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Marcel

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Beiträge von Marcel

  1. Da bin ich ja mal auf das ergebnis Cutlass vs Vanguard gespannt [emoji4] Auch das sollte ja unter Balancing fallen. Könntet ihr zwei ja mal testen !
    Von Dogfight sind wir noch sehr sehr weit entfernt.

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  2. vor 19 Minuten schrieb Catulus:

    Noch mehr Tastaturbefehle, hab ja etwas gehofft das mit 3.0 alles ein wenig einfacher wird.

    Wie kommst du darauf, dass es weniger wird? Wir bekommen mit 3.0 endlich das Item System 2.0 und jede Komponente kann jetzt aktiviert und verändert werden,... das Radar kommt dazu, Türen können per Befehl geöffnet und verschlossen werden. Ebenfalls kommen jetzt die Fahrzeuge dazu, auch sie wollen bedient werden.... Da kommt jetzt so Vieles dazu, dass man echt nicht davon ausgehen sollte, dass die Befehle weniger werden..

    Kleiner Tipp noch am Rande.. vergesst einfach alles, was ihr bis 2.x gelernt habt. Ab 3.0 steht man erstmal da wie ein Anfänger vor einem neuen Spiel, denn es hat sich einfach ALLES verändert,.... und das is gut so

    • Upvote 7
  3. [mention=3157]Butcherbird[/mention]
     
    Ich schätze, wir werden das sehen müßen, wenn 3.0 rauskommt, wie es dann mit dem Patcher genau aussieht. Dann sichere ich mir vorher
    lieber meine Keyboard Kontrolldaten weg, damit ich nicht zu viel neu einstellen muß, es sei denn das das System auch geändert wird auf ein
    anderes. Na mal schauen.
    Na so ein bisschen Erfahrung haben wir ja schon mit dem Delta Patcher gesammelt ;)

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  4. bin heute noch gar nicht ins Spiel gekommen,.. Code 10001. Ich kann jetzt aber nicht den Account neu kopieren, da Proxxus das genauer untersuchen will und dabei auch den Account auf Fehler untersuchen möchte.

  5. Für detaillierte Informationen ist es einfach noch zu früh. Wir haben erst der ersten Patch bekommen und gaanz viele Mechaniken sind noch deaktiviert. Jetzt werden erstmal Standards getestet und dann werden die Sachen Stück für Stück aktiviert und wieder getestet. Das Item System steht noch aus, das Handel System muss noch aktiviert werden und das was schon vorhanden ist wie das Atmosphären System oder der Netcode, da muss noch viel Bugfixing betrieben werden. Wir stehen echt noch am Anfang....

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  6. Noch sind es 24 Spieler. Die Tests, wieviele möglich sind, stehen aber noch aus. Jedenfalls läuft der Server mit 24 Mann absolut flüssig. Also abwarten....

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    • Upvote 2
  7. Um etwas zu finden, das nicht in der Karte ist, wie z.B. Wracks, braucht man das Radar System. Das ist allerdings noch deaktiviert. Alles aus dem Item System 2.0 is entweder deaktiviert oder nur auf Standardkonfiguration. Da dann etwas zu finden ist fast unmöglich, denn es ist alles so riesig.

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  8. doch, heute hatte ich ein Zusammentreffen mit 2 NPC Piraten. Ich hatte zwar nur die Aurora LX und hab die Beiden dann auch irgendwie platt gemacht, aber ich bin geflogen wie ein Anfänger. Ich kann nur sagen, fals das so bleibt, genießt die 2.6.3 Zeit, da is alles so einfach... Man verschwendet keinen Gedanken an Sauerstoff, an die Komponenten, an den Treibstoff, an die Kosten und Versicherung, und so weiter....

  9. Ich bin dir ja für jeden Fitzel Info dankbar, aber meinste nicht, dass es happig werden könnte sowas auf YT hochzuladen ?!
    Das is nicht gelistet, nur ihr könnt es über den Link sehen

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  10. Star Citizen Patch 3.0.0

     

    Alpha Patch 3.0.0 has been released to the PTU, and is now available for Evocati to test! This is our largest content release to date featuring numerous tech and core system updates, and we're excited for you to get your hands on it.

     

    You will have access to planetary surfaces for the first time on three moons (Yela, Daymar, and Cellin) along with an asteroid (Delamar). These new surfaces are expansive, with over three million square kilometers to explore, all dotted with surface outposts and derelict ships. Additionally we have added four new ships, our first dedicated ground vehicle (Ursa Explorer), the foundation of our revamped mission system with new missions, a completely new launcher and patcher system, and so much more!

     

    Since we have much to test with many features still being worked on, we will be doing focus waves of testing so we can nail down particular features and systems before moving on to the next.

     

    Your launcher will show "3.0.0" as the client version. It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

     

    Important:

    • Evocati Focus: New patcher, station traversing, ship spawning, Star Map app, quantum travel, landing, air traffic control (atc) system, quantum fuel usage/balance, hydrogen fuel usage/balance
    • All the ships are flyable, but the following are the ships that have had the most attention and focus specifically for this wave of Evocati release: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Freelancer, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Aurora series

     

    We would like you to focus on the above for this initial wave of testing and bug reports.

     

    NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

     

    Key Game-play How Tos:

    Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.

     

    Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.

     

    Landing: Landing now takes place through an Air Traffic Control (ATC) system. Request a landing with "N" as before and approach the landing area. You will automatically be assigned a specific landing pad (highlighted green with a vertical landing guide line). Proceed to the landing pad, but avoid flying over other landing pads and take-off pathways.

     

    Quantum Travel: To quantum travel to a destination, open your MobiGlas (F1) and select the StarMap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can "set destination" on your MobiGlas to bring up a quantum travel target.  As before, align with the QT target and press "B" to travel. As before, align with the QT target and press "B" to travel.

     

    Known Issues:

     

    Content missing key elements:

     

    - User Interface

    - Insurance and Persistence

    - Internal Ship Docking

    - Comm System

     

    Bugs, issues, and work arounds (W/A):

    • Chat does not pop up with "enter" key - W/A: Use F11, then hit "enter" to activate chat window
    • MobiGlas may occasionally lock your character - W/A: Spamming F1 may recover
    • Freelancer has no quantum travel points
    • Ship entry inner thought prompts can sometimes be missing - W/A: Respawn ship until entry inner thought appears
    • When interacting with kiosk the mouse can become detached from the UI - W/A: Bring up other mouse cursor with RALT
    • Choosing ship in Drone Sim and Multiplayer Arena Commander does not work and maps show undefined
    • You can make claims on ships that are not lost, destroyed, or damaged
    • Holographic rendering on MobiGlas isn't visible within stations
    • Can not remove undersuit on PMA
    • Vehicle customizer app on wrong MobiGlas button and not yet functioning
    • StarMap doesn't appear while inside station
    • QT sometimes ends far away from destination notably Delamar, CryAstro, and several comm arrays
    • ESP is currently not functioning
    • Constellation spawns without cargo
    • You are able to sell cargo from a destroyed ship
    • Asteroids rotate with the moon and will appear to not be present
    • Repaired wings don't always restore weapons
    • MFD screens do not fit on the panels of the Dragonfly
    • Starfarers and Constellations may float of the pad when spawned or accessed
    • Multiple ships are not spawnable at ASOP terminal (Dragonfly, Nox, Ursa, Greycat)
    • Ground vehicles can not be spawned at ASOP terminals

    New Features

     

    General Content

     

    Breathing, Stamina & Heart Rate

    • Oxygen Supply: Many areas, such as space or the moons of Crusader, do not have breathable atmospheres and are dangerous for characters unless they’re wearing a pressure suit. Most pressure suits are equipped standard with an oxygen tank. As you breathe, you will slowly consume the oxygen inside your tank. Your oxygen tank will automatically begin to refill once you are inside an area, station, ship or outpost with a breathable atmosphere. If your oxygen supply runs out, your pressure suit contains a small buffer of oxygen to provide you with a short amount of time to try to find an oxygen supply. If your suit is not sealed or you’re not wearing a helmet, you will not have this buffer. If you do not have any oxygen available, you will asphyxiate and quickly pass out.
    • Stamina: As you exert more effort by running, jumping, etc., your muscles work harder and begin to consume more oxygen. To keep up with this higher demand, your heart rate and breathing increase to provide your muscles with a steady supply of oxygen. Wearing heavier armor will increase how much effort it takes to do actions and will tire you out sooner. The more you exert yourself, the harder you breathe and the faster your oxygen supply will be depleted.
    • Heart Rate Monitor: The heart rate monitor on your helmet’s HUD and in your mobiGlas functions as an exertion/stamina meter. As a character exerts themselves, their heart rate increases. If a character exerts themselves too much, they will enter a Hyperventilated state. This will restrict the actions that you can perform, and things like running, sprinting or vaulting will be blocked until you exit the Hyperventilated state. Heart rate and breathing can also effect recoil handling and aim. As your heart rate increases the character’s aim will begin to sway, ranging from a minor wobble to wild drifting. Once levels reach certain critical thresholds your vision will also begin to be effected, slowly dimming till it goes completely black.  Once your heart rate returns to normal, so will your vision and movement.

    Wound System

    • Injury is now taken into account for status effects to a small degree including movement penalties for limb damage.

     

    Interaction System

     

    Interaction Mode

    • Holding down the [F] key will activate Interaction Mode - a contextual cursor will appear in the center of the screen, interaction points will be highlighted, even from a distance. The parallax cursor movement allows selection of anything on screen with little head movement, while retaining full input control. Movement is limited to walking speed while in Interaction Mode. Holding the right mouse button enters into 'focus'; the camera rotates and zooms in on the cursor location, putting it in the center of the screen. From here, the cursor behaves normally. Releasing right click returns to standard view. Left click confirms the selection, and the associated action begins. Releasing [F] will always immediately return to natural gameplay.

     

    Inner Thought Prompt

    • When near enough to interact, the inner thought prompt will softly appear on the player screen, tilting towards the location of the interaction to help provide context to the inner thought text. The text will inform you of the action that will be performed upon interaction. Moving away, looking away, or having line of sight to the interaction point blocked will remove the inner thought prompt. The inner thought text will display on screen relative to the object of interaction, but will stay at a fixed size so it's guaranteed readable. The ellipse below the text indicates that secondary options are available, and they can be accessed with the cursor or mouse wheel.
    • Technical

      Menu

    • Reskinned "Contacts" page
    • Keybindings and Controls

    • Tweaked controls for turrets for an improved experience
    • Added joystick mappings for EVA and FPS
    • Added joystick mappings for interaction mode
    • Added gamepad mappings for interaction mode
    • Added ADS zoom in and out for gamepad
    • Audio

    • Updated internal ship audio
    • Updated quantum travel audio
    • Updated shopping UI audio
    • Updated collision audio
    • Graphical

    • Exposure Improvements
    • Specular Improvements
    • Fixes

       

      Bug Fixes

       

      Universe

    • Fixed LOD issues on Olisar
    • Fixed delayed/missing music in Crusader
    • Fixed missing purchasable items form ArcCorp
    • Added proper collision to GrimHex shop window
    • Fixed an issue where hangar spawning a Freelancer in front of a Scythe would cause them to collide
    • Fixed missing collision in Aeroview hangar
    • Vehicles

    • Suspension should now work properly
    • Ships

    • EMP Charges no longer have a chance to kill players
    • Fixed some audio feedback issues
    • Khartu-Al
    • Corrected several backward or missing decals

    • Gladiator
    • Fixed exterior lighting

    • Mustang Series
    • Corrected several backward or missing decals

      Fixed cracked glass appearance on cockpit from a distance

    • Caterpillar
    • Fixed an issue with shadow flicker in cockpit

    • 300 Series
    • Corrected several backward or missing decals

      Fixed some clipping geometry

      Fixed texture normals

    • Vanguard series
    • Fixed a bug with Hoplite destruction VFX

    • Vanduul
    • Fixed collision issues with Scythe and Glaive landing gear

    • Starfarer
    • Player no longer t-poses when entering/exiting turret

    • Constellation series
    • Reduced the interaction point size of ladders

      Resolved missing or quiet audio for fly by

       

      FPS

    • Fixed some issues with grenade markers
    • Fixed players momentarily in aim pose during jump
    • Projectiles should now spawn in correct zone
    • Fixed issue where players could use MediPen without reducing supply or without HUD updating
    • Arena Commander

    • Fixed LOD issue on Dying Star central spire
    • Fixed LOD issues for landing pads
    • Star Marine

    • Visual clean-ups for Star Marine: Demien
    • Cleaned up issues with player lighting
    • Fixed issue where all players were marked hostile for spectator
    • Players no longer slide into hacking animation when interacting with terminals from side or back
    • Removed grenade damage through barrier into spawn room
    • General

    • Fixed issue where players were unable to join on friends if different regions are selected
    • Fixed issue where if both players add each other to contacts they both appear as permanently offline
    • Fixed an issue where only the first PTU account copy would get added to friends system
    • Fixed an issue where loading into the universe would present no destinations after finishing a match of Arena Commander
    • Fixed an issue where input recognition would fail when overlapping inputs
    • Balance

      Ships

    • Boost and afterburner are additive rather than multiplicative
    • Quantum fuel tanks and consumption have been updated for new planetary distances
    • Hydrogen fuel tanks and consumption have been rebalanced and tweaked
    • FPS

    • Increased hip fire recoil
    • Damage and spread balancing across all weapons
    • Reduced procedural breathing sway effects in ADS
    • Added damage reduction component to armor items
    • Increased damage reduction of medium and heavy armors
    • Increased movement speed difference between light and medium

    Universe

     

    ASOP Terminals

    • Added ship selector with more ship specific information

    Shops

    • Adding Magazines and Grenades to Cubby Blast
    • Added new clothing to various stores

     

    Crime Stat

    • Reworked, but still basic implementation of crimes and criminality
    • Split "wanted" and "criminality" reputations
    • Only players at wanted level 3 should appear hostile

    Missions

    • Many new job contracts available via the Contract Manager App

    Grim Hex

    • Additional Props
    • Updated art assets
    • Moved ASOP terminals to main railing

    Ships & Vehicles

     

    General

    • Updated with new hit reactions
    • Updated ship entry and interaction animations

    Drake Cutlass Black: Complete Rework

    RSI Aurora Series: Complete Rework

     

    Aegis Avenger

    • Updated dashboard

    Aegis Vanguard

    • Cockpit rework

    Aegis Sabre

    • Cockpit display rework

    Aegis Gladius

    • Cockpit display rework
    • HUD update

    Anvil Gladiator

    • Separated art for pilot/copilot geometry

    Drake Herald

    • Rescaled self-destruct timer

    Vanduul series

    • Updated lighting

    Merlin

    • Updated lighting

    MISC Reliant

    • Updated lighting

    Drake Caterpillar

    • Added airlock hole for EVA hatch

    Ship Weapons

    • Updated animations
    • Knightbridge Arms series: Complete Rework
    • Klaus and Werner Repeater Series: Complete Rework

    Star Marine

    Armors

    • Armor and equipment weight now alters run speed and stamina drain
    • Light/Medium/Heavy armor piece damage reduction balancing

    Weapons

    • New P8-SC SMG available
    • Tweaks and balance changes across all weapons

    Arena Commander

    • Scoring Rework

    First Person

    Animations

    • Updated jumping
    • Updated pistol animations

    Gear

    Equipment Weight

    • Equipment weight now influences actor state and run speed

    Weapons

    • Complete art rework: Devastator 12 Shotgun
    • Complete art rework: Arrowhead Sniper Rifle
    • Complete art rework: Arclight Pistol
    • Complete art rework: P4-AR Assault Rifle
    • Complete art rework: Gallant Rifle
    • Complete art rework: Gemini L86

    Shields - System

    • On Button - Turns all shield emitters and shield generators On/Off.
    • Shield Generator Throttle - This works exactly like the Power Throttle in all other MFDs and throttles Power for the shield generators.
    • Shield Status - As before, a top-down (for front, back, left, and right) and side (top and bottom) shield health is displayed. Face repair is represented by the highlighted bar, and each face's health is indicated by the value next to it.

    Top - Represents the health to front, back, left, and right.

    Side - Represents the health to top and bottom.

    • Face Priority - Dragging the pip toward a face moves priority toward that face. Increasing face priority both increases the rate at which it is repaired when damaged, and also redistributes health toward it when the shields are healthy.

    Top - Represents the face priority to front, back, left, and right.

    Side - Represents to the face priority to top and bottom.

    • Face Hardening - Selecting a face temporarily gives it extra resistance, allowing you to brace for damage to a particular face.
    • Standby - This button turns off the actual shield temporarily to allow it to repair more quickly at the cost of not having the shields on while this is happening.

    Shields - Items

    • On Button - This turns individual shield generators On/Off.
    • Item Name - Reorder alphabetically by shield generator name.

    Item Name - Shield Generator name.

    Distortion Damage - Appears when distortion damage is received, and disappears when there is none.

    • Type - Item Type Icon
    • Power - Shield generator power usage.
    • Heat - The current heat the shield generator is generating.
    • Health - How much health each shield generator has remaining.
    • Wear - How much wear each shield generator has remaining.

    Weapons - System

    • On Button - Turns all weapons and missiles On/Off.
    • Weapon Group On Button- This turns all weapons in the weapon group On/Off.
    • Weapon Group Number - Weapon Group 1 or 2.
    • Weapon Group Throttle - This works exactly like the Power Throttle in all other MFDs and throttles Power for that Weapon Group.
    • Weapons Number - Number of weapons in that Weapon Group.
    • Missiles On Button - This turns all missiles On/Off.
    • Missiles Icon
    • Missiles Number - Number of missiles left.

    Weapons - Items

    • On Button - This turns individual weapons On/Off.
    • Item Name.

    Item Name - Weapon Name.

    Distortion Damage - Appears when distortion damage is received, and disappears when there is none.

    • Weapon Group - The Weapon Group number (there are two). Clicking this specific element switches the fire group to the other fire group (there are currently two fire groups).
    • Ammo Type
    • Ammo

    Remaining Ammo - Ammo remaining in current reload.

    Reloads - Ammo reloads remaining.

    • Power - Gun power usage. This will be useful for showing you how much power each gun requires to use.
    • Heat - The current heat the item is generating.
    • Health - How much health each gun has remaining.
    • Wear - How much wear each gun has remain

     

    Technical

     

    Menu

    • Added FOV Scale to menu

    Audio

    • New Low Ammo Audio
    • New Ship Weapon Audio
    • New Ship Engine Audio

    Graphical

    • New "Fog" VFX
    • New Quantum Travel VFX
    • New Ship Destruction VFX
    • New Ship "trails" VFX
    • New layered ship weapon impacts

    Optimizations

    • Added additional serialization
    • New Ship Multiple Selectable MFD (MFD) featuring Render to Texture (RTT)

       

      Heat - System

    • Signals
    • Heat - Total heat generated by items.

      Heat Capacity - Total heat capacity available to the ship.

    • IR Suppression - This button toggles suppressing the IR signal multiplier (which temporarily reduces your IR signal) at the cost of all items (and thus, the entire ship via the Heat Sink) heating rapidly. When IR Suppression is active, you should see that IR starts to drop down, and Heat starts to creep up toward its overheat value.
    • System IR Suppression - All groups are suppressed. This overrides any groups below.

      System IR Suppression - All groups are suppressed. This overrides any groups below.

    • IR Levels - Shows the IR levels of each item category.
    •  

      Heat - Items

    • On Button - This denotes the On/Off state of the item.
    • Item Name - Reorder alphabetically by item name (all categories).
    • Item Name - Item Name.

      Distortion Damage - Appears when distortion damage is received, and disappears when there is none.

    • Item Type - Reorder by cycling item type (all categories). This is a list of available types:
    • Power Plant (power in this case is power generated)

      Cooler (no heat, but for health/wear indication)

      Shield Generator

      Gun

      Main Thruster

      Maneuvering Thruster

      Quantum Drive

      Jump Drive

      Radar

    • Power - The current item power usage.
    • Heat - The current heat the item is generating.
    • Health - How much health each item has remaining.
    • Wear - How much wear each item has remaining.
    • Power - System

    • On Button - Turns all power plants On/Off.
    • Power Throttle
    • Throttle - This throttles the connected Power Plants' maximum power output.

      Throttle Max - This is the 100% value for the Power Plants maximum power output.

      Throttle Stealth - This is an updating bar which denotes the Stealth value that Throttle is set to when the Stealth Button is pressed (see below).

      Power Usage - Currently generated power.

      Power Required - Required power by all items.

      Power Deficiency - Amount of required power minus the currently generated power. Only appears when the power plants aren't able to supply enough required power.

    • Stealth - This button sets the Throttle to the Stealth value, which is the sum "on" Power value of all connected items that are on, plus a small reserve value (10% to start). As individual items will be able to be turned off, this bar will move up and down as the Stealth value changes. Once the Stealth Button has been activated and the Throttle value reduced, you may then readjust the Throttle to suit your needs or adjust the Power Priority Triangle to work with the reduced power output.
    • Power Priority Triangle - Moving the indicator on the Power Priority Triangle adjusts the percentage of power that is distributed to the three major systems (Shields, Weapons, and Thrusters) if total power requested is larger than available power generated. Nudging toward one system should add to it, and take proportionally to the other systems.
    •  

      Groups - Each group (Shields, Weapons, Thrust) are represented by icons.

       

      Priority - Percentages for each group. These should total 100%; dead center of the triangle should indicate 33% on each corner of the triangle.

       

      Power Deficiency - If any group isn't receiving its requested power, it is indicated by an icon.

    • Signals: Heat - As the point of throttling power to items is to control your ship's signals, they are indicated here.
    • Heat - Total heat generated by items.

      Heat Capacity - Total heat capacity available to the ship.

    • EM - Current total EMsignature.
    • IR - Current total IR signature.
    • Power - Items

    • On Button - This turns individual power plants On/Off. Please note that the only items that can be turned on and off from this page are power plants. All other items are only observable in their on/off states.
    • Item Name
    • Item Name

      Distortion Damage - Appears when distortion damage is received, and disappears when there is none.

    • Item Type - Reorder by cycling item type (all categories). This is a list of available types:
    • Power Plant (power in this case is power generated)

      Shield Generator

      Gun

      Main Thruster

      Maneuvering Thruster

      Quantum Drive

      Jump Drive

      Radar

      Avionics

    • Power - For power plants, power generation. For all other items, item power usage.
    • Heat - The current heat the item is generating.
    • Health - How much health each item has remaining.
    • Wear - How much wear each item has remaining.
    • Item Group
    • Power

      Shields

      Weapons

      Thrusters

      Improved emitter update performance

    Star Marine

     

    Armors

    • Added: Heavy Outlaw (Slaver)
    • Added: Heavy Marine

     

    Weapons

    • Added: Behring P8-SC SMG

     

    Ships & Vehicles

     

    Ships

    • General

    Added hit reactions

    Added damaged and emergency interior states

    Added compressed landing gear to some ships (Prospector, Cutlass, Aurora, Gladius)

    • New

    RSI Constellation Aquila

    MISC Prospector

    Aopoa Nox

    Drake Dragonfly

     

    Vehicles

     

    New Vehicles:

    • RSI Ursa Rover

     

    Components:

    • Gravlev System
    • Shield Emitters, Coolers, and Power Plants have returned with new functionality

     

    First Person

     

    Animations

    • Greatly expanded the number of usable items (benches, stools, ect) that can be interacted with by both players and NPCs.

     

    Clothing

    • New clothing and clothing variants have been added

     

    Armor

    • Armor now consists of modular pieces
    • Added: New armors available throughout the verse

     

    Weapons

    • Added: Apocalypse Arms Scourge Railgun
    • Added: Behring P8-SC SMG

     

    UI

     

    The new Mobiglas Interface has been added.

     

    Personal Manager App

    • Using this app, you are able to select individual areas of clothing, armor, and items to change, add or remove from your character. To do this select one of the options by double clicking "LMB" to open up the list of items the user has collected for that area. Once the area has been selected, the model with zoom in on the area to show the items in detail. By double-clicking "LMB" on the individual item, the amount displayed from the inventory will go down and add to the equipped value on the left. Equipping an item may open up further ports for the user to equip more items such as Grenades, Gadgets and Magazines. Once the item is equipped the you can "Save Changes and Equip" to your Mobi character model. In order for changes to be seen in game you must select the overall "Save Changes and Equip" button. By selecting 'Inventory' along the top you can also see a list of items collected on your adventures for use i.e. Medipens, Pistols etc. These items can be attached to various parts of armor to stock up.

     

    StarMap App

    • You will be able to navigate the various rings in the StarMap, which display the orbital rotations of places to explore . You can use the right mouse button to move the StarMap around, and the left mouse button to rotate and select areas. Use the mousewheel to zoom in and out and double-click on planets to center and zoom into them. Once zoomed in on a planet or moon you will be able to select points to quantum travel to, making it easier to decide which side of the planet to go to.

     

    Contract Manager App

    • Use this app to check available missions, track/untrack accepted missions, and view your mission history.

    Hint System

    • Added the foundation of a new "hint system" which will allow players to learn about how to play the game whilst playing it and reduce the burden of having to consult an off-line resource.

     

    Party Launch System

    • Added new command /partylaunch. If the party leader enters /partylaunch into the chat window in game, this will send a notification to each party member when the leader enters an instance that they can either accept or ignore. If accepted they will be put into Matchmaking system to join the leader. If the server doesn't have enough space for the full party, all players in the party will be put back into Matchmaking to find another server.

     

    Universe

    New Locations

    • We have implemented the first fully procedurally generated, explorable planetary bodies. These include three moons; Yela, Daymar, and Celin, as well as the mining planetoid Delamar. Each planetary body has unique atmospheric composition, pressure, and gravity as well as a variety of surface outposts and derelict ships to explore, many tied to our new missions system.
    • Levski is a base built into the rock on Delamar, an asteroid hidden deep in an asteroid belt. The base was originally an active mining facility but after being left derelict for a number of years new residents moved in and it became a hotbed for political radicals & criminals. The main areas are controlled by various political groups with a strong anti UEE sentiment, they try to keep order best they can. Levski has the choice of numerous shops spread across multiple floors, many missions will be available (both illegal and legal). You can gain access to Levski by; foot, ship or ground vehicle.

     

    Planetary Motion

    • Planetary bodies now have rotational motion complete with dynamic day/night cycles.

     

    Surface Outposts

    • Planetary surfaces are dotted with surface outposts representing a variety organizations and functions. Each outpost is unique and has its own power system and oxygen supply, many with usable Kiosks and landing pads with associated ASOP terminals.

     

    Persistence and Insurance

     

    Persistence

    • Ammo and missile persistence.
    • Ship damage state persistence.
    • Spawn location persistence (what location you left your ship at, what location your character was at).
    • Inventory Persistence – items, commodities and ships.

     

    Air Traffic Control (ATC)

    • Landing and take off at public facilities is now controled by Air Traffic Ontrol (ATC). The ATC acts as the connection between you and the landing tower using the MFD comm function in every ship. When attempting to land, you will open a communication channel to the tower and ask for permission. The tower then checks if all the requirements are fulfilled and will advise appropriately. Selecting a target location will happen via the MFD Comm System.

     

    Shops

    • New items (clothing, armor, weapons, components) added to shop inventory.
    • Added Dumper's Depot to major locations.

     

    AI Subsumption

    • We have introduced the basics of subsumption. You should now see NPCs going about their daily lives at all 3 major landing zones (Grim Hex, Port Olisar, and Levski).

     

    Quantum Travel System

    • Quantum travel (QT) destinations are now selected via the MobiGlas StarMap app.
    • Whether or not an object can be targeted for QT is determined by the drive's detection range and is based off gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station.
    • There's now a short range quantum travel for moving around different orbital points of moons and small planetary bodies.
    • Quantum travel speeds, spooling and cooldown times are variable based on the size and quality of the drive.

     

    Mission System

    • Delivery Missions (Lawful/Unlawful)
    • Missing Person Mission
    • AI Bounty Hunt Mission
    • Derelict investigation
    • Escort Mission
    • Mission Givers

    Ruto and Eckhart

     

    Doors and Airlocks

    • Doors and airlocks have been updated with additional functionality.

    Item 2.0

     

    First introduction of item 2.0 system for ships, including the following:

    • Power – Includes the ability to control how much power is generated by the power plants and is distributed to all of the other systems to use.
    • Heat – Includes the ability to monitor how much heat, EM, and IR the ship is generating, and the ability to temporarily reduce IR.
    • Shields – Includes the ability to monitor and adjust shield strength and repair behavior, and adjust power usage and performance.
    • Flight HUD – Includes the cockpit lens elements which provide vital feedback to the player during flight and combat.
    • Weapons – Includes the ability to monitor and prioritize gun and missile ammo, and adjust power usage and performance.
    • Thrusters – Includes the ability to monitor and adjust thrusters power usage and performance.
    • Radar – Includes the implementation of 2D and 3D radar.
    • Annunciators – Includes the implementation of annunciator screens and their warning behavior.
    • Screen Switch Behavior – Includes the ability to switch between various screens on the same physical monitor.

     

    Cargo and Commodoties

     

    Introducing the first implementation of cargo!

     

    Salvage

    • Some items are transported in small, portable boxes.
    • They can be bought and sold at vendors.
    • These items are placed in/around the Stanton system’s wreckages and procedurally on planet surfaces.
    • They will be generated when destroying cargo-carrying ships.
    • 0.5m boxes can be lifted and moved using the existing hand-lifting system.
    • 1 SCU cargo cannot be lifted or moved.

     

    Storing Small Items in the Cargo Grid

    • Ships will have 'Cargo Grids' set up inside that governs how cargo is placed/secured within it.
    • Placing 0.5m boxes within the Cargo Grid will be considered ‘secured’ in the ship.
    • 0.5m boxes will align within the Cargo Grid.
    • Any loose items placed within the grid will not align to this.
    • Loose Items placed inside the Cargo Grid will be added to the ship’s 'manifest'.
    • Items placed outside of the grid will therefore not be added to the 'manifest'.
    • Items can be taken from one ship’s hold, carried to another ship and stored in its hold instead.

     

    Buy/Sell Cargo through Market Vendors

    • 1 SCU crates full of a single commodity can bought and sold at vendors.
    • 0.5m boxes the player discovers, or recovers can be sold at vendors.
    • Commodities can be bought at a vendor in selected spots.
    • Players will walk up to the kiosk and use it to initiate an interaction.
    • Only the stock the vendor buys/sells will be listed and the price they want for each.
    • Transactions takes place entirely in the interface.
    • Ships must be stored before their inventory can be used to buy/sell.
     
     
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