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Posts tagged ‘chris roberts’

Squadron 42 Story Drop Courtesy Of Chris Roberts (Spoilers!)

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At this point, two and-a-half years after the launch of the original Kickstarter campaign, much is known about Star Citizen: we’ve been dogfighting for almost a year in Arena Commander; we’re about to put our boots on the ground in Star Marine; and very shortly, we’ll be shopping ’til we drop in Area 18 on ArcCorp. As Chris Roberts recently stated, it’s all starting to come together.

However, one aspect of Star Citizen has been conspicuously absent from all of the hoopla and information dumps: Squadron 42.

Squadron 42 is of course the spiritual successor to Wing Commander, an offline, single-player mission driven story campaign.
It will introduce players to the Star Citizen universe, along with the locations, ships and characters. Not only that, you’ll be able to play co-op with your friends. Roberts has mentioned the first set of missions for the campaign will release in the fall timeframe of this year.

Outside of those precious , we knew precious little about the campaign. That is, until yesterday.

In an interview over on Blastr, Chris Roberts was asked about Squadron 42. We’re no stranger to Chris’ uncanny ability to answer a question as thoroughly as any human possibly can, but he went even further this time. When asked about the story of Squadron 42, he game some exceptionally detailed information. To the point where I’m sorta mad that I read it! Continue reading ‘Squadron 42 Story Drop Courtesy Of Chris Roberts (Spoilers!)’ »

PAX East Recap & Roundup

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In case you didn’t notice, there’s a PAX happening this weekend! That’s right, PAX East is going on in Boston, and there were indeed Star Citizen things happening. Amazing things. Happy things. Let’s get caught up…

Show Floor

Star Citizen didn’t have it’s own presence on the show floor, but instead opted to bunk in the Logitech booth.  Here, there are demo stations set up so players could get their hands Star Citizen if they hadn’t yet experienced it before. An opportunity to greet some new converts, if you will.

Star Citizen Backer Event

While Star Citizen may have not had a full-on booth of their own at PAX East, Cloud Imperium more than made up for it with a special backer event on Saturday night, held at the Royale night club. And here, my friends, is where they brought the goods.

Chris Roberts took the stage to cheers of backers, and opened by announcing that Star Citizen 1.1 is live on the Public Test Universe. This is an important naming change, as it no longer makes sense to call it Arena Commander when it will be so much more soon — including the FPS and social modules.

Rental Equipment Credits (REC)

After covering some of the mechanical changes in 1.1, Roberts briefly went into the Rental Equipment Credits (REC) system coming with the patch. These credits can be spent in-game through the Electronic Access store so players can try out new weapons, ships and other things. Chris pointed out that Electronic Access (EA) was bought out by Original Systems, and is now a shell of a brand name at this point. Original Systems just uses EA as a digital storefront. Heh.

Improved Damage

If anyone can make damage sexy, it’s Chris Roberts and CIG.

Roberts talked about the tech behind the old damage model, and some of the problems that it could bring, given the level of fidelity of Star Citizen. The new damage model is not only a huge optimization which will allow the system to perform better, but an incredible visual upgrade as well. Check out the video!

Retaliator – Hangar Ready!

No words. Just Watch.

The Ground War & Star Marine Hands-On

The big news, of course, is the FPS module reveal, which has been given an official name – Star Marine!  Star Marine is created by the in-fiction development company interDimension Software (id Software. Get it?)  It will run along-side Arena Commander inside of the brand new Simpod that’s been installed in your hangar.

Chris showed slides of the initial armor and weapons which will be included at the launch of the module. These items will be able to be used in one of two maps; Gold Horizon Platform and Battleshphere.

Battlesphere brings with it zero-gravity gameplay, and makes use of a number of abilities to push and pull yourself around the environment, including a grappling attachment for your pistol. Backers at the event were able to hop into the Battlesphere to play live against some CIG devs, and good fun was had by all!

CIG had hoped to release Star Marine during PAX East, but their pursuit of perfection is keeping it in the oven for a few more weeks. But by the end of March, players should have the first iteration in their hands.

Looking Forward

Star Citizen 1.1.2, to be released in the April timeframe, will bring with it the social module, allowing players to leave their hangar for the first time to explore Stanton, an ArcCorp planet-side landing zone.  It wasn’t confirmed if you will be able to walk around this area with other players yet, but they’d mentioned that at a previous event, so here’s hoping!

After that, around mid-year, players can look forward to Arena Commander 2.0, which will include the much-awaited multi-crew ships.

Toward the end of the year, the first episode of the Squadron 42 trilogy will launch, closely followed by the pre-alpha Persistent Universe. Players will be able to land and trade and interact in about 5 star systems around the galaxy.

Roundup

There are some other great spots on the web you can check out what’s happening with Star Citizen at PAX East… here are just a few!

 

While PAX East may be coming to a close, SXSW will be just gearing up – and that’s where we’ll get a deep reveal of the social module. Fans won’t have to wait long – the SXSW event is next weekend!

Stay tuned to Delta Colony for more Star Citizen coverage during SXSW and other upcoming events!

Chris Roberts Weighs In On Rental Equipment Credits

 

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Chris Roberts took to the official Star Citizen forums tonight in response to Friday’s design post about the Rental Equipment Credit (REC) System. It seems that some players were concerned with the way it was being handled, but it turns out a good chunk of confusion may have been the primary source of the frustration.

In short, the REC design post described how players would be able to earn in-game Rental Equipment Credits — REC — just for playing Arena Commander (and the FPS module in the near future) in certain ranked game modes. These credits could then be spent on things to use in Arena Commander without spending real money  on a pledge, or with UEC credits players may have earned with a pledge package or bought with real cash. Besides REC, players can be awarded medals for their prowess in these matches — which, in turn, could award bonus REC.

With Arena Commander via the SimPod being a permanent part of the game in the future, even when the Persistent Universe launches, this is a system they were planning on delivering later anyway. Roberts explains:

 

We are specifically implementing a way for backers to earn ships via gameplay much earlier than we originally planned because this has been one of the main community requests. But it does take engineering time both on the client, the game servers and the web platform, which means it costs money – and takes away engineering time that would be spent on other aspects of the game.

In our view it is worth the investment as it will allow someone that has supported the game to have the same choice that they will have in the final game to play the game to earn new ships and items or if they don’t have the time to do this pledge for new items, which supports the ongoing development and running costs of the game (and yes 300+ people, petabytes of data and dozens of servers are not free).

 

Further in the original post, it was explained that the rental equipment that players purchase would last for 7 days of “real time.” This seemed to be the primary source of confusion for players, and Roberts took the opportunity to further clarify in his forum post:

 

One thing that wasn’t clear from the Friday post was that REC time is not real life time – its based on daily play. A week in REC is not necessarily a week in real life as the 7 days don’t need to be concurrent. If you log in over 7 days over a month that would be the same as logging in for 7 consecutive days. The example in Calix’s design overview of needing about 7 hours to “earn” a Hornet for a week was on the rational that playing 1 hour a day for 7 days would earn you a Hornet to fly for 7 days. Seems a pretty fair trade off – especially for a ship that others have contributed $110 for the right to fly the same ship in the PU and AC.

 

This means that players end up with 168 hours of actual play time for their rental purchase.

Still have questions or concerns? Head on over to the Star Citizen Base forums thread to discuss.