Letter from the Chairman: On Dogfighting     - [Comm-Links](https://api.star-citizen.wiki/comm-links)
- Letter from the Chairman: On Dogfighting

Letter from the Chairman: On Dogfighting
========================================

 Transmission General From the Chairman

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Content
-------

 English

 Greetings Citizens,
The Dogfighting Module!

When? Is the question on most of your lips!

The initial plan was to release a preliminary build for feedback towards the end of this month. However after much deliberation I’ve decided to push this back.

As I explained during the live stream, we’ve been debating internally what would be the best use of time and resources for the overall development of the game, to keep as close as possible to our original schedule of the Alpha of Star Citizen’s Persistent Universe towards the end of 2014, and the “public” release 2015.

The incredible surge in funding this year has helped the long term picture. We have been able to ramp up sooner and wider than we originally thought. This means more features and content will be in the game at launch. We’re further along than originally planned in building the tech for the persistent and instancing server backend which will ultimately drive Star Citizen. Both Squadron 42 and First Person Personal combat / boarding have full teams working in parallel, in addition to the teams in Los Angeles, Austin and Montreal working on the Dogfighting and Planetside components. We have smaller groups of people supporting these efforts from CGBot in Austin &amp; Monterrey, Mexico and Void Alpha in San Francisco.

Long term, this is great for the game, but in the short term, getting multiple teams up to speed has definitely taken some bandwidth from myself and the initial team members.
Which brings us to the Dogfighting module;

Originally when I first started this journey I didn’t dream that we would be entirely community funded so early so I thought that if I released an early dogfighting build it would help drum up interest in the project and get some good community feedback on the player versus player fun and balance. I knew this had some drawbacks, the biggest being that we would have to use the built in CryEngine netcode and not our intended persistent and massively multiplayer capable system that we are architecting to handle the large amount of players we hope to have with Star Citizen.

As time has progressed I’ve become more nervous taking the down and dirty route with the initial dogfighting build, especially as our numbers grow. With so many people in the Alpha we need a whole other level of backend support, which would require serious work on CryEngine’s existing multiplayer structure – a lobby system, spinning up servers to handle each session – all things that we are building the new Star Citizen backend to handle. Unfortunately the server backend technology will not be ready for prime time for a couple more months. But this is really what I would like to run the dogfighting on, as it will link into your hangar, friend’s lists, chat and so on.

We had considered just going single player and having a few combat scenarios available for the first stage of the Dogfighting module, but ultimately we decided this will not be beneficial as even the single player part of Star Citizen, Squadron 42, is built on the multiplayer backbone and is intended to have cooperative play out of the box. And even in this scenario with AI only we would be creating a lot of throw away content as we had always intended for the dogfighting module to be more about head to head than player vs AI.

The hardest part of dogfighting balance is to make it fun and challenging between two players. We’ve spent a lot of time thinking about the various systems and dials you can adjust to add a whole level of strategy / skill to dogfighting as we don’t want it to devolve into an endless turning battle with little chance of turning the tables on your opponent.

Outside of having the dogfighting use the proper backend there is a lot of finesse and detail that needs to go in to get the dogfighting ready for the community’s consumption – The HUD, Damage states, various FX – these are all in progress and look very promising but in my personal opinion aren’t quite ready for prime time.

I feel that the Dogfighting module, especially with Star Citizen’s greatly increased profile, needs to be more polished than a typical “alpha”. There are a lot of eyes on the game, and more than a few people wanting us to fail. Because Dogfighting is the first module that will involve significant gameplay, it has to be good – I don’t feel that we will get a pass just because it is pre-pre alpha.

So we had two choices: either fork development and spend time building something that would involve throwing away work in order to meet the December deadline and deliver something that wouldn’t have the level of polish I’m happy with, or stay on course to build something that would lead directly into the finished game.

A modular release schedule, which we delivered the first of with the Hangar, was not something we promised in the original funding campaign. Delivering the game in a modular fashion was an idea we hit on after the initial crowd funding campaign when we realized just how impassioned and engaged this community was. It would help the project and involve the community: you would be able to follow our work and help us improve Star Citizen to a level never before experienced in game development. If releasing dogfighting were to mean throwing away months of work and give an experience that doesn’t advance the final vision of Star Citizen, for the sake of meeting a deadline, we would be poor stewards of the funding which has been entrusted to us by the community.

On top of this, finding a new space for the growing team in Austin has taken a lot longer than originally anticipated – we are now scheduled to move in on Dec 28th! As our backend and network ops is run out of Austin it would be pretty risky trying to push out a module that relied on this over the holidays.

So rather than force the team to crunch through the holidays chasing something ‘good enough,’ I am going to make the tough choice to delay the dogfighting module for a couple of months to allow us to take our time and deliver something special.

Our goal isn’t just to make Star Citizen good enough. Big publishers make games that are good enough; this is about creating a game that matches a vision. The beauty of crowd funding is that it allows us the creative freedom to do exactly that… and the one great downside, is that I feel your disappointment in a way I never would otherwise. I don’t just want to make a great game… I want to play and live it. But even more than that, I have come to find myself a part of the Star Citizen community, in a way that I never expected.

However, as it is the holidays, we’re not about to send you off home without a few treats. There’s going to be an update to the Hangar at the end of the week with some fun new functionality. But better than that the team and I invite you to join us Friday, December 20th to show you some of the dogfighting work that is in progress; you’ll see us fight in a multi person fur ball, and hopefully appreciate some of the detail and care we’re adding to truly push dogfighting in Star Citizen to a level beyond anything achieved yet in a space sim.

We think you’ll be happy with what you see!

So please join me at 9 AM PST on Friday, December 20th for a special Christmas two hour livestream that will have updates on Squadron 42, The Hangar and Dogfighting!

— Chris Roberts

 Grüße Bürger,
Das Dogfighting-Modul!

Wann? Ist die Frage auf den meisten deiner Lippen!

Der erste Plan war, gegen Ende dieses Monats einen vorläufigen Build für das Feedback zu veröffentlichen. Nach reiflicher Überlegung habe ich mich jedoch entschieden, dies zurückzudrängen.

Wie ich während des Livestreams erklärte, haben wir intern darüber diskutiert, wie Zeit und Ressourcen für die Gesamtentwicklung des Spiels am besten genutzt werden können, um so nah wie möglich an unserem ursprünglichen Zeitplan für das Alpha of Star Citizen's Persistent Universe gegen Ende 2014 und die "öffentliche" Veröffentlichung 2015 zu bleiben.

Der unglaubliche Anstieg der Mittel in diesem Jahr hat dazu beigetragen, das langfristige Bild zu verbessern. Wir konnten früher und breiter aufsteigen, als wir ursprünglich dachten. Das bedeutet, dass beim Start mehr Features und Inhalte im Spiel sein werden. Wir sind weiter als ursprünglich geplant beim Aufbau der Technologie für das persistente und instanziierte Server-Backend, das letztendlich Star Citizen antreiben wird. Sowohl die Staffel 42 als auch die First Person Personal Kampf / Boarding haben komplette Teams, die parallel arbeiten, zusätzlich zu den Teams in Los Angeles, Austin und Montreal, die an den Komponenten Dogfighting und Planetside arbeiten. Wir haben kleinere Gruppen von Personen, die diese Bemühungen von CGBot in Austin &amp; Monterrey, Mexiko und Void Alpha in San Francisco unterstützen.

Langfristig ist dies großartig für das Spiel, aber auf kurze Sicht hat es definitiv etwas Bandbreite von mir und den ersten Teammitgliedern in Anspruch genommen, mehrere Teams auf den neuesten Stand zu bringen.
Was uns zum Dogfighting-Modul führt;

Ursprünglich, als ich diese Reise begann, träumte ich nicht davon, dass wir so früh vollständig von der Gemeinschaft finanziert werden würden, also dachte ich, dass, wenn ich einen frühen Dogfighting-Build veröffentlichte, es helfen würde, das Interesse am Projekt zu wecken und ein gutes Community-Feedback über den Spieler im Vergleich zu Spielerspaß und Gleichgewicht zu erhalten. Ich wusste, dass dies einige Nachteile hatte, vor allem, dass wir den eingebauten CryEngine-Netcode verwenden mussten und nicht unser beabsichtigtes hartnäckiges und massiv multiplayerfähiges System, das wir entwickeln, um die große Anzahl von Spielern zu bewältigen, die wir mit Star Citizen hoffentlich haben werden.

Im Laufe der Zeit bin ich nervöser geworden, die Route mit dem ersten Dogfighting-Build herunterzufahren und zu verschmutzen, besonders da unsere Zahlen wachsen. Bei so vielen Leuten im Alpha brauchen wir eine ganz andere Ebene der Backend-Unterstützung, was eine ernsthafte Arbeit an der bestehenden Multiplayer-Struktur von CryEngine erfordern würde - ein Lobbysystem, das Server für jede Sitzung aufspannt - alles Dinge, für die wir das neue Star Citizen-Backend entwickeln. Leider wird die Server-Backend-Technologie noch ein paar Monate nicht bereit sein für die Prime Time. Aber das ist wirklich das, was ich gerne mit dem Luftkampf weitermachen würde, da er sich mit deinem Hangar, den Freundeslisten, dem Chat und so weiter verbinden wird.

Wir hatten erwogen, nur Einzelspieler zu werden und ein paar Kampfszenarien für die erste Stufe des Dogfighting-Moduls zur Verfügung zu haben, aber letztendlich haben wir entschieden, dass dies nicht von Vorteil sein wird, da selbst der Einzelspieler-Teil von Star Citizen, Staffel 42, auf dem Multiplayer-Backbone aufbaut und für ein kooperatives Spiel out of the box vorgesehen ist. Und selbst in diesem Szenario mit nur KI würden wir eine Menge wegwerfbare Inhalte erstellen, da wir immer beabsichtigt hatten, dass das Luftkampfmodul mehr von Kopf bis Fuß als Spieler gegen KI ist.

Das Schwierigste an der Luftkampf-Balance ist, dass es zwischen zwei Spielern Spaß macht und herausfordert. Wir haben viel Zeit damit verbracht, über die verschiedenen Systeme und Zifferblätter nachzudenken, die man anpassen kann, um dem Luftkampf ein ganzes Level an Strategie/Fähigkeiten hinzuzufügen, da wir nicht wollen, dass er sich in einen endlosen Drehkampf verwandelt, mit wenig Chancen, den Spieß umzudrehen.

Abgesehen davon, dass der Luftkampf das richtige Backend verwendet, gibt es eine Menge Raffinesse und Details, die reingehen müssen, um den Luftkampf für den Konsum der Community vorzubereiten - The HUD, Damage states, various FX - diese sind alle in Arbeit und sehen sehr vielversprechend aus, aber meiner persönlichen Meinung nach sind sie nicht ganz bereit für die Prime Time.

Ich denke, dass das Dogfighting-Modul, insbesondere mit dem stark gestiegenen Profil von Star Citizen, polierter sein muss als ein typischer "Alpha". Es gibt viele Augen auf das Spiel, und mehr als ein paar Leute, die wollen, dass wir scheitern. Da Dogfighting das erste Modul ist, das ein bedeutendes Gameplay beinhaltet, muss es gut sein - ich glaube nicht, dass wir einen Pass bekommen werden, nur weil es Pre-Pre Alpha ist.

Also hatten wir zwei Möglichkeiten: entweder die Entwicklung von Gabeln und die Zeit damit zu verbringen, etwas zu bauen, was das Wegwerfen von Arbeit mit sich bringen würde, um den Dezember-Termin einzuhalten und etwas zu liefern, das nicht das Niveau an Poliermittel haben würde, mit dem ich glücklich bin, oder auf Kurs zu bleiben, um etwas zu bauen, das direkt in das fertige Spiel führen würde.

Ein modularer Releaseplan, den wir am ersten Tag mit dem Hangar geliefert haben, war nicht das, was wir in der ursprünglichen Finanzierungskampagne versprochen hatten. Die modulare Bereitstellung des Spiels war eine Idee, auf die wir nach der ersten Kampagne zur Finanzierung der Menge gestoßen sind, als wir erkannten, wie leidenschaftlich und engagiert diese Community war. Es würde dem Projekt helfen und die Community einbeziehen: Sie könnten unsere Arbeit verfolgen und uns helfen, Star Citizen auf ein bisher unerreichtes Niveau in der Spieleentwicklung zu bringen. Wenn die Freigabe von Luftkämpfen bedeuten würde, monatelange Arbeit wegzuwerfen und eine Erfahrung zu vermitteln, die die endgültige Vision von Star Citizen nicht vorantreibt, wären wir um der Einhaltung einer Frist willen schlechte Verwalter der Mittel, die uns von der Gemeinschaft anvertraut wurden.

Darüber hinaus hat es viel länger gedauert, einen neuen Platz für das wachsende Team in Austin zu finden, als ursprünglich erwartet - wir sind nun am 28. Dezember eingezogen! Da unser Backend und unsere Netzwerk-Ops aus Austin herausgelaufen sind, wäre es ziemlich riskant zu versuchen, ein Modul herauszudrücken, das sich über die Feiertage darauf stützte.

Anstatt das Team zu zwingen, durch die Feiertage zu gehen und etwas "Gut genug" zu jagen, werde ich die schwierige Entscheidung treffen, das Dogfighting-Modul um ein paar Monate zu verschieben, damit wir uns Zeit nehmen und etwas Besonderes liefern können.

Unser Ziel ist es nicht nur, Star Citizen gut genug zu machen. Große Publisher machen Spiele, die gut genug sind; es geht darum, ein Spiel zu entwickeln, das einer Vision entspricht. Die Schönheit der Massenfinanzierung besteht darin, dass sie uns die kreative Freiheit gibt, genau das zu tun.... und der einzige große Nachteil ist, dass ich deine Enttäuschung auf eine Weise empfinde, die ich sonst nie erleben würde. Ich will nicht nur ein tolles Spiel machen.... Ich will es spielen und leben. Aber noch mehr als das, ich bin gekommen, um ein Teil der Star Citizen Gemeinschaft zu werden, in einer Art und Weise, die ich nie erwartet hätte.

Da es jedoch die Feiertage sind, werden wir Sie nicht ohne ein paar Leckereien nach Hause schicken. Es wird Ende der Woche ein Update des Hangars geben, mit einigen lustigen neuen Funktionen. Aber besser als das, das Team und ich laden Sie ein, uns am Freitag, den 20. Dezember, beizutreten, um Ihnen einige der laufenden Luftkampfarbeiten zu zeigen; Sie werden sehen, wie wir in einem Mehrpersonen-Pelzball kämpfen, und hoffentlich schätzen Sie einige der Details und die Sorgfalt, die wir hinzufügen, um den Luftkampf in Star Citizen wirklich auf ein Niveau zu bringen, das noch nie in einer Weltraumsimulation erreicht wurde.

Wir denken, dass Sie mit dem, was Sie sehen, zufrieden sein werden!

Also bitte kommt am Freitag, den 20. Dezember, um 9 Uhr PST zu einem speziellen zweistündigen Weihnachts-Livestream mit Updates zu Squadron 42, The Hangar und Dogfighting!

- Chris Roberts

 Greetings Citizens,
The Dogfighting Module!

When? Is the question on most of your lips!

The initial plan was to release a preliminary build for feedback towards the end of this month. However after much deliberation I’ve decided to push this back.

As I explained during the live stream, we’ve been debating internally what would be the best use of time and resources for the overall development of the game, to keep as close as possible to our original schedule of the Alpha of Star Citizen’s Persistent Universe towards the end of 2014, and the “public” release 2015.

The incredible surge in funding this year has helped the long term picture. We have been able to ramp up sooner and wider than we originally thought. This means more features and content will be in the game at launch. We’re further along than originally planned in building the tech for the persistent and instancing server backend which will ultimately drive Star Citizen. Both Squadron 42 and First Person Personal combat / boarding have full teams working in parallel, in addition to the teams in Los Angeles, Austin and Montreal working on the Dogfighting and Planetside components. We have smaller groups of people supporting these efforts from CGBot in Austin &amp; Monterrey, Mexico and Void Alpha in San Francisco.

Long term, this is great for the game, but in the short term, getting multiple teams up to speed has definitely taken some bandwidth from myself and the initial team members.
Which brings us to the Dogfighting module;

Originally when I first started this journey I didn’t dream that we would be entirely community funded so early so I thought that if I released an early dogfighting build it would help drum up interest in the project and get some good community feedback on the player versus player fun and balance. I knew this had some drawbacks, the biggest being that we would have to use the built in CryEngine netcode and not our intended persistent and massively multiplayer capable system that we are architecting to handle the large amount of players we hope to have with Star Citizen.

As time has progressed I’ve become more nervous taking the down and dirty route with the initial dogfighting build, especially as our numbers grow. With so many people in the Alpha we need a whole other level of backend support, which would require serious work on CryEngine’s existing multiplayer structure – a lobby system, spinning up servers to handle each session – all things that we are building the new Star Citizen backend to handle. Unfortunately the server backend technology will not be ready for prime time for a couple more months. But this is really what I would like to run the dogfighting on, as it will link into your hangar, friend’s lists, chat and so on.

We had considered just going single player and having a few combat scenarios available for the first stage of the Dogfighting module, but ultimately we decided this will not be beneficial as even the single player part of Star Citizen, Squadron 42, is built on the multiplayer backbone and is intended to have cooperative play out of the box. And even in this scenario with AI only we would be creating a lot of throw away content as we had always intended for the dogfighting module to be more about head to head than player vs AI.

The hardest part of dogfighting balance is to make it fun and challenging between two players. We’ve spent a lot of time thinking about the various systems and dials you can adjust to add a whole level of strategy / skill to dogfighting as we don’t want it to devolve into an endless turning battle with little chance of turning the tables on your opponent.

Outside of having the dogfighting use the proper backend there is a lot of finesse and detail that needs to go in to get the dogfighting ready for the community’s consumption – The HUD, Damage states, various FX – these are all in progress and look very promising but in my personal opinion aren’t quite ready for prime time.

I feel that the Dogfighting module, especially with Star Citizen’s greatly increased profile, needs to be more polished than a typical “alpha”. There are a lot of eyes on the game, and more than a few people wanting us to fail. Because Dogfighting is the first module that will involve significant gameplay, it has to be good – I don’t feel that we will get a pass just because it is pre-pre alpha.

So we had two choices: either fork development and spend time building something that would involve throwing away work in order to meet the December deadline and deliver something that wouldn’t have the level of polish I’m happy with, or stay on course to build something that would lead directly into the finished game.

A modular release schedule, which we delivered the first of with the Hangar, was not something we promised in the original funding campaign. Delivering the game in a modular fashion was an idea we hit on after the initial crowd funding campaign when we realized just how impassioned and engaged this community was. It would help the project and involve the community: you would be able to follow our work and help us improve Star Citizen to a level never before experienced in game development. If releasing dogfighting were to mean throwing away months of work and give an experience that doesn’t advance the final vision of Star Citizen, for the sake of meeting a deadline, we would be poor stewards of the funding which has been entrusted to us by the community.

On top of this, finding a new space for the growing team in Austin has taken a lot longer than originally anticipated – we are now scheduled to move in on Dec 28th! As our backend and network ops is run out of Austin it would be pretty risky trying to push out a module that relied on this over the holidays.

So rather than force the team to crunch through the holidays chasing something ‘good enough,’ I am going to make the tough choice to delay the dogfighting module for a couple of months to allow us to take our time and deliver something special.

Our goal isn’t just to make Star Citizen good enough. Big publishers make games that are good enough; this is about creating a game that matches a vision. The beauty of crowd funding is that it allows us the creative freedom to do exactly that… and the one great downside, is that I feel your disappointment in a way I never would otherwise. I don’t just want to make a great game… I want to play and live it. But even more than that, I have come to find myself a part of the Star Citizen community, in a way that I never expected.

However, as it is the holidays, we’re not about to send you off home without a few treats. There’s going to be an update to the Hangar at the end of the week with some fun new functionality. But better than that the team and I invite you to join us Friday, December 20th to show you some of the dogfighting work that is in progress; you’ll see us fight in a multi person fur ball, and hopefully appreciate some of the detail and care we’re adding to truly push dogfighting in Star Citizen to a level beyond anything achieved yet in a space sim.

We think you’ll be happy with what you see!

So please join me at 9 AM PST on Friday, December 20th for a special Christmas two hour livestream that will have updates on Squadron 42, The Hangar and Dogfighting!

— Chris Roberts

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  image/jpeg  [ ![](https://robertsspaceindustries.com/media/1voadjmwj49znr/source/ChrisRobertsDirecting-300x201.jpg) ](https://robertsspaceindustries.com/media/1voadjmwj49znr/source/ChrisRobertsDirecting-300x201.jpg)

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  image/jpeg  [ ![](https://robertsspaceindustries.com/media/jgoybqt0vzabar/source/Screenshot02.jpg) ](https://robertsspaceindustries.com/media/jgoybqt0vzabar/source/Screenshot02.jpg)

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The Dogfighting Module

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Hornet Damage States

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  image/jpeg  [ ![Hornet Damage States](https://robertsspaceindustries.com/media/t7zm0dv2ifc74r/source/Hornet_DMG_09.jpg) ](https://robertsspaceindustries.com/media/t7zm0dv2ifc74r/source/Hornet_DMG_09.jpg)

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Hornet Damage States

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  image/jpeg  [ ![Hornet Damage States](https://robertsspaceindustries.com/media/fc3hw2wj9u720r/source/Hornet_DMG_03.jpg) ](https://robertsspaceindustries.com/media/fc3hw2wj9u720r/source/Hornet_DMG_03.jpg)

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Hornet Damage States

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Hornet Damage States

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Hornet Damage States

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Hornet_DMG_08.jpg

Hornet Damage States

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Metadata
--------

  CIG ID  13432

 Channel  Transmission

 Category  General

 Series  From the Chairman

 Comments  1736

 Published  12 years ago (2013-12-16T00:00:00+00:00)

  [RSI Article](https://robertsspaceindustries.com/comm-link/transmission/13432-Letter-From-The-Chairman-On-Dogfighting) [API](https://api.star-citizen.wiki/api/comm-links/13432)
