{"data":{"id":15138,"title":"Letter from the Chairman","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/15138-Letter-From-The-Chairman","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15138","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15138","channel":"Transmission","category":"General","series":"From the Chairman","images":[{"id":3676,"name":"New_chairman_photo.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/6v457k2ttzgwsr\/source\/New_chairman_photo.png","alt":"On the set of Squadron 42","size":15942487,"mime_type":"image\/png","last_modified":"2015-06-26T20:49:14+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3676","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3676\/similar"},{"id":4451,"name":"Freelancer_interior_02.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/zac3x7kt2jhudr\/source\/Freelancer_interior_02.jpg","alt":"","size":2905805,"mime_type":"image\/jpeg","last_modified":"2015-12-16T21:24:51+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4451","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4451\/similar"},{"id":4500,"name":"Warbondswall.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/w1b1mpbr8bdver\/source\/Warbondswall.jpg","alt":"Vanduul War Bonds","size":221779,"mime_type":"image\/jpeg","last_modified":"2015-12-23T20:01:33+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4500","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4500\/similar"}],"images_count":3,"translations":{"en_EN":"Greetings Citizens,\nAs 2015 draws to a close, I would like to thank everyone in the Star Citizen community for your incredible support. It\u2019s amazing to think that this journey started out just over three years ago with the simple idea that there had to be more people out there than myself who liked space and PC games. Why weren\u2019t the big publishers interested in supporting space games? Why did they think the PC wasn\u2019t a viable platform?\n\nTo say that all of you proved them wrong is an understatement. To date, you\u2019ve done that to the tune of over $102 million in crowd funding raised to build this game and a million Citizens signing up to follow what we\u2019re doing here. It\u2019s the game I\u2019ve been dreaming about ever since the moment I learned to program\u2026 and I\u2019m pretty sure it\u2019s the game all of you have been dreaming about, too!\n\nFor making all of this possible, I can only say: thank you. With this funding we are now building a game that can compete with any AAA publisher backed game out there. No corporate suits deciding what franchise to milk or license. I promised a long time ago that the funds that we raise prior to what we consider the commercial release of Star Citizen would go towards additional development. Because of all of your support we can build this game bigger and better than anyone thought possible a few years ago.\n\nWith big numbers comes big attention. Some people look at the number and say \u201cWhy should they have all that money?\u201d Well it\u2019s because you want to build a big, bold game that doesn\u2019t compromise! This is the secret. The additional money that comes in doesn\u2019t go towards dividends for shareholders or making analysts happy with our profitability. It gets invested into making Star Citizen the best it can be. Hiring the best talent possible and allowing them to reach for the stars. Your contributions are going towards making the game better for you and all your friends. How could that possibly be a bad thing?\n\nTechnology like the procedural planet that we demonstrated in the Pupil to Planet demo during the December livestream is a direct result of your contributions. Without it we wouldn\u2019t have the Frankfurt office or the technical wizards that reside there. Or the incredibly talented team in Manchester! Without the continued support and enthusiasm of the best community in gaming we would have never been able to hire up in the UK, Germany or expand our US development team. Thanks to you, we have been able to build a truly world class team.\n\nBut Star Citizen isn\u2019t really about the money, that\u2019s just what\u2019s allowing us to build a game of the ambition and fidelity that people thought wouldn\u2019t be possible.\n\nA huge milestone towards achieving this goal was the release of Star Citizen Alpha 2.0 earlier this month, with the ability to play in a huge area (the biggest yet in gaming thanks to 64 bit floating point positional coordinates) and offering up all of these exciting options in that world: walking around a space station on foot or boarding a space ship by yourself or with friends\u2026 walk around that ship and\/or have your friends man various stations while you are flying\u2026 fly thousands or even hundreds of thousands of kilometers, engage in ship to ship combat against AI or other players, exit your ship to EVA and explore space stations\u2026 engage in FPS combat (on foot or in EVA), rescue stranded players, perform various missions. All of this happens seamlessly without loading screens at a fidelity and scale that has not been seen before in any game.\n\nStar Citizen Alpha 2.0 is the first time that you can see how the various elements; space combat, FPS, social interaction, huge play spaces will all fit together into one seamless holistic game experience. You can really see the dawn of the first person universe. Combining the fidelity that we are aiming for with the scale we want has always been our biggest technical challenge. We\u2019re aiming for detail that is as good or better than any AAA first \/ third person game but that can go from picking out details from several centimeters away to seeing planets hundreds of thousands of kilometers in the distance, all simulated and rendered from the 1st person view of your avatar that can go anywhere.\n\n2.0 shows the naysayers it can be done!\n\nWe still have a lot of work to do, many game systems to complete, content to generate, code to optimize, bugs to squash but you can now see what Star Citizen will feel like and in 2.0 you can get an experience you can\u2019t get with any other game. I know that\u2019s a pretty bold claim to make but you just have to visit our forums, or Reddit, or watch hundreds of YouTube videos or Twitch streams to see this happening every day.\n\nThe aspect that most excites me is that players are building their own narrative around what happened to them in their 2.0 game sessions. It reminds of when Wing Commander first came out and I noticed people talking about their wingmen \/ women as real people \u2013 not just a game character who you should team up with to complete a mission or level. Instead people were picking their flying partner based on personality and who they liked. That was the moment that I realized something special was happening and the whole was more than the sum of the parts.\n\nJust imagine what you can do with the Star Citizen Alpha 2.0 experience but with even more content and features? More locations and interactions? It\u2019s not really a space sim as we understand them. I find it hard to put my finger on why it seems so liberating but I think the ability to really feel like you can go anywhere and have the universe rendered with such detail and fidelity gives a different sense of immersing oneself in a game. With a lot of other space games, the experience still feels like a game. This feels different. You can even see it in the player behavior in 2.0. There is no win. Just experience and adventure.\n\nAnd this is just the beginning!\n\nWhat\u2019s coming next?\nStar Citizen Alpha 2.1 goes live to all backers on the PTU today. 2.1 includes a couple of new ships; the re-modeled Freelancer is now flyable and the Sabre, the new experimental medium fighter that we announced at CitizenCon 2015 is hangar ready. Both the Freelancer and the Sabre have benefited from the new ship modeling processes that the Ship Team has developed. Once a manufacturer\u2019s style and look has been defined and we have built out its material set, the process of taking a ship from detailed 3D concept to in-game is much faster than it was previously. As we flesh out the various manufacturers in this manner expect to see quicker turn around from concept to in-game.\n\nGoing forward we will be changing our patch release strategy to be less feature driven and more date driven. Our goal is to release a new update every month (so January\u2019s would be SC Alpha 2.2). We have many features in development separate to the release stream, and the idea is that we assess which features are ready for prime time a few weeks out from the release and then greenlight them for inclusion in that month\u2019s release. We would then have a good PTU test, make sure the features really are ready for primetime, fixing up the issues we see and in the case of a feature needing more work, we would pull it out of the release. Physicalized EVA is an example of this. After testing in PTU we felt we needed to do some more work in order to polish it for better usability in certain circumstances.\n\nWe feel like this strategy will be better for both development and the community at large. It will ensure constant updates and patches and a good flow of features. But as we\u2019re not defining which features make a particular release, we won\u2019t be in a situation like we were earlier this year where the delays on the FPS development in Star Citizen ended up blocking game updates for the community.\n\nWith 2.0 as our foundation, which combines the various game modes into one holistic experience we now have a good strong framework for any new feature updates whether they involve FPS, ship, social or planetside. Expect to see us flesh out a huge amount of the Persistent Universe and its functionality in this coming year.\n\nIn addition to this we\u2019ll be hard at work in completing Squadron 42, which is something I\u2019m incredibly excited about. I had a lot of fun working with a great script and amazing set of actors earlier this year and it\u2019s a lot of fun to start seeing all this come alive inside the engine. I will be personally spending a lot of time in the UK with the Foundry 42 team in 2016 closing out Squadron 42 for all of you to play. I can\u2019t wait as Squadron 42 really is how I would have made a next generation Wing Commander. The fluidity that is so compelling in 2.0 only serves to enhance the feeling of immersion and being inside the story for Squadron 42. Combine this with some amazing performances and technology that can transcribe the performance into our game engine\u2026 I think the sense of emotional connection to the characters and story will take it to a whole other level than people are used to.\n\n2016 is going to be a great year for Star Citizen!\n\nI\u2019d like to end the year by thanking everyone who is working to make Star Citizen better than I had thought possible. First of all, our amazing, million-strong community. Without you, we would not be here today. Your pledges have made all this possible\u2026 the sharing of your passion with others have allowed us to grow\u2026 and your excitement and creativity routinely reinvigorate the development team. I can\u2019t properly express what you have meant to Star Citizen. In honor of the $100 million milestone, we\u2019re attributing a UEE War Bond to each of your Hangars. The bond will be issued in the year you started backing (2942 for 2012, 2943 for 2013 and so on). For now, it\u2019s just a small piece of decoration\u2026 and someday, when this cruel war with the Vanduul comes to an end, we\u2019ll give you the option to redeem it for credits! (A small example of the kind of fun, immersive things a larger team lets us add to the game.) A special thank you to Algared, the backer who pushed crowd funding into the triple digits. Here\u2019s to our \u201c$100 million dollar man\u201d\u2026 and everyone else who got us here.\n\nNext, the incredible development teams around the world who have already transmuted Star Citizen from imagination into reality. I am honored to work with several hundred of the most talented game developers in the world, people who are truly passionate about this project in the same way I am. We have come so far from the tiny original troop of volunteers working to build the proof of concept demo and the crowd funding campaign. I know how hard each of you work, how much you put into Star Citizen. I know how much each of you believes in the universe we\u2019re creating. And most importantly, I know that we will all someday look back, like the backers who supported us, and find incredible satisfaction in these five words: I helped make Star Citizen.\n\nHere are some other \u2018end of year\u2019 numbers that speak to the incredible scale of what we\u2019re doing on Star Citizen:\n\nThe Roberts Space Industries website served 178 million page views, with over 9.5 million visitors in 2015\n\nCitizens have downloaded more than 30 petabytes of content this year.\n\n80,000 backers have explored Crusader in 2.0 in the week since its launch.\n\nThe development team created 16,503 tasks in 2015 and resolved over 15,000 of them.\n\nDevelopers made 204,716 Perforce checkins\/changelists.\n\nThe team generated an average of 6 game builds per day.\n\nQA has generated over 17,000 bug tickets this year, and the bugsmashers have since resolved almost 12,000 of those.\n\nFinally, I would like to add a sincere thanks and well wishes to the other development teams around the world that share in our passion for space sims. I often see arguments online about which game to play; Star Citizen or Elite, Elite or No Man\u2019s Sky and so on. The truth is that there\u2019s no right answer: the space gaming renaissance is nothing but good news for gamers everywhere. Just as Wing Commander and X-Wing improved one another through competition, so too has Star Citizen been improved by other space games in development. The fantastic teams behind Elite: Dangerous, No Man\u2019s Sky, EVERSPACE, Infinity: Battlescape and others inspire us daily. I wish you and anyone else expanding the frontiers of space and PC gaming all the best for 2016 and beyond!\n\nThank you all. I hope that everyone has a merry Christmas, a happy holiday and that you will join us again in 2016 for an incredible new year!\n\n\u2014 Chris Roberts","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nZum Abschluss des Jahres 2015 m\u00f6chte ich allen in der Star Citizen-Gemeinschaft f\u00fcr ihre unglaubliche Unterst\u00fctzung danken. Es ist erstaunlich zu denken, dass diese Reise vor etwas mehr als drei Jahren mit der einfachen Idee begann, dass es mehr Leute da drau\u00dfen geben musste als mich selbst, die Weltraum- und PC-Spiele mochten. Warum waren die gro\u00dfen Verlage nicht daran interessiert, Weltraumspiele zu unterst\u00fctzen? Warum dachten sie, der PC sei keine brauchbare Plattform?\n\nZu sagen, dass ihr alle bewiesen habt, dass sie sich irrten, ist eine Untertreibung. Bis heute haben Sie das in H\u00f6he von \u00fcber 102 Millionen Dollar an Spendengeldern f\u00fcr den Bau dieses Spiels getan und eine Million B\u00fcrger, die sich anmelden, um zu verfolgen, was wir hier tun. Es ist das Spiel, von dem ich seit dem Moment, in dem ich gelernt habe zu programmieren, getr\u00e4umt habe.... und ich bin mir ziemlich sicher, dass es das Spiel ist, von dem ihr alle auch getr\u00e4umt habt!\n\nUm all dies zu erm\u00f6glichen, kann ich nur sagen: Danke. Mit dieser Finanzierung bauen wir jetzt ein Spiel, das mit jedem von AAA-Publishern unterst\u00fctzten Spiel konkurrieren kann. Kein Unternehmen passt zu der Entscheidung, welches Franchise f\u00fcr Milch oder Lizenz verwendet wird. Ich habe vor langer Zeit versprochen, dass die Mittel, die wir vor dem, was wir f\u00fcr die kommerzielle Freigabe von Star Citizen halten, auf eine zus\u00e4tzliche Entwicklung ausgerichtet sind. Dank all deiner Unterst\u00fctzung k\u00f6nnen wir dieses Spiel gr\u00f6\u00dfer und besser bauen, als jemand vor ein paar Jahren dachte.\n\nBei gro\u00dfen Zahlen kommt gro\u00dfe Aufmerksamkeit. Einige Leute schauen sich die Zahl an und sagen: \"Warum sollten sie all das Geld haben?\" Nun, es ist, weil du ein gro\u00dfes, mutiges Spiel bauen willst, das keine Kompromisse eingeht! Das ist das Geheimnis. Das zus\u00e4tzliche Geld, das hereinkommt, flie\u00dft nicht in die Dividende f\u00fcr die Aktion\u00e4re oder die Zufriedenheit der Analysten mit unserer Profitabilit\u00e4t. Es wird investiert, um Star Citizen so gut wie m\u00f6glich zu machen. Wir stellen die bestm\u00f6glichen Talente ein und erm\u00f6glichen es ihnen, nach den Sternen zu greifen. Deine Beitr\u00e4ge werden dazu beitragen, das Spiel f\u00fcr dich und alle deine Freunde besser zu machen. Wie kann das eine schlechte Sache sein?\n\nTechnologie wie der prozedurale Planet, den wir in der Pupil to Planet Demo w\u00e4hrend des Livestreams im Dezember demonstriert haben, ist ein direktes Ergebnis Ihrer Beitr\u00e4ge. Ohne sie h\u00e4tten wir weder das Frankfurter B\u00fcro noch die dort ans\u00e4ssigen technischen Zauberer. Oder das unglaublich talentierte Team in Manchester! Ohne die kontinuierliche Unterst\u00fctzung und Begeisterung der besten Community im Gaming-Bereich w\u00e4ren wir nie in der Lage gewesen, in Gro\u00dfbritannien, Deutschland oder der Erweiterung unseres US-Entwicklungsteams zu arbeiten. Dank Ihnen konnten wir ein wirklich erstklassiges Team aufbauen.\n\nAber bei Star Citizen geht es nicht wirklich um das Geld, das ist genau das, was es uns erm\u00f6glicht, ein Spiel mit dem Ehrgeiz und der Treue zu entwickeln, von denen die Leute dachten, dass sie nicht m\u00f6glich w\u00e4ren.\n\nEin gro\u00dfer Meilenstein zur Erreichung dieses Ziels war die Ver\u00f6ffentlichung von Star Citizen Alpha 2.0 Anfang dieses Monats, mit der M\u00f6glichkeit, in einem riesigen Gebiet zu spielen (das gr\u00f6\u00dfte, das bisher beim Spielen dank 64-Bit-Flie\u00dfkomma-Positionskoordinaten m\u00f6glich war) und all diese aufregenden Optionen in dieser Welt anzubieten: zu Fu\u00df um eine Raumstation herumgehen oder selbst oder mit Freunden an Bord eines Raumschiffes gehen... um dieses Schiff herumgehen und\/oder deine Freunde verschiedene Stationen betreuen lassen, w\u00e4hrend du fliegst... Tausende oder sogar Hunderttausende von Kilometern fliegen, sich an einem Schiff beteiligen, um gegen KI oder andere Spieler zu k\u00e4mpfen, dein Schiff verlassen und Raumstationen erkunden.... sich an FPS-K\u00e4mpfen (zu Fu\u00df oder in EVA) beteiligen, gestrandete Spieler retten, verschiedene Missionen durchf\u00fchren. All dies geschieht nahtlos ohne das Laden von Bildschirmen in einer Genauigkeit und Skalierung, die in keinem Spiel zuvor erreicht wurde.\n\nStar Citizen Alpha 2.0 ist das erste Mal, dass Sie sehen k\u00f6nnen, wie die verschiedenen Elemente; Weltraumkampf, FPS, soziale Interaktion, riesige Spielr\u00e4ume werden alle zu einem nahtlosen ganzheitlichen Spielerlebnis zusammenpassen. Du kannst wirklich die Morgend\u00e4mmerung des Universums der ersten Person sehen. Die Kombination von Treue, die wir anstreben, mit der gew\u00fcnschten Gr\u00f6\u00dfe war schon immer unsere gr\u00f6\u00dfte technische Herausforderung. Wir streben nach Details, die genauso gut oder besser sind wie jedes andere AAA First \/ Third Person Spiel, aber die k\u00f6nnen von der Auswahl von Details aus mehreren Zentimetern Entfernung bis hin zum Anblick von Planeten Hunderttausende von Kilometern in der Ferne reichen, alles simuliert und gerendert aus der 1st Person Ansicht Ihres Avatars, die \u00fcberall hinf\u00fchren kann.\n\n2.0 zeigt den Neinsagern, dass es machbar ist!\n\nWir haben noch viel Arbeit vor uns, viele Spielsysteme zu vervollst\u00e4ndigen, Inhalte zu generieren, Code zu optimieren, Fehler zu beseitigen, aber Sie k\u00f6nnen jetzt sehen, wie sich Star Citizen anf\u00fchlt und in 2.0 k\u00f6nnen Sie eine Erfahrung machen, die Sie mit keinem anderen Spiel erreichen k\u00f6nnen. Ich wei\u00df, dass das eine ziemlich mutige Behauptung ist, aber du musst einfach nur unser Forum besuchen, oder Reddit, oder Hunderte von YouTube-Videos oder Twitch-Streams ansehen, um zu sehen, wie dies jeden Tag passiert.\n\nDer Aspekt, der mich am meisten begeistert, ist, dass die Spieler ihre eigene Geschichte um das, was mit ihnen in ihren 2.0-Spielsitzungen passiert ist, aufbauen. Es erinnert daran, als Wing Commander zum ersten Mal herauskam und ich bemerkte, dass Leute \u00fcber ihre Fl\u00fcgelm\u00e4nner \/ Frauen als echte Menschen sprachen - nicht nur \u00fcber einen Spielcharakter, mit dem man sich zusammenschlie\u00dfen sollte, um eine Mission oder ein Level abzuschlie\u00dfen. Stattdessen w\u00e4hlten die Leute ihren Flugpartner nach ihrer Pers\u00f6nlichkeit und dem, den sie mochten. Das war der Moment, in dem mir klar wurde, dass etwas Besonderes passiert und das Ganze mehr war als die Summe der Teile.\n\nStellen Sie sich vor, was Sie mit dem Star Citizen Alpha 2.0 Erlebnis machen k\u00f6nnen, aber mit noch mehr Inhalten und Funktionen? Mehr Standorte und Interaktionen? Es ist nicht wirklich eine Weltraumsimulation, wie wir sie verstehen. Ich finde es schwer, meinen Finger darauf zu legen, warum es so befreiend erscheint, aber ich denke, die F\u00e4higkeit, wirklich das Gef\u00fchl zu haben, dass man \u00fcberall hingehen und das Universum mit solchen Details und Treue gerendert bekommen kann, gibt ein anderes Gef\u00fchl, sich in ein Spiel einzutauchen. Bei vielen anderen Weltraumspielen f\u00fchlt sich das Erlebnis immer noch wie ein Spiel an. Das f\u00fchlt sich anders an. Du kannst es sogar im Spielerverhalten in 2.0 sehen. Es gibt keinen Sieg. Nur Erfahrung und Abenteuer.\n\nUnd das ist erst der Anfang!\n\nWas kommt als n\u00e4chstes?\nStar Citizen Alpha 2.1 geht heute an alle Geldgeber der PTU live. 2.1 beinhaltet ein paar neue Schiffe; die neu modellierte Freelancer ist nun flugf\u00e4hig und die Sabre, das neue experimentelle Medium-Kampfflugzeug, das wir auf der CitizenCon 2015 angek\u00fcndigt haben, ist hangarreif. Sowohl der Freelancer als auch die Sabre haben von den neuen Schiffsmodellierungsprozessen profitiert, die das Ship Team entwickelt hat. Sobald der Stil und das Aussehen eines Herstellers definiert sind und wir seinen Materialsatz aufgebaut haben, ist der Prozess, ein Schiff vom detaillierten 3D-Konzept bis zum In-Game zu bringen, viel schneller als zuvor. W\u00e4hrend wir die verschiedenen Hersteller auf diese Weise ausarbeiten, erwarten sie einen schnelleren Turnaround vom Konzept bis zum In-Game.\n\nIn Zukunft werden wir unsere Patch-Release-Strategie dahingehend \u00e4ndern, dass sie weniger funktionsorientiert und mehr datumsorientiert ist. Unser Ziel ist es, jeden Monat ein neues Update zu ver\u00f6ffentlichen (also im Januar SC Alpha 2.2). Wir haben viele Funktionen in der Entwicklung, die vom Release-Strom getrennt sind, und die Idee ist, dass wir beurteilen, welche Funktionen zur Prime Time ein paar Wochen nach der Ver\u00f6ffentlichung bereit sind und sie dann f\u00fcr die Aufnahme in die Ver\u00f6ffentlichung dieses Monats gr\u00fcn unterlegen. Wir h\u00e4tten dann einen guten PTU-Test, stellen sicher, dass die Funktionen wirklich zur Primetime bereit sind, beheben die Probleme, die wir sehen, und im Falle einer Funktion, die mehr Arbeit ben\u00f6tigt, w\u00fcrden wir sie aus der Ver\u00f6ffentlichung herausziehen. Ein Beispiel daf\u00fcr ist der physikalisierte EVA. Nach dem Testen in PTU waren wir der Meinung, dass wir noch etwas mehr Arbeit leisten m\u00fcssen, um sie f\u00fcr eine bessere Benutzerfreundlichkeit unter bestimmten Umst\u00e4nden zu verbessern.\n\nWir sind der Meinung, dass diese Strategie sowohl f\u00fcr die Entwicklung als auch f\u00fcr die Gesellschaft insgesamt besser sein wird. Es sorgt f\u00fcr st\u00e4ndige Updates und Patches und einen guten Funktionsumfang. Aber da wir nicht definieren, welche Funktionen eine bestimmte Version ausmachen, werden wir nicht in einer Situation sein, wie wir es Anfang des Jahres waren, als die Verz\u00f6gerungen bei der FPS-Entwicklung in Star Citizen dazu f\u00fchrten, dass Spiel-Updates f\u00fcr die Community blockiert wurden.\n\nMit 2.0 als Grundlage, das die verschiedenen Spielmodi zu einem ganzheitlichen Erlebnis kombiniert, haben wir jetzt einen guten, starken Rahmen f\u00fcr alle neuen Feature-Updates, egal ob es sich um FPS, Schiff, Social oder Planetside handelt. Erwarten Sie, dass wir im kommenden Jahr eine gro\u00dfe Menge des Persistent Universe und seiner Funktionalit\u00e4t ausarbeiten.\n\nAu\u00dferdem werden wir hart daran arbeiten, die Staffel 42 fertigzustellen, wor\u00fcber ich unglaublich begeistert bin. Ich hatte viel Spa\u00df bei der Arbeit mit einem gro\u00dfartigen Drehbuch und einem erstaunlichen Satz von Schauspielern zu Beginn dieses Jahres und es macht viel Spa\u00df, all dies im Motor lebendig werden zu sehen. Ich werde pers\u00f6nlich viel Zeit in Gro\u00dfbritannien mit dem Foundry 42-Team verbringen, um 2016 die Squadron 42 f\u00fcr euch alle zum Spielen zu schlie\u00dfen. Ich kann es kaum erwarten, denn Staffel 42 ist wirklich, wie ich einen Wing Commander der n\u00e4chsten Generation gemacht h\u00e4tte. Die Fl\u00fcssigkeit, die in 2.0 so \u00fcberzeugend ist, dient nur dazu, das Gef\u00fchl des Eintauchens und des Eintauchens in die Geschichte von Squadron 42 zu verst\u00e4rken. Kombinieren Sie dies mit einigen erstaunlichen Leistungen und Technologien, die die Leistung in unsere Spiele-Engine \u00fcbertragen k\u00f6nnen.... Ich denke, das Gef\u00fchl der emotionalen Verbindung zu den Charakteren und der Geschichte wird es auf eine ganz andere Ebene bringen, als es die Menschen gewohnt sind.\n\n2016 wird ein gro\u00dfartiges Jahr f\u00fcr Star Citizen!\n\nIch m\u00f6chte das Jahr mit einem Dankesch\u00f6n an alle, die daran arbeiten, Star Citizen besser zu machen, als ich es f\u00fcr m\u00f6glich gehalten habe. Erstens, unsere erstaunliche, millionenschwere Gemeinschaft. Ohne dich w\u00e4ren wir heute nicht hier. Deine Versprechen haben all dies erm\u00f6glicht.... die Weitergabe deiner Leidenschaft an andere hat es uns erm\u00f6glicht, zu wachsen.... und deine Begeisterung und Kreativit\u00e4t beleben das Entwicklungsteam regelm\u00e4\u00dfig. Ich kann nicht richtig ausdr\u00fccken, was du mit Star Citizen gemeint hast. Zu Ehren des 100-Millionen-Dollar-Meilensteins weisen wir jedem Ihrer Hangars einen UEE-War Bond zu. Die Anleihe wird in dem Jahr ausgegeben, in dem Sie mit der R\u00fcckdeckung begonnen haben (2942 f\u00fcr 2012, 2943 f\u00fcr 2013 und so weiter). Im Moment ist es nur ein kleines St\u00fcck Dekoration.... und eines Tages, wenn dieser grausame Krieg mit den Vanduul zu Ende geht, geben wir dir die M\u00f6glichkeit, ihn gegen Credits einzul\u00f6sen! (Ein kleines Beispiel f\u00fcr die Art von lustigen, immersiven Dingen, die ein gr\u00f6\u00dferes Team uns erlaubt, dem Spiel hinzuzuf\u00fcgen.) Ein besonderes Dankesch\u00f6n an Algared, die Geldgeberin, die die Finanzierung der Menge auf die dreistellige Grenze brachte. Auf unseren \"$100 Millionen Dollar Mann\".... und alle anderen, die uns hierher gebracht haben.\n\nAls n\u00e4chstes die unglaublichen Entwicklungsteams auf der ganzen Welt, die Star Citizen bereits aus der Fantasie in die Realit\u00e4t umgesetzt haben. Ich f\u00fchle mich geehrt, mit mehreren hundert der talentiertesten Spieleentwickler der Welt zusammenzuarbeiten, Menschen, die dieses Projekt wirklich leidenschaftlich m\u00f6gen, so wie ich es bin. Wir sind so weit von der kleinen urspr\u00fcnglichen Truppe von Freiwilligen entfernt, die daran arbeiten, die Proof of Concept-Demo und die Kampagne zur Finanzierung der Menge aufzubauen. Ich wei\u00df, wie hart jeder von euch arbeitet, wie viel ihr in Star Citizen investiert habt. Ich wei\u00df, wie sehr jeder von euch an das Universum glaubt, das wir erschaffen. Und vor allem wei\u00df ich, dass wir alle eines Tages zur\u00fcckblicken werden, wie die Geldgeber, die uns unterst\u00fctzt haben, und mit diesen f\u00fcnf Worten eine unglaubliche Zufriedenheit finden werden: Ich habe geholfen, Star Citizen zu machen.\n\nHier sind einige weitere Zahlen zum Jahresende, die von dem unglaublichen Ausma\u00df dessen zeugen, was wir auf Star Citizen tun:\n\nDie Roberts Space Industries-Website bot 178 Millionen Seitenaufrufe, mit \u00fcber 9,5 Millionen Besuchern im Jahr 2015 B\u00fcrger haben in diesem Jahr mehr als 30 Petabyte an Inhalten heruntergeladen. 80.000 Unterst\u00fctzer haben Crusader in der Woche seit seinem Start in 2.0 erkundet. Das Entwicklungsteam hat im Jahr 2015 16.503 Aufgaben erstellt und \u00fcber 15.000 davon gel\u00f6st. Die Entwickler erstellten 204.716 Perforce Check-ins\/\u00c4nderungslisten. Das Team generierte durchschnittlich 6 Spielbuilds pro Tag. QA hat in diesem Jahr \u00fcber 17.000 Bug-Tickets generiert, und die Bugsmashers haben inzwischen fast 12.000 davon gel\u00f6st. Abschlie\u00dfend m\u00f6chte ich den anderen Entwicklungsteams auf der ganzen Welt, die unsere Leidenschaft f\u00fcr Space-Sims teilen, einen herzlichen Dank und gute W\u00fcnsche aussprechen. Ich sehe oft online Argumente dar\u00fcber, welches Spiel ich spielen soll; Star Citizen oder Elite, Elite oder No Man's Sky und so weiter. Die Wahrheit ist, dass es keine richtige Antwort gibt: Die Renaissance des Weltraumspiels ist nichts anderes als eine gute Nachricht f\u00fcr die Spieler \u00fcberall. So wie sich Wing Commander und X-Wing durch den Wettbewerb gegenseitig verbesserten, so wurde auch Star Citizen durch andere Weltraumspiele in der Entwicklung verbessert. Die fantastischen Teams hinter Elite: Gef\u00e4hrlich, No Man's Sky, EVERSPACE, Unendlich: Battlescape und andere inspirieren uns t\u00e4glich. Ich w\u00fcnsche Ihnen und allen anderen, die die Grenzen des Weltraums und des PC-Spiels erweitern, alles Gute f\u00fcr 2016 und dar\u00fcber hinaus!\n\nIch danke euch allen. Ich hoffe, dass alle ein frohes Weihnachtsfest und einen sch\u00f6nen Feiertag haben und dass Sie 2016 wieder zu uns kommen und ein unglaubliches neues Jahr erleben werden!\n\n- Chris Roberts","zh_CN":"Greetings Citizens,\nAs 2015 draws to a close, I would like to thank everyone in the Star Citizen community for your incredible support. It\u2019s amazing to think that this journey started out just over three years ago with the simple idea that there had to be more people out there than myself who liked space and PC games. Why weren\u2019t the big publishers interested in supporting space games? Why did they think the PC wasn\u2019t a viable platform?\n\nTo say that all of you proved them wrong is an understatement. To date, you\u2019ve done that to the tune of over $102 million in crowd funding raised to build this game and a million Citizens signing up to follow what we\u2019re doing here. It\u2019s the game I\u2019ve been dreaming about ever since the moment I learned to program\u2026 and I\u2019m pretty sure it\u2019s the game all of you have been dreaming about, too!\n\nFor making all of this possible, I can only say: thank you. With this funding we are now building a game that can compete with any AAA publisher backed game out there. No corporate suits deciding what franchise to milk or license. I promised a long time ago that the funds that we raise prior to what we consider the commercial release of Star Citizen would go towards additional development. Because of all of your support we can build this game bigger and better than anyone thought possible a few years ago.\n\nWith big numbers comes big attention. Some people look at the number and say \u201cWhy should they have all that money?\u201d Well it\u2019s because you want to build a big, bold game that doesn\u2019t compromise! This is the secret. The additional money that comes in doesn\u2019t go towards dividends for shareholders or making analysts happy with our profitability. It gets invested into making Star Citizen the best it can be. Hiring the best talent possible and allowing them to reach for the stars. Your contributions are going towards making the game better for you and all your friends. How could that possibly be a bad thing?\n\nTechnology like the procedural planet that we demonstrated in the Pupil to Planet demo during the December livestream is a direct result of your contributions. Without it we wouldn\u2019t have the Frankfurt office or the technical wizards that reside there. Or the incredibly talented team in Manchester! Without the continued support and enthusiasm of the best community in gaming we would have never been able to hire up in the UK, Germany or expand our US development team. Thanks to you, we have been able to build a truly world class team.\n\nBut Star Citizen isn\u2019t really about the money, that\u2019s just what\u2019s allowing us to build a game of the ambition and fidelity that people thought wouldn\u2019t be possible.\n\nA huge milestone towards achieving this goal was the release of Star Citizen Alpha 2.0 earlier this month, with the ability to play in a huge area (the biggest yet in gaming thanks to 64 bit floating point positional coordinates) and offering up all of these exciting options in that world: walking around a space station on foot or boarding a space ship by yourself or with friends\u2026 walk around that ship and\/or have your friends man various stations while you are flying\u2026 fly thousands or even hundreds of thousands of kilometers, engage in ship to ship combat against AI or other players, exit your ship to EVA and explore space stations\u2026 engage in FPS combat (on foot or in EVA), rescue stranded players, perform various missions. All of this happens seamlessly without loading screens at a fidelity and scale that has not been seen before in any game.\n\nStar Citizen Alpha 2.0 is the first time that you can see how the various elements; space combat, FPS, social interaction, huge play spaces will all fit together into one seamless holistic game experience. You can really see the dawn of the first person universe. Combining the fidelity that we are aiming for with the scale we want has always been our biggest technical challenge. We\u2019re aiming for detail that is as good or better than any AAA first \/ third person game but that can go from picking out details from several centimeters away to seeing planets hundreds of thousands of kilometers in the distance, all simulated and rendered from the 1st person view of your avatar that can go anywhere.\n\n2.0 shows the naysayers it can be done!\n\nWe still have a lot of work to do, many game systems to complete, content to generate, code to optimize, bugs to squash but you can now see what Star Citizen will feel like and in 2.0 you can get an experience you can\u2019t get with any other game. I know that\u2019s a pretty bold claim to make but you just have to visit our forums, or Reddit, or watch hundreds of YouTube videos or Twitch streams to see this happening every day.\n\nThe aspect that most excites me is that players are building their own narrative around what happened to them in their 2.0 game sessions. It reminds of when Wing Commander first came out and I noticed people talking about their wingmen \/ women as real people \u2013 not just a game character who you should team up with to complete a mission or level. Instead people were picking their flying partner based on personality and who they liked. That was the moment that I realized something special was happening and the whole was more than the sum of the parts.\n\nJust imagine what you can do with the Star Citizen Alpha 2.0 experience but with even more content and features? More locations and interactions? It\u2019s not really a space sim as we understand them. I find it hard to put my finger on why it seems so liberating but I think the ability to really feel like you can go anywhere and have the universe rendered with such detail and fidelity gives a different sense of immersing oneself in a game. With a lot of other space games, the experience still feels like a game. This feels different. You can even see it in the player behavior in 2.0. There is no win. Just experience and adventure.\n\nAnd this is just the beginning!\n\nWhat\u2019s coming next?\nStar Citizen Alpha 2.1 goes live to all backers on the PTU today. 2.1 includes a couple of new ships; the re-modeled Freelancer is now flyable and the Sabre, the new experimental medium fighter that we announced at CitizenCon 2015 is hangar ready. Both the Freelancer and the Sabre have benefited from the new ship modeling processes that the Ship Team has developed. Once a manufacturer\u2019s style and look has been defined and we have built out its material set, the process of taking a ship from detailed 3D concept to in-game is much faster than it was previously. As we flesh out the various manufacturers in this manner expect to see quicker turn around from concept to in-game.\n\nGoing forward we will be changing our patch release strategy to be less feature driven and more date driven. Our goal is to release a new update every month (so January\u2019s would be SC Alpha 2.2). We have many features in development separate to the release stream, and the idea is that we assess which features are ready for prime time a few weeks out from the release and then greenlight them for inclusion in that month\u2019s release. We would then have a good PTU test, make sure the features really are ready for primetime, fixing up the issues we see and in the case of a feature needing more work, we would pull it out of the release. Physicalized EVA is an example of this. After testing in PTU we felt we needed to do some more work in order to polish it for better usability in certain circumstances.\n\nWe feel like this strategy will be better for both development and the community at large. It will ensure constant updates and patches and a good flow of features. But as we\u2019re not defining which features make a particular release, we won\u2019t be in a situation like we were earlier this year where the delays on the FPS development in Star Citizen ended up blocking game updates for the community.\n\nWith 2.0 as our foundation, which combines the various game modes into one holistic experience we now have a good strong framework for any new feature updates whether they involve FPS, ship, social or planetside. Expect to see us flesh out a huge amount of the Persistent Universe and its functionality in this coming year.\n\nIn addition to this we\u2019ll be hard at work in completing Squadron 42, which is something I\u2019m incredibly excited about. I had a lot of fun working with a great script and amazing set of actors earlier this year and it\u2019s a lot of fun to start seeing all this come alive inside the engine. I will be personally spending a lot of time in the UK with the Foundry 42 team in 2016 closing out Squadron 42 for all of you to play. I can\u2019t wait as Squadron 42 really is how I would have made a next generation Wing Commander. The fluidity that is so compelling in 2.0 only serves to enhance the feeling of immersion and being inside the story for Squadron 42. Combine this with some amazing performances and technology that can transcribe the performance into our game engine\u2026 I think the sense of emotional connection to the characters and story will take it to a whole other level than people are used to.\n\n2016 is going to be a great year for Star Citizen!\n\nI\u2019d like to end the year by thanking everyone who is working to make Star Citizen better than I had thought possible. First of all, our amazing, million-strong community. Without you, we would not be here today. Your pledges have made all this possible\u2026 the sharing of your passion with others have allowed us to grow\u2026 and your excitement and creativity routinely reinvigorate the development team. I can\u2019t properly express what you have meant to Star Citizen. In honor of the $100 million milestone, we\u2019re attributing a UEE War Bond to each of your Hangars. The bond will be issued in the year you started backing (2942 for 2012, 2943 for 2013 and so on). For now, it\u2019s just a small piece of decoration\u2026 and someday, when this cruel war with the Vanduul comes to an end, we\u2019ll give you the option to redeem it for credits! (A small example of the kind of fun, immersive things a larger team lets us add to the game.) A special thank you to Algared, the backer who pushed crowd funding into the triple digits. Here\u2019s to our \u201c$100 million dollar man\u201d\u2026 and everyone else who got us here.\n\nNext, the incredible development teams around the world who have already transmuted Star Citizen from imagination into reality. I am honored to work with several hundred of the most talented game developers in the world, people who are truly passionate about this project in the same way I am. We have come so far from the tiny original troop of volunteers working to build the proof of concept demo and the crowd funding campaign. I know how hard each of you work, how much you put into Star Citizen. I know how much each of you believes in the universe we\u2019re creating. And most importantly, I know that we will all someday look back, like the backers who supported us, and find incredible satisfaction in these five words: I helped make Star Citizen.\n\nHere are some other \u2018end of year\u2019 numbers that speak to the incredible scale of what we\u2019re doing on Star Citizen:\n\nThe Roberts Space Industries website served 178 million page views, with over 9.5 million visitors in 2015\n\nCitizens have downloaded more than 30 petabytes of content this year.\n\n80,000 backers have explored Crusader in 2.0 in the week since its launch.\n\nThe development team created 16,503 tasks in 2015 and resolved over 15,000 of them.\n\nDevelopers made 204,716 Perforce checkins\/changelists.\n\nThe team generated an average of 6 game builds per day.\n\nQA has generated over 17,000 bug tickets this year, and the bugsmashers have since resolved almost 12,000 of those.\n\nFinally, I would like to add a sincere thanks and well wishes to the other development teams around the world that share in our passion for space sims. I often see arguments online about which game to play; Star Citizen or Elite, Elite or No Man\u2019s Sky and so on. The truth is that there\u2019s no right answer: the space gaming renaissance is nothing but good news for gamers everywhere. Just as Wing Commander and X-Wing improved one another through competition, so too has Star Citizen been improved by other space games in development. The fantastic teams behind Elite: Dangerous, No Man\u2019s Sky, EVERSPACE, Infinity: Battlescape and others inspire us daily. I wish you and anyone else expanding the frontiers of space and PC gaming all the best for 2016 and beyond!\n\nThank you all. I hope that everyone has a merry Christmas, a happy holiday and that you will join us again in 2016 for an incredible new year!\n\n\u2014 Chris Roberts"},"links_count":0,"comment_count":382,"created_at":"2015-12-24T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-14 15:11:14","valid_relations":["images","links"],"prev_id":15137,"next_id":15139}}