{"data":{"id":14989,"title":"Q&A: MISC Endeavor - Part II","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/14989-Q-A-MISC-Endeavor-Part-II","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14989","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14989","channel":"Engineering","category":"Development","series":"Concept Ship Q&A","images":[{"id":4032,"name":"Ryan_Blueprints_Components_2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/bgkdmr6l1l62yr\/source\/Ryan_Blueprints_Components_2.jpg","alt":"","size":232470,"mime_type":"image\/jpeg","last_modified":"2015-09-29T18:27:36+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4032","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4032\/similar"},{"id":4097,"name":"Final2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/lxcc15p377yd1r\/source\/Final2.jpg","alt":"","size":1043369,"mime_type":"image\/jpeg","last_modified":"2015-10-07T18:48:45+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4097","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4097\/similar"},{"id":25004,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/w0shv2sobeaiw\/source.jpg","alt":"","size":927693,"mime_type":"image\/jpeg","last_modified":"2019-05-09T20:01:24+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004\/similar"},{"id":38062,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/huwhfjtdvra4r\/source.jpg","alt":"","size":3377215,"mime_type":"image\/jpeg","last_modified":"2025-03-21T15:18:25+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062\/similar"}],"images_count":20,"translations":{"en_EN":"Greetings Citizens,\nYou\u2019ve got questions, we\u2019ve got answers! Last week, we kicked off a concept sale for the new Endeavor science ship and its modules. Today and Friday, we\u2019ll be answering questions collected on the forums. Please also note that questions about the design\/gameplay mechanics will be addressed by Tony Zurovec in Friday\u2019s Q&A sessions. Enjoy!\n\nQuestion & Answer\nCan you equip multiple versions of the same module i.e. three General Research Pods? If so, what advantages would it give me to do so?\nYes you can, except where a specific limit is noted in the announcement post (for example, only one telescope array can be mounted despite the fact that it\u2019s a 2\u00d71 module.) The impact of multiple modules of the same type would depend very much on the function of those modules, but in terms of the base modules it usually means you can conduct more research or analyze more data with the separate modules working in tandem. (Of course, installing extra fuel modules would have a more immediate impact: doubling or tripling your extra fuel supply!)\n\nAre there any specific advantages to equipping specific pods that only exist in combination i.e. the particle accelerator and telescope together lets you Death Star Superlaser? Are there any combinations that are incompatible outside of size restrictions?\nYes, although at the moment there is nothing so exciting as creating a superlaser! The most advantageous pod pairing will be adding analysis to pods that generate data; so having more computer equipment to study the data your telescope array generates would be a benefit. (The most obvious connection is pairing the medical center with the landing bay, which connects the two directly and allows you to import patients.)\n\nCan you go into detail about what separates the Endeavor from the Carrack as far as exploration is concerned? Why would I use an one instead of the other, and vice versa?\nThe Carrack is a dedicated explorer, built as a single, self-sustaining ship that can make long-duration voyages through the roughest areas of space. It\u2019s designed specifically for transiting jump points, dealing with terrible conditions in space and getting back home to tell the tale. The Endeavor\u2019s Explorer cab is more of an addon, something that can be separated and used should the need for exploration arise\u2026 but it lacks the range, the powerplant and room for addon equipment, the defensive systems and other elements that make the Carrack a tough, stand-alone ship.\n\nAre there interiors in the drive section of the ship? Is there anything more to it than big engines?\nThere is an interior to the drive section, which will allow crews to access the engine room during flight. It\u2019s not as exciting as science, but from the beginning we\u2019ve wanted larger ships to have that \u2018Star Trek\u2019 feel, where an engineer (NPC or otherwise) can have some impact on damage control.\n\nIf I want to play solo is this ship for me?\nLike nearly all of Star Citizen\u2019s ships, the Endeavor is designed to be flyable by a single human player\u2026 but like most of the larger ships, there are distinct disadvantages to deciding to \u2018go it alone.\u2019 We envision a single-person Endeavor would have to \u2018stop and start\u2019 when conducting scientific endeavors (hah) whereas one with a crew could be scanning the skies, treating patients or overclocking weapons while a second player mans the helm!\n\nCan you go into further detail about the Defense Module? What is it? Can it be installed with the medical modules as well?\nThe Defense Module is still in the early planning stages, but we intend for it to be similar to the \u2018plug in a turret\u2019 modules on the Hull series ships; essentially taking up one a pair of slots to add turrets, e-warfare defensive weapons or similar weapons to your Endeavor\u2019s complement (at a cost of overall reduced science.)\n\nSince the ship cannot dock in our hangars, does it persist in the universe when we log out?\nNo, we do not intend for ships to be always \u2018at risk\u2019 just because they don\u2019t fit in your Hangar. Standard landing areas will keep the workshop and drive sections safe while you land the Explorer in your hangar. (Of course, if you leave it in orbit of some unexplored planet the story is quite different!)\n\nDo the pods that come with the Discovery and Hope packages include LTI?\nYes, all Endeavor and Hope equipment available during this sale includes LTI. It will not include LTI when offered again.\n\nIs the Endeavor\u2019s supercollider the only way to have equipment overclocked?\nNo! Chris outlined his plans for a robust overclocking system early in the game, in the hopes that players will eventually make careers out of being \u2018overclocking\u2019 experts capable of providing the best tuned weapons and other components. While we see the Endeavor\u2019s supercollider (name change pending, re: science!) as the ultimate tool for this task, the climb to that level will start with the already-offered workbench.\n\nDoes the Explorer Cab have two landing bays as detailed it previously released concept art? If so, what ships can land there?\nNo, these were intended to be drone bays a la 2001, but we removed them in favor of the secondary engines when we decided to allow the Explorer cab to separate from the rest of the ship. They (and drones in general) may be added back in a future module, but for now the only bay available is the single, larger bay seen on the Hope-class.\n\nDocking Bay Clarification\nIn the previous post, we mentioned that any ship that fits in the Endeavor with a maximum of four could land in the bay. Why four, and what has changed since the original \u2018if it fits it sits\u2019 concept? Designer Matthew Sherman has volunteered to answer that question.\n\nIn the past, there\u2019s a phrase that has been tossed around when discussing the actual storage or operational capacity for some of our bigger ships. As we continue to build out the backend that will drive Star Citizen though, there are some technical and design challenges that really need to be considered first before just accepting \u201cIf it fits, it sits.\u201d\n\nSo what did that phrase really mean in the first place? At its core, it was about supporting the idea that you can really do anything in Star Citizen, even if it goes against the role\/theme of the ship you\u2019re using. While we still are absolutely committed to delivering tremendous choice and flexibility in the way you setup and run your ships, the overly freeform interpretation of this phrase is becoming problematic.\n\nWe have some incredible goals for what we want to enable, from large scale fights, ambitious multi-crew systems, and more, but as we dial into these features and really get the tech online to support them, we need to constantly be evaluating what we can, in good faith, deliver to everyone.\n\nWhat are some of these challenges? Well, a big one is making sure everything can play well and transfer properly across our large-world maps and between servers. Another pressing concern is general balance, ensuring that ships have a good fit and place across all the varied types and sizes of ships we\u2019ll be offering. Then along with these concerns, making sure that whatever system we deliver won\u2019t be something that opens up possible griefing or abuse of the mechanics.\n\nNow, where does that lead us to? To work through this, we\u2019ll be using the Landing Bay module for the recently unveiled Endeavor to go over things in a bit more detail. This module has definitely excited a number of players with the potential of hauling a few extra ships around, but we want to clear up some of the more hard-limits on its use.\nThe Landing Bay offers a fairly spacious 30m x 60m x 10m volume of space to work with. In gameplay, you\u2019ll be allowed to safely store\/transport\/launch\/refit up to 4 ships that fit inside this space. A Cutlass Red and a pair of 300\u2019s, a couple of Hornets or Avengers, you should absolutely have some good choices to make in terms of what you carry along.\n\nNow, what about when a 5th ship decides to land? We don\u2019t want to have random invisible walls stopping you from landing, but we also can\u2019t just let things be randomly piled in and expected to be able to move through the server-architecture. How we\u2019re planning to handle these cases is by limiting these aspects to a local-system only.\n\nSo if you\u2019re the owner of the Endeavor, and your Landing Bay is over capacity, you\u2019ll be given a warning when attempting to plot a Quantum or Jump action, preventing you from leaving until the overage is cleared out. Similarly, if you\u2019re the pilot of that 5th ship and the Endeavor is trying to leave, you\u2019ll be given a clear notice that you\u2019ll need to remove your ship from the Landing Bay shortly.\n\nWe\u2019re still ironing out the exacts of these alerts, but we feel it\u2019ll be the best middle ground for allowing a lot of flexibility in use for these ships without overburdening them with too many game-y limits. We also don\u2019t want these systems to be turned into something used to harass other players, so we\u2019ll definitely be looking for feedback once this system is in-game to make sure we have a genuinely fair solution for both parties involved.\n\nBut what about the future? Tech gets better all the time, and some of these current challenges may be overcome down the road. We\u2019re not going to completely write-off the potential for storing more than what\u2019s rated\/allowed for a ship in the future, but we can\u2019t fully ensure it as a safe-mechanic to provide carte-blanch to all of our ships in the early stages. We\u2019re confident with can deliver these aspects in local-space, but to take it beyond that, we\u2019ll need the baseline systems implemented and functional before we can truly explore what extent we can deliver on this kind of statement.\n\nSo in the future, just remember, \u201cIf it fits, it sits in local-space\u201d. As we continue to develop and grow Star Citizen, we\u2019ll also be working to expand and grow the potential for how you\u2019ll be able to setup and interact with your ships. And with everything, we\u2019ll be needing your feedback as these systems go live to really help us fine tune things to really create a vibrant and living universe.\n\nEndeavor & Pods","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nDu hast Fragen, wir haben Antworten! Letzte Woche haben wir einen Konzeptverkauf f\u00fcr das neue Wissenschaftsschiff Endeavor und seine Module gestartet. Heute und Freitag werden wir Fragen beantworten, die in den Foren gesammelt wurden. Bitte beachten Sie auch, dass Fragen zur Konstruktions-\/Gameplay-Mechanik von Tony Zurovec in den Q&A-Sitzungen am Freitag behandelt werden. Viel Spa\u00df!\n\nFragen & Antworten\nKannst du mehrere Versionen desselben Moduls ausr\u00fcsten, d.h. drei General Research Pods? Wenn ja, welche Vorteile w\u00fcrde es mir bringen, dies zu tun?\nJa, das k\u00f6nnen Sie, au\u00dfer wenn eine bestimmte Grenze im Ank\u00fcndigungspfosten vermerkt ist (z.B. kann nur eine Teleskopanordnung montiert werden, obwohl es sich um ein 2\u00d71-Modul handelt). Die Auswirkungen mehrerer Module desselben Typs w\u00fcrden sehr stark von der Funktion dieser Module abh\u00e4ngen, aber im Hinblick auf die Basismodule bedeutet dies in der Regel, dass Sie mehr Forschung betreiben oder mehr Daten analysieren k\u00f6nnen, wenn die einzelnen Module parallel arbeiten. (Nat\u00fcrlich h\u00e4tte die Installation von zus\u00e4tzlichen Kraftstoffmodulen eine unmittelbarere Auswirkung: Verdoppelung oder Verdreifachung der zus\u00e4tzlichen Kraftstoffzufuhr!\n\nGibt es spezifische Vorteile bei der Ausr\u00fcstung bestimmter Kapseln, die nur in Kombination existieren, d.h. Teilchenbeschleuniger und Teleskop zusammen erm\u00f6glichen den Death Star Superlaser? Gibt es Kombinationen, die au\u00dferhalb von Gr\u00f6\u00dfenbeschr\u00e4nkungen nicht kompatibel sind?\nJa, obwohl es im Moment nichts Aufregenderes gibt, als einen Superlaser zu entwickeln! Das vorteilhafteste Pod-Paarung wird das Hinzuf\u00fcgen von Analysen zu Pods sein, die Daten erzeugen; also w\u00e4re es von Vorteil, mehr Computerausr\u00fcstung zu haben, um die Daten zu studieren, die Ihr Teleskop-Array erzeugt. (Die offensichtlichste Verbindung ist die Kopplung des medizinischen Zentrums mit dem Landeplatz, der die beiden direkt verbindet und es Ihnen erm\u00f6glicht, Patienten zu importieren.\n\nK\u00f6nnen Sie im Detail darauf eingehen, was den Endeavor vom Carrack trennt, was die Erforschung betrifft? Warum sollte ich ein solches anstelle des anderen verwenden und umgekehrt?\nDie Carrack ist ein engagierter Entdecker, gebaut als ein einziges, selbsttragendes Schiff, das lange Reisen durch die rauesten Gebiete des Weltraums unternehmen kann. Es wurde speziell f\u00fcr das Durchqueren von Sprungbrettern, die Bew\u00e4ltigung schrecklicher Bedingungen im Weltraum und die R\u00fcckkehr nach Hause entwickelt, um die Geschichte zu erz\u00e4hlen. Die Explorer-Kabine des Endeavor ist eher ein Addon, etwas, das getrennt und genutzt werden kann, wenn es um Erkundung geht.... aber es fehlt an der Reichweite, dem Kraftwerk und dem Platz f\u00fcr Addon-Ausr\u00fcstung, den Verteidigungssystemen und anderen Elementen, die den Carrack zu einem robusten, eigenst\u00e4ndigen Schiff machen.\n\nGibt es Innenr\u00e4ume im Antriebsbereich des Schiffes? Ist da noch etwas anderes dran als gro\u00dfe Motoren?\nIm Antriebsbereich befindet sich ein Innenraum, der es den Besatzungen erm\u00f6glicht, w\u00e4hrend des Fluges in den Maschinenraum zu gelangen. Es ist nicht so aufregend wie die Wissenschaft, aber von Anfang an wollten wir, dass gr\u00f6\u00dfere Schiffe das Star Trek-Feeling haben, bei dem ein Ingenieur (NSC oder andere) einen gewissen Einfluss auf die Schadenskontrolle haben kann.\n\nWenn ich alleine spielen will, ist dieses Schiff dann f\u00fcr mich?\nWie fast alle Schiffe von Star Citizen ist die Endeavor so konzipiert, dass sie von einem einzigen menschlichen Spieler geflogen werden kann.... aber wie die meisten gr\u00f6\u00dferen Schiffe gibt es auch hier deutliche Nachteile, wenn es darum geht, sich f\u00fcr eine Einzelfahrt zu entscheiden. Wir stellen uns vor, dass ein Ein-Mann-Bestreben bei der Durchf\u00fchrung wissenschaftlicher Arbeiten (hah) gestoppt und gestartet werden m\u00fcsste, w\u00e4hrend einer mit einer Crew den Himmel scannen, Patienten behandeln oder Waffen \u00fcbertakten k\u00f6nnte, w\u00e4hrend ein zweiter Spieler den Helm bedient!\n\nK\u00f6nnen Sie n\u00e4her auf das Verteidigungsmodul eingehen? Was ist das? Was ist das? Kann es auch mit den medizinischen Modulen installiert werden?\nDas Verteidigungsmodul befindet sich noch in der Anfangsphase der Planung, aber wir beabsichtigen, dass es \u00e4hnlich wie das \"Plug-in a turret\"-Modul auf den Schiffen der Hull-Serie sein wird; im Wesentlichen wird es ein Paar Steckpl\u00e4tze aufnehmen, um T\u00fcrme, E-Warfare-Defensivwaffen oder \u00e4hnliche Waffen zur Erg\u00e4nzung Ihrer Endeavor's zu erg\u00e4nzen (auf Kosten einer insgesamt reduzierten Wissenschaft.).\n\nDa das Schiff nicht in unseren Hangars anlegen kann, bleibt es im Universum, wenn wir uns ausloggen?\nNein, wir beabsichtigen nicht, dass Schiffe immer \"gef\u00e4hrdet\" sind, nur weil sie nicht in Ihren Hangar passen. Standard-Landepl\u00e4tze sorgen daf\u00fcr, dass die Werkstatt- und Fahrbereiche sicher sind, w\u00e4hrend Sie den Explorer in Ihrem Hangar landen. (Nat\u00fcrlich, wenn man es im Orbit eines unerforschten Planeten l\u00e4sst, ist die Geschichte ganz anders!)\n\nEnthalten die im Lieferumfang der Pakete Discovery und Hope enthaltenen Pods LTI?\nJa, alle w\u00e4hrend dieses Verkaufs erh\u00e4ltlichen Endeavor- und Hope-Ausr\u00fcstungen beinhalten LTI. Es wird keinen LTI beinhalten, wenn es erneut angeboten wird.\n\nIst der Supercollider des Endeavor der einzige Weg, um die Ausr\u00fcstung zu \u00fcbertakten?\nNein! Chris skizzierte seine Pl\u00e4ne f\u00fcr ein robustes \u00dcbertaktungssystem zu Beginn des Spiels, in der Hoffnung, dass die Spieler irgendwann Karriere machen werden, um als \"\u00dcbertaktungsexperten\" die am besten abgestimmten Waffen und andere Komponenten zu liefern. W\u00e4hrend wir den Supercollider der Endeavor (Namens\u00e4nderung anh\u00e4ngig, re: Wissenschaft!) als das ultimative Werkzeug f\u00fcr diese Aufgabe sehen, beginnt der Aufstieg zu dieser Ebene mit der bereits angebotenen Werkbank.\n\nVerf\u00fcgt die Explorer Cab \u00fcber zwei Landepl\u00e4tze, wie sie zuvor f\u00fcr Concept Art ver\u00f6ffentlicht wurden? Wenn ja, welche Schiffe k\u00f6nnen dort landen?\nNein, das sollten Drohnenbuchten a la 2001 sein, aber wir haben sie zugunsten der Sekund\u00e4rmotoren entfernt, als wir beschlossen, die Explorer-Kabine vom Rest des Schiffes trennen zu lassen. Sie (und Drohnen im Allgemeinen) k\u00f6nnen in einem zuk\u00fcnftigen Modul wieder hinzugef\u00fcgt werden, aber im Moment ist die einzige verf\u00fcgbare Bucht die einzelne, gr\u00f6\u00dfere Bucht, die man in der Hope-Klasse sieht.\n\nErl\u00e4uterung der Docking Bay\nIm vorherigen Beitrag haben wir erw\u00e4hnt, dass jedes Schiff, das mit maximal vier Schiffen in die Endeavor passt, in der Bucht landen k\u00f6nnte. Warum vier, und was hat sich seit dem urspr\u00fcnglichen Konzept \"if it fits it sits\" ge\u00e4ndert? Der Designer Matthew Sherman hat sich freiwillig gemeldet, um diese Frage zu beantworten.\n\nIn der Vergangenheit gab es einen Satz, der herumgeworfen wurde, wenn es um die tats\u00e4chliche Lager- oder Betriebskapazit\u00e4t f\u00fcr einige unserer gr\u00f6\u00dferen Schiffe ging. W\u00e4hrend wir weiterhin das Backend aufbauen, das Star Citizen antreibt, gibt es einige technische und gestalterische Herausforderungen, die unbedingt zuerst ber\u00fccksichtigt werden m\u00fcssen, bevor wir einfach akzeptieren: \"Wenn es passt, sitzt es\".\n\nAlso, was hat dieser Satz \u00fcberhaupt erst bedeutet? Im Kern ging es darum, die Idee zu unterst\u00fctzen, dass man in Star Citizen wirklich alles tun kann, auch wenn es gegen die Rolle\/Thema des Schiffes verst\u00f6\u00dft, das man benutzt. W\u00e4hrend wir uns immer noch absolut daf\u00fcr einsetzen, eine enorme Auswahl und Flexibilit\u00e4t in der Art und Weise zu bieten, wie Sie Ihre Schiffe einrichten und betreiben, wird die allzu freie Interpretation dieses Satzes problematisch.\n\nWir haben einige unglaubliche Ziele f\u00fcr das, was wir erm\u00f6glichen wollen, von gro\u00df angelegten K\u00e4mpfen, ehrgeizigen Multi-Crew-Systemen und mehr, aber da wir uns in diese Funktionen einw\u00e4hlen und wirklich die Technologie online bekommen, um sie zu unterst\u00fctzen, m\u00fcssen wir st\u00e4ndig bewerten, was wir in gutem Glauben f\u00fcr alle liefern k\u00f6nnen.\n\nWelche sind einige dieser Herausforderungen? Nun, ein gro\u00dfer ist es, daf\u00fcr zu sorgen, dass alles gut spielen und richtig \u00fcbertragen werden kann, auf unseren gro\u00dfen Weltkarten und zwischen Servern. Ein weiteres dringendes Anliegen ist die allgemeine Ausgewogenheit, die sicherstellt, dass die Schiffe \u00fcber alle Arten und Gr\u00f6\u00dfen von Schiffen, die wir anbieten werden, gut passen und platziert sind. Dann zusammen mit diesen Bedenken, stellen Sie sicher, dass das System, das wir liefern, nicht etwas ist, das m\u00f6gliche Trauer oder Missbrauch der Mechanik er\u00f6ffnet.\n\nNun, wohin f\u00fchrt uns das? Um dies zu beheben, werden wir das Modul Landebucht f\u00fcr das k\u00fcrzlich vorgestellte Bestreben verwenden, die Dinge etwas detaillierter zu betrachten. Dieses Modul hat definitiv eine Reihe von Spielern begeistert, die das Potenzial haben, ein paar zus\u00e4tzliche Schiffe mitzunehmen, aber wir wollen einige der h\u00e4rteren Grenzen f\u00fcr seinen Einsatz aufkl\u00e4ren.\nDie Landebucht bietet ein ziemlich ger\u00e4umiges 30m x 60m x 10m gro\u00dfes Raumvolumen zum Arbeiten. Im Gameplay darfst du bis zu 4 Schiffe, die in diesen Raum passen, sicher aufbewahren\/transportieren\/starten\/umr\u00fcsten. Ein Entermesser Rot und ein Paar 300er, ein paar Hornissen oder R\u00e4cher, Sie sollten unbedingt einige gute Entscheidungen treffen k\u00f6nnen, was Sie mitnehmen.\n\nNun, was ist, wenn ein f\u00fcnftes Schiff beschlie\u00dft zu landen? Wir wollen nicht, dass zuf\u00e4llige unsichtbare W\u00e4nde dich von der Landung abhalten, aber wir k\u00f6nnen auch nicht einfach zulassen, dass sich Dinge zuf\u00e4llig stapeln und erwartet wird, dass sie sich durch die Server-Architektur bewegen k\u00f6nnen. Wie wir planen, diese F\u00e4lle zu behandeln, ist, indem wir diese Aspekte auf ein lokales System beschr\u00e4nken.\n\nWenn Sie also der Eigent\u00fcmer der Endeavor sind und Ihre Landebucht \u00fcberlastet ist, erhalten Sie eine Warnung, wenn Sie versuchen, eine Quanten- oder Sprungaktion zu planen, um zu verhindern, dass Sie gehen, bis die \u00dcberalterung beseitigt ist. Wenn Sie der Lotse dieses f\u00fcnften Schiffes sind und die Endeavor versucht zu gehen, erhalten Sie eine klare Mitteilung, dass Sie Ihr Schiff in K\u00fcrze aus der Landebucht entfernen m\u00fcssen.\n\nWir sind immer noch dabei, die Auswirkungen dieser Warnungen zu kl\u00e4ren, aber wir glauben, dass es der beste Mittelweg sein wird, um eine gro\u00dfe Flexibilit\u00e4t bei der Nutzung dieser Schiffe zu erm\u00f6glichen, ohne sie mit zu vielen spielerischen Grenzen zu \u00fcberlasten. Wir wollen auch nicht, dass diese Systeme in etwas verwandelt werden, das dazu dient, andere Spieler zu bel\u00e4stigen, also werden wir definitiv nach Feedback suchen, sobald dieses System im Spiel ist, um sicherzustellen, dass wir eine wirklich faire L\u00f6sung f\u00fcr beide Parteien haben.\n\nAber wie sieht es mit der Zukunft aus? Die Technik wird immer besser, und einige dieser aktuellen Herausforderungen k\u00f6nnen auf dem Weg dahin bew\u00e4ltigt werden. Wir werden das Potenzial f\u00fcr die Lagerung von mehr als dem, was f\u00fcr ein Schiff in der Zukunft zugelassen ist, nicht vollst\u00e4ndig abschreiben, aber wir k\u00f6nnen es nicht vollst\u00e4ndig als Sicherheitsmechaniker sicherstellen, allen unseren Schiffen im Anfangsstadium einen Carte-Blanch zu bieten. Wir sind zuversichtlich, dass wir diese Aspekte im lokalen Raum umsetzen k\u00f6nnen, aber um dar\u00fcber hinauszugehen, m\u00fcssen die Basissysteme implementiert und funktionsf\u00e4hig sein, bevor wir wirklich untersuchen k\u00f6nnen, inwieweit wir diese Art von Aussage umsetzen k\u00f6nnen.\n\nAlso denkt in Zukunft einfach daran: \"Wenn es passt, sitzt es im lokalen Raum\". W\u00e4hrend wir Star Citizen weiter entwickeln und ausbauen, werden wir auch daran arbeiten, das Potenzial zu erweitern und zu erweitern, wie Sie Ihre Schiffe aufstellen und mit ihnen interagieren k\u00f6nnen. Und bei allem brauchen wir Ihr Feedback, da diese Systeme live gehen, um uns wirklich zu helfen, die Dinge fein abzustimmen und wirklich ein lebendiges und lebendiges Universum zu schaffen.\n\nEndeavor & Pods","zh_CN":"Greetings Citizens,\nYou\u2019ve got questions, we\u2019ve got answers! Last week, we kicked off a concept sale for the new Endeavor science ship and its modules. Today and Friday, we\u2019ll be answering questions collected on the forums. Please also note that questions about the design\/gameplay mechanics will be addressed by Tony Zurovec in Friday\u2019s Q&A sessions. Enjoy!\n\nQuestion & Answer\nCan you equip multiple versions of the same module i.e. three General Research Pods? If so, what advantages would it give me to do so?\nYes you can, except where a specific limit is noted in the announcement post (for example, only one telescope array can be mounted despite the fact that it\u2019s a 2\u00d71 module.) The impact of multiple modules of the same type would depend very much on the function of those modules, but in terms of the base modules it usually means you can conduct more research or analyze more data with the separate modules working in tandem. (Of course, installing extra fuel modules would have a more immediate impact: doubling or tripling your extra fuel supply!)\n\nAre there any specific advantages to equipping specific pods that only exist in combination i.e. the particle accelerator and telescope together lets you Death Star Superlaser? Are there any combinations that are incompatible outside of size restrictions?\nYes, although at the moment there is nothing so exciting as creating a superlaser! The most advantageous pod pairing will be adding analysis to pods that generate data; so having more computer equipment to study the data your telescope array generates would be a benefit. (The most obvious connection is pairing the medical center with the landing bay, which connects the two directly and allows you to import patients.)\n\nCan you go into detail about what separates the Endeavor from the Carrack as far as exploration is concerned? Why would I use an one instead of the other, and vice versa?\nThe Carrack is a dedicated explorer, built as a single, self-sustaining ship that can make long-duration voyages through the roughest areas of space. It\u2019s designed specifically for transiting jump points, dealing with terrible conditions in space and getting back home to tell the tale. The Endeavor\u2019s Explorer cab is more of an addon, something that can be separated and used should the need for exploration arise\u2026 but it lacks the range, the powerplant and room for addon equipment, the defensive systems and other elements that make the Carrack a tough, stand-alone ship.\n\nAre there interiors in the drive section of the ship? Is there anything more to it than big engines?\nThere is an interior to the drive section, which will allow crews to access the engine room during flight. It\u2019s not as exciting as science, but from the beginning we\u2019ve wanted larger ships to have that \u2018Star Trek\u2019 feel, where an engineer (NPC or otherwise) can have some impact on damage control.\n\nIf I want to play solo is this ship for me?\nLike nearly all of Star Citizen\u2019s ships, the Endeavor is designed to be flyable by a single human player\u2026 but like most of the larger ships, there are distinct disadvantages to deciding to \u2018go it alone.\u2019 We envision a single-person Endeavor would have to \u2018stop and start\u2019 when conducting scientific endeavors (hah) whereas one with a crew could be scanning the skies, treating patients or overclocking weapons while a second player mans the helm!\n\nCan you go into further detail about the Defense Module? What is it? Can it be installed with the medical modules as well?\nThe Defense Module is still in the early planning stages, but we intend for it to be similar to the \u2018plug in a turret\u2019 modules on the Hull series ships; essentially taking up one a pair of slots to add turrets, e-warfare defensive weapons or similar weapons to your Endeavor\u2019s complement (at a cost of overall reduced science.)\n\nSince the ship cannot dock in our hangars, does it persist in the universe when we log out?\nNo, we do not intend for ships to be always \u2018at risk\u2019 just because they don\u2019t fit in your Hangar. Standard landing areas will keep the workshop and drive sections safe while you land the Explorer in your hangar. (Of course, if you leave it in orbit of some unexplored planet the story is quite different!)\n\nDo the pods that come with the Discovery and Hope packages include LTI?\nYes, all Endeavor and Hope equipment available during this sale includes LTI. It will not include LTI when offered again.\n\nIs the Endeavor\u2019s supercollider the only way to have equipment overclocked?\nNo! Chris outlined his plans for a robust overclocking system early in the game, in the hopes that players will eventually make careers out of being \u2018overclocking\u2019 experts capable of providing the best tuned weapons and other components. While we see the Endeavor\u2019s supercollider (name change pending, re: science!) as the ultimate tool for this task, the climb to that level will start with the already-offered workbench.\n\nDoes the Explorer Cab have two landing bays as detailed it previously released concept art? If so, what ships can land there?\nNo, these were intended to be drone bays a la 2001, but we removed them in favor of the secondary engines when we decided to allow the Explorer cab to separate from the rest of the ship. They (and drones in general) may be added back in a future module, but for now the only bay available is the single, larger bay seen on the Hope-class.\n\nDocking Bay Clarification\nIn the previous post, we mentioned that any ship that fits in the Endeavor with a maximum of four could land in the bay. Why four, and what has changed since the original \u2018if it fits it sits\u2019 concept? Designer Matthew Sherman has volunteered to answer that question.\n\nIn the past, there\u2019s a phrase that has been tossed around when discussing the actual storage or operational capacity for some of our bigger ships. As we continue to build out the backend that will drive Star Citizen though, there are some technical and design challenges that really need to be considered first before just accepting \u201cIf it fits, it sits.\u201d\n\nSo what did that phrase really mean in the first place? At its core, it was about supporting the idea that you can really do anything in Star Citizen, even if it goes against the role\/theme of the ship you\u2019re using. While we still are absolutely committed to delivering tremendous choice and flexibility in the way you setup and run your ships, the overly freeform interpretation of this phrase is becoming problematic.\n\nWe have some incredible goals for what we want to enable, from large scale fights, ambitious multi-crew systems, and more, but as we dial into these features and really get the tech online to support them, we need to constantly be evaluating what we can, in good faith, deliver to everyone.\n\nWhat are some of these challenges? Well, a big one is making sure everything can play well and transfer properly across our large-world maps and between servers. Another pressing concern is general balance, ensuring that ships have a good fit and place across all the varied types and sizes of ships we\u2019ll be offering. Then along with these concerns, making sure that whatever system we deliver won\u2019t be something that opens up possible griefing or abuse of the mechanics.\n\nNow, where does that lead us to? To work through this, we\u2019ll be using the Landing Bay module for the recently unveiled Endeavor to go over things in a bit more detail. This module has definitely excited a number of players with the potential of hauling a few extra ships around, but we want to clear up some of the more hard-limits on its use.\nThe Landing Bay offers a fairly spacious 30m x 60m x 10m volume of space to work with. In gameplay, you\u2019ll be allowed to safely store\/transport\/launch\/refit up to 4 ships that fit inside this space. A Cutlass Red and a pair of 300\u2019s, a couple of Hornets or Avengers, you should absolutely have some good choices to make in terms of what you carry along.\n\nNow, what about when a 5th ship decides to land? We don\u2019t want to have random invisible walls stopping you from landing, but we also can\u2019t just let things be randomly piled in and expected to be able to move through the server-architecture. How we\u2019re planning to handle these cases is by limiting these aspects to a local-system only.\n\nSo if you\u2019re the owner of the Endeavor, and your Landing Bay is over capacity, you\u2019ll be given a warning when attempting to plot a Quantum or Jump action, preventing you from leaving until the overage is cleared out. Similarly, if you\u2019re the pilot of that 5th ship and the Endeavor is trying to leave, you\u2019ll be given a clear notice that you\u2019ll need to remove your ship from the Landing Bay shortly.\n\nWe\u2019re still ironing out the exacts of these alerts, but we feel it\u2019ll be the best middle ground for allowing a lot of flexibility in use for these ships without overburdening them with too many game-y limits. We also don\u2019t want these systems to be turned into something used to harass other players, so we\u2019ll definitely be looking for feedback once this system is in-game to make sure we have a genuinely fair solution for both parties involved.\n\nBut what about the future? Tech gets better all the time, and some of these current challenges may be overcome down the road. We\u2019re not going to completely write-off the potential for storing more than what\u2019s rated\/allowed for a ship in the future, but we can\u2019t fully ensure it as a safe-mechanic to provide carte-blanch to all of our ships in the early stages. We\u2019re confident with can deliver these aspects in local-space, but to take it beyond that, we\u2019ll need the baseline systems implemented and functional before we can truly explore what extent we can deliver on this kind of statement.\n\nSo in the future, just remember, \u201cIf it fits, it sits in local-space\u201d. As we continue to develop and grow Star Citizen, we\u2019ll also be working to expand and grow the potential for how you\u2019ll be able to setup and interact with your ships. And with everything, we\u2019ll be needing your feedback as these systems go live to really help us fine tune things to really create a vibrant and living universe.\n\nEndeavor & Pods"},"links_count":1,"comment_count":152,"created_at":"2015-10-07T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-08 03:17:21","valid_relations":["images","links"],"prev_id":14987,"next_id":14990}}