{"data":{"id":19041,"title":"Q&A: RSI Galaxy","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/19041-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19041","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19041","channel":"Engineering","category":"Development","series":"Concept Ship Q&A","images":[],"images_count":12,"translations":{"en_EN":"RSI Galaxy Q&A\nFollowing the concept release of the RSI Galaxy, we took your community-voted questions to our designers to provide you with more information on the recently unveiled modular ship.\n\nIf I don\u2019t have any modules, is the center of the ship just an empty room, or does the Galaxy come with a stock module? Further, is the void full or empty, and can I put \u201cstuff\u201d in there?\nIf you have no module, the Galaxy has an empty void area with a shell to keep the hull airtight, allowing you to traverse from the hangar to the rest of the ship. As it\u2019s simply an empty space, you could put \u201cstuff\u201d in there but, with a lack of cargo plates, it would be subject to all the normal risks of unsecured cargo.\nThe Galaxy does not come with a stock module for two reasons. Firstly, we want players to pick their initial module rather than be saddled with whatever would\u2019ve been the base plus the one they want. Secondly, these modules will take up physical space in an inventory like all components. Therefore, if every ship came with a module that players didn\u2019t necessarily want, it would unfairly penalize them.\n\nWhat is involved with changing out the modules? For example, how long will it take, where can it be done, and can we change modules on the fly or do we have to transport all modules to one location first (like other ship components)?\nDue to their size, the modules need to be swapped out at a location capable of that type of work, such as Cousin Crow\u2019s shops, and will require the ship to be there for a period of time. Exact timings are still to be determined but, due to the relative ease of access (remove lower cap then exchange module), this should not be a lengthy operation providing all the required parts are at that location.\n\nCan the Galaxy's modules be dropped off planet-side to create a temporary base of operations?\nNo. The modules themselves require power and cooling from the ship itself, so they are not able to function independently. In addition, they\u2019re installed with a covering cap to lock them into place, which would need removing first.\n\nWill there be any medical equipment in the non-modular section of the ship?\nThere is no onboard medical equipment, such as a med bed, outside of the medical module.\n\nThe Galaxy doesn\u2019t seem to be well-shielded, having just one large shield. How does the ship compensate for that? Meaning, will it be fast or will it be heavily armored?\nThis is part of a longer-term relook at how not just shields but all components function across our ships. Expect to see more updates on this in the new year along with further information on what ships are having alterations to their loadouts to accommodate it. In short, the Galaxy will be well shielded for its size as the role of S3\/Large shields will be significantly different to S2\/Medium ones and a lot of ships will find themselves with either fewer larger items or more than two smaller items to help provide greater gameplay depth.\n\nWhat is under the bridge?\nIt\u2019s just cool looking visual design with no intended gameplay functionality..\n\nCan we get an explanation of what the two rooms on the first floor at the very front of the Galaxy are?\nOn the upper deck, the front two rooms behind the bridge are for the crew lift and docking collar. On the lower deck, the forward room is for components and the one further rearward is the crew locker\/suit room for exiting the vehicle via the lifts.\n\nAre any of the turrets pilot-controlled? If not, does the pilot have any other weapons available to use?\nThe pilot only has access to the missiles, the turrets are controlled by the crew.\n\nHow does the refinery module compare to the MISC Expanse\u2019s ability to run six separate refining jobs simultaneously, and does the module have any storage for refined ore on its own?\nThe Galaxy refinery module has both storage for raw and refined materials (outside of just saddlebag storage like the Expanse) as well as two reactors that are much larger than the Expanse\u2019s. So, while it can run fewer simultaneous jobs, it can process much larger quantities per job and store them after.\n\nCan the Galaxy refuel its quantum tank somehow from the refined quantum it has created in the refinery module?\nThere is no direct connection to the quantum tanks from the refineries, unlike the MISC Odyssey, so any refined Quantanium by the RSI Galaxy is for sale\/trade rather than automatic refilling of its own tanks.\n\nThe Galaxy promotion website states, \u201c[...] an afterdeck that serves as a dedicated hangar or sizable cargo hold, [...]\u201d. Does this mean that this entire afterdeck area is a cargo grid of 64 SCU or just the sides of it? Can we only transport either 64 SCU or an XXS ship in the afterdeck, or can we transport both at the same time?\nThe 64 SCU cargo grids are 2x32 grids spaced at the edge of the hangar and do not interfere with the hangar metrics, allowing both an XXS ship and 64 SCU to be stored simultaneously.\n\nCan the cargo module be used as an improvised hangar, and can one use tractor beams to pull the Tumbril Nova or Atlas-platform vehicles into the cargo module?\nIf you can fit the vehicle either through the door to the hangar or up the lift then this is perfectly possible\u2026 but not intended! The cargo lift is capable of loading two 32 SCU containers at a time, so vehicles up to and including the RSI Ursa will comfortably fit.\n\nWhat can you tell us about the Galaxy\u2019s maneuverability or speed capabilities compared to the Carrack and Constellation?\nDue to the Galaxy\u2019s size, expect it to be closer to the Carrack in terms of maneuverability and speed than to the Constellation.\n\nDoes the hangar have refuel\/repair capabilities?\nThe Galaxy has no inbuilt systems to refuel or repair, so would rely on players to bring the tools and equipment to do so.\n\nWhat size ships can we fit in the Galaxy\u2019s rear hangar? For example, will a MISC Prospector fit there? Does the rear hangar have a ramp\/lift for ground vehicles, or can ground vehicles only be used with module lifts?\nThe rear hangar is an XXS hangar and, as such, is not capable of fitting a MISC Prospector. However, the refinery module is fully compatible with the Prospector and Argo MOLE\u2019s cargo saddlebags, so they can still offload their materials to be refined.\nThe rear hangar does not have a ramp, as a ramp at the required angle would extend the ship\u2019s footprint beyond its designated hangar metrics, denying it the use of certain landing pads and facilities. Another lift at the rear would have minimal clearance for loading compared to the central module lifts. Therefore, only the central area is compatible with ground vehicles by design.\nTo try and clear up some of the confusion that exists with hangar sizing, we have XXS, XS, S, M, L, and XL hangar metrics (sometimes referred to as S1-6 after the fallback XML value). A ship must fit entirely within one of those sizes to spawn. However, we do not have all hangar sizes at all locations. For example, the smallest hangar at most space stations and landing zones is S, so any XXS or XS ship spawns there instead. Landing pads at places like Port Olisar and planetary outposts go down to XXS. Examples of ships that fit the XXS metric are the Anvil Pisces, Argo MPUV, MISC Razor, Origin 85X, and Origin M50.\n\nDisclaimer\nThe answers accurately reflect development\u2019s intentions at the time of writing, but the company and development team reserve the right to adapt, improve, or change feature and ship designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall.","de_DE":"RSI Galaxy Q&A\nNach der Ver\u00f6ffentlichung des Konzepts f\u00fcr die RSI Galaxy haben wir uns mit euren Fragen an unsere Designer gewandt, um euch mehr Informationen \u00fcber das k\u00fcrzlich vorgestellte modulare Schiff zu geben.\n\nWenn ich keine Module habe, ist die Mitte des Schiffes dann nur ein leerer Raum, oder wird die Galaxy mit einem Standardmodul geliefert? Ist der leere Raum voll oder leer, und kann ich dort \"Zeug\" unterbringen?\nWenn du kein Modul hast, hat die Galaxie einen leeren Raum mit einer H\u00fclle, die den Rumpf luftdicht abschlie\u00dft und es dir erm\u00f6glicht, vom Hangar zum Rest des Schiffes zu gelangen. Da es sich nur um einen leeren Raum handelt, k\u00f6nntest du dort \"Zeug\" unterbringen, aber da es keine Frachtplatten gibt, w\u00e4re es den normalen Risiken einer ungesicherten Fracht ausgesetzt.\nDie Galaxie wird aus zwei Gr\u00fcnden nicht mit einem Standardmodul geliefert. Erstens wollen wir, dass sich die Spieler\/innen ihr erstes Modul selbst aussuchen k\u00f6nnen und nicht mit der Basis plus dem gew\u00fcnschten Modul belastet werden. Zweitens nehmen diese Module, wie alle anderen Komponenten auch, Platz im Inventar ein. Wenn also jedes Schiff mit einem Modul ausgestattet w\u00e4re, das die Spieler nicht unbedingt haben wollten, w\u00fcrden sie unfair benachteiligt.\n\nWas ist mit dem Auswechseln der Module verbunden? Wie lange dauert es zum Beispiel, wo kann man es machen und kann man die Module w\u00e4hrend der Fahrt austauschen oder muss man erst alle Module an einen Ort transportieren (wie andere Schiffskomponenten)?\nAufgrund ihrer Gr\u00f6\u00dfe m\u00fcssen die Module an einem Ort ausgetauscht werden, der dazu in der Lage ist, z. B. in den L\u00e4den von Cousin Crow, und das Schiff muss eine Zeit lang dort bleiben. Der genaue Zeitplan muss noch festgelegt werden, aber da der Zugang relativ einfach ist (untere Kappe abnehmen und Modul austauschen), sollte dies kein langwieriger Vorgang sein, vorausgesetzt, alle ben\u00f6tigten Teile sind vor Ort.\n\nK\u00f6nnen die Module der Galaxy auf dem Planeten abgesetzt werden, um eine vor\u00fcbergehende Operationsbasis zu schaffen?\nNein. Die Module selbst ben\u00f6tigen Strom und K\u00fchlung vom Schiff selbst, sie k\u00f6nnen also nicht unabh\u00e4ngig funktionieren. Au\u00dferdem sind sie mit einer Abdeckkappe versehen, die sie verriegelt und die erst entfernt werden m\u00fcsste.\n\nWird es im nicht-modularen Teil des Schiffes medizinische Ger\u00e4te geben?\nAu\u00dferhalb des medizinischen Moduls gibt es keine medizinische Ausr\u00fcstung an Bord, wie z. B. ein Krankenbett.\n\nDie Galaxy scheint nicht gut abgeschirmt zu sein, sie hat nur einen gro\u00dfen Schild. Wie gleicht das Schiff das aus? Wird es schnell sein oder schwer gepanzert sein?\nDies ist Teil einer l\u00e4ngerfristigen \u00dcberarbeitung der Funktionsweise nicht nur der Schilde, sondern aller Komponenten in unseren Schiffen. Erwarte im neuen Jahr weitere Updates zu diesem Thema und weitere Informationen dar\u00fcber, welche Schiffe ihre Ausr\u00fcstung entsprechend anpassen werden. Kurz gesagt, die Galaxie wird f\u00fcr ihre Gr\u00f6\u00dfe gut gesch\u00fctzt sein, denn die Rolle der S3\/Gro\u00dfschilde wird sich deutlich von den S2\/Mittelschilden unterscheiden und viele Schiffe werden entweder weniger gr\u00f6\u00dfere Gegenst\u00e4nde oder mehr als zwei kleinere Gegenst\u00e4nde haben, um mehr Spieltiefe zu bieten.\n\nWas ist unter der Br\u00fccke?\nEs ist nur ein cooles visuelles Design ohne beabsichtigte Gameplay-Funktionalit\u00e4t...\n\nKannst du uns erkl\u00e4ren, was die beiden R\u00e4ume im ersten Stock ganz vorne in der Galaxie sind?\nAuf dem Oberdeck sind die beiden vorderen R\u00e4ume hinter der Br\u00fccke f\u00fcr den Crewlift und den Andockkragen. Auf dem unteren Deck ist der vordere Raum f\u00fcr die Komponenten und der weiter hinten gelegene Raum ist der Raum f\u00fcr die Besatzung, die das Fahrzeug \u00fcber die Fahrst\u00fchle verl\u00e4sst.\n\nWird einer der Gesch\u00fctzt\u00fcrme vom Piloten gesteuert? Wenn nicht, hat der Pilot andere Waffen zur Verf\u00fcgung?\nDer Pilot hat nur Zugriff auf die Raketen, die Gesch\u00fctzt\u00fcrme werden von der Besatzung gesteuert.\n\nWie verh\u00e4lt sich das Raffineriemodul im Vergleich zur MISC Expanse, die sechs verschiedene Raffineriearbeiten gleichzeitig ausf\u00fchren kann, und verf\u00fcgt das Modul \u00fcber ein eigenes Lager f\u00fcr raffiniertes Erz?\nDas Raffineriemodul der Galaxie verf\u00fcgt sowohl \u00fcber ein Lager f\u00fcr Rohstoffe und raffinierte Materialien (und nicht nur \u00fcber ein Satteltaschenlager wie die Expanse) als auch \u00fcber zwei Reaktoren, die viel gr\u00f6\u00dfer sind als die der Expanse. So kann sie zwar weniger Auftr\u00e4ge gleichzeitig ausf\u00fchren, daf\u00fcr aber viel gr\u00f6\u00dfere Mengen pro Auftrag verarbeiten und anschlie\u00dfend lagern.\n\nKann die Galaxie ihren Quantentank irgendwie mit den veredelten Quanten auftanken, die sie im Raffineriemodul erzeugt hat?\nAnders als bei der MISC Odyssey gibt es keine direkte Verbindung zwischen den Raffinerien und den Quantentanks. Das raffinierte Quantanium der RSI-Galaxie dient also eher dem Verkauf\/Handel als dem automatischen Auff\u00fcllen der eigenen Tanks.\n\nAuf der Werbe-Website der Galaxy hei\u00dft es: \"[...] ein Achterdeck, das als eigener Hangar oder gro\u00dfer Frachtraum dient, [...]\". Bedeutet das, dass der gesamte Bereich des Achterdecks ein Frachtgitter mit 64 SCU ist oder nur die Seiten davon? K\u00f6nnen wir im Achterdeck nur entweder 64 SCU oder ein XXS-Schiff transportieren, oder k\u00f6nnen wir beides gleichzeitig transportieren?\nDie 64 SCU-Laderaster sind 2x32 Raster, die am Rand des Hangars angeordnet sind und die Metrik des Hangars nicht beeintr\u00e4chtigen, sodass sowohl ein XXS-Schiff als auch 64 SCU gleichzeitig gelagert werden k\u00f6nnen.\n\nKann das Frachtmodul als improvisierter Hangar verwendet werden, und kann man Traktorstrahlen verwenden, um die Fahrzeuge der Tumbril Nova oder der Atlas-Plattform in das Frachtmodul zu ziehen?\nWenn du das Fahrzeug entweder durch die T\u00fcr zum Hangar oder mit dem Lift hochziehen kannst, ist das durchaus m\u00f6glich ... aber nicht vorgesehen! Der Frachtlift kann zwei 32 SCU-Container auf einmal laden, so dass Fahrzeuge bis einschlie\u00dflich des RSI Ursa bequem hineinpassen.\n\nWas kannst du uns \u00fcber die Man\u00f6vrierf\u00e4higkeit und Geschwindigkeit der Galaxy im Vergleich zur Carrack und Constellation sagen?\nAufgrund seiner Gr\u00f6\u00dfe ist der Galaxy in Bezug auf Man\u00f6vrierf\u00e4higkeit und Geschwindigkeit eher mit dem Carrack als mit dem Constellation zu vergleichen.\n\nVerf\u00fcgt der Hangar \u00fcber Betankungs-\/Reparaturm\u00f6glichkeiten?\nDie Galaxy hat keine eingebauten Systeme zum Auftanken oder Reparieren, so dass die Spieler\/innen die Werkzeuge und die Ausr\u00fcstung daf\u00fcr mitbringen m\u00fcssen.\n\nWelche Schiffsgr\u00f6\u00dfen passen in den hinteren Hangar der Galaxie? Passt zum Beispiel ein MISC Prospector dort hinein? Verf\u00fcgt der hintere Hangar \u00fcber eine Rampe\/Lift f\u00fcr Bodenfahrzeuge oder k\u00f6nnen Bodenfahrzeuge nur mit Modul-Liften benutzt werden?\nDer hintere Hangar ist ein XXS-Hangar und kann daher keinen MISC-Prospector aufnehmen. Das Raffineriemodul ist jedoch voll kompatibel mit den Satteltaschen des Prospector und der Argo MOLE, so dass sie ihre zu raffinierenden Materialien trotzdem abladen k\u00f6nnen.\nDer hintere Hangar hat keine Rampe, da eine Rampe in dem erforderlichen Winkel die Grundfl\u00e4che des Schiffes \u00fcber die f\u00fcr den Hangar vorgesehene Gr\u00f6\u00dfe hinaus erweitern w\u00fcrde, so dass es bestimmte Landepl\u00e4tze und Einrichtungen nicht nutzen k\u00f6nnte. Ein weiterer Lift im hinteren Bereich h\u00e4tte im Vergleich zu den Liften in der Mitte nur wenig Platz zum Beladen. Daher ist nur der zentrale Bereich mit Bodenfahrzeugen kompatibel.\nUm die Verwirrung um die Hangargr\u00f6\u00dfen zu kl\u00e4ren, gibt es die Hangargr\u00f6\u00dfen XXS, XS, S, M, L und XL (manchmal auch S1-6 genannt, nach dem Fallback-XML-Wert). Ein Schiff muss vollst\u00e4ndig in eine dieser Gr\u00f6\u00dfen passen, um zu spawnen. Wir haben jedoch nicht alle Hangargr\u00f6\u00dfen an allen Standorten. Zum Beispiel ist der kleinste Hangar an den meisten Raumstationen und Landezonen S, so dass jedes XXS- oder XS-Schiff stattdessen dort spawnt. Landepl\u00e4tze an Orten wie Port Olisar und planetarischen Au\u00dfenposten gehen bis zu XXS. Beispiele f\u00fcr Schiffe, die der XXS-Metrik entsprechen, sind die Anvil Pisces, die Argo MPUV, die MISC Razor, die Origin 85X und die Origin M50.\n\nHaftungsausschluss\nDie Antworten spiegeln die Absichten der Entwickler zum Zeitpunkt der Erstellung dieses Artikels wider. Das Unternehmen und das Entwicklungsteam behalten sich jedoch das Recht vor, Features und Schiffsdesigns als Reaktion auf Feedback, Spieltests, Design\u00fcberarbeitungen oder andere \u00dcberlegungen zur Verbesserung der Balance oder der Qualit\u00e4t des Spiels insgesamt anzupassen, zu verbessern oder zu \u00e4ndern.","zh_CN":"RSI Galaxy Q&A\nFollowing the concept release of the RSI Galaxy, we took your community-voted questions to our designers to provide you with more information on the recently unveiled modular ship.\n\nIf I don\u2019t have any modules, is the center of the ship just an empty room, or does the Galaxy come with a stock module? Further, is the void full or empty, and can I put \u201cstuff\u201d in there?\nIf you have no module, the Galaxy has an empty void area with a shell to keep the hull airtight, allowing you to traverse from the hangar to the rest of the ship. As it\u2019s simply an empty space, you could put \u201cstuff\u201d in there but, with a lack of cargo plates, it would be subject to all the normal risks of unsecured cargo.\nThe Galaxy does not come with a stock module for two reasons. Firstly, we want players to pick their initial module rather than be saddled with whatever would\u2019ve been the base plus the one they want. Secondly, these modules will take up physical space in an inventory like all components. Therefore, if every ship came with a module that players didn\u2019t necessarily want, it would unfairly penalize them.\n\nWhat is involved with changing out the modules? For example, how long will it take, where can it be done, and can we change modules on the fly or do we have to transport all modules to one location first (like other ship components)?\nDue to their size, the modules need to be swapped out at a location capable of that type of work, such as Cousin Crow\u2019s shops, and will require the ship to be there for a period of time. Exact timings are still to be determined but, due to the relative ease of access (remove lower cap then exchange module), this should not be a lengthy operation providing all the required parts are at that location.\n\nCan the Galaxy's modules be dropped off planet-side to create a temporary base of operations?\nNo. The modules themselves require power and cooling from the ship itself, so they are not able to function independently. In addition, they\u2019re installed with a covering cap to lock them into place, which would need removing first.\n\nWill there be any medical equipment in the non-modular section of the ship?\nThere is no onboard medical equipment, such as a med bed, outside of the medical module.\n\nThe Galaxy doesn\u2019t seem to be well-shielded, having just one large shield. How does the ship compensate for that? Meaning, will it be fast or will it be heavily armored?\nThis is part of a longer-term relook at how not just shields but all components function across our ships. Expect to see more updates on this in the new year along with further information on what ships are having alterations to their loadouts to accommodate it. In short, the Galaxy will be well shielded for its size as the role of S3\/Large shields will be significantly different to S2\/Medium ones and a lot of ships will find themselves with either fewer larger items or more than two smaller items to help provide greater gameplay depth.\n\nWhat is under the bridge?\nIt\u2019s just cool looking visual design with no intended gameplay functionality..\n\nCan we get an explanation of what the two rooms on the first floor at the very front of the Galaxy are?\nOn the upper deck, the front two rooms behind the bridge are for the crew lift and docking collar. On the lower deck, the forward room is for components and the one further rearward is the crew locker\/suit room for exiting the vehicle via the lifts.\n\nAre any of the turrets pilot-controlled? If not, does the pilot have any other weapons available to use?\nThe pilot only has access to the missiles, the turrets are controlled by the crew.\n\nHow does the refinery module compare to the MISC Expanse\u2019s ability to run six separate refining jobs simultaneously, and does the module have any storage for refined ore on its own?\nThe Galaxy refinery module has both storage for raw and refined materials (outside of just saddlebag storage like the Expanse) as well as two reactors that are much larger than the Expanse\u2019s. So, while it can run fewer simultaneous jobs, it can process much larger quantities per job and store them after.\n\nCan the Galaxy refuel its quantum tank somehow from the refined quantum it has created in the refinery module?\nThere is no direct connection to the quantum tanks from the refineries, unlike the MISC Odyssey, so any refined Quantanium by the RSI Galaxy is for sale\/trade rather than automatic refilling of its own tanks.\n\nThe Galaxy promotion website states, \u201c[...] an afterdeck that serves as a dedicated hangar or sizable cargo hold, [...]\u201d. Does this mean that this entire afterdeck area is a cargo grid of 64 SCU or just the sides of it? Can we only transport either 64 SCU or an XXS ship in the afterdeck, or can we transport both at the same time?\nThe 64 SCU cargo grids are 2x32 grids spaced at the edge of the hangar and do not interfere with the hangar metrics, allowing both an XXS ship and 64 SCU to be stored simultaneously.\n\nCan the cargo module be used as an improvised hangar, and can one use tractor beams to pull the Tumbril Nova or Atlas-platform vehicles into the cargo module?\nIf you can fit the vehicle either through the door to the hangar or up the lift then this is perfectly possible\u2026 but not intended! The cargo lift is capable of loading two 32 SCU containers at a time, so vehicles up to and including the RSI Ursa will comfortably fit.\n\nWhat can you tell us about the Galaxy\u2019s maneuverability or speed capabilities compared to the Carrack and Constellation?\nDue to the Galaxy\u2019s size, expect it to be closer to the Carrack in terms of maneuverability and speed than to the Constellation.\n\nDoes the hangar have refuel\/repair capabilities?\nThe Galaxy has no inbuilt systems to refuel or repair, so would rely on players to bring the tools and equipment to do so.\n\nWhat size ships can we fit in the Galaxy\u2019s rear hangar? For example, will a MISC Prospector fit there? Does the rear hangar have a ramp\/lift for ground vehicles, or can ground vehicles only be used with module lifts?\nThe rear hangar is an XXS hangar and, as such, is not capable of fitting a MISC Prospector. However, the refinery module is fully compatible with the Prospector and Argo MOLE\u2019s cargo saddlebags, so they can still offload their materials to be refined.\nThe rear hangar does not have a ramp, as a ramp at the required angle would extend the ship\u2019s footprint beyond its designated hangar metrics, denying it the use of certain landing pads and facilities. Another lift at the rear would have minimal clearance for loading compared to the central module lifts. Therefore, only the central area is compatible with ground vehicles by design.\nTo try and clear up some of the confusion that exists with hangar sizing, we have XXS, XS, S, M, L, and XL hangar metrics (sometimes referred to as S1-6 after the fallback XML value). A ship must fit entirely within one of those sizes to spawn. However, we do not have all hangar sizes at all locations. For example, the smallest hangar at most space stations and landing zones is S, so any XXS or XS ship spawns there instead. Landing pads at places like Port Olisar and planetary outposts go down to XXS. Examples of ships that fit the XXS metric are the Anvil Pisces, Argo MPUV, MISC Razor, Origin 85X, and Origin M50.\n\nDisclaimer\nThe answers accurately reflect development\u2019s intentions at the time of writing, but the company and development team reserve the right to adapt, improve, or change feature and ship designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall."},"links_count":0,"comment_count":0,"created_at":"2022-12-07T18:00:00+00:00","created_at_human":"3 years ago"},"meta":{"processed_at":"2026-04-27 01:59:50","valid_relations":["images","links","translations"],"prev_id":19040,"next_id":19044}}