{"data":{"id":15768,"title":"Q&A: Anvil Hurricane - Part II","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/15768-Q-A-Anvil-Hurricane-Part-II","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15768","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15768","channel":"Engineering","category":"Development","series":"Concept Ship Q&A","images":[{"id":5582,"name":"Flight-Copy.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/vgco9hcmodm8or\/source\/Flight-Copy.jpg","alt":"","size":3132028,"mime_type":"image\/jpeg","last_modified":"2017-02-22T14:51:33+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5582","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5582\/similar"},{"id":5586,"name":"Turret-Interior-Shot-Copy.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/onhimywly60jyr\/source\/Turret-Interior-Shot-Copy.jpg","alt":"","size":2686716,"mime_type":"image\/jpeg","last_modified":"2020-05-14T17:32:58+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5586","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5586\/similar"},{"id":22318,"name":"TRAVEL_WARNING.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/xoh0h57yqhmror\/source\/TRAVEL_WARNING.png","alt":"","size":18693,"mime_type":"image\/png","last_modified":"2016-05-05T03:15:45+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22318","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22318\/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":26467,"name":"Thumb.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/vcg0e61rek01or\/source\/Thumb.jpg","alt":"","size":21334,"mime_type":"image\/jpeg","last_modified":"2016-08-12T17:41:22+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26467","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26467\/similar"},{"id":26468,"name":"Live.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/vikuwzqh9ghs2r\/source\/Live.jpg","alt":"","size":16474,"mime_type":"image\/jpeg","last_modified":"2016-08-11T21:49:41+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26468","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26468\/similar"},{"id":26469,"name":"Soon.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/4ao7i9yv1s27dr\/source\/Soon.jpg","alt":"","size":13193,"mime_type":"image\/jpeg","last_modified":"2016-08-11T21:49:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26469","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26469\/similar"},{"id":26470,"name":"Replay.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/45d8suv4zjramr\/source\/Replay.jpg","alt":"","size":15632,"mime_type":"image\/jpeg","last_modified":"2016-08-11T21:49:41+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26470","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26470\/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":24,"translations":{"en_EN":"Greetings Citizens,\nMeet the A4A Hurricane, a fighting spacecraft that packs a deadly punch into a slight fuselage. The spacecraft compensates for its lack of creature comforts with its powerful armament, boasting six guns capable of blasting their way through nearly anything. Hurricane pilots have yet to find an enemy shield they can\u2019t knock down.\n\nThese questions were submitted by backers to the Anvil Hurricane Q&A thread on Spectrum, and were selected based on the amount of upvotes received over the last week.\n\nYou can find Part I of the Q&A here.\n\nSpecial thanks to Calix Reneau, Kirk Tome, and Steven Kam for their efforts providing answers to these questions.\n\nQuestions & Answers\nSo faster than nimble but only a single Size 2 engine means it is damn slow. All other ships in that size have two Size 2 engines. And because of that it\u2019s so low nimble that every capital ship can turn faster right?\nThe Hornet series, a cornerstone of the dogfighter universe in Star Citzen, also has a single Size 2 engine, while being 50% heavier, which should pay dividends on the Hurricane\u2019s speed. With regards to capital ships, it\u2019s important to keep in mind that in the new item system, capital ships use Size 4 engines.\n\nWe recognize there are many issues with the current display implementation of ship stats on the website. At present, one of these issues is the hardpoint and component sizing that reflects many ships designed at different times in our development, specifically during different iterations of the component sizing system. Not all of these figures are consistent with the most current ItemPort 2.0. This means that direct comparisons of ship component sizes across their design histories won\u2019t look quite right until we revamp the way ship stats are displayed on our website. To that end, after a long period of saying we\u2019re going to do it, we are indeed currently working on a ship specs page update which should help clear things up. It\u2019s not as easy as plugging new numbers in, unfortunately, as it requires an new way to display the new information in a means that will make sense to players and allow for the proper comparison of data between ships. We\u2019re as anxious to have this out to you as you are to have it. We recently mentioned the work being done in this regard last week on Around the Verse.\n\nMany components of the ship, including the power plant, cooler, shield, engine, and thrusters are quite small. Could this result in a opportunity for stealth or at least the possibility of the Hurricane being difficult to find by scanning compared to other ships of similar size?\nAn interesting idea, but the Hurricane doesn\u2019t get any of the natural advantages of a ship like the Sabre, and does you no more favors than most ships in this regard. That\u2019s not to say you can\u2019t be sneaky in a Hurricane, but without specific stealth equipment at your disposal, your relative shadiness will depend entirely on your own skill in managing your signature output than the size of your components.\n\nHow many Hurricanes will fit in the hangar bays of a capital ship?\nThe Hurricane is roughly the same size as the Hornet and Gladiator, and so will fit about as well as either of those two ships in various hangar bays of ships like the Idris, Polaris, etc.\n\nWill the Hurricane have eight or ten maneuvering thrusters? Will the Hurricane have one or two primary engines?\nThe Hurricane\u2019s single medium engine pipes thrust out to 2 mains, 8 mavs, and 2 retro thrusters. Losing a given thruster is a little like like losing a wheel, as opposed to losing the drivetrain, and your thruster performance is based on your power allocation.\n\nWhat does \u201cGlass Cannon\u201d or \u201cGlass Hammer\u201d mean with regards to the Hurricane?\nHigh damage output, at the cost of low durability. Plenty has been said already of the armament, so to elaborate further on the glass side of the equation we can compare the intended durability of the Hurricane to those of the Mustang and 300 series. It relies on afterburner for the agility to perform combat maneuvers, disengagement, or to throw off incoming fire, but even with the larger fuel tanks it can\u2019t keep that up for long. The Hurricane is most effective in concert with other ships \u2013 if you can isolate an individual Hurricane from its allies, its chances of survival grow slim. The Hurricane stacks all of its advantages into one singular focus, and while it becomes incredibly potent as a result, it also gives rise to some exploitable weaknesses, which, as a Hurricane operator, it\u2019s also your task to be aware of and avoid.\n\nThe Hornet line allows you the modularity to swap the turret out completely with things like a cargo box, large fixed mount, exploration equipment, surveillance equipment, tracker equipment, and more. Will the Hurricane have this modularity?\nOne of the great advantages of the Hornet series is that it was designed for a certain level of versatility: solid, well rounded performance that lays the foundation for a variety of gameplay styles. In many respects it\u2019s also one of the most versatile fighters, as evidenced by its variants. When Anvil resurrected the Hurricane from Casse Aerospace\u2019s design, it was meant for none of that, instead opting for extreme damage output at the cost of just about everything else. Currently, there are no plans for modularity beyond what is standard for hardpoints.\n\nCan I exchange the manned turret in the Hurricane with a single fixed weapon like with the Hornet?\nUnfortunately not, because the ball turret found on Hornet spacecraft are not considered \u201cmanned turrets,\u201d as they do not include the requisite ship architecture including access areas and animation, and are perhaps best thought of as a particularly fancy remote gimbal mount. That it can be accessed directly and operated independently by the weapons system officer in the Super Hornet is a feature of that specific craft, but it is not a \u201cmanned turret\u201d in the same sense as the Hurricane, and thus works properly with the size trade system. There are currently no plans to broadly support swapping a manned turret with a fixed mount.\n\nWill it be possible to have the manned turret controlled by an AI NPC and if so, how would it be penalized since manned turrets already lose one size compared to unmanned ones?\nAt this time, we intend no additional penalty for hiring NPCs to man your turrets, just the UEC cost of their friendship. Since there aren\u2019t options for trading manned turrets for unmanned turrets at the moment, this will probably handle the matter for the immediate future. The turret sizing rules, as with many things, undergo review and vetting over time to see if they comport with our solo-play\/multi-crew game balance aims, so if it\u2019s clear to us that a course adjustment will get us closer to that goal, we reserve the freedom to run with it.\n\nWill we be able to lock the manned turret into forward fire and have it usable by the pilot when no gunner is in the seat?\nYes, with the right equipment. This question is a variation of one from the first Q&A, and has been asked in more than a few different ways, so we\u2019re including it here again in an attempt to address them all.\n\nOne of our intents in Star Citizen is to support solo play and multi-crew play, with NPCs and human players alike, and to make it as viable and reasonably balanced as we can. It\u2019s important to note here that \u201cbalance\u201d in game design doesn\u2019t always mean, \u201cidentical in each and every way.\u201d In this instance it has a meaning closer to \u201cwhat\u2019s fair.\u201d For us, multi-crew with humans is the greatest player investment, and so that endeavor should have the most efficient gameplay yield, with solo play being the lighter of player investments. That is not to say that solo play isn\u2019t just as important; it\u2019s just that we think the additional work to coordinate with others should have it\u2019s reward.\n\nOf course, poor cooperation can often be much worse than no cooperation at all! So a player sidestepping the need to interact with others will have access to less potential, but may nevertheless be able to make better use of that reduced potential. NPC crew, meanwhile, may split the difference by removing the responsibility and pitfalls of poor teamwork without granting the unified agency of direct control, while also presenting an opportunity for an increased resource cost.\n\nThe end result of all this is that we intend for each gameplay style to be fully supported, including slaving the turret to the pilot, swapping out that turret for compatible mounts, and locking forward fire. Our aim here is that multi-crew is never made pointless by overly-effective solo play through slave units and automation, and solo-play is not made impotent in the shadow of multi-crew systems and advantages. If things work out how we intend them to be, there will always be a trade-off between versatility, convenience, and performance in an effort to keep things a fair between playstyles as we can.\n\nWhat are the specific plans to improve manned turret usability? Currently, they are of no use at all and certainly not superior to pilot slaved turrets, as was said in Q&A Part I?\nManned turret gameplay is not currently where we want it, and what was spoke to in Part I is of our intention in making them better than pilot slaved turrets. At present, as we are still prior to strike team implementation in our plans for turret refinement, the specifics for improvement are still in a nascent stage. That said, we intend for ships like the Hurricane and others to be a test bed for exploring and executing such improvements.\n\nEarly ideas at this stage include:\n\nFixing the aiming stabilization\n\nLinking ship targeting computers to share aim and target information\n\nUsing turret tracking to improve missile lock speed and strength; directional augmentation to radar and scanning gameplay\n\nA possible cooperative gun crew feature that scales ESP effectiveness based on how well each gunner is tracking the target\n\nA sort of tandem range-finding mechanic allowing players to contribute to their crews success\n\nImproving multi-crew combat coordination with shared pilot and gunner HUD and UI improvements\n\nImproved cooling for turret weapons\n\nStaggered fire to double the rate of fire with the same power and heat cost\n\nScreens within the turret allowing limited interactions with support roles\n\nNotifications for the gunner about repairs or boarders that need to be dealt with.\n\nAnd more\u2026\n\nIt\u2019s important to stress again that any number of these might be altered or cut entirely before implementation is completed. That\u2019s one of the realities of game development, but we wanted to share some of our early thoughts on the topic. The probability of which specific solutions will make it to release is uncertain, and therefore should not be taken as the final word on anything. As often happens, some of these features may turn out to be very inter-related on an implementation level, so working on individual features in isolation does not guarantee good results. The takeaway here is that we are going to explore a variety of possible solutions to bring manned turret gameplay up to the enjoyable experience we want it to be.\n\nAbout the Sale\nThe Hurricane concept sale will run through Monday, March 6, 2017. Standard and warbond versions are available, as are two packs that include a small discount on other ship types in Anvil\u2019s expanding line-up. The loaner ship for the Hurricane will be the Anvil F7C-M Super Hornet. And if you want to know more? Around the Verse will feature the Hurricane in an upcoming \u2018Ship Shape\u2019 segment.\n\nThe Hurricane is being offered for the first time as a limited concept sale. This means that the ship design meets our specifications, but it is not yet ready to display in your Hangar, fight in Arena Commander, or fly in the Alpha. The sale includes Lifetime Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a Hurricane poster and then, once the in-game model is finished, you will also be given an in-game Hurricane mini ship model! Once this deal expires, the ship price will increase and not include Lifetime Insurance or these extras.\n\n\nDisclaimer\nRemember: we are offering this pledge ship to help fund Star Citizen\u2019s development. The funding generated by sales such as this is what allows us to include deeper, non-combat oriented features in the Star Citizen world. Concept ships will be available for in-game credits in the final universe, and they are not required to start the game.\n\nAdditionally, please note that all decorative \u2018flare\u2019 items will also be available to acquire in the finished game world. Also, while the Hurricane will be entering the ship pipeline now, it will ultimately be released after other concept ships have been completed. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nTreffen Sie den A4A Hurricane, ein Kampfraumschiff, das einen t\u00f6dlichen Schlag in einen leichten Rumpf packt. Das Raumschiff gleicht seinen Mangel an Komfort f\u00fcr die Kreatur mit seiner leistungsstarken Bewaffnung aus, die mit sechs Kanonen ausgestattet ist, die sich durch fast alles sprengen k\u00f6nnen. Hurrikan-Piloten m\u00fcssen noch einen feindlichen Schild finden, den sie nicht niederrei\u00dfen k\u00f6nnen.\n\nDiese Fragen wurden von den Geldgebern an den Anvil Hurricane Q&A Thread auf Spectrum geschickt und anhand der Anzahl der in der letzten Woche erhaltenen Upvotes ausgew\u00e4hlt.\n\nTeil I des Q&A finden Sie hier.\n\nBesonderer Dank gilt Calix Reneau, Kirk Tome und Steven Kam f\u00fcr ihre Bem\u00fchungen, Antworten auf diese Fragen zu geben.\n\nFragen & Antworten\nSo schneller als wendig, aber nur ein einziger Motor der Gr\u00f6\u00dfe 2 bedeutet, dass er verdammt langsam ist. Alle anderen Schiffe in dieser Gr\u00f6\u00dfe haben zwei Motoren der Gr\u00f6\u00dfe 2. Und deshalb ist es so niedrig, dass jedes kapitale Schiff schneller nach rechts drehen kann?\nDie Hornet-Serie, ein Eckpfeiler des Dogfighter-Universums in Star Citzen, hat ebenfalls einen einzigen Size-2-Triebwerk, ist aber 50% schwerer, was sich auf die Geschwindigkeit des Hurrikans auszahlen sollte. Bei den Gro\u00dfschiffen ist zu beachten, dass die Gro\u00dfschiffe im neuen Itemsystem mit Motoren der Gr\u00f6\u00dfe 4 ausgestattet sind.\n\nWir erkennen, dass es viele Probleme mit der aktuellen Implementierung von Schiffsstatistiken auf der Website gibt. Derzeit ist eines dieser Probleme der Hardpoint und die Komponentenauslegung, die viele Schiffe widerspiegelt, die zu unterschiedlichen Zeiten in unserer Entwicklung entworfen wurden, insbesondere w\u00e4hrend verschiedener Iterationen des Komponentenauslegungssystems. Nicht alle diese Zahlen stimmen mit dem aktuellsten ItemPort 2.0 \u00fcberein. Das bedeutet, dass direkte Vergleiche der Schiffskomponentengr\u00f6\u00dfen \u00fcber ihre Designgeschichte hinweg nicht ganz richtig aussehen werden, bis wir die Art und Weise, wie Schiffsstatistiken auf unserer Website angezeigt werden, \u00fcberarbeitet haben. Zu diesem Zweck arbeiten wir nach einer langen Zeit, in der wir gesagt haben, dass wir es tun werden, derzeit tats\u00e4chlich an einem Update der Schiffsspezifikationen, das helfen soll, die Dinge zu kl\u00e4ren. Es ist leider nicht so einfach, wie neue Zahlen einzugeben, da es eine neue Art und Weise erfordert, die neuen Informationen in einer Weise darzustellen, die f\u00fcr die Spieler sinnvoll ist und den korrekten Vergleich der Daten zwischen den Schiffen erm\u00f6glicht. Wir sind genauso begierig darauf, das auf Sie zu \u00fcbertragen, wie Sie, es zu bekommen. Wir haben k\u00fcrzlich die diesbez\u00fcgliche Arbeit erw\u00e4hnt, die letzte Woche im Zusammenhang mit Around the Vers geleistet wurde.\n\nViele Komponenten des Schiffes, einschlie\u00dflich Kraftwerk, K\u00fchler, Schild, Motor und Triebwerke, sind recht klein. K\u00f6nnte dies zu einer Chance auf Tarnung oder zumindest zu der M\u00f6glichkeit f\u00fchren, dass der Hurrikan im Vergleich zu anderen Schiffen \u00e4hnlicher Gr\u00f6\u00dfe durch Scannen schwer zu finden ist?\nEine interessante Idee, aber der Hurrikan hat keinen der nat\u00fcrlichen Vorteile eines Schiffes wie der Sabre und bietet in dieser Hinsicht nicht mehr Gefallen als die meisten Schiffe. Das hei\u00dft nicht, dass Sie in einem Hurrikan nicht heimlich sein k\u00f6nnen, aber ohne spezielle Stealth-Ausr\u00fcstung, die Ihnen zur Verf\u00fcgung steht, h\u00e4ngt Ihre relative Schattigkeit ganz von Ihrer eigenen F\u00e4higkeit ab, Ihre Signaturausgabe zu verwalten, als von der Gr\u00f6\u00dfe Ihrer Komponenten.\n\nWie viele Hurrikane werden in die Hangarbuchten eines Gro\u00dfschiffes passen?\nDer Hurrikan hat ungef\u00e4hr die gleiche Gr\u00f6\u00dfe wie die Hornisse und der Gladiator und passt daher auch f\u00fcr jedes dieser beiden Schiffe in verschiedene Hangarbuchten von Schiffen wie die Idris, Polaris, etc.\n\nWird der Hurrikan acht oder zehn Man\u00f6vriertriebwerke haben? Wird der Hurrikan ein oder zwei Prim\u00e4rmotoren haben?\nDie einmotorigen Rohre des Hurrikans stie\u00dfen auf 2 Hauptleitungen, 8 Mavs und 2 Retro-Triebwerke. Der Verlust eines bestimmten Triebwerks ist ein wenig wie der Verlust eines Rades, im Gegensatz zum Verlust des Antriebsstrangs, und Ihre Triebwerksleistung basiert auf Ihrer Leistungszuweisung.\n\nWas bedeutet \"Glaskanone\" oder \"Glashammer\" im Zusammenhang mit dem Hurrikan?\nHohe Schadensleistung auf Kosten der geringen Lebensdauer. Es wurde bereits viel \u00fcber die Bewaffnung gesagt, so dass wir, um die Glasseite der Gleichung weiter zu erl\u00e4utern, die beabsichtigte Lebensdauer des Hurrikans mit der der Mustang und 300er Serie vergleichen k\u00f6nnen. Es basiert auf Nachbrenner f\u00fcr die Agilit\u00e4t, Kampfman\u00f6ver, Auskuppeln oder das Abwerfen von eintreffendem Feuer durchzuf\u00fchren, aber selbst mit den gr\u00f6\u00dferen Treibstofftanks kann es das nicht lange durchhalten. Der Hurrikan ist am effektivsten in Verbindung mit anderen Schiffen - wenn man einen einzelnen Hurrikan von seinen Verb\u00fcndeten isolieren kann, werden seine \u00dcberlebenschancen geringer. Der Hurrikan b\u00fcndelt alle seine Vorteile in einem einzigen Fokus, und w\u00e4hrend er dadurch unglaublich stark wird, f\u00fchrt er auch zu einigen ausnutzbaren Schw\u00e4chen, die Sie als Hurrikanbetreiber auch kennen und vermeiden m\u00fcssen.\n\nDie Hornet-Linie erm\u00f6glicht Ihnen die Modularit\u00e4t, den Turm komplett mit Dingen wie einer Ladebox, einer gro\u00dfen festen Halterung, Erkundungsger\u00e4ten, \u00dcberwachungsger\u00e4ten, Trackerausr\u00fcstungen und vielem mehr auszutauschen. Wird der Hurrikan diese Modularit\u00e4t haben?\nEiner der gro\u00dfen Vorteile der Hornet-Serie ist, dass sie f\u00fcr eine gewisse Vielseitigkeit konzipiert wurde: solide, gut abgerundete Leistung, die die Grundlage f\u00fcr eine Vielzahl von Spielstilen bildet. In vielerlei Hinsicht ist er auch einer der vielseitigsten K\u00e4mpfer, wie seine Varianten zeigen. Als Anvil den Hurrikan aus dem Design von Casse Aerospace wiederbelebt hat, war er f\u00fcr nichts davon gedacht, sondern entschied sich f\u00fcr extreme Schadensleistung auf Kosten von fast allem anderen. Derzeit gibt es keine Pl\u00e4ne f\u00fcr eine Modularit\u00e4t, die \u00fcber den Standard f\u00fcr Hardpoints hinausgeht.\n\nKann ich den bemannten Turm im Hurrikan mit einer einzigen festen Waffe wie bei der Hornet austauschen?\nLeider nicht, denn die Kugelt\u00fcrme der Hornet-Raumsonden gelten nicht als \"bemannte T\u00fcrme\", da sie nicht die erforderliche Schiffsarchitektur mit Zugangsbereichen und Animation enthalten und vielleicht am besten als besonders ausgefallene, ferngesteuerte Kardanhalterung angesehen werden. Dass es direkt zug\u00e4nglich ist und vom Waffensystemoffizier in der Super Hornet unabh\u00e4ngig betrieben werden kann, ist ein Merkmal dieses speziellen Schiffes, aber es ist kein \"bemannter Turm\" im gleichen Sinne wie der Hurrikan und funktioniert daher ordnungsgem\u00e4\u00df mit dem Gr\u00f6\u00dfenhandelssystem. Es gibt derzeit keine Pl\u00e4ne, den Austausch eines bemannten Turms gegen einen festen Turm weitgehend zu unterst\u00fctzen.\n\nWird es m\u00f6glich sein, den bemannten Turm von einem KI-NSC kontrollieren zu lassen, und wenn ja, wie w\u00fcrde er bestraft werden, da bemannte T\u00fcrme bereits eine Gr\u00f6\u00dfe verlieren, verglichen mit unbemannten?\nZu diesem Zeitpunkt beabsichtigen wir keine zus\u00e4tzliche Strafe f\u00fcr die Einstellung von NSCs, um deine T\u00fcrme zu bemannen, nur die UEC-Kosten ihrer Freundschaft. Da es im Moment keine Optionen f\u00fcr den Handel mit bemannten Gesch\u00fctzt\u00fcrmen gegen unbemannte Gesch\u00fctzt\u00fcrme gibt, wird dies wahrscheinlich f\u00fcr die nahe Zukunft von Bedeutung sein. Die Turmsizing-Regeln werden, wie bei vielen Dingen, im Laufe der Zeit \u00fcberpr\u00fcft und \u00fcberpr\u00fcft, um zu sehen, ob sie mit unseren Solospiel\/Multi-Crew-Spiel-Balance-Zielen \u00fcbereinstimmen. Wenn uns also klar ist, dass eine Kursanpassung uns diesem Ziel n\u00e4her bringt, behalten wir uns die Freiheit vor, damit zu arbeiten.\n\nWerden wir in der Lage sein, den bemannten Turm im Vorw\u00e4rtsfeuer zu verriegeln und ihn f\u00fcr den Piloten nutzbar zu machen, wenn sich kein Sch\u00fctze im Sitz befindet?\nJa, mit der richtigen Ausr\u00fcstung. Diese Frage ist eine Abwandlung von der ersten Frage und wurde auf mehr als ein paar verschiedene Arten gestellt, also nehmen wir sie hier noch einmal auf, um sie alle anzusprechen.\n\nEines unserer Ziele in Star Citizen ist es, das Solospiel und das Multi-Crew-Spiel zu unterst\u00fctzen, sowohl mit NSCs als auch mit menschlichen Spielern, und es so lebensf\u00e4hig und ausgewogen wie m\u00f6glich zu gestalten. Es ist wichtig, hier zu beachten, dass \"Balance\" im Spieldesign nicht immer bedeutet, \"identisch in jeder Hinsicht\". In diesem Fall hat es eine Bedeutung, die dem \"Was ist fair\" n\u00e4her kommt. F\u00fcr uns ist die Multi-Crew mit Menschen die gr\u00f6\u00dfte Spieler-Investition, und so sollte das Bestreben die effizienteste Gameplay-Ausbeute haben, wobei Solospiel das leichtere der Spieler-Investitionen ist. Das hei\u00dft nicht, dass das Solospiel nicht genauso wichtig ist; es ist nur, dass wir denken, dass die zus\u00e4tzliche Arbeit, die mit anderen koordiniert wird, ihren Preis haben sollte.\n\nNat\u00fcrlich kann eine schlechte Zusammenarbeit oft viel schlimmer sein als gar keine Zusammenarbeit! Ein Spieler, der der Notwendigkeit der Interaktion mit anderen ausweicht, hat also Zugang zu weniger Potenzial, kann aber dieses reduzierte Potenzial dennoch besser nutzen. Die NSC-Crew kann den Unterschied aufteilen, indem sie die Verantwortung und Fallstricke der schlechten Teamarbeit beseitigt, ohne der einheitlichen Agentur f\u00fcr direkte Kontrolle zu gew\u00e4hren, und gleichzeitig die M\u00f6glichkeit zu h\u00f6heren Ressourcenkosten bietet.\n\nDas Endergebnis all dessen ist, dass wir beabsichtigen, dass jeder Spielstil vollst\u00e4ndig unterst\u00fctzt wird, einschlie\u00dflich der Sklaverei des Turms an den Piloten, des Austausches dieses Turms gegen kompatible Reittiere und der Verriegelung des Feuers nach vorne. Unser Ziel dabei ist es, dass Multi-Crew nie sinnlos gemacht wird durch \u00fcberm\u00e4\u00dfig effektives Solospiel durch Slave-Einheiten und Automatisierung, und Solospiel nicht im Schatten von Multi-Crew-Systemen und -Vorteilen impotent gemacht wird. Wenn die Dinge so laufen, wie wir sie uns vorstellen, wird es immer einen Kompromiss zwischen Vielseitigkeit, Bequemlichkeit und Leistung geben, um die Dinge zwischen den Playstyles so fair wie m\u00f6glich zu halten.\n\nWelche konkreten Pl\u00e4ne gibt es, die Benutzerfreundlichkeit von bemannten Revolvern zu verbessern? Derzeit sind sie \u00fcberhaupt nicht von Nutzen und schon gar nicht besser als Pilotensklavent\u00fcrme, wie in Q&A Part I? gesagt wurde.\nDas Gameplay mit bemannten Gesch\u00fctzt\u00fcrmen ist derzeit nicht dort, wo wir es wollen, und was in Teil I angesprochen wurde, ist unsere Absicht, sie besser zu machen als mit Sklavenpilzen. Da wir in unseren Pl\u00e4nen zur Turmveredelung noch vor der Implementierung des Streikteams stehen, befinden sich die konkreten Verbesserungsvorschl\u00e4ge derzeit noch in der Anfangsphase. Allerdings wollen wir, dass Schiffe wie der Hurrikan und andere ein Pr\u00fcfstand f\u00fcr die Erforschung und Durchf\u00fchrung solcher Verbesserungen werden.\n\nZu den ersten Ideen in dieser Phase geh\u00f6ren:\n\nFestlegung der Zielstabilisierung Verkn\u00fcpfung von Schiffszielcomputern, um Ziel- und Zielinformationen auszutauschen. Verwendung von Turmverfolgung zur Verbesserung der Geschwindigkeit und St\u00e4rke der Raketenschleuse; Richtungserweiterung zum Radar- und Scan-Spiel Eine m\u00f6gliche kooperative Gesch\u00fctzbesatzung, die die ESP-Effektivit\u00e4t basierend darauf skaliert, wie gut jeder Sch\u00fctze das Ziel verfolgt Eine Art Tandem-Reichweitenfindungsmechanik, die es den Spielern erm\u00f6glicht, zum Erfolg ihrer Besatzungen beizutragen Verbesserte Multi-Crew-Kampfkoordination mit gemeinsamem Piloten und Sch\u00fctzen HUD- und UI-Verbesserungen Verbesserte K\u00fchlung f\u00fcr Turmwaffen Gestaffeltes Feuer, um die Schussfrequenz bei gleicher Leistung und gleichen Heizkosten zu verdoppeln Bildschirme innerhalb des Turms, die begrenzte Interaktionen mit Nebenrollen erm\u00f6glichen Benachrichtigungen f\u00fcr den Sch\u00fctzen \u00fcber Reparaturen oder Boarder, mit denen man sich befassen muss. Und mehr noch.... Es ist wichtig, noch einmal zu betonen, dass eine beliebige Anzahl von diesen ge\u00e4ndert oder ganz abgeschnitten werden kann, bevor die Implementierung abgeschlossen ist. Das ist eine der Realit\u00e4ten der Spieleentwicklung, aber wir wollten einige unserer fr\u00fchen Gedanken zu diesem Thema teilen. Die Wahrscheinlichkeit, mit der bestimmte L\u00f6sungen ver\u00f6ffentlicht werden, ist ungewiss und sollte daher nicht als letztes Wort \u00fcber etwas angesehen werden. Wie so oft k\u00f6nnen sich einige dieser Merkmale auf Implementierungsebene als sehr miteinander verbunden erweisen, so dass die isolierte Arbeit an einzelnen Merkmalen keine guten Ergebnisse garantiert. Der Takeaway hier ist, dass wir eine Vielzahl von m\u00f6glichen L\u00f6sungen erforschen werden, um das Gameplay mit bemannten T\u00fcrmen zu dem angenehmen Erlebnis zu machen, das wir uns w\u00fcnschen.\n\n\u00dcber den Verkauf\nDer Verkauf des Hurricane Konzeptes l\u00e4uft bis Montag, 6. M\u00e4rz 2017. Es sind Standard- und Warbond-Versionen erh\u00e4ltlich, ebenso wie zwei Pakete, die einen kleinen Rabatt auf andere Schiffstypen in der wachsenden Produktpalette von Anvil enthalten. Leihschiff f\u00fcr den Hurrikan wird die Anvil F7C-M Super Hornet sein. Und wenn du mehr wissen willst? Around the Vers wird den Hurrikan in einem kommenden Segment der Schiffsform zeigen.\n\nDer Hurrikan wird erstmals als limitierter Konzeptverkauf angeboten. Das bedeutet, dass das Schiffsdesign unseren Spezifikationen entspricht, aber es ist noch nicht bereit, in Ihrem Hangar ausgestellt zu werden, im Arena Commander zu k\u00e4mpfen oder im Alpha zu fliegen. Der Verkauf beinhaltet eine Lebensversicherung auf dem Schiffsrumpf und ein Paar dekorative Gegenst\u00e4nde f\u00fcr Ihren Hangar. Ein zuk\u00fcnftiger Patch wird ein Hurricane Poster hinzuf\u00fcgen und dann, wenn das In-Game-Modell fertig ist, bekommst du auch ein In-Game-Wurricane Mini-Schiffsmodell! Sobald dieses Gesch\u00e4ft ausl\u00e4uft, steigt der Schiffspreis und beinhaltet keine Lebensversicherung oder diese Extras.\n\n\nHaftungsausschluss\nDenken Sie daran: Wir bieten dieses Pfandboot an, um die Entwicklung von Star Citizen zu unterst\u00fctzen. Die durch einen solchen Verkauf generierte Finanzierung erm\u00f6glicht es uns, tiefere, nicht kampforientierte Merkmale in die Welt von Star Citizen einzubeziehen. Konzeptschiffe werden f\u00fcr In-Game-Credits im finalen Universum zur Verf\u00fcgung stehen, und sie sind nicht verpflichtet, das Spiel zu starten.\n\nBitte beachten Sie au\u00dferdem, dass alle dekorativen \"Flare\"-Items auch in der fertigen Spielwelt erh\u00e4ltlich sein werden. Auch wenn der Hurrikan jetzt in die Schiffspipeline eintritt, wird er schlie\u00dflich nach Fertigstellung anderer Konzeptschiffe freigegeben. Ziel ist es, zus\u00e4tzliche Schiffe zur Verf\u00fcgung zu stellen, die den Spielern beim Start des persistenten Universums eine andere Erfahrung und keinen besonderen Vorteil bieten.","zh_CN":"Greetings Citizens,\nMeet the A4A Hurricane, a fighting spacecraft that packs a deadly punch into a slight fuselage. The spacecraft compensates for its lack of creature comforts with its powerful armament, boasting six guns capable of blasting their way through nearly anything. Hurricane pilots have yet to find an enemy shield they can\u2019t knock down.\n\nThese questions were submitted by backers to the Anvil Hurricane Q&A thread on Spectrum, and were selected based on the amount of upvotes received over the last week.\n\nYou can find Part I of the Q&A here.\n\nSpecial thanks to Calix Reneau, Kirk Tome, and Steven Kam for their efforts providing answers to these questions.\n\nQuestions & Answers\nSo faster than nimble but only a single Size 2 engine means it is damn slow. All other ships in that size have two Size 2 engines. And because of that it\u2019s so low nimble that every capital ship can turn faster right?\nThe Hornet series, a cornerstone of the dogfighter universe in Star Citzen, also has a single Size 2 engine, while being 50% heavier, which should pay dividends on the Hurricane\u2019s speed. With regards to capital ships, it\u2019s important to keep in mind that in the new item system, capital ships use Size 4 engines.\n\nWe recognize there are many issues with the current display implementation of ship stats on the website. At present, one of these issues is the hardpoint and component sizing that reflects many ships designed at different times in our development, specifically during different iterations of the component sizing system. Not all of these figures are consistent with the most current ItemPort 2.0. This means that direct comparisons of ship component sizes across their design histories won\u2019t look quite right until we revamp the way ship stats are displayed on our website. To that end, after a long period of saying we\u2019re going to do it, we are indeed currently working on a ship specs page update which should help clear things up. It\u2019s not as easy as plugging new numbers in, unfortunately, as it requires an new way to display the new information in a means that will make sense to players and allow for the proper comparison of data between ships. We\u2019re as anxious to have this out to you as you are to have it. We recently mentioned the work being done in this regard last week on Around the Verse.\n\nMany components of the ship, including the power plant, cooler, shield, engine, and thrusters are quite small. Could this result in a opportunity for stealth or at least the possibility of the Hurricane being difficult to find by scanning compared to other ships of similar size?\nAn interesting idea, but the Hurricane doesn\u2019t get any of the natural advantages of a ship like the Sabre, and does you no more favors than most ships in this regard. That\u2019s not to say you can\u2019t be sneaky in a Hurricane, but without specific stealth equipment at your disposal, your relative shadiness will depend entirely on your own skill in managing your signature output than the size of your components.\n\nHow many Hurricanes will fit in the hangar bays of a capital ship?\nThe Hurricane is roughly the same size as the Hornet and Gladiator, and so will fit about as well as either of those two ships in various hangar bays of ships like the Idris, Polaris, etc.\n\nWill the Hurricane have eight or ten maneuvering thrusters? Will the Hurricane have one or two primary engines?\nThe Hurricane\u2019s single medium engine pipes thrust out to 2 mains, 8 mavs, and 2 retro thrusters. Losing a given thruster is a little like like losing a wheel, as opposed to losing the drivetrain, and your thruster performance is based on your power allocation.\n\nWhat does \u201cGlass Cannon\u201d or \u201cGlass Hammer\u201d mean with regards to the Hurricane?\nHigh damage output, at the cost of low durability. Plenty has been said already of the armament, so to elaborate further on the glass side of the equation we can compare the intended durability of the Hurricane to those of the Mustang and 300 series. It relies on afterburner for the agility to perform combat maneuvers, disengagement, or to throw off incoming fire, but even with the larger fuel tanks it can\u2019t keep that up for long. The Hurricane is most effective in concert with other ships \u2013 if you can isolate an individual Hurricane from its allies, its chances of survival grow slim. The Hurricane stacks all of its advantages into one singular focus, and while it becomes incredibly potent as a result, it also gives rise to some exploitable weaknesses, which, as a Hurricane operator, it\u2019s also your task to be aware of and avoid.\n\nThe Hornet line allows you the modularity to swap the turret out completely with things like a cargo box, large fixed mount, exploration equipment, surveillance equipment, tracker equipment, and more. Will the Hurricane have this modularity?\nOne of the great advantages of the Hornet series is that it was designed for a certain level of versatility: solid, well rounded performance that lays the foundation for a variety of gameplay styles. In many respects it\u2019s also one of the most versatile fighters, as evidenced by its variants. When Anvil resurrected the Hurricane from Casse Aerospace\u2019s design, it was meant for none of that, instead opting for extreme damage output at the cost of just about everything else. Currently, there are no plans for modularity beyond what is standard for hardpoints.\n\nCan I exchange the manned turret in the Hurricane with a single fixed weapon like with the Hornet?\nUnfortunately not, because the ball turret found on Hornet spacecraft are not considered \u201cmanned turrets,\u201d as they do not include the requisite ship architecture including access areas and animation, and are perhaps best thought of as a particularly fancy remote gimbal mount. That it can be accessed directly and operated independently by the weapons system officer in the Super Hornet is a feature of that specific craft, but it is not a \u201cmanned turret\u201d in the same sense as the Hurricane, and thus works properly with the size trade system. There are currently no plans to broadly support swapping a manned turret with a fixed mount.\n\nWill it be possible to have the manned turret controlled by an AI NPC and if so, how would it be penalized since manned turrets already lose one size compared to unmanned ones?\nAt this time, we intend no additional penalty for hiring NPCs to man your turrets, just the UEC cost of their friendship. Since there aren\u2019t options for trading manned turrets for unmanned turrets at the moment, this will probably handle the matter for the immediate future. The turret sizing rules, as with many things, undergo review and vetting over time to see if they comport with our solo-play\/multi-crew game balance aims, so if it\u2019s clear to us that a course adjustment will get us closer to that goal, we reserve the freedom to run with it.\n\nWill we be able to lock the manned turret into forward fire and have it usable by the pilot when no gunner is in the seat?\nYes, with the right equipment. This question is a variation of one from the first Q&A, and has been asked in more than a few different ways, so we\u2019re including it here again in an attempt to address them all.\n\nOne of our intents in Star Citizen is to support solo play and multi-crew play, with NPCs and human players alike, and to make it as viable and reasonably balanced as we can. It\u2019s important to note here that \u201cbalance\u201d in game design doesn\u2019t always mean, \u201cidentical in each and every way.\u201d In this instance it has a meaning closer to \u201cwhat\u2019s fair.\u201d For us, multi-crew with humans is the greatest player investment, and so that endeavor should have the most efficient gameplay yield, with solo play being the lighter of player investments. That is not to say that solo play isn\u2019t just as important; it\u2019s just that we think the additional work to coordinate with others should have it\u2019s reward.\n\nOf course, poor cooperation can often be much worse than no cooperation at all! So a player sidestepping the need to interact with others will have access to less potential, but may nevertheless be able to make better use of that reduced potential. NPC crew, meanwhile, may split the difference by removing the responsibility and pitfalls of poor teamwork without granting the unified agency of direct control, while also presenting an opportunity for an increased resource cost.\n\nThe end result of all this is that we intend for each gameplay style to be fully supported, including slaving the turret to the pilot, swapping out that turret for compatible mounts, and locking forward fire. Our aim here is that multi-crew is never made pointless by overly-effective solo play through slave units and automation, and solo-play is not made impotent in the shadow of multi-crew systems and advantages. If things work out how we intend them to be, there will always be a trade-off between versatility, convenience, and performance in an effort to keep things a fair between playstyles as we can.\n\nWhat are the specific plans to improve manned turret usability? Currently, they are of no use at all and certainly not superior to pilot slaved turrets, as was said in Q&A Part I?\nManned turret gameplay is not currently where we want it, and what was spoke to in Part I is of our intention in making them better than pilot slaved turrets. At present, as we are still prior to strike team implementation in our plans for turret refinement, the specifics for improvement are still in a nascent stage. That said, we intend for ships like the Hurricane and others to be a test bed for exploring and executing such improvements.\n\nEarly ideas at this stage include:\n\nFixing the aiming stabilization\n\nLinking ship targeting computers to share aim and target information\n\nUsing turret tracking to improve missile lock speed and strength; directional augmentation to radar and scanning gameplay\n\nA possible cooperative gun crew feature that scales ESP effectiveness based on how well each gunner is tracking the target\n\nA sort of tandem range-finding mechanic allowing players to contribute to their crews success\n\nImproving multi-crew combat coordination with shared pilot and gunner HUD and UI improvements\n\nImproved cooling for turret weapons\n\nStaggered fire to double the rate of fire with the same power and heat cost\n\nScreens within the turret allowing limited interactions with support roles\n\nNotifications for the gunner about repairs or boarders that need to be dealt with.\n\nAnd more\u2026\n\nIt\u2019s important to stress again that any number of these might be altered or cut entirely before implementation is completed. That\u2019s one of the realities of game development, but we wanted to share some of our early thoughts on the topic. The probability of which specific solutions will make it to release is uncertain, and therefore should not be taken as the final word on anything. As often happens, some of these features may turn out to be very inter-related on an implementation level, so working on individual features in isolation does not guarantee good results. The takeaway here is that we are going to explore a variety of possible solutions to bring manned turret gameplay up to the enjoyable experience we want it to be.\n\nAbout the Sale\nThe Hurricane concept sale will run through Monday, March 6, 2017. Standard and warbond versions are available, as are two packs that include a small discount on other ship types in Anvil\u2019s expanding line-up. The loaner ship for the Hurricane will be the Anvil F7C-M Super Hornet. And if you want to know more? Around the Verse will feature the Hurricane in an upcoming \u2018Ship Shape\u2019 segment.\n\nThe Hurricane is being offered for the first time as a limited concept sale. This means that the ship design meets our specifications, but it is not yet ready to display in your Hangar, fight in Arena Commander, or fly in the Alpha. The sale includes Lifetime Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a Hurricane poster and then, once the in-game model is finished, you will also be given an in-game Hurricane mini ship model! Once this deal expires, the ship price will increase and not include Lifetime Insurance or these extras.\n\n\nDisclaimer\nRemember: we are offering this pledge ship to help fund Star Citizen\u2019s development. The funding generated by sales such as this is what allows us to include deeper, non-combat oriented features in the Star Citizen world. Concept ships will be available for in-game credits in the final universe, and they are not required to start the game.\n\nAdditionally, please note that all decorative \u2018flare\u2019 items will also be available to acquire in the finished game world. Also, while the Hurricane will be entering the ship pipeline now, it will ultimately be released after other concept ships have been completed. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches."},"links_count":3,"comment_count":55,"created_at":"2017-03-04T00:00:00+00:00","created_at_human":"9 years ago"},"meta":{"processed_at":"2026-04-25 06:42:18","valid_relations":["images","links","translations"],"prev_id":15767,"next_id":15769}}