DECEMBER 22ND 2013 LETTERS FROM THE CHAIRMAN The history of STAR CITIZEN LETTERS FROM THE CHAIRMAN The history of STAR CITIZEN 2 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 3 Cloud Imperium Games Corporation & Roberts Space Industries Corp., all images, artwork and text Star Citizen is a trademark of Cloud Imperium Games Corporation kornelius, design and layout, contact: forger@inbox.lv, more ebooks, 2014 CONTENTS Meet Chris Roberts SEPTEMBER 9TH 2012 ................................................................................................... 4 1 Million OCTOBER 18TH 2012........................................................................................................ 6 Physics Not a Dirty Word OCTOBER 20TH 2012....................................................................................................... 8 2 Million OCTOBER 25TH 2012................................................................................................ 10 3 Million NOVEMBER 8TH 2012 ............................................................................................. 12 Multiplayer, Single Player and Instancing NOVEMBER 11TH 2012 ............................................................................................ 15 3.5 Million NOVEMBER 14TH 2012 ........................................................................................... 20 4 Million NOVEMBER 16TH 2012 ........................................................................................... 24 5.5 Million NOVEMBER 19TH 2012 ........................................................................................... 26 7 Million NOVEMBER 27TH 2012 ........................................................................................... 27 Death of a Spaceman FEBRUARY 5TH 2013 ................................................................................................ 28 9 Million APRIL 29TH 2013........................................................................................................... 36 Introducing Your RSI Space Suit APRIL 30TH 2013........................................................................................................... 37 10 Million MAY 6TH 2013 ................................................................................................................. 39 12 Million JULY 1ST 2013................................................................................................................... 41 The Star Citizen Economy JULY 5TH 2013................................................................................................................. 42 13 Million JULY 5TH 2013................................................................................................................. 48 14 Million JULY 7TH 2013................................................................................................................. 49 15 Million AUGUST 1ST 2013......................................................................................................... 50 16 Million AUGUST 24TH 2013.................................................................................................... 51 17 Million AUGUST 31ST 2013 ...................................................................................................... 52 18 Million SEPTEMBER 6TH 2013 ............................................................................................ 56 19 Million September 17TH 2013.............................................................................................. 59 20 Million SEPTEMBER 26TH 2013 ......................................................................................... 61 Multiple Package Clarifcation SEPTEMBER 27TH 2013.......................................................................................... 64 21 Million OCTOBER 8TH 2013................................................................................................... 66 22 Million OCTOBER 12TH 2013................................................................................................. 68 23 Million OCTOBER 17TH 2013................................................................................................. 69 24 Million OCTOBER 23RD 2013................................................................................................ 71 25 Million OCTOBER 26TH 2013................................................................................................ 73 26 Million NOVEMBER 3RD 2013 ............................................................................................. 75 27 Million NOVEMBER 11TH 2013 ............................................................................................ 77 28 Million NOVEMBER 19TH 2013 ........................................................................................... 78 29 Million NOVEMBER 22ND 2013 .......................................................................................... 80 30 Million NOVEMBER 23RD 2013 .......................................................................................... 81 31 Million NOVEMBER 25TH 2013........................................................................................... 82 32 Million NOVEMBER 26TH 2013 .......................................................................................... 83 33 Million NOVEMBER 26TH 2013 .......................................................................................... 84 34 Million DECEMBER 7TH 2013 ............................................................................................... 85 35 Million DECEMBER 22ND 2013 ........................................................................................... 86 SOURCES https://robertsspaceindustries.com/ http://www.reddit.com/r/IAmA/ comments/11wivt/i_am_chris_roberts_ creator_of_wing_commander/ 4 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 5 Meet Chris Roberts SEPTEMBER 9TH 2012 creator to bring his own series to the silver screen. After selling Digital Anvil to Microsoft in 2000, Chris moved to Los Angeles to further pursue his interest in flm. There he produced a number of major motion pictures, including The Punisher, Lord of War and Outlander. Through it all, he maintained his love of gaming, hoping to revisit interactive storytelling when the technology to match his vision would become available. GAMES King Kong (1983) Popeye (1983) Match Day (1985) Wizadore (1985) Strykers Run (1986) Ultima v: Warriors of Destiny (1988) Times of Lore (1988) Bad Blood (1990) Wing Commander (1990) Wing Commander II: Vengeance of the Kilrathi (1991) Strike Commander (1993) Wing Commander: Privateer (1993) Wing Commander: Armada (1994) Wing Commander III: Heart of the Tiger (1994) Wing Commander IV: The Price of Freedom (1996) Starlancer (2000) Conquest: Frontier Wars (2001) Freelancer (2003) FILMS Wing Commander (1999) The Punisher (2004) The Jacket (2005) The Big White (2005) Lord of War (2005) Ask the Dust (2006) Lucky Number Slevin (2006) Whos Your Caddy? (2007) Outlander (2008) This is the frst in a series of updates which will introduce you to the men and women behind the games. Check back soon to learn more about the people who made Wing Commander, Freelancer and who are still creating worlds! Chris Roberts is best known for his genre- defning Wing Commander franchise, a game series which set increasingly higher bars for interactivity, storytelling and cutting-edge technology with each iteration. Chris sold his frst computer game at age 13, and by the time he was 19 he had developed three #1 hits in his native U.K. In 1987, he joined Origin Systems, Inc. where he published the best-selling Times of Lore. In 1990, he changed the face of gaming with Wing Commander, a breakout hit in every sense of the word. Wing Commander told the story of a galactic war between the human Confederation and the cat-like Kilrathi Empire. Boasting unparalleled cinematic qualities and visceral gameplay, Wing Commander won the hearts of a generation of gamers by letting them star in their own interactive movie. From 1990 to 1996, Chris developed the series with that goal in mind. Wing Commander II introduced voice acting and motion-capture action sequences. For Wing Commander III, Roberts directed live actors in sequences flmed in Hollywood. Wing Commander IV used real sets to create movie sequences that were indistinguishable from a blockbuster flm. In 1996, Chris left Origin to found Digital Anvil, a company dedicated to further blurring the lines between games and movies. At DA, Chris created another beloved future universe with Starlancer and Freelancer. He also developed and directed the 1999 flm adaptation of Wing Commander, the frst and still only game HOW DOES CITIZENSHIP FACTOR INTO THE GAME? Even though there are other alien races, were beginning with the human side of it. This future has evolved into a futuristic version of the Roman Empire. We thought it would be very interesting to have Citizenship be something that you dont automatically receive. Its something you have to earn through civic duty or military service. Its a way to create a class system, which creates the potential for confict among the various groups and players. We wanted to put a lot of social ideas in the universe. Since the universe is dynamic, it will create some divisions and factions. For example, theres a perfectly valid choice not to be a Citizen but we wanted to include all these social divisions so players will gravitate to one or the other and operate like the real world operates. WILL THERE BE STORY UPDATES OR EXPANSIONS? Were going to be constantly updating the universe from our end. Were not interested in having yearly updates. We will have a team of people adding content on a weekly or bi-weekly basis. So well be always adding data, stories, and campaigns as well as reacting to what the players are doing. Because of this the universe will be afected by the actions of the players. Players can also become a part of the history of the universe. For instance if a player fnds a space anomaly and successfully navigates it, which is not easy to do, theyll be able to sell the Nav-Data of their jump for a great proft to a space company and theyll have the system and jump-point named after them. The goal of Star Citizen is to build a living, breathing universe that is its own entity. It will be a constantly shifting and evolving place for people to go and escape to. 6 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 7 want to open one, use the RSI site, where we take Paypal and credit cards. Its all about user choice and in this adding Kickstarter is a very good thing. For fun, weve created a small Kickstarter pledge for existing backers. Its called the Kickstarter and its an Electro Skin Hull Enhancement module. This is an upgrade package that players will be able to buy in game that allows ship owners to switch their hull appearance at a fick of a switch. The idea is that we will make skins available and allow players to make their own (within rules) once the game fully goes live. So for the $5 Kickstarter pledge we will add it to your current ship package, along with a custom skin that will tell the world that you backed twice! We added it to Kickstarter to allow fans to show their support in both places without breaking the bank. Of course if youve already backed there is no obligation to do this. We are already eternally grateful to the existing backers for believing in the vision and helping us get half way to our goal after only 7 days! The Kickstarter number will be combined with the RSI counter when we hit our minimum and stretch goals, so a pledge in either place counts towards our goal of reaching $2mill or more. We will link all Kickstarter pledges to their RSI account in the same way we intend to do with all the members that used the backed up site when our main one was down. We will have to get the data from Kickstarter so be patient as it wont be instant, but we promise we will link everything up and nothing will get lost! So if youve been holding back because you prefer Kickstarter or if you just want to show your support again please go to http://www.kickstarter.com/projects/cig/star-citizen In addition to ofering you more choices, were focused on getting back to the business of immersing you in this universe, so weve started a new section up called Spectrum Dispatches that will be in game fction news from whats happening in the Star Citizen universe along with a couple of serialized story threads. We want to involve you in this universe from day one and not just wait until we release the multiplayer alpha! Finally we have you heard you loud and clear about the ships. We will be releasing details on the various ships on over the coming days, and you should know that Conceptual Artist superstars Ryan Church and Jim Martin are hard at work visualizing them, which we will share when ready (this wont be in the next few days though it takes time to do things right!) I hope you liked my mega update! Lets show the world that Space Sims are back! CHRIS ROBERTS Hi everyone! Chris Roberts here. We have some pretty big news today. First we hit $1M this morning! Congratulations and thanks to everyone for achieving this goal. Its amazing what we accomplished in just over seven days. But thats not all! I am serious about listening to the opinion of this community, so when we asked whether you wanted a Kickstarter option on Facebook and had over 1000 af rmative responses we realized that we needed to provide that choice. Im a big fan of Kickstarter and have backed quite a few projects on it including the Oculus Rift and I think the core gaming community owes them a huge debt of gratitude for providing a mechanism to get games funded in genres that the modern day publishers arent interested in anymore. Not using Kickstarter was never about saving 5%, as in the greater scheme that is a very reasonable fee for the service they provide. It was about making the experience frictionless for the existing 30,000 RSI members at the time of launch. I wanted a seamless experience in the fction of the Star Citizen world where you could interact on the forums, check out development posts and back the project all from the same site and with the same login details. But thats only good if the RSI site can handle both the community features and the strain of thousands of people wanting to pledge. As you already know, we famously failed in that task upon launch. As of today we have got things mostly under control. We are working 24/7 in order to get all the intended functionality up, link back up orders to RSI memberships, provide an upgrade option, improve the community experience by moving to a more full featured forum system and speeding up the performance of the site. But doing all this always creates a risk that the site may go down briefy if one of our upgrades breaks the complicated beast that is a community site intertwined with a crowd funding platform. The kind folks at Kickstarter have generously ofered to help out. Not only are they happy for us to have a Star Citizen campaign but they are fne running in parallel with the crowd funding platform on this site. This is great news, as it allows us to provide all the Space Sim fans out there multiple options to back Star Citizen. Nervous about pledging in a custom solution on a site that has had some hick-ups? Use Kickstarter! If you cant as you dont have an Amazon account and dont 1 Million OCTOBER 18TH 2012 8 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 9 Physics Not a Dirty Word OCTOBER 20TH 2012 There have been a lot of questions about how the games physics system will work. Is it going to be physics light like Wing Commander, an entirely serious model of Newtonian physics like more recent games, or something in- between? Chris Roberts recently addressed this in a forum post and we thought itd be good to share this background with everyone: As someone that was taking Physics at Manchester University before I dropped out to make games full time I can assure everyone that the physics model is COMPLETELY accurate and its a full rigid body simulation. I know because I wrote the code. Maybe I should have done a better job in the demo, but if you are fying at speed and you set your desired velocity to zero you WILL see the top front thrusters articulating and fring to slow your velocity. If you watch my demo you will notice there is some momentum with the Hornet when I slow down close to the bridge. It may not have been apparent on the screen, but I can assure the Hornet does not stop on a dime. if you load it up with more mass (like extra weapons) you feel the efect of this. There is no drag modeled everything is done as it would be in space. Additionally there is actually counter thrust being applied inside the physics and if you had your hands on the controller you would feel it. If you look closely you will see the inertia of this the ship doesnt stop rolling or pitching on a dime. There is however a very good reason why you dont actually see the thrusters fre entirely accurately. The problem with visually depicting the proper thrust is that it would actually look pretty horrible (trust me this is how I frst did it, and is still pretty easy to switch back to as Im actually doing some extra work to make the visuals looks nicer). The reason is because there is no drag in space, so even a micro amount of thrust starts the Hornet (or any spaceship) rotating until you apply counter thrust. So what is really happening is that the fight control system is always applying micro thrust and counter thrust to achieve the pilots inputs. This results in the thrusters fickering of and on in micro amounts and you actually not getting a good feel of the general application of thrust. I think you know I like things to look cool (come on, we all know you probably wouldnt be engaging in space dogfghts at WW2 speeds, but its so much more fun than what the reality would probably be), so what happens is that the system is still modeled accurately, but I use the angular /linear velocity delta to drive the visual representation of thrust. HERES MY CODE COMMENT Note the thrustGoal is actually the linear velocity delta (desired vel current vel of the vehicle & rotational vel rather than the actual linear & angular acceleration / thrust. This is because, while inaccurate its cooler to see more constant thrust that gives you a visual clue as to what correctional movement / velocity vectors the vehicle is using. If we just used the acceleration as opposed to the desired velocity correction, the thruster fames would ficker on and of especially in the Wing Commander use case of Space, where there is no atmosphere to provide drag. Of course if you pass the actual accelerations to SetThrustGoal, then youll get an accurate visual representation of what a thruster would really do. I hope that clears up any confusion! I will admit that the ship doesnt need to have wings or fans on the front, but the idea behind that is for possible atmospheric fight (this is not a promise of planetary action for the early build but allows for expansions in this direction), and as a RAM scoop. Plus it just looks / feels cool! CHRIS ROBERTS WHAT IS THE LARGEST TYPE OF SHIP A PLAYER WILL BE ABLE TO FLY? Probably a destroyer or Corvette the carrier in the trailer would probably be too unbalancing for the Star Citizen persistent world in a player or group's hands! ALRIGHT, SO FROM READING YOUR PREVIOUS POSTS IN THE FORUMS, IT SOUNDS LIKE NAVIGATION WILL BE LIKE IN PRIVATEER, YOU SET A DESTINATION, HIT A, A WHOOSH SCENE PLAYS, AND YOU ARE THERE. IS THAT CORRECT? IF SO, HOW WILL THAT WORK IN MULTIPLAYER? It will work like WC / Privateer (but there isn't any loading screen) and teh warp will be in-engine. In MP the universe server matches up players and NPCs based on general proximity the ones that look like they will cross paths are dropped into a dynamically created battle instance (that their friends can now warp in to) to resolve the confict before auto-piloting on. I LOVE THE IDEA OF CONTENT WEEKlY Or bI-WEEKlY. Is It EVEN POSSIBLE TO TURN OUT CONTENT THAT FAST? Well it would be weekly or more likely bi monthly but the key is being able to do small updates here and there a 4 mission story thread, a new star system and so on... 10 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 11 Hello everyone! Less than two weeks ago, I reached out to the gaming community to help me prove that the PC game wasnt dead. That there was still an audience for the kind of games I created with Wing Commander and Freelancer. To prove that Space Combat wasnt fnished as a genre. I hoped that the answer would be yes, that the demand would be there and that it would come together in a way that would ultimately let me build the world I have been dreaming about for many years. What I didnt expect was how quickly it all happened. Last night, just four and half days after our Kickstarter campaign launched, we passed the $500,000 mark, making it successfully funded, and another Kickstarter success story. As I write this we are less than $50,000 from reaching the RSI goal of $2 million in overall pledges that makes Star Citizen a go. Its unbelievable. Im proud to represent this cause and Im tremendously humbled by the incredible community that has rallied to my side. Not just the donationswhich have been astounding but also the stories and the creativity Ive encountered interacting with you in the comments and on the message boards and elsewhere. Like me, you have all seen Star Citizen, no matter what you may have called it, in your head for many years and thanks to your collected eforts; Im going to build it for you. I have two pieces of information to share with you tonight. The frst is the long-awaited design document about Star Citizens fve pledge ships. Time and time again youve asked what an Aurora or a Hornet or a Constellation is. Im happy now to be able to share our design concepts. These are the specifcations were building on as we create the game world and theyre the descriptions I have sent to the artists who are putting together the ship models. Normally you wouldnt see this kind of inside information, especially not this early, but I hope you will fnd it interesting and get a kick out of getting an insiders view of how game development works. The second piece of news is the news that you can fnally upgrade your pledges at RobertsSpaceIndustries.com. If youve decided you would like to upgrade to a higher tier of ship or if you would like to increase your support for the project for any other reason, you now have that option. In addition we have heard you loud and clear on the Forums, on Kickstarter, Facebook and on the recent poll. You want the ability to add additional ships to your base package. So weve given you that option too. I hope youll 2 Million OCTOBER 25TH 2012 enjoy seeing our plans for these ships and then choosing the one that best fts how you want to play the game. Tomorrow, were going to be adding additional information about stretch goals more specifc levels and in-game rewards that you can achieve. In the near future we will have the upgraded forums online and we will start opening additional content at the RSI website. Theres a lot to look forward to! So, pilots: weve won our frst furball! But, theres plenty more work to do. Lets knock out the $2M in overall pledges that green lights Star Citizen, then set our sights on the stretch goals. The more of these we can hit, the richer and more varied the game I can deliver. Were less than half way through the campaign, so I know we can go much further. If youve already backed, spread the word. If youre still waiting to, then please join the cause. Thank you, truly, for your unbelievable support. We have $45,840 to go! We can get there by MORNING! CHRIS ROBERTS THE HIDDEN SMUGGLERS ASTEROID The asteroid bases will take on two forms: The frst is active smugglers bases with trading and the seediest bars in the galaxy ofering some of the most dangerousand lucrativemissions outside the law. The second is secret supply depots that you can discover, raid and contest yourself. Their locations wont be on any map, the stuf of legend and hearsay. Youll learn about them at seedy mining bars or through tireless exploratory scanning of asteroid bases or even by outftting your ship to stealthily follow successful smugglers. There you may fnd anything from a thriving smuggler community, an intergalactic bazar trading black market goods at great prices or an abandoned cache of weapons and upgrades thought hidden in deep space by their previous owners. And once discovered, the abandoned worldlets could make for an excellent hidden squadron base as long as no one reveals their location or follows you home! 12 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 13 it keeps the various elements of the project manageable and the responsibility of small, tight teams. Its always been my experience that small teams tend to be the most efective, so the idea is to utilize the small team concept in such a way that it can scale for a project with the ambition of Star Citizen. Think of it as taking the multi-core / threading approach to development as opposed to the old way of just increasing the speed and size of one big processor. ENLIST YOUR FRIENDS UPDATE There have been a few updates while Ive been of working on the development and hiring plan. And a couple of them have caused some discussion amongst you, so I wanted to set the record straight. The pledge referral program was actually something that was part of the spec of the custom crowd funding plug in we built and was meant to launch day 1. Unfortunately, due to our launch issues it was never deployed and it has taken this long to get up and running. Before we started the campaign we had talked to Alienware, NVIDIA and Logitech, who were all very excited by what Star Citizen represented for PC gaming and were eager to help out with some free swag to give away with some of the pledge tiers. We thought it would be much more fun, and allow a wider range of the community to participate if everyone had the chance of winning the bad ass Alienware gaming rig, rather than bundling it with some custom $15,000 pledge level. So we thought that tying it to rounding up as many friends to play with you would be a great way, especially as we want to encourage co-op play and building up your squadron (which is another feature we will roll out once vBulletin is active) We know that a lot of you are concerned that you wont be credited for everyone you encouraged to join the fght for high end PC gaming and space sims. Dont worry! Were building a referral input to the My Account screen on the RSI site that will give you the ability to retroactively specify if someone has referred you, so everyone can get credit even from the very beginning of the campaign. We hope you like it. It was designed for fun, and to give everyone a chance to win some cool swag (who doesnt want an Alienware desktop, Oculus Rift or a GTX680?). Ive also had a few questions about the contests weve run previously. For legal reasons were not allowed to identify the winners unless they give us permission but if you won a signed Wing Commander or an Anvil Gladiator bomber, you have been contacted by our staf, so make sure to check your spam flters in case theres a surprise stuck out of view! SHIP CONCEPT ART We know this high on everyones list. Both Ryan Church and Jim Martin are working away on this and have been for many weeks. I hope to have the frst set, which will be Ryans RSI Constellation work, be in a state to share by the start of next week. When you see the work you will understand why it is not something that can be done in a day. All Star Citizen ships are designed to a level of detail, ergonomics and functionality that no one has ever attempted before in a space game. Its not just about a pretty drawing if it was I could have shared something weeks ago. Its about fully designing the interior and exterior, how weapons and missiles are deployed, where the engines and various thrusters are located, how they articulate, where you would sleep, how the P52 fghter launches and re-docks, where you eat your meal and where you shower. The plan is to share a full RSI brochure on each ship, with exterior and interior renderings, not unlike you would see from Boeing or Lockheed Martin in todays world. I can tell you the work in progress is very cool and I think you will all be excited once you see the frst Three million dollars! Its hard to believe were already here, far above our initial objective and well into some of the stretch goals, with still 10 days left in the campaign. Its all thanks to you, our incredible fans. I am impressed every single day when I see the dedication you have already given this project, spreading the word and building a great and supporting community. Its going to be a dauntingand rewardingtask for the team to continue to build the game knowing how much this community believes in us. And its a task Im proud to say were up to. Sorry to have been quiet for the past few days. I just got back from Montreal, Canada, which is likely to be one of the locations where we will build Star Citizen, along with Austin, Texas and Los Angeles, California. It may seem inef cient to have the team spread out but Im actually a big fan of distributed development. The tech prototype was built by a small team spread out between Austin, Frankfurt (Germany), Los Angeles, Montreal, Monterey (Mexico) and San Francisco The concept is to focus on where the talent is and not try to ft the talent to the location. So a lot of my old Origin and Digital Anvil compatriots will be based in Austin, in LA the focus will be some of the high end conceptual design (leaning heavily on the deep pool of talent from flm like Ryan Church and Jim Martin) and some engineering. In Montreal were likely to be building some of the backend persistent server infrastructure and web front end. Ill be spending time in each location and heavily using Skype! The idea is to break the various components of Star Citizen into discrete parts that are the responsibility of focused tiger teams dogfghting, shipboard FPS, planet side buying / selling / chatting / mission acquisition, persistent server backend and so on. This way 3 Million NOVEMBER 8TH 2012 Hi everyone! 14 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 15 Multiplayer, Single Player and Instancing NOVEMBER 11TH 2012 STRETCH GOALS Weve just hit $1,000,000 and the Corvette on Kickstarter and $3,000,000 on the main site. I cant begin to tell you how excited this makes me but I really want to get to at least $4,000,000 overall as this will allow us to do more sooner, especially on things like the modding tools. It may seem like a stretch but if you look at other Kickstarters they all had a huge surge in the last few days. When it comes to game projects, were defnitely the leader in amount of dollars pledged per backer, thanks to you. Some of the stretch goals can be covered by upgrading, but we need to also get new backers in. I know youve all been spreading the word. Keep it up and we can get there! FUTURE UPDATES Weve already given you a preview of the base Citizen Card and will be sharing the others over the coming days. I also plan to do a few write ups for you I always get a lot of questions about instancing, so Im going to try and describe the process in one concise update. There will be some more video from the prototype in the near future And of course a ship brochure! set. But please bear with us all fve ships cant be done in the next two weeks it is a multi- month process. But thats part of the fun of backing Star Citizen; youre going to take the journey with the development team, see work as it happens and be constantly engaged. Its not just about the initial campaign we will be updating and sharing during the whole development process. Hi everyone! I get a lot of questions about how the whole persistent universe works and what I mean when I talk about battle instances. Ive given some answers but as it keeps coming up, I thought it would be good to give all of you a longer description in how this all works and fts together. One of my goals with Star Citizen was to create a huge open world that you could adventure in solo, with your friends, mingling with NPCs and other real people. Freelancer was built to have up to 128 players in multiplayer, but as a few of you know that was more a theoretical maximum than something that was really practical, especially back in 2003. When I started building Freelancer, partly inspired by the work done on Ultima Online (which was in development when I was still at Origin), the fun I was having playing multiplayer games like Command & Conquer and Diablo I had wanted to bring the Privateer experience into the bold new world of multiplayer. My original vision for Freelancer was to frst release a single player game and then follow it up with massively multiplayer version with a dynamic economy and a world that reacted and adapted to the players actions. I didnt get a chance to deliver this vision and ultimately while Freelancer was a good game, it fell short of what I was aiming for. With Star Citizen I was determined to combine what I wanted to achieve with WILL INSURANCE COST A LOT? Like in real-life insurance should be a relatively small part of your regular in game expenses which will also include paying landing fees, trade tarifs (if in a system with lots of infrastructure and law and order), fuel (if you dont collect it yourself from a gas giant), buying cargo to trade, hiring help, making upgrades to your ship or even buying a whole new ship. Some of the additional policies like upgrade or cargo insurance will be rated based on risk levels. Risk level 1 being the safest systems and risk level 5 being the most dangerous system that is insurable for cargo or upgrades. Any risk level over 5 is un-insurable. A risk 3 policy for cargo will cover you for all cargo losses in a risk 3 system or below. The higher the risk level of the policy the more it will cost. As with the base insurance this will not be crippling fnancially but instead be a reasonable running cost that relates to the risk / reward profle of the systems fown. 16 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 17 Freelancer, with the personal experience that I think both Wing Commander and Privateer were so strong with. But me being me, I wanted to combine things I like about the promise of a MMO, but avoid the aspects that Im not so keen on like splintered player groups, griefng and grinding. I also was really impressed with how Demons Souls merged the single player experience with the multiplayer side. All of this helped form my thinking on how Star Citizen is going to balance the dif cult balancing act between multiplayer and single player. ALL MULTIPLAYER GAMES whether they are a persistent world massively multiplayer game (MMO) like World of Warcraft or just an online multiplayer game like Battlefeld 3 have a limit to the number of players that can be active in anyone area or level. This number is usually inversely proportional to the amount of data that needs to go between the client and the server. For a game with complex physics and a fully destructible terrain, like Battlefeld 3 the number of players that can active in an instance is less than a game with less real time fdelity like WoW, or Eve on Line. But in all cases there are always more players than any one server instance can handle. For a persistent multiplayer world like WoW the solution is to split up the player base into more manageable groups called shards, which are a permanent instance of the universe that look after a certain amount of players. One thing I dont like about most MMO structures is the fragmentation of the player base between these shards. If you had joined much later than a friend of yours, there may not be room on his world instance anymore and you have to join another parallel one and so cannot play together. This is one of the nice things about the Eve Online design everyone plays in the same universe. In Star Citizen there is going to be one persistent universe server that everyone exists on. So you will never be separated from your friends, and if you want youll be able to join up and adventure together, you can. Due to the fdelity of the dogfghting and physics simulation we cant however handle thousands of players in the same area of space. Even if you had enough internet bandwidth to handle the data going back and forth and a super computer for the server theres no PC, even with quad SLI that could render that many spaceships with Star Citizens fdelity. INSTANCING So the magic of Star Citizens multiplayer design is how we combine a persistent universe with a more traditional (and easier to implement) temporary multiplayer battle instance. The way it works is that the persistent universe server, which were calling the Galaxy Server, keeps track of all players assets, group relationships and locations inside the Star Citizen universe. As the Galaxy server isnt handling any realtime action it can handle our complete player base, which right now would be about 45,000 players, but is designed to be able to scale to millions if need be. The other key thing the Galaxy Server does is dynamically place players based on their location, skill level, alignment and player versus player (PvP) preference into battle instances. Think of a battle instance like a Battlefeld 3 multiplayer session or a World of Tanks Battle with the key diference that the selection of players is done transparently and is in fction. An illustration of how this would work is like this I start out planet side on New Pittsburg. I decide to buy a few tonnes of steel to fy to the shipyards of Terra. Im currently in the hands of the galaxy server that communicates with my client and handles my purchases and interactions on the planet as these are not real time in the manner that the space action is. We render these in the manner of Freelancer, as detailed 3D environments where we see a third person view of our character in a location and we can click on Non Player Characters (NPCs) or terminals to buy / sell, upgrade your ship, get gossip, hear about a mission and so on. Youll also be able to interact with other players via a chat interface. We havent fully worked out the player avatar handling planet side but the bar or private clubs will be where you can meet / chat to other players. Besides populating the bar with NPCs, the game will also populate the bar with other players. If there are more players planet side than there are slots of avatars in the bar the ones visible to you will be based of your friends list and then it will be based on relevance to you a player looking for a wingman, one from a similar group, or maybe someone that youve been given a mission to fnd or hunt down. You will also be able to see the full list of players in the room if there are more players than there are slots. Default would be a drop down list for this, but as I hate anything that breaks the immersion, well probably come up with a better in fction way of seeing the list of players maybe you tell the bartender who youre looking for, maybe you can look at the door list for the bar. Having bought my cargo I launch into space. If there are players already in orbit there will be an orbit instance already created. If its not full then I will be placed into that. If it is full then a new one will be dynamically created. All orbit (and battle) instances reserve slots for friends and persons of interest (POI), which can be NPCs or other players, so if youve launched and there are multiple orbit instances and you have friends already in orbit you should be placed into that instance. This is also the dynamic that will be applied if you want to follow another player you can tag them as a POI and then the game will do its best to place you in the same instance as your POI. For instance if you tagged someone planet side and they launch your PDA with its future version of Siri will notify you that your POI is leaving, giving you a window to launch into space too. Once in orbit I can pull up my Navigation computer and set a course for my destination. If its several systems away like Terra, the nav computer will chart a course through the relevant jump points. You will be able to 18 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 19 you, negotiating an exit or just outrunning them. Once in an instance you can put out a distress call to your friends. There are two ways people on your friends list (or squadron as were going to call it) can help. We save slots in all instances for friends to warp in to fght. To do this they need to be in the same system. If they are they can autopilot in to your rescue and will be dropped into the instance. If theyre not in the star system, if they can get to your system before the battle is over then they can join (but will only be able to join once theyve reached your system). The second way for your friends to help out is by dropping in on your ship. This only works if its a multi person vehicle like the RSI Constellation. In this scenario they dont need to be in your system, they just will drop in inside your ship and will be able to move around in frst person, climbing into a turret to man it, or jumping in you P52 to fy it in combat while you fy the main ship (or they could fy your main ship and you pilot the fghter). Once the hostilities or the event (sometimes you could be pulled into an instance because you came across a derelict ship or space station and we want to give the player a chance to explore) that triggered the drop out of auto-pilot has been resolved, you can hit auto-pilot again, get handed back to the Galaxy Server and go about your way on the nav course youve plotted. You will always drop out at jump points and planets, where you will need to either make a jump to another system or land. This process is continued until you reach your fnal destination, which in my example would be Terra, where I would use my comm system to negotiate a landing slot, which would take me down to the planets surface via an in-engine cinematic. Once planet side Ill be able to sell my cargo, replenish my supplies and look for new opportunities via the third person planet side interface. The advantage of this system is that is allows you to tailor your experience towards your preference solo, co-op or full PvP. It also doesnt partition you into diferent, parallel versions of the Star Citizen universe as everyone is kept on the persistent server. Because our battle or orbit / space instances are temporary, youre never stuck with one group over the long term and due to our heavy emphasis on friends and co-op, there will always be room for your friends to join you on your adventure; whether its against other players or NPCs. The same instance system underpins the single player Squadron 42. If youre playing of-line, your computer will be acting as the server and client, there will be no opportunities for friends to join and everyone will be an NPC. But if you play Squadron 42 through the Galaxy Server, even though your missions and space areas are pre-determined (you dont get to pick where in the galaxy you are fying if youre in the military) we will allow your friends to drop in / drop out to take over NPC wingmen and if you want extra skill ranking you can allow other players to drop in and take over enemy ace characters. This system is pretty similar to the Demons Souls setup where people could drop in as a Blue Phantom to help you kill a boss monster or fght of another invading player, or you could drop in as a Black Phantom to someone elses world and try and kill them for XP and other gamerewards. The key to all this is to allow player choice you want to play alone you can, want your friends to join you in co-op we allow that and if you want to be challenged by other real players you can do that. The special part is that it can all happen in the same holistic universe. I hope this helps in terms of understanding how were balancing the aspects of multiplayer as well as making the game fun. adjust this like on Google maps, so if you click a diferent jump point on the system map it will then re-route you on the shortest path to your destination with that jump point as the frst jump. Once Ive plotted my nav course I would then engage auto-pilot and head towards my frst way point on the path to my destination (a jump point, an interim space feature, like an asteroid belt and so on). At this point Ive been handed back to the Galaxy Server, which is determining whether I will encounter a hostile, someone that has tagged me as a POI, or a predetermined encounter on the way, or if Im going to run across ongoing battle instance that is relevant to me (some members of the instance are aligned against or with me). These encounters could be with an NPC or a live player(s) and are sorted on skill level and also which is important to all of you that like a more single player experience and dont want to deal with griefers based on your player versus player (PvP) preference. So if youve set your game settings to be low PvP and youre in a relatively safe area, youll likely have an NPC (PvE) encounter as opposed to a PvP one. Of course your ranking and any reputation you earn wont be the same with a PvE encounter versus a PvP. My hope for this dynamic is that it will allow people to frst play Star Citizen in a safer more single player open world style, but as they grow in confdence and want to test their mettle against other real players they can take the training wheels of and get into battles with real players. There will also be areas of the universe that no matter what your PvP setting is, will be PvP. These will be systems that are on the fringes of the policed galaxy and will be notorious for pirate and other illegal activity. They will also be the most lucrative areas if you can survive. Now if youre fying with your friends, who you can link to via the game POI tagging system, they will be with you when youre pulled into a battle instance, whether it is against NPCs, real players or a combination of both. Once the Galaxy Server has determined that you will have an encounter based on the above criteria it either dynamically creates a battle instance, or puts you in one if one already exists at the encounter point, and that instance has room for new players. To exit this instance you either have to resolve the hostilities by defeating whos targeting 20 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 21 3.5 Million NOVEMBER 14TH 2012 $3.5 MILLION UNLOCK! $3.5 million now thats an accomplishment! Were now frmly the second most successful video game crowd funding project can we reach the $4.2 million needed to take the top spot? I think so! The $3.5 million level scores three major unlocks: the 45th star system (Orion), cockpit customization (bobble heads, dinosaurs and more!) and the ship-to-ship boarding mechanic! Whats next? The additional star system every $100k has been such a success that were continuing it to $4 million so you have a chance to unlock fve more systems (and the fnal system is, we promise, a big deal!) There will be an additional ship (plus description) unlocked at $3.75 million. Then the $4 million goal is a big one! Hitting it will add free professional mod tools for players, monthly development team webcasts. Squadron 42 will get a richer storyline and more branching missions and Star Citizen will add another ship (to be revealed!) and ten additional systems (for a total of 50.) Well also expand the boarding mechanic, outlined below. So lets get there before this campaign ends: the team wants to add these elements as much as you want to see them! And be sure to check back in the very near future for the frst pieces of pledge ship art; were making the fnal preparations now! ORION SYSTEM Ownership: Abandoned Planets: 8 Planetary Rotation (Orion III): 466 days Imports: None Exports: None UEE Strategic Value Rank: Red Description: The colony on Orion III (Armitage) began life in a celebrated fashion; it was the end goal of Project Farstar, a UEE initiative aimed at expanding mankinds reach by establishing increasingly distant colonies. To this day it remains the single farthest human world ever colonized. Earths most distant colony evolved peacefully for six years until the frst attack. Armitage was, it would later be established, an occasional Vanduul feeding world. Passing clans had marked the planet as a source of fresh livestock and would occasionally return for slaughter. The violent frst contact incident occured in the system and it was followed almost immediately by raids against the colony. It isnt clear whether the Vanduul were angered by the human presence in their system or if they were simply eager for new victims but raids began immediately and only increased in frequency and ferocity. Within six months, Orion had been raided ffteen times; casualties among the colonists were atrocious. The UEE was faced with a dif cult decision: deploying the Navy to such a distant star would have been dif cult and expensive without an established supply chain. Ultimately, Orion was abandoned as a formal human colony, with refugees abandoning their homes and possessions for a long transport ride back to the Empire. Today, Orion III is a destroyed world. Shattered human settlements and the remains of occasional Vanduul encampments remain on the surface, but it has been largely depopulated and defoliated. The planets surface, once largely inhabitable plains, is now pockmarked with impact craters and antimatter bombardment scorching. There are few reasons to visit Orion today; the system is still in the distant reaches of space and ofers no export thrill seekers and anyone hoping to test their mettle against the Vanduul only. Next, at $3.6 million: Gas giant, used as a refueling planet. Floating settlements. Home of the Murray Cup, a high-speed racing competition. BOARDING INFORMATION As promised, wed like to share the internal concept for ship-to-ship docking and boarding concept. Please note that this is the very early pitchsome details may change as we balance the game and build out/expand the mechanic! Boarding Mechanics The goal is to develop a system where player- to-player boarding is an occasional reward rather than something that becomes the focus of the game; were not building Grand Theft Starship. As such, we need a high cost of entry: players must dedicate both signifcant resources and skill to be able to put themselves in a position to board in the frst place. There are two major limitations on docking: 1) the target ship must be COMPLETELY disabled before it can be boarder and 2) docking requires the attacking player to dedicate credits and slots to several gate technologies, including a docking collar and a tractor beam. Disabling a target ship is a much more dif cult task than it was in Wing Commander, where leech weapons would simply wear down the target. In Star Citizen, the player needs to knock down the enemy ships shields and then (without causing a hull breach) pick of the individual thrusters. This is the skill barrier: if you cant shoot well enough to take apart a ship piece by piece then you cant board an enemy ship. Tractor Beams are a dangerous technology. They take up a standard gun slot and are designed for collecting material signifcantly less massive than their host ship (escaped pilots, cargo pallets, bobbleheads, etc.) As such, theres a constant danger of overloading when using them to dock, especially with cheaper models. Additionally, they require that the target ship be ABSOLUTELY DISABLED fring a tractor beam at a ship that still has functional thrusters will overload it and severely damage the attacker. A docking collar is needed to attach ships together. As with tractor beams, diferent levels are available which will allow connections to diferent sizes of ships; boarding something large like a carrier is much easier than something your own size, like a Constellation (disabling another Constellations thrusters will require a crack 22 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 23 shot, to say the least, and a much more accurate collar.) If the game hits the $4 million mark, collarless external ship combat will be added with pilots in pressure suits wearing EMUs able to battle it out in space; explosive charges would be used to open the targeted ships airlock. The standard VDU will not identify whether or not a ship is completely disabled; it will have a gut feel/skill element to it. Higher software upgrades will provide more in-depth scans of a target that will give you a better assurance that no maneuvering remains in place for a price. Also note that docking mechanics do NOT apply to ships with a single crewman or certain smaller bombers; the general rule is that if theres not room to walk around then only the salvage mechanic can apply to it. You need a crewed ship to board in the first place and you can only board crewed ships which are larger than your own (in crew size.) Combat Once a ship has successfully tractored in a target vessel, it will dock at a pre-determined location on the hull (ie, you will always dock at one of the same doors on the Constellation.) There will be a 30-second period where the attacking player cuts open the targets door. The defender can use that time to set up to fre back. Think an interactive recreation of the opening scene of Star Wars, with the Rebels nervously waiting to defend the corvette from Stormtroopers. Players will have access to a variety of upgrades to help/hinder boarding operations. Armored space suits, hand scanners, explosives, more powerful (or functionally diferent) weapons and so on will be available to players on both sides of the equations. Defending players will have upgrade options that can help put the battle in their favor: a self destruct process, a dead mans switch, automated miniguns they can position in the cockpit and so on. Its going to be a challenge to get onboard a targeted ship successfully, one that youll need to work with your friends to accomplish. Finally, the cost to recover a boarded ship will ultimately be high. Since youve disabled and otherwise crippled it in battle (and cut into the hull to board) you must conduct repairs in deep space if you wish to keep the hull rather than simply looting it during which the ship is in danger of being boarded by a third party. Boarding parties should plan to carry an advance repair bot with them or to sufer the dif culty of fying in a depressurized cockpit (limited life support time, less responsive controls.) Finally, only one ship can be fown at once: you will need to work with a partner if you wish to keep a boarded ship and your own craft. $4.0 MILLION LEVEL ADDITIONS Melee & Heavy Weapons Zero-gravity Simulation Suit HUD Options Increased Customization Outside-the-ship combat (magnetic boots on a hull; think Moonraker). IS STAR CITIZEN AN MMO? No! Star Citizen will take the best of all possible worlds, ranging from a permanent, persistent world similar to those found in MMOs to an of ine, single player campaign like those found in the Wing Commander series. The game will include the option for private servers, like Freelancer, and will ofer plenty of opportunities for players who are interested in modding the content. Unlike many games, none of these aspects is an afterthought: they all combine to form the core of the Star Citizen experience. IS STAR CITIZEN FREE TO PLAY? A SUBSCRIPTION GAME? To play Star Citizen you need only to buy the initial game. There will never be a monthly charge for usage. Some in-game items may be available as microtransactions, but we will NEVER sell anything that cant be acquired through honest (and fun!) gameplay. WHAT PLATFORMS WILL STAR CITIZEN BE AVAILABLE ON? Star Citizen is a PC game through and through and could never be played on the Xbox 360, Playstation 3 or WiiU. We currently plan to support Windows and are examining our options regarding possible Linux and Macintosh releases. The Cloud Imperium team includes many Linux and Macintosh fans! WHAT WILL THE GAMEPLAY BE LIKE? Star Citizen will feature gameplay similar to the original Wing Commander and Privateer, with a more realistic physics system. This means that it is NOTa click to kill interface like most modern MMOs; your success in combat is going to depend as much on your skill with a space fghter as it will with your ship upgrades and your pocket book. 24 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 25 4 Million NOVEMBER 16TH 2012 NEW SYSTEM, NEW SHIP, NEW GOALS! FOUR MILLION DOLLARS! Weve DOUBLED the original goal and unlocked a LOT of stretch goals. Heres what you just earned: increased community updates, professional mod tools FREE for players and monthly webcasts from the team. Squadron 42 will feature a richer storyline with 45 missions (more than Wing Commander I!) Star Citizen will feature a persistent universe on launch along with an additional fyable ship, the Drake Cutlass (detailed below.) The game will launch with FIFTY star systems and will feature ENHANCED boarding options (including melee weapons, upgradeable HUDs, zero-g external combat.) Read on to see the details of our fnal $100K Challenge star system, Chronos its an important one and youll be glad you unlocked it when you learn more about the Star Citizen universe! Our next target is $4.5 million, at which you will unlock 60 star systems and the largest playable ship will be massive armored cruisers! In addition, getting to $4.5 million combined will unlock all of the remaining Kickstarter goals. If we can make it to $5 million, therell be a companion app, even more community updates and webcasts and a monthly town hall meeting with Chris Roberts! Squadron 42 will add celebrity voice actors and have a total of ffty missions and Star Citizen will match the original Privateer and feature 70 star systems! Finally, a new base type will be added: alien derelicts. CHRONOS SYSTEM Ownership: UEE Planets: 2.5 Planetary Rotation: Archangel Project 360 SED Import: GeoEngineering Products, Export: None Crime Status: Low Black Market: None UEE Strategic Value: Red Site of the infamous Synthworld Project. Chosen because its a sparse, vast, empty system. The planets Chronos I & II are dead worlds on an orbit very close to their sun. An ELE destroyed the planets on the outer half of the system, ofering the perfect opportunity to design the Synthworlds distance and orbit from the sun for optimal planetary conditions. When the project began, there was a lot of traf c in and out of the system, but now, money and enthusiasm has waned. Deemed by some as an embarrassment, a fnancial vampire by others, the Synthworld stands as a half-constructed monstrosity that most doubt will ever be completed. The government is still struggling to make the project a success. Though its star has fallen, the SynthWorld Project is still an excellent place for traders to of oad raw materials. With the proper bribes, contractors can bring in heavy metals, construction equipment and shipped labor to be sold at infated government prices. Those who live outside the law should be wary: there may be no place in the galaxy worse for conducting illegal business. The UEEs elite 18th Battle Fleet is on permanent station at Chronos and have spent years with little to do aside from practice their aim. DRAKE CUTLASS Builder: Drake Interplanetary Crew (max): 2 Mass (empty): 35,000 Kg Focus: System Defense (Piracy) Drake Interplanetary claims that the Cutlass is a low-cost, easy-to-maintain solution for local in-system militia units. The larger-than-average cargo hold, RIO seat and dedicated tractor mount are, the company literature insists, for facilitating search and rescue operations. While its true that Cutlasses are used throughout known space for such missions, their prime task and immediate association is with high space piracy. Cutlasses, often operating in groups, menace distant transit lanes to prey on hapless merchants. A single Cutlass can ravage a mid-sized transport and a pack operating as a clan can easily take down larger prey. STOL adaptations allow these interceptors to operate of of modifed transports or pocket destroyers; the most common warships that make up pirate caravans. Designer note: the idea is that Drake Interplanetary builds ships which are ostensibly for legal purposes (local militias, etc.) but are obviously for pirates: so it has the appearance of a military fghter, but mated to an awkwardly larger hull for collecting loot; it should have visible forward-facing tractor beams and a seat for a second crewman even though theres no turret (as youll need a second man to board an enemy ship.) It also has a cheaper build quality: if Anvil is building Jeeps and Origin is building BMWs, this is a Honda. Upgrade Capacity: 5 Cargo Capacity: 10 tonnes Engine-Modifers: 2 Max. Class: Fusion Thrusters: 1 x TR4, 16 x TR2 Hardpoints-2 x Class 1: Equipped 2 x MaxOx NN-13 Neutron Gun1 x Class 2: Equipped 2 x A&R Mark IVc Tractor Beam2 x Class 3: Equipped 4x Python Tracer (HS) missiles2 x Class 4: None Equipped CITIZEN CARD Heres the penultimate Citizen Card: Black for Space Marshals, users who pledge over $5,000! Now thats a status symbol. 26 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 27 ON TO THE STARS! $5.5 million! Youve unlocked the Bengal carrier, added motion capture to Squadron 42 and earned the exclusive Record Breaker skin. When we set out to crowd-fund Star Citizen we asked for two million dollars, the absolute minimum with which we thought we could build a solid game. And then we planned stretch goals so that we could include everything else we imagined. We expected three million, hoped for four million, dreamed of fve million and so on. And the absolute top option, the impossible dream, was six million. Six million was what it would take us to build the game we were imagining with all the bells and whistles we wanted included. Well, here we are with just over eight hours to go and that impossible goal where everything is unlocked is suddenly in sight. At six million youll launch the game with 100 systems, a full orchestral score and a free copy of the frst Squadron 42 mission disk, Behind Enemy Lines. Its not as sexy as the carrier, for sure, but would certainly be pretty amazing if we met every one of our goals. So lets push this campaign all the way to the last minute. We can make this march! 5.5 Million NOVEMBER 19TH 2012 INSURANCE FAQ AND UPDATE Welcome back, citizens! For those of you in the USA we hope you had a relaxing holiday weekend and that you were able to take advantage of the grace period for pledges. That is now over. Anyone that joins going forward will have to pay slightly more for the base packages and wont have lifetime insurance. The limited-time add-ons such as the Retaliator Bomber have been taken down. Existing backers will still be able to upgrade to any of the original packages at the original prices for the next 12 months. As an added bonus for all backers that purchased a ship before November 26th any additional ships you purchase for your account during the next twelve months will have lifetime insurance. 7 Million NOVEMBER 27TH 2012 Were looking forward to sharing more about the game and the team in the coming months. For now, we are going to address several issues of immediate importance to Star Citizens. STRETCH GOALS Its almost unbelievable, but were now to almost to $7 million in pledges! Thank you all for the incredible continued support. Weve had a lot of questions about adding additional stretch goals. What will hitting $7 million or $8 million add to the game? Things have moved so fast that in the short term we dont feel comfortable setting them: we listed everything we wanted to add, fgured out what it would cost and you earned that. The honest truth is that additional money from crowd funding means adding an ever-increasing amount of detail to the game More unique locations in a system, more NPCs, more varied animations and so on. More dollars allows us to hire more artists, programmers and designers to fesh out the universe of Star Citizen. When things have calmed down we may be able to quantify this, but for now, know each extra dollar goes to making a richer game on release. 28 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 29 My goal with Star Citizen is to build a universe that I want to play in day after day, one that fully immerses me in the environment and stories that happen around me. In Star Citizens persistent universe I want events to happen, governments to fall, wars fought and players becoming legends. I want to see a Galactapedia that grows from week to week, refecting not just the ongoing content Cloud Imperium plans to continually generate, but also the great deeds achieved by players. Pilots in the original Privateer had to return to base before they could save their games. To achieve this sense of a living history, there needs to be a universe where time progresses, characters die, and new ones come to the front. Beyond this, I want people to have a sense of accomplishment when they complete a really dif cult trading run or kill an especially infamous pirate. I hate the current game trend in single player games where the game auto-saves every 2 seconds and if you die you just start a few steps earlier. This makes you a lazy and sloppy player. I bullied my way through games like Mass Efect or Gears of War, running in guns blazing, knowing if I died I would always just re-spawn a few steps earlier. In Wing Commander or Privateer, you had to complete the mission to move on. There were no mid mission saves. This created a sense of anxiety towards the end of the mission if you were badly damaged and your shields were low, but if you managed to limp home successfully, you felt a sense of accomplishment. Without the risk of losing something youve worked hard towards, the sense of achievement is cheap. Demons Souls ofered dif cult, deadly boss battles which lead to a uniquely rewarding gameplay experience. The last single player game I played that give me an extreme sense of accomplishment in beating it was Demons Souls. How they handled death and re-incarnation of your ghost / body was consistent with their world and fction and because I couldnt save mid-level, clearing a level, especially after a dif cult Boss fght was immensely satisfying. It was also one of the most frustrating games Ive played! I think Demons Souls was too much on the punishing end of the dif culty spectrum, but it really did remind me of the value of having something to lose when playing. You cant have light with dark and you cant have reward without risk. Death of a Spaceman FEBRUARY 5TH 2013 In Squadron 42, this is pretty easy to achieve. You need to complete the mission to move forward and you cant save while in space. You die you just go back to the previous save point, normally before you launched on the mission. The tricky part is really how failure is handled in the persistent universe of Star Citizen, as you cant just set back the game to an earlier point. The simple solution is that when your ship is destroyed, you manage to eject and drift in space, where you are picked up and returned to the last planet / landing location to claim your new ship sans any cargo and upgrades you had (unless you had bought additional insurance) and head out into space again. This is the mechanic EVE Online uses, with the extra wrinkle that if another player blows up your escape pod, a stored clone of your character is activated, re-spawning your character and efectively making him/ her immortal. In EVE, death is allowed for in the fction and is balanced out by the cloning mechanism, which allows for loss of property but not your characters skills (as unlike Star Citizen, your character in EVE has RPG skills that you learn) The death mechanic in EVE is clever and well woven into their fction. But Im not interested in making EVE 2.0 with cockpits. One of my goals with Star Citizen is to make it feel very visceral and real. I want to feel the efects of physical damage on my character, loss of limb or other mishaps that can happen in the danger of space. If my character has been through several wars, I want to see the scars on him/her perhaps a cybernetic arm because one was lost in frefght or the wrong side of a dogfght. I want to be able to walk up to another player in a bar and SEE that he or she is a grizzled veteran with the battle scars to prove it. This is the kind of detail, texture, and immersion that I want to achieve with Star Citizen. I also feel that if everyone can be cloned easily, it fundamentally changes the structure of the universe. You now have a universe of immortal gods that cant be killed. Death is just a fnancial and time inconvenience that has no further consequences. The life and death cycle of humanity is what has brought us our history, our need to make a mark in our time, to push forward. If I want a living, breathing universe that has a lot of the dynamics of a real world and is inspired by the decline and fall of the Roman Empire, immortality for all is problematic. The fip side is that while perma-death is realistic, it is not a lot of fun if the frst time youre on the wrong side of a dogfght you lose everything and have to start again. I want Star Citizen to be immersive AND fun. The death mechanics that I have in mind keep a feeling of mortality and history without making it frustrating or killing (pun intended) the fun. THE LIFE AND DEATH OF A SPACEMAN The Character creation screen will be done in-fction. Youll start the game in 1st person view looking at two bathroom doors one with a male sign and one with a female sign. Which door you walk through will determine what sex you are when you walk into the washroom. Walking up to the mirror, youll see your refection. Wiping the condensation of of the mirror with your hand (or some similar mechanic) will change / reveal your facial appearance. When youre happy with how you look, you will exit and return to the UEErecruitment of ce and of cer. Youll fll in your name on the MobiGlas form and also specify your benefciary in case of death: this could be a family member, son, daughter, uncle, aunt or someone entirely new (although not another player character). 30 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 31 The UEE Navy has an opt-out option right up until you move onto advanced training (where you would start Squadron 42). So if you just want to jump into Star Citizen, you can opt out right away. If you want some basic pilot training, you could avail yourself of basic and then buy your way out. In this case, the player would just owe a small debt to the UEE that he / she has to pay within a year of game time or become a debtor (debtors are denied landing rights on UEE controlled planets and dont receive any UEE protection until theyve paid their debt). A player enters the persistent universe of Star Citizen either after completing the Squadron 42 campaign (which doesnt need to be successful), or by opting out before advanced training and going straight into the private sector. Most players should have some kind of basic insurance, whether its lifetime hull insurance for everyone that has backed so far, or a limited duration insurance that will come with later ship packages. A player will even be able to take out a small loan to help fnance his/her exploits (with the same penalties for nonpayment described above) You will be able to run training simulations in the simulator module in your hangar (think of this like the arcade game in the Pilots Ready Room in the original Wing Commander) to practice your combat skills with no penalty (but of course there is also no fnancial reward here either). When you venture out into space proper, you do put your character at risk, but it will be a long term one, not an immediate one. I see each character you play having the ability to die multiple times before the character is fnally put to rest. Think of this like lives in an old school arcade game. Science in the future is far more advanced than today. Medicine has the ability to bring people back from what would be considered dead in todays world. If you lose a dogfght and your ship is going to blow, you have a few seconds to eject. If you manage to eject safely and someone doesnt blast your ejected avatar, you wont have even used a life. Youll end back up at the last planet you docked on, with a new ship courtesy of SystemWide Insurance. Youll have lost your cargo and any upgrades (unless you managed to insure those and you were destroyed in a system with a risk level at or below your insurance rating) If you dont manage to eject in time, or someone blasts your ejected character (which carries a harsh penalty if you do this in civilized space), your badly charred and almost dead avatar is recovered and you wake up in a med bay. This is also true if you are killed in a boarding action and your teammates cant or dont recover you. If this happens it is assumed that your dead body was evacuated into space and then recovered. Every death creates wear and tear on your body. Depending on where you were hit and how you died, your character may require a new body part, which can either be cybernetic or organic. Eventually after too many deaths, your characters body will just give out, and instead of waking up in a med bay, youll be attending the funeral of your fallen character from the eyes of the benefciary you specifed when originally creating your character. If your old character has done something noteworthy (akin to an in-game achievement), his headstone might read Here lies Chris, discover of the Orion 2 jump point, slayer of the Dread Pirate Roberts, and a Citizen of the First Order. There will also be opportunities to regain some lives or do a reset. Some of this could be through in-game missions or it could just involve paying a lot of money to a specialist on a remote med planet that is doing stem cell research. Because of how Star Citizen works, the death of your character is not as catastrophic as it would be in a traditional RPG. If you want to think about it in terms of RPG conventions, the character that you are leveling up and customizing is really your spaceship. Your avatar is really just a visual representation of your in- game character, and because Star Citizen is skill based, the loss of your character is more a cosmetic and textural outcome, especially as almost all of the assets youve worked hard to accumulate pass on to the benefciary that you specifed when creating your original character. Reputation and faction alliances pass on to your new character, but slightly diminished. If your original character was a pirate, then the new one will also be aligned with pirates, but not as much and will still be on the UEE watch list. No slate will be wiped clean, but if you want to change your allegiances, this would be the start. This matches life, where the son of a criminal has to deal with the bias of people thinking he is going to be like his father, or a son of a cop is assumed to be on the side of law and order. What I like about this system is that it creates a sense of mortality and history. No ones character will die right away. It will take some time to get to that point, but players will feel a sense of risk and so will think twice before needlessly risking their lives, as they dont want to burn through their lives. Youll also be able to see visually how battle scarred someone is perhaps having an eye patch or a cybernetic arm could be a badge of pride that youve been to war and survived. 32 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 33 When a character fnally does shufe of the mortal coil, the player hasnt lost what he has really put in the game time to build up his ship(s), equipment and other assets. These pass to the next of kin / benefciary. And there is a successor to carry on the family legacy or to avenge the deceased character. (My name is Inigo Montoya. You killed my father. Prepare to die!) This will hopefully create a competition between players to see how much they can achieve in the life span of their current characters. The ones that achieve greatness via killing a Star Citizen unique NPC or taking part in a unique event, like discovering a new jump point or system, are recorded in the Galactapedia and become part of the universe lore and history. The iconic funeral sequence from Wing Commander inspires Star Citizens death mechanic. This doesnt just apply to a player character. For me, its vital that there are non-player characters (NPCs) are both unique and can be killed. In a single player game, no one minds that many other players have completed the same quest and killed the very same boss monster because the world only revolves around you. But if you take the same quest in a MMO, which is meant to be a shared persistent universe, knowing that the next party will kill the very same boss in the same spot breaks the suspension of disbelief. Most MMOs just accept this as the price you pay with having many thousands of players all expecting to be a hero. NOT STAR CITIZEN Major NPCs will be unique. And if they are in a place where they can be killed, they will be killed only once. Think of it as a very hard to win achievement that one player or group of players in the game will ever achieve. If you manage to kill the Dread Pirate Roberts, that will be part of your legend, similar to discovering a new jump point or star system. Upon the death of a boss NPC, we wont re- spawn him or her, but there will be someone that steps in to fll the void, so the same area of space may now be terrorized by The Black Skull. Major NPCbosses will be a unique scalp for a player good enough to beat them. But almost all bosses will have someone waiting in the wings. While people may feel my proposed death mechanic may hamper their role playing of a character they have created an elaborate personal backstory for, I would counter that it will actually enhance it. There is no reason not to have the same backstory, but now its the story of your present character and his / her descendants. How many famous people are made and driven by the accomplishments of their parents? TRUST ME! I realize this game is not going to fulfll everyones personal vision of what they think it will be. That would be impossible. There will be some things in Star Citizens game design that WILL take people out of their comfort zone. Thats a good thing. You backed me to make the game in my head and thats what Im going to do. I do listen and when I think something makes sense, I fold it into my thinking as long as it is compatible with the vision I am trying to achieve. But this wont happen in all cases, so please keep an open mind and wait until you have a chance to play Star Citizen. And even then you should know that we will balance and tweak thats the whole point of having such a great community so early for your feedback and ideas and if something truly is broken for a large part of the player population we will fx it. We are an online game and frequent updates and tweaks are a core part of the Star Citizen vision. QUESTION AND ANSWER What qualifes as a death? Not ejecting before your ship blows up, taking a head shot during boarding, having your ejected pilot or escape pod targeted and destroyed while foating in space. How any lives will I get? The exact number of lives will be balanced as development of the game progresses. The intention is to allow multiple deaths before youre properly dead. So expect to wake up in the med bay at least half a dozen times if not more. And getting to this point wont be common unless you are participating in a lot of boarding actions or fying in areas where there is no law and order. Please note that it will not ultimately be a single, static counter: taking diferent risks and dying in diferent ways will impact your overall survivability at diferent rates. Remember, the key to Star Citizen is visceral realism: so while the system works this way under the hood, theres not going to be a life counter at the bottom of your screen! What happens on a disconnect or rage quit? Do I lose a life? When you disconnect (or otherwise quit in fight) the server attempts to take you to auto pilot. If youre in a space instance (i.e. not already in warp/ auto pilot) and close enough to a hostile the server will attempt to gain enough separation to enter auto pilot. If its successful the server will then place your ship back on the planet you last landed on. If not, and you havent managed to reconnect to your AI controlled ship before the hostile destroys your ship it is assumed you ejected successfully and will be returned to the last planet you landed on. If you have insurance will have a new hull waiting for you. We will monitor players disconnects and if we feel like you are gaming the system we may enact a death penalty on you and decrease your internal life count. 34 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 35 What are the penalties for targeting an ejected pilot? Players who target helpless ejected pilots in civilized space that dont have an ofcial UEE death bounty on their heads are the scum of the universe and will be treated as such by the authorities and marked for death by other players. Pilots who shoot down ejection pods will have trouble navigating civilized space because the police will be on their tails and theyll have trouble in the lawless regions, too, because there will be heavy government bounties on their heads (in addition to any player bounties that might be added.) How long do I foat in space before being rescued? When you eject in an active battle instance you can foat and watch the action. You can activate your rescue beacon at any time, and when there are no hostiles within a certain distance the game will fade out, then fade up with a little time later and have an in-engine cinematic of your pilot / pod being tractored in to a rescue and recovery vehicle. The game will then cut to the last planet you saved on, and you looking at your new replacement ship (assuming you have insurance). What happens with a head shot in boarding? A head shot is more likely to be fatal than any other injury! Boarding a ship is an extremely risky proposition you can gain a valuable prize by capturing another players property but youre putting yourself at the most risk possible. Its possible youll just lose an eye or a jaw but theres also a very small chance youll take a laser to the brain and be dead forever. Taking a head shot while defending a ship is usually less fatal: defending ships will allow their casualties more immediate access to medical facilities. How will you counteract griefng? We believe this system will actually dis- incentivize griefers: If youre a player who wants to camp out in a safe area to kill new players, youll quickly have a bounty on your head, and legal PvP will be authorized on you. If you target ejected pilots, lethal force on your ejected pilot can be authorized too. Attempting to grief new players will probably hasten your characters death a lot quicker than the new players youre trying to terrorize. We feel that by giving harsh penalties to people that target ejected pilots, allowing most injuries to be survivable, letting players upgrade for survivability to their specifcations will help reduce the incentive to grief. But were also aware that everything will need to be balanced once the game goes live. So thats our most important promise: we will continue to balance this system so that it works rather than allowing it to become a tool for players who want to make the game difcult for others. How can I reduce my chances of dying? Ship upgrades will include a variety of systems designed to increase the survivability of vehicle loss, including improved ejection systems, improved space suits and personal shielding, better power plant cores (to give you more time to escape) and various automated systems (so that you can set your fghter to eject you after a certain amount of damage has been sufered.)There will also be an upgrade system surrounding your battle damage; if your character loses an eye or an arm and you would like a natural replacement rather than a cybernetic-looking implant, you will be able to pursue these in certain markets. Additionally there may be certain medical procedures or limb / organ replacements that can increase your lifespan (efectively add a few lives back) Is there any way to opt-out of the death system? There is no way to opt-out of death in the persistent world, but remember that Star Citizen will include options for running your own server. Well allow you the option to set the game to infnite lives in this case. Will multi-person crews be able to escape the destruction of their ships? Yes, all spacecraft in Star Citizen are being designed to allow crew members to eject or otherwise abandon ship. Can I rescue or tractor in an ally? Yes. If you have room and you recover an ejected friend they can become crew on your ship. In addition if you rescue other players and survive the battle you will get a rescue payment from the rescued pilots ship insurance company once you land on the next planet. Space rescue and recovery is standard on all ship insurance policies. What happens I am captured rather than rescued? If your escape pod is captured by another player or NPC, your game will continue but there will be penalties depending on your situation. If you are a criminal and are delivered to a prison planet, for instance, you will need to pay of the authorities to escape. If you are sold into slavery, you will need to buy your freedom. Are you concerned that the fear of permanent death will scare players away from combat? No. Were building a combat game and are going to do everything possible to encourage players to dogfght and otherwise battle each other. In most dogfghts, even if your ship is destroyed, you wont lose a life as its very likely you will eject in time. Waking up in a med bay with a new limb should be a rare occurrence unless you really like to live in the most dangerous and unregulated parts of the galaxy. The fear of permanent death will cause some anxiety which will add to the overall experience but it will be more than countered by the potential rewards. In a world where everyone is vulnerable, no one has an advantage. I already created a backstory for my character, I dont want them to die! Were letting you know these plans early on so that you can incorporate them into your characters. Note that your next-of-kin need not be family members, for anyone hoping to role play a lone wolf character. Will I need to play through Squadron 42 a second time with a new character? No, everything you earned from Squadron 42 the frst time will pass on: Citizenship, credits earned, starter ship and the like. If your benefciary was a citizen his/her status will pass on down to you as well with a probation period that you have to perform some actions / missions / job to keep the Citizenship in good standing. You will have the option of playing a second campaign if you so desire, but it will not be required. 36 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 37 9 Million APRIL 29TH 2013 Greetings Citizens, Nine million dollars! The support and engagement of the Star Citizen community is a humbling and incredible thing! Were having a great time making and sharing the making of this game with all of you. You truly have our backs like NO publisher ever would! Over the weekend we sold over 2,000 new copies of the game and 1,800 Aurora LXes. Existing Aurora pilots bought 1,100 LX upgrade packages, achieving the frst $9M stretch goal in short order! THANK YOU!!! And the big Aurora sale still has fve days left: it ends Saturday, May 4th at midnight. As I said on Friday, the primary goal of the promotion was to draw in those people that have been interested but undecided rather than to sell additional ships to current backers and it looks like weve done that! Many existing backers have asked how they can continue supporting the game and the answer is that the best thing you can do is to spread the word: tweet, share, like and talk about the game. Because weve reached the $9 million goal, everyone now has lifetime insurance on their ships! This will continue for the next several weeks, until the new site goes live, at which point LTI will only be available to holders of aLTI ship or by someone that has had a LTI ship gifted to them. This will continue until November 26th of this year, when LTI will no longer be available. Introducing Your RSI Space Suit APRIL 30TH 2013 Congratulations again to everyone for reaching the $9 million stretch goal! In addition to the Lifetime Insurance discussed yesterday, every user of the old site will start the game with a limited edition Roberts Space Industries space suit themed to match our new RSI website. These suits are the same model as those produced by RSI, but only pledgers who used the original website will get the exclusive RSI test pilot colors. Its your reward for testing the site! If youre still interested in purchasing an Aurora LX, the sale goes for four more days; the space suits will be included in the game for anyone who pledges before the new site goes live in 4-6 weeks. Heres the space suits background: RSI CLASS II SPACE SUIT Roberts Space Industries has a proud history of developing their own pressure suits. The holograph of the X-7 test team posing in front of their quantum jump engine in their silver-and-orange custom built space suits is among the most iconic images in the history of astronautics. These custom-ftted suits quickly became the standard for extrasolar space travel and the basis for all suits mass produced today. RSI suits retain a high degree of prestige for pilots today, as they are only available for purchase alongside a genuine RSI spacecraft and their manufacture continues to exhibit a high degree of care and comfort.Roberts Space Industries produces a range of suits, from a basic Class I pressure enclosure to a Class IX mechanized heavy lifting suit. The Class II prototype suit, used by RSIs elite core of in-house pilots, is the ideal cross between an easily maneuverable pressure suit and a bulkier high-protection environment suit. Class II suits allow for hours of survival in the case of a hull breach and up to 45 minutes of extravehicular activity.The RSI suit comes standard with a pair of belt holsters capable of carrying a range of standard scanning equipment and a chest mount for a personal sidearm. An optional back-rack allows for the mounting of heavier mining equipment, assault weapons or the attachment of an RSI Manned Maneuvering Unit. The internal environment systems keep a pilot at Earth-normal temperature and pressure ranges with a less than 5 percent variance. STATISTICS Maneuverability:.95 unencumbered HUD Software: OptiGlass 3.0 Compatible Survivability, Vacuum: 4 hours Survivability, Radiation: 45 minutes UEE Restriction: Green 38 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 39 SPACE SUIT SYSTEM We would also like to share one of our design documents, explaining how the classifcation system for space suits works. Please note that this is what were working towards; you wont fnd all of these in the game on day one (and some are for Squadron 42!) This also does not mean there are nine diferent space suits; there are nine types. Like ship upgrades, each suit will have a variety of diferent manufacturers, quality levels, upgrade options, etc. Suits will also have customizable colors, decals, etc. to increase variation. There will also be an array of player clothing separate from space suits. CLASS I basic protection; essentially a plastic bag. Think a Tyvek suit. Class 1 suits protect against vacuum during a hull breach but they cant be worn for EVAs. CLASS II This is the standard suit for non- military pilots. Keeps you safe in the cockpit and is maneuverable enough in combat. Has limited EVA capabilities, although to do anything efective in zero G you need attachments that will slow it down. CLASS III Heavier civilian suit. A little slower and less maneuverable than the class II, but has increased armor. Youll have a harder time moving around in boarding, but you can take more hits. CLASS IV Military suit, as seen in the Squadron 42 trailer. This suit is armored to protect against cockpit damage, has various self-repair features, advanced tactical display, etc. Roughly as efective inEVA as the Class II is in a boarding operation. CLASS V Advanced Military Suit. This is a much more expensive and rarer class of suit. Think the diference between a standard fghter pilot suit and the ones worn by an SR- 71 crew. CLASS VI Marine armor. Too bulky to wear in a cockpit, but much more efective in boarding operations. A pilot wearing a Class III suit might fy a cargo load of his friends in Class VI suits to attack a freighter. CLASS VII Heavy Marine Armor. This is a heavy weapons suit with mech upgrade for carrying heavy weapons. CLASS VIII Full blown EVA suit, similar to a modern space suit with an MMU. CLASS IX Full blown mech suit. Somewhere between a space suit and the power loader from Alien. These repair the outsides of large ships, move heavy objects in hangars, etc. Greetings Citizens, It goes without saying that we were blown away by the response to the Aurora sale. In just one week, we raised over $700,000 for Star Citizens development and gained thousands of new supporters! We hope you all enjoyed the extra material released last week theres more to come! Today wed like to clarify a few more issues and provide some information requested after last weeks poll. LIFETIME INSURANCE Weve had many, many questions about how lifetime insurance works now that we have met the $9 million stretch goal. To clarify: every ship on your account today plus any ship purchased before the new site goes live will have Lifetime Insurance (LTI) attached to it. Anyone who starts a new account and pledges between now and the new site will have LTI on those ships. After the new site opens, LTI will be on a per-ship basis rather than per-account. Early backers, defned as everyone who bought a package before November 26th 2012, will be able to continue buying ships with LTI at the new site. These ships can be gifted to others and the LTI will transfer for that individual ship. This will not allow the person receiving the LTI ship to buy additional LTI packages. Early backers will be able to continue purchasing additional LTI ships until November 26th, 2013. After the new site is live unless you are an early backer, all ships will be sold with the standard insurance package that comes with the individual ship in the fnished game. The new site will have a diferent method for handling upgrades and pledge customization. The current upgrade system is being replaced with a more robust system that allows you to reclaim unused ships and items for credit. Rather than being limited to upgrades only, your money can go to any package, including addons, rather than just the next level. We mention this now because LTI will no longer carry over in the 10 Million MAY 6TH 2013 40 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 41 upgrade process; an LTI Aurora cannot be changed to an LTI Constellation after the new site launches. The new site will display the LTI status of each ship on your account, so there will be no confusion. BEIJING? SHANGHAI! Several users pointed out last week that the concept art of Beijing looked more like Shanghai. We investigated the matter and discovered that the concept artist did, indeed, base the city on photographs of Shanghai. Good eye, citizens! Given the choice between throwing out the extremely cool artwork and starting again or changing the city in the fnished game, we have decided to do the latter. As a result, the third landout city on Earth will be Shanghai rather than Beijing! P52 SPECIFICATIONS One of the responses to last weeks post asked for specifcations for the P52, the snub fghter included with every Constellation. We developed these internally some time ago and are happy to share them with the community: P52 MerlinBuilder: Kruger Intergalactic (under license) Crew (max): 1 Mass (empty): 5,500 KG Focus: Point Defense Upgrade Capacity: 1 Cargo Capacity: none Engine-Modifers: 1 Max. Class: Chemical Thruster Class: 3xTR2, 8xTR1 Hardpoints-3 x Class 1: 2 x VOLT Stinger Repeating Laser, 1 x Klaus & Werner Mk. 40F Gatling Laser Cannon1 x Class 3: none equipped WHATS NEXT? Last week, we polled you as to which ship you would like to see next and the winner by a nose was the ORIGIN 300i. As we teased on Friday, there will be a 300i brochure in the near future. The current plan is to fnish it before the new site is released, complete with another promo to help us reach the $10 million stretch goal. Greetings Citizens, $12 million dollars! Thats a million dollars raised since the livestream started incredible! We cant thank you enough for your support. We thought the new goals would take months to achieve and youre again proving us wrong. The staf at Cloud Imperium has recovered from the event and were now working to fx issues with the new website and adding new features from the wishlist! More on this in coming days. The $12 million achievement means that we will be building a professional sound studio, replacing the current home ofce used for Star Citizens sound recording. This will give the team access to professional voice talent and the ability to interact more directly with the team doing the sound portion of the game. It also means were going to push for Oculus Rift support in the upcoming hangar module so line up those Rift pre-orders! In the meantime, weve had a lot of questions about the mini stretch goals we unlocked during the stream: how will we fnish the story? Will we still release the other star systems? The answer is yes, were going to continue to unlock these every $100,000. We have made the four unlocks we missed over the weekend available now and you can access them below: System Unlock: Nemo A Human Perspective Part 4 System Unlock: Oberon A Human Perspective Part 5 There are still fve more systems and fve more serials to unlock over the next million dollars so encourage your friends to join our universe! As for our major stretch goals, the $13 million objective is now in sight: $13 MILLION Additional fyable ship class: FRIGATE COMMAND AND CONTROL CENTER Supervise the battle from the deck of your Constellation, Idris or destroyer (class TBA) with advanced C&C packages that allow you to tie all of your ships together and assume central command from the 3rd seat. Note that the frigate was incorrectly listed as a destroyer during the livestream. Flyable destroyers were unlocked with an earlier stretch goal. And were excited to reveal the $14 million goal in this post: $14 MILLION HIBERNATION MODE: for the explorers out there, we will add the ability to save and resume while you are out in space. When not in combat, power your ship down, hit the bunk, and exit the game safely until you can resume your journey. Professional-quality feature-length BEHIND THE SCENES OF STAR CITIZEN documentary flm. A fourth landout option on Earth! Where will it be? London? Berlin? 12 Million JULY 1ST 2013 CAN YOU ESTIMATE THE SYSTEM REQUIREMENTS FOR STAR CITIZEN? There will be a lot of optimization in the next 24-months, plus the usual fast pace of technology, so it is hard to say absolutely. At the moment you will be able to play it on a dual core PC with a GTX 460 or greater and 4GB of system memory. If youre running an i7 2500, 2600, 2700 or better with a GTX 670 or greater then the stars are the limit! Since the game is built on CryEngine, their system requirements will stay roughly the same as ours. 42 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 43 MEET THE ECONOMY One of the most frequently asked-about systems in Star Citizen is the games economy. Today, wed like to give you a brief introduction to that system and how it works to make the game richer, more immersive, and more fun. Star Citizen is, at its heart, a vast living world that combines a remarkably detailed space combat simulation with an equally in-depth model of the economy of a star-spanning empire. This article will shed some light on the engine that makes the economy go. DISCLAIMER: As with all early releases of design information, this is a work in progress. Particularly with the economy, which is a very volatile system and will require the most careful balancing, systems and data are subject to change. THE MACHINE In order to create a fairly stable economy, and yet one that is still able to be afected by player actions, the economy in Star Citizen is built to represent millions of entities (whether players or NPCs) that work together to move resources and fnished goods from one end of the galaxy to the other. Miners and other resource gatherers work to extract basic resources from the available supply, traders collect those goods and deliver them to other places, escorts protect those convoys from harm (while pirates attempt the opposite), refneries turn the raw goods into processed goods, and factories collect these processed goods to build the fnished products that are in demand on worlds throughout the Star Citizen universe. These goods are not assigned an arbitrary fxed price at each location. Instead, we are creating an organic system that keeps track of how much of everything is available, how much it is needed, where it is needed, and what individuals are willing to pay to get it. Because the simulation refects a real population going about their business, if a player is not available to carry ore from Ellis to Terra, an NPC cargo hauler will step in and run the route. If escorts are needed, and players are unavailable to escort that transport, then NPC pilots will escort the vessel. Pirates, too, might be NPC or player ships. Meanwhile, the nodes that are producing, refning, and consuming these goods are run by non-player characters, as well. As players progress in the game, they may choose to purchase some of these facilities and take over the day-to-day oversight. Business goes on, and players step in wherever they wish to take part. ITS ALL ABOUT THE NODES The Star Citizen universe is made up of literally thousands of nodes that drive the economy. A node is an abstract entity that accepts one or more types of input goods and outputs one or more types of output goods. The most basic nodes are atomic entities, meaning that they cannot be subdivided further. These atomic nodes are then combined to make up larger nodes that behave in the same fashion as the atomic nodes requiring certain inputs and producing certain outputs. When these nodes operate together, they are able to handle some portions of their business in a self- contained fashion, while other needs must be met by external entities whether NPC trade routes, or player-run missions). HOW A NODE IS CONSTRUCTED Each node is made up of several parts: NODE INPUTS Inputs are the types of things that a node requires to operate. If too little of any given need is supplied, the node will lose productivity and alter prices and processing capacity in reaction to the shortage. The Star Citizen Economy JULY 5TH 2013 The promotional grace period is almost over, so get your limited ship pledges in! To celebrate the end of the campaign, weve asked Chris Roberts and Lead Designer Rob Irving to walk us through one of Star Citizens most complex and revolutionary aspects: the fully-simulated economy! CLIMBING THE LADDER Tony came from humble beginnings, making a living in his early days slinging a battered Aurora Clipper around the Ellis system hauling ore for his fathers mining operation on Pinecone. The day that he was able to make the jump to Kiel and purchase a shiny new Freelancer from the Musahi showroom there was the proudest day of his young life. From there, he found joy navigating the major trade lanes, picking up bigger and more important loads and making a name for himself in the Merchants Guild. The longer the run, the better: he was seeing the universe and making a living at the same time. Within 3 years, he and a group of friends were operating two Starfarers, two Caterpillars (for the more unruly systems), and a Constellation (slightly used) and had reliable contacts in 17 systems. When even that wasnt enough, the seven friends formed the Anvil and Forge Mining Company and began expanding their operation into mining interests. Eventually, A&F purchased its own ore refnery to ease the costs of getting their ore into the market. Already, Tony dreams of moving up the chain, producing his own metal parts for the major weapon manufacturers. The stars are the limit 44 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 45 Lets see it all put together in a very basic example: This sample could be a single small outpost or a network of several worlds or even systems. THE PRODUCTION CHAIN The simple example above is far short of the actual complexity of the production chain, as the list of nodes indicates. You dont just turn a lump of ore into a spaceship. Instead, there are many steps and many actors involved in the creation of just a single Aurora. Very large amounts of raw resources must be combined into the necessary basic materials to build the ships frame, cockpit, electronics, HUD screens, seats (dont forget the leather!), and other building blocks. Meanwhile, other manufacturers are building the guns and missiles that will be added to the fnished ship. Manufactured goods are not unlimited. If nearby missile factories suddenly have a shortage of necessary components, escorts who come in from an extended frefght to restock may fnd missile prices very high or stocks depleted entirely. For the biggest, most complex products, production can take a very long time. If it takes Aegis a month to produce an Idris, and there has been a recent run on corvettes, you might fnd yourself waiting for a while to pick up a shiny new ship from their shipyards. NODE STORAGE Storage tells how much of each thing a node can have on hand at one time. If the nodes storage for a particular desired item is full, the node will stop requesting that item until quantities diminish. Conversely, if a nodes storage is nearly out of a desired good, then the node will raise prices and spawn additional missions in an attempt to rectify the shortage. Output items also take up storage space until they are sold or transported elsewhere. Again, if there is too much of a produced item on hand, the node will slow down production and reduce prices until demand increases sufciently. If too little is on hand, prices will increase until production can catch up. As a node grows, it can buy additional warehouse space to expand storage capacity. Node Processing Capacity. A nodes processing capacity is determined by the number of workers in that node, their current happiness, and the quality of processing equipment that is currently installed. As a node grows, it can upgrade existing equipment or add additional space/equipment in order to accommodate more production. NODE OUTPUTS When a node has the necessary raw materials, it produces output based upon its production capacity. That output is then stored in the warehouses until it can be distributed. The equation for node production will look something like this: Production per cycle [P] = the number of units produced per tick of the economy Worker morale [M] = number of workers / required workers * morale (%) Equipment percentage [E] = size of facility * (quality of equipment / max quality) Material co-efcient [MC] = minimum percentage available of all required construction units P = M * E * MC TYPES OF NODES While there are many diferent varieties of each node, there are a limited number of general types of nodes. Each has a particular function, and requires varying amounts of the same types of inputs to create categories of outputs. The node types can be found in Table 1.0. People are abstracted into population nodes so that every other node in the game does not have to track the basic needs of its workers in addition to its other inputs. That way, nodes other than population nodes will not need to track anything other than whether they have enough workers to determine their efectiveness on the human side. If a group of settlers arrive on a previously uninhabited planet, a population node is created frst. Every inhabited area will consist of, at the minimum, a single population node, an entertainment node, and a landing node. For outposts and other small colonies, a raw materials node will generally round out the landing zone, perhaps with a reseller for basic supplies. Some planets will have only a single cluster of nodes, while others will have much larger clusters in several diferent planetary locations. Taken as whole, a planet can also be looked at as a single macro-node, as it still has a set of resources that it needs, and a set of resources available to trade. If the people are happy and productive, then nodes will continue to grow, enabling further nodes to be added to take advantage of the additional labor. When that now-thriving colony needs to increase its production both to satisfy its own needs and to grow trade perhaps an entrepreneur will decide that a nearby plot of land would be perfect for a new casino to keep those workers happy. 46 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 47 KEEPING RESOURCES FLOWING Heavily-populated systems (as far as nodes are concerned) will often have very consistent needs for resources, as well as having fairly constant exports available. Systems that can meet one anothers needs may set up regular trade lanes, which will cause transport missions to be launched at a regular frequency to deliver needed goods to a constant buyer. If these lanes go through more dangerous space, they may be diverted to take longer routes, or request escorts to accompany the missions. In such a case, players who own larger transports or are interested in escort duty can step in to take over these missions, provided that they are well-known to the corporations or organizations in question. At any point where expected production levels have not been reached, freely-available trade goods will become more limited. Regularly-established trade routes will be the last to sufer from shortages. Nodes where buyers have less need and nodes that are farther away from protected space, will request resources on a less frequent basis, and missions of this sort will generally be given to the lowest bidder, although relationships might be established with traders who perform frequent services for the client. For emergencies where deliveries have been disrupted, or some sort of major event has caused a sudden shortage of resources, higher-paying missions will be sent out on a frst-come, frst-served basis. Similar missions will be generated when a location that is typically self-sustaining with regards to some resources experiences a change in conditions, such as drought, riots, or other events that cause a temporary shift in that areas ability to provide for its own basic needs. Whatever route players choose to trade along, there will always be places for traders of any means to make a living throughout the Star Citizen universe. MAKING YOUR NAME AS AN INDUSTRY GIANT Even players who start out with the most humble beginnings may eventually grow vast trading empires. Starting with small on-demand cargo runs, players can grow their wealth, acquire larger ships, build their reputations with the biggest corporations, and establish their own trade lanes that span the galaxy. Players and organizations who amass enough wealth can take control of individual production nodes and begin building an industrial empire. The most aggressive entrepreneurs may take over whole sections of a supply chain and begin producing their own goods for sale on the open market if they can keep the resources fowing. But be warned some large corporations dont appreciate competition! While you are running your mine, refnery, or factory, you will be interested in more than just the raw materials that it needs! If your production node slows down because it doesnt have enough workers, or their morale is low, you will need to help support the local population node or make sure that there are enough entertainment nodes to keep your workers happy and productive. WHATS IN IT FOR ME? The Star Citizen economy is certainly a vast undertaking. In addition to making a massive space combat simulation, we are also building a simulation of the economic universe in which the characters live. We ofer players the ability to participate as much (or as little) in the economy as they desire. As new worlds are discovered, colonies are born, and new cities grow on the frontier, each type of player can be a link somewhere in the economic chain. However much your character is driving the economy, the economy is helping to drive your play experience. I'M PRETTY SURE I HEARD OR READ SOMEWHERE THAT YOU WILL SET A DESIRED SPEED SETTING, NOT A THRUST SETTING AND THAT THERE IS A MAX SPEED FOR EACH SHIP. OBVIOUSLY THIS IS NOT TRUE TO SPACE FLIGHT BUT A NEEDED CONSESSION FOR A SPACE FIGHTING SIM. WILL IT TAKE AS LONG TO DECELERATE BACK TO ZERO FROM A SHIP'S TOP SPEED AS IT TOOK TO ACCELERATE TO IT? Yes you control your desired speed setting and the ship's fy by wire systems try to achieve it. The speed setting is limited on the top end for fun / gameplay reasons but the physics that get you to this speed setting are all 100% correct. Acceleration and deceleration are all determined by your thrusters how much thrust they can bring to bear and how quickly they can articulate in that direction so if your main engines are more powerful than the thrusters that can apply retro thrust (which is almost always the case) you will likely accelerate faster than you will decelerate. 48 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 49 Thank You! Greetings Citizens, We can hardly believe it weve already hit the $14 million level! The grace period has ended and the limited ships available during this promotion are back in the hangar. Anyone who pledges from this point forward will receive a diferent insurance package than the one ofered to Original and Veteran backers. We cant thank you enough for all of the support you have given Star Citizen in recent months. Rest assured, we will be back at work Monday creating the space game of ourand yourdreams. Fans are making Star Citizen the frst-ever crowdfunded AAA game and were very excited about the fact that we get to share the process with you. Together, we are exploring new territory in game development. If you havent pledged yet, there are still plenty of packages available and there will be plenty of great promotions in the future. Please continue to consider Star Citizen; we believe its going to be an incredibly worthwhile game, one worthy of the incredible fanbase that has already formed for it. We knew that space sims and PC games both needed a return to their former glory but we had no idea so many people would support is in this endeavor. Stay tuned, because the best is yet to come! With the $14 million unlock youve added Hibernation Mode to the game, allowing explorers to shut down their spacecraft in deep space and resume the game safely later. We will also be putting together a professional-quality Behind the Scenes of Star Citizen documentary and adding the much-discussed fourth land out option on Earth (city TBA.) As previously revealed, the $15 million goal is next: $15 MILLION Additional fyable ship class: escort carrier THE UPGRADE HANDBOOK: an extra 42- page manual that walks players through the process of customizing and overclocking their ship systems! (PDF free to all backers before $15 million) And now were excited to reveal the $16 million additions: $16 MILLION ARENA MODE: The next generation of Wing Commanders TrainSim allows pilots to test out their combat skills against friends or strangers in a simulation. Gain valuable combat experience without the downside of losing your ship in the game universe! Place bets on competitions across the galaxy. A LASER PISTOL for every pledger before this point. Keep your ship safe from boarders with a pistol by your side. Thank you for the amazing support. YOU are making Star Citizen happen! 14 Million JULY 7TH 2013 WILL STAR CITIZEN ONLY BE IN ENGLISH? No, we plan to support many languages. A huge percentage of space sim and PC gaming fans come from Europe especially Germany, and we want to make sure Star Citizen is accessible to everyone. The game will initially be localized into French, German and Spanish with plans to handle other languages afterwards. In just four days, Star Citizen fans have raised another million dollars. We gave you the goal of becoming the frst fully crowd funded AAA game and you are delivering faster than we ever imagined possible. The entire team at Cloud Imperium Games is grateful for the trust the fandom has placed in us; we will deliver an experience worthy of your incredible support! Check back later today for a design post featuring your frst look at Star Citizens economy system. The $13 million goal adds frigates to the roster of player-fyable ships and introduces one very cool new element for gameplay: the Command and Control Center. Found as an optional seat on larger ships, the C&C lets you coordinate the battle between multiple ships: let your friends or NPCs who are fying escort know where to go and what to do. Next up is the $14 million goal, which adds another great design element weve been thinking about as well as a making-of documentary and one player-demanded feature we hadnt originally considered: $14 MILLION HIBERNATION MODE: for the explorers out there, we will add the ability to save and resume while you are out in space. When not in combat, power your ship down, hit the bunk, and exit the game safely until you can resume your journey. Professional-quality feature-length Behind the Scenes of Star Citizen documentary flm. A fourth landout option on Earth! Where will it be? London? Berlin? Per tradition, weve also de-classifed the $15 million goal. We had thought it would take months to even reveal it, but now who knows how quickly the community can get there? Tell your friends about Star Citizen! $15 MILLION Additional fyable ship class: ESCORT CARRIER. THE UPGRADE HANDBOOK: an extra 42-page manual that walks players through the process of customizing and overclocking their ship systems! (PDF free to all backers before $15 million). 13 Million JULY 5TH 2013 50 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 51 SHIELD CONTROL: WILL THERE BE A POSSIBILITY TO CONTROL SHIELDS AND POWER THEM TO THE AREA YOU WANT? Yes. You will be able to increase or drop power to your shields depending on where you need to place your ships power output (i.e. in case you want to juice your ability maneuver or need to replenish our guns). Greetings Citizens, We have just hit $16 million in pledges for Star Citizen! The entire Cloud Imperium team is humbled at your dedication to our game, space sims and the PC. With the imminent release of the frst Hangar Module we are going to show our dedication to sharing game development with our fans by giving them the earliest ever look at a AAA game and with this new funding achievement you have shown your dedication to this project once again! With this milestone you have unlocked the following stretch goals. You will learn more about each in a more detailed post later in the week! ARENA MODE: The next generation of Wing Commanders TrainSim allows pilots to test out their combat skills against friends or strangers in a simulation. Gain valuable combat experience without the downside of losing your ship in the game universe! Place bets on competitions across the galaxy. Every pledger who backs before $16 million will receive a LASER PISTOL. Keep your ship safe from boarders with a pistol by your side. We are also now pleased to reveal the $18 million goals: EXClUsIVE star sYstEM FOr prE- LAUNCH BACKERS. Only players who support the game before its launch will receive the computer coordinates needed to allow their jump drives to access this system. Its unbelievable: Star Citizen fans have helped us reach the $15 million mark without any special promotion! Ten years ago, big publishers decided space games werent proftable and you are proving them very, very wrong! The $15 million unlock adds another fyable ship class to the game, the oft-discussed escort carrier. Every backer will also get a free digital 42-page Upgrade Handbook manual with their game which goes through the process of customizing and overclocking ship systems! Were excited about putting this one together, since it goes right to the heart of whats going to make Star Citizen unique. The previously-announced $16 million stretch goals are: ARENA MODE: Arena mode is a simulation within the game, although it is not the simulator itself. Players will have access to an actual training simulator in their hangars, which will be used for the dogfght alpha. The Arena is something bigger. It is a galaxy- wide event, where players come to specifc locations, pay their entry fees, and jump into space battles to prove who is the best dogfghter of all. Think of it as a combination of a sports tournament and modern-day gaming contests. Each winner will receive credits for the victory, and the best of the best will meet in higher and higher rounds until a grand champion is crowned. A laser pistol for every pledger before this point. Keep your ship safe from boarders with a pistol by your side. With todays achievement, were happy to unlock the $17 million rewards: $17 MILLION Ship upgrade package for every pledger containing an engine modifer. Additional fyable ship class: BATTLECRUISER Thank you all for your continued support. Tell your friends, Star Citizen is coming! 15 Million AUGUST 1ST 2013 16 Million AUGUST 24TH 2013 52 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 53 same will also apply to the future modules that we will roll out on our way to full game functionality. It was a scary concept when we frst embarked on it, but seeing everyones enthusiasm and sheer joy of being able to interact and see their ships in the game engine, makes me feel like it was the right call. We think, even at this early stage, that all the ships are cool while were developing and its very gratifying to be able to extend that same feeling to all of you. And they will only get better! VOYAGER DIRECT As some of you may have noticed we launched the very beginning of our IN- GAME store with Voyager Directyesterday. It had a soft launch (we deliberately kept it back from the weekly email) so we could roll it to get feedback and see how to integrate what is a tricky thing into Star Citizen at such an early stage of development. Even with a soft launch quite a lot of people started using the store (no surprise the Buggy is the top seller!) Unfortunately there seems to be some misunderstanding in our intentions with the prototype in-game store, as the forums erupted with a signifcant amount of discussion last night! I have read all of the criticism and there have been many great points. One of the great things about Star Citizens development is that we can get feedback like this and use it to fgure out how to make things better. The intention of creating Voyager Direct right now was the very opposite of what a lot of people are upset about. It is not supposed to be a cash shop! Its meant to be the very opposite! I felt that it was important that we should make clear what are in-game items, earnable via game play. This was the whole reason of segregating these new items into the Voyager Direct store rather than the pledge store. We intend for players to be earning UEC in a limited fashion as early as the dogfghting module (say for fghting so many test battles, or winning a team battle competition) and felt Voyager Direct would be the frst step in GREETINGS CITIZENS! Iwould like to extend my most heartfelt thanks to each and every one of you! We just hit $17 million at slightly past 12am PST August 31 2013 less than seven days after we hit $16M!!! The power of this community is simply amazing! We still have a ways to go before we have achieved the goal of being completely community funded but based on our current trajectory were going to make it maybe even by the end of this year! Which will be another amazing milestone that will have been set by this community. The enthusiasm and support the development team and I have felt is amazing and makes us even more determined to make the best damn space sim ever! (BDSSE!) The $17 million mark unlocks a special ship upgrade pack for every pledger who has donated prior to this point. An engine modifer will be added to your account shortly and in the near future you should be able to see it in your hangar! You also unlocked an additional fyable ship class in the fnished game: the massive battlecruiser! This accomplishment means that its time to reveal the $19 million stretch goals. Without further ado: $19 MILLION Know your foe with a Janes Fighting Ships style manual free in PDF form to all pledgers. MANAGE SPACE STATIONS Players will compete to own and operate a limited number of space stations across the galaxy. RSI Museum will air monthly, with a new game featured each time! HANGAR MODULE Hopefully youve all been enjoying the Hangar module. Its been a blast to see the many live streams and videos that people were putting up as soon as they downloaded it! There will be much more to come, and we plan to update the Hangar continuously as new content and functionality comes online. The 17 Million AUGUST 31ST 2013 54 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 55 poster should be a lot less than a laser gun! It also doesnt help that weve established an exchange of 1000 UEC to $1. 5000 UEC for a poster just sounds a lot more than $5! I am inclined to halve the prices in the Voyager Direct Store, with some of the smaller fair pieces, like posters getting a reduction even beyond this. HOLOTABLE CONCEPT BY CHRIS OLIVIA In addition theres been quite a few complaints about having to pay to test. Which absolutely was not the intention! From a testing perspective what everyone can do now with their basic hangar (and dont forget you can move items around between ships now) we have everything we need on the testing front. There is no need to buy a poster to help test it. The real testing will happen when you can earn UEC in-game and you then buy all these items. But we appreciate everyones eagerness to help out, so Im investigating the dif culty of implementing TEST UEC now rather than waiting for the dogfghting module the idea would be that everyone would get a certain amount of TEST UEC at diferent periods and could use the credits to buy items that would exist for a day in your hangar to check them out, try them on your various ships, walls and so on. This is doable but does require some signifcant work on the web side, so if we take this route it will be a little while before it can be implemented. We had originally planned this for the dogfghting module (as it is useful for people to try diferent load outs in balancing) but we can move up the schedule if enough people think its important. In the spirit of community involvement and discussion and as a big thank you for reaching $17M I think the best thing to do is to give everyone a further 5,000 UEC and let you voice your opinion on some of the proposed solutions (and know that if you vote to reduce the Voyager Direct prices we will credit back the diference in UEC to peoples accounts for people that have already spent UEC) So let us know! The team and I THANK EACH AND EVERY ONE OF YOU! getting the basic systems in place. Ultimately you will be purchasing all these game items inside the game from in-game vendors on various planets but this wont come online until the Planetside module. Since the web team at Turbulent had already built a store interface and the team here was already creating items to outft the hangar and ships, it seemed like an easy option to create Voyager Direct now to allow all of you to play with and check out some of the game items as they are created rather than waiting for Planetside module to see them in engine. The concept was that people that wanted to show their support and contribute towards the development cost of the game could buy some items to play with in their hangar but by establishing the prices in game terms it would also make it clear that these items are all earnable in game. I should also point out that Voyager Direct is intended only to sell cosmetic items or basic ship items that would be available on pretty much any planet the better items will always have to be bought by actually fying to the appropriate planet or earning the via gameplay. There is no need to buy anything from Voyager Direct it is all OPTIONAL and should be viewed the same way that you view paying for a subscription or buying a skin. All of this will be earnable in the game, without too much time invested. Im very opposed to having a game where ANY of the items, outside of your initial game / ship package can be only purchased with cash. I hate the bifurcation of items in most online games, even when they are just for fair items. I want Star Citizen to allow players to earn everything they need in- game for ships, upgrades and even fair. Our plan is once Star Citizen is launched the games ongoing running and content costs (which will be signifcant as were a data & content heavy game) will be supported by the ongoing purchase of new game packages as well as the money the game will earn by some of the players choosing to buy some UEC credits with real money as they dont have the time or patience to earn the item in game (and for this I wanted to establish a cap so someone cant just come in and buy everything, although with a skill based game with a heavy rock paper scissors approach to ship design and weapons this wont help that much as you think). We are making the bet that this will be enough to cover the game ongoing running costs and we will not need a subscription like other big online games live Eve Online or World of War Craft. But it is a risk as were taking some of the things that games use to support on- going running costs like sale of fair items and making them not require money just gameplay. I was disappointed to see so many people feeling that we were trying to gouge people or do a money grab. I thought I had been very clear in my post yesterday that everything was optional and only should be done with the intent of supporting the game fnancially as opposed to something that was required. The whole team is incredibly grateful for all the incredible support weve received but as far as were concerned anything beyond the most basic pledge is optional and should be done to support the games development and not because you feel like you have to. I do agree that pricing structure feels of part of that is the problem of a blend of real world prices (cosmetic items to show support had been established at $5) and the in-game prices we need to manage. One of the other things we have been focusing on is the idea that the pledge or add on ship you opt for now should be cheaper in real money terms than its equivalent in UEC when the game is live, so the few weapons have been priced to our best guess as to what these should be relative to the actual in-game costs of a ship once the game is live. This leads to a dichotomy in value of course a 56 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 57 Reaching this point also means that its time to reveal our penultimate planned stretch goal, the $20 million level. While goals will continue after $21 million, they will take a new form representative of what additional funding can add to the game! $20 MILLION FIRST PERSON COMBAT ON SELECT LAWLESS PLANETS. Dont just battle on space stations and platforms take the fght to the ground! I would also like to take a moment to follow up on the Voyager Direct poll from Saturday. As you know, we put the solution in the hands of the community. It was a surprise that the largest group (43%) were happy with the way the store had been set up. That said, as I mentioned on Saturday, I personally felt that perhaps some of the store items were overpriced relative to other ones and with 29% of backers that answered the poll (statistically the poll had enough respondents to be representative of the full Star Citizen population) thought that prices for certain items were too high I feel thats a large enough block of our community to not ignore. Starting immediately, the prices for the decorative items like the posters and buggy will be reduced. If you paid the original price for these items, you will receive the diference in the form of additional UEC credited to your account in the near future (it will take a little time to develop the correct script, but we will have your accounts credited soon.) We are making the following price changes as a result of your feedback: Greetings Citizens, Thanks to your incredible support, we have reached $18 million less than a week after hitting $17 million! These numbers are amazing, and the credit goes entirely to the community that has come together to make Star Citizen happen. The best news in all of this is that the Hangar Module has inspired thousands of new fans to join the efort. The bigger our community, the better the game experience will be and greater chance we will have of making Star Citizen a game that continues for many years. When we frst proposed Squadron 42 and Star Citizen, the goal was to bring back space sims and prove that PC games never died. We thought that was an important goal worthy of our efort and your support. We never dreamed that you would take that even farther and become our partners in changing how games are developed. As always, thank you. For hitting $18 million, you unlock the exclusive star system for backers. Theres been some confusion about what exactly this means. To clarify, what it means is that backers that got us to the $18 million goal will have the ability to start their journey in a system that is unavailable to others as a starting point. The only home base hangars there will belong to those that supported us early in the process! It would be immersion- breaking if backers couldnt eventually share the jump coordinates of the system with other users but no one else will have the option of starting a character there. 18 Million SEPTEMBER 6TH 2013 58 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 59 Greetings Citizens, Its hard to believe were here again already in just over a week! Star Citizen Backers have brought us to an astounding $19 million! Stretch goals we thought would take months to reach are being unlocked every week. Thanks to you, the dream of a true AAA PC game without the restrictions of a publisher has become a reality. At $19 million, you have unlocked the following goals: Know your foe with a Janes Fighting Ships style manual free in PDF form to all pledgers. MANAGE SPACE STATIONS Players will compete to own and operate a limited number of space stations across the galaxy. RSI Museum will air monthly, with a new game featured each time! The manual will be available with the launch of the game. RSI Museum will start next month with an in-depth look at Freelancer! We are also excited to reveal the $21 million stretch goal, a major gameplay feature we have been hoping to include with Star Citizen and the culmination of several recent stretch goal unlocks! SALVAGE MECHANIC: Salvage isnt an aside: its a career, with its own mechanic, story tie-ins and universe-shaping endgames. Search the galaxy for a host of valuable and interesting secrets using both the fight and FPS components. Discover the secrets of the ancient Hadesians, locate valuable components and cargo or go down in history as the frst to make contact with an entirely new alien race! In honor of this goal, we are pleased to present the frst concept art of our female explorer. For our frst female character we didnt want a cheap pinup; we wanted a badass space explorer who can hold her own on the fringes of civilization! Whats next? At this pace, it even seems possible that we will achieve these goals just in time for the frst anniversary of Star Citizens unveiling, on October 10th. (Either way, we have some surprises in the works for the community to celebrate that day!) Some Citizens have asked if $21 million will mark the end of the funding campaign and the stretch goal unlocks. The answer is no: For a couple of key reasons The frst is that the goal of achieving $20M in development funding will actually be reached approximately at $23 million in funds raised. This is because we display the gross amount of funds received, but out of this we had to pay Kickstarter (approx. 10% of funds raised), Paypal/Credit card providers (approx. 4-5%), we have to reserve the fulflment costs of the physical goods you have pledged for (over $1M right now) and fnally the costs of 19 Million SEPTEMBER 17TH 2013 Cot 2,000 UEC (was 5,000 UEC) RSI Zeus Model 5,000 UEC (was 10,000 UEC) Lamp 2,000 UEC (was 5,000 UEC) Greycat PTV 15,000 UEC (was 20,000 UEC) Posters 1,000 UEC each (was 5,000 UEC each) Note that we have not included the workbench; thats because it will be a useful gameplay element in the future. It will be needed for pilots seeking to overclock their own ship components! We created the decorative items as an easy way for you to support the game and as a result their prices do not impact the overall economy. I believe that is one of the largest points of confusion about the store: in the Star Citizen world it seems unlikely that a poster would cost the same amount as a laser cannon. The prices for ship upgrades will not change, as they represent the fnal price we imagine they will be in the game: a laser cannon you buy today will be one you have access to in Star Citizen when it launches. Much of our system, including the daily purchase limit and the overall balance limit is intended to prevent users from stockpiling money before the game goes live and have an undue impact on the economy. Also you should know that the current dollar price of a ship does not refect its actual in-game value in UEC, so comparing the value of a gun against the UEC equivalent of an Aurora is not an accurate comparison. We intended backers to get a beneft for backing early rather than waiting for a fnished game and one way was by obtaining ships that ultimately will be more expensive once the game is live. A $25 Aurora may cost 75,000 UEC in the fnished universe! As the game world takes shape, we will balance your starting credits which is one of the reasons we are not allowing you to spend them on Voyager Direct items at this present time. If we fnd that you dont have enough to begin the game (you should be able to start of buying a full load of cargo and several missions worth of fuel and landing fees and the higher packages should allow you to buy a couple of basic weapons in addition) then we will increase the amount included. This balancing act is an ongoing process and Im sure there will be adjustments along the way BUT were committed to delivering a game that doesnt require grinding, is fun and balanced while allowing us to generate enough ongoing revenue to support the servers and continued content without requiring a subscription. As we already are planning on implementing the ability to have test items and credits for the Dogfghting Module weve decided it is not worth re-prioritizing work by our web and game teams to bring this feature in earlier. As much as we appreciate everyones enthusiasm to help out not enough people requested this option to make it something we felt we needed to do right now but when the time comes, were going to need help balancing how it performs in combat! Finally, let me again stress that any purchases you make beyond your starter package are optional. We deployed the Voyager Direct store before there was a way to earn credits in the game for two reasons; one, to allow people an additional way to support the game without having to buy ships (which are much more signifcant investments!). The second reason was to allow us to deploy a lot of game items as they are created allowing them the possibility to be used in the various modules that will need them Hangar, Dogfghting, Planetside. We wanted these to be priced in game credits to underline the fact that everything available through Voyager Direct is ultimately a game item that will be purchasable with game credits that can be earned via gameplay when Star Citizen launches. I hope this makes everything clear. 60 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 61 Greetings Citizens, Star Citizen fans have set yet another record in crowd funding: $20 million pledged to make sure this game is made by developers instead of publishers. Its especially ftting to me that we reach this goal today, on the anniversary of the release of the original Wing Commander. Thanks to the support of this incredible community, Star Citizen embodies everything I dreamed of doing with that series, and opens up the potential for so much more. Each of you has helped to make this possible and you are allowing us to create a game the way games should be created. Thank you! At the $20 million mark, you unlocked the following stretch goal: FIRST PERSON COMBAT ON SELECT LAWLESS PLANETS. Dont just battle on space stations and platforms take the fght to the ground! What this means is that were expanding the FPS mechanic weve already created for the ship boarding system to apply to more areas of the game. Join an ongoing battle on a contested world, launch an attack on a pirate base, come to the rescue of distant colonists and fend of Vanduul raiders the possibilities are endless. 20 Million SEPTEMBER 26TH 2013 CAN YOU TELL ME ABOUT THE DIFFERENT SHIPS? Were working on concept art right now that will show you the diferent levels of ships! For now, imagine the sort of ship advancement you encountered in Privateer or Freelancer, with the Aurora being the basic ship and others being improved or more specialized craft. The top-of-the-line ship in our pledge campaign is the RSIConstellation, which is a multi- person craft that includes a turret and a smaller fghter that can be manned by your friends! To add further details, weve published a development document which includes concepts and specifcations for the announced ships. You can fnd it here. HOW WILL MODDING WORK? Players will be given full control of their game! When operating private servers, players will be able and encouraged to mod the game. It doesnt stop there, though: we hope to institute a mod approval process that will allow the best of the best player created ships and other additions to be integrated into the central persistent world as well. building and maintaining the RSI site (which is a signifcant but very worthwhile investment, more so as some of the planned features like organizations rolls out). There are also additional running costs beyond the development to be contemplated customer support for the growing community, the cost of delivering terabytes of data and longer term hosting servers for the dogfghting and then later the persistent universe itself. Finally there is one very important element the more funds we can raise in the pre- launch phase, the more we can invest in additional content (more ships, characters etc.) and perhaps more importantly we can apply greater number of resources to the various tasks to ensure we deliver the full functionality sooner rather than later. Star Citizen Packages will remain available as we continue to spread the word and build this community. A bigger community means a healthier universe population when the persistent universe goes live. In the spirit of asking YOU what you want, we would like your input on our pledge counter and future stretch goals (see poll below). As always, your feedback will shape the future of the campaign. The team and I would like to thank all of you in being the best community in gaming and allowing us to follow both your and our dream in building the Best Damn Space Sim Ever! CHRIS ROBERTS 62 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 63 the box. But creating all the environments and assets to fll them is a huge task, so we were planning on not doing any planetside combat initially, simply because of its cost, with the idea that we would slowly roll it out once the game is live. But with the additional funds we can now aford to create some of this content earlier rather than later. The facial capture system is an example of the second type, where we identify technology and equipment that will make the game better and allow us to be more nimble and economically ef cient in continually creating content for the ongoing universe that we are aiming to support. The motion capture system and sound studio were goals that feel into this category. But both types of goals are carefully considered we dont commit to adding features that would hold up the games ability to go live in a fully functional state. Also remember that this is not like a typical retail boxed product there is no rule that all features and content have to come online at the same time! As you can see from the Hangar Module we plan to make functionality and content come on line as its ready, so you should look at the stretch goals as a window into the future of functionality and content additions we plan for the live game. HANGAR ADDITIONS We also have another poll for the community. As you know, we are continuing to develop the Hangar Module. You have been incredibly helpful in identifying bugs for the team to fx but hangar development isnt going to stop there. The Hangar Module is the frst brick that will lead to Star Citizen and were going to start expanding outward in a variety of diferent ways. In the short term, were flling out the hangar! That means more equipment, more interactivity and more areas designed to turn it from just a place to keep your spaceship into your personalized home. Were asking for what you would like to see next in three areas of the hangar: extra rooms (add more space to the hangar), decorations (add more objects to the existing space) and augmentations (let you customize the existing space). All of these are on the horizon in some form, but we want to base our development schedule around what the community most wants to see. As always, thank you for your support. In the past year, this community has gone above and beyond in extraordinary ways over and over again. Your dedication, your creativity and your passion for Star Citizen continues to amaze us. Please keep spreading the word: you are making Star Citizen a reality. CHRIS ROBERTS WHEN CAN I SEE THE SHIPS IM PLEDGING FOR? Star Citizen is utilizing top Hollywood talent like Ryan Church in the hopes of creating a set of truly iconic ships that genuinely belong to the players and are also fully functional in the game rather than simply looking good. Unfortunately, bringing a ship from concept to fnished 3D artwork is a lengthy process and were not willing to spoil it by releasing early concept work which may have nothing to do with the fnished product. Were working on building all the ships now and will release comprehensive advertising brochures showing them of when we feel theyre close to their fnished form. CAN I UPGRADE TO A BIGGER SHIP? Yes! You will always have your pledge ship which you can upgrade by pledging additional money through launch, and you can purchase and fy others to your hearts content in the fnished game. Star Citizen will feature plenty of other ships and we expect players will want to earn credits and fgure out which suits their particular style of play best. In addition to this stretch goal, we have an extra reward for the community: a fsh tank decoration for your hangar! In the grand tradition of Starlancer, heres a little bit of nature to break up your high-tech hangar. Your fsh tanks will be added to your accounts very soon and will be included with the Hangar in an upcoming patch. Included in your fsh tank is a rare gold Midas fsh, found on the planet Cassel in the Goss System (pictured above). Star Citizen will allow you to add more fsh to your tank by exploring distant planets and collecting new species. In the last stretch goal letter, we asked the community to decide how to handle the funding counter after we reach $21 million. 87% of you voted to keep the counter going. That is one of the most clear cut answers weve had from the community. As a result, we will continue to announce stretch goals that reward our early backers and enhance the game in ways we had not originally deemed possible. The frst of these goals, for the $22 million mark, is as follows: Facial Capture System. Weve researched a technology that uses a series of cameras to capture real heads and import them into the game. This will let the team more easily create a variety of realistic characters. In addition, the technology is mobile enough to allow us to take it on the road and capture select fans during special events! You can learn more about this technology at Infnite-Realities. There has been some concern about feature creep with the additional stretch goals. You should all know that we carefully consider the goals we announce. Typically the stretch goals fall into two categories; The frst are goals that involve features we already have planned or have implemented, but we couldnt create content because of budgetary constraints. The frst person combat on select planets is a great example of this type of goal. We already have FPS combat as part of the game in ship boarding, and we already have most of this already functional thanks to CryEngine, as we essentially have Crysis3 functionality out of 64 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 65 Greetings Citizens, There has been a lot of discussion on the RSI forums about how Star Citizen will handle multiple pledge packages on a single account. Today, wed like to put that speculation to rest! To start, understand that every Star Citizen pledge package currently includes three essential parts: YOUR SHIP. Needed to travel the galaxy and play the game. Whether youre exploring the stars yourself in a single-seat Aurora or captain of a Constellation crew raiding the space lanes, your character is going to need a spaceship to make a name for themselves in Star Citizen. SOME CREDITS. Every package has an allotment of starter UECcredits. They will be needed to do things like begin outftting your ship, pay initial landing fees, buy fuel and munitions, purchase your frst load of cargo. We dont break these out onto your UEC ledger just yet as we may adjust the starting amounts for each package when we balance the persistent universe costs. GAME CHARACTER. This is you. Whether you choose to play a law-abiding merchant, a fearsome pirate or an intrepid explorer, you need a customized character who will inhabit your hangar and fy your ship. What this means is that if you currently have four Star Citizen packages you will be able to play four diferent characters using one RSI account, each with their own ship and starting credit balance. You will also have the option of breaking up your pledge packages and reallocating these three elements as you deem ft. In addition, you will get to choose which characters receive your addon ships, Multiple Package Clarifcation SEPTEMBER 27TH 2013 Voyager Direct items and stretch goal rewards you have accumulated. In this example, someone with four packages could assign all of the ships and credits to one character and leave the three Game Characters for later use. Unused Game Character slots without an associated ship or credits have two roles. They can be used to create additional crewmen or they can be gifted to other players. If you have purchased multiple packages with identical physical extras, such as ship models or star maps, you will receive multiple extras when the game ships. If your packages have digital extras, like the downloadable soundtrack, you will be given the option of gifting the duplicates to friends. CREATING CREWMEN Many of Star Citizens ships, such as the Freelancer or Constellation, feature positions for multiple crewmen. Players will always be able to hire NPC crewmen in the game, contracting computer-controlled crews to help man turrets, run consoles and fy escort. If you would like the option of customizing your crew, you can create your own NPCs by using a Game Character slot. You will go through the same character creation process as your player character but will then have the option of handing of control to an AI. As an additional bonus, friends can drop in to take over these crewmen themselves and to help man your spacecraft when available. Remember it is not necessary to use a Game Character for your NPC crew. You will be able to hire normal NPC crew with credits youve earned in-game. The diference between a Game Character slot converted into a NPC crew member and a regular NPC crew member is that you can customize the Game Character NPCs look, name and backstory. There is an additional bonus of being able to specify one of your Game Character NPC crewmembers as your successor in the event of your main characters death (See Death of a Spaceman), at which point the Game Character NPC will become playable again, with the assets of your deceased old character conveying. GIFTING GAME CHARACTERS You will also have the option of gifting unused Game Characters to other players. Remember, in order to chart your own path in the Star Citizen universe, these characters will need a ship and some credits! Credits that you earn in the game can be transferred to your friends (minus UEE taxes!) or they will be able to purchase an allotment through the Voyager Direct store. We are also considering a system through which players with a Game Character slot but no ship can work for other characters (either real players or NPCs.) Players who would like additional Game Character slots, either to create a second player character or to build a customized crew, but dont have multiple packages will be have the option of a stand-alone Character Slot purchase from the pledge store without having to buy a full game package. This will also allow the small number of backers who only have an addon ship but not a game package to purchase a Game Character slot and a few credits and be able to head out into the big wide galaxy! We hope this clarifes some of the confusion about Star Citizen packages. The goal is to make the experience extremely customizable and give backers complete control over what they have pledged for. You should not have to split your ships into multiple accounts just to play multiple characters. Of course you will always have that option but this system allows you to keep all your items on one character, separate them out to play several alts, create a crew of highly customizedNPCs or to share the Star Citizen experience with friends! 66 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 67 the bane of UEE pilots, who bestowed the nickname Quark because when all of the thrusters are fring, the ship looks like a spark fying through space. The Xian Aopoa corporation also manufactures an export model, the Khartu-al, for sale to human civilians as a dedicated scout/explorer. The export model features the same Xian maneuvering rig, but control surfaces modifed for human use and a more limited armament. (Designer: Aopoa) Players can travel to a Xian commerce world to pick up the export version of the Khartu or they can track down the military version in less-than-legal ways! Either way, we think that adding truly alien Xian ships at launch will create an even more immersive universe. As always, thank you all for your tremendous support. Please continue to spread the word about Star Citizen. Youre making this all possible! I hope you will join me on Thursday for our anniversary livestream, where youll see some of the latest and greatest work weve done to date and get a sneak preview of whats coming soon. CHRIS ROBERTS INSURANCE One major issue weve seen come up time and again in the past week is that of ship insurance. What does it mean, how do you get it, who is eligible and so forth. Weve put together the following short FAQ document to try to explain the topic: WHAT IS INSURANCE? Pilots in Star Citizen can purchase insurance policies for their ships, modifcations and cargo. This ensures that your ship will be replaced and/or its modifcations and cargo will be subsidized should you be destroyed in a fght or accident. As in real life, insurance policies must be maintained: you must pay a regular fee in galactic credits (the in-game currency) or your policy will lapse and you will not receive a payout or a ship replacement when your ship is destroyed. WHAT HAPPENS IF I DONT HAVE INSURANCE? Your character will have to buy a new ship with any credits he has, or if he doesnt have enough credits fy missions for a third party (both NPC and player) until hes earned enough to buy his own ship again. Greetings Citizens, Im proud to announce that the Star Citizen community has brought us to $21 million in crowd funding just shy of our frst anniversary! Your support is now allowing the project to expand on ideas in ways we didnt originally think possible. Every additional pledge makes Star Citizen a better experience. At the $21 million, you unlock the full salvage mechanic, which allows us to produce the assets needed to make salvaging an in-depth game mechanic akin to exploration or piracy! SALVAGE MECHANIC: Salvage isnt an aside: its a career, with its own mechanic, story tie-ins and universe-shaping endgames. Search the galaxy for a host of valuable and interesting secrets using both the fight and FPS components. Discover the secrets of the ancient Hadesians, locate valuable components and cargo or go down in history the frst to make contact an entirely new alien race! In addition, we are unlocking a new $23 million goal: the addition of a Xian Scout as a playable asset in the game. Weve recently begun putting together concept art of Xian worlds, which got us thinking about the games Xian ships: how can we make them play diferently than the standard human ships? We have a few ideas and with this stretch goal we can put them into the game! In addition to alien designs and interfaces, the Xian craft will feature a totally diferent maneuvering system. Xian ship design will be focused on a vertical aesthetic and maneuvering jets that can combine to thrust in multiple directions. Gimbaled, larger-than-normal thrusters sit on the four points of a star in the centerline, allowing each thruster unobstructed hemispherical coverage. The Xian scout can rotate on all axes and direct four thrusters to the rear or front! Because of this confguration the Xian ship has superb linear maneuvering abilities on all axes. This extra maneuverability comes at a cost however. Xian ships favor maneuverability over heavy armament or defensive protection. Instead of picking up an alien ship that simply looks diferent, it will feel diferent! Heres the description: XIAN SCOUT UNLOCKED! The Khartu is the light attack craft of the XiAn military. Contrary to Human ship design, the Khartu doesnt have a traditional main thruster, instead featuring an array of maneuvering thrusters on articulated rigs. This design allows for incredible agility, making them 21 Million OCTOBER 8TH 2013 68 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 69 Greetings Citizens, Thanks to your eforts, we have reached $23 million in crowd funding! We are in uncharted waters here; the community is allowing us to do something truly new, for which you have my eternal gratitude.. Our unlock for this level is the addition of a Xian scout plane. The goal here isnt simply to add an extra ship to the game, but to add a new type of ship which can be expanded upon as we go. Once weve put the efort into building an alien experience for the Khartu, we can apply it to other Xian ships moving forward. Essentially, the extra funding lets us build an even more immersive universe. Heres the of cial unlock statement: $23 MILLION XIAN SCOUT UNLOCKED! The Khartu is the light attack craft of the XiAn military. Contrary to Human ship design, the Khartu doesnt have a traditional main thruster, instead featuring an array of maneuvering thrusters on articulated rigs. This design allows for incredible agility, making them the bane of UEE pilots, who bestowed the nickname Quark because when all of the thrusters are fring, the ship looks like a 23 Million OCTOBER 17TH 2013 spark fying through space. The Xian Aopoa corporation also manufactures an export model, the Khartu-al, for sale to human civilians as a dedicated scout/explorer. The export model features the same Xian maneuvering rig, but control surfaces modifed for human use and a more limited armament. (Designer: Aopoa) As a special reward for those who have backed us to this point, you will be receiving a model of the Khartu to display in your hangar. It wont be ready immediately, as we now have to concept the ship but as always, we will be keeping you informed about that process! $25 MILLION ENHANCED ALPHA We will use additional funding to build a wider alpha test than we had originally intended for the frst phase of Star Citizens launch. The initial plan was to frst launch servers in North America and then expand to areas such as Europe and Australia to decrease latency in these areas, perfecting the game as we improve the experience around the world. This funding will allow us to invest in a wider infrastructure for our early testing, spinning up remote servers earlier. Hitting this goal will also allow us to 22 Million OCTOBER 12TH 2013 Greetings Citizens, Two pieces of great news: after a long night of hard work, the promised Hangar patch is available! You can check out the Avenger, the privateer outft, the Aurora LN, the fsh tank and a few other surprises. The second piece of news is that in just four days, weve hit $22 million in crowd funding! Between the hangar patch, the bomber reveals, the Aurora LN, CIGManchester and the start of The Next Great Starship, this has been a big anniversary week and the best is yet to come! At $22 million, youve unlocked the following goal: FACIAL CAPTURE SYSTEM. Weve researched a technology that uses a series of cameras to capture real heads and import them into the game. This will let the team more easily create a variety of realistic characters. In addition, the technology is mobile enough to allow us to take it on the road and capture select fans during special events! You can learn more about this technology at Infnite-Realities. Were very excited about how this is going to improve the game (and our artists are eager to start playing with this technology!) Im also pleased to announce our $24 million goal: PUBLIC TRANSPORTATION SYSTEM Need to get from one place to another but dont have a starship? Were building a galactic transportation system. You can travel via transport from system to system in Star Citizen and even ship items (like a ship you need move to another hangar.) With this stretch goal, well expand this system: star liners, long range transports, charter ships and fyable shuttles! In addition to this immersion-enhancing design upgrade, were also going to dedicate some of the additional funding to making next years CitizenCon a bigger event! Thank you for making this all possible. Keep spreading the word! CHRIS ROBERTS HOW DO I GET LIFETIME INSURANCE? Anyone who pledged for a copy of Star Citizen before November 26, 2012 automatically has lifetime insurance on their pledge ships; this protects the investment you made in the game in perpetuity. Anyone who pledged for a copy on or after November 26th starts with a fnite insurance package for their ship. This can be anywhere from 2 months to 12 months depending on the ship and policy type. Lifetime insurance does not exist for modifcations or cargo. 70 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 71 increase the number of remaining alpha slots. Extra alpha slots not only means more Star Citizens will travel the verse at launch, but that we will receive more feedback and more stress testing. This in turn will allow us to better balance and enhance the Star Citizen experience! Finally, I would like to share two new images that have just come in from concept artist Ryan Church. When the artwork we released last week came in, I asked Ryan to follow up with the cockpit because I wanted to see how cool it would be to get behind the stick of this ship and I was not disappointed! I hope you enjoy. Thank you for your continued support of Star Citizen and for helping us build a bigger, better game than I had ever dreamed possible. CHRIS ROBERTS WILL SHIPS I ADD TO MY ACCOUNT HAVE LIFETIME INSURANCE? Users who registered and bought at least one ship before November 26, 2012 can purchase additional ships with lifetime insurance for the next twelve months of development. Users who registered on or after November 26, 2012 can purchase additional ships with variable length starter insurance policies ranging from two months to twelve months. CAN I INSURE ALIEN Or ONE-OFF sHIps? You can not insure them through the standard UEE-bonded insurance process, although other options will be available. The only exception is the limited number of Vanduul fghters sold through the RSI site during the pledge campaign; these ships do have lifetime insurance included. Greetings Citizens, It looks like the Hornet commercial and brochure were a resounding success; the president of Anvil Aerospace should expect a bonus this quarter! In all seriousness, the community is continuing to set funding records and is allowing us to do more with Star Citizen. At $24 million, youve unlocked the following stretch goal: PUBLIC TRANSPORTATION SYSTEM Need to get from one place to another but dont have a starship? Were building a galactic transportation system. You can travel via transport from system to system in Star Citizen and even ship items (like a ship you need moved to another hangar.) With this stretch goal, well expand this system: star liners, long range transports, charter ships and fyable shuttles! On the next page is pictured a monorail car, which will be used by the player to travel from place to place on Terra! A public transportation system may not seem as sexy as a new bomber or a cruiser, but it speaks directly to the goal of making Star Citizen an immersive, world- building experience. Instead of having a simple fast travel option like an MMORPG, Star Citizen will feature a living, breathing system to support that gameplay requirement a system that will be impacted by the economy and player actions in all sorts of exciting ways! 24 Million OCTOBER 23RD 2013 WHAT WILL YOU DO TO COMBAT INSURANCE FRAUD? A ship cannot be sold without a legitimate hull id code. Claiming on the insurance policy invalidates the hull code on your previous ship, so if it was captured or stolen the new owner will be unable to sell the ship at a regular ship dealer. Additionally if you have claimed on a policy and someone is fying the stolen ship in a well policed system, the hull id will mark it as a stolen ship, the law will be after you and landing privileges will be denied on any lawful planet. You will be able to fy a hot ship to the less savory parts of the Star Citizen universe, where you will probably be able to land and may be able to purchase a fake hull id code, but it will take efort and not necessarily be cheap. Finally the Advocacy takes insurance fraud very seriously. If it can be proven that a player has colluded with another player to defraud the insurance company, that hulls lifetime insurance will be invalidated and the player may have to pay a large amount of credits to keep their record clean and not be marked as a wanted criminal. WILL MY INSURANCE CARRY OVER TO SHIPS I EARN IN THE FINISHED GAME? No, and you cannot transfer insurance policies from one ship to another. 72 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 73 Greetings Citizens, Last week, when we reached $24 million, I wrote that you must like Hornets. It turns out you REALLY like Hornets: Star Citizens backers have propelled us to $25 million in crowd funding! This milestone also means that October has been our single biggest month for crowd funding yet thats truly astounding. At $25 million, you allow us to build a stronger infrastructure for the Star Citizen alpha test: ENHANCED ALPHA We will use additional funding to build a wider alpha test than we had originally intended for the frst phase of Star Citizens launch. The initial plan was to frst launch servers in North America and then expand to areas such as Europe and Australia to decrease latency in these areas, perfecting the game as we improve the experience around the world. This funding will allow us to invest in a wider infrastructure for our early testing, spinning up remote servers earlier. Hitting this goal will also allow us to increase the number of remaining alpha slots. Extra alpha slots not only means more Star Citizens will travel the verse at launch, but that we will receive more feedback and more stress testing. This in turn will allow us to better balance and enhance the Star Citizen experience! 25 Million OCTOBER 26TH 2013 The tech team is already looking into the best way to make this happen! One immediate impact is that we can add 50,000 alpha slots to our test plan, which will be refected on the site shortly. As usual, we are ready to unveil the next next stretch goal, for the $27 million level. This is another goal that should interest everyone immediately because it allows us to expand the range of experiences youre going to fnd in Star Citizen. $27 MILLION Banu Merchantman Unlocked Banu traders are renowed for their merchant prowess, traveling the spacelanes and trading with everyone from humans to the Vanduul! Their sturdy, dedicated trading ships are prized beyond all other transports, sometimes passing from generation to generation of Banu. At $23 million we dedicated additional resources to making XiAn spacecraft a unique experience. At $27 million, we will expand that same thinking to the Banu! Starting with the merchant ship, the design team will expand Banu technology to ofer players a completely diferent way of experiencing their universe. Even though weve fully funded the base game, every extra dollar helps to make the experience better. The content we talk about in these stretch goals isnt feature creep; its going to expand capital ship functions! Lead a damage control team to fght fres and repair key systems during battle, control internal bulkheads to slow boarders and man a number of consoles, like navigation and engineering, that will make commanding a capital ship feel even more immersive. Thank you for your continued support. I hope you take as much pride as I do in the fact that you arent only bringing back PC games and taking a shot across the bow at big publishers, youre taking Star Citizen to new frontiers. The team at Cloud Imperium cant wait to show you whats next! Finally, one small change to the Hornet rollout. Weve had a number of requests from backers eager to purchase the limited edition Super Hornet who will not be able to do so until the end of the month. Federal employees in the United States who are just getting back to work after the recent government shutdown are especially afected. We are grateful for your passion and would like to help however possible. With this in mind, we are going to keep the Super Hornet available an extra week through Monday, November 4th. We hope that helps give all of our existing backers an opportunity to upgrade to the F7C-M! CHRIS ROBERTS Were also revealing the $26 million goal, which I think will interest a lot of players. We have become increasingly fascinating with the possibilities for larger capital ships in Star Citizen and would like to dedicate some of the additional funding to expanding their functionality: ENHANCED CAPITAL SHIP SYSTEMS In addition to the command and control systems weve already outlined, were CAN I TRADE MY LIFETIME INSURANCE SHIP? Yes. The lifetime insurance will follow the ship hull when it is legally sold or gifted. If the ship is stolen or otherwise captured, the policy will not transfer. CAN I USE MY INSURANCE AS AN EXCUSE TO SIMPLY RAM OTHER SHIPS TO DEATH KNOWING I WILL GET MY SHIP BACK? You can, but this will be a very bad idea as it is inconvenient and time consuming in getting your replacement ship ready to go again. Additionally there will be an increasing delay in replacing your ship every time you make a claim within a certain period of time. 74 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 75 Greetings Citizens, It looks like the Hornet launch couldnt end without one fnal stretch goal unlocked! Our backers have hit the incredible $26 million mark, which enables us to expand the capital ship mechanics in Star Citizen. ENHANCED CAPITAL SHIP SYSTEMS In addition to the command and control systems weve already outlined, were going to expand capital ship functions! Lead a damage control team to fght fres and repair key systems during battle, control internal bulkheads to slow boarders and man a number of consoles, like navigation and engineering, that will make commanding a capital ship feel even more immersive. In honor of this goal, Id like to share the very frst in-engine shots of the Idris corvettes interior, showing the hangar bay and engine room. The design team is very eager to get to work on expanding capital ship interactivity; we have some new ideas about how to make crews interesting and cant wait to try them out. For the $28 million stretch goal, we have something were very excited about here at Cloud Imperium: a second option for your Star Citizen starter ship! Heres the goal: 26 Million NOVEMBER 3RD 2013 NEW STARTER SHIP The team at Consolidated Outland has decided to take Roberts Space Industries head on in 2944 by premiering the Mustang personal spacecraft. We will use these additional resources to create another ship company and starter ship for Star Citizen. The new ship will be ofered for sale alongside the Aurora, so players have a choice between two options to begin the game! Founded by maverick trillionaire Silas Koerner, Consolidated Outland is an up-and- coming spacecraft concern, the frst ever headquartered on a frontier world. Koerner, who made his sizable fortune in jump- communications, founded the company as an attempt to strike back at what he sees as the overly-regulated spacecraft industry. With facilities established as far from possible from the prying eyes of competing corporations, Outland is quickly becoming one to watch. After fnding initial success with spacecraft conversion kits, Outland is now ready to run with the big boys: the new Mustang spacecraft line is preparing to go into mass production is priced to compete with Roberts Space Industries Aurora. Using newly-developed construction techniques and ultralight material alloys sometimes considered unsafe, the Mustang pushes power ratios to the limit. The result is a sleek, elements weve been building and planning that will be all that more impressive with additional resources. In essence, youre putting things weve already discussed for the future into development now. The extra funding means were secure in assigning resources to go ahead and begin developing that richer content we had initially planned to fund through the games success upon release. Thank you for your continued support of and trust in project. You have empowered the team to make Star Citizen something truly special the Best Damn Space Sim Ever! CHRIS ROBERTS OrbItal MECHaNICs WIll tHEY bE INCLUDED IN ANY WAY? I CAN SEE PHASE ANGLE CALCULATIONS AND ORBITAL EJECTION PROBURNS BEING VERY DIFFICULT IF MAX SPEEDS ARE LIMITED. I CAN PLAY KSP FOR THAT. Probably not mainly because the focus is on space combat and exploration, not hanging around large celestial bodies! 76 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 77 Greetings Citizens, First the Xian and now the Banu Star Citizens backers are making it possible to greatly expand the user experience! Heres the stretch goal you unlocked at $27 million: BANU MERCHANTMAN UNLOCKED Banu traders are renowned for their merchant prowess, traveling the spacelanes and trading with everyone from humans to the Vanduul! Their sturdy, dedicated trading ships are prized beyond all other transports, sometimes passing from generation to generation of Banu. At $23 million we dedicated additional resources to making XiAn spacecraft a unique experience. At $27 million, we will expand that same thinking to the Banu! Starting with the merchant ship, the design team will expand Banu technology to ofer players a completely diferent way of experiencing their universe. Were eager to get to work building out the Banu spacefight systems watch this space to learn how were going to make it a distinct experience from fying a human-designed ship. And since we hit this goal before November 26th, the Banu merchantman will be one of the ships available during the sale (you heard it here frst!) Now that weve reached $27 million, the Banu merchant ship will be sent to top concept artists for further development. In the meantime, Id like to share with you some of the art that has resulted from the previous XiAn stretch goal: the frst concept painting of a XiAn capital ship! Were going to devote the $29 million stretch goal to more resources for the single player game, Squadron 42. With Erin Roberts and the other veterans at Foundry 42 hard at work on the game, you can trust that its going to be great. Now wed like to give them some extra resources to work with! ENHANCED MISSION DESIGN FOR SQUADRON 42 The team at Foundry 42 has big plans for Squadron 42, and were going to provide extra funding to make it a true spiritual successor to Wing Commander! Squadron 42 can go above and beyond anything youve seen before. From opening with an epic battle instead of a training patrol to missions that seamlessly combine boarding and space combat, we aim to put you right into the action! Additional funding will let the team realize this, with enhanced mission design and more resources and animations to enhance fdelity. Big publishers havent been willing to invest this kind of money to improve PC games in a long time were going to prove its worth it. That wouldnt be possible without your support; thank you to all backers for helping make this game possible. CHRIS ROBERTS 27 Million NOVEMBER 11TH 2013 stylish spacecraft that weighs less than the Aurora and has more options for engines and thrusters at the expense of some stability, weapons hardpoints and cargo capacity. The Mustang isnt planned as a replacement for the Aurora, its another option that may better suit some play-styles. Want a reliable personal starship? Go with the Aurora. Want something with a little more power, at the expense of cargo? Try the Mustang! We plan to assign a top concept artist to develop the look of the Mustang and, as always, youll follow the whole process! When its ready, well make Mustang packages available in the pledge store; users who prefer the new ship to the base Aurora will be able to make the switch at no cost (LTI will transfer, where applicable.) New players will be able to start the game with a signifcant choice, increasing immersion all the more! The additional funding that backers are providing lets us secure the resources to build ships, planets and systems that go beyond the original budget but not the original vision. Thank you for helping make Star Citizen all that much better, with more immersion and more choices that will allow players to shape their experiences. CHRIS ROBERTS IS IT FAIR TO SAY THAT STAR CITIZEN IS GOING TO BE WHAT FREELANCER TRIED TO BE? Absolutely A lot of SC is the vision I had for Freelancer (but in a diferent universe with a more realistic gritty tone) but didn't get to achieve as I sold Digital Anvil to MS and took a break. WILL THERE BE FrEElaNCEr-lIKE CONtrOls IN sC? If you look at my GDC demo and some of the videos on www.robertsspaceindustries.com you'll see that quiet a few of the Hornet's guns aren't fxed and track with the pilot's head / look. A lot of weaponry will be like modern day equipment on things like the Apache helicopter or F-35. Of course there will be fxed weapons too. Flight control wise we will support mouse, as well as joystick, gamepad and even keyboard! WILL THERE BE "BOARDING PARTIES"? I Yes there will be boarding parties in both Squadron 42 SP game and Star Citizen's persistent universe. You'll be able to capture bigger ships, or perhaps an asteroid base or space station. 78 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 79 design. After that, its going to be up to you: the $31 million stretch goal ship will be decided by the poll below! ORIGIN 890 JUMP The rumors are true: Origin Jumpworks has a larger ship in the works! The Origin 890 JUMP is an interstellar super-yacht with exquisite styling and an array of high quality upgrade options. Travel the stars in style with multiple decks, high visibility windows and a small boat bay. Whether youre outftting it to explore new worlds or to take a pleasure cruise through Terra, the 890JUMP is the epitome of luxury, class and refnement! I hope you enjoy hearing about these new ships and getting to have a say in what content we are adding to Star Citizens with your support! As always, thank you for your continued enthusiasm and belief. Together were making something special! THE 10K DONATOR PACKAGE SPOKE ABOUT "PRIVATE CLUBS". CAN YOU ELABORATE ON WHAT CLUBS WILL BE? A private club is your own piece of real estate inside the SC Universe that you can set how enters think of it like your own exclusive club that you can invite your friends to in order to hang out, plot or chat. If you're not on the list you don't get past the door! WILL THERE BE VACANT SPACESHIPS OR STATIONS THAT YOU CAN SALVAGE FROM? There will defnitely be some abandoned places a station, a derelict wreck an abandoned mine that you could fnd and explore. 28 Million NOVEMBER 19TH 2013 Greetings Citizens, Star Citizen backers have a need for speed! Sales of the Origin M50 and 350R have pushed us over the $28 million mark! At $28 million, you unlocked an entirely new starter ship, which we believe is going to signifcantly improve the Star Citizen experience: NEW STARTER SHIP The team at Consolidated Outland has decided to take Roberts Space Industries head on in 2944 by premiering the Mustang personal spacecraft. We will use these additional resources to create another ship company and starter ship for Star Citizen. The new ship will be ofered for sale alongside the Aurora, so players have a choice between two options to begin the game! Were excited to get to work on the Mustang. As the next step in the process, the design team will turn the broad concept into a detailed set of specifcations. Then those will go to one of our world-class concept artists for the frst visuals. Well share that process with you as it happens! For our next several stretch goals, were going to try something diferent. We are constantly asked where the additional money goes. Surely new mocap hardware or a new starship design doesnt cost a million dollars. The answer is that the stretch goals are an example: one big thing we will be doing with some of the money. Every additional million means that were hiring additional artists and programmers, equipping the team with better development tools and increasing the size of the talented outsource groups being trusted with aspects of Star Citizens development. It means more actors and time for mocap studios, more reference for designers, greater variety in game characters, more options in clothing and armor and a large array of ship items and weapons. Every dollar improves the project. That isnt as sexy as spending large amounts of money on impressive, headline-grabbing stretch goals but it means a signifcantly better game in the end. So, for the next several stretch goals, were going to leave you with the knowledge that the money goes to improving all aspects of Star Citizens development. Instead of specifying some new development goal, were going to add a new ship to the game as a reward. The design team has imagined a new set of Star Citizen ships, one from each of our big manufacturers. Each ship will have a new role to play in the Star Citizen universe, and unlocking these stretch goals will make it possible to go ahead and start building them. Since the M50 and 350R got us to this point, were starting with the Origin Jumpworks 80 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 81 30 Million NOVEMBER 23RD 2013 29 Million NOVEMBER 22ND 2013 Greetings Citizens, Another one bites the dust! Since the bombers made this goal possible, Im sharing a gallery of Gladiator artwork created to show how the rear-facing turret can be changed with diferent upgrades. Its a small reminder of how youre going to be able to make each hull YOUR ship in Star Citizen. Origin 890 JUMP The rumors are true: Origin Jumpworks has a larger ship in the works! The Origin 890JUMP is an interstellar super- yacht with exquisite styling and an array of high quality upgrade options. Travel the stars in style with multiple decks, high visibility windows and a small boat bay. Whether youre outftting it to explore new worlds or to take a pleasure cruise through Terra, the 890 JUMP is the epitome of luxury, class and refnement! Salvage handily won the $32 million ship role poll, which means that the next ship we hope to be developing for you will be oriented around exploring and recovering derelict starships and other hidden treasures! Heres the frst description: AEGIS SURVEYOR The Surveyor, from noted military contractor Aegis, is an industrial-quality salvage ship. Equipped with a reinforced cargo bay, a long-range jump drive and launch pods for unmanned drones, the Surveyor is an ideal ship for taking advantage of deep space wrecks. Tractor beams, foodlights, scanner options and docking ports round out the tool chest on this capable, utilitarian spacecraft. Now its time to vote for the $33 million stretch goal ship! We have three manufacturers left, so choose wisely. And thank you, truly, for making this all possible. Lets make sure no one ever forgets that when publishers wouldnt spend a cent on AAA PC games, real gamers went above and way, way beyond to make Star Citizen happen. CHRIS ROBERTS SQUADRON 42! Greetings Citizens, Youve picked up a lot of bombers and used them to blow another stretch goal out of the water! This time I want to ofer a special thank you on behalf of the Foundry 42 team. The latest stretch goal unlocked additional funding for the Squadron 42 singleplayer experience. In honor of that, weve put together a special Inside CIG behind-the-scenes video introducing the team making the game! ENHANCED MISSION DESIGN FOR SQUADRON 42 The team at Foundry 42 has big plans for Squadron 42, and were going to provide extra funding to make it a true spiritual successor to Wing Commander! Squadron 42 can go above and beyond anything youve seen before. From opening with an epic battle instead of a training patrol to missions that seamlessly combine boarding and space combat, we aim to put you right into the action! Additional funding will let the team realize this, with enhanced mission design and more resources and animations to enhance fdelity. Last time we asked you to vote on a role for the next ship we build, and the resounding answer was that Citizens want to have a mining ship. Were happy to oblige, but Ill go ahead and warn you that mining in Star Citizen is going to be a lot more immersive than what youve seen before; you wont be clicking on an asteroid until youve collected metal! RSI ORION Roberts Space Industries goal has always been to make the stars available to individual Citizens. Now, with the RSI Orion mining platform, RSI is letting individuals take over a process formerly controlled by megacorporations. The Orions features include high-grade turret-mounted tractor beam arrays, durable exterior-accessible saddlebags for mineral storage and a cabin designed by the team that brought you the Aurora and Constellation! Now its time for you to pick the $32 million stretch goal ship. Weve removed the winner and the lowest-performing option from the last poll. What will it be now? A massive cargo hauler, a speedy information runner, a dedicated salvage ship? The choice is in your hands! Remember that each stretch goal represents a broad array of improvements to Star Citizen: more staf, better equipment, more variety in the fnished universe. The ships you choose are just a sample of what each million dollars lets us add to the game! CHRIS ROBERTS 82 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 83 32 Million NOVEMBER 26TH 2013 Greetings Citizens, To be perfectly honest, I didnt expect to have to write another letter so quickly. Damn you all for being the best, most supportive community in gaming! Hopefully you can forgive me for waiting until after the livestream for this post! The alien ships are a hit; we cant wait to share more as they come together. Flying a XiAn scout or a Banu merchantman will be a diferent experience than their human counterparts, and were dedicated to making it worthwhile. At the $32 million level, youve unlocked the Aegis Surveyor, a ship dedicated to salvage that also ofers some emergent gameplay opportunities: AEGIS SURVEYOR The Surveyor, from noted military contractor Aegis, is an industrial-quality salvage ship. Equipped with a reinforced cargo bay, a long-range jump drive and launch pods for unmanned drones, the Surveyor is an ideal ship for taking advantage of deep space wrecks. Tractor beams, foodlights, scanner options and docking ports round out the tool chest on this capable, utilitarian spacecraft. The winner of the $34 million ship role poll, in a photo fnish, is smuggling! There are two typical paths for smuggling ships: fast, armored ships adapted to run blockades and escape the authorities when necessary and totally innocuous ships that keep their cargo hidden from prying scanners. Several of our existing ships, including the Banu Merchantman, are well-equipped for the former job and so weve going for the latter. MIsC HUll C (DIsCrEEt) Scaling from small box trucks to massive supertankers, the MISC range of cargo hulls (A-D) are the standard goods transporter in human space. Extremely confgurable, MISCHulls can be adapted for most any type of transport job: from standard bulk shipping on the patrolled spacelanes to armored cargo hauling on the frontier. While these pre-confgured hulls are primarily used for legitimate purposes, the MISC Hull Cs have recently become the favorite for criminals who modify the ship with advanced sensor shadow technology, quick-decompress holds and a variety of hidden compartments without modifying the ships body so it will appear to onlookers as standard everyday transports. Thank you for your incredible support; I hope you enjoyed the chance to interact with the team in todays livestream. And dont forget to vote: next up is the last phase of the fan ship role selection poll. By the process of elimination, you can expect to be choosing a new ship from Drake Interplanetary, maker of the Cutlass and Caterpillar. Choose wisely! CHRIS ROBERTS 31 Million NOVEMBER 25TH 2013 Greetings Citizens, Its exciting to see sales of the Starfarer tanker push us past another stretch goal. To me, that says that backers understand that Star Citizen is going to be deeper than just a combat game that were going to make unique experiences for all kinds of players, from pirates to refuelers. Hitting $31 million means you unlock the frst of the player-selected role ships, the RSI Orion! Like the Starfarer, the Orion is the kind of ship you probably wouldnt have fown in Wing Commander but we intend to make it just as interesting as a fghter or a bomber! RSI ORION Roberts Space Industries goal has always been to make the stars available to individual Citizens. Now, with the RSI Orion mining platform, RSI is letting individuals take over a process formerly controlled by megacorporations. The Orions features include high-grade turret-mounted tractor beam arrays, durable exterior-accessible saddlebags for mineral storage and a cabin designed by the team that brought you the Aurora and Constellation! The voting is a lot closer now, but it looks like Explorer has edged out the crowd to be our next ship! ANVIL CARRACK The Anvil Carrack has been the vanguard of every UEE exploration efort in recent years. Featuring reinforced fuel tanks for long-duration fight, a highly advanced jump drive array and a dedicated computer core room that allows it to put the maximum processing power into jump charting operations. Originally a military exclusive, the Carrack is now available for civilian use as a pathfnder spacecraft. Features on-board accommodations to allow for truly self-suf cient fight, including crew medical and repair facilities, and a mapping- oriented sensor suite capable of always charting a route home! You have two more chances to vote for a new ship role! By the process of elimination, youll be choosing a ship from either Drake Interplanetary, makers of the Cutlass and the Caterpillar, or MISC, makers of the Freelancer and the Starfarer. Choose wisely! Thank you for your support. Please join me tomorrow at 11 AM PST for a four-hour anniversary livestream direct from Cloud Imperium headquarters in Santa Monica, California. The team is excited to get another chance to interact with the community, and were looking forward to talking about some of the work weve done in the past year! CHRIS ROBERTS 84 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 85 34 Million DECEMBER 7TH 2013 Greetings Citizens, We have reached $34 million in crowd funding without any special promotion, new ship releases or even LTI! Much of this is because new users are fnding Star Citizen and the community youve helped create every day. I know that we have loyal backers to thank for that: in addition to making the game possible with funding, youre introducing your friends and families to Star Citizen. At $34 million, you unlocked the penultimate fan-voted ship role, theMISC Hull C: MIsC HUll C (DIsCrEEt) Scaling from small box trucks to massive supertankers, the MISC range of cargo hulls (A-D) are the standard goods transporter in human space. Extremely confgurable, MISCHulls can be adapted for most any type of transport job: from standard bulk shipping on the patrolled spacelanes to armored cargo hauling on the frontier. While these pre-confgured hulls are primarily used for legitimate purposes, the MISC Hull Cs have recently become the favorite for criminals who modify the ship with advanced sensor shadow technology, quick-decompress holds and a variety of hidden compartments without modifying the ships body so it will appear to onlookers as standard everyday transports. Last time, you were asked to vote on a major feature of the next Star Citizen system. The audience resoundingly chose a location on the event horizon of a black hole. As a result, the $36 million stretch goal is the Tamsa System: TAMSA SYSTEM Located near the fringe of Banu space, Tamsa System features a massive central star that has collapsed into a black hole. Evidence suggests that there were at least two more planets in the system when the star collapsed before the ensuing black hole engulfed them. Only two planets remain in the system, a chthonian world and a gas giant located far from the black holes event horizon. Initial surveys indicate that the two outer planets are slowly being pulled towards the black hole, leaving the two as a risky proposition at best for any sort of colonization. We look forward to showing you more about this system as the locations develop and the countless others youll be exploring in Star Citizen. In the meantime, you can vote on the next location. As with the ship polls, weve removed the highest and the lowest options from the previous poll. Now tell us what kind of location youd like to see next! WHAT ABOUT THE LEVELS OF VISUAL CUSTOMIZATION FOR THE PLAYER SHIPS/AVATARS? There will be a high degree of customization to your ship and you'll also be able to skin it with decals and the like. 33 Million NOVEMBER 26TH 2013 Greetings Citizens, What a day! Some of you have been with us for over a year now, some of you are just discovering Star Citizen I am grateful to all of you for what youre making possible. As I said in the livestream, were in this for the long haul: Star Citizen isnt going to be something you play and discard were building a world youre going to want to inhabit for years to come. At $33 million, you unlocked the Anvil Carrack: ANVIL CARRACK The Anvil Carrack has been the vanguard of every UEE exploration efort in recent years. Featuring reinforced fuel tanks for long-duration fight, a highly advanced jump drive array and a dedicated computer core room that allows it to put the maximum processing power into jump charting operations. Originally a military exclusive, the Carrack is now available for civilian use as a pathfnder spacecraft. Features on-board accommodations to allow for truly self- suf cient fight, including crew medical and repair facilities, and a mapping-oriented sensor suite capable of always charting a route home! Information Runner handily won the fnal ship role poll so I am proud to introduce the latest in Drake Interplanetarys lineup! DRAKE HERALD Knowledge is power, and one of the most valuable commodities is pure information: the 1s and 0s behind everything from UEC ledgers to Citizenship ratings. Whether its colonists struggling to stay in contact with the UEEs central worlds or criminals trading in illicit data, there will always be a need to securely move data. The Drake Herald, small, armored ship, is designed to ft that need and safely get that information from Point A to Point B. Featuring a powerful central engine (for high speed transit and generating the power needed for efective data encryption/containment), advanced encryption software and an armored computer core, the Herald is unique among personal spacecraft in that it is designed to be easily cleaned when in danger of capture. The Herald includes an array of heavy duty internal options for data protection, including redundant power subsystems andEMP shielding, and a high-powered broadcast array for data transmission. I hope youve liked having this additional input into Star Citizens development. Weve enjoyed following the discussions related to the ship choices so much that wed like to keep this process going! For the next fve stretch goals, wed like to add an additional system to the game and youre going to pick the major feature! Remember: the system, like the new ships, is simply symbolic of whats being added to Star Citizen with the additional money. Each stretch goal system represents additional artists, tools, programmers and new technologies that will make the fnished project even better! CHRIS ROBERTS 86 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 87 anything would normally be at this stage of the development if it was just an internal or publisher milestone. Even our commercials are constructed this way. They are goals that force us to get the ship and animations fnished and polished for the commercial and usable in the hangar. We chose situations and assets for the commercials that match up to what we know we need for the game, in the same way we are using the modules as a way of making incremental progress to delivering a game of the scope of Star Citizen. This is why Im against polishing something that wont contribute to the fnal game. We could have shared a simple single player dogfght module with some scripted missions and had something much more polished than we showed on Friday (at a cost of all the multi-player progress weve made) but thats not something that would be anything other than one of work to keep everyone amused while we work on getting the actual functionality that we need. In my heart I didnt want to rush out something that would be a stop gap. Testing the head to head aspect is the one Im most focused on. Ive made a lot of single player games I know that we can knock that out of the park but I really want to make sure that the multiplayer combat is fun, compelling and that we solve the various challenges in having the controls and fight model work smoothly online. That was what the Dogfght Module was always intended to be at its core and so at the end of the day I felt I would be letting myself down, as well as everyone in the community if I didnt deliver a module that lived up to the goals I wanted to achieve. Even though I want the communitys feedback thats only useful when Im mostly happy with how something plays and looks and Im not there yet on the multiplayer dogfghting. 35 Million DECEMBER 22ND 2013 Greetings Citizens, Wow! When I started this journey I would have never guessed that we would have come so far in such a short time. $35M in funds raised to build Star Citizen before the end of 2013 is truly a monumental achievement! Youre not just re-writing the rules of how games are made and funded but youre showing the power that a committed community has to achieve a vision that so many people said was no longer relevant. Youve broken every record there is in crowd funding and not just for games for any type of project! What is also a great sign for the long term longevity of Star Citizen and its community is that a large amount of this last stretch goal, like the previous ones has come from new Citizens 6,617 to be precise! A continually growing community is a testimony to the enthusiasm of the existing community in sharing their excitement and also a resounding indictment of the people that still say space sims are a fringe genre. With your enthusiasm and generosity youre allowing the team and I to go beyond the bare minimum we knew we needed to deliver to make Star Citizen an engrossing experience. As Star Citizen is an open universe and there are so many possibilities the additional funds allow us to increase the amount of content available at the start, have more talented developers working on the various facets in parallel, which will allow us to have a richer gameplay experience from the beginning and allow us to invest in some research and development projects to keep Star Citizen ahead of the curve. Unlike a typical publisher we dont look at this initial funding as bigger profts we look at as allowing us to deliver more of the dream sooner and ensure the online infrastructure and support is as full featured as possible, even during the pre-release period. I would also like to thank each and every one for your support in my decision to delay the Dogfghting Module. I know it was disappointing for many people, and it wasnt a decision that I took lightly but after much deliberation I decided it was best for the long term health of the project. The various modules are a great way of engaging all of you and providing useful feedback to the team. But for me their strongest beneft is providing smaller, shorter terms goals for the team to achieve, while working towards is a pretty daunting feature set for the full game. It forces us to fnish a feature with enough polish that hundreds of thousands of people can experience it. The Hangar module, while fairly limited is an example of this despite still missing many features that will be present in the fnal game it is far more polished than So from the bottom of my heart thank you for your support. Im pretty sure that when you get your hands on the dogfghting module youll be happy and glad we made this decision. At $35 million, you unlock the fnal fan-voted ship design. The Drake Herald was one of my favorite potential choices, as it represents the diversity in possible professions that will make Star Citizen such a compelling universe for players of all stripes. Im glad the design (and the information runner role it represents) has made it onto our schedule due to your support! Here are the specifcs: DRAKE HERALD Knowledge is power, and one of the most valuable commodities is pure information: the 1s and 0s behind everything from UEC ledgers to Citizenship ratings. Whether its colonists struggling to stay in contact with the UEEs central worlds or criminals trading in illicit data, there will always be a need to securely move data. The Drake Herald, small, armored ship, is designed to ft that need and safely get that information from Point A to Point B. Featuring a powerful central engine (for high speed transit and generating the power needed for efective data encryption/ containment), advanced encryption software and an armored computer core, the Herald is unique among personal spacecraft in that 88 SEPTEMBER 9TH 2012 DECEMBER 22ND 2013 it is designed to be easily cleaned when in danger of capture. The Herald includes an array of heavy duty internal options for data protection, including redundant power subsystems andEMP shielding, and a high-powered broadcast array for data transmission. The results of the last system poll have determined the winner of the $37 million stretch goal: the stellar graveyard. TANGA SYSTEM At the heart of an unusual rectangular planetary nebula (see reference), lies Tanga System. The inner planets engulfed the star entered the red giant phase. The expanded habitable zone unfroze a small world on the former outer ring and for several hundred million years made it habitable. Life began to emerge and was just reaching a primitive state when the star collapsed into a white dwarf, throwing the planet back into a deep freeze, then blasting the atmosphere away with the resulting planetary nebula. Thats how the system was found: Only two worlds (speculation that there could have been three to four more) but both are dead planets with no atmosphere. Be sure to vote for the $38 million system unlock in the poll below. Remember that all additional funding goes directly to supporting Star Citizens production in dozens of ways, the additional ships and systems are just a small representation of what is being done to improve the game! Finally, dont forget about the Foundry 42 / Squadron 42 contest announced on Friday; Theres some really great prizes and its our way of giving a little back to all you for being such a great community. You can sign up here! Thank you for your continued support. Happy holidays to all of you and Im looking forward to showing you more of what were working on in the New Year! ARE YOU HAVING TO SACRIFICE ANY MAJOR FEATURES YOU REALLY WISH YOU DIDNT HAVE TO? Not yet! But its early days. I'm sure there will be some features that end up not being practical for balance of technical reasons. And there will be some cool new ones that never occurred to us at the outset! HOW MUCH WILL SOMEONE'S PRIVATE SERVER BE ABLE TO FUNCTION AS A SANDBOX, LIKE THE PERSISTENT SERVER? It wont be as full featured as the persistent server but should have more functionality and persistenace than just a multiplayer battle instance a la BF3 or WoT. WIll tHErE bE spaCE-sHIps THAT WILL BE MONUMENTAL IE. DEATH STAR THAT WILL REQUIRE MANY FIGHTERS AND OTHER BIG SHIPS TO TAKE OUT? Yes not sure about the "Death Star" but certainly huge capital ships like the Carrier in the prototype demo. DAMAGE CONTROL: I'VE ALWAYS LOVED THE FACT THAT A LASER OR A MISSILE CAN RIP PARTS OUT OF YOUR SHIP. HOW DAMAGE WILL BE INFLICTED ON SHIPS? SC is designed to have a level of detail on individual ships like not other space game done to date each fghter has something like 100-300 parts, most of which that have individual damaged versions and can break of. Its also not just visual, losing or damaging parts afects how you fy, what systems work and so on.