{"data":{"id":17848,"title":"Roadmap Roundup - October 30th, 2020","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/spectrum-dispatch\/17848-Roadmap-Roundup-October-30th-2020","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17848","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17848","channel":"Spectrum Dispatch","category":"Lore","series":"Roadmap Roundup","images":[{"id":22318,"name":"TRAVEL_WARNING.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/xoh0h57yqhmror\/source\/TRAVEL_WARNING.png","alt":"","size":18693,"mime_type":"image\/png","last_modified":"2016-05-05T03:15:45+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22318","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22318\/similar"},{"id":22598,"name":"Source-6.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/xkgpg49opojvor\/source\/Source-6.jpg","alt":"","size":681890,"mime_type":"image\/jpeg","last_modified":"2019-09-06T14:55:47+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22598","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22598\/similar"},{"id":38018,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/5nw60s8x71rw5\/source.png","alt":"","size":2192228,"mime_type":"image\/png","last_modified":"2025-02-25T15:29:09+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38018","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38018\/similar"}],"images_count":3,"translations":{"en_EN":"Roadmap Roundup\nHappy Friday, everyone!\n\nEach and every week, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nWith that said, let\u2019s go ahead and dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\nNotable Changes for October 30th, 2020\nThis week we\u2019re adding seven new cards to the Roadmap for Alpha 3.12, mostly related to the addition and improvement of Stanton\u2019s security. With the release of Alpha 3.12, a Navy Idris will now be the final line of defense at Armistice Zones of rest stops. Should criminals with a high enough combined CrimeStat enter the Armistice Zone, a Navy Idris will be called to deal with them.\n\nThe Following Cards have been added to the Alpha 3.12 column: AI Fire Mode Usage and Targeting Priorities | Implemented functionality that allows ship AI to charge weapons and use several fire modes and rates of fire, such as burst. AI turret target priorities were changed to vary according to the type of ship the turret is on, the size of the turret, and angular range, assuring they focus on high priority targets they are effective against, and able to hit.\n\nAI Intercepting Torpedoes | Adding functionality allowing Ship AI to intercept and shoot down incoming torpedoes. This goes in line with making the torpedo gameplay more challenging and realistic, and scoring hits more rewarding. Shooting down incoming torpedoes will help defend capital and gunships from bombers.\n\nAI Accuracy Convergence | Ship\/Turret AI accuracy changed to a convergence-based system allowing for more believable accuracy that rewards players for taking evasive action.\n\nCapital Ship Combat Behavior Improvements | Improvements to ship AI, focused on maneuvering, targeting, and weapon use of the Capital ships. This involves ensuring that the Ship has full awareness of its loadout, available turrets, and the size\/number of combatants it is facing. The Pilot will react and position the ship accordingly to each combat scenario.\n\nCapital Ships, Turrets, and Torpedoes VFX\/SFX Improvements | Improvements to destruction deathmasks, turret firing, missile trails and torpedo visual and sound effects, to enhance the look and feel of combat against and destruction of capital ships.\n\nCounter Measures v1.1 | With these improvements to countermeasure gameplay, the amount of deployed countermeasures will play more of an important role in the chance of spoofing missiles. Single countermeasures will be less effective, but players will have the ability to choose how many should be fired with each burst. Different missiles will have varying degrees of countermeasure resilience.\n\nTorpedo Attack, Counter-Balance, and Behavior | A rebalance of the Size 9 Torpedoes. They are now much deadlier, with only a few direct hits required to bring down larger ships. This extra damage comes at the cost of speed, however, affording the opportunity for ships to counter-attack by destroying them.\n\nAdditionally, the following Card has also been added to the Alpha 3.12 column: Mining UI Refactor | This update adds a brand-new user interface for all mining-capable vehicles, which will provide the player with a clearer overview of what they are currently experiencing, including: Mining Consumables \u2013 What you have equipped, their current state, and their duration. Cargo \u2013 Your cargo pods now show their contents and update in real-time as you extract materials from mineable deposits. Volatile Cargo \u2013 The health and estimated time that the cargo will last in your cargo pods before collapsing, and volatile cargo itself is highlighted in the UI so that you can\u2019t miss it when you collect it. Flight UI \u2013 The current flight and gimble settings your ship has active are visible at all times. This new interface is built entirely using the new BuildingBlocks system which will allow for quicker development, iteration, and testing of new features for the Mining System.\n\nThis week also sees the following changes: Gemini A03 Sniper Rifle (Behring) | The name of this card has been corrected.\n\nLaw System v2: Surrender | Having reviewed the progress made on this feature during the quarter, we have decided to remove it from the Roadmap for the time being, as more work on Visual & Audio Feedback is needed.\n\nGrin Multi-Tool Tractor Beam Attachment | Moved the card to the \u201cGameplay\u201d section, as that\u2019s the focus rather than the attachment itself.\n\nMercury Star Runner | Moved into Polishing.\n\nThat\u2019s all for this week! Join the discussion on Spectrum.","de_DE":"Zusammenfassung der Roadmap\nAlles Gute zum Freitag!\n\nJede Woche begleiten wir die Aktualisierung der Roadmap mit einer kurzen Erl\u00e4uterung, um Ihnen einen Einblick in die Entscheidungsfindung zu geben, die zu den \u00c4nderungen gef\u00fchrt hat. Dies ist Teil unserer Bem\u00fchungen, unsere Kommunikation transparenter, spezifischer und aufschlussreicher f\u00fcr alle von Ihnen zu gestalten, die dazu beitragen, den Sternenb\u00fcrger und das Geschwader 42 zu erm\u00f6glichen.\n\nLassen Sie uns mit dieser Feststellung fortfahren und in das Roundup der Roadmap dieser Woche eintauchen!\n\n-CIG-Gemeinschaftsteam\n\nNennenswerte \u00c4nderungen f\u00fcr den 30. Oktober 2020\nDiese Woche f\u00fcgen wir der Roadmap f\u00fcr Alpha 3.12 sieben neue Karten hinzu, die haupts\u00e4chlich mit der Erg\u00e4nzung und Verbesserung von Stantons Sicherheit zu tun haben. Mit der Ver\u00f6ffentlichung von Alpha 3.12 wird eine Navy Idris nun die letzte Verteidigungslinie in den Waffenstillstandszonen der Rastst\u00e4tten sein. Sollten Kriminelle mit einem ausreichend hohen kombinierten CrimeStat in die Waffenstillstandszone eindringen, wird ein Navy Idris gerufen, um sich mit ihnen zu befassen.\n\nDie folgenden Karten wurden der Spalte Alpha 3.12 hinzugef\u00fcgt:\n\n\nAI-Feuermodus-Nutzung und Zielpriorit\u00e4ten | Implementierte Funktionalit\u00e4t, die es der Schiffs-KI erm\u00f6glicht, Waffen aufzuladen und verschiedene Feuermodi und Feuerraten, wie z.B. Burst, zu verwenden. Die Zielpriorit\u00e4ten f\u00fcr Gesch\u00fctzt\u00fcrme der KI wurden so ge\u00e4ndert, dass sie je nach Art des Schiffes, auf dem sich der Gesch\u00fctzturm befindet, der Gr\u00f6\u00dfe des Gesch\u00fctzturms und der Winkelreichweite variieren, um sicherzustellen, dass sie sich auf Ziele mit hoher Priorit\u00e4t konzentrieren, gegen die sie wirksam sind und die sie treffen k\u00f6nnen. AI Abfangtorpedos | Hinzuf\u00fcgen einer Funktionalit\u00e4t, die es der Schiffs-KI erm\u00f6glicht, ankommende Torpedos abzufangen und abzuschiessen. Dadurch wird das Torpedo-Gameplay anspruchsvoller und realistischer und die Trefferauswertung lohnender. Das Abschie\u00dfen ankommender Torpedos hilft bei der Verteidigung der Hauptstadt und der Kampfhubschrauber vor Bombern. Konvergenz der KI-Genauigkeit | Die KI-Genauigkeit von Schiffen und Gesch\u00fctzt\u00fcrmen wurde auf ein konvergenzbasiertes System umgestellt, das eine glaubw\u00fcrdigere Genauigkeit erm\u00f6glicht und Spieler f\u00fcr Ausweichman\u00f6ver belohnt. Verbesserung des Kampfverhaltens der Capital Ship Combat Behavior | Verbesserungen der Schiffs-KI, die sich auf das Man\u00f6vrieren, Zielen und den Waffeneinsatz der Capital Ships konzentrierte. Dabei muss sichergestellt werden, dass sich das Schiff \u00fcber seine Beladung, die verf\u00fcgbaren Gesch\u00fctzt\u00fcrme und die Gr\u00f6\u00dfe\/Anzahl der K\u00e4mpfer, denen es gegen\u00fcbersteht, im Klaren ist. Der Pilot reagiert und positioniert das Schiff entsprechend jedem Kampfszenario. Verbesserungen f\u00fcr Gro\u00dfkampfschiffe, Gesch\u00fctzt\u00fcrme und Torpedos VFX\/SFX-Verbesserungen | Verbesserungen bei den Zerst\u00f6rungsmasken, dem Abfeuern der Gesch\u00fctzt\u00fcrme, den Raketenspuren und den visuellen und akustischen Torpedoeffekten, um das Erscheinungsbild und das Gef\u00fchl des Kampfes gegen und der Zerst\u00f6rung von Gro\u00dfkampfschiffen zu verbessern. Counter Measures v1.1 | Mit diesen Verbesserungen des Gegenma\u00dfnahmen-Gameplays wird die Anzahl der eingesetzten Gegenma\u00dfnahmen eine wichtigere Rolle bei der Chance spielen, Raketen zu t\u00e4uschen. Einzelne Gegenma\u00dfnahmen werden weniger effektiv sein, aber die Spieler werden die M\u00f6glichkeit haben, zu w\u00e4hlen, wie viele mit jeder Salve abgefeuert werden sollen. Unterschiedliche Raketen werden unterschiedlich widerstandsf\u00e4hig gegen Gegenma\u00dfnahmen sein. Torpedoangriff, Gegengewicht und Verhalten | Ein neues Gleichgewicht der Torpedos der Gr\u00f6\u00dfe 9. Sie sind jetzt viel t\u00f6dlicher, da nur noch wenige direkte Treffer erforderlich sind, um gr\u00f6\u00dfere Schiffe zum Absturz zu bringen. Dieser zus\u00e4tzliche Schaden geht jedoch auf Kosten der Geschwindigkeit, so dass die Schiffe die M\u00f6glichkeit haben, einen Gegenangriff durchzuf\u00fchren, indem sie zerst\u00f6rt werden.\nZus\u00e4tzlich wurde die folgende Karte in die Spalte Alpha 3.12 aufgenommen:\n\n\nMining UI Refactor | Dieses Update f\u00fcgt eine brandneue Benutzeroberfl\u00e4che f\u00fcr alle Bergbau-tauglichen Fahrzeuge hinzu, die dem Spieler einen klareren \u00dcberblick \u00fcber das, was er gerade erlebt, gibt: Bergbau-Verbrauchsg\u00fcter - Was Sie ausger\u00fcstet haben, ihren aktuellen Zustand und ihre Dauer. Fracht - Ihre Frachtkapseln zeigen jetzt ihren Inhalt an und werden in Echtzeit aktualisiert, w\u00e4hrend Sie Materialien aus abbaubaren Lagerst\u00e4tten extrahieren. Fl\u00fcchtige Fracht - Der Zustand und die gesch\u00e4tzte Zeit, die die Fracht in Ihren Frachtkapseln verbleibt, bevor sie zusammenbricht, sowie die fl\u00fcchtige Fracht selbst werden in der Benutzeroberfl\u00e4che hervorgehoben, so dass Sie sie beim Einsammeln nicht \u00fcbersehen k\u00f6nnen. Flug-Benutzeroberfl\u00e4che - Die aktuellen Flug- und Gimble-Einstellungen, die Ihr Schiff aktiv hat, sind jederzeit sichtbar. Diese neue Schnittstelle ist vollst\u00e4ndig mit dem neuen BuildingBlocks-System aufgebaut, das eine schnellere Entwicklung, Iteration und Erprobung neuer Funktionen f\u00fcr das Bergbausystem erm\u00f6glicht.\nIn dieser Woche werden auch die folgenden \u00c4nderungen vorgenommen:\n\n\nGemini A03 Sniper Rifle (Behring) | Der Name dieser Karte wurde korrigiert. Rechtssystem v2: Kapitulation | Nach Pr\u00fcfung der Fortschritte, die im Laufe des Quartals bei dieser Funktion erzielt wurden, haben wir beschlossen, sie vorl\u00e4ufig aus der Roadmap zu streichen, da mehr Arbeit an visuellem & Audio-Feedback erforderlich ist. Grinsen Multi-Tool Traktorbalkenaufsatz | Die Karte wurde in den Abschnitt \"Gameplay\" verschoben, da dies der Schwerpunkt und nicht der Aufsatz selbst ist. Merkurstern-L\u00e4ufer | In Polieren verschoben.\nDas ist alles f\u00fcr diese Woche! Beteiligen Sie sich an der Diskussion \u00fcber Spektrum.","zh_CN":"Roadmap Roundup\nHappy Friday, everyone!\n\nEach and every week, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nWith that said, let\u2019s go ahead and dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\nNotable Changes for October 30th, 2020\nThis week we\u2019re adding seven new cards to the Roadmap for Alpha 3.12, mostly related to the addition and improvement of Stanton\u2019s security. With the release of Alpha 3.12, a Navy Idris will now be the final line of defense at Armistice Zones of rest stops. Should criminals with a high enough combined CrimeStat enter the Armistice Zone, a Navy Idris will be called to deal with them.\n\nThe Following Cards have been added to the Alpha 3.12 column: AI Fire Mode Usage and Targeting Priorities | Implemented functionality that allows ship AI to charge weapons and use several fire modes and rates of fire, such as burst. AI turret target priorities were changed to vary according to the type of ship the turret is on, the size of the turret, and angular range, assuring they focus on high priority targets they are effective against, and able to hit.\n\nAI Intercepting Torpedoes | Adding functionality allowing Ship AI to intercept and shoot down incoming torpedoes. This goes in line with making the torpedo gameplay more challenging and realistic, and scoring hits more rewarding. Shooting down incoming torpedoes will help defend capital and gunships from bombers.\n\nAI Accuracy Convergence | Ship\/Turret AI accuracy changed to a convergence-based system allowing for more believable accuracy that rewards players for taking evasive action.\n\nCapital Ship Combat Behavior Improvements | Improvements to ship AI, focused on maneuvering, targeting, and weapon use of the Capital ships. This involves ensuring that the Ship has full awareness of its loadout, available turrets, and the size\/number of combatants it is facing. The Pilot will react and position the ship accordingly to each combat scenario.\n\nCapital Ships, Turrets, and Torpedoes VFX\/SFX Improvements | Improvements to destruction deathmasks, turret firing, missile trails and torpedo visual and sound effects, to enhance the look and feel of combat against and destruction of capital ships.\n\nCounter Measures v1.1 | With these improvements to countermeasure gameplay, the amount of deployed countermeasures will play more of an important role in the chance of spoofing missiles. Single countermeasures will be less effective, but players will have the ability to choose how many should be fired with each burst. Different missiles will have varying degrees of countermeasure resilience.\n\nTorpedo Attack, Counter-Balance, and Behavior | A rebalance of the Size 9 Torpedoes. They are now much deadlier, with only a few direct hits required to bring down larger ships. This extra damage comes at the cost of speed, however, affording the opportunity for ships to counter-attack by destroying them.\n\nAdditionally, the following Card has also been added to the Alpha 3.12 column: Mining UI Refactor | This update adds a brand-new user interface for all mining-capable vehicles, which will provide the player with a clearer overview of what they are currently experiencing, including: Mining Consumables \u2013 What you have equipped, their current state, and their duration. Cargo \u2013 Your cargo pods now show their contents and update in real-time as you extract materials from mineable deposits. Volatile Cargo \u2013 The health and estimated time that the cargo will last in your cargo pods before collapsing, and volatile cargo itself is highlighted in the UI so that you can\u2019t miss it when you collect it. Flight UI \u2013 The current flight and gimble settings your ship has active are visible at all times. This new interface is built entirely using the new BuildingBlocks system which will allow for quicker development, iteration, and testing of new features for the Mining System.\n\nThis week also sees the following changes: Gemini A03 Sniper Rifle (Behring) | The name of this card has been corrected.\n\nLaw System v2: Surrender | Having reviewed the progress made on this feature during the quarter, we have decided to remove it from the Roadmap for the time being, as more work on Visual & Audio Feedback is needed.\n\nGrin Multi-Tool Tractor Beam Attachment | Moved the card to the \u201cGameplay\u201d section, as that\u2019s the focus rather than the attachment itself.\n\nMercury Star Runner | Moved into Polishing.\n\nThat\u2019s all for this week! Join the discussion on Spectrum."},"links_count":2,"comment_count":0,"created_at":"2020-10-30T21:00:00+00:00","created_at_human":"5 years ago"},"meta":{"processed_at":"2026-05-08 05:56:36","valid_relations":["images","links"],"prev_id":17847,"next_id":17849}}