Showing posts with label Sci-fi. Show all posts
Showing posts with label Sci-fi. Show all posts

Friday, February 07, 2014

The Next Great Starship - Episode 1


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:
  • 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.
Our final star system poll was the closest we’ve ever run, with only a few votes separating the Tevarin Ghost World and the Lost Human Colony. Since it sounds like Star Citizen’s backers are equally excited about both concepts, we’ve decided to break the rules and include both concepts!
  • 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.
That’s it for the additional star system stretch goals. At $39 million, we’ll announce a new goal that will help chart the course for the future of Star Citizen in a different way… and it’s one I’m personally very excited about, so be sure to check back then and learn more!

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!

Wingman's Hangar Episode 55


Wednesday, January 22, 2014

Organization System Launch

The Org HubThe 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

Org CreationClick 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.
XMPP-based Chat
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.

A Sample Organization
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:
  • 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.
The last poll was a hard-fought contest, but it looks like the explorers continue to have an advantage: the winning selection is an “unexplored natural wonder.” As a result, we’re adding a new system (based on a recent, real-world discovery) for you to discover. We intend to stock it with some impressive surprises for the explorers who manage to locate it! Here’s the description:
  • 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!
Now it’s time to vote for the final system stretch goal, which will be unlocked at $39 million. If past polls are an indication, it should be a close race between the three options. We have some interesting ideas for developing each one, so you can rest assured that whatever you select it will add a cool new facet to the Star Citizen world!

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.

Sunday, January 19, 2014

100k Reached! Next Stretch Goal: Traveling Vendors

We reached a large milestone today while crossing into the six figure range in our ongoing Kickstarter Campaign. With that milestone we reached a stretch goal that will bring Cooperative Structure Placement into the game. Decorators and city builders should enjoy this feature, which is documented in our most recent update.

It also means that all backers with Closed Beta Round 2 or earlier access will receive the opportunity to invite one of their friends into Closed Beta Round 3. The invited player will also gain access to one preview weekend of access at some point during during Closed Beta Round 2. This was our way of saying thanks to our backers for all their support.

Our sights are now set on our $115k stretch goal: Traveling Vendors, which has been one of our most requested features. This goal allows players to mark themselves as a vendor at any time. They can do this from anywhere in the world, even when out adventuring. While this flag is enabled other players will be able to interact with them to browse and purchase goods which they have marked for sale, without any player interaction necessary.

It doesn’t end there though. Your goods will also appear in the auction system. Players can elect to purchase your goods automatically through this system, provided they are willing to pay the shipping fee. Or they can elect to travel to purchase the items from you in person, avoiding the auction fee.

If you wish to sell items while you are sleeping or AFK, you will be able to flag yourself as an AFK Vendor. This will cause an icon to appear over your head, denoting to other players that you are open for business. This is an easy way to attract the attention of others if you are in a crowded location, such as a city. It will also allow players to gain a tracking arrow to your location if they found one of your goods in the auction system, and would like to find you to avoid the auction fee.

Player Created Cities will be able to specify which players are allowed to create traveling vendors within their cities, and be able to collect an optional tax on any item sold in their city. For example, you could only allow your nation’s members to place these vendors to avoid crowding, or to disallow them entirely, if you so wish. You could also aim to create a bustling trade market, by allowing any allied player or any non-hostile player to set up shop in the city. NPC controlled cities will apply a flat fee for goods sold to avoid overcrowding in cities. But you will be able to set up vendors for free in PvE Housing Areas.

Needless to say we’re pretty excited about this feature. We hope that it will provide PvE only players with an opportunity to create their own vendors and shops, without forcing them to brave contested territories. We also envision the taxation options in Player Created Cities to create an interesting market dynamic, which allows towns to differentiate themselves from one another.

Friday, January 10, 2014

Wingman's Hangar Episode 52


Next Stretch Goal: Points of Intrigue

The second stretch goal is behind us, and ensures that Adversarial Camps will become a reality. You can expect an article on this feature after the implementation is complete

The next stretch goal is an extension to the engagement system which we are referring to as Points of Intrigue. In the PvE world Points of Intrigue will pop up in random places infested by creatures or NPCs. Some will require a few players to clear out, others will require multiple groups. The more complicated the Point of Intrigue the better the rewards for capturing it. Rewards will include longer term buffs that will aid your player during your play session, as well as the usual assortment of engagement rewards. Once a Point of Intrigue has been captured, any player who visits that location will receive a receive a buff for a period of time. Some Points of Intrigue will also spawn special NPCs who are only available upon their completion. Once the timer expires, a new Point of Intrigue will appear somewhere else in the world, attracting players to the new challenge.

The PvP variety will work in a similar fashion with players needing to conquer the Point of Intrigue, but only 1 Nation can be considered the winner. The Nation then will be able to select if Allies of the Nation will receive any of the minor benefits. More Point of Intrigues will provide city and nation incentives, such as improving happiness in the Nation’s cities.

The goal of this system are similar to most engagements: To provide an ever-changing list of opportunities, which encourage players to work together under a common goal.

Tuesday, January 07, 2014

$70k Stretch Goal: Adversarial Camps

We’re happy to announce that we’ve reached our first stretch goal. When we crossed $60k in pledges it ensured that the Rocharus Mount will make it into launch, and become our first tamed mount. Stadi Thompson spent the past few days getting this mount rigged and ready. We still need to write some of the mechanics for these and there is some animation work to be done, but you can find a screenshot the first pass implementation of this mount at the end of this update.

We now turn our sights to our $70k stretch goal: Adversarial Camps. Adversarial Camps are a new spawn system which is aimed to add even more randomization to our areas. Adversarial Camps work similar to our Den system, except with very different goals.

Dens were designed to scale spawn rates based on the number of players, to be able to randomly select the mob types in an area, and to provide a variety of different spawn rules to allow for scaling waves of content. They were also designed to shut down though if no players remain in the den’s trigger grid for a period of time, and also to prevent an area from running out of mobs when there are larger concentrations of players. The combination of these features makes them very scalable and in general we are happy with the system. But they also need to be laid out in a grid, which means that their locations are static, they just turn on and off based on need.

Adversarial Camps are similar to dens in many ways, but they are able to handle longer term spawn manipulation. That functionality is currently only available through engagements. When the world manager decides that it needs a new camp from a certain type and range of monsters it will randomly place one into the world. Once spawned this camp will grow in size and difficulty until it is stopped. The chosen location and the rate at which it expands is independent of players. If an Adversarial Camp is left unchecked it can grow to become very large, but will also generally provide greater rewards for the player who band together and clear it out. The longer they exist, the tougher they will become. Where Dens ensure that our world has a constant supply of mobs, Adversarial Camps mix up the counts to allow for more random infestations.

 The goal of this system is to add variety to our existing spawning systems, to allow us to create new content more quickly, increase the randomness of our spawn systems, and to add an additional layer of variety from one trip into an area to the next. They should make a fine addition to the game.

Sunday, January 05, 2014

$60k Stretch Goal: Rocharus Mount

We’re happy to announce that our Kickstarter campaign has reached it’s initial goal with 21 days remaining on the campaign. We’d like to thank everyone who has backed or supported the title over past couple of years. You guys have been amazing, and we look forward to getting many more of you into the game over the next few months.

With the initial goal behind us, we turn our sights on the stretch goals. They are the primary purpose of this campaign after all. We hope to cover each stretch goal as it gets on deck.

The first stretch goal, at $60k is the addition of tameable Rocharus mounts. These will be the first mounts in The Repopulation. We had originally planned to only support vehicles, and then possibly explore tameable mounts post-launch. But this feature was requested so many times over the years that we had hoped to be able to squeeze it into launch. We designed the vehicle code to be able to support these in the future, and after we hit the $60K stretch goal these mounts will become a reality.

We’ve attached a screenshot of what the Rocharus species looks like in-game to give you an idea of what you’ll be riding. Make sure not to jump on it from the front.

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:

  • 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.
For the $38 million goal, your votes have selected the “fully aquatic planet” option. Here’s the description of the system we’re creating based on your input:
  • 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.
Be sure and vote for the penultimate backer-decided system in the poll located below. Remember, these options just represent a small portion of what the additional budget allows us to do with Star Citizen!

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:
  • 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.
The results of the last system poll have determined the winner of the $37 million stretch goal: the stellar graveyard.
  • 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.
Be sure to vote for the $38 million system unlock in the poll below. Remember that all additional funding goes directly to supporting Star Citizen’s production in dozens of ways, the additional ships and systems are just a small representation of what is being done to improve the game!

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!

Wingman's Hangar Episode 50

Star Citizen - December 20 2013 Livestream

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:
    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.
Last time, you were asked to vote on a major feature of the next Star Citizen system. The audience resoundingly chose a location on the event horizon of a black hole. As a result, the $36 million stretch goal is the Tamsa System:
    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.
We look forward to showing you more about this system as the locations develop… and the countless others you’ll be exploring in Star Citizen. In the meantime, you can vote on the next location. As with the ship polls, we’ve removed the highest and the lowest options from the previous poll. Now tell us what kind of location you’d like to see next!

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:
  • 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!
Information Runner handily won the final ship role poll… so I am proud to introduce the latest in Drake Interplanetary’s lineup!
  • 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.
I hope you’ve liked having this additional input into Star Citizen’s development. We’ve enjoyed following the discussions related to the ship choices so much that we’d like to keep this process going! For the next five stretch goals, we’d like to add an additional system to the game… and you’re going to pick the major feature! Remember: the system, like the new ships, is simply symbolic of what’s being added to Star Citizen with the additional money. Each stretch goal system represents additional artists, tools, programmers and new technologies that will make the finished project even better!

— 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:
  • 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.
The winner of the $34 million ship role poll, in a photo finish, is smuggling! There are two typical paths for smuggling ships: fast, armored ships adapted to run blockades and escape the authorities when necessary and totally innocuous ships that keep their cargo hidden from prying scanners. Several of our existing ships, including the Banu Merchantman, are well-equipped for the former job and so we’ve going for the latter.
  • 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.
Thank you for your incredible support; I hope you enjoyed the chance to interact with the team in today’s livestream. And don’t forget to vote: next up is the last phase of the fan ship role selection poll. By the process of elimination, you can expect to be choosing a new ship from Drake Interplanetary, maker of the Cutlass and Caterpillar. Choose wisely!

— Chris Roberts