Relayhttps://relay.sc/feed/atom2017-02-21T12:00:22+00:00https://relay.sc/article/dissecting-stanton-system-mapDissecting the Stanton System Map2017-02-18T15:00:00+00:002017-02-18T15:27:32+00:00Nehkarahttps://relay.sc/contributor/Nehkara Yesterday on Around the 'Verse, Foundry 42 UK showed off a map of Stanton they have been using as an internal tool.
I've taken a long, hard look at this map and there are some interesting features.
I think the first thing to point out is that the scale is impressive, zooming out from microTech:
to the local microTech system (planet and moons):
and then to the entire system:
Once you can see the whole system you can hardly see where you started off.
The second major topic is that I believe this map is entirely focused around mobiGlas production (indicated with a green circle) on microTech.
Visible in yellow pentagons on the map we have:
Optical ProcessorsQuantum HyperconductorsThermoplasticsSynthetic Gems?????? (There is a resource represented by a yellow pentagon that is illegible)These are factories or facilities producing intermediate products, components, for the mobiGlas. Some of these facilities seem to be located on space stations while others are based on moons or planets. Large space stations seem to be indicated by white circles indicating Hubs.
Red squares seem to indicate an ore hub or refinery, with red triangles representing the sources of the ores, and the red lines showing the flow of ore throughout the system to the various factories. The source here is obviously asteroids.
Blue squares seem to indicate a liquid hub or refinery, with blue triangles representing the sources of the liquids, and the blue lines show the flow of liquids throughout the system to various locations. I would guess the sources would be nebulas or comets.
Similarly with gases, orange squares for gas hub or refinery, with orange triangles for the gas sources, and the orange lines showing the flow of gases around the system. For gases in this instance I believe the source is likely nebulas.
I suspect some of these liquids and gases are fuels while others may be raw materials.
You can clearly see the lines from all of these materials flowing to stations and factories.
In addition, the teal circles are jump points to other various systems (Magnus, Pyro, Terra).
From looking at the map I also believe that it is showing the nearest sources of the required items.
What this shows us is the complexity of the underlying economy in Star Citizen. For every product such as mobiGlas in the game, there are components that go into producing it which are themselves created from raw materials.
Raw materials are mined, transported, refined, possibly transported again, and then used to make components (such as Optical Processors). Those components are manufactured and then transported to another factory to be combined with other components to create a product.
This type of complex economy should create a dynamic game universe as disruption of any of these processes would have a rippling effect through the economy and spawn missions to resolve the disruption. Beyond missions, this ripple would also affect the availability and pricing of the raw materials, components, and final product itself.
- A MISC Prospector pilot takes a mission to provide platinum ore to an ore refinery, as the refinery is running low on its finished product. The Prospector finds a platinum ore field nearby the refinery and begins mining. Once full of ore, the miner flies to the refining station.
- The ore refinery pays the Prospector pilot for delivering the unrefined ore and produces pure platinum from the ore.
- Component factory aboard a space station contracts a MISC Hull B to deliver pure platinum from the refinery.
- Hull B pilot picks up platinum shipment from Refinery and transports it to the component factory.
- Component factory aboard the space station pays the Hull B pilot for delivery of the refined platinum and uses it, along with other raw materials similarly sourced, to manufacture Optical Processors.
- Factory on microTech contracts Freelancer pilot to deliver Optical Processors to be used in production of mobiGlas.
- Freelancer pilot picks up shipment from Optical Processor component factory. However, before he departs he visits the local bar and contracts a Sabre pilot to defend him as the Optical Processors are very valuable cargo. Bartender overhears conversation and informs local pirate group.
- While trying to deliver the cargo to microTech, the Freelancer and Sabre are interdicted and attacked by a pirate fleet consisting of 3 Cutlass Blacks, an Avenger Warlock, and a Caterpillar. Unfortunately despite a valiant effort the Sabre is quickly destroyed, although the pilot escapes in time. The Freelancer is disabled and boarded, its cargo stolen by the pirates.
- The Freelancer pilot initiates call for help and then EVAs and recovers the injured Sabre pilot, providing first aid once back aboard.
- Freelancer messages factory on microTech about pirate attack.
- mobiGlas factory issues missions to:1) Find and destroy pirate fleet.2) Deliver new shipment of Optical Processors- New order for Optical Processors initiates new missions for:1) Platinum ore at Refinery2) Pure platinum at Component Factory
- Crucible pilot receives distress call and quantum jumps to the disabled Freelancer. Crucible repairs the Freelancer rapidly. Freelancer pilot pays Crucible pilot for repairs.
- Rescued Sabre pilot agrees to serve as gunner aboard Freelancer until his new Sabre is ready.
Thank you for reading! Keep in mind this article contains a lot of inference based on the available information. It should not be taken as fact.
Stanton Map in ATV
Album of Images from Stanton Map https://relay.sc/transcript/happy-hour-february-17th-2017-summaryHappy Hour: February 17th, 2017 Summary2017-02-17T20:01:00+00:002017-02-18T00:08:01+00:00CanadianSyruphttps://relay.sc/contributor/CanadianSyruphttps://relay.sc/transcript/around-the-verseAround the Verse: Super Hornet & Multi-Region Servers2017-02-17T00:21:00+00:002017-02-17T04:16:47+00:00StormyWintershttps://relay.sc/contributor/StormyWintershttps://relay.sc/fiction/tic-talk-tonight-elias-portwinTic-Talk Tonight: Elias Portwin2017-02-15T17:00:00+00:002017-02-15T17:50:16+00:00StormyWintershttps://relay.sc/contributor/StormyWinters Welcome to the newest edition of Tic-Talk, the transcript that follows is the full interview as conducted by Indira Nooyi with our guest interviewee, Elias Portwin, captain and operator of the Bolide. Interview was carried out at the Central Advocacy Detention Centre in the Ferron system on February 14, 2947.
Indira Nooyi(IN): Good evening and welcome to another edition of Tic-Talk, I’m your host for the evening Indira Nooyi and with me tonight I have the captain and operator of the mining ship, the Bolide. Thank you for granting us this interview, Mr. Portwin.
Elias Portwin(EP): Uh… It’s my pleasure ma’am. It’s just good to be able to tell my side, you know?
IN: Indeed and we are looking forward to giving you the opportunity to tell your side. Now… Mr. Portwin, please tell us a bit about yourself. Where are you from? How did you become a miner? A few personal details of that nature.
EP: I’m from Tram, on Asura, here in Ferron. Things are tough there… but there’s still a lot of mining know how to go around. My family were some of the lucky ones, still have a bit of money. My parents made a living off of refurbishing and selling used mining equipment. I worked with my folks until I had enough credits for my beautiful Bolide.
IN: Thank you. For those folks unfamiliar with the events that have brought you here tonight. Could you in your own words give our viewing audience a little backstory on what happened?
EP: Well, ya see, I’d had a few run-ins with the Chomper crew. They were always tailin’ me, because I actually know how to find the veins. They’re a gang of talentless thieves, they are.
Anyhow, I had uncovered this beauty cluster of platinum asteroids here in Ferron and I was ‘bout to start up my drillin’ when along came the fuckin’... wait, can I swear?
IN: Well, this is a live feed and would prefer if you kept it to a general tone in terms of language, please continue. You mentioned a vein of platinum...
EP: Yeah… yeah. I’d found some nice platinum asteroids out on the ragged edges of Ferron. Along came Chomper to try to push me out. Ya see, Orions have weapons. Not much a little Prospector like Bolide can do to defend a claim. I sure don’t have the credits to hire mercs.
I had had enough, ya know? It’s hard enough gettin’ by out there in the black all by your lonesome without a monstrosity like that breathin’ down your neck. So I decided to do something about it.
IN: I see, but Ferron is a system open to trades like miners such as yourself to scout and claim these precious resources. So the Chomper, Orion mining vessel, had equal opportunity and rights to chase the same veins of resources you yourself were. I guess my question would then be, did you consider what it would mean for yourself if you decided to take the situation into your own hands?
EP: With all due respect Ms. Nooyi, I don’t think you know what it’s like out there. Code among miners is that if you discover a claim and are actively mining, that’s yours. Full stop. They just waltzed in there throwing their weight around… like they always do. Did I consider what it would mean when I ruffled their feathers? Honestly, not really ma’am. I was angry and fed up.
IN: Such rash action has in turn brought you into Advocacy custody waiting to hear whether or not charges are going to be laid against you or more than likely what charges will be brought forward. So in your eyes, was it worth it in the end?
EP: You don’t pull your punches, do ya miss? I… well, you know, at the time it was pretty rewarding to finally get a chance to stand up for myself. But I know it was wrong. And was it worth it, really? No… not in the end.
IN: Just for the record, do you know of or are you acquaintances with the Chomper’s captain? I know in some of these industries you run across the same people from time to time. It wouldn't take much to build a small personal grudge if one was rubbed the wrong way on a prior occasion.
EP: Yeah, I know him. As I said, we’ve had some run-ins. He’s always on me because I’m good… makes the life of his crew easy to use me as a dowsing rod. We’ve had words… many times. I was tired of bein’ used.
IN: It would then not be much of a stretch to say that this was more or less a simmering pot ready to boil over. I can understand how frustrating this whole situation could have been for you and in the end I think you can probably count yourself lucky no lives were lost during this incident.
Now that we heard your version of events in your own words, I would like to just get some clarification on how things unfolded. To my knowledge, it was stated that you maneuvered an asteroid into the Chomper which then caused significant damage. Could you please elaborate for me not only how you managed that but what gave you the idea in the first place?
EP: Yes ma’am. Well, you see… I love the Bolide but she comes equipped with just the one set of small guns up front. Not much protection and completely useless to actually attack anything. So I had to come up with somethin’ more… improvised.
I discovered awhile back that if you pour energy into your front shields and are very gentle with the initial contact, you can actually push asteroids with the Bolide. I settled her nose into an impact crater on an asteroid about half the size of the Orion. I poured my power into shields, engines, and a bit into the tractor to keep the rock tight to the shields… and I pushed it right into Chomper. Those Orions are like freakin’ space whales. They can’t move worth sh… uh… worth anything.
It smashed right into them, wrecked their engines before they could do anything about it. I knew I want you to know… I knew it wouldn’t destroy them. I didn’t want to. I just wanted to push back a bit… stand up for myself.
IN: Since you’ve now had a chance to tell your side of the story, what was your reasoning for accepting this interview? Aren’t you concerned the information you gave today can be used to incriminate you?
EP: Ms. Nooyi, I haven’t hidden anything. The sensor data from Chomper, the sensor data from Bolide. It’s clear what happened. I’m not going to avoid punishment. I hope that the judge in my case will take into account the history involved but there’s no need to try and twist the truth. I’m glad no one was hurt. I just wanted a chance to tell folks my side of what happened. Thank you for giving me that chance ma’am.
IN: Thank you for sitting down with me this evening, I do wish you the best of luck going forward. I’m Indira Nooyi and this has been another edition of Tic-Talk, thanks for joining us and see you next week. https://relay.sc/podcast/relay-station/relay-station-relay-station-episode-9Relay Station: Episode 92017-02-15T15:46:00+00:002017-02-15T16:32:23+00:00Nehkarahttps://relay.sc/contributor/Nehkara Joining Shiver this week was myself, Nitro, and Fastcart. An eclectic group if you've ever seen one!
There was a ton of Star Citizen news this week so we dove into Around the 'Verse, 2.6.1 news, Happy Hour, Newsletter, and the Monthly Report!
Towards the end of the show there is even a brief "edutainment section".
We hope you enjoyed the show! If you want something a little shorter and more news-focused, check out Shiver and I on Relay Replay for February 12th, 2017!Special thanks to Nitro for producing the show! https://relay.sc/podcast/relay-replay/relay-replay-february-12Relay Replay: February 12th, 20172017-02-15T15:38:24+00:002017-02-15T15:38:24+00:00Nehkarahttps://relay.sc/contributor/Nehkara Around the Verse:
2.6.1 Has gone live to the Evocati featuring improvements to ships, weapons, and gameplay modes as well as multiple bug/crash fixes, MegaMap for singleplayer and the long awaited Regional servers for Europe and Australia.
Forrest has been working on the hologram tech used for briefing pilots on capital ships which will be featured in Squadron 42.
Rob Reiniger has completed the shopping kiosk design document and is now discussing the timeline for implementationThe kiosk interface supports shopping for items (clothing, weapons, components, etc.) and landing pad services (refueling and repairs)Animation Team is polishing useable animations (table leans) and creating the female versions of pre-existing animations (work zones, table leans)Ship Animation Team has been polishing the combat speed cockpit enter and exit animationsNext the team will begin implementing new interactive cockpit start up sequences for the different cockpit typesChris Smith and Josh Coons have been progressing with the improved Super Hornet and the Drake Cutlass Black respectivelyDevOps are working towards supporting multi-region server deployment and plan to use data centers around the world to spin up more servers in North America, Europe, and Australia.Ship Pipeline: Concept to Greybox
Luke Davis, Foundry 42 Producer, has seen the ship pipeline move from disjointed outsourcing to a more efficient template driven in-house processJim Martin really likes the cheat sheets they provide that helps to guide him in the creative processLuke Davis states it's more about more about function of the design in game than making a pretty shipElwin Bachiller takes the concept model and rebuild it due to polycount and technology constraints while making changes along the way with some being in the white box phaseJim Martin states that once the process begins the collaboration keeps everyone honest and the creativity productiveOne of the biggest issues with concept is getting the metrics right and being in constant communication with the other disciplines to make sure everyone is happy with what they're responsible for on a given shipIn the whitebox phase a rough blockout of a ship is made and it can fly around, shoot, basically do the basic things you would expect a ship to do in order give to give an idea of the final product.Greybox phase is where they add almost all the art geometry using a technique that is like custom normals, but without the taxing cost of it. Closer to finalized animations are also added in this phase.More finalised animations in this phase: landing gear, ladders, cockpit canopies, etc. because they can't build the final geometry until they know how it movesTech Design gets more involved as it moves into greybox with the goal of making it flyable and giving the other disciplines something to work with.They also start on more nuanced set up: hook up thrusters, properly seat guns, ensure everything is functioningShips are built with view to the feeling they are to invoke: sleek, clean and luxurious vs. claustrophobic and unsafeCharacter can also be communicated through animations: smooth and quick movements suggest everything is okay, while jerking and scraping suggests some dilapidationThe team has improved their workflow between Art and Design so they don't have to worry about overwriting each other's workHappy Hour
Today's guest on Happy Hour were Lead Writer, Dave HaddockIt's possible there are alien races that haven't been discovered, but if they said there were, then they wouldn't be undiscovered. Also primitive races are protected by the UEEs Fair Chance Act in that one cannot tamper with the progress of a less technologically progressed race.Mission givers will be diverse for 3.0 and beyond. Miles Eckhart won't be the only kind of mission giver out there, plus quest givers like Miles Eckhart may be "Good" or "Bad" depending on your reputation with them and what you're seeking so the "Good/Bad" guys won't be clearly defined always.Missions where there's different perspectives on a same mission, I.E good/bad is still being discussed on how they would implement it for certain mission.The stereotype Xi'An's have about humans is that they're emotional and impulsive. Xi'An's are the only non human race with defined stereotypes of the humans. The Banu love humans, but only because they love everyone that doesn't kill them.When it comes to getting benefits from an alien race for example, they don't want players to have to know an entire language just to get a benefit, but open doors to them for opportunities that a player may not have gotten if they didn't know the culture. They want to prevent players from getting left out in the cold because of time invested, but still make it interesting for those who do invest the time to learn the cultures.Creating large scale events ingame is something that will be looked at more in detail when it becomes relevant. They'd like to do big events, but also want to not waste dev time by creating an event that is a one time thing and then never used again, they want to be able to incorporate things in such a way that they can use them again, but be impactful when used a certain way. https://relay.sc/transcript/citizens-of-the-stars-episode-3Citizens of the Stars: Episode 32017-02-13T18:00:00+00:002017-02-15T17:47:14+00:00StormyWintershttps://relay.sc/contributor/StormyWintershttps://relay.sc/article/january-2017-monthly-report-summaryJanuary 2017 Monthly Report Summary2017-02-11T04:04:38+00:002017-02-11T04:04:38+00:00CanadianSyruphttps://relay.sc/contributor/CanadianSyrup January 2017 Monthly Report
CIG Los Angeles
Engineering has been busy with the new Modular Character Customisation screen.Working on bringing the core systems online that allow Solar system sized mapsThese include reimagining entities, fundamental components such as lights, radar system and level hierarchies.First technical application of node-based controller managers was introduced which enables improved networking of item components that also benefits Multi-crew gameplayNew damage controller for explosive props and destroyable objects to the Item System framework.Tech Design
Buccaneer and Cutlass black have entered greybox phase.Aurora update coming along well.Prototype by Calix on players interacting with the world and items.Kirk worked on ingame pricing, ship balance and underlining systems.Art
Elwin Bachiller, Daniel Kamentsky, and Byungjin Hyun worked on the Buccaneer which has moved to the final art stage and the Aurora rework.Justin Wentz is creating concept art for a new Anvil ship.Explorer suit has been created for the PU as well as Heavy Marine Armour for Star Marine.Continued work on more clothes for shops and NPCsTech Content
Sean Tracy has been working with 3lateral and other outsources on R&D projects that will be revealed soonFps weapon optimisation to ensure universal compatibility with male and females.R&D on foot anchoring that adapts leg IK and ground alignment based on whether characters are on their feet or heels.Alex Remotti recently joined the team and has taken initiative on procedural environments for planets and has integrated the initial system into the planet editor which allows for outposts and buildings to be spawned using splatter maps for ecosystemsUpdates to older ships such as the Mustang, Super Hornet and others.Improvements made to animation tools such as prop rigging, health tests, bone influence reduction tools, automated LOD creation for facial assets, and an improved tool for managing the Database of Animations.Updates to the facial and head assets which is over 120 currently.Updates to the Female Rig: Gripping of weapons, skinning tools for the rest of the team.Facial idles for pilots has been added to 2.6.1Narrative
Fleshing out mission stories for 3.0Building a database of text needs for SQ42: Terminals, Galactapedia entries.Continued work on building out the Xi’An language.Quality Assurance
Ship self-destruction, damage states, missile functionality, character loadouts and early iterations of Item 2.0.CIG Austin
Busy with defining details for PU shop Archetypes and making design doc outlining specifics. This helps in the long run with having shops having universal requirements.Work on the foundations for the first iteration of the PU economy.Final approval for the Shopping Kiosk feature and has been given the go ahead to start developmentArt
Emre Switzer Wrapped up work on lighting for Star Marine and moved onto SQ42Chris Smith finished his work on the Super Hornet and is now working on a new vehicle.Josh Coons is working on the Cutlass Black which is in the greybox phase.Animation
Work on usable interaction animations for Sq42: Pushups, stretches, leaning on a table and polished some of the useables to work for use by players in first person.Ship animation team has finished work on ship enter/exit combat speed animations and await approval.Work on animations for the Prospector and Buccaneer have begun.Backend Services
Refactoring the backend infrastructure to new architecture being labelled as Diffusion which improves scalability.Quality Assurance
Network Message Queue, Serialized Variables, Particle Preloading, Megamap, and AI balance tests.Also focused on issues with Gamedev steam to ensure stability of SQ42 and 3.0 development.Player Relations
Caught up with backer’s support requests from the holidays. Last years holiday requests took till April to get caught up.IT/Operations
General housekeeping.Focus on expanding bandwidth between offices.LiveOps/DevOps
Multi-region support and efforts towards network and server side of services which will be a boon that will be explained why soon.FOUNDRY 42 UK
Focus on lighting improvements: Shadow quality and performance within interiors.Cubemap capturing is almost complete and begun writing systems to maximise the tech for truly dynamic lighting on planets and stations.Work on area lights have begun.Early stages of planning for a new and more efficient particle system.Programming
Leaderboards and MegaMap implementation.Networking: Serialized Variables, message queue rewrite.FPS actor code refactor for reliability and robustnessMission system, item pickup and drop improvements, 3d minimap, etc.VFX
Internal data cleanup using Asset Manager.Improving particle streaming for better dynamic loading.Pipeline documentation updatesPlanning breakdowns of Atmospheric Flight Model EffectsExperiments with new assets to blow upQA
SQ42 testing, weapon balance, Star Marine bug fixes.Shoutout to Evocati and frequent PTU testers.Art
New to be announced ships entering concept and wrapping up a new Anvil designReclaimer is in production with two teams working on exterior and interior.Prospector has received polish for LOD’s and preparing it to be be made flight ready.MISC Razor has been adapted to work within the constraints set by animation and resulted in a sleeker technical design.Technical and sanity pass over SQ42 interior sections.Props for medium ship components and dressing sets.Destructible props were added to 2.6.0, further will be added on a larger scale.Narrative assets have been added to certain environments for 2.6.1Allocating more resources to universe development including moons, nebulas and space stations.R&D on improving the planet's material systems to keep the same fidelity and realism from space to the ground.R&D on what space will look like visually.Audio
Housekeeping: Bugfixes, cleanup of assets for older ships.First pass of the Mix System which means SQ42 will have a full music logic set.UI
Leaderboards for 2.6 and a new pause menu.Planning and scheduling large scale UI features for upcoming releases such as purchasing and selling through the kiosk interfaces.Animation
Two new additions to the team.Improvements to animations for 2.6.1 such as fps assets, and grenade throwing.Ongoing improvements for weapon animations that will be used for new weapons in the pipeline.Improvements to Prone Locomotion assets.Female mocap data implementation for subsumption.Design
Preparing for the new, more robust Mission System that will replace elements previously done in Flowgraph.Maximising the performance of the Object Contain Stream System by splitting chapters into logical object containersFixing bugs and implementing a scoring rebalance for Arena Commander and Star Marine.Moving ship functionality to Item System 2.0Adding lots of detail to the multi-crew Seat Actions frameworkFOUNDRY 42 FRANKFURT
The team started with a week long summit in Los Angeles.Subsumption core functionalities being put into the Subsumption Mission SystemThese are being integrated into existing Crusader missionsContinuing work on changes to the Cover System and Posture Manager to allow the AI to be able to make use of the environment and work within the Object Containers systemRefactor work on flight control towards removing some of the complexity involved from an AI perspectiveQA
The month of January has been spent catching up with test requests that were low priority A time was spent revamping Editor checklists and documentation and providing additional training for testers in the UKCommunity feedback for Star Marine was addressed and test cases done to provide more information for the Design TeamsLiaised with Production over bug tracking procedures to ensure the process is smooth as possibleAdditional debugging was implemented to the Game-Dev branch to track down a bug in the ZoneSystem, that lead to a crash introduced in 2.6 release and is now fixedCinematics
Part of the team is working towards a more final look and feel for the conversation system for player to NPC communicationUI text placement and animation for dialogue choices.Solving if, how, and when to slow a player down running towards and NPCHow to make gentle collisions between charactersAdjusting performances based off where the player is or changes positionDynamic camera effects for when a conversation starts.Conversations should feel as a film, but giving player freedom.Steps were taken to gradually tune the FOV so that it doesn’t cause distortion issues if the player is too close and brings it to a wide angle lens.Engine
Work started on the Solar System Editor to create a top/down universe view for better customisation.Continued work on procedural object distribution on planets,moons, etc.Initial passes on object containers such as small outposts and also adapting them to adjust to the parts of the terrain and coloursZone system fixes and optimisations.Work on new Pak system for patcher updates (Delta Launcher).Tech Art
Support from technical artists in frankfurt on FPS features and weapons for 2.6.Improvements to the weapon IK grip setup.New cVars for previsualizing and testing new weapons in engine with their functionality.R&D on improving foot planting.Design
Prototyping the modularity system for Satellites, Surface Outposts and Space Station Interiors is almost complete.Continuing work on the Truck Stop, Refinery and Cargo Station in preparation for when that gameplay becomes available.Refactoring the Useable System to allow both AI and players to make use of objects (e.g. tables) at the same time.Adding support for multiple actions (e.g. eating, talking) to be performed inside a useable state.Started implementing the Oxygen, Breathing & Stamina systems.Started implementing the Landing and Take-off systems and unifying the S42 and PU mechanics; implementing an air traffic control system.Making small additions to the designs for the Mercenary and Bounty Hunter careers, and Customs.VFX
Working with programming on tools required to spawn particles across planets.Rewritten the planetary wind system to account for the spherical nature of planets.Environment Art
Two new people have joined the team.Building assets for individual moonsRefining procedural tech and tools for moons, planets and full systems.Focusing on the procedural scattering system to enable rule-based scattering of rocks, plants, trees, etc.TURBULENT
To release alongside of 2.6.1 and to be used by the community’s many orgsIncludes web version of private and public chat, forums, search functions, member presence and a decent mobile experienceEvocati reports helped to focus our fixes on the most important of these toolsImprovement will continue upon release with continued feedbackCustomization and dedicated mobile apps will be added past this introduction and stabilization phaseMore to comeSales
A revamped Vanduul Swarm and Pirate Swarm competition awarded an aggressor badge upon successful completion as well as the opportunity to purchase a Vanduul Glaive and Pirate Caterpillar respectivelyAlso new were the Dragonfly Posters and Squadron 42 hoodies that won’t last longCOMMUNITY
Continue to balance Around the Verse showcasing progress versus monopolizing developer’s timeA rare inclusion of Chris & Erin Roberts, Tony Zurovec and Todd Papy happened in the Subscriber’s Town Hall of JanuaryA new show, Star Citizen Happy Hour, was introduced that focuses on fan streamers, CIG developers and gameplay while hanging out with the communityAnother introduced new show is Citizens of the Stars highlighting the community contributions to the game and includes Quantum Questions, a two minute quickfire Q&A session from the community to the devsIteration continues Events
Tyler Witkin and Jared Huckaby a stellar Bar Citizen in San Antonio and attended Pax SouthBeing 100% fan organized Bar Citizens for your area can be found at barcitizen.scThis Week in Star Citizen
A weekly front page post that has replaced the old Community Manager’s Log and Schedule highlights the week’s events and points out community content that you may missYou can join the testing of Spectrum that will replace our current forum and chat systems at ptu.cloudimperiumgames.com/spectrum.Builds are released each week and will be iterated based on your feedback https://relay.sc/transcript/happy-hour-february-10th-2017-summaryHappy Hour: February 10th, 2017 Summary2017-02-10T20:00:00+00:002017-02-10T21:44:34+00:00CanadianSyruphttps://relay.sc/contributor/CanadianSyruphttps://relay.sc/transcript/around-the-verse-ship-pipeline-pt-1-concept-to-greyboxAround the Verse: Ship Pipeline Pt 1: Concept to Greybox2017-02-09T20:44:00+00:002017-02-09T22:11:11+00:00CanadianSyruphttps://relay.sc/contributor/CanadianSyrup