Other News, Blogs & Casts

Guard Frequency Episode 197 | Thargoid Attacks are a Palin in the Asp

Guard Frequency - Tue, 01/16/2018 - 01:50
Greetings Citizens and Civilians, you’re tuned to episode 197 of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on January 12th 2017 and released for streaming and download on Tuesday, January 16th 2017 at GuardFrequency.com [Download this episode] In this week’s flight deck we bring you all the headlines from […]

Guard Frequency Episode 196 | Putting the Kibosh on the Skadoosh

Guard Frequency - Tue, 01/09/2018 - 03:04
Greetings Citizens and Civilians, you’re tuned to episode 196 of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on January 5th 2017 and released for streaming and download on Tuesday, January 9th 2017 at GuardFrequency.com [Download this episode] In this week’s flight deck we bring you all the headlines from […]

Guard Frequency Episode 195 | Unbroadcasted Audio

Guard Frequency - Tue, 01/02/2018 - 15:09
Greetings Citizens and Civilians, you’re tuned to episode 195 of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on December 29th 2017 and released for streaming and download on Tuesday, January 2nd 2017 at GuardFrequency.com [Download this episode] This week we bring you all the latest news from the world […]

Guard Frequency Episode 194 | Family Friendly Chicken

Guard Frequency - Tue, 12/19/2017 - 15:10
Greetings Citizens and Civilians, you’re tuned to episode 194 of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on December 15th 2017 and released for streaming and download on Tuesday, December 19th 2017 at GuardFrequency.com [Download this episode] This week we bring you all the latest news from the world […]

Guard Frequency Episode 193 | Redesigning Engineers

Guard Frequency - Tue, 12/12/2017 - 05:56
Greetings Citizens and Civilians, you’re tuned to episode 193 of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on December 8th 2017 and released for streaming and download on Tuesday, December 12th 2017 at GuardFrequency.com [Download this episode] This week we bring you all the latest news from the world […]

Guard Frequency Episode 192 | dot 168 dot 3 dot 0

Guard Frequency - Tue, 12/05/2017 - 04:53
Greetings Citizens and Civilians, you’re tuned to episode 192 of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on December 1st 2017 and released for streaming and download on Tuesday, December 5th 2017 at GuardFrequency.com [Download this episode] This week we bring you all the latest news from the world […]

Guard Frequency Episode 191 | Putting on the Cardigan

Guard Frequency - Tue, 10/31/2017 - 02:09
Greetings Citizens and Civilians, you’re tuned to episode 191 of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on October 27th 2017 and released for streaming and download on Tuesday, October 31st 2017 at GuardFrequency.com [Download this episode] We’re foregoing Squawk this week so we can cover all the news […]

Guard Frequency Episode 190 | 20,000 Years of Gourd Frequency

Guard Frequency - Tue, 10/24/2017 - 04:34
Greetings Citizens and Civilians, you’re tuned to episode 190 of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on October 20th 2017 and released for streaming and download on Tuesday, October 24th 2017 at GuardFrequency.com [Download this episode] In this week’s Squawk Box, we’ve got kilos of new discoveries to […]

Guard Frequency Episode 189 | Armageddon 2: Planetary Defense Tractor

Guard Frequency - Tue, 10/17/2017 - 04:32
Greetings Citizens and Civilians, you’re tuned to episode 189 of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on October 13th 2017 and released for streaming and download on Tuesday, October 17th 2017 at GuardFrequency.com [Download this episode] In this week’s Squawk Box, we’re getting buzzed by an asteroid. Next, […]

Guard Frequency Episode 188 | Driven Mad by Kenny G

Guard Frequency - Tue, 10/10/2017 - 04:13
Greetings Citizens and Civilians, you’re tuned to episode 188 of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on October 6th 2017 and released for streaming and download on Tuesday, October 10th 2017 at GuardFrequency.com [Download this episode] In this week’s Squawk Box, something a little different, although we’re sure […]

Guard Frequency Episode 187 | Self-driving Thargoids

Guard Frequency - Tue, 10/03/2017 - 06:45
Greetings Citizens and Civilians, you’re tuned to episode 187of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on September 29th 2017 and released for streaming and download on Tuesday, October 3rd 2017 at GuardFrequency.com [Download this episode] In this week’s Squawk Box, we take a look at Uber’s competition. Next, […]

LORE BUILDER: 18 Government & Guns

StarCitizens.com - Fri, 10/17/2014 - 05:33

Hello and welcome back to Lore Builder, where we work with you, the community, to help build out the Star Citizen universe. As always, if you are new to this feature or the game in general, please consult the Caveats and Background Reading section listed in the previous issue to get an understanding of what’s already been established.

So, with that out of the way, let’s get started.

GOVERNMENT

For the past few weeks, we’ve been looking at the legislative branch of the UEE, specifically how that arm of the government was structured. After getting a robust list of potential bureaucracies, agencies and departments, we started looking at the division between local and Imperial governments to try and understand where one ended and the other began.

Thanks again to everyone who submitted ideas. There were some really interesting approaches to distinguishing these boundaries. Chaucer even presented a fictional news article.

As we continue to comb through the more detailed suggestions and further refine the nuances of government, here is a high-level look at the UEE structure incorporating a bunch of your suggestions and ideas.

OVERVIEW

During the Messer Era, the UEE was a pervasive presence in the lives of the populace (Carpe Caelum); they dictated everything from standardized architectural styles to how many rolls of nanowipes each family deserved. After the fall of the Messers, the government withdrew, eager for people to enjoy the freedom that had been denied to them for so long. They knew that they shouldn’t completely disappear — there needed to be guarantees that certain standards were being maintained for everyone — so they developed the Common Law: a group of baseline rights, privileges and standards that everyone in a UEE system could expect. (Amontillado)

These Common Laws include: fundamental personal freedoms, safety practices for structures and products, health services, basic education (Equivalency), a system to allow interplanetary trade and travel, jump point and exploration management, and a security force to protect from external alien threats and interstellar crime.

These Common Laws can be found/enforced on every planet (represented or not) in a UEE system. The planets within these systems can build upon these Common Laws if they want, but cannot lessen them (Ramblin, Ski).

PLANETARY CITIZENS

We’ve talked extensively about the Local and Imperial government, but what about Recognized and Unrecognized planets? If you aren’t familiar with the distinction, a planet is considered Unrecognized until it petitions the UEE for recognition. This can be granted based on the planet’s contribution to the Empire or its growth or because it has a valuable resource. Once recognition is granted, the Senate lets the planet choose its name (up to this point it’s officially known as its planetary designation (Sol III) even though it would already have a name created by locals) and allowed to elect a Senator.

So would Unrecognized planets have to abide by these Common Laws? In short, yes. If the system is claimed by the UEE, then the Common Laws apply, even to unrecognized worlds. As in the distinction between Civilians and Citizens among people, think of the recognized planets as Citizens and the unrecognized as Civilians. All are subject to the law, but Citizens/Recognized have the voice to try and change the law.

Now we’ll continue to flesh out this system, adding in some of the departments that were suggested as we go.

Moving on to next week’s topic, something you might possibly be interested in:

GUNS

As you are probably aware, Star Citizen is going to have a lot of pieces, from ship hulls down to smaller components like maneuvering thrusters. We have an internal corporations list that outlines all of the various manufacturers of these pieces and we’re developing style guides for each of them so they have a consistent look and feel to their parts. The goal is to infuse consistent design elements among the various parts so you could almost identify the manufacturer by the style of the part.

Therefore, we aren’t going to ask for corporations, instead we’re going to ask for Gun Names.

First off, here’s a format to work within:

Manufacturer: (chosen from the list below)
Gun Series Name:
Weapon Type: (energy, ballistic, plasma, neutron)
Naming Scheme: These weapons should come in various sizes 1-5. Do they have individual names for each class version, or a numbering system (Behring M3A = Size 1, Behring M4A = Size 2, etc.)
Tagline: How would they market this weapon? (“Behring M3A: The last word in any fight.”)

So now that you have the format, here are some Corporations that manufacture guns and a little description to help get your mind rolling on potential names:

BEHRING

Example Weapons: M3A, Mk III
Description: Terra-based weapons consortium. Outsources to a lot of designers and subsidiaries to be a one-stop shop for all your defensive needs. Think of it as a conglomerate of Springfield Arms and General Dynamics. They make guns, missiles, tanks, dropships, sentry drones, etc. mostly for the UEE military, but they build civilian models as well. Usually favor quantity of production over quality. Popular models: P4AR – Standard issue rifle for the UEE military, about as basic and recognizable as the modern M16. Also comes in the P4SC, a more compact and collapsible carbine version.
Adjectives: Very military-centric construction. Not a lot of flare. Very functional, utilitarian.
Further Reference: Galactic Guide Behring Applied Technology

A&R

Examples: Omnisky III/IV/V/VI/VII, PyroBolt C1/C2.
Description: Formed early in the Messer era by recent veterans Marcelo Amon and Travis Reese, A&R Co. is one of the oldest weapons manufacturers in the UEE. Due in no small part to their friendly reputation (especially to those who are currently or have previously been in the military) and their incredibly popular line of Omnisky laser cannons, it must be noted that the company always stayed in a neutral position during the time of the Messers. Never directly associating with or claiming allegiance to that family, while considered a huge risk at the time, has only bolstered the positive outlook the public has on this company, and insured its relevance in the UEE almost permanently. Their weapon quality has helped them erode Behring’s stranglehold on the civilian ship market. Very well liked by military enthusiasts. Tends to lean politically right.
Adjectives: Clean industrial, heavy, military.

KLAUS & WERNER

Examples: CF-007 Bulldog, CF-117 Badger
Description: Formed in 2893, Klaus & Werner makes guns, and they make them well. This simple philosophy was the brainchild of Hector Klaus, a successful weapons inventor who believed above all else that simplicity of design would triumph in a combat situation. They have some government contracts, but mostly trade in personal defense. Their line up is almost exclusively handguns, rifles and shotguns (both energy and hard-ammo). Popular models: Model II Arclight – handheld laser made famous as Kyle Fenris’ sidearm on the hit vid The Frontier.
Adjectives: Elegant, clean, good quality.
Further Reference: Galactic Guide Klaus Werner

HURSTON DYNAMICS

Examples: Volgin Coil A
Description: Hurston Dynamics is the United Empire of Earth’s premier producer and distributor of both quantum cascade lasers and a wide variety of electron guns. This family-owned company is also the single largest outsource producer of standard munitions warheads for military contracts and the third-largest refiner of antimatter precursor in today’s economy. Though few finished products bear the Hurston name, their raw materials and manufactured components are found in nearly every piece of space technology in flight today.
Adjectives: Old-fashioned, elegant, precise, family-owned.
Further Reference: Galactic Guide Hurston Dynamics

PREACHER ARMAMENTS

Examples: Justice XI/XII/XIII/XIV/XV, Alpha1/2/3/4/5, Peacemaker Stone/Iron/Bronze/Steel/Carbon
Description: Beloved by bounty hunters, local police and militia, Preacher prides themselves on making high-quality, reliable and effective weapons. Most of their media messaging and public persona tend to focus on justice, righteousness and black-and-white morality. The company was founded in 2931 by Kino Walton, who started modifying weapons out of his workshop. In 2940, Preacher was bought out by the conglomerate Eon Group, who ramped up their manufacturing and production capabilities to put Preacher products in stores across the Empire.
Adjectives: High-end, powerful, sleek, dark.That’ll do it for this week. As always, please try to keep responses as concise as possible, but we’re really looking forward to seeing what you come up with.

Until Next Time …

 

Stay tuned for more interesting news coming your way!

The post LORE BUILDER: 18 Government & Guns appeared first on Star Citizens.

Around the Verse Episode 17

StarCitizens.com - Thu, 10/16/2014 - 14:49

It’s the seventeenth episode of Around the Verse, the show for Star Citizen’s community! We’re working to build a program that interfaces you more directly with the team behind the game.

The seventeenth episode features a ship discussion with Travis Day! We’ll also spotlight the latest news from Cloud Imperium and the amazing work the fan community is doing!

MVP

 

Stay tuned for more interesting news coming your way!

The post Around the Verse Episode 17 appeared first on Star Citizens.

The Exploration Journals of Christian Meyer

StarCitizens.com - Thu, 10/16/2014 - 14:05
2943.10.13/02:36 LOCATION: VS-2/Vanguard

First day off. Set out through Orion and checked in with Yezzel on Armitage for his latest Vanduul movements. He was about to head out on a scrap run himself so he felt pretty confident. That might have been the booze talking though.

Though I have performed several expeditions into Tiber, Orion and Virgil, this marked the first venture into Vanguard. With equal parts exhilaration and abject fear, I set towards my first jump into new territory.

Upon exiting the jump point, I quickly found a quiet and dark place and sent out a drone for a scouting sweep. It eventually came back with an all clear and some interesting images. One of the planets showed signs of Vanduul harvesting. Even from orbit you could see the deep scars on the surface. Every time I see a planet being slowly consumed by the Vanduul, it gives me pause.

What are they using all these resources for? The incredible thing is how indiscriminate it appears their harvesting tech is. From my research, it doesn’t appear like they are isolating and extracting specific elements or ore, they simply scrape entire sections of the planet off.

If the system stays quiet, I will try to take a closer look.

Found a spot to power down. I’ve been losing efficiency on one of the cooling systems, so I spent the past few hours digging through the guts of the ship. The culprit turned out to be a switcher cable. I thought I just replaced that. I think I’ll be okay until I get back.

I’m about to crack open some foodstuffs and put the ship on watch.

2943.10.14/05:03 LOCATION: VS-2/Vanguard

I’ve been staring at the screen for about an hour, trying to calm myself down enough to start recording this. I got up after about six hours of sleep and did a quick check of the scans, seemed the system was pretty quiet the whole time. I went through my morning regimen (food, exercise, pills) before working out a course through the system. I was going to try and land on Vanguard III to get some samples of the Vanduul harvesting, so I flashed up the engines and set out. Such a stupid, stupid move.

I’ve been spending too much time in Banu and Xi’An space. I’ve forgotten what life is like out here and particularly rule number one: you always sweep before you move. That chilling realization lanced through my spine the second I accelerated. Then, almost on cue, I picked up a contact.

I cut off everything and went dark.

It was a Kingship. Whole sections of the massive capship’s skeletal frame were bare and exposed, indicating … actually, I want to be clear that all of this insight was in retrospect, so you don’t think I was being calm. When it was happening, the only thought ricocheting around my head was “please, please, please don’t see me.”

But based on the level of construction to their flagship, I think they must have been a relatively new Clan. The ‘younger’ ones (if that’s an accurate way to put it) use their initial raids to build onto their Kingship, “fleshing it out” as I once heard a bounty hunter call it.

I watched the Clan’s trajectory, ready to take off if they shifted a degree toward me. I was so focused on their path that I wasn’t paying attention to my own. I had cut the engines off so quick that I was still moving forward, right towards an asteroid about the size of a small space dock. With my systems down, there was no proximity alarm to warn me. The impact nearly cracked the hull.

Then the Vanduul Clan stopped. They set themselves in orbit of the harvested planet, sending down their own machinery to start processing.

Eight hours later they finally pulled their harvesters and Scythes back to move on. Finally the Clan disappeared into the jump point back to Orion. Hope Yezzel’s already back and under cover.

I spent the rest of the day patching up the ship and cursing my stupidity.

2943.10.14/12:41 LOCATION: VS-2/Vanguard

I sent out a few probes to make sure I was alone and slowly approached Vanguard III. I wasn’t going to risk getting too close to the planet, but I managed to position my ship for a good look down on the planet surface. Made me so glad I sold off my house for that new scan array.

Not all the Vanduul had gone. It was an encampment.

I had no idea that Vanduul ever stayed in one place long enough to have encampments.

I think if I post up on the opposite side of the planet (after yesterday, I’m not going to take any chances), I could sneak a short-range down for a closer look. This is unbelievable.

<<<COMMUNICATION STREAM ENDS

 

Stay tuned for more interesting news coming your way!

The post The Exploration Journals of Christian Meyer appeared first on Star Citizens.

Galactic Guide: Baker System

StarCitizens.com - Wed, 10/15/2014 - 14:28

Baker is a binary system consisting of two K-type main sequence stars surrounded by a relatively desolate collection of planets that range from completely uninhabitable to barely habitable. A Covalex shipping hub and a largely automated mining outpost are the sole bastions of civilization in the region. As usual, that’s only half of the story — the Baker system is also home to the “Able Baker Challenge,” arguably underground racing’s most dangerous event.

Baker’s claim to fame is twofold: it is one of the only binary star systems in the United Empire of Earth that is (technically) inhabited, and it lies just a single jump from the breadbasket of Terra. The first point has earned the system the attention of a large number of astrophysicists eager to study such a star setup within the confines of safe and patrolled space. The second is the reason for both the system’s high point of civilization — the shipping hub — and for its use as an underground racing arena.

Baker and the surrounding cluster were first charted in 2508, by the same expedition that first identified Terra. While Terra was reached and explored soon after the region was charted, Baker remained forgotten due to the fact that binary stars traditionally offer little of value to Humans. Even when a planet within a binary star’s green zone can be terraformed, the gravitic stress associated with passing close to (or between) two stars renders attempts at civilization a moot point.

The first successful jump transit to Baker occurred in 2676,
well after Terra had become established as a major player
in galactic politics. The jump point to Baker was discovered
by accident in the outer reaches of the Terra System,
and Baker was subsequently explored by a purely scientific
expedition. Formal territorial commerce rights were
awarded to the Terran government, which has quietly
partitioned them out to Terra-based concerns.

Inner Planets: Baker I, II & III

From a settlement-or-resources standpoint, Baker’s first three worlds were written off immediately after the system was charted. None can be terraformed in a fashion that will sustain life permanently, and none have resources that make traveling close to the system’s stars worthwhile. Baker I is a small planet with a dense iron core that is in a dangerously close orbit around Baker’s two suns. This proximity leads to an unstable orbital trajectory, and scientists posit that its orbit will steadily decay until it is subsumed by the larger star within the next one hundred and fifty million years.

Baker II is a typical smog planet, a sickly yellow-green worldlet with a dense and highly poisonous atmosphere. While not significantly crushed by the stars’ gravity during its rotation, Baker II’s atmosphere is so unsupportive of Human life that terraforming has never been a serious option here. In fact, the toxic mix is also incredibly corrosive to standard spacecraft hulls; the planet made headlines recently when a Freelancer piloted by suspected gunrunners attempted to hide out at Baker II only to find their ship literally dissolving out from under their feet. Baker III is an ice giant, a churning mass of white with deep blue veins. The planet’s circumference has increased noticeably since its discovery, something astrophysicists are keeping a watchful eye on.

Xenia

Xenia is a Covalex shipping hub constructed to support the burgeoning shipping industry in the Terra System. Xenia has expanded by leaps and bounds with the realization that operating through the station allows merchants to avoid the increasingly high tariffs associated with moving goods through Terra-based facilities.

The station itself has grown into a series of pre-fab habitation facilities joining together cargo bays to form a ring. These bays range from pressurized hangars for smaller ships to massive vacuum ‘wet docks’ capable of servicing the largest freighter designs. Larger ships flying under Covalex registry and carrying bulk goods typically disperse their cargo at Xenia, where private enterprise crews can pick up contracts for delivery to the surrounding systems.

Xenia is a great place for newly formed Freelancer and Constellation crews to learn the tricks of the trade, with the Xenia-Terra and Xenia-Gem runs being single-jump hops. There’s not a great deal of profit in helping Covalex avoid import taxes, but it is ideal for inexperienced crews looking to find their space legs. The station’s active job board is also a good place to pick up longer duration missions with higher payouts.

Baker IV

The final planet in the Baker system has no atmosphere or magnetic field, but it is home to very dense mineral deposits. Shubin Interstellar has been granted claim rights to the planet and a mining outpost named GIO is now the planet’s single feature. Spacecraft can come and go from GIO, although the Shubin-constructed facilities on the planet are spartan at best.

The Race

While Baker’s three inner planets may be useless in any formal sense, they have taken on new life as one of the galaxy’s most dangerous unofficial racetracks. The Able Baker Challenge, held once every six months on a date announced to the competitors only 24 hours before start time, pits pilots against each other and Baker’s innermost planets.

The challenge consists of three legs, connected by quantum travel phases which can only be initiated at specific locations. First, pilots must navigate the space that surrounds Baker III, which is filled with dangerous ice crystals that can impair instrumentation and severely hamper visibility. The second stage is called ‘breathing the vapors.’ This segment involves ring targets that are placed very close to Baker II’s toxic atmosphere. Pilots must navigate the course carefully to avoid hull damage. Finally, pilots must make their way to Baker I, where the final leg is a weapons-free race. Unlike more “civilized” events, racers are not immediately disqualified for the destruction of an opponent’s ship (although pilot kills are still forbidden).

This makes for one of the most dangerous competitions in the galaxy. Navigating the course is considered a badge of honor among underground racers, although official racing teams avoid the Able Baker Challenge for the most part. As it is an unofficial race organized by unknown concerns, the challenge has no rules concerning weapons or other safety procedures, other than the final weapons-free stage. Especially competitive racers have been known to gun down opponents even in early race phases in order to gain an edge.

Visitors should also be aware that the underground nature of the challenge has led to a significant number of casualties among amateurs. With Terra only a jump away, there tend to be far more of these amateurs than would typically be expected. Baker’s inner band is littered with the destroyed remnants of freshly purchased racing ships.

Stay tuned for more interesting news coming your way!

The post Galactic Guide: Baker System appeared first on Star Citizens.

Letter from the Chairman: $57-58 Million

StarCitizens.com - Wed, 10/15/2014 - 14:15
Greetings Citizens,

THANK YOU. Over the weekend, we hit both the $57 and the $58 million crowd funding marks, an incredible achievement in itself and one that means we can continue to support and expand Star Citizen. I’m grateful for a lot more than just your backing Star Citizen. Getting to spend Friday at CitizenCon with backers was an amazing experience, and one that confirms that what we are doing here is special in more way than one. It’s hard work to set up these events… but more than worth it for the chance to talk face to face with people that are just as excited about the game and universe as we are on the Star Citizen team. I hope you enjoyed hearing from the various studios and getting your first look at the detail we intend to infuse the persistent universe with. As I said in the presentation: we’re just getting started!

Eagle-eyed backers have noticed a shot of the Gladius in the Hangar during our presentation on Friday. That shot is actually part of a short video put together by Foundry 42 to keep the rest of the team updated on the status of their ships, which include the Avenger, Gladius, Gladiator and Retaliator. In honor of hitting two stretch goals in one weekends, I’d like to share that video with the world. The military ships aren’t quite done yet (there’s still animations, damage stats, sound effects, internal details and the like) but I think they’re looking great. See what you think!

We’ve also just put online a stereoscopic 3D version of the Cutlass commercial. It’s our first 3D commercial, and I think it’s pretty cool. You can check it out for yourself here.

At $57 we hit the first of the Wave Four ship unlocks, the recently-elected Endeavor-class Research Platform! Here’s the initial design description:

  • MISC Endeavor-class Research Platform – The MISC Endeavor is the company’s most prestigious ship: a dedicated research platform capable of carrying a dozen different space science packages, running the gamut from advanced long-range scanners for jump point identification to additional shielding for near-stellar corona research. Externally, the Endeavor is dotted with sensor hardpoints; internally, the main compartment is centered on a large research laboratory which can be configured for use by a wide range of scientific disciplines. The Endeavor’s main compartment is modular, allowing an alternate configuration as a Hope-class floating hospital. This variant is employed by the UEE and other organizations as battlefield support, capable of getting Marines and pilots back to the battle as quickly as possible! When outfitted as a hospital, the Endeavor’s docking bay is capable of maintaining a single Cutlass Red ambulance. The Endeavor has also found its way into the service of less reputable organizations, where it can has been modified for everything from narcotics production to black market surgery.

Since we reached two stretch goals so quickly, we did not have time for an additional ship poll. Instead of picking the two highest from the previous poll, I’m going to go ahead and announce the last winner as the $59 million stretch goal ship and start the poll for $60 million with the remaining options. I’m a fan of seeing the community debate these things, and as the pool of options decreases it’s great to see backers “campaigning” for their favorite option. Have at it!

We aren’t forgetting $58 million, though. In honor of the goal, we’re giving 10,000 UEC to every backer that you can use for upgrades and flair in the Voyager Direct Store. I’d advise you hold on to the creds: we’re going to have some cool configurable weapons and other upgrades for Arena Commander in the near future! 10,000 UEC may not seem like a lot, but at this stage in the game it actually means we’re giving our backers several million dollars to outfit their ships!

Here’s the next ship winner, which you decided would be the repair platform:

  • Anvil Aerospace Crucible – A so-called “flying toolbox,” the Crucible is the ship you want on your side when you suffer an asteroid collision or survive a pirate attack! Structurally, the Crucible consists of a cockpit, drive unit and workshop. The Crucible’s workshop is versatile: it can be used as a base for conducting EVA repairs (complete with requisite tool storage) or it can use magnetic grapplers to attach directly to a ship hull. In this situation, the workshop actually opens to space and allows a repair crew direct access to a damaged ship. The workshop can either maintain artificial gravity or allow for zero-g repair operations, depending on the needs of the mission. The Crucible’s cockpit is also outfitted with an array of repair tools, including dual purpose mounts that can exchange weapons for tractor beams and remote manipulator arms. The Crucible is also part of a larger planned repair system. For larger project, independent sections of support struts and drive units, called the Miller ERS (External Repair Structure), can be locked together to form a sort of scaffolding around a damaged starship, the next best thing to an orbital drydock. A standard ERS unit includes a small drive, thrusters, magnetic attach points and modular hardpoints for mounting tractor beams, repair tools or weapons. ERS segments each have a code defining their shape (P1 = Straight section, P2= Left turn, P3 = Right turn, etc.) with the multiple layouts allowing extensive zero-gravity construction as necessary. In the case of damaged capital ships, like the Navy’s Bengal carriers, hundreds of ERS units might be formed into a latticework serviced by a dozen or more Crucibles.

The Crucible should be another great beyond-combat ship that will help expand the roles available in Star Citizen’s persistent universe. Now, go vote for the next one… and convince everyone else on the forums that they should, too!

Again, thank you for the support. Thanks to the incredible response you gave us at CitizenCon, the entire team is charged up and ready to show you what else we can do. It’s going to be good!

— Chris Roberts

Stay tuned for more interesting news coming your way!

The post Letter from the Chairman: $57-58 Million appeared first on Star Citizens.

10 for the Chairman – Episode 41

StarCitizens.com - Tue, 10/14/2014 - 07:39

Chris Roberts answers your questions about Star Citizen in the latest edition of Ten for the Chairman!
Chris answers ten questions chosen from development subscribers in each show.
Want your question considered? Learn more about subscriptions here.

Stay tuned for more interesting news coming your way!

The post 10 for the Chairman – Episode 41 appeared first on Star Citizens.

CitizenCon 2014: Persistent Universe Demo

StarCitizens.com - Tue, 10/14/2014 - 07:30

Did you miss the CitizenCon livestream? Check out the Persistent Universe demo we presented!
This live demo was put together by the team at Cloud Imperium Games Austin to give you your first taste of Star Citizen’s living universe.

Stay tuned for more interesting news coming your way!

The post CitizenCon 2014: Persistent Universe Demo appeared first on Star Citizens.

Drake Cutlass Commercial… in 3D!

StarCitizens.com - Tue, 10/14/2014 - 05:34

Greetings Citizens,

Want to see the Drake Cutlass in a new light? We’ve put together a stereoscopic 3D version of the commercial, available here! We hope you enjoy the battle between a Cutlass pilot and a hapless Vanduul in an all-new way; let us know in the comments if you’d like to see 3D versions of future commercials!

Interested in learning more, or picking up your very own Cutlass? You can find out about the Drake lineup here!

 

Stay tuned for more interesting news coming your way!

The post Drake Cutlass Commercial… in 3D! appeared first on Star Citizens.

Letter from the Chairman: $56 Million

StarCitizens.com - Mon, 10/06/2014 - 15:16
Greetings Citizens,

We’re going to have a lot of salvage crews roaming the ‘verse! I’m especially happy that the Reclaimer has captured your imaginations; Star Citizen is lot more than just dogfighting, and the fact that so many backers have added Reclaimers to their fleet confirms my feeling that a working universe is much more interesting than just a battlefield. We will continue to focus on adding interesting gameplay mechanics that encourages co-operative play, allowing players to pursue many diverse roles.

Let me take this opportunity to invite everyone to CitizenCon! We will be livestreaming the anniversary presentation on Friday at 7 PM PDT. CitizenCon will be a celebration of how far we’ve come… and a chance to show you where we’re going. Expect to hear updates from each of the project’s studios with a few surprises included. If you can’t make the event live, everything will be available in the Comm-Link shortly afterwards.

At $56 million, you unlocked a user-voted upgrade for Arena Commander! Every backer will be awarded the J-Span Cryo-Star united detailed below, which will become active in a future patch:

  • J-Span Cryo-Star: Award-winning designers at J-Span have produced one of the most advanced cooling systems yet. The Cryo-Star utilizes a new kind of liquid cooling technology guaranteed to keep your engines cool without sacrificing power. This Arena Commander upgrade will be given to all players who pledged before we reached the 56M goal.

Last week, I asked you to select the role for our first ‘fourth wave’ Star Citizen ship. The results of the poll also confirmed my belief that the community understands the broader reach of Star Citizen: an overwhelming number of backers voted for the research and hospital ship! You can find the first details below:

  • MISC Endeavor-class Research Platform: The MISC Endeavor is the company’s most prestigious ship: a dedicated research platform capable of carrying a dozen different space science packages, running the gamut from advanced long-range scanners for jump point identification to additional shielding for near-stellar corona research. Externally, the Endeavor is dotted with sensor hardpoints; internally, the main compartment is centered on a large research laboratory which can be configured for use by a wide range of scientific disciplines. The Endeavor’s main compartment is modular, allowing an alternate configuration as a Hope-class floating hospital. This variant is employed by the UEE and other organizations as battlefield support, capable of getting Marines and pilots back to the battle as quickly as possible! When outfitted as a hospital, the Endeavor’s docking bay is capable of maintaining a single Cutlass Red ambulance. The Endeavor has also found its way into the service of less reputable organizations, where it can has been modified for everything from narcotics production to black market surgery.

Whew; this should be a good one! Next up, though, you’ll need to vote for the second Wave 4 ship. We’ve removed the winner and the lowest-performing ship, the salvage tug, from the options… it’s up to you to decide which ship we announce next. I look forward to seeing which you pick.

Until then, thank you for your continued support! Your belief in the world we’re building together is what makes everything possible. I can’t wait to show you what we have up our sleeves for Friday, so be sure to check back then. And tell your friends: the Best Damn Space Sim Ever is coming!

— Chris Roberts

Dont forget to vote!
Stay tuned for more interesting news coming your way!

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