{"data":{"id":15603,"title":"Letter from the Chairman","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/15603-Letter-From-The-Chairman","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15603","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15603","channel":"Transmission","category":"General","series":"From the Chairman","images":[{"id":5398,"name":"Esperia-Prowler-Landing-Pad-V08.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/yqjj3pwpm1rdwr\/source\/Esperia-Prowler-Landing-Pad-V08.jpg","alt":"","size":3016717,"mime_type":"image\/jpeg","last_modified":"2016-11-18T22:28:36+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5398","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5398\/similar"},{"id":5401,"name":"ScheduleSample.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/qj2sfynrdazp9r\/source\/ScheduleSample.png","alt":"A sample of the production schedule charts we will be updating for you","size":84538,"mime_type":"image\/png","last_modified":"2016-11-19T00:10:17+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5401","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5401\/similar"},{"id":5402,"name":"85_X_city_shot.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/4vht65hve2o1cr\/source\/85_X_city_shot.jpg","alt":"The 85X, new in SC Alpha 2.6","size":804948,"mime_type":"image\/jpeg","last_modified":"2020-05-14T17:27:39+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5402","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5402\/similar"}],"images_count":5,"translations":{"en_EN":"Greetings Citizens,\nGreetings Citizens,\n\nFour years ago today the initial Crowd Funding Campaign for Star Citizen came to a close with equal amounts of exhilaration and exhaustion.\n\nI am always humbled by the incredible response that Star Citizen received from space sim fans and PC gamers. The groundswell that swept up the project from its announcement and carried it forward ever since has been something the team and I have never taken for granted.\n\nThanks to all of your support, we\u2019ve been able to expand the scope of Star Citizen to create a living, breathing universe. No other game tries to deliver the scale and fidelity that Star Citizen does with its detailed worlds that can have you walking through a dense jungle, wandering the dark alleyways of a futuristic city, landing on a space station orbiting a moon, or piloting a space ship across vast star systems teeming with activity, all from a seamless first person viewpoint.\n\nYour contributions have enabled us to hire some of the best and brightest in the video game business. The planetary tech we showed at Gamescom and CitizenCon is a prime example of something that only became possible with your continued support. We now stand at four internal studios and 377 employees all dedicated to building the best game we can. We are not building something to be played for a week and then discarded, we are building Star Citizen to be an online destination that can grow and flourish for years to come.\n\nWith this ambition comes a price. Not just in the salaries of the hundreds of people pouring their hearts into the project, but in the unpredictability of the groundbreaking technology that we need to develop to achieve a game of this scale and detail. We have taken a lot of flak over the last couple of years for the extending timeline of Star Citizen, but the simple fact is that game development, especially game development on the scale of Star Citizen, is complicated. If you talk to any developer that works on large titles they will tell you that schedules, especially early in the development cycle, move all the time. Most people never see this because a publisher won\u2019t announce a project publicly until it is very far along; normally at least in Alpha, with all the technology and gameplay R&D completed. Even then, the timelines can be unpredictable as can be seen in the delays on big name titles from publishers.\n\nWith Star Citizen, we never had the luxury of developing behind closed doors until all the technology has been built. We\u2019ve been public since before we opened the doors of our first office in early 2013.\n\nHaving the participation and feedback from all of you as we build Star Citizen block by block is vital to making a game that will stand the test of time. Polish and iteration help make good games great and we have the opportunity to do this with the participation of an engaged and active user base. That\u2019s a luxury that most other games don\u2019t have.\n\nOpen Development does have its drawbacks. Not everyone understands the process or how difficult it can be. We have always tried to be open and share our progress. We refactored Around the Verse to focus more on developers showing and talking about their work to help give insight into the process. Our monthly reports have more information than any monthly report I had to do for Electronic Arts or Microsoft when at Origin or Digital Anvil.\n\nThe only thing we currently don\u2019t share is internal estimates on completion and dates.\n\nAs you know we\u2019ve not been keen to give hard dates on the project after the initial set of dates which we had estimated when the project was a lot smaller in scope. When I\u2019ve talked about releases, I\u2019ve always qualified any discussion of timing with \u201cwe\u2019re hoping to\u201d or \u201cthe goal is\u201d to give a rough timeline for people, but unfortunately some people often tend to forget the qualifiers and treated my comments nonetheless as a promise.\n\nBecause of this we have been reticent to share our internal timelines, even with caveats, as it always seems to cause trouble; one section of the community gets annoyed because things are perceived as late while another gets annoyed wondering why we shared dates at all if they aren\u2019t solid. Of course even when we don\u2019t give dates we have yet another part of the community getting annoyed because they feel left in the dark and have no idea when the next build will drop.\n\nBasically it is a Kobayashi Maru.\n\nI\u2019ve reflected long and hard on this dilemma and have concluded, to quote another Eighties film, \u201cthe only winning move is not to play.\u201d\n\nWhat if we didn\u2019t give you just an estimated date, but instead shared our internal schedule? No filter, no hedging. You see what we see.\n\nWhether or not to share this kind of information has been a long running debate among the team here at Cloud Imperium Games. Target dates are not release dates, and everything you see will shift at some point, sometimes slightly and sometimes wildly. The danger in doing this has always been that casual observers will not understand this, that there will be an outcry about delays every time we update the page.\n\nWe\u2019ve taken stock, thought through everything and decided that, while that is a risk, above all we trust the community that has given us so much support. The community that has let us focus our passions on this incredible project. You have allowed us to take this journey, you have tracked and followed so much of how game development works\u2026 and now we think it is right to further part the curtain and share with you our production process.\n\nSo for Star Citizen Alpha 2.6 we\u2019re going to share our internal schedule and its breakouts on a weekly basis. These are the very same schedules we update daily and are circulated internally on our intra-studio hand-offs with a few exceptions: the individual developer names assigned to the tasks will be omitted (for obvious reasons), we\u2019ll remove the JIRA details and we\u2019ll modify the technical wording to make it readable for a wider audience, but otherwise, when something changes, slips or is completed, you will know.\n\nThis schedule will always be available on the RSI Website and we will be updating this page weekly with a snap shot of our internal schedule.\n\nWe take the process of production very seriously and spend a lot of time on improving our ability in this area. Our worldwide Production Team is twenty-five strong and they are the backbone that drives our development forward. They work closely with developers to break down and create tasks, chase up task completion daily, update their respective team\u2019s schedules, encourage and strengthen open communication by organizing meetings, agendas, and creating action items to help push the project forward day by day. The Production Team has many collective years with some of the biggest developers, publishers and games. They are like the rest of the CIG team, World Class.\n\nGame development is, at its very heart, a process of constant improvement. We view our communications as part of this process, whether that means improving the quality of our videos or finding new ways to share information with our community. I hope you enjoy this new, even more detailed look at Star Citizen\u2019s development.\n\nIf this initiative is well received, then we will continue this process as we move onto the next milestone.\n\nThe Anniversary Livestream\nThis afternoon, at 1 PM Pacific, we are kicking off the fourth Star Citizen Anniversary Livestream. If you\u2019ve discovered Star Citizen more recently, the anniversary livestream celebrates the last day of Star Citizen\u2019s original crowd funding campaign. Back in 2012, we celebrated the incredible support we received with a 24-hour livestream. Today, we have too much work to do to break from it for a full day, but we want to honor the spirit of the campaign by appearing live and celebrating our passion for what we\u2019re doing.\n\nThe livestream will be followed by a weeklong sale. This year, we are patterning the event after an in-universe \u2018air show\u2019 called the Intergalactic Aerospace Expo. All of our companies, from Esperia to Aegis, will present their ship lineups with a different company\u2019s spacecraft showcased each day (along with some special surprises you\u2019ll learn more about during the stream). If you\u2019ve missed out on a ship in the past that you\u2019ve been itching to pick up, this is your chance; if you\u2019re happy with your current fleet, I hope you enjoy some of the additional materials and content we have put together for the event.\n\nWith that in mind, I wanted to take a moment to address a common question: why we do ship sales.\n\nFirst and foremost, I want to stress that the universe will always be open to anyone with a starter package. No backer is being asked to pay more to enter the game world or to unlock some otherwise unavailable endgame content. Your initial Aurora or Mustang is your ticket to a bigger universe where you can earn your fortune and make your name.\n\nIf you chose to buy an additional or bigger ship, you are doing this primarily to support the project. The backers that choose to purchase concept ships are helping us add top tier talent to the game, expand our development tools and facilities and give us the time and bandwidth to pursue the kind of pure creativity that continues to make this project so exciting.\n\nThe additional ships are rewards for helping expand our dream, to make sure we continue to go above and beyond what we set out to create. Every ship you can buy now will be available in the finished game, for purchase with in game currency. But early supporters receive some convenient rewards (such as LTI) and the option of having a different starting experience with larger or role-specific ship designs. We feel this is the least we can do for the portion of the community that continues to support us well past what they need to contribute to play Star Citizen. We feel comfortable with this exchange as Star Citizen is not a stats based MMO with typical end game content. Just like real life there is no real end game in Star Citizen. It is more about what you want to do. Do you want to be a fighter? A trader? An explorer? A miner? A pirate? Player skill counts heavily as well as the role the ship was designed for. There is no ship that will sweep all before it. Different ships are needed for different situations. Having an Idris does not mean you will crush all before you, but an Idris manned by a group of friends that work together will be formidable. However, it\u2019s a pretty bad bulk cargo carrier or mining ship, and if you\u2019re chasing nimble outlaws through a dense asteroid field, you\u2019re likely to take quite a bit of collateral damage and be left in the dust.\n\nThe desire to continue to improve Star Citizen is also why we have begun offering an incentive to purchase a new concept with fresh money rather than melting a ship and using store credit. We offer backers a more comprehensive system for melting and refactoring their pledges than we had ever dreamed possible back in 2012, which is a system I believe no other game offers, and as a result you can often swap to a more favored ship without impacting funding at all. We built this to allow you all to be able to purchase a ship with confidence, knowing that if something you like better comes along you can switch out to it with minimal hassle and no loss. We do not intend to change this system, but maintaining it means that we need to find other ways to encourage new contributions rather than just recycling old ones as the continued funding means we can continue to make the game as good as it possibly can be. Going forward, these cash sales will focus on newly introduced concept ships and top tier limited capital ships.\n\nHaving said all this I want to reinforce that you should only participate in the anniversary sale as a way of supporting the project. There is no need to own anything other than basic starter ship if you just want to have some fun. You will be able to earn all the ships we offer in these sales once Star Citizen goes live.\n\nWith that, I would like to wish every backer a happy fourth anniversary and thank our subscribers whose additional support allows us to put on events like this. To all of you, Star Citizen is what you are making it\u2026 and you are making it something that I believe will provide an incredible escape to people around the world. Every day, we get closer to our shared dream of a living, breathing science fiction universe where we can immerse ourselves like never before. That\u2019s the dream that keeps us working as hard as we can on this project and it\u2019s something I hope you will continue to support and celebrate. There\u2019s more work to do, but with every production milestone, with every community event, with every bright idea made code I know we are getting closer to that most important promise: we\u2019ll see you in the \u2018Verse.\n\n\u2014 Chris Roberts","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nGr\u00fc\u00dfe B\u00fcrger,\n\nHeute vor vier Jahren endete die erste Crowd Funding Campaign for Star Citizen mit einem ebenso hohen Ma\u00df an Begeisterung und Ersch\u00f6pfung.\n\nIch bin immer gedem\u00fctigt \u00fcber die unglaubliche Resonanz, die Star Citizen von Space-Sim-Fans und PC-Spielern erhalten hat. Die D\u00fcnung, die das Projekt von seiner Ank\u00fcndigung weggefegt und seitdem weitergef\u00fchrt hat, war etwas, was das Team und ich nie als selbstverst\u00e4ndlich angesehen haben.\n\nDank Ihrer Unterst\u00fctzung konnten wir den Umfang von Star Citizen erweitern, um ein lebendiges, atmendes Universum zu schaffen. Kein anderes Spiel versucht, das Ausma\u00df und die Treue zu erreichen, die Star Citizen mit seinen detaillierten Welten anstrebt, die Sie durch einen dichten Dschungel wandern lassen k\u00f6nnen, die dunklen Gassen einer futuristischen Stadt durchstreifen, auf einer Raumstation im Orbit eines Mondes landen oder ein Raumschiff \u00fcber riesige, vor Aktivit\u00e4t strotzende Sternensysteme steuern, alles aus einer nahtlosen Sicht der ersten Person.\n\nIhre Beitr\u00e4ge haben es uns erm\u00f6glicht, einige der besten und hellsten im Videospielgesch\u00e4ft einzustellen. Die planetarische Technologie, die wir auf der Gamescom und CitizenCon gezeigt haben, ist ein Paradebeispiel f\u00fcr etwas, das nur mit Ihrer kontinuierlichen Unterst\u00fctzung m\u00f6glich wurde. Wir arbeiten nun in vier internen Studios und 377 Mitarbeitern, die sich alle daf\u00fcr einsetzen, das beste Spiel zu entwickeln, das wir k\u00f6nnen. Wir bauen nicht etwas, das eine Woche lang gespielt und dann verworfen wird, wir bauen Star Citizen, um ein Online-Ziel zu sein, das f\u00fcr die kommenden Jahre wachsen und gedeihen kann.\n\nDieser Ehrgeiz hat seinen Preis. Nicht nur bei den Geh\u00e4ltern der Hunderte von Menschen, die ihr Herz in das Projekt gesteckt haben, sondern auch bei der Unvorhersehbarkeit der bahnbrechenden Technologie, die wir entwickeln m\u00fcssen, um ein Spiel dieser Gr\u00f6\u00dfenordnung und Details zu erreichen. Wir haben in den letzten Jahren viel Zeit f\u00fcr die Verl\u00e4ngerung von Star Citizen aufgewendet, aber die einfache Tatsache ist, dass die Spieleentwicklung, insbesondere die Spieleentwicklung in der Gr\u00f6\u00dfenordnung von Star Citizen, kompliziert ist. Wenn Sie mit einem Entwickler sprechen, der an gro\u00dfen Titeln arbeitet, werden sie Ihnen sagen, dass sich die Zeitpl\u00e4ne, besonders fr\u00fch im Entwicklungszyklus, st\u00e4ndig verschieben. Die meisten Leute sehen das nie, weil ein Publisher ein Projekt erst dann \u00f6ffentlich ank\u00fcndigen wird, wenn es sehr weit ist; normalerweise zumindest in Alpha, wenn die gesamte Technologie und Gameplay-Forschung abgeschlossen ist. Schon damals k\u00f6nnen die Timelines unvorhersehbar sein, wie die Verz\u00f6gerungen bei gro\u00dfen Titeln von Verlagen zeigen.\n\nMit Star Citizen hatten wir nie den Luxus, uns hinter verschlossenen T\u00fcren zu entwickeln, bis die gesamte Technologie gebaut ist. Wir sind bereits \u00f6ffentlich, bevor wir Anfang 2013 die T\u00fcren unseres ersten B\u00fcros \u00f6ffneten.\n\nDie Teilnahme und das Feedback von euch allen, w\u00e4hrend wir Star Citizen Block f\u00fcr Block bauen, ist entscheidend f\u00fcr ein Spiel, das den Test der Zeit bestehen bleibt. Polnisch und Iteration tragen dazu bei, gute Spiele gro\u00dfartig zu machen, und wir haben die M\u00f6glichkeit, dies mit der Teilnahme einer engagierten und aktiven Benutzerbasis zu tun. Das ist ein Luxus, den die meisten anderen Spiele nicht haben.\n\nOffene Entwicklung hat ihre Nachteile. Nicht jeder versteht den Prozess oder wie schwierig er sein kann. Wir haben immer versucht, offen zu sein und unsere Fortschritte zu teilen. Wir haben Around the Vers \u00fcberarbeitet, um uns mehr auf Entwickler zu konzentrieren, die ihre Arbeit zeigen und dar\u00fcber sprechen, um Einblick in den Prozess zu geben. Unsere Monatsberichte haben mehr Informationen als jeder Monatsbericht, den ich f\u00fcr Electronic Arts oder Microsoft bei Origin oder Digital Anvil machen musste.\n\nDas Einzige, was wir derzeit nicht teilen, sind interne Sch\u00e4tzungen \u00fcber Fertigstellung und Termine.\n\nWie Sie wissen, waren wir nicht bestrebt, feste Termine f\u00fcr das Projekt nach den ersten Terminen anzugeben, die wir gesch\u00e4tzt hatten, als das Projekt noch viel kleiner war. Wenn ich \u00fcber Releases gesprochen habe, habe ich immer jede Diskussion \u00fcber das Timing mit \"wir hoffen es\" oder \"das Ziel ist es\", einen groben Zeitplan f\u00fcr die Leute zu geben, aber leider neigen einige Leute oft dazu, die Qualifier zu vergessen und meine Kommentare trotzdem als Versprechen zu behandeln.\n\nAus diesem Grund waren wir zur\u00fcckhaltend, unsere internen Zeitpl\u00e4ne zu teilen, selbst mit Vorbehalten, da es immer Probleme zu bereiten scheint; ein Teil der Community \u00e4rgert sich, weil die Dinge erst sp\u00e4t wahrgenommen werden, w\u00e4hrend ein anderer \u00e4rgert sich dar\u00fcber, warum wir \u00fcberhaupt Termine geteilt haben, wenn sie nicht solide sind. Nat\u00fcrlich haben wir auch dann, wenn wir keine Termine nennen, einen weiteren Teil der Community, der ver\u00e4rgert ist, weil er sich im Dunkeln gelassen f\u00fchlt und keine Ahnung hat, wann der n\u00e4chste Build fallen wird.\n\nIm Grunde genommen ist es ein Kobayashi Maru.\n\nIch habe lange und intensiv \u00fcber dieses Dilemma nachgedacht und bin zu dem Schluss gekommen, um einen weiteren Film aus den 80er Jahren zu zitieren: \"Der einzige Gewinnerzug ist, nicht zu spielen\".\n\nWas w\u00e4re, wenn wir Ihnen nicht nur einen voraussichtlichen Termin nennen w\u00fcrden, sondern stattdessen unseren internen Zeitplan teilen w\u00fcrden? Kein Filter, keine Absicherung. Du siehst, was wir sehen.\n\nOb man diese Art von Informationen teilen soll oder nicht, war eine lange Debatte unter dem Team hier bei Cloud Imperium Games. Zieldaten sind keine Ver\u00f6ffentlichungsdaten, und alles, was Sie sehen, wird sich irgendwann verschieben, manchmal leicht und manchmal wild. Die Gefahr dabei war immer, dass zuf\u00e4llige Beobachter dies nicht verstehen werden, dass es bei jeder Aktualisierung der Seite zu einem Aufschrei \u00fcber Verz\u00f6gerungen kommen wird.\n\nWir haben Bilanz gezogen, alles durchdacht und entschieden, dass, obwohl das ein Risiko ist, wir vor allem der Gemeinschaft vertrauen, die uns so viel Unterst\u00fctzung gegeben hat. Die Gemeinschaft, die uns erlaubt hat, unsere Leidenschaft auf dieses unglaubliche Projekt zu konzentrieren. Sie haben uns diese Reise erm\u00f6glicht, Sie haben so viel von der Funktionsweise der Spieleentwicklung verfolgt und verfolgt.... und jetzt halten wir es f\u00fcr richtig, den Vorhang weiter zu \u00f6ffnen und mit Ihnen unseren Produktionsprozess zu teilen.\n\nDaher werden wir f\u00fcr Star Citizen Alpha 2.6 unseren internen Zeitplan und seine Ausbr\u00fcche w\u00f6chentlich mitteilen. Dies sind die gleichen Zeitpl\u00e4ne, die wir t\u00e4glich aktualisieren und die bis auf wenige Ausnahmen intern in unseren Intra-Studio-\u00dcbergaben verteilt werden: Die einzelnen Entwicklernamen, die den Aufgaben zugeordnet sind, werden weggelassen (aus offensichtlichen Gr\u00fcnden), wir werden die JIRA-Details entfernen und wir werden den technischen Wortlaut \u00e4ndern, um ihn f\u00fcr ein breiteres Publikum lesbar zu machen, aber andernfalls, wenn sich etwas \u00e4ndert, rutscht oder abgeschlossen ist, werden Sie es wissen.\n\nDieser Zeitplan wird immer auf der RSI-Website verf\u00fcgbar sein, und wir werden diese Seite w\u00f6chentlich mit einem Schnappschuss unseres internen Zeitplans aktualisieren.\n\nWir nehmen den Prozess der Produktion sehr ernst und investieren viel Zeit in die Verbesserung unserer F\u00e4higkeiten in diesem Bereich. Unser weltweites Produktionsteam ist f\u00fcnfundzwanzigk\u00f6pfig und bildet das R\u00fcckgrat, das unsere Entwicklung vorantreibt. Sie arbeiten eng mit den Entwicklern zusammen, um Aufgaben aufzuschl\u00fcsseln und zu erstellen, die Fertigstellung der Aufgaben t\u00e4glich zu verfolgen, die Zeitpl\u00e4ne ihrer jeweiligen Teams zu aktualisieren, eine offene Kommunikation zu f\u00f6rdern und zu st\u00e4rken, indem sie Meetings, Tagesordnungen und Aktionspunkte organisieren und erstellen, um das Projekt Tag f\u00fcr Tag voranzutreiben. Das Produktionsteam hat viele gemeinsame Jahre mit einigen der gr\u00f6\u00dften Entwickler, Publisher und Spiele. Sie sind wie der Rest des CIG-Teams, Weltklasse.\n\nDie Spieleentwicklung ist im Kern ein Prozess der st\u00e4ndigen Verbesserung. Wir betrachten unsere Kommunikation als Teil dieses Prozesses, sei es durch die Verbesserung der Qualit\u00e4t unserer Videos oder durch die Suche nach neuen Wegen, Informationen mit unserer Community zu teilen. Ich hoffe, Sie genie\u00dfen diesen neuen, noch detaillierteren Blick auf die Entwicklung von Star Citizen.\n\nWenn diese Initiative gut aufgenommen wird, werden wir diesen Prozess fortsetzen, wenn wir zum n\u00e4chsten Meilenstein \u00fcbergehen.\n\nDer Jubil\u00e4ums-Livestream\nHeute Nachmittag, um 13 Uhr im Pazifikraum, beginnen wir mit dem vierten Star Citizen Anniversary Livestream. Wenn Sie Star Citizen in j\u00fcngster Zeit entdeckt haben, feiert der Jubil\u00e4ums-Livestream den letzten Tag der urspr\u00fcnglichen Massenfinanzierungskampagne von Star Citizen. Bereits 2012 feierten wir die unglaubliche Unterst\u00fctzung mit einem 24-Stunden-Livestream. Heute haben wir zu viel Arbeit zu tun, um einen ganzen Tag lang davon abzuweichen, aber wir wollen den Geist der Kampagne ehren, indem wir live auftreten und unsere Leidenschaft f\u00fcr das, was wir tun, feiern.\n\nDem Livestream folgt ein einw\u00f6chiger Verkauf. In diesem Jahr gestalten wir das Ereignis nach einer im Universum stattfindenden \"Flugshow\" namens Intergalactic Aerospace Expo. Alle unsere Unternehmen, von Esperia bis Aegis, werden ihre Schiffslinien mit den t\u00e4glich pr\u00e4sentierten Raumfahrzeugen eines anderen Unternehmens pr\u00e4sentieren (zusammen mit einigen besonderen \u00dcberraschungen, \u00fcber die Sie w\u00e4hrend des Streams mehr erfahren werden). Wenn Sie in der Vergangenheit ein Schiff verpasst haben, das Sie abholen wollten, ist das Ihre Chance; wenn Sie mit Ihrer aktuellen Flotte zufrieden sind, hoffe ich, dass Sie einige der zus\u00e4tzlichen Materialien und Inhalte genie\u00dfen, die wir f\u00fcr die Veranstaltung zusammengestellt haben.\n\nIn diesem Sinne wollte ich mir einen Moment Zeit nehmen, um eine h\u00e4ufige Frage zu beantworten: Warum wir Schiffsverk\u00e4ufe t\u00e4tigen.\n\nIn erster Linie m\u00f6chte ich betonen, dass das Universum immer offen sein wird f\u00fcr jeden mit einem Starterpaket. Kein Geldgeber wird aufgefordert, mehr zu zahlen, um in die Spielwelt einzusteigen oder einige anderweitig nicht verf\u00fcgbare Endspielinhalte freizuschalten. Deine anf\u00e4ngliche Aurora oder Mustang ist deine Eintrittskarte in ein gr\u00f6\u00dferes Universum, in dem du dein Verm\u00f6gen verdienen und deinen Namen machen kannst.\n\nWenn Sie sich f\u00fcr den Kauf eines zus\u00e4tzlichen oder gr\u00f6\u00dferen Schiffes entscheiden, tun Sie dies in erster Linie zur Unterst\u00fctzung des Projekts. Die Geldgeber, die sich f\u00fcr den Kauf von Konzeptschiffen entscheiden, helfen uns, dem Spiel Top-Talente hinzuzuf\u00fcgen, unsere Entwicklungswerkzeuge und -einrichtungen zu erweitern und uns die Zeit und Bandbreite zu geben, die Art von purer Kreativit\u00e4t zu verfolgen, die dieses Projekt weiterhin so spannend macht.\n\nDie zus\u00e4tzlichen Schiffe sind Belohnungen daf\u00fcr, dass sie helfen, unseren Traum zu erweitern, um sicherzustellen, dass wir weiterhin \u00fcber das hinausgehen, was wir uns vorgenommen haben zu schaffen. Jedes Schiff, das du jetzt kaufen kannst, ist im fertigen Spiel verf\u00fcgbar und kann in Spielw\u00e4hrung gekauft werden. Fr\u00fche Unterst\u00fctzer erhalten jedoch einige praktische Belohnungen (z.B. LTI) und die M\u00f6glichkeit, eine andere Starterfahrung mit gr\u00f6\u00dferen oder rollenspezifischen Schiffskonstruktionen zu machen. Wir glauben, dass dies das Mindeste ist, was wir f\u00fcr den Teil der Gemeinschaft tun k\u00f6nnen, der uns weiterhin weit \u00fcber das hinaus unterst\u00fctzt, was sie brauchen, um zum Spielen von Star Citizen beizutragen. Wir f\u00fchlen uns mit diesem Austausch wohl, da Star Citizen kein statistisch basiertes MMO mit typischen Endspielinhalten ist. Genau wie im wirklichen Leben gibt es in Star Citizen kein echtes Endspiel. Es geht mehr darum, was du tun willst. Willst du ein K\u00e4mpfer werden? Ein Trader? Ein Entdecker? Ein Bergmann? Ein Pirat? Die Spielerf\u00e4higkeiten z\u00e4hlen ebenso wie die Rolle, f\u00fcr die das Schiff konzipiert wurde. Es gibt kein Schiff, das alles vor sich hat. F\u00fcr verschiedene Situationen werden verschiedene Schiffe ben\u00f6tigt. Einen Idris zu haben bedeutet nicht, dass du alles vor dir zerst\u00f6ren wirst, aber ein Idris, der mit einer Gruppe von Freunden besetzt ist, die zusammen arbeiten, wird beeindruckend sein. Es ist jedoch ein ziemlich schlechter Massengutfrachter oder ein Minenschiff, und wenn Sie wendigen Gesetzlosen durch ein dichtes Asteroidenfeld jagen, werden Sie wahrscheinlich einiges an Kollateralschaden erleiden und im Staub zur\u00fcckgelassen werden.\n\nDer Wunsch, Star Citizen weiter zu verbessern, ist auch der Grund, warum wir begonnen haben, einen Anreiz zu bieten, ein neues Konzept mit frischem Geld zu kaufen, anstatt ein Schiff zu schmelzen und Ladenkredite zu nutzen. Wir bieten den Geldgebern ein umfassenderes System zum Schmelzen und Refactoring ihrer Versprechen, als wir es uns 2012 jemals ertr\u00e4umt h\u00e4tten, ein System, das meiner Meinung nach kein anderes Spiel bietet, und deshalb kann man oft auf ein bevorzugteres Schiff wechseln, ohne die Finanzierung \u00fcberhaupt zu beeintr\u00e4chtigen. Wir haben dies gebaut, damit Sie alle in der Lage sind, ein Schiff mit Vertrauen zu kaufen, in dem Wissen, dass, wenn etwas, das Ihnen besser gef\u00e4llt, auftaucht, Sie mit minimalem Aufwand und ohne Verlust zu ihm wechseln k\u00f6nnen. Wir beabsichtigen nicht, dieses System zu \u00e4ndern, aber die Beibehaltung bedeutet, dass wir andere Wege finden m\u00fcssen, um neue Beitr\u00e4ge zu f\u00f6rdern, anstatt nur alte zu recyceln, da die weitere Finanzierung es uns erm\u00f6glicht, das Spiel so gut wie m\u00f6glich zu gestalten. K\u00fcnftig werden sich diese Barverk\u00e4ufe auf neu eingef\u00fchrte Konzeptschiffe und hochrangige Kommandoschiffe konzentrieren.\n\nNach all dem m\u00f6chte ich betonen, dass Sie nur am Jubil\u00e4umsverkauf teilnehmen sollten, um das Projekt zu unterst\u00fctzen. Es besteht keine Notwendigkeit, etwas anderes als ein einfaches Startschiff zu besitzen, wenn Sie nur etwas Spa\u00df haben wollen. Sie k\u00f6nnen alle Schiffe, die wir in diesen Verk\u00e4ufen anbieten, verdienen, sobald Star Citizen live geht.\n\nDamit m\u00f6chte ich jedem Geldgeber ein frohes vierj\u00e4hriges Jubil\u00e4um w\u00fcnschen und unseren Abonnenten danken, die es uns durch ihre zus\u00e4tzliche Unterst\u00fctzung erm\u00f6glichen, solche Veranstaltungen durchzuf\u00fchren. F\u00fcr euch alle ist Star Citizen das, was ihr daraus macht.... und ihr macht es zu etwas, von dem ich glaube, dass es eine unglaubliche Flucht f\u00fcr Menschen auf der ganzen Welt sein wird. Jeden Tag kommen wir unserem gemeinsamen Traum von einem lebendigen, atmenden Science-Fiction-Universum n\u00e4her, in dem wir wie nie zuvor eintauchen k\u00f6nnen. Das ist der Traum, der uns dazu bringt, so hart wie m\u00f6glich an diesem Projekt zu arbeiten, und ich hoffe, dass Sie es weiterhin unterst\u00fctzen und feiern werden. Es gibt noch mehr zu tun, aber mit jedem Produktionsmeilenstein, mit jedem Community-Event, mit jedem hellen Ideencode, von dem ich wei\u00df, dass wir diesem wichtigsten Versprechen n\u00e4her kommen: Wir sehen uns im'Vers'.\n\n- Chris Roberts","zh_CN":"Greetings Citizens,\nGreetings Citizens,\n\nFour years ago today the initial Crowd Funding Campaign for Star Citizen came to a close with equal amounts of exhilaration and exhaustion.\n\nI am always humbled by the incredible response that Star Citizen received from space sim fans and PC gamers. The groundswell that swept up the project from its announcement and carried it forward ever since has been something the team and I have never taken for granted.\n\nThanks to all of your support, we\u2019ve been able to expand the scope of Star Citizen to create a living, breathing universe. No other game tries to deliver the scale and fidelity that Star Citizen does with its detailed worlds that can have you walking through a dense jungle, wandering the dark alleyways of a futuristic city, landing on a space station orbiting a moon, or piloting a space ship across vast star systems teeming with activity, all from a seamless first person viewpoint.\n\nYour contributions have enabled us to hire some of the best and brightest in the video game business. The planetary tech we showed at Gamescom and CitizenCon is a prime example of something that only became possible with your continued support. We now stand at four internal studios and 377 employees all dedicated to building the best game we can. We are not building something to be played for a week and then discarded, we are building Star Citizen to be an online destination that can grow and flourish for years to come.\n\nWith this ambition comes a price. Not just in the salaries of the hundreds of people pouring their hearts into the project, but in the unpredictability of the groundbreaking technology that we need to develop to achieve a game of this scale and detail. We have taken a lot of flak over the last couple of years for the extending timeline of Star Citizen, but the simple fact is that game development, especially game development on the scale of Star Citizen, is complicated. If you talk to any developer that works on large titles they will tell you that schedules, especially early in the development cycle, move all the time. Most people never see this because a publisher won\u2019t announce a project publicly until it is very far along; normally at least in Alpha, with all the technology and gameplay R&D completed. Even then, the timelines can be unpredictable as can be seen in the delays on big name titles from publishers.\n\nWith Star Citizen, we never had the luxury of developing behind closed doors until all the technology has been built. We\u2019ve been public since before we opened the doors of our first office in early 2013.\n\nHaving the participation and feedback from all of you as we build Star Citizen block by block is vital to making a game that will stand the test of time. Polish and iteration help make good games great and we have the opportunity to do this with the participation of an engaged and active user base. That\u2019s a luxury that most other games don\u2019t have.\n\nOpen Development does have its drawbacks. Not everyone understands the process or how difficult it can be. We have always tried to be open and share our progress. We refactored Around the Verse to focus more on developers showing and talking about their work to help give insight into the process. Our monthly reports have more information than any monthly report I had to do for Electronic Arts or Microsoft when at Origin or Digital Anvil.\n\nThe only thing we currently don\u2019t share is internal estimates on completion and dates.\n\nAs you know we\u2019ve not been keen to give hard dates on the project after the initial set of dates which we had estimated when the project was a lot smaller in scope. When I\u2019ve talked about releases, I\u2019ve always qualified any discussion of timing with \u201cwe\u2019re hoping to\u201d or \u201cthe goal is\u201d to give a rough timeline for people, but unfortunately some people often tend to forget the qualifiers and treated my comments nonetheless as a promise.\n\nBecause of this we have been reticent to share our internal timelines, even with caveats, as it always seems to cause trouble; one section of the community gets annoyed because things are perceived as late while another gets annoyed wondering why we shared dates at all if they aren\u2019t solid. Of course even when we don\u2019t give dates we have yet another part of the community getting annoyed because they feel left in the dark and have no idea when the next build will drop.\n\nBasically it is a Kobayashi Maru.\n\nI\u2019ve reflected long and hard on this dilemma and have concluded, to quote another Eighties film, \u201cthe only winning move is not to play.\u201d\n\nWhat if we didn\u2019t give you just an estimated date, but instead shared our internal schedule? No filter, no hedging. You see what we see.\n\nWhether or not to share this kind of information has been a long running debate among the team here at Cloud Imperium Games. Target dates are not release dates, and everything you see will shift at some point, sometimes slightly and sometimes wildly. The danger in doing this has always been that casual observers will not understand this, that there will be an outcry about delays every time we update the page.\n\nWe\u2019ve taken stock, thought through everything and decided that, while that is a risk, above all we trust the community that has given us so much support. The community that has let us focus our passions on this incredible project. You have allowed us to take this journey, you have tracked and followed so much of how game development works\u2026 and now we think it is right to further part the curtain and share with you our production process.\n\nSo for Star Citizen Alpha 2.6 we\u2019re going to share our internal schedule and its breakouts on a weekly basis. These are the very same schedules we update daily and are circulated internally on our intra-studio hand-offs with a few exceptions: the individual developer names assigned to the tasks will be omitted (for obvious reasons), we\u2019ll remove the JIRA details and we\u2019ll modify the technical wording to make it readable for a wider audience, but otherwise, when something changes, slips or is completed, you will know.\n\nThis schedule will always be available on the RSI Website and we will be updating this page weekly with a snap shot of our internal schedule.\n\nWe take the process of production very seriously and spend a lot of time on improving our ability in this area. Our worldwide Production Team is twenty-five strong and they are the backbone that drives our development forward. They work closely with developers to break down and create tasks, chase up task completion daily, update their respective team\u2019s schedules, encourage and strengthen open communication by organizing meetings, agendas, and creating action items to help push the project forward day by day. The Production Team has many collective years with some of the biggest developers, publishers and games. They are like the rest of the CIG team, World Class.\n\nGame development is, at its very heart, a process of constant improvement. We view our communications as part of this process, whether that means improving the quality of our videos or finding new ways to share information with our community. I hope you enjoy this new, even more detailed look at Star Citizen\u2019s development.\n\nIf this initiative is well received, then we will continue this process as we move onto the next milestone.\n\nThe Anniversary Livestream\nThis afternoon, at 1 PM Pacific, we are kicking off the fourth Star Citizen Anniversary Livestream. If you\u2019ve discovered Star Citizen more recently, the anniversary livestream celebrates the last day of Star Citizen\u2019s original crowd funding campaign. Back in 2012, we celebrated the incredible support we received with a 24-hour livestream. Today, we have too much work to do to break from it for a full day, but we want to honor the spirit of the campaign by appearing live and celebrating our passion for what we\u2019re doing.\n\nThe livestream will be followed by a weeklong sale. This year, we are patterning the event after an in-universe \u2018air show\u2019 called the Intergalactic Aerospace Expo. All of our companies, from Esperia to Aegis, will present their ship lineups with a different company\u2019s spacecraft showcased each day (along with some special surprises you\u2019ll learn more about during the stream). If you\u2019ve missed out on a ship in the past that you\u2019ve been itching to pick up, this is your chance; if you\u2019re happy with your current fleet, I hope you enjoy some of the additional materials and content we have put together for the event.\n\nWith that in mind, I wanted to take a moment to address a common question: why we do ship sales.\n\nFirst and foremost, I want to stress that the universe will always be open to anyone with a starter package. No backer is being asked to pay more to enter the game world or to unlock some otherwise unavailable endgame content. Your initial Aurora or Mustang is your ticket to a bigger universe where you can earn your fortune and make your name.\n\nIf you chose to buy an additional or bigger ship, you are doing this primarily to support the project. The backers that choose to purchase concept ships are helping us add top tier talent to the game, expand our development tools and facilities and give us the time and bandwidth to pursue the kind of pure creativity that continues to make this project so exciting.\n\nThe additional ships are rewards for helping expand our dream, to make sure we continue to go above and beyond what we set out to create. Every ship you can buy now will be available in the finished game, for purchase with in game currency. But early supporters receive some convenient rewards (such as LTI) and the option of having a different starting experience with larger or role-specific ship designs. We feel this is the least we can do for the portion of the community that continues to support us well past what they need to contribute to play Star Citizen. We feel comfortable with this exchange as Star Citizen is not a stats based MMO with typical end game content. Just like real life there is no real end game in Star Citizen. It is more about what you want to do. Do you want to be a fighter? A trader? An explorer? A miner? A pirate? Player skill counts heavily as well as the role the ship was designed for. There is no ship that will sweep all before it. Different ships are needed for different situations. Having an Idris does not mean you will crush all before you, but an Idris manned by a group of friends that work together will be formidable. However, it\u2019s a pretty bad bulk cargo carrier or mining ship, and if you\u2019re chasing nimble outlaws through a dense asteroid field, you\u2019re likely to take quite a bit of collateral damage and be left in the dust.\n\nThe desire to continue to improve Star Citizen is also why we have begun offering an incentive to purchase a new concept with fresh money rather than melting a ship and using store credit. We offer backers a more comprehensive system for melting and refactoring their pledges than we had ever dreamed possible back in 2012, which is a system I believe no other game offers, and as a result you can often swap to a more favored ship without impacting funding at all. We built this to allow you all to be able to purchase a ship with confidence, knowing that if something you like better comes along you can switch out to it with minimal hassle and no loss. We do not intend to change this system, but maintaining it means that we need to find other ways to encourage new contributions rather than just recycling old ones as the continued funding means we can continue to make the game as good as it possibly can be. Going forward, these cash sales will focus on newly introduced concept ships and top tier limited capital ships.\n\nHaving said all this I want to reinforce that you should only participate in the anniversary sale as a way of supporting the project. There is no need to own anything other than basic starter ship if you just want to have some fun. You will be able to earn all the ships we offer in these sales once Star Citizen goes live.\n\nWith that, I would like to wish every backer a happy fourth anniversary and thank our subscribers whose additional support allows us to put on events like this. To all of you, Star Citizen is what you are making it\u2026 and you are making it something that I believe will provide an incredible escape to people around the world. Every day, we get closer to our shared dream of a living, breathing science fiction universe where we can immerse ourselves like never before. That\u2019s the dream that keeps us working as hard as we can on this project and it\u2019s something I hope you will continue to support and celebrate. There\u2019s more work to do, but with every production milestone, with every community event, with every bright idea made code I know we are getting closer to that most important promise: we\u2019ll see you in the \u2018Verse.\n\n\u2014 Chris Roberts"},"links_count":3,"comment_count":254,"created_at":"2016-11-19T00:00:00+00:00","created_at_human":"9 years ago"},"meta":{"processed_at":"2026-05-13 15:40:25","valid_relations":["images","links"],"prev_id":15602,"next_id":15604}}