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Tactical Advance

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Everything posted by ichi

  1. another installment of the shipyard series on RSI https://robertsspaceindustries.com/comm-link/engineering/16181-The-Shipyard-Weapon-Hardpoints Weapon Hardpoints A Guide to the New Ship Matrix Greetings Citizens! Weapons and their hardpoints. The next several topics of discussion focused on the new Ship Matrix are possibly some of the most important areas we’ll cover, and relevant to everyone who’s concerned with how their ships perform in combat. Since the start of the project we’ve gone through many iterations of design on our ship hardpoints and with SC Alpha 3.0 we’ll complete another small iteration to them in our continuing effort to address much of the confusion regarding their sizing, what can be done with them, and more. To begin, every item on a ship is attached to a hardpoint, or “itemport” as we sometimes refer to them by their in-engine designation, and each one has restrictions on what type of items can be attached to it. This system prevents people from putting power plants where turrets should go, fuel tanks where the radar is supposed to be, and other similar examples of undesirable customization. In this article’s topic, for the specific itemports we classify as “weapon” hardpoints, they have some restrictions of their own: They are restricted to a single size item, no more ranges of item size such as Size 1-3. They can only take a weapon directly attached of that size or a gimbal mount of that size attached to it. Some specific instances may have additional restrictions to limit them to individual items or types, such as the Vanguard nose weapon array. Fixed Weapon Mounts Attaching a weapon of matching size to the itemport directly is what we call a Fixed weapon mount, and has the inherent benefit of being capable of using the largest weapon made possible by that hardpoint while contending with limited aiming and a requirement to land their shots more accurately. Gimbal Weapon Mounts As an alternative to attaching the maximum sized weapon to your itemport, you may choose to use a Gimbal Mount. Gimbals allow players to attach a smaller sized weapon that will enable the user to line their shots up with more ease than a fixed on it’s own. The Gimbal Mount must be the same size as the hardpoint, but can only support a weapon at least one size smaller due to the space it occupies. These are the only two types of items that can be attached to weapon hardpoints and gimbal mounts can only contain a single weapon hardpoint. Other Weapon Types or: What Happened to Twin-Link, Tri-Link, Quad-Link, Barrage and More? Aside from twin-link weapons, many of the items described by various designers over time have not made the transition from drawing board to implementation. These include things like “tri-link,” “quad-link,” “barrage” and others. Most of these had problems at various stages, including the sizing penalty applied to them which soon became very unwieldy to manage. For twin-link weapons specifically, these are now as turrets, specifically remote ones, and will be discussed in that article. There are a fair amount of ships with these sort of items attached so we encourage you not worry if you see their “weapon” count drop down, as they more than likely now have an extra turret to account for this. The primary driving factor in this was physical size. Simply put, by the time we had two weapons on a mount this was often significantly larger than the base weapon that could go on that mount and caused visual or physical clipping and often resulted in the firing arc having to be limited to such an extent that it became virtually useless. This change from twin-link to remote turret is designed to give the player as much functionality from the item as possible. Ships that now have these Remote Turrets will find that in the majority of cases these bespoke items will only be swappable with other custom tailored turrets made for that ship. An example of this can be found in the Mustangs current Chin Turret (with 2x S1 hardpoints) that will be swapable with a new Mustang Chin Turret containing a 1xS2 hardpoint. This system will be covered further in the dedicated articles on turrets. How Ship Items are Displayed or: You Changed Things and Now I Can’t Read Any of This The Ship Stats Update has been a long time coming. In addition to refining our own internal policies and metrics, work was needed in order to display that information to you in as comprehensive, yet understandable a manner as possible. To that end, in addition to the changes to the Technical Information panel discussed in Part 3, we have made significant alterations to how default loadouts are presented to the backer. To the right you will see the legend that guides all items found in the Technical Overview. For the purposes of this section, we will be focused on weapons, but the information here will apply to reading all items found in the Technical Overview. Things That Go Boom To the right of the Technical Overview, you will find the weapons pane, where the various armaments for a ship are found. This section is itself broken down into four sub-sections. Weapons. The hardpoints we’ve been discussing in this article, where you can attach a variety of ballistic and energy-based armament. Turrets. Covered in more detail in our next part. You will find both manned and remote turrets here. Missiles. The things that go in the Missile Racks used to blow stuff up. Torpedoes or missiles can be shown here. Utility Items. This is where you will find things like the Stor-All box on the Hornet F7C. While this article is specifically about weapons, we’re not ignoring Turrets, Ordnance and Other Hardpoints. We’ll be covering each one individually in the next few articles, so stay tuned. Frequently Asked Questions or: Questions We Figured You Might Have Q: Can I put missiles on weapon hardpoints? A: No, these are counted as Ordnance hardpoints and will have their own post in the next few days dedicated to all things Ordnance. Q: Why can I only put a S2 weapon on a S3 Gimbal? A: This is primarily due to game balance. Gimbal weapons provide a natural advantage due to their independence from the ships movement when aiming. By reducing the maximum size they can take by 1 from the itemport, their damage output is naturally reduced and should keep fixed weapons competitive in terms of DPS. Q: Why have you removed the range of sizes on a hardpoint? A: When we looked at it, there were very few ships that actually had this set up. It was primarily the Aurora line and upon examination, we found it not particularly useful long term and an easy cause of various inconsistencies. For example, having a range of S1-S2 gave you the option of having Fixed S2, Gimbal S1 or Fixed S1 and nobody ever would pick Fixed S1 as an option when you can Gimbal Lock to achieve the same result. Removing this option cleans up the design rules and overall setup significantly across the board and does so with virtually no impact on players.
  2. Schedule Report  https://robertsspaceindustries.com/schedule-report


    20 bugs listed but looks likethere are still some serious issues to overcome

  3. Consumables from CureLife


  4. Engineering - Shipyard Post

    I concur, not that it matters what we think or whether these are categorized as Capital, but yeah, it was a surprise
  5. https://robertsspaceindustries.com/comm-link/engineering/16172-The-Shipyard-Ship-Technical-Information Greetings Citizens! The New Ship Matrix retains a similar format to the prior matrix with three distinct panels: Systems, Technical Overview, and Holoviewer that have been adjusted and updated to support the breadth of new data involved. In this article we’ll be discussing the expanded Technical Overview section, where you can find a variety of information not typically suited for display via icons on the Systems panel. This also has the added benefit of allowing us to present a more raw data to the reader in certain instances. Before we begin, a few words about stats in general. Quite often we find it said that more is automatically better with regards to ship stats, but in game design that is not always the case. With our intention to create a diverse universe, the idea that having more of one thing than another is not an automatic advantage. In many instances, it can be either boon or downside and depending on the circumstance, even lead to a significant disadvantage. As an example, when talking Transport career ships it may seem like bigger is automatically better, but there are considerations to be made beyond simply, “How much can it carry?” For starters, the more you carry at one time the larger a target you become. A Hull-E can carry a phenomenal amount of cargo but along with that advantage it’s also an extremely large and vulnerable ship, unable to land with the cargo and slow to load, due to it’s sheer size and the fact it stores all of that cargo externally. The risk in taking one of these ships on a long trading run or outside UEE protected shipping lanes is not only sizable, but will also require considerable expense in buying that cargo to start. Then again, there’s also the additional expense of offsetting that risk by hiring an escort to protect you. With this said, should you succeed the individual payoff can be spectacular. We mention this not to dissuade you from flying a Hull-E, but to encourage you think about what considerations should be taken in each situation, be that doing the same trip, multiple times, in another smaller, more protected ship and in greater safety, or taking the high-risk, high-reward path. These choices are meant to be yours, and ship stats are the basis for beginning these thoughts, not ending or limiting them. As one starship captain would put it: “I like to believe that there are always possibilities.” With this same regard to Combat ships, the Buccaneer may wield an impressive array of weapons allowing it to pack one hell of a punch, but it’s trade-off in game design is that it cannot absorb a wealth of firepower in return. Trade-offs like these and others are essential in both game design, and in building the immersive universe Star Citizens deserve, and can often be offset by practice with a specific ship, individual understanding of each ship’s unique characteristics, and honing your dogfighting skills in general. Those that do can put these things to great use, but for the mere Content Manager mortals amongst us, we would probably fair better in a more rugged combat ship with slightly fewer guns and more missiles. In the final analysis, your best bet will often be in finding the right combination of pilot, ship, and situation as opposed to just picking the one with the higher number. Which spaceship, is the right spaceship for you? With that, there’s a fair chunk of newly available information contained here so lets dig down into each area and see what they’re all about. The Little Chart of Big Ship Sizes The Little Chart of Big Ship SizesWhat’s Being a Capital Ship Mean, Anyway? Ship Size/Sample Ships Vehicle Ursa Lynx Cyclone PTV Snub Archimedes X1 85X Dragonfly Small Defender Razor Sabre Terrapin Medium Freelancer Eclipse Cutlass Vanguard Large Carrack Reclaimer Merchantman Constellation Capital Orion Hull-E Endeavor Polaris * This is a partial selection of ships for various sizes. Ship Size The Size value is a simplified overview of both the scale of a ship’s physicality, and the scope of its player investment. While these values are not absolutes i.e. some Capital ships may be smaller, some Medium ships may be larger, it is intended only to be a starting point in your understanding of a particular ship’s place in the Star Citizen universe, and not the final word on what it can and cannot do. Glossary of Ship Sizes Vehicle Can only be operated on ground, the range spans from simple personal transport vehicles like the Greycat, through exploration rovers like the Lynx and Ursa to much larger vehicles. Can often be crewed by a single player or a small group. Snub A ship that is completely dependent on another ship to work over a wide area. Sometimes referred to as a parasite craft. Will work in space and atmosphere with generally only a single pilot. Often has no Quantum Drive or fuel intakes which limit its range without the parent ship. Small Generally up to 25m in length. Ships that operate in space with Quantum capability. Ideal for solo operators but not exclusively single-seaters. Appropriate for the vast majority of landing pads on stations throughout the verse. Medium Most commonly 25-50m in length. Can be operated independently, but will flourish most effectively with additional crew. Often contains living accommodations for the crew to support extended missions or some form of cargo area. Designed to be played with a small group of friends well. Large Frequently found in the 50-150m length range, these ships can be operated with a skeleton crew, but really require an experienced medium to large crew working together as a unit throughout the mission to achieve their goals. Maintenance and repair costs often become a significant factor in this size bracket. Capital Huge ships that are often (but not exclusively) over 150m in length and require a significant investment in time or crew to maintain let alone run. The crew needs to be skilled in many areas to effectively operate these colossal ships and often need a small fleet of supporting ships to keep them in the best condition or out of harms way. While these ships are not designed for the casual, individual player, they will offer a unique gameplay experience to the dedicated crew who put in the time and resources. Dimensions These values have all been updated to the current dimensions for the ships based on their in-flight position rather than with their gears down. Mass We discussed Ship Mass yesterday so check the article out for how we arrive to this number, but compared with the previous values they will appear significantly higher than before. Every ship has had a pass and been updated so while they are all higher, they are now all on the same scale. Generally the dimensions of the ship will factor more into the size classification than the mass. That said, the majority of the ships fall in line with this so “Small” will usually have a lower mass than “Medium,” but we’re leaving room in the future to have ships with particularly dense or light materials straddling traditional size conventions. Cargo Capacity This value is the maximum amount of cargo in SCU the ship can safely carry when attached to its cargo grid in the dedicated cargo storage areas, and does not factor in the player attempting to fill every, corridor, nook and cranny with goods. As we’re discussing Cargo and SCU in detail in another article, for now we’ll say that we calculate this value using 1 SCU crates as the minimum size available to be placed and secured in the dedicated cargo grid (if any) of a ship. SCM/AFB The SCM value is the speed the ship moves in Standard Combat Maneuvering mode, i.e. the default, in-space movement speed of your ship. In atmosphere this speed will often be less due to the increased air resistance and drag. The Afterburn (AFB) value is split into two, the first being the standard Afterburner top speed and the second in brackets being the “Super Cruise” max speed. This Super Cruise allows for travelling at a much greater velocity than AFB, but less than Quantum travel, perfect for navigating down to planets or moons from the outer markers. You’re always in such a hurry, aren’t you? Min/Max Crew The minimum crew value is what we regard the minimum number of players (or hired NPC’s) to be able to operate the ship in a basic manner while still utilizing its key features, such as a salvage ship being still able to salvage and move/defend itself. We have calculated this number based on a few guidelines: Number of “operator” seats in the ship. These are seats that control specific functions such as flight, feature critical stations like salvage or mining, or drone control stations that are used to operate other primary features. Number of turrets divided by 2, rounded down. This provides the ship with a limited set of defense capability with the minimum crew rather than leaving it entirely undefended. The maximum crew value is the upper limit of crew we allow to be supported onboard long term, not including passengers. The upper value is generally restricted by the amount of decidated seats for functions such as flight or turrets alongside the number of beds in the ship (where applicable.) Just like cargo these are the safe numbers. You can clown car an Aurora if you wish (we’ve seen the videos) but the on-board life support systems are finely tuned to only support the maximum crew for extended durations, so expect your resources to be consumed faster than expected. Maneuvering Stats In the next article, we’ll be discussing the changes to how we display thrusters in the matrix with greater depth, but for now the key information for how your ship handles can be found here. These values are the raw, unmodified speeds your ship can translate/roll in each axis without using boost or afterburn. As such, these times are never exact and can be improved both by using the various speed functions of your ship, or in the future, by component performance tuning. This article is intended as a brief introduction to the various information you’ll find on the Technical Information tab of the ship matrix. As with most aspects of Star Citizen’s continuing development, this information is reflective of the current design in ship stats, and may evolve further in the future. Frequently Asked Questions or: Questions We Figured You Might Have Q: Why are the SCM/AFB set at certain values and restricted? A: In reality there is theoretically no set limit for speed in space, but we restrict this for two reasons in Star Citizen: gameplay and technical. The SCM values are built around where we want each ship to perform from a design perspective and ensure that the ship can still do maneuvers as expected and within G-Force limits. The higher these SCM speeds are the harder it is for compelling combat to occur, with the majority of players doing little more than “shooting at blips” instead of having exciting, skill-based dogfighting where you can see your opponents. This also factors into the Afterburn top speed limitation as well, as we strive to make each ship feel different and provide reasons to either customize your ship, or look for ship alternatives while avoiding that, “best ship at everything” that can inhibit multi-faceted game design. Q: Can I still fly my ship Solo even though the Min Crew is listed as more than 1? A: Yes. While there is no hard and fast rule excluding the solo operation of all Large or Capital ships, some may find themselves at a significant disadvantage trying to perform specific actions in multi-crew ships without a crew, be that player or AI-based. Every ship in the game can be flown by a single player (even a Javelin) but your effectiveness in most scenarios will be limited to varying degrees. The minimum crew number provided is what we deem as a sensible skeleton crew option that allows the ship to be used effectively as intended while performing the role it was designed for. For ships not implemented in the game, this is an estimate based on design intentions. As with all game development, these numbers can change after implementation, testing, and feedback. Q: How does Ship Size tie into Jump Point sizing? A: At present, while we focus building out the single Stanton System, the Ship Size value has no bearing on the Jump Point sizing you can find in the Starmap. While the game system determining which ships can use which jump points is still having its design finalized, we can offer that it is not expected that these “ship sizes” will map 1:1 with “jump point sizes.” We are working on multiple methods to determine jump point traversal and will update everyone (and the ship matrix) in the future once this system is finalized, and we are in a position to confirm this. Q: Can I fit more cargo in my ship that the value suggested? A: Yes, but do not expect this to be penalty free. We will cover this topic in depth in a further post but the value given is the current maximum safe amount of cargo each ship can carry, any more will be at risk of damage during flight and other penalties.
  6. mrs ichi is pretty sharp and has great taste in men
  7. got this in my mail today, part of a new concierge newsletter thingy imma go out on a limb here and say 'gamechanger' looks roughly Idris sized, some Aegis style, but Reddit is saying the email says Consolidated Outland Pioneer Reddit is saying base-building, does not look inexpensive
  8. Engineering - Shipyard Post

    IKR, that's the first thing I checked!
  9. mrs ichi says $825, because that's a number
  10. https://robertsspaceindustries.com/comm-link/engineering/16163-The-Shipyard-Careers-And-Roles# Greetings Citizens! With the upcoming release of the New Ship Matrix, the updated database of stats for every Star Citizen vehicle and ship, and the continuing development of Star Citizen Alpha 3.0.0 we have consolidated and re-aligned every ship in the game to better serve the community in understanding which ships are right for them. Over the next couple weeks, you’ll see new posts detailing the intricacies of our new Ship Matrix, what some of these new stats mean, how we expect them to manifest in game, and our thought process behind some of the changes you’ll see when all is said and done. Of course, even with the release of this New Ship Matrix, our work is not completed. As Star Citizen continues to develop, so to will the classifications and stats for our spacecraft and ground vehicles. With our new baseline established, going forward we intend to keep the matrix as up-to-date as possible with the latest information. It is our hope that the New Ship Matrix will be the starting point for your Star Citizen theorycrafting adventures, as we detail the stock loadouts each ship will begin with. Remember, in the finished game, you’ll be able to customize many aspects of your ship, taking your spacecraft beyond the original intentions of their designers. We eagerly look forward to the loadouts and customization you’ll one day apply to your ships, as you make each Hornet, each Constellation, or each Hull C your own. We hope you’re as excited by the possibilities as we are. To begin this process of updating our New Ship Matrix, we started by sorting each ship into one of our new “Career” groups. These groups will allow us as developers and you as backers to broadly compare various ships with one another using common themes intended to help make the choice regarding what ship is right for you. https://robertsspaceindustries.com/comm-link/engineering/16163-The-Shipyard-Careers-And-Roles#
  11. https://robertsspaceindustries.com/comm-link/engineering/16170-The-Shipyard-Ship-Mass Ship Mass: I’m Not Heavy I’m Just Built That Way A Guide to the New Ship Matrix Greetings Citizens! With the release of 3.0.0 we have completed a ground up pass on mass for all in-game items, from the smallest bit of personal armor up to the largest spaceship. We have always endeavored to use real world items to guide our mass in-game but over time this has slowly caused issues as everyone’s interpretation of how heavy something is has wildly varied, a phenomenon especially noticeable during concept announcements when ship masses are first pitched. One area we identified was the notion of our spaceships being similar in role to modern day aircraft, so we originally endeavored to keep their mass values similar as well. Of course, coming at this from new angles caused a number of serious issues. For instance, the Gladius is a Light Fighter and to many that is similar in role/size to a modern day fighter jet like an F/A-18 Hornet (no relation to the ANVL Hornet) but when we got farther into things, the reality was that the Gladius has around 5x the volume of an F-18. This was problematic given it was originally implemented in-game at around 140% the weight of one. As we looked deeper into more and more ships it became increasingly clear that our original mass values were very inconsistent and often misleading. Given these are the basis for many areas of simulation within the game we decided to completely rework this aspect. Given the huge range of ships and items in-game as well as in-concept we needed to solidify a way of calculating the mass correctly for both our existing assets and ones yet to come. For this, we decided to harness our existing physics meshes and use them to calculate the volume of material in the ships. Generally these are pretty accurate but with the wide range of ship types there were naturally a few different steps involved in generating a correct volume per ship. Grasping the Concept At the concept stage, these ships are at their trickiest to calculate, as they are generally very high poly meshes without the benefits of physics sub-meshes. This requires a small amount of work to simplify and cap hole to allow us to accurately generate a volume for the ship. Capping Holes is the process of fully enclosing our collision proxy meshes and open faces that can cause issues in the engine. In essence we make them “watertight” while marking up specific faces that will allow entities to move through them unimpeded. Whilst this is usually done in the production stage we had to move ahead with this at a simple level for many of our concept ships to achieve standardized mass calculations for all ships. My Density Has Brought Me to You Once we had the volume of the ship as if it was solid block of material, we then subtracted the volume blocked out by the design team for the interior play space, cockpit and internal local grid mesh. This new volume (solid minus interior) was assigned an appropriate density value with a few modifiers: Construction Methodology Origin ships use more advanced lightweight materials that retain strength rather than the traditional stalwarts like Aegis and Anvil with heavier metals. The materials in play are an essential component in accurately accessing the correct mass of a vehicle, ship, or space station. Species Construction Xi’an ships are renowned for their materials and are significantly lighter than human counterparts, with their collaboration with MISC allowing some crossover. Design will work with the Lore Team to determine not only the aesthetics in play for a specific species like Banu or Vanduul, but they types of resources at their disposal and technological advantage of their culture in determining the materials used in construction. Design Role Ships that are naturally heavily armored or require more rigid internal support generate a denser value. It is vitally important not only to consider the source and history inherent in each ship, but it’s intended purpose within both the lore of the Star Citizen universe, and the design of our game. It’s What’s Inside That Counts Once the mass for the external “chassis” of the ship was generated, we used the internal volume again to generate a weight for the interior. This simulated all the interior panelling, doors, wiring etc as the design blockout volumes and local grids are slightly larger than the interior playable space (as they encompass the walls/floor meshes) and we felt this was a better reflection on the overall mass. Only What You Take with You Finally, we looked at the ship’s proposed or current default loadout, and added the specifics for each of these components (which also got a rework pass) to the final mass generated from the above steps. What does this mean? All of our ships and characters now behave much better as the values used throughout the game are much more in sync. One example we uncovered during this rework was that on a variety of ships the physics meshes were uncapped, which during detachment and having the mass assigned to them was causing the engine to incorrectly calculate the mass of the detached part and thus it would behave poorly. With all the parts now capped or in the process of being capped, ship destruction and part detachment is much more reliable and believable, with less instances of huge ship debris parts spinning off at excessive speed. In addition to better behavior it also meant a lot of systemic features can be better accounted for such as carried items and cargo. Previously, with ships being so wildly disparate in weight, the simple act of adding a heavier weapon could significantly alter one ship unintentionally. Frequently Asked Questions or: Questions We Figured You Might Have Q: Will changing the item mass on my ship, intentionally or through damage, actually have an impact on its flight? A: Yes it will, though not immediately in Alpha 3.0. When we do the initial tuning value we base it around the default loadout and structure then give the ship “goal times” to achieve the desired results in zero g and atmospheric flights. Generally the ships are able to achieve these goals, as they are not absolute timings. Outside of any external factors, adding mass will change the flight characteristics and should you make the center of mass uneven may not do so for the better! We anticipate this feature coming online in a future Alpha 3.x release. Q: What other aspects of mass have changed outside of ships? A: Every single piece of armor and every item you carry on your person has an applicable mass and these all directly tie into the Actor Status System. The heavier you are the more exertion there is to perform actions and these consume oxygen quicker or may even limit what actions you can do. This system also extends to items carried on ships. Carrying a small crate of heavy metal will slow you down more than carrying a helmet in your hands and these all get added on to the mass of your ship when inside of it.
  12. a DUR and a DF will be a solid combo in 3.0
  13. Ships and ideas

    Seems like any ship that can carry a vehicle or a open cockpit snub would be useful I've seen video of people putting a Nox in a Cutlass, but I think the minimal setup would be a Freelancer with a Dragonfly. In 2.x it felt like they were building around solo fighter gameplay, and the Hornets and Sabres and Gladius seemed to be the center. For 3.x it feels like the Constellation with a Rover seems will be the balance point. That's good for small group play but its not ideal for solo/pair setup. We'll see what fits in what
  14. I'm very interested in exploration, in addition to my first ship, the DUR, I have a 315P that I plan to use for some light exploring. But I also think this ship might be perfect for getting around the universe quickly. Seems like there will be a need for me to travel long distances quickly and efficiently, and the 315 seems like the perfect vehicle. There's going to be a lot of times I'm on a multi-crew ship with other Org-mates, but the 315 might be a good way to simply 'get away' from everyone and everything and see the sights. I've also been racing my 315, its not as fast as a 350 but its got a great cockpit view and turns well. Can't wait to see what the rework looks like. Do you have any other plans for your 315 other than exploration?
  15. 3.0 Evocati

    Woot also, Soulcrusher posted that Concierge will be in wave 1 PTU I don't expect wave 1 before CitizenCon my guess is that subscribers will be also
  16. 3.0 to Evocati tonight

  17. Origin X1 Q&A

    ha! I have a DF, Nox, and X1. I plan to tether them together ride them roman charioteer style
  18. https://robertsspaceindustries.com/comm-link/engineering/16155-Q-A-Origin-X1 How does X1 Base/Force/Velocity compare against the Nox and Dragonfly in speed, durability, and overall performance? The X1 Baseline is the all-rounder of the three. Compared to the Dragonfly, the X1 will provide more speed/agility without the rugged terrain handling and additional passenger seat that serves as 1SCU of cargo holding in the Drake offering. Versus the Nox, it may not be as fast or as well armed (one gun vs two) but is more durable (hull and pilot-wise) while providing better visibility for the occupant. The X1 Velocity is more agile than the X1 Baseline due to reduced weight (hull and equipment loadout choice) and can reach higher top speeds than the stock X1. With the X1 Force variant, Infinity Customs has extended the hull section between the tail fins which houses an additional shield generator slot providing more resistance against incoming weapon fire than any other bike currently on the market, including the Dragonfly and Nox. This allows you to shrug off those extra hits in combat should you be discovered during reconnaissance. A scout’s usefulness in recon often depends greatly on being able to bring that information home. Will the X1 Force have special features such as increased scanning or stealth capability? If so, what kind? The X1 Force differs from the rest of the X1 lineup and the other snubs by having a second shield generator providing increased defensive capability. With Industrial C-Grade components installed standard, items such as the radar and scanner are of a higher grade than the other X1’s but do not offer any new abilities, simply providing better baseline performance for the same tasks. Under the “exploration” category think of it more as an advanced scout, able to sneak close to enemy forces and observe them and should they be discovered, make successful escape more likely due to an additional shield generator. With only the single S1 gun it may not have the offensive capabilities of the Dragonfly or Nox, but the second shield should offset any advantage Origin’s competitors may possess. How does a person get into and out of the X1? The side of the X1 opens up allowing the user to enter/exit and interact with the internal components for repair. Here’s an animation from the early blockout exploring how it works. How do the three X1 differ? Are they physical hull variants, the same hull but with different loadouts, or just skin swaps? The three X1’s are designer-customized variants with different physical hulls, courtesy of Alberto Vara. The Velocity contains a Competition C-Grade loadout and lightweight hull optimized for performance, removing unnecessary drag like the weapon hardpoint while the Force has its slightly wider hull designed to house the extra shield generator hardpoint. Due to these special modifications unique to each X1 variant, they cannot be recreated completely by swapping components on the X1 Baseline. Additionally, we’re looking to address the visibility/readability of what ships are hull variants, paint & loadout swaps, or utilize the module system in the upcoming rework of the ship stats matrix, but it’s worth considering that a space bike, being a very small and tightly constructed vehicle, is a little more limited than larger vehicles in general when it comes to supporting pervasive modularity. Is there an advantage to having the Origin X1 Baseline over a Velocity or Force? Why would anyone want to use the base model? It very much depends on what you want to use your X1 for. For the most part, we expect the Velocity to be preferred largely by specialist or dedicated racers, as the lack of weapon hardpoints limit its options for day to day use compared to its variants. With the X1 Force, you can get extra defensive shielding and improved scanning but at the cost of weight and an increase in price; just as the Velocity sheds mass to become a better racer, the Force trades a bit in that department for taking on extra gear. The X1 Baseline may be the most well-rounded of the three at a more comfortable price. The X1 Force has a S1 Laser Repeater while the Baseline has an S1 Laser Cannon. What’s the difference, and why is one more suitable to fulfill the Force’s role? Laser repeaters put a more continuous stream of fire down and are better suited for target saturation, while cannons (Ballistic and Laser) require a more precise sense of marksmanship due to their lower rate of fire. Your mileage may vary, but many people generally find repeaters easier to get used to. Also worth noting: default loadouts are exactly that. You may swap out for any S1 weapon that suits your personal preferences. What advantage does the second shield generator of the FORCE provide? Will it provide life support (atmospheric shielding keeping oxygen in/non-breathable atmosphere out) to the pilot? The shield generators on the X1 Force are defensive in nature and aren’t a Tevarin-style “air shield” you might find on larger spacecraft. All of the X1 Variants and current spacebikes from Drake and Aopoa are “open-canopy” craft and therefore lack integrated life support. You’re going to want to wear an appropriate suit for the environment you expect to be riding through. How long until we can expect to see the X1 in game? The X1 is not scheduled for Alpha 3.0 and is intended for a future 3.x patch; we hope to have a better idea the cadence for additional ships coming online once work on 3.0 is finished. What are the differences between the variants? Right now all the stats say TBD. Aside from the aforementioned hardpoint changes there will be differences between the default equipped items such as coolers, power plants, shield generators, radars, etc. If you drill down to the default equipment options that are currently visible, you will see the Baseline has Civilian C components, while the Velocity has Competition C and the Force comes standard with Industrial C-Grade fittings. At present, these individual items are currently awaiting names from the Lore Team so are displayed as TBD. Will there be no-fly-zones in space where small vehicles like spacebikes will be necessary? (ex: minefields, dense asteroid and debris fields, derelict space stations) Absolutely, spacebikes like the X1 are perfect for short distance exploration in space from parent ships like the examples listed. Asteroids and Debris Fields limit larger ships entry and the distance of the fields make personal EVA quite lengthy so the bikes fill the gap in space. Many of you have already experienced in Arena Commander how different (and perilous!) it can be to navigate larger ships through asteroid clutter. How does the X1 Velocity compare to the NOX Kue or Dragonfly for racing purposes? It depends on where you decide to race. Out of the three listed the Dragonfly can find itself at significant disadvantage in clear terrain and would rely on the other two to make a error to be competitive against them. In more rugged terrain the Dragonfly can find itself taking “short cuts” over geography that would hamper the performance of its competitors. A contest between the Nox Kue and X1 Velocity could be closer, with the Nox having a possible advantage with its fixed thrusters and the ability to start turning more quickly. If the X1 Force is an exploration variant – will it be able to drop Nav Beacons like the Cyclone Recon? This is not currently planned as there is nowhere to store the Nav Beacons on the X1. Is uh… this apartment in the background going to be for sale sometime, too? Because that is a REALLY nice place. Love that ultra-minimalist furniture scheme. No announcement on this just yet! We’re pleased you like it, though! How well will the X1 fare in Pizza Delivery? Ah Citizen, my old friend. Do you know the Vanduul proverb that tells us pizza is a dish that is best served cold? It is very cold in space. Can it hold any cargo? There is no space for any cargo to be carried on any X1 variant and no plans at present to do an X1 cargo variant. We figured someone would ask, but all vehicles engage in a little give-and-take in design order to do the things that they do. The X1 is a sleek little speedster designed with pilot preservation in mind, while the Dragonfly with its limited 1SCU cargo ability has a more utility focus. Why is the X1 twice as heavy, as the other similarly sized bikes (1000 vs 2000 kg). Does it have larger components, like a bigger powerplant or bigger main thruster? With the updated ship stats matrix coming soon all ships will be getting revised mass values and it looks like these values started to sneak out a little early! The website was incorrect to list all three variants with the same weight; they do all weigh different amounts. The Velocity is much closer to the Nox’s weight, the base slightly more and then the Force at the upper end of the scale near to the Dragonfly. Can the base X1 be upgraded through components to any of the other two superior models? As mentioned above: not completely due to them being actual variants with fundamental structural differences. You could remove the weapon and swap the internal components out to configure a base X1 similarly to a Velocity but it won’t be as light or nimble as the dedicated variant. Additionally, you could swap the Laser Cannon for the Laser Repeater (or other weapon of choice) and upgrade the internal components to Industrial components like the Force variant, but there still wouldn’t be a structural hardpoint for the second shield generator, so you’d end up with a heavier X1 Baseline. Often, variants represent a design tradeoff where we push a given design to perform even better at certain edges of the envelope, and that makes them special – but we expect overall customization to be part of the fun also, and look forward to the type of X1 you can make for yourself.
  19. Origin X1 Q&A

    Yea, I'm happy with mine too. The Q&A was better than most, still a few silly answers but that's Jared
  20. this is an open cockpit/snub; it should be flyable in space or on the ground, but cannot go from space to ground or ground to space you should be able to CCU this to your dream spaceship its like a Dragonfly or Nox
  21. Open cockpit ships (AKA hoverbikes) can work in space or slightly above a planetary body, but they cannot go from space to planet (burn up) or planet to space (lack the power). So this Origin X1 should work in space or in hover. No word on if the Coreolis Effect will affect the direction the water rotates. It could be one of those eco-friendly waterless toilet designs. Ground vehicles can't hover (at least up until now) and won't be able to navigate in space. So far this only includes the Greycat, Cyclones, and Rovers, but I look forrward to a hovertank being released. They may or may not have a toilet. I don't like the term space bike. Bike derives from bicycle which is literally bi - cycle (two wheels) and these don't have wheels. They're scooters, or speeders (copyright issues?), open cockpit racers (lawls), or boomyzoomyzippyzipsters. I propose we call them Spagthorpes (google it).
  22. Variant speculation? racer, pewpew, expensive luxury model that has less functionality but costs more?
  23. I liked this episode, for me it delivered on the promise of open development, I felt like I was watching them at work moreso than some episodes much happy
  24. down to 7, I'm betting it goes to Evocati in September, but I expect they will have it for a long time - much longer than the usual 2 weeks

    1. Galaxy_Express
    2. SleeppingWolf


      5 now apparently 

    3. Galaxy_Express


      yes 5 confirmed by bored gamer

  25. one of the best ATVs ever, very good communication from CIG


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