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PostPosted: Thu Nov 15, 2012 4:32 pm 
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Donating and pledging are just different terms that are treated as interchangeable in crowdfunding circles. No official word on call-sign stuff, but early discussions on related topics suggest that the game may use a naming system that doesn't demand call signs be unique.

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PostPosted: Thu Nov 15, 2012 8:55 pm 
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It’s finally here, the first preview of a Star Citizen pledge ship. We’re very proud to present a ten-page brochure outlining the capabilities–and showing off the first images–of Roberts Space Industries’ Constellation spacecraft. We think you’ll be very pleased with the ship that many of you have chosen to make your own…

The Constellation Mk3

We designed the Constellation to fill a role not found in traditional space sims: a small multi-person ship similar to the Millennium Falcon or the Firefly. For the first time you’ll be sharing the front seat with a living co-pilot while another friend covers your tail in the turret. It’s going to set Star Citizen apart from the competition and it’s going to give you a gameplay experience you won’t find anywhere else.



(Download the PDF)

Please note that the model isn’t fully finished or textured. We’re releasing it now because we just couldn’t wait to show her off. Expect more details to be added to the exterior and interior and especially the fighter. This brochure will be updated with final models and paint overs in the coming weeks. We’ll be producing material with this level of detail on ALL our ships and will be releasing them to backers and subscribers during the course of development. Next up is the MISC Freelancer, then the RSI Aurora and the Origin 300i. The Freelancer and the civilian variant of the Hornet are being worked on as we speak. This will take time: the goal is to get it right, not to do it fast. We believe in designing not only the look but also the ergonomics and the functionality, and that takes time… but it will pay off in the finished model and the finished game. We hope this goes to show the level of immersion in the world of Star Citizen we are committed to delivering to you. We’re not happy with just a sketch, or even a render of a 3D model. We want it to feel like you’re looking at a real brochure from RSI, or another one of the spaceship manufacturers in the Star Citizen universe. From the day you’ve backed, we want your experience on the RSI site to be as much “in fiction” as possible, so even though it will be a while before you can fly in the universe you feel like you are part of it just by spending time on this site.

You can start your Star Citizen career in a Constellation by pledging at the $250 level or higher, or by adding a $225 ship upgrade.

An Interview with Ryan Church

Ryan Church, the incredibly talented (and famous) artist responsible for the Constellation, was kind enough to answer some questions about his process:



How does the process in designing ships work between you and Chris Roberts?
The process of designing ships for Chris starts with his description of all of the subjective and objective requirements- left brain stuff like how big, how maneuverable, crew requirements, mission. Then there is the right brain stuff- it always has to look cool and functional and fit in with his universe but it also needs to feel a certain way: tough, slick, dependable. It’s much like designing a car or any other product, there are the engineering requirements and then there’s the feeling you want to convey- look at a Ferrari and a Lambourghini. Both are high performance Italian sports cars but they have very different looks, different surface form languages. So I will start pretty rough and send a bunch of variations to Chris and he will (quickly!) weed them down and distill out what he wants. Once the shape and configuration are locked in I put on my engineer’s hat and work backwards from the functional requirements to the form. I model in Maya and Modo during the whole process until the end when I’m able to render something out and do an illustration from there.

How does the Constellation reflect your design philosophy with Star Citizen?
The design brief for the Constellation was that it has a crew of three, is heavily armed and has an ‘iconic’ shape. That’s tough to do! But I think we’ve succeeded- it has a very aggressive shape in attack/landing mode and can configure itself to a more benign looking cruise mode. At every stage while building it and figuring out the functionality I’m thinking about the Constellation class ship as a potential user: what would I want to fly? What would I want to be seen in? These questions resulted in not only the look of the ship but the layout of the interior and a lot of the functionality like the way the weapons can retract and change the silhouette of the ship. I’m a huge fan of aviation and aviation history and all of that knowledge affects my aesthetic and functionality decisions- looking back on the design process for real aviation projects is incredibly enlightning, you get to really see the tradeoffs that were made and how the designers either pushed up against what was technologically possible or in some cases repackaged old or mundane technology in a new way to come out with something innovative and successful. I try to think that way when working on these Star Citizen designs: space is scary, it’s unforgiving and it would be super scary to have nothing but an inch or two of metal or carbon or glass between you and an absolute zero vacuum. I want people to have that feeling when they’re cruising in one of these designs and feel the warm fuzzies that come from being protected inside a dependable ship they’ve been through many battles with.

What was the start goal for the Constellation, and how do you think you’ve achieved that with its current design?
The goal for the Constellation was really to be a bad ***, iconic ship- something with a very good combination of utility, speed, and firepower and that looked great- aggressive and sleek at the same time. And above all, functional.

How does designing space ships for Star Citizen differ than designing them for the film work you’ve done?
Designing ships for Star Citizen is really the most fun I’ve had designing in a long time. Film designs are almost always limited by being servants to the story being told- they must ‘read’ very quickly and be very visually strong. That’s all great but then what inevitably happens is the functionality and reality get compromised. These are issues we don’t have in Star Citizen. I’m treating it exactly as if I’m designing a real, functioning piece of equipment because in many ways that’s exactly what I’m doing- I can’t sacrifice visibility or weapon field of fire or interior packaging in the way I’ve had to do with countless movie designs. I find these limitations very cool to work under and really served as a mandate to buckle down and figure stuff out instead of what would happen on an average movie build which would be something like ‘ah, we never see it from that angle so we don’t have to worry about it’ or ‘it doesn’t really matter that the interior doesn’t match up with the exterior any more, we’ll never see it.’ With these Star Citizen designs all of that really matters as well as a hundred other things like cockpit ergonomics and airlock functionality, it’s part of an effort to make the designs as realistic as possible within the technology level inside the game and, in the end, be fun and cool to use. This is a lot of fun for my internal ‘frustrated engineer’.

What has been the biggest challenge?
The biggest challenge with my Star Citizen work has been finding the loose, first read, iconic shape and silhouette. Coming up with something that makes Chris say ‘that’s it!!’ That really makes or breaks the design- the detail kind of accrues organically and the requirements help decide the placement and configuration of weapons, engines, cockpits, etc. but that ‘squint your eyes’ shape is always the first- and hardest- part of the assignment.

What has been the most rewarding?
The most rewarding part of this job is seeing the equipment rendered out and inside the game engine. It’s really close to the feeling of walking on to a set you’ve designed- only in Star Citizen the plan is to be able to live with, customize and live and die in these things, it’s like being the star of a movie or actually living in Chris’ Star Citizen universe.


Spoilering giant images. More in the brochure/at the link itself, including most of the interior shots.

Spoiler:
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That's gorgeous. Except for the long missile racks. Those are ugly and look ungainly. I like the dorsal missile racks, though. I am in love with the cruise mode silhouette.

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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: Thu Nov 15, 2012 10:22 pm 
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So when you get that to begin, how do you effectively operate a 4 man ship by yourself? What would the crew do since everyone starts with a ship?

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PostPosted: Thu Nov 15, 2012 10:43 pm 
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There will be NPCs you can hire, to man the turrets and fly the snubfighter, but it's also noted that the Constellation features a lot of automation -- you could fly it solo at a moderately reduced capacity. It's said to be the biggest ship that will be able to be operated solo if you wanted to save the expense.

It won't be the only ship in my stable; it's just the one I can invite my friends to fly with me for the awesome factor. ;) I plan to use it as either an armed trader vessel or the core of a small pirate or bounty hunting squadron -- cargo space for the lootz, you know.

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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 Nov 16, 2012 1:24 am 
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I can't help but wonder what the dynamics of operating a large ship are. Is it more about who's manning what gun, or can you actually walk around inside them during flight? Errr, the larger ones, I mean. I've been lurking in this topic for awhile because this looks awesome enough to get me into space sims.


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PostPosted: Fri Nov 16, 2012 8:06 am 
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Do you lose your ship entirely if it gets destroyed in combat - what about your characters if they die?

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PostPosted: Fri Nov 16, 2012 8:13 am 
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Pledge ships will be forever safe. Other ships to be earned in game will be lost if destroyed, but can be insured.

I don't know if character death has been addressed, or if it has I haven't seen it in the mountains of information currently out there in the forums.

As for my initial take on the Constellation, I think it is an ugly ship. Nothing at all like I visualized it in my mind. All of that being said, I can't wait to hang out with you, Kaffis on the deck of that thing. Perhaps you'll give me the opportunity to take the snub fighter for a spin.

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PostPosted: Fri Nov 16, 2012 10:47 am 
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They'll be borrowing insurance mechanisms from the likes of EVE Online and Pirates of the Burning Sea, other MMOs where ship destruction (or insurance) is an important economic sink.

Insurance on a ship will not insure upgrades made to the ship, nor cargo. The developers have said that during beta, they may look into implementing a separate insurance on these items.

As Foamy said, pledge ships are insured for life at no extra cost. My guess is that all starter ships are, as well, so really pledging simply gives you other ships as starter ships.

Characters don't die, they just respawn at the planet they last docked at (or paid for lodging fees, or whatever the in-fiction mechanic for setting a respawn point will be) if they get stranded in space or killed.

Foamy, the Constellation certainly is nothing like what I was expecting, but I warmed up to it quickly. I was expecting something more compact -- less long and without the spindly feel the engine mounts give it. More Star Wars or Firefly and less Star Trek, maybe. Seeing the cruise mode, though, sold me on it, I think. That looks much more like what I was expecting, and then the articulating engine mounts that can swivel the whole engine to vector thrust clicked with me. The nose still looks odd with the canards slid forward, though. Very wide and almost hammerhead-ish.

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"Aaaah! Emotions are weird!" - Amdee
"... 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 Nov 16, 2012 10:49 am 
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This game is sounding incredible. I plunked down the $60 pledge last weekend. After seeing the Constellation, I am excited to see the other ship designs!


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PostPosted: Fri Nov 16, 2012 12:18 pm 
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Okay, wish granted, Ulfynn.

Spoiler:
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Vote for which one will be the MISC Freelancer at the Comm-Link.

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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 Nov 16, 2012 1:02 pm 
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Yeah I'm still leaning on 60 that way I can get maximum usage out of the ship while still solo. Though that does depend on how much less use effective the constellation is without a full crew. Its greater engine ability and massive upgrade room make it perfect for what I think my playstyle would be.

Kaffic, Foamy and others? Maybe we should work out what we plan on being / doing for best mutual benefit?

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PostPosted: Fri Nov 16, 2012 2:51 pm 
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Elmo, I'd be happy to play with you guys. I haven't settled for sure on what I plan on doing -- probably some of everything, though I'm not positive about outright piracy yet.

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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 Nov 16, 2012 2:57 pm 
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Elmo:

I will most likely be a wanderer/trader/explorer. I will try to avoid combat unless necessary. Whatever side of the law Kaffis decides to be on, I'd like to think that he'd consider flying on my wing as an armed escort should my trading take me through a seedier side of the galaxy.

With the ship designs coming out now, I am anxious to see the 300i.

I just hope that I am in a position to upgrade my PC to be able to handle this when it makes its grand entrance. I want to play this game so badly, it hurts.

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PostPosted: Fri Nov 16, 2012 3:28 pm 
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Oh, I'll fly escort, no problem. The real question is whether your potentially legit trader would accept the company of/employ a loyal scofflaw.

I have a feeling my brother wants to run some smuggling, so I think that's probably where I'll wind up -- willing to take some shady jobs and run from the law (hopefully without being correctly identified), but with a moral compass when it comes to violence.

Also, $4 million looks to be a lock, now, and I just noticed that the developers quietly slipped one by us -- the detailed stretch goals for the total pledge count now have listed under $4 million "all Kickstarter stretch goals unlocked." That's a relief, I was worried we wouldn't get some of the cooler peripheral support in the $1.75 million Kickstarter goal...

Still more Squadron 42 campaign missions at $4.5 and $5 million, though, and additional systems at launch...

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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 Nov 16, 2012 3:35 pm 
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I plan on being stealthy explorer with some combat options available. 300i looks ok as a dogfighter but I really like the Constellation's variety of upgrades available, larger engine mounts, and more cargo.

I'd imagine me exploring uncharted systems and finding a derelict ship - I want to be able to alert people to send a big salvage ship out and escort it without going to outside sources (outside of our group). I feel though Foamy would also be exploring which is why I'll do a combat like stealth build as well.

There is nothing wrong with our organization having a good front facing (mapping and salvage) with something behind closed doors as well :)

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PostPosted: Fri Nov 16, 2012 3:41 pm 
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Foamy - did you donate for the 300i?

Kaffis - at that pledge site do you get the ship you mentioned plus the bonuses on the right side for that donation?

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PostPosted: Fri Nov 16, 2012 3:49 pm 
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how about privateering?


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PostPosted: Fri Nov 16, 2012 3:56 pm 
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Yes, Elmo. Pick a pledge and it outlines the stuff you get. At the RSI site, there's an expandable box with all the physical goodies for each pledge level.

TheRiov, it's to-be-determined whether there will be state-sanctioned piracy, if that's what you mean. Historically for Chris Roberts' games (meaning basically in 'Privateer'), 'Privateer' is more interchangeable with 'mercenary for hire.'

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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 Nov 16, 2012 4:07 pm 
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I've seen notes about Star Citizen now being the second most crowdfunded video game, but no mention of what is the most ever crowdfunded game and for how much.

Wonder how close to the top crowdfunded spot SC is now?

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PostPosted: Fri Nov 16, 2012 4:38 pm 
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I am now tempted to go for Constellation I would def do it at 125 but 250 seems ooofey.

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PostPosted: Fri Nov 16, 2012 4:43 pm 
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Pledge page down for anyone else?

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PostPosted: Fri Nov 16, 2012 8:02 pm 
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Elmo, they've been doing some upgrades to prep for the weekend. It was being very sluggish in the 3-5ish area. It seems better now.

Foamy, currently, the most funded crowdfunded game project is Project Eternity a recent Kickstarted project from Obsidian Entertainment (of Baldur's Gate and KotOR 2) for an isometric RPG. Kickstarter's listing it at $3.86 million, but I think they were taking PayPal as well so the total is in the $4.1 million and change range.

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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 Nov 16, 2012 9:15 pm 
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For now I am in the 300i.

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PostPosted: Fri Nov 16, 2012 10:38 pm 
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I'll fly cover.

Pew pew pew!!!


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PostPosted: Sat Nov 17, 2012 7:45 pm 
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Mmm. Pirate ships.

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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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