{"data":{"id":14142,"title":"Design: Updating Ship Stats for Gameplay","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14142-Design-Updating-Ship-Stats-For-Gameplay","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14142","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14142","channel":"Undefined","category":"Undefined","series":"Design Post","images":[{"id":2124,"name":"M50_comp52.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/4xqx0qga0j56qr\/source\/M50_comp52.jpg","alt":"","size":562647,"mime_type":"image\/jpeg","last_modified":"2020-05-14T16:53:55+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2124","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2124\/similar"}],"images_count":1,"translations":{"en_EN":"Or: Holy @#$*! What did you do to my (insert ship name here)?!\nYou might have noticed that as more ships are becoming battle-ready, some of their stats are changing. Sometimes, these changes look very dramatic. The important thing to remember as you see these numbers changing is that no matter what the changes are, we are not changing the purpose of any ship. What you see in that brief paragraph of description is precisely what we\u2019re attempting to reach with each and every stat change.\n\nAn ongoing game balancing\nMost of the numbers that appeared early in Star Citizen\u2019s development were the conceptualizations by the design staff of what these ships might be relative to one another. As you\u2019ve seen over the years, many of our original ideas on how the game would work have evolved (and improved!) during the process of developing the game. This is the inevitable result of taking design concepts and bringing them to life in code and art. Each department adds its own insight to the process, and the resulting hybrid is pretty much always something markedly different from the original words on paper (or Confluence, or bar napkins, or what have you). That\u2019s just the way these projects grow.\n\nOften, numbers were envisioned before the systems that would support them were fully fleshed out, and those systems also were changing and evolving over the course of development. So what we initially thought would define (as much as a handful of numbers can define anything) a ship that served a particular purpose wasn\u2019t always the same as what that ship would end up actually being. Once artists start conceptualizing these visually, things change even more. We might have thought initially that the M50 would be about the same size as the Hornet, but it turned out much smaller (and really awesome looking, to boot). The Idris doubled in size during construction (that\u2019s one reason why it\u2019s a frigate now). The Starfarer tripled just because the concept art looked so cool at that larger size!\n\nRe: Jump Drives\nTo address the current hot topic of jump drives: not every ship will include one. Our philosophy is that sometimes small craft (especially ones that are carrier based) won\u2019t start out with a jump drive \u2026 but jump drives will be available, inexpensive and able to be mounted to any ship larger than the parasite fighters (Merlin-class). We don\u2019t see the lack of jump drive on, say, the M50 as limiting gameplay in any way; if players want to take their interceptor off to explore another system they\u2019ll be able to configure it for that mission almost immediately! (Think back to Chris Roberts\u2019 Privateer, which began without a jump point, and offered a true thrill once the ability to go beyond a home system was earned.)\n\nEach time stats change, it\u2019s because the team feels like we\u2019re making that ship better \u2013 and a better representation of its specific role. That, after all, is our most important goal in building this game. (But let us stress once again: each ship will be what you make it; because we present the M50 as a racer in one example and an interceptor in another does not mean it can\u2019t be kitted out as an info runner, a dogfighter or a fast personal transport!)\n\nThe impact of Physics\nOne of the systems that the engineering team has spent the most time and effort on is the physics model for our ships. What that model allows us to do with Star Citizen\u2019s ships is downright amazing. But it also sets certain realistic constraints on what will really work for each ship. As you\u2019ve seen, the feel of each individual ship has already changed multiple times, just in the time since Arena Commander released. That\u2019s because getting the numbers just right for the physics system is a very painstaking process. If the engines on a ship are too big, stopping becomes too difficult, and that makes turning sloppier. If there aren\u2019t enough maneuvering thrusters, or they\u2019re too small, the ship turns like a whale, but if they\u2019re too big, then flying the ship becomes a white-knuckled, vomit-inducing terror ride.\n\nCargo and Freight\nCargo is the same way: we estimate rough numbers based on our initial conception of the size of a ship, but once that ship is built out in all of its glory, those numbers can turn out to be pretty far off. You won\u2019t see \u201creal\u201d numbers for cargo until we have a real ship built and in the game, carrying cargo.\n\nOne thing to remember is that the number of freight units isn\u2019t the same thing as the sum value of a ship\u2019s cargo hold. There are many other factors to consider, including how well protected cargo is against damage, whether it can be identified with various types of scans, and even how attractive the ship is to those wishing to ship goods. (A VIP would likely rather travel on a luxury Phoenix than a bare-bones Freelancer!)\n\nExtremely small ships like the M50 and the 350r don\u2019t have any measurable \u2018freight units\u2019 \u2026 but they do have room for passengers and personal cargo, and they do a better job than a massive transport or frigate of keeping that cargo safe. So if you\u2019re looking to move a spy across Vanduul lines or transport a briefcase full of diamonds, one of the racers might be a great choice! (For those interested in shipping bulk goods with a speedy ship, cargo drop pods will be available; ORIGIN doesn\u2019t include them as standard because they aren\u2019t very sexy!)\n\nWhat is not shown\nAnd then there are a lot of numbers that you can\u2019t see yet, as well. Given some of the reactions to just the few that we have published and changed (and changed some more), adding more theoretical numbers that we\u2019ll inevitably also have to change once they\u2019re implemented in the game just seems unfair. Wondering why the Freelancer seems light on cargo space compared to other cargo ships? Maybe that\u2019s because it has the best cargo shielding in the business. What does that mean? Your cargo is harder to scan, and it\u2019s also better protected against being damaged when things get a little rough out there. Likewise, the new, smaller values for the M50 engines don\u2019t change the fact that it has one of the best top speeds in the \u2019verse, and it also has the snappiest maneuvering of the racers. We just realized that slapping TR4 engines on that now-much-more-compact baby would turn its poor driver into mush the first time you cranked up the throttle! Meanwhile, the M50 becomes the first small ship with redundant power plants. The guns got smaller, because bigger guns looked silly on a ship that size \u2013 but it got a few missiles!\n\nThat\u2019s the important takeaway from this letter : there is no need to panic and melt your favorite ship when its stats are updated. Just keep in mind that your baby just got better at its job.","de_DE":"Oder: Heilige @#$*! Was hast du mit meinem (hier Schiffsnamen eintragen) gemacht?!\nDu hast vielleicht bemerkt, dass sich einige ihrer Statistiken \u00e4ndern, wenn mehr Schiffe kampfbereit werden. Manchmal sehen diese Ver\u00e4nderungen sehr dramatisch aus. Die wichtige Sache, zum sich zu erinnern, w\u00e4hrend Sie diese Zahlen sehen, die \u00e4ndern, ist, dass, egal was die \u00c4nderungen sind, wir nicht den Zweck irgendeines Schiffes \u00e4ndern. Was du in diesem kurzen Absatz der Beschreibung siehst, ist genau das, was wir mit jeder einzelnen Statistik\u00e4nderung zu erreichen versuchen.\n\nEine kontinuierliche Spielbalance\nDie meisten der Zahlen, die schon fr\u00fch in der Entwicklung von Star Citizen auftauchten, waren die Konzeptualisierungen durch das Designteam, was diese Schiffe im Verh\u00e4ltnis zueinander sein k\u00f6nnten. Wie Sie im Laufe der Jahre gesehen haben, haben sich viele unserer originellen Ideen, wie das Spiel funktionieren w\u00fcrde, w\u00e4hrend der Entwicklung des Spiels weiterentwickelt (und verbessert!). Dies ist das unvermeidliche Ergebnis, wenn man Designkonzepte aufgreift und sie in Code und Kunst zum Leben erweckt. Jede Abteilung f\u00fcgt ihren eigenen Einblick in den Prozess hinzu, und der resultierende Hybrid ist so ziemlich immer etwas wie etwas deutlich anderes als die urspr\u00fcnglichen Worte auf Papier (oder Confluence, oder Servietten, oder was auch immer Sie haben). Das ist genau die Art und Weise, wie diese Projekte wachsen.\n\nH\u00e4ufig wurden sich Zahlen vorgestellt, bevor die Systeme, die sie unterst\u00fctzen w\u00fcrden, vollst\u00e4ndig ausgearbeitet wurden, und auch diese Systeme \u00e4nderten sich und entwickelten sich im Laufe der Entwicklung. Was wir anfangs dachten, w\u00fcrde also ein Schiff definieren (so viel wie eine Handvoll Zahlen kann alles definieren), das einem bestimmten Zweck diente, war nicht immer dasselbe wie das, was dieses Schiff tats\u00e4chlich sein w\u00fcrde. Sobald K\u00fcnstler damit beginnen, diese visuell zu visualisieren, \u00e4ndern sich die Dinge noch mehr. Wir h\u00e4tten zun\u00e4chst gedacht, dass die M50 ungef\u00e4hr die gleiche Gr\u00f6\u00dfe wie die Hornet haben w\u00fcrde, aber sie wurde viel kleiner (und sah au\u00dferdem wirklich fantastisch aus). Die Idris hat sich w\u00e4hrend des Baus verdoppelt (das ist ein Grund, warum sie jetzt eine Fregatte ist). Der Starfarer verdreifachte sich, nur weil die Konzeptkunst bei dieser gr\u00f6\u00dferen Gr\u00f6\u00dfe so cool aussah!\n\nRe: Sprungantriebe\nUm das aktuelle Top-Thema der Sprungantriebe anzusprechen: Nicht jedes Schiff wird einen haben. Unsere Philosophie ist, dass manchmal kleine Schiffe (vor allem solche, die carrierbasiert sind) nicht mit einem Sprungantrieb beginnen.... aber Sprungantriebe werden verf\u00fcgbar, kosteng\u00fcnstig und in der Lage sein, auf jedes Schiff montiert zu werden, das gr\u00f6\u00dfer ist als die Parasitenj\u00e4ger (Merlin-Klasse). Wir sehen den Mangel an Sprungantrieb auf dem M50 nicht als Einschr\u00e4nkung des Gameplays; wenn Spieler ihren Abfangj\u00e4ger abnehmen wollen, um ein anderes System zu erkunden, k\u00f6nnen sie es fast sofort f\u00fcr diese Mission konfigurieren! (Denken Sie zur\u00fcck an Chris Roberts' Freibeuter, der ohne Sprungpunkt begann und einen wahren Nervenkitzel bot, sobald die F\u00e4higkeit, \u00fcber ein Heimsystem hinauszugehen, erworben wurde.\n\nJedes Mal, wenn sich die Statistiken \u00e4ndern, liegt das daran, dass das Team das Gef\u00fchl hat, dass wir das Schiff besser machen - und eine bessere Darstellung seiner spezifischen Rolle. Das ist schlie\u00dflich unser wichtigstes Ziel bei der Entwicklung dieses Spiels. (Aber lassen Sie uns noch einmal betonen: Jedes Schiff wird das sein, was Sie daraus machen; denn wir pr\u00e4sentieren die M50 in einem Beispiel als Rennfahrer und in einem anderen als Abfangj\u00e4ger, was nicht bedeutet, dass sie nicht als Infol\u00e4ufer, Luftk\u00e4mpfer oder schneller Personentransport ausgestattet werden kann!\n\nDie Auswirkungen der Physik\nEines der Systeme, mit denen das Ingenieurteam am meisten Zeit und M\u00fche investiert hat, ist das Physikmodell f\u00fcr unsere Schiffe. Was dieses Modell uns erlaubt, mit den Schiffen von Star Citizen zu machen, ist geradezu erstaunlich. Aber es setzt auch gewisse realistische Grenzen f\u00fcr das, was wirklich f\u00fcr jedes Schiff funktionieren wird. Wie Sie gesehen haben, hat sich das Gef\u00fchl jedes einzelnen Schiffes bereits mehrfach ver\u00e4ndert, gerade in der Zeit seit der Ver\u00f6ffentlichung von Arena Commander. Das liegt daran, dass es ein sehr m\u00fchsamer Prozess ist, die Zahlen f\u00fcr das physikalische System genau richtig zu bestimmen. Wenn die Motoren auf einem Schiff zu gro\u00df sind, wird das Anhalten zu schwierig, und das macht das Drehen schlampiger. Wenn es nicht gen\u00fcgend Man\u00f6vriertriebwerke gibt oder sie zu klein sind, dreht sich das Schiff wie ein Wal, aber wenn sie zu gro\u00df sind, dann wird das Fliegen des Schiffes zu einem wei\u00dfkn\u00f6cheligen, erbrechenden Terrorritt.\n\nFracht und Fracht\nCargo ist derselbe Weg: Wir sch\u00e4tzen grobe Zahlen auf der Grundlage unserer anf\u00e4nglichen Vorstellung von der Gr\u00f6\u00dfe eines Schiffes, aber sobald dieses Schiff in seiner ganzen Pracht gebaut ist, k\u00f6nnen sich diese Zahlen als ziemlich weit entfernt erweisen. Sie werden keine \"echten\" Zahlen f\u00fcr die Ladung sehen, bis wir ein echtes Schiff gebaut haben und im Spiel die Ladung transportieren.\n\nZu beachten ist, dass die Anzahl der Frachteinheiten nicht mit dem Gesamtwert des Laderaums eines Schiffes \u00fcbereinstimmt. Es gibt noch viele andere Faktoren zu ber\u00fccksichtigen, darunter, wie gut die Ladung vor Besch\u00e4digungen gesch\u00fctzt ist, ob sie mit verschiedenen Arten von Scans identifiziert werden kann und wie attraktiv das Schiff f\u00fcr diejenigen ist, die Waren versenden wollen. (Ein VIP w\u00fcrde wahrscheinlich lieber mit einem luxuri\u00f6sen Ph\u00f6nix reisen als mit einem Freelancer ohne Knochen!)\n\nExtrem kleine Schiffe wie die M50 und die 350r haben keine messbaren \"Frachteinheiten\".... aber sie haben Platz f\u00fcr Passagiere und pers\u00f6nliche G\u00fcter, und sie leisten mehr als ein massiver Transport oder eine Fregatte, um diese G\u00fcter sicher zu halten. Wenn Sie also einen Spion \u00fcber die Vanduul-Linien bringen oder eine Aktentasche mit Diamanten transportieren wollen, k\u00f6nnte einer der Rennfahrer eine gute Wahl sein! (F\u00fcr diejenigen, die daran interessiert sind, Masseng\u00fcter mit einem schnellen Schiff zu versenden, werden Cargo Drop Pods verf\u00fcgbar sein; ORIGIN enth\u00e4lt sie nicht als Standard, da sie nicht sehr sexy sind!\n\nWas nicht angezeigt wird\nUnd dann gibt es noch eine Menge Zahlen, die man noch nicht sehen kann. Angesichts einiger der Reaktionen auf nur die wenigen, die wir ver\u00f6ffentlicht und ge\u00e4ndert haben (und noch mehr ge\u00e4ndert haben), erscheint das Hinzuf\u00fcgen weiterer theoretischer Zahlen, die wir zwangsl\u00e4ufig auch \u00e4ndern m\u00fcssen, sobald sie im Spiel implementiert sind, einfach unfair. Sie fragen sich, warum der Freelancer im Vergleich zu anderen Frachtschiffen wenig Frachtraum hat? Vielleicht liegt das daran, dass es die beste Ladungssicherung im Gesch\u00e4ft hat. Was bedeutet das? Ihre Ladung ist schwerer zu scannen, und sie ist auch besser vor Besch\u00e4digungen gesch\u00fctzt, wenn es da drau\u00dfen ein wenig rau wird. Auch die neuen, kleineren Werte f\u00fcr die M50-Motoren \u00e4ndern nichts daran, dass sie eine der besten H\u00f6chstgeschwindigkeiten in der Strophe hat und auch das schnellste Man\u00f6ver der Rennfahrer. Wir haben gerade erst bemerkt, dass das Schlagen von TR4-Motoren auf dieses jetzt viel kompaktere Baby seinen armen Fahrer in Brei verwandeln w\u00fcrde, wenn man das erste Mal das Gaspedal aufdreht! Inzwischen ist die M50 das erste kleine Schiff mit redundanten Kraftwerken. Die Waffen wurden kleiner, weil gr\u00f6\u00dfere Waffen auf einem Schiff dieser Gr\u00f6\u00dfe albern aussahen - aber es gab ein paar Raketen!\n\nDas ist der wichtige Takeaway aus diesem Brief: Es besteht kein Grund zur Panik und zum Schmelzen Ihres Lieblingsschiffes, wenn seine Statistiken aktualisiert werden. Denken Sie nur daran, dass Ihr Baby bei seiner Arbeit gerade besser geworden ist.","zh_CN":"Or: Holy @#$*! What did you do to my (insert ship name here)?!\nYou might have noticed that as more ships are becoming battle-ready, some of their stats are changing. Sometimes, these changes look very dramatic. The important thing to remember as you see these numbers changing is that no matter what the changes are, we are not changing the purpose of any ship. What you see in that brief paragraph of description is precisely what we\u2019re attempting to reach with each and every stat change.\n\nAn ongoing game balancing\nMost of the numbers that appeared early in Star Citizen\u2019s development were the conceptualizations by the design staff of what these ships might be relative to one another. As you\u2019ve seen over the years, many of our original ideas on how the game would work have evolved (and improved!) during the process of developing the game. This is the inevitable result of taking design concepts and bringing them to life in code and art. Each department adds its own insight to the process, and the resulting hybrid is pretty much always something markedly different from the original words on paper (or Confluence, or bar napkins, or what have you). That\u2019s just the way these projects grow.\n\nOften, numbers were envisioned before the systems that would support them were fully fleshed out, and those systems also were changing and evolving over the course of development. So what we initially thought would define (as much as a handful of numbers can define anything) a ship that served a particular purpose wasn\u2019t always the same as what that ship would end up actually being. Once artists start conceptualizing these visually, things change even more. We might have thought initially that the M50 would be about the same size as the Hornet, but it turned out much smaller (and really awesome looking, to boot). The Idris doubled in size during construction (that\u2019s one reason why it\u2019s a frigate now). The Starfarer tripled just because the concept art looked so cool at that larger size!\n\nRe: Jump Drives\nTo address the current hot topic of jump drives: not every ship will include one. Our philosophy is that sometimes small craft (especially ones that are carrier based) won\u2019t start out with a jump drive \u2026 but jump drives will be available, inexpensive and able to be mounted to any ship larger than the parasite fighters (Merlin-class). We don\u2019t see the lack of jump drive on, say, the M50 as limiting gameplay in any way; if players want to take their interceptor off to explore another system they\u2019ll be able to configure it for that mission almost immediately! (Think back to Chris Roberts\u2019 Privateer, which began without a jump point, and offered a true thrill once the ability to go beyond a home system was earned.)\n\nEach time stats change, it\u2019s because the team feels like we\u2019re making that ship better \u2013 and a better representation of its specific role. That, after all, is our most important goal in building this game. (But let us stress once again: each ship will be what you make it; because we present the M50 as a racer in one example and an interceptor in another does not mean it can\u2019t be kitted out as an info runner, a dogfighter or a fast personal transport!)\n\nThe impact of Physics\nOne of the systems that the engineering team has spent the most time and effort on is the physics model for our ships. What that model allows us to do with Star Citizen\u2019s ships is downright amazing. But it also sets certain realistic constraints on what will really work for each ship. As you\u2019ve seen, the feel of each individual ship has already changed multiple times, just in the time since Arena Commander released. That\u2019s because getting the numbers just right for the physics system is a very painstaking process. If the engines on a ship are too big, stopping becomes too difficult, and that makes turning sloppier. If there aren\u2019t enough maneuvering thrusters, or they\u2019re too small, the ship turns like a whale, but if they\u2019re too big, then flying the ship becomes a white-knuckled, vomit-inducing terror ride.\n\nCargo and Freight\nCargo is the same way: we estimate rough numbers based on our initial conception of the size of a ship, but once that ship is built out in all of its glory, those numbers can turn out to be pretty far off. You won\u2019t see \u201creal\u201d numbers for cargo until we have a real ship built and in the game, carrying cargo.\n\nOne thing to remember is that the number of freight units isn\u2019t the same thing as the sum value of a ship\u2019s cargo hold. There are many other factors to consider, including how well protected cargo is against damage, whether it can be identified with various types of scans, and even how attractive the ship is to those wishing to ship goods. (A VIP would likely rather travel on a luxury Phoenix than a bare-bones Freelancer!)\n\nExtremely small ships like the M50 and the 350r don\u2019t have any measurable \u2018freight units\u2019 \u2026 but they do have room for passengers and personal cargo, and they do a better job than a massive transport or frigate of keeping that cargo safe. So if you\u2019re looking to move a spy across Vanduul lines or transport a briefcase full of diamonds, one of the racers might be a great choice! (For those interested in shipping bulk goods with a speedy ship, cargo drop pods will be available; ORIGIN doesn\u2019t include them as standard because they aren\u2019t very sexy!)\n\nWhat is not shown\nAnd then there are a lot of numbers that you can\u2019t see yet, as well. Given some of the reactions to just the few that we have published and changed (and changed some more), adding more theoretical numbers that we\u2019ll inevitably also have to change once they\u2019re implemented in the game just seems unfair. Wondering why the Freelancer seems light on cargo space compared to other cargo ships? Maybe that\u2019s because it has the best cargo shielding in the business. What does that mean? Your cargo is harder to scan, and it\u2019s also better protected against being damaged when things get a little rough out there. Likewise, the new, smaller values for the M50 engines don\u2019t change the fact that it has one of the best top speeds in the \u2019verse, and it also has the snappiest maneuvering of the racers. We just realized that slapping TR4 engines on that now-much-more-compact baby would turn its poor driver into mush the first time you cranked up the throttle! Meanwhile, the M50 becomes the first small ship with redundant power plants. The guns got smaller, because bigger guns looked silly on a ship that size \u2013 but it got a few missiles!\n\nThat\u2019s the important takeaway from this letter : there is no need to panic and melt your favorite ship when its stats are updated. Just keep in mind that your baby just got better at its job."},"links_count":0,"comment_count":123,"created_at":"2014-09-12T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-08 14:35:45","valid_relations":["images","links"],"prev_id":14141,"next_id":14143}}