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3.0 Production Schedule

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  • RenderTarget refactor
    • This saves over 50% of video memory usage.
  • Area Lights with proper shadowing
  • Shadow System refactor
    • This is more efficient and allows for planetary scale shadows.


  • Crusader Converted to Object Container Setup
    • With the transition to Object Containers, the Crusader map was completely re-designed. Each Point of interest is now an object container laid out via the Solar System Editor. This is in preparation for Object Container streaming and seamless transitions from different POI’s and between Star Systems. Mission Flowgraphs are converted over to use Subsumption and the new Mission System
  • Mega Map for Persistent Universe
    • Mega Map tech (also used in Crusader for seamless loading between different gamemodes) is now possible in the new PU map, which is setup in the solar system editor. This allows the utilization of Mega Map technology.
  • Revamp of Power Plants / Shield Generators / Coolers and the Heat & Power System for improved gameplay and conversion to Item 2.0


  • Modular Room System for procedural generation of planetary outposts
    • Official Outpost Spawning System ready for mission designers
    • Integrated Outpost distribution to PlanetEd
    • Single outpost Object Preset
    • Cluster of Outposts
    • Crash site mission
    • Interface to hand place modules and save to Layer
    • Interface to teleport the camera to the closest outpost
    • Area boxes created by artists (all room sizes are now usable in the outpost procedural system)
    • Entrance Room system working (stairs and ramps are now available as initial rooms)
    • Rooftop Prop system working for Solar panel
    • Wall prop system working for additional prop variations
    • Material Wear/Dirt on props using Layer Blend done and actually working
    • Developed Outpost “feet” system
    • Set random rotation and offset caps on planet editor
    • Start documenting 3 possible map layouts looping system (using 2 or 4 meters metrics * system; using connection additional corridor pieces; using spline skinned corridors)
    • Support Aircon/solar panel system on outposts
    • Added color tinting to Outposts
    • Added color tinting interface to Planet Ed
    • Created material distinction for interior / exteriors
    • Group elements offset in Planet Object Preset to be able to offset landing pads


  • Solar System Editor
    • A tool that will layout entire solar system with their astral objects (sun, planets moons) as well as space stations, etc.


  • New Light Controller for runtime light switches
  • New network message queue (current in QATR) to reduce network bandwidth and network thread time.
  • Light Entity Render node merging.
  • Dynamic Physics Grid to support sparse space areas vs. dense areas like space stations.
  • Highly optimized vertex and position format for all geometry
  • Texture memory usage reduced across the project
  • Unified material libraries for use across all departments
    • Comparing and finding all duplicated normal maps and albedo maps in the LayerBlend texture library
    • Clean up LayerBlend Material Libraries, Resolution Adjustments, Renames to Lower Case
    • Follow-ups on list of unused textures and materials
  • Massively improved LOD computation and average face sizes for ships
  • Shared hair assets (instead of bespoke asset per head) for character creation
  • Automated facial asset LODs, skinning algorithm per lod updated.
  • Reworked mesh setup of facial assets for optimal performance and reduced drawcalls.
  • Unified helmet and character mesh into singular render proxy for better performance and visuals.
  • Various portal and culling improvements.
  • Improved Animation Data Base collection and build process for optimized animation data streaming also added external tools to manage this.
  • Deprecated thousands of legacy and test assets including animations, geometry, libraries and more for reduced build size.
  • Automatic Asset Error collection and tracking.
  • Reworked itemport layout for characters and character items
  • Updated all assets using HumanSkin to highly optimized HumanSkinv2 shader. This saves upwards of a 100 megs of texture memory per face.


  • New Assets:
    • Heavy Marine Armor
    • Explorer Suit Armor
  • Cloth and Clothing simulation on various assets old and new
  • Updated helmet interiors and exterior for updated art, FOV tech and standardization
  • Armor converted to work within modular customization structure
  • Finalized delivery of ALL facial assets from 3lateral.
  • Ships:
    • New Skinning and Rigging tools for landing gear on ships.
    • Constellation Cargo Bay/Elevator extensions
    • Light Group entity optimization


  • New Radar Databank
  • Subsumption Base Functionality
    • This is the initial release of the foundation technology that drives all of the AI, mission, dynamic content, and conversational logic. The mission content previously created with FlowGraph has been replaced and the implementation time to achieve a desired effect has been cut dramatically.
  • Various Performance improvements
  • Planetary Physics Grid to support orbiting and rotating planets
  • MFD implementation for Item 2.0 Components on ships
  • IFCS improvements to support AI & Takeoff System
  • Unified Visor for seamless Ship 2.0 / FPS transition
  • HUD/Visor integration for new Radar Databank
  • Vehicles No Longer Use Lua
    • This is a huge step forward on the code side.
  • Skeleton Extension support for Item Port Offset overrides per item
  • Numerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more.
  • Destructible component for items, props and environment assets
  • Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover
  • Physics simulation gravity vector now respects planetary gravity
  • Modular loadouts rule sets and support for up to five loadouts
  • Animation driven facial audio implemented
  • Updated Sandbox Editor Python integration.
  • Zone culling on all character assets and layers, system complete and mesh markup complete supplemented with tools to easily support new assets.








  • We are adding 3 new moons to the Crusader system; Yela, Cellin, and Daymar
  • Feature Complete


  • The new moons will also have outposts on their surface for you to explore
  • ETA is 2nd June


  • We’re introducing Miles Eckhart(first seen in the Gamescom video)and Ruto to provide missions to players
  • ETA is 12th May


  • Derelict ships will be added to the system for extra points of interest and exploration
  • ETA is 26th May


  • To accompany the derelict ships, there will also be debris fields within the system
  • ETA is 26th May


  • We are adding the planet Delamar and the landing zone, Levski
  • ETA is 1st June







  • ETA is 8th June


  • As we’re introducing cargo with 3.0.0, players will be able to manually interact with their cargo to load and unload it properly on their ships.
  • ETA is 25th May


  • We are beginning the process of converting our available ships over to the item 2.0 system. This will allow for greater player control of the ship and also allow for expanded gameplay.
  • ETA is 1st June

ITEM 2.0

  • Operator Seats.
    • ETA is 24th May
  • Radar System
    • ETA is 5th May
  • Light Control System.
    • ETA is 26th April
  • Fuel / Refuel.
    • Feature Complete
  • Power Supply / Pipes.
    • ETA is 5th May
  • Quantum Drive.
    • ETA is 18th April


  • This will be an alpha version of the insurance system where if your current ship becomes damaged beyond repair, you will be able to request a replacement ship (with basic loadout) from the insurance provider.
  • ETA is 5th May


  • We are introducing the concept of stamina in to 3.0.0, this will mean that actions will have consequences. For instance, continuing to sprint will drain the stamina of your character, causing loss of breath and difficulty in aiming a weapon.
  • ETA is 31st May


  • We are starting to update the doors and airlocks within the game to be more intelligent. In time, this would mean that the door would ‘know’ if a room beyond them is depressurised and would stay shut for safety
  • ETA is 31st May


  • Commodities bought using the kiosk will be transportable in the cargo holds of vehicles, to be sold in another location.
  • ETA is 2nd June


  • Implementing items to represent units of tradeable cargo.
  • ETA is 19th May


  • Support UI on kiosks for buying and selling of cargo.
  • ETA is 1st June


  • Adding VFX and Turbulence to atmospheric entry
  • ETA is 5th May


  • Persistence ensures that your vehicle state is saved between sessions.
  • ETA is 26th May


  • Improvements to our repair system to support our persistence model.
  • ETA is 2nd June


  • The inventory will offer a way to manage the cargo and commodities that are being carried by the ships a player owns.
  • ETA is 1st June







  • The Physics Grid for planets and the modular space stations.
  • ETA is 31st May


  • ETA is 31st May


  • Will allow lower priority entities (i.e. those further away from players) to be updated less frequently, which should improve the overall framerate and allow us to add more content to the universe.
  • ETA is 31st May


  • The Entity Owner Manager will track entities that are moved around the universe, making sure we spawn and unspawn them at the correct time
  • ETA is 29th May




  • Kiosk shopping will allow players to buy and sell various commodities with the gameworld to vedors throughout the universe
  • ETA is 4th May


  • MFDs are being converted to work in the new item 2.0 system to give pilots even more control of their ships
  • ETA is 26th May


  • This will allow players to narrow or widen the field of view to their liking
  • ETA is 5th May


  • Players will now be able to customize their characters heads, hair, eye color, and skin color
  • ETA is 31st May


  • This App will allow players to review their inventory and customize various aspects of their suit and weapons
  • ETA is 23rd May


  • This is a redesign of the mission App that is currently available within mobiGlas and is the next step in allowing players more control over their mission tracking
  • ETA is 16th May


  • After buying items at a Kiosk, players will be able to head to their ship and check their cargo manifest.
  • ETA is 1st June


  • Very closely linked to the cargo manifest App. This will be the place to look for you personal inventory.
  • ETA is 2nd June


  • The mission board allows players to see the service beacons that have been set up around the universe by other players calling for assistance
  • ETA is 1st June


  • The Starmap will be introduced to allow players to view the PU at large and select planets to QT to
  • ETA is 12th May


  • This is an underlying framework that will be used for the player manager App, cargo, and the Kiosk
  • ETA is 12th May


  • UI interface for the cargo system
  • ETA is 1st June


  • The UI team are planning an overhaul of the mobiGlas system so that it better reads what the gamecode is doing. This change will make the mobiGlas system as a whole easier to maintain for the UI team
  • ETA is 6th June


  • The overall system that will be used to create mission flows when we start building missions like Patrol, Assassination, Smuggling, etc.
  • ETA is 31st May


  • We are adding the ability for AI to operate turrets in Crusader, so we are working to make sure that they track and fire upon the correct targets.
  • ETA is 8th May


  • This will have many uses going forwards, but our focus for now is to improve UI rendering and to introduce live rendering of video communications. We’re aiming to improve rendering performance by rendering as much of the UI ahead of a frame. For video communications, this will mean that we don’t have to pre-render the comms and store those files on the hard drive, as is the case with most games, allowing us to maintain fidelity and save hard drive space.
  • ETA is 24th May


  • This allows for bounced lighting and reflections to be updated dynamically and will result in better lighting visuals.
  • ETA is 2nd June


  • With 3.0.0 players will have the chance to land on astral bodies, which, in some cases, will involve passing through the atmosphere. Our graphics team are working on the tech that will make this feel as satisfying as possible for the player piloting the ship.
  • ETA is 5th May


  • ETA is 14th April


  • Feature Complete


  • ETA is 28th April


Diffusion is our second-generation cloud-oriented back-end service architecture. It dramatically simplifies the effort required to implement, maintain, and interact with services, while simultaneously providing major enhancements in the areas of scalability and redundancy.

  • ETA is 16th June




  • The Solar System Shop Service dictates what retail products, natural resources, and services shops are willing to buy and sell. It also decides their current level of inventory and prices, all of which may vary over time. It acts as an intermediary between the game and the back end simulation/rule set.
  • ETA is 21st April


  • The Solar System Mission Service dictates what missions are being offered at various locations and at what price. It is also responsible for specifying when and where dynamic content should be instantiated and how it should be customized. That way, the reality players see matches what it should in that area, based upon hints provided by the back end simulation/rule set. This service will split into two for 3.1, with the latter functionality becoming the responsibility of a dedicated Dynamic Content Service.
  • ETA is 12th May


  • Now that all our message are strictly ordered we’ve been able to really streamline the processing, allowing us to send and recieve messages with less overhead. The new message queue also has a few extra features to better handle packet loss and jitter, helping reduce average bandwidth and latency.
  • ETA is 22nd May


  • This will fix a few long standing threading issues between then network and physics code. Improves separation of physics and netcode for better maintainability.
  • ETA is 12th May


  • Eliminate network updates for entities far away from clients. Should greatly reduce the amount of work the netcode has to do, helping improve server performance. A greater proportion of client bandwidth will be spent on entities close to the client.
  • ETA is 26th June


  • A short-range open canopy craft capable of space and ground flight.
  • ETA is 12th May


  • Rework of the legacy ship
  • ETA is 26th May


  • The newest available flight-ready variant of the Constellation series.
  • ETA is 12th May


  • Ground exploration vehicle.
  • ETA is 26th May


  • Single-seater mining craft.
  • ETA is 5th May


  • An SMG for mid-range fighting that provides a high rate of fire.
  • ETA is 27th April


  • A shoulder mounted railgun capable of providing high levels of damage at a long range.
  • ETA is 14th June


  • Rework of the legacy weapon.
  • ETA is 4th May


  • Rework of the legacy weapon.
  • ETA is 18th May


  • Rework of the legacy weapon.
  • ETA is 25th May

3.1.0 Goals




New Additions:

  • Modular Space Station – Truckstop
  • Arc Corp / Area 18


New Additions:

  • Female Player Locomotion
  • AI Locomotion
  • Shouldered Weapons
  • Throwable Weapons
  • Armed (FPS Weapon Equipped)
  • Fists
  • Knife
  • Take down (Front, Sides, Rear)
  • Knockdown and Knockbacks


New Additions:

  • Fuel (Item 2.0)
  • Criminality System
  • Room System v2 (Physical Depressurization)
  • Item 2.0 Elevators v2
  • Item 2.0 Airlocks v2
  • Diffusion Refactor
  • Item Degradation/Failure/Luck
  • Service Beacon v1
  • Parties and Orgs(Group Entity Component)
  • Game persistence
  • Spectrum Integration in game
  • Repair and Restock System
  • Elevators v2
  • Bind / Unbinding
  • Object Container Streaming Core Engine Support


  • MISC Razor
  • RSI Aurora (Update)
  • ANVIL Terrapin
  • MISC Hull C
  • MISC Cutlass Red
  • MISC Cutlass Blue
  • AEGIS Vanguard Harbinger (Variant)

3.2.0 Goals



New Additions:

  • Crusader
  • Hurston
  • MicroTech (Stretch Goal)


New Additions:

  • New Ammo Types
  • Gadgets (drones / shields)
  • Bumps
  • Coperative Avoidance
  • Downed
  • Drowning
  • Item Inspection
  • Looting IK / Permissions


New Additions:

  • NPC Generation (Archetype)
  • Interaction System – Useables
  • Radar System (Item 2.0)
  • Cargo v2
  • Service Beacon v2
  • StarMap v2
  • Gas Giant Tech
  • Ship to Ship Refuel System
  • Breaching
  • Security / Access Control
  • Object Container Streaming


  • RSI Constellation Pheonix
  • RSI Constellation Taurus
  • MISC Freelancer MAX
  • AEGIS Vanguard Sentinel (Variant)
  • MISC Freelancer DUR


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To be honest, I'm surprised they're aiming for June. But I also noticed they took out alot of stuff that was originally planned for 3.0, such as the Stanton planets (Hurston, Microtech etc) and ArcCorp is only coming later.

I also don't seen the Delta patcher listed anywhere. :(

But we do still get a whole new mission system, moon landings, further improved networking and I think this will add plenty of new life to the alpha game.


I noticed their approach originally was to have the entire Stanton area available, then release mechanics such as mining, exploration, science in the iterative patches.

Now it seems to release planets iteratively with each patch, along with updated mechanices, core tech, ships and FPS systems as they come online. It seems this was done to get "3.0" out sooner, which I can't argue with.

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hmm it is quicker than I have thought, but meh should be around mid-to-end june. Tbh that's optimist, but 2-3 weeks extra at most. Unfortunately no Idris :(. Heh, I expected it as much since it is the first PU system rather than several separate servers (with the aUEC linked across them all). 

Anyway Hoping to see 4.0 Next week!!!!!!! Heh :)    

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It's not a debate, CIG has repeatedly stated they won't release the Idris for PU use or even as hangar ready, until after SQ42, so as to "preserve the experience of first encountering and exploring it in the story".

  • Ongoing debate about the Idris because it’s essential to a lot of SQ42 scenes. It’d be like putting out the sets to a movie before the movie. Ongoing discussion.


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I just took a look at the production schedule for 3.0 and I was surprised to see the estimated 29th June release date. I thought it would be nearer to the end of the year to be honest. If they do indeed meet the June date with the same accuracy they exercised with the forum closure deadline I'll be well pleased.

Roll on 29th June and 3.0

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Chris Roberts working his magic :P


Published on Apr 14, 2017

With the release of the 3.0 Planetary Tech production schedule, we’re sharing an inside look at the complicated process behind creating a schedule for a game of Star Citizen's scope. See the 3.0 schedule details here: https://robertsspaceindustries.com


Below is the end of year timeline.....




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Great video VoA. Awesome insight about the inner workings of CIG's project management; 40+ MS Project master schedules among the 5 offices comprising 75000+ closed tasks/bugs and another 18000+ active. 

The scale of the development in action with this company is just awesome to see. It is so easy for a software company to take the quick path and cut corners in order to put something in front of customers, ignoring fundamental quality factors. This video really shows how committed CIG is to building SQ42 and SC the right way, laying the foundation for a game that will literally last for decades. 

I love this company so much.

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I think that's the first CIG video about game production that didn't put me to sleep.  Not that its riveting, but it was really well done, and had to be to attempt to explain an incredibly complex topic.  That video will be shown in college classrooms for the next 50 years.

As for 3.0, I mean on one hand I remember 5 months ago thinking about how I was starting to doubt their/my guess of March for 3.0.  Now its all the way back to late June, with months later than that being far more likely considering the showstoppers they don't even know about yet.  So on one hand that's disappointing, yet its encouraging on the other to know that they have a plan mapped out in this fine detail.  And that Chris Roberts wasn't in the video at all, at this point I only want to hear about development schedules from anyone else at CIG but him.

The only disconnect that I think really remains is the Squadron 42 factor.  They keep implying that that game could be released independently of the progress of 3.0, 3.1, 3.2, or the state of the PU in general.  But I find this hard to believe.  For one thing I have to believe S42 depends on too much of that tech, and for another I think when it comes down to it, Chris Roberts is going to make the long term call to do it right once instead of developing systems twice, once in a hacked on-rails form for S42 and then again for the PU.  He's never made the decision to use a shortcut before, why would he do it for Squadron 42?

So the question would then become, at what point in the development of the PU does it contain all (or a sufficient quantity of) the features that Squadron 42 is going to rely upon? 3.3? Later? Until I see that I won't be putting a date on my Squadron 42 expectations.

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15 minutes ago, Boildown said:

The only disconnect that I think really remains is the Squadron 42 factor.  They keep implying that that game could be released independently of the progress of 3.0, 3.1, 3.2, or the state of the PU in general.  But I find this hard to believe.  For one thing I have to believe S42 depends on too much of that tech, and for another I think when it comes down to it, Chris Roberts is going to make the long term call to do it right once instead of developing systems twice, once in a hacked on-rails form for S42 and then again for the PU.  He's never made the decision to use a shortcut before, why would he do it for Squadron 42?

So the question would then become, at what point in the development of the PU does it contain all (or a sufficient quantity of) the features that Squadron 42 is going to rely upon? 3.3? Later? Until I see that I won't be putting a date on my Squadron 42 expectations.

I think we will likely see a continued effort in the PU 3.x Beta towards completion of the features that are prerequisite to the 4.0 launch for the rest of this year while SQ42 nears completion. If that means that we have to wait until 2018 for SQ42 & the 4.0 PU launch to coincide, I am happy to wait for that. 

Then again I just came back to paying really close attention to this game and from what I have been reading on these forums, there are a LOT of people chomping at the bit, which I completely understand :D. 

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I'd note that the "end of June" is not the date by which we should expect 3.0 to launch, but rather the date before we should not expect it to. I reckon that based on previous performance, that means September-October in the absolute best possible scenario, end of December (only just) if things go as usual, next year if things go particularly badly (although they'd probably just cut two thirds of it and push it out earlier in that case). Everything beyond the three (basically completely barren except a modular outpost or two) moons being marked as a "stretch goal" essentially guarantees none of it will be in 3.0 except those moons. How many mechanics currently present in the schedule will suffer the same fate remains to be seen but I'm absolutely certain some of them will ultimately end up getting dropped from 3.0. All of this being meant not so much as a complaint, but as a pragmatic observation that we probably need to gear up for a long and distant winter of lack of new content, both figuratively and literally.

As for the "making of" video, I find all of it entertainingly familiar - it's essentially the good old "covering you ass 101" we all know and use, by explaining whoever you answer to why your task is practically impossible to fulfil when confronted with failure to deliver in a timely manner. It does a good job explaining why any game of substantial complexity cannot possibly exist, including the ones we already have. Paraphrasing Einstein ("Everybody knows that some things are simply impossible until somebody, who doesn't know that, makes them possible") I suppose we're lucky not everybody watched it...

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Yeah, the end of June would be the tentative PTU drop. And work as much material as 3.0 is expected to contain I can see a month of testing.

Either way, I'm happy to be seeing things move incrementally forward. That said, I'd like it if they actually pushed out the ships when each is done rather than dropping four new ones with 3.0 / .1, etc. I know that means the delta patcher would have to come before it, but still.

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Wow thing are starting  to progress .new ships coming  new stuff....

Make sure you have the ships you want. ..getting closer too somthing....if 3.0 proofs out and 3.1 july/aug.maybe sept.

All I can say  a song comes to mind   "a mining we will go a mining we will go hi how a dairerO  a mining we shall go"




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      Weapons are also looking pretty nice, and I can't wait to hunt some bounties and pirates with the Scourge Cannon! Turrets on ships are awesome and so are the weapons additions to the ships main systems. Weapons turrets on ships should not be automated. Automation would detract from the challenge of the game, and we never want that! Instead the player should be able to either hire NPCs or other players to man different positions aboard their ship. Also it seems some of the infantry firearms are being slightly 'overdone', so to speak. For example the Devastator shotgun seemingly has way too much level of detail and unnecessary bulk added to it. My suggestion is to lean more on the side of realism. I know it's Sci-Fi. Still I hope devs don't get hung up on making things like fancy-diamond-encrusted-platinum-laser cannons with under-barrel flame throwers..! It would be amazing to see (in rare cases), Orbital Weapons Platforms that could, if accessed, rain supreme firepower down on the planet's surface, destroying small outposts, structures or towns... Of course it would be necessary to make accessing it an extreme challenge.
      Accessories are nice. But keep away from over-extravagant weapon design.
      Exploration should be the fundamental, key point of the game. While some may argue that it is space battles, I tend to disagree. With so many space craft, vehicles and weapons, the gameplay will quickly become boring and the equipment redundant if there is not a vast amount of exploration. Here are a few thoughts on aspects of exploration: Artifacts, Flora and Fauna. Scattered throughout the verse there could be a plethora of different types of Artifacts to be found, only through rigorous exploring. There should be ancient ruins with old alien technology, perhaps rare weapons. There should be Obelisks and Pyramids and rare trinkets that could be sold or held as trophies. There could be mysterious devices, like the Orbs in Mass Effect (the first game) with strange properties. There could be alien tech that could be found and then saved for use at a far later date. Regarding Flora and Fauna, there could be a huge variety of harvesting options for certain crafting items. There really ought to be many creatures, perhaps mostly neutral/friendly. However some animals, in rare cases could turn out to be hostile, and highly challenging to face. Perhaps giant worms, or insectoids! Another thing could be infected worlds, or derelict ships (think Dead Space, or The Thing) where your only choice is to fight for survival or run for your life. There should also be intact derelicts. We've seen plenty of demolished ones. Some should be intact, abandoned in space, or even on land. Exploration should not, and I can't stress this enough, should not stem solely or mostly from missions! Let the missions be vast and varying in type by all means, a multitude of missions is always welcome. But please don't conflate missions and side quests, with exploration. 
      -Armor & Apparel-
      The armor should of course have good variety. Weight should factor in, which I believe it currently does. Also there should definitely be highly specialized suits for specific tasks. Of course there'll be a space suit for EVA in outer space, but adding other specializations for other armor sets/suits would be great too. There should be a set more suited for enduring intense heat, or cold or radiation. There should also mostly be non-EVA capable sets IMO. Body armor should not be conflated with EVA suits, and they should for the most part be separate, with a few exceptions. It would be cool to see a lot of options other than  simple armor for combat and space suits for EVA. One thought would be a stealth-suit with either quiet movement or even invisibility. Mostly I'm hoping it will prove an actual challenge to obtain armors, so that everyone isn't immediately buffed just after they begin playing. Let there be lots of varying, quirky outfits to be found.
      NPCs for hire or available as crew members should use a rating system the likes of the one used in Metal Gear Solid V. They could have a certain class of career like 'linguist' or 'gunner' or 'medic', and within that specialty a certain set of ratings. Players should be able to activate distress beacons (false or genuine). If a player's ship is captured, they should be given the option to fight aboard the enemy ship in order to escape (think Han Solo and co, the capture of Millennium Falcon!).
      Where are all the AIs? This is the future after all... There should be robots of some kind or another, even perhaps a sentient machine race!
      There should also be a minimal amount of spawn/respawn actions. I realize this is counter-intuitive, given there's a massive universe to traverse. But it will add to the replay and return-to-game value; if people can easily spawn their ships and/or fast travel around it will make things overly-easy. It's nice that there's a wait-timer for summoning ships (at least destroyed ones). However, if a ship is not at the station at which you are staying, it should take time to arrive near you, and there should be a fuel cost and fee. Having all your ships easily at your fingertips will take away from the immersion and challenge of the game. It should also be more challenging IMO, to acquire cash. Gaining millions of credits should take a very long time. The quicker people progress in the game, the quicker the MMO will die.
      I don't believe there should be a 'difficulty setting' option. The universe in general should prove pretty damn challenging, with areas of extreme and lesser challenges. Some mini-games would also be cool, so long as they remain within the Persistent Universe. Game modes are a bad idea. It's understandable at this point, given there are players currently in the game who want something working. But later on, when development is (mostly) "complete", having different game-modes will detract from the main MMO.
      All hoverbikes should remain as hoverbikes, and not be turned into flying-space-hoverbikes! Please remove the flight-function for hoverbikes. Having flight for them is ridiculous and totally misses the point of a hoverbike. While I do agree that they should have some (slight) altitude control and perhaps a jump/boost, they should not  be able to simply fly away, especially up into space. A hoverbike is like a speeder from Star Wars, it's not for flight; only for elevated, fast, ground travel! This goes for all ships and vehicles; if they have a specialty let them stick to that specialty, no blurring lines, except perhaps in rare cases.

    • By Narayan
      Greetings, citizens!
      Today I have a special gift for all Drake ship lovers
      The recent Marvel film, and specifically the first trailer of this film, inspired me to make this video. You may not like this style of music and this style of editing, but I tried to make this video in such a way that it all looked organic and exciting simultaneously. And judging by the feedback of my friends, who have already watched this video, my idea was more than successful. And I hope you will like it too!
      If you liked this video, share it with your friends - it's good advertisement for our game. And, do not forget to put a finger/plus/arrow up in:
      Citizen Spotlight Spectrum Reddit  
    • By easto1a
      Today I've been joined by TheNOOBIFIER1337 to discuss cargo improvements, server mesh tech and more for this episode of Ask The Devs Breakdown. The show is basically where I look at recent feedback from the Ask The Devs forum on Spectum, choosing answers to highlight.
      TheNOOBIFIER1337's Channel (Awesome guy!) - https://www.youtube.com/channel/UCI-ybzjiaP2mSS81gaUxOiA
    • By BentRudder
      Selling Aurora MR Game Package from Buyback. This Package includes Squadron 42, Star Citizen, and 2 months Insurance
      Melt Value $30 USD /  My Price $40 USD
      Accepting USD PayPal; must be PayPal verified and email for PayPal and Gifting must be the same. Payment must be received prior to delivery to complete transaction. No Refunds or Cancellations will be available.

    • By Kenny_Loggins
      We are Black Star Initiative!
      Black Star Initiative is a UEE Aligned Anti-Piracy Private Military Corporation with 60% our focus on combat related security of UEE Space and 40% towards all other non-combat roles.
      We use a structured branch to organize players more efficiently. See link: https://docs.google.com/presentation/d/1Yc7m8bP8Izeg6x2QbtwaqqpmnMk1gtY1SRPLu9kM3mY/edit#slide=id.p3
      We do require all of our members (Non-combat also) to be willing to fight on notice as we are firstly a PMC and all other non-security jobs provide the backbone of operations.
      As well, we understand your primary gameplay focus might include additional non-related gameplay, IE A Primary focus on Bounty Hunting and a Secondary Focus on Agriculture.
      Our Hot List of combat and non-combat roles in-need: Fleet Bomber Crew/Bomber Pilots, Medics, Weapons Operators(Turrets/Torps), Boarding Ship Pilots.
      If any of the above fits planned play-style please note when responding. We are however also non-specific currently.
      Interested to know more? 
      Join us on our Discord:  https://discord.gg/0Vq6b9nrXiNhOlPn
      More Info: https://robertsspaceindustries.com/spectrum/community/SC/forum/50177/thread/tbsi-black-star-initiative
      Official RSI Org Link: https://robertsspaceindustries.com/orgs/TBSI