{"data":{"id":14502,"title":"Design Notes: Rental Equipment Credits","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/engineering\/14502-Design-Notes-Rental-Equipment-Credits","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14502","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14502","channel":"Engineering","category":"Development","series":"Design Post","images":[{"id":1635,"name":"ScreenShot0030.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ws17mk4yqmql8r\/source\/ScreenShot0030.jpg","alt":"","size":429003,"mime_type":"image\/jpeg","last_modified":"2014-05-13T22:13:09+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1635","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1635\/similar"},{"id":3007,"name":"Holotable_prototype_weapons_2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/kv49ak8qtsvl8r\/source\/Holotable_prototype_weapons_2.jpg","alt":"","size":968031,"mime_type":"image\/jpeg","last_modified":"2015-02-13T21:27:11+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3007","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3007\/similar"},{"id":3008,"name":"Holotable_prototype_ships.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/2z9njylc9i42jr\/source\/Holotable_prototype_ships.jpg","alt":"Ship selection mockup.","size":1075874,"mime_type":"image\/jpeg","last_modified":"2015-02-13T21:27:10+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3008","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3008\/similar"},{"id":3009,"name":"REC_mobiGlas.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/65wpnk4jqfgzjr\/source\/REC_mobiGlas.png","alt":"Mock-up REC interface for mobiGlas","size":1723648,"mime_type":"image\/png","last_modified":"2015-02-13T21:27:17+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3009","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3009\/similar"}],"images_count":4,"translations":{"en_EN":"Note from the Chairman\nGreetings Citizens,\nLast week, Kotaku ran an article showcasing Arena Commander\u2019s combat. While the focus was that dogfighting looks great in action, one other thing immediately stood out: the video was an Aurora pilot flying with a HOTAS and TrackIR setup\u2026 and he was schooling Hornet after Hornet! The video, embedded below, tells me that we\u2019re on the right track in creating a skill based game where battles are decided by the abilities of the pilots just as much as the capabilities of their equipment.\n\nOne of the design tenets of Star Citizen is that it needs to be a complete experience regardless of what you have purchased. Someone buying a starter package needs to have exactly as much potential as someone supporting development by pledging for a new ship or a purchasing a new weapon. I do not want to make a game where you feel compelled to spend anything but time to continue playing.\n\nIn the Persistent Universe, that will be easy: you\u2019ll earn credits flying missions, locating star systems, hauling goods, hunting bounties and through a dozen other activities. You\u2019ll rapidly explore and expand your universe. But the pilots helping us develop our spaceflight in Arena Commander don\u2019t have that ability\u2026 yet!\n\nWith Arena Commander 1.1, we intend to roll out a system called REC, or Rental Equipment Credits. In essence, you will be able to earn credits to rent equipment to use in Arena Commander by playing Arena Commander\u2019s ranked modes. We want to reward backers for their time spent with the early game with a more expansive experience, not prevent them from accessing things that will be readily available in the Persistent Universe. You\u2019ll still be able to support the development of the game by pledging for ships and weapons, and these will carry across into the Persistent Universe but you will no longer have to contribute additional money to fly a different ship or use a new weapon; You\u2019ll have a choice. Spend time playing the game, which will earn REC to be spent on ships and weapons for use in Arena Commander or pledge for these items, supporting the ongoing development and running costs of the game. It\u2019s the classic time vs money proposition and either way you\u2019ll be helping making Arena Commander and Star Citizen better! This is always how the final game was intended to work and we\u2019ve decided that we need to bring this dynamic into play sooner than later!\n\nStar Citizen designer Calix Reneau details the system below, which we believe is a winner. Now, we\u2019d like your feedback: is this the right direction for the system? Where would you like to see it go, in the near term and the long? Letting players earn credits in-game is a no-brainer, but working out the specifics is going to be an ongoing process no different from how we are continuing to work out flight controls and weapon balance!\n\nFrom my perspective, Arena Commander is shaping up to be a fantastic standalone experience, something backers will want to continue to play in their new sim pods even after the Persistent Universe launches. I\u2019m grateful for the testing and support the community has provided to get us to this point. It\u2019s something every one of you should be proud of\u2026 and now let\u2019s make it even better!\n\n\u2014 Chris Roberts\n\nDesign: Rental Equipment Credits\nWe\u2019ve all been there: a budding young Aurora pilot loads up Arena Commander to play for the first time. That first battle isn\u2019t a great success, but between the \u2018First!\u2019 medal bonus and a lucky missile, enough REC is earned that an F7C Hornet doesn\u2019t seem that impossible to earn. A few matches later, the mechanics of space flight are starting to be understood, so the REC flows a bit easier and it isn\u2019t much longer before even the Super Hornet is within reach. Diving all in for the big guns, our plucky hero has become death, destroyer of worlds\u2026 and it feels good! But as often happens, life gets in the way, and it\u2019s over a week later before the Star Citizen logo comes back on screen. Imagine the surprise to find that Super Hornet still selectable in the Arena Commander start menu! A few matches later the rental use runs out, but it\u2019s enough time to earn up the REC to take advantage that sweet renewal discount. Dogfighting is a great thrill of course, but eventually curiosity takes hold and the next rental is an M50. What a difference! Racing seemed so trivial before, but this thing can really fly. At this point, any new arrangement of ships or equipment is always attainable with just a little bit of focused play. Still, there was something special about that first Super Hornet, so maybe it\u2019s worth keeping around\u2026\n\nWhat are REC?\nREC, or Rental Equipment Credits, is a virtual currency that can be spent in Voyager Direct or the mobiGlas virtual store to rent software licenses on any equipment that can be used in the Sim-Pod (future iterations of Arena Commander will be accessed through a pod added to your Hangar.) Players earn REC through success in Sim-Pod activities \u2013 Arena Commander, the upcoming FPS Module, etc \u2013 with additional medals providing bonus REC and recurring incentives for progression.\n\nShip selection mockup. How do I Earn REC?\nREC is earned by playing competitive (ranked) multiplayer matches of Arena Commander, the FPS Module or any other Simulated Experience in Star Citizen. Each match awards REC from a common pot, awarding the greater share to the winners, which is then split among the members of the team based on performance. For example, in Arena Commander:\n\nSquadron Battle: \u2013 REC is earned based on the number of kills plus the k:d if positive, weighted against the ticket difference.\n\nMurray Cup: \u2013 REC is earned based on the final position multiplied by the proximity to World Record (by ship), weighted against Personal Best (by ship)\n\nCapture the Core: \u2013 REC is earned based on personal score weighted against the score difference.\n\nPlayers can also earn bonus REC from medals, which are awarded for various milestones \u2013 umber of kills earned, number of missiles dodged, total matches, etc. These medals track over multiple matches and are recurring, so players can always make some progression even if they only play a match or two here and there.\n\nTo prevent exploitation, this pot is associated with a total score expected from all participants, and scales REC yield based on the total score actually achieved. It also scales based on the number of participants. For example, a REC pot of 12,000 with a total score of 100,000 will only split 9600 REC if the players only collectively manage to score a total of 80,000 points. That same game will only split 4800 REC if the 10 player match only gets 5 participants.\n\nMock-up REC interface for mobiGlas How does the rental system work?\nAll rented equipment is rented for one week of real time use \u2013 guaranteeing that you always get at least a little bit of time with the ship. Ships and weapons cost 10% of their UEC price, rounded up. Once an item has been rented, it can be renewed for another week at a 20% discount. Renewals can only be bought a week in advance. (Remaining rental time is visible in your RSI account and within the Sim-Pod HoloTable)\n\nExamples: 9-series Longsword: 4,000 UEC; 400 REC. (320 REC renewal)\n\nM4A Laser Cannon: 8,000 UEC; 800 REC. (640 REC renewal)\n\nHornet F7C: 140,000 UEC; 14,000 REC. (11,200 REC renewal)\n\nRedeemer: 250,000 UEC; 25,000 REC. (20,000 REC renewal)\n\nThere are also broader goals available for the REC endgame \u2013 for example, we envision building a Community Chest into which players can donate REC that builds towards permanent prizes and other gameplay experiences. Imagine having the option between renting new equipment or helping the community earn something together\u2026 it should make for an interesting challenge!\n\nCurrent Balance Plan\nAveraged at 1800 REC per hour. Please note that this currently represents \u2018back of the envelope\u2019 thinking; actual balance will likely alter significantly after the system launches and we determine how players use the system. But the goal remains to create a system that makes renting additional equipment a fun challenge rather than an impossible chore.\n\nShip Cost: at 10% UEC, F7C rents for 14,000 REC. (7.7hr)\n\nWeapon Cost: at 10% UEC, M4A rents for 800 REC. (26.6min)\n\nRenewal Discount: at 20%, F7C renews for 11200 REC. (6.2hr)\n\nReal Time Rented: 1 week.\n\nPayout Pot (Per Game Mode): 10k for full Squad Battle, split 70-30.\n\nGame Modes that Yield REC Squadron Battle\n\nBattle Royale\n\nNew Horizons Raceway\n\nCapture the Core\n\nCan I use rented ships and equipment in non-ranked modes?\nYes, and there will be no limit on such uses.\n\nHow do I spend REC?\nREC is spent on ship and equipment rentals or Sim Pod unlocks. This can be done from Voyager Direct, the mobiGlas, or the Sim Pod. Once a ship\/item is rented, it can be renewed for 1 additional week at a discount.\n\nAs the system is developed, REC can also be spent to unlock additions to your Sim Pod, such as aesthetic changes like different background images\/theme in the menus, or gameplay changes like opt-in handicaps which can be taken to boost REC yield at the cost of additional gameplay restrictions. Finally, REC can also (eventually) be donated to the Community Chest, a mystery box that results in Community Events when enough total REC is accumulated. Community Events benefit all players who log on while they are in effect.\n\nWill my equipment carry over into the Persistent Universe?\nNo, equipment rented in Arena Commander will be available only in your sim pod. When the Persistent Universe launches, you will have access only to upgrades purchased with UEC (or provided as gifts during the pledge campaign.) But we anticipate Arena Commander continuing to exist in the Star Citizen universe; it is, after all, a game played in SC\u2019s future!\n\nWhy have rental items instead of permanent ones?\nWe know that choosing rental equipment instead of permanent AC-only unlocks will likely be the most controversial part of this plan. We\u2019ve run through countless scenarios offering one, the other or a mix of both\u2026 and what we\u2019ve decided is that at this time, rental is the way to go. What follows is the five key points we used to make this decision:\n\nArena Commander progression should NOT equal Persistent Universe progression. We believe strongly that players need to go out into the world to truly progress; a system that permanently rewards you for staying home and playing the simulator will reduce that experience in the long run.\n\nIt is a buffer against exploits. We fully expect players to discover bugs and loopholes in the REC system\u2026 but with a one-week rental deadline, the most damage they can do to the game is unbalancing it for one week.\n\nIt\u2019s a first blush at future balance goals. The goal has always been to balance effort and convenience \u2013 whether you have time or money, you should be able to have a good experience. That\u2019s going to take a lot of work to get right, so this is the earliest possible version of it to help us start to understand how this will work out in the wild.\n\nIt allows for a tool for \u2018directing\u2019 testing. If we are going to be working on a particular ship or item, we can put it on sale \u2013 a tactic that wouldn\u2019t affect players who had already unlocked it.\n\nIt prevents stagnation during alpha. It should not ever be possible to \u201ccomplete\u201d (or win) this pre-alpha game.\n\nWhat\u2019s Next?\nWe envision enhancing the REC system alongside everything else in Arena Commander going forward! In addition to building the system out based on player feedback, we have several systems we hope to deploy in future patches:\n\nDaily Challenges\nREC can be earned by completing personal and community daily challenges. Community challenges pay out at the end of the day if they have been fulfilled, and reward all players who have contributed to the challenge at all. These also have the benefit of allowing new gameplay features to be highlighted.\n\nPersonal Challenge Examples Get 10 kills at 50% throttle\n\nDodge 10 missiles without using countermeasures.\n\nCapture the Core 10 times.\n\nCommunity Challenge Examples Kill 3000 vanduul in Coop Swarm\n\nComplete 500 laps in Old Vanderval\n\n5000 total kills.\n\nCommunity Chest\nThe Community Chest accumulates with REC donated to it until it reaches 100%, when it activates a surprise Community Event that is available to all players during its duration (which can be set individually for each event, but which would generally last 2 weeks). When it reaches 100%, a Community Event begins and is available to all players during its duration.\n\nDiscounts \/ Bonus Yield\nREC discounts on specific ships and equipment can be used to encourage users towards their use. Ships can also give bonuses to REC as additional incentive.\n\nWe are hoping to launch the REC system with Arena Commander\u2019s next major patch, currently scheduled to be AC 1.1. This will allow backers to earn REC and spend them on store items. Additional functionality will be added as we go, just like the rest of the AC development process! Until then, please provide your feedback below. You\u2019re helping us build Star Citizen AND Arena Commander, and we want to know what you think!\n\nAs with any design post, this article represents our current thinking for the systems covered. All content is subject to change as a result of testing. The numbers provided here represent data that is current as of publication, but which will likely be altered in a number of ways before launch to create the best possible Star Citizen experience.","de_DE":"Anmerkung des Vorsitzenden\nGr\u00fc\u00dfe B\u00fcrger,\nLetzte Woche hat Kotaku einen Artikel \u00fcber den Kampf des Arena-Kommandanten ver\u00f6ffentlicht. W\u00e4hrend der Fokus darauf lag, dass Luftkampf in Aktion gro\u00dfartig aussieht, fiel sofort eine andere Sache auf: Das Video war ein Aurora-Pilot, der mit einem HOTAS- und TrackIR-Setup flog.... und er schulte Hornet nach Hornet! Das Video, das unten eingebettet ist, sagt mir, dass wir auf dem richtigen Weg sind, um ein skillbasiertes Spiel zu entwickeln, bei dem K\u00e4mpfe sowohl von den F\u00e4higkeiten der Piloten als auch von den F\u00e4higkeiten ihrer Ausr\u00fcstung bestimmt werden.\n\nEiner der Designgrunds\u00e4tze von Star Citizen ist, dass es ein komplettes Erlebnis sein muss, unabh\u00e4ngig davon, was Sie gekauft haben. Wer ein Starterpaket kauft, muss genau so viel Potenzial haben wie jemand, der die Entwicklung unterst\u00fctzt, indem er f\u00fcr ein neues Schiff oder den Kauf einer neuen Waffe eintritt. Ich will kein Spiel machen, bei dem du dich gezwungen f\u00fchlst, alles andere als Zeit zu verbringen, um weiterzuspielen.\n\nIm Persistenten Universum wird das einfach sein: Du verdienst Credits f\u00fcr Flugmissionen, das Auffinden von Sternensystemen, den Transport von G\u00fctern, die Jagd auf Kopfgelder und ein Dutzend anderer Aktivit\u00e4ten. Du wirst dein Universum schnell erforschen und erweitern. Aber die Piloten, die uns bei der Entwicklung unserer Raumfahrt in Arena Commander helfen, haben diese F\u00e4higkeit nicht.... noch nicht!\n\nMit Arena Commander 1.1 beabsichtigen wir, ein System namens REC oder Rental Equipment Credits einzuf\u00fchren. Im Wesentlichen kannst du dir Credits verdienen, um Ausr\u00fcstung f\u00fcr Arena Commander zu mieten, indem du die Ranglistenmodi von Arena Commander spielst. Wir wollen die Geldgeber f\u00fcr ihre Zeit mit dem fr\u00fchen Spiel mit einer umfangreicheren Erfahrung belohnen, nicht daran hindern, auf Dinge zuzugreifen, die im Persistent Universe leicht verf\u00fcgbar sein werden. Du wirst immer noch in der Lage sein, die Entwicklung des Spiels zu unterst\u00fctzen, indem du Schiffe und Waffen verpf\u00e4ndest, und diese werden in das Persistente Universum \u00fcbergehen, aber du wirst kein zus\u00e4tzliches Geld mehr beitragen m\u00fcssen, um ein anderes Schiff zu fliegen oder eine neue Waffe zu benutzen; du wirst die Wahl haben. Verbringen Sie Zeit mit dem Spiel, das REC f\u00fcr Schiffe und Waffen f\u00fcr den Einsatz im Arena Commander einbringt oder f\u00fcr diese Gegenst\u00e4nde, um die laufende Entwicklung und die Betriebskosten des Spiels zu unterst\u00fctzen. Es ist das klassische Zeit-gegen-Geld-Angebot und so oder so wirst du helfen, Arena Commander und Star Citizen besser zu machen! So sollte das letzte Spiel immer funktionieren, und wir haben beschlossen, dass wir diese Dynamik fr\u00fcher als sp\u00e4ter ins Spiel bringen m\u00fcssen!\n\nDer Star Citizen Designer Calix Reneau beschreibt das folgende System, von dem wir glauben, dass es ein Gewinner ist. Nun m\u00f6chten wir Ihr Feedback: Ist das die richtige Richtung f\u00fcr das System? Wohin soll es Ihrer Meinung nach gehen, kurzfristig und langfristig? Spieler im Spiel Credits verdienen zu lassen, ist ein Kinderspiel, aber die Ausarbeitung der Details wird ein laufender Prozess sein, nicht anders als die Art und Weise, wie wir weiterhin Flugsteuerungen und Waffenbalance erarbeiten!\n\nAus meiner Sicht entwickelt sich Arena Commander zu einem fantastischen eigenst\u00e4ndigen Erlebnis, etwas, das die Geldgeber auch nach dem Start des Persistent Universe in ihren neuen Sim-Pods weiterspielen wollen. Ich bin dankbar f\u00fcr die Tests und die Unterst\u00fctzung, die die Community geleistet hat, um uns zu diesem Punkt zu bringen. Es ist etwas, worauf jeder von euch stolz sein sollte.... und jetzt lasst es uns noch besser machen!\n\n- Chris Roberts\n\nDesign: Gutschriften f\u00fcr Mietger\u00e4te\nWir alle waren dabei: Ein angehender junger Aurora-Pilot l\u00e4dt den Arena Commander auf, um zum ersten Mal zu spielen. Diese erste Schlacht ist kein gro\u00dfer Erfolg, aber zwischen dem'First!'-Medaillenbonus und einer Gl\u00fccksrakete wird genug REC verdient, dass eine F7C Hornet nicht so unm\u00f6glich zu verdienen scheint. Ein paar Spiele sp\u00e4ter beginnt man, die Mechanik der Raumfahrt zu verstehen, so dass die REC etwas leichter flie\u00dft und es nicht mehr lange dauert, bis selbst die Super Hornet in Reichweite ist. Unser tapferer Held ist zum Tod geworden, zum Zerst\u00f6rer der Welten.... und es f\u00fchlt sich gut an! Aber wie so oft kommt einem das Leben in die Quere, und es ist \u00fcber eine Woche sp\u00e4ter, bevor das Star Citizen-Logo wieder auf dem Bildschirm erscheint. Stellen Sie sich die \u00dcberraschung vor, als Sie feststellen, dass die Super Hornet noch im Arena Commander Startmen\u00fc w\u00e4hlbar ist! Ein paar Spiele sp\u00e4ter l\u00e4uft die Mietnutzung aus, aber es ist genug Zeit, um den REC zu verdienen, um den Rabatt f\u00fcr die s\u00fc\u00dfe Verl\u00e4ngerung zu nutzen. Dogfighting ist nat\u00fcrlich ein gro\u00dfer Nervenkitzel, aber irgendwann setzt sich die Neugierde durch und der n\u00e4chste Mietwagen ist ein M50. Was f\u00fcr ein Unterschied! Rennen schienen vorher so trivial, aber dieses Ding kann wirklich fliegen. An dieser Stelle ist jede neue Anordnung von Schiffen oder Ausr\u00fcstung immer mit einem kleinen bisschen konzentriertem Spiel erreichbar. Dennoch gab es etwas Besonderes an dieser ersten Super Hornet, also lohnt es sich vielleicht, in der N\u00e4he zu bleiben.....\n\nWas sind REC?\nREC, oder Rental Equipment Credits, ist eine virtuelle W\u00e4hrung, die in Voyager Direct oder im virtuellen mobiGlas-Shop ausgegeben werden kann, um Softwarelizenzen f\u00fcr alle Ger\u00e4te zu mieten, die im Sim-Pod verwendet werden k\u00f6nnen (zuk\u00fcnftige Iterationen von Arena Commander werden \u00fcber einen Pod zug\u00e4nglich sein, der Ihrem Hangar hinzugef\u00fcgt wird.) Spieler verdienen REC durch Erfolge in Sim-Pod-Aktivit\u00e4ten - Arena Commander, das kommende FPS-Modul, etc. - mit zus\u00e4tzlichen Medaillen, die Bonus REC und wiederkehrende Anreize f\u00fcr die Weiterentwicklung bieten.\n\nWie erhalte ich REC?\nREC wird verdient, indem man konkurrierende (geordnete) Mehrspieler-Matches des Arena Commander, des FPS-Moduls oder einer anderen simulierten Erfahrung in Star Citizen spielt. Jedes Match vergibt REC aus einem gemeinsamen Pot, wobei der gr\u00f6\u00dfere Anteil an die Gewinner vergeben wird, die dann nach Leistung auf die Mitglieder des Teams aufgeteilt werden. Zum Beispiel in Arena Commander:\n\nStaffelkampf: - REC wird basierend auf der Anzahl der Kills plus dem k:d wenn positiv, gewichtet mit der Ticketdifferenz, verdient. Murray Cup: - REC wird basierend auf der Endposition multipliziert mit der N\u00e4he zum Weltrekord (per Schiff), gewichtet gegen Personal Best (per Schiff) Capture the Core: - REC wird basierend auf der pers\u00f6nlichen Punktzahl, gewichtet gegen die Punktzahldifferenz, verdient. Spieler k\u00f6nnen auch Bonus REC aus Medaillen verdienen, die f\u00fcr verschiedene Meilensteine vergeben werden - Anzahl der verdienten Kills, Anzahl der ausgewichenen Raketen, Gesamtmatches, etc. Diese Medaillen erstrecken sich \u00fcber mehrere Spiele und sind immer wiederkehrend, so dass die Spieler immer einen Fortschritt erzielen k\u00f6nnen, auch wenn sie nur ein oder zwei Spiele hier und da spielen.\n\nUm Ausbeutung zu verhindern, ist dieser Pot mit einer Gesamtpunktzahl verbunden, die von allen Teilnehmern erwartet wird, und skaliert den REC-Ertrag basierend auf der tats\u00e4chlich erreichten Gesamtpunktzahl. Sie skaliert auch nach der Anzahl der Teilnehmer. Ein REC-Pot von 12.000 mit einer Gesamtpunktzahl von 100.000 wird beispielsweise 9600 REC nur dann aufteilen, wenn die Spieler es nur gemeinsam schaffen, insgesamt 80.000 Punkte zu erzielen. Das gleiche Spiel wird nur 4800 REC teilen, wenn das 10-Spieler-Match nur 5 Teilnehmer hat.\n\nWie funktioniert das Mietsystem?\nDie gesamte gemietete Ausr\u00fcstung wird f\u00fcr eine Woche in Echtzeit gemietet - was garantiert, dass Sie immer mindestens ein wenig Zeit mit dem Schiff haben. Schiffe und Waffen kosten 10% ihres UEC-Preises, aufgerundet. Sobald ein Artikel gemietet wurde, kann er f\u00fcr eine weitere Woche mit einem Rabatt von 20% verl\u00e4ngert werden. Verl\u00e4ngerungen k\u00f6nnen nur eine Woche im Voraus gekauft werden. (Die verbleibende Mietzeit ist in Ihrem RSI-Konto und in der Sim-Pod HoloTable ersichtlich).\n\nBeispiele:\n\n\n9er Serie Langschwert: 4.000 UEC; 400 REC. (320 REC Erneuerung) M4A Laserkanone: 8.000 UEC; 800 REC. (640 REC-Erneuerung) Hornisse F7C: 140.000 UEC; 14.000 REC. (11.200 REC-Verl\u00e4ngerung) Erl\u00f6ser: 250.000 UEC; 25.000 REC. (20.000 REC-Verl\u00e4ngerung)\nEs gibt auch breitere Ziele f\u00fcr das REC-Endspiel - zum Beispiel planen wir den Aufbau einer Community-Brust, in die Spieler REC spenden k\u00f6nnen, die auf Dauerpreise und andere Spielerlebnisse ausgerichtet ist. Stellen Sie sich vor, Sie haben die M\u00f6glichkeit, neue Ausr\u00fcstung zu mieten oder der Gemeinschaft zu helfen, gemeinsam etwas zu verdienen.... es sollte eine interessante Herausforderung darstellen!\n\nAktueller Bilanzplan\nDurchschnittlich bei 1800 REC pro Stunde. Bitte beachten Sie, dass dies derzeit ein \"Back of the Envelope\"-Denken darstellt; das tats\u00e4chliche Gleichgewicht wird sich wahrscheinlich nach dem Start des Systems erheblich \u00e4ndern, und wir bestimmen, wie die Spieler das System nutzen. Aber das Ziel bleibt es, ein System zu schaffen, das das Mieten von Zusatzausr\u00fcstung zu einer lustigen Herausforderung und nicht zu einer unm\u00f6glichen Aufgabe macht.\n\nVersandkosten: bei 10% UEC, F7C mietet f\u00fcr 14.000 REC. (7,7 Stunden) Waffenkosten: bei 10% UEC, M4A mietet f\u00fcr 800 REC. (26,6 Minuten) Verl\u00e4ngerungsrabatt: Bei 20% verl\u00e4ngert F7C 11200 REC. (6.2h) Echtzeit Vermietung: 1 Woche. Auszahlungspot (Per Game Mode): 10k f\u00fcr volle Squad Battle, aufgeteilt 70-30. Spielmodi, die REC liefern\n\n\nSquadron Battle Battle Royale Neue Horizonte Raceway erobern den Kern.\nKann ich gemietete Schiffe und Ausr\u00fcstung in nicht rangierten Modi verwenden?\nJa, und es wird keine Einschr\u00e4nkung f\u00fcr solche Verwendungen geben.\n\nWie kann ich REC ausgeben?\nREC wird f\u00fcr die Vermietung von Schiffen und Ausr\u00fcstung oder Sim Pod Freischaltungen ausgegeben. Dies kann von Voyager Direct, dem mobiGlas oder dem Sim Pod aus erfolgen. Sobald ein Schiff\/Artikel gemietet ist, kann er f\u00fcr eine weitere Woche mit einem Rabatt verl\u00e4ngert werden.\n\nW\u00e4hrend das System entwickelt wird, kann REC auch verwendet werden, um Erg\u00e4nzungen zu Ihrem Sim Pod freizuschalten, wie z.B. \u00e4sthetische \u00c4nderungen wie verschiedene Hintergrundbilder\/Themen in den Men\u00fcs, oder Gameplay\u00e4nderungen wie Opt-in-Handicaps, die vorgenommen werden k\u00f6nnen, um den REC-Ertrag auf Kosten zus\u00e4tzlicher Gameplay-Beschr\u00e4nkungen zu steigern. Schlie\u00dflich kann REC auch (eventuell) an die Community Chest gespendet werden, eine Mystery Box, die zu Community Events f\u00fchrt, wenn gen\u00fcgend REC gesammelt wird. Community-Events kommen allen Spielern zugute, die sich w\u00e4hrend ihrer Laufzeit anmelden.\n\nWird meine Ausr\u00fcstung in das Persistente Universum \u00fcbergehen?\nNein, die in Arena Commander gemietete Ausr\u00fcstung ist nur in Ihrem Sim-Pod verf\u00fcgbar. Wenn das Persistente Universum startet, haben Sie nur Zugang zu Upgrades, die mit UEC gekauft wurden (oder als Geschenke w\u00e4hrend der Versprechenskampagne zur Verf\u00fcgung gestellt wurden.) Aber wir gehen davon aus, dass der Arena Commander im Star Citizen Universum weiterhin existiert; es ist schlie\u00dflich ein Spiel, das in der Zukunft von SC gespielt wird!\n\nWarum gibt es Mietartikel anstelle von festen?\nWir wissen, dass die Wahl von Leihausr\u00fcstung anstelle von permanenten reinen AC-Freischaltungen wahrscheinlich der umstrittenste Teil dieses Plans sein wird. Wir haben unz\u00e4hlige Szenarien durchlaufen, die das eine, das andere oder eine Mischung aus beidem anbieten.... und was wir beschlossen haben, ist, dass zu diesem Zeitpunkt die Vermietung der richtige Weg ist. Im Folgenden sind die f\u00fcnf Kernpunkte aufgef\u00fchrt, die wir bei dieser Entscheidung ber\u00fccksichtigt haben:\n\nDie Progression des Arena-Kommandanten sollte NICHT der Progression des persistenten Universums entsprechen. Wir glauben fest daran, dass Spieler in die Welt hinausgehen m\u00fcssen, um wirklich voranzukommen; ein System, das Sie dauerhaft daf\u00fcr belohnt, dass Sie zu Hause bleiben und den Simulator spielen, wird diese Erfahrung auf lange Sicht reduzieren. Es ist ein Puffer gegen Angriffe. Wir erwarten von den Spielern, dass sie Fehler und Schlupfl\u00f6cher im REC-System entdecken.... aber bei einer einw\u00f6chigen Mietzeit ist der gr\u00f6\u00dfte Schaden, den sie dem Spiel zuf\u00fcgen k\u00f6nnen, das Ungleichgewicht f\u00fcr eine Woche. Es ist eine erste Err\u00f6tung bei zuk\u00fcnftigen Balancezielen. Das Ziel war schon immer, Aufwand und Komfort in Einklang zu bringen - ob Sie Zeit oder Geld haben, Sie sollten eine gute Erfahrung machen k\u00f6nnen. Das wird eine Menge Arbeit kosten, um es in Ordnung zu bringen, also ist dies die fr\u00fchestm\u00f6gliche Version davon, die uns hilft, zu verstehen, wie das in der Wildnis funktionieren wird. Es erm\u00f6glicht ein Werkzeug zur Steuerung von Tests. Wenn wir an einem bestimmten Schiff oder Gegenstand arbeiten, k\u00f6nnen wir es zum Verkauf anbieten - eine Taktik, die Spieler, die es bereits freigeschaltet haben, nicht beeintr\u00e4chtigen w\u00fcrde. Es verhindert Stagnation w\u00e4hrend des Alpha. Es sollte nicht m\u00f6glich sein, dieses Pre-Alpha-Spiel zu \"vervollst\u00e4ndigen\" (oder zu gewinnen). Was kommt als n\u00e4chstes?\nWir beabsichtigen, das REC-System neben allem anderen in Arena Commander in Zukunft zu verbessern! Zus\u00e4tzlich zum Aufbau des Systems auf der Grundlage von Spielerfeedback haben wir mehrere Systeme, die wir in zuk\u00fcnftigen Patches einsetzen wollen:\n\nT\u00e4gliche Herausforderungen\nREC kann durch die Teilnahme an pers\u00f6nlichen und gemeinschaftlichen t\u00e4glichen Herausforderungen verdient werden. Community-Herausforderungen zahlen sich am Ende des Tages aus, wenn sie erf\u00fcllt sind, und belohnen alle Spieler, die \u00fcberhaupt zu der Herausforderung beigetragen haben. Diese haben auch den Vorteil, dass neue Gameplay-Funktionen hervorgehoben werden k\u00f6nnen.\n\nBeispiele f\u00fcr pers\u00f6nliche Herausforderungen\n\n\nErlebe 10 Kills bei 50% Gaspedal Dodge 10 Raketen ohne Gegenma\u00dfnahmen. Nehmen Sie den Kern 10 mal auf.\nBeispiele f\u00fcr Community-Herausforderungen\n\n\nT\u00f6ten Sie 3000 Vanduul in Coop Swarm Complete 500 Runden in Old Vanderval 5000 Total Kills.\nGemeinschaftskiste\nDie Community Chest sammelt sich mit REC, die ihr gespendet wurde, bis sie 100% erreicht hat, wenn sie ein \u00dcberraschungs-Community-Event aktiviert, das allen Spielern w\u00e4hrend ihrer Dauer zur Verf\u00fcgung steht (das f\u00fcr jedes Event individuell eingestellt werden kann, aber in der Regel 2 Wochen dauern w\u00fcrde). Wenn es 100% erreicht hat, beginnt ein Community-Event und steht allen Spielern w\u00e4hrend seiner Dauer zur Verf\u00fcgung.\n\nRabatte \/ Bonusrendite\nREC-Rabatte auf bestimmte Schiffe und Ausr\u00fcstungen k\u00f6nnen genutzt werden, um die Nutzer zu ermutigen, sie zu nutzen. Schiffe k\u00f6nnen REC auch Boni als zus\u00e4tzlichen Anreiz geben.\n\nWir hoffen, das REC-System mit dem n\u00e4chsten gro\u00dfen Patch von Arena Commander zu starten, der derzeit auf AC 1.1 geplant ist. Dies erm\u00f6glicht es den Geldgebern, REC zu verdienen und sie f\u00fcr Shop-Artikel auszugeben. Zus\u00e4tzliche Funktionen werden im Laufe der Zeit hinzugef\u00fcgt, genau wie der Rest des AC-Entwicklungsprozesses! Bis dahin geben Sie bitte unten Ihr Feedback. Du hilfst uns beim Bau von Star Citizen AND Arena Commander, und wir wollen wissen, was du denkst!\n\nWie bei jedem Design-Post repr\u00e4sentiert dieser Artikel unser aktuelles Denken f\u00fcr die abgedeckten Systeme. Alle Inhalte k\u00f6nnen sich aufgrund von Tests \u00e4ndern. Die hier angegebenen Zahlen stellen Daten dar, die zum Zeitpunkt der Ver\u00f6ffentlichung aktuell sind, die aber wahrscheinlich vor dem Start auf verschiedene Weise ge\u00e4ndert werden, um das bestm\u00f6gliche Star Citizen-Erlebnis zu schaffen.","zh_CN":"Note from the Chairman\nGreetings Citizens,\nLast week, Kotaku ran an article showcasing Arena Commander\u2019s combat. While the focus was that dogfighting looks great in action, one other thing immediately stood out: the video was an Aurora pilot flying with a HOTAS and TrackIR setup\u2026 and he was schooling Hornet after Hornet! The video, embedded below, tells me that we\u2019re on the right track in creating a skill based game where battles are decided by the abilities of the pilots just as much as the capabilities of their equipment.\n\nOne of the design tenets of Star Citizen is that it needs to be a complete experience regardless of what you have purchased. Someone buying a starter package needs to have exactly as much potential as someone supporting development by pledging for a new ship or a purchasing a new weapon. I do not want to make a game where you feel compelled to spend anything but time to continue playing.\n\nIn the Persistent Universe, that will be easy: you\u2019ll earn credits flying missions, locating star systems, hauling goods, hunting bounties and through a dozen other activities. You\u2019ll rapidly explore and expand your universe. But the pilots helping us develop our spaceflight in Arena Commander don\u2019t have that ability\u2026 yet!\n\nWith Arena Commander 1.1, we intend to roll out a system called REC, or Rental Equipment Credits. In essence, you will be able to earn credits to rent equipment to use in Arena Commander by playing Arena Commander\u2019s ranked modes. We want to reward backers for their time spent with the early game with a more expansive experience, not prevent them from accessing things that will be readily available in the Persistent Universe. You\u2019ll still be able to support the development of the game by pledging for ships and weapons, and these will carry across into the Persistent Universe but you will no longer have to contribute additional money to fly a different ship or use a new weapon; You\u2019ll have a choice. Spend time playing the game, which will earn REC to be spent on ships and weapons for use in Arena Commander or pledge for these items, supporting the ongoing development and running costs of the game. It\u2019s the classic time vs money proposition and either way you\u2019ll be helping making Arena Commander and Star Citizen better! This is always how the final game was intended to work and we\u2019ve decided that we need to bring this dynamic into play sooner than later!\n\nStar Citizen designer Calix Reneau details the system below, which we believe is a winner. Now, we\u2019d like your feedback: is this the right direction for the system? Where would you like to see it go, in the near term and the long? Letting players earn credits in-game is a no-brainer, but working out the specifics is going to be an ongoing process no different from how we are continuing to work out flight controls and weapon balance!\n\nFrom my perspective, Arena Commander is shaping up to be a fantastic standalone experience, something backers will want to continue to play in their new sim pods even after the Persistent Universe launches. I\u2019m grateful for the testing and support the community has provided to get us to this point. It\u2019s something every one of you should be proud of\u2026 and now let\u2019s make it even better!\n\n\u2014 Chris Roberts\n\nDesign: Rental Equipment Credits\nWe\u2019ve all been there: a budding young Aurora pilot loads up Arena Commander to play for the first time. That first battle isn\u2019t a great success, but between the \u2018First!\u2019 medal bonus and a lucky missile, enough REC is earned that an F7C Hornet doesn\u2019t seem that impossible to earn. A few matches later, the mechanics of space flight are starting to be understood, so the REC flows a bit easier and it isn\u2019t much longer before even the Super Hornet is within reach. Diving all in for the big guns, our plucky hero has become death, destroyer of worlds\u2026 and it feels good! But as often happens, life gets in the way, and it\u2019s over a week later before the Star Citizen logo comes back on screen. Imagine the surprise to find that Super Hornet still selectable in the Arena Commander start menu! A few matches later the rental use runs out, but it\u2019s enough time to earn up the REC to take advantage that sweet renewal discount. Dogfighting is a great thrill of course, but eventually curiosity takes hold and the next rental is an M50. What a difference! Racing seemed so trivial before, but this thing can really fly. At this point, any new arrangement of ships or equipment is always attainable with just a little bit of focused play. Still, there was something special about that first Super Hornet, so maybe it\u2019s worth keeping around\u2026\n\nWhat are REC?\nREC, or Rental Equipment Credits, is a virtual currency that can be spent in Voyager Direct or the mobiGlas virtual store to rent software licenses on any equipment that can be used in the Sim-Pod (future iterations of Arena Commander will be accessed through a pod added to your Hangar.) Players earn REC through success in Sim-Pod activities \u2013 Arena Commander, the upcoming FPS Module, etc \u2013 with additional medals providing bonus REC and recurring incentives for progression.\n\nShip selection mockup. How do I Earn REC?\nREC is earned by playing competitive (ranked) multiplayer matches of Arena Commander, the FPS Module or any other Simulated Experience in Star Citizen. Each match awards REC from a common pot, awarding the greater share to the winners, which is then split among the members of the team based on performance. For example, in Arena Commander:\n\nSquadron Battle: \u2013 REC is earned based on the number of kills plus the k:d if positive, weighted against the ticket difference.\n\nMurray Cup: \u2013 REC is earned based on the final position multiplied by the proximity to World Record (by ship), weighted against Personal Best (by ship)\n\nCapture the Core: \u2013 REC is earned based on personal score weighted against the score difference.\n\nPlayers can also earn bonus REC from medals, which are awarded for various milestones \u2013 umber of kills earned, number of missiles dodged, total matches, etc. These medals track over multiple matches and are recurring, so players can always make some progression even if they only play a match or two here and there.\n\nTo prevent exploitation, this pot is associated with a total score expected from all participants, and scales REC yield based on the total score actually achieved. It also scales based on the number of participants. For example, a REC pot of 12,000 with a total score of 100,000 will only split 9600 REC if the players only collectively manage to score a total of 80,000 points. That same game will only split 4800 REC if the 10 player match only gets 5 participants.\n\nMock-up REC interface for mobiGlas How does the rental system work?\nAll rented equipment is rented for one week of real time use \u2013 guaranteeing that you always get at least a little bit of time with the ship. Ships and weapons cost 10% of their UEC price, rounded up. Once an item has been rented, it can be renewed for another week at a 20% discount. Renewals can only be bought a week in advance. (Remaining rental time is visible in your RSI account and within the Sim-Pod HoloTable)\n\nExamples: 9-series Longsword: 4,000 UEC; 400 REC. (320 REC renewal)\n\nM4A Laser Cannon: 8,000 UEC; 800 REC. (640 REC renewal)\n\nHornet F7C: 140,000 UEC; 14,000 REC. (11,200 REC renewal)\n\nRedeemer: 250,000 UEC; 25,000 REC. (20,000 REC renewal)\n\nThere are also broader goals available for the REC endgame \u2013 for example, we envision building a Community Chest into which players can donate REC that builds towards permanent prizes and other gameplay experiences. Imagine having the option between renting new equipment or helping the community earn something together\u2026 it should make for an interesting challenge!\n\nCurrent Balance Plan\nAveraged at 1800 REC per hour. Please note that this currently represents \u2018back of the envelope\u2019 thinking; actual balance will likely alter significantly after the system launches and we determine how players use the system. But the goal remains to create a system that makes renting additional equipment a fun challenge rather than an impossible chore.\n\nShip Cost: at 10% UEC, F7C rents for 14,000 REC. (7.7hr)\n\nWeapon Cost: at 10% UEC, M4A rents for 800 REC. (26.6min)\n\nRenewal Discount: at 20%, F7C renews for 11200 REC. (6.2hr)\n\nReal Time Rented: 1 week.\n\nPayout Pot (Per Game Mode): 10k for full Squad Battle, split 70-30.\n\nGame Modes that Yield REC Squadron Battle\n\nBattle Royale\n\nNew Horizons Raceway\n\nCapture the Core\n\nCan I use rented ships and equipment in non-ranked modes?\nYes, and there will be no limit on such uses.\n\nHow do I spend REC?\nREC is spent on ship and equipment rentals or Sim Pod unlocks. This can be done from Voyager Direct, the mobiGlas, or the Sim Pod. Once a ship\/item is rented, it can be renewed for 1 additional week at a discount.\n\nAs the system is developed, REC can also be spent to unlock additions to your Sim Pod, such as aesthetic changes like different background images\/theme in the menus, or gameplay changes like opt-in handicaps which can be taken to boost REC yield at the cost of additional gameplay restrictions. Finally, REC can also (eventually) be donated to the Community Chest, a mystery box that results in Community Events when enough total REC is accumulated. Community Events benefit all players who log on while they are in effect.\n\nWill my equipment carry over into the Persistent Universe?\nNo, equipment rented in Arena Commander will be available only in your sim pod. When the Persistent Universe launches, you will have access only to upgrades purchased with UEC (or provided as gifts during the pledge campaign.) But we anticipate Arena Commander continuing to exist in the Star Citizen universe; it is, after all, a game played in SC\u2019s future!\n\nWhy have rental items instead of permanent ones?\nWe know that choosing rental equipment instead of permanent AC-only unlocks will likely be the most controversial part of this plan. We\u2019ve run through countless scenarios offering one, the other or a mix of both\u2026 and what we\u2019ve decided is that at this time, rental is the way to go. What follows is the five key points we used to make this decision:\n\nArena Commander progression should NOT equal Persistent Universe progression. We believe strongly that players need to go out into the world to truly progress; a system that permanently rewards you for staying home and playing the simulator will reduce that experience in the long run.\n\nIt is a buffer against exploits. We fully expect players to discover bugs and loopholes in the REC system\u2026 but with a one-week rental deadline, the most damage they can do to the game is unbalancing it for one week.\n\nIt\u2019s a first blush at future balance goals. The goal has always been to balance effort and convenience \u2013 whether you have time or money, you should be able to have a good experience. That\u2019s going to take a lot of work to get right, so this is the earliest possible version of it to help us start to understand how this will work out in the wild.\n\nIt allows for a tool for \u2018directing\u2019 testing. If we are going to be working on a particular ship or item, we can put it on sale \u2013 a tactic that wouldn\u2019t affect players who had already unlocked it.\n\nIt prevents stagnation during alpha. It should not ever be possible to \u201ccomplete\u201d (or win) this pre-alpha game.\n\nWhat\u2019s Next?\nWe envision enhancing the REC system alongside everything else in Arena Commander going forward! In addition to building the system out based on player feedback, we have several systems we hope to deploy in future patches:\n\nDaily Challenges\nREC can be earned by completing personal and community daily challenges. Community challenges pay out at the end of the day if they have been fulfilled, and reward all players who have contributed to the challenge at all. These also have the benefit of allowing new gameplay features to be highlighted.\n\nPersonal Challenge Examples Get 10 kills at 50% throttle\n\nDodge 10 missiles without using countermeasures.\n\nCapture the Core 10 times.\n\nCommunity Challenge Examples Kill 3000 vanduul in Coop Swarm\n\nComplete 500 laps in Old Vanderval\n\n5000 total kills.\n\nCommunity Chest\nThe Community Chest accumulates with REC donated to it until it reaches 100%, when it activates a surprise Community Event that is available to all players during its duration (which can be set individually for each event, but which would generally last 2 weeks). When it reaches 100%, a Community Event begins and is available to all players during its duration.\n\nDiscounts \/ Bonus Yield\nREC discounts on specific ships and equipment can be used to encourage users towards their use. Ships can also give bonuses to REC as additional incentive.\n\nWe are hoping to launch the REC system with Arena Commander\u2019s next major patch, currently scheduled to be AC 1.1. This will allow backers to earn REC and spend them on store items. Additional functionality will be added as we go, just like the rest of the AC development process! Until then, please provide your feedback below. You\u2019re helping us build Star Citizen AND Arena Commander, and we want to know what you think!\n\nAs with any design post, this article represents our current thinking for the systems covered. All content is subject to change as a result of testing. The numbers provided here represent data that is current as of publication, but which will likely be altered in a number of ways before launch to create the best possible Star Citizen experience."},"links_count":1,"comment_count":637,"created_at":"2015-02-14T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-06-02 19:35:13","valid_relations":["images","links"],"prev_id":14501,"next_id":14504}}