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  1. Xi'an Dictionary Xē’suelen! Welcome to the Xi’an dictionary. In it, you will find a compilation Xi’an words, along with their translations. The legend at the top serves as a guide to the abbreviations for parts of speech used throughout the dictionary. This is a living document. It will change as the Xi’an and their language are developed. If you’d like to participate in the development of the Xi’an language, we’d love to have your input! Please visit the Xi’an Language subgroup in Spectrum and introduce yourself. Until next time, yanlēkol! LEGEND OF ABBREVIATIONS Abbreviation Part of Speech cnj. Conjunction clq. Colloquial col. Color con.CAS Conversational Phrase (Casual) con.FOR Conversational Phrase (Formal) con.SEMFOR Conversational Phrase (Semi-formal) deix. Deixis (Indicates distance from speaker or current point in time) elm. Elemental (more commonly referred to as tai when discussing Xi’an grammar) elm.CMP Elemental Compound (typically behave like a normal tai in sentences) elm.CMP.for Formal Elemental Compound elm.SRV Elemental from the Service Dialect idm. Idiom line Xi’an family Clan Name n. Noun name A name (Term of address for another person) nlz. Turns a tai or phrase overtly into a noun. nlz.ClT Enclitic Nominalizer (Binds to the front of tai to make them into nouns.) num. Number pn. Pronoun PN. Proper Noun (Name) PN.feml Proper Noun (Female Name) PN.male Proper Noun (Female Male) pn.NEU Neutral/Polite Pronoun (Safe for everyday use.) pn.PEJ Pejorative Pronoun (Caution. Highly insulting.) pn.REV.for Formal Reverential Pronoun (Rare in normal conversation.) PN.role Proper Noun (Occupation (Part of common Xi’an names. Comes before the personal name.)) pn.SRV Service Dialect Pronoun (Sometimes used when speaking the Proper language.) POS Part of Speech Q Question Term Q.sffx Question Term-forming Suffix rel. Relational Particle slng.GEN General Slang slng.SRV Service Dialect Slang v.FAM Familiar Verb Form (Use only with close friends or family members.) v.IMP Imperial Verb Form (Required when speaking about the Emperor or Empress) v.LAUD Laudative Verb Form (Used to praise people, things, situations, etc. Never use when referring to yourself.) v.NEU Neutral/Polite Verb Form (For everday use in public.) v.PEJ Pejorative Verb Form (Used to criticize or humiliate. (Do not use if not fluent.)) v.REV Reverential Verb Form (Used to express deference or humility to listeners.) vcp. Verb Clarifying Particle (tai used to augment verb mood, aspect, etc. Immediately follows the verb.) XI’AN DICTIONARY Xi’an Term POS Translation to UEE Standard – (∅ o) v.FAM do (the o is dropped /null, missing/ in the Familiar verb paradigm) .ā vcp. [imperfective/progressive/contiuative] .āl .ā elm. continuation; (forward) movement .a’u elm. here/this .ā’u pn. this (thing) .aiy’a pn. yon thing .ām col. niveous .ath elm. getting along; managing; faring .ath’a cnj. and fittingly; and so; then (after “if”-clasue) .au’o elm. ice; snow; frozen liquid .axy.oa? con.CAS Ça va? (cf: o .ath .u m.uexy.oa?) .ay’ā elm. dream; see a vision .ay’o pn. that (thing) .ē v.REV eminate/reflect .e’o elm. there/that (near the listener) .eu’a deix. that distant (after an indicated noun) .ey’o deix. that (near you) (after an indicated noun) .i elm. choice; selection .i’a elm. there/that (away from both speaker and listener) .ii elm. multiply; duplicate; breed .ithl’e’a elm.CMP moral; ethical; “the right choice” .ō v.REV do .oa’i rel. until .ōn col. viridian .u’a elm. over there/that (remote (and out of view or reach)) .u’uth elm.CMP also (as an adverb) .uai elm. go .Uy’ii PN.feml Uyíí (h)ai pn.SRV you [V.] sā tao’ra idm. “perhaps one day ____” a elm. object; tangible thing a. nlz.CLTC [concrete/tangible thing; object] a.thl’ē’kol con.FOR “Goodbye; Farewell” a’k.ii elm. aunt (mother’s or grandmother’s younger sister when elder) a’ki elm. aunt (mother’s or grandmother’s younger sister) a’o.u’a pn. that thing beyond a’ran elm. tenacious; stubborn; relentless a’xy.oa Q. what (concrete) thing? a” elm. fit; fit into ahual elm.CMP anything (any physical thing) ahyan elm.CMP everything (of physical things) Āi PN.feml Aai aith elm. health; good health; healthy al rel. out; outside al elm. outgoing; external; projecting externally; depart; exit; export āl elm. sub conscious meditation; fugue meditation; reverie aloa elm.CMP meal (also atenloa in more formal contexts) alye’lye elm.CMP arrow; spear ān pn.SRV we (exclusive) an” vcp. [conditonal (“when”)] an’lai (often followed by .ath’a) an” elm. inevitability ang nlz. [noun phrase clause head] ao elm. company; corporation; corporate; business entity aryā’su elm.CMP flavor or smell (of food, etc.); trace (of something no longer present) ateyā elm.CMP the thing preferred; the preference; what ‘I’ want. cha v.FAM cause/produce/effect chā’e elm. eye; vision; look at; regard; spy chai elm. technology; hyper-complex tool chai elm. informatics; technology; engineering chainunya elm.CMP robot; (speficially an android) chao elm. organization (for societal good) che’a num. million 1,000,000 che’aile’a num. 6,000,000 che’aile’a u le’a num. 6,000,006 che’ny.ax’ē elm.CMP society; societal (chen nya xē”) chen elm. life and its associated experiences; live (one’s life) chi vcp. [temporal inflective] chil chi elm. now (in juxtaposition to the immediate past) chi’a v.LAUD equate chi’sa elm. facet; aspect; attribute Chii line Chii chii’hua elm. zesty; spicy ching elm. true; truth chō’a elm. thanks; appreciation; gratitude cho’ro slng.GEN we inclusive (dual (pejorative)) slang (I + you) chong pn.PEJ I (note: only in specific cases) chu’a v.FAM be of a class chu’ro slng.GEN we inclusive (plural (pejorative)) slang (we (exclu.) + you) chuai elm. rock; stone chuaihyao elm.CMP asteroid chuao elm. give (sense of “a gift”; something beneficial; donattion; grant) chue pn.PEJ we (note: only in specific cases) chui elm. water; liquid Chy.ōn.uā name step-mother (mother’s spouse who does not parent you directly) Chy.ōny.ū name step-father (mother’s spouse who does not parent you directly) Chya’na name “Mommy” (pre-Service) chye’o elm. large city; metropolis chyi elm. “parent” (member of a mother’s pyā’hai); nurture Chyi’n.ā name “Mom” (post-Service) Chyi’y.ū name “Dad” (post-Service) Chyu’i name “Daddy” (pre-Service) e v.NEU eminate/reflect e v.FAM eminate/reflect e rel. of e (e’.ā) yo” idm. stay alive; survive; live (especially of the elderly) e huang (yo X)/(ang X) idm. important that e ngiing (yo X)/(ang X) idm. doubtful that e ngimyā (yo X)/(ang X) idm. imperative that/a must that e ngisū (yo X)/(ang X) idm. certain that e ngisya (yo X)/(ang X) idm. necessary that e ngye’a (yo X)/(ang X) idm. likely that e pyan .u po _____ idm. intuit that X; sense that X e ta’kya idm. be drunk; be high; be wasted e thle’a idm. be proper; be correct; e ya’ue (yo X)/(ang X) idm. possible that e yal idm. be conscious; have consciousness e yo hyē idm. be simple e yo to’ath idm. lack a talent for X e yo tūn idm. simpleminded; be dumb e yo yal idm. lack consciousness e.ny’ii elm. biological sibling (younger) e’a vcp. [predictable (“likely”)] e’al e’a elm. likely; predictable but not assured e’e [pred.] .u _____ [subj.] idm. resemblance; X resembles Y in Z E’n.ā name Little Sis (endearment term from older sibling to younger sister as an adult) E’na name Lil’ Sis (enderment term from older sister or brother to younger sister) e’nu elm. minor; lesser; smaller; enclosed; inferior; encompassed e’so col. transparent; clear E’ui name Lil’ Bro (endearent term from older sister or brother to younger brother) e’xyoa? con.CAS “How are you? (feeling)” E’y.ū name Little Brother (endearment term from older sibling to youger brother as an adult) en elm. pyā’hai sibling (younger) gu pn.SRV It (inanimate) gun pn.SRV they (inanimate) h.ān elm. internal turmoil; being conflicted h.eng elm. broken; break; flaw; inconsistency h.ey’an elm. patience; waiting patiently h.uet’eth col. aurulent h.ūn elm. labor; work (manual work) hā’a elm. excess; over; excessive; exceed ha’ha vcp. [moderate emphatic] ha’nue elm. excited; engaged; turned on; enthusiastic ha” vcp. [strong emphatic] hai elm. confidant; buddy; friendship with trust hao v.LAUD be of a class he’.u’i rel. on top of; on (touching) he’o elm. dedicaiton; commmitment; commit to he’u rel. above hi’cho elm. kit; set of tools; gear hi’ho elm. infant cousin (neice or nephew) “any baby to whom one is related” hii elm. younger juvenile cousin of a juvenile Hiin line Hiin ho elm. quiet; silent; secret; hidden ho’a rel. right of; on the right of; toward the right hon vcp. [tendential (“tendency”)]; X tends to do/be Y hoth elm. read hu num. zero 0 hū’hu tā’ta elm. so so; mediocre; not good and not bad huā elm. most; (superlative) hua’ua elm. humor; joke; funny hual elm. any; whichever; whatever huang elm. important; importance; matter; import hue rel. between (2); among (many) huen elm. split; share; divide hui elm. system; organized set; layout hui’a elm. contemplate; conscious meditation; iterative thought huiāl elm.CMP explore through meditative contemplation huiso’a elm.CMP musculature huitā elm.CMP neighborhood huitia elm.CMP mathematics huityunguo’a elm.CMP grammar (of a language) hung elm. older; senior; sr.; high in status; high-grade huo elm. hearing; audio input hyan elm. each; every hyao elm. sky; space (outer space); the area between planets. hyaokyu elm.CMP sky (daytime) on a world with an atmosphere hyaotan elm.CMP outer space; (“the black sky”) hyath elm. military hyē elm. complexity Hyen” line Hyén hyi elm. prestige; fame hyo elm. sphere; spherical; orb; ball hyopyen elm.CMP ammunition; bullets; ammo (hyopy.enr’o) hyothen elm.CMP eyeball Hyū’mân elm. empire; kingdom hyūn elm. part; role; function i” elm. touch; contact with X ia elm. “epic” (holy, in the sense of ‘beyond belief’) ii elm. light; brightness; shine ii’a elm.CMP plant (generic term for plant); flora (juxtaposed to fauna) ii’lio elm.CMP moss; lichen ii’sauo elm.CMP tree or very large bush ii’sauo elm.CMP tree ii’ten elm.CMP vegetable; fruit; edible leaves; etc. ii’tung elm.CMP plant; bush; groundcover ii”. nlz.CLTC [vegitation; plant; tree; moss; lichen, etc.] IIth PN.feml Iith ing vcp. [dubiative (“dout”)] ing elm. doubt Jh’an elm.SRV Xi’an k.ay’o deix. there (near you the listener or where we both can see IÕm indicating) k.et’ao elm. promise; assure k.eth elm. weapon; simple weapon (as a knife; club; (with no moving parts)) k.ik’a elm. surprise (happy; positive) K.om’o PN.feml Komó k.ua num. five 5 k.ur’a elm. excitement; intense physical or mental joy; exciting k.yāi elm. genuine fear; being frightened; afraid; fright k’ya elm. fighting; fight; battle ka rel. in; at; on ka’hual elm.CMP anywhere ka’i.y’a deix. yonder (far away from both of us, but at a perceptible distance) ka’lye elm.CMP goal; destination; target ka’o.u’a deix. beyond (so far away that we cannot see or easily reach that place) ka’uōng elm. toilette room; place to relieve onself ka’xy.oa Q. where? ka” elm. place; location ka”ii’a elm.CMP farm for crops ka”ma’a elm.CMP animal farm kāi elm. maintain; maintenance; repair kal’tu n. dire fly (a deadly flying insectoid) kao” deix. here (near me the speaker) kar’tu n. dire fly (variant pronunciation of kal’tu) ke’u elm. size ken elm. long (of a physical thing); tall (of a person or animal) ki’a vcp. [abstractive; metaphorical mood] ki’al ki’m.ethl’e elm.CMP headache ki’meth elm. pain; physical suffering ki” elm. attach; hook up; hook into; plug in kii’uo elm. intoxicating; aluring; draw; charm; seduction kiil col. cerulean Kl.ō line Kloh kl.u’i rel. touching or attached or riding on the back of kl.u’o elm.CMP previous (in sequence) klu + o” Kli’thla PN.male Klithla klo elm. ground; surface of a planet; touching down klu rel. behind ko vcp. [preistantiative (“already”] kol (“not yet”) ko’i rel. into (sense of dividing) ko’t.a elm. question; inqiry; inquisitive ko” elm. distance koa elm. race kōl elm. positivity; approval; satisfaction kon elm. get; acquire; obtain; buy Kr.ē line Kray Kr.ū PN.male Krew kr.ūth elm. death; dead; die; perish kra’pāng elm.CMP extatic; bliss; exultant kran elm. work (non-laborious); mental focus and effort; contribution to society kren elm. enough; suffice; sufficient kri elm. sense of one’s genuine feelings juxtaposed against what society might consider proper and polite ku pn.NEU It (inanimate) kū num. ten thousand 10,000 ku’ya elm. rude; impolite kua elm. feeling (opinon; non-religious belief based on experience) kuai vcp. [passive/ergative] kuair elm. class of light (space) fighter; also scalpel; blade (for surgery) alt: QHIRE (marketing spelling) kuām rel. beyond kuāo elm. ancient word for a defunct Xi’an currency; slang for money; “dough, bills, etc.”; idiom e yo kuāo y.ui ____ “don’t have it in one to do something about ________” kuaxue’a elm.CMP neophyte; inexperienced; novice (nyakuaxue’a) kue” elm. force; thrust; push kuen elm. money; currency; credit(s) kui elm. amount kui’xy.oa Q how much (volume)? kuihual elm.CMP any amount; however much kuing elm. practice; exercise kum pn.NEU they (inanimate) kuo. nlz.CLTC [complex tool for X] kuōa n. computer Kuoth line Quoth kuoxuan elm.CMP complex game; video game console; jet ski, etc. for entertainment kuth col. xanthic kye elm. letter; character; glyph; symbol Kye’na name “Daughter” (endearment term for non-biological daughter) kye’nua elm.CMP pyā’hai daughter kyen’yu elm.CMP pyā’hai son Kyen’yu name “Son” (endearment term for non-biological son) kyen” elm. non-biological child within a pyā’hai (kye’nua (d.), kyen’yu) kyexiin elm.CMP script; alphabetic letter kyi elm. breath; breathing; respiraiton; sigh kyi’yāngp.uāng elm.CMP snoring; making breathing noises while asleep kyo elm. department; group; section; troup kyu elm. air (to breathe); gas kyun num. ten 10 kyuni’pu.ai num. thirty 30… kyunisyen num. twenty 20 L.ao PN.male Lao l.ea elm. feeling (emotional status) l.ō v.REV be of a class l.o’a num. nine 9 L’ai elm.CMP “Boy”/Grand-son (endearment term from grandmother to child or adult) la elm. open lā elm. art La’na elm.CMP “Girl”/Grand-daughter (endearment term from grandmother to child or adult) la’nua elm.CMP grand-daughter lang’yōn elm.CMP quasi-grand-child lang’yōnua elm.CMP quasi-grand-daughter lang’yōnyu elm.CMP quasi-grand-son lang’yu elm.CMP grand-son lang” elm. grand-child lē pn.NEU you le’a num. six 6 le” elm. head (of a body); center (of an activity); central len elm. peace; peaceful; without issue; smooth leth elm. speed; fast; quickly li’chen elm.CMP “one’s life” – the course of life that a person lives including experiences li’o elm. flat; low to the ground li” elm. one’s path in life; the course of one’s life lo v.NEU be of a class lo’e rel. in; into (sense of putting inside or entering) loa elm. eat; drink; consume; swallow lū’.i’a elm. pray; prayer; entreatment to the supernatural lu” elm. town; medium-sized city lua pn.REV It (inanimate) luai elm. alien; foreign; strange luam pn.REV they (inanimate) lue elm. relate; relate to; be realated to; connect; relationship; connection lui elm. knife; cut; slice lūl col. ianthine lung elm. guess; estimate; approximate; roughly; more-or-less Lyā line Lyaa lye rel. targeting; focusing on (from lye’lye) lye’lye elm. direct; direcly; directness; n. “arrow” alyelye lyii num. hundred 100 lyon elm. advice; counsel; recommendation (when asked); analysis m.a pn.SRV he/she m..aman” slng.SRV “crazy like a human” (positive connotation when having a good time) m.an pn.SRV they m.oa elm. all, whole, entirety; complete m.oat’en elm.CMP almost all; almost to the last m.ue elm. method m.ueh’ual elm.CMP any way m.uexy.oa Q. how (which method)? m.ūng elm. sadness; gloom; depression ma. nlz.CLTC [animal; creature (incablabe of communication with people)] ma’a elm.CMP animal (generic term); fauna (juxtaposed to flora) ma’ma slng.SRV “beast, monster” (a person behavng like an animal; out of her/his mind) mā’nga elm. struggle; challenge mām elm. rich; hearty; full; robust maten elm.CMP meat; animal parts eaten as food; animal protein maxyiing elm.CMP wild animal; beast; monster; monsterous men elm. juvenile cousin, niece or nephew (of an adult) mo vcp. [presumptive (“seeming”/“apparent”] mo elm. appearance; seem; seems (VCP) mo’u v.LAUD try/attempt (››› yo _____) mu’.a’ōng elm.CMP indulgence; guilty pleasure mu’a elm. pleasure; delight mua elm. small town; village my.ū elm. aunt (mother’s older sister when elder) mya elm. clean; untained; cleanliness myā vcp. [firm imperative] myāl myii’sa elm. yawn; yawning; displaying exhaustion myu elm. aunt (mother’s or grandmother’s older sister) n.ao elm. tint; color n.eng elm.CMP visit; travel to N.il’ē PN.feml Niley nā v.FAM want/desire (››› yo _____) na” vcp. [interrogative] nai elm. grasp; perception; understanding; having caught soemthing (said or presented visually)) nai’an rel. in exchange for Nai’na name “Sweetie” (to a female from a male or female) nai’yeth elm.CMP knowledge and understanding (knowing grasp) naihuo elm.CMP having heard something; catching something by hearing it nāl elm. piloting (in 3D space) nāl elm. piloting; flying (in 3D space) ne’a rel. left of; on the left of; toward the left Nē” PN.feml Nay Ng.ām PN.male Ngaam ngā’l.o elm. honor; respect (external (between parties)) ngi elm. essence; core; central concept; constitution; crux ngi. nlz.CLTC [“-ness”/“-ment”/“-cy”]; essence of X ngilen elm.CMP peaceful; peace-centric; peace“loving” ngisath elm.CMP style; aesthetics; the way something is designed ngiti elm.CMP useful; utilitarian; functional ngiton elm.CMP full of nourishement; nourishing; energizing ngixuthle’a elm.CMP dedication (to an effort or cause); effort ngo elm. sweet, as in the sense of a gesture made by a child or a pet animal ngua elm. sex; sexuality; sensual; physical pleaure from intimate contact ngya vcp. [subjunctive (“if“)] ngyal (often followed by .ath’a) ngya elm. ambiguity ngyai elm. search (for something); seek out ni elm. biological child (daughter (ni’nua) or son (ni’yu)) ni’nua elm.CMP biological daughter ni’yu elm.CMP biological son nii elm. just; only; limit ning rel. against; opposing (as in battle or negotiations) no elm. hand nō elm. detail; precision no’a pn.NEU I no’e elm. gender; sex; sexual differentiation noth vcp. [reccomendational (“suggestion to do X” (to someone else) from noth, suggestion)] nu elm. form; shape; in the form of; in the likeness of nū pn.SRV I nu’a elm. fresh dead meat ready for consumption nua elm. female nua.yii” elm. mother (clinical term) nua.yii” elm.CMP biological mother, clinical term Nua’n.ā name Mother (reverential) Nua’n.ā name Mother – The polite & reverant word for another’s mother or one’s own Nuana name Mom (post-Service) Nuana name Mom – what adults call their mothers affectionately nuang cnj. nui + ang (“in order to”) nuate’.ah’a n. hot woman; babe; belle Nuaxyii’ua PN.role Matriarch nui rel. for; toward nuika’lye cnj. in order that nūn col. luteous ny.as’eyo” PN.role EMS nya elm. person nya. nlz.CLTC [person who does X; “-er”] nya.li” PN.role clergy nya’h.ūn PN.role laborer nyā’i elm.CMP spouse nya’m.oa PN.role philosopher nya’n.eng elm. visitor; guest nya’p.ū PN.role politician nya’p.ūh’uesao PN.role diplomat nya’s.āth elm.CMP.for “your people” (contraction of nya se s.āth) FORMAL nya’t.ōng PN.role caregiver nya’t.ōng•’o PN.role supervisor; manager; director (of programs or processes) nya’t.ōngn’ya PN.role supervisor; manager; director (of people) nya’t.ōngya PN.role (legitimate professional certified) bodyguard nya’t.ot’en PN.role farmer nya’t.oy’an PN.role teacher nya’tye elm.CMP thief; pirate nya’xy.oa Q. who? nya•o.se” PN.role assistant nya•oa PN.role programmer/computation engineer nya•osen’p.u PN.role promoter (advertiser, marketer, etc.) nya•oten PN.role cook nya•otō PN.role financial person nyachai PN.role technician nyahai elm.CMP friend; trusted ally nyahaipāng elm. trusted intimate parter; lover (haipāng colloqially) nyahual elm.CMP anyone (any person) nyahuitia PN.role mathematician nyahyan elm.CMP everyone nyāi’na elm.CMP wife nyāi’ny.ū elm.CMP “Son in Law” of biological son nyāi’nyaiyu elm.CMP “Son in Law” of biological daughter nyāi’nyana elm.CMP “Daugher in Law” of biological daughter nyāi’nyuna elm.CMP “Daugher in Law” of bioligical son nyāi’yu elm.CMP husband nyalā PN.role artist nyanāl PN.role pilot nyapōnghyi PN.role augur (professional mating advisor) nyarai PN.role hauler nyasaotō PN.role business person nyasath PN.role designer nyasathtā PN.role architect nyasēng PN.role police nyatiing PN.role doctor/medic (non-emergency) nyatyung PN.role lawyer nyaxiin PN.role writer nyaxyiing elm.CMP wild person; barbarian; slang for ‘pirate’ nyaxyo PN.role home-keeper (staff member of an estate) nyayan PN.role student nyayan’u.ii PN.role scientist nyayan•uo’a PN.role linguist Nyii’ni name Mommy (pre-Service) Nyii’ni name Mommy – what small children call their mothers nyo.āng” pn.REV we (exclusive) nyo.uē” pn.REV We (inclusive) nyo.uēm” pn.REV.for “All of us” (FORMAL) nyo’a pn.REV I Nyū’nu name “Darling” (to a male from a female) nyun elm. room; chamber o v.NEU do o ta’kya idm. get drunk; get high; get wasted ō’nu elm. greater; larger; enclosing; superior; umbrella; encompasing o’s.o’e elm.CMP engagement; interaction o” elm. order; sequence (ordinal number marker, eg. y.ath’o = first) oa elm. information okuaichyo’a cnj. however; “that having been just said” ōm elm. magnetism; magnet; magnetic; something magnetized ōng elm. the self; reflexive p.ān elm. explode; “boom”; “bang” p.ap’a elm. sameness p.oa’u pn. this (idea; situation, condition) p.u elm. good p.ū elm. politics; government (administrators) p.uai num. three 3 p.uan’i rel. touching or attached to the underside of p.uay’a elm. hot (of tempearature) p.ue’o pn. that (idea; situation, condition) p.ui’a pn. yon somewhat atypical idea; situation, condition p.uthl’e’a elm.CMP “good and proper” – beneficent pa vcp. [perfective] pal pa elm. completion pa.pa’ elm.CMP (precisely the) same pā’an elm. explode; “boom”; “bang” pa” elm. same; repeat pān elm. mathematics; math pāng elm. sexual activity pe pn.PEJ It (inanimate) pe’ath col. xanadu pem pn.PEJ they (inamt.) pen rel. after; following peng num. thousand 1,000 piith elm. line (of something); row; column of writing ping elm. small; little; few po nlz. [noun phrase clause head for “the case that”] po elm. abstract; abstraction; idea or feeling of X pō nlz. po contracted with o po. nlz.CLTC [intangible thing or condition; abstract idea] pō. nlz.CLTC [act of doing X] po’.u’a pn. such an (“out there”) idea; situation, condition Po’a line Póa po’e nlz. po contracted with e po’lo nlz. po contracted with lo pō’po elm.CMP intense activity; exertion; effort; going at it; intensity; fervor pō’t.ōngp.ū elm.CMP compulsory service to the Empire po’to nlz. po contracted with t.o po’xy.oa Q. what (abstract) thing? pohual elm.CMP anything (any idea; solution; strategy; etc.) pohyan elm.CMP everything (of situations or abstractions) pok’ya elm.CMP war poxu elm.CMP effort; attempt; initiative poyai elm.CMP the matter; the topic; the issue puan rel. below; underneath puāng elm. big; great; many Puii line Pwii puo elm. ciminal (convictable) Puo-________ PN.role Convict employed in _________ puo’ya elm. surrender; giving up; yield; yielding puong elm. mouth pyā elm. close-knit group; bond; “family”; team or section in a work environment pyā’h.ūn elm.CMP corporate organization term for group; section; team (manual labor focused context) pyā’hai elm.CMP “family” — the Xi’an nuclear ‘bond-group’ pyā’kran elm.CMP corporate organization term for group; section; team (non-labor focused) pyen elm. metal; metallic; ore pyi elm less pyō elm. the last stage of life; extremely elderly; r.ai elm. year (Xi’an year) r.aiHy’ūm elm.CMP Human year (unit of time) r.am v.PEJ be of a class r.ānu’in elm.CMP measure of temperature r.ao v.PEJ try/attempt (››› yo _____) r.ath elm. descend; drop; fall; cascade R.ēth PN.male Rayth r.o pn.PEJ you r.om pn.PEJ y’all r.u elm. bad; improper; inferior r.uang elm. pardon; forgiveness r.uangō’l elm.CMP manners; politeness r.uo v.PEJ do r.ut’ang elm. strict; rigid; inflexible; harsh ra elm. some; indefinite; non-specified rai elm. haul; transport; carry (something) rān elm. level; degree rānke’u elm. the size of an item (like clothing) reth v.PEJ eminate/reflect ri elm. middle; in the middle; median in status; mid-grade ri’.ah’a cnj. even though ri’a rel. in the face of; facing; standing before X looking at it; dealing with X ri’a elm. face; visage; countenance rii v.PEJ cause/produce/effect riing v.PEJ please rin elm. disrupt; break; destabalize; disturb ro’a v.PEJ equate ro’ang col. titian ro’p.uto’ath PN.role sharpshooter assassin Ro’to PN.male Roto ro” elm. gun; (complex) weapon rōm v.PEJ need (››› yo _____) ru elm. pull; attraction; gravity Ru’a line Ruah run elm. possession; possess; have rung elm. tired; exhaustion ruo rel. across; on the other side of something ruōm elm.CMP magnetic pull ryā elm. bright flavor; pungent smell ryāi elm. goop; gel; sticky ryāithli elm. plasma ryath v.PEJ want/desire (››› yo _____) ryi elm. bed; cradle; basket; cocoon s.ang’i rel. on the front of (touching or attached) s.ang’o elm.CMP next (in sequence) sang + o” s.ap’ua elm. storm; disturbance s.āth pn.REV y’all s.eu’a deix. those distant (after an indicated noun) s.ey’ā col. vermillion s.ey’o deix. those (near you) (after an indicated noun) s.o’e elm. reciprication; sharing; back and forth; mutual (se s.o’e = each other’) S.oam PN.male Soahm s.ōng vcp. [permissive] (“allowed to”) s.ōng elm. permission; right; empowerment; allowance S.un’a name Big Sis (endearment term from younger sister to older sister) S.un’ath PN.feml Sunáth s.uny’ii elm. biological sibling (older) s.yā v.REV need (››› yo _____) s.ya’u deix. these (after an indicated noun) s.ye’a deix. those yonder (away from both of us) (after an indicated noun) sā vcp. [potential] sāl sā elm. potential; possibility sa’a elm. friend; friendly sa’na col. amaranthine sa’uo elm. tall; big in stature; “gigantic” san elm. ship; craft; vehicle; vessel (for transportation); car; truck sān elm. end; ending; finish san’hyao elm.CMP flying craft; space-faring vessel san’kyu elm.CMP airplane; vehicle that flies in air (only) sang rel. in front of sao elm. empire; kingdom sāo elm. flee; escape; run from danger sao’teth elm.CMP planetary empire saotō elm.CMP related to the economy sath elm. design se rel. of (a plural entities) sē’a pn.NEU y’all Se’ang PN.male Séang se’lan pn.NEU they se’lanua pn.NEU they (female exclusive overt) se’lanyu pn.NEU they (male exclusive overt) se’u v.LAUD want/desire (››› yo _____) se” elm. assist; help sen rel. named/called sen elm. name; be called sēng elm. protect; defend; vouch for Senhyi PN.role “Prestigious Name” (cf: Lord, Lady, Sir) senxiin elm.CMP signature; written seal si v.FAM equate si’pe elm. hot si’ping elm.CMP warm siin elm. older juvenile cousin of a juvenile so rel. with; accompanying so’a elm. muscle; muscle tissue So’lo name “My Elder” (respectful term of address for any adult to whom one is realted who is older than oneself) so” elm. adult kin (older); cousin or uncle/“aunt” who is senior, older than oneself sol rel. without Sol’na name “My Aunt” (respectful term of address for a female to whom one is realted who is older than oneself) Sol’yu name “My Uncle” (respectful term of address for male to whom one is realted who is older than oneself) su elm. guide; channel; funnel; direct (in a direction) sū vcp. [securative (“sure that”)] sūl sū elm. assurance; complete faith (non-religious) Su.ra” line Surá Su’lo name Big Bro (endearment term from younger to older brother) Su’n.ā name Big Sister (endearment term from younger brother to older sister as an adult) su’sa elm. hint of flavor; light aroma Su’su name Big Sister (endearment term from younger brother to older sister) suā rel. during (an event, etc.) suā elm. amount of time sua. nlz.CLTC [in a state of X] suā’moa elm.CMP forever sua’sa elm happy; joyful suā’xy.oa Q. how long (of time)? sua’yu pn.REV they (male) suāhual elm.CMP any amount of time; however long (in terms of time) suao v.LAUD eminate/reflect suarungua elm.CMP estrus; fertile; fertility sue elm. conversation (tone is somewhat formal) suen pn.REV they (female) sueu’oa elm.CMP a talk; chit-chat; banter (informal) sun elm. pyā’hai sibling (older) sunen elm.CMP all of one’s siblings in a pyā’hai (younger and older) Sungā name Big Brother (endearment term from younger sister to older brother) sya v.NEU need (››› yo _____) Syang line Syang sye elm. becoming; become; inception syen num. two 2 T.ai PN.male Tai t.āth pn.REV you t.ē v.REV please t.e’i elm. pride; self-assuredness (internal (private sense)) t.e’i’xān elm. emotionally bold; fully realized vis-à-vis personality t.ea elm function; work; peform; behave (of machines) t.et’o elm. enemy t.i elm. young; younger; jr.; lesser in status; low-grade t.ii v.REV equate T.il’a PN.feml Tilá t.o v.NEU cause/produce/effect t.ō v.REV cause/produce/effect t.o yo idm. prevent t.ōng elm. care; oversight t.ot’en elm.CMP farming; agriculture (producing food) t.u elm. kill; murder; snuff out; extinguish; turn off t.ū’ong elm.CMP suicide; self-destruct t.uōn v.REV want/desire (››› yo _____) t.ye elm. steal; rob; hold up (in robbery); vandalize t.yonk’ao elm.CMP arrive (here) t’uoa col. sarcoline tā elm. building; dwelling; habitable structure ta’kya elm. intoxicating; high (on some substnace) ta’u elm. future; the future (also tao as a variant, especially in compounds) ta” elm. seed; egg; genetic material ta”ma’a elm.CMP barn; animal processing facility tai elm. element; part; piece tailue elm.CMP connector; fastner taixauo’a elm.CMP a particle of speech (a prefix or suffix, etc.) tan col. onyx tang’ue elm. ask (for); request; beseech tao elm. variant of ta’u (especially in compounds) the future; future; coming tao’moa elm.CMP forever (into the future); evermore Tao’nuasao PN. Empress tao’ra elm.CMP “some day”; at some point in the future. Tao’yusao PN. Emperor tao” elm. rein; rule; control taong elm. remove; subtract from taoyo’a elm.CMP time; the abstract sense of time as a dimension te v.NEU please te v.FAM please te sā con.CAS “Please.” (lit: “It would make me happy.”) te’.ah’a elm.CMP tantalizing; sexy; “hot” te’a elm. adult kin (younger); cousin who is jr., younger than oneself tē’kui elm. arrogance; haughtiness; false-pride; arrogant te’o elm. find; locate; determined; identify te’o.ka” elm.CMP locate; discover physically after a search te’te elm.CMP interest (in something) ten elm. food; edible; nourishment ten” elm. almost; the great majority tenchui elm.CMP soup; broth teth elm. planet, world teyā elm.CMP prefer; preference tha elm plane; surface; board (of wood); fin (of an animal or craft) tha’h.ūn elm.CMP workbench thachā’e elm.CMP monitor/screen (typicaly for generic viewing of entertainment; etc.) thai elm. ease; easy; simplicity; facile thakōl con.FOR “I insist.” thakran elm.CMP table or desk at which non-manual-labor work is done thalā elm.CMP easel or digital tablet at which one produces art thaloa elm table at which one eats Thāng line Thaang thao elm. reality; precise truth; essence thaoa(chā’e) elm.CMP screen; computer screen; display that shows information thāth con.FOR “Please.” (entreatment) thāth elm. entreatement; begging; supplication The’so PN.male Theso then elm. eye; ocular thing elm. orifice, specifically NOT the mouth; anus; operculum thl.eh’a cnj. but nonetheless Thl.oan PN.male Thloan thla’nua pn.NEU she (overt (rare)) thlal rel. covering; spread over; spread across; draped over thlan pn.NEU he/she thlan’yu pn.NEU he (overt (rare)) thlang elm. love; genuine affection (emotional) for people or creatures that can return it thle cnj. but thle’a elm. propriety thlēng elm. begin; start; emerge; beginning thli elm. harnessed energy; electricity; burst of energy; power (for machines) thliin elm. specialized knowledge; (deep) expertise thlo elm. reason; cause; genesis Thlō line Thloh thlo’xy.oa Q. why? thlohual elm.CMP any reason thlōm elm. clumsiness (opposite of to’ath) thlūn elm. heart-soul; spirit; essence of a person (within the body and after death) thoth elm. irony; ironic thyōng elm. sad ti rel. with (in the sense of using a tool) ti elm. use; make use of; utilize; using tia elm. number; numeric value; numeric tii v.NEU equate tiing elm. medical science tiith num. eight 8 tin’tang elm. difference; different ting rel. than; compared to ting elm. comparison; compare; relatively tō elm. business; trade; commerce to’.e’i rel. stuck to the side of; huddling right next to to’ath elm. élan (grace, professionalism, enthusiasm) to’athlōm elm.CMP normal; average; median; mediocre (of something graded or scored) to’e rel. beside tōal elm.CMP trade out (sell) – what you give away when you trade tōlo’e elm.CMP trade in (buy) – what you receive when you trade ton elm. fuel; energy; nourishment tu’sem elm. fear (angst); worry; sense of uneasiness tuāl elm. dance; fluid (senuous) movement tue” vcp. [hortative (“let’s (do something)!”) Tuēl line Twayl tuing elm. cold; frigid tuiping elm.CMP cool tūn elm. intelligence; smart tung elm. typical; normally ocurring; everyday (thing or situation); general; generic tuo pn.PEJ he/she tuom pn.PEJ they tuon v.NEU want/desire (››› yo _____) Ty.on line Tyon tya elm. kind; type; version tya’xy.oa Q. what kind? tyahual elm.CMP any kind tyao cnj. or Tye’lo name “My Jr.” / “Cousin” (respectful term of address for any adult to whom one is realted who is younger than oneself) Tyel’na name “My Jr.” / “Cousin” (respectful term of address for any female to whom one is realted who is younger than oneself) Tyel’yu name “My Jr.” / “Cousin” (respectful term of address for any male to whom one is realted who is younger than oneself) tyi elm. chamber; pocket; enclosing holder; sheath tyo’ma elm. culture; unified system of value tyon elm. come tyonxy.a’u elm.CMP arrive (at a point in time), spend time up to a point tyung elm. law; legality; rules ū elm. lust; physical attraction; sexual arousal U.al PN.male Wal u.an.ath elm. shock (rage; anger; negative) U.e’o PN.feml Weó u.ii elm. the unknown; lack of knowledge u.in’a elm. release; letting go; being unfettered; free; unbound u.o num. seven 7 u.on elm. responsibility; perseverance; seeing-it-through u’ua v.LAUD cause/produce/effect u’nyaxyetao elm.CMP future generations (un nya xye ta’u (tao)) u’oalye elm.CMP address; give a speech to u’oalyeyan elm.CMP lecture (in an academic setting) u’to coj. to (in the pattern “go (.uai) to make X,” or “come (tyon) to make Y”) contraction of u (uth) + t.o ua elm. peace; serenity; calmness; “inner peace” uā’uang elm. whine; make a fuss over something ua’yu pn.REV he Uai’i line Wy’i uai’sa elm. ready; rediness; prepared; set up; all set; standing by uan elm. comfort; be comfortable uang elm. wise (through experience and older age); naming infix for older relatives after yue uangpyō elm.CMP “senior sage” also uangpyōhyi (prestigious senior sage) uao elm. boss; chief; leader uāo elm. cry; cry out; howl ue rel. special version of e with multiple singular attributes uē pn.SRV We (inclusive) ue’a elm. describe; talk about; tell about; present uen pn.REV she ueth nlz. [objective] ueth elm. target; objective ui’la col. umber uin” elm. temperature uing elm. incoming; internal; interior; arrive; enter; import un elm. set; collection; series unxauo’.a’e’nu elm.CMP a phrase (a subset of a sentence (also unuo’.a’e’nu) unxauo’a elm.CMP sentence (a string of words) uo cnj. to (in the pattern “go (.uai) to do X,” or “come (tyon) to do Y”) contraction of u (uth) + o uo’a elm. speech; talking; speak; talk say Uo’al PN.male Wóal uōching elm.CMP confess; tell the truth; admit (something) uong elm. bits; particles; dust; fragments uōng elm. urinate; deficate; spit; eject (liquid) uth (u) cnj. and uth (u) elm. add x.ū v.REV try/attempt (››› yo _____) X’yan elm. Xi’an (formal abbreviation) X’yan elm. Xi’an (official abbreviation used by the Xi’an) Xa name nano-second xa. nlz.CLTC [simple tool or biological organ for X] xā’ye elm. rigid; firm; unbending; hard xān elm. confident; bold; xauo’a elm.CMP word; discrete part of speech (divided by spaces (also taiuo’a in the technical sense)) xauo’alue elm.CMP relational particle or elemental used in this fashion (also taiuo’alue and taixauo’alue) xaxuan elm.CMP toy (as children might play with); piece of sports equipment xe’ri elm. clever; smart; creative xē’s.o’e elm.CMP collaboration; cooperation; cooperative; cooperate xē’suelen con.FOR “Greetings” “How do you do” xē’sueren con.SEMFOR “Greetings” “How do you do” xe’thlūn elm. commune; connect deeply (emotionally) xē” elm. meeting; coming together; joining Xi’an elm. Xi’an xii rel. at a point in time (of the clock) xii chj. when (point in time) xii elm. a point or some points in time xii’hyan elm.CMP always; consistently (from xii e hyan) xii’ra elm.CMP sometime; sometimes (from xii e ra) xii’xi elm.CMP often; a lot; all the time xii’xy.oa Q. when (at what (point in) time? xiihual elm.CMP whenever xiin elm. writing; composing xiin’t.osy’e’yan elm.CMP introduction xiiyā elm.CMP again (adv.); o xiiya (repeat); o xiiyāxue’a (update) xiiyāxue’a elm.CMP renewal; update xo’ma elm. success; succeed; win (a competitino) xo’xyo elm. similarity xu v.NEU try/attempt (››› yo _____) xua v.FAM need (››› yo _____) xuā’cha elm. fire; burning; combustion xuai elm. give (sense of hand over; deliver) xuan elm. game; play; fun xue’a elm. new; novel; innovation xui v.FAM try/attempt (››› yo _____) xy.ai num. hundred thousand 100,000 xy.ii’u(ang)/(pyō) elm.CMP great great great grandmother (mother’s lineage) xy.iikua(p’yō) elm.CMP great great great great grandmother (mother’s lineage) xy.iip’ua(ng) elm.CMP great great grandmother (mother’s lineage) xy.iis’ye elm.CMP great grandmother (mother’s lineage) xy.iiy’a elm.CMP grandmother (mother’s mother) Xy.ō line Shoh xy.oa Q.sffx which (what)? Xyā’xya name “Granny”/“Nana” (endearment term used by children for any grand-mother) xyam elm. barrier; wall; shield xyang cnj. due to the matter of xyao elm. mean; meaning; semantic; signify; significance xye elm. child; immaturity xyē’na elm. relax and have a good time; chill out; relaxation xye’pi elm.CMP infant; baby; pre-toddler (of a stranger or any unrelated person) xye’uai elm.CMP toddler; young child who has begun to walk xyi rel. from; eminating from; starting with xyiing elm. wild; raw; untamed or untamable xyo elm. home; residence xyo.y’en elm.CMP rented/tempoary houseing; an apartment; a dormitory; etc. xyopuānghui elm. apartment complex xyū v.LAUD do y.a’u deix. this (after an indicated noun) Y.ah’a PN.feml Yahá y.āng elm. sleep; rest; uncounscious y.e cnj. while (durative) y.e’a deix. yon (away from both of us) (after an indicated noun) y.i’i col. eburnian y.om elm. tunnel; hallway; passageway connecting rooms or caves; tubing y.ong elm. point (in physical space); location (on a map, etc.) Y.ū PN.male Yuu y.ui rel. in response to y.un’i elm. alternate; option; other; another (different) one Y’ū name “Hubs”/“Husby”/“Man” (to a male from a male partner (typically)) ya elm. sense; detect; intuit (from avaialbe information) ya elm.SRV “epic” (holy, in the sense of ‘beyond belief’) yā elm. more ya’i v.LAUD need (››› yo _____) yā’i elm. patience and perseverence ya’nai elm.CMP learn; commit to memory yā’suith elm. fright; terror ya’than col. caesious yai rel. regarding; about; on the matter of yāi elm. clothing; garments yal elm. sentient being; sentient; posessing consciousness yāl elm. female sex; female organ yal’ma elm.CMP animal (with which a relationshiop is possible); pet yalnya elm.CMP “a people”; race; species (of intelligent creatures with culture) yalyuai elm.CMP an “alien intelligence”; sentience (of an unidentified nature) yan elm. student yāng̦ pn.NEU we (exclusive) yao vcp. [abilitive (“can”)] yaol yao elm. ability; skill yath num. one 1 ye elm. a generic day (not necessarily corresponding to celestial movements) Ye’ua line Yewa yeā v.IMP do yekrū v.IMP need (››› yo _____) yemā v.IMP try/attempt (››› yo _____) yen cnj. as X (of “as X as Y”) yen _____ yon _____ cnj. as X as Y yen” elm. temporary; impermaent; fading (of colors, etc.) yeng elm. fire; burn yenū v.IMP be of a class yeōn v.IMP cause/produce/effect yesā v.IMP eminate/reflect yeth elm. knowledge; awareness yethē v.IMP please yetō v.IMP want/desire (››› yo _____) yeyiing v.IMP equate yi elm. belief; adherence to yi. nlz.CLTC [“-ism”/“-ity”]; system of; belief in; dogma of X; affinity or proclivity towards X yi’.ān elm. beautiful; attractive; compelling; beauty yi’a elm. convey; transmit; communicate; message yi’o v.LAUD please yi’oa n. data yi’p.ūh’yath elm.CMP the military (defense) branch of the bureaucracy yi’p.ūt’ung elm.CMP the general bureaucracy (non-military service) yii’lai elm.CMP non-kindred yii’yu elm.CMP paternal ancestor (grandfather) yii” elm. flow; transmission (biological); fertility Yiim PN.feml Yiim yilen elm.CMP harmony; peace among different factions yin elm. bump; swelling; mound yith elm. fire; eject (non-liquid); expel (non-liquid) yo nlz. [subjuntive clause head] yo elm. missing element; lack (e yo to’ath (e) no’a) yō nlz. yo contracted with o yo. nlz.CLTC [lacking X; witout X] yo’n.ao col. white (lacking all color) yo” elm. alive; living; surviving yoa elm. past; the past; history yoaith elm.CMP sickness; disorder; disease yoii elm.CMP darkness; blackness yon cnj. as Y (of “as X as Y”) yōn elm. pseudo; unofficial; quasi (infix) yonai elm.CMP confusion yoso elm.CMP alone; on one’s on; without help or assistance yoten elm.CMP famine; a lack of food yothai elm.CMP hard; difficult; not easy yoxii elm.CMP infrequent; not often yoyāi elm.CMP naked; nude; without clothing yu elm. male yu.yii” elm. father (clinical term); stud yu.yii” elm.CMP biological father, clinical term Yu’.ii name Father (reverential) Yu’.ii name Father – The polite & reverant word for another’s father or one’s own yu’.o elm. try out; taste; try on; give something new a chance yu’.och’ā’e elm. a guided visual introduction or tour yu’a elm. gray to black market; quasi-criminal Yu’a-________ PN.role Quasi-criminal employed in _________ yu’a.r’o PN.role ‘heavy’ who carries weapons yu’a.r’o’p.ut’o’ath PN.role sharpshooter assassin yu’a•o.r’o PN.role non-sharpshooter assasin; “mercinary” yu’aoa’u.ii PN.role snitch; informant yu’ariimya(tō) PN.role (money) launderer yu’ariioa’r.u PN.role rumor monger; fake news creator; double-agent misinformant yu’at.o’a’r.u PN.role rumor monger; fake news creator; double-agent misinformant yu’at.ōngh’uitā PN.role collector (for a loanshark or security bribe) literally: ‘caregiver for the neighborhood’ yu’at.ōngya PN.role bodyguard Yu’i name Daddy, Dad Yu’i name Father – what children and adults call their fathers yu’pa elm. soft; squishy; flexible yu” num. four 4 yuai elm. value; worth yue elm. experience; go through/live through something; immersiion in X; naming element for elders yue elm. naming suffix for mature experienced professionals yuē pn.NEU We (inclusive) yueuang elm.CMP generic title word for “elder” yuexuan elm.CMP gaming experience; simulation (for fun) yute’.ah’a n. hot man; stud; beaux yuth elm. reward; compensation (for effort); salary zai pn.SRV y’all Przeczytaj całość
  2. Sandy Gardiner and Forrest Stephan host this week’s episode. Catch the second part of our feature on legacy armor and see what issues developers dealt with during this week’s “Burndown.” And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions Przeczytaj całość
  3. Variants and Modules A Guide to the New Ship Matrix Greetings Citizens! We’ve saved probably the hottest topic for the final post of this series of The Shipyard articles: Variants. Over the last 9 days we’ve covered a huge range of topics and designs all dealing with the New Ship Matrix to help inform everyone on how the internal designs are aligned with the new forward facing content and hope you all have found these useful and interesting. If it has not been done by the time this post goes live, the full update to the Ship Matrix should be available very soon for everyone to view and you’ll find that pretty much every single one of the ships listed previously has had some level of adjustment. A couple of the ships have had significant adjustments as what they were initially announced no longer fits in with other ships in that area or were equipped with items that no longer offer the best option for doing their intended role. During the course of Star Citizens production we’ve made available a wide range of ships but not every single one is a completely unique ship, often they share hull or internal parts and have been termed variants or other monikers and over time the definition has gotten a little loose and now its time to tighten it up. What Is a Variant? “A Variant is a ship that has a modified hull from its parent ship, with either physical geometry differences and/or hardpoint changes.” The key part of this is the hardpoint changes between variants, for example Origin the 300 series are variants as not only are there geometry changes but also hardpoint changes in terms of weapon amounts, sizes and thruster quantities. When talking about geometry changes simply changing the “skin” or paint does not constitute a physical change and this will be talked about further below. What Is a Module and Is It a Variant? “A module is an item attached to a ship, generally containing an entire room that can be swapped in and out. The modular item itself can contain additional or alternative hardpoints.” A ship that contains a Module that can be swapped out does not by itself merit being called a Variant unless it also meets the criteria of the variant as defined above. Even if the Module contains hardpoints that changes between them it does not count towards the main ships variant criteria. A good example of this is the Aegis Retaliator which has two Modules and has been previously available as both a Bomber and Base options. The Base option simply has nothing equipped to those Module hardpoints and can be flown as is although naturally has no functionality beyond being flyable and having 5 turrets. The Bomber version comes pre-equipped with two Torpedo Bay Modules which give the ability to store and launch up to 6 Size 9 Torpedoes. What About All the Other Things like Buk’s or Loadout Changes? One of the more confusing and often queried systems was the Battlefield Upgrade Kit or “BUK” that was announced alongside the Vanguard and its variants. The BUK system was theoretically designed to make it easy to swap between the 3 versions but for a variety of reasons wasn’t clearly explained and understood and as such we’ve simplified it: For each BUK owned this will be converted into a combo pack of the relevant Module (to fit the center room) and the relevant items (nose, turret etc) to go with that system. No more BUK’s will be offered going forward, only these combo packs. The Vanguard Sentinel and Harbinger are variants of the Vanguard warden as they contain exterior geometry differences, alongside different hardpoints. The Vanguard Hoplite is a variant of the Vanguard Warden and does not have a Module hardpoint inside to take any of the other three items, it can still mount the nose and turret items from other vanguards however. To give some examples of what is possible with these changes you can take your Vanguard Warden, remove the centre room module and provided you have the Sentinel and Harbinger combo packs, be able to attach the Harbingers centre room module and Sentinels nose and turret items. Externally this would still look like the Warden (as the geometry and skin remains the Warden) with the same Ordnance hardpoint sizes and quantities, but packing the Rocket Pod turrets of the Sentinel and internally would have the torpedo launcher of the Harbinger. Another area of confusion was the Masters of Flight series we announced with the launch of 2.6, these were offered as variants but due to the above definition no longer fall into that case, with the exception of the F7C Wildfire which as it has hardpoint changes is a variant. Any package offered where it is purely item exchanges and skin or paint changes are now referred to as “Special Editions” To summarize: Physical geometry difference and/or hardpoint changes = Variant Completely exchangeable section = Module Visual difference/item alternatives = Special Edition With this, we bring our 10-part Shipyard series on the New Ship Matrix to a close. We hope you’ve found this series of articles an informative update on the current state of Star Citizen’s overall ship design. As with all other aspects of Star Citizen’s development, work will continue from this point onward. Existing systems will continue to iterate, new systems will come online, and future updates to the information shared here will be made through our variety of communications channels, be they segments on Around the Verse, posts on Spectrum, or possibly even additional Shipyard followups. Star Citizen will continue to develop, and as it has in the past, will do so with your feedback. In the Shipyard subforum section on Spectrum, you will find 10 different threads on each of the subjects from this series. We encourage you to post your questions, share your concerns, and explore the possibilities this new information, and these new game systems, bring to mind. We’ll do our best to follow up with answers there, and use the thoughts shared to inform our decisions going forward. We hope you’re as excited about this ‘Verse we’re building as we are. We’ll see you in it. Frequently Asked Questions or: Questions We Figured You Might Have Q: Are these changes final and will my ship always be a variant/special edition? A: The majority of these changes to variants/special editions will not be going live with 3.0 as we are working out the finer details on them as ships such as the Mustang/300 are undergoing reworks and may change during their production. Further Reading Ship Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets coming soon: Variants & Modules scu and Cargo Przeczytaj całość
  4. consolidated outland pioneer go to the pioneer sale page Get ready for the next phase in the evolution of astroengineering. “Humanity still has a long way to go, and I think Consolidated Outland is going to be the one to take them there.” – Silas Koerner Silas Koerner and Consolidated Outland invite you to the future of colonization. The brand new Pioneer is a mobile construction yard that specializes in creating modular planetary structures. Utilizing an on-board reserve of resources, the Pioneer can construct your new home onsite as well as continue to build once your new settlement is up and running. Whether you’re simply looking to build a little respite far away from the noise and chaos of day-to-day life or you’re bringing civilization to the frontier, the Pioneer will make your dream a reality. about the concept sale The Pioneer is being offered for the first time as a limited concept sale. This means that the ship design meets our specifications, but it is not yet ready to display in your Hangar or to fight in Star Citizen. The sale includes Lifetime Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a Pioneer poster and then once the in-game model is finished you will also be given an in-game Pioneer mini ship model! In the future, the ship price will increase and the offer will not include Lifetime Insurance or these extras. If you are interested in adding one to your fleet, a limited number of War Bond Pioneer hulls (plus outpost construction materials and UEE Claim licenses) are available for purchase during this pre-sale. An additional allotment of hulls, including credit versions, will launch during the full sale on Friday, October 27. The total number of Pioneers available is being limited to adhere with the current design for player-run outposts. Pioneers not sold during the pre-sale will be included in the War Bond allotment for the full sale. Pioneers will be available in the pledge store until Monday, November 6, 2017 (or while supplies last.) Once the full presentation is complete, you can also view a detailed schematic of the Pioneer in the Holo Viewer in the Tech Overview of the ship page, and be sure to enjoy the special CitizenCon brochure featuring the Pioneer. As with every Concept Sale, we will also be doing a Q&A post. We are also streaming a live presentation with the Pioneer’s designers during CitizenCon 2947, which will be available for review after the event. If you have additional questions, there will be a forum thread on Spectrum to take your questions. Make sure to vote for the questions you most want to see answered and we will be posting the dev’s responses next week. Look for the Comm-Link Schedule next week to find out when that post will go up. Watch the CitizenCon panel about the Pioneer (Friday, October 27, 19:30 Frankfurt time) DISCLAIMER Remember: we are offering this pledge ship to help fund Star Citizen’s development. The funding generated by sales such as these are what allow us to include deeper features in the Star Citizen world. Concept ships will be available for in-game credits in the final universe, and they are not required to start the game. Additionally, please note that the Pioneer will be entering the ship pipeline now and may be released after other concept ships have been completed. All decorative ‘flair’ items will also be available to acquire in the finished game world. The goal is to make additional ships available that give players a different experience rather than any particular advantage. Przeczytaj całość
  5. Senior Technical Artist Atri Dave steps in for Mark Abent to smash two weapon related bugs. Watch Atri address a performance issue and deal with an animation offsetting a weapon attachment. Przeczytaj całość
  6. SCU and Cargo Capacity A Guide to the New Ship Matrix Greetings Citizens! One of the exciting new features coming online with Star Citizen ALpha 3.0 and beyond is the ability for ships to ferry cargo. This presents a world of opportunity for players to pilot ships beyond combat as we hope to provide interesting alternatives and very real ways for players to earn an honest (or perhaps dishonest…) day’s pay. Buying and selling commodities from stations and transporting them across civilized space to the people who need it most (or willing to pay the most for it) we hope will encourage many players to take up a career as a Transporter. The Transporter playstyle comes with an entirely new way for players to consider which ships they want to fly. Cargo capacity becomes one of the most important considerations when judging which ship to use. Highest SCU capacities may seem like no-brainers when looking to pick the best cargo ship, but many of the larger vessels eschew defensive capabilities like thicker armor, more weapon mounts, or faster engines for that greater cargo space and can be left exposed as a result. Your decisions at this stage may ultimately lead to the great rewards, or even greater catastrophes. Cargo ships come in all shapes and sizes, but consider which trade routes are available to you before deciding. A Hull-C can carry an impressive amount of freight but its defensive options are extremely limited. Hull pilots will need to employ fighter escorts or travel in convoy in hopes to deter would-be pirates from accosting them. Ships like the Caterpillar and Starfarer offer more defense and maneuverability at the cost of cargo space. If your trade route takes you to frontier worlds where fringers play fast and loose with the law, you’re going to be thankful you have something up your sleeves to make a ship-jacker think twice. Smaller ships like the Cutlass have a decent amount of SCU capacity for short runs but more importantly, the combat acumen to go toe-to-toe with aggressors and protect its precious cargo. Knowing not only the amount of cargo that needs to be taken but the route that cargo will take should help a discerning pilot make the right choice about which transporter is right for them. Of course, the more “entrepreneurial” trader may also want to consider whether they need to avoid any… imperial entanglements. As more and more legitimate trade routes expand across the systems, so too will the number of pirates looking take what isn’t theirs. Similarly, as new colonies start to become established and will need deliveries of restricted weapons to defend themselves against marauders, so too will back-alley dealers need a steady supply of illegal stims and narcotics. Whatever the story, willing Transporters are going to needed for smuggling cargo under the nose of law enforcement from time to time. We want to make sure that gameplay is involving, fun, and more than a little bit nerve-wracking. Smugglers have a range of techniques available to them to sneak their cargo by authorities, from simply not declaring it, through making specific goods appear to be something else, and right up to masking them completely so they won’t appear on scans at all. Judging a ship for its smuggling capabilities is another consideration when it comes to picking the right ship for the right job which we’ll cover below. Commodities and Units and SCU, Oh My! When the player buys a commodity, they do so in amounts of ‘Units’. “Give me thirty units of beans” one might say. Likewise, when buying weapons, equipment and other things, they all have a numerical size attribute that governs how many ‘units’ they take up. These values are essential in figuring out how players store and transport their goods, which brings us to the Unit’s big brother: SCU. A Standard Cargo Unit, or SCU, is the universal measure for cargo storage and transport measurements. 1 SCU will be our standard box, the size of which all other boxes are measured. We wanted a universal unit so that when we say a ship has space for 100 SCU, you’ll come to know just how many containers you’ll be able to fit. More than just using 1m3, we want to make sure we can group the commodity with the container. In terms of metrics, 1 SCU comes in at 1.25m3 which is 1m3 of cargo space with 125mm protection on each side and a lid. When we have our refrigerated containers, biohazard containers, potentially livestock containers in later releases, it allows us to use that 125mm edge for extra protection or bespoke construction without losing the internal cargo space. So, as the name suggests, our cargo is universally sized, regardless of what kind of container you come across. 1 SCU can hold 100 units before its full. Since 1 SCU is the smallest sized storage container, this mean buying 1 unit of beans or 100 units of beans, the same 1 SCU of Beans will be delivered into the cargo hold. As you can probably imagine, the 101st unit of Beans that is purchased means that beans are now occupying 2 SCU in the cargo hold. The more efficient traders will want to round off their cargo to the nearest 100 if they can. It’s also worth noting that players cannot mix commodities in the same SCU Crate, so half filling 1 SCU with Beans doesn’t mean they can fill the other half with Pork and save on space, Pork will be stored in its own SCU crate. Any additional units of Pork or Beans that are bought will be added into the existing SCUs, though. This will allow players to work at fixing their inefficient cargo holds and getting the most from their space. Since weapons and equipment have a unit size attributed to them too, it allows players to buy SCU-sized Storage Crates allowing them to secure their equipment and weapons safely on the grid, rather than just leave them loosely around the ship. The Numbers Game or: My Ship’s Place in All This When it comes to deciding on a ship’s cargo capacity, we have to think about what role we see that ship occupying within the Star Citizen universe. We have entry level ships that have been given a limited amount of cargo space. The idea here is that players will be able to buy these ships cheap and once they’re making regular cargo runs with a full hold, should be able to afford going bigger. The Auroras and Reliants in these cases are designed to give players a taste of the Transporter career without breaking the bank to get involved, and should they like it they can go bigger. Other ships have cargo capacity without them being considered a ‘cargo ship’-per se. These are vessels we simply think players would expect to be able to transport a bit of cargo through. These ships are usually not taking full advantage of the space but have an area put aside for storage, like the Hornet or Mustang. Then we have the dedicated cargo ships whose cargo holds are as squared off as we can get them to be able to utilize as much space as possible while still maintaining structural integrity. We’re talking Freelancers, Starfarers, Caterpillars, and the Hull Series to name only a few. These ships have their cargo space determined a balance of cost and performance. When it comes to determining where a cargo ship sits in relation to another, we look at its speed and combat proficiency, and make a judgement about what kind of capacity fits with that kind of ship. A classic pairing would be the Freelancer opposed to the Cutlass. The Freelancer has sacrificed some combat and maneuvering ability to be able to haul more goods. Looking at the new Cutlass it can hold its own in a fight and even go on the offensive if needed, but at a cost of cargo space. We want players to make a judgement what kind of cargo ship is right for the specific job. Where will they be taking goods? How fast do they need to get there? How much is needed to fulfill the order? We’re endeavoring to make certain no two cargo ships are providing the exact same role. Even in the specialized field of cargo transportation, there can be even more specialization depending on the routes, danger and even commodities themselves that the player wishes to transport. We’re doing what we can to ensure that cargo space is also logistically sensible. Cargo squeezed into every nook and cranny of the ship might seem like a win for the player on a numerical side, but the act of loading and unloading will become a pain or even impossible with high ceilings and small doorways. The advantage of the Caterpillar with it’s huge doors will not always be structurally sound for other cargo ships. There may be instances where some ships have potentially ‘useable’ space left over. Packing for the Job You Have, and for the Job You Want Overloading a ship with more cargo is certainly something a lot of pilots have asked for, and its something we’re going to support. Because cargo will be able to be lifted and placed by hand, the player won’t need a cargo grid underneath them in order to place it, meaning they can release those commodities anywhere. We encourage players to want to store their cargo securely though, otherwise a myriad of additional challenges may await you. The more you carry, the more mass you’re trying to move around, the more adverse your ship’s efficiency is going to be. If you’re exceeding mass recommendations with loose cargo just placed wherever you’re going to throw out a ship’s interior balance and place more strain on thrusters of one side than the other. The flight system will do it’s best to compensate, but expect to burn through fuel a lot faster and risk additional component wear-and-tear than at an optimized weight. Additionally, as we develop our physics for internal behavior we are looking at room temperature, atmospherics and other forces to act upon the player and when cargo isn’t secure, these systems will act upon that, as well. Future updates will see inertial forces act upon a ship so that every bump or a bang from combat, re-entry, quantum jumps etc. will knock around anything unsecureed in the cargo hold, potentially causing it to suffer damage. While the extent of damage remains to be seen, expect some loss of integrity of the goods you’re shipping if not being stored appropriately. Also: keep an eye on any loose cargo if someone opens an airlock, too. With nothing keeping it in place, your goods will find themselves at the mercy of any decompression suffered. The True Purpose of Keeping Cargo Off Grids Smuggling is one of the next big features we will be adding to the Cargo System and is something we’re excited for players to take advantage of. Goods that will be secured in place on the cargo grid will also be considered ‘declared’ on the ship’s cargo manifest. What this means is that when players go through customs checkpoints in the future, or are encountered by law enforcement out in the space lanes, their manifest will be broadcast like a trucker handing over a clipboard, declaring what’s inside their hold that everything is above board. This will allow a player to be able to make a conscious effort not to declare an item as well, by deliberately leaving it off the grid. As highlighted beforehand, a box left in a passageway risks unbalancing a ship, over-weighing it and rattling around in the back, but once the smuggling system comes online, players have a plus side in that it’s not broadcast to others as part of the manifest. A player who wants to slip a crate full of contraband through customs will be able to do so simply by leaving it off the grid and avoiding transmitting its details to a passing police officer. Of course, the police wouldn’t be doing their job properly if they just believed what every trucker told them, so they will be scanning ships on occasion to confirm what the transporter is ferrying, whether it is on the grid or not. To combat this, we’ll be allowing smugglers to add additional technology to their SCU crates such as ‘scramblers’ that will make it harder to detect, or something we’re calling ‘spoofers’ to make a container appear as something else altogether. It’s unlikely any smuggler trickery will be able to stand up to sustained scanning forever though, so if the player finds themselves under continued scrutiny from the law, or maybe even a pirate looking to relieve them of their precious cargo, unless they have the best gear on the black market to respond with, it may be worth thinking about finding a new line of work. This won’t be a life for the meek. Frequently Asked Questions or: Questions We Figured You Might Have The Reclaimer originally sold with 2,500 SCU and now it’s listed as 360. Where did the cargo space go? A: As part of our update to the listings, we now refer to a ship’s ‘Cargo Capacity’ as its ‘usable’ cargo space for storing and transporting commodities and other items. For the Reclaimer, the majority of its internal space is dedicated exclusively to storing the salvage it has gathered. Since we don’t want to misrepresent the ship to potential buyers, we list the Reclaimer as having ‘only’ 360 SCU of Cargo Capacity. Our hope is that players looking for their next cargo ship have a much clearer understanding of the actual ‘usable’ cargo space. Players should expect the same for listings on mining ships like the Orion and Prospector too. These ships dedicate most of their previously listed SCU space to storing and processing the metals, crystals, and minerals they gather through mining operations, so players will see their ‘Cargo Capacity’ number go down compared to what it may have previously been listed at. Rest assured, the space has gone nowhere, it’s just better labelled now so players know exactly what they’re getting. Further Reading Ship Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets coming soon: Variants & Modules scu and Cargo Przeczytaj całość
  7. //##trace.blocked##// 2947.10.23_03:06SET To: me_seeks From: scire_facias Subject: piper rick bet you thought i forgot about you. not so lucky. time has come for you to return the favor. hit me up asap and we can discuss how you’re gonna pay me back - scire_facias ________________________________ 2947.10.23_03:07SET To: scire_facias From: spectrum-daemon RE: piper AUTO-REPLY DELIVERY TO THE FOLLOWING RECIPIENT FAILED PERMANENTLY: me_seeks THIS SPECTRUM CONTACT IS NO LONGER IN SERVICE. ________________________________ 2947.10.23_15:32SET To: Chene Baze From: scire_facias Subject: FOUND YOU hey rick! nice try but you have to do a lot more than delete your old account if you want to stay hidden. now be a good little citizen and settle up - scire_facias ________________________________ 2947.10.23_21:12SET To: Chene Baze From: scire_facias Subject: losing my patience you think you can ignore me like im your ex and ill just go away?!? Remember what i did for you? I will not hesitate to bring the same kind of pain to your door. i dont think youre cut out for jail last chance you sniveling little pikko. ________________________________ 2947.10.23_21:13SET To: scire_facias From: spectrum-daemon RE: losing my patience AUTO-REPLY DELIVERY TO THE FOLLOWING RECIPIENT FAILED PERMANENTLY: Chene.Baze THIS SPECTRUM CONTACT IS NO LONGER IN SERVICE. ________________________________ 2947.10.24_06:47SET To: Elton Templeton From: scire_facias Subject: im done playing around rick here’s a vid of you drinking a cup of tea in your living room from five minutes ago < attachment: you_are_1_uglybastard.vrf > and here is a transfer order that will send the complete contents of all five of your accounts to help further the “cause” of the people’s alliance out in nyx. < attachment: you_are_sooooo_screwed.fto > you have one minute before i end you ________________________________ 2947.10.24_06:47SET To: scire_facias From: Elton Templeton RE: Don’t, please. I’ll do what you want. ________________________________ 2947.10.24_06:54SET To: Elton Templeton From: scire_facias RE: youre damn right you will. first things first. thanks to your little hide and seek stunt, your interest rate just rocketed. that means youll still owe me. this little chore is just gonna be your apology i know youre going to earth on friday for citizencon and that youre cleared for vip access. while there youre going to go backstage during the lecture on xian that the diplomatic corp is doing. find senior diplomat latisha dillard and activate the attached mobi app while standing next to her. one meter or less for at least two minutes. youll get a notification when its finished. introduce yourself, make awkward small talk, or just linger uncomfortably close. i dont really care. just get it done. < attachment: BubbleBlowOut4.mobi > respond “i am a stupid idiot who will do what im told” so i know you understand ill give you five minutes this time ________________________________ 2947.10.24_06:56SET To: scire_facias From: Elton Templeton RE: I’m a stupid idiot who will do what I’m told. ________________________________ 2947.10.24_08:29SET To: pa_ket01 From: scire_facias RE: possible xian contract hey ket, was able to arrange everything you asked for. the backdoor will be opened on friday. figure by this time next week i should have what youre looking for on torral aggregate’s bid. guess HuXa passing is screwing over you weapon manufacturers too ill be in touch soon on how you can pay me back. - scire_facias Przeczytaj całość
  8. Other Ship Items A Guide to the New Ship Matrix Greetings Citizens! In this article, we’ll be discussing our final stops on the list of dedicated ship items displayed in the New Ship Matrix: Utility and Systems items. While it might be easy to dismiss these as being less impressive than the more flashy weapons, turrets and missiles, they are no less important to the overall operation of your spacecraft, and found far more commonly across all ships and vehicles in-game. We’ve talked previously about the various sizes of ship items like Power Plants, Coolers and Shield Generators, and while much of that still holds true, there are some key updates we want everyone to be aware of beginning with this article. We’ll begin with Utility Hardpoints. Like those previously mentioned hardpoints they have some common elements: Utility hardpoints can only take utility items. No swapping them out for weapons or missiles. Utility items have a numerical size system that allows them to be swapped and mixed between ships. Like other hardpoints, some items usable here are bespoke to the ship and would therefore be non-swappable. For some ships with utility hardpoints, you can swap out the utility items to change their functionality. While you can swap utility items out it may not always be as effective as simply using a dedicated ship designed for that cause. You could swap the Terrapin’s Radar Dish out for a Mining Laser or Tractor beam to allow basic mining or salvage, but you have no discrete way of processing it. In a situation like this, you’d likely need a second ship nearby to process things effectively. Allowing a certain level of interchangeability for groups of players to cobble together unique gameplay out of unexpected elements is something we look forward to, the idea that you’ll show us what’s truly possible in Star Citizen. An interesting example here might be a small fleet of ships including an Orion, where the Orion is great for mining but is slow and ponderous to re-align, considering that it’s tractor beam turrets that help guide rocks into its mining mechanism can still only do so much. In this situation, players with smaller ships equipping tractor beams would be able to help ferry more material either directly into the Orion or within reach of the Orion’s beams to create a more efficient operation. The remaining ship and vehicle items displayed on the ship matrix consist of the following items: Power Plants Coolers Shield Generators Fuel Intakes Radars Quantum Drives Jump Drives Computers (Formerly Avionics Motherboards or Modules) Fuel Tanks Aside from Fuel Tanks, all of these items are swappable and to ensure balance, fall under one of 5 size categories: Vehicle Small Medium Large Capital Each itemport is restricted to a single type and size, meaning you cannot put a Power Plant on a hardpoint that a Cooler occupies, nor can you swap two Small Shield Generators out for a Medium Shield Generator. The jump in output between each item type varies but it can roughly be considered to be a 3:1 ratio, as in 3 Small items give roughly the same output as one Medium. Item Grades Every swappable item in the game is assigned a grade for ease of comparison, this should be your first port of call when deciding what items to buy and swap out as it gives you a simple scale to compare against. Additional details about the individual nature of an item with be visible in the purchase screen of any vendor, but for a place to start, we provide a simple letter grade. Different grades have different values to the items: A = The best possible performance, usually has an additinal Sub Item slot. B = A good upgrade to performance, may have an additional Sub item slot. C = The standard item for most ships be default, average performance. D = Lower grade, generally makes up the NPC/AI populace, good for emergency use to get through troubles. Most ships come standard with default C grade components. SOme of the more exotic or specialized ships may come with Grade B equipment in default loadouts, which can often be seen reflected in their price. Of course, the reverse can also hold true where cheaper ships may come with D grade components by default. They’ll still work fine and get you where you wanna go, but you’ll want to consider upgrading them after a while. Item Classifications In a future 3.x patch we plan to assign every ship and every item a component class. This means players will only be able to put an item of that class into a ship that can utilize it. Military – The best overall at that item’s functionality, at the expense of emissions and cost. Civilian – The most common, wide range of behaviours to suit cost, options to approximate all other categories but not as specific. Stealth – Vastly reduced signatures/consumption at the expense of functionality. Industrial – Reliably high output and low wear, high emissions. Competition – Higher performing than military but at the expense of durability and stealth, performance over everything. At present, no ship is restricted to a single class of item, with each having at least two classes and virtually all of them featuring Civilian as an option. While this system is still in development, the idea at it’s core is to prevent players from making certain ships too powerful within respective areas. We still want there to be an enormous amount of customization available, but this system we’re still developing would do things like limit the chances of finding a Military Spec 85X or a Stealth Herald simply due to people buying the best items of that type. Sub Items Sub-Items live inside components and provide a boost to the base effectiveness in a variety of ways. Currently, they are consumable parts that will wear out much quicker than their host items themselves. Without sub-items the base item still functions as normal, but will find a small boost in performance when sub-items are installed. It’s recommended that players carry spares for longer trips as the need to swap these out over extended duration trips is likely. Not carrying spares (or not having the ability to carry spares) isn’t an impediment to base functionality, but should be seen as a continued maintenance loop necessary to provide an improved-upon and highly proficient system. Each Sub Item fits in one of three categories, each boosting a different set of stats for that item: Efficiency improves the overall effectiveness of the main item by reducing power or improving cooling performance. Protection reduces the damage being dealt to the main item by absorbing different damage types or reducing wear rate and misfire chances. Detection inhibits emissions in various spectrum from the main item or provides resistance to scanning. Sub Items can fit in many different items and are not restricted to a specific type of item, such as a Power Plant Sub Item. Frequently Asked Questions or: Questions We Figured You Might Have Q: Are Computer Blades Sub Items? A: No, they are their own stand alone item that adds or expands functionality rather than improving a baseline stat. While currently they can only be added to Computer items that may not be the only place for them in the future. Q: I’m worried about the restrictions of classes on ships and items, will it mean my ship gets nerfed? A: We’re still in the design phase of this system and therefore still working on all the edge cases we have internally. For 3.0 the default loadouts for the ships actually are the correct grades/classes that they are planned to be so the performance of those ships should change and there will be many upgrade paths even with the class restriction. We’ll provide more information on the class restriction system when we have more concrete information to share. Q: Are there other items that I can swap out on my ship? A: Absolutely, the list here is just the items that are on the ship matrix and we have many more in planning or in-game such as Scanners, Batteries and Armor. Further Reading Ship Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets coming soon: Variants & Modules coming soon: scu and Cargo Przeczytaj całość
  9. Greetings Citizens Greetings Citizens, Thanks for everyone who came to see our panel at TwitchCon or hung out with us at one of the Bar Citizens over the past weekend. We received a lot of great questions both on stage and afterwards. We’re looking forward to next year, but first, we are finalizing all of our prepartions for CitizenCon this Friday. Be sure to check out our schedule of the entire event here With that, lets see what’s going on this week: Earlier today we released the newest episode of Citizens of the Stars! Twitch streamer Grakees talks about breaking the game for fun and hugs. Then Paul Vaden gets his chance to unseat Mike Jones as the Quantum Question champion. Catch the latest episode here. On Tuesday, the writers will release their weekly Lore Post. These in-fiction stories help to give life to the living, breathing universe we aim to create. Later this week, Loremakers Guide to the Galaxy returns. Which system will they take us to this Wednesday? Keep an eye on our playlist for the newest episode here Then on Thursday, a new episode of Around the Verse and the most up-to-date bug count on Burndown! Last, but certainly not least is Citizen Con 2947! We have an entire day of panels, demos, Q&A sessions and more. We’re also streaming it all on our Twitch Channel for those who can’t make it out to Frankfurt to join us in person. Be sure to check out everything we have in store by visiting our Citizen Con Details page. Tyler Nolin Community Manager The Weekly Community Content Schedule MONDAY, OCTOBER 23RD, 2017 Citizens of the Stars (https://www.youtube.com/user/RobertsSpaceInd/) TUESDAY, OCTOBER 24TH, 2017 Weekly Lore Post (https://robertsspaceindustries.com/comm-link/spectrum-dispatch) WEDNESDAY, OCTOBER 25TH, 2017 Loremaker’s Guide to the Galaxy! (https://www.youtube.com/user/RobertsSpaceInd/) THURSDAY, OCTOBER 26TH, 2017 Around the Verse + Burndown (https://www.youtube.com/user/RobertsSpaceInd/) Vault Update FRIDAY, OCTOBER 27TH, 2017 CitizenCon 2947 (https://twitch.tv/starcitizen/) Vault Update Schedule Update RSI Newsletter Community Spotlight: October 23rd, 2017 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here! Frontier 17 Trailer by DeltaEcho50812 Welcome to FRONTIER17. Sworn to uphold the good citizens of the verse This trailer depicts the first mission taken by the current FR17 military, and the defeat of pirates who overran Security Post Kareah in the year 2947. Community Hub post here Custom Cutlass Black Brochure A Fan-made brochure that gives an in-depth look at how Drake’s latest innovation will revolutionize their signature series of spacecraft: The Cutlass. Community Hub post here Przeczytaj całość
  10. consolidated outland pioneer The maverick ship manufacturer has done it again. “Humanity’s frontier isn’t just some place one world over. It’s a dream. It’s an idea waiting to be had. It’s what motivates us to push harder and farther. It’s the spirit built into the very heart of the Pioneer.” – Silas Koerner Ever since the unveiling of the quantum drive, Humanity has been on an upward trajectory of innovation and exploration. Advances in technology have allowed more and more people to sail the stars, to discover previously unknown solar systems, to harvest resources from celestial bodies. Now Consolidated Outland offers another advance in Humanity’s technological evolution. Introducing the first mobile construction yard, the Pioneer opens up exciting opportunities for planetary settlement by allowing you to create your own modular structures. So you can bring civilization to the wild. View the Pioneer A NEW WAY TO COLONIZE WORLDS Featuring the same cutting edge production technology found in Consolidated Outland’s own shipyards, the Pioneer houses a fully-functioning production line within its hull capable of constructing an outpost to your specifications. The innovation doesn’t stop there though. Once you arrive planetside and deploy your structures, the Pioneer can continue to build additional modules to turn your outpost into a settlement. Whether you’re seeking to colonize a new world on the fringe of known space, or you’re looking to stake a claim and make your mark here in the Empire, the Pioneer has been designed to help you make even the harshest terrain feel like home. Explore the pioneer Click on the + symbol to reveal extra information about the Pioneer. cargo bay The Pioneer features a dedicated cargo area to bring supplies, planetary defenses or even additional construction resources for the Pioneer itself. turret The Pioneer also features two manned and two remote turrets to provide protection while in flight or as additional support while landed. habitation area The Pioneer’s habitation area provides comfortable lodging for the ship’s crew and additional passengers. outpost manufacture area This mobile production facility can create modules with a variety of functions utilizing Pioneer-compatible design schematics. landing pad This external landing pad is perfect for utility vehicles or additional fighter escorts. engineering These engineering sections not only provide crew access to primary ship functions, but also allow oversight on the manufacturing area. bridge An elevated bridge placement provides maximum visibility while piloting and can serve as a surveying point while planetside. landing gear Consolidated Outland’s proprietary new Vari-Pad technology was specifically designed to safely stabilize the Pioneer on a variety of planetary terrains. 14 max crew member flight speed 85 M/S length 200 m GET the CitizenCon 2947 & Pioneer Program This official guide to CitizenCon features a spotlight on Consolidated Outland’s exciting new Pioneer, an exclusive interview with the 2947 Innovator of the Year, and a first peek at Aegis Dynamics’ new addition to their impressive lineup. read the the program download the program about the concept sale The Pioneer is being offered for the first time as a limited concept sale. This means that the ship design meets our specifications, but it is not yet ready to display in your Hangar or to fight in Star Citizen. The sale includes Lifetime Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a Pioneer poster and then once the in-game model is finished you will also be given an in-game Pioneer mini ship model! In the future, the ship price will increase and the offer will not include Lifetime Insurance or these extras. If you are interested in adding one to your fleet, a limited number of War Bond Pioneer hulls (plus outpost construction materials and UEE Claim licenses) are available for purchase during this sale. The total number of Pioneers available is being limited to adhere with the current design for player-run outposts. Pioneers will be available in the pledge store until Monday, November 6, 2017 (or while supplies last.) You can also view a detailed schematic of the Pioneer in the Holo Viewer in the Tech Overview of the ship page, and be sure to enjoy the special CitizenCon brochure featuring the Pioneer. As with every Concept Sale, we will also be doing a Q&A post. We are also streaming a live presentation with the Pioneer’s designers during CitizenCon 2947, which will be available for review after the event. If you have additional questions, there will be a forum thread on Spectrum to take your questions. Make sure to vote for the questions you most want to see answered and we will be posting the dev’s responses next week. Look for the Comm-Link Schedule next week to find out when that post will go up. For more details visit the complete Pioneer ship page Watch the CitizenCon panel about the Pioneer DISCLAIMER Remember: we are offering this pledge ship to help fund Star Citizen’s development. The funding generated by sales such as these are what allow us to include deeper features in the Star Citizen world. Concept ships will be available for in-game credits in the final universe, and they are not required to start the game. Additionally, please note that the Pioneer will be entering the ship pipeline now and may be released after other concept ships have been completed. All decorative ‘flair’ items will also be available to acquire in the finished game world. The goal is to make additional ships available that give players a different experience rather than any particular advantage. watch the show pledge options STAKE YOUR CLAIM Consolidated Outland is pleased to announce that the UEE Planetary Development Bureau has released a number of Claim Licenses for commercial or private construction. Whether you’re looking to settle on a distant moon or a terraformed planet, these claims allow you to officially own a piece of the UEE and enjoy its protection. Each Pioneer will include a single Claim, changing the question of whether you should build to where you should build. For over eighty years, the Planetary Development Bureau has been working with planetary authorities to not only oversee the zoning of building plots, but to mediate and supervise the sale of land claims for commercial and private use. Certain restrictions apply. Click To Read Przeczytaj całość
  11. Welcome to Citizens of the Stars, our new weekly program exclusively about you, the Star Citizen Community. Whether through bug reports on the issue council, feedback on the forums, or the creation of content inspired by the game, Star Citizen is only possible because of the community. Citizens of the Stars not only highlights these contributions, but also puts a dev in the hotseat for a round of Quantum Questions, which addresses some fun facts about the dev and game. Twitch streamer Grakees talks about breaking the game for fun and hugs. Then Paul Vaden gets his chance to unseat Mike Jones as the Quantum Question champion. Remember, many of the questions used are taken from our Star Citizen Subscribers in this thread here. Don’t forget to add yours for inclusion in future episodes, vote for the ones you want to see answered, and remember to keep them short and concise if you want your best chance of having them answered in under two minutes. The links for this week’s content are below: CITIZEN SPOTLIGHT Grakees and his Twitch Channel TOP 5 First Contact by Spoofghost X1 Hammerhead mod by Ungineer Sandstorm Race by Oh-sitpaduh Space Whales Wallpaper by StarMedic MVP: Traverse the Verse by Nighthawk_Zale Przeczytaj całość
  12. The Ordnance Ordinance A Guide to the New Ship Matrix Greetings Citizens! Ordnance hardpoints are the new name for itemports that have existed in-game for some time, but were previously used only for attaching missile racks to. Now, they are capable of equipping missile racks, rocket pods, and future items that may be best suited to launching from these hardpoints. As missiles and torpedoes are the primary armaments you’ll be using here, we’d like to clarify further what the differences (and similarities) are between these two ordnance items. To start, both items share the same sizing methodology, currently ranging from 1 to 12 with a scale that could expand if deemed necessary. Each one of these sizes have metrics their own, with the size being the length of the item and a the diameter of 1/10th the size. This means a S3 missile is about 3 meters long with a diameter of 0.3m. Generally, we don’t expect to find missiles in Star Citizen larger than S4 and rarely torpedoes less than S5, but since both are entirely interchangeable on racks, the possibility for exceptions exist. Missiles Missiles have tremendous maneuverability in flight and excellent tracking of fast moving targets, but with a limited payload spread compared to torpedoes. They will likely re-target more reliably on misses or correct from countermeasures for effectively due to advanced and efficiently placed maneuvering jets. Maneuvering performance may be negatively impacted when being used in atmosphere due to atmospheric effects. Torpedoes Torpedoes pack a much larger punch than missiles, fully appropriate for their weight class, while generally slower and less agile. These are recommended for use against larger or less mobile targets such as capital ships. They are also more resilient to atmospheric effects due to their inherently lower base maneuverability. A Ship and It’s Ordnance Are Soon Parted Missiles or Torpedoes? Both. I mean, if you have the option, do both, yeah? Ship Type Missiles Torpedoes Gladius 4x S2 Missiles 2x S3 Missiles F7C-M 8x S1 Missiles 4x S2 Missiles Vanguard Harbinger 4x S4 Missiles 3x S5 Torpedoes Gladiator 4x S5 Torpedoes Eclipse 3x S9 Torpedoes Retaliator 6x S9 Torpedoes Polaris 28x S10 Torpedoes Javelin 32x S12 Torpedoes * This is a partial listing of Ships and their Ordnance. Missile Racks Missile racks are attached first to ordnance hardpoints, with the missiles or torpedoes attaching to them, not unlike a gimbal mount. These missile racks have sizes similar to weapons and there are multiple missile rack options per hardpoint size with adjustments to payload. Put simply, the size of the rack equals one missile of that hardpoint size being attached. To get two missiles attached to that rack, drop the missiles down one size. To get four missiles attached to the rack, the missiles sizes must drop two sizes. The legendary “Octo” racks mean you must drop the missile sizes down by three. This also means the rack itself must be at least S4. Some ships have individually bespoke racks (e.g. Constellation, Starfarer Gemini, Freelancer MIS) that are modeled directly into their hull. These cannot be exchanged for others. The only customization possible in these cases is the swapping of the missiles themselves. To calculate the contents of the missile rack based off the size, let’s look at the Behring “Marsden” series. Name Rack Size # of Missiles Missile Size Behring MSD-414 “Marsden” Missile Rack 4 1 4 Behring MSD-423 “Marsden” Missile Rack 4 2 3 Behring MSD-442 “Marsden” Missile Rack 4 4 2 Behring MSD-481 “Marsden” Missile Rack 4 8 1 * This is a partial listing of “Marsden” missile racks. We know… we know. Rocket Pods As development continues, we intend to allow players to attach other items to these hardpoints, the first of which are Rocket Pods that fire unguided missiles, similar to the ones already found on the Mustang Delta. Rockets will be available with a variety of fuse types like timed, impact and proximity. Rockets should be perfect for ground attack missions where you want to saturate an area with explosives. It’s the only way to be sure. Rockets and Rocket Pods will have sizes and metrics similar to missiles and missile racks in an effort to ensure they can be swapped out without causing clipping issues. Ships that have bespoke pods that are modeled into their hull (e.g. Mustang Delta) or have internal bomb bays (e.g. Sabre) are locked to their original stock items. The only customization that can be done in these instances is swapping the missiles/rockets/torpedoes themselves. Going forward, we hope to expand the types of items attached to these ordnance hardpoints in our efforts to provide additional gameplay opportunities. Some of our current considerations are: Distortion Field Generators – Smaller versions of what gives something like the Avenger Warlock its punch. Fuel Pods – To provide extra hydrogen or quantum fuel supplies for longer range flights. Mines – Droppable explosives that safeguard an area of space, air, land, or sea. Frequently Asked Questions or: Questions We Figured You Might Have Q: Do dumbfire missiles still exist in-game? As of 2.6.3 they have been removed from the game, any previously sold or described dumbfire missiles have been given an abbreviated lock time and a limited amount of self guidance on the target. This was done for two reasons: a dumbfire missile isn’t really a missile its more a rocket or a bomb, and secondly as we introduce widespread rocket pods dumbfire missiles will simply muddy the waters. Further Reading Ship Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints coming soon: Other Hardpoints Turrets coming soon: Variants & Modules coming soon: scu and Cargo Przeczytaj całość
  13. Turrets in Bullet Points A Guide to the New Ship Matrix Greetings Citizens! From Weapons we move onto Turrets, the next logical step on our tour of the New Ship Matrix. You may have recently seen our discussion on Around the Verse about improving the overall Turret Experience, and we’ve been hard at work on what we feel are significant improvements to their usability as part of ongoing advancements planned not just for Alpha 3.0, but beyond. In our next release, the way you control them is entirely refactored with better gyro-stabilization to help keep them on target, and hopefully giving you much more enjoyable and successful time when using them. Turrets can be found on ships of all sizes, from starters to capital ships, and the mounts they attach to can vary as dramatically in size as well. The largest found on some capital ships are as big as the smaller ships flying escort, wielding weapons capable of massive destruction. With this update to the New Ship Matrix, we now divide turrets in to two distinct categories: Manned and Remote. Both of these turret types support player, NPC or AI control via various methods detailed further below. All Turrets Turrets can only be attached to turret hardpoints, they cannot go on weapon or ordnance hardpoints. Turrets themselves have multiple itempoints of their own for attaching armament to. These are traditionally weapon hardpoints, but some turrets can also have ordnance and utility hardpoints as well. Turrets can only be swapped out for the same type of turret, and all turrets are “hull locked.” This means you can only swap a Manned Constellation Turret out for a different variant of a Manned Constellation Turret. You can not swap one out for a Manned Starfarer Turret, as example. Remote Turrets cannot be swapped for Manned Turrets, and vice versa due to hull requirements. - As they are now “hull locked” turrets no longer have a size attributed to them. You can only swap out like for like. They no longer have a +2 to the sum size of the weapons calculation. Manned Turrets These turrets are controlled by a player or NPC acting as player within them, usually in a seat that moves from within the ship hull into the turret itself. All manned turrets have a consistent entrance tube diameter which means that upon destruction… they become a viable breach point. Remote Turrets These turrets are controlled from a station or seat elsewhere within the ship by a player or NPC acting as player. Their view is remotely sent back from the turret allowing them to control it and see what it sees while physically being elsewhere in the ship. Remote turrets have no physical path inside them for players to enter, so they’re a great way for us to add defense on ships where space is a premium, but will often pack lower size weapons. AI vs NPC vs Point Defense Turrets Any turret can be controlled via an NPC acting as player, but AI or Autonomous Control is a separate function requiring a blade to be added to your computer item (formerly Avionics Module). For each turret you wish to be AI controlled i.e. it engages and tracks independently of player or NPC input, you need to have a Blade equipped for that. Ships that come with these types of turrets either have these blades already installed or additional computer items to hold them in, as blade space is restricted. This is designed to force players into choosing between adding this feature or other blade features when customizing your ship. Point Defense Turrets are simply AI controlled turrets with the computer and blades necessary, and with a specific weapon loadout intended to make them effective at neutralizing incoming fast threats like missiles or torpedoes. Any turret can be equipped with these particular weapons and computer blades. PDTs just come ready to go out of the box. The Future of Turret Gameplay or: How We Want Turret Gameplay to Feel We’d like everyone who straps themselves into a turret to have a satisfying experience when doing so. To this end, we’ve been making improvements on the most important aspect of turret gameplay — aiming at, and hitting, your intended targets. Controlling the orientation of the turrets has become more responsive and intuitive in Alpha 3.0, and the additional staggered fire mode means that you are able to scatter shots along a line of fire for better total accuracy at the cost of per-instance damage. We think being at the controls of such a powerful arsenal of weapons should be a visceral experience. Camera shake, g-force effects, articulated directional controls, and an improved UI in which crew members can identify important targets to each other are all being worked on and should come in future 3.x patches. When this continuing work is completed, having a crew member manning every turret should prove to be a formidable force, with each turret being capable of firing salvo after salvo at enemy targets with pinpoint accuracy. Gather a squad of teammates, fill those once-empty turret seats, and watch ships like the Retaliator become the flying fortress it was always meant to be. Beware, you pesky Aurora pirates! Frequently Asked Questions or: Questions We Figured You Might Have Q: What ships had “twin-link” or two weapons on a single gimbal and are now converted to remote turrets? Mustang Series (Chin Turret) Hornet Series (Canard and Ball Turret) F8 (Rear Turret) 85X (Belly Turret) Ursa Rover (Top Turret) Reliant (Wing Turret) Terrapin (Nose Turret) Redeemer Hull Series (Nose Turret) Caterpillar (Command Module Turret) Further Reading Ship Mass Careers and Roles Thrusters Ship Technical Information coming soon: Ordnance Hardpoints Weapon Hardpoints coming soon: Other Hardpoints Turrets coming soon: Variants & Modules coming soon: scu and Cargo Przeczytaj całość
  14. Weapon Hardpoints A Guide to the New Ship Matrix Greetings Citizens! Weapons and their hardpoints. The next several topics of discussion focused on the new Ship Matrix are possibly some of the most important areas we’ll cover, and relevant to everyone who’s concerned with how their ships perform in combat. Since the start of the project we’ve gone through many iterations of design on our ship hardpoints and with SC Alpha 3.0 we’ll complete another small iteration to them in our continuing effort to address much of the confusion regarding their sizing, what can be done with them, and more. To begin, every item on a ship is attached to a hardpoint, or “itemport” as we sometimes refer to them by their in-engine designation, and each one has restrictions on what type of items can be attached to it. This system prevents people from putting power plants where turrets should go, fuel tanks where the radar is supposed to be, and other similar examples of undesirable customization. In this article’s topic, for the specific itemports we classify as “weapon” hardpoints, they have some restrictions of their own: They are restricted to a single size item, no more ranges of item size such as Size 1-3. They can only take a weapon directly attached of that size or a gimbal mount of that size attached to it. Some specific instances may have additional restrictions to limit them to individual items or types, such as the Vanguard nose weapon array. Fixed Weapon Mounts Attaching a weapon of matching size (or smaller) to the itemport directly is what we call a Fixed weapon mount, and has the inherent benefit of being capable of using the largest weapon made possible by that hardpoint while contending with limited aiming and a requirement to land their shots more accurately. Gimbal Weapon Mounts As an alternative to attaching the maximum sized weapon to your itemport, you may choose to use a Gimbal Mount. Gimbals allow players to attach a smaller sized weapon that will enable the user to line their shots up with more ease than a fixed on it’s own. The Gimbal Mount must be the same size as the hardpoint, but can only support a weapon at least one size smaller due to the space it occupies. These are the only two types of items that can be attached to weapon hardpoints and gimbal mounts can only contain a single weapon hardpoint. Other Weapon Types or: What Happened to Twin-Link, Tri-Link, Quad-Link, Barrage and More? Aside from twin-link weapons, many of the items described by various designers over time have not made the transition from drawing board to implementation. These include things like “tri-link,” “quad-link,” “barrage” and others. Most of these had problems at various stages, including the sizing penalty applied to them which soon became very unwieldy to manage. For twin-link weapons specifically, these are now as turrets, specifically remote ones, and will be discussed in that article. There are a fair amount of ships with these sort of items attached so we encourage you not worry if you see their “weapon” count drop down, as they more than likely now have an extra turret to account for this. The primary driving factor in this was physical size. Simply put, by the time we had two weapons on a mount this was often significantly larger than the base weapon that could go on that mount and caused visual or physical clipping and often resulted in the firing arc having to be limited to such an extent that it became virtually useless. This change from twin-link to remote turret is designed to give the player as much functionality from the item as possible. Ships that now have these Remote Turrets will find that in the majority of cases these bespoke items will only be swappable with other custom tailored turrets made for that ship. An example of this can be found in the Mustangs current Chin Turret (with 2x S1 hardpoints) that will be swapable with a new Mustang Chin Turret containing a 1xS2 hardpoint. This system will be covered further in the dedicated articles on turrets. How Ship Items are Displayed or: You Changed Things and Now I Can’t Read Any of This The Ship Stats Update has been a long time coming. In addition to refining our own internal policies and metrics, work was needed in order to display that information to you in as comprehensive, yet understandable a manner as possible. To that end, in addition to the changes to the Technical Information panel discussed in Part 3, we have made significant alterations to how default loadouts are presented to the backer. To the right you will see the legend that guides all items found in the Technical Overview. For the purposes of this section, we will be focused on weapons, but the information here will apply to reading all items found in the Technical Overview. Things That Go Boom To the right of the Technical Overview, you will find the weapons pane, where the various armaments for a ship are found. This section is itself broken down into four sub-sections. Weapons. The hardpoints we’ve been discussing in this article, where you can attach a variety of ballistic and energy-based armament. Turrets. Covered in more detail in our next part. You will find both manned and remote turrets here. Missiles. The things that go in the Missile Racks used to blow stuff up. Torpedoes or missiles can be shown here. Utility Items. This is where you will find things like the Stor-All box on the Hornet F7C. While this article is specifically about weapons, we’re not ignoring Turrets, Ordnance and Other Hardpoints. We’ll be covering each one individually in the next few articles, so stay tuned. Frequently Asked Questions or: Questions We Figured You Might Have Q: Can I put missiles on weapon hardpoints? A: No, these are counted as Ordnance hardpoints and will have their own post in the next few days dedicated to all things Ordnance. Q: Why can I only put a S2 weapon on a S3 Gimbal? A: This is primarily due to game balance. Gimbal weapons provide a natural advantage due to their independence from the ships movement when aiming. By reducing the maximum size they can take by 1 from the itemport, their damage output is naturally reduced and should keep fixed weapons competitive in terms of DPS. Q: Why have you removed the range of sizes on a hardpoint? A: When we looked at it, there were very few ships that actually had this set up. It was primarily the Aurora line and upon examination, we found it not particularly useful long term and an easy cause of various inconsistencies. For example, having a range of S1-S2 gave you the option of having Fixed S2, Gimbal S1 or Fixed S1 and nobody ever would pick Fixed S1 as an option when you can Gimbal Lock to achieve the same result. Removing this option cleans up the design rules and overall setup significantly across the board and does so with virtually no impact on players. Further Reading Ship Mass Careers and Roles coming soon: Thrusters coming soon: Ship Technical Information coming soon: Ordnance Hardpoints coming soon: Weapon Hardpoints coming soon: Other Hardpoints coming soon: Turrets coming soon: Variants & Modules coming soon: scu and Cargo Przeczytaj całość
  15. Jump Point Now Available! Attention development subscribers: the October 2017 issue of Jump Point is now available in your subscription area. This month’s Jump Point features the development of the Origin 600i! That, plus a look at the history behind Yorm, a visit to Branaugh, and a behind the scenes with the ship team working on the updated matrix. Finally, don’t miss the final chapter in A Gift for Baba, a famous children’s story that inspired the names of Crusader’s moons. Grab your copy today. Interested in becoming a development subscriber? You can learn more here. Przeczytaj całość
  16. Ship Thrusters and You A Guide to the New Ship Matrix Greetings Citizens! Todays topic of discussion on the New Ship Matrix is all about thrusters and how we reflect their stats on the web page. Thrusters are obviously a key part of a spaceships and critical for getting you around and also a key area to manage in both fuel consumption and emissions. Thrusters come in a huge range of sizes and types from the smallest fixed maneuvering thruster on a Nox, the huge pivoting VTOL thrusters found on the Idris, and all the way to the humongous fixed main thrusters found on the Bengal. The first and most dramatic thing to notice with thrusters on the new matrix is the removal of TR values or Thrust Rating from the stats page and we’ve done this for a few reasons: With how ships are setup and tuned now we do not currently dictate independant thruster outputs, instead we allow thrust to be shunted around the thrusters as needed from a pool but within a total capped amount per thruster. With this its meant we have no “desired” or minimum thrust output values to generate TR values from or against. The value itself was always very confusing to explain and often did not match the art of the thrusters created by the talented art team which caused further confusion. How could a TR1 thruster on ship X be as powerful as a TR1 thruster on ship Y when its 1/10 the size? It was a un-intuitive and uninformative value to compare ships with given how complicated the flight model is, knowing that a ship had three TR2’s versus another with 2 TR3’s gave no useful information that couldn’t be better presented elsewhere, such as the values on the Technical Information panel we discussed yesterday. The second change to notice is the removal of Size attributes for the thrusters, these have been removed for much the same reason as TR was removed. As thrusters are unique to the ship and swappable in complete sets the size loses all meaning. Instead of the old Thrust Rating and Size values we now display the amount and more information on the type of thruster equipped to your ship between the two categories of thruster: Main Thrusters Main {M} The primary thrusters on the ship that are responsible for making it go forwards, these are the most important ones on traditionally constructed ships and provide the bulk of forward momentum. Retro {R} Having moved from the maneuvering section of the old matrix these are now counted in the Main Thruster category as they are a critical thruster set on the ship. There is little point having the biggest thruster around if you cant stop in time! Generally found in pairs some ships may have more or less depending on their roles and having a damage one can cause serious issues when trying to stop. VTOL {V} These thrusters provide lift in the Z+ axis and can either be fixed in one position to provide continuous upward thrust or can pivot when needed to provide that thrust. Cargo or particularly ships tend to have fixed VTOL thrusters on the underside if they are required to enter/exit planets or moons with gravity to aid them in leaving the atmosphere and to also slow their decent. If a ship does not have any dedicated VTOL thrusters it is not the end of the world, it just requires more forethought under those circumstances mentioned before. Maneuvering Thrusters Fixed {F} Fixed Maneuvering thrusters provide instant thrust output as they do not need to align to the desired vector first, this gives a quicker response leading to more agility. The downside is you need to have more of them, a minimum of 12 on a ship to provide the ability to move in any direction with 6DOF. Gimbal {G} Gimbal Maneuvering thrusters provide thrust on one or more axis as they pivot or rotate to align themselves to the desired vector before providing thrust. This allows less thrusters to be needed but at the cost of a slower response rate and a small amount of power required to move them into position, making them vulnerable to power management problems. The best way to theorycraft ship performance using these stats is to consider the types of thrusters in conjunction with the maneuvering stats on the Technical Information panel that we detailed in the last post. Frequently Asked Questions or: Questions We Figured You Might Have Q: If Thrust Ratings (TR) are not displayed, will they ever come back? A: In some form yes, whilst we’ve removed them from the Ship Matrix for now due to the above reasons we have plans to bring back a more useful form of them with ongoing thruster and flight model updates in future patches, in part to deal with the somewhat overpowered maneuvering thrusters that have become commonplace with the changes to the flight model in 2.6. Q: Can we swap out thrusters for ones with increased performance/other abilities? A: That is the goal but not possible in SC Alpha 3.0 and will be included in a future update. We plan to allow players to swap out their thrusters in sets, main and maneuvering together, for ones of alternate type such as Racing or Stealth styled ones. These would come with a visual difference to differentiate them from the stock loadout alongside adjusted stats in various systems to provide a different flight experience from normal. For example swapping out a Hornets default thruster set for a Stealth thruster set would seriously reduce its IR emissions over standard at the expense of performance and wear rate. Further Reading Ship Mass Careers and Roles Thrusters Ship Technical Information coming soon: Ordnance Hardpoints coming soon: Weapon Hardpoints coming soon: Other Hardpoints coming soon: Turrets coming soon: Variants & Modules coming soon: scu and Cargo Przeczytaj całość
  17. Sandi Gardiner and Forrest Stephan host an episode focused on improvements coming to legacy armor. Plus, watch what bugs were dealt with in this week’s “Burndown.” And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions Przeczytaj całość
  18. Ship Technical Information A Guide to the New Ship Matrix Greetings Citizens! The New Ship Matrix retains a similar format to the prior matrix with three distinct panels: Systems, Technical Overview, and Holoviewer that have been adjusted and updated to support the breadth of new data involved. In this article we’ll be discussing the expanded Technical Overview section, where you can find a variety of information not typically suited for display via icons on the Systems panel. This also has the added benefit of allowing us to present a more raw data to the reader in certain instances. Before we begin, a few words about stats in general. Quite often we find it said that more is automatically better with regards to ship stats, but in game design that is not always the case. With our intention to create a diverse universe, the idea that having more of one thing than another is not an automatic advantage. In many instances, it can be either boon or downside and depending on the circumstance, even lead to a significant disadvantage. As an example, when talking Transport career ships it may seem like bigger is automatically better, but there are considerations to be made beyond simply, “How much can it carry?” For starters, the more you carry at one time the larger a target you become. A Hull-E can carry a phenomenal amount of cargo but along with that advantage it’s also an extremely large and vulnerable ship, unable to land with the cargo and slow to load, due to it’s sheer size and the fact it stores all of that cargo externally. The risk in taking one of these ships on a long trading run or outside UEE protected shipping lanes is not only sizable, but will also require considerable expense in buying that cargo to start. Then again, there’s also the additional expense of offsetting that risk by hiring an escort to protect you. With this said, should you succeed the individual payoff can be spectacular. We mention this not to dissuade you from flying a Hull-E, but to encourage you think about what considerations should be taken in each situation, be that doing the same trip, multiple times, in another smaller, more protected ship and in greater safety, or taking the high-risk, high-reward path. These choices are meant to be yours, and ship stats are the basis for beginning these thoughts, not ending or limiting them. As one starship captain would put it: “I like to believe that there are always possibilities.” With this same regard to Combat ships, the Buccaneer may wield an impressive array of weapons allowing it to pack one hell of a punch, but it’s trade-off in game design is that it cannot absorb a wealth of firepower in return. Trade-offs like these and others are essential in both game design, and in building the immersive universe Star Citizens deserve, and can often be offset by practice with a specific ship, individual understanding of each ship’s unique characteristics, and honing your dogfighting skills in general. Those that do can put these things to great use, but for the mere Content Manager mortals amongst us, we would probably fair better in a more rugged combat ship with slightly fewer guns and more missiles. In the final analysis, your best bet will often be in finding the right combination of pilot, ship, and situation as opposed to just picking the one with the higher number. Which spaceship, is the right spaceship for you? With that, there’s a fair chunk of newly available information contained here so lets dig down into each area and see what they’re all about. The Little Chart of Big Ship Sizes What’s Being a Capital Ship Mean, Anyway? Ship Size Sample Ships Vehicle Ursa Lynx Cyclone PTV Snub Archimedes X1 85X Dragonfly Small Defender Razor Sabre Terrapin Medium Freelancer Eclipse Cutlass Vanguard Large Carrack Reclaimer Merchantman Constellation Capital Orion Hull-E Endeavor Polaris * This is a partial selection of ships for various sizes. Ship Size The Size value is a simplified overview of both the scale of a ship’s physicality, and the scope of its player investment. While these values are not absolutes i.e. some Capital ships may be smaller, some Medium ships may be larger, it is intended only to be a starting point in your understanding of a particular ship’s place in the Star Citizen universe, and not the final word on what it can and cannot do. Glossary of Ship Sizes Vehicle Can only be operated on ground, the range spans from simple personal transport vehicles like the Greycat, through exploration rovers like the Lynx and Ursa to much larger vehicles. Can often be crewed by a single player or a small group. Snub A ship that is completely dependent on another ship to work over a wide area. Sometimes referred to as a parasite craft. Will work in space and atmosphere with generally only a single pilot. Often has no Quantum Drive or fuel intakes which limit its range without the parent ship. Small Generally up to 25m in length. Ships that operate in space with Quantum capability. Ideal for solo operators but not exclusively single-seaters. Appropriate for the vast majority of landing pads on stations throughout the verse. Medium Most commonly 25-50m in length. Can be operated independently, but will flourish most effectively with additional crew. Often contains living accommodations for the crew to support extended missions or some form of cargo area. Designed to be played with a small group of friends well. Large Frequently found in the 50-150m length range, these ships can be operated with a skeleton crew, but really require an experienced medium to large crew working together as a unit throughout the mission to achieve their goals. Maintenance and repair costs often become a significant factor in this size bracket. Capital Huge ships that are often (but not exclusively) over 150m in length and require a significant investment in time or crew to maintain let alone run. The crew needs to be skilled in many areas to effectively operate these colossal ships and often need a small fleet of supporting ships to keep them in the best condition or out of harms way. While these ships are not designed for the casual, individual player, they will offer a unique gameplay experience to the dedicated crew who put in the time and resources. Dimensions These values have all been updated to the current dimensions for the ships based on their in-flight position rather than with their gears down. Mass We discussed Ship Mass yesterday so check the article out for how we arrive to this number, but compared with the previous values they will appear significantly higher than before. Every ship has had a pass and been updated so while they are all higher, they are now all on the same scale. Generally the dimensions of the ship will factor more into the size classification than the mass. That said, the majority of the ships fall in line with this so “Small” will usually have a lower mass than “Medium,” but we’re leaving room in the future to have ships with particularly dense or light materials straddling traditional size conventions. Cargo Capacity This value is the maximum amount of cargo in SCU the ship can safely carry when attached to its cargo grid in the dedicated cargo storage areas, and does not factor in the player attempting to fill every, corridor, nook and cranny with goods. As we’re discussing Cargo and SCU in detail in another article, for now we’ll say that we calculate this value using 1 SCU crates as the minimum size available to be placed and secured in the dedicated cargo grid (if any) of a ship. SCM/AFB The SCM value is the speed the ship moves in Standard Combat Maneuvering mode, i.e. the default, in-space movement speed of your ship. In atmosphere this speed will often be less due to the increased air resistance and drag. The Afterburn (AFB) value is split into two, the first being the standard Afterburner top speed and the second in brackets being the “Super Cruise” max speed. This Super Cruise allows for travelling at a much greater velocity than AFB, but less than Quantum travel, perfect for navigating down to planets or moons from the outer markers. You’re always in such a hurry, aren’t you? Min/Max Crew The minimum crew value is what we regard the minimum number of players (or hired NPC’s) to be able to operate the ship in a basic manner while still utilizing its key features, such as a salvage ship being still able to salvage and move/defend itself. We have calculated this number based on a few guidelines: Number of “operator” seats in the ship. These are seats that control specific functions such as flight, feature critical stations like salvage or mining, or drone control stations that are used to operate other primary features. Number of turrets divided by 2, rounded down. This provides the ship with a limited set of defense capability with the minimum crew rather than leaving it entirely undefended. The maximum crew value is the upper limit of crew we allow to be supported onboard long term, not including passengers. The upper value is generally restricted by the amount of decidated seats for functions such as flight or turrets alongside the number of beds in the ship (where applicable.) Just like cargo these are the safe numbers. You can clown car an Aurora if you wish (we’ve seen the videos) but the on-board life support systems are finely tuned to only support the maximum crew for extended durations, so expect your resources to be consumed faster than expected. Maneuvering Stats In the next article, we’ll be discussing the changes to how we display thrusters in the matrix with greater depth, but for now the key information for how your ship handles can be found here. These values are the raw, unmodified speeds your ship can translate/roll in each axis without using boost or afterburn. As such, these times are never exact and can be improved both by using the various speed functions of your ship, or in the future, by component performance tuning. This article is intended as a brief introduction to the various information you’ll find on the Technical Information tab of the ship matrix. As with most aspects of Star Citizen’s continuing development, this information is reflective of the current design in ship stats, and may evolve further in the future. Frequently Asked Questions or: Questions We Figured You Might Have Q: Why are the SCM/AFB set at certain values and restricted? A: In reality there is theoretically no set limit for speed in space, but we restrict this for two reasons in Star Citizen: gameplay and technical. The SCM values are built around where we want each ship to perform from a design perspective and ensure that the ship can still do maneuvers as expected and within G-Force limits. The higher these SCM speeds are the harder it is for compelling combat to occur, with the majority of players doing little more than “shooting at blips” instead of having exciting, skill-based dogfighting where you can see your opponents. This also factors into the Afterburn top speed limitation as well, as we strive to make each ship feel different and provide reasons to either customize your ship, or look for ship alternatives while avoiding that, “best ship at everything” that can inhibit multi-faceted game design. Q: Can I still fly my ship Solo even though the Min Crew is listed as more than 1? A: Yes. While there is no hard and fast rule excluding the solo operation of all Large or Capital ships, some may find themselves at a significant disadvantage trying to perform specific actions in multi-crew ships without a crew, be that player or AI-based. Every ship in the game can be flown by a single player (even a Javelin) but your effectiveness in most scenarios will be limited to varying degrees. The minimum crew number provided is what we deem as a sensible skeleton crew option that allows the ship to be used effectively as intended while performing the role it was designed for. For ships not implemented in the game, this is an estimate based on design intentions. As with all game development, these numbers can change after implementation, testing, and feedback. Q: How does Ship Size tie into Jump Point sizing? A: At present, while we focus building out the single Stanton System, the Ship Size value has no bearing on the Jump Point sizing you can find in the Starmap. While the game system determining which ships can use which jump points is still having its design finalized, we can offer that it is not expected that these “ship sizes” will map 1:1 with “jump point sizes.” We are working on multiple methods to determine jump point traversal and will update everyone (and the ship matrix) in the future once this system is finalized, and we are in a position to confirm this. Q: Can I fit more cargo in my ship that the value suggested? A: Yes, but do not expect this to be penalty free. We will cover this topic in depth in a further post but the value given is the current maximum safe amount of cargo each ship can carry, any more will be at risk of damage during flight and other penalties. Further Reading Ship Mass Careers and Roles coming soon: Thrusters Ship Technical Information coming soon: Ordnance Hardpoints coming soon: Weapon Hardpoints coming soon: Other Hardpoints coming soon: Turrets coming soon: Variants & Modules coming soon: scu and Cargo Przeczytaj całość
  19. Lead Writer Dave Haddock delves into the Stanton System and provides an overview of its major planets. He even shares the system’s initial concept and description from the game’s early days. Remember that you can always explore the Star Citizen Universe yourself in our web-based Ark Star Map. Przeczytaj całość
  20. Ship Mass: I’m Not Heavy I’m Just Built That Way A Guide to the New Ship Matrix Greetings Citizens! With the release of 3.0.0 we have completed a ground up pass on mass for all in-game items, from the smallest bit of personal armor up to the largest spaceship. We have always endeavored to use real world items to guide our mass in-game but over time this has slowly caused issues as everyone’s interpretation of how heavy something is has wildly varied, a phenomenon especially noticeable during concept announcements when ship masses are first pitched. One area we identified was the notion of our spaceships being similar in role to modern day aircraft, so we originally endeavored to keep their mass values similar as well. Of course, coming at this from new angles caused a number of serious issues. For instance, the Gladius is a Light Fighter and to many that is similar in role/size to a modern day fighter jet like an F/A-18 Hornet (no relation to the ANVL Hornet) but when we got farther into things, the reality was that the Gladius has around 5x the volume of an F-18. This was problematic given it was originally implemented in-game at around 140% the weight of one. As we looked deeper into more and more ships it became increasingly clear that our original mass values were very inconsistent and often misleading. Given these are the basis for many areas of simulation within the game we decided to completely rework this aspect. Given the huge range of ships and items in-game as well as in-concept we needed to solidify a way of calculating the mass correctly for both our existing assets and ones yet to come. For this, we decided to harness our existing physics meshes and use them to calculate the volume of material in the ships. Generally these are pretty accurate but with the wide range of ship types there were naturally a few different steps involved in generating a correct volume per ship. Grasping the Concept At the concept stage, these ships are at their trickiest to calculate, as they are generally very high poly meshes without the benefits of physics sub-meshes. This requires a small amount of work to simplify and cap hole to allow us to accurately generate a volume for the ship. Capping Holes is the process of fully enclosing our collision proxy meshes and open faces that can cause issues in the engine. In essence we make them “watertight” while marking up specific faces that will allow entities to move through them unimpeded. Whilst this is usually done in the production stage we had to move ahead with this at a simple level for many of our concept ships to achieve standardized mass calculations for all ships. My Density Has Brought Me to You Once we had the volume of the ship as if it was solid block of material, we then subtracted the volume blocked out by the design team for the interior play space, cockpit and internal local grid mesh. This new volume (solid minus interior) was assigned an appropriate density value with a few modifiers: Construction Methodology Origin ships use more advanced lightweight materials that retain strength rather than the traditional stalwarts like Aegis and Anvil with heavier metals. The materials in play are an essential component in accurately accessing the correct mass of a vehicle, ship, or space station. Species Construction Xi’an ships are renowned for their materials and are significantly lighter than human counterparts, with their collaboration with MISC allowing some crossover. Design will work with the Lore Team to determine not only the aesthetics in play for a specific species like Banu or Vanduul, but they types of resources at their disposal and technological advantage of their culture in determining the materials used in construction. Design Role Ships that are naturally heavily armored or require more rigid internal support generate a denser value. It is vitally important not only to consider the source and history inherent in each ship, but it’s intended purpose within both the lore of the Star Citizen universe, and the design of our game. It’s What’s Inside That Counts Once the mass for the external “chassis” of the ship was generated, we used the internal volume again to generate a weight for the interior. This simulated all the interior panelling, doors, wiring etc as the design blockout volumes and local grids are slightly larger than the interior playable space (as they encompass the walls/floor meshes) and we felt this was a better reflection on the overall mass. Only What You Take with You Finally, we looked at the ship’s proposed or current default loadout, and added the specifics for each of these components (which also got a rework pass) to the final mass generated from the above steps. What does this mean? All of our ships and characters now behave much better as the values used throughout the game are much more in sync. One example we uncovered during this rework was that on a variety of ships the physics meshes were uncapped, which during detachment and having the mass assigned to them was causing the engine to incorrectly calculate the mass of the detached part and thus it would behave poorly. With all the parts now capped or in the process of being capped, ship destruction and part detachment is much more reliable and believable, with less instances of huge ship debris parts spinning off at excessive speed. In addition to better behavior it also meant a lot of systemic features can be better accounted for such as carried items and cargo. Previously, with ships being so wildly disparate in weight, the simple act of adding a heavier weapon could significantly alter one ship unintentionally. Frequently Asked Questions or: Questions We Figured You Might Have Q: Will changing the item mass on my ship, intentionally or through damage, actually have an impact on its flight? A: Yes it will, though not immediately in Alpha 3.0. When we do the initial tuning value we base it around the default loadout and structure then give the ship “goal times” to achieve the desired results in zero g and atmospheric flights. Generally the ships are able to achieve these goals, as they are not absolute timings. Outside of any external factors, adding mass will change the flight characteristics and should you make the center of mass uneven may not do so for the better! We anticipate this feature coming online in a future Alpha 3.x release. Q: What other aspects of mass have changed outside of ships? A: Every single piece of armor and every item you carry on your person has an applicable mass and these all directly tie into the Actor Status System. The heavier you are the more exertion there is to perform actions and these consume oxygen quicker or may even limit what actions you can do. This system also extends to items carried on ships. Carrying a small crate of heavy metal will slow you down more than carrying a helmet in your hands and these all get added on to the mass of your ship when inside of it. Further Reading Ship Mass Careers and Roles coming soon: Thrusters coming soon: Ship Technical Information coming soon: Ordnance Hardpoints coming soon: Weapon Hardpoints coming soon: Other Hardpoints coming soon: Turrets coming soon: Variants & Modules coming soon: scu and Cargo Przeczytaj całość
  21. Sponsored by WillsOp Welcome to TRACKER, the Bounty Hunter Guild’s official show on the spec. I’m your host Garet Coliga. Glad you joined us today. We’ve got lots of important stuff to cover, so let’s not beat around the bush. We’re going to start with the news everyone needs to know. Anyone currently working a bounty in Kiel needs to contact the Guild right away. There’s a chance you’re chasing the wrong target. It appears that the Kiel branch had their systems breached. No word on the extent of the damage, but its effects are already being felt. Yesterday, the Guild noticed what’s being called “an alarming spike in false-positive collars.” The issue first came to light when numerous elite bounties suddenly popped onto scanners across Kiel. Guild members scrambled, ready and raring to catch targets not seen in the system for years. It wasn’t long before reports of false-positives flooded the Guild’s comms. Turned out the likes of Carlo ‘Crowbar’ Ellingsworth and Emma ‘Necktie’ Dudeney hadn’t suddenly come out of hiding to shop at the local Casaba. Instead, the regtags associated with many of the Guild’s bounties had been replaced by those for clean ships, leading to numerous innocent and unsuspecting people being wrongfully apprehended. The Kiel Guild branch has apologized for the incident and opened an investigation into the matter. Meanwhile, Bounty Hunter Guild administrators across the UEE are scanning their systems to ensure they weren’t similarly breached. So far, the incident appears to be contained to Kiel. Now, most people erroneously captured were immediately released once their real IDs were confirmed, but not everything went smoothly. Civil rights watchdog groups have condemned the tactics Guild members used to apprehend what they believed were high profile targets. In one unfortunate incident, a woman leaving her daughter’s sataball game suffered a broken arm and three broken ribs when she was incorrectly picked up by a Guild-licensed bounty hunter. In another, a family of five were held against their will and interrogated for hours before finally being released. Joining me now from Kiel is Guild representative Lian Bolyard. He’s here to comment on the current chaos and update us on anything we need to know. Thanks for taking the time to join the show. Lian Bolyard: I wish it could be under better circumstances, Garet. I hear you, Bones. It’s been a few, hasn’t it? Lian Bolyard: No doubt. Believe the last time we crossed paths was at that DefCon panel back in ’43. Unbelievable how time flies. Well, let’s get into it. What’s the latest? Lian Bolyard: We’ve taken the Guild network offline in Kiel as smarter folks than me try to figure out exactly what happened. That means we’re not issuing bounties, so at least the problem isn’t getting any worse. Of course, the system being down means we also can’t process outstanding bounties. To help prevent more people from being incorrectly held, we are asking Guild members to take anyone they pick up to Horus or Hadrian, which so far seems unaffected by the issue. I’d also like to say that we really need everyone’s help to spread the word about what’s going on. I know some trackers get so caught up in the hunt that they tune out all the noise. We need to get the message to those Guild members before there are any more mix-ups with innocent people getting snagged off their ships. You heard the man. Let’s get the word out, folks. If you happen to know an associate currently working a case in Kiel, please encourage them to confirm that their bounty was issued prior to breach. They can check what dates are affected by comming the Guild directly, right? Lian Bolyard: Absolutely. We apologize for the issue and appreciate your patience and understanding while we get things back to normal. We’ll be sure to let everyone know once our system is secured and back online. Until then, it’s probably best to either hold tight or look for work in another system. Any idea how much longer it’ll be until things get sorted? Are we talking hours … days? Lian Bolyard: No idea. Right now, all I can say is that we’re hoping it’s sooner rather than later. Now, from my understanding, this seems like a very sophisticated attack. Since someone went to a lot of trouble to do this, you gotta wonder what they hoped to achieve. Did they merely want to spread chaos or was there a more sinister goal? Are there any prevailing theories about what motivated it? Lian Bolyard: A few. Care to elaborate on any of them? Lian Bolyard: Honestly, Garet, right now the ‘why’ behind it all isn’t as important as shoring up our network and getting it back online without any worse unfortunate incidents happening in the meantime. I’d be more than happy to speculate on motivations after we get a handle on the situation. Understandable. Bet you’re thanking your lucky stars that this didn’t happen during next month’s Intergalactic Aerospace Expo. Lian Bolyard: To tell you the truth, the thought of this happening during the expo had me tossing and turning last night. Didn’t sleep a wink. That’s why I want to make sure we get the system back online ASAP, so we can focus on getting to the bottom of the situation and ensure that it doesn’t happen again. Sounds good, Bones. I appreciate you taking the time outta your hectic schedule to speak with us today. Stay in touch so we can keep everyone up-to-date on the system’s status. Don’t go anywhere, folks. Up next, we’ll be speaking with the Guild’s own legal advisor Christy Tabares about “false-positive collars” and what you need to do if you apprehend the wrong person. That and more when TRACKER returns. Przeczytaj całość
  22. Careers and Roles A Guide to the New Ship Matrix Greetings Citizens! With the upcoming release of the New Ship Matrix, the updated database of stats for every Star Citizen vehicle and ship, and the continuing development of Star Citizen Alpha 3.0.0 we have consolidated and re-aligned every ship in the game to better serve the community in understanding which ships are right for them. Over the next couple weeks, you’ll see new posts detailing the intricacies of our new Ship Matrix, what some of these new stats mean, how we expect them to manifest in game, and our thought process behind some of the changes you’ll see when all is said and done. Of course, even with the release of this New Ship Matrix, our work is not completed. As Star Citizen continues to develop, so to will the classifications and stats for our spacecraft and ground vehicles. With our new baseline established, going forward we intend to keep the matrix as up-to-date as possible with the latest information. It is our hope that the New Ship Matrix will be the starting point for your Star Citizen theorycrafting adventures, as we detail the stock loadouts each ship will begin with. Remember, in the finished game, you’ll be able to customize many aspects of your ship, taking your spacecraft beyond the original intentions of their designers. We eagerly look forward to the loadouts and customization you’ll one day apply to your ships, as you make each Hornet, each Constellation, or each Hull C your own. We hope you’re as excited by the possibilities as we are. To begin this process of updating our New Ship Matrix, we started by sorting each ship into one of our new “Career” groups. These groups will allow us as developers and you as backers to broadly compare various ships with one another using common themes intended to help make the choice regarding what ship is right for you. Currently there are six (6) defined career groups that all ships fit under: Combat Exactly as the name implies, all about shooting and offensive damage to other ships, vehicles, and people on both ends of the legal spectrum. Consisting of military surplus, militia converted, the rare current military stock and the more common un-gunned civilian ships there is something for everyone in this group. Transport Ships that transport anything as their primary income method, be that cargo, data, or passengers. From the smallest ship carrying a single crate to the massive Hull-E, these ships are the backbone of the economy; carrying goods in and between systems. Exploration For those ships that go on short (and long) journeys to distant locations, be it for solo, group, or commercial discovery there is a ship to suit all explorers tastes. Equipped for a variety of mission types and often with extra transport options included in the larger ships. Industrial If gathering items from the verse is your thing, then Industrial is the best group for you featuring Mining, Salvage, Science, and other similar ships. Anything that gathers a resource from the world is contained within this group, whether its physical matter such as Mining and Salvage or intercepting/generating data from the environment. Support Perfect for those who want to be involved in the action but without shooting everything in sight; Medical, Repair, and Refueling ships are all part of this group and provide a less combat orientated approach to group gameplay loops. Competition Almost entirely consisting of ships for Racing, the group for those who need to go fast with lightweight agile ships. Great for racing but lack the durability for much else. In addition to the six above there are a few ships that we really couldn’t condense into one group or another so we have termed these “Multi-Role” ships as they have such a range of roles it wouldn’t be right to put them in one group or another. Once each ship had been given a Career we drilled down further and assigned it a role inside that group to further define what that ship excels at. We have listed some of the Roles below: Ship Career / Role Chart Which Spaceship Is the Right Spaceship for Me? Career Roles Combat Fighters Interdiction Drop Ship Bomber Transport Freight Passenger Data Exploration Pathfinder Expedition Touring Industrial Mining Salvage Science Agriculture Support Medical Refueling Repair Reporting Competition Racing * This is a partial listing of Ship Careers and Roles. Many of the Roles can have prefixes such as Light/Medium/Heavy to better differentiate ships, such as the Prospector and Orion from each other as they are very different mining ships. Combat ships also benefit from this as the Gladius (Light Fighter) and Hornet F7C (Medium Fighter) would end up being considered as direct competitors otherwise. All these new Careers/Roles are visible on the ASOP terminals in game to help better guide your choice of ship selection as well as on the website and in the future we’re aiming to have our own version of a “tech tree” where you can see natural upgrade routes between all the ships based on what you want to do with them. Spaceship Role Call or: Intended Purposes and How to Defy Them Each ship has a Role assigned to it, in the case of “Multi-Role” groups these often have two to reflect their nature, this role is a further clarification of what each ship is designed to do out of the box. The Role gives an overview of what the expected minute to minute, hour to hour gameplay loop will be with this ship rather than the day to day loop the Career Group defines. Through in-game customization these roles can get blurred together but generally you can never competitively, you can trick out a Gladius with heavier weapons to an extent, better armor and more durable components but its still a Light Fighter at its core rather than a Medium Fighter and whilst it would be competitive in the right hands against a stock Medium fighter, outside of that its best considering other options. Ship Roles: A Visual Guide Ship Role: Pathfinder Ship Role: Pathfinder Ship Role: Racing Ship Role: Racing Ship Role: Passenger Ship Role: Passenger Ship Role: Touring Ship Role: Touring Ship Role: Interdiction Ship Role: Interdiction These are but a small sample of the roles currently available among the variety of Star Citizen ships and vehicles, and by no means a comprehensive list of all there is, or all there will be. Over time, additional roles will be introduced and existing roles will be expanded upon and detailed further. For the purposes of this post, we wanted to provide you with a brief introduction to some of the gameplay we want Star Citizen ships and vehicles to offer. Additionally, these roles are starting points for each ship based on the intended design and default loadout. Through Star Citizen’s item upgrading and customization systems, we hope to provide a wide range of options to the player in tailoring the performance and capabilities of each ship, to both improve upon the functionality of it’s intended role, and in some cases, perform adequately outside the boundaries of any original conceptions designers may have had for a ship. Want a tricked out racing Hornet? How about a stealthy Buccaneer? While not every ship is as versatile as others, we’re excited to one day present you the tools that will allow you to make each ship your own. Frequently Asked Questions or: Questions We Figured You Might Have Q: What do the other Roles in Exploration mean? A: Expedition ships are for the multi-crew ships in the Exploration category that are able to support extended explorations with much larger supplies and often vehicles. Luxury exploration ships cover both of the aforementioned roles, but naturally do them in a much more luxurious manner. On paper without visuals if you compared a 300i and Aurora LX they’d stack up fairly similar (one seat, one bed, similar item counts) but in reality the 300i is a much more luxurious ship. Q: Why has my ship changed Role from what it was sold as? A: We have tried to ensure that all ships remain as close to their originally pledged roles, however a few may seem to have changed but this is more to do with a vague or nebulous original description. As development has progressed a lot of the older ships had very unique roles which do not fit nicely in with the current game design and need to be subtly pushed in various directions to better fit their intended role. Q: Does my Career group restrict what missions I can do? A: Absolutely not, We do not restrict missions available to the player at all currently and have no immediate plans to, its up to you to decide the best ship for the mission based on the information provided. You would still be able to take an “Escort” mission in a 890 Jump if you so desire, but the difficulty in achieving the same income for that would be much higher than if you took that person in a ship that was a dedicated long range Combat ship like the Vanguard or Banu Defender. Further Reading coming soon: Ship Mass Careers and Roles coming soon: Thrusters coming soon: Ship Technical Information coming soon: Ordinance Hardpoints coming soon: Weapon Hardpoints coming soon: Other Hardpoints coming soon: Turrets coming soon: Variants & Modules coming soon: scu and Cargo Przeczytaj całość
  23. Greetings Citizens Greetings Citizens, We are less than two weeks away from CitizenCon 2947! We’re really excited about expanding the scope and format of our on-stage presentations to deliver you more information and content than ever before. You can find all of the details about this year’s event here. Also, the team will be in attendance this weekend at TwitchCon! We look forward to meeting many of you on Friday at Space Madness! The Resurgence of Space & Sci-Fi Games and on Sunday for Star Citizen: How Great Communities Make Great Games. With that, lets see what’s going on this week: We’re kicking off the week with a brand new episode of Citizens of the Stars! Sgt. Gamble talks to us about broadcasting live on Twitch from Canada, then Stephen Hosmer takes on the hot seat for Quantum Questions. On Tuesday, the lore team publishes another detailed post for those of you looking to learn more about the Star Citizen universe. You can also catch previously released posts here. On Wednesday we’ll take a journey together to explore another system in the Star Citizen universe with Loremaker’s Guide to the Galaxy. Then on Thursday, fresh off the digital press, a new episode of Around the Verse will release, sharing an in-depth look at the development of Star Citizen and an update to the Burndown list with Eric Keiron Davis. Lastly, we’ll be wrapping up the week with another episode of Happy Hour: Community. Join us live at 9 AM PDT at twitch.tv/starcitizen. That’s all for this week, we’ll see you in the ‘Verse! Tyler Witkin Lead Community Manager The Weekly Community Content Schedule MONDAY, OCTOBER 16TH, 2017 Citizens of the Stars (https://www.youtube.com/user/RobertsSpaceInd/) TUESDAY, OCTOBER 17TH, 2017 Weekly Lore Post (https://robertsspaceindustries.com/comm-link/spectrum-dispatch) WEDNESDAY, OCTOBER 18TH, 2017 Loremarker’s Guide to the Galaxy! (https://www.youtube.com/user/RobertsSpaceInd/) THURSDAY, OCTOBER 19TH, 2017 Around the Verse + Burndown (https://www.youtube.com/user/RobertsSpaceInd/) Vault Update FRIDAY, OCTOBER 20TH, 2017 Happy Hour: Community [0900 PDT / 1600 UTC) (https://www.twitch.tv/starcitizen/) Schedule Update RSI Newsletter Jump Point Magazine Community Spotlight: October 16th, 2017 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here! Watercolor Vanguard by Mecavity Mecavity has painted a stunning picture of the Aegis Vanguard using watercolor! Community Hub post here Sandstorm Race by Ocypeta Ocypeta has created a beautiful image highlighting the intensity of a planetside race during a sandstorm! Community Hub post here Przeczytaj całość
  24. Welcome to Citizens of the Stars, our new weekly program exclusively about you, the Star Citizen Community. Whether through bug reports on the issue council, feedback on the forums, or the creation of content inspired by the game, Star Citizen is only possible because of the community. Citizens of the Stars not only highlights these contributions, but also puts a dev in the hotseat for a round of Quantum Questions, which addresses some fun facts about the dev and game. SGT Gamble talks about the excitement of streaming at Gamescom in this week’s Citizen Spotlight. Then tech designer Stephen Hosmer discusses the Cyclone during Quantum Questions. Remember, many of the questions used are taken from our Star Citizen Subscribers in this thread here. Don’t forget to add yours for inclusion in future episodes, vote for the ones you want to see answered, and remember to keep them short and concise if you want your best chance of having them answered in under two minutes. The links for this week’s content are below: CITIZEN SPOTLIGHT Sgt. Gamble and his Twitch Channel TOP 5 Screenshot Collection by CenturionC4 Olaf Jaeger and his Drake Caterpillar Poster The Thing in the Cat by Don Benvenuto The_Admiral83 and the MISC Freelancer 2947 Commercial MVP: Narayan and the Road to 3.0 Przeczytaj całość
  25. CitizenCon 2947 Details A Guide to the Week’s Activities Greetings Citizens! CitizenCon 2947 is almost here, as Star Citizen celebrates the fifth anniversary with you, the people that make all this possible. In addition to the annual presentation by Chris Roberts, we’re pushing the boundaries of what a CitizenCON can be in new and exciting ways. We’re expanding the scope and format of our on-stage presentations to deliver you more information and content; packing additional rooms with interactive demos to showcase new and upcoming technology while letting those in attendance get their hands on it, filling a room with dozens of PCs so attendees can play Alpha 3.0, and broadcasting all afternoon on Twitch so we can bring everything CitizenCon has to offer to those of you who can’t attend in person. Let’s see what CitizenCon 2947 has to offer. All times are local Frankfurt time. 14:00 – Attendees Arrive Guests are welcomed into the majestic Capitol Theatre. Built in the early 20th century, this historical landmark provides the perfect backdrop for CitizenCon 2947: Exploring New Worlds. 14:30 – Broadcasting Empire Wide Unable to attend the festivities live? Complete coverage of the event will be broadcast with a show covering all the Capitol Theatre’s activities, interviews with UEE dignitaries, and bringing live presentations to those of you watching from across the Empire. 15:00 – Aegis Dynamics Presents: CitizenCon Opening Address To mark the official start of this year’s conference, we will hear from noted luminaries on what it means to be a citizen in today’s Empire, and how expanding and protecting Humanity’s new frontier is changing us for the better. 15:30 to 20:30 – Five Presentations Featuring many of the greatest minds from across the UEE, experience panels on the most recent ground-breaking research and technological trends in the fields of kinesiology, xeno-linguistics, privatized colonization and more with a special address by Innovator of the Year Silas Koerner and an inspiring look at the spacecraft being hailed as a “game changer.” 21:00 – Electronic Access Presents: CitizenCon Keynote Address Whether it’s visiting a city you’ve never traveled to before, charting a star system newly discovered, or even battling on virtual planets in a sim, Exploring New Worlds can mean many different things to many different citizens. Our keynote address will strive to get at the heart of why exploring our universe is so important, and how each of us can be a part of it. Additional Activities for Attendees For those in attendance, this year’s CitizenCon offers some extra features to partake in. Whether you’re getting a behind the scenes look at the technology behind Star Citizen, exploring the moons of Crusader on our network of terminals or catching up with devs and other Con attendees at the bar, there’s something for everybody. Tech Gallery Sponsored by Aegis Dynamics Beginning at 15:00, journey to the cutting edge of technological innovation in CitizenCon’s new Tech Gallery. Scientists, Designers, Artists and Engineers offer up close and exclusive looks at the latest advancements in disciplines ranging from geohacking to outpost design to weapon manufacture. The UEE Diplomatic Corps Bar Sponsored by the UEE Diplomatic Corps, the Frontier Bar is the perfect place to network for your next exploration mission, simply connect with friends, or catch up with. Universum Sponsored by Electronic Access Beginning at 15:30 Electronic Access invites conference-goers to stop by one of their high-end terminals to be the first to experience their exciting new planetary technology. Beyond CitizenCon With Citizens attending from the farthest reaches of the Empire, the UEE Diplomatic Corps have ensured there are focal points for meeting up with each other on both the day before and after to ensure a better sense of camaraderie and in celebration of everything being a Citizen entails. Thursday, October 26th From 18:00 to 20:00 several members from the UEE Diplomatic Corps will be available at Champions Bar in the Marriott Hotel Frankfurt. You can enjoin with your fellow Citizens there and discuss the logistics of covering everything happening the next day. Location: Hamburger Allee 2, 60486 Frankfurt Saturday, October 28th After the previous evening’s celebrations, we’ll be enjoying a quiet drink at the Apfelwein Wagner in the afternoon from 15:00 to 17:00. Come join us there and chat about your favorite experiences of CitizenCon 2947. Location: Schweizer Straße 71, 60594 Frankfurt Przeczytaj całość
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