{"data":{"id":15842,"title":"Letter from the Chairman: The Road Ahead","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/\/15842-Letter-From-The-Chairman-The-Road-Ahead","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15842","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15842","channel":"Transmission","category":"General","series":"From the Chairman","images":[{"id":5644,"name":"OnPlanet_02_AddOns.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/bllbt274l7pihr\/source\/OnPlanet_02_AddOns.jpg","alt":"","size":3551500,"mime_type":"image\/jpeg","last_modified":"2017-04-12T22:44:51+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5644","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5644\/similar"},{"id":5670,"name":"Lftc-Settlement.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/squxp7sfqi6z4r\/source\/Lftc-Settlement.jpg","alt":"","size":71807,"mime_type":"image\/jpeg","last_modified":"2017-04-16T15:21:21+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5670","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5670\/similar"},{"id":5672,"name":"Schedule.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ei1srcfirv9dhr\/source\/Schedule.jpg","alt":"","size":770479,"mime_type":"image\/jpeg","last_modified":"2017-04-16T16:26:25+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5672","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5672\/similar"},{"id":5674,"name":"Physics_1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/zg9f8vet3k98jr\/source\/Physics_1.png","alt":"","size":4004252,"mime_type":"image\/png","last_modified":"2017-04-13T00:36:28+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5674","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5674\/similar"},{"id":5676,"name":"Lftc-Rovers.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ijdo01vvnuukkr\/source\/Lftc-Rovers.jpg","alt":"","size":107388,"mime_type":"image\/jpeg","last_modified":"2017-04-16T15:21:20+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5676","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5676\/similar"},{"id":5678,"name":"OnPlanet_00.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/wat2qzacrhhanr\/source\/OnPlanet_00.png","alt":"","size":4091537,"mime_type":"image\/png","last_modified":"2017-04-12T22:44:38+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5678","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5678\/similar"},{"id":5680,"name":"Interaction_system_2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/1syjyjviodgzwr\/source\/Interaction_system_2.jpg","alt":"","size":580287,"mime_type":"image\/jpeg","last_modified":"2017-04-12T22:44:14+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5680","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5680\/similar"},{"id":5682,"name":"17-Concept-Space-Station-3.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/410rnbje0zrmqr\/source\/17-Concept-Space-Station-3.jpg","alt":"","size":2316040,"mime_type":"image\/jpeg","last_modified":"2017-04-16T16:03:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5682","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5682\/similar"}],"images_count":8,"translations":{"en_EN":"Greetings Citizens,\nAfter many months of estimating and planning I am excited to share with you the Star Citizen Schedule and Roadmap for the rest of this year.\n\nFirst, I would like to take a moment to thank the outstanding producers around the company who have worked with the Directors and Leads to bring this schedule to the point we feel comfortable sharing it publicly. Creating a proper production schedule is a Herculean task in and of itself and then knowing that it will be visible to over a million eager supporters around the world is a daunting prospect. The schedule you are now looking at is built from the estimates of hundreds of developers around the company, collected and integrated against our overall objectives for the game. To give you an idea of the work that goes into building and maintaining a schedule of the complexity needed for Star Citizen, I would like to share a video with you, it\u2019s well worth your time to see just how much work and thought is needed to schedule manage something of the scope of Star Citizen.\n\nThe next Release is a major milestone for us, as it will be the first time the community will get to experience the Planetary Tech in a Live build.\n\nLike the Star Citizen Alpha numbering change from 1.3 to 2.0 for the move to Large World, with its 64-bit precision and Local Grid physics tech, that allows us to deliver a game of our detail at a solar system scale, 3.0 represents a giant jump in gameplay potential from the code in the 2.x branch. For a start, it will contain about nine months of our main development branch beyond 2.6.x as well as almost two years of Planetary Tech development that the Frankfurt Engine team embarked on in the last half of 2015. The Planetary Tech opens up a whole new landscape (pun intended) for adventure. In the same way that Large World and Physics Grids created new possibilities in gameplay by allowing players to go from walking around a space station to boarding a ship, flying it hundreds of thousands of kilometers, exiting their pilot seat, walking to an airlock, opening it and EVAing over to a derelict station, all from the same point of view, the Planetary Tech takes it one massive leap further. When you see a Planet or Moon, you will be able to fly there, land and explore on foot, or from your ship or a ground vehicle you have brought with you. All seamlessly, all with the incredible first person detail that Star Citizen is known for. With this we are delivering something that goes way beyond the initial promises and conception of Star Citizen; we will be simulating a First person Universe with almost no limits. It\u2019s a great illustration of how with the support of a Community as great as Star Citizen\u2019s anything is possible.\n\nWith the debut of 3.0 at the end of June we\u2019re starting with the three Moons around Crusader; Cellin, Yela and Daymar. In addition, we\u2019re hoping to also get the Planet-like Asteroid Delamar and its landing zone Levski in as a \u201cStretch\u201d goal. Then as we move through the year the universe will expand to include all the main landing zones for Stanton. We had originally hoped to deliver most of the Stanton Landing Zones with the first release of Planetary Tech, but that proved optimistic once the talented team at Behaviour, who had built ArcCorp, Levski, Grim HEX and had begun work on the remaining landing zones of Stanton, moved off Star Citizen and onto another Behaviour project in December. We had been steadily shifting our reliance away from external resources and we felt it would be unfair to block them from the opportunity to work on their own game. Unfortunately, replacing an Environment team of over 20 is no small task, which has set back the progress we had originally planned to make on the landing zones of Stanton. As of today, we have just abut replaced the team with internal hires and we are continuing to hire additional environment artists as fast as we can find ones that meet our quality bar. The Environment Team is now some 37 artists strong, so long term we feel we are better situated to deliver the vast amount of locations that Star Citizen and Squadron 42 needs.\n\nRather than make everyone wait for the landing zones to all be completed we decided the best course of action would be to get the Planetary Tech and the other improvements in everyone\u2019s hands as soon as possible. Our goal for 3.0 is to again do what we found so valuable when building Arena Commander: involve the community as soon as possible. More than any other process, it is YOUR feedback that helps further Star Citizen\u2019s development\u2026 which means that we need you on our moons with this next release. The worlds we\u2019re creating are massive, and giant planets mean we need a lot of eyes (and mice, keyboards and flight sticks) making sure they\u2019re up to par. How big do I mean? It takes about four and half hours to circumnavigate the Cellin in a Dragonfly at full afterburn or twelve and half days of walking! If every single person registered through RSI today stood on the same moon at the same distance, they wouldn\u2019t even see each other. There\u2019s a lot to explore and a LOT to test in this massive step forward for Star Citizen.\n\nWhile the Planetary Tech is maybe the biggest headline, it is just one of the many new pieces of tech that will debut with 3.0. With the increased detail of the Weekly Studio reports, you\u2019ve been seeing glimpses of fundamental systems that we have been building that will dramatically increase the ability to interact and be immersed in the universe of Star Citizen. Systems like Item 2.0 with its new Player Interaction Mode that allows for a much wider variety of actions and gameplay, such as managing a wider array of your ship\u2019s functions to using and manipulating items like you can in real-life. Or the Entity Owner Manager that will allow us to persist proper state on Players, Ships and Items no matter where they are, even if not in memory or owned by a Player. If your ship is shot up, it will still be shot up when you log back in or return to spot you left it on a Moon. Or the completely new dynamic Physics Grid System that handles the needs of planets and the wide-open reaches of space. You can stand on a Moon as it rotates on its axis, watching the sun rise and fall! Or Cargo and Kiosks that will open the possibility of Professions by allowing Players to earn money as a Trader, Hauler or Pirate. Of course Haulers need protection and Pirates need hunting, which creates opportunities for Mercenaries and Bounty Hunters via the new MobiGlas Mission App. Or the debut of Subsumption\u2019s Mission system which provides a scalable and flexible system that is tightly integrated with our new AI systems, allowing us to generate challenging encounters and scenarios on the fly as well as creating a structure for multipart and narrative missions longer term.\n\nI could go on for a few more pages as there are so many new features and content that will be arriving in the next release but in the spirit of TL;DR go to here; to see a detailed list of the Star Citizen Alpha 3.0 Features.\n\nStar Citizen 3.0 Alpha is just the first step though. We\u2019ve decided to share our longer roadmap through the rest of the year, so you can have visibility on what parts of the Stanton System come online and when, along with the associated gameplay. Our plan is to have two more releases in the LIVE branch of Star Citizen this year after 3.0 that fill out the Stanton System beyond what we outlined last year.\n\nIt\u2019s a pretty big deal to share the schedule of our longer term roadmap, but we felt that it would help with everyone\u2019s visibility on when certain features and content can be expected and understanding when things take longer or priorities shift due to unforeseen problems. We would not be here without all of your support and in some ways the Community is an extension of the development team providing the funding and the feedback on the huge undertaking we are doing.\n\nNo one has ever attempted to build a game as ambitious as Star Citizen and I doubt any Publisher would have the patience or stamina that it requires to build something that breaks molds the way Star Citizen does. 3.0 with its Planetary Tech is a testimony to the power of Crowdfunding and an enthusiastic, empowered Community. Myself and the team and eternally thankful to be able to build Star Citizen the right way, being able to take the time to engineer things for the long term, a way that will allow the universe to flourish for years to come. Together we are making history.\n\nSee you in the \u2018Verse!\n\n\u2014 Chris Roberts","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nNach vielen Monaten der Sch\u00e4tzung und Planung freue ich mich, Ihnen den Star Citizen Schedule und die Roadmap f\u00fcr den Rest dieses Jahres mitzuteilen.\n\nZuerst m\u00f6chte ich mich einen Moment Zeit nehmen, um den hervorragenden Produzenten im Unternehmen zu danken, die mit den Direktoren und Leitern zusammengearbeitet haben, um diesen Zeitplan so weit zu bringen, dass wir uns wohl f\u00fchlen, ihn \u00f6ffentlich zu teilen. Die Erstellung eines angemessenen Produktionsplans ist eine Herkulesaufgabe an sich, und dann zu wissen, dass er f\u00fcr \u00fcber eine Million begeisterter Fans auf der ganzen Welt sichtbar sein wird, ist eine gewaltige Herausforderung. Der Zeitplan, den Sie sich jetzt ansehen, basiert auf den Sch\u00e4tzungen von Hunderten von Entwicklern im gesamten Unternehmen, die gesammelt und gegen unsere allgemeinen Ziele f\u00fcr das Spiel integriert wurden. Um Ihnen eine Vorstellung von der Arbeit zu geben, die in den Aufbau und die Aufrechterhaltung eines Zeitplans f\u00fcr die Komplexit\u00e4t, die f\u00fcr Star Citizen erforderlich ist, investiert wird, m\u00f6chte ich ein Video mit Ihnen teilen, es lohnt sich, die Zeit zu nutzen, um zu sehen, wie viel Arbeit und \u00dcberlegungen erforderlich sind, um etwas aus dem Umfang von Star Citizen zu verwalten.\n\nDas n\u00e4chste Release ist ein wichtiger Meilenstein f\u00fcr uns, da es das erste Mal sein wird, dass die Gemeinschaft die planetarische Technologie in einem Live-Build erleben wird.\n\nSo wie sich die Star Citizen Alpha-Nummerierung von 1,3 auf 2,0 \u00e4ndert, um in die Gro\u00dfe Welt zu wechseln, mit ihrer 64-Bit-Pr\u00e4zision und der Local Grid Physik-Technologie, die es uns erm\u00f6glicht, ein Spiel mit unseren Details im Ma\u00dfstab eines Sonnensystems zu liefern, stellt 3,0 einen riesigen Sprung im Gameplay-Potenzial aus dem Code im 2.x-Zweig dar. Er enth\u00e4lt zun\u00e4chst rund neun Monate unseres Hauptentwicklungszweiges \u00fcber 2.6.x hinaus sowie fast zwei Jahre Planetentechnik-Entwicklung, die das Frankfurter Motorenteam in der letzten Jahresh\u00e4lfte 2015 begonnen hat. The Planetary Tech er\u00f6ffnet eine ganz neue Landschaft (Wortspiel beabsichtigt) f\u00fcr Abenteuer. So wie die Large World and Physics Grids neue M\u00f6glichkeiten im Gameplay geschaffen haben, indem sie es den Spielern erm\u00f6glichten, vom Umhergehen um eine Raumstation herum zum Einsteigen in ein Schiff zu gehen, Hunderttausende von Kilometern zu fliegen, ihren Pilotsitz zu verlassen, zu einer Luftschleuse zu gehen, sie zu \u00f6ffnen und zu einer verfallenen Station zu gelangen, und zwar alles aus dem gleichen Blickwinkel, macht die Planetary Tech einen gewaltigen Schritt weiter. Wenn Sie einen Planeten oder Mond sehen, k\u00f6nnen Sie dort fliegen, landen und zu Fu\u00df erkunden, oder von Ihrem Schiff oder einem mitgebrachten Bodenfahrzeug aus. Alles nahtlos, alles mit den unglaublichen Details der ersten Person, f\u00fcr die Star Citizen bekannt ist. Damit liefern wir etwas, das weit \u00fcber die anf\u00e4nglichen Versprechungen und Vorstellungen von Star Citizen hinausgeht; wir werden ein First-Person-Universum ohne Grenzen simulieren. Es ist ein gro\u00dfartiges Beispiel daf\u00fcr, wie mit der Unterst\u00fctzung einer so gro\u00dfen Gemeinschaft wie der von Star Citizen alles m\u00f6glich ist.\n\nMit dem Deb\u00fct von 3.0 Ende Juni beginnen wir mit den drei Monden um Kreuzritter: Cellin, Yela und Daymar. Au\u00dferdem hoffen wir, den planeten\u00e4hnlichen Asteroiden Delamar und seine Landezone Levski als \"Stretch\"-Tor einzuf\u00fchren. Dann, wenn wir uns durch das Jahr bewegen, wird sich das Universum erweitern und alle wichtigen Landezonen f\u00fcr Stanton umfassen. Urspr\u00fcnglich hatten wir gehofft, die meisten der Stanton Landing Zones mit der ersten Version von Planetary Tech ausliefern zu k\u00f6nnen, aber das erwies sich als optimistisch, als das talentierte Team von Behaviour, das ArcCorp, Levski, Grim HEX aufgebaut hatte und mit der Arbeit an den restlichen Landing Zones von Stanton begonnen hatte, im Dezember von Star Citizen zu einem anderen Behaviour-Projekt \u00fcberging. Wir hatten unser Vertrauen st\u00e4ndig von externen Ressourcen abgezogen und hielten es f\u00fcr unfair, sie von der M\u00f6glichkeit abzuhalten, an ihrem eigenen Spiel zu arbeiten. Leider ist der Austausch eines Umweltteams von \u00fcber 20 Personen keine leichte Aufgabe, die die Fortschritte, die wir urspr\u00fcnglich auf den Landepl\u00e4tzen von Stanton geplant hatten, zur\u00fcckgeschraubt hat. Seit heute sind wir gerade dabei, das Team durch interne Mitarbeiter zu ersetzen, und wir stellen weiterhin zus\u00e4tzliche Umweltk\u00fcnstler ein, so schnell wie m\u00f6glich, um solche zu finden, die unserem Qualit\u00e4tsanspruch entsprechen. Das Umweltteam ist jetzt etwa 37 K\u00fcnstler stark, so dass wir uns langfristig besser positioniert f\u00fchlen, um die riesige Anzahl von Standorten zu liefern, die Star Citizen und Squadron 42 ben\u00f6tigen.\n\nAnstatt alle warten zu lassen, bis die Landezonen alle fertig sind, haben wir beschlossen, dass die beste Vorgehensweise darin besteht, die Planetentechnik und die anderen Verbesserungen so schnell wie m\u00f6glich in die H\u00e4nde aller zu bekommen. Unser Ziel f\u00fcr 3.0 ist es, wieder das zu tun, was wir beim Bau des Arena Commander so wertvoll fanden: die Community so schnell wie m\u00f6glich einzubeziehen. Mehr als jeder andere Prozess ist es IHR Feedback, das die Entwicklung von Star Citizen f\u00f6rdert.... was bedeutet, dass wir Sie mit dieser n\u00e4chsten Version auf unseren Monden brauchen. Die Welten, die wir erschaffen, sind massiv, und riesige Planeten bedeuten, dass wir viele Augen (und M\u00e4use, Tastaturen und Flugst\u00e4be) brauchen, um sicherzustellen, dass sie den Anforderungen entsprechen. Wie gro\u00df meine ich? Es dauert etwa viereinhalb Stunden, um den Cellin in einer Libelle bei voller Nachverbrennung oder zw\u00f6lfeinhalb Tagen Spaziergang zu umrunden! Wenn jede einzelne Person, die heute durch RSI registriert wird, auf dem gleichen Mond in der gleichen Entfernung stehen w\u00fcrde, w\u00fcrde sie sich nicht einmal sehen. Es gibt viel zu entdecken und viel zu testen bei diesem gewaltigen Schritt nach vorne f\u00fcr Star Citizen.\n\nW\u00e4hrend die Planetary Tech vielleicht die gr\u00f6\u00dfte Schlagzeile ist, ist sie nur eines der vielen neuen Tech-St\u00fccke, die mit 3.0 erscheinen werden. Mit den detaillierteren Berichten des Weekly Studio haben Sie Einblicke in die grundlegenden Systeme erhalten, die wir aufgebaut haben und die die F\u00e4higkeit zur Interaktion und zum Eintauchen in das Universum von Star Citizen dramatisch erh\u00f6hen werden. Systeme wie Item 2.0 mit seinem neuen Player Interaction Mode, der eine viel gr\u00f6\u00dfere Vielfalt an Aktionen und Spielabl\u00e4ufen erm\u00f6glicht, wie z.B. die Verwaltung einer gr\u00f6\u00dferen Anzahl von Schiffsfunktionen, die Verwendung und Manipulation von Gegenst\u00e4nden wie in der Realit\u00e4t. Oder der Entity Owner Manager, der es uns erm\u00f6glicht, den korrekten Status von Spielern, Schiffen und Gegenst\u00e4nden aufrechtzuerhalten, egal wo sie sich befinden, auch wenn sie sich nicht im Speicher befinden oder einem Spieler geh\u00f6ren. Wenn dein Schiff hochgeschossen wird, wird es immer noch hochgeschossen, wenn du dich wieder einloggst oder zur\u00fcckkehrst, um es auf einem Mond stehen zu lassen. Oder das v\u00f6llig neue dynamische Physik-Gridsystem, das die Bed\u00fcrfnisse der Planeten und die weiten offenen Reichweiten des Weltraums abdeckt. Du kannst auf einem Mond stehen, w\u00e4hrend er sich um seine Achse dreht und den Sonnenauf- und -abgang beobachtet! Oder Fracht und Kioske, die die M\u00f6glichkeit von Berufen er\u00f6ffnen, indem sie es Spielern erm\u00f6glichen, als H\u00e4ndler, Spediteur oder Pirat Geld zu verdienen. Nat\u00fcrlich brauchen Schlepper Schutz und Piraten Jagd, was Chancen f\u00fcr S\u00f6ldner und Kopfgeldj\u00e4ger mit der neuen MobiGlas Mission App er\u00f6ffnet. Oder das Deb\u00fct von Subsumption's Mission System, das ein skalierbares und flexibles System bietet, das eng in unsere neuen KI-Systeme integriert ist, so dass wir herausfordernde Begegnungen und Szenarien spontan generieren und eine Struktur f\u00fcr mehrteilige und narrative Missionen langfristig schaffen k\u00f6nnen.\n\nIch k\u00f6nnte noch ein paar weitere Seiten hinzuf\u00fcgen, da es so viele neue Features und Inhalte gibt, die in der n\u00e4chsten Version erscheinen werden, aber im Geiste von TL;DR gehen Sie zu hier; um eine detaillierte Liste der Star Citizen Alpha 3.0 Features zu sehen.\n\nStar Citizen 3.0 Alpha ist jedoch nur der erste Schritt. Wir haben beschlossen, unsere l\u00e4ngere Roadmap f\u00fcr den Rest des Jahres zur Verf\u00fcgung zu stellen, damit Sie einen \u00dcberblick dar\u00fcber haben, welche Teile des Stanton-Systems wann online gehen, zusammen mit dem dazugeh\u00f6rigen Gameplay. Unser Plan ist es, in diesem Jahr nach 3.0 zwei weitere Ver\u00f6ffentlichungen in der LIVE-Zweig von Star Citizen zu ver\u00f6ffentlichen, die das Stanton-System \u00fcber das hinaus ausf\u00fcllen, was wir im letzten Jahr skizziert haben.\n\nEs ist eine ziemlich gro\u00dfe Sache, den Zeitplan unserer l\u00e4ngerfristigen Roadmap zu teilen, aber wir waren der Meinung, dass es bei der Sichtbarkeit aller Beteiligten helfen w\u00fcrde, wann bestimmte Funktionen und Inhalte zu erwarten sind, und zu verstehen, wann die Dinge l\u00e4nger dauern oder sich Priorit\u00e4ten aufgrund unvorhergesehener Probleme verschieben. Ohne Ihre Unterst\u00fctzung w\u00e4ren wir nicht hier, und in gewisser Weise ist die Gemeinschaft eine Erweiterung des Entwicklungsteams, das die Finanzierung und das Feedback zu dem gro\u00dfen Projekt, das wir durchf\u00fchren, bereitstellt.\n\nNiemand hat jemals versucht, ein Spiel zu bauen, das so ehrgeizig ist wie Star Citizen, und ich bezweifle, dass ein Verlag die Geduld oder Ausdauer hat, die er braucht, um etwas zu bauen, das die Formen bricht, wie es Star Citizen tut. 3.0 mit seiner planetarischen Technologie ist ein Zeugnis der Macht der Crowdfunding und einer enthusiastischen, kraftvollen Gemeinschaft. Ich selbst und das Team und ewig dankbar, dass ich in der Lage bin, den Sternenb\u00fcrger auf die richtige Art und Weise zu bauen, mir die Zeit nehmen kann, die Dinge langfristig zu entwickeln, einen Weg, der es dem Universum erm\u00f6glicht, f\u00fcr die kommenden Jahre zu gedeihen. Gemeinsam schreiben wir Geschichte.\n\nWir sehen uns im Vers!\n\n- Chris Roberts","zh_CN":"Greetings Citizens,\nAfter many months of estimating and planning I am excited to share with you the Star Citizen Schedule and Roadmap for the rest of this year.\n\nFirst, I would like to take a moment to thank the outstanding producers around the company who have worked with the Directors and Leads to bring this schedule to the point we feel comfortable sharing it publicly. Creating a proper production schedule is a Herculean task in and of itself and then knowing that it will be visible to over a million eager supporters around the world is a daunting prospect. The schedule you are now looking at is built from the estimates of hundreds of developers around the company, collected and integrated against our overall objectives for the game. To give you an idea of the work that goes into building and maintaining a schedule of the complexity needed for Star Citizen, I would like to share a video with you, it\u2019s well worth your time to see just how much work and thought is needed to schedule manage something of the scope of Star Citizen.\n\nThe next Release is a major milestone for us, as it will be the first time the community will get to experience the Planetary Tech in a Live build.\n\nLike the Star Citizen Alpha numbering change from 1.3 to 2.0 for the move to Large World, with its 64-bit precision and Local Grid physics tech, that allows us to deliver a game of our detail at a solar system scale, 3.0 represents a giant jump in gameplay potential from the code in the 2.x branch. For a start, it will contain about nine months of our main development branch beyond 2.6.x as well as almost two years of Planetary Tech development that the Frankfurt Engine team embarked on in the last half of 2015. The Planetary Tech opens up a whole new landscape (pun intended) for adventure. In the same way that Large World and Physics Grids created new possibilities in gameplay by allowing players to go from walking around a space station to boarding a ship, flying it hundreds of thousands of kilometers, exiting their pilot seat, walking to an airlock, opening it and EVAing over to a derelict station, all from the same point of view, the Planetary Tech takes it one massive leap further. When you see a Planet or Moon, you will be able to fly there, land and explore on foot, or from your ship or a ground vehicle you have brought with you. All seamlessly, all with the incredible first person detail that Star Citizen is known for. With this we are delivering something that goes way beyond the initial promises and conception of Star Citizen; we will be simulating a First person Universe with almost no limits. It\u2019s a great illustration of how with the support of a Community as great as Star Citizen\u2019s anything is possible.\n\nWith the debut of 3.0 at the end of June we\u2019re starting with the three Moons around Crusader; Cellin, Yela and Daymar. In addition, we\u2019re hoping to also get the Planet-like Asteroid Delamar and its landing zone Levski in as a \u201cStretch\u201d goal. Then as we move through the year the universe will expand to include all the main landing zones for Stanton. We had originally hoped to deliver most of the Stanton Landing Zones with the first release of Planetary Tech, but that proved optimistic once the talented team at Behaviour, who had built ArcCorp, Levski, Grim HEX and had begun work on the remaining landing zones of Stanton, moved off Star Citizen and onto another Behaviour project in December. We had been steadily shifting our reliance away from external resources and we felt it would be unfair to block them from the opportunity to work on their own game. Unfortunately, replacing an Environment team of over 20 is no small task, which has set back the progress we had originally planned to make on the landing zones of Stanton. As of today, we have just abut replaced the team with internal hires and we are continuing to hire additional environment artists as fast as we can find ones that meet our quality bar. The Environment Team is now some 37 artists strong, so long term we feel we are better situated to deliver the vast amount of locations that Star Citizen and Squadron 42 needs.\n\nRather than make everyone wait for the landing zones to all be completed we decided the best course of action would be to get the Planetary Tech and the other improvements in everyone\u2019s hands as soon as possible. Our goal for 3.0 is to again do what we found so valuable when building Arena Commander: involve the community as soon as possible. More than any other process, it is YOUR feedback that helps further Star Citizen\u2019s development\u2026 which means that we need you on our moons with this next release. The worlds we\u2019re creating are massive, and giant planets mean we need a lot of eyes (and mice, keyboards and flight sticks) making sure they\u2019re up to par. How big do I mean? It takes about four and half hours to circumnavigate the Cellin in a Dragonfly at full afterburn or twelve and half days of walking! If every single person registered through RSI today stood on the same moon at the same distance, they wouldn\u2019t even see each other. There\u2019s a lot to explore and a LOT to test in this massive step forward for Star Citizen.\n\nWhile the Planetary Tech is maybe the biggest headline, it is just one of the many new pieces of tech that will debut with 3.0. With the increased detail of the Weekly Studio reports, you\u2019ve been seeing glimpses of fundamental systems that we have been building that will dramatically increase the ability to interact and be immersed in the universe of Star Citizen. Systems like Item 2.0 with its new Player Interaction Mode that allows for a much wider variety of actions and gameplay, such as managing a wider array of your ship\u2019s functions to using and manipulating items like you can in real-life. Or the Entity Owner Manager that will allow us to persist proper state on Players, Ships and Items no matter where they are, even if not in memory or owned by a Player. If your ship is shot up, it will still be shot up when you log back in or return to spot you left it on a Moon. Or the completely new dynamic Physics Grid System that handles the needs of planets and the wide-open reaches of space. You can stand on a Moon as it rotates on its axis, watching the sun rise and fall! Or Cargo and Kiosks that will open the possibility of Professions by allowing Players to earn money as a Trader, Hauler or Pirate. Of course Haulers need protection and Pirates need hunting, which creates opportunities for Mercenaries and Bounty Hunters via the new MobiGlas Mission App. Or the debut of Subsumption\u2019s Mission system which provides a scalable and flexible system that is tightly integrated with our new AI systems, allowing us to generate challenging encounters and scenarios on the fly as well as creating a structure for multipart and narrative missions longer term.\n\nI could go on for a few more pages as there are so many new features and content that will be arriving in the next release but in the spirit of TL;DR go to here; to see a detailed list of the Star Citizen Alpha 3.0 Features.\n\nStar Citizen 3.0 Alpha is just the first step though. We\u2019ve decided to share our longer roadmap through the rest of the year, so you can have visibility on what parts of the Stanton System come online and when, along with the associated gameplay. Our plan is to have two more releases in the LIVE branch of Star Citizen this year after 3.0 that fill out the Stanton System beyond what we outlined last year.\n\nIt\u2019s a pretty big deal to share the schedule of our longer term roadmap, but we felt that it would help with everyone\u2019s visibility on when certain features and content can be expected and understanding when things take longer or priorities shift due to unforeseen problems. We would not be here without all of your support and in some ways the Community is an extension of the development team providing the funding and the feedback on the huge undertaking we are doing.\n\nNo one has ever attempted to build a game as ambitious as Star Citizen and I doubt any Publisher would have the patience or stamina that it requires to build something that breaks molds the way Star Citizen does. 3.0 with its Planetary Tech is a testimony to the power of Crowdfunding and an enthusiastic, empowered Community. Myself and the team and eternally thankful to be able to build Star Citizen the right way, being able to take the time to engineer things for the long term, a way that will allow the universe to flourish for years to come. Together we are making history.\n\nSee you in the \u2018Verse!\n\n\u2014 Chris Roberts"},"links_count":1,"comment_count":210,"created_at":"2017-04-16T00:00:00+00:00","created_at_human":"9 years ago"},"meta":{"processed_at":"2026-05-08 00:19:07","valid_relations":["images","links"],"prev_id":15841,"next_id":15844}}