I noticed you have SE listed on your Steam page. It's a cracking game that is getting better and more stable each week. If anyone plays this add me on Steam and check out some of the builds and ships I've done. I used to run a couple of servers (Altair Anterior & Frontier) last year but as those who play will know the DS and Multiplayer system was very crude and didn't always give smooth gameplay. Since they've been updating it it has got better so if there was enough people interested in it we could build quite the little group for surviving in space.
So I thought i'd ressurect this topic as i've been updating alot of my builds I have in Space Engineers (Mods no longer working or needed/new or old bits added to existing ships). Also I started a survival map again with a ship and I thought I'd show you the four ships for a survival server if one were to come to fruition. These would basically be used as a one ship server, IE there is one large ship that we fly around in with smaller miners/scouts etc in it and maybe a vehicle or two we can parachute onto a planet. None can be flown in atmosphere but the idea would be we would have a smaller planetary lander we could go down and scout around for bases or pirates or materials and ore. Anyway here's the ships. Maybe this gets peoples creative juices flowing enough to join me in the game
SE is by no means perfect but it is getting better every month (This is clearly their JJ Abrams phase with all the lighting effects)
These are certainly not the largest ships you can build in the game but they would be perfectly suitable for 1-5 players say. If people really got interested I have support ships that we could build together or just design a complete new one. Currently I run the map with the Templar. Paladin is the least complete ship with the Fathom Mk3 being the most fun and the smallest interior but it is complete and survival ready
Now that Alpha 3.0 is out, we wanted to give you all an update on our plans for this coming year. As we discussed before the holidays, we now have a delivery schedule based on dates rather than features.
We are doing this for several reasons. First, thanks to the huge improvements to core tech, we can be more predictable about delivering our patches, as we are building upon and refining existing tech. Second, we want to get more build iteration, which gives us more opportunities to get feedback from the community going forward. Finally, this new approach provides more flexibility in our development. If a proposed feature takes longer than anticipated, we will push it to the next release, rather than delaying other new content.
We plan on delivering new builds once a quarter, starting with our first drop at the end of March. After that, we aim to deliver again at the end of June, September, and December of this year.
Our first release will pull together all the great work that was completed last year with a focus on optimizing the server and client. We also intend to include one or two new features which will enhance gameplay around Crusader.
3.1 is about enhancing performance and polishing the gameplay systems and UI, including ships, system traversal, a large balance pass of our economy, and improving AI for spaceflight and combat. All the great data and feedback from the community over the holiday period is really going to help us with these tasks.
Although 3.1 is our focus for late March, several teams will also be working on our long-term goals for this year, in which we plan to deliver the vast majority of systems and mechanics so players have a variety of options to lose themselves in the ‘Verse.
For our end-of-June release, we plan to implement the initial tier 0 versions of mining, salvaging, mobile refueling, and repair into the game, as well as give the player the ability to create their own missions like hiring mercs, transport, or refueling missions. On the AI side, we plan to improve both ship andFPSAI for both missions as well as general activity on space and planetary bases.
Our next delivery in late September will introduce another major long-term tech goal: Object Container Streaming. This technology will allow us to start expanding the Stanton system with additional destinations, while managing our memory usage much better. In this delivery, we would also like to start introducing the mechanics of how you stake and file land claims and the gameplay that comes with this feature. This release will also continue to consolidate and polish all the new features in the past milestone.
That will leave our final build of the year in late December. Now that our streaming tech has been tested and can support the huge amount of new data content introduced, we will continue to expand the Stanton System, allowing players to explore, fulfill their career choices, and do many different types of missions, either with friends or on their own.
Stay tuned as the new Star Citizen Production Roadmap will come online along with the newRSIwebsite later this month, with more development and release details.