{"data":{"id":12777,"title":"$3.5 Million Unlock!","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/12777-35-Million-Unlock","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/12777","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/12777","channel":"Undefined","category":"Undefined","series":"From the Chairman","images":[{"id":150,"name":"Orion.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/40ynycyq65ik4r\/source\/Orion.jpg","alt":"","size":201482,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:27:48+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/150","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/150\/similar"}],"images_count":1,"translations":{"en_EN":"$3.5 million \u2013 now that\u2019s an accomplishment! We\u2019re now firmly the second most successful video game crowd funding project\u2026 can we reach the $4.2 million needed to take the top spot? I think so! The $3.5 million level scores three major unlocks: the 45th star system (Orion), cockpit customization (bobble heads, dinosaurs and more!) and the ship-to-ship boarding mechanic!\n\nWhat\u2019s next? The additional star system every $100k has been such a success that we\u2019re continuing it to $4 million\u2026 so you have a chance to unlock five more systems (and the final system is, we promise, a big deal!) There will be an additional ship (plus description) unlocked at $3.75 million. Then the $4 million goal is a big one! Hitting it will add free professional mod tools for players, monthly development team webcasts. Squadron 42 will get a richer storyline and more branching missions and Star Citizen will add another ship (to be revealed!) and ten additional systems (for a total of 50.) We\u2019ll also expand the boarding mechanic, outlined below. So let\u2019s get there before this campaign ends: the team wants to add these elements as much as you want to see them!\n\nAnd be sure to check back in the very near future for the first pieces of pledge ship art; we\u2019re making the final preparations now! Orion System\nOwnership: Abandoned Planets: 8\n\nPlanetary Rotation (Orion III): 466 days\n\nImports: None\n\nExports: None\n\nUEE Strategic Value Rank: Red\n\nDescription: The colony on Orion III (Armitage) began life in a celebrated fashion; it was the end goal of Project Farstar, a UEE initiative aimed at expanding mankind\u2019s reach by establishing increasingly distant colonies. To this day it remains the single farthest human world ever colonized. Earth\u2019s most distant colony evolved peacefully for six years\u2026 until the first attack.\n\nArmitage was, it would later be established, an occasional Vanduul feeding world. Passing clans had marked the planet as a source of fresh livestock and would occasionally return for slaughter. The violent first contact incident occured in the system and it was followed almost immediately by raids against the colony. It isn\u2019t clear whether the Vanduul were angered by the human presence in \u201ctheir\u201d system or if they were simply eager for new victims\u2026 but raids began immediately and only increased in frequency and ferocity. Within six months, Orion had been raided fifteen times; casualties among the colonists were atrocious.\n\nThe UEE was faced with a difficult decision: deploying the Navy to such a distant star would have been difficult and expensive without an established supply chain. Ultimately, Orion was abandoned as a formal human colony, with refugees abandoning their homes and possessions for a long transport ride back to the Empire.\n\nToday, Orion III is a destroyed world. Shattered human settlements and the remains of occasional Vanduul encampments remain on the surface, but it has been largely depopulated and defoliated. The planet\u2019s surface, once largely inhabitable plains, is now pockmarked with impact craters and antimatter bombardment scorching.\n\nThere are few reasons to visit Orion today; the system is still in the distant reaches of space and offers no export\u2026 thrill seekers and anyone hoping to test their mettle against the Vanduul only.\n\nNext, at $3.6 million: \u201cGas giant, used as a refueling planet. Floating settlements. Home of the Murray Cup, a high-speed racing competition.\u201d Boarding Information\nAs promised, we\u2019d like to share the internal concept for ship-to-ship docking and boarding concept. Please note that this is the very early pitch\u2014some details may change as we balance the game and build out\/expand the mechanic! Boarding Mechanics\n\nThe goal is to develop a system where player-to-player boarding is an occasional reward rather than something that becomes the focus of the game; we\u2019re not building Grand Theft Starship. As such, we need a high cost of entry: players must dedicate both significant resources and skill to be able to put themselves in a position to board in the first place.\n\nThere are two major limitations on docking: 1) the target ship must be COMPLETELY disabled before it can be boarder and 2) docking requires the attacking player to dedicate credits and slots to several gate technologies, including a docking collar and a tractor beam.\n\nDisabling a target ship is a much more difficult task than it was in Wing Commander, where leech weapons would simply wear down the target. In Star Citizen, the player needs to knock down the enemy ships\u2019 shields and then (without causing a hull breach) pick off the individual thrusters. This is the skill barrier: if you can\u2019t shoot well enough to take apart a ship piece by piece then you can\u2019t board an enemy ship.\n\nTractor Beams are a dangerous technology. They take up a standard gun slot and are designed for collecting material significantly less massive than their host ship (escaped pilots, cargo pallets, bobbleheads, etc.) As such, there\u2019s a constant danger of overloading when using them to dock, especially with cheaper models. Additionally, they require that the target ship be ABSOLUTELY DISABLED \u2013 firing a tractor beam at a ship that still has functional thrusters will overload it and severely damage the attacker.\n\nA docking collar is needed to attach ships together. As with tractor beams, different levels are available which will allow connections to different sizes of ships; boarding something large like a carrier is much easier than something your own size, like a Constellation (disabling another Constellation\u2019s thrusters will require a crack shot, to say the least, and a much more accurate collar.) If the game hits the $4 million mark, collarless external ship combat will be added with pilots in pressure suits wearing EMUs able to battle it out in space; explosive charges would be used to open the targeted ship\u2019s airlock.\n\nThe standard VDU will not identify whether or not a ship is completely disabled; it will have a gut feel\/skill element to it. Higher software upgrades will provide more in-depth scans of a target that will give you a better assurance that no maneuvering remains in place\u2026 for a price.\n\nAlso note that docking mechanics do NOT apply to ships with a single crewman or certain smaller bombers; the general rule is that if there\u2019s not room to walk around then only the salvage mechanic can apply to it. You need a crewed ship to board in the first place and you can only board crewed ships which are larger than your own (in crew size.)\n\nCombat\n\nOnce a ship has successfully tractored in a target vessel, it will dock at a pre-determined location on the hull (ie, you will always dock at one of the same doors on the Constellation.) There will be a 30-second period where the attacking player cuts open the target\u2019s door. The defender can use that time to set up to fire back. Think an interactive recreation of the opening scene of Star Wars, with the Rebels nervously waiting to defend the corvette from Stormtroopers.\n\nPlayers will have access to a variety of upgrades to help\/hinder boarding operations. Armored space suits, hand scanners, explosives, more powerful (or functionally different) weapons and so on will be available to players on both sides of the equations.\n\nDefending players will have upgrade options that can help put the battle in their favor: a self destruct process, a dead man\u2019s switch, automated miniguns they can position in the cockpit and so on. It\u2019s going to be a challenge to get onboard a targeted ship successfully, one that you\u2019ll need to work with your friends to accomplish.\n\nFinally, the cost to recover a boarded ship will ultimately be high. Since you\u2019ve disabled and otherwise crippled it in battle (and cut into the hull to board) you must conduct repairs in deep space if you wish to keep the hull rather than simply looting it\u2026 during which the ship is in danger of being boarded by a third party. Boarding parties should plan to carry an advance repair bot with them or to suffer the difficulty of flying in a depressurized cockpit (limited life support time, less responsive controls.) Finally, only one ship can be flown at once: you will need to work with a partner if you wish to keep a boarded ship and your own craft.\n\n$4.0 million Level Additions Melee & Heavy Weapons\n\nZero-gravity Simulation\n\nSuit HUD Options\n\nIncreased Customization\n\nOutside-the-ship combat (magnetic boots on a hull; think Moonraker)","de_DE":"3,5 Millionen Dollar - das ist eine Leistung! Wir sind jetzt das zweit erfolgreichste Projekt zur Finanzierung von Videospielen.... k\u00f6nnen wir die 4,2 Millionen Dollar erreichen, die ben\u00f6tigt werden, um den ersten Platz zu belegen? Ich glaube schon! Das 3,5-Millionen-Dollar-Level bietet drei wichtige Freischaltungen: das 45. Sternensystem (Orion), die Anpassung des Cockpits (Bommelk\u00f6pfe, Dinosaurier und mehr!) und den Schiff-Schiff-Bordmechaniker!\n\nWas kommt als n\u00e4chstes? Das zus\u00e4tzliche Sternensystem alle 100.000 $ war ein solcher Erfolg, dass wir es auf 4.000.000 $ fortsetzen.... so haben Sie die Chance, f\u00fcnf weitere Systeme freizuschalten (und das letzte System ist, versprechen wir, eine gro\u00dfe Sache!) Es wird ein zus\u00e4tzliches Schiff (plus Beschreibung) geben, das f\u00fcr 3.75 $ Millionen freigeschaltet wird. Dann ist das 4-Millionen-Dollar-Ziel ein gro\u00dfes! Wenn Sie darauf klicken, werden kostenlose professionelle Mod-Tools f\u00fcr Spieler, monatliche Webcasts des Entwicklungsteams hinzugef\u00fcgt. Staffel 42 erh\u00e4lt eine reichere Handlung und mehr verzweigte Missionen und Star Citizen wird ein weiteres Schiff (wird noch bekannt gegeben!) und zehn zus\u00e4tzliche Systeme (f\u00fcr insgesamt 50.) hinzuf\u00fcgen. Wir werden auch den Boarding-Mechaniker erweitern, wie unten beschrieben. Also lasst uns vor Ende dieser Kampagne dort sein: Das Team will diese Elemente so sehr hinzuf\u00fcgen, wie ihr sie sehen wollt!\n\nUnd schauen Sie in naher Zukunft wieder vorbei, um die ersten St\u00fccke der Pfandbootkunst zu sehen; wir treffen jetzt die letzten Vorbereitungen!\n\n\nOrion-System\n\nEigentum: Verlassene Planeten: 8\n\nPlanetenrotation (Orion III): 466 Tage\n\nImporte: Keine\n\nExporte: Keine\n\nUEE Strategic Value Rank: Rot\n\nBeschreibung: Die Kolonie auf Orion III (Armitage) begann ihr Leben auf gefeierte Weise; sie war das Endziel des Project Farstar, einer UEE-Initiative, die darauf abzielte, die Reichweite der Menschheit durch die Gr\u00fcndung immer entfernterer Kolonien zu erweitern. Bis heute ist sie die einzige am weitesten entfernte menschliche Welt, die jemals kolonisiert wurde. Die entfernteste Kolonie der Erde entwickelte sich sechs Jahre lang friedlich.... bis zum ersten Angriff.\n\nArmitage war, wie es sp\u00e4ter festgelegt werden sollte, eine gelegentliche Vanduul-F\u00fctterungswelt. Vorbeiziehende Clans hatten den Planeten als Quelle f\u00fcr frisches Vieh markiert und kehrten gelegentlich zum Schlachten zur\u00fcck. Der gewaltt\u00e4tige Erstkontaktvorfall ereignete sich im System, und es folgten fast unmittelbar darauf \u00dcberf\u00e4lle gegen die Kolonie. Es ist nicht klar, ob die Vanduul durch die menschliche Pr\u00e4senz in \"ihrem\" System ver\u00e4rgert waren oder ob sie einfach nur nach neuen Opfern suchten.... aber die \u00dcberf\u00e4lle begannen sofort und nahmen nur an H\u00e4ufigkeit und Wildheit zu. Innerhalb von sechs Monaten war Orion f\u00fcnfzehn Mal \u00fcberfallen worden; die Verluste unter den Kolonisten waren grausam.\n\nDie UEE stand vor einer schwierigen Entscheidung: Der Einsatz der Marine bei einem so entfernten Stern w\u00e4re ohne eine etablierte Lieferkette schwierig und teuer gewesen. Schlie\u00dflich wurde Orion als formelle menschliche Kolonie aufgegeben, wobei Fl\u00fcchtlinge ihre H\u00e4user und Besitzt\u00fcmer f\u00fcr eine lange Transportfahrt zur\u00fcck ins Imperium verlie\u00dfen.\n\nHeute ist Orion III. eine zerst\u00f6rte Welt. Zerst\u00f6rte menschliche Siedlungen und die \u00dcberreste von gelegentlichen Vanduul-Lagern bleiben an der Oberfl\u00e4che, aber sie wurden weitgehend entv\u00f6lkert und entlaubt. Die Oberfl\u00e4che des Planeten, einst weitgehend bewohnbare Ebenen, ist heute mit Einschlagkratern und brennenden Antimateriebombardierungen \u00fcbers\u00e4t.\n\nEs gibt nur wenige Gr\u00fcnde, Orion heute zu besuchen; das System befindet sich immer noch in der Ferne des Weltraums und bietet keinen Export.... Nervenkitzelsucher und alle, die hoffen, ihren Mut nur gegen die Vanduul zu testen.\n\nAls n\u00e4chstes, bei 3,6 Millionen Dollar: \"Gasriese, der als Tankplanet benutzt wird. Schwebende Siedlungen. Heimat des Murray Cup, einem Hochgeschwindigkeitsrennen.\"\n\n\nInformationen zum Einsteigen\n\nWie versprochen, m\u00f6chten wir das interne Konzept f\u00fcr das Ship-to-Ship Docking und Boarding-Konzept teilen. Bitte beachten Sie, dass dies die sehr fr\u00fche Tonh\u00f6he ist - einige Details k\u00f6nnen sich \u00e4ndern, wenn wir das Spiel ausbalancieren und die Mechanik aus- und ausbauen! Boarding Mechanik\n\nDas Ziel ist es, ein System zu entwickeln, bei dem das Einsteigen von Spieler zu Spieler eher eine gelegentliche Belohnung als etwas ist, das in den Mittelpunkt des Spiels r\u00fcckt; wir bauen kein Grand Theft Starship. Daher brauchen wir hohe Einstiegskosten: Die Spieler m\u00fcssen sowohl erhebliche Ressourcen als auch F\u00e4higkeiten einsetzen, um sich in die Lage zu versetzen, \u00fcberhaupt an Bord zu gehen.\n\nEs gibt zwei wesentliche Einschr\u00e4nkungen beim Andocken: 1) Das Zielschiff muss vollst\u00e4ndig deaktiviert sein, bevor es an Bord gehen kann, und 2) das Andocken erfordert, dass der angreifende Spieler Credits und Slots f\u00fcr verschiedene Tor-Technologien, einschlie\u00dflich eines Andockringes und eines Traktorstrahls, bereitstellt.\n\nDas Deaktivieren eines Zielschiffes ist eine viel schwierigere Aufgabe als im Wing Commander, wo Achterliekswaffen das Ziel einfach zerfressen w\u00fcrden. In Star Citizen muss der Spieler die Schilde der feindlichen Schiffe niederrei\u00dfen und dann (ohne einen H\u00fcllenbruch zu verursachen) die einzelnen Triebwerke abschalten. Das ist die Fertigkeitsbarriere: Wenn du nicht gut genug schie\u00dfen kannst, um ein Schiff St\u00fcck f\u00fcr St\u00fcck auseinanderzunehmen, dann kannst du kein feindliches Schiff besteigen.\n\nTraktortr\u00e4ger sind eine gef\u00e4hrliche Technologie. Sie nehmen einen Standard-Gesch\u00fctzschlitz auf und sind so konzipiert, dass sie Material sammeln, das deutlich weniger massiv ist als ihr Tr\u00e4gerschiff (entflohene Piloten, Frachtpaletten, Wackelk\u00f6pfe usw.). Daher besteht die st\u00e4ndige Gefahr einer \u00dcberlastung beim Andocken, insbesondere bei billigeren Modellen. Dar\u00fcber hinaus verlangen sie, dass das Zielschiff ABSOLUT deaktiviert ist - das Abfeuern eines Traktorstrahls auf ein Schiff, das noch funktionierende Triebwerke hat, \u00fcberlastet es und besch\u00e4digt den Angreifer schwer.\n\nEin Andockring wird ben\u00f6tigt, um Schiffe miteinander zu verbinden. Wie bei Traktortr\u00e4gern sind verschiedene Ebenen verf\u00fcgbar, die Verbindungen zu verschiedenen Schiffsgr\u00f6\u00dfen erm\u00f6glichen; das Einsteigen in etwas Gro\u00dfes wie einen Tr\u00e4ger ist viel einfacher als etwas Eigenes, wie eine Konstellation (das Deaktivieren der Triebwerke einer anderen Konstellation erfordert einen Crack-Shot, um es vorsichtig auszudr\u00fccken, und einen viel genaueren Kragen). Wenn das Spiel die 4-Millionen-Dollar-Marke erreicht, wird ein kragenloser externer Schiffskampf mit Piloten in Druckanz\u00fcgen in EMUs hinzugef\u00fcgt, die in der Lage sind, ihn im Weltraum zu bek\u00e4mpfen; explosive Ladungen w\u00fcrden verwendet, um die Luftschleuse des Zielschiffes zu \u00f6ffnen.\n\nDer Standardbildschirm erkennt nicht, ob ein Schiff vollst\u00e4ndig deaktiviert ist oder nicht; er hat ein Bauchgef\u00fchl\/F\u00e4higkeitselement. H\u00f6here Software-Upgrades bieten detailliertere Scans eines Ziels, die Ihnen eine bessere Sicherheit geben, dass kein Man\u00f6ver an Ort und Stelle bleibt.... zu einem Preis.\n\nBeachten Sie auch, dass die Andockmechanik NICHT f\u00fcr Schiffe mit einem einzelnen Besatzungsmitglied oder bestimmten kleineren Bombern gilt; die allgemeine Regel ist, dass, wenn es keinen Platz zum Gehen gibt, dann nur der Bergungsmechaniker darauf angewendet werden kann. Du brauchst ein bemanntes Schiff, um an Bord zu kommen, und du kannst nur bemannte Schiffe besteigen, die gr\u00f6\u00dfer sind als dein eigenes (in Besatzungsst\u00e4rke.)\n\nKampf\n\nSobald ein Schiff erfolgreich in einem Zielschiff getrampelt hat, dockt es an einer vorher festgelegten Stelle am Rumpf an (d.h. Sie docken immer an eine der gleichen T\u00fcren der Konstellation an). Es gibt eine 30-Sekunden-Periode, in der der der angreifende Spieler die T\u00fcr des Ziels \u00f6ffnet. Der Verteidiger kann diese Zeit nutzen, um sich aufzustellen und zur\u00fcckzuschie\u00dfen. Denken Sie an eine interaktive Nachbildung der Er\u00f6ffnungsszene von Star Wars, bei der die Rebellen nerv\u00f6s darauf warten, die Korvette vor Stormtroopers zu verteidigen.\n\nDie Spieler haben Zugang zu einer Vielzahl von Upgrades, um den Einstieg zu erleichtern. Gepanzerte Raumanz\u00fcge, Handscanner, Sprengstoffe, st\u00e4rkere (oder funktional unterschiedliche) Waffen usw. werden den Spielern auf beiden Seiten der Gleichung zur Verf\u00fcgung stehen.\n\nVerteidigende Spieler haben Upgrade-Optionen, die helfen k\u00f6nnen, den Kampf zu ihren Gunsten zu f\u00fchren: ein Selbstzerst\u00f6rungsprozess, ein Totmannschalter, automatisierte Miniguns, die sie im Cockpit positionieren k\u00f6nnen und so weiter. Es wird eine Herausforderung sein, um ein gezieltes Schiff erfolgreich an Bord zu bekommen, eines, f\u00fcr das Sie mit Ihren Freunden zusammenarbeiten m\u00fcssen.\n\nSchlie\u00dflich werden die Kosten f\u00fcr die Bergung eines geboardeten Schiffes letztendlich hoch sein. Da du es im Kampf deaktiviert und anderweitig verkr\u00fcppelt hast (und in den Rumpf zum Einsteigen geschnitten hast), musst du Reparaturen im Weltraum durchf\u00fchren, wenn du den Rumpf behalten willst, anstatt ihn einfach zu pl\u00fcndern.... w\u00e4hrend dieser Zeit besteht die Gefahr, dass das Schiff von einem Dritten geentert wird. Die Boarding-Parteien sollten planen, einen Reparaturroboter mitzunehmen oder die Schwierigkeit zu erleiden, in einem drucklosen Cockpit zu fliegen (begrenzte Lebenserwartung, weniger reagierende Kontrollen.) Schlie\u00dflich kann nur ein Schiff gleichzeitig geflogen werden: Sie m\u00fcssen mit einem Partner zusammenarbeiten, wenn Sie ein geentertes Schiff und Ihr eigenes Schiff behalten m\u00f6chten.\n\n4,0 Mio. USD Level-Zug\u00e4nge\n\n\nNahkampf & schwere Waffen Null-Schwerkraft-Simulationsanzug HUD-Optionen Erh\u00f6hte Anpassung au\u00dferhalb des Schiffskampfes (Magnetstiefel an einem Rumpf; denken Sie an Moonraker)","zh_CN":"$3.5 million \u2013 now that\u2019s an accomplishment! We\u2019re now firmly the second most successful video game crowd funding project\u2026 can we reach the $4.2 million needed to take the top spot? I think so! The $3.5 million level scores three major unlocks: the 45th star system (Orion), cockpit customization (bobble heads, dinosaurs and more!) and the ship-to-ship boarding mechanic!\n\nWhat\u2019s next? The additional star system every $100k has been such a success that we\u2019re continuing it to $4 million\u2026 so you have a chance to unlock five more systems (and the final system is, we promise, a big deal!) There will be an additional ship (plus description) unlocked at $3.75 million. Then the $4 million goal is a big one! Hitting it will add free professional mod tools for players, monthly development team webcasts. Squadron 42 will get a richer storyline and more branching missions and Star Citizen will add another ship (to be revealed!) and ten additional systems (for a total of 50.) We\u2019ll also expand the boarding mechanic, outlined below. So let\u2019s get there before this campaign ends: the team wants to add these elements as much as you want to see them!\n\nAnd be sure to check back in the very near future for the first pieces of pledge ship art; we\u2019re making the final preparations now! Orion System\nOwnership: Abandoned Planets: 8\n\nPlanetary Rotation (Orion III): 466 days\n\nImports: None\n\nExports: None\n\nUEE Strategic Value Rank: Red\n\nDescription: The colony on Orion III (Armitage) began life in a celebrated fashion; it was the end goal of Project Farstar, a UEE initiative aimed at expanding mankind\u2019s reach by establishing increasingly distant colonies. To this day it remains the single farthest human world ever colonized. Earth\u2019s most distant colony evolved peacefully for six years\u2026 until the first attack.\n\nArmitage was, it would later be established, an occasional Vanduul feeding world. Passing clans had marked the planet as a source of fresh livestock and would occasionally return for slaughter. The violent first contact incident occured in the system and it was followed almost immediately by raids against the colony. It isn\u2019t clear whether the Vanduul were angered by the human presence in \u201ctheir\u201d system or if they were simply eager for new victims\u2026 but raids began immediately and only increased in frequency and ferocity. Within six months, Orion had been raided fifteen times; casualties among the colonists were atrocious.\n\nThe UEE was faced with a difficult decision: deploying the Navy to such a distant star would have been difficult and expensive without an established supply chain. Ultimately, Orion was abandoned as a formal human colony, with refugees abandoning their homes and possessions for a long transport ride back to the Empire.\n\nToday, Orion III is a destroyed world. Shattered human settlements and the remains of occasional Vanduul encampments remain on the surface, but it has been largely depopulated and defoliated. The planet\u2019s surface, once largely inhabitable plains, is now pockmarked with impact craters and antimatter bombardment scorching.\n\nThere are few reasons to visit Orion today; the system is still in the distant reaches of space and offers no export\u2026 thrill seekers and anyone hoping to test their mettle against the Vanduul only.\n\nNext, at $3.6 million: \u201cGas giant, used as a refueling planet. Floating settlements. Home of the Murray Cup, a high-speed racing competition.\u201d Boarding Information\nAs promised, we\u2019d like to share the internal concept for ship-to-ship docking and boarding concept. Please note that this is the very early pitch\u2014some details may change as we balance the game and build out\/expand the mechanic! Boarding Mechanics\n\nThe goal is to develop a system where player-to-player boarding is an occasional reward rather than something that becomes the focus of the game; we\u2019re not building Grand Theft Starship. As such, we need a high cost of entry: players must dedicate both significant resources and skill to be able to put themselves in a position to board in the first place.\n\nThere are two major limitations on docking: 1) the target ship must be COMPLETELY disabled before it can be boarder and 2) docking requires the attacking player to dedicate credits and slots to several gate technologies, including a docking collar and a tractor beam.\n\nDisabling a target ship is a much more difficult task than it was in Wing Commander, where leech weapons would simply wear down the target. In Star Citizen, the player needs to knock down the enemy ships\u2019 shields and then (without causing a hull breach) pick off the individual thrusters. This is the skill barrier: if you can\u2019t shoot well enough to take apart a ship piece by piece then you can\u2019t board an enemy ship.\n\nTractor Beams are a dangerous technology. They take up a standard gun slot and are designed for collecting material significantly less massive than their host ship (escaped pilots, cargo pallets, bobbleheads, etc.) As such, there\u2019s a constant danger of overloading when using them to dock, especially with cheaper models. Additionally, they require that the target ship be ABSOLUTELY DISABLED \u2013 firing a tractor beam at a ship that still has functional thrusters will overload it and severely damage the attacker.\n\nA docking collar is needed to attach ships together. As with tractor beams, different levels are available which will allow connections to different sizes of ships; boarding something large like a carrier is much easier than something your own size, like a Constellation (disabling another Constellation\u2019s thrusters will require a crack shot, to say the least, and a much more accurate collar.) If the game hits the $4 million mark, collarless external ship combat will be added with pilots in pressure suits wearing EMUs able to battle it out in space; explosive charges would be used to open the targeted ship\u2019s airlock.\n\nThe standard VDU will not identify whether or not a ship is completely disabled; it will have a gut feel\/skill element to it. Higher software upgrades will provide more in-depth scans of a target that will give you a better assurance that no maneuvering remains in place\u2026 for a price.\n\nAlso note that docking mechanics do NOT apply to ships with a single crewman or certain smaller bombers; the general rule is that if there\u2019s not room to walk around then only the salvage mechanic can apply to it. You need a crewed ship to board in the first place and you can only board crewed ships which are larger than your own (in crew size.)\n\nCombat\n\nOnce a ship has successfully tractored in a target vessel, it will dock at a pre-determined location on the hull (ie, you will always dock at one of the same doors on the Constellation.) There will be a 30-second period where the attacking player cuts open the target\u2019s door. The defender can use that time to set up to fire back. Think an interactive recreation of the opening scene of Star Wars, with the Rebels nervously waiting to defend the corvette from Stormtroopers.\n\nPlayers will have access to a variety of upgrades to help\/hinder boarding operations. Armored space suits, hand scanners, explosives, more powerful (or functionally different) weapons and so on will be available to players on both sides of the equations.\n\nDefending players will have upgrade options that can help put the battle in their favor: a self destruct process, a dead man\u2019s switch, automated miniguns they can position in the cockpit and so on. It\u2019s going to be a challenge to get onboard a targeted ship successfully, one that you\u2019ll need to work with your friends to accomplish.\n\nFinally, the cost to recover a boarded ship will ultimately be high. Since you\u2019ve disabled and otherwise crippled it in battle (and cut into the hull to board) you must conduct repairs in deep space if you wish to keep the hull rather than simply looting it\u2026 during which the ship is in danger of being boarded by a third party. Boarding parties should plan to carry an advance repair bot with them or to suffer the difficulty of flying in a depressurized cockpit (limited life support time, less responsive controls.) Finally, only one ship can be flown at once: you will need to work with a partner if you wish to keep a boarded ship and your own craft.\n\n$4.0 million Level Additions Melee & Heavy Weapons\n\nZero-gravity Simulation\n\nSuit HUD Options\n\nIncreased Customization\n\nOutside-the-ship combat (magnetic boots on a hull; think Moonraker)"},"links_count":0,"comment_count":161,"created_at":"2012-11-14T00:00:00+00:00","created_at_human":"13 years ago"},"meta":{"processed_at":"2026-04-28 16:29:13","valid_relations":["images","links","translations"],"prev_id":12776,"next_id":12778}}