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gomzdrawfr · 3 months ago
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First off, that sneak peek art of Viktor is amazing!! Did you draw that? Wow. Second, is there a place I can find out more about Raven's lore and background? I know so little. Fish sounds really cool, but I can't imagine putting your life in the hands of a medic who makes decisions based on his coins! Poor guy sounds like he really needs a hug. If he's related to Jelly, maybe Ghost will give him one that crushes his soul back into his body. B6 sounds like he might have been really good friends with Raven. I wonder if he gets out of Cobra and how Price and Ghost feel about him. I could see Nik getting along with him. Did you ever find a name for his cat? I love Jelly as Ghost's squishy fluffy haired girlfriend. They are very cute together. <3 Thank you for all the lore. I love hearing about OCs.
Nope I didn't draw Viktor, that was a commission work from my friend @/hai-nae (twitter link). They're AMAZING at what they do and they did these for me too!!!!!!!!!! (SCREAMING!!! the last one was a comms piece too)
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I used to have Raven's lore in my google doc that I've linked in my reference sheet post but I removed it cause I'm thinking of revamping some stuff. But the key points are probably just these:
Raven growing up in an orphanage, mistreated and bullied, bonds with crows and owls (tragic story 1.0)
Orphanage burnt down by Viktor, Viktor then adopts her because she glared and looked at him eye-to-eye without fear. He had intention for her to take over Cobra but somewhere along the way the lines blurred (just know Viktor's fucked up and wanted Raven to kill him since she's like a copy version of him in terms of skills and whatnot)
She dabbled in private intelligence agencies (affiliated with Cobra) before she officially joined Cobra and worked as mercenary, taking contracts every month (there's a quoto you need to achieve in Cobra, and she's ranked top every time which builds up tension amongst the Cobra members)
Just extra note, all Cobra members are bounded with a barcode tattoo on their wrist (showed in her ref sheet)
Lieutenant John Price's name showed up in one of those monthly quota thingy and that's when she met him, the intention to kill him was overtaken by curiosity and infatuation and such.
Before that, in her years of working in Cobra she went through one event where she was locked and tortured in an abandoned kindergarten, tied to the chair and had to face a small room with worn down sunflower wallpapers (tragic story 2.0, and also why she develops a fear towards sunflowers then eventually other flowers). This fear was discovered quite late into the story when Price has signed her up to work with the 141 when Gaz brought them to a sunflower field, causing her to pass out.
Dialling back a bit in the timeline, the Cobra PMC (and Viktor included) planned an assassination attempt on Raven, nearly ending her life at an oil rig with her signature back scar - see ref (tragic story 3.0)
B6 then came in and basically help her contact Price and then erase her history almost entirely (hence, it was hard for Price to trace back her backstory, but nothing's lost forever)
Price and Gaz were the ones who rescued her and funded her recovery process. I think somewhere in my doc I've talked about partial incomplete spinal cord injuries, RSI and PTSD and such? (Take it with a grain of salt since spinal injuries rarely allows full recovery) She'll suffer lingering nerve related scars and injuries later on into her life, causing pain and many, many sleepless nights
Uh then I suppose she starts working with Price and the 141. This is where priceraven doodles would appear
She is however, driven by grief and revenge, setting to return the favor from Viktor and she does kill him in the end. (Refer animation - which has more rambles on how she felt afterwards)
Also another OC that I have yet to develop, but Viktor is paired with Archi, his assistant, which followed Viktor's death not long after Viktor died (by suicide). They're basically toxic yaoi co-dependent pairing if I want to explain their dynamic lol
I think then afterwards Raven sort of retire for a while, stayed at home and such. I call this the domestic era.
Then after mw3 happened, she's back on action with Price again. This is where my fic's timeline is currently at. The next part should involve Price marrying Raven (and hopefully I can update Raven's name to Eira Price :p)
B6 eventually left Cobra as well since the act of deleting Raven's history went against the PMC, he end up living the life he wanted in his own garage and just tinkering away :) Price and Gaz knows him personally and they're good colleagues, not really friends since he puts people at arms' length. As for Ghost, he respect the lad and nothing more. I'd say the person B6 would most likely warm up to is Gaz since they're in similar age range (and well, who can resist Gaz's easy charm eh?) Not too sure how Nik would feel towards him, probably same as Ghost. Nope, have not decided the name of his cat but I'm open to suggestions! (lil buddy is a munchkin tuxedo meow meow...very tiny...very clingy...small meows but powerful paws)
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sad-ch1ld · 7 years ago
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Letter from the Chairman
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Hello everyone,
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2018 brought some pretty big things in the universe of Star Citizen; our first planet, Hurston, our first major landing zone, Lorville, four new moons, 32 new flyable ships, Face Over IP, much improved performance thanks to Object Container Streaming, Network Bind Culling and a complete overhaul of the game code to run on multiple CPU cores simultaneously. We had our largest CitizenCon to date in Austin, Texas and just recently wrapped up a really fun Anniversary Event. How cool was it to make the journey to Lorville, visit the Intergalactic Aerospace Expo West and get an up close and personal sneak preview of some ships that are coming to the ‘verse, or fly dozens of already flyable ships? It has been exciting reading the posts from people discovering the project for the first time and seeing so many people having a blast playing Star Citizen.
As we look forward to the holidays, I wanted to give you all a couple of updates. The first item of news is the Squadron 42 public roadmap is going live today. As with our Persistent Universe roadmap, this is linked to our company’s internal JIRA tracking system, so you can see at a glance the work remaining to complete the game. It was a lot of work to make sure every remaining task was broken down in detail and estimated to the best of our ability, and the same caveats will apply to the Squadron 42 roadmap as they do to the PU one, but our plan is to be feature and content complete by the end of 2019, with the first 6 months of 2020 for Alpha (balance, optimization and polish) and then Beta.
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When we started the campaign for Star Citizen and Squadron 42, I said that the crowdfunding would go towards development of the game, and that the amount would define the scope and ambition of what we were working on. That is a commitment I am proud to say we have been upholding; its why we have over 500 staff around the world working on the games and have spent very little on marketing.
You can see this investment into development in the UK financials that we publish every year on Companies House. In a further effort at transparency we have decided to publish our historical financials from 2012 through 2017 on our new corporate website to allow all of you to see not just how much money we raise via the public counter, but also how the money has been spent globally.
All of our marketing is community focused and viral; events we host for all of you, in-fiction lore, commercials that help flesh out the world, and PR outreach. The fact that we have raised over $211M via word of mouth and viral marketing is staggering and a testament to how amazing a community all of you are. Everyone at Cloud Imperium is humbled to have your trust and support on this journey together.
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As a result, we are building two of the most ambitious games ever embarked on in gaming, with budgets that are unmatched by all but the very biggest projects.
Having a great game is only half the battle. As we look towards the release of Squadron 42, we have been acutely aware that having a AAA game that matches the biggest single player games out there only goes so far if no one knows about it. The games we will be competing with for attention have tens and, in some cases, hundreds of millions of dollars of advertising behind them.
Other companies in a similar situation have normally tackled this problem by partnering with a Publisher for the marketing and sales of their game. As you all know I am not in favor of putting my destiny in the hands of a third party. On the other hand, I don’t feel it would be right to go back to all of you to raise funds to market the game to other people; most of you already have a copy earmarked for you and I still strongly feel that the money brought in from our crowdfunding should continue to go to the development of Star Citizen and Squadron 42.
Because of this, we started to investigate ways to raise money to fund the upcoming marketing and release needs of Squadron 42. We turned away some approaches from Private Equity and Venture Capital because we were concerned about them fully understanding what makes our company tick and pushing us towards short term decisions.
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During this process we were introduced to Clive Calder and his son Keith, who have both been interested in the confluence of entertainment with the ability to directly connect with an audience online. Clive founded the most successful independent music company, Zomba, which was home to some of the biggest music acts in the world. Keith is an independent film producer whose company Snoot Entertainment’s most recent films are the critically acclaimed Blindspotting and the Academy Award-nominated Anomalisa. During our first meeting, we got on like a house on fire, with Clive telling me about how he wished that when he built Zomba you could have connected to the fans of an artist bypassing the myriad of media gatekeepers in the way Star Citizen does, and which wasn’t possible 15 years ago. Keith and I swapped war stories about the film industry and talked about how refreshing it is to be able to utilize crowdfunding to create a project that normally would fly against what is currently considered mainstream.
During the course of these discussions it became clear to me that if Clive and Keith joined us as investors in our company, we’d have true partners that respected what we had built, but also fully understood the ins and outs and the patience required with a business based on creating entertainment. Taking in like-minded partners helps us solve the need of funding the marketing and release of Squadron 42, but also stay attuned to what makes us special.
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So, it’s with this that I would like to announce that we have closed a minority investment into Cloud Imperium US & UK, from Clive’s family office and Keith’s Snoot Entertainment for $46M for approximately 10% of the shares in the Cloud Imperium US and UK companies, which is a testament to the value, future potential and longevity of the company.
As part of this process we’ve taken on two outside board members. The first is Dan Offner, an experienced lawyer and entrepreneur with over twenty years of experience in Interactive Entertainment, who is Clive and Keith’s board nominee and second is Eli Klein, a long term friend who has been acting as an advisor to the company over the past couple of years.
The control of the company and the board still firmly stays with myself as Chairman, CEO and majority shareholder.
We wouldn’t have taken anyone on board if we didn’t feel that they were fully aligned with our vision, philosophy and could add valuable insight in navigating the business challenges ahead.
This investment helps secure our independence. We may not have the resources that an Activision or EA have to launch one of their tentpole games, but we now control our own destiny in marketing Squadron 42, especially as we have a secret weapon: all of you! Between the power of the best community in gaming to help get the message out and these additional funds we will be well positioned to enable Squadron 42 to enjoy the success that it deserves.
Beyond this, this investment gives Cloud Imperium the ability to take the long view when needed and allows us to grow as a company. I couldn’t be happier.
So I would like to welcome Clive, Keith, Dan and Eli to the Cloud Imperium family, and I look forward to great success with them and all of you.
See you in the ‘Verse!
-Chris Roberts
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starcitizenprivateer · 8 years ago
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Greetings Citizens
Greetings Citizens,
I hope you all had a great weekend! Let’s waste no time at all and jump straight into what’s going on this week.
Today, another episode of Citizens of the Stars was released. In this episode, we caught up with the talented RiceMaiden to talk about what goes into 3D printing Star Citizen ships. We also got to know Michael “Baior” Smith a bit better in another round of Quantum Questions.
Tuesday will bring us yet another detailed weekly lore post created by our writers.
Wednesday we’ll have another episode of Bugsmashers! While Mark Abent is busy with Alpha 3.0, we’ve managed to grab special Guest Host CG Supervisor Forrest Stephan to take the reigns for now. What’s a Bugsmashers without Mark look like? You’ll have to tune in to find out!
Thursday we’ll see an all new episode of Around the Verse, where you’ll always find the latest in Star Citizen’s on-going development.
And last but certainly not least, if you’re a Subscriber get ready this Friday for an all new edition of Jump Point Magazine, fresh off the digital press!
That’s all for this week, we’ll see you in the ‘Verse!
Tyler “Zyloh” Witkin Lead Community Manager
The Weekly Community Content Schedule
MONDAY, SEPTEMBER 11TH, 2017             Citizens of the Stars   (https://www.youtube.com/user/RobertsSpaceInd/)
TUESDAY, SEPTEMBER 12TH, 2017             Weekly Lore Post   (http://ift.tt/2jn8Juc)
WEDNESDAY, SEPTEMBER 13TH, 2017             Bugsmashers!   (https://www.youtube.com/user/RobertsSpaceInd/)
THURSDAY, SEPTEMBER 14TH, 2017             Around the Verse + Burndown   (https://www.youtube.com/user/RobertsSpaceInd/)             Vault Update   
FRIDAY, SEPTEMBER 15TH, 2017             Jump Point Magazine   (http://ift.tt/1iJNVIn)
Community Spotlight: September 11th, 2017
We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
The Drake Herald Cinematic by Frustmaster
Frustmaster has taken September’s Subscriber ship of the month and created a beautiful cinematic trailer. Well done!
Community Hub post here
Origin 600i Poster by Olaf_Jaeger
Olaf has taken it upon himself to create a detailed 600i poster worthy of the finest walls!
Community Hub post here
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sad-ch1ld · 7 years ago
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December 2948 Subscriber Flair
Subscribers
The final piece of your exclusive Venture Explorer Suit from RSI falls into place with this stylish and functional torso section. Now you can stay safely insulated from the ravages of space and complete this soon-to-be-legendary look.
Imperator Subscribers
Imperator-level subscribers can complete their limited purple suit with the matching torso piece as well, and finally gain access to establishments that deny service to the shirtless.
If you’re an active subscriber, these items will be added to your account on December 17th.
If you aren’t a subscriber yet but want to sport this Chest Plate, make sure you subscribe no later than December 16th.
More information about subscriptions can be found here
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sad-ch1ld · 7 years ago
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Writer’s Note: Phantom Bounty: Part Four was published originally in Jump Point 3.4. Read Part One here, Part Two here, and Part Three here.
Mila was a traitor. She’d risked her career as a bounty hunter . . . had betrayed her partner, Rhys, to free Casey. Was it all worth it? Had Casey been telling the truth about her father developing bioweapons?
Mila snuck a glance at Casey as she returned to the co-pilot’s seat. The dark-haired woman offered her a small smile, then harnessed herself into her seat. Mila’s childhood friend. A terrorist.
The emptiness of space loomed before them, nothing but darkness beyond Devana’s forward screen. Mila gripped the controls so tightly her hands ached.
“I’ve managed to mask our signal,” Casey said, “but it’s a temporary fix only. We have a half hour. No more.”
“How . . . ?”
Casey explained the method, and Mila shook her head, partially in awe of the hacking skills required, partially in dismay over the length of the resulting prison sentence if she were caught at it.
“Could have used that trick myself a time or two,” Mila muttered.
“Not if you want to stay on the right side of the law.” Casey cleared her throat. “After this is over. Of course. Just picked up the signal on the scanner. Gotta be my contact. The ship’s waiting a few clicks from the jump point.”
Mila’s hands grew tighter on the controls as she glanced at the scanner screen. Space normally held the dual promises of endless possibility and endless danger . . . but today it held only danger for her.
“Any sign of the Advocacy?” Mila asked tightly.
“Not yet. But . . . they’ll follow. They always do. Get me to my contact, and we’ll execute the plan.”
Mila tried to calm her breathing, but her heart was racing, and she couldn’t make it stop. It was supposed to be simple. Mila would pull up next to the contact ship; Casey would knock her out, then transfer to the other ship. When Rhys and the Advocacy found Mila, she’d tell them Casey took her ship and ran with it. Then everything could go back to normal. Or almost normal. Would Rhys believe the lie? Could she lie to him?
This was stupid. So stupid. She’d acted rashly. There was no way she could lie well enough to convince the Advocacy and Rhys that Casey had somehow escaped the containment pod, overpowered her, and then locked her inside. But Mila didn’t have another solution.
“Straight ahead.” Casey plotted new coordinates, and Mila followed the trajectory.
A long, sleek yacht came into view in front of them. A few thin lights gleamed along the length of the 890’s hull. The owner of this ship had plenty of money; Casey’s contact was the real deal.
“Freelancer,” came a voice over the comm. “State your business.”
Casey replied, “Tell S Whispering Wind approaches.”
“Around which sun does the finest planet orbit?”
“Ilios.”
Mila’s heart skipped a beat and she slammed a hand over the comm, silencing it. “Ilios,” she hissed. “Like the project?”
Casey’s brows rose for a split second, then her expression smoothed. “Exactly like that.”
“I thought you destroyed all that data.”
“S has cleared you for docking,” the comm interrupted, “but we’ll need to scan you at close range.”
Casey pushed Mila’s hand out of the way and hit the comms. “Roger that.”
“Tell me what’s going on,” Mila hissed. “What is this about Ilios?”
Casey sighed. “I can’t tell you about S. Or Ilios. If I did, I’d have to kill you.”
Mila tensed in her seat. There was no hint of humor in Casey’s voice. None. She was serious.
“I risked everything for you!”
“Look . . . all I can say is that People First has friends in high places. They support the cause. But not all friends are created equal. Many do things . . . for their own reasons. And can be persuaded to help if you offer the right terms.”
Mila pulled the ship up beside the much longer 890. “This contact is connected with People First? And what were her terms for you, to get you out of here and betray PF?”
The 890 commed them before Casey could answer. “We detect two life signs in the Freelancer. S says you were supposed to come alone.”
“I needed help getting here,” Casey replied tersely.
“S says both of you must board. Or we leave.”
Casey glanced at Mila with a veiled expression, “I’m sorry to drag you into this. But we both have to go over there.”
“No.” Panic rushed through Mila, and she tightened her grip on the stick. “No way. That wasn’t the deal. You go over. I stay here. Or I’m leaving.”
“Evony.”
“Don’t call me that,” she said through gritted teeth. “My name is Mila now.”
“Mila,” Casey’s voice was low, soothing. “How do you think it’ll look if we fly away now? They’ll shoot us out of existence and jump without a glance back. You have to go over there. I’ll make sure S sends you back here.”
“How will you make sure?”
“I just will. Now suit up. We’re wasting too much time. S definitely won’t be happy if the Advocacy shows up at her door. But I’m pretty sure you understand that.” Casey left her seat and headed back to suit up herself.
Mila stared at the yacht, trying to decide if she could outmaneuver it and escape. But then what? She had to get rid of Casey, not keep her on board. She let out a frustrated sigh, unbuckled, and headed back to her gear. She ignored Casey, not meeting her gaze.
Her injured shoulder, shot by Casey, cried out in pain as she pulled her suit up. She slapped a new numbing patch on it and continued dressing. As she closed the suit up, her hand touched her necklace.
Mila’s heart twisted as she pulled the bronze token over her head. She stared down at it, at the infinity symbol, the special iridescent “good luck” stones dangling from it, and a new wave of regret washed over her.
Rhys had spent some of their last creds on this. To make her happy. Mila took the necklace and tucked it in the space between the bunk and the wall. She didn’t deserve it. And it hadn’t brought her good luck anyway, had it?
When Mila got back to the cargo hold, Casey was suited up, her helmet under one arm.
“Ready?”
“Yeah,” Mila mumbled.
They both latched their helmets on, then Mila depressurized the cargo hold and opened the back ramp. She and Casey pushed off the ramp and drifted toward the 890’s rear lift. When they were inside the empty space, the cage lifted under them, and artificial gravity gently resumed. A light turned green above them, and Casey took off her helmet. Mila did the same.
They stared at the double doors before them, waiting in tense silence.
The doors finally slid open, revealing a broad-shouldered man in a dark grey flight suit. “S will see you now.”
The man stepped into the lift, one hand gripping a pistol, and gestured for Mila and Casey to enter the ship.
Mila squared her shoulders and met the man’s hard glare with one of her own. She wouldn’t be afraid of these thugs. She’d faced off against dozens of wanted criminals and come out on top. She could do it again.
Another pair of guards met them in the next corridor where it widened. One of them patted Casey and Mila down and removed their mobiGlas as the other kept his gun trained on them. When they were satisfied, they led them down the corridor and into a well decorated lounge.
Mila’s eyes darted around. The lounge was on two decks, and more guards looked down at them from behind the rail of the upper deck. By the taste displayed here, Casey’s contact was old money. It could have been owned by Mila’s parents or any of their friends on Terra. Silk panels from Rihlah, famous Terran brocade applied to the benches, a delicate glass and metallic table at the center, and a very impractical glass chandelier hanging from the middle of the ceiling. Iridescent stones decorated the chandelier, and Mila’s hand almost went to the spot where her good luck necklace used to be. They looked just like the stones on it.
Two more guards entered, bringing the total to five on the main deck. Mila’s lips parted as a woman, apparently the mysterious ‘S,’ walked in behind them.
It was the woman from the market stall where Rhys had purchased her necklace.
Mila did a double take. No . . . there were differences. This S was petite, with space-black hair and light blue eyes, just like the woman at the stall. But the woman before her wore a well-tailored suit and robe, not loose skirts. And her hair wasn’t done up in braids, and she didn’t have a nose ring. She looked more . . . well-preserved — her skin smooth, a product of youth treatments. This was not the same woman . . . but Mila would be willing to bet they had some relation to each other.
The woman walked up to them with a smile, and exchanged kisses on the cheek with Casey.
“Brought a friend?” she asked, raising a brow at Mila.
“Like I said. I needed a ride.”
“And who is this?”
Mila didn’t answer, just tried to keep her expression blank. She couldn’t let this woman know she knew anything about her.
“She’s just an old friend of mine,” Casey said, her voice light.
The woman’s eyes darkened, her polite demeanor fading a fraction. She gestured to one of the guards.
“Come with me, Elaine. Let us talk over here.”
Casey followed her to an ottoman near the center of the room, while the guard grabbed Mila’s arm and pulled her to the edge of the space and out of earshot of Casey and S’s quiet conversation. Did S know who Casey was originally? She’d called her Elaine, the name she’d used on Tevistal.
The two of them engaged in an intense, quiet talk for a few minutes and then Casey lifted the sleeve of her suit and peeled off a piece of her skin. False skin. Mila went cold at the sight of it. Casey hadn’t mentioned any hidden data . . . or details on the price for her passage. Casey scraped a chip from the skin and passed it to S.
Casey was selling data, probably Phan Pharmaceutical data. Had she lied about everything? Was she just stealing data to sell to competitors? Anger started to bloom in Mila’s chest, and she fought to keep her mouth shut. All that mattered now was that Mila get out of this alive and unscathed.
Casey finished her transaction and returned to Mila.
“What was that?” Mila hissed.
Casey’s expression was tight. “She’ll let you go back to your ship just as soon as she checks my payment.”
A new guard ran through the door. “Madame. The Advocacy was spotted by our scout. We need to jump. Now.”
“Wait — no.” Mila looked toward the door they’d come in. “Send me back. Send me back now.”
S shot them a glare and gestured to the guard behind Mila. “Take them each to a room until after the jumps.”
Jumps. This was starting to get a lot more complicated.
“Let me go back to my ship!” Mila’s voice rose.
Casey dug her nails into Mila’s hand and leaned close, whispering. “They won’t let you now. Keep it together if you want to survive this.”
Mila lurched to the side, trying to make a desperate run back out to her ship.
The guards closed in on her, grabbed both her arms, and dragged her the other way. She went limp, no longer fighting it as the realization of what had happened sunk in.
They took her up a flight of stairs and opened the first door they came to, pushing her inside.
“Harness up. We’ll be jumping soon,” one of the guards said.
The door slid closed and she heard the lock engage. Mila took a panicked look around the small room, and then sank down in the jump seat. Tears brimmed in her eyes as she buckled in. She’d messed up.
She’d always been able to get out of scraps before. Always. But not this time. She just kept sinking deeper into a pit that appeared to have no bottom.
The ship hummed softly as it powered up, and in mere minutes she felt the woozy sensation of the first jump. Another soon followed, and Mila’s hope died as they travelled further and further away from her ship.
When the Advocacy found the empty Devana . . . they’d know. They’d know she’d helped Casey escape. They’d think she was working with her.
And it would be true.
The stomach-lurching feeling of the third jump let Mila know her old life was over for good. Now she was a criminal . . . on the run. She could try to say Casey had kidnapped her, but why would she have? There was no good way out of this. And Rhys knew the truth; he’d known about their shared past. If the Advocacy pressed him . . .
Would Mila even get off this ship alive?
When the yacht powered down, Mila unharnessed herself and paced the small room.
Hours passed, and a guard brought Mila food and water. The reconstituted food tasted like death, like a last meal before the end, and a terrible one at that. She could barely wrap her mind around what she’d done — how much her life had changed in just a few hours. Then the locks disengaged on her door again, and she turned as it slid open.
Casey slipped through and quickly closed it. “The guards are busy . . . for the moment. This might be our only chance to talk.”
“You lied to me. You knew.”
“No. I didn’t. I’d hoped to get you back to the ship.”
“I can never go back now, Casey. Not ever.”
“Shh. I’m Elaine here.” Casey looked completely calm, unbothered by the fact that Mila’s entire life was hanging in the balance.
Mila rushed Casey and shoved her against the metal wall. “They’re not gonna let me walk out of here, are they? I’m an unknown entity. I was never supposed to be here.”
Casey winced with pain and her forehead creased with worry. “S — Sybil — will make sure she knows who you are before she lets you leave now. And when she finds out you’re a bounty hunter . . .”
“Well, I think I know something about her. There was this woman selling trinkets at the market—”
“A younger sister. You don’t say a word about knowing anything, understand? She’ll kill you if she thinks you know anything about her. She operates under the illusion that we don’t know anything.”
Mila backed away from Casey, feeling dizzy. “You lied to me. You’re selling data—”
“Not bioweapons! When we do jobs, we collect harmless, or even beneficial, research and sell it to fund our cause. But I’m funding my escape with it this time.”
“What is it? What did you just sell?” Mila’s voice rose as she spoke, and she tried to calm herself down, but her mind was racing.
“The formula for a medical treatment that hasn’t been patented yet.”
“How can I believe that?”
“Look, we don’t have time for this.” Casey placed her hands on Mila’s shoulders, forcing her to look her in the eyes. “You know about her family. She’s going to find out about you. There’s no way she’s letting you just go back to your regular life now. You have one choice.”
Mila shrugged off Casey’s hands. “What?”
“You come with me. I’m going to try to convince her to let us disappear together.”
“No!” Mila began to pace the room again. “I can’t just . . . leave the Empire.”
“If you stay — you just freed me and left your ship stranded next to a jump point. They’ll know you helped me. You have no other choice.”
“You think I don’t know what it looks like? You have to help me get off of here. Have them drop me off somewhere so I can . . . somehow make it right.”
“You know too much! About me — about PF — about Sybil.”
Red crowded around the edges of Mila’s vision, and it took everything she had not to wrap her hands around Casey’s neck and squeeze. “I helped you. You’d be dead if it wasn’t for me. You have to help me fix this. Help me get out of here.”
Casey folded her arms across her chest and glanced back toward the door. “I can’t.”
“You. Will.”
“They’ll catch you—”
“And it won’t matter to you either way. You’ll be long gone, hiding in Xi’an territory.”
Casey met Mila’s eyes and sighed. “Fine. Get yourself killed if that’s what you want.” She reached into her suit pocket and pulled out a translucent swipe card.
“Stole it off a guard.” Casey smiled ruefully. “This should get you into the corridor at the end of this one. They have a little 85X there. I know we’re stopping at a planet soon. Backwater, but plenty of places to hide. I’ll distract the guards for you. When I knock twice on your door, wait five minutes, then it’s time for you to go.”
Mila stared down at the card in her hand.
“Thank you again, for helping me. I owe you my life.” Casey wrapped her in a quick hug that Mila didn’t return. “I really am sorry. Try to be safe.” Casey gave her one last sad smile. “If you change your mind . . .”
“No,” Mila said, her voice breaking. “I’m going to fix this.”
The knocks came after Mila had given up on Casey ever following through.
Two knocks.
Mila grabbed her helmet off the floor and hugged it to her chest.
Heart pumping a chaotic rhythm in her chest, Mila waited through five tense minutes, then swiped the card Casey had given her. The door slid open to reveal an empty corridor beyond. She barely breathed as she gingerly stepped into the corridor and looked both ways. She turned right, as Casey had directed her to, and hurried toward the end. It curved right, taking her to a new door.
She said a quick prayer to the Banu god of luck that the room beyond would be empty, then scanned the card.
The door opened into a hangar bay. The 85X sat at the center of it.
An alarm sounded, and red lights began to flash in the bay.
Mila was sweating freely as she latched her helmet on.
“Hey!”
Someone tackled her from behind, shoving her down on the floor. She fought back, twisting in the man’s grasp until she saw him face to face. A guard, the one who had warned Sybil about the Advocacy’s arrival.
Mila slammed a gloved fist into his unprotected face, and he stumbled backward. She desperately climbed forward, trying to get into the 85X cockpit, but the guard followed her.
Depressurize Bay. The small words flashed in the corner of the cockpit’s interface. As the guard grabbed her leg, she hit the button on the screen. A whole new set of alarms joined the ongoing din. The man’s eyes widened, and he scrambled away from her, toward the hangar door. He scanned his key card, trying to make it open, but it was sealed shut. He would die if she didn’t do something.
Mila paused the depressurization and lurched out of the ship. She crashed into the man, seeking the pistol he held in his grip. She slammed an elbow into his gut again, and he released the gun. She picked it up and trained it on him.
“Last chance to get out!” she yelled. He stared at her wild eyed and scanned his card again.
This time the door opened. Several guards waited beyond, but he yelled something to them and they didn’t try to enter.
The door slid shut, and Mila climbed back into the ship, tossing the pistol into the seat beside her.
She brought up the Starmap, her hands shaking with adrenaline, praying that it would display more than a void. They were in orbit over a settled world! She chose a landing site to the west of the closest city. She could abandon the ship there, hide in the wooded hills, wait it out until she was sure Sybil and her guards had given up waiting for her to emerge. She chose her destination, and then completed the prep sequence.
The countdown began. She harnessed herself into the seat as the hangar bay opened, revealing black space behind.
She throttled up and took off, leaving the 890 behind.
Mila headed directly planetside, sparing little attention for the ship at her back. If they shot up the runabout, she would have no more worries herself. There was nothing she could do but speed to her landing site.
She pictured Rhys. His handsome face, his reassuring words, the way he’d held her. That smirk she’d probably never see again unless she got caught or found a way to fix this impossible situation.
As she entered the planet’s atmosphere, she spared the time for a few tears.
A few days ago she’d been hunting the Phantom.
Now she needed to become one.
Five Months Later
Mila wove her way through dark alleyways, keeping her head down, a hood concealing her face. A lock of her newly short-cropped blonde hair fell into her eyes, and she blinked as it irritated them. The green colored contacts she wore felt dry, scratchy. But at least from afar she wouldn’t be recognized.
She glanced back at a huddle of transients gathered round a rusty heater, and turned down the next alley. She’d reached the hostel sector.
It was dangerous being back in Tevistal so soon after the Incident, but she’d run out of options and time. A dozen small-time jobs had funded her existence along the way, but now there were even more bounties on her head.
She’d been hunted for months, had been nearly caught, but so far she’d always gotten away. And this was the one place they’d probably never expect her to return.
Mila gritted her teeth and walked down the dark alley between two hostels. A cracked globe flickered, guiding her to a hostel entrance. She pushed open the door, and the scent of piss wafted over her. It barely registered. This place was only half as filthy as most of the places she’d slept the past few months.
Voices rang through the thin metal walls. Arguments. The sound of two people moaning and grunting. An old vid playing at full blast.
Mila found an unoccupied room and went inside. Dim sensor lights lit up the room. The place had a film of filth coating it, but it would do.
She shut the door behind her and activated the second-hand mobiGlas on her wrist. Her hacking program did a quick job of activating the RoomTab. The lights and power came on in response, and she pulled her mobi away. It would stay on until she ran her program again. No creds needed. Which was good, because she didn’t have many left.
A glance around the now well-lit room brought a flood of memories back. The pain came with it, weighing Mila down. She sank to the dirty mattress.
She and Rhys had tracked the Phantom to a room like this once.
Mila did something she hadn’t done for weeks. She brought up the news search she’d saved to her mobiGlas, to see if anything had changed since she’d last checked.
PHAN PHARMACEUTICAL CEO UNDER INVESTIGATION
She rewatched the vid of Casey’s father being arrested with the sound turned off. Owen Phan’s face was the same regal countenance she remembered from growing up. When Mila had first heard that the truth about the biological weapons had leaked, it had been a relief to learn that Casey had at least been telling the truth about that. And even more importantly, Mila’s mother had been kept completely clear of the breaking scandal. Knowing that Phan wouldn’t be making weapons anymore was the only glimmer of light in these recent dark days.
Almost without thinking, Mila accessed another archived news story.
An image of herself flashed in the air before her. Or at least what Mila used to look like. It was the photo the Advocacy had been using on her bounty.
EVONY SALINAS CHARGED WITH AIDING AND ABETTING “THE PHANTOM”
The article speculated on the nature of the terrorism, on the relationship between Mila’s parents and Phan Pharmaceuticals, and on Mila’s motives. Even with the revelation of the biological weapons it hadn’t changed the fact that the Phantom had wreaked havoc for months. Casey, and by association Mila, were still considered criminals.
The article had included a small photo of Rhys as well. He had been held for questioning, but with no proof of any wrongdoing on his part he had eventually been released.
Mila reread the final line.
Evony Mila Salinas is still at large, with several bounties on her head for crimes ranging from petty theft to terrorism.
She scanned back up to see Rhys’s face one more time, but it was like a knife through her heart. She turned off the mobi.
She needed to get to Xi’an territory fast, and she only knew of one woman who could get her there. Sybil.
But she’d been unable to dig up anything useful on the woman. All she knew was that she was related to that peddler who had sold trinkets in the Tevistal market square on Pilgrim’s Day. So that’s who Mila needed to find. Sybil might have her guards shoot Mila on sight after what she’d done . . . but Sybil had helped Casey — for a price.
And Mila was desperate enough to pay just about any price Sybil asked. She’d learned a few weeks ago that Rhys was hunting her down, trying to bring her in, that her time was running out.
Maybe . . . maybe if he did find her again in Xi’an territory, free of Advocacy influence, she could explain. She could hope for his forgiveness, if nothing more.
But until then, she’d be a Phantom. Doing what she needed to stay free.
THE END
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sad-ch1ld · 8 years ago
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consolidated outland
pioneer
go to the pioneer sale page
Get ready for the next phase in the evolution of astroengineering.
“Humanity still has a long way to go, and I think Consolidated Outland is going to be the one to take them there.” – Silas Koerner
Silas Koerner and Consolidated Outland invite you to the future of colonization. The brand new Pioneer is a mobile construction yard that specializes in creating modular planetary structures. Utilizing an on-board reserve of resources, the Pioneer can construct your new home onsite as well as continue to build once your new settlement is up and running. Whether you’re simply looking to build a little respite far away from the noise and chaos of day-to-day life or you’re bringing civilization to the frontier, the Pioneer will make your dream a reality.
about the concept sale
The Pioneer is being offered for the first time as a limited concept sale. This means that the ship design meets our specifications, but it is not yet ready to display in your Hangar or to fight in Star Citizen. The sale includes Lifetime Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a Pioneer poster and then once the in-game model is finished you will also be given an in-game Pioneer mini ship model! In the future, the ship price will increase and the offer will not include Lifetime Insurance or these extras.
If you are interested in adding one to your fleet, a limited number of War Bond Pioneer hulls (plus outpost construction materials and UEE Claim licenses) are available for purchase during this pre-sale. An additional allotment of hulls, including credit versions, will launch during the full sale on Friday, October 27. The total number of Pioneers available is being limited to adhere with the current design for player-run outposts. Pioneers not sold during the pre-sale will be included in the War Bond allotment for the full sale. Pioneers will be available in the pledge store until Monday, November 6, 2017 (or while supplies last.) Once the full presentation is complete, you can also view a detailed schematic of the Pioneer in the Holo Viewer in the Tech Overview of the ship page, and be sure to enjoy the special CitizenCon brochure featuring the Pioneer.
As with every Concept Sale, we will also be doing a Q&A post. We are also streaming a live presentation with the Pioneer’s designers during CitizenCon 2947, which will be available for review after the event. If you have additional questions, there will be a forum thread on Spectrum to take your questions. Make sure to vote for the questions you most want to see answered and we will be posting the dev’s responses next week. Look for the Comm-Link Schedule next week to find out when that post will go up.
Watch the CitizenCon panel about the Pioneer (Friday, October 27, 19:30 Frankfurt time)
DISCLAIMER
Remember: we are offering this pledge ship to help fund Star Citizen’s development. The funding generated by sales such as these are what allow us to include deeper features in the Star Citizen world. Concept ships will be available for in-game credits in the final universe, and they are not required to start the game.
Additionally, please note that the Pioneer will be entering the ship pipeline now and may be released after other concept ships have been completed. All decorative ‘flair’ items will also be available to acquire in the finished game world. The goal is to make additional ships available that give players a different experience rather than any particular advantage.
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sad-ch1ld · 8 years ago
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CitizenCon 2947: Exploring New Worlds
Greetings Citizens!
C&D Events is proud to announce the theme for the 2947 CitizenCon: Exploring New Worlds. With help from our sponsors like Consolidated Outlands, Aegis Dynamics, the UEE Diplomatic Corps, Compass Magazine, and Electronic Access, this year’s event will discuss exploring beyond the known frontier and showcase emergent technology, security protocols and even helpful social skills when venturing into the great unknown. Arguably the biggest event of its kind, CitizenCon brings together speakers, exhibitors and vendors to celebrate the people of the UEE.
Doors to the event will open at 12 PM UTC so there’s plenty of time for you to experience and explore everything that’s planned. The main auditorium will host presentations while numerous booths will focus on exploration and other topics that you won’t want to miss. Expect to hear more about these details closer to the event.
The whole event will be streamed from the Capitol Theater via Twitch and a full itinerary of the day’s speakers will be available soon.
You can find the previous announcement regarding CitizenCon 2947, complete with location information and FAQ here.
CitizenCon 2947 Sponsors
   $(function() {      Page.init();  window.Page = new RSI.Game.About();      });    
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starcitizenprivateer · 8 years ago
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sad-ch1ld · 6 years ago
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Hello everyone,
Hopefully you all had as great of a weekend as those who attended BritizenCon in Manchester. The team members fortunate enough to visit the Museum of Science and Industry, where the event took place, are still talking about the fun they had, and the amazing members of the community they met. A big thank you to the organizers for putting on such a great community-lead convention.
Last week, we announced the winners of our Easter Screenshot Contest on Spectrum. Make sure to check out the fantastic screen shots taken at Benny Henge, the Javelin Wreck, and Jump Town. Big thanks to everyone who submitted an entry and congratulations to the winners!
Also last week, we introduced our new Thursday show Inside Star Citizen, taking you inside Star Citizen’s development first hand with a new name and a revamped format. Let us know in the comments if you enjoyed this makeover and what we can do to make the show even better.
Now, let’s see what’s going on this week:
Tuesday, the Lore Team takes a look at a controversial vote that kept the UEE capital on Earth instead of moving it to Terra following the fall of the Messers.
Thursday welcomes a new episode of Inside Star Citizen, our weekly look inside the world of Star Citizen development.
Friday sees a Roadmap update and the RSI Newsletter delivered right to your inbox. We also welcome a new episode of Star Citizen Live, which broadcasts LIVE on our Star Citizen Channel. This Friday, our guest will be Lead Animator Bryan Brewer of our Austin Studio.
See you in the ‘verse!
Ulf Kuerschner Senior Community Manager
*Screenshot by Angaeda
The Weekly Community Content Schedule
MONDAY, APRIL 29TH, 2019             -   
TUESDAY, APRIL 30TH, 2019             Lore Post – This Day in History   (https://robertsspaceindustries.com/comm-link/spectrum-dispatch)
WEDNESDAY, MAY 1ST, 2019             -   
THURSDAY, MAY 2ND, 2019             Inside Star Citizen    (https://www.youtube.com/user/RobertsSpaceInd)             Vault Update   
FRIDAY, MAY 3RD, 2019             Star Citizen Live   (https://www.twitch.tv/StarCitizen)             Roadmap Update   (https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen)             RSI Newsletter   
Community MVP: April 29TH, 2019
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
I need a hero by RocketElf
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RocketElf’s character was stuck on a ledge when an unsung hero came to the rescue. He decided to create a FOIP tribute to honor his savior. Check out the video on the Community Hub.
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sad-ch1ld · 6 years ago
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Jump Point Now Available!
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Attention development subscribers: the April 2019 issue of Jump Point is now available in your subscription area. You’ll learn all about developing the updated flight model which premiered in Alpha 3.5, track the history of flight controls in the RSI Museum and find out everything you ever wanted to know about Leyland’s Tortoise in an all-new Galactapedia. Plus a lore featuring MaxOx!
Interested in becoming a development subscriber? You can learn more here.
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sad-ch1ld · 6 years ago
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Hello everyone,
Last week, Star Citizen Alpha 3.5 hit the live servers! As always, thank you to everyone who helped test on the PTU in preparation for this release. You can find out more about what’s in 3.5 here.
Also last week, we kicked off a screenshot contest to celebrate Easter. We’re currently sifting through a mountain of epic submissions so look for an announcement coming to Spectrum Wednesday!
Finally, if you haven’t already, make sure to check your email inbox for the latest and greatest Squadron 42 information in our Monthly Report for March.
Now, let’s see what’s going on this week:
Tuesday, the Lore Team brings us the thrilling conclusion to Brothers in Arms.
Wednesday we’ll discover who will fly away in a new Reliant, when the winners of our Easter Screenshot Contest are announced.
On Thursday we welcome the return of our weekly look inside the world of Star Citizen development.
Friday sees a Roadmap update and the RSI Newsletter delivered right to your inbox. We also welcome a new episode of Reverse the Verse, which broadcasts LIVE at noon Pacific on our Star Citizen Channel. This Friday, we’re going to play through the Pacheco mission with live commentary and Q&A with Lead Designer, Luke Pressley.
Lastly, folks from our team in the UK will be on-site at BritizenCon on Saturday. We can’t wait to see you all there!
See you in the ‘verse!
Tyler Witkin Lead Community Manager
*Screenshot by MrKoddy
The Weekly Community Content Schedule
MONDAY, APRIL 22nd, 2019             -   
TUESDAY, APRIL 23rd, 2019             Lore Post – Serialized Fiction: Brothers in Arms (Part 4)   (https://robertsspaceindustries.com/comm-link/spectrum-dispatch)
WEDNESDAY, APRIL 24TH, 2019             Easter Screenshot Contest Winners Announcement   
THURSDAY, APRIL 25TH, 2019             Around the Verse    (https://www.youtube.com/user/RobertsSpaceInd/)             Vault Update   
FRIDAY, APRIL 26TH, 2019             Reverse the Verse LIVE   (https://www.twitch.tv/StarCitizen)             Roadmap Update   (https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen)             RSI Newsletter   
SATURDAY, APRIL 27TH, 2019             BritizenCon   
Community MVP: April 22nd, 2019
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
MISC Prospector 3D Print by Philippe38
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Philippe38 took the time to 3D print a MISC Prospector, and it turned out incredible! Check out the pictures on the Community Hub.
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sad-ch1ld · 6 years ago
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Send Your Tips to StarWatch!
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Time to set your sights on the stars and let me, Callie C, shine a light on everything you need to know about today’s hottest socialites and celebrities. Turns out they’re just like the rest of us, only attired in more fetching threads. Welcome to StarWatch!
Let’s begin with the hot topic currently setting spectrum aflame. Boyce Baudin is back! But don’t you dare call him “Babyface” anymore. The beloved comedic actor with the cherubic visage disappeared from the public eye for months, canceling several spectrum appearances without warning. Rumors swirled that the notoriously hard partying prankster might’ve finally allowed his cravings to control him. Now we know, thankfully, that wasn’t the case. But many of Boyce’s longtime fans are less than pleased with the real reason for his self-imposed sabbatical…
Turns out that Baudin couldn’t deny the call of the Calliope. The actor felt his signature look was keeping him from landing the leading roles he truly desired, so he became the latest celeb to get the BiotiCorp reboot. Bye bye rosy red cheeks and round chin; hello chiseled cheekbones and devastating jawline. I believe the desired outcome was “ruggedly handsome,” but to my eyes it’s more “rough around the edges.”
Initial reactions to Baudin’s new appearance on spectrum were savage. Some of Baudin’s most dedicated devotees spun wild theories to explain the change, including one group convinced he’s going to yell “Triggerfish!” at any moment. From what I’m hearing, the star may be wishing that the new look had been a prank. Sources close to the bygone babyface claim he’s despondent about the public’s reaction and has been debating restoring his classic countenance. Let this be a lesson to all those stars considering similar procedures; sometimes perfection has a price.
Now, let’s go to a “say it ain’t so” scenario. There’s a new headline crashing its way out of Oso that kid-vid heartthrob Sindre Alby has been arrested for an unprovoked attack on a civilian ship. Representatives for the former star insist that Alby’s intentions were honorable and that the incident is nothing more than an unfortunate misunderstanding.
Alby rose to fame for his role as the mysterious yet sensitive stock clerk in Open for Business, one of my fav vids growing up and still my go-to drunk rewatch. Of course, we all remember when, at the height of the show’s popularity, Alby quit the show and acting entirely to go fight for animal rights across the Empire. Be still my beating teen heart!
He’s been at it for a while now, making vids and leading protests to raise awareness, but I guess this time he might have taken the fight too far.
Sources say the handsome heartbreaker had taken up with a watchdog group dedicated to staking out the Oso system and scanning ships to ensure Osoians aren’t being smuggled out. When Alby became convinced a vessel travelling well off the system’s normal shipping lanes was smuggling the protected creatures, he reported it to the local authorities. Though he was explicitly told not to engage, Alby got nervous when the ship’s quantum drive began to spool and decided to blow their main thrusters to bits. When the authorities finally arrived at the scene and boarded, guess what they found? Nothing illegal! Not a single cute Osoian! Nothing! They arrested Alby and the rest of the activists on the spot for attacking a civilian vessel.
Sure, Alby didn’t follow proper procedures, and the family aboard the ship suffered some injuries, but no one died. The former actor has promised to replace the damaged ship and pay all medical costs, but he’s still facing serious charges. Are you kidding? If you ask me, the ‘verse needs more valiant individuals like Alby who are dedicated to the greater good.
Fans of the former star have already started a “Free Alby” campaign to advocate for his release. I’ve pledged my support and so should you, so Alby can go free… and maybe star in the Open for Business reboot.
Enough with all this serious stuff. It’s time to have some fun!
It takes only one look at me to see that fashion is a passion. I’m not afraid to admit that the longest and most important relationship in my life is with a pair of Venti Penrose suede pumps. For me, it’s an expression of individuality and a way to stand out from the crowd.
That’s why, when I’m not scooping scandals, I’m scouring spectrum for all the hottest trends. To help me assess the latest looks, I’m joined again by my fab friend and fashionista, Nisco Hobbins.
Nisco Hobbins: Thank you, Calcee. I love being here almost, almost as much as I love OpalSky’s new line.
Stop it. Didn’t you call last year’s fall look, “chintzy casual clothes for those too rich to shop at Casaba?”
Nisco Hobbins: In my defense, I’m not paid to pull punches. My job is to form fashion opinions based on my gut reaction and years of experience. Expressing honest, cutting comments is what got my butt a spot on this show, you know.
And won your way into my heart… which I’m now reconsidering.
Nisco Hobbins: How dare you?
I just don’t understand how adding stuff like a subtle paw print pattern to the same boring and basic clothes suddenly converted you?
Nisco Hobbins: What? I can’t change my mind?
Only if you back it up by wearing OpalSky’s new line the next time you’re on the show.
Nisco Hobbins: Done and done.
Before I reconsider ever asking Nisco back on the show, let’s talk about what I think is the hottest new trend… gems, gems, and more gems.
Nisco Hobbins: Are you talking about those new Laren’zo designed dresses?
So amazing, aren’t they?
Nisco Hobbins: I almost don’t even know what to think.
This boldly beautiful new look from Republic of One features gems sewn into the seams around the peekaboo panels. It provides this mesmerizing sparkle and an eye-catching pop of color that is incredible.
Nisco Hobbins: It’s ostentatious. It’s shocking. And I love every damn thing about it.
The fashion house is even pitching these dresses as a potential heirloom quality asset. So, if you like keeping a little physical wealth around, a dress encrusted with gems isn’t a bad option.
Nisco Hobbins: So true, ‘cause from what I heard, these handcrafted pieces are mondo expensivo. I’m already debating which organ to sell so I can afford one.
You heard about what they had to do to make their first run, right?
Nisco Hobbins: No, what?
Republic hired a bunch of independent miners to hunt down exactly the stones they needed.
Nisco Hobbins: Big thanks to all those out there making this ‘verse a more beautiful place! You did your part for the greater good.
Now, all I need is someone to send me one to wear on the show. Wink, wink.
Nisco Hobbins: Winking doesn’t work that way.
Guess we’ll see.
Nisco Hobbins: Honey, trust me, Laren’zo is not watching this show.
Stop crushing my spirit, or I’ll have Ravi mute your mic.
Nisco Hobbins: Love you, Laren’zo! Your new line embraces the entire Republic aesthetic while also giving it an intriguing new spin. Just like what OpalSky did.
What’s going on here? Are you getting paid by the plug?
Nisco Hobbins: Can I be honest?
That’s a loaded question.
Nisco Hobbins: I hate OpalSky’s new line. I just wanted to have a little fun. Please don’t make me wear their clothes on your show.
Oh! You are so bad! We might have some Opal lying around here that I should make you wear for the second half of this segment.
Nisco Hobbins: You wouldn’t.
Better keep your eyes here, watchers. There’s more StarWatch coming up after this quick break.
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sad-ch1ld · 6 years ago
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Hello everyone,
Last week, we published the Monthly Report for March, helping you stay up-to-date with what our teams around the globe have been working on over the past month.
Also last week, we had developers from our Frankfurt Studio attend the Asus ROG Convention in Germany. They had loads of fun on the live stream, talking to players and showing Star Citizen to the crowd.
Finally, Gamescom 2949 is right around the corner, and we’re looking forward to meeting all the Star Citizen fans making the trip to Cologne. Members of the community team will be on hand at Bar Citizen events in the evenings, with Friday’s meetup including special guests Erin Roberts and Brian Chambers. Find out more!
Now, let’s see what’s going on this week:
Keep a weather eye on your email inbox later today, as we’ll be sending out the latest covert Squadron 42 development intel, reporting details from the trenches in our latest Monthly Report Newsletter.
On Tuesday, the Lore Team brings up the latest from ‘StarWatch’ and Callie C’s commentary on everything from fashion trends to the downfall of a former celebrity.
Thursday will see an update to our Public Telemetry overview, taking our reporting to a whole new level. Keep an eye on this page and see how your hardware compares to others’!
Friday sees a Roadmap update and the RSI Newsletter delivered right to your inbox. We also welcome a new episode of Reverse the Verse, which broadcasts LIVE at noon Pacific on our Star Citizen Channel. This Friday we’ve got an RTV Gamedev special. Narrative Director Dave Haddock and Lead Writer Will Weissbaum will take us inside their process as they develop story elements and lore aspects essential for the future of Stanton’s Truck Stops.
Also on Friday, we’ll kick off a fun contest that will have you hunting down some of the more obscure and hidden locations in the ‘verse… stay tuned for more details!
Wishing you and your crew a happy Easter,
Ulf Kuerschner Senior Community Manager
The Weekly Community Content Schedule
MONDAY, APRIL 15TH, 2019             Squadron 42 Monthly Report Newsletter   
TUESDAY, APRIL 16TH, 2019             Lore Post – StarWatch   (https://robertsspaceindustries.com/comm-link/spectrum-dispatch)
WEDNESDAY, APRIL 17TH, 2019             -   
THURSDAY, APRIL 18TH, 2019             Vault Update                Public Telemetry Update   
FRIDAY, APRIL 19TH, 2019             Reverse the Verse LIVE   (https://www.twitch.tv/StarCitizen)             Roadmap Update                RSI Newsletter                Screenshot Contest Kickoff   
Community MVP: April 15th, 2019
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
Yuri’s Night around Star Citizen bars by SpaceGamer
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Yuri’s Night parties and events are held around the world every April in commemoration of Yuri Gagarin becoming the first human to venture into space on April 12, 1961. SpaceGamer and his friends brought the festivities into the ‘verse and celebrated Space Travel in the Bars of Star Citizen. Check out the pictures on the Community Hub.
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sad-ch1ld · 6 years ago
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It’s all go across our studios at the moment, as devs from the UK, US, and Germany put the hours into getting Alpha 3.5 into the Persistent Universe. Naturally, the latest patch features heavily this month, but look a little closer and there are plenty of tasks for Alpha 3.6 and beyond being worked on to wet your whistles.
Star Citizen Monthly Report: March 2019
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Last week, we updated the public roadmap with content all the way up to Alpha 3.9, where we’ll be flying Vultures to Crusader and beyond. If you missed the latest update, take a look, as progress for these new features will start appearing in your monthly reports soon enough.
AI – Character
We start with Character AI, who spent the month making general improvements, firstly to combat behaviors to make it easier for the team to assign different tactics to different characters. This work happily fixed a few bugs with vision perception and cover selection too. Secondly, NPC locomotion saw the integration of the collision avoidance system into smooth locomotion, which now takes into consideration the edge of walkable navigation areas.
Naturally, bug fixing, stability fixes, and optimizations were also done for Alpha 3.5.
AI – Ships
Ship AI implemented new pilot skill levels to vary the agility of enemy ships and determine how they balance self-preservation and aggression. Improvements were also made to how non-player traffic behaves around landing zones.
AI – Social
The Social AI Team finished the first pass of ‘scooching’, which made its monthly report debut last month. If you missed it, scooching enables a character to fluidly move from one action to another within a group of useables.
Design supported the set up of the bartender/vendor character by providing necessary tech pieces where needed. Optimization started on usables, including the caching of usable entries and TPS query time-slicing.
Animation
March saw Animation readying mission-giver Tecia Pacheco for her Alpha 3.5 debut and finishing the animation sets for Recco Battaglia and the ship dealers. They also implemented new female emotes and brought the male versions up to the current quality standard, which included stopping a plague of different technical issues.
Focus was also on two big-ticket items: developing the final jump system and the female playable character. Finally, the team worked on the combat AI system, adding new weapon options for enemies to use against the player.
Art – Characters
Character Art were one of the many teams collaborating on Alpha 3.5’s facial customizer. This coincided with the adding of the female playable character into the game and creating new armors wearable by both sexes (which will continue into the foreseeable future). Tecia Pacheco’s hair was tidied up before launch and the few non-Alpha-3.5-related hours were spent refining the hair creation pipeline.
Art – Environment
Many Environment Art devs devoted the month to Alpha 3.5, making quality-of-life improvements, bug fixing, and polishing assets. Several locations, including Hurston and Lorville, were refined and tweaked to give an overall improved visual experience. The ongoing planet tech development rolls on too, with current efforts becoming the foundation of wider improvements coming later in the year. The team are also looking into ways to better scale natural features like canyons, with first tests looking promising.
The final touches were added to ArcCorp ahead of its big release, with huge strides made early in the month when Area18, Riker Spaceport, and the surrounding city received finalized textures, materials, and finishes. While the planet was ‘content complete’ a while ago, the last stages of development saw countless optimization tasks completed to make it good enough for players to explore. The final level of detail (LOD) tweaks were completed to enable the assets to perform well in-engine, along with other technical aspects like tweaking view distance ratios, altering vis-areas, and merging meshes. Art of distant buildings and advertising added the final touch to the city’s vistas.
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Art – Tech
Tech Art worked on the user interface for Character Customizer v2, which will see the light of day in Alpha 3.6. While the current version gives users all the required functionality, the process can be thoroughly streamlined through a number of layout and functionality amends. These changes have been prototyped and are awaiting implementation by the Gameplay Team.
Tasks towards extending the character creation ‘DNA gene pool’ were also completed, which will eventually increase the number of heads the user can choose from and blend together. While still being significantly fewer than the planned final amount, the enhanced pool will give players much greater variety compared to the nine heads per male and female available in Alpha 3.5.
Alongside customization, they fixed a few weapon-related bugs for both dev builds and Alpha 3.5, such as wrongly-oriented attachments, broken or missing animations, and a tagging issue causing the player character to be assigned the wrong animations. They supported Weapon Art with rigging and engine setup for several upcoming releases and worked with Animation and AI Programming on the first implementation of the new usable system.
Audio
Alpha 3.5 features the new flight model, the development of which presented an unmissable opportunity to expand on the ship audio experience. Improvements include new sound effects for strain and vibration, afterburners, maneuvering thrusters, and atmospheric flight. They also include accurate point source sound emitters and general improvements to the overall design, implementation, and mix.
Naturally, attention was given to ArcCorp and Area18, with new environmental dialogue, music, and sound effects implemented to contribute to the overall sense of a thriving metropolis. These include PA announcements, diegetic music, spot ambiance effects, dynamic advert audio, and systemic planetary ambiances. The team’s work is again complemented by the brilliant ArcCorp music cue from composer Pedro Camacho.
Audio was also produced for the Kastak Arms Coda pistol, Gemini S71 assault rifle, Xi’an Kahix rocket launcher, and Banu Tachyon ship cannon.
Finally for Audio, notable developments were made to the Foley system, including better footstep material recognition, redesigned depressurized footsteps, and varying footstep effects dependant on character heaviness and footwear. The Foley sound effect sync was improved when running too, as were collision sounds when rag-dolling.
Backend Services
Throughout the past month, Backend Services supported Alpha 3.5, fixed various bugs, and adjusted backend-supported features. On the main development front, great progress was made on the GIM rewrite, with the new matchmaker successfully tested internally. The GIM’s internal match/group management system also came to life. These changes are significant because, rather than being code existing inside the legacy GIM application, they are now individual and highly fault-tolerant services that can be scaled as the project develops.
Another major change was the introduction of the variable service, which came with a surprisingly high volume and rate of data.
One of the team’s goals this month was to provide much needed insight and analytics on various types of data coming from the DGS. So, a new system was created to track the rate of individual DGSs along with information about specific variables, enabling the team to fine-tune how data is serialized and how often it’s pushed to the backend.
The first major part of the iCache has been completed and tested internally, too. The iCache is a highly distributed and fault-tolerant storage/query engine that greatly out-performs the current pCache. It provides an indexing and query system that can be utilized by other services for specific and complex item queries. This system is important going forward, particularly as the Persistent Universe sees greater volumes of players and server meshing comes online.
Community
The community celebrated St. Patrick’s Day (or Stella Fortuna!) with a screenshot contest calling for in-game party pics. Plenty of outstanding images of memorable moments were received, but there were only three pots of gold to hand out – the lucky winners taking home a Constellation Phoenix Emerald, Mustang Delta, and Ursa Rover Fortuna.
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March saw the unveiling of the multi-crew explorer, the Corsair. Should any prospective pathfinders be unsure whether they want to sail the stars in Drake’s latest, the recently released Q&A should help. Jump Point, the monthly subscriber-only magazine, took an even deeper dive into the Corsair’s design process along with a behind-the-scenes look at the new character customizer, a Whitley’s Guide on MISC’s Reliant series, and more.
Shouts of ‘Triggerfish!’ could be heard across the ‘verse when we announced our first new merchandise offerings of 2019 on April 1st: The Scents of Star Citizen collection. Classic fragrances of the past meet the mysterious essence of the future in Quantum, an innovative cultivation that transcends space and time.
Content – Vehicles
While the Vehicle Content Team predominantly focused on the three MISC Reliant variants and continuing work on the 300 series, they found time to work with Animation on a better system for setting up character ship entry and exit animations. The also tackled a variety of vehicle bugs leading up to the release of Alpha 3.5.
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Design
Design’s focus throughout March was on Area18, which included adjusting the AI, usables, stores, and more. Tecia Pacheco was given a design pass, while a new team member was inaugurated with tasks to improve both the Emergency Communication Network (ECN) and NPC spoofing missions (where NPCs send out service beacons asking for help).
Regarding the in-game economy, a system built to create a robust and modular representation of item variance was polished and is now ready when needed. Inventories were also added to all new locations, including the new Alpha 3.5 weapons and items created by the Weapons Team.
DevOps
The culmination of this year’s first publishing cycle was especially busy for DevOps. The team publish internal builds every day of every month for internal testing, but demand increases drastically when additional publishes are needed for the Evocati and PTU. As the game grows, so does the complexity of deployments and the reporting requirements, with this month seeing a 69% increase in build activity. Most of this is due to the ‘feature streams’ that the team have worked on for the past few months, which isolate features from each other during development to avoid collision.
Engineering
The Engine Team supported Alpha 3.5 with extensive profiling, optimization, bug fixes, and improvements to help Sentry, the PU crash database, better analyze and catalog existing issues.
Rendering wise, they continued work on Temporal Sample Antialiasing (TSAA) with general quality improvements that translate to less flickering and a sharper picture. They also adjusted the TSAA bicubic filter based on frame time to prevent the accumulation of ringing artifacts at high framerates. For hair, they added an experimental option for custom tangents, removed the temporary scatter model, moved the hair mask to variation map alpha, improved edge masking, and added card support for the hair physically-based rendering (PBR) shader. For planetary ground fog (currently scheduled for Alpha 3.6), they refined the proxy mesh tessellation and moved pre-tessellation to jobs, did the first ray marching test and implementation, refined modeling of the fog gradient over terrain, and spent time rectifying floating point precision issues.
They also completed rendering support for CPU-accessible textures for RTT video comms calls and optimized shaders to avoided unnecessary resource creation (e.g in GPU skinning). The Initial ImGUI integration was completed and will be used to unify and improve the in-game profiling tools. System and module integration were added to avoid an unorganized collection of tools and a text/tag searchable configuration system for registered tools (similar to visual code) was implemented. To better improve load times, the team created a new load time profiler to track file access (times accessed, data transfer, etc.), amended the IO scheduler for SSDs and HDDs to give faster load times and response, and vastly improved file access in the shader system to speed up initialization at start-up.
In addition to the compile-time analysis tool developed last month, they finalized an add-in tool to generate optimal uber file sets and, as a result, reshuffled game uber files for even better compile times. Work also began on a physics debugger that will allow the team to record issues, play them back, freeze time, etc. to help understand and speed up fixing complex physics issues.
Features – Gameplay
Throughout March, most of the team dedicated their time to working with the Character Team on the customizer, including the design flow, user interface, and the implementation of the female playable character. The rest focused on implementing comms video streaming improvements. All of the team’s work this month made it into the Alpha 3.5 build, so can be seen by anyone in the Persistent Universe.
Features – Vehicles
Improvements to gimbaled weapons were finished for Alpha 3.5 and the radar and scanning systems received a polish, including the implementation of focus angle and ping fire. Under-the-hood progress was also made with vehicle item port tech, specifically with the vehicle .xml migration to Data-Forge. March’s final stretch was spent fixing game crashes and bugs for the upcoming release.
Graphics
Alongside visual tweaks and fixing stability issues for Alpha 3.5, the team better aligned the sun and shadows with fog in large spaces (such as hangars) and fixed a persistent glitch with indoor lights. For vid-comms and general render-to-texture, the teams fixed a few issues that were interfering with brightness along with intermittent cases where lights on holograms were disappearing. They also switched most holographic scenes over to a forward-shaded render pipeline to improve efficiency.
Graphics also got in on the gas cloud feature by supporting Design, adding the ability to rotate tunnel pieces, and creating a more intelligent streaming system to enable them to lay out large sections of the game without running over the memory budget.
Level Design
The Level Design Team barreled on with Area18, fixing bugs and generally preparing it for its unveiling. This included a lot of playtesting and tweaking of the room-system, landing areas, transit system, and more.
Planning began for the upcoming procedural tool and next set of procedural space stations. Prototyping was done on cave layouts and potential gameplay was ideated in close cooperation with the Environment Art Team. There were also updates to Lorville, with the addition of small and medium hangars and a new transit line between Teasa Spaceport and the Central Business District (CBD).
Lighting
Like many others, Lighting almost entirely dedicated their month to finalizing Area18, which required collaboration with a lot of other teams. Particularly, they worked with Props and Environment Art in the final push to raise the visual standard and unify the look across the wider landing zone. Performance is always a concern, so special attention was paid to ensuring the maximum lighting quality was achieved within the defined frame budgets. After lessons were learned during the development of Lorville, the team were able to optimize the new location’s lighting far more efficiently.
Aside from Alpha 3.5, Lighting had a hand in the development of the character customizer by providing a clean, high-quality lighting rig for the UI. They also supported the reworking of the Echo 11 Star Marine map, providing additional polish, optimization, and clean-up.
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Narrative
In March, Narrative worked with Design to identify the production nodes and manufacturing locations of all of Star Citizen’s corporations for the expanding economy system. This led to a review of the item inventories of Stanton’s shops to make sure stores were carrying items appropriate for their location. The team also worked on generating names for various vehicles, including the Ursa Rover Fortuna.
Narrative filled Area18 with a variety of posters, ads, and props to flesh out the lore of Stanton’s newest landing zone. They also worked with the Live Design Team to support mission content for Tecia Pacheco. Finally, Alpha 3.5 will also provide a first look at the new Banu language that is being developed, so keep an eye out for more info on that.
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Player Relations
Player Relations were busy throughout March supporting the Evocati and players smash bugs in the PTU. Initially, they worked alongside the Evocati for several builds to test out the new flight model.  Once it was stable, they added Concierge and Subscribers to test out the other key features. Eventually, all backers were welcomed into the PTU before Alpha 3.5’s wider release.
“We say it every month, but we can’t thank our volunteers enough for the wonderful efforts they put into helping us build this game (especially you Avocados!).”
Props
At the start of March, the Props Team took Area18’s assets from the ‘modeling complete’ phase through to ‘final art’, which included the technical set up, LODs, prefab setup, and bug fixing. They reached ‘content complete’ status half-way through the month before heading into the final polish pass. The area’s food carts were pushed a little further with branding and dressing prop variation, while the lighting was separated out to give the Lighting Team more control. Updates were also made to older street furniture to bring it up to standard and the team helped with the branding and signage assets used throughout the level.
With persistent habs included in Alpha 3.5, a pass was completed to convert a whole host of props from static objects to interactive entities, while hand grip was set up to work with the player animations and additional physics set up.
The team also took a pass at the Spectrum Unlimited kiosk, creating additional dressing, props, and magazines. The month was rounded off with a final bug-fixing pass and, of course, turtles.
QA
QA’s testing focus was on feature integration for the Alpha 3.5 branch. They tested all the new content such as ArcCorp and its moons, Area18, the character customizer, female playable character, Origin 300i rework, and Reliant Variants. In addition, stability and performance testing ramped up in anticipation of the release and included daily performance captures to help narrow down and fix performance-related issues.
The AI feature testers in Frankfurt worked hard to stay on top of the various issues that cropped up with the addition of new mission givers and changes to collision avoidance. The embedded tester for the Transit Team was kept busy debugging various low repro issues that seemed to be tied to server performance and caused issues such as players falling through floors and Lorville’s trains not turning up. Memory corruption testing is currently ongoing to help track down crashes that occur randomly during normal gameplay. This testing is being done in the PTU using custom binaries provided by the Engine Team.
Ship Art
Lead Vehicle Artist Chris Smith completed the refactor of the Origin 300i and spent quite a bit of time getting the components modeled. He has now officially moved onto a new ship, which is currently in the whitebox phase.
3D Modeler Josh Coons continues his work on the Banu Defender and is working diligently to complete the greybox stage. Since everything on this ship is brand new and almost nothing is re-used from other ships, he is being assisted by Associate Vehicle Art Director Elwin Bachiller to ensure it’s completed in time.
System Design
The System Design Team finalized the current iteration of the no-fly zones around Area18 and ArcCorp, which required new features to be added to allow it to work at the scale required. Walla and Lyria both received their share of mining resources, with Walla getting unique Atacamite geode deposits. They also finalized their work on the unification of the vendor/bartender AI, which will allow the same behavior to serve drinks at a bar and give players items from a shelf and weapons from a rack.
Turbulent
Turbulent supported the Alpha 3.5 features promotion, which highlighted character customization, ArcCorp, and the new flight model. They also supported St. Patrick’s Day, which featured the new Ursa Rover Fortuna and a screenshot contest.
The CMS backend migration continued and was deployed to the PTU (the changes will appear in the live environment within the next few weeks).
Voice servers received an upgrade which will benefit from RTCP (data channel) improvements and enable active speaker detection in comms channels. The security of voice channels has also been improved. The Services Team continued working on video streams in comms channels in order to improve long-distance calls, too.
Turbulent’s upcoming Game Admin tool will support game designers as well as the Player Relations Team by providing key statistics as well as granular technical information on groups, lobbies, and voice channels. The design is now done and development has started on its first functionality, the general information display.
Finally from Montreal, the Game Services Team continued working on the new framework that will impact all upcoming development of Star Citizen services. Thanks to this core modification, services including group, lobby, and voice channel will be more standardized and upcoming development milestones will be reached quicker.
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UI
Last month, UI finalized the in-fiction advertisements and branding for ArcCorp and Area18. They progressed with the area map, including the ability to visually distinguish between different floors of an interior. As release day drew closer, they worked on various optimizations and bug-fixing.
Vehicles
This month, the Global Vehicle Team put the finishing touches to the Alpha 3.5 ships and steadily progressed with those beyond the latest release:
The largest sub-team is focused on the Origin 890 Jump, which has just completed the greybox stage and is now heading into the final art phase. Work is progressing on the Carrack, which now has the whole of the engineering section in the rear done to greybox and the habitation deck is only missing the captain’s quarters to be greybox complete. The Vanguard series is heading to the final art stage, with the rear section and cockpit both receiving a pass. The exterior is up next. Greybox of the Banu Defender rolls on, while the Character Concept Team was called on to build a foundation for the Tevarin species that will be used to help design the Esperia Prowler.
Finally, pre-production began on the P52 Merlin update, P72 Archimedes, and the Esperia Prowler.
VFX
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The VFX Team rolled out their recent GPU particle lighting changes, which includes a new optional specular shading model for particles. This multiplies the level of lighting the particle receives from the cube maps, causing it to sit within the environment more realistically. In the photo below, the left smoke effect uses the old lighting (without specular shading), while the right uses the new system.
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The team is currently looking at some of the older effects in the game and are reworking them to take advantage of the updated systems, such as the EMP, which was added some time ago and has since degraded due to issues with the old particle system.
Regarding weapons, the team polished and optimized the new ballistic pistol and assault rifles and took the first pass at the Tachyon cannon; a brand-new weapon type that was in its R&D phase last month.
On the ship side, the reworked 300i had a full VFX pass. Finally, as is usual in the run-up to a release, the team began their twice-weekly playtests, from which a fairly large ‘snag list’ was created and fixed.
Weapons
The Weapon Art Team started work on the Apocalypse Arms Animus missile launcher, the Klaus & Werner Lumin SMG, and new upgrade levels for various ship weapons.
Conclusion
WE’LL SEE YOU NEXT MONTH…
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sad-ch1ld · 6 years ago
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via RSI Comm-Link
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Gamescom 2949 is right around the corner, and we’re looking forward to meeting all the Star Citizen fans making the trip to Cologne. Members of the community team will be on hand at Bar Citizen events in the evenings, with Friday’s meetup including special guests Erin Roberts and Brian Chambers.
Plus, members of the community team will have loads of exclusive goodies to give away, so if you see them, don’t hesitate to say hello!
Meetups in Cologne during Gamescom Week
We’re taking every opportunity we can to meet with the community throughout the whole Gamescom week.
Join your fellow Star Citizens and members of the CIG development staff at the following locations:
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Wednesday, August 21st
Join us at the Deutzer Brauhaus at 7:30pm CEST for drinks and a chance to chat with the team.
Get Details
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Thursday, August 22nd
Meet us and fellow Citizens from around the world at the Brauhaus Ohne Namen at 7:00pm CEST.
Get Details
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Friday, August 23rd
We’re back at the Brauhaus Ohne Namen at 7:00pm CEST for our final night of Gamescom revelry.
Get Details
Please join us at any or all of the events above and get to know the Star Citizen developers & community.
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sad-ch1ld · 6 years ago
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via RSI Comm-Link
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Hello everyone,
Last weekend, a few members of the CIG team had the opportunity to attend a BarCitizen in Milan and meet members of the wonderful Italian community. We had an absolute blast and want to thank everyone who came out and said hello.
We also hope that you enjoyed our little Triggerfish joke. Unfortunately, you won’t be able to get your hands on the Scent of Star Citizen just yet! ;)
Head to the Q&A for the Drake Corsair if you haven’t already and read up on the latest addition to Drake Interplanetary’s lineup.
Now, let’s see what’s going on this week:
On Tuesday, the Lore Team will publish a Portfolio piece on Casse Aerospace. This former ship manufacturer might lack name recognition, but its influential designs are used by Anvil Aerospace to this day.
Wednesday Subscribers should keep an eye on their inbox, as we’ll be sending out our Monthly Subscribers update.
Friday sees a Roadmap update and the RSI Newsletter delivered right to your inbox. We also welcome a new episode of Reverse the Verse at 8am Pacific, which broadcasts LIVE on our Star Citizen Channel. We’ll be sitting down with members of the Environment Art team in the UK to discuss their work on ArcCorp, it’s moons and anything related to the environments of Alpha 3.5. Head to over to Spectrum to submit your questions and vote on the ones you want to see answered the most.
Also on Friday, members of our German development team will attend the Asus ROG Convention in Duisburg. Stop by if you’re in the area, chat with the devs and play the game. If you can’t make it to the event, you can also stream the day’s events on Gamestar’s Twitch channel.
See you in the ‘verse!
Ulf Kuerschner Senior Community Manager
The Weekly Community Content Schedule
MONDAY, APRIL 8TH, 2019             -   
TUESDAY, APRIL 9TH, 2019             Lore Post – Portfolio: Casse Aerospace   (https://robertsspaceindustries.com/comm-link/spectrum-dispatch)
WEDNESDAY, APRIL 10TH, 2019             Subscriber’s Newsletter   
THURSDAY, APRIL 11TH, 2019             Vault Update   
FRIDAY, APRIL 12TH, 2019             Reverse the Verse LIVE – Environment Art   (https://www.twitch.tv/StarCitizen)             Roadmap Update                RSI Newsletter                Asus ROG Convention   
Community MVP: April 8th, 2019
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
ArcCorp Movie by T3chno
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You like Star Citizen, ArcCorp and Sonny Crockett? Good taste, child of the 80ies, the ArcCorp movie by T3chno will make it into your playlist this week and stay there until at least 2949. Check it out on the Community Hub.
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