Showing posts with label RSI. Show all posts
Showing posts with label RSI. Show all posts
Friday, February 07, 2014
Letter from the Chairman: $38 Million!
We’ve hit the incredible $38 million
mark in our crowd funding campaign. It’s exciting seeing the
Organizations feature flourish: backers are inviting more and more
people into this world, and in the process they’re making even more
possible for Star Citizen’s development. The $38 million unlock is the
Cano System, home to a fully aquatic planet:
As always, thank you for your continued support of Star Citizen. It’s hard to properly express how grateful we are to the community for letting us pursue this dream. I know that everyone is eager to see more of Star Citizen as quickly as possible—more ships, more systems, more gameplay—and I promise you that we’re just as eager to get that out there. Stay tuned: big things are happening in the ‘verse!
- Cano System is home to a G-Type Main Sequence Star that’s almost identical to Earth’s. Of the four planets in the system, only one is inhabited: Carteyna. Located on the edge of habitable zone, Carteyna is a classic waterworld. Fortunately, its planetary axis constantly keeps the northern hemisphere away from the sun, which allowed for the water to freeze into the landmasses used as the initial landing zones in 2587. Multiple attempts have been made to try to convert the thick atmosphere into something breathable, but the process never seemed to stick. In fact, over the years, every time there’s a new technological development in geo-engineering, they test it out here on Carteyna only to yield the same result. Almost fifty years ago, scientists discovered microscopic organisms in the very early phases of life in the depths of the oceans. This caused a massive uproar throughout the UEE at the prospect that they had been attempting to terraform a developing world. Carteyna was immediately placed under the Fair Chance Act. Unfortunately, Humans had been living here for almost over three hundred years and the families that had been here for generations felt that they had earned rights as residents. After years of debate in the political and scientific community, the population was allowed to stay, but only under certain conditions: future terraforming attempts have been outlawed and the Human population has been consolidated to a single arcology to minimize their impact on their environment and the development of whatever species is growing in the deep.
- Kabal System – The discovery of a new system is always an exciting time. Even the most jaded NavJumpers can’t help entertaining the possibilities for scientific understanding or new species or even a new home that could await them on the other side of a new jump point. The discovery of Kabal was certainly something new. By all outward appearances, the system seemed empty. It was only during when a UEE Surveying team began to assess Kabal III, did they find something disturbing; old uninhabited Tevarin cities. How could an entire Tevarin system escape detection all these years? Did the Tevarin that were assimilated into the UEE know about it? How was it kept a secret? The questions multiplied when a detachment of Marines, sent to secure the planet ended up discovering a cache of old Tevarin war machines. Among the rows and rows of weapons, they made an even more disturbing discovery; some of the technology was made in the last ten years…
- Oretani System – Oretani was just one of many systems that were being discovered during the rapid Expansion era of the 25th century. The surveyors noticed nothing in the system’s six worlds of immediate importance. Only one planet seemed to be a viable candidate for terraforming. The terraforming Corp that won the bid sent a mid-level team (and their families) into the system to start processing when the only jump point into the system collapsed. Scientists scrambled to figure out a solution, but it was the first time an incident like this had occurred. As years stretched into decades, people studied the area around the former jump point, hoping for a sign that it had reopened, but after time they gave up. After all this time, Oretani is only ever debated among select number of historians. Most believe that without support, the initial terraformers probably died out, but no one really knows what to expect on the other side if that jump point ever reopens.
As always, thank you for your continued support of Star Citizen. It’s hard to properly express how grateful we are to the community for letting us pursue this dream. I know that everyone is eager to see more of Star Citizen as quickly as possible—more ships, more systems, more gameplay—and I promise you that we’re just as eager to get that out there. Stay tuned: big things are happening in the ‘verse!
Wednesday, January 22, 2014
Organization System Launch
The first release of the web-based
Organization system is now live. You can access the Organization Hub via
the Community menu at the top of the page. From there, you can create
your own organization or join an existing group. A special thank you to
the hundreds of Citizens who volunteered to test the Organizations
system over the past week; your feedback was invaluable in launching
this update. The Star Citizen community has expanded beyond our wildest
expectations over the last year; we’re excited to see how these new
tools help with the process.Registering an Organization
Click on the CREATE button to start a new
Organization. You will be prompted for registration information,
including an Org name and a permanent ten-character Spectrum ID (“SID”).
The SID will appear in your Organization’s web URL
and elsewhere, so choose carefully. With the first release, every user
may create or join one Organization. This will be expanded in future
updates to the system. Note that you must have a Star Citizen game
package on your account to take part in the Organization system.Once you have created an Organization, you can begin recruiting members and customizing your Organization page with your own text and graphics. The sky is the limit: we saw a number of very creative Org pages set up during the test period. Select the “Admin” area for a wide range of options, from setting your group’s public visibility to deciding the roles and rank titles for group members. The system is extremely customizable and we’re confident that Star Citizen’s creative backers will be able to do amazing things on top of this shared framework.
Organizations with pages listed as public will appear in the Organization Hub’s main page. The page includes a list of the newest organizations, the most active groups and comprehensive search and listing options for those seeking an openly-recruiting group. Group activity is measured by a combination of individual user activity and group size.
Live Chat
The Organization launch also includes the launch of our new XMPP-based live chat system. Designed from the ground up to replace the existing Chatroll, the new Live Chat adds scalability and greatly improved customization. In addition to the shared general chat, users will now connect to rooms for their organizations and other roles (Subscribers, for instance, will have their own chat room.) Best of all, you can now connect to the Live Chat using any XMPP-supporting client. You can access the live chat on the go… and this cross-platform functionality will transition directly into the game itself.
The Live Chat is currently in beta, during which the Chatroll will continue be available. You can switch to the new chat via a link in Chatroll, or connect directly from the chat buttons located in the new Organizations area.
Organization Rules
The existing forum rules apply to the new chat system and any public-facing Organizations page. Additionally, Organization pages cannot include inflammatory, offensive or copyrighted material. If you find an Organization page violating these rules, please use the ‘flag’ button at the bottom of the site to report it. Organizations are expected to moderate their own internal communications; if a member is causing problems, remove him from the group.
Please note that “claim jumping” of organization SIDs and names will not be tolerated. Do not attempt to ‘steal’ an existing Organization’s information. The archived Organizations forum of the RSI website will be used to settle any disputes about who started what group first.
Future
This is only the beginning of the Organization system. Cloud Imperium remains dedicated to creating an environment for Star Citizen’s squadrons, clans and guilds to flourish, and we have extensive long-range plans for enhancing Organizations as we build towards their presence in the persistent universe. Multiple org membership, visual organization charts and fleet views are among the features we are working on adding now.
Our goal with the Organization system, like the Hangar and Dogfighting modules, is to allow the Star Citizen community to get a foot in the door and start experiencing (and expanding) the Star Citizen ‘verse as soon as possible. Remember: organizations isn’t just about letting you group together with friends and gamers, it’s about backers beginning to shape Star Citizen’s lore!
Letter from the Chairman: $37 Million
You’ve pushed Star Citizen to $37 million in crowd funding! And that
amount is only one of the numbers I’m having trouble believing today.
Let me share another one with you: 4,924. That’s the number of
Organizations that have been created since the new system went online
less than twelve hours ago. The breadth of the Star Citizen community
continues to astonish: you’ve taken up our charge and are creating
something truly unique.
At $37 million, you’ve unlocked a new star system at the center of a nebula:
Thank you for your continued support. Whether you’re part of a thousand-person Organization or planning to explore the galaxy on your own, 2014 is going to be the biggest year yet for Star Citizen.
At $37 million, you’ve unlocked a new star system at the center of a nebula:
- Tanga System – At the heart of an unusual rectangular planetary nebula, lies Tanga System. The inner planets were engulfed as the star entered the red giant phase. The expanded habitable zone unfroze a small world on the former outer ring and for several hundred million years made it habitable. Life began to emerge and was just reaching a primitive state when the star collapsed into a white dwarf, throwing the planet back into a deep freeze, then blasting the atmosphere away with the resulting planetary nebula. That’s how the system was found: Only two worlds (speculation that there could have been three to four more) but both are dead planets with no atmosphere.
- UDS-2943-01-22 System – Breaking news: UEE astrophysicists based at the famed Klavs observatory station have utilized advanced telescopy and other remote sensing technologies to identified a truly unusual star system on the fringes of know space. The object, once thought to be a single massive star, is actually a trinary star consisting of two white dwarfs and an active pulsar orbiting one another. Because of the complex gravitic factors at work, it is now believed that a jump point leading to the system likely exists in or near explored human space. Beyond the bizarre stellar makeup, the composition of the system is all but unknown. Could planets exist in this carefully balanced web? What else might have been drawn there? One thing is certain: the first Citizen to travel to UDS-2943-01-22 will have one hell of a view!
Thank you for your continued support. Whether you’re part of a thousand-person Organization or planning to explore the galaxy on your own, 2014 is going to be the biggest year yet for Star Citizen.
Friday, January 17, 2014
Friday, January 10, 2014
Sunday, January 05, 2014
Letter from the Chairman: $36 Million!
We just hit $36 million in crowd funding! What’s even more impressive is
that we reached this goal while Cloud Imperium was closed for the
holidays, without any kind of special “holiday” promotion – pretty
staggering and it’s entirely down to the word of mouth and enthusiasm
from all of you!
I’m happy to report that the Star Citizen Development team will be back on the job as of Monday, revitalized and with an ever-greater determination to do everything to make this the Best Damn Space Sim Ever. Your continued financial support allows us to chase this goal with confidence.
Starting on Monday, I’ll be sitting down with the Dogfighting Module team to go over all your feedback from our live demo at the end of the year and schedule the remaining functionality, content and polish we want to achieve before we push it out to all of your hard drives!
After this I’ll be making my first visits to our new offices in Manchester and then Austin, where we are holding a summit with all the teams from around the world working on Star Citizen to schedule and coordinate this year’s work in detail.
Last but not least, launching The Next Great Starship, exposing some great talent to the community and allowing you to see the process of building ships up close for Star Citizen!
I can’t wait to get back to work!
At $36 million, you’ve unlocked the first of the backer-voted systems, Tamsa:
Thank you for your continued support.
In honor of this accomplishment, I’d like to share the result of an aspect of Star Citizen that I think makes us special compared to the normal game development process – involving the community during development to get user feedback early to shape a better game. Here’s the result of a lot Freelancer pilot’s requests now they’ve had some time to get a feel for their ship in the Hangar: a revised design for an updated Freelancer cockpit featuring the greater visibility! And get ready: you’ll be seeing more of the Freelancer in the New Year.
— Chris Roberts
I’m happy to report that the Star Citizen Development team will be back on the job as of Monday, revitalized and with an ever-greater determination to do everything to make this the Best Damn Space Sim Ever. Your continued financial support allows us to chase this goal with confidence.
Starting on Monday, I’ll be sitting down with the Dogfighting Module team to go over all your feedback from our live demo at the end of the year and schedule the remaining functionality, content and polish we want to achieve before we push it out to all of your hard drives!
After this I’ll be making my first visits to our new offices in Manchester and then Austin, where we are holding a summit with all the teams from around the world working on Star Citizen to schedule and coordinate this year’s work in detail.
Last but not least, launching The Next Great Starship, exposing some great talent to the community and allowing you to see the process of building ships up close for Star Citizen!
I can’t wait to get back to work!
At $36 million, you’ve unlocked the first of the backer-voted systems, Tamsa:
- Tamsa System – Located near the fringe of Banu space, Tamsa System features a massive central star that has collapsed into a black hole. Only two planets remain in the system, a chthonian world and a gas giant located far from the black hole’s event horizon.
- Cano System is home to a G-Type Main Sequence Star that’s almost identical to Earth’s. Of the four planets in the system, only one is inhabited: Carteyna. Located on the edge of habitable zone, Carteyna is a classic waterworld. Fortunately, its planetary axis constantly keeps the northern hemisphere away from the sun, which allowed for the water to freeze into the landmasses used as the initial landing zones in 2587. Multiple attempts have been made to try to convert the thick atmosphere into something breathable, but the process never seemed to stick. In fact, over the years, every time there’s a new technological development in geo-engineering, they test it out here on Carteyna only to yield the same result. Almost fifty years ago, scientists discovered microscopic organisms in the very early phases of life in the depths of the oceans. This caused a massive uproar throughout the UEE at the prospect that they had been attempting to terraform a developing world. Carteyna was immediately placed under the Fair Chance Act. Unfortunately, Humans had been living here for almost over three hundred years and the families that had been here for generations felt that they had earned rights as residents. After years of debate in the political and scientific community, the population was allowed to stay, but only under certain conditions: future terraforming attempts have been outlawed and the Human population has been consolidated to a single arcology to minimize their impact on their environment and the development of whatever species is growing in the deep.
Thank you for your continued support.
In honor of this accomplishment, I’d like to share the result of an aspect of Star Citizen that I think makes us special compared to the normal game development process – involving the community during development to get user feedback early to shape a better game. Here’s the result of a lot Freelancer pilot’s requests now they’ve had some time to get a feel for their ship in the Hangar: a revised design for an updated Freelancer cockpit featuring the greater visibility! And get ready: you’ll be seeing more of the Freelancer in the New Year.
— Chris Roberts
Monday, December 23, 2013
Letter from the Chairman: $35 Million!
Wow! When I started this journey I would
have never guessed that we would have come so far in such a short time.
$35M in funds raised to build Star Citizen before the end 2013 it truly
a monumental achievement! You’re not just re-writing the rules of how
games are made and funded but you’re showing the power that a committed
community has to achieve a vision that so many people said was no longer
relevant. You’ve broken every record there is in crowd funding – and
not just for games – for any type of project!
What is also a great sign for the long term longevity of Star Citizen and its community is that a large amount of this last stretch goal, like the previous ones has come from new Citizens – 6,617 to be precise! A continually growing community is a testimony to the enthusiasm of the existing community in sharing their excitement and also a resounding indictment of the people that still say space sims are a fringe genre.
With your enthusiasm and generosity you’re allowing the team and I to go beyond the bare minimum we knew we needed to deliver to make Star Citizen an engrossing experience. As Star Citizen is an open universe and there are so many possibilities the additional funds allow us to increase the amount of content available at the start, have more talented developers working on the various facets in parallel, which will allow us to have a richer gameplay experience from the beginning and allow us to invest in some research and development projects to keep Star Citizen ahead of the curve. Unlike a typical publisher we don’t look at this initial funding as bigger profits – we look at as allowing us to deliver more of the dream sooner and ensure the online infrastructure and support is as full featured as possible, even during the pre-release period.
I would also like to thank each and every one for your support in my decision to delay the Dogfighting Module. I know it was disappointing for many people, and it wasn’t a decision that I took lightly but after much deliberation I decided it was best for the long term health of the project. The various modules are a great way of engaging all of you and providing useful feedback to the team. But for me their strongest benefit is providing smaller, shorter terms goals for the team to achieve, while working towards is a pretty daunting feature set for the full game. It forces us to finish a feature with enough polish that hundreds of thousands of people can experience it. The Hangar module, while fairly limited is an example of this – despite still missing many features that will be present in the final game it is far more polished than anything would normally be at this stage of the development if it was just an internal or publisher milestone. Even our commercials are constructed this way. They are goals that force us to get the ship and animations finished and polished for the commercial and usable in the hangar. We chose situations and assets for the commercials that match up to what we know we need for the game, in the same way we are using the modules as a way of making incremental progress to delivering a game of the scope of Star Citizen. This is why I’m against polishing something that won’t contribute to the final game. We could have shared a simple single player dogfight module with some scripted missions – and had something much more polished than we showed on Friday (at a cost of all the multi-player progress we’ve made) but that’s not something that would be anything other than one off work to keep everyone amused while we work on getting the actual functionality that we need.
In my heart I didn’t want to rush out something that would be a stop gap. Testing the head to head aspect is the one I’m most focused on. I’ve made a lot of single player games – I know that we can knock that out of the park but I really want to make sure that the multiplayer combat is fun, compelling and that we solve the various challenges in having the controls and flight model work smoothly online. That was what the Dogfight Module was always intended to be at its core and so at the end of the day I felt I would be letting myself down, as well as everyone in the community if I didn’t deliver a module that lived up to the goals I wanted to achieve. Even though I want the community’s feedback that’s only useful when I’m mostly happy with how something plays and looks and I’m not there yet on the multiplayer dogfighting.
So from the bottom of my heart thank you for your support. I’m pretty sure that when you get your hands on the dogfighting module you’ll be happy and glad we made this decision.
At $35 million, you unlock the final fan-voted ship design. The Drake Herald was one of my favorite potential choices, as it represents the diversity in possible professions that will make Star Citizen such a compelling universe for players of all stripes. I’m glad the design (and the ‘information runner’ role it represents) has made it onto our schedule due to your support! Here are the specifics:
Finally, don’t forget about the Foundry 42 / Squadron 42 contest announced on Friday; There’s some really great prizes and it’s our way of giving a little back to all you for being such a great community. You can sign up here!
Thank you for your continued support. Happy holidays to all of you and I’m looking forward to showing you more of what we’re working on in the New Year!
What is also a great sign for the long term longevity of Star Citizen and its community is that a large amount of this last stretch goal, like the previous ones has come from new Citizens – 6,617 to be precise! A continually growing community is a testimony to the enthusiasm of the existing community in sharing their excitement and also a resounding indictment of the people that still say space sims are a fringe genre.
With your enthusiasm and generosity you’re allowing the team and I to go beyond the bare minimum we knew we needed to deliver to make Star Citizen an engrossing experience. As Star Citizen is an open universe and there are so many possibilities the additional funds allow us to increase the amount of content available at the start, have more talented developers working on the various facets in parallel, which will allow us to have a richer gameplay experience from the beginning and allow us to invest in some research and development projects to keep Star Citizen ahead of the curve. Unlike a typical publisher we don’t look at this initial funding as bigger profits – we look at as allowing us to deliver more of the dream sooner and ensure the online infrastructure and support is as full featured as possible, even during the pre-release period.
I would also like to thank each and every one for your support in my decision to delay the Dogfighting Module. I know it was disappointing for many people, and it wasn’t a decision that I took lightly but after much deliberation I decided it was best for the long term health of the project. The various modules are a great way of engaging all of you and providing useful feedback to the team. But for me their strongest benefit is providing smaller, shorter terms goals for the team to achieve, while working towards is a pretty daunting feature set for the full game. It forces us to finish a feature with enough polish that hundreds of thousands of people can experience it. The Hangar module, while fairly limited is an example of this – despite still missing many features that will be present in the final game it is far more polished than anything would normally be at this stage of the development if it was just an internal or publisher milestone. Even our commercials are constructed this way. They are goals that force us to get the ship and animations finished and polished for the commercial and usable in the hangar. We chose situations and assets for the commercials that match up to what we know we need for the game, in the same way we are using the modules as a way of making incremental progress to delivering a game of the scope of Star Citizen. This is why I’m against polishing something that won’t contribute to the final game. We could have shared a simple single player dogfight module with some scripted missions – and had something much more polished than we showed on Friday (at a cost of all the multi-player progress we’ve made) but that’s not something that would be anything other than one off work to keep everyone amused while we work on getting the actual functionality that we need.
In my heart I didn’t want to rush out something that would be a stop gap. Testing the head to head aspect is the one I’m most focused on. I’ve made a lot of single player games – I know that we can knock that out of the park but I really want to make sure that the multiplayer combat is fun, compelling and that we solve the various challenges in having the controls and flight model work smoothly online. That was what the Dogfight Module was always intended to be at its core and so at the end of the day I felt I would be letting myself down, as well as everyone in the community if I didn’t deliver a module that lived up to the goals I wanted to achieve. Even though I want the community’s feedback that’s only useful when I’m mostly happy with how something plays and looks and I’m not there yet on the multiplayer dogfighting.
So from the bottom of my heart thank you for your support. I’m pretty sure that when you get your hands on the dogfighting module you’ll be happy and glad we made this decision.
At $35 million, you unlock the final fan-voted ship design. The Drake Herald was one of my favorite potential choices, as it represents the diversity in possible professions that will make Star Citizen such a compelling universe for players of all stripes. I’m glad the design (and the ‘information runner’ role it represents) has made it onto our schedule due to your support! Here are the specifics:
- Drake Herald – Knowledge is power, and one of the most valuable commodities is pure information: the 1s and 0s behind everything from UEC ledgers to Citizenship ratings. Whether it’s colonists struggling to stay in contact with the UEE’s central worlds or criminals trading in illicit data, there will always be a need to securely move data. The Drake Herald, small, armored ship, is designed to fit that need and safely get that information from Point A to Point B. Featuring a powerful central engine (for high speed transit and generating the power needed for effective data encryption/containment), advanced encryption software and an armored computer core, the Herald is unique among personal spacecraft in that it is designed to be easily ‘cleaned’ when in danger of capture. The Herald includes an array of heavy duty internal options for data protection, including redundant power subsystems and EMP shielding, and a high-powered broadcast array for data transmission.
- Tanga System – At the heart of an unusual rectangular planetary nebula (see reference), lies Tanga System. The inner planets engulfed the star entered the red giant phase. The expanded habitable zone unfroze a small world on the former outer ring and for several hundred million years made it habitable. Life began to emerge and was just reaching a primitive state when the star collapsed into a white dwarf, throwing the planet back into a deep freeze, then blasting the atmosphere away with the resulting planetary nebula. That’s how the system was found: Only two worlds (speculation that there could have been three to four more) but both are dead planets with no atmosphere.
Finally, don’t forget about the Foundry 42 / Squadron 42 contest announced on Friday; There’s some really great prizes and it’s our way of giving a little back to all you for being such a great community. You can sign up here!
Thank you for your continued support. Happy holidays to all of you and I’m looking forward to showing you more of what we’re working on in the New Year!
Friday, December 13, 2013
Saturday, December 07, 2013
Letter from the Chairman: $34 Million!
We have reached $34 million in crowd funding… without any special
promotion, new ship releases or even LTI! Much of this is because new
users are finding Star Citizen and the community you’ve helped create
every day. I know that we have loyal backers to thank for that: in
addition to making the game possible with funding, you’re introducing
your friends and families to Star Citizen.
At $34 million, you unlocked the penultimate fan-voted ship role, the MISC Hull C:
At $34 million, you unlocked the penultimate fan-voted ship role, the MISC Hull C:
- MISC Hull C (Discreet)
– Scaling from small “box trucks” to massive supertankers, the MISC
range of cargo hulls (A-D) are the standard goods transporter in human
space. Extremely configurable, MISC Hulls can be adapted for most any
type of transport job: from standard bulk shipping on the patrolled
spacelanes to armored cargo hauling on the frontier. While these
pre-configured hulls are primarily used for legitimate purposes, the
MISC Hull Cs have recently become the favorite for criminals who modify
the ship with advanced sensor shadow technology, quick-decompress holds
and a variety of hidden compartments without modifying the ship’s body
so it will appear to onlookers as standard everyday transports.
- Tamsa System – Located
near the fringe of Banu space, Tamsa System features a massive central
star that has collapsed into a black hole. Evidence suggests that there
were at least two more planets in the system when the star collapsed
before the ensuing black hole engulfed them. Only two planets remain in
the system, a chthonian world and a gas giant located far from the black
hole’s event horizon. Initial surveys indicate that the two outer
planets are slowly being pulled towards the black hole, leaving the two
as a risky proposition at best for any sort of colonization.
Friday, December 06, 2013
Wednesday, November 27, 2013
Letter from the Chairman: $33 Million!
What a day! Some of you have been with
us for over a year now, some of you are just discovering Star Citizen… I
am grateful to all of you for what you’re making possible. As I said in
the livestream, we’re in this for the long haul: Star Citizen isn’t
going to be something you play and discard… we’re building a world
you’re going to want to inhabit for years to come.
At $33 million, you unlocked the Anvil Carrack:
— Chris Roberts
At $33 million, you unlocked the Anvil Carrack:
- Anvil Carrack – The Anvil Carrack has been the vanguard of every UEE exploration effort in recent years. Featuring reinforced fuel tanks for long-duration flight, a highly advanced jump drive array and a dedicated computer core room that allows it to put the maximum processing power into jump charting operations. Originally a military exclusive, the Carrack is now available for civilian use as a pathfinder spacecraft. Features on-board accommodations to allow for truly self-sufficient flight, including crew medical and repair facilities, and a mapping-oriented sensor suite capable of always charting a route home!
- Drake Herald – Knowledge is power, and one of the most valuable commodities is pure information: the 1s and 0s behind everything from UEC ledgers to Citizenship ratings. Whether it’s colonists struggling to stay in contact with the UEE’s central worlds or criminals trading in illicit data, there will always be a need to securely move data. The Drake Herald, small, armored ship, is designed to fit that need and safely get that information from Point A to Point B. Featuring a powerful central engine (for high speed transit and generating the power needed for effective data encryption/containment), advanced encryption software and an armored computer core, the Herald is unique among personal spacecraft in that it is designed to be easily ‘cleaned’ when in danger of capture. The Herald includes an array of heavy duty internal options for data protection, including redundant power subsystems and EMP shielding, and a high-powered broadcast array for data transmission.
— Chris Roberts
Letter from the Chairman: $32 Million!
To be perfectly honest, I didn’t expect
to have to write another letter so quickly. Damn you all for being the
best, most supportive community in gaming! Hopefully you can forgive me
for waiting until after the livestream for this post! The alien ships
are a hit; we can’t wait to share more as they come together. Flying a
Xi’An scout or a Banu merchantman will be a different experience than
their human counterparts, and we’re dedicated to making it worthwhile.
At the $32 million level, you’ve unlocked the Aegis Surveyor, a ship
dedicated to salvage that also offers some emergent gameplay
opportunities:
— Chris Roberts
- Aegis Surveyor – The Surveyor, from noted military contractor Aegis, is an industrial-quality salvage ship. Equipped with a reinforced cargo bay, a long-range jump drive and launch pods for unmanned drones, the Surveyor is an ideal ship for taking advantage of deep space wrecks. Tractor beams, floodlights, scanner options and docking ports round out the tool chest on this capable, utilitarian spacecraft.
- MISC Hull C (Discreet) – Scaling from small “box trucks” to massive supertankers, the MISC range of cargo hulls (A-D) are the standard goods transporter in human space. Extremely configurable, MISC Hulls can be adapted for most any type of transport job: from standard bulk shipping on the patrolled spacelanes to armored cargo hauling on the frontier. While these pre-configured hulls are primarily used for legitimate purposes, the MISC Hull Cs have recently become the favorite for criminals who modify the ship with advanced sensor shadow technology, quick-decompress holds and a variety of hidden compartments without modifying the ship’s body so it will appear to onlookers as standard everyday transports.
— Chris Roberts
Monday, November 25, 2013
Letter from the Chairman: $31 Million!
It’s exciting to see sales of the
Starfarer tanker push us past another stretch goal. To me, that says
that backers understand that Star Citizen is going to be deeper than
just a combat game… that we’re going to make unique experiences for all
kinds of players, from pirates to refuelers.
Hitting $31 million means you unlock the first of the player-selected role ships, the RSI Orion! Like the Starfarer, the Orion is the kind of ship you probably wouldn’t have flown in Wing Commander… but we intend to make it just as interesting as a fighter or a bomber!
Thank you for your support. Please join me tomorrow at 11 AM PST for a four-hour anniversary livestream direct from Cloud Imperium headquarters in Santa Monica, California. The team is excited to get another chance to interact with the community, and we’re looking forward to talking about some of the work we’ve done in the past year!
— Chris Roberts
Hitting $31 million means you unlock the first of the player-selected role ships, the RSI Orion! Like the Starfarer, the Orion is the kind of ship you probably wouldn’t have flown in Wing Commander… but we intend to make it just as interesting as a fighter or a bomber!
- RSI Orion – Roberts Space Industries’ goal has always been to make the stars available to individual Citizens. Now, with the RSI Orion mining platform, RSI is letting individuals take over a process formerly controlled by megacorporations. The Orion’s features include high-grade turret-mounted tractor beam arrays, durable exterior-accessible ‘saddlebags’ for mineral storage and a cabin designed by the team that brought you the Aurora and Constellation!
- Anvil Carrack – The Anvil Carrack has been the vanguard of every UEE exploration effort in recent years. Featuring reinforced fuel tanks for long-duration flight, a highly advanced jump drive array and a dedicated computer core room that allows it to put the maximum processing power into jump charting operations. Originally a military exclusive, the Carrack is now available for civilian use as a pathfinder spacecraft. Features on-board accommodations to allow for truly self-sufficient flight, including crew medical and repair facilities, and a mapping-oriented sensor suite capable of always charting a route home!
Thank you for your support. Please join me tomorrow at 11 AM PST for a four-hour anniversary livestream direct from Cloud Imperium headquarters in Santa Monica, California. The team is excited to get another chance to interact with the community, and we’re looking forward to talking about some of the work we’ve done in the past year!
— Chris Roberts
Sunday, November 24, 2013
Letter from the Chairman: $30 Million!
Another one bites the dust! Since the
bombers made this goal possible, I’m sharing a gallery of Gladiator
artwork created to show how the rear-facing turret can be changed with
different upgrades. It’s a small reminder of how you’re going to be able
to make each hull YOUR ship in Star Citizen.
— Chris Roberts
- Origin 890 JUMP – The rumors are true: Origin Jumpworks has a larger ship in the works! The Origin 890 JUMP is an interstellar super-yacht with exquisite styling and an array of high quality upgrade options. Travel the stars in style with multiple decks, high visibility windows and a small boat bay. Whether you’re outfitting it to explore new worlds or to take a pleasure cruise through Terra, the 890 JUMP is the epitome of luxury, class and refinement!
- Aegis Surveyor – The Surveyor, from noted military contractor Aegis, is an industrial-quality salvage ship. Equipped with a reinforced cargo bay, a long-range jump drive and launch pods for unmanned drones, the Surveyor is an ideal ship for taking advantage of deep space wrecks. Tractor beams, floodlights, scanner options and docking ports round out the tool chest on this capable, utilitarian spacecraft.
— Chris Roberts
Friday, November 22, 2013
$29 Million! Squadron 42!
You’ve picked up a lot of bombers… and used them to blow another stretch
goal out of the water! This time I want to offer a special thank you
on behalf of the Foundry 42 team. The latest stretch goal unlocked
additional funding for the Squadron 42 single–player experience. In
honor of that, we’ve put together a special Inside CIG behind-the-scenes
video introducing the team making the game!
Remember that each stretch goal represents a broad array of improvements to Star Citizen: more staff, better equipment, more variety in the finished universe. The ships you choose are just a sample of what each million dollars lets us add to the game!
— Chris Roberts
- Enhanced Mission Design for Squadron 42 – The team at Foundry 42 has big plans for Squadron 42, and we’re going to provide extra funding to make it a true spiritual successor to Wing Commander! Squadron 42 can go above and beyond anything you’ve seen before. From opening with an epic battle instead of a training patrol to missions that seamlessly combine boarding and space combat, we aim to put you right into the action! Additional funding will let the team realize this, with enhanced mission design and more resources and animations to enhance fidelity.
- RSI Orion – Roberts Space Industries’ goal has always been to make the stars available to individual Citizens. Now, with the RSI Orion mining platform, RSI is letting individuals take over a process formerly controlled by megacorporations. The Orion’s features include high-grade turret-mounted tractor beam arrays, durable exterior-accessible ‘saddlebags’ for mineral storage and a cabin designed by the team that brought you the Aurora and Constellation!
Remember that each stretch goal represents a broad array of improvements to Star Citizen: more staff, better equipment, more variety in the finished universe. The ships you choose are just a sample of what each million dollars lets us add to the game!
— Chris Roberts
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