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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Published on Apr 23, 2014
Eric "Wingman" Peterson saunters through another Hangar episode.

o the Roberts Brothers explain it all for you
o DFM, Arena Commander, and Squadron 42
o this time with sound
 
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10 for the Chairman Episode 18. April 28th, 2014


WOOHOOO! most important news:
DFM rollout starting 2nd week on May, full role out by the 3rd week!
 
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Star Guide | Exploration Ship Guide | Star Citizen


Monthly Report: April 2014
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On the graphics engineering side Okka Kyaw has been very busy working on many improvements to the HUD’s look and feel to make sure that the curvature shader works perfectly in a multitude of resolutions and has a projected holographic feel. He’s also created the redout effect to match his stellar g-force induced blackout effect and is now working on the interstitial effects such as blackout recovery to provide a more realistic and filmic return to consciousness. Overall we believe that folks will be really happy with the graphics effects and immersive feel that his work accomplishes.

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The engineering team has been focusing on Dog Fighting v1 tasks including hangar, ship and other bugs that need to be fixed prior to launching. This also includes zSupervisor work for starting up game server processes, working to get the matchmaking services integrated and monitoring server issues during play tests. We are continuing integration of CryEngine 3.6 and should be complete by the end of next week 5/2/2014 barring any unforeseen issues.

Engineering has also been working on fixing build system issues as they come up and working with IT to migrate the old build system to the newly configured build system cluster. Phase I of this should be completed next week and we will continue to upgrade the system as needs arise.


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What have we been doing? Building ships, of course! One of our most important tasks at the moment is designing the interiors of capital ships and space stations, because we’re going to need those as set pieces for some of Squadron 42’s earliest missions. Work on the Idris is continuing well, working alongside CGBot to deal with the few remaining uncertainties. The Javelin Destroyer has made a lot of progress since the concept art you saw; we have its internals mostly “grey boxed” now, with the exception of the bridge (coming soon!) The Panther-class Escort Carrier is almost “white-box” complete: an artist is tracing the pre-fab pieces, of which there are 146! Expect this stage to be complete by the end of the week. The venerable Bengal carrier is also in our shipyards, with white-boxing work being done on the hangar and the briefing room, as well as prototype work being done for methods of transport through the ship (trust me, you don’t want to walk a kilometre to get to your fighter before every mission.) The Shubin Mining Platform is making good progress in the same stage, with significant detailing on the monorail and landing pad sections. We’ve also detailed the refinery rooms, which have some serious machinery! We’re filling void areas with engineering ducts and hidden crannies, and are starting to populate rooms with placeholder props. Finally, some initial block-out has been done on the Xi’An Transport… but you’ll be hearing more about that later!

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We are also continuously working on creating the core of the economic simulation, working actively on both the backend simulation services as well as the frontend tools that will allow us to drive the economy.

Spring has finally arrived in Montreal and the Discount, Business and Deluxe Hangars are getting ready for some spring cleaning. Once they have been revamped, we will be able to add expansions and specialty rooms (like the shooting range) to all hangars, including the Asteroid Hangar.

And that’s not all! Work is well underway for the UI/UX design of the mobiGlas OS. Step by step, we are developing a solid global view of what the entire system will look like and how it will work, which will allow us to develop future functionalities faster and keep a consistent look throughout all its applications. We are also working on the avatar customization system which is now better defined, and we are working closely with CIG to make sure we keep the PU characters at the highest level of detail while allowing for maximum customization.

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Artists were also continuing work on the Idris with Erin’s studio. Great group of guys to work with…and incredibly high standards! The ship layout is basically finalized and work on the various rooms and areas (bridge, brig, reactor room, etc…) is in progress. This is a massive ship and work will continue for quite a bit.

The Freelancer and all of it’s variants are almost complete. As is the Avenger. Additional work for damage states and LOD’s will be needed, but the modeling phases are wrapping up nicely.

Next up for us: the ship Chris Roberts says he’s most excited to own: the Constellation. No pressure. ;)

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Our external contractors have been focusing heavily on ship art this cycle – Eddie del Rio has created some great concepts for the Xi’an Scout ship, Stephan Martiniere is working on bridge interiors, Jan Urschel is designing the Xi’an bomber, and Emmanuel Shiu is exploring the Banu Merchantman. Ryan Church is continuing to develop the Panther Escort Carrier and Jim Martin is creating concepts for variants of the Cutlass, while Gavin Rothery is solidifying the design of the Gladius Light Fighter. And Stefano Tsai is blazing on the M50!

In addition we have Rob McKinnon working on Marine Armor concepts and various other military outfits; Clint Schultz and Dave Scott are working on corporation logos, David Brochard and Justin Sweet are doing some alien character explorations, and Atey Ghailan and Ed Lee are helping refine environments.

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Our engineers and animators continued tweaking and polishing EVA and Zero-G movement, while the visual FX team came up with some awesome looking thruster jet effects. And while floating around and zooming through levels using thrusters is a blast, the big hit around the office has been Magnetic Boots! These marvels of modern technology let you stomp around on any metal surface in Zero-G… floors, walls, ceilings, ship exteriors, you name it! Coupled with Zero-G, we think it is going to add a very unique twist to the combat.

Speaking of combat, we have also been implementing a cover system. Soon, Citizens will be able to hunker down behind objects or lean in from behind a wall to take shots at the enemy. All of these actions combined with the variety of weapons means that there is an absolutely huge amount of animation that needs to be motion captured… and it just so happens that we are doing motion capture this week.

Moving forward with the FPS module, the team is about to begin a heavy amount play-testing to ensure everything is coming together in a way that is fun, engaging and hopefully nothing quite like anything you’ve ever seen or played before. We can’t wait to show it off and we hope that you Citizens are just as excited as we are!

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Sherman was the new planet-side location announced in the latest edition of the Observist, and voidALPHA is focused on making it as spectacular as can be! Concept artist Emmanuel Shiu has painted the first 2 establishing shots and is now crafting the look and feel of the shop interiors. Design is building the rough level layout based on those concept shots, ensuring that the white box version accurately represents the architectural style and mood established for this demilitarized UEE base. Environment art has finished a majority of the geometry for The Blocks (Terra: Prime) and has now focused efforts on a basic material pass, getting us that much closer to completing one of the most foul and disreputable planet-side locations you will ever step foot on. Finally, our Centermass “Beautiful Corner” is…well…beautiful! We are in the final stretch of this shop interior, pending a few final lighting and material adjustments that are needed to make this shop a sight to behold!

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The platform team at Turbulent has been focused this month on finalizing Multi-Orgs membership. This is a feature we wanted to release while diving deeper into the second drop of Orgs in which we add significant structure and command upgrades to Orgs. This process is going well as we are now developing the artwork for the viewers and control interface for your Org structure.

A serious amount of time was spent building the Arena Commander leaderboard system which will carry pilot and org stats for the module. The presence of game stats on the site also brings about a revamp of the Citizen Dossier to allow you to show off your simulator pilot skills! (And also maybe review a pilot skill before you recruit him?)

Work has continued on revamping the store experience and bringing about more details on the ship variants and equipment. We now have a full control model on the platform to allow us to update and display ship related stats. Expect more in the upcoming weeks!
more @ https://robertsspaceindustries.com/comm-link/transmission/13848-Monthly-Report-April-2014
 
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Banu captains rejoice!
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https://robertsspaceindustries.com/comm-link/transmission/13864-Ship-Stats-Updated

Published on May 9, 2014
Five more teams enter and only two move on. TNGS continues


tl;dr: AC pushed back till end May 2014.


I know you’re all impatient to get your hands on the DFM, and believe me we’re all very eager to have it in the state that we can start to roll out it to all of you but as in any ambitious undertaking there’s still some details that we’re busy wrapping up in terms of the backend end, build deployment, matchmaking and network stability over the internet – All the while trying to balance and tune the core gameplay of the DFM.

We’ll have more exact dates to share by the end of next week, which we’ll update you with in next week’s report, but the goal is to start rolling out the DFM towards the end of this month – this will be staged as scaling to 250,000+ players is much more like launching a finished game as opposed to an early pre-alpha for gameplay feedback – our plan is to have Vanduul Swarm (single player against AI) available to everyone from the start, and then give people access to the multiplayer servers in increasing numbers as long as the system holds up. (To answer your next question, the rollout will be based on Citizen number; the earlier you backed, the earlier you will gain access to multiplayer dogfighting.)

We don’t know the maximum number of concurrent players or some of the backend server issues (as we’ll literally be dynamically spinning up hundreds of servers on demand depending on demand) we’re planning to go slow and cautious at first, while we make sure everything works. So please be patient and bear with us. Remember that with Arena Commander we are launching something much more akin to a full game (its feature set is more in line to an action arena combat game like World of Tanks) and to do that for the sheer number of backers that Star Citizen has is a challenge in itself!

— Chris Roberts
more https://robertsspaceindustries.com/...n/13863-Arena-Commander-Weekly-Report-May-5-9
 
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Q1: Will players or Orgs be able to run their own medical facilities? Could we perhaps outfit a larger ship like a Caterpillar, Starfarer or Idris as a mobile hospital? Could we offer those services to other people?
A1: Yes, the Idris will have a medical facility. But the state of having a Medbay on other ships like the Caterpillar is not certain.

Q2: If someone is wanted dead or alive, and you blow up their ship and they end up in the hospital with a cyborg arm, do you get the dead bounty or not? Do you have to capture the target most of the time, unless you get lucky enough that they’re already mostly cyborg and die after you kill them one or more time?
A2: If you manage to take one of the “lives” you’ll get the bounty. You don’t necessarily need to take their final life.

Q3: If a multi crewed ship such as the Constellation is attacked unexpectedly, and the crew members are in a section which is breached, will they expire (assuming they aren’t in EVA suits 24/7)?
A3: If the section is breached and there aren’t bulkheads then you’ll have a very short time to get to safety or put on a suit.

Q4: Tablet support was unlocked as a stretch goal but you never mentioned how you think they will work. Have you and the team had any thoughts on what the use for tablets will be? Such as an extra screen, way to mod your ship in and out of the game, access stores, or maybe a real world MobiGlas for example. Also, ETA for the app release?
A4: The tablet support will be able to do things like manage inventories, organize future missions, friends, etc. Think of it as an organization/planning tool. The tablet as an extended screen hasn’t really gone anywhere in the discussions.

Q5: As a leader of a mercenary company, Rabbit’s Raiders, it is my responsibility to make sure that my squadron is combat ready. One thing that would certainly help us practice would be multiplayer mission editor for the Simulator/PvP arena. Does CIG currently have plans to create a user friendly mission editor for custom scenarios?
A5: The DFM/Arena commander won’t support this but any time soon, it may be possible for this to be implemented down the road. The modding tools will be out after the game launches so that CIG can make it a polished product and user friendly.

Q6: Will the various systems have to obey the law of orbital mechanics? That is, will a solar system’s components be orbiting the sun? Therefore, if I leave a planet to do something off planet, that planet will be somewhere else in its orbit when I want to return?
A6: The discussion has gone back and forth on this for gameplay and system requirements. However, since the engine is 64 bit now, it is possible to implement accurate orbital mechanics. No decision made on this right now.
Q7: Will flying in a formation provide any benefits such as reduced radar signature?
A7: Chris isn't sure if formations will be able to mask signatures/numbers and will need to check with the radar programmers.

Q8: Have you already started looking at VAs to do the voice cast for the PU and SQ42? If so can you give us a hint at who to expect?
A8: Chris doesn’t want to give too much away, but they do have some interesting voice actors both new and people Chris has worked with before.

Q9: I was wondering how the team will be handling the borders of the known systems. For example, will there be an invisible barrier if one were hit the edge that would just stop the ship or would my ship just keep going?
A9: There really won’t be any borders because you’ll probably end up flying in endless space until you run out of fuel.

Q10: Will scams be possible/allowed in game? Will we have to be always suspicious of other players and their intentions, thus keeping us in a state of constant paranoia of other players? Or will there be a mechanic to make scams impossible, for example, by not allowing direct player to player sales and forcing players to buy and sell through NPCs?
A10: This is something that needs to be balanced so that it can reflect a bit of the real world but at the same time, prevent people from abusing the system. There will likely be several levels to this. You’ll be able to sell/buy from other players directly or go through a NPC dealership. To help reduce scamming, there will likely be a buyer/seller rating system in place. Further, certain systems will have trading limits. For example, in Terra all the deals may have to go through a broker.



Blizzard veteran producer joins Cloud Imperium Games

http://www.cloudimperiumgames.com/news/94-PRESS-RELEASE-Alex-Mayberry-Named-EP-On-Star-Citizen

Game industry veteran, Alex Mayberry, who most recently was lead game producer at Blizzard Entertainment, is leaving that position to take on an executive producer role at Cloud Imperium™ Games (CIG), the makers of the crowd funded space sim, Star Citizen™. Mayberry will be overseeing all product development for Star Citizen and managing CIG’s distributed development process across all production studios (both owned and contracted) including Santa Monica, Austin, Manchester and Montreal. Mayberry will be reporting directly to CIG co-founder and CEO, Chris Roberts and begins his duties immediately.

Mayberry has spent 18 years designing and producing award winning games. His career in the industry began as a level designer at Xatrix Entertainment. After stops at Electronic Arts and Kalisto, Mayberry spent three years as creative director and executive producer of the America’s Army game project. From there he moved to Blizzard as a producer, where he worked on the World of Warcraft (WoW) expansion packs and was lead game producer for Diablo III.

“I don’t think we could have found a better fit than Alex Mayberry for helping me manage Star Citizen’s development,” said Chris Roberts. “Alex brings a wealth of experience in managing very large online games with huge communities, including the biggest of all, World of Warcraft.

“Star Citizen has grown from my crazy dream to one that is shared by more than 400-thousand other crazy dreamers, with new ones joining every day, all united in attempting to build the most ambitious space sim and sandbox game ever. What makes this quest even tougher is that we are committed to do this in a fully open environment, with the ongoing involvement of the community, and sharing portions of the game as it’s developed for feedback while working on the bigger feature set. That means even though we’re a ways out from the full game being finished, we are still in a live environment with an enormous number of users. That brings a whole new set of challenges.

“Alex brings invaluable experience in managing a live game while developing new content, something he did with WoW for Burning Crusade and Wrath of the Lich King. After working on those games, he ran the development efforts as lead producer of Diablo III and helped manage a game, already several years in development, across the finish line with rave reviews and acclaim. From there he followed up with the Diablo III expansion, Reaper of Souls.

“As a long-time veteran of Blizzard he has an almost fanatical commitment to quality and playability, which makes him a great fit creatively. He has a sterling reputation in the industry, having helped manage many successful teams and he’ll bring that same kind of winning style to Star Citizen.”

“After 10 years at Blizzard, I didn’t think that there was anything that could ever get me to leave,” said Mayberry. “But then Chris invited me to come check out Star Citizen, and after seeing the game and listening to Chris talk about his vision, I knew that I had to be a part of it. Star Citizen is bold and ambitious, with a unique and innovative approach to game development. I am extremely excited to be joining the talented people at Cloud Imperium Games, and I strongly believe that together, with Chris Robert’s direction and the support of the player community, we will set a new standard for AAA games.”
Star Citizen is a crowd funded game that officially launched on October 10 of 2012. Since that time Roberts’ company has raised more than $43.6 million from backers all over the world making Star Citizen the top ranking crowd funded project ever.
 
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Arena Commander launches - 29th May 2014

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Greetings Citizens,

Let me begin with the information you most want to hear: we intend to launch Arena Commander in two weeks, on May 29th.The goal is that every backer will have access to the single player “Free Flight” and “Vanduul Swarm” games modes on this day, and the very first batch of multiplayer testers will get access to the game’s multiplayer game modes. We will scale up the multiplayer as quickly as possible starting on that date, increasing the number of players as it is stable and stopping to fix bugs where needed.
This date is based on our best possible projections using the latest information put together by Star Citizen’s production team as of this afternoon. This is a big part of what the often-unseen production side of game development does: schedule out every task they believe is required for a game to ship. Sometimes (in fact, more often than not) things go wrong and these forecasts change: bugs we don’t foresee appear, features we didn’t realize we needed become necessary and so on. This is why we haven’t had a solid release date yet; it’s not to better schedule marketing or because we want to keep you out of the cockpit… it’s because game development is a complex beast, and there are few games more complex than Star Citizen! At this point, we’re close enough that we feel fairly confident in this date… but the next two weeks will be a march!

lots more @ https://robertsspaceindustries.com/comm-link/transmission/13883-Arena-Commander-Weekly-Report-May-12-16



Q1: Will we see the effects of different levels of gravity in the FPS part of the game? I know that you're going to support zero-G environments, how about high-G or low-G environments such as a moon base? Will we walk with a heavier tread, or a spring in our step? link
A1: Maybe (essentially .. CR's answer went long here, but didn't say that there are any current plans -- just that they'd have to animate different strides, etc. He did mention gravity boots, of course -- so that'll be in.)

Q2: Star Citizen is focused on dogfighting, and that's super great, but outside of that core mechanic will there be experiences where the biggest danger isn't pirates or bounty-hunters, but rather the environment itself? Perhaps during deep-space exploration or mining? link
A2: Absolutely (exploration, cap-ship stuff, fix-your-ship stuff, everything else they've already said they would do 100 times. Why was this asked...or answered?)

Q3: Will you ever build a "ship design / building" module into the game where players (if they have the means) can design, manufacture, and try to sell a new ship? (or potentially use them for their own purposes). link
A3: User content in the PU must be curated. TNGS was basically this. We might try to find a way to get more of those ships in the game. Potentially/definitely will have a bid/contract system for items in-game. Long-term goal (maybe not at launch). You can do whatever you want in your modded/private server. (answered many times in many places)

Q4: With most of the ships, the standard docking corral [collar?] is in a funny place - you can't see it from cockpit. Will the docking sequence be automatic or will we be able to manually navigate our ships to dock with each other? link
A4: Your flight computer will always be able to auto-dock (if close enough) - but you can attempt manual docking if you want to.

Q5: Will ships in DFM come with a manual? If so, will each ship type have a different manual? How similar are control functions across the different ship types? link
A5: The general control functions will be fairly consistent across all ships. They will handle differently, though.

Q6: Why was the decision made to not have a traditional 'friends' list' in star citizen, and instead go with multiple organizations? link
A6: A flat organization is essentially a friends list. This way, we can use the same system for guilds (hierarchical) and friends (flat)

Q7: I'd like to know what your current ideas are for the "Planet-Side" Module. Will we just have the ability to land and explore the planet, or will you have in-depth interaction with the environment, e.g. if it's a city environment, will there be shops/bars and such that we could use? Or will that be released in the later game stages? link
A7: ~450 different landing locations right now. PSM is for you to go visit bars, each other, explore a bit -- more content added as PU development goes on.

Q8: Will a player always know who the were killed by? Will you know who placed a bounty on you if a bounty hunter takes you out? link
A8: I don't know whether or not you will know who put a contract on you (if you had a bounty on you), but you'll know who actually killed you.

Q9: Could there be a possibility of a weekly or even daily news show about current events in the verse that include interactions between players (for instance, pirate raids or organizations declaring war on each other) and NPCs (Operation Pitchfork, the UEE's most wanted, or alien race interactions?) What about the possibility of player ran broadcasts, like between 2 space ferns with Wingman, or the Dread Pirate Roberts' (literal) pirate radio? link
A9: We are definitely planning on having an in-fiction show for use in bars, etc. Some people's jobs will be to get footage from events in-game. Player-run broadcasts - good idea! We'll have some channel-type system like in GTA, and perhaps some channels could be player-controlled. (Not promised right away)

Q10: Will asteroids and other mineable resources be finite as the would be in real life or will the regenerate over time? link
A10: The asteroids will be pretty close to finite - maybe regenerate over time, but we want it to be a fairly limited resource. Will have to balance it and run simulations with zero players to see how that works. Mining an asteroid field all the way out wouldn't be something that you could do in an hour -- it would take a concerted effort from other of people
 
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Glass_Shader.jpg

Greetings Citizens,

V0.8 of Arena Commander is almost here! Hopefully this will be the final weekly report before it launches. You can find the individual studio reports below, but first I’d like to run through the milestones we listed last week.

May 17th: The planned server update was successful, thanks to our hard working IT groups!
May 18th: Perforce Streams setup was completed and an Arena Commander Release Stream was successfully created and work began to make sure the build system would be ready to build from the new streams setup.
May 19th: The QA team began their troubleshooting session, which lasted several days as the final work was done to finish integration of the Arena Commander Release Stream with the build system. A ‘must fix’ list was generated and updated through the week as progress was made.
May 22nd: Pencils down! Infrastructure change to Perforce Streams was completed successfully, Perforce was locked down and it was successfully updated with the latest from main. All developers successfully migrated to the Arena Commander Release Stream which was officially closed to new check-ins last night. Only updates that have gone through a specific approval process will be included with V.8 of the Arena Commander now.
What that boils down to is that we’re still on schedule and things are looking good. There’s still a lot to do over the next seven days and there are still unknowns… but we have a great team that is dedicated to making Arena Commander a reality!

more @ https://robertsspaceindustries.com/...13891-Arena-Commander-Weekly-Report-May-19-23

Helmet.jpg
 
Greetings Citizens,

The go/no-go meeting has happened and the word is GO! Arena Commander V0.8 is currently being uploaded to our server partners. If all goes according to plan, the module should be available to play later tonight! There’s no need to keep reloading your Star Citizen Launcher: we will post here as soon as the download is available.

In the meantime, we’ve put together a quick gallery of what we call “body horror” screenshots collected by the team in Santa Monica over the past several months. These show off some of the more bizarre bugs we’ve run into during the game’s development. We expect you’ll find a lot more once you start helping us test Arena Commander… but hopefully these have all been eliminated!
https://robertsspaceindustries.com/comm-link/transmission/13919-Arena-Commander-Build-Update

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still at the office working hard for us.

Hey guys! I'm sorry for the radio silence for the past few hours, but the team has been working hard to get Arena Commander V0.8 out the door TONIGHT. The good news is that we can now confirm that is HAPPENING! Look for an update to your Star Citizen launcher very soon, and the download itself shortly after. We've just updated the front page to reflect the fact that AC is coming tonight, along with a gallery of some of the bugs we've been encountering.

Please be aware that this update will delete your USER folder. If you have screenshots or anything else saved there, move them NOW!

Edited to add: the May Monthly Report will publish as soon as the patch is available to the public.
https://forums.robertsspaceindustries.com/discussion/136696/arena-commander-available-tonight
 


We are very happy to finally share with you the first public build of Arena Commander!

The build we are releasing today is what we’re calling Version 0.8. You can download it by either updating your existing Hangar through the launcher or by accessing the Star Citizen Download page. V0.8 will give every qualified backer access to the Vanduul Swarm and Freeflight modes and includes the ability to fly the Aurora, 300i and Hornet. If you haven’t pledged for one of these ships, we’ll give you a loaner that is the closest in class to what you fly; we want everyone with Alpha access (or an Arena Commander pass) to get their first taste of spaceflight!

WARNING: the updated version of the Star Citizen launcher will replace the USER folder when it patches. If you have any saved screenshots or other content, please move them before downloading Arena Commander.

Arena Commander V0.8 also includes multiplayer functionality for the Battle Royale and Team modes. These modes will be available for a small number of players today. As we hunt down lag and synch issues and spin up servers, we will open these modes up to more and more players in the coming weeks.

Remember: V0.8 is just the beginning. It’s the start of a hard push for the development team as we head towards V0.9 and finally V1.0, at which point Arena Commander will be ‘feature complete’ with the modes, maps and options promised at PAX. By the time V1.0 drops, we aim for the entire community to have access to the multiplayer game modes!

As we move forward to Version 0.9, we will focus on adding the following improvements:

Improved client and multiplayer server stability
General performance optimizations and fixes for hardware specific issues discovered during community testing
Audio improvements with additional SFX, music, mix, and improvements to the dynamic music system
Improvements to the HUD to better differentiate the manufacturers, improve ITTS, and add mouse control functionality
Additional character animations to add immersion to the cockpit and resolve outstanding animation issues
Further flight model upgrades to better handle unique thruster power combinations and refine the control of each ship
Additional ship, weapon, item, and thruster tuning to improve the balance of Arena Commander based on community testing
New multiplayer game mode for public testing along with AI improvements and updates to Vanduul Swarm.
Hangar bug fixing along with enhanced visuals and animations.
Cockpit polish with improved damage effects and more dynamic lighting that responds to gameplay events and ship status.
Some additional weapons and items for use with Arena Commander.
Update player breathing sound effects and responses to incoming impulses and g-forces

more @ https://robertsspaceindustries.com/comm-lin...mander-Launched



images here:
https://imgur.com/a/oDrrY
 
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Introducing the Freelancer line-up
Freelancer_flight_visual.jpg

The MISC Freelancer is here!

We are pleased to announce that the MISC Freelancer line of variants is available starting today! You can learn about all four Freelancers in the brochure below, which outlines exactly why you might want to add this ship to your fleet. The Freelancer is a versatile, rugged starship capable of exploration and shipping roles. Whether exploring the depths of space or shipping cargo, the owner/operator of a Freelancer is his own man (or woman.)


Visit the MISC FREELANCER page for more on key elements of this chassis by Musashi Industrial & Starflight Concern. The SHIP SPECS matrix has been updated to reflect all of the Freelancer variants properties.

And be sure to watch the finale of The Next Great Starship: we’ll be premiering the Freelancer commercial trailer, showing off the ship’s features with some very cool visuals! TNGS airs live in this space, Saturday at 3 PM PST. If you can’t catch TNGS live, the commercial will be available in this space later tomorrow.

Three additional versions of Freelancer are being launched today:
FreelancerDUR.jpg

The Freelancer DUR is a long-duration explorer ship, specifically outfitted for exploring strange new worlds!
FreelancerMAX.jpg

Go big, or go home: Freelancer MAX is the line’s dedicated hauler, with additional cargo space for merchant captains!
FreelancerMIS.jpg

The Freelancer MIS is the heavy hitter of the line: a powerful missile boat designed for use by the UEE military and now available for civilian operators!

FreelancerBrochureBtn.png

@ https://robertsspaceindustries.com/media/mjxrojm6xm86jr/source/Freelancer-Brochure.pdf

All of the Freelancer variants are now available in the Hangar! You can’t dogfight with them yet, but you can explore them like any of Star Citizen’s other ships. The DUR and the MAX are permanent additions to the pledge store, while the MIS will be available through Monday, June 16th. The MIS package even includes a limited-edition UEE coat (for those not interested in the MIS, the coat is available as a separate item, also for this week only.) It may return for special promotions in the future.

If you already have a Freelancer as part of a game package and would like to exchange the hull to a DUR, MAX or MIS you can do so with one of the upgrade packages listed below.

Remember: we are offering these pledge ships to help fund Star Citizen’s development. All of these ships will be available for in-game credits in the final universe, and they are not required to start the game. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.

If you plan to get any of the variants, please remember that you can get it IN-GAME! But if you do choose to part with your $, please pick the RIGHT way to get it. Either as a PACKAGE, or a ADD-ON or an UPGRADE. KNOW THE DIFFERENCE!
 
from http://imgur.com/a/mdgeV

This graph shows both the increase in the number of Citizens each day but also the overall number of Citizens.
q8yC4ap.png


This graph shows the hourly amounts for the last two weeks alongside the overall crowdfunding total.
Yl9ZUHX.png


This is a historical chart of Citizen population going back to when we began collecting the statistic on August 29th, 2013.
q0WPFxa.png
 


Q1: We have known for a while that hull breaches will be in the game. Will we be able to use large hull breaches as EVA entry points when boarding? If so, will multi crew ships be limited to one or two predetermined hull breach areas or will we be able to create entry points roughly where we fire our weapons?
A1: Generally the hull breach will be limited to some place like airlock or hangar door. It?s a matter of practicality because of the level of work involved. When you are trying to breach the hull, the area you can breach will be highlighted in your HUD.

Q2: How will stars work? When flying around the solar system and you get close to a star, do you need to increase power to the shields to mitigate radiation and heat? And will there be solar flares where the radiation level spikes and you need to adjust shields accordingly? Or will they just be sitting there without any special mechanics?
A2: In general, the stars will just be there and you probably won?t be able to get too close to it. If you do insist on flying too close to the star, as you get closer the heat and radiation will begin damaging your ship eventually destroying it.

Q3: What kind of tools will we have to reduce purchase risk of various items? For instance, I want a tool that lets me enter in specs for suit/ship/engines/position in ship and have it spit out the % throttle the person at that position in the ship will black out. This will help me buy the suit/ship/engine that?ll best suit my flying purposes without having to randomly experiment by buying everything.
A3: There probably won?t be a tool that?ll do this. You?re going to know the specs when you are buying something. For example, a suit may say that it?ll have high G tolerances. However, Chris believes that the community will develop tools that?ll let you search for items like the way you want to.

Q4: I was wondering about the banking system in the PU. You?ve said before that people will be able to take out loans to buy their first ship, but how will this be paid back? If you miss a payment, do you get a bad credit or get bounty hunters sent after you?
A4: What will probably happen is that there will probably be a system that will auto deduct from your earnings, similar to real world wage garnishes. Chris isn't sure about credit scores and bounty hunters

Q5: Will our cyborg limbs be repairable? Would they be damaged during a fight or anything else? And if so, what will we have to do to fix them?
A5: Yes, the limbs will be repairable and can be damaged. To repair them you?ll need to go to a cybernetic repair facility. These facilities will be available planet side or in the case of a large ship, in the ship med bay.

Q6: So we know there?ll be some kind of organic questing system for UEE worlds and systems, but my question is will there be something similar for pirates and anyone living outside of UEE law and questing for other reasons that to balance a system?s resources? Or will it end up being completely free form and we have to choose targets ourselves in a less structured way?
A6: Even in the pirate/smuggler aspect, CIG models in all these things when designing the PU and the economy. So for example, a smuggler can take missions smuggling narcotics from place to place.

Q7: What non-Chris Roberts games has influenced Star Citizen concepts, ships, mechanics, and etc?
A7: Deamon Souls: Death mechanics and the sense of accomplishment
Star Craft: Managing resources/rock-paper-scissors type game play.
Battlefield: CoOp play/teamwork

Q8: Can a player Org be classed as a terrorist Org by the UEE? So it?s members are attacked on sight in UEE space?
A8: It?s definitely possible to have an Org that?ll engage in anti-UEE behavior and it?ll get to a point where the UEE will basically consider you to be terrorists and you?ll get attacked on site by the UEE/Advocacy/System security.

Q9: Could you maybe shed light on what you have planned for our solar system in the PU? How many planets, dwarf planets, moons, asteroid belts can we expect to see?
A9: Our solar system will basically be modeled as it is but not to the exact scale but it?ll feel big. As for other systems, there?ll be a variety of them.

Q10: I would like to know how you plan to implement NPC communication. Such as a system in Mass Effect or Dragon Age. Will you try to implement a system like SOCOM or End War where the menu system is voice controlled?
A10: In space it?ll mostly be Wing Commander/Freelancer style. In planetside, there will be a conversation style where you?ll basically be controlling the thoughts of your character which will drive the dialog, for example, you?ll have a ?thought? like ?Hmm I wonder if he has any work for me? and selecting that will ask the NPC if they have work available. Action and body language will be taken in to account when talking with a NPC. As for controlling mechanics, these will be driven by a menu (your thoughts) and action (looking at the person) system.





 
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https://robertsspaceindustries.com/comm-link/transmission/13955-Arena-Commander-Patch-123 up to #20K and new patch. Several of our friends got in during the 10K invites. :p

New Features/Fixes

Arena Commander
Arena commander menu now accessible through options menu
Proper score awarded when an enemy is destroyed in Vanduul Swarm
All ballistic weapons now use ammo boxes
Frozen effect no longer appears for everyone after ejecting
Command pp_rebindKeys layout_joystick_spacesim now properly works
HOTAS X55 Joystick is diplayed under controller options menu
Run no longer toggled off when user interacts with something
Cockpit and ship should now despawn after ejecting
All ship controls now have smoother animations
X-box right joystick can now be inverted
Countermeasures should now be more effective
Hornet chaingun audio should no longer cut out
No longer stuck unable to respawn if chat open while killed
Spawn warping audio no longer heard by everyone in the match
Broadsword when equipped now has ammo and properly overheats
Ship debris can no longer pass through cockpit
Improvments to zero-g movement
Various performance improvements
Various server and client crash fixes
Switched spawn points so that players respawn next to their own bases in CTC
Match end after reaching over 100 points.
Helmet Animations
Various matchmaking tweaks (public matches were requesting private ones)
Reduced texture sizes on the 300i
Implement new win mechanic into Team Deathmatch. Fixed up next kill wins mode, audio and HUD alerts.
Item Balancing
Shield energy reallocation does not lose energy but realloc existing energy
Loading screen remains on screen after the level has loaded
Pausing the game as DFM loads from hangar sticks on a black screen
Added directional indication for shield impacts not in view (similar to an older verison of the shield) for gameplay feedback.
ReExported LandingGear_deploy animation
Player is able to enter ship while he is also able to ?press X to respawn?. Ship now correctly rez?s out when landed after ejection.
Improved lighting but for real this time
If a Vanduul becomes sufficiently damaged they disappear from the map and their name in-game becomes ?undefined?. Need to be destroyed to progress. Added missing return to fix.
Allow custom user CFGs to be specified in cmd line.
When one player ejects from their ship, the frozen visor FX may appear on all player?s screens.
After destroying another player their body will float in space in a t-pose.
MP Fix ? Player is now hidden following a vehicle destruction death as in SP.
Hangar
Buggy can now drive properly in the Business Hangar
Turrets no longer mountable on missile racks hardpoints
Third person camera no longer rotates using Q and E
Replace me ball no longer present under Hornet Trainer
Improvements to Trainer Hornet rear landing gear geometry
No longer able to place 325a engine on other ships
Hornet Ghost engine no longer able to be equipped on other ships
Resolved issue of no ammo when chaingun removed and added back to ship
Fix for third person camera rotating when pressing Q or E when not in zero-g
Created basic mapping for Logitech G940. Fixed up a number of asserts it caused in the Joystick device handler.
The Logitech G940 completely changes if you install the correct drivers. Updated the mappings to work with those drivers rather than the default windows ones.
AC menu can be navigated using a gamepad
Known Issues:

HUD target indicator arrows can be missing
Graphical issues can occur while using SLI/Crossfire
It can be possible to sometimes load into a black screen when choosing an Arena Commander match
Hornet gatling guns take heat damage when not being fired
Hornet gatling gun ammo temporarily shown as missile racks in the Holo-Table

and for those that like eye-candy there's some updates to the ship textures/PBR lighting.
qsDNWLy.jpg

more @ http://imgur.com/a/ZB0mi

Exclusive Interview with Star Citizen’s New Director of Persistent Universe
Ricoxg: So the Crusader games were fantastic, but as a story-telling medium they're also pretty different from Star Citizen. How will your experience there translate to Star Citizen?

Tony: I've always been attracted to games that presented the player with a large, detailed world in which they could forge their own unique path. I like that freedom - that total escapism that comes from not only stepping into a fantasy world, but having it present you with enough detail and choice that you can really lose yourself in it. I spent my first ten years in the gaming business focused exclusively on how best to build those types of complex worlds, and I think that experience is going to directly translate to Star Citizen.

Ricoxg: Are there any unique qualities of the Crusader games that you think people would be surprised to find benefiting Star Citizen?

Tony: I think of it the other way around. In 1995 Origin published the official guide to Crusader, and in it I talked a bit about what I'd want in any sequels. More than anything else, I wanted to allow for the exploration of space and the addition of other players for both cooperative and competitive reasons. I thought that merging Crusader's intricate level of detail with a much more open-ended universe would result in an awesome game. So, when Chris Roberts was explaining to me earlier this year what he was looking to do with Star Citizen, I perked up quite a bit as I started to realize the ambition of the vision. He was basically taking some of the fundamental ideas that I had always found attractive and turning the dial up to eleven. It's part of the reason why I gave up my freedom and decided to return to professional game development, which is something that a year ago I'd have said would never happen. Chris is aiming to try and finally deliver that all-immersive universal simulator of a game that so many hard-core gamers have always wanted, but which no one has ever been crazy enough to attempt. It hasn't escaped my notice that a game like Crusader - with all that I'd once hoped to do with it - would slot right into a little corner of the Star Citizen universe.

Ricoxg: You've obviously worked on a number of games across multiple genres, what would you say is a fundamental component of making a game fun, and how are you going to work to make sure we see that in SC?

Tony: Balance is absolutely crucial to a good game. It sounds simple, but in reality it's often extremely difficult to get right. In Star Citizen, getting the balance right will mean a lot more than just making sure that the ships and weaponry have the appropriate counterbalancing strengths and weaknesses. One of my primary goals in helping to build out the persistent universe will be ensuring that there's a lot of content for a wide assortment of play styles. In order to make the player really feel like it's a living, breathing universe in which they they've got total freedom, they've got to be able to play the game as they want - pirate, bounty hunter, merchant, explorer, spy. Each of those occupations and many more need to be fully supported - need to be given enough interesting and challenging things to do to really keep them engaged. That's a significant challenge as it implies a huge amount of content and a lot of very different play mechanics coming into contact with one another. It's too early to say how exactly this will be accomplished, but there will be an algorithmic element to many of the mission archetypes that will provide for lots of very unique situations.

Ricoxg: So what design philosophies or standards do you bring to the team that you think will most impact the persistent world of SC? In other words, when we play, what is it about the game that we'll see and say, "Ah. Tony Zurovec was working on this?"

Tony: Star Citizen's canvas is already so broad and ambitious that I think most of my influence will be felt in more subtle ways - more on the execution side of the Persistent Universe rather than the fundamental design. I'm sure bits and pieces of me will poke through around the edges here and there, but my primary focus is going to be making sure that we have the right tools and processes and mindset in place to effectively execute the most critical aspects of the established vision within a reasonable time frame. It's going to be very difficult because the game covers so many disparate areas, but that diversity is also one of the features that I find most appealing.

Ricoxg: Story is a REALLY hard thing to do well in an MMO. Can you talk a little about what "story" means to you with respect to SC and how you expect to enable that experience for players in the game?

Tony: Star Citizen will feature plenty of story-driven missions that will allow players to gradually progress through elaborately designed scenarios in the pursuit of long-term strategic objectives. The main focus, though, will be in providing you with the means to be the “hero” of your own particular story, whatever that may be. The idea is that the narrative isn't set in stone. To this end, Star Citizen will adapt to your play-style in ways both subtle and dramatic. Choose the role of a sinner or a saint, and the game will respond to you as such in a number of different ways. In essence, you'll choose the broad strokes of your character's life, and the game will help you fill in the details.
@ http://www.tentonhammer.com/intervi...tar-citizens-new-director-persistent-universe
 
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