Lot of these ships are really breath taking. But on buying one that you can't fly in game to test it out is just crazy. In fact when the game releases in a year or longer, people that own 100 or more, how long (months, years) would you wait before asking when the ships will be released?
“The reason I talk to myself is because I’m the only one whose answers I accept.”
―
George Carlin
"....When we sat down to begin work on the X1, we began with an exercise taught to me by the legendary
ship designer I am pleased to call my mentor, Akira Yedomos. He believed that “only by attempting
to reach beyond, could one build for the real world," so the entire team was encouraged to unshackle
their imagination and build a vehicle that adhered to as many or as few 'established' rules as
they wished.
The result was a fast, maneuverable open-canopy racer that's as much of a work of art while at rest
as it is in motion. With thrusters seemlessly integrated into the sleek hull, the X1 organically
fuses function with form and continues Origin's proud legacy of luxury perfection....."
How does X1
Base/Force/Velocity compare against the Nox and Dragonfly in speed, durability,
and overall performance?
Will the X1 Force have
special features such as increased scanning or stealth capability? If so, what
kind?
How does a person get into
and out of the X1?
How do the three X1 differ?
Are they physical hull variants, the same hull but with different loadouts, or
just skin swaps?
Is there an advantage to
having the Origin X1 Baseline over a Velocity or Force? Why would anyone want
to use the base model?
The X1 Force has a S1 Laser
Repeater while the Baseline has an S1 Laser Cannon. What’s the difference, and
why is one more suitable to fulfill the Force’s role?
What advantage does the
second shield generator of the FORCE provide? Will it provide life support
(atmospheric shielding keeping oxygen in/non-breathable atmosphere out) to the
pilot?
How long until we can
expect to see the X1 in game?
What are the differences
between the variants? Right now all the stats say TBD.
Will there be no-fly-zones
in space where small vehicles like spacebikes will be necessary? (ex:
minefields, dense asteroid and debris fields, derelict space stations)
How does the X1 Velocity
compare to the NOX Kue or Dragonfly for racing purposes?
If the X1 Force is an
exploration variant – will it be able to drop Nav Beacons like the Cyclone
Recon?
Is uh… this apartment in
the background going to be for sale sometime, too? Because that is a REALLY
nice place. Love that ultra-minimalist furniture scheme.
How well will the X1 fare
in Pizza Delivery?
Can it hold any cargo?
Why is the X1 twice as
heavy, as the other similarly sized bikes (1000 vs 2000 kg). Does it have
larger components, like a bigger powerplant or bigger main thruster?
Can the base X1 be upgraded
through components to any of the other two superior models?
IMHO some highly interesting information above and beyond the Pioneer itself to be found in that Q&A session e.g.
"What size is the Pioneer claim license included in the package?
It will depend on the texel density of our
resource map, we want to make sure the claim is at least 1×1 pixel on
that map. The initial educated guess is somewhere between 4×4km to
8×8km. Pretty large chunk of land that will give players multiple
construction sites. The land claim system will be important beyond
Pioneer construction. Land claims will prevent other players from
building in your territory and will offer different options relevant to
gameplay (such as giving you surface rights, for pure construction,
versus mineral rights that would include mining.) We know that there are
concerns that land claims could theoretically be abused (situations
such as buying up the area outside a major city or using outposts to
block important areas); rest assured that the claim system is being
developed to prevent these situations from being possible."
"Can the Pioneer build anti-air structures that have weapons such as missiles to defend our bases?
The Pioneer performs fully contained modular
outpost construction on-site. It creates modular structures,
foundation, things like that. As Silas Koerner points out, this is
pretty revolutionary as far as ship capabilities go. The Pioneer isn’t a
weapons manufacturing plant, repair shop, or furniture store, however –
External improvements like static defenses are among the concepts we
are developing for outpost add-ons. Any external add-on structures will
be bought at a store rather like ship or personal equipment and then can
be placed when you put down the outpost or added on later."
"What happens to outposts built with the Pioneer when the player who created them is logged out of the game?
Let’s just say this direct and up front for
those of you who worry about these things: Yes, the outpost and their
contents are persistent, so they can be attacked and looted. Offline
security will have a lot to do with your “neighborhood”, just as you
would depend on local authorities to varying degrees to protect your
house, apartment, trailer, etc. in real life when you are not home.
Among other things, that means that while other actors in the game
universe, including local law enforcement, militia, UEE,
or whoever else is tasked with general security in that region, will
react to attacks on privately-held outposts, it will depend on AI
location and travel time to outpost. Sometimes there will be a quick
response and other times it will be delayed, so the players are highly
encouraged to protect their outpost/investment by placing defenses and
hiring personal security. The less hospitable an area in which you set
up your outpost, the more responsibility you will have for your own
safety."
Sweet! Mining and repairing was starting to get boring......
Mining is currently in the game?
"Sean (Murray) saying MP will be in the game is not remotely close to evidence that at the point of purchase people thought there was MP in the game." - SEANMCAD
"...Take an inside look at Anvil Aerospace's Hawk in this special sneak peek
at the 2947 Whitley's Guide. Designers envisioned this light fighter
with a diverse arsenal of weapons to be a perfect starter ship for
aspiring bounty hunters seeking to bring order to the lawless."
"A fast, light warship capable of providing anti-fighter support for
larger capital ships or acting as a flagship for smaller security
fleets, the Hammerhead stands as the vanguard in defense of the Empire. "
A. ENTRY-LEVEL DRAKE SALVAGE SHIP (CODE NAME: VULTURE)
A one man salvage starter ship, no drones but plenty of on-board storage to help with EVA
salvage operations (space for cutters, charges etc) and space in a
separate area to store/process the recovered salvage. Mostly designed
for the player to EVA out and do the salvage,
rather than sit inside and do it with tractor beams/lasers. Small enough
to sneak into hostile areas unnoticed to recover fresh salvage.
B. MULTI-CREW DRAKE EXPLORER (CODE NAME: CORSAIR)
Drake’s competitor to the Constellation, the rough and ready
multi-crew explorer. Differs from the 600i by its crude basic
construction and from the Constellation by its lower missile count, but
with a third turret to make up for it. Able to transport a vehicle and
cargo (think extended/up-scaled Cutlass rear area) faster and more
nimble than the others, but like all Drake ships pretty paper thin.
C. DRAKE SCOUT CARRIER (CODE NAME: KRAKEN)
Drake’s capital ship entry, space to park and store a few medium
ships (up to Freelancer-sized) and transport them around the verse.
Serves as a mobile truck stop in function with a small hub of stores
(some less than legit) to help restock."
"The turrets on the Hammerhead look quite fragile. Will this be true
in game making its greatest strength also its greatest weakness?
To an extent, this is true – the Hammerhead’s
turrets are somewhat exposed. Of course, as you can see from the turret
emplacement design, this exposure is also what gives the Hammerhead’s
weapons their excellent coverage and arcs of fire. It’s a tradeoff
you’ll see in many weapon designs, in history and in the real world, in
everything from tanks to warships – protected, hull-down, heavily
armored weapon batteries tend to have limited arcs of fire, slower
traverse, and other aspects that make them more cumbersome or unwieldy
than lighter, more exposed designs. The Hammerhead is a patrol and
escort ship, tasked with screening larger ships from fighters and small
attack craft, as well as providing patrol in force primarily against
non-capital ships. When arrayed against its intended targets, being able
to bring multiple turrets to bear and overwhelm small targets with
direct fire is the Hammerhead’s preference, especially when those
smaller ships are not attacking the Hammerhead, but the charge the
Hammerhead’s been tasked with protecting. The Hammerhead is a defender,
but a very aggressive one that believes that the best defense against
small ships is a good offense. What does this mean for the attacker? You
know that the Hammerhead’s turrets are a relative structural weak point
and might provide an entry point for boarding if attacked specifically.
It might be a weakness, but we’ll leave it to you to decide whether
it’s actually one that’s easy to exploit."
"Is the Hawk going to be fast-tracked in development or is this going to be further down the road for getting in-game?
Generally speaking, smaller ships are simply
easier to make, and ships without interior spaces are easier still.
From a development perspective, the Hawk has fewer obstacles to
production than larger ships with traversable interiors, and is
therefore likely to be in game sooner."
It entirely depends on the situation. Both have
different strengths and weaknesses. Some areas might have particularly
strong aerial defenses, are difficult to traverse by air, or have ground
terrain that provides a lot of cover. In this case, the tank is the
solution to blast through enemy defenses and open the way to friendly
ships.
Ships are a good recon method to help the tank
find the best entry points or plan different attack maneuvers. Ships and
tanks are complementary as they can be used together to accomplish
objectives. In addition, the Nova is also suited to destroy ships."
"Can the Nova realistically hold its own against ships like the Sabre and Hornet?
The missiles and laser repeaters on the Nova are
realistically the best defense against ships attacking it, as the main
cannon does not have the speed or articulation to hit fast moving
targets. When considering damage output, those weapons might be enough
to deter a dedicated fighter like the ones mentioned but not for long.
Using modern day scenarios as an example, the best use of tanks is with
combined forces against an unprepared enemy or lower tier fighter it
should be able to hold its own easily."
Comments
I like the new look of the Constellation Aquila.
And the Aurora seems to have landed at a Sith outpost ;-)
Have fun
― George Carlin
https://robertsspaceindustries.com/comm-link/transmission/16149-Live-Fly-X1
"....When we sat down to begin work on the X1, we began with an exercise taught to me by the legendary ship designer I am pleased to call my mentor, Akira Yedomos. He believed that “only by attempting to reach beyond, could one build for the real world," so the entire team was encouraged to unshackle their imagination and build a vehicle that adhered to as many or as few 'established' rules as they wished.
The result was a fast, maneuverable open-canopy racer that's as much of a work of art while at rest as it is in motion. With thrusters seemlessly integrated into the sleek hull, the X1 organically fuses function with form and continues Origin's proud legacy of luxury perfection....."
https://robertsspaceindustries.com/media/rvqcrdjxr5vjjr/source/X1-Brochure.pdf
Have fun
https://robertsspaceindustries.com/comm-link/engineering/16155-Q-A-Origin-X1
Questions:
How does X1 Base/Force/Velocity compare against the Nox and Dragonfly in speed, durability, and overall performance?
Will the X1 Force have special features such as increased scanning or stealth capability? If so, what kind?
How does a person get into and out of the X1?
How do the three X1 differ? Are they physical hull variants, the same hull but with different loadouts, or just skin swaps?
Is there an advantage to having the Origin X1 Baseline over a Velocity or Force? Why would anyone want to use the base model?
The X1 Force has a S1 Laser Repeater while the Baseline has an S1 Laser Cannon. What’s the difference, and why is one more suitable to fulfill the Force’s role?
What advantage does the second shield generator of the FORCE provide? Will it provide life support (atmospheric shielding keeping oxygen in/non-breathable atmosphere out) to the pilot?
How long until we can expect to see the X1 in game?
What are the differences between the variants? Right now all the stats say TBD.
Will there be no-fly-zones in space where small vehicles like spacebikes will be necessary? (ex: minefields, dense asteroid and debris fields, derelict space stations)
How does the X1 Velocity compare to the NOX Kue or Dragonfly for racing purposes?
If the X1 Force is an exploration variant – will it be able to drop Nav Beacons like the Cyclone Recon?
Is uh… this apartment in the background going to be for sale sometime, too? Because that is a REALLY nice place. Love that ultra-minimalist furniture scheme.
How well will the X1 fare in Pizza Delivery?
Can it hold any cargo?
Why is the X1 twice as heavy, as the other similarly sized bikes (1000 vs 2000 kg). Does it have larger components, like a bigger powerplant or bigger main thruster?
Can the base X1 be upgraded through components to any of the other two superior models?
Have fun
https://robertsspaceindustries.com/comm-link/engineering/16163-The-Shipyard-Careers-And-Roles
Have fun
Sabre Raven, exclusive ship as part of the partnership with Intel with the Octane SSDs.
https://robertsspaceindustries.com/comm-link/transmission/16199-Consolidated-Outland-Pioneer-Presale
The Brochure
https://robertsspaceindustries.com/media/4ea3iytexqoicr/source/CitizenCon2017_Brochure_COMPLETE_NoCMYK.pdf
The Video
Have fun
Question and Answer Session for the Pioneer
IMHO some highly interesting information above and beyond the Pioneer itself to be found in that Q&A session e.g.
"What size is the Pioneer claim license included in the package?
It will depend on the texel density of our resource map, we want to make sure the claim is at least 1×1 pixel on that map. The initial educated guess is somewhere between 4×4km to 8×8km. Pretty large chunk of land that will give players multiple construction sites. The land claim system will be important beyond Pioneer construction. Land claims will prevent other players from building in your territory and will offer different options relevant to gameplay (such as giving you surface rights, for pure construction, versus mineral rights that would include mining.) We know that there are concerns that land claims could theoretically be abused (situations such as buying up the area outside a major city or using outposts to block important areas); rest assured that the claim system is being developed to prevent these situations from being possible."
"Can the Pioneer build anti-air structures that have weapons such as missiles to defend our bases?
The Pioneer performs fully contained modular outpost construction on-site. It creates modular structures, foundation, things like that. As Silas Koerner points out, this is pretty revolutionary as far as ship capabilities go. The Pioneer isn’t a weapons manufacturing plant, repair shop, or furniture store, however – External improvements like static defenses are among the concepts we are developing for outpost add-ons. Any external add-on structures will be bought at a store rather like ship or personal equipment and then can be placed when you put down the outpost or added on later."
"What happens to outposts built with the Pioneer when the player who created them is logged out of the game?
Let’s just say this direct and up front for those of you who worry about these things: Yes, the outpost and their contents are persistent, so they can be attacked and looted. Offline security will have a lot to do with your “neighborhood”, just as you would depend on local authorities to varying degrees to protect your house, apartment, trailer, etc. in real life when you are not home. Among other things, that means that while other actors in the game universe, including local law enforcement, militia, UEE, or whoever else is tasked with general security in that region, will react to attacks on privately-held outposts, it will depend on AI location and travel time to outpost. Sometimes there will be a quick response and other times it will be delayed, so the players are highly encouraged to protect their outpost/investment by placing defenses and hiring personal security. The less hospitable an area in which you set up your outpost, the more responsibility you will have for your own safety."
Have fun
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
Mining mechanic not yet in the game.
Lots of assets for mining have been created, especially for SQ 42 (Shubin station, mining ships, mining equipment, mining animations etc.).
Have fun
Have fun
"...Take an inside look at Anvil Aerospace's Hawk in this special sneak peek at the 2947 Whitley's Guide. Designers envisioned this light fighter with a diverse arsenal of weapons to be a perfect starter ship for aspiring bounty hunters seeking to bring order to the lawless."
https://robertsspaceindustries.com/comm-link//16271-Hawk-Concept-Sale
The ship brochure
https://robertsspaceindustries.com/media/bki2fzyirvv0pr/source/Hawk_brochure.pdf#page=1&zoom=auto,-274,426
Have fun
"A fast, light warship capable of providing anti-fighter support for larger capital ships or acting as a flagship for smaller security fleets, the Hammerhead stands as the vanguard in defense of the Empire. "
https://robertsspaceindustries.com/comm-link//16274-Hammerhead-Concept-Sale
The ship brochure
https://robertsspaceindustries.com/media/8srns703rujzbr/source/Hammerhead.pdf
Have fun
Have fun
https://robertsspaceindustries.com/comm-link/citizens/16303-YOU-Pick-The-Next-Drake-Ship
"THE THREE CHOICES
A. ENTRY-LEVEL DRAKE SALVAGE SHIP (CODE NAME: VULTURE)
A one man salvage starter ship, no drones but plenty of on-board storage to help with EVA salvage operations (space for cutters, charges etc) and space in a separate area to store/process the recovered salvage. Mostly designed for the player to EVA out and do the salvage, rather than sit inside and do it with tractor beams/lasers. Small enough to sneak into hostile areas unnoticed to recover fresh salvage.
B. MULTI-CREW DRAKE EXPLORER (CODE NAME: CORSAIR)
Drake’s competitor to the Constellation, the rough and ready multi-crew explorer. Differs from the 600i by its crude basic construction and from the Constellation by its lower missile count, but with a third turret to make up for it. Able to transport a vehicle and cargo (think extended/up-scaled Cutlass rear area) faster and more nimble than the others, but like all Drake ships pretty paper thin.
C. DRAKE SCOUT CARRIER (CODE NAME: KRAKEN)
Drake’s capital ship entry, space to park and store a few medium ships (up to Freelancer-sized) and transport them around the verse. Serves as a mobile truck stop in function with a small hub of stores (some less than legit) to help restock."
Have fun
https://robertsspaceindustries.com/comm-link/engineering/16317-Q-A-Aegis-Hammerhead
e.g.
"The turrets on the Hammerhead look quite fragile. Will this be true in game making its greatest strength also its greatest weakness?
To an extent, this is true – the Hammerhead’s turrets are somewhat exposed. Of course, as you can see from the turret emplacement design, this exposure is also what gives the Hammerhead’s weapons their excellent coverage and arcs of fire. It’s a tradeoff you’ll see in many weapon designs, in history and in the real world, in everything from tanks to warships – protected, hull-down, heavily armored weapon batteries tend to have limited arcs of fire, slower traverse, and other aspects that make them more cumbersome or unwieldy than lighter, more exposed designs. The Hammerhead is a patrol and escort ship, tasked with screening larger ships from fighters and small attack craft, as well as providing patrol in force primarily against non-capital ships. When arrayed against its intended targets, being able to bring multiple turrets to bear and overwhelm small targets with direct fire is the Hammerhead’s preference, especially when those smaller ships are not attacking the Hammerhead, but the charge the Hammerhead’s been tasked with protecting. The Hammerhead is a defender, but a very aggressive one that believes that the best defense against small ships is a good offense. What does this mean for the attacker? You know that the Hammerhead’s turrets are a relative structural weak point and might provide an entry point for boarding if attacked specifically. It might be a weakness, but we’ll leave it to you to decide whether it’s actually one that’s easy to exploit."
https://robertsspaceindustries.com/comm-link/engineering/16316-Q-A-Anvil-Hawk
e.g.
"Is the Hawk going to be fast-tracked in development or is this going to be further down the road for getting in-game?
Generally speaking, smaller ships are simply easier to make, and ships without interior spaces are easier still. From a development perspective, the Hawk has fewer obstacles to production than larger ships with traversable interiors, and is therefore likely to be in game sooner."
Have fun
https://robertsspaceindustries.com/comm-link/transmission/16341-Legendary-Battle-Tank-Reborn
with a brochure for download
https://robertsspaceindustries.com/media/5i88gwg499gdwr/source/Nova_Brochure_FINAL.pdf
and a Q&A session
https://robertsspaceindustries.com/comm-link/engineering/16344-Q-A-Tumbril-Nova
with such questions as :
"Why would I use a tank versus a ship?
It entirely depends on the situation. Both have different strengths and weaknesses. Some areas might have particularly strong aerial defenses, are difficult to traverse by air, or have ground terrain that provides a lot of cover. In this case, the tank is the solution to blast through enemy defenses and open the way to friendly ships.
Ships are a good recon method to help the tank find the best entry points or plan different attack maneuvers. Ships and tanks are complementary as they can be used together to accomplish objectives. In addition, the Nova is also suited to destroy ships."
Have fun
https://robertsspaceindustries.com/comm-link/engineering/16358-Q-A-Tumbril-Nova-Part-2
No, the Nova is not an anti-ship weapon ;-)
"Can the Nova realistically hold its own against ships like the Sabre and Hornet?
The missiles and laser repeaters on the Nova are realistically the best defense against ships attacking it, as the main cannon does not have the speed or articulation to hit fast moving targets. When considering damage output, those weapons might be enough to deter a dedicated fighter like the ones mentioned but not for long. Using modern day scenarios as an example, the best use of tanks is with combined forces against an unprepared enemy or lower tier fighter it should be able to hold its own easily."
Have fun
Have fun