{"data":{"id":17805,"title":"Letter from the Chairman","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17805-Letter-From-The-Chairman","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17805","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17805","channel":"Transmission","category":"General","series":"From the Chairman","images":[{"id":24693,"name":"Letter_From_Chairman_Yela-1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/21a6xqmbcnjfqr\/source\/Letter_From_Chairman_Yela-1.jpg","alt":"","size":3266400,"mime_type":"image\/jpeg","last_modified":"2020-10-07T09:53:58+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24693","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24693\/similar"},{"id":24695,"name":"Event1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/9nwcyqj8y60qur\/source\/Event1.jpg","alt":"","size":5834608,"mime_type":"image\/jpeg","last_modified":"2020-10-10T11:33:42+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24695","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24695\/similar"},{"id":24697,"name":"Mid-Sprint-View.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/981nwrk13vq9jr\/source\/Mid-Sprint-View.jpg","alt":"","size":538639,"mime_type":"image\/jpeg","last_modified":"2020-10-10T10:38:28+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24697","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24697\/similar"},{"id":24698,"name":"Bottom-Sprint-View.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/1zcn217ew35for\/source\/Bottom-Sprint-View.jpg","alt":"","size":566589,"mime_type":"image\/jpeg","last_modified":"2020-10-10T10:38:27+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24698","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24698\/similar"},{"id":24699,"name":"Event2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/we4e4222xabx5r\/source\/Event2.jpg","alt":"","size":2905475,"mime_type":"image\/jpeg","last_modified":"2020-10-10T11:34:05+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24699","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24699\/similar"}],"images_count":7,"translations":{"en_EN":"Hello Citizens,\n2020 has been a momentous year in more ways than one; we blew past $300M in crowdfunding and even though we\u2019re just over three quarters of the way through the year, it is already our biggest year in terms of revenue, players and engagement. We\u2019re on track to have close to one million unique players this year while a quarter of a million new players have already taken their first steps in the universe of Star Citizen during these past nine months. And you all, the best community in gaming, have welcomed them with open arms, showing them around, helping explain the mechanics and even lending them ships to try out!\nIt has also been a very trying year for everyone around the world. I was expecting to be standing on a stage at the Los Angeles Convention Center giving a keynote to a couple of thousand community members in person. Instead I am writing this from my home, having not been into the office for six months. People\u2019s lives have been upended by the dangers and challenges of COVID-19. We transitioned all five of our studios to work from home in March, which was no easy feat. Thanks to our IT and operations teams we had minimal disruption in people\u2019s ability to continue to develop Star Citizen and Squadron 42. We are lucky to be in an industry that can still work remotely, and while we are thankful of this, our thoughts go out to everyone that are not as fortunate.\n\nIt\u2019s been eight years since we started this journey together. It is times like this you reflect on where you started, how far you\u2019ve come and where you are going. The journey has not been short, and our destination has grown in ambition with the increase in everyone\u2019s support to build a universe to a level of detail and scale that no one has even dared to dream of.\nIn looking at all the incredible milestones, technology and content we\u2019ve created so far, and the features and content we still have to go, I think of John F Kennedy\u2019s speech at Rice University on September 12th, 58 years ago;\nWe chose to build a game of Star Citizen\u2019s complexity and ambition, not because it is easy, but because it is hard. We are building a game that I, and I dare say all of you, have dreamed about since we first started playing games, a game that I never imagined could be possible due to the economics and technical challenges.\nTogether, as a community of developers and gamers, we are creating a fully immersive first-person science-fiction universe where you can seamlessly do anything and go anywhere, without compromise. We are building it as a shared communal experience where friends can meet, or new ones can be made; developers and players interact and riff off each other; and geographic boundaries and language barriers fall as the Star Citizen Community plays and bonds, welcoming both old and new pilots alike. If you haven\u2019t yet, take the time to watch today\u2019s newly released \u201cOne Community\u201d Video, which conveys the powerful connections and friendships forming in the SC Community every day. It is these connections that bind us all together, not just as gamers, but as people. And in times like these, this is more important than ever.\nAnd like Man in Kennedy\u2019s Moonshot speech, we have achieved a lot already in our quest for the stars; 64bit mathematical precision, allowing our game to have both millimeter detail and billions of kilometer scale, something no other commercial game engine has. Our planet tech allows us to render and simulate entire planets and moons down to the smallest rock or flower. If you can see it, you can travel there! The procedural tools we\u2019ve developed allow our artists to \u201cpaint at scale\u201d to create stunning and very specific environments. We can seamlessly transition between different physical simulations like local gravity in spaceship to the zero G of space, to the gravity of a planet rotating on its axis with our Physics Grid technology. The item port system allows us to break functionality into discrete components like power plants, shield generators, life support, doors, seats, thrusters, turrets, guns and many more, allowing systemic behavior in our spaceships, vehicles and environments. Our unified actor rig allows us to have the same animations and details in first and third person allowing for the richest possible multiplayer experience. We can arbitrarily stream in and out the universe around the player in the client or the server with Object Container Streaming, allowing us to only display and simulate the parts of the universe we need to. Our DNA facial tech allows you to blend different scanned human features together realistically to create believable human heads for your in-game character. Our Face-over-IP tech allows you to drive the facial motions of your in-game character as well as put your voice diegetically into the game.\nNo other game has all this functionality at once, done to the level of fidelity that we deliver.\nAlong the way we have built a company of over 640 people, split between five studios across four time zones, no small feat when we started with no office, zero employees and a few collaborators eight years ago!\nWhile we\u2019re well on our way to the Moon, metamorphically speaking, we\u2019re not there just yet. We still have some key technologies to complete to round out the seamless universe;\niCache, which will allows us to record state on any dynamic arbitrary item in the universe, so you could touch down on a planet, drop a coffee cup in a forest on some remote planet, leave, and come back a month later to still see the coffee mug where you left it. iCache opens up true universe persistence for Star Citizen and enables what we are calling \u201cPhysical Inventory\u201d where you no longer will have a magic bag of holding; you will be limited to the items you can physically carry or equip, or that you can store on your ship or hab. With Physical Inventory, item and resource management become much more important. What you take with you on your ship is important. Traveling to a hostile environment? Better have room to store an environment suit. Ship choice and availability of equipment \/ resources becomes much more meaningful. We have made great progress on iCache and are hoping to have it in a live build by Q2 of next year (\u201choping\u201d not \u201cpromising\u201d).\nServer Meshing is another big technical milestone ahead of us. It\u2019s dependent on iCache, as that allows the various servers in the mesh to utilize a unified snapshot of the state of the universe, but we have been working on this over the past few years and hope to have the first iteration in players\u2019 hands by next year. This will allow us to greatly expand the number of the players beyond 50 to thousands concurrently in the same \u201cinstance\u201d as the tech will spin up additional servers to handle the simulation load in an area as the player count increases. This is when Star Citizen becomes a true Massively Multiplayer Game.\nThe last big technical initiative is the background universe simulation, what Tony Zurovec has dubbed \u201cQuantum\u201d at last years CitizenCon. Tony and his team have been working hard on the backend services to communicate between the individual game servers and the overall universe simulation that takes state from the game servers and uses it to affect the global universe simulation. This creates cause and effect in prices of commodities, missions created and AI objectives based on the player population\u2019s actions.\nThese three key technologies will round out the major technical pillars that will enable us to deliver a dynamic and seamless universe with incredible detail and scale. All are well into development and the question is no longer \u201cif\u201d but \u201cwhen\u201d.\nWhen this happens we can start to open the floodgates in terms of locations and content, something we have been gearing up for by focusing on improving the planet tech and its procedural creation tools while we wait for server meshing to come online. We\u2019ve taken the creation of a planet from months to a couple of weeks, when we have the appropriate biomes and assets. We\u2019ve been focusing on tools that will allow us to build landing zones and settlements at scale when we have the modular pieces.\nAlong with these last few major tech hurdles, we\u2019ve been making a point to improve the quality of life and stability of the game. We created the Vehicle Experience Team, to focus on the feel of space flight and combat, and we have similar upcoming initiatives on the Actor (player) side, focused on the Player Interaction Experience. Some of this you\u2019ll have already begun to appreciate with the release of 3.10, which brought the first round of flight and turret experience improvements. 3.11 is continuing this with improvements to missile and countermeasure gameplay. We believe that this focus on stability and QoL has helped and can be seen in our increased user engagement this year.\nWe\u2019re not stopping there. We already have the professions of other space games right now in 3.11: exploration, hauling, trading, mercenary, outlaw, bounty hunting and mining. We have big plans for salvage, repair, medical, data running, farming, and manufacturing \/ crafting but if we just took the time to finish the existing professions and polish them, Star Citizen would have no rival. Part of the \u201cthere are no gameplay loops\u201d comments I see occasionally stem from the fact the base professions often are incomplete in their functionality, like effectively being able to collect cargo from a ship you just waylaid as a pirate. This along with an occasional game-breaking bug and lack of polish gives an impression of much less than there actually is. Rectifying this, along with improving the initial user experience, are core to our upcoming \u201cexperience\u201d initiatives, with Cargo, Piracy and Bounty Hunting being high on the list to receive the extra love and attention to make the professions fully rounded and fun.\nAnd it\u2019s not just about our destination, it\u2019s about the journey, and along the way we are aiming to make it fun to play and support Star Citizen while it is being finished around you. The Fleet Week event back in May was just the first of many dynamic events we are planning. This year\u2019s Intergalactic Aerospace Expo moves to an all-new location built from the ground up at New Babbage on microTech, and there\u2019s been some disturbing transmissions coming from Pyro\u2026\nLike our tech hurdles, it\u2019s not a matter of if Star Citizen will ever reach critical mass but when. The future gets brighter quarter by quarter, as every release is an incremental and tangible step to the fully dynamic first-person universe sandbox that we have all dreamed of. You better bring shades!\nWe have a lot of exciting features under development from large to small, but I will leave the detail on these to the new Public Roadmap we\u2019ve been working on that we gave a peek into back in August. The big difference between what we have been sharing up to now and the new format is that you will see what every member of the development team is working on, even if they are working on something that doesn\u2019t have a deliverable any time soon.\nI know a few people wonder why it takes so long to revise a roadmap, but it\u2019s much more than that. We\u2019re displaying fundamentally different information than previously shown, and we need a system that doesn\u2019t require a lot of manual upkeep. It is a huge challenge to organize and display what everyone is working on with such a massive project. We have FIFTY EIGHT individual sprint teams that range from 3 to 4 people up to 20.\nHaving a high-level view of what 500 developers are working where you can scope down to what individual resources are working on is not as easy as throwing a Trello board together for a 20-person development team. We want you to see a version of what we use and see internally. As such there is a lot of engineering on the web platform for both display and data acquisition from our JIRA database. Depending on Turbulent\u2019s progress we are hoping to have the first iteration of the new Public Roadmap for Star Citizen and Squadron 42 to go live towards the end of this year. Today we are releasing the first installment of \u201cThe Briefing Room\u201d which is planned to be an in-depth quarterly show on Squadron 42, that will discuss what the team has achieved (kind of like a really, really big sprint report) and deep dive into a feature and or piece of content. The first episode doesn\u2019t have the visual quarterly report (that will be in the future installments) but it is one hour and eighteen minutes, so set some time aside to watch it!\nI know there has been some frustration since we announced we were not going to be updating the current Squadron 42 Roadmap until we had reconfigured how we display progress on Squadron 42.\nIt is very important to us to deliver a game that will be the pinnacle of the single-player story space adventure, a game that lives up to the legacy of Wing Commander and breaks new ground in interactive storytelling. Much like Star Citizen, Squadron 42 is how I always dreamed of being immersed in a riveting story where I was the star of my own huge space epic. Back when I was building the Wing Commander series, there were always technical limitations, so I had to pick and choose my battles. But with Squadron 42 I can finally immerse you as a player into your own adventure to rival any big budget movie you might see on the big screen, interacting and forming relationships with characters played by some of your favorite actors and navigating battles and set pieces that would make any Star Wars film proud. I could have stuck to the original, much simpler game that was proposed in 2012, but with the increase in scope for Star Citizen I felt I needed to build a single-player game to rival Star Citizen\u2019s multiplayer ambition. With the amount of love and effort that has been poured into Squadron 42, we aren\u2019t going to release it until it\u2019s fully polished, plays great and packs an emotional wallop.\nThis is a very different approach than Star Citizen, where we iteratively release functionality and content every three months, and so tangible progress can be seen and played. For a lot of Squadron\u2019s content, it\u2019s very hard to call it \u201cdone\u201d as we\u2019ll be polishing gameplay, environments, characters, props and ships until we release. So, we felt that refocusing the roadmap more on what people are working on rather than individual deliverables per quarter would give people a much better idea of where we are at in the development of Squadron 42, as well as how hard everyone is working.\nAny one of our Roadmaps are only a snapshot of where we are, what we think we have left, with our estimates of how long they will take. But they are just that, estimates, and so can be wrong and often are. We are constantly looking at how we tracked on our previous sprints, what went well, what didn\u2019t and how we will improve, and we factor this new data into our future estimates to try to make them more accurate. As we close out the required functionality and content of Squadron 42, the more accurate the estimate of when we will finish becomes, as there will be fewer unpredictable elements in the roadmap.\nI know everyone would like a definitive date on when Squadron 42 will be done but the best answer I can give you is that it will be done when it is done, and that will not be this year. But starting this December you should have more visibility into what the team is working on, what they have left and with The Briefing Room you\u2019ll get much more in-depth visual dives into what we\u2019ve done and features and content we can share without spoilers.\nI want Squadron 42 to be finished and played by all of you, more than anyone. I can tell you that the team is in \u201cclose out\u201d mode and we are actively looking to burn down our remaining tasks and focus on polishing gameplay. It is going to be a game that is worth the wait, and one that the team and I, and you the community who supported its creation, will be proud of.\nWithout all of you and your tireless support and enthusiasm \u2013 the backers that dutifully play each Evocati or PTU release to help find bugs, the content creators who create the most amazing screen shots or beautiful videos, the streamers who play the game daily showing just how much fun Star Citizen can be even in its early state \u2013 we wouldn\u2019t be where we are today.\nStar Citizen and Squadron 42 are games without compromise, with ambitions without parallel. There is no other situation in which I or anyone else could swing for the fences in such a manner. No publisher wants to invest the time and money to build something like this. It is only possible with the support of the best community in gaming, one that doesn\u2019t care about quarterly profit numbers but values quality and scope over all else.\nWith Star Citizen you can see and play the progress every three months, and even if a certain feature or piece of content that you are looking forward to hasn\u2019t been delivered yet, you can\u2019t look at the game today and not see the huge progress since we took the first baby steps into the Persistent Universe back in December 2015.\nWith iCache and Server Meshing on the horizon, combined with a focus on polish and quality of life, Star Citizen will become a game with no equal that will slowly grow and evolve over many years. Eve and World of Warcraft are still going strong over a decade later and my vision for Star Citizen is far longer. As long as people want to lose themselves in another universe to play with their friends and make new ones, as long as people love science fiction and the fantasy of traveling the stars, we will be here to provide an escape like no other.\nI thank each and every one of you from the bottom of my heart for all that you have done and all that you continue to do,\nHappy Star Citizen Day to us all!\n\n-Chris","de_DE":"Hallo B\u00fcrger,\nDas Jahr 2020 war in mehrfacher Hinsicht ein bedeutsames Jahr; wir haben die 300 Millionen Dollar an Spendengeldern \u00fcberschritten und obwohl wir erst etwas mehr als drei Viertel des Jahres hinter uns haben, ist es bereits unser gr\u00f6\u00dftes Jahr in Bezug auf Einnahmen, Spieler und Engagement. Wir sind auf dem besten Weg, dieses Jahr fast eine Million einzigartige Spieler zu haben, w\u00e4hrend eine Viertelmillion neuer Spieler in den letzten neun Monaten bereits ihre ersten Schritte im Universum von Star Citizen gemacht haben. Und ihr alle, die beste Community im Spielebereich, habt sie mit offenen Armen empfangen, sie herumgef\u00fchrt, ihnen bei der Erkl\u00e4rung der Mechanik geholfen und ihnen sogar Schiffe zum Ausprobieren geliehen!\nEs war auch ein sehr anstrengendes Jahr f\u00fcr alle auf der ganzen Welt. Ich hatte erwartet, auf einer B\u00fchne im Los Angeles Convention Center zu stehen und vor ein paar tausend Community-Mitgliedern pers\u00f6nlich eine Keynote zu halten. Stattdessen schreibe ich dies von zu Hause aus, da ich seit sechs Monaten nicht mehr im B\u00fcro war. Das Leben der Leute wurde durch die Gefahren und Herausforderungen von COVID-19 durcheinander gebracht. Wir haben im M\u00e4rz alle f\u00fcnf unserer Studios auf Heimarbeit umgestellt, was keine leichte Aufgabe war. Dank unserer IT- und Operations-Teams hatten wir nur minimale Unterbrechungen in der F\u00e4higkeit der Leute, Star Citizen und Squadron 42 weiter zu entwickeln. Wir haben das Gl\u00fcck, in einer Branche zu sein, die immer noch ferngesteuert arbeiten kann, und w\u00e4hrend wir daf\u00fcr dankbar sind, gehen unsere Gedanken an alle, die nicht so viel Gl\u00fcck haben.\nEs ist acht Jahre her, seit wir diese Reise zusammen begonnen haben. Es sind Zeiten wie diese, in denen man dar\u00fcber nachdenkt, wo man angefangen hat, wie weit man gekommen ist und wohin man geht. Die Reise ist nicht kurz gewesen, und unser Ziel ist im Ehrgeiz gewachsen, mit der Zunahme der Unterst\u00fctzung von allen, ein Universum auf einer Ebene von Details und Ma\u00dfst\u00e4ben zu bauen, von der niemand auch nur zu tr\u00e4umen gewagt hat.\nWenn ich mir all die unglaublichen Meilensteine, die Technologie und die Inhalte anschaue, die wir bis jetzt geschaffen haben, und die Features und Inhalte, die wir noch vor uns haben, denke ich an John F. Kennedys Rede an der Rice University am 12. September vor 58 Jahren;\nWir haben uns entschieden, ein Spiel von der Komplexit\u00e4t und dem Ehrgeiz von Star Citizen zu entwickeln, nicht weil es einfach ist, sondern weil es schwer ist. Wir bauen ein Spiel, von dem ich, und ich wage zu sagen, ihr alle, getr\u00e4umt habe, seit wir angefangen haben, Spiele zu spielen, ein Spiel, von dem ich nie gedacht h\u00e4tte, dass es aufgrund der wirtschaftlichen und technischen Herausforderungen m\u00f6glich sein k\u00f6nnte.\nZusammen, als eine Gemeinschaft von Entwicklern und Spielern, erschaffen wir ein vollst\u00e4ndig immersives First-Person-Science-Fiction-Universum, in dem man nahtlos alles machen und \u00fcberall hingehen kann, ohne Kompromisse. Wir bauen es als eine gemeinsame Gemeinschaftserfahrung auf, in der sich Freunde treffen oder neue Freunde finden k\u00f6nnen; Entwickler und Spieler interagieren und sich gegenseitig ausrauben; und geografische Grenzen und Sprachbarrieren fallen, wenn die Gemeinschaft der Sternenb\u00fcrger spielt und sich zusammenschlie\u00dft, wobei alte und neue Piloten gleicherma\u00dfen willkommen sind. Falls du es noch nicht getan hast, nimm dir die Zeit und schau dir das heute neu ver\u00f6ffentlichte \"One Community\"-Video an, das die starken Verbindungen und Freundschaften vermittelt, die sich in der SC-Community jeden Tag bilden. Es sind diese Verbindungen, die uns alle miteinander verbinden, nicht nur als Spieler, sondern als Menschen. Und in Zeiten wie diesen ist das wichtiger denn je.\nUnd wie Man in Kennedys Moonshot-Rede, haben wir bereits viel erreicht in unserer Suche nach den Sternen; 64bit mathematische Pr\u00e4zision, die es unserem Spiel erlaubt, sowohl Millimeter-Details als auch Milliarden von Kilometern Ma\u00dfstab zu haben, etwas, was keine andere kommerzielle Spielengine hat. Unsere Planetentechnologie erlaubt es uns, ganze Planeten und Monde bis hinunter zum kleinsten Felsen oder zur kleinsten Blume zu rendern und zu simulieren. Wenn du es sehen kannst, kannst du dorthin reisen! Die Verfahrenswerkzeuge, die wir entwickelt haben, erlauben es unseren K\u00fcnstlern, \"ma\u00dfstabsgetreu zu malen\", um atemberaubende und sehr spezifische Umgebungen zu schaffen. Mit unserer Physics Grid-Technologie k\u00f6nnen wir nahtlos zwischen verschiedenen physikalischen Simulationen wie der lokalen Gravitation im Raumschiff bis zum Null-G des Weltraums, bis zur Gravitation eines Planeten, der sich um seine Achse dreht, wechseln. Das Item Port System erlaubt es uns, die Funktionalit\u00e4t in diskrete Komponenten wie Kraftwerke, Schildgeneratoren, Lebenserhaltung, T\u00fcren, Sitze, Triebwerke, Gesch\u00fctzt\u00fcrme, Gesch\u00fctze und vieles mehr zu zerlegen, was ein systemisches Verhalten in unseren Raumschiffen, Fahrzeugen und Umgebungen erm\u00f6glicht. Unser vereinheitlichtes Schauspieler-Rigg erlaubt es uns, die gleichen Animationen und Details in der ersten und dritten Person zu haben, was eine m\u00f6glichst reichhaltige Multiplayer-Erfahrung erm\u00f6glicht. Mit Object Container Streaming k\u00f6nnen wir das Universum um den Spieler im Client oder auf dem Server beliebig ein- und ausstr\u00f6men lassen, so dass wir nur die Teile des Universums anzeigen und simulieren k\u00f6nnen, die wir ben\u00f6tigen. Unsere DNA-Gesichtstechnologie erm\u00f6glicht es dir, verschiedene gescannte menschliche Merkmale realistisch miteinander zu vermischen, um glaubw\u00fcrdige menschliche K\u00f6pfe f\u00fcr deinen In-Game-Charakter zu erstellen. Unsere Face-over-IP-Technologie erm\u00f6glicht es dir, die Gesichtsbewegungen deines Spielcharakters zu steuern und deine Stimme diegetisch ins Spiel zu bringen.\nKein anderes Spiel verf\u00fcgt \u00fcber all diese Funktionen auf einmal, und das bei einer so hohen Treue, wie wir sie bieten.\nIm Laufe der Zeit haben wir eine Firma mit \u00fcber 640 Mitarbeitern aufgebaut, die sich auf f\u00fcnf Studios in vier Zeitzonen verteilen. Keine Kleinigkeit, als wir vor acht Jahren ohne B\u00fcro, ohne Angestellte und mit einigen wenigen Mitarbeitern angefangen haben!\nW\u00e4hrend wir auf dem Weg zum Mond sind, metamorphisch gesprochen, sind wir noch nicht so weit. Wir haben noch einige Schl\u00fcsseltechnologien zu vervollst\u00e4ndigen, um das nahtlose Universum abzurunden;\niCache wird es uns erm\u00f6glichen, den Zustand auf jedem beliebigen dynamischen Gegenstand im Universum aufzuzeichnen, so dass du auf einem Planeten landen, eine Kaffeetasse in einem Wald auf einem abgelegenen Planeten fallen lassen, weggehen und einen Monat sp\u00e4ter zur\u00fcckkommen kannst, um die Kaffeetasse immer noch dort zu sehen, wo du sie zur\u00fcckgelassen hast. iCache er\u00f6ffnet Sternenb\u00fcrgern wahre Universumspersistenz und erm\u00f6glicht das, was wir \"Physisches Inventar\" nennen, bei dem du keine magische Tasche mehr in der Hand haben wirst; du wirst auf die Gegenst\u00e4nde beschr\u00e4nkt sein, die du physisch tragen oder ausr\u00fcsten kannst, oder die du auf deinem Schiff oder Hab aufbewahren kannst. Mit dem physischen Inventar wird die Verwaltung von Gegenst\u00e4nden und Ressourcen viel wichtiger. Was ihr auf euer Schiff mitnehmt, ist wichtig. Du reist in eine feindliche Umgebung? Es ist besser, wenn ihr Platz habt, um einen Umgebungsanzug zu lagern. Die Auswahl des Schiffes und die Verf\u00fcgbarkeit von Ausr\u00fcstung \/ Ressourcen wird viel sinnvoller. Wir haben gro\u00dfe Fortschritte bei iCache gemacht und hoffen, es bis zum 2. Q2 des n\u00e4chsten Jahres in einem Live-Build zu haben (\"hoffen\" nicht \"vielversprechend\").\nServer Meshing ist ein weiterer gro\u00dfer technischer Meilenstein, der vor uns liegt. Es h\u00e4ngt von iCache ab, da es den verschiedenen Servern im Mesh erlaubt, eine einheitliche Momentaufnahme des Zustands des Universums zu nutzen, aber wir haben in den letzten Jahren daran gearbeitet und hoffen, die erste Iteration bis n\u00e4chstes Jahr in den H\u00e4nden der Spieler zu haben. Dies wird es uns erm\u00f6glichen, die Anzahl der Spieler \u00fcber 50 hinaus auf Tausende gleichzeitig in derselben \"Instanz\" zu erh\u00f6hen, da die Technik zus\u00e4tzliche Server aufschalten wird, um die Simulationslast in einem Gebiet zu bew\u00e4ltigen, wenn die Spielerzahl steigt. Dann wird Star Citizen zu einem echten Massively Multiplayer Game.\nDie letzte gro\u00dfe technische Initiative ist die Hintergrund-Universumssimulation, die Tony Zurovec auf der letzten CitizenCon als \"Quantum\" bezeichnet hat. Tony und sein Team haben hart an den Backend-Diensten gearbeitet, um die Kommunikation zwischen den einzelnen Spielservern und der Gesamtuniversumssimulation zu erm\u00f6glichen, die den Zustand der Spielserver nimmt und ihn nutzt, um die globale Universumssimulation zu beeinflussen. Dies erzeugt Ursache und Wirkung in den Preisen von Rohstoffen, erstellten Missionen und KI-Zielen, die auf den Handlungen der Spielerpopulation basieren.\nDiese drei Schl\u00fcsseltechnologien werden die wichtigsten technischen S\u00e4ulen abrunden, die es uns erm\u00f6glichen werden, ein dynamisches und nahtloses Universum mit unglaublicher Detailgenauigkeit und Gr\u00f6\u00dfe zu liefern. Alle sind schon weit in der Entwicklung und die Frage ist nicht mehr \"ob\" sondern \"wann\".\nWenn dies geschieht, k\u00f6nnen wir anfangen, die Schleusentore in Bezug auf Orte und Inhalte zu \u00f6ffnen, etwas, worauf wir uns vorbereitet haben, indem wir uns auf die Verbesserung der Planetentechnologie und ihrer prozeduralen Sch\u00f6pfungswerkzeuge konzentriert haben, w\u00e4hrend wir darauf warten, dass die Serververnetzung online geht. Wir haben die Erschaffung eines Planeten von Monaten auf ein paar Wochen verk\u00fcrzt, wenn wir die entsprechenden Biome und Verm\u00f6genswerte haben. Wir haben uns auf Werkzeuge konzentriert, die es uns erlauben werden, Landezonen und Siedlungen im Ma\u00dfstab zu bauen, wenn wir die modularen Teile haben.\nZusammen mit diesen letzten paar gro\u00dfen technischen H\u00fcrden haben wir einen Punkt gemacht, um die Lebensqualit\u00e4t und Stabilit\u00e4t des Spiels zu verbessern. Wir haben das Vehicle Experience Team gegr\u00fcndet, um uns auf das Gef\u00fchl der Raumfahrt und des Kampfes zu konzentrieren, und wir haben \u00e4hnliche bevorstehende Initiativen auf der Seite der Schauspieler (Spieler), die sich auf die Spielerinteraktionserfahrung konzentrieren. Einiges davon werdet ihr bereits mit der Ver\u00f6ffentlichung von 3.10 zu sch\u00e4tzen wissen, die die erste Runde der Verbesserungen der Flug- und Turmerfahrung mit sich brachte. 3.11 setzt dies mit Verbesserungen im Raketen- und Gegenma\u00dfnahmen-Gameplay fort. Wir glauben, dass dieser Fokus auf Stabilit\u00e4t und LQL geholfen hat und sich in unserem erh\u00f6hten Benutzerengagement in diesem Jahr zeigt.\nWir h\u00f6ren damit nicht auf. Wir haben bereits jetzt in 3.11 die Berufe der anderen Weltraumspiele: Erkunden, Schleppen, Handel, S\u00f6ldner, Gesetzloser, Kopfgeldj\u00e4ger und Bergbau. Wir haben gro\u00dfe Pl\u00e4ne f\u00fcr Bergung, Reparatur, Medizin, Datenverarbeitung, Landwirtschaft und Herstellung\/Handwerk, aber wenn wir uns nur die Zeit nehmen w\u00fcrden, die bestehenden Berufe fertigzustellen und sie zu polieren, h\u00e4tte der Sternenb\u00fcrger keinen Rivalen. Ein Teil der \"Es gibt keine Gameplay-Loops\" Kommentare, die ich gelegentlich sehe, r\u00fchrt daher, dass die Basisklassen oft unvollst\u00e4ndig in ihrer Funktionalit\u00e4t sind, wie zum Beispiel die M\u00f6glichkeit, effektiv Fracht von einem Schiff einzusammeln, das man gerade als Pirat aufgelauert hat. Dies zusammen mit einem gelegentlich auftretenden spielbrechenden Bug und mangelnder Politur vermittelt den Eindruck, dass es viel weniger gibt, als tats\u00e4chlich vorhanden ist. Dies zu beheben, zusammen mit der Verbesserung der anf\u00e4nglichen Benutzererfahrung, sind die Kernpunkte unserer bevorstehenden \"Erlebnis\"-Initiativen, wobei Fracht, Piraterie und Kopfgeldjagd ganz oben auf der Liste stehen, um die zus\u00e4tzliche Liebe und Aufmerksamkeit zu erhalten, damit die Berufe vollst\u00e4ndig abgerundet werden und Spa\u00df machen.\nUnd es geht nicht nur um unser Ziel, sondern auch um die Reise, und auf dem Weg dorthin wollen wir daf\u00fcr sorgen, dass es Spa\u00df macht, Star Citizen zu spielen und zu unterst\u00fctzen, w\u00e4hrend es um euch herum fertig wird. Das Fleet Week Event im Mai war nur das erste von vielen dynamischen Events, die wir planen. Die diesj\u00e4hrige Intergalaktische Luft- und Raumfahrt-Expo zieht an einen brandneuen Ort, der von Grund auf in New Babbage auf MicroTech gebaut wurde, und es gab einige beunruhigende \u00dcbertragungen von Pyro...\nWie bei unseren technischen H\u00fcrden geht es nicht darum, ob der Sternenb\u00fcrger jemals die kritische Masse erreichen wird, sondern wann. Die Zukunft wird von Quartal zu Quartal heller, da jede Ver\u00f6ffentlichung ein schrittweiser und greifbarer Schritt zu dem voll dynamischen Ego-Universum-Sandkasten ist, von dem wir alle getr\u00e4umt haben. Du bringst besser Schatten mit!\nWir haben eine Menge aufregender Features in der Entwicklung, von gro\u00df bis klein, aber ich werde die Details dazu der neuen \u00f6ffentlichen Roadmap \u00fcberlassen, an der wir gearbeitet haben und in die wir im August einen Blick zur\u00fcck geworfen haben. Der gro\u00dfe Unterschied zwischen dem, was wir bisher geteilt haben, und dem neuen Format ist, dass ihr sehen werdet, woran jedes Mitglied des Entwicklerteams arbeitet, auch wenn sie an etwas arbeiten, das noch nicht so bald lieferbar ist.\nIch wei\u00df, ein paar Leute fragen sich, warum es so lange dauert, eine Roadmap zu \u00fcberarbeiten, aber es ist viel mehr als das. Wir zeigen grundlegend andere Informationen an als zuvor, und wir brauchen ein System, das nicht viel manuelle Pflege erfordert. Es ist eine riesige Herausforderung, das zu organisieren und anzuzeigen, woran alle bei einem so gro\u00dfen Projekt arbeiten. Wir haben F\u00dcNF ACHTZIG einzelne Sprint-Teams, die aus 3 bis 4 Personen bis zu 20 bestehen.\nEinen \u00dcberblick \u00fcber die Arbeit von 500 Entwicklern zu haben, bei dem man bis hinunter zu den einzelnen Ressourcen gehen kann, ist nicht so einfach, wie ein Trello-Board f\u00fcr ein 20-k\u00f6pfiges Entwicklungsteam zusammenzustellen. Wir m\u00f6chten, dass du eine Version von dem siehst, was wir intern verwenden und sehen. Als solches gibt es auf der Webplattform viel Technik f\u00fcr die Anzeige und Datenerfassung aus unserer JIRA-Datenbank. Abh\u00e4ngig von den Fortschritten von Turbulent hoffen wir, dass die erste Iteration der neuen Public Roadmap f\u00fcr Star Citizen und Squadron 42 gegen Ende dieses Jahres live gehen wird. Heute ver\u00f6ffentlichen wir den ersten Teil von \"The Briefing Room\", der eine detaillierte viertelj\u00e4hrliche Show \u00fcber Squadron 42 sein soll, in der besprochen wird, was das Team erreicht hat (eine Art wirklich, wirklich gro\u00dfer Sprintbericht) und in ein Feature und\/oder einen Teil des Inhalts eintauchen wird. Die erste Episode hat nicht den visuellen viertelj\u00e4hrlichen Bericht (der in den zuk\u00fcnftigen Folgen erscheinen wird), aber er ist eine Stunde und achtzehn Minuten lang, also nehmt euch etwas Zeit, um ihn zu sehen!\nIch wei\u00df, dass es einige Frustration gegeben hat, seit wir angek\u00fcndigt haben, dass wir die aktuelle Staffel 42 Roadmap nicht aktualisieren werden, bis wir neu konfiguriert haben, wie wir den Fortschritt der Staffel 42 anzeigen.\nEs ist uns sehr wichtig, ein Spiel zu liefern, das der H\u00f6hepunkt des Einzelspieler-Story-Weltraumabenteuers wird, ein Spiel, das dem Verm\u00e4chtnis des Wing Commander gerecht wird und neue Wege im interaktiven Storytelling beschreitet. \u00c4hnlich wie bei Star Citizen tr\u00e4umte ich bei Squadron 42 immer davon, in eine fesselnde Geschichte einzutauchen, in der ich der Star meines eigenen riesigen Weltraumepos bin. Damals, als ich die Wing Commander-Serie entwickelte, gab es immer technische Beschr\u00e4nkungen, also musste ich mir meine K\u00e4mpfe selbst aussuchen. Aber mit Squadron 42 kann ich dich als Spieler endlich in dein eigenes Abenteuer eintauchen und es mit jedem Big-Budget-Film, den du auf der gro\u00dfen Leinwand sehen k\u00f6nntest, aufnehmen, interagieren und Beziehungen zu Charakteren aufbauen, die von einigen deiner Lieblingsschauspieler gespielt werden, und Schlachten und Versatzst\u00fccke navigieren, die jeden Star Wars-Film stolz machen w\u00fcrden. Ich h\u00e4tte mich an das urspr\u00fcngliche, viel einfachere Spiel halten k\u00f6nnen, das 2012 vorgeschlagen wurde, aber mit der Erweiterung der M\u00f6glichkeiten f\u00fcr Star Citizen hatte ich das Gef\u00fchl, dass ich ein Einzelspieler-Spiel entwickeln musste, um es mit dem Mehrspieler-Ambitionen von Star Citizen aufnehmen zu k\u00f6nnen. Mit der Menge an Liebe und Anstrengung, die in Squadron 42 gesteckt wurde, werden wir es erst dann ver\u00f6ffentlichen, wenn es vollst\u00e4ndig ausgefeilt ist, gro\u00dfartig spielt und einen emotionalen Schwung hat.\nDas ist ein ganz anderer Ansatz als bei Star Citizen, wo wir alle drei Monate iterativ Funktionalit\u00e4t und Inhalte ver\u00f6ffentlichen, so dass greifbare Fortschritte zu sehen und zu spielen sind. F\u00fcr viele Inhalte von Squadron ist es sehr schwer, sie als \"fertig\" zu bezeichnen, da wir das Gameplay, die Umgebungen, Charaktere, Requisiten und Schiffe bis zur Ver\u00f6ffentlichung aufpolieren werden. Wir waren also der Meinung, dass eine Neuausrichtung der Roadmap mehr auf das, woran die Leute arbeiten, als auf die einzelnen Ergebnisse pro Quartal den Leuten eine viel bessere Vorstellung davon geben w\u00fcrde, wo wir bei der Entwicklung von Squadron 42 stehen und wie hart alle daran arbeiten.\nJede unserer Roadmaps ist nur eine Momentaufnahme davon, wo wir stehen, was wir denken, dass wir noch \u00fcbrig haben, mit unseren Sch\u00e4tzungen, wie lange sie dauern werden. Aber sie sind genau das, Sch\u00e4tzungen, und so k\u00f6nnen sie falsch sein und sind es oft auch. Wir schauen uns st\u00e4ndig an, wie wir bei unseren fr\u00fcheren Sprints gefahren sind, was gut gelaufen ist, was nicht und wie wir uns verbessern werden, und wir ber\u00fccksichtigen diese neuen Daten in unseren zuk\u00fcnftigen Sch\u00e4tzungen, um zu versuchen, sie genauer zu machen. Je mehr wir die erforderlichen Funktionen und Inhalte von Squadron 42 abschlie\u00dfen, desto genauer wird die Sch\u00e4tzung, wann wir fertig werden, da es weniger unvorhersehbare Elemente in der Roadmap geben wird.\nIch wei\u00df, dass jeder ein endg\u00fcltiges Datum haben m\u00f6chte, wann Squadron 42 fertig sein wird, aber die beste Antwort, die ich euch geben kann, ist, dass es fertig sein wird, wenn es fertig ist, und das wird nicht dieses Jahr sein. Aber ab diesem Dezember solltet ihr mehr Einblick in das haben, woran das Team arbeitet, was sie noch \u00fcbrig haben, und mit dem Briefing Room werdet ihr viel tiefere visuelle Einblicke in das bekommen, was wir gemacht haben und Features und Inhalte, die wir ohne Spoiler teilen k\u00f6nnen.\nIch m\u00f6chte, dass Squadron 42 fertig ist und von euch allen gespielt wird, mehr als jeder andere. Ich kann euch sagen, dass sich das Team im \"Close-out\"-Modus befindet und wir uns aktiv darum bem\u00fchen, unsere verbleibenden Aufgaben abzubrennen und uns auf den Feinschliff des Gameplays zu konzentrieren. Es wird ein Spiel sein, das das Warten wert ist, und auf das das Team, ich und ihr, die Community, die seine Entstehung unterst\u00fctzt hat, stolz sein werden.\nOhne euch alle und eure unerm\u00fcdliche Unterst\u00fctzung und euren Enthusiasmus - die Unterst\u00fctzer, die pflichtbewusst jede Evocati oder PTU Ver\u00f6ffentlichung spielen, um bei der Fehlersuche zu helfen, die Content-Ersteller, die die erstaunlichsten Screenshots oder wundersch\u00f6nen Videos erstellen, die Streamer, die das Spiel t\u00e4glich spielen und zeigen, wie viel Spa\u00df Star Citizen schon in seinem fr\u00fchen Stadium machen kann - w\u00e4ren wir nicht da, wo wir heute sind.\nStar Citizen und Squadron 42 sind Spiele ohne Kompromisse, mit Ambitionen ohne Parallelen. Es gibt keine andere Situation, in der ich oder irgendjemand anders auf diese Art und Weise \u00fcber die Z\u00e4une schwingen k\u00f6nnte. Kein Publisher will die Zeit und das Geld investieren, um so etwas zu bauen. Es ist nur mit der Unterst\u00fctzung der besten Gaming-Community m\u00f6glich, die sich nicht um viertelj\u00e4hrliche Gewinnzahlen schert, sondern Qualit\u00e4t und Umfang \u00fcber alles andere stellt.\nMit Star Citizen kannst du alle drei Monate den Fortschritt sehen und spielen, und selbst wenn ein bestimmtes Feature oder ein St\u00fcck Inhalt, auf das du dich freust, noch nicht geliefert wurde, kannst du dir das Spiel heute nicht ansehen und nicht die riesigen Fortschritte sehen, seit wir im Dezember 2015 die ersten Babyschritte in das Persistent Universe gemacht haben.\nMit iCache und Server Meshing am Horizont, kombiniert mit einem Fokus auf Glanz und Lebensqualit\u00e4t, wird Star Citizen ein Spiel ohne Gleichen werden, das \u00fcber viele Jahre langsam wachsen und sich entwickeln wird. Eve und World of Warcraft sind auch noch \u00fcber ein Jahrzehnt sp\u00e4ter stark und meine Vision f\u00fcr Star Citizen ist noch viel l\u00e4nger. Solange die Leute sich in einem anderen Universum verlieren wollen, um mit ihren Freunden zu spielen und neue Freunde zu finden, solange die Leute Science Fiction und die Fantasie von Reisen zu den Sternen lieben, werden wir hier sein, um eine Flucht wie keine andere zu bieten.\nIch danke jedem einzelnen von euch aus tiefstem Herzen f\u00fcr alles, was ihr getan habt und was ihr weiterhin tut,\nHappy Star Citizen Day f\u00fcr uns alle!\n-Chris","zh_CN":"Hello Citizens,\n2020 has been a momentous year in more ways than one; we blew past $300M in crowdfunding and even though we\u2019re just over three quarters of the way through the year, it is already our biggest year in terms of revenue, players and engagement. We\u2019re on track to have close to one million unique players this year while a quarter of a million new players have already taken their first steps in the universe of Star Citizen during these past nine months. And you all, the best community in gaming, have welcomed them with open arms, showing them around, helping explain the mechanics and even lending them ships to try out!\nIt has also been a very trying year for everyone around the world. I was expecting to be standing on a stage at the Los Angeles Convention Center giving a keynote to a couple of thousand community members in person. Instead I am writing this from my home, having not been into the office for six months. People\u2019s lives have been upended by the dangers and challenges of COVID-19. We transitioned all five of our studios to work from home in March, which was no easy feat. Thanks to our IT and operations teams we had minimal disruption in people\u2019s ability to continue to develop Star Citizen and Squadron 42. We are lucky to be in an industry that can still work remotely, and while we are thankful of this, our thoughts go out to everyone that are not as fortunate.\n\nIt\u2019s been eight years since we started this journey together. It is times like this you reflect on where you started, how far you\u2019ve come and where you are going. The journey has not been short, and our destination has grown in ambition with the increase in everyone\u2019s support to build a universe to a level of detail and scale that no one has even dared to dream of.\nIn looking at all the incredible milestones, technology and content we\u2019ve created so far, and the features and content we still have to go, I think of John F Kennedy\u2019s speech at Rice University on September 12th, 58 years ago;\nWe chose to build a game of Star Citizen\u2019s complexity and ambition, not because it is easy, but because it is hard. We are building a game that I, and I dare say all of you, have dreamed about since we first started playing games, a game that I never imagined could be possible due to the economics and technical challenges.\nTogether, as a community of developers and gamers, we are creating a fully immersive first-person science-fiction universe where you can seamlessly do anything and go anywhere, without compromise. We are building it as a shared communal experience where friends can meet, or new ones can be made; developers and players interact and riff off each other; and geographic boundaries and language barriers fall as the Star Citizen Community plays and bonds, welcoming both old and new pilots alike. If you haven\u2019t yet, take the time to watch today\u2019s newly released \u201cOne Community\u201d Video, which conveys the powerful connections and friendships forming in the SC Community every day. It is these connections that bind us all together, not just as gamers, but as people. And in times like these, this is more important than ever.\nAnd like Man in Kennedy\u2019s Moonshot speech, we have achieved a lot already in our quest for the stars; 64bit mathematical precision, allowing our game to have both millimeter detail and billions of kilometer scale, something no other commercial game engine has. Our planet tech allows us to render and simulate entire planets and moons down to the smallest rock or flower. If you can see it, you can travel there! The procedural tools we\u2019ve developed allow our artists to \u201cpaint at scale\u201d to create stunning and very specific environments. We can seamlessly transition between different physical simulations like local gravity in spaceship to the zero G of space, to the gravity of a planet rotating on its axis with our Physics Grid technology. The item port system allows us to break functionality into discrete components like power plants, shield generators, life support, doors, seats, thrusters, turrets, guns and many more, allowing systemic behavior in our spaceships, vehicles and environments. Our unified actor rig allows us to have the same animations and details in first and third person allowing for the richest possible multiplayer experience. We can arbitrarily stream in and out the universe around the player in the client or the server with Object Container Streaming, allowing us to only display and simulate the parts of the universe we need to. Our DNA facial tech allows you to blend different scanned human features together realistically to create believable human heads for your in-game character. Our Face-over-IP tech allows you to drive the facial motions of your in-game character as well as put your voice diegetically into the game.\nNo other game has all this functionality at once, done to the level of fidelity that we deliver.\nAlong the way we have built a company of over 640 people, split between five studios across four time zones, no small feat when we started with no office, zero employees and a few collaborators eight years ago!\nWhile we\u2019re well on our way to the Moon, metamorphically speaking, we\u2019re not there just yet. We still have some key technologies to complete to round out the seamless universe;\niCache, which will allows us to record state on any dynamic arbitrary item in the universe, so you could touch down on a planet, drop a coffee cup in a forest on some remote planet, leave, and come back a month later to still see the coffee mug where you left it. iCache opens up true universe persistence for Star Citizen and enables what we are calling \u201cPhysical Inventory\u201d where you no longer will have a magic bag of holding; you will be limited to the items you can physically carry or equip, or that you can store on your ship or hab. With Physical Inventory, item and resource management become much more important. What you take with you on your ship is important. Traveling to a hostile environment? Better have room to store an environment suit. Ship choice and availability of equipment \/ resources becomes much more meaningful. We have made great progress on iCache and are hoping to have it in a live build by Q2 of next year (\u201choping\u201d not \u201cpromising\u201d).\nServer Meshing is another big technical milestone ahead of us. It\u2019s dependent on iCache, as that allows the various servers in the mesh to utilize a unified snapshot of the state of the universe, but we have been working on this over the past few years and hope to have the first iteration in players\u2019 hands by next year. This will allow us to greatly expand the number of the players beyond 50 to thousands concurrently in the same \u201cinstance\u201d as the tech will spin up additional servers to handle the simulation load in an area as the player count increases. This is when Star Citizen becomes a true Massively Multiplayer Game.\nThe last big technical initiative is the background universe simulation, what Tony Zurovec has dubbed \u201cQuantum\u201d at last years CitizenCon. Tony and his team have been working hard on the backend services to communicate between the individual game servers and the overall universe simulation that takes state from the game servers and uses it to affect the global universe simulation. This creates cause and effect in prices of commodities, missions created and AI objectives based on the player population\u2019s actions.\nThese three key technologies will round out the major technical pillars that will enable us to deliver a dynamic and seamless universe with incredible detail and scale. All are well into development and the question is no longer \u201cif\u201d but \u201cwhen\u201d.\nWhen this happens we can start to open the floodgates in terms of locations and content, something we have been gearing up for by focusing on improving the planet tech and its procedural creation tools while we wait for server meshing to come online. We\u2019ve taken the creation of a planet from months to a couple of weeks, when we have the appropriate biomes and assets. We\u2019ve been focusing on tools that will allow us to build landing zones and settlements at scale when we have the modular pieces.\nAlong with these last few major tech hurdles, we\u2019ve been making a point to improve the quality of life and stability of the game. We created the Vehicle Experience Team, to focus on the feel of space flight and combat, and we have similar upcoming initiatives on the Actor (player) side, focused on the Player Interaction Experience. Some of this you\u2019ll have already begun to appreciate with the release of 3.10, which brought the first round of flight and turret experience improvements. 3.11 is continuing this with improvements to missile and countermeasure gameplay. We believe that this focus on stability and QoL has helped and can be seen in our increased user engagement this year.\nWe\u2019re not stopping there. We already have the professions of other space games right now in 3.11: exploration, hauling, trading, mercenary, outlaw, bounty hunting and mining. We have big plans for salvage, repair, medical, data running, farming, and manufacturing \/ crafting but if we just took the time to finish the existing professions and polish them, Star Citizen would have no rival. Part of the \u201cthere are no gameplay loops\u201d comments I see occasionally stem from the fact the base professions often are incomplete in their functionality, like effectively being able to collect cargo from a ship you just waylaid as a pirate. This along with an occasional game-breaking bug and lack of polish gives an impression of much less than there actually is. Rectifying this, along with improving the initial user experience, are core to our upcoming \u201cexperience\u201d initiatives, with Cargo, Piracy and Bounty Hunting being high on the list to receive the extra love and attention to make the professions fully rounded and fun.\nAnd it\u2019s not just about our destination, it\u2019s about the journey, and along the way we are aiming to make it fun to play and support Star Citizen while it is being finished around you. The Fleet Week event back in May was just the first of many dynamic events we are planning. This year\u2019s Intergalactic Aerospace Expo moves to an all-new location built from the ground up at New Babbage on microTech, and there\u2019s been some disturbing transmissions coming from Pyro\u2026\nLike our tech hurdles, it\u2019s not a matter of if Star Citizen will ever reach critical mass but when. The future gets brighter quarter by quarter, as every release is an incremental and tangible step to the fully dynamic first-person universe sandbox that we have all dreamed of. You better bring shades!\nWe have a lot of exciting features under development from large to small, but I will leave the detail on these to the new Public Roadmap we\u2019ve been working on that we gave a peek into back in August. The big difference between what we have been sharing up to now and the new format is that you will see what every member of the development team is working on, even if they are working on something that doesn\u2019t have a deliverable any time soon.\nI know a few people wonder why it takes so long to revise a roadmap, but it\u2019s much more than that. We\u2019re displaying fundamentally different information than previously shown, and we need a system that doesn\u2019t require a lot of manual upkeep. It is a huge challenge to organize and display what everyone is working on with such a massive project. We have FIFTY EIGHT individual sprint teams that range from 3 to 4 people up to 20.\nHaving a high-level view of what 500 developers are working where you can scope down to what individual resources are working on is not as easy as throwing a Trello board together for a 20-person development team. We want you to see a version of what we use and see internally. As such there is a lot of engineering on the web platform for both display and data acquisition from our JIRA database. Depending on Turbulent\u2019s progress we are hoping to have the first iteration of the new Public Roadmap for Star Citizen and Squadron 42 to go live towards the end of this year. Today we are releasing the first installment of \u201cThe Briefing Room\u201d which is planned to be an in-depth quarterly show on Squadron 42, that will discuss what the team has achieved (kind of like a really, really big sprint report) and deep dive into a feature and or piece of content. The first episode doesn\u2019t have the visual quarterly report (that will be in the future installments) but it is one hour and eighteen minutes, so set some time aside to watch it!\nI know there has been some frustration since we announced we were not going to be updating the current Squadron 42 Roadmap until we had reconfigured how we display progress on Squadron 42.\nIt is very important to us to deliver a game that will be the pinnacle of the single-player story space adventure, a game that lives up to the legacy of Wing Commander and breaks new ground in interactive storytelling. Much like Star Citizen, Squadron 42 is how I always dreamed of being immersed in a riveting story where I was the star of my own huge space epic. Back when I was building the Wing Commander series, there were always technical limitations, so I had to pick and choose my battles. But with Squadron 42 I can finally immerse you as a player into your own adventure to rival any big budget movie you might see on the big screen, interacting and forming relationships with characters played by some of your favorite actors and navigating battles and set pieces that would make any Star Wars film proud. I could have stuck to the original, much simpler game that was proposed in 2012, but with the increase in scope for Star Citizen I felt I needed to build a single-player game to rival Star Citizen\u2019s multiplayer ambition. With the amount of love and effort that has been poured into Squadron 42, we aren\u2019t going to release it until it\u2019s fully polished, plays great and packs an emotional wallop.\nThis is a very different approach than Star Citizen, where we iteratively release functionality and content every three months, and so tangible progress can be seen and played. For a lot of Squadron\u2019s content, it\u2019s very hard to call it \u201cdone\u201d as we\u2019ll be polishing gameplay, environments, characters, props and ships until we release. So, we felt that refocusing the roadmap more on what people are working on rather than individual deliverables per quarter would give people a much better idea of where we are at in the development of Squadron 42, as well as how hard everyone is working.\nAny one of our Roadmaps are only a snapshot of where we are, what we think we have left, with our estimates of how long they will take. But they are just that, estimates, and so can be wrong and often are. We are constantly looking at how we tracked on our previous sprints, what went well, what didn\u2019t and how we will improve, and we factor this new data into our future estimates to try to make them more accurate. As we close out the required functionality and content of Squadron 42, the more accurate the estimate of when we will finish becomes, as there will be fewer unpredictable elements in the roadmap.\nI know everyone would like a definitive date on when Squadron 42 will be done but the best answer I can give you is that it will be done when it is done, and that will not be this year. But starting this December you should have more visibility into what the team is working on, what they have left and with The Briefing Room you\u2019ll get much more in-depth visual dives into what we\u2019ve done and features and content we can share without spoilers.\nI want Squadron 42 to be finished and played by all of you, more than anyone. I can tell you that the team is in \u201cclose out\u201d mode and we are actively looking to burn down our remaining tasks and focus on polishing gameplay. It is going to be a game that is worth the wait, and one that the team and I, and you the community who supported its creation, will be proud of.\nWithout all of you and your tireless support and enthusiasm \u2013 the backers that dutifully play each Evocati or PTU release to help find bugs, the content creators who create the most amazing screen shots or beautiful videos, the streamers who play the game daily showing just how much fun Star Citizen can be even in its early state \u2013 we wouldn\u2019t be where we are today.\nStar Citizen and Squadron 42 are games without compromise, with ambitions without parallel. There is no other situation in which I or anyone else could swing for the fences in such a manner. No publisher wants to invest the time and money to build something like this. It is only possible with the support of the best community in gaming, one that doesn\u2019t care about quarterly profit numbers but values quality and scope over all else.\nWith Star Citizen you can see and play the progress every three months, and even if a certain feature or piece of content that you are looking forward to hasn\u2019t been delivered yet, you can\u2019t look at the game today and not see the huge progress since we took the first baby steps into the Persistent Universe back in December 2015.\nWith iCache and Server Meshing on the horizon, combined with a focus on polish and quality of life, Star Citizen will become a game with no equal that will slowly grow and evolve over many years. Eve and World of Warcraft are still going strong over a decade later and my vision for Star Citizen is far longer. As long as people want to lose themselves in another universe to play with their friends and make new ones, as long as people love science fiction and the fantasy of traveling the stars, we will be here to provide an escape like no other.\nI thank each and every one of you from the bottom of my heart for all that you have done and all that you continue to do,\nHappy Star Citizen Day to us all!\n\n-Chris"},"links_count":4,"comment_count":216,"created_at":"2020-10-10T00:00:00+00:00","created_at_human":"5 years ago"},"meta":{"processed_at":"2026-04-28 08:04:17","valid_relations":["images","links","translations"],"prev_id":17804,"next_id":17807}}