PC Star Citizen / Squadron 42

May 19, 2011
241
Singapore
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The original extended video that was so important & memorable:




Ship videos / commercials:
Origin 300i Commercial


Origin 350R showroom commercial


RSI Aurora 2944 Commercial


Anvil Hornet Commercial


Tech videos:
Aegis Avenger PBR


Vanduul Scythe PBR



Reclaim the stars in the exciting new Space Epic from legendary game designer Chris Roberts.

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.

Main site: Roberts Space Industries

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https://forums.robertsspaceindustries.com/discussion/101863/star-citizen-new-information-tibits-concept-art-mining-field-plus-a-big-vanndul-ship-etc#latest

CIG currently works on a mining mission.

The big problem with the Dogfighting module is still the network code to get all players connected. They will do it properly and don't want surprises like sim city or battlefield 4.

Currently the dfm is very action based, but they are working on stuff like zero g to give players the ability to fly tighter curves. Due the risk of a blackout.

Faces should have minimum the same mimic quality like crytecs ryse son of Rome on the Xbox One.

They still discussing if they release sq42 in episodes as well but they are not sure. They won't spoil the story, but Erin said that they will release the intro and some missions probably.

In sq42 you will stay 70 percent in your ship and 30 percent will be fps gameplay. In this fps missions you have to land, steal a ship or other stuff. The numbers are not final, but Erin thinks that they are good guesses.

Your Wingman will be acting dynamically. If you don't help him, it could be that he ignore your commands in a further mission.

Sq42 focus is definitely the single player experience, but you could team up until 6 players and fly difficult missions in coop mode.

CR think that an i5 with 8 gigs of ram and a radeon 290 will work good. CPU is not so important but a good gpu. But having 16 gigs of ram and a ssd is better of course.

The magazine shows 1 or 2 new concept art as well. One of it shows a gigantic "claw" that is used to "mount" mining bases at asteroids. The other one shows a gigantic vanduul ship that reminds me on a locust. Maybe I'll upload them when I'm at home ;-)

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https://robertsspaceindustries.com/comm-link/transmission/13547-Galactic-Guide-Aegis-Dynamics

Aegis Dynamics began life in a merger between Earth-based Aegis Macrocomputing and Davien-based Dynamic Production Systems. The former constructed computing systems for the burgeoning spacecraft industry and the latter maintained four systems worth of production yards (including the specialized component factories on their home system). The goal from day one was to build naval spacecraft, and the resulting company was tailor-made for military contract bidding in an era when mankind was marshalling its forces. As Messer consolidated power, Aegis was there to supply spacecraft to his legions. Craft like the Retaliator became synonymous with the government?s iron hand.

With Messer?s fall, Aegis Dynamics seemed destined to fade away. The once-popular hardware supplier of Ivar Messer?s tyrannical regime ? closely associated with the horrors of those years ? Aegis was all but consigned to the dustbin of history. Then, a funny thing happened: the civilian world began to adopt Aegis? military designs for their own purpose. Whether a testament to the increasingly dangerous galaxy or the sheer reliability of Aegis? weapons of war, the company once fueled by dictatorial government contracts now thrived on the population it once helped oppress.

The company began a significant makeover after the fall of the Messer era; gone was the hard-edged and militant ?AD? lighting strike logo, replaced with a softer and less distinctive signifier. The damage of the association was done, however: contracts were cut and the company suffered massive layoffs as military spending went to newer and less-politically-dangerous corporations like Anvil Aerospace and MISC. But a funny thing happened: civilians began converting the rusting yards of Aegis warbirds for their own purposes. Retaliator bombers were no longer the feared symbols of government power; instead, they became personal transports, mobile homes, mining spacecraft and even firefighters. The burdens of Aegis? past began to lift and the company began to focus on civilian variants for their current-generation designs.

Avenger
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The Avenger began its life serving dutifully as the premiere front-line carrier plane of the late 28th century. Avengers racked up a number of impressive space-to-space victories in that era, but were ultimately supplanted by more maneuverable designs like the Hornet. With space combat focusing more on skilled maneuvering than pure weapons storage, the Avenger fell out of active duty with the military and was repurposed as the standard ship for Advocacy and local law enforcement. Today, the military will still use Avengers as trainers; the two-seat variant is a forgiving first spacecraft for new pilots.

The current civilian model Avenger is marketed towards bounty hunters, with the second seat removed for direct access to the hold. Munitions storage has also been replaced with traditional cargo hooks, and (perhaps most importantly) the standard exterior flight line ladder entry system has been replaced with an internalized solution that allows the pilot to more easily maintain control of access (and egress).

Retaliator
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The Retaliator, once the symbol of Messer?s iron fist, has transitioned along with the company to become an all purpose spacecraft design. With over two centuries of design evolution, modern day Retaliators barely resemble the original model. Built first as a ground-based strategic bomber, the Retaliator is capable of delivering a heavy payload of bombs to a planetary target or an array of shipkiller torpedoes to any size of capital ship. It was exactly this modularity that allowed civilian pilots to adapt the Retaliator for their own purposes: adaptable bomb bays could be swapped for after-market living quarters, cargo racks or other, more exotic options. Added to this was the vast quantity of surplus Retaliators stored in low-humidity conditions around the galaxy, making them a cost-effective option for pilots looking to make a start with a larger crewed spaceship.

The resulting ?do it yourself? nature of Retaliator ownership has caused an interesting, ship-specific culture to flourish. Though they come from all walks of life, civilian Retaliator pilots have formed something of a brotherhood around their love of their ?Talis.? So-called ?bomber boys? organize Retaliator conventions and compete to find the most interesting new uses for the spacecraft. BB gatherings may bring thousands of the ships together at once, and provide an interesting sight for anyone caught in the middle.

Surveyor
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Today, the Aegis Surveyor is the company?s best-selling remaining military contract ship. Surveyors are heavy-duty space salvage ships designed for a strong support role. The design isn?t pretty to look at, but it features a variety of rugged specialized tools, all designed for operation in a combat theater: long-range jump drives, launch pods for drones, tractor beams, floodlights and more. Civilian surveyors are also a common site on the frontier, where they are adapted as dedicated salvage ships and explorers. A crew traveling deep space in a Surveyor should be capable of taking home some of whatever mysteries they happen across!

Idris
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Idris corvettes are one of Aegis? larger present-day designs (in prior years, the company?s shipyards turned out everything up to battlecruisers.) The original Idris-M is a warship that serves alongside ships-of-the-line in the UEE Navy. Fast, armored predators, Idris-Ms are used for everything from long duration patrols to scouting dangerous jump points to inderdiction. A properly-outfitted Idris with an effective crew can serve as a torpedo boat; in rare instances, the Idris has even used its speed and maneuverability advantages to scuttle opposing cruisers.

Militia units have also adopted the Idris, in its lighter Idris-P variety. The Idris-P removes the spinal mount weapons platform found on the M, in exchange for additional cargo storage and a higher effective top speed. Idris-Ps frequently carry several light fighters and are used for antismuggling operations. It is not uncommon to come across an Idris-P laden with multiple prizes. The most brazen pirate clans are even known to target non-military Idrises for this reason!

The Idris-P patrol design is available in limited quantities on the civilian market, and it continues to rehabilitate Aegis? reputation, having become something of a luxury item. Idris captaincy is considered a prestigious position and Citizens frequently compete to purchase the limited number of civilian craft the company can produce. An Idris isn?t just a luxury item: these crewed ships can effectively transport cargo, explore distant worlds or take on any other role, all while involving a larger crew than a Freelancer or a Constellation.


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from the size comparison thread. while size matters to some folks, remember the focus of the game is on the fighters.

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Fan made wallpapers:

A Hornet (popular amongst the pew pew crowd)
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A Freelancer (A staple in most trader's hangar)
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A Cutlass (For those 'Search & Rescue' missions)
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A Vanduul Scythe (one of it's special attacks is ramming)
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A Constellation (most of us will be flying this)
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3Lateral is supporting CIG in the facial mo-cap for Star Citizen & Squadron 42.





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https://robertsspaceindustries.com/comm-link/transmission/13383-Drake-Caterpillar-Now-Available

The Drake Cutlass goes on sale today! One of the more interesting SC ships :)

Drake maintains that the Caterpillar, a sprawling, modular spacecraft which appears at least somewhat like its namesake, is for legitimate commerce and extended search and rescue missions? but at the end of the day, the Caterpillar is truly the evil twin of the Freelancer.
Designed for supporting pirate operations, the Caterpillar features a large cargo hold for carrying loot, heavier armor than other freighters in its class and room for five crew able to serve in boarding operations. Despite its heavier armor, the Caterpillar isn?t a bulldog? a succesful operation will require a fighter escort.
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Patch set - The first 5 (Subscribers only - for now)
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687 LEFT
Exclusive for our subscribers, get this set of 5 fabric patches of the first ships to have made it into the Star Citizen universe. Wear them with pride and support the cause!

Patches will be ready to ship by mid-April 2014.

Patch set - Back to basics
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612 LEFT
Get this set of 3 fabric patches displaying the Star Citizen, RSI and Squadron 42 official logos. Wear them with pride and support the cause!

Patches will be ready to ship by mid-April 2014.
 
Asteroid Hangar preview!

Wingman's Hangar ep062 . March 26, 2014

Eric "Wingman" Peterson trollops through another Hangar.

o inside the Asteroid Hangar and Room System
o Mark "Goldshirt" Skelton in the jumpseat
 
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Last year, we promised that every Citizen who backed Richard Garriott’s Shroud of the Avatar crowd funded project would receive a SotA-inspired crossbow weapon for use in Star Citizen’s FPS mode. The Shroud of the Avatar team similarly promised a unique Star Citizen artifact would appear for early backers in their game. The SotA team recently revealed their Vanduul Polearm, based on our Vanduul warrior concept art.

That’s not all: we would like to confirm that the Star Citizen Crossbow is still in the works, and it will make its appearance when an appropriate Star Citizen module launches. For now, you can enjoy your very first look at our current WIP model of the weapon, plus the bolt and ammo box!

Anyone interested in getting a crossbow in Star Citizen can still do so, as long as they back both Star Citizen and Shroud of the Avatar (at the ‘Immortal Adventurer’ pledge level or above.) Be sure to hurry if you would like the Vanduul Polearm in SotA; new backers only have until April 7th to get their late backer status (Benefactor) upgraded to early backer status (Founder), giving them access to all the early backer rewards.

Note that your crossbow will not appear on your account at this time. We will link up with the SotA team before it’s time to launch the weapon.
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https://robertsspaceindustries.com/comm-link/transmission/13571-Shroud-Of-The-Avatar-Crossbow-Update
 
Studio Report . Damage States . March 5, 2014


Studio Report . Full Performance Capture Test . March 13, 2014


Inside Cloud Imperium Games . Asteroid Hangar and Room System


10 for the Chairman - Episode 14 . March 31st, 2014
 
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We?ve hit another record-setting crowd funding level: $41 million!

I?m incredibly happy to hit this goal as it green-lights a very important research project aimed at improving Star Citizen?s long term future. With this funding, we?ll be looking into procedural generation to help build the universe out in a greater detail and scope in ways we didn?t think possible when we started developing the game! We will have some exciting announcements to make down the line involving some of the talent we?ve been talking to about helping us with procedural system and planet building.

Procedural Generation R&D Team ? This stretch goal will allocate funding for Cloud Imperium to develop procedural generation technology for future iterations of Star Citizen. Advanced procedural generation will be necessary for creating entire planets worth of exploration and development content. A special strike team of procedural generation-oriented developers will be assembled to make this technology a reality.

Last time, we asked you to vote for the next stretch goal?s player reward? and the resounding winner was UEE Marine combat armor! You can read more about the armor, which will be unlocked at $43 million, now:

Omni Role Combat Armor (ORC) mk9
Manufacturer: CDS (Clark Defense Systems)
The ?standard? Marine armor for almost twenty years, ORC armor is prohibitively more expensive than standard-issue infantry body armor used by Army Ground Forces, but the Marines boast far fewer numbers and tend to make compelling arguments to get what they ask for. Clark Defense Systems? ORC armor is created of composite mesh of fibers reinforced with ablative plates, offering a modest protection against both energy and kinetic weapons. While it doesn?t offer the same protection of the Marines? proprietary Nail-armor or their SpecOps variants, ORCmk9 armor is a baseline solution for any number of situations the average Marine will encounter on any given day. Besides, in the words of Lt. Col Armin Trask, ?you wanna know the best armor? Not getting shot.?
We?ve eliminated the least popular reward (bonus UEC) and started a second poll; be sure to vote for what you?d like as the $44 million goal below!
more @ https://robertsspaceindustries.com/comm-link/transmission/13783-Letter-From-The-Chairman-41-Million
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CLOUD IMPERIUM SANTA MONICA
The HUD has moved forward by leaps and bounds. This has been one of our most collaborative pieces of work with other studios and it is really shaping up! Over the course of the past couple of months, we have been working hard to conceptualize and define the base functionality that will drive the HUD and peripheral user interfaces in many of the ships that you will be piloting in the Star Citizen universe.

In any ship, you will be able to manage and interact with many different systems, such as weapons configuration management, power and energy management, shields management, radar configuration, navigation, comms, target tracking, preset configuration, and much more. All of these components need to be quickly accessible to you at any given point in time, especially during heated situations such as combat.

Our goal in designing the cockpit UI was to present such complex components in a manner that is functionally intuitive, yet aesthetically consistent with the fiction in that you?re piloting a ship from the future. One of the biggest challenges in designing any sci-fi interface is striking the right balance between what looks / feels visually interesting and what is functionally efficient, both of which are equally important in driving the immersion as you?re piloting ships in Star Citizen.

CLOUD IMPERIUM AUSTIN
Our Engineers got the full universe cluster configured and deployed to our cloud servers autonomously through our build system, and while our initial tests would only allow 2 or 3 players to connect, we are now up to dozens of us battling every single day. Also, we have many new improvements and enhancements for the Oculus Rift coming in the next Hangar Patch, such as FOV fixes, and dual-screen rendering, which will greatly enhance the VR experience.

In addition, we?ve been working to support artists for enhancing visuals such as making PBR (or PBS) look as fantastic as possible and also greatly improved the shield effects, making them more configurable and now have a ?from cockpit? view of the shields.
We are also very busy integrating systems for the DFM, such as matchmaking, and leaderboards, which will be needed for our upcomming release.

Animation has been very busy cleaning up the data from our first full performance capture session. Now, we are busy integrating the animation curves generated into our in game body and faces. And of course, making sure that all the animations work for the ships coming up in the dogfighting module.

Audio has been busy getting the interactive music working correctly, as well as adding new sound effects for lasers, thrusters, cockpits, breakups and hits ? in addition, recording all the dialogue for the ?bitching betty? or warning system for the space ships we will be flying soon.

Design has managed to fill 5 of the its open positions ? it was a great month for finding some talented & dedicated designers that will go that extra mile to make Star Citizen the best experience possible. We are moving full steam ahead with BHVR on the economy simulation which will be responsible for generating many of the player missions in the game. It goes without saying that we are knee deep in dogfighting testing, and we are busy assisting with PBR implementation in the hangars, as well as making the tools that will allow us to populate the systems that all of us are looking forward to visiting.
more @ https://robertsspaceindustries.com/comm-link/transmission/13785-Monthly-Report-March-2014
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less than 2.65K Alpha slots left. if you're interested in this game, do inquire with us!

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UEE CONGRESS (396)

2944-04-08 SET


Session AutoScript

Proofed and Admitted –Archivist Yates (#57573BDF)


2944-04-08_09:03 – Session Begins


SPEAKER MARSHALL MADRIGAL (U-Borea-Magnus Sys): Good morning, ladies and gentlemen. If you will please take your seats, the clerk will initiate a call.

< pause >

SPEAKER MARSHALL MADRIGAL (U-Borea-Magnus Sys): As we have a quorum, we may now conduct business. Senator Han from Jalan indicated earlier that he required some more time before continuing his presentation of the possible amendments to the arrangement of flight paths, so we will open the floor for discussion. The chair recognizes the honorable senator from Vann.

SENATOR RACHEL LESTER (T-Vann-Croshaw Sys): Thank you, Speaker. My fellow senators, the Terra Gazette published a disturbing article by Galen York that exposed vast corruption within the Governors Council of Goss I who were taking payouts to buy considerations for exclusive shipping rights for goods off their planet. Mr. York’s article detailed how they would often accept payments from multiple companies for the same contract. I was shocked and disturbed by the brazen and flagrant disregard for the honor of their office. We live in difficult economic times; everyone knows that. Often, we, the government, become the target of blame from those who feel that we conspire and lie, that we’re against them. The actions of these corrupt Governors only reinforces that belief. However, I quickly realized that they would only feel that empowered if they had little fear of oversight. If it hadn’t been for the bravery of their former security aide coming forward, who knows how much longer their activities would have continued. In the wake of this event, I would like to present a motion to form a subcommittee to review the Senate’s current contract practices with private sector vendors.

SPEAKER MARSHALL MADRIGAL (U-Borea-Magnus Sys): Do you suspect a similar level of corruption here?

SENATOR RACHEL LESTER (T-Vann-Croshaw Sys): No, Speaker. I have no such preconceptions. I simply believe that it has been some time since we’ve had an internal review.
more @ https://robertsspaceindustries.com/comm-link/spectrum-dispatch/13806-News-Update-Congress-Now
https://robertsspaceindustries.com/comm-link/spectrum-dispatch/13806-News-Update-Congress-Now
 
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The moment so many of us have been waiting for! DFM reveal!


Granted it's buggy, but given what we are seeing now, i'd say 'Alpha' doesn't do it justice. CIG has worked hard to get where they are now, they will be working just as hard in the next few weeks to release it to all backers!

And only 1970 Alpha slots left! After that no more! You'll need to PAY to get into each release.

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well after 11 hrs.... 1829 slots left.

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Inside Cloud Imperium Games & Moon Collider

Published on Apr 12, 2014
This excerpt from "Wingman's Hangar" features Moon Collider's Kythera AI system, followed by an interview with CIG's CTO, Jason Spangler.

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and just under 1.7K alpha slots left! WOOHOO! remember no more Alpha slots AFTER these are all gone!
 
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about 1290 alpha slots left
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want higher res?
http://imgur.com/a/Z1Fie

Remember - this is not a P2W game. Everything can be earned in-game, no further microtransactions are required and no subscription fees for the MMO portion. Pay-once-to-play.

If you need more information or interested, feel free to ask here!
 
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And the slots are all gone. Its amazing that more than 1/4 of a million have backed star citizen. I think there is clear evidence that CIG is not doing some scheme and conning everyone
 
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Q1: How will navigation or “astrogation” be handled in Star Citizen?
A1: Navigation will be done via nav points in system, similar to Privateer. Nav points could be planets, asteroid fields, jump points, etc. It is kind of similar to GPS unit’s points of interest. For discovered/explored systems, the nav computer will already know pre-existing nav points. However, as you do exploration and discover new derelict ships, asteroid fields and other items, new nav points will be added to your nav computer.

Q2: Will we be able to directly control the movements as well as Pitch/Roll/Yaw/ace/decal? Will we have 6 DoF independent of fly by wire being active or not? Would a dual joystick setup be possible and configurable for this freedom of movement?
A2: We will most likely not have direct control over the maneuvering thrusters because it would impossible to control without the IFCS (Intelligent Flight Control System)/fly by wire/computer assistance. Note: See the DFM video from the weekend to see the 6 DOF movement)

Q3: I was wondering if the Origin 300i and other models are being tweaked to incorporate some of the community suggested changes, if so what changes will you make and how far in the works is it?
A3: The Connie is going through a redesign. The 300i is going through a redesign as well mainly because of the cargo hold. CIG is leaning towards having cargo attached outside the hull and the cargo mechanics are a WIP.

Q4: How is the work on the Origin M50 coming along?
A4: The M50 is in the process of modeling in CryEngine and we should see it soon, but not next week soon. The M50 will have a Formula 1 + exotic car look.

Q5: So it seems like SQ42 may throw you in somewhat at the deep end, looking at the mining station forage… and it got me thinking about how to become a better pilot. Most games have some kind of tutorial element either incorporated to the first few missions or as an option. What do you plan for Star Citizen in this regard?
A5: The DFM/Arena Commander will serve as the tutorial in the PU. In SQ42, they will have a tutorial like system in fiction (personal note: this would likely be something like Pilot Qualifications Test, kind of like in Freespace 2).

Q6: How will the economy in the PU handle inflation? Players always want to feel like ther’e getting ahead for their time spent, and never want to lose something they have “earned”. Money sinks like rent, repair cost, taxes, etc have been denounced by players in other MMOs. Without countermeasures, inflation will eventually destroy the game. Howe will Star Citizen get the players to swallow the bitter pill for long term health?
A6: The PU will be based similar to the real world. Think of the “money sinks” as “running costs” for example, the cost of fuel, taxes, rent, repair bills, etc just like in the real world. The cost of taxes and such will depend on the system security. For example, high security UEE space will have higher taxes because the local law enforcement provides protection. However, in lower security space, taxes will be lower because of the lack of protection. CIG is almost ready to test some of these mechanics in house soon.

Q7: Will the weapons produced for TNGS be available for purchase? If so when?
A7: There are currently no solid plans to implement the weapons from the teams in game. CIG will take adding weapons under consideration, but no guarantee. However, CIG is definitely planning on implementing the winning ship of the TNGS competition in game. Also, because some of the ships are quite amazing, CIG may have additional ships from TNGS added to the game as well. For example, in American Idol although only one wins, the top three or so people land record deals.

Q8: Can we mount Class 4 turrets on a Class 5 hardpoints if we’re willing to sacrifice firepower for remote control? Related to that, can we slave Class 4 turrets to particular gunnery stations?
A8: You can definitely slave Class 4 turrets to gunnery stations. The Class 4 weapons on Class 5 hard points will be dependent on a ship by ship basis.

Q9: With the damage states on the Hornet, I was wondering about the larger ships/capital ships. It sounds like a ton of work to do that detail of destruction for a little fighter, but can we expect a similar simulation on the Idris or Bengal?
A9: Yes. You can expect similar level of detail, but they are concerned about making it as detailed as the Hornet damage states due to time/work issues. CIG is currently doing R&D on a procedural type system for this.

Q10: We know that Orgs will be able to tax its members, but where will that income come from? Will the Org tool cater to setting up salaries, bonuses, lump sum payouts, etc?
A10: The Org income will come from the members in whichever way the Org member makes their money, be it through trading, transporting, missions, or bounties. There will be a way for the Orgs to pay out to members.
 
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Hi AdmiralDrake - the Constellation MK3 & an Aurora for now. a few of my friends are planning to join later.

Thats awesome I have a constellation too and a Drake Interplanetary jacket :D. I orignally had an Aurora but I melted it down to get the Connie just before LTI offerings ended.

We'll have to fly together sometime when the first couple planets open up :cheers:
 
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