Star Citizen

259 readers
9 users here now

This is your community for everything related to Star Citizen - an up and coming epic space sim MMO being developed by Chris Roberts and Cloud Imperium Games.

Rules

  1. Submitted content must be related to Star Citizen. All c/starcitizen content must be related to Star Citizen. Content with an indirect relationship ust be a text/self post and must attempt to provide meaningful discussion of Star Citizen.

  2. Be respectful. No personal insults/bashing. Don't be a dick. Treat others with respect and refrain from name calling/insults.

  3. Follow all specific posting restrictions:

  1. No AI generated content. AI generated images or chatGPT text content will be removed as "low effort" content. Please do not post AI generated content on this community.

This is an unofficial Star Citizen fansite, not affiliated with the Cloud Imperium group of companies. All content on this site not authored by its host or users are property of their respective owners.

The official Star Citizen website may be found at https://robertsspaceindustries.com

founded 1 year ago
MODERATORS
1
8
Citizencon 2954 Schedule (robertsspaceindustries.com)
submitted 22 hours ago by Aurenkin to c/[email protected]
 
 
2
 
 

Baior recently posted a thread asking for feedback on changes to ship components where everyone basically responded with a "How would we know unless someone datamined the info?"

Tap for full text from Savrals-CIG's response to the feedback

Hi

Thank you all for your feedback so far. We are aware that we are not doing the best job yet in presenting the stats of each item.
This is something that we are actively looking into improving moving forward since we do not want our players to be required to use external tools (we are very thankful that they exist though).

You have been heard and we have better stat visibility on our list we are actively looking into.
But we wont have a solution for 3.24.2.

As additional side note to Baiors message:

Since this patch has the biggest change we ever did for the ship components yet, we are still iterating over the values.

Here I personally ask for all the feedback that you can provide

What are you expecting to see when we talk about our classes like competition, military, industrial and stealth?
What are the component loadouts you have for your mining or salvage endevours versus your PvP setup?
What is your favorite item and why shouldnt we nerf it 😛?


To be super clear here, everything helps us right now, but what helps us the most is a description of what you are expecting in words 🙂.
Additionally it helps describing what you already like and what you think still needs improving.

Cheers,

- Savrals-CIG

3
4
5
 
 

Committed for Alpha 3.24.2:

  • RSI Zeus MkII CL
  • RSI Zeus MkII ES
  • MFD Rework and New Displays
6
7
 
 

Guests:

  • Bastien Cruette, Systems Designer II
  • Thorsten Leimann, Lead Systems Designer
  • Guilleremo Bilbao, Gameplay Programmer III

TL;DW:

  • Resource Network will be used everywhere its possible (ships, land vehicles, outposts and space stations).
  • Resource Network is a replacement for the old Pipe System.
  • New system will allow for things like new types of Hydrogen fuel which affect thrusters in different ways.
  • New components coming with engineering:
    • Fuses
    • Life Support Generator
  • Engineering will be a start of moving away from ship HP pool and towards physicalized component HP.
  • Life Support system consists of:
    • Temperature
    • Atmosphere composition
    • Pressure inside a room
  • Components misfires might cause additional damage, make them stop working (temporarily of permanently), starting a fire or blowing up the whole ship (generators).
  • Initial release will have a limited number of misfires.
  • Damage penetration will be a temporary, simplified version of what will come with the physicalized damage. Certain types of weapons will penetrate the hull of a ship and damage components inside.
  • Damage penetration depends on weapon and ship armor.
  • We'll be able to repair fully destroyed components but not to 100% HP - that will require repairing the ship at LZ.
  • Only size 1-2 components can be replaced with a tractor beam.
  • Engineering screen shows:
    • Location of each component.
    • Connection between them.
    • Component status (HP).
    • Life support and Cooling status.
    • Component temperature.
    • Notifications about issues.
  • Fuel displayed on the engineering screen "will be relevant in the future".
  • You can lock the engineering UI to prevent changes from any other MFDs besides the engineering station.
  • Power Management presets will be a thing. They are locally stored and can be loaded on someone else's ship (the same type).
  • Doctor Benny (TARDIS) montage at the end.

This is the last ISC until Citizen Con.

8
 
 

Moved into the Alpha 3.24 column, targeting a 3.24.X release:

  • Acidic Caves
  • Rock Caves
  • MFD Rework and New Displays

Added to Release View:

  • Argo ATLS
9
 
 

Thanks to Camural for putting together this list with the links:

Vehicle Balance:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-vehicle-balance/436913

Group and Party System:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-group-and-party-system

Commodity Trading:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-commodity-trading

Salvage Career:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-salvage-career

Arena Commander:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-arena-commander

Vehicle Features:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-vehicle-features

Locations:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-locations

New Player Experience:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-new-player-experience

Inventory Management:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-inventory-management

Law and Criminality System:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-law-and-criminality-system

Game Economy:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-game-economy

Environment Art and Audio:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-23-feedback-environment-art-and-audio-1

FPS Combat:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-fps-combat

Mining and Harvesting:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-mining-and-harvesting

Keybinds and Controls:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-keybinds-and-controls

10
 
 

Guest:

  • Chad McKinney, Senior Lead Gameplay Engineer

TL;DW:

  • Jared's head will be scanned for one of the games.
  • "When I said that (we're really close to releasing personal hangars) that doesn't mean we were close to going live."
  • ATC and transit were the most problematic parts to implementing the new hangar loop due to their age.
  • Transit is already in the process of rewriting, ATC will follow in the future.
  • Hooking personal hangars/cargo to the new mission system also shed light on some previously unknown problems with its implementation.
  • Since the 3.23.1 (later 3.24) patch was already late, they decided to spend more time on it to polish things and include some of the player feedback. They couldn't do more as they didn't want to cause a general delay for the rest of the company.
  • Chad wishes he'd split the functionalities more so they could deliver them faster and in a better state.
  • "In the original proposal of the item bank it works as it does now actually." (no drawer, just opens the old inventory UI)
  • Item kiosk UI will most likely stay as is (no drawer), just with all the improvements from the freight elevator kiosks (search and all the other stuff).
  • Answers from Rick Porter & Ian:
    • "We plan to add 'garage modules' so we don't intend to expand the pavement (of the personal hangars) but there should be more room for vehicles where you can basically add on modules and expand the hangars (...)"
    • "The plan is for personal hangars to be able to be customized and expanded in the future with addition of these modules (there's no finalized list of possible modules yet)."
    • They're planning to split the public and personal hangar decorations (cables and all the other garbage) to allow players to fully make the latter their own while keeping the public ones feel lived in/used.
    • We'll be able to move the freight elevator in our personal hangar when hangar customization modules are released.
    • Cargo decks need a significant rework as cargo gameplay approach has significantly changed since their implementation. They will be used in some way eventually.
  • ATLS tractor beam functionality will be an exclusive feature for now, there's ongoing discussion whether to copy it to other vehicles and handheld devices.
  • No bed logging from beds included in this year's Citizen Con goodie pack for now, overall work on bed logging and logging from hangars will happen in the future.
  • Hangar decorations being unruly is a problem with physics, more info in the last week's chat with Benoit. Will improve as server performance increases.
  • Option to put 1 SCU boxes into 8 SCU ones was removed due to issues on the delivery logic side (problems with delivery of nested objects). Will probably return in the future.
  • We'll be able to call our ships into other people's hangars eventually. There are still some technical and design problems to figure out before that happens.
  • ATC is probably the oldest system in the game.
  • Spawning vehicles from freight elevator is still planned.
  • They're looking into making the process of calling up your ship faster.
  • Chad haven't heard about hangar alarm (the one happening when spawning your ship) being a problem, there are no plans to adjust the volume or add an ability to turn it off at the moment.
  • They want to add support for manual loading for the Hull series and other ships that require docking. Improvements to automatic loading will come later.
  • Hover trolleys had some physics and game loop issues, they'll come back eventually.
  • Auto loading is planned to always be a thing but not for every object (not for mission cargo, some personal items).
  • Inventory search will include more item data/fields in the future.
  • Mining bags not working with freight elevators is a technical issue, they're aware of it.
  • There will be an option to spawn multiple ships at the same time in the future.
  • Option to name cargo boxes is still in design stage but it's planned.

No SCL next week, this one might be the last one until after Citizen Con.

11
 
 

A few more details here, but definitely read through the known issues if you decide to hop in:

We are intending to leave this build up for up to 24 hours but could come down sooner if blocking issues occur.
This test will have each Stanton shard split into many authoritative zones. We are planning to start the test out at 1 DGS with 100 players as a baseline and increase this to add more DGS with 500 and then as high as 1000 players

Edit: An easy way to download this is to rename your "LIVE" folder to "TECH-PREVIEW".

Edit2: If they make it to 1000 players, this will be handled by 6 dedicated game servers (DGS) being meshed together into a shard.

The 500 player count will be achieved with 3 DGS

Global Chat will work, but will only show players in your DGS and not everyone in the shard: https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230/message/55594666

12
 
 

Guests:

  • John Crewe, Vehicle Director
  • Ben Curtis, Vehicle Art Director
  • Nathan Lange, Senior Vehicle Artist
  • Falko Poiker, Vehicle Designer Principal
  • Kevin Turenne, Vehicle Artist Senior I
  • Alexander Palmer, UI UX Designer III
  • Gabriel Hector, Systems Designer III
  • Joe Dines, UI UX Designer II

TL;DW:

  • RSI Zeus MKII:
    • There's a front entrance (ladder).
    • "Zeus is an evolution on RSI style."
    • "It's a stepping stone ship."
    • ES (exploration) and CL (cargo) variants will release together.
    • It took a year to create.
  • MFDs:
    • Initial release of new ship MFDs will bring 5 styles (AEGIS, ANVIL, DRAKE, ARGO, generic).
    • Self status info will depend on active operator mode, there's a unique version for turrets.
    • Weapon status view is completely new.
    • Scanning and comms are moved to MFDs.
    • New diagnostics view with component health, errors and critical issues.
    • Bunch of settings will be adjustable from MFDs now (stuff like coupled mode toggle, g-safe, lag pips, casting to HUD etc).
    • Some visual changes to in-cockpit radars.

Lots of visuals so watch the episode for a full experience.

13
 
 

Hi all,

As part of the ongoing development of vehicle systems, particularly with Resource Network and Engineering gameplay on the horizon, we've taken the opportunity to look across all our current vehicles ingame and revisit some of them in terms of both default item size and quantity.Reviewing both player feedback as well as analytics on usage and performance it was clear some ships/vehicles were underperforming and needed adjustment. Some vehicles were adjusted to bring them in line with others in their class to ensure competitiveness and some were adjusted because they simply had a abundance of power output that wasnt necessary anymore.

You may have noticed recent vehicle promotions and releases have strayed away from the typical max 1-2 Power Plants/Coolers/Shield Generators to higher numbers such as the Zeus and Retaliator having 4-6 Shield Generators for example and these updates will roll out similar changes across other ships and vehicles.

In addition to the changes below you can also expect handling & health changes to some vehicles to make sure they do not stray too far from their intended design behaviour, the Redeemer for example will get a buff in flight handling to compensate for the reduced shields and weaponry.

The following are the new default sizes/amounts for the specified item types per ship, e.g if something now says "1x S2 Powerplant" that means it now only has a single S2 Power Plant rather than gaining an additional S2 on top of its current Live loadout. Weapon changes are specifically listed for the relevant hardpoints.

AEGS Reclaimer

  • 1x S4 Cooler and 1x S4 Shield Generator

AEGS Redeemer

  • 6x S2 Shield Generators
  • Manned Turrets now 2x S4 Weapons

AEGS Vanguard

  • 1x Medium Power Plant (Sentinel has an additional Small Power Plant)

ANVL Carrack

  • 2x Large Power Plant

ANVL Gladiator

  • 1x S2 Power Plant, 1x S2 Shield Generator
  • Wing missile hardpoints now all S4
  • Wing weapon hardpoints now both S4

ANVL Hurricane

  • 2x S1 Power Plants

ANVL Valkyrie

  • 4x S2 Shield Generators
  • Remote Wing Turrets now 1x S4 Weapon

ARGO MPUV-1C & 1P 1x S0 Power Plant

ARGO Mole

  • 1x S3 Shield Generator

ARGO RAFT

  • 3x S2 Shield Generators

CNOU Mustang Gamma & Omega

  • 1x S1 Shield Generator

CRUS Starlifter C2 & M2

  • 2x S3 Power Plants

CRUS Starlifter A2

  • 3x S3 Shield Generators

CRUS Star Runner

  • 1x S3 Shield Generator

DRAK Caterpiller

  • 3x S3 Shield Generators

DRAK Buccaneer

  • 1x S1 Shield Generator

DRAK Vulture

  • 3x S1 Shields Generators

ESPR Prowler

  • 4x S2 Shields Generators

MISC Freelancer (All)

  • 2x S2 Power Plants, 3x S2 Shield Generators
  • Manned Turret weapons now 2x S3

MISC Hull A

  • 1x S2 Shield Generator

MISC Hull-C

  • 2x S3 Power Plants, 4x S3 Shield Generators

MISC Prospector

  • 3x S1 Shield Generators

MISC Starfarer (All)

  • 3x S3 Shield Generators

ORIG 350r

  • 1x S1 Power Plant

ORIG 400i

  • 1x S2 Power Plant, 1x S2 Cooler

ORIG 85X

  • Remote turret weapons now 2x S2

ORIG M50

  • 1x S1 Shield Generator

RSI Constellation (All)

  • Manned Turret weapons now 2x S3

Thanks for reading and remember, all stats are subject to change.

14
8
submitted 1 month ago* (last edited 4 weeks ago) by [email protected] to c/[email protected]
 
 

Link to Spectrum Thread about Feedback: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-vehicle-balance

Direct link to the survey: https://airtable.com/appuNwWnmCOAmbCgo/shrko5r7043boH6g3

Deep dive video by Avenger One about Master Modes/combat: https://youtu.be/SNm8RaKHLHg

Edit: Some awesome suggestions to fix racing (even with mastermodes) https://www.youtube.com/watch?v=oxqarzvkKJ4

I really like his idea of performance components and the benefit/drawback ideas he comes up with.

15
16
 
 

I'm hoping they implement a way to assign crimestat to players that "flick" cargo at other players or ships in armistace zones.

17
18
 
 

From Wakapedia in SC-Testing-Chat:

@Wakapedia-CIG:

We're getting closer. QA team is checking the build. Goal is 2x800 player meshed shards. Will update here shortly as we are hoping for sometime in the next 30 minutes if QA gives the greenlight!

https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230/message/55501617

Update:
Wakapedia-CIG:

  TECH-PREVIEW will be opening up shortly for a RMQ/Meshing Playtest! https://robertsspaceindustries.com/spectrum/community/SC/forum/190049/thread/tech-preview-playtest-meshing-playtest-round-3

update 2: Last second issue found, test delayed until tomorrow (morning at earliest).

19
 
 

And for those that haven't heard of the Titan Suit before: https://starcitizen.tools/Titan_exosuit

20
21
 
 

MOTD

🕹️(Tuesday) Goals for the week: We are currently working on further stability hotfixes for 3.24 LIVE with plans to roll out server hotfixes throughout the week. We are also currently putting together a new build for a Tech-Preview RMQ/Meshing test later this week!

Additional context:

I'll give more details once we have it all locked in for the test but goal is to be all backers tech-preview

-Waka (sc-testing-chat) https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230/message/55453982

22
 
 

The goodie pack for last year's Citizencon was heavily Pyro themed.

The rewards this time around are tied to Citizen Day which (to me) is feeling a lot more Squadron 42 focused.

https://robertsspaceindustries.com/galactapedia/article/bmGYMYp9Xy-citizen-day

If we're lucky we might even get a potential release date, but I could easily see them specifying this as a "goal" rather than a hard release date...

Edit: A fellow org mate pointed out that the P8-AR was originally a SQ-42 campaign exclusive rifle.

23
 
 

Guests:

  • George Rankin, Senior Level Designer
  • Zac Preece, Senior System Designer I
  • Glenn Kneale, Level Designer I
  • Eddie Hilditch, Assistant Environment Art Director
  • Loek Gijsbertse, Lead Environment Artist

TL;DW:

  • Reminder that Pyro is a free-for-all zone (yay for shootouts while shopping).
  • NPC will have improved "classes and archetypes".
  • Some locations will be marked as special zones where NPCs will stay during combat.
  • They hope server meshing will improve server FPS.
  • Incoming NPC classes:
    • "Techie": light armor, SMGs, more aggressive.
    • "CQC": shotgunners, even more aggressive.
    • "Juggernaut": heavy armor, LMGs.
  • NPC traits are coming.
  • One of the factions will have pet Kopions fighting alongside them.
  • Factions will differ in gear, combat skills and available quests.
  • New joinable factions:
    • Headhunters (more "rush" based combat, tier based armor: higher lvl = more tanky)
    • Citizens for Prosperity (accurate during combat, more "civilian" gear)
  • Both of the above fight against Xenothreat.
  • Xenothreat fights more cautiously and defensively.
  • More insight into some of the new settlements in Pyro.
  • 4.0 will add watchtowers for snipers (player and NPCs) to settlements.
  • Pico daleks confirmed?

Another combat focused episode, it's Pyro after all. Also reminder that 3.24 is out, albeit a bit broken for some.

Edit: Fixed the faction name.

24
 
 

From a spectrum thread:


Is there any chance we could get more REC for future EPTUs?

it would make specific ship testing alot easier in AC

Nurseman


Hi, thanks for feedback, totally agree.

The starting REC for PTU has just been increased to 10,000,000 to ease with testing!

See you out there o7

ps. we're still working on reducing REC prices overall (see: https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/why-is-rental-so-expensive/7058253), unfortunately the tool used for this is experiencing issues in the 3.24 stream so will most likely not make it for 3.24.0; we'll continue to push to resolve for the next.

TheDJBuntin-CIG


https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/could-we-get-some-more-rec-in-future-eptus/7118085

25
 
 

Progress Tracker finally got an update (only until the end of 2024) and there was a change in how things are tracked.

Release View:

  • Moved target release date of patch 4.0 to Q4.
  • Added "New Missions - Repair, Charge and Drain" to patch 4.0.
view more: next ›