/r/StarCitizenFAQs
A subreddit dedicated to compiling and organizing information regarding the upcoming PC game Star Citizen
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/r/StarCitizenFAQs
Hello Citizens!
It's understandable that devs aren't pressed to create Mac compatibility in their games since there are very few people or niche scenarios where we'd need to play on a Mac. Even with GPTK making it easier than ever. Nevertheless, I'm sure I'm not the only person away from or without a PC, that would love to get in on the verse. A lot of us are now eagerly waiting for the day that we can melt our CPU's to haul some cargo! I'm curious what methods, if any, you have found to log into SC on your Mac while we await GPTK + Cheatengine compatibility? I've heard of some game streaming softwares, but not too much updated info on that. Looking forward to hearing your guy's thoughts!
##What are "instances" and how do they work in multiplayer?
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 you’ll be able to join up and adventure together, you can. Due to the fidelity of the dogfighting and physics simulation we can’t 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 there’s no PC, even with quad SLI that could render that many spaceships with Star Citizen’s fidelity.
So the “magic” of Star Citizen’s 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 we’re calling the Galaxy Server, keeps track of all players’ assets, group relationships and locations inside the Star Citizen universe. As the Galaxy server isn’t 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 Battlefield 3 multiplayer session or a World of Tanks Battle with the key difference that the selection of players is done transparently and is “in fiction”.
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##What is the "PvP Slider" and how does it work?
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 don’t want to deal with griefers – based on your player versus player (PvP) preference. So if you’ve set your game settings to be low PvP and you’re in a relatively safe area, you’ll likely have an NPC (PvE) encounter as opposed to a PvP one. Of course your ranking and any reputation you earn won’t be the same with a PvE encounter versus a PvP. My hope for this dynamic is that it will allow people to first play Star Citizen in a safer more single player open world style, but as they grow in confidence and want to test their mettle against other real players they can take the training wheels off 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.
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##What would an example of instancing look like?
I start out planet side on New Pittsburg. I decide to buy a few tonnes of steel to fly to the shipyards of Terra. I’m 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. You’ll also be able to interact with other players via a chat interface. We haven’t 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 off 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 you’ve been given a mission to find 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, we’ll probably come up with a better in fiction way of seeing the list of players – maybe you tell the bartender who you’re 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 it’s 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 you’ve 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 it's several systems away like Terra, the nav computer will chart a course through the relevant jump points.
Once I’ve plotted my nav course I would then engage auto-pilot and head towards my first “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 I’ve 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 I’m going to run across ongoing battle instance that is relevant to me (some members of the instance are aligned against or with me).
Now if you’re flying with your friends, who you can link to via the game POI “tagging” system, they will be with you when you’re 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 who’s targeting you, negotiating an exit or just outrunning them. Once in an instance you can put out a distress call to your friends.
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 you’ve 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 final 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 planet’s surface via an in-engine cinematic. Once planet side I’ll 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 doesn’t partition you into different, parallel versions of the Star Citizen universe as everyone is kept on the persistent server. Because our battle or orbit / space instances are temporary, you’re 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 it’s against other players or NPCs.
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##Will there be a similar system in Squadron 42?
The same instance system underpins the single player Squadron 42. If you’re playing off-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 don’t get to pick where in the galaxy you are flying if you’re 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 Demon’s Souls setup where people could drop in as a Blue Phantom to help you kill a boss monster or fight off another invading player, or you could drop in as a Black Phantom to someone else’s world and try and kill them for XP and other gamerewards.
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Disclaimer: This subreddit and many of its threads are still under construction and in an incomplete state.
##Star Citizen
##Development
##Ships
##Hangar
##Arena Commander
##First-Person Shooter
[What is the FPS Module?]
##Planetside
[What is the Planetside Module?]
##Persistent Universe
##Squadron 42
What is Squadron 42?
When is Squadron 42 supposed to release?
##Lore
Disclaimer: This subreddit and many of its threads are still under construction and in an incomplete state.
##What gameplay scenarios will we see in the FPS module?
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##What weaponry will we see in the FPS module?
In the FPS demo there were both ballistic weapons and laser rifles. We had laser pistols and ballistic pistols (though the latter I don't believe were in the demo). If I remember correctly the outlaws had the laser rifles while the marines tended to have the ballistic weapons (Behring MP4SC I think it is). The plan is to have ballistic, multiple types of energy weapons, all sorts of other things like rail guns (which are really ballistic but with alternate method of acceleration). Basically whatever weapons you see on the ships themselves you're likely to see a scaled down version of them for first person use. There will also be more or less risk of decompression if you're, say, fighting in a space station or ship and a projectile penetrates a wall and you're not careful. That might also be a reason you'd want to use say a crossbow, which is nice and quiet and probably won't breach the hull. I think we have a good idea and selection of weapon types to choose from with their ups and downs.
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##What is reputation?
Reputation is a system that tracks how organizations stack up against one another.
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The reputation system will be much deeper than Freelancer. It won't likely be based on "virtue", but rather it will be more about your relationships with a myriad of other races / groups / organizations in the Star Citizen universe.
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The details of the reputation system isn't fully fleshed out yet, but CIG is definitely looking to have reputations with other factions/races/etc... not just the UEE.
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##If I break the law, do the authorities know right away?
Your unlawful act must be seen and reported before anyone is notified about your illegal activity.
Information travels at speed. If you do something criminal and are detected, but if you can stay in front of the information flow, or if you're in an outlying region where information doesn't pass quickly, you can travel fast enough you can get a distance away before people in that system know that there's a bounty on you.
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Players/NPCs w/ bounties on their heads will need to be scanned first to identify them. So they won't immediately know if someone is a criminal, unless of course they are actively attacking someone. Additionally, and this is just a thought at this point (not for certain), that your reputation could influence the chance of you getting approached and scanned (ie. pulled over).
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##If I break the law and receive a bounty for my arrest, can I just go to another UEE planet and/or wait for a timer to expire?
Bounties don't go away over time and will propagate across all UEE systems.
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##What happens to my reputation after my character dies?
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.
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##Will there be any advantages/disadvantages to dealing with certain factions by having a bad reputation with the UEE?
Yes. Reputation will impact your relations with the different factions, both directly and indirectly.
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Well social status will definitely be part of the game, there's a pretty in-depth status rating. That will track your relationships with various groups and how they hold you in regard and vice-versa. Citizenship is one of the aspects. There will definitely be some stuff that having citizenship will allow you access to that not having citizenship wouldn't. Again having citizenship might be a liability, like with outlaw worlds they might not want to deal with a citizen of the UEE. It all sort of depends. But the idea is that depending on your sort of organizational relationships, some of which are the ones that are already part of our universe (the Merchant's guild, or the Mercenary guild, or the UEE itself), or some of them are player created organizations. It will sort of depend on who you interact with, how they'll reply, and how they'll deal with you, and whether they'll give you access. If you're in good standing with a mercenary's guild then perhaps they might invite you to their guild house, but if you're not they won't let you in. And that definitely applies to citizenship, so you will get access to some stuff as a citizen you wouldn't get without. Maybe you can buy some stuff you wouldn't get if you weren't a citizen, on the flip side, you might be able to buy some stuff without citizenship you might not be able to as a citizen.
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While it’s true that the average criminal gets to avoid things like ever-increasing taxes and landing tariffs, guild dues and insurance that burden the legitimate community, you have to keep in mind that they are burdened with persistent expenses of their own (ship repairs, legal fees, offloading cargo, medical costs, price of identity, bribes, etc.).
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##Will there be ways of hiding an unlawful reputation?
You can purchase a false new identification and get past security measures that would normally pick up someone who has earned an unlawful reputation.
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##Will the events of the Squadron 42 campaign affect our reputation?
Nothing has been solidified, but finishing SQ42 in good standing will give you citizenship and probably some amount of credits, and possibly the ability to be in the "reserves" if desired.
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##Do main and affiliate organization members impact the Org Activity Score if they are “Redacted” or “Hidden”?
All organizations you are a member of receive an Org Activity Score from your actions regardless of visibility. Public members affect the Org Activity Score more than hidden members, creating an incentive to have less hidden members.
^^source ##What are the penalties for targeting an ejected pilot after I destroy their ship?
Players who target helpless ejected pilots in civilized space that don’t have an official 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 they’ll 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.)
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##What does CIG plan to do about people disconnecting during fights when they start to lose?
For combat logging, we have not made any final decisions on this yet. One possibility is that if a player logs off during combat (or any situation that we deem "not safe"), their character will remain in the game for a short duration before autopiloting back to their home base. So during that time before the autopilot kicks in, they become fair game. Again, this is not a final decision....it's obviously a delicate matter that we need to handle carefully. Losing connection legitimately versus purposely logging off to avoid conflict being the main contention.
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##How can my friends help if I am ambushed?
There are two ways people on your friends list (or squadron as we’re going to call it) can help. We save slots in all instances for friends to warp in to fight. 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 they’re 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 they’ve reached your system). The second way for your friends to help out is by “dropping in” on your ship. This only works if it’s a multi person vehicle like the RSI Constellation. In this scenario they don’t need to be in your system, they just will drop in inside your ship and will be able to move around in first person, climbing into a turret to man it, or jumping in your P52 to fly it in combat while you fly the main ship (or they could fly your main ship and you pilot the fighter)
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##Are there going to be non-conventional types of PvP, like electronic warfare?
Yes we're definitely having Electronic warfare in the game, we have specific role/designs for it on bigger ships where there will be an electronic warfare officer. Then there will also be ships in the game which are focused on that, we've got some up and coming variants that'll focus on that as well as some current ones. The hornet tracker for example will have the ability to do some of this, but the idea would be that you could jam radars, hide signatures, mess with other's computer systems etc. We think it'll add another level of fun to combat/the PU.
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##Assassination
##Bounty Hunting
##Engineering
##Exploration
##Piracy
##Security / Escort
##Smuggling
##Trade
##Transport
##What other gameplay modules are planned?
##What is the anticipated release of future modules?
##What is the best ship?
There is no definitive answer for this kind of question and has to do with the kinds of activities the individual player(s) plan to accomplish more than anything else.
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##What is the best variant of (INSERT SHIP HERE)?
CIG's opinion is that offering one clear ‘best ship’ as a variant isn’t a great practice. It feels more marketing-driven (pay-to-win!) than design, and that’s not the goal here.
Ships are fully customizeable. You can remove, update and change the guns, the engines, the turrets, the engine, the powerplant, the thrusters, the computer system, the seat leather, paint the hull, decorate the nose, tint the glass, etc. You can decorate the interior. You can build out your ships for the role you want, focusing on any of a dozen different paths in different degrees (stealth, armor, speed, maneuverability, firepower, etc.). You can decorate the interior, you can use the cargo space for other modular parts (work bench, fuel tanks, interior defense systems, etc.).
In the case of the Cutlass Blue and the Cutlass Red, you can remove the internal equipment and use it for cargo space. The single thing you can’t do upon launch (with the current schedule) is reposition the internals of the Blue and the Red into another ships; either they have the autodoc/prison or they don’t. That is something CIG would like to include down the road but it is not a planned feature for launch.
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##What is the best ship for (INSERT ACTIVITY HERE)?
There is no definitive answer for this kind of question and has to do with the kinds of activities the individual player(s) plan to accomplish more than anything else.
Here is a speculative chart of ships listed by function and crew size.
#Starfarer
How many people can operate the Starfarer?
The Starfarer was designed to be operated by two crew (a pilot and a gunner) but will have seat actions for up to seven if you wish to use them (a pilot, co-pilot, captain, engineer and three gunners.)
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##What do I need to access the game when it releases?
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 you’re 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 UEC credits. They will be needed to do things like begin outfitting your ship, pay initial landing fees, buy fuel and munitions, purchase your first load of cargo. We don’t 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 fly your ship.
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##What do I need to do to access the game right now?
- Here is a cheapest pledge package available ($30) which gives you access to a hangar with a ship and a character with credits, but to access the dogfighting or racing modules you will also require the Arena Commander pass ($5).
- The game is expected to retail for $60 upon release and all ships will be available in-game, so there is no obligation to pay money for higher tier ships.
- Once you've purchased a game package, visit the Star Citizen -> Download link on the RSI website. There you can verify that you're all set, then download and install the game.
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##What is a pledge package?
Pledge Packages are "pledge bundles" which will go directly toward helping us make Star Citizen a reality.
What you get with each package is the actual Star Citizen game upon its release, access to beta modules that will be released up until the final product, a reservation of your own spaceship, and a variety of other add-on items.
As a backer of the Star Citizen project, you will also gain access to all of the behind-the-scenes engineering and development processes of the game with updates happening daily. We are also surrounded by a vibrant community who all share the same excitement for a revolutionary new space-sim adventure and whom we frequently interact with.
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##What are the different pledge packages?
You can view all the available pledge packages in the pledge store on the RSI website.
##What happens if I buy multiple game packages?
If you currently have four Star Citizen packages you will be able to play four different 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 fit. In addition, you will get to choose which characters receive your addon ships, 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.
Many of Star Citizen’s 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 fly 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 off 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 you’ve earned in-game. The difference 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 NPC’s 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.
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 don’t 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!
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##What is the grey market?
The grey market refers to acquiring a game pack from any source other than CIG itself. Amazon, ebay, reddit, and/or a number of other sources. However a lot of the packs you find in these places are marked up, sometimes greatly. In addition all grey market transactions are buyer beware: scams do happen, and CIG will not help you. It is advised that you buy a pack directly from CIG. It supports the game and you aren't in danger of getting scammed.
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##Misc. About Pledging:
#Aegis Gladius
##Description
##Stats
DISCLAIMER: These are our current specifications on paper. Some of this is likely to change during the 3D design and game balancing process over the next 24 months. Despite this, they should give a good indication of the relative features and abilities of the ships in the Star Citizen universe.
^Last ^Updated: ^November ^1st, ^2014
| | Gladius |
|:-----------|:------------:|
| Focus | ? |
| Measurement
| Length | ? |
| Beam | ? |
| Height | ? |
| Null-cargo mass | ? |
| Structural
| Cargo Capacity | ? |
| Max Crew | ? |
| Max Power Plant Size | ? |
| Factory Power Plant | ? |
| Max Engine (primary thruster) | ? |
| Factory Engine | ? |
| Maneuvering Thrusters | ? |
| Factory Maneuvering Thrusters | ? |
| Max Shield | ? |
| Shield | ? |
| Propulsion
| Main | ? |
| Maneuvering | ? |
| Hardpoints
| Class-1 | ? |
| Class-2 | ? |
| Class-3 | ? |
| Class-4 | ? |
| Class-5 | ? |
| Class-6 | ? |
| Class-7 | ? |
| Class-8 | ? |
| Class-9 | ? |
| Additional
| Power Plant | ? |
| Shield Generator | ? |
| Storage | ? |
| Other | ? |
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#Origin 300 Series
##Description
300i: If you're going to travel the stars... why not do it in style? The 300i is Origin Jumpworks' premiere luxury spacecraft. It is a sleek, silver killer that sends as much of a message with its silhouette as it does with its weaponry.
315p: Exploration is man's highest calling. Prepare to chart distant horizons with man's most sophisticated piece of technology, the ORIGIN 315p. Featuring a more robust power plant and a custom scanning package, exclusively designed by Chimera Communications.
325a: Just because it's a rough galaxy doesn't mean you need to sacrifice your comfort: the 325a can come out on top in any dogfight. The 325a features an advanced weapon payload as well as a custom targeting system designed especially for the 325a by WillsOp.
350r: The combination of a Gangleri BP 707 Standard powerplant with a 300i fuselage re-engineered to accommodate twin Hammer Propulsion HM 4.3 thrusters makes the 350r the fastest personal craft you'll ever call your own.
##Stats
DISCLAIMER: These are our current specifications on paper. Some of this is likely to change during the 3D design and game balancing process over the next 24 months. Despite this, they should give a good indication of the relative features and abilities of the ships in the Star Citizen universe.
^Last ^Updated: ^November ^1st, ^2014
| | 300i | 315p | 325a | 350r |
|:-----------|:------------:|:------------:|:------------:|:------------:|
| Focus | Touring | Exploration | Interdiction | Racing
| Measurement
| Length | 24.00 m | 24.00 m | 24.00 m | 24.00 m
| Beam | 16.00 m | 16.00 m | 16.00 m | 16.00 m
| Height | 7.00 m | 7.00 m | 7.00 m | 7.00 m
| Null-cargo mass | 20,085.00 Kg | 20,085.00 Kg | 20,085.00 Kg | 20,085.00 Kg
| Structural
| Cargo Capacity | 16 freight units | 24 freight units | 16 freight units | 0 freight units
| Max Crew | 1 person | 1 person | 1 person | 1 person
| Max Power Plant Size | 3 | 3 | 3 | 4
| Factory Power Plant | StarHeart III (2) | K3S-9 (3) | VHT2 Plus (2) | StarHeart IV (3)
| Max Engine (primary thruster) | 1x TR4 | 1x TR4 | 1x TR4 | 2x TR4
| Factory Engine | 1x HE 5.3 | 1x STC Silver | 1x HE 5.3 | 2x HM 4.3
| Maneuvering Thrusters | 12x TR1 | 12x TR1 | 12x TR1 | 12x TR1
| Factory Maneuvering Thrusters | 10x Scalpel Precision, 2x Omni Precision | 10x Scalpel Precision, 2x Omni Precision | 10x Scalpel Precision, 2x Omni Precision | 10x Scalpel Precision, 2x Omni Precision
| Max Shield | 3 | 3 | 3 | 3
| Shield | AllStop | AllStop | ForceWall | AllStop
| Propulsion
| Main | 1x HE 5.3 | 1x STC Silver | 1x HE 5.3 | 2x HM 4.3
| Maneuvering | 10x Scalpel Precision, 2x Omni Precision | 10x Scalpel Precision, 2x Omni Precision | 10x Scalpel Precision, 2x Omni Precision | 10x Scalpel Precision, 2x Omni Precision
| Hardpoints
| Class-1 | ? | O | ? | X
| Class-2 | ? | O | ? | X
| Class-3 | ? | O | ? | X
| Class-4 |
| Class-5 |
| Class-6 |
| Class-7 |
| Class-8 |
| Class-9 |
| Additional
| Power Plant | ? | O | ? | X
| Shield Generator | ? | O | ? | X
| Storage | ? | O | ? | X
| Other | ? | O | ? | X
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I don't like how the inside of the 300 series looks. Will CIG's design team eventually revisit the interior of this starship?
Yes, but I would not expect the 300i to get a serious rework until at least Arena Commander 2.0.
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#MISC Freelancer
##Description
Freelancer: If you're going to travel the stars... why not do it in style? The 300i is Origin Jumpworks' premiere luxury spacecraft. It is a sleek, silver killer that sends as much of a message with its silhouette as it does with its weaponry.
Freelancer DUR: Exploration is man's highest calling. Prepare to chart distant horizons with man's most sophisticated piece of technology, the ORIGIN 315p. Featuring a more robust power plant and a custom scanning package, exclusively designed by Chimera Communications.
Freelancer MAX: Just because it's a rough galaxy doesn't mean you need to sacrifice your comfort: the 325a can come out on top in any dogfight. The 325a features an advanced weapon payload as well as a custom targeting system designed especially for the 325a by WillsOp.
Freelancer MIS: The combination of a Gangleri BP 707 Standard powerplant with a 300i fuselage re-engineered to accommodate twin Hammer Propulsion HM 4.3 thrusters makes the 350r the fastest personal craft you'll ever call your own.
##Stats
DISCLAIMER: These are our current specifications on paper. Some of this is likely to change during the 3D design and game balancing process over the next 24 months. Despite this, they should give a good indication of the relative features and abilities of the ships in the Star Citizen universe.
^Last ^Updated: ^November ^1st, ^2014
| | Freelancer | Freelancer DUR | Freelancer MAX | Freelancer MIS |
|:-----------|:------------:|:------------:|:------------:|:------------:|
| Focus | Mercantile | Exploration | Transport | Militia
| Measurement
| Length | 32.00 m | 34.00 m | 32.00 m | 34.00 m
| Beam | 15.00 m | 15.00 m | 19.00 m | 15.00 m
| Height | 8.00 m | 8.00 m | 8.00 m | 8.00 m
| Null-cargo mass | 26,000.00 Kg | 28,000.00 Kg | 32,000.00 Kg | 30,000.00 Kg
| Structural
| Cargo Capacity | 168 freight units | 148 freight units | 280 freight units | 132 freight units
| Max Crew | 2 persons | 2 persons | 2 persons | 3 persons
| Max Power Plant Size | 5 | 5 | 6 | 5
| Factory Power Plant | Tonerre-00 (4) | Tonerre-00 (4) | Tonerre-00 (4) | Super Tonerre-00 (4)
| Max Engine (primary thruster) | 2x TR5 | 2x TR5 | 4x TR5 | 2x TR5
| Factory Engine | 2x Arc Duo 400 | 2x Arc Duo 400 | 4x Arc Elite 400 | 2x Arc Elite 400
| Maneuvering Thrusters | 8x TR2 | 8x TR2 | 8x TR2 | 8x TR2
| Factory Maneuvering Thrusters | 8x XiTech | 8x XiTech | 8x XiTech | 8x XiTech
| Max Shield | 5 | 5 | 4 | 5
| Shield | GH-146m | Invincible X | GH-146m | Invincible X
| Propulsion
| Main | 2x Arc Duo 400 | 2x Arc Duo 400 | 4x Arc Elite 400 | 2x Arc Elite 400
| Maneuvering | 8x XiTech | 8x XiTech | 8x XiTech | 8x XiTech
| Hardpoints
| Class-1 | | | | |
| Class-2 | | | | |
| Class-3 | 2x S3 - 6x ASIM-09/c Marksman III (3), 2x S3 - 6x Executioner II (2) | 2x S3 - 6x Executioner II (2) | 2x S3 | 2x S3 - 6x ASIM-09/c Marksman III (3), 2x S3 - 6x Executioner II (2), 2x S3 - 6x ASIM-09/c Marksman III (3)
| Class-4 | 2x S2 - 2x FL33 (4) | 2x S5 - 4x FL33 (4) | 2x S2 - 2x FL33 (4) | 2x S5 - 4x FL33 (4)
| Class-5 | 1x S1 - 2x V82-FL (1) | 1x S1 - 2x Available (1) | 1x S1 - 2x V82-FL (1) |
| Class-6 | | | | |
| Class-7 | | | | |
| Class-8 | | | | |
| Class-9 | | | | |
| Additional
| Power Plant | 1 x Tonnerre-00 | 1 x Tonnerre-00 | 1 x Tonnerre-00 | 1 x Super Tonnerre-00
| Shield Generator | 1 x GH-146m | 1 x Invincible X | 1 x GH-146m | 1 x Invincible X
| Storage | | | |
| Other | 1 x Leaper Jump Engine | 1 x Leaper Pro, 1 x Long Range Scanner, 1 x Expanded Fuel Tank | 1 x Leaper Jump Engine | 1 x Leaper Jump Engine, 1 x Express Missile Replenishing system
^^source
#Aegis Idris
##Description
##Stats
DISCLAIMER: These are our current specifications on paper. Some of this is likely to change during the 3D design and game balancing process over the next 24 months. Despite this, they should give a good indication of the relative features and abilities of the ships in the Star Citizen universe.
^Last ^Updated: ^November ^1st, ^2014
| | Idris-M | Idris-P
|:-----------|:------------:|:------------:|
| Focus | ? |
| Measurement
| Length | ? |
| Beam | ? |
| Height | ? |
| Null-cargo mass | ? |
| Structural
| Cargo Capacity | ? |
| Max Crew | ? |
| Max Power Plant Size | ? |
| Factory Power Plant | ? |
| Max Engine (primary thruster) | ? |
| Factory Engine | ? |
| Maneuvering Thrusters | ? |
| Factory Maneuvering Thrusters | ? |
| Max Shield | ? |
| Shield | ? |
| Propulsion
| Main | ? |
| Maneuvering | ? |
| Hardpoints
| Class-1 | ? |
| Class-2 | ? |
| Class-3 | ? |
| Class-4 | ? |
| Class-5 | ? |
| Class-6 | ? |
| Class-7 | ? |
| Class-8 | ? |
| Class-9 | ? |
| Additional
| Power Plant | ? |
| Shield Generator | ? |
| Storage | ? |
| Other | ? |
^^source
#Aegis Reclaimer
##Description
##Stats
DISCLAIMER: These are our current specifications on paper. Some of this is likely to change during the 3D design and game balancing process over the next 24 months. Despite this, they should give a good indication of the relative features and abilities of the ships in the Star Citizen universe.
^Last ^Updated: ^November ^1st, ^2014
| | Reclaimer |
|:-----------|:------------:|
| Focus | ? |
| Measurement
| Length | ? |
| Beam | ? |
| Height | ? |
| Null-cargo mass | ? |
| Structural
| Cargo Capacity | ? |
| Max Crew | ? |
| Max Power Plant Size | ? |
| Factory Power Plant | ? |
| Max Engine (primary thruster) | ? |
| Factory Engine | ? |
| Maneuvering Thrusters | ? |
| Factory Maneuvering Thrusters | ? |
| Max Shield | ? |
| Shield | ? |
| Propulsion
| Main | ? |
| Maneuvering | ? |
| Hardpoints
| Class-1 | ? |
| Class-2 | ? |
| Class-3 | ? |
| Class-4 | ? |
| Class-5 | ? |
| Class-6 | ? |
| Class-7 | ? |
| Class-8 | ? |
| Class-9 | ? |
| Additional
| Power Plant | ? |
| Shield Generator | ? |
| Storage | ? |
| Other | ? |
^^source
Today, the Aegis Surveyor is the company’s best-selling remaining military contract ship. Surveyors are heavy-duty space salvage ships designed for a strong support role. The design isn’t pretty to look at, but it features a variety of rugged specialized tools, all designed for operation in a combat theater: long-range jump drives, launch pods for drones, tractor beams, floodlights and more. Civilian surveyors are also a common site on the frontier, where they are adapted as dedicated salvage ships and explorers. A crew traveling deep space in a Surveyor should be capable of taking home some of whatever mysteries they happen across!
^^source
##What is currently playable?
You currently have access to the hangar when you purchase a pledge package, and then after purchasing an Arena Commander pass you have access to the dogfighting module and the racing module.
Hangar Module:
Dogfighting Module:
Racing Module:
SEE ALSO:
##Description
Now you can own the Next Great Starship! Designed by Star Citizen's backers, the Aegis Redeemer is a powerful fighting ship capable of holding its own in combat with a powerful weapons payload. Dotted with turrets and missiles, the Redeemer also doubles as an armored landing craft capable of delivering armored soldiers for first person combat!
##Stats
DISCLAIMER: These are our current specifications on paper. Some of this is likely to change during the 3D design and game balancing process over the next 24 months. Despite this, they should give a good indication of the relative features and abilities of the ships in the Star Citizen universe.
^Last ^Updated: ^November ^1st, ^2014
| | Redeemer |
|:-----------|:------------:|
| Focus | Gunship |
| Measurement
| Length | 37.50 m |
| Beam | 19.50 m |
| Height | 11.00 m |
| Null-cargo mass | 42,000.00 Kg |
| Structural
| Cargo Capacity | ? |
| Max Crew | 5 persons |
| Max Power Plant Size | 6 |
| Factory Power Plant | Swift D-12 (5) |
| Max Engine (primary thruster) | 2x TR5 |
| Factory Engine | 2x VectorLock Nacelle |
| Maneuvering Thrusters | 12x TR2 |
| Factory Maneuvering Thrusters | 12x Winnowing D2 |
| Max Shield | 6 |
| Shield | ? |
| Propulsion
| Main | 2x VectorLock Nacelle |
| Maneuvering | 12x Winnowing D2 |
| Hardpoints
| Class-1 | |
| Class-2 | |
| Class-3 | 2x S2 - 10x ASIM-09/c Spark III (2) |
| Class-4 | 1x S3 - 2x 11-Series Broadsword (3), 2x S4 - 4x FL33 (4) |
| Class-5 | 1x S3 - 2x 11-Series Broadsword (3), 1x S3 - 2x 11-Series Broadsword (3) |
| Class-6 | |
| Class-7 | |
| Class-8 | |
| Class-9 | |
| Additional
| Power Plant | 1 x Swift D-12 |
| Shield Generator | 1 x Coming Soon |
| Storage | |
| Other | |
^^source
Aegis Dynamics began life in a merger between Earth-based Aegis Macrocomputing and Davien-based Dynamic Production Systems. The former constructed computing systems for the burgeoning spacecraft industry and the latter maintained four systems worth of production yards (including the specialized component factories on their home system). The goal from day one was to build naval spacecraft, and the resulting company was tailor-made for military contract bidding in an era when mankind was marshalling its forces. As Messer consolidated power, Aegis was there to supply spacecraft to his legions. Craft like the Retaliator became synonymous with the government’s iron hand.
With Messer’s fall, Aegis Dynamics seemed destined to fade away. The once-popular hardware supplier of Ivar Messer’s tyrannical regime — closely associated with the horrors of those years — Aegis was all but consigned to the dustbin of history. The company began a significant makeover after the fall of the Messer era; gone was the hard-edged and militant ‘AD’ lighting strike logo, replaced with a softer and less distinctive signifier. The damage of the association was done, however: contracts were cut and the company suffered massive layoffs as military spending went to newer and less-politically-dangerous corporations like Anvil Aerospace and MISC.
Then, a funny thing happened: the civilian world began to adopt Aegis’ military designs for their own purpose. Whether a testament to the increasingly dangerous galaxy or the sheer reliability of Aegis’ weapons of war, the company once fueled by dictatorial government contracts now thrived on the population it once helped oppress. Retaliator bombers were no longer the feared symbols of government power; instead, they became personal transports, mobile homes, mining spacecraft and even firefighters. The burdens of Aegis’ past began to lift and the company began to focus on civilian variants for their current-generation designs.
The Avenger began its life serving dutifully as the premiere front-line carrier plane of the late 28th century. Avengers racked up a number of impressive space-to-space victories in that era, but were ultimately supplanted by more maneuverable designs like the Hornet. With space combat focusing more on skilled maneuvering than pure weapons storage, the Avenger fell out of active duty with the military and was repurposed as the standard ship for Advocacy and local law enforcement. Today, the military will still use Avengers as trainers; the two-seat variant is a forgiving first spacecraft for new pilots.
The current civilian model Avenger is marketed towards bounty hunters, with the second seat removed for direct access to the hold. Munitions storage has also been replaced with traditional cargo hooks, and (perhaps most importantly) the standard exterior flight line ladder entry system has been replaced with an internalized solution that allows the pilot to more easily maintain control of access (and egress).
The Retaliator, once the symbol of Messer’s iron fist, has transitioned along with the company to become an all purpose spacecraft design. With over two centuries of design evolution, modern day Retaliators barely resemble the original model. Built first as a ground-based strategic bomber, the Retaliator is capable of delivering a heavy payload of bombs to a planetary target or an array of shipkiller torpedoes to any size of capital ship. It was exactly this modularity that allowed civilian pilots to adapt the Retaliator for their own purposes: adaptable bomb bays could be swapped for after-market living quarters, cargo racks or other, more exotic options. Added to this was the vast quantity of surplus Retaliators stored in low-humidity conditions around the galaxy, making them a cost-effective option for pilots looking to make a start with a larger crewed spaceship.
The resulting ‘do it yourself’ nature of Retaliator ownership has caused an interesting, ship-specific culture to flourish. Though they come from all walks of life, civilian Retaliator pilots have formed something of a brotherhood around their love of their “Talis.” So-called ‘bomber boys’ organize Retaliator conventions and compete to find the most interesting new uses for the spacecraft. BB gatherings may bring thousands of the ships together at once, and provide an interesting sight for anyone caught in the middle.
Today, the Aegis Surveyor is the company’s best-selling remaining military contract ship. Surveyors are heavy-duty space salvage ships designed for a strong support role. The design isn’t pretty to look at, but it features a variety of rugged specialized tools, all designed for operation in a combat theater: long-range jump drives, launch pods for drones, tractor beams, floodlights and more. Civilian surveyors are also a common site on the frontier, where they are adapted as dedicated salvage ships and explorers. A crew traveling deep space in a Surveyor should be capable of taking home some of whatever mysteries they happen across!
Idris corvettes are one of Aegis’ larger present-day designs (in prior years, the company’s shipyards turned out everything up to battlecruisers.) The original Idris-M is a warship that serves alongside ships-of-the-line in the UEE Navy. Fast, armored predators, Idris-Ms are used for everything from long duration patrols to scouting dangerous jump points to inderdiction. A properly-outfitted Idris with an effective crew can serve as a torpedo boat; in rare instances, the Idris has even used its speed and maneuverability advantages to scuttle opposing cruisers.
Militia units have also adopted the Idris, in its lighter Idris-P variety. The Idris-P removes the spinal mount weapons platform found on the M, in exchange for additional cargo storage and a higher effective top speed. Idris-Ps frequently carry several light fighters and are used for antismuggling operations. It is not uncommon to come across an Idris-P laden with multiple prizes. The most brazen pirate clans are even known to target non-military Idrises for this reason!
The Idris-P patrol design is available in limited quantities on the civilian market, and it continues to rehabilitate Aegis’ reputation, having become something of a luxury item. Idris captaincy is considered a prestigious position and Citizens frequently compete to purchase the limited number of civilian craft the company can produce. An Idris isn’t just a luxury item: these crewed ships can effectively transport cargo, explore distant worlds or take on any other role, all while involving a larger crew than a Freelancer or a Constellation.
^^source
##Aegis is supposed to be a failing company but its popularity is high among fans. Will this impact the company in the Persistent Universe?
^^source
The Avenger began its life serving dutifully as the premiere front-line carrier plane of the late 28th century. Avengers racked up a number of impressive space-to-space victories in that era, but were ultimately supplanted by more maneuverable designs like the Hornet. With space combat focusing more on skilled maneuvering than pure weapons storage, the Avenger fell out of active duty with the military and was repurposed as the standard ship for Advocacy and local law enforcement. Today, the military will still use Avengers as trainers; the two-seat variant is a forgiving first spacecraft for new pilots.
The current civilian model Avenger is marketed towards bounty hunters, with the second seat removed for direct access to the hold. Munitions storage has also been replaced with traditional cargo hooks, and (perhaps most importantly) the standard exterior flight line ladder entry system has been replaced with an internalized solution that allows the pilot to more easily maintain control of access (and egress).
^^source
##What are Organizations?
Organizations on the Roberts Space Industries website are groups of site members, with their own distinctive information and looks. Each Organization has its own Name and SID (two different Orgs can have the same Name, they can be told apart by their SID : the SID is a unique string of up to 10 uppercase characters). Organizations that are created on the website are destined to perdure into the future Star Citizen environment.
^^source
##Will we keep our Organizations once the game comes out?
The plan is for all player organizations to be persistent into the game’s universe once it comes out. So start building, expanding and engaging, you’re in it for the long run!
^^source
##What is a Spectrum ID?
A Spectrum ID, or SID, is the unique chain of up to 10 characters that is used to identify an Organization in the Spectrum channels. Due to restrictions in the channel’s encryption, this SID must be composed solely of uppercase alphanumeric characters. Before joining an organization, be very careful that you’re not joining a doppelgänger by checking the SID!
^^source
##How do I join an Org?
Only users who are backers or have a game package can become part of an Organization.
There’s actually two ways to join an Organization: either by applying through the group’s page, or by invitation from the group itself. If you find a group you’re interested in joining, you can fill out an application in their Recruitment section, which will then be reviewed by the leadership. If they like you, you’re in! (Organizations can enable or disable public recruiting.) If you’re the kind of group that wants to actively recruit, you can invite members directly. In that case, the user would receive a request that they would need to approve in order to join the organization. Keep in in mind that while players can come and go as they please, they can join only one organization at a time (for now).
^^source
##How can I be part of more than one Org? What are “Mains” and “Affiliations”?
The new system allows any backer or owner of a game package to be part of up to 10 organizations at once. However, backers in multiple Orgs may choose one to be their Main Org and this is what will be displayed in your Forum info and your Profile Overview. The others will be known as “Affiliations”.
^^source
##What’s the difference between a Member and an Affiliate then?
An Org’s Members are the users who chose this Org as their Main. This means that they’ve chosen this Org to be displayed prominently in their Profile, but it also means that they’re allowed to have a Role in that Org (Recruiting, Branding… any kind of responsibility). Affiliates cannot have a Role in an Org.
^^source
##How do I choose my Main Org?
If you go to your Personal Account Settings, you’ll be able to choose your Main Organization: you can select “Set as Main” to any affiliation, making it your Main. You can also select “Set as Affiliation” your Main, to make it an affiliation. This means that you’re perfectly allowed to have no Main, just affiliations.
Be aware though that if you select “Set as Affiliation” on your Main, you’ll automatically lose any Role (meaning permissions) that you had in it.
^^source
##What does “Visibility” mean for an Org Member or Affiliate?
We’ve introduced the concept of Membership Visibility to give you control over what other backers can see. When you join an Org, either as your Main or as an Affiliation, you’ll immediately be asked to choose a Visibility.
^^source
##What are the types of Visibility?
There are three types of Visibility:
Public: Everyone can see you’re part of that Org. It shows up in your Citizen Dossier, and you show up in its Member list.
Redacted: People can see that you’re part of “an” Org, but can’t see which. Your Citizen Dossier has a “Redacted” block where that Org would be, and you show up as “Redacted” in its Member List. All “Redacted” blocks make it impossible to trace the Member or the Org. (Note: the Org’s Officers can still see you clearly in their own Admin view. They were the ones who recruited you anyway)
Hidden: Nothing shows up in your Citizen Dossier. It’s like you were never part of it. The Org’s Member List shows a blank card where you would be. (Note: Again, the Org’s Officers can see you clearly in their Admin view)
^^source
##I am getting spammed by organization invites. Help!
You can choose to block unwanted organization invites by toggling the option found in the settings section of the Account Overview. The Account Overview can be reached by clicking the settings option in the MY RSI drop down.
^^source
##What is an Archetype?
An organization is basically what its members and administrators want it to be. We have set up 5 basic archetypes for organizations, but they are exclusively role-play elements, and have no incidence whatsoever on the system, or the future game.
Corporation – a for-profit business entity. A corporation is a great choice for everything from shipping flo-pets to Goss II to organizing a hostile takeover of Origin Jumpworks.
PMC (Private Military Company) – For organizations with a taste for combat. Focuses for PMCs include escorting cargo runs, hunting for pirates or helping the UEE take on the Vanduul.
Faith – Organizations that have come together for a single cause or under a single banner. This could be rebels fighting for Terran independence… or the devout followers of the LAMP!
Syndicate – Common interest groups for those who operate on the edges (or outside) of the law. There’s safety in numbers when you’re moving contraband through Spider or preying on hapless cargo ships.
Organization – Want to make your own way without any previous association? Feel free to keep with the default nondescript type!
Again the Archetype does not have any impact on how the Organization works as an entity.
^^source
##What are activities?
Activities (Exploration, Trading, Piracy, Smuggling, Defence, Resources, Transport, Scouting, Infiltration, Engineering, Freelancing and Bounty Hunting) are purely role-play elements, to help members gather around their shared interest in certain aspects of the game. They have no impact on the organization itself other than displaying the information on their front page.
^^source
##What are ranks and roles?
*The administrators of an Organization have the option to attribute a Rank to any member : this is purely a specific status to signify the importance that a member has earned in the organization. It can be wor with pride, but offers no specific rights.
On the other hand, an organization’s Founder can give Roles to other members, in order to delegate some of the org’s management.*
A member can have any number of roles:
- Owner can do anything, from recruiting to customization, to simply disbanding the organization.
- Recruitment can send out invites to the org, and accept or deny applicants
- Officer can manage the org’s members, and their roles/ranks, as well as moderating the Org’s private Chat channel.
- Marketing can change the org’s public appearance, official texts, history, manifesto and charter.
^^source
##How do I leave an organization?
You can choose to leave the org you’re in by going to the Organization section of your Profile Settings. Follow this link
^^source
##How do I dissolve my organization?
To dissolve an organization click on the admin section while on the organization main page. Once in the admin area, click on settings then ownership. There you will see the option to dissolve the organization.
^^source
##I dissolved my organization, but now I want it back. What can I do?
When you dissolve an organization, everything in it is pretty much lost. So there’s really no way of just putting it back up.
^^source
##I transferred ownership of my organization to someone else, but now I want it back. What can I do?
The process of transferring organization ownership is irreversible and cannot be undone.
^^source
##Where would I report any bugs I may find while using the organization system?
Please report any issues you may find in the Organizations / Chat area of the Test Pilot Headquarters found here: https://forums.robertsspaceindustries.com/categories/organizations-chat
^^source
##Timeline
- 2075: The Stars Get A Little Closer
- 2113: When Do We Go Too Far?
- 2120: Give These People Air
- 2125: A Dark Day
- 2140: A Ship in Every Garage
- 2157: Blue Skies on Mars
- 2214: The March of Progress
- 2232: The First Push
- 2262: The Neso Triangle
- 2271: One Small Jump for Man
- 2380: Together We Rise
- 2438: Hello
- 2460: Breathe Free
- 2516: A Better Earth
- 2523: The Three Pillars
- 2530: The Galaxy Gets Bigger
- 2541: Awfully Crowded in My Sky
- 2544: The Battle of Idris IV
- 2546: A Leader Rises
- 2610: Tears of Fire.
- 2638: A Call for Sovereignty
- 2681: Scorched Earth
- 2757: The Painfully Short Life of Anthony Tanaka
- 2758: Not in Nottingham
- 2789: A Cold War Thaws
- 2792: The Tide Rises
- 2795: A Kinder, Gentler Human
- 2800: The Neutral Zone
- 2872: Behold Sisyphus
- 2884: A Dangerous Flight
- 2920: The Money Pit
- 2928: Campaign Promises
- 2931: Kellar's Run
- 2944: Xi'An Store Opens in UEE
Bacchus System
Cathcart System
Charon System
Chronos System
Crowshaw System
Eealus System
Elysium System
Ferron System
Fora System
Garron System
Geddon System
Hades System
Hadrian Sysem
Hadur System
Helios System
Idris System
Kallis System
Kellog System
Kiel System
Leir System
Nemo System
Oberon System
Orion System
Osiris System
Oso System
Rhetor System
Sol System
Tal System
Trise System
Tyrol System
#Aegis Retaliator
##Description
##Stats
DISCLAIMER: These are our current specifications on paper. Some of this is likely to change during the 3D design and game balancing process over the next 24 months. Despite this, they should give a good indication of the relative features and abilities of the ships in the Star Citizen universe.
^Last ^Updated: ^November ^1st, ^2014
| | Ship 1 |
|:-----------|:------------:|
| Focus | ?
| Measurement
| Length | ?
| Beam | ?
| Height | ?
| Null-cargo mass | ?
| Structural
| Cargo Capacity | ?
| Max Crew | ?
| Max Power Plant Size | ?
| Factory Power Plant | ?
| Max Engine (primary thruster) | ?
| Factory Engine | ?
| Maneuvering Thrusters | ?
| Factory Maneuvering Thrusters | ?
| Max Shield | ?
| Shield | ?
| Propulsion
| Main | ?
| Maneuvering | ?
| Hardpoints
| Class-1 | ?
| Class-2 | ?
| Class-3 | ?
| Class-4 | ?
| Class-5 | ?
| Class-6 | ?
| Class-7 | ?
| Class-8 | ?
| Class-9 | ?
| Additional
| Power Plant | ?
| Shield Generator | ?
| Storage | ?
| Other | ?
^^source
The Retaliator, once the symbol of Messer’s iron fist, has transitioned along with the company to become an all purpose spacecraft design. With over two centuries of design evolution, modern day Retaliators barely resemble the original model. Built first as a ground-based strategic bomber, the Retaliator is capable of delivering a heavy payload of bombs to a planetary target or an array of shipkiller torpedoes to any size of capital ship. It was exactly this modularity that allowed civilian pilots to adapt the Retaliator for their own purposes: adaptable bomb bays could be swapped for after-market living quarters, cargo racks or other, more exotic options. Added to this was the vast quantity of surplus Retaliators stored in low-humidity conditions around the galaxy, making them a cost-effective option for pilots looking to make a start with a larger crewed spaceship.
The resulting ‘do it yourself’ nature of Retaliator ownership has caused an interesting, ship-specific culture to flourish. Though they come from all walks of life, civilian Retaliator pilots have formed something of a brotherhood around their love of their “Talis.” So-called ‘bomber boys’ organize Retaliator conventions and compete to find the most interesting new uses for the spacecraft. BB gatherings may bring thousands of the ships together at once, and provide an interesting sight for anyone caught in the middle.
^^source
What are Alpha Slots?
Packages with Alpha Slots will be allowed free access to all of Star Citizen’s pre-release modules, including the Dogfighting, First Person Shooter and others. Our goal was to make Alpha Slots available to our earliest backers, the people who first helped make Star Citizen’s existence possible!
How was the number of Alpha Slots generated?
The initial number of Alpha Slots was calculated based on the number of ‘universe servers’ the programming team believed we could reliably budget for our module rollout. As Star Citizen’s funding has increased, we have been able to go wider and increase the number of first pass slots (you may recall that an earlier stretch goal created more slots by dedicating funds specifically to this purpose.)
Do I need an Alpha Slot to play the Dogfighting Module?
Every account with an Alpha Slot will be eligible to play the Dogfighting Module. If your package does not include one of the ships scheduled for the first release, you will be able to play with a ‘loaner.’ Later backers who do not have an Alpha Slot on their account will be given the option of purchasing a Dogfighting Pass to join the fun!
Can I still play without an Alpha Slot?
Players who join Star Citizen after the slots are gone will have the option of purchasing $5 passes to play the individual alpha modules, with the money going to cover the additional server bandwidth necessary. (For phased launches, like the upcoming Dogfighting Module, passes will not be available until servers have been allotted to all existing backers.) Note that you will need a separate pass for each future module.
Why didn’t I need an Alpha Slot for the Hangar Module?
Since the Hangar Module does not have online multiplayer enabled, we felt comfortable making it available to all backers regardless of Alpha Slot status.
Will you ever add more Alpha Slots?
No. Once the current allotment is over, no more Alpha Slots will be added to the counter. Going forward, players who miss out on the free Alpha Slots may test individual modules by purchasing a module pass (which covers the cost of additional hardware) in addition to their ship package.
What are Beta Slots?
*Beta Slots refer to those assignments for joining the future beta test of Star Citizen’s persistent universe. As this launch is further in the future, we have not yet made a final decision on the number of Beta Slots that will be necessary.
Can you buy Alpha Access?
No, Alpha slots are no longer available.
Can I trade my Alpha Access to another account?
Yes. Alpha slots are attached to individual packages. If you have a package with access on your account, you can gift it to any other account.
If I melt my ship do I still have Alpha Access?
No. You will have alpha access as long as you have one package with an alpha slot on your account. If you reclaim this package, you will lose alpha access. The system will now warn you before you attempt to reclaim your final alpha package.
Where can I find if I have Alpha Access?
You can check the contents of any package by selecting the “My Hangar” section under the “My RSI” listing at the upper right of the website.
Will I lose my Alpha Access if I upgrade my ship?
You will lose alpha access if you reclaim your package in order to upgrade. You will not lose alpha access if you purchase a separate “ship upgrade” or “cross chassis upgrade”.
Will the Arena Commander pass include the Hangar Module?
At the moment, all packages will continue to include the Hangar Module. Access to the hangar module may become limited in the future as it transitions to an online environment which is connected to other modules.
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What is insurance?
Pilots in Star Citizen can purchase insurance policies for their ships, modifications and cargo. This ensures that your ship will be replaced and/or its modifications and cargo will be subsidized should you be destroyed in a fight 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.
Will this 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 tariffs (if in a system with lots of infrastructure and law and order), fuel (if you don’t 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 financially but instead be a reasonable running cost that relates to the risk / reward profile of the systems flown.
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 finite insurance package for their ship. This can be anywhere from 2 months to 12 months depending on the ship and policy type. It is also included in the “concept sale phase” of ships. Lifetime insurance does not exist for modifications or cargo.
What happens if I don’t have insurance?
Your character will have to buy a new ship with any credits he has, or if he doesn’t have enough credits fly missions for a third party (both NPC and player) until he’s earned enough to buy his own ship again.
Will ships I add to my account have lifetime insurance?
No, lifetime insurance is not account based, and is only included on the items mentioned above.
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.
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.
Will my insurance carry over to ships I have applied a ship or cross chassis upgrade to?
Yes, the insurance would be transferred to the upgraded ship/package.
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.
Can I insure alien or one-off ships?
You cannot insure them through the standard UEE-bonded insurance process, although other options will be available. The only exception is the limited number of Vanduul fighters sold through the RSI site during the pledge campaign; these ships do have lifetime insurance included.
What are the differences between “standard insurance” and “lifetime insurance”?
Lifetime Insurance:
Replaces your ship hull in the event of destruction or theft. Hull is replaced with an identical model in equivalent condition. Effective indefinitely with no additional in-game fee.
Standard Hull Insurance:
Replaces your ship hull in the event of destruction or theft. Hull is replaced with an identical model in equivalent condition. Effective for a set period of time: currently one, three or six months. Must be renewed with in-game credits once expired.
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 flying 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 fly 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 effort 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 hull’s 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.*
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##What qualifies 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 floating 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 you’re 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 won’t be common unless you are participating in a lot of boarding actions or flying in areas where there is no law and order. Please note that it will not ultimately be a single, static counter: taking different risks and dying in different ways will impact your overall survivability at different rates. Remember, the key to Star Citizen is visceral realism: so while the system works this way under the hood, there’s 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 flight) the server attempts to take you to “auto pilot”. If you’re 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 it’s successful the server will then place your ship back on the planet you last landed on. If not, and you haven’t 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 player’s 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.
##How long do I float in space before being “rescued”?
When you eject in an active battle instance you can float 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 player’s property but you’re putting yourself at the most risk possible. It’s possible you’ll just lose an eye or a jaw… but there’s also a very small chance you’ll 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 griefing?
We believe this system will actually dis-incentivize griefers: If you’re a player who wants to camp out in a safe area to kill new players, you’ll 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 character’s death a lot quicker than the new players you’re 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 specifications will help reduce the incentive to grief. But we’re also aware that everything will need to be balanced once the game goes live. So that’s 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 difficult 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 fighter to eject you after a certain amount of damage has been suffered.)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 (effectively 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. We’ll allow you the option to set the game to infinite 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 pilot’s 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 off 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. We’re building a combat game and are going to do everything possible to encourage players to dogfight and otherwise battle each other. In most dogfights, even if your ship is destroyed, you won’t lose a life as it’s 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 don’t want them to die!
We’re 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 first time will pass on: Citizenship, credits earned, starter ship and the like. If your beneficiary 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.
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