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As part of this initiative, the crowdfunding counter will no longer live on the front page. There are several reasons for this, but the biggest one is Star Citizen’ isn’t just about making millions of dollars. While continued funding is necessary to build Star Citizen at the current level of AAA fidelity and no compromises, the first experience for new people should be about the game and universe, not about how much money we’ve raised. Backers do a whole lot more than just buy new ships. You are our eyes and ears; you sell the project to other gamers better than any ad campaign ever could, your design ideas expand our scope and your bug reports help us make a smoother game. Every time you dogfight in Arena Commander, you’re helping make Star Citizen better!
In the coming weeks, we intend to replace the counter on the front page with new kinds of goals. Expect to see additional types of stretch goals for number of players active, number of Vanduul extinguished, number of bugs reported and more! The crowd funding information will live on in a dedicated subpage with increased fidelity for those of you that love numbers and following our record breaking progress.
he is a well known developer for the wing commander, freelancer, etc.... he has the skills to back up his talk credible.
This is unlike the other kickstarter dude who was home squatting illegally (though technically not) which earned kickstarter backers ire and doubt.
Chris Robert is well known but he was out of the industry for more than a decade. I won't put full confidence on him or his bloated team.
This game still have a lot to prove till now as they have just started delivering the promises.
I still think Project CARS or Elite has a better crowd funding model than Star Citizen. I am not a fan of this constantly expanding funding goals that increasing the risk of the development every dollar donated. On top of offering overly expensive pledge ships that feels like a persistent microtransactions. Also, the obnoxious fanboyism that is surrounding the whole crowd funding which is dangerous as everyone is blinded by hype.
I am not surprised that if anyone is still skeptical with this game.
he is a well known developer for the wing commander, freelancer, etc.... he has the skills to back up his talk credible.
This is unlike the other kickstarter dude who was home squatting illegally (though technically not) which earned kickstarter backers ire and doubt.
Yeaaa idk man, $52mil is a lot of money even for a "non-home squatting" dude.
I'm looking forward to the death of Kickstarter and all the "Early access/pay to play Alpha" bullshit that might happen when Chris Roberts inevitably fails to deliver his broken promises with all the funding he's received. But despite the fact Chris Roberts is going to make off with a few million bucks, I doubt that will "kill" early access/pre-order/Kickstarter markets. Which is going to be a shame.
Gamers like us are the shittiest consumers alive. One of the few good things youtube "personalities" like TotalBiscuit do is totally shit on things like pre-orders and early access purchases.
Things I know about this game:
1) It's in space
2) Chris Roberts is full of shit
This post has been edited by charkoteow3: Aug 24 2014, 11:21 PM
I'm looking forward to the death of Kickstarter and all the "Early access/pay to play Alpha" bullshit that might happen when Chris Roberts inevitably fails to deliver his broken promises with all the funding he's received. But despite the fact Chris Roberts is going to make off with a few million bucks, I doubt that will "kill" early access/pre-order/Kickstarter markets. Which is going to be a shame.
Gamers like us are the shittiest consumers alive. One of the few good things youtube "personalities" like TotalBiscuit do is totally shit on things like pre-orders and early access purchases.
No, not all Early Access or Pay to play Apha are bad. There are a lot of games that are in development managed to be benefit a lot form these models such as: FTL, Divinity Original Sin, Project CARS, Elite, Dont Starve, Minecraft, Invisible Inc and so on. It is not a bad model if it is used properly as the fans can contribute a lot to the game with useful feedback and other development aid.
The problem lies on the developers and also the fans. The developers might not follow up the game's development for the fans while the fans might be overhyping it to the point they are not contributing to the development. Star Citizen is the extreme case of both.
No, not all Early Access or Pay to play Apha are bad. There are a lot of games that are in development managed to be benefit a lot form these models such as: FTL, Divinity Original Sin, Project CARS, Elite, Dont Starve, Minecraft, Invisible Inc and so on. It is not a bad model if it is used properly as the fans can contribute a lot to the game with useful feedback and other development aid.
The problem lies on the developers and also the fans. The developers might not follow up the game's development for the fans while the fans might be overhyping it to the point they are not contributing to the development. Star Citizen is the extreme case of both.
You're right that the model did pan out alright for some games but the amount of devs taking this path is ridiculous now. If Star Citizen goes kaput, I can really see that this kind of model won't have that much backing as it is right now.
I do see some over-hyped games from time to time but this is an entirely new level of over-hype like you said. In a way Roberts is brilliant. He found a way to extract enormous amounts of money from space sim fans, without actually having to make a good game.
He has a history of abandoning projects at the 2/3 mark and while this game really appealed to me it seemed to be an extremely high risk investment.
"Hey guys, we reached our $51 million goal! Oh, wait a sec, the new goal is actually $52 million."
I could talk all day about why Roberts should be gutted and left to bleed out in an alleyway, but there is an easier way to convince anyone reasonable as to the illegitimacy of this venture.
Go to the website, and click on 'store'. Keep in mind that the game has not actually been made yet except a few modes here and there. Now look through the vast amount of imaginary goods being sold.
That's all it should take.
But despite all my rants, I do hope that this will be the true 2nd coming of Christ and maybe I'll endure the game clogged with faggots in their cash-shop hotrods on day one.
This post has been edited by charkoteow3: Aug 25 2014, 02:28 PM
Star Citizen's Arena Commander v0.9 goes live, technical error prevents many users from playing
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Star Citizen's much anticipated Arena Commander v0.9 is live right now. Possibly. There's a little bit of confusion as a technical error caused by the update has accidentally blocked some users from accessing the game.
Developer Cloud Imperium's Ben Lesnick posted on the Star Citizen forums this morning to clarify the situation: "Hey guys! The phrase 'oops, we broke Arena Commander' is thrown around all too often these days..."
"If you check back to our nightly Arena Commander V0.9 status update post," he explained, "you may be able to figure out what happened. We had staged Release Candidate 2 on the server and then started to upload Release Candidate 4. Unfortunately, that triggered a script that pushed Release Candidate 2 public."
"The server started pushing the less desirable RC2 backup patch to Launchers. There was a brief window before we looped back the script when users might have been able to log in to RC2... but in those cases only the local Hangars will work properly since the server-side aspects of V.9 hadn't been deployed. Anyone who patched in that brief amount of time will be prompted to patch back to V.8 if they leave the game."
Oops indeed. The error may have resulted in a bunch of unnecessary patch downloading from Star Citizen fans, but Lesnick promises that the team is working hard to fix the error. He advises players to "check back tomorrow morning (US Pacific time) for the REAL patch!"
In the meantime it seems like at least some people managed to install the patch correctly. We'll keep an eye out for any updates from RSI.
Star Citizen's Arena Commander v0.9 goes live, technical error prevents many users from playing
lol. that issue occured yesterday in the afternoon. that's been fixed as of 12am this morning and we're playing now otherwise how could I have taken these images? http://imgur.com/a/vOwLL
lol. that issue occured yesterday in the afternoon. that's been fixed as of 12am this morning and we're playing now otherwise how could I have taken these images? http://imgur.com/a/vOwLL
Unfortunately, I don't have this game so I would have known that it was playable.
Either way, I won't know which images come from where.
if you've pledged you could always go test the alpha. if you haven't there was the recent Wing Commander 3 that was free on Origin but that offer has since ended earlier this week.
Elite: Dangerous BETA at 55 worlds with some trading, combat, exploration and the like actually interests me more than SC's current pewpewpew Arena Commander.
As a SC backer though, I do prefer SC's ship designs, but I'd recommend getting both anyways.
A dedicated salvage and reclamation platform, the Reclaimer is the perfect ship for venturing into the ‘Verse in search of riches and secrets. Whether you’re churning debris fields for raw ore or searching for lost artifacts, the Reclaimer is built for utility. The life of a salvager can be tough, but with technology like the Reclaimer behind you it can be a profitable way to make your living among the stars.
Aegis has built the perfect ship for those that want to write their own Star Citizen story. Equipped with a massive multi-tool arm, the Reclaimer can grab spaceborne salvage and then carry it aboard for processing. In addition to a large cargo hold, the hull is packed with reclamation equipment capable of processing and storing up to a Constellation worth of salvage!
The Reclaimer’s turrets are multi-use hardpoints which can be mounted with defensive guns, missile batteries, additional tractor beams, floodlights, scanners or other salvage-specific options. The ship carries an array of Surveyor-class drones for seeking out valuable items in the distant depths.
Additionally, it includes a manned cutter which may be deployed for EVA/recovery operations. We intend the game’s salvage mechanic to include a ‘search and recovery’ function in which players will exit their spacecraft in suits and maneuvering units to explore wreckage. Pocket spacecraft like the cutter will carry tools and supplies and transport recovered artifacts back aboard ship.
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FEATURES
Added a controls customization screen that allows remapping of a subset of actions oriented towards ship navigation Support for keyboard+mouse, controller devices and Joystick / HOTAS Allows customization of discrete & continuous (axis) outputs Support for modifiers keys Added ability to choose which ships spawn in your hangar
Added ability to lock on to enemy closest to reticle
Added gamma, brightness, and contrast settings
Added pilot breathing
Added sound reverb to hangars
Added basic sound to pause menu
SLI/Crossfire Support Implemented BALANCE/TWEAKS
Changed Vanduul Swarm spawn sound
Added a drop shadow to the UI in New Horizon Speedway level
M50 Hard points no longer attach size 2 weaponry Missiles attached by default Reduced power of maneuvering thrusters Reduced health of major ship components FIXES
Private matches re-enabled
Character no longer clips through Aurora Ladder
Race mode no longer displays incorrect race position
Can now cancel connection to multiplayer matches with the cancel button
Arena Commander menu now fills the screen for all aspect ratios
HUD now displays message before kicking idle player from match
No longer possible to load into a match with a non-DFM ship
Space brake no longer blocks throttle input
Arena Commander menu no longer becomes blurry at max zoom-in while in the Aurora Trainer
Race data while in the M50 no longer moves outside the screen
The 17th checkpoint now shows in Defford Link
Race no longer spawns you in the incorrect place
Fixed issue with player sometimes failing to eject in 300i/350r
Black/redout no longer persists after ejecting
M50 chaff no longer fires in the wrong direction
Wingmen in Vanduul Swarm no longer sometimes fail to respawn after elite waves
Fixed issues with matches sometimes not reporting stats to leaderboards
Various crash fixes
Improvements to SLI/Crossfire issue
The cursor no longer has conflicts when a joystick is plugged in
The following Cvars have been re-whitelisted: r_FogShadows r_Gamma r_HDRBloomRatio r_HDRBrightLevel r_MotionBlur r_ssdo sys_spec_shadows r_getscreenshot KNOWN ISSUES
325a and 310p ships show some white exterior
325a and 315p may show an invisible pilot seat
315p engine pops in and out
Super Hornet has offset components around rear landing gear
Unable to exit back seat of super hornet
Accounts can only have a maximum of 2 ammo boxes of each type, which causes the account to not have enough ammunition if a ship is trying to equip more than 2 of the same gun
Unable to create custom profiles (currently changes are saved to the existing profiles, which are reset if you re-select the “default” profile)
Individual keybindings cannot be set as blank. This means if a player sets a control on accident, it can’t be unbound without resetting the whole profile
Unable to fully mix/match custom keybinds across multiple devices
Swapping from one controller profile to another will reset any changes the player has made
There is no visual feedback for what kinds of inputs are accepted for controls that only accept specific kinds of input Unable to change power-priority of 350R in power management screen
M50 HUD does not display missiles
Fuel can be consumed when no additional thrust is being generated
Idris’s that spawn in hangar are currently invisible and have no collision
The M50’s portside wing has misplaced elements
The starboard side of the M50’s spoiler has an inverted decal
The Constellation Phoenix has collision issues in its rear engine room
There can sometimes be a brief pause when a player joins a match or respawns
Matchmaker may not account for Track Variant when searching for Murray Cup races via Spectrum Match
nice touch is that we can stack Small sized ships into a hangar bay.
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Here are the basics:
Intro
$55 Million this week ~620 tickets left for PAX Australia (FPS preview coming up) Citizen Con is close, fancy stuff will be shown Problems regarding Constellation model will be taken care of 13.1 is out since tuesday
News
AC Phase 2 leaderboards are being designed Working on Preferences for deadzones, etc Holo Panel is being improved (Visor HUD Holo Panel?) SQ 42 Zero G Traversal Prototype completed Shubin greybox has been balanced and polished (not read yet) Paw and Looting mechanis are being prototyped Concepts PU drone props have been completed (more art drone tomorrow in the montly report) R&D started for NPCs in the PU Cargo containers now have tarps
Ship pipeline
Carrack bridge and exterior work continues (Sandi has posted a sneak peak on her FB a few days ago) All mustang variants are in cry-engine (Standard and racer pretty much done, the other almost ready) Animations for Mustang Omega (AMD) have been finished
The rest
Lore team talks about... lore MVP goes to Blayn Chamblee for his fictional letter of Trademark Right Infringement regarding Omega Corporation click Alvin from TNGS answering questions Sneak peek at the cargo containers and the Idris
You are here because you have obtained a code from the AMD Never Settle Space Edition promotion by purchasing an AMD Radeon™ R9 or R7 Series graphics card.
This code will allow you to obtain a free Star Citizen game package including access to the Arena Commander module and an exclusive spaceship: the Consolidated Outland Mustang Omega in “AMD Radeon™ graphics” colors.
Consolidated Outland Mustang
Using ultralight material alloys sometimes considered unsafe, the Mustang pushes power ratios to the limit. The result is a sleek, stylish spacecraft that weighs less than the Aurora and has more options for engines and thrusters… at the expense of some stability, weapons hardpoints and cargo capacity.
You can view information on all currently known Star Citizen spaceships on the Ship Specs page.
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from
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Intro
Back from Citizen Con March will be busy (full of events) Cutlass Commercial in Stereoscopic 3D Cutlass Variant Blue only for a few more days
News
AC controls and target improvements ongoing Finalizing art updates for the initial map enlargement Working on additional keybindings and control customizations for 13.2 SQ42 designers continue work on mission 4 Engineering polished the autopilot landing system Team waiting to plug in FPS modules for capital ship fights PU created prop database for planetside interaction (~300 types so far) Behaviour working on defining the turret environment
Ships
Artwork for Xian Cargoship and Vanduul Blade/Void/Cleaver/Hunter Cutlass whiteboxing for the interior Hangarwork ongoing for Gladiator/Gladius/Retaliator 325A flyable by tomorrow!
The rest
MVP was a R&Y custom build computer Case Cutlass Blue items will on your accounts soon Dog tags are out of production, shipping soon
because the mods think i'm spamming, have to add more to this old post for some unspoken reason / rule that is not documented in the main rules & regulations url. a new week, more game updates
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This post has been edited by pyre: Jan 24 2015, 08:52 AM
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edit 2:
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Hi all. After the Pax FPS reveal I was able to get some time with CR to discuss the location of the Aussie Server and where exactly it would be. He was able to confirm that it will in fact be in Singapore.
The discussion about Australian servers was taken out of context.
The issue is that we're building our PU server framework on Google Compute and doing a lot of things like dynamically spinning up and down servers on demand. It is possible for us to have a non Google Compute server extension but that will require additional logic and code. So for the early stages (like pre-Star Citizen v1.0 launch) we will probably be limited to places where Google Compute is available. Which is where Singapore came up as I believe the closest Google Compute data server to Australia is based there. If Google sets up a data center locally to Australia then we would enable nodes there. In fact part of the design we are going for is to allow us to spin up and down game servers via Google Compute as geographically co-located as possible - not just limited to the usual suspects like North America, Europe and Asia Pacific. This is the longer term goal but one where you get to harness the true power of "cloud computing" for a better game experience.
Time to test out the Anvil Aerospace Hornet 1 week only for all backers!
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For the next week, we’re unlocking the Anvil Hornet for all backers to test! The Hornet is the civilian version of the F7A Hornet flown off of the elite Bengal carrier vanguard of the UEE Navy. It may not be the prettiest ship but it is the go to short range fighter due to Anvils sturdy design and ability to take as much punishment as it can dish out. The Hornet is free to test for all backers, the feedback is always useful.
Moon Collider studio head Matthew Jack will be giving a talk with AIGameDev.com to talk about the Ai in Star Citizen. This is a tremendous honor and a testament to the work being down to make the ‘Verse feel more alive. It'll be a technical talk, aimed at AI developers but we want you to have the chance to participate if you want. AiGameDev, they're very highly respected in the industry, run by long-time AI expert Alex Champandard, and also organize a conference in Vienna each year on game AI.
Hmm wonder if we'll see Red Bull sponsored items soon in-game
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Yet, despite the steady homogenising spread of big-budget game development, all of the above happened. But while the past couple of years have, thanks in no small part to the good ship Kickstarter, washed up all sorts of treasures that seemed too ‘ambitious’ for the mainstream, it does leave us in a pickle when it’s time to talk about Star Citizen. InXile raked in around $2.9 million with its Wasteland 2 crowdfunding campaign. Double Fine pulled down a cool $3.3 million. Alien Isolation spent five years in development.
Star Citizen, a first-person-shooter-meets-star-fighter-meets-galactic-trading-simulator has made $68.5 million in backing. And it is, in part, playable right now.
For the next week, we’re unlocking the Mustang Lineup for all backers to test! Consolidated Outland is taking the fight to RSI with their sleek and affordable Mustang. It may lack the cargo capacity of the Aurora but it more than makes up for it in firepower and style. The following ships will be free from January 16th to January 23rd:
Please note that the Mustang Delta and the Mustang Omega cannot be purchased from the pledge store at this time.
Test drive the Mustang lineup and let us know what you think. These free weeks are a small token of our gratitude, and also provide us with valuable testing metrics.
Does anyone here have ship commercials schedule? i can't find it on Google. How likely are we going to get another commercial during PAX South?
edit #3
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By popular request, we will make a selection of limited edition and wave two ships available again during the week of January 26, in case there’s a past favorite you missed out on and would like to pick up before the international publishing switches over to RSI. Please check this space on the 26th for a list of available ships.
We recently removed physical collectors items that were both individually sold and included in packages. We have had quite a demand for them since they were removed so we decided to offer pre-orders for them again through January 31st 2015 in order to provide everyone with a chance to get them. As of today, these items are available again for purchase under the “Merchandise” section of the store: -Spaceship shaped USB stick -The Making of Star Citizen -Engineering Manual for Modders -Game soundtrack -Squadron 42 Manual -Game universe map End of day January 31st they will be removed from the store as we need an accurate number to begin looking into production. At that point any individually purchased physical items, and packages containing physical items will not be able to be repurchased.
Edit: As Customer Service is backlogged right now, as long as you have a ticket in our system before the deadline we should be able to accommodate your request regarding physical items. We appreciate your understanding!
UPDATE! Due to popular demand we have decided to offer the Hornet Plus, Freelancer Plus, and Constellation Andromeda Packages back in the store temporarily. These include items such as the “Green/Silver Collectors Box”, etc. Those packages will be removed on January 31st as well as the individually sold items. Please note that these items, and most physical items from game packages will not be ready for shipping until closer to game launch as they are dependent upon further development of the game.
Additionally, just a heads up that the Pre-orders for the following items will end on January 23rd: -2nd Fleet Dogtag -Mustang Lineup Mousepad -Squadron 42 Tshirt
By popular request, we will make a selection of limited edition and wave two ships available again during the week of January 26, in case there’s a past favorite you missed out on and would like to pick up before the international publishing switches over to RSI. Please check this space on the 26th for a list of available ships.
edit #5 not that anyone can really keep track right?
How do I access the PTU? Step One: Go to your My RSI area, select settings and then access Public Test Universe to begin this process. This will copy all of your account settings, pledges and configuration data to the PTU version of the RSI environment. You will then receive an email with a new password and additional instructions.
Step Two: Open the Star Citizen launcher, log in with your existing RSI account.
Step Three: Access the Settings area of the Star Citizen launcher (the cog at the top) and locate the Game Channel list.
Step Four: Select ‘Public Test Universe’ in the Game Channel list and then close the settings page.
Step Five: Log out of the Launcher, then log back in using the new password in the email generated by Step One. Reverse this process to switch back to the standard release channel.
Patch notes v1.0.1 (in-progress)
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Weapons: Added fuel system to missiles Added IR signal to missiles so they can appear on radar
User Interface: Added UI and HUD overlays to display location of missiles that have been fired Added radar icons to differentiate between friendly and enemy missiles Added community request to allow ship roll to be bound to mouse input Buggy has been added to the holotable UI Added community request for invert option for analogue zoom
Art: Added new skins for the Greycat Buggy
Balance/Tweaks:
Ships: Avenger mass increased Avenger maneuvering thruster values adjusted Avenger center of mass adjusted Adjusted Cutlass thruster rotation speed Vanduul Glaive speed increased Corrected the amount of splash damage absorbed by shields
Weapons: Increased size and duration of chaff Increased amount of countermeasures per pod Flare lighting effect can now be seen further away Reduced missile ability to maintain its target Increased missile damage due to improvements made to shields Reduced acceleration of Rattler missile to extend fuel life
User Interface: Renamed “Controls” to say “Control Options” ”Join” has been removed from the lobby UI since the “Launch” button has replaced its function When searching for a match, cancel and join will no longer display for players that are not the host Host can no longer cancel a search when a match is found
Other tweaks: Tweaked information that is reported to the leaderboards for changes in damage dealt and taken Updated some character animations for passing out and recovering from g-forces AI pilots will sometimes use a break away maneuver after using a flare to deflect a missile
Fixes:
Ships: The 350r is now able to mount missiles on its wings again Fixed a few issues where running towards the Avenger and using a door would result in an offset animation Avenger nose mount will now only accept the avenger Tigerstreik Fixed an issue where the Avenger’s Tigerstreik would continue to play weapons fire sounds when it runs out of ammunition Fixed an issue where the Avenger could only take damage from some directions Fixed some situations where the Avenger would deploy its landing gear while dogfighting Fixed an issue where Aurora LN would load in without a radar sphere Characters flying an Aurora LN and LX now show g-force animations while flying Mustang turret weapons are now bound to the correct weapons group Mustang Delta rockets will now explode when hitting 300 series ships Mustangs will no longer give the ‘forced error’ message when destroyed Hornet ladders will now have footstep audio when entering and exiting ship Hornets have had their missing missile rack returned to them Fixed an issue where the Hornet would fire its weapons through its nose at extreme angles Fixed an issue where the Hornet computer would say “Chaff offline” when activating chaff Fixed an issue that allowed for a Gladius to be flown in free flight Fixed an issue with Cutlass landing gear not deploying when near landing pad Characters flying a Cutlass will now show g-force animations while flying Fixed multiple objects in the base Freelancer variant that could not be used
Weapons: Fixed an issue where flares would only spawn client side Missiles will now detonate when they reach a flare Fixed an issue where rattler engine flare would drop out at large distances Fixed an issue where rattler missiles would not separate into their second stage in multiplayer Missile icons in the HUD now properly reflect the type of lock them missile uses Fixed a UI issue where changing power management tabs would show incorrect shield information if custom shield values were in use Fixed some of the issues that would cause a ‘forced error’ when killing opponents with missiles or ballistic weapons Fixed an issue where the Tigerstreik would continue to play weapons fire sounds when it runs out of ammunition
User Interface: Blank chat messages can no longer be sent while dogfighting Closing chat while dogfighting now clears text from the entry field Holotable item stacks will no longer move position in the item list when they are used Entering a lobby will no longer request all the information from an accounts contact list at the same time Toggling gimbal lock and virtual joystick no longer resets virtual center of the screen Added a space between ‘New’ and ‘Horizon’ for the Old Vanderval race map Fixed an issue where changing the game mode in a lobby would reset a players ship choice
Gameplay: Fixed an issue where self-destructing would count as a final kill Fixed players being unable to connect to Vanduul Swarm Coop
Other fixes: Fixed an issue where getting inside the buggy would sometimes teleport characters outside of the hangar Fixed the attachment point for the characters hair Second story Self Land hangar bay doors now have audio when opened and closed Fixed an issue where the camera would snap to a scene of stars when sitting in pilot chairs or ship beds Fixed some flickering asteroids
Known Issues: Avenger maneuvering effects are green 350r will sometimes spawn with damaged components Swashbucklers do not recoil when fired Paint objects in the Holotable are placeholder Missiles have a small portion of the ship targeting UI on them after being launched Character will sometimes spawn with the helmet on backwards Characters will sometimes spawn with red ‘replaceme’ spheres on them
edit: from BAFTA LA Games Masterclass
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edit 3:
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This post has been edited by pyre: Jan 21 2015, 08:35 PM
The Arena Commander 1.0.1 patch is now available via the Star Citizen launcher! We’d like to thank the thousands of intrepid pilots who helped us test this release using the PTU; we’re extremely happy with how much you are improving the rollout process. Together, we’re making the Best Damn Space Sim Ever!
AC 1.0.1 is primarily a bug fix and game balance patch, addressing issues ranging from ship balancing to missile damage to UI legibility.
We’re kicking off the promised ‘pre VAT’ sale a few days early to give backers more time to pick up limited ships. You can find a selection of limited release ships and packages available below. As an added bonus, we’ve brought back a few of our anniversary sale ships with the two year insurance. These will be in the store through February 1st, at which point we are legally required to begin charging VAT on purchases in Europe. These ships are in various stages of completion, and have been organized by their status. Flyable ships can be used in Arena Commander today, Hangar Ready ships will appear in your Hangar but can’t be flown yet and Concept ships are still in the works!
Remember: we are offering these pledge ships to help fund Star Citizen’s development and to give European backers a chance to pick them up at a lower price. All of these ships will be available for in-game credits in the final universe, and they are not required to start or enjoy the game. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.
Day one, year one of PAX South concluded with an off-site event hosted by the Cloud Imperium Games team, headed-up by CEO and Star Citizen lead Chris Roberts.
The presentation was entirely focused on the team’s intentions for the forthcoming Persistent Universe module. For the unfamiliar, the Persistent Universe (or PU) is what will instate the deeper MMO mechanics and bridge single- and multiplayer universes; a user favoring singleplayer could allow for real-time updates to the universe (ownership, trade, economy), all of which would be handled by the PU. Other Star Citizen updates at the show included jump gate footage (shown), talk of piracy, the introduction of Arc Corp (the first planetside world), AR shopping interfaces, and more.
For the next week, we are unlocking the entire Origin 300 series for all backers to try out! This includes the following ships:
300i
If you’re going to travel the stars… why not do it in style? The 300i is Origin Jumpworks’ premiere luxury spacecraft. It is a sleek, silver killer that sends as much of a message with its silhouette as it does with its weaponry.
315p
Exploration is man’s highest calling. Prepare to chart distant horizons with man’s most sophisticated piece of technology, the ORIGIN 315p. Featuring a more robust power plant and a custom scanning package, exclusively designed by Chimera Communications.
325a
Just because it’s a rough galaxy doesn’t mean you need to sacrifice your comfort: the 325a can come out on top in any dogfight. The 325a features an advanced weapon payload as well as a custom targeting system designed especially for the 325a by WillsOp.
350r
The combination of a Gangleri BP 707 Standard powerplant with a 300i fuselage re-engineered to accommodate twin Hammer Propulsion HM 4.3 thrusters makes the 350r the fastest personal craft you’ll ever call your own.
We hope you enjoy this opportunity to test drive Origin’s 300 lineup. Testing these ships will be extremely valuable. The 300 series can handle any of your space travel needs. The 300 Series by Origin Jumpworks!
We want to dogfight with you! On Monday February 16th we will be having Devs Vs Community matches of Arena Commander on the live servers! (not the PTU) If you want to try and take down members of CIG both in Santa Monica and in Austin, including the Chairman himself Chris Roberts, all you have to do is load up Arena Commander at 4:00PM PST.
Pilots from CIG will be queuing into Battle Royale matches for an hour looking to see if anyone can withstand the might of the UEE.
We want as many people as we can playing to both test the serves and have some fun. Let’s break a record for most people playing at a time! Please come join us for the first official Devs Vs Community playtests.
In the future we will pick times more suitable for other parts of the world. We want as many people as possible to join in on the fun. Thank you citizens and we will see you in Arena Commander!
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edit: Design: Rental Equipment Credits
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QUOTE
As with any design post, this article represents our current thinking for the systems covered. All content is subject to change as a result of testing. The numbers provided here represent data that is current as of publication, but which will likely be altered in a number of ways before launch to create the best possible Star Citizen experience.
What are REC? REC, or Rental Equipment Credits, is a virtual currency that can be spent in Voyager Direct or the mobiGlas virtual store to rent software licenses on any equipment that can be used in the Sim-Pod (future iterations of Arena Commander will be accessed through a pod added to your Hangar.) Players earn REC through success in Sim-Pod activities – Arena Commander, the upcoming FPS Module, etc – with additional medals providing bonus REC and recurring incentives for progression.
How do I Earn REC? REC is earned by playing competitive (ranked) multiplayer matches of Arena Commander, the FPS Module or any other Simulated Experience in Star Citizen. Each match awards REC from a common pot, awarding the greater share to the winners, which is then split among the members of the team based on performance. For example, in Arena Commander:
Squadron Battle: – REC is earned based on the number of kills plus the k:d if positive, weighted against the ticket difference. Murray Cup: – REC is earned based on the final position multiplied by the proximity to World Record (by ship), weighted against Personal Best (by ship) Capture the Core: – REC is earned based on personal score weighted against the score difference.
Players can also earn bonus REC from medals, which are awarded for various milestones – umber of kills earned, number of missiles dodged, total matches, etc. These medals track over multiple matches and are recurring, so players can always make some progression even if they only play a match or two here and there.
To prevent exploitation, this pot is associated with a total score expected from all participants, and scales REC yield based on the total score actually achieved. It also scales based on the number of participants. For example, a REC pot of 12,000 with a total score of 100,000 will only split 9600 REC if the players only collectively manage to score a total of 80,000 points. That same game will only split 4800 REC if the 10 player match only gets 5 participants.
How does the rental system work? All rented equipment is rented for one week of real time use – guaranteeing that you always get at least a little bit of time with the ship. Ships and weapons cost 10% of their UEC price, rounded up. Once an item has been rented, it can be renewed for another week at a 20% discount. Renewals can only be bought a week in advance. (Remaining rental time is visible in your RSI account and within the Sim-Pod HoloTable)
There are also broader goals available for the REC endgame – for example, we envision building a Community Chest into which players can donate REC that builds towards permanent prizes and other gameplay experiences. Imagine having the option between renting new equipment or helping the community earn something together… it should make for an interesting challenge!
Current Balance Plan Averaged at 1800 REC per hour. Please note that this currently represents ‘back of the envelope’ thinking; actual balance will likely alter significantly after the system launches and we determine how players use the system. But the goal remains to create a system that makes renting additional equipment a fun challenge rather than an impossible chore.
Ship Cost: at 10% UEC, F7C rents for 14,000 REC. (7.7hr) Weapon Cost: at 10% UEC, M4A rents for 800 REC. (26.6min) Renewal Discount: at 20%, F7C renews for 11200 REC. (6.2hr) Real Time Rented: 1 week. Payout Pot (Per Game Mode): 10k for full Squad Battle, split 70-30. Game Modes that Yield REC Squadron Battle Battle Royale New Horizons Raceway Capture the Core
Can I use rented ships and equipment in non-ranked modes? Yes, and there will be no limit on such uses.
How do I spend REC? REC is spent on ship and equipment rentals or Sim Pod unlocks. This can be done from Voyager Direct, the mobiGlas, or the Sim Pod. Once a ship/item is rented, it can be renewed for 1 additional week at a discount.
As the system is developed, REC can also be spent to unlock additions to your Sim Pod, such as aesthetic changes like different background images/theme in the menus, or gameplay changes like opt-in handicaps which can be taken to boost REC yield at the cost of additional gameplay restrictions. Finally, REC can also (eventually) be donated to the Community Chest, a mystery box that results in Community Events when enough total REC is accumulated. Community Events benefit all players who log on while they are in effect.
Will my equipment carry over into the Persistent Universe? No, equipment rented in Arena Commander will be available only in your sim pod. When the Persistent Universe launches, you will have access only to upgrades purchased with UEC (or provided as gifts during the pledge campaign.) But we anticipate Arena Commander continuing to exist in the Star Citizen universe; it is, after all, a game played in SC’s future!
Why have rental items instead of permanent ones? We know that choosing rental equipment instead of permanent AC-only unlocks will likely be the most controversial part of this plan. We’ve run through countless scenarios offering one, the other or a mix of both… and what we’ve decided is that at this time, rental is the way to go. What follows is the five key points we used to make this decision:
- Arena Commander progression should NOT equal Persistent Universe progression. We believe strongly that players need to go out into the world to truly progress; a system that permanently rewards you for staying home and playing the simulator will reduce that experience in the long run. - It is a buffer against exploits. We fully expect players to discover bugs and loopholes in the REC system… but with a one-week rental deadline, the most damage they can do to the game is unbalancing it for one week. - It’s a first blush at future balance goals. The goal has always been to balance effort and convenience – whether you have time or money, you should be able to have a good experience. That’s going to take a lot of work to get right, so this is the earliest possible version of it to help us start to understand how this will work out in the wild. - It allows for a tool for ‘directing’ testing. If we are going to be working on a particular ship or item, we can put it on sale – a tactic that wouldn’t affect players who had already unlocked it. - It prevents stagnation during alpha. It should not ever be possible to “complete” (or win) this pre-alpha game.
What’s Next? We envision enhancing the REC system alongside everything else in Arena Commander going forward! In addition to building the system out based on player feedback, we have several systems we hope to deploy in future patches:
Daily Challenges REC can be earned by completing personal and community daily challenges. Community challenges pay out at the end of the day if they have been fulfilled, and reward all players who have contributed to the challenge at all. These also have the benefit of allowing new gameplay features to be highlighted.
Personal Challenge Examples Get 10 kills at 50% throttle Dodge 10 missiles without using countermeasures. Capture the Core 10 times.
Community Challenge Examples Kill 3000 vanduul in Coop Swarm Complete 500 laps in Old Vanderval 5000 total kills.
Community Chest The Community Chest accumulates with REC donated to it until it reaches 100%, when it activates a surprise Community Event that is available to all players during its duration (which can be set individually for each event, but which would generally last 2 weeks). When it reaches 100%, a Community Event begins and is available to all players during its duration.
Discounts / Bonus Yield REC discounts on specific ships and equipment can be used to encourage users towards their use. Ships can also give bonuses to REC as additional incentive.
We are hoping to launch the REC system with Arena Commander’s next major patch, currently scheduled to be AC 1.1. This will allow backers to earn REC and spend them on store items. Additional functionality will be added as we go, just like the rest of the AC development process! Until then, please provide your feedback below. You’re helping us build Star Citizen AND Arena Commander, and we want to know what you think!
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Gaming Media has another coverage of SC
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In 2001, Chris Roberts left the game industry to go Hollywood.
"I was kind of getting frustrated with the technology," Roberts told GamesIndustry.biz during the DICE Summit earlier this month. "I wanted to build a richer, more immersive world, but I felt like I was held back by memory, or fidelity, or graphics cards."
Roberts already had a taste of Hollywood, having produced, directed, and co-written the 1999 feature film adaptation of his signature space combat series Wing Commander. The developer acknowledges that project "didn't work out the way I wanted it to," but Roberts was undeterred. He founded production company Ascendant Pictures, and went on to produce a variety of high-profile films like Who's Your Caddy, Lord of War, The Punisher, and Lucky Number Slevin.
The first of several occupations we’ll be aiming to detail over the ensuing months is mining. In many ways, it is representative of the basic design goals for all of the occupations within Star Citizen.
Mining presents players with a variety of challenges requiring skill and intelligence, whereas mindless repetition of a task and idle drudgery are explicitly avoided. There are no aspects of mining that allow a player to simply press a button and wait without concern for a result, or that require players to perform an action repeatedly without some element of thought and/or dexterity coming into play.
Ample amounts of dangerous situations are afforded, despite the fact that combat isn’t inherent in any fundamental aspect of the effort. The most valuable materials will often reside deep within a dense field, the result of less experienced pilots being unable to extricate them without suffering serious damage to their ship. Compressed pockets of gas, volatile materials that can explode in the presence of excessive energy (which is required in some capacity in order to liberate the ore from its parent asteroid), and elements that can explode when subjected to seismic vibrations as caused by repeated fragmentation operations all present their own unique types of jeopardy. While most miners will seek to actively avoid armed conflict, the reality is that any ship carrying a cargo of valuable ore will present a tempting target to less scrupulous types, rewarding those players that formulate contingency plans in advance, whether that be the hiring of an NPC crew member extremely talented with a defense turret, or investing a portion of the expected profits into hiring an armed escort or two.
Finally, multiple roles of substance are presented, each of which is referred to as a specialist. Every role can occupy the full attention of a player and present sufficient challenge to keep them engaged, or assigned to an NPC whose skills are commensurate with their monthly cost.
Starting Friday 13th March there will be a Free Fly Week for ALL Arena Commander Ships! (Free Fly Trials will also get access to these ships!, wonderful!)
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That means you'll have access to the: Aurora series 300 series Avenger Gladius (if 1.1 drops as intended during the week) Mustang series Cutlass Black Hornet series M50
This post has been edited by pyre: Mar 11 2015, 11:25 PM
Another FreeFly week is upon us, this time you can fly ALL flyable ships in AC!
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For the next week every ship currently flyable in Arena Commander is unlocked for all backers! Just like all our Free Flight weeks it is a thank you, but also provides valuable testing. Here is the list of flyable ships:
300i 315p 325a 350r Aurora CL Aurora ES Aurora LN Aurora LX Aurora MR Avenger F7C Hornet F7C-M Super Hornet F7C-R Tracker F7C-S Ghost M50 Interceptor Mustang Alpha Mustang Beta Mustang Delta Mustang Gama Mustang Omega Cutlass Black Be sure to try out as many as you can! Thank you citizens.
However, today with the release of the 1.1.0 build, we are attempting to clean up some of the problems players have been seeing when trying to download and play the game.
We have released a new installer and switched our CDN to Amazon Cloudfront. Over 80% of our Metafile issues will be fixed with this, and it's also the foundation for a future update to eliminate the notorious "Delete your USER folder" fix. On a more technical level:
- The new installer fixes many small installation bugs, crashes, and bad data errors players were seeing. - The installer no longer defaults a player’s install to the “My Documents” folder, but the standard Program Files folder. - With the new CDN, we have done away with the hundreds of incremental patches that were stored on our old provider. These hundreds of patches represented almost 600gigs of possible problems that players could encounter, leading to Metafile errors, Manifest errors, and other squirrely behavior.
only 1 bad thing to this game...when it release....dun think anyone could easily download a 100 GB ++++ game = =" .....unless we bring a laptop and go Singapore download xD....and also the game is very very expansive.....cost about 45$ just to buying a spacecraft fighter.......some even 300$ USD.....this is MADNESS
This post has been edited by commanderz: Mar 24 2015, 11:39 PM
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Greetings Citizens,
For the next week all of the racing focused ships are free to fly! If you have the Need For Speed this is for you. Be careful not to Burnout as you fly by your competitors in a Blur.
The ships available for free flight the next week include:
The Origin Jumpworks M50 The Origin Jumpworks 350r The Consolidated Outland Mustang Gamma These free fly weeks provide valuable testing metrics so we can continue to build this game together. Thank you citizens for the continued support and dedication. Go for the Murray Cup!
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The United Empire of Earth military uses an adapted ‘rough and tumble’ variant of the Starfarer for their front line operations. The G2G Gemini, more commonly the Starfarer Gemini or ‘Star G,’ trades some cargo capacity and maneuverability in exchange for reinforced armor, increased shielding, more powerful engines and stronger versions of the three manned turrets. Converted under license by Aegis Dynamics, the Gemini also includes an optional missile pod, which can be swapped for the fuel intake unit on the ship’s nose (see below for details.) Missile pods can be mounted to either Starfarer variant.
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That’s why we kicked off Star Citizen as a ‘First Person Universe’ right from the start, and it’s why we picked an FPS engine to build on. Star Citizen isn’t like my previous games: you aren’t directly ‘playing’ a ship… you’re controlling a character who is flying a ship. You’ve had first person action against fighters in Arena Commander, you’ve explored your hangar… you’ve even drawn your pistol in combat to take shots at other players and their ships! Thanks to the support of Star Citizen’s backers, the framework of our modular development process and the incredible talent of the teams working on the game, melding elements of a first person shooter with a space combat adventure are no longer a distant dream… it’s an impending reality! Star Marine, like the upcoming multicrew module, means a leap far ahead in this process; it’s something many of us (and I suspect many of you) have dreamed about for many years.
Where Star Marine differs from Arena Commander is that we’re not launching it in its most basic game. Instead, we’re trying for something more. It includes animation fidelity and attention to detail that you wouldn’t normally expect in an “alpha” gameplay module. There’s even an entire sci-fi sports game with zero-G movement fully simulated and animated in there! (And don’t worry, there’s traditional FPS action too… with some new ideas that aim to set Star Citizen apart from the crowd.)
backed the pledge and aint regret about it. I'll bash the game once its finished and not up to what i expect. Since its still in the pipes, take it what it is and if you dont like it, wait till its done and decide later on. On the mean time, try out Elite Dangerous.
if there's any M'sian player out there, my game handle is Pengayau Iban
For the next week our military ships are free to fly! The entire Hornet line along with the Gladius and the Gladiator are open to all Star Citizen backers!
These free fly weeks provide valuable testing metrics so we can continue to build this game together. Thank you citizens for the continued support and dedication.
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For the next week every ship currently flyable in Arena Commander is unlocked for all backers! Just like all our Free Flight weeks it is a thank you, but also provides valuable testing. Here is the list of flyable ships:
300i 315p 325a 350r Aurora CL Aurora ES Aurora LN Aurora LX Aurora MR Avenger F7C Hornet F7C-M Super Hornet F7C-R Tracker F7C-S Ghost M50 Interceptor Mustang Alpha Mustang Beta Mustang Delta Mustang Gamma Mustang Omega Cutlass Black Gladius Gladiator Be sure to try out as many as you can! Thank you citizens.
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Passenger Transport is a heavily regulated activity, and the first step in an aspiring transporter’s career is to obtain a license at the government offices of the various landing zones from which you wish to pick up or deliver passengers. If your criminal record is clear and you have no prior experience in the field this is a quick and painless process. A recurring fee for the license is required, with the amount dependent upon how much passenger traffic travels through that landing zone. Larger transports with fuel efficient engine upgrades and finely honed crews focus on those central traffic hubs, driving the ticket prices down to the point that a player will need considerable experience and an advanced ship in order to profitably compete. Smaller and first-time operators tend to therefore stick to those landing zones that don’t have as much passenger traffic. Those locales will take a bit longer to sell out a flight, there will be little demand for the long distance flights that are often the most profitable, and most of the travelers will only be interested in basic low-cost fares rather than cutting edge comfort. However, there will also be considerably less competition, and thus better profit margins for less experienced operators utilizing less efficient ships.
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Greetings Citizens,
Star Citizen Alpha 1.1.5 is live! Today’s patch updates Arena Commander with two newly flyable ships and a host of bug fixes, balance changes and ‘under the hood’ features. You can access 1.1.5 now. The complete patch notes are available here.
Player Count We’re proud to announce that the Battle Royale and Squad Battle modes in Arena Commander can now support up to sixteen players! We will add this feature to additional game modes in the future. Our engineers are hard at work on increasing the overall player count, with plans to go beyond 16 in future iterations.
Balance Changes With 1.1.5, we’ve revisited balance across the board. This patch stops just short of a number of systemic changes we’ve been working on, so 1.1.5 represents some drastic shifts in preparation for that – and to get a little better perspective on the game for when those systems come online.
Ships are now tuned to retain momentum, meaning that combat skews a little further towards planning an attack and reacting against your opponent. This also means less blacking out from common maneuvers. Twitch actions are still very important, but are in limited supply with the new boost consumption rates. Shields and hull health were increased across the board, increasing Time To Kill to the point where pilots under fire have the opportunity to react. To balance this, shields take much longer to begin recharging, so it is much less likely for combatants to find themselves in an infinite loop of regenerating shield health. Missiles have been given disruption damage in addition to their traditional attributes, and so are much more effective at bringing down shields. This, coupled with increased tracking distances, make missiles more effective on approach. Increased locking time makes them less useful while actively in the fray, so they are now better at softening up the opponent than blowing it out of the sky. The Mustang Delta can now swap out the rocket pods for other Size 2 weapons, the Avenger can now equip Size 2 weapons on the wings, and the Aurora now has a top speed of 175. Shields now only reduce ballistic damage by 30%, but armor no longer has a significant effect on energy weapons. The down side is that it now takes much longer for ballistic weapons to bring down shields. The range and velocities of weapons have been retuned, and gatling guns now fire while spooling up. The Joker Suckerpunch has also seen an increase in disruption power – this should help bring down those powerful shields – and the damage for weapons have been rescaled according to their size. In addition, weapon mounts have had their slew rates reduced according to their size. The choice between fixed and gimbaled loadouts is more meaningful than ever. Some of these changes affect the balance of power between controllers – mostly they don’t. The real focus is on elevating the level of tactical play and decision making in everything from loadout to combat maneuvers to choice of battleground, and all the wild spaceship shenanigans in between. Overall, the broad strokes of these changes seem to have been largely successful during early testing, so while there are certainly changes left to be made, compromises to be found, and behaviors to be improved, the vision of what Star Citizen can be only grows clearer.
Our design is for different types of weapons to impact shields and armor in different ways. Shields should be most effective at blocking energy weapons that have no mass, while ballistic rounds can pass through them (with some loss of kinetic energy) and then damage armor. With armor, the opposite is true: energy weapons are especially effective against armor, while it is more difficult for ballistic shots to penetrate it. Ultimately, the pilot is forced to make gameplay choices about how best to balance his defenses: more armor to protect against ballistic rounds, or better shields to counter energy weapons? Similarly, attackers must choose the type of gun they think will be most effective for a particular situation: energy weapons, balanced between their recharge ability and how well shields can block them, and ballistic weapons, which carry limited ammunition but which can hit at armor with little attenuation from shields.
Kruger P-52 Merlin Originally designed to pair with the RSI Constellation, the P-52 Merlin is now available to all pilots! A dedicated parasite fighter, the Merlin is designed to be transported from place to place aboard a larger ship. Boasting a centerline Gatling cannon and a Lightning Power engine, the Merlin is a fast, maneuverable ship that packs a surprising punch! Ideal for racing, local reconnaissance and fast combat.
Backers who own the Constellation Andromeda and the Constellation Aquila can fly their Merlins today! Additionally, pilots who have a Constellation Phoenix, 890 Jump, Idris or Carrack in their fleets will be awarded a loaner Merlin in place of their parasite ships that are still in development. Anyone else interested in trying this new fighters can pick one up in the RSI Pledge Store
Vanduul Scythe Fast becoming the symbol of the Vanduul Race, the Scythe is the foot soldier in every raid and the target of every human fighter pilot. Featuring a hefty weapons payload, the Scythe’s real asset is its maneuverability, found in the twin main and twelve maneuvering thrusters.
The Scythe is now flyable, which means that early backers who picked one up during the initial campaign can now access them! Additionally, Imperator Subscribers will have access to fly the Scythe in Arena Commander based on their subscription time. You can learn more about the Subscription program here.
Wwise Star Citizen Alpha 1.1.5 overhauls our audio system with the new Wwise system! We asked the audio team to put together an article on what this update means, which you can access here.
Community Hub is coming! Currently open to Concierge and Subscribers for testing, but will open to everyone soon.
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The Community Hub is an outside content aggregation section for our overall RSI site where Citizens can share with each other all the content that is created by you, the fans. From screenshots to video, from fan art to fan fiction, from livestreams to podcasts, from fan reviews to press editorials and everything in between, this is the place where you can go to share those findings with your fellow citizens, see what’s already been shared with you, and hopefully discover something you like that may have eluded you otherwise.
We at the Stoddard Research Center would like to thank you for taking the time to complete this poll. By assisting us today, you help ensure that the voice of the people will be heard. Analysis of the answers provided will help give the context needed to understand how the universe is changing demographically, economically and politically.
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Music theme
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3D printed Retaliator
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preview of male civilian character clothes
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Free Flight Week for everyone in the Avenger!
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For the next week the Aegis Dynamics Avenger is free to fly. Get out there and put the ship through it’s paces.
The Aegis Avenger has had a long and storied life as the standard patrol craft of the UEE Advocacy. Although aging, the Avenger features a sturdy, reliable hull and the capacity for larger-than-expected engine mounts.
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That about does it for this week’s Star Marine report. I know that this still seems like a lot of work each week, but the absolute truth is that we’re getting these tasks knocked down and are moving ever-closer to our goal of getting the game in your hands. We are still dealing with the aftershocks of the code merge, but everyone on the team agrees that we can see everything coming together. Next week, we’re hoping to have a company-wide play test. The results will be valuable, and almost as importantly we’re eager to share our progress with the rest of CIG. First the whole of Cloud Imperium, then the world!
Lowyat garage sales damn a lot of lowballers. I never sell here. All my iPhone I offload at mudah.my. Managed to get back RM2600 for my iPhone 6 64GB. Those want to sell please try mudah.my
what's the current status of this game? my last login is on the launch of the hangar.. .
In Star Citizen's Squadron 42 single-player module, Hamill stars as Lt. Commander Steve 'Old Man' Colton—reuniting him with Wing Commander creator Chris Roberts. There's plenty more from the cast and Star Citizen's creators in the next issue of PC Gamer, out in the UK November 20 (tomorrow!), and December 8th in the US. Here's a peek at the UK cover:
zoomed-in and detail.
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another view of the cover:
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MAJOR MILESTONE REACHED! Alpha 2.0.0 is now LIVE for all backers with a pledge package!
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[YOUTUBE-HD]xf4zCCjBwOA[/YOUTUBE-HD]
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Greetings Citizens,
Star Citizen Alpha 2.0 is here! Today, we are proud to make the next major step in Star Citizen’s evolution available to all players. This major update to Star Citizen is available now in your launcher. With Alpha 2.0, we introduce a wide swath of features, including large world maps, multi-crew ships, seamless first person combat, missions and much more. In short: this is the biggest update to Star Citizen yet!
Do note, bugs still exist - CTD may occur - lag will be a factor until local servers are spun up - but it's still a very significant milestone and we can test it out now! (I think even those with free-flight accounts can test out 2.0.0! so give it a go!) If you want to register and get free 5K UEC, we have codes available, just PM me before u register.
Please remember to read the release notes in the link above!
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In other news....
Latest Studio Monthly report is available. (And yes, that is an actual ship in the game)
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continue playing Alpha 2.0 and decide if u want to pledge more. for something lower cost - try the Avenger series - like the Stalker.
in other news...
100 Million DORRAHS!
LOL, always wanted to do that.
Haha, I was , thinking over the both the Avenger Stalker ( Since it has a module thingy) and EMP lol.. this soo gonna be badass. Came to a decision for Hornet for a higher cargo capacity
Nevertheless pledging/funding kickstarters are always the case. Never Cheap
Btw @pyre
How are u playing SC, are u using HOTAS or just a normal keyboard and mouse?
This post has been edited by sevn: Dec 14 2015, 12:40 AM
Depends on your definition of "good". really is individual preference. It would help us if we knew what sort of experience you had with space sims (if any). There is no right or wrong answer.
Haha, I was , thinking over the both the Avenger Stalker ( Since it has a module thingy) and EMP lol.. this soo gonna be badass. Came to a decision for Hornet for a higher cargo capacity
Nevertheless pledging/funding kickstarters are always the case. Never Cheap
Btw @pyre
How are u playing SC, are u using HOTAS or just a normal keyboard and mouse?
sorry missed replying earlier.
my recommendation is - don't use the current ship stats as a rule - more as a guideline. because the ship stats WILL change and just don't want to see players upset
having said that - I think the stalker stats are not correct you will know why when you actually board a Stalker vs a Hornet - u can do that when they release another Free Flight week for all ships (hopefully over the Xmas week).
Plus Avenger modules will appear in the future - allowing you more choice and flexibility - to a change into either Titan or a Warlock variant (not permanent since u should be able to swap modules). Unlike the Hornets which I think will have less modules or be more restricted in their choice of modules.
IMHO, go for the roles that you prefer to play. and just keep in mind there is no one-ship-to-win-all scenarios. all ships will have their good and not-so good points. And to spend within your means - all you need is just a base pledge and can earn everything else in-game. Have to remind everyone that most expensive or biggest doesn't mean best. And EVERY SHIP can be earned in-game.
For everyone's info - the moment SQ42 launches - high chance CIG will split the packages into 2. One for SQ42 and another for Star Citizen itself. So for those who backed early - we get 2 games for the price of 1. And if people complain not fair - well this "offer" has been ongoing for nearly 3+ years now and just comparing base package - which is about USD35. compared to other AAA game at launch - USD70? And here's a tip - make payments in Euro dollar for better currency rates
Myself - I lazy to setup my HOTAS - I just KB/M for now. (also coz my table very messy now. lol)
my recommendation is - don't use the current ship stats as a rule - more as a guideline. because the ship stats WILL change and just don't want to see players upset
having said that - I think the stalker stats are not correct you will know why when you actually board a Stalker vs a Hornet - u can do that when they release another Free Flight week for all ships (hopefully over the Xmas week).
Plus Avenger modules will appear in the future - allowing you more choice and flexibility - to a change into either Titan or a Warlock variant (not permanent since u should be able to swap modules). Unlike the Hornets which I think will have less modules or be more restricted in their choice of modules.
IMHO, go for the roles that you prefer to play. and just keep in mind there is no one-ship-to-win-all scenarios. all ships will have their good and not-so good points. And to spend within your means - all you need is just a base pledge and can earn everything else in-game. Have to remind everyone that most expensive or biggest doesn't mean best. And EVERY SHIP can be earned in-game.
For everyone's info - the moment SQ42 launches - high chance CIG will split the packages into 2. One for SQ42 and another for Star Citizen itself. So for those who backed early - we get 2 games for the price of 1. And if people complain not fair - well this "offer" has been ongoing for nearly 3+ years now and just comparing base package - which is about USD35. compared to other AAA game at launch - USD70? And here's a tip - make payments in Euro dollar for better currency rates
Myself - I lazy to setup my HOTAS - I just KB/M for now. (also coz my table very messy now. lol)
Well took your advice and pledged for the Avenger, since it has potential to have different modules there
haha , So far been pretty enjoying however due to my low pc spec getting alot of framerate issues, oh well alpha haha
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QUOTE
Some important call-outs: Freelancer damage states are not fully implemented and will not be working during the initial 2.1.0 PTU launch. Contents: Hangar Additions Balance/Tweaks Fixes Arena Commander Additions Balance/Tweaks Fixes Social Module Additions Balance/Tweaks Fixes Hangar Module Additions: Ships The AEGIS Sabre is now hangar-ready! The new MISC Freelancer (base) model is is now available in the Hangar! Environment A new lighting pass for Revel and York has begun. Fixes: Environment Fixed an issue with texture conflicts in the left and right expansion bays of Selfland. Fixed an issue where some untextured items would appear on the reflections inside the VFG Industrial Hangar. Fixed an issue where there was a faint pink-purple tinge in the VFG Industrial Hangar lighting. Technical Fixed an issue where having all Constellation variants in the hangar at once would cause severe streaming issues. User Interface Fixed an issue where the ladders in the VFG Industrial had no use prompts to descend them. Arena Commander Module: Additions: Gameplay Pilots can no longer exit ships in Arena Commander. Except for Free Flight mode, where pilots and crew can still exit their ships and EVA freely. Fixes: Gameplay Fixed an issue where decoupled mode could be activated while in Cruise mode. Fixed an issue where ship attachments (weapons and components) would not behave correctly when the ship was destroyed. Fixed an issue where the Battle Royale game mode would sometimes not end. Fixed an issue where players could get kicked from Vanduul Swarm for being idle while waiting to respawn. Fixed an issue where ejecting during self-destruct would allow players to bypass the respawn penalty. Ships Fixed an issue where the self-destruct of a ship would be canceled after ejecting or exiting the pilot chair. Fixed an issue where the P-52 Merlin could not respawn in Race mode. Fixed an issue where multiple ships had broken or incorrect damage states in multiplayer game mode. User Interface Fixed an issue where Vanduul ships weapons were not being displayed in the OVR HUD. Fixed an issue where ship holograms were not displaying sections of the ship. Social Module: Additions: Gameplay The first iteration of our new physicalized EVA system is in place. Two new sliders have been added to the audio option menu. “Dynamic Range” and “Ship Computer Speech Volume”. Ship The MISC Freelancer (base) is now flyable in Crusader. Environment Added an “aim” pose for characters that are prone. User Interface Both the Hangar Elevator and the Main Menu “Universes” UI now allows users to select instances (either best available or instances with friends/contacts) after they have selected the location. Balance/Tweaks: Gameplay Mobiglas animations have been streamlined to make the process of accessing missions faster. Character Crouch animations and related locomotion have received some tweaks. The animations for “Idle to Movement” and “Movement to Idle” while holding a pistol have been tweaked. Some minor changes to how stop, starts, footsteps and running are animated. Run/walk animations have received tweaks. Technical Several performance improvements for Crusader have been made. The Port Olisar ship selector console has received some performance improvements. Fixes: *Gameplay * Fixed an issue where weapons were not brought back up after MobiGlas had been toggled off. Fixed an issue where aim-down-sight did not persist when transitioning to and from prone. Fixed an issue where QT could not be activated once a character had passed the “edge of universe boundary”. Fixed an issue where players could get back into a ship after ejecting, despite the canopy having been destroyed. * Fixed an issue where players could activate the ship self-destruct while in the green zone. Fixed an issue where pilots would not receive a collision warning for certain objects and stations in Crusader. Fixed an issue where ships that had self-on or near landing pads would not despawn and thus render the landing pad useless. Fixed an issue where it was possible to get the Port Olisar airlocks stuck in a permanent cycle state. Character Fixed an issue where activating aim down sight would not correctly override sprint when the player had a weapon out. Ship Fixed an issue where the landing gear for the Retaliator Bomber was missing collision. Fixed an issue where the Vanduul Scythe cockpit would shoot forward when the ship is destroyed. Fixed an issue where decoupled mode could be used in Cruise mode. Fixed an issue where interacting with the Constellation Andromeda side airlocks would catapult players out into space. Environment Fixed a typo on the construction sign for the ArcCorp Galleria, so it now correctly lists “2946” as the completion date. Fixed an issue with railing collision in various areas of ArcCorp. Fixed an issue where audio elements from the ship-terminals at Port Olisar would abruptly cut off as a character interacted with it. Fixed an issue where the scroll bar in the Contacts List (“F11”) was very difficult to see. Equipment Fixed an issue where weapons would pop into place during select/deselect animations rather then happening smoothly. Fixed an issue where the “Use” prompt for pick-ups (such as guns) would show up through walls. Fixed an issue with the P4-AR Ballistic Rifle, where it added a camera jerk when shifting fire modes. Technical Fixed an issue where motion blur would be much more drastic on faster machines. Fixed several server-side crashes. Fixed some of the server and performance issues that were occurring when there were many AI ships active simultaneously. Fixed an issue where joining instances via the “Contacts In Instance” function was frequently timing out. User Interface Fixed an issue where “Contacts in instance” was very difficult to read on the Elevator terminal UI. Fixed an issue where the party list would disappear for the leader when there are more then 2 members of the party. Fixed an issue where “Contacts In Instance” wouldn’t appear on the Hangar Elevator until the user had entered and exited a instance. Fixed an issue where the text entry field for contacts had to be cleared by clicking “X” each time.
“Out-of-box” (read: unmodified) testing shows that Star Citizen scales fairly linearly and predictably across its presets right now, even if abusively intensive in some scenarios. Cards in the ~$300+ bracket are generally playable at 1080p with medium settings, at a minimum, but it'll depend on what map (and what part of that map) you're exploring. The GTX 970 regularly outpaces the R9 390X, being overtaken at higher resolutions (1440p) as a result of the 390X's generally superior raw pixel-count processing power. This reflects tests we've recently conducted of other games.
Star Citizen is obviously incomplete, but as it stands now, framerates are generally low and gameplay is difficult with mid-range and low-end cards. We've seen massive performance improvements over some of the earliest iterations of the game's alpha with Alpha 2.0, a promising fact that indicates additional performance gains as the game (and drivers) iterate. Pop-in is rough right now, with some objects, like fences and signs, materializing fairly close to the camera (~30m); this is likely a temporary performance assist. LOD scaled assets may not yet be complete in some maps, based upon our delta scaling test on ArcCorp, though we'll research that further in future updates.
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adventure awaits!
remember to log into the game if you want to get the free christmas wreath. if you have the xmas wreath from last year, you will not get another so you can safely ignore the above message.
edit
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This post has been edited by pyre: Dec 29 2015, 02:05 PM
registration: http://goo.gl/yyd18 - a legacy one off thing since last time (and even now) can be difficult to contact members. reminds me i need to update the ship names.
edit: yeah last night they brought a few new players around doing some missions as well as play AC.
This post has been edited by pyre: Jan 2 2016, 08:49 AM
Can anyone access the Space Marine, apparently i can only access 2 universe and that's it. i thought they mention the update allow to access space marine o.o?
Another FREE FLY WEEK! This is the first Free Fly that includes Crusader, so there’s more to explore than ever before. Free Fly accounts will have access to the Hornet F7C military fighter, the Aurora LN starter and the Mustang Delta interceptor. And if you want 5K free UEC (in-game credits for your account), PM me for codes before registering! https://robertsspaceindustries.com/comm-lin...d-Other-Updates
This post has been edited by pyre: Jan 30 2016, 08:14 AM
can anyone advise me which pledge package is best ?
i don't want to spend a lot, but i don't want the crappiest package either :/ which is good value ? if i don't get before 16th feb, they will sell the modules separately. so have to do now while still can, but not sure.
hi moogle, have you test flown yet? free-fly week is on starting from last weekend - so why not try out the 3 ships that are free to fly first and then decide - also maybe share which space games you played before and what role u like / dislike to play then maybe we can help advise. https://robertsspaceindustries.com/comm-lin...d-Other-Updates
oh and if you register a new account with the code we provide - can get 5K UEC free. will PM u.
i already registered before i saw your post, so how
I'm looking at the aurora LN package, this any good?
alright no problem with the account.
as for the Aurora series, it's all rounder ship and the LN (Legionnaire) is the combat variant (or has slight more features that make it slightly more offensive)
so depends on what you want to do in the PU (Persistent universe). fight, trade, explore, research, mine, salvage, refuel, transport passengers, race etc. and each role is usually tied to a ship - though some are better at it than others.
if you want to do be more involved in combat with some slight cargo - take a look at the Avenger series. abit more expensive though. otherwise the Aurora or Mustang starters should be fine.
and remember you can always upgrade your ship later while the crowd funding campaign is ongoing.
Hey guys, I have missed the kickstarter package and am planning to get one in the website now. Is the Lifetime insurance worth it? Heard that you can buy insurance inside monthly? Any news and tips?
Hey guys, I have missed the kickstarter package and am planning to get one in the website now. Is the Lifetime insurance worth it? Heard that you can buy insurance inside monthly? Any news and tips?
not possible to get LTI on packaged ships at the moment (if not forever, but it is more of a convenience, we are confident there are other ways the devs can create time and in-game money sinks). yes we can purchase insurance in-game so no problems.
Final released game will be: Squadron 42 (Single Player (SP)) and Star Citizen (Persistent Universe (PU) / MMO-like)
The SP & PU will focus on piloting fighters and multi-crew ships in first person. It is not a real-time strategy game. There are no levels to grind, no skills to acquire. The only skills are your own and how well you pilot your spaceship and the modules you choose to equip it with.
The PU will have elements of sandbox gameplay. You can be a trader, explorer, passenger transport, information courier, competitive racer, researcher, salvager, miner, refueler or combat specialist in the PU. And do it either by yourself or with your friends in the ship of your choice. Each ship has it’s own characteristics, specialization and limitations. More expensive or bigger ships does not mean it is the best.
For now, no plans to be distributed through Steam.
What to expect now? Game is currently in Alpha phase and still in development. Information on the game is being shared (across various media and platforms). Expect bugs and delays. We can pledge to support the game’s development but remember, this is Chris Robert’s game we are supporting and it is HIS game that is being made, not ours.
Are there games similar to this in the past? The original Wing Commander, X-wing or Freespace series.
For those still interested i will share tips later but really need you to also think about your past experience in space sims and what you like or dislike - even if no experience is fine - just register an account and test fly this week for free! if you want 5K UEC codes, PM me - but only if you register new accounts.
FYI, the lifetime insurance package is selling out there in other game forums. So it's possible to get them from other backers.
oh definitely, thought u were asking if can buy LTI from the store at the moment. which is not possible since there are no concept sales. if you feel the need for LTI ships, packages & modules - it is afterall your money and completely your choice.
meanwhile, more CIG / SC news!
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Sneak peek at the Xi'An Scout's development!
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And for the rest if you are interested in the game, feel free to ask more questions and if you want to test out the game - it is free fly for this week only! And those who want to create new accounts with our codes will get free 5K UEC - feel free to PM and ask for the codes!
This post has been edited by pyre: Feb 3 2016, 09:25 AM
My semi-guide for those new to the alpha. you'll have to click the spoiler tags to reveal the images otherwise folks will complain.
-------------- Choose Universe
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Universe (or Port Olisar) - once out of your bunk area, go down to the Hub area. it should look something like this below and look at those screens - an icon to USE the screen should appear.
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then select the ship you want to fly - take note of the landing pad it will spawn at and then go there via the airlocks. You will need to engage the airlocks as well - USE twice.
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Landing pad should look something like this.
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Board your ship or nicely request to join someone else's larger ship like a Freelancer, Cutlass, Retaliator or Constellation. Might be even able to squeeze into a Sabre. Plenty of emotes like Salute help too Then go explore the mini-universe together.
These keys should work: F9 - AR APPs (Journal & Scheduler) F10 - Player Names & Item Info F11 - Friends List F12 - Chat Window
Left Alt + Space - Interact with HUD Ctrl + C - Relative / Interactive Mode Toggle Right Alt + M - Toggle Look Ahead V - Change Flight Mode B - Select POI / Quantum Travel (Middle Mouse to Confirm) Ctrl + F - Exit Ship or Station
While in First Person 1 - Pistol 2 - SMG H - Heal Z - Prone Ctrl - Crouch o - Turn on Flashlight
First of all: the package split does NOT impact any current backers. If you’ve already pledged for Star Citizen, you will have access to both the persistent universe and the Squadron 42 single-player campaign. All ‘Squadron 42’ packages sold before the split also include access to the persistent universe. The split applies only to any new packages purchased after February 14, 2016.
Additionally, we would like to announce that the current Free Fly has been extended up until February 14th. Our hope is that this will give anyone interested in Star Citizen a chance to try the game and see the progress we’ve made before the split occurs, letting them get in at the lower price.
Remember tomorrow is the day packages get split, if you want to save money, best to get it before tomorrow. if you want to get 5K UEC free, PM me for codes.
I been watching this game for a long time now. The cheapest package is 45 usd now. That about rm 180 ish
And 3 month insurance
Should I go for mustang or the other ship. I want something decent for starters
and on top of that the game is now split into 2 packages. so it depends if u want to play the single player without the mutliplayer version or the multiplayer version without the single player. or u can get the combo packages which cost USD60.
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but i still have a few and limited pre-split combo packages left. only for new accounts. PM me if want to learn more.
For the next week until April 25th, we’ve enabled Free Fly access to all accounts in celebration of*Pax*East. While we won’t be there this year in person, any chance to celebrate Star Citizen sounds like a good idea to us! For the next week, anyone with a Star Citizen account will have access to the Aurora LN, the F7C Hornet, and the Mustang Delta. This Free Fly event gives new players access to three unique parts of the Star Citizen experience:
Q. Okay, I've downloaded the game, where do I begin? Although there is a tutorial option, it is broken and won't provide a good first experience. It is not a recommended starting point.
Instead, please visit Electronic access -> Arena Commander -> Drone Sim and change the gamemode to free flight. (Or Spectrum Match, if you'd like to experience multiplayer combat)*
Suggest trying out the Hornet F7C which is probably the easiest to start with. Note the MKB users: Right-Alt + M will lock your head to the center of the screen, which can make ship control quite a lot easier.
Once you're used to the controls try the other Arena Commander modes like Vanduul swarm for more co-op battles.
After all that, you're ready to join the universe! Return to the main menu and choose the "Universe" option, joining either Port Olisar (the open world), or Area 18 (the planetary social environment).
Q. How do I spawn a ship in Port Olisar? Go down the stairs to the middle room with the spinning holographic globe. Access a terminal to spawn a ship.
Q. Where's the entrance to the Mustang Delta? You'll find a hatch on the bottom of the ship's hull.
Q. How do I get out of my seat? Ctrl-F is used to exit a vehicle
Q. My ship isn't going faster than 50m/s, how do fix it? "V" cycles through flight modes once you've taken off. PRE is a slow landing mode, SCM is the normal flight mode, and CRU is a much faster straight-line option. Check your HUD to see what mode you're in. Note that CRU mode is not available in Arena Commander.
Q. How do I jump to other locations in Port Olisar? Press B to open your QDrive destination menu. Once you've selected a point, press middle mouse to engage.
Q. Where can go to engage in FPS combat? QDrive to Security Port Kareah, land your ship, and enter the station. SMGs can be found throughout the station, and you can swap between the SMG and laser pistol via "1" or "2".
Q. My performance is terrible what gives? There's currently some server-side performance issues that are restricting FPS on your machine, it's a known issue and doesn't represent a problem with your PC.
Q. My laptop is getting poor performance in all modes despite have a discreet GPU, what's wrong? Check your GPU control panel and make sure the game is set to run on the dedicated chip. (eg Nvidia Control Panel -> Manage 3D settings -> Program Settings)
See you in the 'Verse!
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This post has been edited by pyre: May 5 2016, 11:09 AM
more vids we captured during our regular group flights
QUOTE
Yesterday, we pushed the first iteration of Star Citizen Alpha 2.4 to the Persistent Test Universe, and much of the month of April was spent in service of that endeavor. Alpha 2.4 promises to be one of our biggest patches yet: not only adding new front-facing content like ships and functional stores, but long-awaited “under-the-hood” changes that create the necessary foundation for all the content yet to come.
hi, getting myself a Thrustmaster joystick and thinking of trying out this game.
How's the lag to the server?
Prime note: this is still in development with no end-date for release yet. 'game' is in alpha stage - very buggy and broken. do not expect anything, so you won't be disappointed. if you are ok with that, then read on.
recommend do not buy hardware until u tested the game abit. can still play with m/kb.
also recommend do not buy the game yet unless u are really committed and patient. if u can - wait for free flight then test with us. also if u want, register an account to be notified of free flight sessions, think every quarter should have one at least to test different ships etc. if u want to free 5K UEC (in-game credits), PM me.
server for now all in US. later on may have regional - no promise from devs.
Joined: Jun 2008
From: Cheras ~ London WC1E 7HU~ Shenzhen
QUOTE(pyre @ May 8 2016, 10:46 PM)
Prime note: this is still in development with no end-date for release yet. 'game' is in alpha stage - very buggy and broken. do not expect anything, so you won't be disappointed. if you are ok with that, then read on.
recommend do not buy hardware until u tested the game abit. can still play with m/kb.
also recommend do not buy the game yet unless u are really committed and patient. if u can - wait for free flight then test with us. also if u want, register an account to be notified of free flight sessions, think every quarter should have one at least to test different ships etc. if u want to free 5K UEC (in-game credits), PM me.
server for now all in US. later on may have regional - no promise from devs.
thanks for the info. already ordered hardware anyway. though not specifically for this game.
Know about this because in the news they said they were "stepping up" dev progress since they have more funding now.
thanks for the info. already ordered hardware anyway. though not specifically for this game.
Know about this because in the news they said they were "stepping up" dev progress since they have more funding now.
ah. ok then u can test both control methods and see which one u prefer. if u have xbox 360 controller also can test that too.
as for 'stepping up', err ... they been sitting on over 100mil, we would think they have plenty of cash I believe the correct context of that statement was from the recent monthly report: https://robertsspaceindustries.com/comm-lin...y-Studio-Report
QUOTE
In the months ahead, you’ll see us continue to build on the foundation of persistence Alpha 2.4 provides. As the teams in each studio continue to expand, you’ll see our pace of production continue to pick up as it already has since late 2015.
so technically they have been very busy with the game all along just that we as backers are only now seeing and playing (as you can see from our videos) the result of their hard work.
Joined: Jun 2008
From: Cheras ~ London WC1E 7HU~ Shenzhen
QUOTE(pyre @ May 8 2016, 11:10 PM)
ah. ok then u can test both control methods and see which one u prefer. if u have xbox 360 controller also can test that too.
as for 'stepping up', err ... they been sitting on over 100mil, we would think they have plenty of cash I believe the correct context of that statement was from the recent monthly report: https://robertsspaceindustries.com/comm-lin...y-Studio-Report so technically they have been very busy with the game all along just that we as backers are only now seeing and playing (as you can see from our videos) the result of their hard work.
then that's even better news!
Yup, I have an 360 controller to use can test and compare.
More than a space combat sim, more than a first person shooter and more than an MMO: Star Citizen is the First Person Universe that will allow for unlimited gameplay.
and fyi, there is 2 parts to the game. a single player campaign - called Squadron 42, and later the Persistent Universe (semi-MMO-like) game called Star Citizen.
and on top of that the game is now split into 2 packages. so it depends if u want to play the single player without the mutliplayer version or the multiplayer version without the single player. or u can get the combo packages which cost USD60.
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but i still have a few and limited pre-split combo packages left. only for new accounts. PM me if want to learn more.
this game wil be monthly subscribe or 1 time purchase ? when the game fully release will not be F2P ?
this game wil be monthly subscribe or 1 time purchase ? when the game fully release will not be F2P ?
and
marine module already done or still ongoing ?
1 time purchase only, no subs. not free to play. (actually for some - it can be 2 time purchase since they split the packages so now even more expensive, hope you backed before the split)
Star Marine module most probably side-lined, since there already is some FPS in the Port Olisar as you can see from our videos. they will refine and release Star Marine module later.
Hi everyone! This is a pencil rendering of the Glaive by Marceline aka Pegs from EDGE. Hope you like it. She used a combination of a lightbox and freehand pencil drawing to achieve this look. Pencil range 6B to 4H.
Drawing based on in-game screenshot of Vanduul Glaive, courtesy of Witcher.
Completed drawing with in-game screenshot of Vanduul Glaive courtesy of Witcher.
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Star Citizen Logo
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Close up of the Glaive body
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Title font with sci-fi theme
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Manufacturer font with sci-fi theme
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Art Work Label
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Finished piece
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Montage of progress
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Roberts Space Industries is proud to offer a summer free flight trial of Star Citizen! During this week long free fly you will get a chance try out the game and fly fighter ships like the Mustang Beta, the Sabre and the F7C Hornet!
Create an account, then enter this promo code to gain access to play the game: SUMMERFREEFLY2016
The free fly for Star Citizen is back! Feel free to create your account, start the download (onto an SSD and it's pretty big) and jump in. Many will be confused or frustrated so feel free to ask questions or comment here (and get a code from a SC vet just ask around, u will get 5K UEC starting credit, otherwise it is fine - no problem and we're just sharing that information).
We may organize a group flight with limited invite - so stay tuned. Some of the crazy stuff we get up to during group flights:
(image heavy)
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“I’ve been slightly frustrated with the pace of development. I’ve backed a number of other games, and I’ve stopped backing at over $100 on videogames, because I’ve had too many problems. Software is hard, and human beings are often way too optimistic. I run a technical team and understand how that works in a person. And there are too many games now with broken promises and missed milestones and nothing to show for it.
“The important thing with Kickstarter is to remember: don’t ever put money in that you can’t afford to say goodbye to. And that’s a thing a lot of people don’t think about. Yes, they talk about how Kickstarter has to be accountable, but it’s better to [think], ‘if worst comes to worst, the ride was still worth it’.”
Roberts Space Industries is proud to offer you a free flight trial of Star Citizen in honor of Gamescom 2016! The Free Fly will give everyone access to the nimble Mustang Gamma, the ferocious Sabre and the hard-slogging Freelancer through Monday, August 22nd, 2016. We hope you enjoy trying the Star Citizen Alpha!
To play, please create a free account, then enter this promo code to gain access to play the game:
GAMESCOM2016
This post has been edited by pyre: Aug 17 2016, 08:01 PM
Where is this game status is at now @ version 2.5? i gotten the games like ages ago (early stage - hangar view / fly / shooting), but not really playing it since at that time you just can fly around and shooting - that's it.
we need to purchase every ship with real $$? i gotten the cheapest one back then.
Attention Citizens! The battle of the speedsters is on: we’ve unlocked the M50 and the 350R for use by all backers through Friday, September 9. Take them out for a test flight and then cast your vote right here for which deserves the title of Galactic Tour’s Fan Favorite Racer. The winning ship will also return to the pledge store the following week, so choose wisely. See you on the racetrack!
Remember that in the final game, everything can be earned in-game. so not necessary to upgrade unless you feel the need to contribute more to the project.
just watched the Gamescom 2016 presentation, v3 does look good, the NPC character facial animation is nice too, side quests does seem more engaging like a SP game rather than MMO. the transition between space/atmosphere/planet surface is also impressive with seamless loading and the scale. hope they iron out the technical issues, as content is added, and optimization too.
This post has been edited by svfn: Sep 22 2016, 11:54 PM
hard, unless they make an Asian server or Australian server, almost always you get owned in pvp space combat. Latency too high.I bet its gonna be the same in FPS.
Happy Anniversary, Citizens! To celebrate, we've unlocked ALL FLYABLE SHIPS for all Star Citizen backers through Oct. 17th. Available now!
https://twitter.com/RobertsSpaceInd Ok free flight until the 17th Oct 2016. If need more information etc can ping me or your friends who are into SC. Not gonna sugar coat this: it is still buggy, has plenty of issues (my most recent one was audio cut-off) and user experience may vary depending on your PC hardware. EDIT: Free flight only to BACKERS.
wah GTX 1080 recommended? curious to see how 1060 handle it. is free fly open to non backers?
EDIT: Sorry my bad, the free flight is ONLY to BACKERS. But then, all it takes is purchase a ship skin to become a backer. yes free for everyone. if anyone needs the 5K UEC code, let me know but before registration.
This post has been edited by pyre: Oct 12 2016, 10:23 AM
#pray any feature or solution for working ppl play this game ? what we can see.. this game become more complex .. and will require more play time .. working player only have 1 - 2 hours on weekday and 3-5 hours on weekend..
so any solution ? maybe this game can auto farm or enable bots?
This post has been edited by sleyer: Oct 16 2016, 11:19 AM
FREE FLIGHT (Super Hornet) UNTIL 31st OCT 2016! https://robertsspaceindustries.com/enlist A free flight (for the Super Hornet) is ongoing for all accounts (no need to be a backer) until the 31st Oct 2016. If anyone is interested, we can assist. And if they need the 5K credits, let us know before registering. Otherwise just go ahead and dive in.
QUOTE
I begin by browsing the hat selection at Area 18, a sort of player hub and shopping mall. Area 18 is a sprawling metropolitan space that, frankly, doesn't currently contain a lot. You can buy guns, clothes, and spacesuits, and watch as other players in yellow caps who look exactly like you run around looking at other players who look exactly like them. There are some nice views, and the promise of more to come, but a quick visit felt like plenty and I can't say it was much fun. It's got space but not outer space, and outer space is what I want.
Roberts Space Industries is proud to offer you a free flight trial of Star Citizen!
The Free Fly will give everyone access to the fast and powerful F7C-M Super Hornet through Sunday, October 30th, 2016. We hope you enjoy trying the Star Citizen Alpha!
To play, create a free account and enter this promo code to gain access to the game:
#pray any feature or solution for working ppl play this game ? what we can see.. this game become more complex .. and will require more play time .. working player only have 1 - 2 hours on weekday and 3-5 hours on weekend..
so any solution ? maybe this game can auto farm or enable bots?
Same shoes with you, working full time and life to commit so much on the game,
however i believe you can hire AI`s to automate certain task ingame, pay to hire that kinda thing.Immersion wise no am pretty sure they are not going to allow u to bot and stuff.
Same shoes with you, working full time and life to commit so much on the game,
however i believe you can hire AI`s to automate certain task ingame, pay to hire that kinda thing.Immersion wise no am pretty sure they are not going to allow u to bot and stuff.
I just hope this game is not a scam. too many missed promises and delays. and lies. people are angry if you read at their forum. I suggest holding back from pledging or even buy ships at this point. Until the patch 2.6 with Star marine and 3.0 procedural planets shows up, or even any news about it pops up. so far no news whatsoever. Squadron42 no where to be found and heard of after Citizencon.
This post has been edited by Userzero: Oct 26 2016, 01:28 PM
like any preorder it's hard to know what you're getting into, but at least you can free fly with SC and try it out first. unlike false advertising in No Man's Sky until the content is far from what was advertised at launch, that you can call a scam.
i'm also waiting to see patch 3.0 first. if you back now, i'm sure it's because you want to support the game.
From last night's group free flight (torp the Starfarer), it sure can take a beating. big thanks to destiny, hamster, chiv, poh, grumpy, hokkienmee and witcher.
Our pilots assembled.
may share our video later.
This post has been edited by pyre: Oct 27 2016, 08:30 AM
so finally managed to jump on the free fly last minute to try the game myself. and while there were some issues with desyncing on my end, i enjoyed it and am looking forward to alpha 3.0.
did a few comm repair/ICC missions, jumped around Yela and also went to Kareah to clear my bounty (not sure what happened but i got wanted status), then someone randomly blow up my Hornet. guess i should not have just parked it there lol. Grim Hex was a rather disorienting place to spawn in.
having never touched a space sim before, the keybinds / ship piloting were kinda overwhelming and took some time just to get used to basics at least got auto landing/parking like Euro Truck Sim lol.
not sure if it is my slow TM internet or QoS causing it, but often it would desync (but chat/moving still work) without me knowing that it already lost connection, until i try to open a door or eject and there is no response.
does feel like still a long way to go for more content and development. but yea when playable without desync it's very fun.
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Want to test for free? https://robertsspaceindustries.com/promotions/welcome-to-sc 48-hr free trial when 2.6 goes LIVE. Coupon code for step 2: WELCOME2SC if you want additional 5k in-game currency, PM us for the code. Please note: Game client is large, will have bugs, client may crash often, or your PC hardware may not run game client smoothly.
im selling my account. I pledge long time ago with 315p ship. comes with :
Starting Money: 2,000 UEC 4 Month Insurance Digital Game Soundtrack Digital Star Map Digital Star Citizen Manual Squadron 42 Digital Download Star Citizen Digital Download Legacy Alpha
reason : no longer playing this game.
u stil can change ur handle and email ( 1 time change oni)
PTU 2.6.1 should now be available to all backers. note the incremental patch system is still not available, so will have to do full patch downloads. AC and hangar loads are now super fast. Takes time getting used to the speed
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This post has been edited by pyre: Feb 11 2017, 07:51 AM
oberts Space Industries is proud to offer you a free flight trial of Star Citizen!
Try Star Citizen for free? It must be love! This Free Fly will give everyone access to a dedicated multi-crew ship through Sunday, February 19, 2017. Enjoy exploring the Star Citizen alpha with friends… and happy Valentine’s Day!
Years ago we stated our intention to support DX12, but since the introduction of Vulkan which has the same feature set and performance advantages this seemed a much more logical rendering API to use as it doesn't force our users to upgrade to Windows 10 and opens the door for a single graphics API that could be used on all Windows 7, 8, 10 & Linux. As a result our current intention is to only support Vulkan and eventually drop support for DX11 as this shouldn't effect any of our backers. DX12 would only be considered if we found it gave us a specific and substantial advantage over Vulkan. The API's really aren't that different though, 95% of the work for these APIs is to change the paradigm of the rendering pipeline, which is the same for both APIs.
tl;dr Star Citizen to support Vulkan in the future. Drops DX11 and may even not support DX12.
This weekend from April 14th to April 18th we’re giving everyone the chance to FLY FREE one of our flagship… ships, the Anvil Super Hornet.
If you already have a Star Citizen account, you can log in and the ship will be available to you in all game modes.
If you don’t already have a Star Citizen account, you can register one for free, download the game, and log in with no purchase necessary through April 18th.
We look forward to seeing you in the ‘Verse!
and if u want any of the 5k free UEC codes, please ask any players before registering.
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This post has been edited by pyre: Apr 15 2017, 10:26 PM
have you you received your refund? I asked for a refund 2 months already they say please be patience lol....
Wtf. Thats not normal. Anyways they will always send you emails telling you to be patient, and reconsider. Just insist whenever they send you any random emails. I got mine within 15 days.
Alpha Patch 3.0.0 has been released to all Star Citizen backers. This update contains one of our largest feature sets to date – including the three moons of Crusader, a new mission system, improved shopping and cargo mechanics, and increased our server player count from twenty-four to fifty players. Alpha 3.0.0 is also the first implementation of a lot system changes that go on in the background. For example, with commodity trading, we’re testing out the very first iteration of the dynamic economy that will control the marketplace of the universe.
With our new procedural planet tech, there was a strong need to make sure that we efficiently update all the entities and components in our game world (their number increased significantly compared to 2.6.3). We therefore implemented a new update scheduler that allows us to efficiently batch update them per type and update strategy (range based, manual, always, conditionally). As this puts more strain onto our job system, we further refined its core to allow for even lower latency scheduling and supported even more CPU cores.
In short, it’s a big update that lays the foundation for larger developments down the road.
Apart from the improvements already made, there’s still a lot of work that has to be done to get the performance up to where we want it to be, but this will take a bit more time. Object Container Streaming and Entity streaming are major aspects to reduce memory footprint and further scale the game world for many star systems in a seamless way. There will also be a concentrated effort into better scaling of existing game systems with increased player count and world complexity (entity count). We’ve been investigating range based culling of entity updates which will provide significant gains, but still needs additional work to properly integrate into all game systems.
With the release of 3.0.0, the Persistent Universe is now shifting to a quarter-based release schedule. This approach means that after each live delivery we can return to the main development branch and pick up all the changes and optimizations that have been worked on in the background and ready them for our next live release. 3.0 has been about completely revamping systems and gameplay as well as adding new content. We will now go back into our development branch, which we need to do for our Q1 release in March and will pick up the latest code and concentrate on optimizing performance, using our new gameplay and systems to the fullest, as well as continuing with the balance and polish of the PU.
Your feedback and engagement is what makes Star Citizen special, so drop into the ’verse, grab your ship and explore the vastness of 3.0.0.
edit: For those with motion sensitivity, please try disabling Motion Blur. Disabling Vsync might also help with game performance.
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For those who prefer more traditional use of boost, try turning off the toggle option.
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For MY players, please select AUS server (for now)
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For the second year in a row, the team working on Star Citizen say they’ve raised more money than every other video game on Kickstarter combined. The numbers, which are self-reported and do not include returns, aren’t even close.
Chris Roberts’ collection of spacefaring games raised $34.91 million in 2017, down slightly from $36.11 million in 2016. Meanwhile, successful Kickstarters for video games overall remained relatively flat in 2017, with $17.25 million raised, down from around $17.6 million the year before.
That means the Star Citizen project has raised more than double the amount of every other game project on Kickstarter — more than 700 in all — for two years in a row.
no best ship. really depends on the role u want to play in the game. combat, information trading, trading, mining, salvaging, racing, refining, repair / refuel, scanning, exploration, construction (of outposts) etc.
please note game is still very unstable, very buggy, still in development. and no completion date. if you cannot handle early access, please do not buy now. otherwise can PM me if interested in getting basic package.
hi bros, how is the game population now? is it worth playing? I saw many packages offered, and do we need to get the subscription even after buying the packages? Is this a pvp or pve game?
hi bros, how is the game population now? is it worth playing? I saw many packages offered, and do we need to get the subscription even after buying the packages? Is this a pvp or pve game?
still in development. if do not like early access please do not get. no need subscription. only need cheapest package. but there are 2 games. the single player and the multiplayer. if want more info can PM otherwise i won't bother explaining here since many ppl get upset. both pvp and pve.
will need fairly high end PC. development may not be complete for many years.
Get into Star Citizen, April 13-16, 2018 for FREE! With the access code below, you’ll be able to explore the Star Citizen Universe in a number of ships and vehicles: Get into the fight with the Mustang, enjoy the versatility of the trusty Aurora MR, haul freight like a pro (or steal it like a pirate) with the Cutlass Black, and tear it up planetside in the newly released Cyclone.
The code will also grant you access to Arena Commander, where you can hone your dogfighting skills, and Star Marine, where you can engage in intense FPS action. Simply follow the steps outlined below, and we’ll see you in the ‘verse.
This game is almost a wet dream for Cowboy Bebop fans I think... just more futuristic. I was wondering after the closing of Matrix Online, why there is no real cyberpunk-ish MMO with this "persistent world" thing like Star Citizen, EVE Online and APB Reloaded?
This post has been edited by Meis: Apr 17 2018, 01:40 AM
if you want the 5k UEC code, let me know before registering.
QUOTE
Access to Star Citizen Alpha 3.2 from August 24th until 27th. Explore the universe in several ships and vehicles: dogfight in the Avenger, bust rocks with the MISC Prospector, haul freight (or steal it) with the Cutlass Black, and live dangerously in the Dragonfly.
The code also gives you access to the dogfighting stage Arena Commander, and first-person shooter Star Marine.
HOLY I never knew lowyat had its own SC thread!!! Proud owner of the 315p, aurora LN and the new mustang alpha vindicator edition. Also having 170USD store credits for any additional multicrew ships in the future
HOLY I never knew lowyat had its own SC thread!!! Proud owner of the 315p, aurora LN and the new mustang alpha vindicator edition. Also having 170USD store credits for any additional multicrew ships in the future
What is the difference between "star citizen" and "squadron 42"?
What package is recommended for first trial?
Squadron 42 - Think of it like the single player (story) version of the game. Star Citizen - Think of it like the multiplayer MMO version of the game.
which package? Depends on what you want. If you not sure, maybe wait for a free flight which is now rarer these days. WARNING: it is still very buggy and alpha state. game crashing does occur. performance has improved though with the new OCS feature. game is slowly getting better.
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This post has been edited by pyre: Oct 15 2018, 03:49 PM
Alpha 3.3 is now live! https://robertsspaceindustries.com/comm-lin...tizen-Alpha-330 New ships flyable. New game features like VOIP and FOIP, new asteroid mining mechanics, new ship shop in Levski, new location like the new Rest Stop and new mission giver. New missions like Scramble Races. And combat AI in FPS.
Starting on November 23rd, every day, a different ship manufacturer in the game will make its entire flyable fleet available for a 24-hour test flight period.
Alpha Patch 3.3.5 has been released and is now available! Patch should now show: LIVE-996871.
It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.
Major Known Issues:
Players may not be automatically placed into local chat on the visor. VOIP may be inconsistent or not working properly. Enemy AI ships often appear to not take damage. Players may experience stuttering when initially arriving or spawning at Lorville. Many delivery missions will not update or will have markers spawn in bad locations.
New Features Universe
Added: New Planet - Hurston.
Hurston is the first planetary location and as such is considerably larger than moons and has varied biomes. Additionally, you will found several outposts, labed HMC (Hurston Mining Centers) scattered about the surface.
Added: New Moons - Aberdeen, Magda, Arial, and Ita and populated them with a handful of outposts. Added: Seven Additional rest stops. Added: New Major Landing Zone - Lorville
Lorville is a large city area and as such only has one legal area for landing and port entry. Space above residential and commercial areas are protected by a no-fly zone. Players will be warned when they are entering that zone via HUD warnings, visual indicators, and increasing audio alerts. If they continue into the zone, their ship will be destroyed. The city has a bar with an interactive bartender and a personal equipment shop (Tammany and Sons) that includes an early implementation of the multi-tool. To move around the city, there is a train style transit system and signs to help guide the way.
Added: Hurston clothing/armor variants including variants of the Odyssey II flight suit and the Virgil TrueDef-Pro Armor. Players now have expanded interactions with some items.
Feature Updates Ships and Vehicles
Updated some ship and vehicle headlights for better projection.
Bug Fixes
Landing markers on Port Olisar should no longer appear to flicker. Cargo boxes should no longer become stuck to the player's feet/legs. AI at Kareah should no longer become unresponsive or locked in a position. Admins should now consistently interact and respond to players. Ships in shops should no longer vibrate or be able to be knocked over. The Cyclone at Teach's ship shop should now be purchasable. Players should no longer be able to turn the headlights on/off or raise landing gear for ship displays. Selecting loadout customization from the lobby of Star Marine should now take you to the correct location. Respawn UI should no longer remain on the screen after a Star Marine match ends. The Starfarer should now more consistently talk to the player during ECN missions. Crusader security should now more consistently talk to the player during patrol missions. Round starts should now reset the player to their default weapons in Star Marine. Fixed an issue where the Arena Commander region would default to AUS or be blank after the player exits to menu. Single click firing should no longer cause some FPS weapons to skip recoil. Battaglia missions should now properly award UEC. Fixed an issue where the mobiGlas wouldn't open while in EVA. Quantum travel wingtip trails should now consistently appear on ships. Corrected several ships that had the wrong sized quantum drives including Cutlass (now 2), Constellation (now 2), and Caterpillar (now 3). The appointment mission for Recco Battaglia should now have a full mission description. Players should no longer suffocate when reloading into a new instance of Arena Commander. Plotting a QT jump from orbit to a surface location should no longer create a redundant destination to orbit as the first point. Fix for an issue where aligning with a quantum destination prior to complete recharge would cause a calibration failure. Fixes for some of the missing ATC audio.
In anticipation of the freefly and promotional event that starts tonight.
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Current and future citizens,
If you are new, welcome! If you're returning to check out what’s new, welcome back! Our upcoming Free Fly event will allow anyone to login, grab some ships to test-fly, and explore the burgeoning 'Verse, including newly added planet Hurston.
This Free Fly will run from November 23rd through November 30th, and a dizzying number of ships from over 10 different manufacturers will be available for players to try out over its duration. For complete details, see our announcement page on the main RSI website.
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For the 2018 Anniversary Free Fly event, we have created a special Convention Center where players can get a first-hand look at the ships offered for the day. Not only is the Convention Center where you can peruse the featured ships on any given day, it’s also where you rent them for a test-flight.
To help everyone get to Hurston, all players will be granted access to a Cutlass Black to fly for the duration of the event.
Below is a step-by-step guide on how to retrieve your ship, navigate to the city of Lorville and visit the Lorville Convention Center.
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if you need further help, can always find us on Discord. Link is in the first post.
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Meet Anvil's ‘light fighter of the future’. Featuring an ultra-aerodynamic frame, slight profile, and the most advanced manoeuvring thruster tech available, it’s the most agile ship in its class. It can also hold its own in a knock-down-drag-out thanks to a generous standard weapons package that includes quad missile racks and a full complement of countermeasures. The Arrow is designed specifically to leave would-be interlopers thoroughly bewildered. After all, how can they kill what they can't catch?
We are proud to reveal this limited edition Challenge Coin, commemorating the achievements of One Empire, a community-based Government initiative that has brought people all over the UEE closer together for the last 200 years. We present this coin as a gift to all backers who pledged prior to the $200 million milestone as a sign of our gratitude.
This item is considered hangar flair and will be distributed to your account later today, ready to compliment your favorite hangar of choice. These are being distributed in waves, so if you don't see it show up right away, simply check back soon.
Thank you to everyone who has supported us in the development of Star Citizen and Squadron 42 - we could not do it without you.
We'll see you in the 'verse
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And 3.5 has gone Live, but of course expect bugs, please read the patch notes for all the details and new features like improved character creation, new locations to explore, new mission givers and missions, new flight model and new ships to fly. and some new fancy weapons
Star Citizen has earned a reputation as one of the most expensive and chronically delayed projects ever devised. But, despite having its fair share of detractors and several years worth of scheduling snafus, the venture has raised more than $200 million from thousands of fans eager to see Cloud Imperium Games space-sim dream come to life.
Over the past few months, Newsweek spoke with community members and Cloud Imperium developers to explore how the shared passion between players and creators has maintained engagement through seven years of active development with no end in sight.
Tomorrow, Cloud Imperium will make Star Citizen Alpha 3.5 free to download and play for any player to celebrate the launch of Star Citizen’s city-covered planet, ArcCorp. First revealed at CitizenCon 2017, ArcCorp is a massive planet almost entirely covered in man-made structures. Players on ArcCorp will travel the bustling plazas and neon-hued alleys of Area18 (the planet's main landing zone), uncover local urban culture, meet colorful locals, and find new ways to make in-game credits.
Anyone who plays Star Citizen between May 1 and May 8 will have access to the following five ships:
• Anvil Arrow - Featuring an ultra-aerodynamic frame, slight profile, and the most advanced maneuvering thruster tech available, the Arrow shines in Alpha 3.5’s new flight atmospheric flight model. It’s the most agile ship in its class, and can hold its own in a knock-down-drag-out dogfight with quad missile racks and a full complement of countermeasures.
• MISC Prospector – equipped with a mining laser, the Prospector is Star Citizen’s starter mining ship.
• Drake Cutlass Black – this ship packs real firepower with both piloted guns as well as a manned turret. It is flown by multiple crew members to haul and protect cargo. This is one of our most popular ships for both new and returning players.
• Aegis Avenger Titan – one of our cargo ships, the Titan is a light cargo hauler version of the Avenger specifically kitted out to deliver payloads across the ‘Verse.
• Drake Dragonfly – a two seater hoverbike, the Dragonfly is equipped with a laser cannon and is one of the best ways to navigate surface-side in Star Citizen. The Dragonfly can fit easily in the cargo hold of multiple ships, giving players an on-the-ground option after landing.
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This post has been edited by pyre: May 1 2019, 07:47 AM
Anyone actively playing this? I've had the game for ages (bought it 2013) but never played it properly. Would love to play if there are any like-minded players out there. I currently have the F7C-M Super Hornet.
Anyone actively playing this? I've had the game for ages (bought it 2013) but never played it properly. Would love to play if there are any like-minded players out there. I currently have the F7C-M Super Hornet.
have some players who go in occasionally but usually when there's a new patch. but sure will PM u details.
The issue So far, I am in a solar system called Stanton. There are multiple planets, however, Hurton and Crusader are the most important ones since they have moons that are smaller planets as well.
Each planet has a list of “cities” called posts with different purposes such as mining posts or research, for example. Each “city” has its price sheet and there are also rest-areas, as the highways in the real world, called R&R. In the game, they are placed at the Lagrange points of the 2 main planets.
Each post has a list of resources it accepts to trade. Those resources are raw materials or finished goods (aluminum, medical supplies, hydrogen, for example). So, excluding trips to the “illegal” posts, I was sure there was a way to make money by trading. I mean going from post to post and to be sure to select the best route, so I could make as many profits as possible.
However, even though in the salesman problem you can technically choose any city, here you have an extra constraint: posts don’t accept all the resources (in the continuation of this article I will refer to this extra-constraint as the “Star Citizen constraint”). Then, with this new information and taking into consideration the number of “stops” I was willing to make, my cargo capacity and my investment — I was left with 2 choices:
1. Create an algorithm that would evaluate each possible route, one by one. It would check where I can sell what I can buy at my starting post, then it would check what I could buy at the selling point, checking for the next selling points and so on. Then based on the universe of all possible routes, I would select the best one — with the highest total profit.
2. Create a genetic algorithm that would hack the logic process by getting a profitable route quicker.
If you want starting credits before registering an account, feel free to contact any known SC veterans or pilots. In the past I personally didn't think the starting credits would help, but as the PU grew, the value of those starting credits start to make sense.
We will be organizing a few small events each night this week starting Wed, Thur and Fri. And can take a few different groups out as well. Split the vets among the new players to help guide them. Or feel free to join the discord to ask questions.
3.7.1 jobs available.
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Things to do in 3.7.1
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This post has been edited by pyre: Oct 29 2019, 11:41 AM
Anniversary Free Fly Promotion (12 days of flying nearly 100 ships for free, based on schedule) https://robertsspaceindustries.com/comm-lin...ree-Fly-Details Normally I would not say much, but ever since there's been more game loops emerging, recommend new registered accounts to seek the referral codes for free 5K in-game credits. They will come in useful for initial start-up and purchasing equipment. Feel free to google around or even ping others here that have registered before. Don't worry they don't gain anything until you spend spend. If you don't spend they don't benefit but you get to keep the 5K in-game credits.
https://robertsspaceindustries.com/comm-lin...Con-2950-Update • Due to COVID-19 and quarantine measures, CitizenCon 2950 is cancelled • There will be no virtual CitCon, but there will be events throughout the year • Digital celebration on October 10th of Star Citizen's Birthday • There will still be a CitCon 2951 in 2021
The Month Ahead! • Upcoming Free fly, special promotions, community contests and more! • The long awaited Theatres of War will start testing soon • Squadron 42 development progress
Joined pyre's crew, started off with 2 guys volunteer guiding me through basics of dogfight, cargo run/deliveries, bounty. Next was big mission, took us 2 hours ish i think to complete with cool Ship...
Graphic is nice, running on zephyrus s rtx2070 cpu load was 90% and ram 16gb also 90% ish.. dang.
Waiting new Zephyrus 10th gen proc to release...
This post has been edited by cmah89: May 5 2020, 11:24 AM
What I have at the moment are Starter Mustang upgrade to Avenger Titan and bought Prospector from someone here. Trying to learn ad stuff... but recently getting crazy with 30k issue...
Hope they fix it soon
Oh yea whats the tool for the top right informations?
This post has been edited by cmah89: May 10 2020, 06:48 PM
i bought the starter aurora package with sq42, backside really itchy wanna upgrade but game really pretty much unplayable state, 30k'ed 2 times in 1hr. quite bad. some ppl in spectrum never had probs. hmm..
i bought the starter aurora package with sq42, backside really itchy wanna upgrade but game really pretty much unplayable state, 30k'ed 2 times in 1hr. quite bad. some ppl in spectrum never had probs. hmm..
Thank wil try later. haha Buy buy buy but depends on what you plan to do... I'm trying Mining thats why prospector.
QUOTE(moiskyrie @ May 10 2020, 06:55 PM)
From kickstart until now, not yet touch this, Still alpha or beta? Pc not enough spec to run...
Alpha still...
QUOTE(vanhoe0 @ May 10 2020, 07:02 PM)
Only time I touched this was when they first release the hangar. Got duped into buying ship almost RM200 Pepega
Melt my initial starter pac mustang upgraded Avenger Titan. Toptup $20 for additional stuff.... worth it
Same stuff melted both. no top up. got the 10 years insurance sold me off. dun wanna worry about those things later on. i doubt ill still be playing the game for 10 years
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This post has been edited by xplodingplastix: May 23 2020, 12:37 PM
Same stuff melted both. no top up. got the 10 years insurance sold me off. dun wanna worry about those things later on. i doubt ill still be playing the game for 10 years
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Someone suggest me to get hercules... but for now caterpillar upgrade to hercules ccu then get caterpillar... once hercules release then upgrade using the kit.
Attempt to lift Ballista on top deck of 890 jump using Carrack. Finally successfully... Missile shots is awesome but requires a lot of reload if available.
Hi all, I've pledged this game since way back god-knows-when and I'm back playing it since 3.9. Been having some fun grinding bounty/delivery missions and finally customised my 325A to a more proper build.
Would appreciate to get an invite to the org or discord if that's okay. It's hard to find friends (or Msians in general) playing this game because it's so hard to sell them the potential lol.
If got any requirements or introductions needed please do let me know.
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ICache: - ICache is a collection of services that interface with the game servers and backend databases that allows CIG to write out and query data efficiently and in a fault tolerant way - Allows for fast information access and scalable world data. - Improves scalability and fault tolerance so services such as cargo, equipment managers, loadout changes, etc. don't break globally in case of high server demand - Infrastructure on the backend is largely completed, and now CIG are actively working on connecting it to the game itself.
Global Persistence: - GP is about storing data about the state of the world, not account data. - The only data that is stored and persisted currently is player data, such as armor, weapons, ships. - ICache allows global persistence to be feasible, allowing for scalability for very large amounts of data - In some form this is currently in the game, but only persisting during individual servers sessions, this data is gone if the server crashes.
Server Meshing: - Server Meshing is what allows servers to talk to eachother, functionally allowing players to travel to different servers throughout the game based off zones and not 50 player lobbies. - Currently progress is being made towards getting two servers talking to each other, which requires a ton of change in the code as it requires servers to share authority with one another - Time synchronization is currently priority, as they need to reduce rubberbanding and desync before they combine the servers together, which should "hopefully be done soon"
All you need is to register an account with the Free Fly Code that is provided. If you want free in-game credits, ask any of the veterans for their referral code BEFORE you register an account. The starting credits are useful but optional. No payment or even credit card information is required when registering an account.
What to expect? Crashes both in-game and virtual (the game is still very alpha). Bugs, janky glitches, weird space humor, and lots of shiny space ships.
All Ship Showdown vehicles (and more) are available for free flight testing until the 24th Sept 2020. So jump online with a friend or two, or find us if you need help and want a tour of the current 'Verse. https://robertsspaceindustries.com/promotio...owdown-Free-Fly
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AI (Combat) - Completed first pass of 'surrender behavior' - Began implementing support for character traits
AI (Ships) - Iteration on missile targeting - Capital ship combat improved for longer-range combat
Art (Environment) - Refinery decks are now in final polish - Adding gas clouds to Lagrange points - Final art on ship-to-station docking lobby and exterior - Pre-production work for new 'Colonialism' ground-base archetypes - Work on Orison continued - Finalized art for Pyro's celestial bodies.
Art (Ships) - Crusader Hercules exterior in final art completion, engineering and bridge in final art - Shader created for the Esperia Talon is ready for implementation, as is the missile system. - Crusader Mercury Star Runner continued polishing, finishing several parts - Iterated on ship weapon affects, missiles, and shield impact effects
Characters - Two new armor sets targeted for 2021 and Subscriber Flair items planned for release soon - Three sets of armor further developed that will support mining & bounty hunting gameplay
Engineering - Atmospheres, clouds, and ray-marcher possibly coming to next PU release - Volumetric soft-body/deformation rendering prototype - Research into improving setup of vegetation touch-bending
Features (Gameplay) - New Reputation System is in the works - Work on two new MobiGlas apps; Asset Manager (Involves Physical inventories) and Mission Manager - Reworking ship restocking
Features (Vehicles) - Developing on unifying IFCS with movement-heavy systems like players and missiles - Parasite Docking UI was finished. Working through minor tasks to push to call the feature "finished"
Tech (Animation) - Heavily upgrading the head assets in the character pipeline - Began overhauling combat animations to remove glitches
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AI (Combat) - Progressed with Vanduul combat behaviors, authoring several animations for melee attacks and combos - First pass of ‘surrender’ completed. Allows NPCs that are under pressure and without ammunition to decide to surrender
Animation - Staggering, push/pull, stance transition improvements, a handful of new weapons, and improvements to the ‘crouch’ set - Progress for the ‘social and life’ animations, including the chowline, mess hall, bartender drinks, bathrooms, armory character, engineer, and exercises
Art (Environment) - Steady progress made on Javelin and Idris interiors, with lighting, material, geometry, and the Javelin's engine room polished.
Engineering - In addition to force reactions, staggers are being included where a force can move the player but not knock them down - Began implementing FPS radar and scanning, accounting for weapon emissions and audio signifiers
Level Design - The Social Design Team brought a number of scenes up to their “gold standard,” which include completed behaviors, usables, interrupts, and abandons. - The Level Design Team moved several FPS sections to a near-complete state. - The Space/Dogfight Team supported the various feature teams. For example, AI and Flight Gameplay are working on enhanced path-following and hazard awareness behaviors.
Narrative - Adding assets and props that include additional story indicators that reward players who dig a little deeper and explore the game’s locations - Narrative continued to work with Audio and Combat AI to develop the Vanduul culture and behavior, while the team’s xenolinguist further developed the language
This post has been edited by pyre: Nov 7 2020, 09:33 AM
Hi everyone! Star Citizen is having another Free Fly! For 2 weeks! From November 20 through December 2, you have the chance to try some of Star Citizen’s most iconic vehicles for free.
All you have to do is to create an account, download the game and jump into the fun. See above link for details.
No special code is required for this free-fly but if you want the free 5000 credits, let us know before you register.
Thank you for reading and see you in the 'Verse!
This post has been edited by pyre: Nov 21 2020, 08:25 AM
chances are no since the game is still unoptimized. you could try setting the options to highest setting and see if it helps. some have said it improves frame rates.
can join the discord to ask more questions if you need help.
From February 15 to 25, get in the game for free and explore the stars in six iconic ships, each giving you a taste of the distinct career paths and playstyles awaiting you in the ‘verse.
If you want to fly with us, drop by the discord and say hi. We can even loan the other ships to let you test out. See you in the 'verse.
Star Citizen Alpha Free-flight is underway. Just register an account and get into the Alpha for FREE! So you can complain how unoptimized, how buggy, how often you crash-to-desktop, how many black-screens you gotten from the Alpha. If you need further hand-holding, or a listening ear to all your complaints, just drop us a DM. (Optional: DM to get a referral code for free in-game credits, referee does not gain anything until RL-bux is spent)
yeah not for everyone. but if u want to try again, we do have a community of players that help one another learn the alpha together. We will be having 2 more events in July.
yeah not for everyone. but if u want to try again, we do have a community of players that help one another learn the alpha together. We will be having 2 more events in July.
Star Citizen is having another Free Fly, with 6 ships to fly for free. No payment needed, just register an account and you can test out 6 ships for free. More ships are available to try out if you are interested, just ask.
Please note this is still an Alpha, is not optimized, has issues, bugs and not all features or gameplay loops are in. And it will require a decent PC to run and enjoy, recommend 60GB of SSD space, 16GB ram.
But our community is always ready to assist so feel free to ask (or complain).
want to play for free? Free-fly available for 7 days! And if you want free credits, grab your friend's referral code before registering an account. https://robertsspaceindustries.com/comm-lin...p-Four-Free-Fly Available FreeFly Ships: - Crusader C2 Hercules Starlifter: Large cargo ship - Argo MPUV-1C: Small cargo-transfer ship - Origin 600i Explorer: Sleek and stylish multicrew explorer - Crusader Mercury Star Runner: Multi-crew cargo runner Additional instructions: https://support.robertsspaceindustries.com/...owdown-Free-Fly
Ready to serve
This post has been edited by pyre: Sep 21 2021, 07:08 AM
Star Citizen is having another Free Fly, with 6 ships to fly for free. No payment needed, just register an account and you can test out 6 ships for free. More ships are available to try out if you are interested, just ask.
Please note this is still an Alpha, is not optimized, has issues, bugs and not all features or gameplay loops are in. And it will require a decent PC to run and enjoy, recommend 60GB of SSD space, 16GB ram.
But our community is always ready to assist so feel free to ask (or complain).
hye there..how to play this game and how to buy it?
you can purchase a package from the website. please note it is still not ready and unoptimized.
or if you are patient, can wait for a free fly and see if you PC specs can handle the Alpha since it is not optimized. should have one next month.
join the Discord to discuss more.
yes..i know that game still in alpha and too many bug but still like it because it like a space simulator and i like space adventure.. are you sure there is a free fly next month?
my current pc spec is :- mobo asus rog strix B450-f gaming ii amd ryzen 3 3300x kingston hyperX fury ddr4 (3600x16gb)2 nvme patriot viper vpn100 1TB gtx1060
is this enough to run the game? how low fps i can get with this spec?
Database Reset: Yes Long Term Persistence: Disabled (Full Long Term Persistence Wipe) Starting aUEC: 20,000 (Players who participated in the recent XenoThreat will get an additional 100,000 starting aUEC)
And if you want free in-game credits, please ask before registering an account.
No need to spend any money during the free-fly. And get to test over 100 space and ground vehicles. Explore the verse, engage in combat, trading, mining, some exploration or even try out the new medical gameplay.
Big thanks to all participants and helpers at our IAE 2951 Casual Race last night. It was a break from the regular missions and a great way to experience Star Citizen in it's emergent gameplay (bugs and all). I hope everyone had fun trying to outrace each other, and the potential the alpha has to offer. As we observed last night, even though one could be in the lead for most of the race, it is always possible to catch up so it pays to be persistent and stay the course. That nail biting finish was exciting!
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While IAE Expo has come to a close, you are still able to fly for free and rent ALL ships until Thur, 2nd Dec 2021 0400 UTC+8. Just head to the special rental terminals at the IAE Expo.
There's also several in-game events to participate in during the free-fly. Details to follow shortly.
It is still an alpha and will be several years more before it launches. Please note you will require about 60+GB on an SSD and about 16GB of ram. A good CPU is recommended for better performance (for now).
Or want to find out more first? PM me for Discord link.
This free-fly session includes 8 ships available to fly for free, ranging from small one-man light fighters to larger multi-crew vehicles.
Please note it is still an alpha, expect bugs, disconnects and lots issues. At the same time, you get a glimpse into the development and progress of the title. Have a good weekend ahead.
The Next Generation | Gen12 Renderer: - Gen12(Unrelated to dx12) is a new renderer to move on from DX11. - A top down re-implementation of the rendering engine, massively reduces CPU submission times. - End goal of Gen12 is to allow CIG to utilize Vulkan Graphics API. - AI upscaling, raytracing, multi-view rendering (VR), Linux support, etc. - Every single graphics feature needed to be rewritten and support every single feature in production. - Engine is currently running in a mixed mode, most of the code is running on legacy and ports onto gen12, adding an overhead. - First version of Gen12 is nearly done being ported and attempting to launch in 3.18 (NOT a promise). - First implementation will be a "it just works :Todd:" version with big performance improvements between then and Vulkan release. - Live demo at 11:15 showing a 33% improvement in framerate with 33% less API calls. - 12:38 update capture demo, displaying a history of render load and usage. - Numbers are not final, optimizations have not begun yet. - Once Gen12 is ready, future tasks are Vulkan, RenderThread, full multithreading, async compute, etc.