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PostPosted: Tue Nov 20, 2012 2:40 pm 
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adorabalicious
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Be big enough to be loansharks maybe. That has plenty of opportunity for combat and the like. Not pirates sir, just reclaiming on a debt owed. PEW PEW PEW

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PostPosted: Tue Nov 20, 2012 2:53 pm 
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Size-wise, my preferences lie closer to the small side than the sprawling side. Part of that is my personal style in MMO's; I don't mind doing logistics and such, but I'm terrible at and hate recruiting.

The other part is I like to *know* the players I'm playing with. I disliked the couple times I tried to get back into Planetside 1 and decided to join one of the big outfits with one of my alts. Ditto with a few other MMOs; when I'm looking at a guild list with more than forty people online or whatever, I feel lost in a crowd and guild chat is, practically, a bunch of strangers as far as I'm concerned.

Part of where my comfort zone lies will, I'm sure, be determined by some of the details hammered out in the game's beta with regards to instancing and "group" sizes. Chris's descriptions of instancing talk about reserving slots for friends, and the like, so I'm sure that will have an effect. I tend to be most comfortable when the guild's (or, in this case, Squadron, I suppose) size runs 2-4 groups online at peak times. That's small enough that I don't feel stuff gets excessively cliquish so people feel isolated or insulated from others in the guild, but large enough that you don't need everybody to be on to get the benefit of having that persistent group to draw players from.

As for activities and the public face of our group, I'm quite flexible and easy to please -- one of my two characters will fit in, regardless. I know my brother is very interested in the prospect of smuggling, which is why I knew I'd need a shady character from the start instead of playing just a straight character. If you want to list my brother, Elmo, I can't guarantee he'd join us officially, but you can list him as Aquila with a Freelancer.

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PostPosted: Tue Nov 20, 2012 6:21 pm 
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Foamy wrote:
Void Rangers. We are for great just us.



Fixed to remove need for disclaimer.


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PostPosted: Tue Nov 20, 2012 6:28 pm 
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I can just see the radio chatter following that transmission. "Just us? Do they mean Justice? What kind of accent is that? Oh, shi-"

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Tue Nov 20, 2012 6:43 pm 
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I got nothin.
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Location: Arafys, AKA El Müso Guapo!
Lonedar wrote:
Foamy wrote:
Void Rangers. We are for great just us.



Fixed to remove need for disclaimer.


Take off every Zig!

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Holy shitsnacks!


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PostPosted: Wed Nov 21, 2012 8:07 am 
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"Void Rangers" - working title
Elm - 300i Explore, light trading, combat
Ulfynn - 300i Explore, Combat, Merc/Bount
Kaffis1 - Freelancer, Starfarer, Hornet Exploration, Trade, Combat support
Kaffis2 - M50, 300i, Caterpillar, Cutlass, Constellation Smug, Bount, Pirate
Foamy - 300i Explore, Trade
Ranelagh - Hornet, Cutlass Escort, pansy term meaning piracy
Lonedar - Hornet, Freelancer Combat, Explore, Salvage
Aquila - Freelancer

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PostPosted: Wed Nov 21, 2012 8:09 am 
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I don't want 40 people either but this isn't an mmo so I don't see that happening. A band of 10-12 people working together whenever their time allows I think could be a formidable group. As long as its just as and maybe friends but no friends of friends seems like a manageable size.

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PostPosted: Tue Nov 27, 2012 9:08 am 
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Insurance explanation and other update infoz

Good stuff.

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PostPosted: Wed Dec 05, 2012 12:29 pm 
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I'm thinking, given I have a year to make incremental contributions, that I'm going to upgrade my pledge (Hornet) to a Constellation and will switch my add-on Freelancer to a Hornet. I can't get past the realization that anything the Freelancer can do, the Connie can do better, as contrasted by the never ending Connie vs Hornet in combat debate. But, who knows, I may change my mind again.


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PostPosted: Thu Dec 06, 2012 12:36 pm 
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It also gives a bit more time for additional material to come in, like the Freelancer brochure, to help decide, Lonedar.

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PostPosted: Thu Dec 06, 2012 12:40 pm 
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Question I'd have is, if one were to be left playing solo at any point, would a constellation be harder to fly than the freelancer?


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PostPosted: Thu Dec 06, 2012 1:19 pm 
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Granted, a lot of game mechanics are unknown, but with the Freelancer or Constellation, I would be, as a general rule avoiding, serious combat. Either 'sploring or trading.


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PostPosted: Thu Dec 06, 2012 1:24 pm 
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Ditto what Lonedar's saying. It's way too early to make calls on whether the Constellation will be reasonable solo. To do so makes a lot of assumptions based on some features that came mid-campaign as responses to fan questions and demands/requests, which I often take to be the shakiest of the design goals and the ones most likely to be in volatile flux during alpha/beta.

Namely, NPC crew and/or turret AI, in this case. It's the sort of thing that is likely to be a big can of worms, and that Chris seemed to go "oh, yeah, that'd be neat."

Personally, it was a deliberate decision to make the Constellation one of at least two ships from the outset, and to make sure the other one would be a one-seater. In my head, even now, I'm kind of under the working assumption that the Constellation will only come out if I can have a player behind the stick of both the P52 and the Constellation itself.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Fri Dec 07, 2012 7:24 pm 
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Today's commlink (or Kickstarter update) includes a quick video where Chris and Jim Martin (one of the two concept artists we've gotten names for) quickly touch on the way they do ship design iteration and feedback.



And here's the first shot of the 3-d Freelancer model, which Jim's been working on.

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Looks like they toned back the silly way the wings curled around the back (in front of the thrusters' exhaust!) in the original concept art.

And in case you missed it a few days ago, MMORPG.com did an hour-long interview with Chris. Not a lot of new information if you've been following stuff closely, but some neat stuff. One new thing is the first hint at scope and scale of the game world -- Chris talks about each system being roughly half an hour real-time across.


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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Tue Feb 05, 2013 9:05 pm 
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So, Chris Roberts recently caused quite a stir in an interview where he off-handedly mentioned permanent player death. That was a few weeks ago, and apparently the forums (which I only tangentially pay attention to) have been in an uproar ever since.

Well, today he wrote a rather extensive article explaining what he plans for the mechanic. It's a massive wall of text, so I'll spoiler the contents of today's Comm-Link article.

Death of a Spaceman
Spoiler:
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My goal with Star Citizen is to build a universe that I want to play in day after day, one that fully immerses me in the environment and stories that happen around me.

In Star Citizen’s persistent universe I want events to happen, governments to fall, wars fought and players becoming legends. I want to see a Galactapedia that grows from week to week, reflecting not just the ongoing content Cloud Imperium plans to continually generate, but also the great deeds achieved by players.

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Pilots in the original Privateer had to return to base before they could save their games.

To achieve this sense of a living history, there needs to be a universe where time progresses, characters die, and new ones come to the front. Beyond this, I want people to have a sense of accomplishment when they complete a really difficult trading run or kill an especially infamous pirate. I hate the current game trend in single player games where the game auto-saves every 2 seconds and if you die you just start a few steps earlier. This makes you a lazy and sloppy player. I bullied my way through games like Mass Effect or Gears of War, running in guns blazing, knowing if I died I would always just re-spawn a few steps earlier. In Wing Commander or Privateer, you had to complete the mission to move on. There were no mid mission saves. This created a sense of anxiety towards the end of the mission if you were badly damaged and your shields were low, but if you managed to limp home successfully, you felt a sense of accomplishment. Without the risk of losing something you’ve worked hard towards, the sense of achievement is cheap.

The last single player game I played that give me an extreme sense of accomplishment in beating it was Demon’s Souls. How they handled death and re-incarnation of your ghost / body was consistent with their world and fiction and because I couldn’t save mid-level, clearing a level, especially after a difficult Boss fight was immensely satisfying. It was also one of the most frustrating games I’ve played! I think Demon’s Souls was too much on the “punishing” end of the difficulty spectrum, but it really did remind me of the value of having something to lose when playing. You can’t have light with dark and you can’t have reward without risk.

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Demon’s Souls offered difficult, deadly boss battles which lead to a uniquely rewarding gameplay experience.

In Squadron 42, this is pretty easy to achieve. You need to complete the mission to move forward and you can’t save while in space. You die you just go back to the previous save point, normally before you launched on the mission.

The tricky part is really how failure is handled in the persistent universe of Star Citizen, as you can’t just set back the game to an earlier point.

The simple solution is that when your ship is destroyed, you manage to eject and drift in space, where you are picked up and returned to the last planet / landing location to claim your new ship sans any cargo and upgrades you had (unless you had bought additional insurance) and head out into space again.

This is the mechanic EVE Online uses, with the extra wrinkle that if another player blows up your escape pod, a stored clone of your character is activated, re-spawning your character and effectively making him/her immortal. In EVE, death is allowed for in the fiction and is balanced out by the cloning mechanism, which allows for loss of property but not your character’s skills (as unlike Star Citizen, your character in EVE has RPG skills that you learn)

The death mechanic in EVE is clever and well woven into their fiction.

But I’m not interested in making EVE 2.0 with cockpits.

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One of my goals with Star Citizen is to make it feel very visceral and real. I want to feel the effects of physical damage on my character, loss of limb or other mishaps that can happen in the danger of space. If my character has been through several wars, I want to see the scars on him/her – perhaps a cybernetic arm because one was lost in firefight or the wrong side of a dogfight. I want to be able to walk up to another player in a bar and SEE that he or she is a grizzled veteran with the battle scars to prove it. This is the kind of detail, texture, and immersion that I want to achieve with Star Citizen.

I also feel that if everyone can be cloned easily, it fundamentally changes the structure of the universe. You now have a universe of immortal gods that can’t be killed. Death is just a financial and time inconvenience that has no further consequences. The life and death cycle of humanity is what has brought us our history, our need to “make a mark” in our time, to push forward. If I want a living, breathing universe that has a lot of the dynamics of a real world and is inspired by the decline and fall of the Roman Empire, immortality for all is problematic.

The flip side is that while perma-death is realistic, it is not a lot of fun if the first time you’re on the wrong side of a dogfight you lose everything and have to start again.

I want Star Citizen to be immersive AND fun.

The death mechanics that I have in mind keep a feeling of mortality and history without making it frustrating or killing (pun intended) the fun.


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The life and death of a Spaceman.

The Character creation screen will be done “in-fiction”. You’ll start the game in 1st person view looking at two bathroom doors – one with a male sign and one with a female sign. Which door you walk through will determine what sex you are when you walk into the washroom. Walking up to the mirror, you’ll see your reflection. Wiping the condensation off of the mirror with your hand (or some similar mechanic) will change / reveal your facial appearance. When you’re happy with how you look, you will exit and return to the UEE recruitment office and officer. You’ll fill in your name on the MobiGlas form and also specify your beneficiary in case of death: this could be a family member, son, daughter, uncle, aunt or someone entirely new (although not another player character).

The UEE Navy has an opt-out option right up until you move onto advanced training (where you would start Squadron 42). So if you just want to jump into Star Citizen, you can opt out right away. If you want some basic pilot training, you could avail yourself of basic and then buy your way out. In this case, the player would just owe a small debt to the UEE that he / she has to pay within a year of game time or become a “debtor” (debtors are denied landing rights on UEE controlled planets and don’t receive any UEE protection until they’ve paid their debt).

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A player enters the persistent universe of Star Citizen either after completing the Squadron 42 campaign (which doesn’t need to be successful), or by opting out before advanced training and going straight into the private sector.

Most players should have some kind of basic insurance, whether it’s lifetime hull insurance for everyone that has backed so far, or a limited duration insurance that will come with later ship packages. A player will even be able to take out a small loan to help finance his/her exploits (with the same penalties for nonpayment described above)

You will be able to run “training simulations” in the simulator module in your hangar (think of this like the arcade game in the Pilots’ Ready Room in the original Wing Commander) to practice your combat skills with no penalty (but of course there is also no financial reward here either).

When you venture out into space proper, you do put your character at risk, but it will be a long term one, not an immediate one.

I see each character you play having the ability to “die” multiple times before the character is finally put to rest. Think of this like “lives” in an old school arcade game. Science in the future is far more advanced than today. Medicine has the ability to bring people back from what would be considered dead in today’s world.

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If you lose a dogfight and your ship is going to blow, you have a few seconds to eject. If you manage to eject safely and someone doesn’t blast your ejected avatar, you won’t have even used a “life”. You’ll end back up at the last planet you docked on, with a new ship courtesy of SystemWide Insurance. You’ll have lost your cargo and any upgrades (unless you managed to insure those and you were destroyed in a system with a risk level at or below your insurance rating)

If you don’t manage to eject in time, or someone blasts your ejected character (which carries a harsh penalty if you do this in “civilized” space), your badly charred and almost dead avatar is recovered and you wake up in a med bay.

This is also true if you are killed in a boarding action and your teammates can’t or don’t recover you. If this happens it is assumed that your dead body was evacuated into space and then recovered.

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Every “death” creates wear and tear on your body. Depending on where you were hit and how you died, your character may require a new body part, which can either be cybernetic or organic. Eventually after too many deaths, your character’s body will just give out, and instead of waking up in a med bay, you’ll be attending the funeral of your fallen character from the eyes of the beneficiary you specified when originally creating your character. If your old character has done something noteworthy (akin to an in-game achievement), his headstone might read “Here lies Chris, discover of the Orion 2 jump point, slayer of the Dread Pirate Roberts, and a Citizen of the First Order.”

There will also be opportunities to regain some lives or do a reset. Some of this could be through in-game missions or it could just involve paying a lot of money to a specialist on a remote med planet that is doing stem cell research.

Because of how Star Citizen works, the death of your character is not as catastrophic as it would be in a traditional RPG. If you want to think about it in terms of RPG conventions, the character that you are leveling up and customizing is really your spaceship. Your avatar is really just a visual representation of your in-game character, and because Star Citizen is skill based, the loss of your character is more a cosmetic and textural outcome, especially as almost all of the assets you’ve worked hard to accumulate pass on to the beneficiary that you specified when creating your original character.

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Reputation and faction alliances pass on to your new character, but slightly diminished. If your original character was a pirate, then the new one will also be aligned with pirates, but not as much and will still be on the UEE watch list. No slate will be wiped clean, but if you want to change your allegiances, this would be the start. This matches life, where the son of a criminal has to deal with the bias of people thinking he is going to be like his father, or a son of a cop is assumed to be on the side of law and order.

What I like about this system is that it creates a sense of mortality and history. No one’s character will die right away. It will take some time to get to that point, but players will feel a sense of risk and so will think twice before needlessly risking their lives, as they don’t want to burn through their “lives”. You’ll also be able to see visually how battle scarred someone is – perhaps having an eye patch or a cybernetic arm could be a badge of pride that you’ve been to war and survived.

When a character finally does shuffle off the mortal coil, the player hasn’t lost what he has really put in the game time to build up – his ship(s), equipment and other assets. These pass to the next of kin / beneficiary. And there is a successor to carry on the family legacy or to avenge the deceased character. (“My name is Inigo Montoya. You killed my father. Prepare to die!”) This will hopefully create a competition between players to see how much they can achieve in the life span of their current characters. The ones that achieve greatness via killing a Star Citizen unique NPC or taking part in a unique event, like discovering a new jump point or system, are recorded in the Galactapedia and become part of the universe lore and history.

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The iconic funeral sequence from Wing Commander inspires Star Citizen’s death mechanic.

This doesn’t just apply to a player character. For me, it’s vital that there are non-player characters (NPCs) are both unique and can be killed. In a single player game, no one minds that many other players have completed the same quest and killed the very same boss monster because the world only revolves around you. But if you take the same quest in a MMO, which is meant to be a shared persistent universe, knowing that the next party will kill the very same boss in the same spot breaks the “suspension of disbelief”. Most MMOs just accept this as the price you pay with having many thousands of players – all expecting to be a hero.

Not Star Citizen.

Major NPCs will be unique. And if they are in a place where they can be killed, they will be killed only once. Think of it as a very hard to win achievement that one player or group of players in the game will ever achieve. If you manage to kill the “Dread Pirate Roberts”, that will be part of your legend, similar to discovering a new jump point or star system. Upon the death of a “boss” NPC, we won’t re-spawn him or her, but there will be someone that steps in to fill the void, so the same area of space may now be terrorized by “The Black Skull”. Major NPC “bosses” will be a unique scalp for a player good enough to beat them. But almost all bosses will have someone waiting in the wings.

While people may feel my proposed death mechanic may hamper their “role playing” of a character they have created an elaborate personal backstory for, I would counter that it will actually enhance it. There is no reason not to have the same backstory, but now it’s the story of your present character and his / her descendants. How many famous people are made and driven by the accomplishments of their parents?

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Trust Me!

I realize this game is not going to fulfill everyone’s personal vision of what they think it will be. That would be impossible. There will be some things in Star Citizen’s game design that WILL take people out of their comfort zone. That’s a good thing.

You backed me to make the game in my head and that’s what I’m going to do.

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I do listen and when I think something makes sense, I fold it into my thinking as long as it is compatible with the vision I am trying to achieve. But this won’t happen in all cases, so please keep an open mind and wait until you have a chance to play Star Citizen. And even then you should know that we will balance and tweak – that’s the whole point of having such a great community so early – for your feedback and ideas – and if something truly is broken for a large part of the player population we will fix it. We are an online game and frequent updates and tweaks are a core part of the Star Citizen vision.

Question and Answer
Q. What qualifies as a “death”?
Not ejecting before your ship blows up, taking a head shot during boarding, having your ejected pilot or escape pod targeted and destroyed while floating in space.

Q. How any “lives” will I get?
The exact number of “lives” will be balanced as development of the game progresses. The intention is to allow multiple “deaths” before you’re properly dead. So expect to wake up in the med bay at least half a dozen times if not more. And getting to this point won’t be common unless you are participating in a lot of boarding actions or flying in areas where there is no law and order. Please note that it will not ultimately be a single, static counter: taking different risks and dying in different ways will impact your overall survivability at different rates. Remember, the key to Star Citizen is visceral realism: so while the system works this way under the hood, there’s not going to be a “life counter” at the bottom of your screen!

Q. What happens on a disconnect or rage quit? Do I lose a life?
When you disconnect (or otherwise quit in flight) the server attempts to take you to “auto pilot”. If you’re in a space instance (i.e. not already in warp/ auto pilot) and close enough to a hostile the server will attempt to gain enough separation to enter auto pilot. If it’s successful the server will then place your ship back on the planet you last landed on. If not, and you haven’t managed to reconnect to your AI controlled ship before the hostile destroys your ship it is assumed you ejected successfully and will be returned to the last planet you landed on. If you have insurance will have a new hull waiting for you. We will monitor player’s disconnects and if we feel like you are “gaming” the system we may enact a “death” penalty on you and decrease your internal life count.

Q. What are the penalties for targeting an ejected pilot?
Players who target helpless ejected pilots in civilized space that don’t have an official UEE death bounty on their heads are the scum of the universe and will be treated as such by the authorities and marked for death by other players. Pilots who shoot down ejection pods will have trouble navigating civilized space because the police will be on their tails… and they’ll have trouble in the lawless regions, too, because there will be heavy government bounties on their heads (in addition to any player bounties that might be added.)

Q. How long do I float in space before being “rescued”?
When you eject in an active battle instance you can float and watch the action. You can activate your rescue beacon at any time, and when there are no hostiles within a certain distance the game will fade out, then fade up with “… a little time later” and have an in-engine cinematic of your pilot / pod being tractored in to a rescue and recovery vehicle. The game will then cut to the last planet you “saved” on, and you looking at your new replacement ship (assuming you have insurance).

Q. What happens with a “head shot” in boarding?
A head shot is more likely to be fatal than any other injury! Boarding a ship is an extremely risky proposition… you can gain a valuable prize by capturing another player’s property but you’re putting yourself at the most risk possible. It’s possible you’ll just lose an eye or a jaw… but there’s also a very small chance you’ll take a laser to the brain and be dead forever. Taking a head shot while defending a ship is usually less fatal: defending ships will allow their casualties more immediate access to medical facilities.

Q. How will you counteract griefing?
We believe this system will actually dis-incentivize griefers: If you’re a player who wants to camp out in a safe area to kill new players, you’ll quickly have a bounty on your head, and legal PvP will be authorized on you. If you target ejected pilots, lethal force on your ejected pilot can be authorized too. Attempting to grief new players will probably hasten your character’s death a lot quicker than the new players you’re trying to terrorize. We feel that by giving harsh penalties to people that target ejected pilots, allowing most injuries to be survivable, letting players upgrade for survivability to their specifications will help reduce the incentive to grief. But we’re also aware that everything will need to be balanced once the game goes live. So that’s our most important promise: we will continue to balance this system so that it works rather than allowing it to become a tool for players who want to make the game difficult for others.

Q. How can I reduce my chances of dying?
Ship upgrades will include a variety of systems designed to increase the survivability of vehicle loss, including improved ejection systems, improved space suits and personal shielding, better power plant cores (to give you more time to escape) and various automated systems (so that you can set your fighter to eject you after a certain amount of damage has been suffered.)There will also be an upgrade system surrounding your “battle damage”; if your character loses an eye or an arm and you would like a natural replacement rather than a cybernetic-looking implant, you will be able to pursue these in certain markets. Additionally there may be certain medical procedures or limb / organ replacements that can increase your lifespan (effectively add a few lives back)

Q. Is there any way to opt-out of the death system?
There is no way to opt-out of death in the persistent world, but remember that Star Citizen will include options for running your own server. We’ll allow you the option to set the game to infinite lives in this case.

Q. Will multi-person crews be able to escape the destruction of their ships?
Yes, all spacecraft in Star Citizen are being designed to allow crew members to eject or otherwise abandon ship.

Q. Can I rescue or tractor in an ally?
Yes. If you have room and you recover an ejected friend they can become crew on your ship. In addition if you rescue other players and survive the battle you will get a rescue payment from the rescued pilot’s ship insurance company once you land on the next planet. Space rescue and recovery is standard on all ship insurance policies.

Q. What happens I am captured rather than rescued?
If your escape pod is captured by another player or NPC, your game will continue… but there will be penalties depending on your situation. If you are a criminal and are delivered to a prison planet, for instance, you will need to pay off the authorities to escape. If you are sold into slavery, you will need to buy your freedom.

Q. Are you concerned that the fear of permanent death will scare players away from combat?
No. We’re building a combat game and are going to do everything possible to encourage players to dogfight and otherwise battle each other. In most dogfights, even if your ship is destroyed, you won’t lose a life as it’s very likely you will eject in time. Waking up in a med bay with a new limb should be a rare occurrence unless you really like to live in the most dangerous and unregulated parts of the galaxy. The fear of permanent death will cause some anxiety which will add to the overall experience… but it will be more than countered by the potential rewards. In a world where everyone is vulnerable, no one has an advantage.

Q. I already created a backstory for my character, I don’t want them to die!
We’re letting you know these plans early on so that you can incorporate them into your characters. Note that your next-of-kin need not be family members, for anyone hoping to role play a “lone wolf” character.

Q. Will I need to play through Squadron 42 a second time with a new character?
No, everything you earned from Squadron 42 the first time will pass on: Citizenship, credits earned, starter ship and the like. If your beneficiary was a citizen his/her status will pass on down to you as well with a probation period that you have to perform some actions / missions / job to keep the Citizenship in good standing. You will have the option of playing a second campaign if you so desire, but it will not be required.

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PostPosted: Tue Feb 05, 2013 10:05 pm 
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It definitely sounds like he's thought about it just a little. I actually agree with most of what he's saying. I'll be interested to see how it all comes together once it's in-game.


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PostPosted: Tue Feb 05, 2013 10:11 pm 
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Yeah, I think what he's saying has the potential to strike a nice balance between a lot of competing factors: story, player investment, risk, satisfaction at accomplishment, etc.

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PostPosted: Tue Feb 05, 2013 10:22 pm 
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I like this guy's thinking. Permanent death is important and vital to mmo roleplaying, not a hindrance. After all if you really have a beef with someone and the two of you can just respawn infinite times: what's the point? Trust me.. I've been there. It's no fun to contrive reasons why your arch rival is still alive after you executed the perfect trap, captured her, and put her heart in a jar. but I'm not bitter

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Hmm. I hadn't thought of it in a "blood feud" kind of way -- going at it to the death with a bitter foe...

The way it's described would give such a situation a "best in X fights" sort of nature, rather than coming down to one lucky ambush or critical hit. That's kind of neat.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Wed Feb 06, 2013 8:07 am 
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Read it, and I like his ideas. I like the idea of permanence after spending your "lives"

Also, the heavy penalty for blasting ejection pods is a cool idea.

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Quick reminder in case you guys didn't see an email: if you pledged for a package that included a Citizen Card, go to your account page and fill in the necessary survey to give them the info they'll need to make & ship it. The deadline is Feb. 15th, this Friday.

Also, yesterday was an update that they may be in a position to expand the availability of metal cards (instead of the plastic ones) to include the bronze and silver card levels ($125 & $250) with a $10 upgrade fee to cover the material costs at those tiers.

Pretty spiffy news, that!

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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I paid my $10 yesterday for the card upgrade (I thought I was sooo past caring about swag...I guess I just need the right swag). Glad I did, site appears to be swamped today.


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Editing to remove pictures that aren't new (and are mostly extraneous to the meat of the post) and to modify formatting to be decent here. Still a little wall-of-texty, but it's like a gingerbread house: the walls are delicious and full of sweet stuff.

Ships are the heart of Star Citizen and your personal ship will be the heart of your Star Citizen experience. It will be your home, your mode of transportation, your line of defense against pirates, Vanduul raiders and the dangers of vacuum itself… and what’s more, it will be an expression of your personal style and gameplay preferences. Every sci-fi fan has dreamed about customizing their own Millennium Falcon or manning the stations on their own bridge of the USS Enterprise, blasting off on adventures in space against evil empires and mysterious aliens. These fantasies are at the heart of our ship customization system: when you build a ship, we want you to feel like that ship is yours; that it’s not just a carbon copy of every other Aurora or Freelancer that you encounter. You will have a sense of pride when you pilot your craft, knowing that while there may be many like it this one is your own, unique in the universe.

To accomplish this, we’ve spent a lot of time drilling down from the initial ship document that we released during the crowdfunding campaign. We’ve been working out what makes up a ship, how ships can be upgraded and how they balance against each other. There’s still a lot of work to do, but we’re far enough along that we wanted give you a glimpse into how these systems work.

Combat in Star Citizen is fast paced and dependent on player skill. There is no auto-attack or random dice rolling and pilots will not be able to buy their way to victory. One of the most important rules to remember is that the most expensive parts may not be the right tool for the job, and that even the most decked-out ship can be bested by a skilled pilot in a lesser craft. Our job was to create a system that honored this promise: one where upgrades meant building a ship that speaks to your personal preferences rather than one that’s simply the acknowledged all-around best option.

What we decided was that this style of play demands a different approach to items. You won’t necessarily find that “level 2” laser cannons are objectively better than “level 1” laser cannons. In fact, you won’t find the word level anywhere in the game – except maybe next to an elevator shaft. One of the benefits to this is that there is absolutely no level scaling. All the items in the game are there for a reason. They fill a role, and accomplish a specific task. In many ways, our equipment system has a lot more in common with legendary table top battle simulations than it has with modern fantasy MMOs.

That’s not to say every laser cannon is the same or every neutron gun is equivalent. There are going to be different grades of equipment. As in real life, some companies will provide very basic versions cheaply, while others will provide expertly designed and constructed versions that are harder to come by. You make the choice between the affordable, readily available SpaceMart laser that may break down more, generate more heat and be less efficient… or the hand-constructed German-engineered version from a master weapons builder that will set you back a stack of credits in return for an especially reliable, efficient gun. (And you don’t even want to know how the laser cannons built by Joker could end up working!)

What this all boils down to is that at its core, ship modification is a game of resource management where players will juggle space requirements, power consumption, heat load, signature, mass, CPU resources, durability and the cost and availability of parts. We’ve created a system that allows you to manage all of these individual pieces in intricate detail, but also build a unified whole that will behave the way you want it to without micromanagement during the actual combat.

We should also note that it is our intention to make all of this optional. The great challenge of game design is building something that is easy to pick up but difficult to master. You never NEED to drill down this deep to enjoy Star Citizen. If you’re itching to get out there and fight or explore or trade, grab a factory model, add the few parts that you absolutely need, and head for the stars. If you’d rather control every aspect of your ship’s functions and tweak every element of its performance until it’s just right for you, then we’re giving you that option here! As with everything else in Star Citizen, choice is the watchword: you play how you want, and we just supply the tools. We believe that many of our users will be interested in this system since so many of you build and tweak your own PCs… and doing the same for your starships feels like a natural next step!

What makes up a ship?

Here’s a look at some of the hardpoints and equipment that make up the ships of Star Citizen

[*]Hull: Hull is where you can mount additional armor for protection, reduce your mass for better handling or modify your cross-section to limit your signature.
Power Plant: Power Plants supply the power that the rest of your ship will consume. It’s the foundation on which all other systems function.
[*]Avionics: If the Power Plant is the heart of your ship, the avionics are the brain. Avionics calculate the advanced math required for the maneuvering thrusters, track and identify targets, and automatically route power and ensure functional life support. It is unique among systems in that it can also be upgraded with additional systems such as ITTS, better turret AI and a myriad of other options.
[*]Afterburners: Give a significant boost to thrust at the cost of expelling fuel inefficiently.
Shield Generators: Protect the ship from spaceborne debris and hostile fire. Generators come in multiple sizes, and have varying levels of segmentation (single ‘bubble’, front/back, quadrant, etc.)
[*]Intake: Allows you to scoop free hydrogen in the vacuum of space or in the extreme upper atmosphere of gas giants to refill your working mass tank.
[*]Fuel Tank: The fuel tanks deliver mass in the form of hydrogen to the power plant, which in turn delivers energy to supercharge the fuel and expel it at speed. If you run out far from civilized space, you better hope you have Triple A! (Your computer will warn you when you reach ‘bingo fuel’ – the point of no return after which you will not be able to reach a friendly base.)
[*]Maneuvering Thrusters: Maneuvering thrusters are small thrusters that provide the majority of the pitch, roll and yaw control as well as correcting the ship’s velocity vector to be in the direction it’s pointing (if the IFCS is on). These can either be fixed in place, or have varying methods of articulation to improve control response.
[*]Main Thrusters: These provide the bulk of the forward thrust of a ship. Like maneuvering thrusters these can also be fixed in place or have thrust vectoring assist with the directional control of the craft. Articulated thrusters require more robust avionics.
[*]Miscellaneous: Weapon batteries to assist the recharge function of the energy weapons, ammo racks to store more ballistic ammunition, additional cooling systems to purge heat load, devices to hide your cargo, the list goes on and on…
[*]Class 1 Weapon: Forward-fixed weapons that can mount larger weapon systems.
[*]Class 2 Weapon: Gimbal-mounted weapons that have limited pivot in a fixed direction. The increased cone of fire comes at the cost of smaller weapon size.
[*]Class 3 Hardpoint: Class 3 hardpoints can mount a variety of underbelly gear such as missile racks or extra fuel tanks.
[*]Class 4 Hardpoint: Generally used to mount turrets, some ships can also use these hardpoints for increased cargo space and other ships systems.


Resource Management

Space

We’re not talking about stars here, we’re looking at the space your ship has for upgrades. In this sense, space comes in two flavors. First, the ship must have the appropriate hardpoint for an item, and second that hardpoint must have the capacity for the item. Larger items generally add more mass to the ship than smaller items, and that will impact your performance in certain ways.

Image

An example of the hardpoints and hardpoint capacity for two Hornet variations: civilian, and military

Power and Heat Load

Power Plants are the beating heart of the ship. Without power the ship (and likely the pilot) is dead in space. Power is at a premium, and pilots will find that they never seem to have enough to go around. With this in mind, will you opt to use your available power to install a more powerful weapon, or will you use it to power a larger set of thrusters?

Consuming power also generates heat that must be dispersed from a ship—much like a modern high-performance PC. If the ship can’t cool itself, it begins to damage its components. Wise pilots will install more cooling than the minimum provided by the hull to handle unforeseen heat spikes like those that might occur in battle or because of damaged components.

Signature
All ships generate an electromagnetic signature and reflect electromagnetic waves focused in their direction. These signatures are used by the avionics system to identify and track targets within its operational range. Power hungry ships will generate a much stronger EM signature while ships with minimal consumption may slip by unnoticed. Large ships reflect more radar waves back to active scanning units by virtue of their cross-sections. These signatures are also used by guided weapons to lock and navigate to their target. Signature is the primary concern for players wishing to maximize their stealth or avoid missile lock.

Mass
Mass is an important factor in determining the speed and maneuverability of your ship. As your mass goes up, your ability to rapidly change direction goes down. This stat is of primary concern for pilots who wish to maximize their speed and maneuverability.

CPU
Running the components of the ship requires advanced circuitry and highly specialized software, all of which are grouped together under the ship’s avionics system. These ‘packages’ offer more robust target identification, increased radar range, ITTS, and many other functions. In addition, other ship systems require data resources for proper operation. Examples include operation of the gimbal-mounted class 2 weapons and the AI systems for unmanned turrets.

Durability

How resilient a part is to damage will be of prime importance to pilots who expect to operate in hostile conditions. A high-output power plant is useless if it stops working with only minimal wear, or succumbs to the first laser bolt that finds its way through the shields to the hull.

Cost and Availability
Every part in the game has a cost in credits that must be paid to purchase it, but just having the money isn’t enough. Not all parts are available everywhere, and even the locations that normally sell certain items can be out of stock if the supply chain to the factory has been disrupted. Players will need to travel far and wide to locate all the parts they wish to install.

Performance Tuning
Tinkering with your ship is of huge interest to many people. We see this in the real world: there are huge communities around PC overclocking and in hobbyist automotive tuning on the weekends. People just like knowing that they’ve squeezed every last drop of performance out of their gear. We know you’ll want to push your ship to the limit (or maybe just baaaarely past it) so we are including systems to let you try. Parts are manufactured within tolerances, and while every part that rolls off the line will function precisely to its rated value, its true capability can be discovered by players willing to risk the consequences of failure. Pushing hardware past its rated specifications can have disastrous results though, and even successfully tuned parts will likely be more power hungry and generate a larger signature!

What you’re doing is “overclocking” your weapons and modules, just like dedicated PC enthusiasts do to their CPUs! When Intel builds a chip it often (but not always!) has the capacity for a higher clock speed… and people who want to push their rigs to the limit will manually tweak their CPUs higher and higher. Those tolerances aren’t known, though: sometimes a laser might get a 10% boost… rarer a 20% boost… and other times you might cause your overclocked gun to just generate excessive heat… or even damage itself! We anticipate some players will make a living overclocking upgrades and selling them to others at a premium… it’s our equivalent of an MMO crafting system without the artificial “leveling” mechanic taking you out of the game.

Item Quality
Just like there are a myriad of .45 handgun producers in the real world, there are many companies that produce equivalent items in the Star Citizen universe. Not all gear is created equal, however. Some manufacturers are known for mass producing cheap gear for pilots on a budget, or for arms dealers supplying localized conflicts. As a rule, cheap gear is generally less efficient, less durable and prone to overheating, but has the advantage of being extremely inexpensive and highly available. The better manufacturers produce more efficient and reliable gear at a premium, with the best components being reserved for UEE Citizens and Military… or aboard yet to be discovered alien derelicts at the fringes of the galaxy!

Some players can just pick up a laser and start shooting while others will spend days on a quest for the PERFECT laser for how they want to work their ship. Let’s say you’re interested in turning your Hornet into a stealth ship. You’re going to buy the lowest-emission modules wherever possible: thinner shields that don’t have such an energy signature, lasers that do less damage but generate less heat… thrusters that don’t accelerate as quickly but better keep you hidden. And then you can go to increasing extremes that involve more and more gameplay: maybe you hear that a company on Terra has a low-emission laser that does more damage that you need to hunt down… or a pirate group on Spider has illegally hacked shields that add a little protection without giving out a higher signature! You’ll travel the galaxy building the perfect ship rather than sitting in one hangar to put it together.

Testing Your Equipment
An important part of this system is that it’s not a rote recipe system; you don’t find the specifications for the perfect laser and work at it until you’re there. As with overclocking a PC or tuning a car there’s always an element of chance – the tweak may fail and leave you with a module in need of repair… and you don’t want to find that out when you’re nose to nose with a pack of pirates! To counteract this, we plan to add an optional suite of testing/burn-in equipment to your hangars, and some extra goodies in your avionics to track performance. Spending a little time and a few credits to run your newly overclocked shields or your maxed out cannons on the ground could end up saving your skin later on in space!

Legality
The UEE Advocacy is part police force and part coast guard and is tasked with enforcing the safety of pilots within UEE space. To accomplish this, they regularly scan ships for contraband or illegal components. Many of the best ship parts are strictly limited to Citizens of the UEE, and others are completely forbidden. Pilots who choose to flout the rules in UEE space will be fined, have their contraband confiscated, or possibly be engaged by the Advocacy in the pursuit of their duties.

Pipes

So that’s all great, but how do the parts work together? We accomplish this with various ‘pipes’ connecting the systems together. The power pipe supplies each device with power, while the data pipe transmits data between components. For example, the shield generator sends data out on the data pipe so the shield level can be displayed on the HUD. Pipes can be disrupted with varying repercussions! We want emergent gameplay to happen in your ship, not just in the larger game world, and a fully interconnected system of ship components allows us to make that happen.

Here’s an example of how the pipe system was initially designed:

Image

All this detail and flexibility is great if you are into it, but what if you just want to strap in and blast off without worrying about how deep the customization system goes? No problem! Customization will allow you to specialize your ship, but you’ll still be able to enjoy the game without tweaking all the nuts and bolts. Not everyone geeks out on the specifics: some just want to have fun blasting aliens and pirates from the cockpits of their space fighters. We’ll definitely be catering to that play style too!

We’re very excited about the direction of the ship upgrades system, and this is just the tip of the iceberg! Stay tuned over the coming months for more details!

Mmmm. I think PC Gamer sums up my reaction to this nom-worthy blog post perfectly:
PC Gamer wrote:
The ideas are fantastic in the complete sense of the word—extraordinary, but unrealized. We know what Star Citizen is supposed to be, and we’re starting to learn how it will all work—I can’t wait to see if it does. If anyone can implement all this successfully, Wing Commander creator Chris Roberts in definitely among them...

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Fri May 31, 2013 4:36 pm 
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Out of curiousity, is anybody else a subscriber to Jump Point, the pdf behind the scenes periodical for Star Citizen?

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Sat Jun 01, 2013 3:12 am 
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Not I. They have enough of my $$$ (for now at least).


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