{"data":{"id":14354,"title":"Letter from the Chairman","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14354-Letter-From-The-Chairman","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14354","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14354","channel":"Transmission","category":"General","series":"From the Chairman","images":[{"id":2691,"name":"Hangar03_staircase.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/3drldr313yvamr\/source\/Hangar03_staircase.jpg","alt":"","size":8721463,"mime_type":"image\/jpeg","last_modified":"2014-12-05T20:46:54+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2691","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2691\/similar"},{"id":2692,"name":"Caterpillar-Separated-Command-Module01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/oudx19vvritudr\/source\/Caterpillar-Separated-Command-Module01.jpg","alt":"Caterpillar modular tech concept","size":819133,"mime_type":"image\/jpeg","last_modified":"2014-12-05T20:45:55+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2692","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2692\/similar"},{"id":2693,"name":"WeaponControlRenders_005.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/muqc871tna2aor\/source\/WeaponControlRenders_005.jpg","alt":"WIP Javelin turret interface","size":913485,"mime_type":"image\/jpeg","last_modified":"2014-12-05T20:45:46+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2693","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2693\/similar"},{"id":2694,"name":"Freelancer-Crew-Station-Pre-Vis.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/9qashbniutegpr\/source\/Freelancer-Crew-Station-Pre-Vis.png","alt":"","size":1538341,"mime_type":"image\/png","last_modified":"2014-12-05T20:26:56+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2694","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2694\/similar"},{"id":2695,"name":"Engineering-Station-Pre-Vis.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/wtf3mz88eluojr\/source\/Engineering-Station-Pre-Vis.png","alt":"","size":1682002,"mime_type":"image\/png","last_modified":"2014-12-05T20:26:54+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2695","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2695\/similar"},{"id":2696,"name":"Screen-Breakdown.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/1avkprjf3p44zr\/source\/Screen-Breakdown.png","alt":"","size":1335931,"mime_type":"image\/png","last_modified":"2014-12-05T20:26:56+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2696","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2696\/similar"},{"id":2698,"name":"WeaponControlRenders_001.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/3zmpyovrjf1igr\/source\/WeaponControlRenders_001.jpg","alt":"WIP weapons control point","size":764186,"mime_type":"image\/jpeg","last_modified":"2014-12-05T20:50:50+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2698","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2698\/similar"}],"images_count":8,"translations":{"en_EN":"Greetings Citizens\nIts been a busy week for the Star Citizen team! A good portion of the project leads have gathered in Manchester, England where we have been focusing on all issues related to characters, animation, cinematics and Squadron 42. The goal of this summit has been to sync up the rest of studios with the incredibly talented team at Foundry 42 for the major push to release the first chapter of Squadron 42 towards the back half of next year. It has been a fantastic week, full of passionate debate and pure creativity that I\u2019m proud to say drives this project\u2026 but while we\u2019ve been heads down making sure Squadron 42 lives up to the larger vision for Star Citizen, it seems a stretch goal or two may have passed! :)\n\nBetween the final days of the anniversary sale and the roll-out of the Anvil Carrack explorer platform, we\u2019ve managed to surpass $66 million in crowd funding! It\u2019s an astonishing number that both old backers and new made possible: while many existing backers pledged for Carracks, we also had over 7,400 new backers who decided to find out what all the fuss was about. Thank you to all and welcome to our new players; we\u2019re happy to have you onboard on this adventure!\n\nAt $64 million, pets are a \u2018go!\u2019\n\nPets \u2013 We have repair bots, we have fish\u2026 but we haven\u2019t implemented a pet system in Star Citizen yet. At $64 million, that changes. From Jones the Cat in Alien to the Battlestar Galactica\u2019s Daggit, pets have a place onboard starships\u2026 and we want to give you that option in Star Citizen. Expect traditional terrestrial options, plus anything exotic we can dream up in the Star Citizen universe! (Those Torshu Grey crabs that keep escaping are just the start.) This stretch goal is in honor of Paddington, Strike Dog of the UEES Paul Steed. In one of our first videos Paddington helped us get to $4 million back in the initial campaign, and sadly passed away recently.\n\nThe last letter hinted at the $65 million stretch goal: a revamp of our modular ship design drawn directly from player feedback. As Star Citizen stands today, the ships are extremely customizable. You can switch engines, thrusters, guns, missiles, turrets, sensor suites, scanners, cargo pods and some interior \u2018seats\u2019 (and much more.) Starting with 1.0, we\u2019ve added the first iteration of the technology for a paint system that will allow us to create promised skins and ultimately let you alter your ship\u2019s exterior appearance. For 1.0 it is used to handle the various paintjobs for the variants. But longer term this will allow us to give everyone the skins they have backed for and ultimately this system will allow for some user generated paintjobs!\n\nOne huge piece of feedback from the Constellation and Cutlass sales has been that backers want more: they want to customize the roles and the internals of their ships to a higher degree than we initially envisioned. Based on this feedback we intend to make changes to the ships that make sense to better represent what you want. The team at Foundry 42 is already building a number of modular capital ships, like the Javelin, that can change their internal and external form factors through an array of optional user-configured modules. What we intend now to do is take the technology and design work done for these capital ships and apply it back to a number of Star Citizen\u2019s smaller personal craft.\n\nEnhanced Ship Modularity \u2013 So you have the ship of your dreams, but really wish that it could be customized to suit your needs a bit more than the off-the-shelf models? This new goal, a massive undertaking, is going to be of interest. We are looking to overhaul any suitable ships (including the Cutlass, Avenger, Retaliator and Redeemer) to allow many modular components to be available as swap-outs. For example: if you have purchased a Redeemer, then using the new system you would have a variety of new modules available to refit the ship, internal and external, to suit your play requirements. If you wanted to make it a Bounty Hunter ship, you could buy a \u201cStasis Chamber module\u201d for the lower deck and you would be able to capture and store fugitives to be delivered for their bounties at your leisure. You could configure the upper deck to be outfitted with a \u201clong range communication suite\u201d allowing you to keep in touch with your \u201cInfoagent\u201d even when in deep space. Fed up of Bounty hunting? Swap in a larger cargo module in the lower deck to make that profitable run you have been planning for a while, or add the Explorer Module with deployable vehicle for some planetside recon. Manufacturers will still be offering pre-configured variants, but should you be looking to adapt a hull to suit a certain task then your ship has come in (and is now ready for modification!)\n\nOf course, $65 million isn\u2019t the only milestone we need to discuss in this letter. Starting with $66 million, I want to start focusing everyone on the level of detail and immersion that everyone\u2019s support is enabling. So instead of always having a feature or a reward I want to share a deeper view into an element of the design that has been enabled by your continuing support.\n\nThis time around, we\u2019re going to tell you about Star Citizen\u2019s multi-crew ship seat actions. With the release of the Carrack, there has been a lot of discussion about how ships can be flown solo, whether or not they need a crew\u2026 and there have been a lot of questions as to how any of that will even work. You can read on below to find out the answers to those questions and more. (This letter\u2019s design update was put together with the team here in the UK, who are also currently looking forward to the multi-crew ship features for Arena Commander 2.0)\n\nThis doesn\u2019t mean we won\u2019t still occasionally reward backers with in-game content (flair, UEC, ship upgrades and more types to come!) or propose new ship types to celebrate major milestones but I would like the focus to be more about the amazing game that you are all enabling rather than the amounts we have raised. The real story is that with a community and the team sharing such a passion for making something special, with all of your continued support we have an opportunity to make history.\n\nAs always, thank you for making all of this possible. It\u2019s an honor to be at the head of development of a game that already means so much to such an excellent group of backers. You\u2019ve earned your Citizenship! Finally: please sound off in the comments section: does this new system work for you? We WILL be listening!\n\n\u2014 Chris Roberts\n\nGreetings Citizens,\nCan space be more fun with friends? We think so, and we aim to prove it. In gaming, the traditional space sim storyline pits the player against the galaxy. Sure, Colonel Blair had some wingmen \u2026 but when it came time to take on the Kilrathi, he was always in the driver\u2019s seat. But now think back to your favourite film or television series: whether it\u2019s the straight-laced crew of the Enterprise exploring strange new worlds or scruffy Browncoats struggling to keep Serenity in the black, great stories spring from Human interaction. Mowing down an alien armada by yourself is a lot of fun \u2026 but imagine taking Luke\u2019s seat on the Millennium Falcon, fending off TIE Fighters with the turret while your buddy plays Chewie and tries to repair the hyperdrive.\n\nThat\u2019s exactly what the team at Foundry 42 has been charged with replicating in Star Citizen! For Squadron 42, Chris Roberts asked us to develop a system that naturally encourages cooperative play and promotes teamwork rather than forcing anything specific on the player. Like every aspect of Star Citizen, it needs to be immersive, it needs to be engaging \u2026 and it needs to function beyond our particular piece of the puzzle. The multi-crew systems we premiere in Squadron 42 will go on to appear throughout the Star Citizen world!\n\nComing up with this system has been a major task for our designers. We are aiming for a very particular \u2018sweet spot\u2019: multi-crew ship positions that are both fun AND that make sense in the Star Citizen world. Some positions are easy: flying a ship will always be fun, manning a turret is great \u2026 but how do we find something real and important and fun that will encourage players to want to serve as navigators or engineers?\n\nAfter a lot of research and a lot of thinking (and credit where credit is due: a lot of Star Trek viewings and team games of Artemis Bridge Simulator) we\u2019re excited to share with you our plan. As with every design post, this information represents our current thinking, not necessarily the final details. We\u2019re beginning to implement these systems as we look forward to Squadron 42 Chapter 1 and Arena Commander 2.0 \u2026 and like everything else in the game, they will be tweaked and improved as we see them in action and get real player feedback.\n\nWe\u2019ve put this post together largely in response to backer questions about the Carrack. The specific answer to the ongoing question is that yes, you can operate a Carrack by yourself using the control system outlined below\u2026 but that we believe that it will be significantly more fun for users of such larger ships to take on the galaxy with friends.\n\nOverview\nWhen we first envisioned the concept of crew stations for capital ships, we thought they could easily be adapted for multi-crew ships. However it soon became apparent that the crew station actions available to a capital ship might be too involving for one of the smaller multi-crew ships, so we split the ships into three categories.\n\nShips such as the Hornet or 300i, would retain the single-pilot HUD similar to what you see in Arena Commander now (note that different manufacturers will have different style HUDs). This system is geared towards helping the pilot to make quick adjustments on the fly which is perfect for when you\u2019re dogfighting or weaving through an asteroid field! However on larger ships you may have additional crewmembers who will be able to make adjustments and tweak to your ships systems with greater fidelity.\n\nCapital ships such as the Javelin will require multiple players (or NPCs) to run all the various ships systems, man turrets and even perform tasks such as reloading torpedo bays or repairing power relays. As there are far more weapons and ship components to manage, the station interfaces need to be more complex and therefore require each crew station to be dedicated to a single action, at least for the first iteration.\n\nHowever, with multi-crew ships such as the Retaliator, Freelancer or Constellation, we needed to approach the concept of stations a little differently. You, the fans, expressed an interest in being able to fly your multi-crew ships solo as well as having the option to invite friends to man the various support stations and turrets. Therefore we decided that you should be able to fly a multi-crew ship solo, having access to the same management system seen on the HUD of any single-pilot ship. However, should you want to invite your friends along to help manage your ship, you could access additional crew support stations, giving you a little more control over the ships\u2019 various systems. In brief, multi-crew ships needed to be entirely more flexible than either single-seat or capital ships.\n\nCrew Stations\nCrew stations are the physical object that you interact with \u2013 a console that you either sit down or stand up at to perform your duties. These stations will have a single, fixed-ratio screen where the management UI, or \u201caction,\u201d is displayed. Keeping the screen a fixed size is important as it allows us to use the same UI across all ships and stations without having to reinvent the layout every time.\n\nThe screen itself will be similar to the holo-table in the hangar, in that information is displayed and updated in real-time in the game world allowing others to view your performance. This is good for the captain or commander, who make sure you\u2019re not playing Galaga, and for you as you\u2019re logged on to the station, as they you will be able to view any action on the bridge without necessarily having to exit your station.\n\nActions\nIn Star Citizen the various systems you install on your ship drive the functionality of your crew stations and other consoles. Each station has access to a number of pre-configured actions \u2013 the interfaces that you use to manage the ships various systems. Not every station will contain every action interface.\n\nEach interface is linked directly to the installed component therefore if you fit a cheap power plant the interface will be rudimentary however a better quality component will come equipped with a superior interface allowing you to manage power to your sub-systems more efficiently. However should you decide not to install a particular component you would not have access to the associated action interface. For example if you install a shield generator you will have access to the shield configuration interface but if you\u2019re feeling brave you might leave your hangar without installing a shield generator and the shield configuration interface would not be available to any of the ship\u2019s crew stations.\n\nAction List\nShield Management: The shield management action gives the user more granular control of the ship\u2019s shields and generators:\n\nReinforce shield segments which increases the segments\u2019 maximum expansion potential as well as prioritizing its recharge position\n\nBoost the recharge of shield segments which have been damaged\n\nTune the generator to be more effective in one of three areas: shield strength, recharge rate or recovery time\n\nRadar Ops: On a basic level the radar ops action allows you to identify targets, easing the workload of the pilot. This action will be expanded to include the ability to send commands to other fleet members:\n\nIdentify targets so that the pilot does not need to\n\nFocus the radar array to find potentially hidden targets\n\nFlag weakened targets, allies in distress or particularly dangerous enemies\n\nScan and identify sub-systems on larger ships\n\nEWAR: The electronic warfare station gives you the ability to hinder an opponent\u2019s systems, bringing a new tactical edge to dogfighting. Use of the EWAR suite requires the installation of a specialised electronic warfare module which generates the effect in a radius. You can also fit an emitter to target specific enemies. Electronic warfare breaks down into the following areas:\n\nDampening: Reduce the range of opponent systems\n\nDisruption: Hinder the operation of opponent systems\n\nDisable: Disable an enemy system, forcing them to restart it\n\nDebuff: Make the opponent more vulnerable\n\nCommunications: The most basic form of communication will allow you to open a channel to another vessel, set up a conference call or deliver information data such as cargo manifests or ship complement. However, when additional components are slotted, automated messages become available for you to use. For example if your ship has a docking ring, you may request to dock with another ship with a docking ring.\n\nFuel: On a basic level this action will enable you to decide which tank is being refuelled via the ship\u2019s hydrogen scoops. Players with a refuelling arm gain additional functions for managing, refining and refuelling.\n\nScanning: The information that appears on this action depends on what scanner array you have installed.\n\nAvionics and CPU: This action allows you more granular control of the ship\u2019s avionics package specifically relating to CPU power. For example, you may prioritize certain systems, such as ITTS or missile lock, to gain a marginal deduction in lock-on time.\n\nPower Management: Every component and weapon fitted to your vessel will appear in the power management screen. At multi-crew level you gain more control over the individual power level each component is receiving.\n\nNavigation: This is where you might plan a route to another star system or plot a series of waypoints. Additional information will be made available to you such as fuel usage, time to destination and speed-through-point. These tools will allow you to generate routes based on fuel efficiency or time taken.\n\nStation Interface Overview\nWhen designing the overall interface we focused primarily on functionality and layout. Firstly each element on the interface must have a function \u2013 either being an object that you can interact with or a readout with relevant information. We didn\u2019t want any fluff animations which would clutter up the screen and distract you from the task at hand. We also wanted each action to share information globally, such as the 3D schematic view pane.\n\n(Of course the layout shown here is still WIP and subject to change!)\n\nAction Shelf\nThe action shelf functions in a similar fashion to the management screen seen on the single-pilot HUD. You can flick between all available actions and choose one or more to log on to. Once logged on, you can access specific ship systems.\n\nFor multi-crew ships all available actions are shown on the action shelf. These will change from seat to seat; some command seats may offer multiple roles from a single point, others may be incredibly specific. This allows you to view important information from other ship systems without having to exit your own station.\n\nShip Statistics\nThis section shows valuable information regarding the ship\u2019s emissions and resource usage and is available to all actions.\n\nEmissions: Bars showing the ship\u2019s current electromagnetic and infra-red emissions, plus a secondary bar which approximates the exterior electromagnetic and infra-red noise. If your ship\u2019s output is significantly less than the environmental noise, you can be certain that you will be invisible to radars tuned to that emission type.\n\nPower and CPU usage: Tracks the current power and CPU every three seconds, then marks any timeframe where these systems were bottlenecked due to heavy usage. This can be a useful tool for engineers attempting to track down the components causing the bottleneck.\n\nSchematic View\nThe schematic view shows a 3D hologram of the ship and is designed to allow a crewmember to instantly appraise any issues with a glance. You can rotate, pan and zoom the hologram.\n\nView Mode: You can choose from a number of default orthographic views by selecting one of these buttons. For example, if you simply wish a top-down orthographic view, you would select the \u201cT\u201d button.\n\nDisplay Mode: This allows you to shift between display modes which draws the ship and its components according to the mode selected. Only one display mode may be active at any time.\n\nDF (Default): The ship hull and components are drawn monochromatically without any specific highlighting.\n\nHT (Heat): In Heat mode components generating the most heat are shown brighter than those generating relatively little heat.\n\nEM (Electromagnetic): In this mode components generating the most electromagnetic signature are shown brighter than those generating less EM emissions.\n\nDM (Damage): This view adopts the same technology seen on the single-pilot HUD. Components and hull parts which have sustained damage are shown in a color appropriate to the damage level. Damaged items are shown in amber whereas critically damaged items are shown in red.\n\nPW (Power): This view highlights any potential power issue to the ship\u2019s components. Systems that are at risk of stalling when active are shown in amber, whereas systems that are not receiving enough power even when idle are shown in red.\n\nComponent Filter: These check-boxes toggle the visualization for all the ship\u2019s components. These include:\n\nHull: Show\/Hide the ship\u2019s exterior\n\nWeapons: Show\/Hide the ship\u2019s weapons, including turrets and launchers\n\nSystems: Show\/Hide the ship\u2019s systems, including shield generator, power plant, etc.\n\nPropulsion: Show\/Hide the ship\u2019s exterior engines and thrusters\n\nShields: Show\/Hide the ship\u2019s shield segments\n\nPresets\nPresets allow you to save a number of configurations per action. This can be particularly helpful if you wish to create individual builds or loadouts tailored to specific situations. The preset boxes can easily be renamed.\n\nLog\nThis panel shows a list of messages from a number of sources including player chat, player requests, system critical information and server information. You can also enter chat text into the box below.\n\nNotifications\nThis panel shows a list of notifications from other players \u2014 in other words a list of objectives from players who require you to perform a task for them. This panel is always contextual to the currently active action. For example, if the power management action is active, notifications will be related to increasing\/decreasing power to the ship\u2019s systems or turning those systems on or off.\n\nGoing forward\nMulti-crew stations are just beginning, and the list of actions above will be expanded as new mechanics come online. Additionally the multi-crew stations will feed naturally into the capital ship crew stations, expanding on the amount of control you have and the complexity of the systems.\n\nWe firmly believe that multi-crew ships and the ability to come together to form a crew and manage your ship is something that\u2019s never before been seen. Although the system may seem initially quite complex, we\u2019re hoping that you\u2019ll gain the tools to create personalized builds and loadouts specifically tuned to the many situations you will face in the \u2019verse.","de_DE":"Gr\u00fc\u00dfe B\u00fcrgerinnen und B\u00fcrger\nEs war eine arbeitsreiche Woche f\u00fcr das Star Citizen Team! Ein Gro\u00dfteil der Projektleiter hat sich in Manchester, England, versammelt, wo wir uns auf alle Themen rund um Charaktere, Animation, Cinematics und Squadron 42 konzentriert haben. Das Ziel dieses Gipfels war es, den Rest der Studios mit dem unglaublich talentierten Team von Foundry 42 zu synchronisieren, um das erste Kapitel von Squadron 42 in der hinteren H\u00e4lfte des n\u00e4chsten Jahres zu ver\u00f6ffentlichen. Es war eine fantastische Woche, voller leidenschaftlicher Debatten und purer Kreativit\u00e4t, die ich mit Stolz sagen kann, treibt dieses Projekt voran.... aber w\u00e4hrend wir vor Ort daf\u00fcr gesorgt haben, dass die Staffel 42 der gr\u00f6\u00dferen Vision von Star Citizen gerecht wird, scheint es, dass ein oder zwei Stretchziele \u00fcberschritten wurden! :)\n\nZwischen den letzten Tagen des Jubil\u00e4umsverkaufs und dem Roll-out der Explorer-Plattform Anvil Carrack haben wir es geschafft, 66 Millionen Dollar an Publikumsfinanzierung zu \u00fcbertreffen! Es ist eine erstaunliche Zahl, die sowohl alte als auch neue Geldgeber erm\u00f6glicht haben: W\u00e4hrend viele bestehende Geldgeber f\u00fcr Carracks zugesagt haben, hatten wir auch \u00fcber 7.400 neue Geldgeber, die sich entschieden haben, herauszufinden, worum es bei all dem Wirbel geht. Vielen Dank an alle und willkommen bei unseren neuen Spielern; wir freuen uns, Sie bei diesem Abenteuer an Bord zu haben!\n\nMit 64 Millionen Dollar sind Haustiere ein \"go!\".\n\nHaustiere - Wir haben Reparatur-Bots, wir haben Fische.... aber wir haben noch kein Haustiersystem in Star Citizen implementiert. Bei 64 Millionen Dollar \u00e4ndert sich das. Von Jones der Katze in Alien bis zur Daggit der Battlestar Galactica, Haustiere haben einen Platz an Bord von Raumschiffen.... und wir m\u00f6chten Ihnen diese M\u00f6glichkeit in Star Citizen geben. Erwarten Sie traditionelle irdische Optionen und alles Exotische, was wir uns im Star Citizen Universum ausdenken k\u00f6nnen! (Diese Torshu Grey Krabben, die immer wieder entkommen, sind nur der Anfang.) Dieses Stretch-Tor ist zu Ehren von Paddington, Strike Dog of the UEES Paul Steed. In einem unserer ersten Videos half uns Paddington, in der ersten Kampagne wieder auf 4 Millionen Dollar zu kommen, und ist leider k\u00fcrzlich gestorben. Der letzte Brief deutete auf das 65 Millionen Dollar Stretch-Ziel hin: eine \u00dcberarbeitung unseres modularen Schiffsdesigns, das direkt aus dem Feedback der Spieler stammt. So wie Star Citizen heute steht, sind die Schiffe extrem anpassungsf\u00e4hig. Sie k\u00f6nnen Triebwerke, Triebwerke, Gesch\u00fctze, Raketen, Gesch\u00fctzt\u00fcrme, Sensor-Suiten, Scanner, Frachtkapseln und einige Innen-Sitze (und vieles mehr) wechseln. Ab 1.0 haben wir die erste Iteration der Technologie f\u00fcr ein Lacksystem hinzugef\u00fcgt, das es uns erm\u00f6glicht, versprochene Skins zu erstellen und Sie letztendlich das \u00e4u\u00dfere Erscheinungsbild Ihres Schiffes ver\u00e4ndern zu lassen. F\u00fcr 1.0 wird es verwendet, um die verschiedenen Lackierungen f\u00fcr die Varianten zu verwalten. Aber langfristig wird es uns m\u00f6glich sein, jedem die Skins zu geben, auf die er sich verlassen kann, und letztendlich wird dieses System einige benutzergenerierte Paintjobs erm\u00f6glichen!\n\nEin gro\u00dfes Feedback aus den Verk\u00e4ufen von Constellation und Cutlass war, dass die Geldgeber mehr wollen: Sie wollen die Rollen und das Innere ihrer Schiffe in einem h\u00f6heren Ma\u00dfe anpassen, als wir es uns urspr\u00fcnglich vorgestellt hatten. Basierend auf diesem Feedback beabsichtigen wir, \u00c4nderungen an den Schiffen vorzunehmen, die sinnvoll sind, um das, was Sie wollen, besser darzustellen. Das Team der Gie\u00dferei 42 baut bereits eine Reihe von modularen Gro\u00dfschiffen, wie die Javelin, die ihre internen und externen Formfaktoren durch eine Reihe optionaler, benutzerdefinierter Module \u00e4ndern k\u00f6nnen. Was wir jetzt tun wollen, ist, die Technologie- und Designarbeit f\u00fcr diese Gro\u00dfschiffe zu \u00fcbernehmen und sie auf eine Reihe von kleineren pers\u00f6nlichen Schiffen von Star Citizen anzuwenden.\n\nVerbesserte Schiffsmodularit\u00e4t - Sie haben also das Schiff Ihrer Tr\u00e4ume, m\u00f6chten aber wirklich, dass es an Ihre Bed\u00fcrfnisse angepasst werden kann, ein wenig mehr als die Standardmodelle? Dieses neue Ziel, ein gewaltiges Unterfangen, wird von Interesse sein. Wir sind bestrebt, alle geeigneten Schiffe (einschlie\u00dflich der Entermesser, R\u00e4cher, Vergelter und Erl\u00f6ser) zu \u00fcberholen, damit viele modulare Komponenten als Swap-Outs verf\u00fcgbar sind. Zum Beispiel: Wenn Sie einen Erl\u00f6ser gekauft haben, dann haben Sie mit dem neuen System eine Vielzahl von neuen Modulen zur Verf\u00fcgung, um das Schiff, intern und extern, an Ihre Spielanforderungen anzupassen. Wenn Sie es zu einem Bounty Hunter-Schiff machen wollten, k\u00f6nnten Sie ein \"Stasis Chamber Module\" f\u00fcr das Unterdeck kaufen und Fl\u00fcchtlinge einfangen und lagern, die f\u00fcr ihre Bounties geliefert werden. Sie k\u00f6nnen das Oberdeck so konfigurieren, dass es mit einer \"Long Range Communication Suite\" ausgestattet ist, so dass Sie auch im Weltraum mit Ihrem \"Infoagent\" in Kontakt bleiben k\u00f6nnen. Haben Sie die Kopfgeldjagd satt? Tauschen Sie ein gr\u00f6\u00dferes Frachtmodul im Unterdeck ein, um den profitablen Lauf zu erm\u00f6glichen, den Sie schon seit einiger Zeit geplant haben, oder f\u00fcgen Sie das Explorer-Modul mit einsetzbarem Fahrzeug f\u00fcr einige planetarische Erkundungen hinzu. Die Hersteller werden immer noch vorkonfigurierte Varianten anbieten, aber sollten Sie einen Rumpf an eine bestimmte Aufgabe anpassen wollen, dann ist Ihr Schiff eingetroffen (und ist jetzt bereit f\u00fcr eine Modifikation!). Nat\u00fcrlich sind 65 Millionen Dollar nicht der einzige Meilenstein, den wir in diesem Brief diskutieren m\u00fcssen. Beginnend mit 66 Millionen Dollar m\u00f6chte ich anfangen, jeden auf den Detaillierungsgrad und das Eintauchen zu konzentrieren, das die Unterst\u00fctzung aller erm\u00f6glicht. Anstatt also immer ein Feature oder eine Belohnung zu haben, m\u00f6chte ich einen tieferen Einblick in ein Element des Designs geben, das durch Ihre kontinuierliche Unterst\u00fctzung erm\u00f6glicht wurde.\n\nDiesmal werden wir Ihnen von Star Citizen's Multi-Crew-Schiffssitzaktionen erz\u00e4hlen. Mit dem Erscheinen der Carrack hat es viele Diskussionen dar\u00fcber gegeben, wie Schiffe allein geflogen werden k\u00f6nnen, ob sie eine Crew brauchen oder nicht.... und es gab viele Fragen, wie all das \u00fcberhaupt funktionieren wird. Sie k\u00f6nnen weiter unten lesen, um die Antworten auf diese und weitere Fragen zu erfahren. (Das Design-Update dieses Briefes wurde zusammen mit dem Team hier in Gro\u00dfbritannien erstellt, das sich derzeit auch auf die Multi-Crew-Schiffsfunktionen f\u00fcr Arena Commander 2.0 freut.\n\nDas bedeutet nicht, dass wir nicht immer noch gelegentlich Geldgeber mit In-Game-Inhalten belohnen (Flair, UEC, Schiffs-Upgrades und weitere kommende Typen!) oder neue Schiffstypen vorschlagen werden, um wichtige Meilensteine zu feiern, aber ich m\u00f6chte, dass der Fokus mehr auf das erstaunliche Spiel liegt, das Sie alle erm\u00f6glichen, als auf die Betr\u00e4ge, die wir gesammelt haben. Die wahre Geschichte ist, dass wir mit einer Gemeinschaft und dem Team, die eine solche Leidenschaft teilen, etwas Besonderes zu schaffen, mit all deiner kontinuierlichen Unterst\u00fctzung die M\u00f6glichkeit haben, Geschichte zu schreiben.\n\nWie immer, danke, dass du all das erm\u00f6glicht hast. Es ist eine Ehre, an der Spitze der Entwicklung eines Spiels zu stehen, das einer so hervorragenden Gruppe von Geldgebern bereits so viel bedeutet. Du hast dir deine Staatsb\u00fcrgerschaft verdient! Zum Schluss: Bitte im Kommentarbereich anh\u00f6ren: Funktioniert dieses neue System f\u00fcr Sie? Wir werden zuh\u00f6ren!\n\n- Chris Roberts\n\nGr\u00fc\u00dfe B\u00fcrger,\nKann Raum mit Freunden mehr Spa\u00df machen? Wir denken schon, und wir wollen es beweisen. Beim Spielen spielt die traditionelle Space-Sim-Handlung den Spieler gegen die Galaxie. Sicher, Colonel Blair hatte einige Fl\u00fcgelm\u00e4nner.... aber als es an der Zeit war, die Kilrathi zu \u00fcbernehmen, war er immer auf dem Fahrersitz. Aber denken Sie jetzt an Ihre Lieblingsfilme oder -fernsehserien: Ob es die geradlinige Crew der Enterprise ist, die seltsame neue Welten erkundet, oder die ungepflegten Browncoats, die darum k\u00e4mpfen, die Gelassenheit in Schwarz zu halten, gro\u00dfartige Geschichten entstehen durch menschliche Interaktion. Eine au\u00dferirdische Armada allein zu m\u00e4hen macht viel Spa\u00df.... aber stellen Sie sich vor, Sie nehmen Lukes Platz auf dem Millenniumsfalken ein, wehren TIE-K\u00e4mpfer mit dem Turm ab, w\u00e4hrend Ihr Kumpel Chewie spielt und versucht, den Hyperantrieb zu reparieren.\n\nGenau das ist es, was das Team der Gie\u00dferei 42 mit der Replikation in Star Citizen beauftragt wurde! F\u00fcr die Staffel 42 bat uns Chris Roberts, ein System zu entwickeln, das nat\u00fcrlich das kooperative Spiel f\u00f6rdert und die Teamarbeit f\u00f6rdert, anstatt dem Spieler etwas Bestimmtes aufzuzwingen. Wie jeder Aspekt von Star Citizen muss er immersiv sein, er muss fesselnd sein.... und er muss \u00fcber unser spezielles Puzzleteil hinaus funktionieren. Die Multi-Crew-Systeme, die wir in Staffel 42 erstmals vorstellen, werden weiterhin in der ganzen Welt von Star Citizen zu sehen sein!\n\nDie Entwicklung dieses Systems war eine gro\u00dfe Aufgabe f\u00fcr unsere Designer. Wir streben nach einem ganz besonderen \"Sweet Spot\": Multi-Crew-Schiffspositionen, die sowohl Spa\u00df machen als auch Sinn machen in der Star Citizen-Welt. Einige Positionen sind einfach: Ein Schiff zu fliegen wird immer Spa\u00df machen, einen Turm zu bemannen ist gro\u00dfartig.... aber wie finden wir etwas Reales und Wichtiges und Spa\u00dfiges, das die Spieler ermutigt, als Navigatoren oder Ingenieure dienen zu wollen?\n\nNach viel Recherche und viel Nachdenken (und Anerkennung, wo Anerkennung angebracht ist: viele Star Trek Besichtigungen und Teamspiele des Artemis Bridge Simulators) freuen wir uns, Ihnen unseren Plan mitzuteilen. Wie bei jedem Design-Post stellen diese Informationen unser aktuelles Denken dar, nicht unbedingt die letzten Details. Wir beginnen mit der Implementierung dieser Systeme, da wir uns auf Squadron 42 Chapter 1 und Arena Commander 2.0 freuen.... und wie alles andere im Spiel werden sie optimiert und verbessert, wenn wir sie in Aktion sehen und Feedback von echten Spielern erhalten.\n\nWir haben diesen Beitrag weitgehend als Antwort auf Backer-Fragen zum Carrack zusammengestellt. Die konkrete Antwort auf die aktuelle Frage ist, dass man einen Carrack mit dem unten skizzierten Steuerungssystem selbst bedienen kann.... aber wir glauben, dass es f\u00fcr die Nutzer solch gro\u00dfer Schiffe deutlich mehr Spa\u00df machen wird, mit Freunden in die Galaxie zu gehen.\n\n\u00dcbersicht\nAls wir uns das Konzept der Besatzungsstationen f\u00fcr Gro\u00dfschiffe vorstellten, dachten wir, dass sie leicht f\u00fcr Mehrbesatzungsschiffe angepasst werden k\u00f6nnten. Es stellte sich jedoch bald heraus, dass die Aktionen der Besatzungsstation, die einem Gro\u00dfschiff zur Verf\u00fcgung stehen, f\u00fcr eines der kleineren Mehrbesatzungsschiffe zu aufw\u00e4ndig sein k\u00f6nnten, so dass wir die Schiffe in drei Kategorien unterteilen.\n\nSchiffe wie die Hornet oder 300i w\u00fcrden das Single-Pilot-HUD \u00e4hnlich dem, was Sie jetzt in Arena Commander sehen, beibehalten (beachten Sie, dass verschiedene Hersteller unterschiedliche Style-HUDs haben werden). Dieses System ist darauf ausgerichtet, dem Piloten zu helfen, schnelle Einstellungen w\u00e4hrend der Fahrt vorzunehmen, was perfekt ist, wenn du im Luftkampf oder beim Weben durch ein Asteroidenfeld bist! Auf gr\u00f6\u00dferen Schiffen k\u00f6nnen Sie jedoch zus\u00e4tzliche Besatzungsmitglieder haben, die in der Lage sein werden, Anpassungen und Anpassungen an Ihren Schiffssystemen mit gr\u00f6\u00dferer Genauigkeit vorzunehmen.\n\nGro\u00dfschiffe wie die Speerwurf werden mehrere Spieler (oder NSCs) ben\u00f6tigen, um alle verschiedenen Schiffssysteme zu betreiben, Mannt\u00fcrme zu bauen und sogar Aufgaben wie das Wiederladen von Torpedobuchten oder die Reparatur von Leistungsrelais auszuf\u00fchren. Da es viel mehr Waffen und Schiffskomponenten zu verwalten gibt, m\u00fcssen die Schnittstellen der Station komplexer sein und erfordern daher, dass jede Besatzungsstation zumindest f\u00fcr die erste Iteration einer einzigen Aktion zugeordnet wird.\n\nBei Multi-Crew-Schiffen wie dem Vergelter, Freelancer oder der Constellation mussten wir jedoch das Konzept der Stationen etwas anders angehen. Ihr, die Fans, habt ein Interesse daran bekundet, eure mehrk\u00f6pfigen Schiffe alleine fliegen zu k\u00f6nnen und die M\u00f6glichkeit zu haben, Freunde einzuladen, um die verschiedenen St\u00fctzpunkte und T\u00fcrme zu bemannen. Deshalb haben wir uns entschieden, dass Sie in der Lage sein sollten, ein Multi-Crew-Schiff allein zu fliegen, das Zugang zu dem gleichen Managementsystem hat, das auf dem HUD eines jeden Ein-Pilot-Schiffes zu sehen ist. Wenn Sie jedoch Ihre Freunde einladen m\u00f6chten, um Ihr Schiff zu verwalten, k\u00f6nnen Sie auf zus\u00e4tzliche Crew-Supportstationen zugreifen, was Ihnen etwas mehr Kontrolle \u00fcber die verschiedenen Systeme der Schiffe gibt. Kurz gesagt, Multi-Crew-Schiffe mussten v\u00f6llig flexibler sein als Einsitzer- oder Gro\u00dfraumschiffe.\n\nBesatzungsstationen\nBesatzungsstationen sind das physische Objekt, mit dem Sie interagieren - eine Konsole, an der Sie sich entweder hinsetzen oder aufstehen, um Ihre Aufgaben zu erf\u00fcllen. Diese Stationen verf\u00fcgen \u00fcber einen einzigen Bildschirm mit festem Verh\u00e4ltnis, auf dem die Verwaltungsoberfl\u00e4che oder \"Aktion\" angezeigt wird. Es ist wichtig, dass der Bildschirm eine feste Gr\u00f6\u00dfe hat, da wir so die gleiche Benutzeroberfl\u00e4che f\u00fcr alle Schiffe und Stationen verwenden k\u00f6nnen, ohne das Layout jedes Mal neu erfinden zu m\u00fcssen.\n\nDer Bildschirm selbst \u00e4hnelt dem Holotisch im Hangar, indem Informationen in Echtzeit in der Spielwelt angezeigt und aktualisiert werden, so dass andere Personen Ihre Leistung sehen k\u00f6nnen. Dies ist gut f\u00fcr den Kapit\u00e4n oder Kommandanten, der sicherstellt, dass Sie nicht Galaga spielen, und f\u00fcr Sie, wenn Sie an der Station angemeldet sind, da Sie jede Aktion auf der Br\u00fccke sehen k\u00f6nnen, ohne unbedingt Ihre Station verlassen zu m\u00fcssen.\n\nAktionen\nIn Star Citizen steuern die verschiedenen Systeme, die Sie auf Ihrem Schiff installieren, die Funktionalit\u00e4t Ihrer Crew-Stationen und anderer Konsolen. Jede Station hat Zugriff auf eine Reihe von vorkonfigurierten Aktionen - die Schnittstellen, mit denen Sie die verschiedenen Systeme der Schiffe verwalten. Nicht jede Station wird jede Action-Schnittstelle enthalten.\n\nJede Schnittstelle ist direkt mit der installierten Komponente verbunden. Wenn Sie also ein billiges Kraftwerk einbauen, wird die Schnittstelle rudiment\u00e4r sein, aber eine qualitativ hochwertigere Komponente wird mit einer \u00fcberlegenen Schnittstelle ausgestattet sein, die es Ihnen erm\u00f6glicht, die Stromversorgung Ihrer Subsysteme effizienter zu verwalten. Sollten Sie sich jedoch entscheiden, eine bestimmte Komponente nicht zu installieren, haben Sie keinen Zugriff auf die zugeh\u00f6rige Action-Schnittstelle. Wenn Sie zum Beispiel einen Schildgenerator installieren, haben Sie Zugang zur Schildkonfigurationsschnittstelle, aber wenn Sie sich mutig f\u00fchlen, k\u00f6nnen Sie Ihren Hangar verlassen, ohne einen Schildgenerator zu installieren, und die Schildkonfigurationsschnittstelle w\u00e4re f\u00fcr keine der Crewstationen des Schiffes verf\u00fcgbar.\n\nAktionsliste\nSchildmanagement: Die Schildmanagement-Aktion gibt dem Benutzer eine genauere Kontrolle \u00fcber die Schilde und Generatoren des Schiffes:\n\nVerst\u00e4rken Sie Schildsegmente, die das maximale Expansionspotenzial der Segmente erh\u00f6hen und ihre Aufladeposition priorisieren Verst\u00e4rken Sie die Aufladung besch\u00e4digter Schildsegmente Stellen Sie den Generator so ein, dass er in einem der drei folgenden Bereiche effektiver ist: Schildst\u00e4rke, Aufladegeschwindigkeit oder Erholungszeit Radar Ops: Auf der Basis der Radar Ops-Aktion k\u00f6nnen Sie Ziele identifizieren, was die Arbeitsbelastung des Piloten erleichtert. Diese Aktion wird um die M\u00f6glichkeit erweitert, Befehle an andere Flottenmitglieder zu senden:\n\nIdentifizieren Sie Ziele, so dass der Lotse nicht die Radaranlage fokussieren muss, um potenziell versteckte Ziele zu finden. Markieren Sie geschw\u00e4chte Ziele, Verb\u00fcndete in Not oder besonders gef\u00e4hrliche Feinde Scannen und identifizieren Sie Subsysteme auf gr\u00f6\u00dferen Schiffen EWAR: Die elektronische Kampfstation gibt dir die M\u00f6glichkeit, die Systeme eines Gegners zu behindern und bringt dem Luftkampf einen neuen taktischen Vorteil. Der Einsatz der EWAR-Suite erfordert die Installation eines speziellen elektronischen Kampfkunstmoduls, das den Effekt in einem Radius erzeugt. Du kannst auch einen Emitter einsetzen, um bestimmte Feinde zu treffen. Die elektronische Kriegsf\u00fchrung gliedert sich in die folgenden Bereiche:\n\nD\u00e4mpfung: Reduzieren Sie die Reichweite der gegnerischen Systeme Unterbrechung: Behinderung des Betriebs von gegnerischen Systemen Deaktivieren: Deaktiviere ein feindliches System und zwinge es, es neu zu starten: Mache den Gegner verwundbarer Kommunikation: Die grundlegendste Form der Kommunikation erm\u00f6glicht es Ihnen, einen Kanal zu einem anderen Schiff zu \u00f6ffnen, eine Telefonkonferenz einzurichten oder Informationsdaten wie Ladungsverzeichnisse oder Schiffserg\u00e4nzungen zu liefern. Wenn jedoch zus\u00e4tzliche Komponenten gesteckt werden, stehen Ihnen automatisierte Nachrichten zur Verf\u00fcgung. Wenn Ihr Schiff beispielsweise \u00fcber einen Andockring verf\u00fcgt, k\u00f6nnen Sie anfordern, an ein anderes Schiff mit einem Andockring anzulegen.\n\nKraftstoff: Auf der Basis dieser Aktion k\u00f6nnen Sie entscheiden, welcher Tank \u00fcber die Wasserstoffschaufeln des Schiffes betankt wird. Spieler mit einem Betankungsarm erhalten zus\u00e4tzliche Funktionen zur Verwaltung, Verfeinerung und Betankung.\n\nScannen: Die Informationen, die zu dieser Aktion angezeigt werden, h\u00e4ngen davon ab, welches Scanner-Array Sie installiert haben.\n\nAvionik und CPU: Mit dieser Aktion k\u00f6nnen Sie das Avionikpaket des Schiffes genauer steuern, speziell in Bezug auf die CPU-Leistung. So k\u00f6nnen Sie beispielsweise bestimmte Systeme, wie ITTS oder Raketensperre, priorisieren, um einen marginalen Abschlag in der Lock-on-Zeit zu erhalten.\n\nEnergiemanagement: Alle Komponenten und Waffen, die an Ihrem Schiff befestigt sind, werden auf dem Energieverwaltungsbildschirm angezeigt. Auf Multi-Crew-Ebene erhalten Sie mehr Kontrolle \u00fcber die individuelle Leistungsstufe, die jede Komponente erh\u00e4lt.\n\nNavigation: Hier k\u00f6nnen Sie eine Route zu einem anderen Sternensystem planen oder eine Reihe von Wegpunkten zeichnen. Zus\u00e4tzliche Informationen wie Kraftstoffverbrauch, Zeit bis zum Ziel und Geschwindigkeit werden Ihnen zur Verf\u00fcgung gestellt. Diese Tools erm\u00f6glichen es Ihnen, Routen basierend auf der Kraftstoffeffizienz oder der ben\u00f6tigten Zeit zu erstellen.\n\n\u00dcbersicht \u00fcber die Stationsschnittstelle\nBei der Gestaltung der gesamten Benutzeroberfl\u00e4che haben wir uns vor allem auf Funktionalit\u00e4t und Layout konzentriert. Erstens muss jedes Element auf der Oberfl\u00e4che eine Funktion haben - entweder ein Objekt, mit dem Sie interagieren k\u00f6nnen, oder eine Anzeige mit relevanten Informationen. Wir wollten keine flusen Animationen, die den Bildschirm durcheinanderbringen und Sie von der anstehenden Aufgabe ablenken w\u00fcrden. Wir wollten auch, dass jede Aktion Informationen global teilt, wie z.B. das 3D-Schema-Ansichtsfenster.\n\n(Nat\u00fcrlich ist das hier gezeigte Layout noch WIP und kann sich \u00e4ndern!)\n\nAktionsregal\nDie Funktionsweise des Aktionsregals \u00e4hnelt der des Verwaltungsbildschirms auf dem Single-Pilot-HUD. Sie k\u00f6nnen zwischen allen verf\u00fcgbaren Aktionen wechseln und eine oder mehrere ausw\u00e4hlen, an denen Sie sich anmelden m\u00f6chten. Nach der Anmeldung k\u00f6nnen Sie auf bestimmte Schiffssysteme zugreifen.\n\nBei Mehrmannschiffen werden alle verf\u00fcgbaren Aktionen auf dem Aktionsregal angezeigt. Diese \u00e4ndern sich von Sitz zu Sitz; einige Befehlssitze k\u00f6nnen mehrere Rollen von einem einzigen Punkt aus anbieten, andere k\u00f6nnen unglaublich spezifisch sein. So k\u00f6nnen Sie wichtige Informationen aus anderen Schiffssystemen einsehen, ohne Ihre eigene Station verlassen zu m\u00fcssen.\n\nSchiffsstatistik\nDieser Abschnitt enth\u00e4lt wertvolle Informationen \u00fcber die Emissionen und den Ressourcenverbrauch des Schiffes und steht allen Ma\u00dfnahmen zur Verf\u00fcgung.\n\nEmissionen: Balken, die die aktuellen elektromagnetischen und infraroten Emissionen des Schiffes anzeigen, sowie eine Sekund\u00e4rbalken, die dem \u00e4u\u00dferen elektromagnetischen und infraroten Rauschen entsprechen. Wenn die Leistung Ihres Schiffes deutlich unter dem Umgebungsl\u00e4rm liegt, k\u00f6nnen Sie sicher sein, dass Sie f\u00fcr Radare, die auf diesen Emissionstyp abgestimmt sind, nicht sichtbar sind. Strom- und CPU-Verbrauch: Verfolgt die aktuelle Leistung und CPU alle drei Sekunden und markiert dann jeden Zeitrahmen, in dem diese Systeme aufgrund der starken Nutzung Engp\u00e4sse aufwiesen. Dies kann ein n\u00fctzliches Werkzeug f\u00fcr Ingenieure sein, die versuchen, die Komponenten zu finden, die den Engpass verursachen. Schematische Darstellung\nDie schematische Darstellung zeigt ein 3D-Hologramm des Schiffes und soll es einem Besatzungsmitglied erm\u00f6glichen, alle Probleme sofort mit einem Blick zu beurteilen. Sie k\u00f6nnen das Hologramm drehen, schwenken und zoomen.\n\nAnsichtsmodus: Sie k\u00f6nnen aus einer Reihe von Standardansichten w\u00e4hlen, indem Sie eine dieser Schaltfl\u00e4chen ausw\u00e4hlen. Wenn Sie beispielsweise nur eine orthographische Ansicht von oben nach unten w\u00fcnschen, w\u00e4hlen Sie die Schaltfl\u00e4che \"T\". Anzeigemodus: Dadurch k\u00f6nnen Sie zwischen den Anzeigemodi wechseln, die das Schiff und seine Komponenten entsprechend dem gew\u00e4hlten Modus zeichnen. Es darf immer nur ein Anzeigemodus aktiv sein. DF (Standard): Der Schiffsrumpf und die Komponenten sind monochromatisch gezeichnet, ohne besondere Hervorhebung. HT (W\u00e4rme): Im W\u00e4rmemodus werden Komponenten, die die meiste W\u00e4rme erzeugen, heller dargestellt als solche, die relativ wenig W\u00e4rme erzeugen. EM (Elektromagnetisch): In diesem Modus werden Komponenten, die die elektromagnetischste Signatur erzeugen, heller dargestellt als solche, die weniger EM-Emissionen erzeugen. DM (Schaden): Diese Ansicht verwendet die gleiche Technologie wie die des Single-Pilot-HUD. Besch\u00e4digte Komponenten und Rumpfteile werden in einer dem Schadensbild entsprechenden Farbe dargestellt. Besch\u00e4digte Gegenst\u00e4nde werden gelb dargestellt, w\u00e4hrend schwer besch\u00e4digte Gegenst\u00e4nde rot dargestellt werden. PW (Leistung): Diese Ansicht zeigt alle potenziellen Energieprobleme der Schiffskomponenten. Systeme, die bei aktivem Betrieb Gefahr laufen, zum Stillstand zu kommen, werden gelb dargestellt, w\u00e4hrend Systeme, die auch im Leerlauf nicht gen\u00fcgend Strom erhalten, rot dargestellt werden. Komponentenfilter: Diese Kontrollk\u00e4stchen schalten die Visualisierung f\u00fcr alle Komponenten des Schiffes um. Dazu geh\u00f6ren: Rumpf: Zeigen\/Verbergen der \u00e4u\u00dferen Waffen des Schiffes: Zeigen\/Verbergen der Waffen des Schiffes, einschlie\u00dflich T\u00fcrme und Tr\u00e4gersysteme: Zeigen\/Verbergen der Schiffssysteme, einschlie\u00dflich Schildgenerator, Kraftwerk, etc. Antrieb: Zeigen\/Verbergen der Au\u00dfenmotoren und Triebwerke des Schiffes Schilde: Ein-\/Ausblenden der Schildsegmente des Schiffes Presets\nMit den Voreinstellungen k\u00f6nnen Sie eine Reihe von Konfigurationen pro Aktion speichern. Dies kann besonders hilfreich sein, wenn Sie individuelle, auf die jeweilige Situation zugeschnittene Geb\u00e4ude oder Auslastungen erstellen m\u00f6chten. Die voreingestellten Felder k\u00f6nnen einfach umbenannt werden.\n\nProtokoll\nDieses Feld zeigt eine Liste von Nachrichten aus einer Reihe von Quellen, einschlie\u00dflich Spielerchat, Spieleranfragen, systemkritische Informationen und Serverinformationen. Du kannst auch Chat-Text in das untenstehende Feld eingeben.\n\nBenachrichtigungen\nDieses Feld zeigt eine Liste von Benachrichtigungen anderer Spieler - mit anderen Worten eine Liste von Zielen von Spielern, die von dir verlangen, dass du eine Aufgabe f\u00fcr sie ausf\u00fchrst. Dieses Panel ist immer kontextabh\u00e4ngig zur aktuell aktiven Aktion. Wenn beispielsweise die Energieverwaltungsaktion aktiv ist, beziehen sich die Benachrichtigungen auf das Erh\u00f6hen\/Verringern der Leistung f\u00fcr die Systeme des Schiffes oder das Ein- und Ausschalten dieser Systeme.\n\nIn Zukunft\nMulti-Crew-Stationen stehen erst am Anfang, und die Liste der oben genannten Aktionen wird erweitert, wenn neue Mechaniken online gehen. Zus\u00e4tzlich werden die Multi-Crew-Stationen nat\u00fcrlich in die Crew-Stationen der Hauptschiffe eingespeist, wodurch der Grad der Kontrolle und die Komplexit\u00e4t der Systeme erweitert werden.\n\nWir sind fest davon \u00fcberzeugt, dass Multi-Crew-Schiffe und die F\u00e4higkeit, sich zu einer Besatzung zusammenzuschlie\u00dfen und Ihr Schiff zu verwalten, etwas ist, das noch nie zuvor gesehen wurde. Obwohl das System zun\u00e4chst recht komplex erscheinen mag, hoffen wir, dass Sie die Werkzeuge erhalten, um personalisierte Builds und Loadouts zu erstellen, die speziell auf die vielen Situationen abgestimmt sind, mit denen Sie in der Strophe konfrontiert werden.","zh_CN":"Greetings Citizens\nIts been a busy week for the Star Citizen team! A good portion of the project leads have gathered in Manchester, England where we have been focusing on all issues related to characters, animation, cinematics and Squadron 42. The goal of this summit has been to sync up the rest of studios with the incredibly talented team at Foundry 42 for the major push to release the first chapter of Squadron 42 towards the back half of next year. It has been a fantastic week, full of passionate debate and pure creativity that I\u2019m proud to say drives this project\u2026 but while we\u2019ve been heads down making sure Squadron 42 lives up to the larger vision for Star Citizen, it seems a stretch goal or two may have passed! :)\n\nBetween the final days of the anniversary sale and the roll-out of the Anvil Carrack explorer platform, we\u2019ve managed to surpass $66 million in crowd funding! It\u2019s an astonishing number that both old backers and new made possible: while many existing backers pledged for Carracks, we also had over 7,400 new backers who decided to find out what all the fuss was about. Thank you to all and welcome to our new players; we\u2019re happy to have you onboard on this adventure!\n\nAt $64 million, pets are a \u2018go!\u2019\n\nPets \u2013 We have repair bots, we have fish\u2026 but we haven\u2019t implemented a pet system in Star Citizen yet. At $64 million, that changes. From Jones the Cat in Alien to the Battlestar Galactica\u2019s Daggit, pets have a place onboard starships\u2026 and we want to give you that option in Star Citizen. Expect traditional terrestrial options, plus anything exotic we can dream up in the Star Citizen universe! (Those Torshu Grey crabs that keep escaping are just the start.) This stretch goal is in honor of Paddington, Strike Dog of the UEES Paul Steed. In one of our first videos Paddington helped us get to $4 million back in the initial campaign, and sadly passed away recently.\n\nThe last letter hinted at the $65 million stretch goal: a revamp of our modular ship design drawn directly from player feedback. As Star Citizen stands today, the ships are extremely customizable. You can switch engines, thrusters, guns, missiles, turrets, sensor suites, scanners, cargo pods and some interior \u2018seats\u2019 (and much more.) Starting with 1.0, we\u2019ve added the first iteration of the technology for a paint system that will allow us to create promised skins and ultimately let you alter your ship\u2019s exterior appearance. For 1.0 it is used to handle the various paintjobs for the variants. But longer term this will allow us to give everyone the skins they have backed for and ultimately this system will allow for some user generated paintjobs!\n\nOne huge piece of feedback from the Constellation and Cutlass sales has been that backers want more: they want to customize the roles and the internals of their ships to a higher degree than we initially envisioned. Based on this feedback we intend to make changes to the ships that make sense to better represent what you want. The team at Foundry 42 is already building a number of modular capital ships, like the Javelin, that can change their internal and external form factors through an array of optional user-configured modules. What we intend now to do is take the technology and design work done for these capital ships and apply it back to a number of Star Citizen\u2019s smaller personal craft.\n\nEnhanced Ship Modularity \u2013 So you have the ship of your dreams, but really wish that it could be customized to suit your needs a bit more than the off-the-shelf models? This new goal, a massive undertaking, is going to be of interest. We are looking to overhaul any suitable ships (including the Cutlass, Avenger, Retaliator and Redeemer) to allow many modular components to be available as swap-outs. For example: if you have purchased a Redeemer, then using the new system you would have a variety of new modules available to refit the ship, internal and external, to suit your play requirements. If you wanted to make it a Bounty Hunter ship, you could buy a \u201cStasis Chamber module\u201d for the lower deck and you would be able to capture and store fugitives to be delivered for their bounties at your leisure. You could configure the upper deck to be outfitted with a \u201clong range communication suite\u201d allowing you to keep in touch with your \u201cInfoagent\u201d even when in deep space. Fed up of Bounty hunting? Swap in a larger cargo module in the lower deck to make that profitable run you have been planning for a while, or add the Explorer Module with deployable vehicle for some planetside recon. Manufacturers will still be offering pre-configured variants, but should you be looking to adapt a hull to suit a certain task then your ship has come in (and is now ready for modification!)\n\nOf course, $65 million isn\u2019t the only milestone we need to discuss in this letter. Starting with $66 million, I want to start focusing everyone on the level of detail and immersion that everyone\u2019s support is enabling. So instead of always having a feature or a reward I want to share a deeper view into an element of the design that has been enabled by your continuing support.\n\nThis time around, we\u2019re going to tell you about Star Citizen\u2019s multi-crew ship seat actions. With the release of the Carrack, there has been a lot of discussion about how ships can be flown solo, whether or not they need a crew\u2026 and there have been a lot of questions as to how any of that will even work. You can read on below to find out the answers to those questions and more. (This letter\u2019s design update was put together with the team here in the UK, who are also currently looking forward to the multi-crew ship features for Arena Commander 2.0)\n\nThis doesn\u2019t mean we won\u2019t still occasionally reward backers with in-game content (flair, UEC, ship upgrades and more types to come!) or propose new ship types to celebrate major milestones but I would like the focus to be more about the amazing game that you are all enabling rather than the amounts we have raised. The real story is that with a community and the team sharing such a passion for making something special, with all of your continued support we have an opportunity to make history.\n\nAs always, thank you for making all of this possible. It\u2019s an honor to be at the head of development of a game that already means so much to such an excellent group of backers. You\u2019ve earned your Citizenship! Finally: please sound off in the comments section: does this new system work for you? We WILL be listening!\n\n\u2014 Chris Roberts\n\nGreetings Citizens,\nCan space be more fun with friends? We think so, and we aim to prove it. In gaming, the traditional space sim storyline pits the player against the galaxy. Sure, Colonel Blair had some wingmen \u2026 but when it came time to take on the Kilrathi, he was always in the driver\u2019s seat. But now think back to your favourite film or television series: whether it\u2019s the straight-laced crew of the Enterprise exploring strange new worlds or scruffy Browncoats struggling to keep Serenity in the black, great stories spring from Human interaction. Mowing down an alien armada by yourself is a lot of fun \u2026 but imagine taking Luke\u2019s seat on the Millennium Falcon, fending off TIE Fighters with the turret while your buddy plays Chewie and tries to repair the hyperdrive.\n\nThat\u2019s exactly what the team at Foundry 42 has been charged with replicating in Star Citizen! For Squadron 42, Chris Roberts asked us to develop a system that naturally encourages cooperative play and promotes teamwork rather than forcing anything specific on the player. Like every aspect of Star Citizen, it needs to be immersive, it needs to be engaging \u2026 and it needs to function beyond our particular piece of the puzzle. The multi-crew systems we premiere in Squadron 42 will go on to appear throughout the Star Citizen world!\n\nComing up with this system has been a major task for our designers. We are aiming for a very particular \u2018sweet spot\u2019: multi-crew ship positions that are both fun AND that make sense in the Star Citizen world. Some positions are easy: flying a ship will always be fun, manning a turret is great \u2026 but how do we find something real and important and fun that will encourage players to want to serve as navigators or engineers?\n\nAfter a lot of research and a lot of thinking (and credit where credit is due: a lot of Star Trek viewings and team games of Artemis Bridge Simulator) we\u2019re excited to share with you our plan. As with every design post, this information represents our current thinking, not necessarily the final details. We\u2019re beginning to implement these systems as we look forward to Squadron 42 Chapter 1 and Arena Commander 2.0 \u2026 and like everything else in the game, they will be tweaked and improved as we see them in action and get real player feedback.\n\nWe\u2019ve put this post together largely in response to backer questions about the Carrack. The specific answer to the ongoing question is that yes, you can operate a Carrack by yourself using the control system outlined below\u2026 but that we believe that it will be significantly more fun for users of such larger ships to take on the galaxy with friends.\n\nOverview\nWhen we first envisioned the concept of crew stations for capital ships, we thought they could easily be adapted for multi-crew ships. However it soon became apparent that the crew station actions available to a capital ship might be too involving for one of the smaller multi-crew ships, so we split the ships into three categories.\n\nShips such as the Hornet or 300i, would retain the single-pilot HUD similar to what you see in Arena Commander now (note that different manufacturers will have different style HUDs). This system is geared towards helping the pilot to make quick adjustments on the fly which is perfect for when you\u2019re dogfighting or weaving through an asteroid field! However on larger ships you may have additional crewmembers who will be able to make adjustments and tweak to your ships systems with greater fidelity.\n\nCapital ships such as the Javelin will require multiple players (or NPCs) to run all the various ships systems, man turrets and even perform tasks such as reloading torpedo bays or repairing power relays. As there are far more weapons and ship components to manage, the station interfaces need to be more complex and therefore require each crew station to be dedicated to a single action, at least for the first iteration.\n\nHowever, with multi-crew ships such as the Retaliator, Freelancer or Constellation, we needed to approach the concept of stations a little differently. You, the fans, expressed an interest in being able to fly your multi-crew ships solo as well as having the option to invite friends to man the various support stations and turrets. Therefore we decided that you should be able to fly a multi-crew ship solo, having access to the same management system seen on the HUD of any single-pilot ship. However, should you want to invite your friends along to help manage your ship, you could access additional crew support stations, giving you a little more control over the ships\u2019 various systems. In brief, multi-crew ships needed to be entirely more flexible than either single-seat or capital ships.\n\nCrew Stations\nCrew stations are the physical object that you interact with \u2013 a console that you either sit down or stand up at to perform your duties. These stations will have a single, fixed-ratio screen where the management UI, or \u201caction,\u201d is displayed. Keeping the screen a fixed size is important as it allows us to use the same UI across all ships and stations without having to reinvent the layout every time.\n\nThe screen itself will be similar to the holo-table in the hangar, in that information is displayed and updated in real-time in the game world allowing others to view your performance. This is good for the captain or commander, who make sure you\u2019re not playing Galaga, and for you as you\u2019re logged on to the station, as they you will be able to view any action on the bridge without necessarily having to exit your station.\n\nActions\nIn Star Citizen the various systems you install on your ship drive the functionality of your crew stations and other consoles. Each station has access to a number of pre-configured actions \u2013 the interfaces that you use to manage the ships various systems. Not every station will contain every action interface.\n\nEach interface is linked directly to the installed component therefore if you fit a cheap power plant the interface will be rudimentary however a better quality component will come equipped with a superior interface allowing you to manage power to your sub-systems more efficiently. However should you decide not to install a particular component you would not have access to the associated action interface. For example if you install a shield generator you will have access to the shield configuration interface but if you\u2019re feeling brave you might leave your hangar without installing a shield generator and the shield configuration interface would not be available to any of the ship\u2019s crew stations.\n\nAction List\nShield Management: The shield management action gives the user more granular control of the ship\u2019s shields and generators:\n\nReinforce shield segments which increases the segments\u2019 maximum expansion potential as well as prioritizing its recharge position\n\nBoost the recharge of shield segments which have been damaged\n\nTune the generator to be more effective in one of three areas: shield strength, recharge rate or recovery time\n\nRadar Ops: On a basic level the radar ops action allows you to identify targets, easing the workload of the pilot. This action will be expanded to include the ability to send commands to other fleet members:\n\nIdentify targets so that the pilot does not need to\n\nFocus the radar array to find potentially hidden targets\n\nFlag weakened targets, allies in distress or particularly dangerous enemies\n\nScan and identify sub-systems on larger ships\n\nEWAR: The electronic warfare station gives you the ability to hinder an opponent\u2019s systems, bringing a new tactical edge to dogfighting. Use of the EWAR suite requires the installation of a specialised electronic warfare module which generates the effect in a radius. You can also fit an emitter to target specific enemies. Electronic warfare breaks down into the following areas:\n\nDampening: Reduce the range of opponent systems\n\nDisruption: Hinder the operation of opponent systems\n\nDisable: Disable an enemy system, forcing them to restart it\n\nDebuff: Make the opponent more vulnerable\n\nCommunications: The most basic form of communication will allow you to open a channel to another vessel, set up a conference call or deliver information data such as cargo manifests or ship complement. However, when additional components are slotted, automated messages become available for you to use. For example if your ship has a docking ring, you may request to dock with another ship with a docking ring.\n\nFuel: On a basic level this action will enable you to decide which tank is being refuelled via the ship\u2019s hydrogen scoops. Players with a refuelling arm gain additional functions for managing, refining and refuelling.\n\nScanning: The information that appears on this action depends on what scanner array you have installed.\n\nAvionics and CPU: This action allows you more granular control of the ship\u2019s avionics package specifically relating to CPU power. For example, you may prioritize certain systems, such as ITTS or missile lock, to gain a marginal deduction in lock-on time.\n\nPower Management: Every component and weapon fitted to your vessel will appear in the power management screen. At multi-crew level you gain more control over the individual power level each component is receiving.\n\nNavigation: This is where you might plan a route to another star system or plot a series of waypoints. Additional information will be made available to you such as fuel usage, time to destination and speed-through-point. These tools will allow you to generate routes based on fuel efficiency or time taken.\n\nStation Interface Overview\nWhen designing the overall interface we focused primarily on functionality and layout. Firstly each element on the interface must have a function \u2013 either being an object that you can interact with or a readout with relevant information. We didn\u2019t want any fluff animations which would clutter up the screen and distract you from the task at hand. We also wanted each action to share information globally, such as the 3D schematic view pane.\n\n(Of course the layout shown here is still WIP and subject to change!)\n\nAction Shelf\nThe action shelf functions in a similar fashion to the management screen seen on the single-pilot HUD. You can flick between all available actions and choose one or more to log on to. Once logged on, you can access specific ship systems.\n\nFor multi-crew ships all available actions are shown on the action shelf. These will change from seat to seat; some command seats may offer multiple roles from a single point, others may be incredibly specific. This allows you to view important information from other ship systems without having to exit your own station.\n\nShip Statistics\nThis section shows valuable information regarding the ship\u2019s emissions and resource usage and is available to all actions.\n\nEmissions: Bars showing the ship\u2019s current electromagnetic and infra-red emissions, plus a secondary bar which approximates the exterior electromagnetic and infra-red noise. If your ship\u2019s output is significantly less than the environmental noise, you can be certain that you will be invisible to radars tuned to that emission type.\n\nPower and CPU usage: Tracks the current power and CPU every three seconds, then marks any timeframe where these systems were bottlenecked due to heavy usage. This can be a useful tool for engineers attempting to track down the components causing the bottleneck.\n\nSchematic View\nThe schematic view shows a 3D hologram of the ship and is designed to allow a crewmember to instantly appraise any issues with a glance. You can rotate, pan and zoom the hologram.\n\nView Mode: You can choose from a number of default orthographic views by selecting one of these buttons. For example, if you simply wish a top-down orthographic view, you would select the \u201cT\u201d button.\n\nDisplay Mode: This allows you to shift between display modes which draws the ship and its components according to the mode selected. Only one display mode may be active at any time.\n\nDF (Default): The ship hull and components are drawn monochromatically without any specific highlighting.\n\nHT (Heat): In Heat mode components generating the most heat are shown brighter than those generating relatively little heat.\n\nEM (Electromagnetic): In this mode components generating the most electromagnetic signature are shown brighter than those generating less EM emissions.\n\nDM (Damage): This view adopts the same technology seen on the single-pilot HUD. Components and hull parts which have sustained damage are shown in a color appropriate to the damage level. Damaged items are shown in amber whereas critically damaged items are shown in red.\n\nPW (Power): This view highlights any potential power issue to the ship\u2019s components. Systems that are at risk of stalling when active are shown in amber, whereas systems that are not receiving enough power even when idle are shown in red.\n\nComponent Filter: These check-boxes toggle the visualization for all the ship\u2019s components. These include:\n\nHull: Show\/Hide the ship\u2019s exterior\n\nWeapons: Show\/Hide the ship\u2019s weapons, including turrets and launchers\n\nSystems: Show\/Hide the ship\u2019s systems, including shield generator, power plant, etc.\n\nPropulsion: Show\/Hide the ship\u2019s exterior engines and thrusters\n\nShields: Show\/Hide the ship\u2019s shield segments\n\nPresets\nPresets allow you to save a number of configurations per action. This can be particularly helpful if you wish to create individual builds or loadouts tailored to specific situations. The preset boxes can easily be renamed.\n\nLog\nThis panel shows a list of messages from a number of sources including player chat, player requests, system critical information and server information. You can also enter chat text into the box below.\n\nNotifications\nThis panel shows a list of notifications from other players \u2014 in other words a list of objectives from players who require you to perform a task for them. This panel is always contextual to the currently active action. For example, if the power management action is active, notifications will be related to increasing\/decreasing power to the ship\u2019s systems or turning those systems on or off.\n\nGoing forward\nMulti-crew stations are just beginning, and the list of actions above will be expanded as new mechanics come online. Additionally the multi-crew stations will feed naturally into the capital ship crew stations, expanding on the amount of control you have and the complexity of the systems.\n\nWe firmly believe that multi-crew ships and the ability to come together to form a crew and manage your ship is something that\u2019s never before been seen. Although the system may seem initially quite complex, we\u2019re hoping that you\u2019ll gain the tools to create personalized builds and loadouts specifically tuned to the many situations you will face in the \u2019verse."},"links_count":0,"comment_count":867,"created_at":"2014-12-06T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-14 08:34:47","valid_relations":["images","links"],"prev_id":14353,"next_id":14356}}