Posts by Bot

    [feedquote='Wing Commander News','http://www.wcnews.com/index.shtml#13890']

    Pedro Is working on a pretty exciting project: a fan-made remaster of Wing Commander IV's gameplay! Today, he posted the first test images, showing one of the game's Razor pirate fighters… and you can certainly already see the possibilities! You can learn more about the project (including how you can help!) here.

    firstvisiblet.jpgtest2t.jpg [/feedquote]

    [feedquote='Wing Commander News','http://www.wcnews.com/index.shtml#13889']

    For want of a bubble... Alfred Wong has updated on his upcoming Arrow model kit. The good news is that we're almost there; he's just waiting for the bubble canopies to arrive. Once available, Arrow kits will be sold through his web site. We'll let you know when they're listed!

    Arrow_Missing_Canopyt.jpg[/feedquote]

    [feedquote='Eve Online (CCP Falcon)','http://community.eveonline.com/news/news-channels/eve-online-news/july-release-downtime-information-now-available/']

    We are happy to announce that the July 2017 release will be deployed during an extended downtime on Tuesday, July 11th.

    This release brings phase two of Project Discovery, where pilots in New Eden will assist in real world science by searching for Exoplanets in conjunction with the University of Reykjavik, the University of Geneva and Massively Multiplayer Online Science.

    The July release also brings new “Firewall Breach” SKINs in celebration of the Minmatar Republic’s Liberation Day, SKINs for Strategic Cruisers, further graphical enhancements with an overhaul of the visual assets for NPC battlestations, as well as a redesign of the Rupture, Muninn and Broadsword, plus many more fixes and improvements that make New Eden a better place.

    Extended downtime on July 11th will begin at the usual time of 11:00 UTC, and will run for a total of 105 minutes (1h45m). We expect that the Tranquility cluster will be back online and accepting connections at 12:45 UTC.

    You can check out all the main features coming with the July release over on EVE Updates, and can browse the full patch notes for a more in depth look at features, fixes, improvements and changes on the community portal here. [/feedquote]

    [feedquote='Star Citizen','https://robertsspaceindustries.com/comm-link/transmission/16000-Monthly-Studio-Report-June-2017']

    Monthly Studio Report: June 2017

    Greetings Citizens!


    Welcome to the Monthly Report for June 2017, our collection of studio reports and videos from our offices around the world showcasing the progress we’ve made over the past month.

    CIG Los Angeles

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    CLOUD IMPERIUM: LOS ANGELES



    ENGINEERING


    As part of the upcoming 3.0 release, we’re very excited to introduce cargo as a mechanic. To ensure your ship is technically equipped to handle this, we’ve created cargo grids to provide the visual element of transporting commodities like minerals, scrap, and food. The number of commodities you have will manifest as stacks of crates located within the ship’s cargo hold and will be limited in capacity by the dimensions of the grid your ship can use. This system will also allow you to park vehicles and other loose items into the cargo hold, but will limit the amount of grid space you have available for bought or scavenged commodities. Code wrapped up on this feature and design has implemented the new cargo grids into all the ships that can carry cargo.

    Engineering also finished implementing the solar system content (or what we’ve been calling object containers) into a hierarchy to ensure that outposts on a moon or planet, as well as space stations in near orbit, are all in the correct planetary grid at all times.

    The team also just provided the much-needed Object Container editing. When creating a gameplay level, we build the level with a combination of Assets and Object Containers. Originally, Object Containers had to be built in the dedicated Object Container level, which, unfortunately, made the contents of the Object Container only editable in the actual Object Container level.

    In the previous system, when designers used to build levels with Object Containers, if they wanted to modify the contents of that ObjectContainer, they would need to exit the current level, open the Object Container level, do some tuning, save, export, and then move back to the level. This new tool will allow the designer to edit the contents of an Object Container, save and export all while inside the level. This new workflow will save Design a lot of time.

    The engineers have created a new debug and setup process to help handle vehicle interior damage states. Interior damage states will be changed based on the cumulative health of a ship. The old method was written in flowgraph, but now the process has been integrated into a vehicle component, so that it can be used in various places. This new process should help us find the problem quickly, solve it fast, and get the team back to working on features.

    The update process of the Intelligent Flight Control System (IFCS) for our ships has now been converted to a batch update. Because IFCS is very isolated from the physics engine, taking in values like velocity, mass, center-of-mass, etc., and outputting one linear and one angular impulse, there’s no reason IFCS needs to be updated in lockstep with the physics thread. This change will be more efficient, but also hopefully allow a larger number of players on the servers.

    The team has now completed the new quantum drive 2.0. We’ve removed the old code that controlled things like VFX and sound FX playback, as well as obstruction detection and alignment code, and moved the targeting of a QT point to the Target Selector on the ship, so the drive only cares about the travel point itself. This made the drive code much simpler and should make it run smoother. Aside from bugfixing, the team also added some features that attach to the quantum drive, such as automatically closing all external doors when doing a jump to prevent accidents by jumping out of a ship traveling at high fractions of the speed of light.

    This updated quantum drive is now ready for design and art to start tweaking and implementing on all the ships, as well as for UI to start creating a more realistic feel for how such an event should be handled in-game and incorporate other features like the star map.



    SHIP TEAM


    The RSI Aurora went through a final art check this week, so the only remaining work will be from any incoming bugs that pop up while going through design implementation, animation updating, sound, VFX, etc. The team also created fourteen different skins for designers to utilize as well. We’re excited to get this updated version of Star Citizen’s most prolific ship into your hands, and the team here is working hard to make make this a reality.

    The Anvil Terrapin is finalizing its greybox phase, which included setting up the exterior hierarchy, polishing the proxies, baked and migrated animations. For the interior, the artists are polishing the geometry in the cockpit and habitation, and moving into the final art phase. The Terrapin was also sent over to Tech Design to begin their greybox pass on the ship.

    Now that the ships are being converted to Item 2.0, the team has also completely reworked the ship stats page on the website to allow for up-to-the-minute stats. The design has now been finalized, the icons finished with refined meaning and everything is currently being updated on the web.



    TECH ART


    The team implemented the first iteration of the landing springs technology to allow for a more cushioned landing experience on uneven terrain. From here, they will move on to the next step of full visible landing compression on the landing gear, which is slated for after 3.0’s release.

    Tech Art’s role tends to increase the closer you get to a major release as performance begins to take priority over features and asset developments, so they have been reviewing the release builds to identify code and content fixes that would dramatically improve performance. One in particular is called Statoscope. It plots graphs from data logged on a per-frame basis, and provides a way of recording values (e.g. fps, number of drawcalls, etc.) from Star Citizen and showing how they change over the course of a play-through. This really helps our development team find ways to improve performance by identifying massive frame time offenders.

    Tech animation improved the format that animations are saved as and then reloaded into other scenes. Due to the amount of characters and lengths of the scenes, they could formerly take up to 50 minutes to load in Maya, but with this improvement, the worst load time has been drastically reduced by over 82%, meaning cinematics won’t be waiting long to make quick iterations.

    On the skinning front, a female transfer mesh has been created and the male transfer mesh has been massively updated. These transfer meshes are used with our skinning tools to automate basic skinning of all new characters. Tech animators can now spend time perfecting the weighting of the mesh allowing for a higher quality and more accurate deformation in less time.

    Our tech art team identified an issue where the eyelids on many of the heads had vertex normal issues. They ultimately determined that because the vertices of the eyelids were so close together, the normal would get flipped but only on a few verts. This has now been fixed and characters can now sleep with ease.



    CHARACTER TEAM


    The team has been knocking out countless costumes for Squadron 42 and Star Citizen. Currently in production, the male Navy medical corpsman has entered the high poly phase. Once that’s complete, he will then go on to in-game modeling. Another female character is finishing up her in-game asset then will be sent over to get textured and rigged along with our OMC Undersuits, which have also finished up in-game modeling.

    The civilians and the miners of Levski are currently being textured before heading over to rigging and implementation into their final resting place in-game on Delamar.

    The team updated some of the legacy UEE and Pirate armors to not only bring them up to the visual quality of our current assets but allow them to be swappable with all newer armor pieces. We’ve officially started high-poly on some of your favorites and then will be moving onto the in-game modeling and texturing pass.

    Along with the new eye options, the team began work on a multitude of hairstyles. These are all in various states of production, but a select group will be ready for 3.0.0.

    An assortment of new characters, like the Male Marine BDU and Male Deckcrew, have been rigged and implemented. They can now be found on the bridge of the Idris or completing their work on the exterior of a ship in the vacuum of space. Lastly, the Female Light Marine armor and Female Explorer Suit have finished up their implementation passes.



    NARRATIVE


    Our narrative team has had a jam-packed month as well. With Item 2.0 coming online, they have been knocking out a massive amount of component and item descriptions needed for 3.0, everything from coolers and quantum drives to armor sets and shirts. They have been getting trained up on handling the localizations of these names and descriptions into DataForge directly, giving them a bit more oversight in making sure that the latest text is appearing in the game. The team wrote approximately 2800 lines worth of generic NPCs to liven up the universe then recorded them in a VO booth down in London. To help keep track of these assets, the team started building a Persistent Universe character tracking sheet to create a single consolidated reference for lines, file names (for all the departments like audio, animation), overall status, and priority for the massive amounts of dialogue for Mission Givers, Generic NPCs and more.

    Lastly, the team has been walking through the locations of both Squadron 42 and the PU and writing up documentation of props, posters, signs, branding, and set dressing for more immersive environmental storytelling.

    CIG Austin

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    CLOUD IMPERIUM: AUSTIN



    DESIGN


    Eckhart was the big challenge this month. As the first real dynamic Mission Giver, getting Eckhart into the game required collaboration and work from several different teams. The Usables Team created the tech that allowed us to link extraneous objects such as the barstool to other usables like the high bar table, while still registering items on the table properly like the glass in Eckhart’s hand. The Mission System Team created the ability to look for missions with the “Eckhart” tag, figure out what is currently available for players, and pass those via subsumption to the player’s mission log for acceptance/rejection. Between the AI and FPS Programmers, they created an animation technique we’re calling “feather blending” that will allow blending between usable object animations such as a generic sitting animation for a barstool and the animations related to the Mission Giver conversations. And of course, the Subsumption tech/programming team facilitated all of this through the Subsumption tools and the game code that goes with it.

    The team has been tackling 3.0 tasks on a variety of fronts; Pete Mackay worked on a new pass of the master excel where the pricing structure is laid out, called PriceFixer. Pete added all the new ships, ship items, armor suits and some other FPS goodies, and balanced their pricing to fall in line with the most recent design pass of the items. Since the overall design of the items is much further along than before, the gameplay implications of the items are much clearer. Although this required another pass through the items, the team is now able to more accurately predict where their base prices should sit. On top of this, he did an additional pass on mission rewards, insurance prices and respawn timers to accommodate the new missions that are coming online.

    Robert Gaither worked on getting NPC’s into some of the main hub areas of our PU landing zones. He started with Grim HEX to prove out the behaviors, but the current plan is to extend these general behaviors to the other landing zones with the goal of giving a general sense of ambiance and life to the levels.



    SHIP TEAM


    Josh Coons, in conjunction with Tech Art finished creating the LODs and the damage pass of the Cutlass Black. He also made tweaks to the cockpit area and the rotating nacelles, based on the Tech Art feedback, and has now moved onto creating renders and videos for the website and potential marketing needs.

    Chris Smith finished working on modeling and texturing the Aopoa Nox bike. Once the model was complete, he worked with many team members to provide materials for the brochure and release video.



    IT/DEVOPS


    Server engineering worked closely with DevOps to integrate and test Diffusion in a QA environment. The team started working with gameplay engineering to show them how to best utilize the features Diffusion offers and will continue over the next few months to identify new and old gameplay features that will be best suited as Diffusion services. The eventual goal will move more of the feature logic in Diffusion services to result in higher scalability and optimal performance.

    The DevOps team quietly added more hardware to increase network capacity to handle the increasing demands on the build system due to work connected to 3.0. Meanwhile the LiveOps team has completed the build out of the latest server side expansion supporting the latest revision of shopping and subsumption. They’re still tuning and making adjustments but it’s always exciting to see the new services coming on line.



    ANIMATION


    This month, the animation team started on the NPC usable for counters including shopkeepers and bartenders to help bring these elements to life. Once these are complete a player will be able to walk into a shop to buy weapons, space suits, clothing, ship parts and other such things from NPCs. This will incorporate our wild line system as well, with face animation and audio captured at our mocap shoots. To complete these features, we had to capture a few transition elements that were missing, so we set up a quick mocap shoot in our office to get what we needed. Along with the bartender, we are also implementing the bar stool, so the player will be able to go, sit at a bar stool and order a drink. Finally, we finished the carry system animations. As a player, you can now pick up a standard size box and walk around with it, which means that we have all the needed tech to expand this to a variety of uses.

    The Austin Ship Animation team wrapped up establishing the standard for the cockpit experience, as well as polishing and creating new, improved animations for our next release. In addition to various bug fixes, they worked with the design and programming teams to bring the same level of interactions you get in the cockpit to ship turrets, which includes g-force reactions, hit reactions, as well as g-loc pass out and wake up sequences when you pull too many g’s.



    QA


    For June, Austin QA has been testing new features and preparing for 3.0, specifically new and overhauled Star Marine weapons, the Crusader moons, Levski, new Missions, the improved mobiGlas interface and apps (particularly StarMap). Now that many more ships have been converted for Item 2.0, each one requires a complete sweep for issues, as well as a review of old issues such as animation and ship idling to see what may have carried over in the new implementations. Stability and performance were also a major focus as well, with Austin QA working closely with our UK counterparts to conduct regular playtests and captures for the state of the game. Squadron 42 testing groups worked closely with the rest of team as well, as new tech means new bugs that are often shared between both groups of testers.

    The team also provided additional support for the animation team; handling mocap file cleanup, supporting setup and teardown for pick-up shoots and other tasks that free up the animators to handle important items. New tools and tech are being developed in all four studios, so the team is constantly checking shelved check-ins and binaries for problems and making sure everything is ready before it gets checked in for the rest of the company to use. In the past month, this has included changes to resource management for objects and planets, new build distribution tools, server changes to support subsumption, as well as network code improvements and a refactor of the material manager.



    PLAYER RELATIONS


    The Player Relations team continued to prepare for upcoming 3.0 work, and can’t wait to give backers the New Player Experience that will go on the website to match the new content coming in game. The Evocati ranks will expand in the coming weeks, and the team welcomed two new hires to expand the team’s overall headcount.

    Foundry 42 UK

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    FOUNDRY 42: UK



    SPRINTS


    On the programming side, the team continued to support the cockpit experience sprint, with the goal of making it more dynamic. This included incorporating the physiological effects, such as the black-out and red-out, into the actor status system. That way it is all controlled by one system and can influence other things like the player’s breathing and stamina. This sprint has also improved the g-force animations, and player hit reactions when the ship gets a dynamic impulse.

    We also made improvements to the close combat gameplay. We worked on numerous knife-based and unarmed takedowns, and collaborated with design and animation to make it both look and feel satisfying.

    Over the past month, the team has nearly completed converting all the old player and actor code over to the new Actor 2.0 system. Whereas the previous setup just inferred actor states from other variables, the system now has a cleaner interface for serializing between the server and all the clients, which makes writing new player features much more straightforward and makes the code much more reliable.

    The brand-new patching system has been incorporated into the internal CopyBuild 3 tool that was developed in Frankfurt and Austin. Now that it’s passed QA’s approval, there has been a limited rollout to the dev team to carry on flushing out any issues with it. So far, it’s looking pretty good, and the people using it are really appreciating the reduced time it now takes to grab the latest build.



    GRAPHICS


    Moving onto the Graphics team, the new render-to-texture system was the key focus this month. This tech has been a major part of the hologram system which will be used for mission briefings, comms calls, mobiGlas and many other situations. The render-to-texture system will also be used for all our new user interfaces and for live-rendering of video-comms from other players.

    The team upgraded our exposure-control system to deal with the enormous contrast of lighting in space. The system now takes light from your peripheral vision into account and won’t overly brighten the screen when you are near bright objects and looking into space. The graphics team also added a host of new features to the GPU particle system such as lighting, turbulence and anti-aliasing, the effects of which you’ll be seeing in 3.0.



    WEAPON ART


    The weapons team focused on ship weapons this month, working on the Amon & Reese laser cannons, S1 to S6, and the Klaus and Werner Laser repeater, S1 to S6, along with some associated VFX. On a smaller scale, but just as important, they created a slick looking Heavy Machine gun from Gemini, complete with the iconic cooling system seen on other Gemini guns.



    ENVIRONMENT ART


    This month, the concept team added another member to its ranks. Their first task will be to look at Orison while also supporting any additional needs for S42 locations.

    The Environment art team built some exciting prototypes for procedural cities which will allow us to create vast cities and landing zones on planet surfaces for the Stanton System and beyond. The first test will be to help us integrate Area18 into the sprawling industrial planet of ArcCorp.

    Work continued to flesh out the ‘texture of space,’ and create a greater palette for the artists to make space travel more interesting and will help support the narrative in both the PU and S42. One specific element is our new SpaceDust Shader, which creates large volumes of space dust to help provide a sense of motion. This will be added to the Stanton System for the 3.0 release. Yela’s asteroid belt has also been improved with this new shader type.

    Outpost clusters and additional exterior elements have been finalized, including outpost landing pads, paths, power modules, water collectors, weather stations, relay stations and exterior lighting. The team also completed a branding and dressing pass for different corporate and independent companies who own the outposts for various functions such as mining, hydroponics, habitation and storage. The team also made unique varieties like emergency shelters, abandoned outposts and gang-owned outposts to position around the moons.

    The outpost doors and airlocks were switched to the Doors 2.0 system, which allows them to incorporate the different rooms, power systems, oxygen, overrides and hazards.

    The team finalized Sand, Dust and Frost materials to help blend the outposts into the moons. Decals have been used to add an extra layer of dirt buildup to help integrate the exterior landing pads and props.

    The team finished all pre-polish and optimization work on the exterior truck-stop pieces and have moved on to finish the interior. They are currently working on the main hub, based off concepts from art direction, developing additional pieces to add more character to the truck-stop, and completing a first pass on the side shops and corridors. Platinum Bay landing services is having its own building set made, so it looks more distinctive; and an Admin office has been created so players have a location to drop off mission related packages. The team blocked out an observation room facing the landings pads, so players can watch ships take off and land from the interior of the station.

    Finally, Admin offices were added to other Stanton locations, such as Port Olisar and Grim HEX. All the 3.0 locations were updated with the new door and airlocks 2.0 system and two new shops have been added to Grim HEX; an independent ship parts trader, and Technotic, an old electronics store that may house a mysterious character.



    UI


    The UI team has been cracking along on the new mobiGlas UI and all the various apps that will become available for 3.0. They also worked with the VFX team to combine particle effects and lighting to help ground the UI projection in the game-world environment.

    The team drove the second multi-disciplinary sprint for the Starmap app to implement the remaining functional requirements for the 3.0 release. This involved focused collaboration between art, VFX, audio, and engineering teams to help improve the visual fidelity and user experience.

    Basic functional requirements for the new Mission Manager app were implemented this month. This app allows players to view information on available missions, as well as provide the ability to accept, track, and abandon missions which have been accepted, while keeping a log of the previous missions which have been completed or attempted.

    Along with the work on the item 2.0 ship conversion, they started implementing the new pilot multi-function displays (MFD) which refines the previous UI setup and adds new information and functionality like managing your ship’s systems.

    Finally, the team contributed to the most recent doors and airlocks sprint, where they helped design and implement new status displays for the various airlocks throughout the system utilizing the new render-to-texture tech.



    AUDIO


    The Audio team has been involved in lots of different sprints and pipelines this month. The team helped to finish up the actor status system, so that the breathing from the player works alongside dialogue more intelligently, and a new outlaw music logic set was completed which will be reflective of the player’s reputation system. The team also revised the environmental and ambient sound for various locations for the 3.0 release with members of the audio team even attending a character-based sound recording at Shepperton Studios.

    Weapon audio completed work on the rail gun and have made steady progress on derelict ship audio and the interior ship audio for the Javelin.



    ANIMATION


    The Animation team worked closely with gameplay programming to continue developing the take down kill mechanics.

    They continued to tweak weapon improvements and created a more flexible system for the jump mechanic to handle more environments and gravity states.

    The mobiGlas has been moved from a lookpose to an aimpose, which will allow increased functionality, and had some extra animation added to the enter and exit states to make it feel more connected to the player.

    The team continued to export and test AI combat assets as well as cinematic scenes for design to implement in engine.

    The Derby Studio has been busy on 3.0 Mission Givers’ face and body animation and continued to turn around facial animation for SQ42 and future PU releases.

    The Mo-Cap team set up the Optitrack system for a quick shoot in the new office space. It was great to see such a quick turnaround of data, from shoot to in-game in a matter of days.

    There was another quick Audio/Headcam shoot to pick up some last-minute requests for 3.0 and the team quick edited the facial data and put it into production.



    SHIP TEAM


    Derelict versions of the Starfarer, Caterpillar, Constellation and Freelancer are ready to be used in space and on planets for various missions. The team also implemented the necessary tools to correctly place these wrecks on planets so they all conform nicely to the terrain. In addition to this work, the team has been doing a bug-fixing pass to address collision issues and minor art tweaks.

    Extensive work is being done on the Eclipse’s cockpit, specifically on the dashboard. The team worked closely with other departments to lock down the layout of the monitors to make sure that the design is appealing and legible. Layout is also an important factor for Item 2.0 as buttons and switches need to be specifically placed within the pilot’s reach to create further interactivity and immersion. The team also worked on the landing gears and the wings.

    The team finalized geometry on the Hull C’s folding section and blocked in materials, then moved onto finishing the mechanical rig to make sure it operates without any collisions. The front of the interior went through an initial lighting pass and is now being polished to make the areas more cohesive. The rear of the interior has been blocked out and each room is now being modeled.

    Fans of the Reclaimer will be pleased to hear that there are only 3 rooms left to go through final art. Over the past month, the team wrapped up final art on the cargo room and the main lift with the goal of maximizing the space to allow for easier transportation of cargo. For the cockpit, the team implemented retractable screens which fold around the player when seated to make the confined area more functional. The team continued work on the bridge area and bridge lift, which provides access to the lower deck, and were thrilled to see the tractor beam seats transition from concept to final art.

    Foundry 42 DE

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    FOUNDRY 42: DE



    LEVEL DESIGN


    The Level Design team finished their work for the surface outposts and passed them along to the Environment Art team. They also turned over whiteboxes for both the modular hangars and garages to the art team for their visual exploration phase.

    With the whiteboxing phase complete, they’re focused on implementing the markup required for all our locations, this involves everything from room systems (breathing), environment interactions (e.g. vaulting), elevators and consoles for spawning ships and vehicles. Levski will have a combination of hangars and garages to spawn ships, as well as vehicles to explore the planetary surface. With the bulk of the work completed on the previously mentioned locations they’re now moving over to the remaining Flagship Landing Zones for the Stanton system. The first ones they will tackle are Area18 and Lorville, followed by Orison and New Babbage.



    ENGINE TEAM


    The engine team worked on consistent capturing of both atmosphere and sky in cube maps so we can seamlessly blend between global atmosphere and local cube map based lighting. This new system will ultimately give the game a higher level of visual fidelity. They implemented an improved compression algorithm for the new pak file system to allow for more efficient data streaming due to reduced CPU overhead during decompression. This will be part of the new incremental patcher, which is designed to make patches and updates much more efficient.

    They also worked on one of our internal tools called the Planet Editor (PlanEd). Artists and designers have several needs for marking areas on a planet (identify where specific objects should be spawned within an ecosystem, areas to be punched out to embed brushes or complex structures such as landing zones, etc.), so the code was unified to make it easier to reuse and extend in the future as more functionality is needed.



    AI


    The AI team has been busy as usual. This month, they worked on Buddy AI, where NPCs will intelligently follow a designated leader, and made progress on ship AI, getting it one step closer to be fully controlled via Subsumption.

    The team also worked on a sprint that focused on Human Combat. They spent time refining behaviors for first reactions to enemies seen and events heard. The reactions vary in direction and speed, from casual situations, to quick reactions for loud events and so on. This was achieved by triggering the appropriate animation from a start pose to the action intended and once the behavior is verified, they’ll get fully hooked up in game. They also made progress on Friendly Fire to make sure Friendlies are identified correctly in combat situations.



    VFX


    The Frankfurt VFX team continued to work on effects for the various planet surface types, covering a wide range of effects, from simple footsteps, to weapon impacts, and vehicle tire effects.

    They also did some early experimentation with rigid body simulations and the workflow for S42 cinematics. This will cover the many mesh destruction and deformation animations that are required for the S42 single player missions.



    LIGHTING


    The lighting team brought all surface outposts to final lighting, which included creating a consistent set of lighting fixtures, temperature charts, and rules which we can use to define how each type of outpost looks. The team also created a library of prefabs combining existing props with lighting elements which can be easily iterated on and propagated across all outposts.



    TECH ART


    The Tech Art team had a variety of tasks this month. They continued to create numerous Mannequin animation fragments for the Cinematic team.

    They implemented the game Entity for the new Kastak Arms Custodian SMG energy weapon with the blocked-out mesh and rig. Now that it’s implemented, other departments like animation and VFX can start working with it in game.

    The team added additional features to our internal Playblast tool to make it easier for the animators to create simple renders of their work, which are primarily used for animation reviews.

    Finally, they also made great progress with new weapon dynamics and secondary motions using both in-game physics and simulation. The initial results were very promising, and the secondary animation will add one more level of subtle detail and realism to the verse.



    ENVIRONMENT ART


    This month, the Environment Art team worked on the updated material distribution, which will add a more varied breakup of the ecosystem ground materials on the surface of all three moons. The team nearly wrapped up work on the landing pads that will go with the surface outpost to give the players a stable solid landing point on what otherwise might be rough terrain. The surface of Delamar also received its final polish, with geology and materials being updated and fine-tuned. The surface is also getting an FX pass, adding an extra layer of visual interest to the environment and atmosphere. The area surrounding Levski will also have more areas of interest for players to explore.

    In Levski, final touches are being put into the Customs area. All player traffic in and out of Levski will have to go through this checkpoint, so extra effort is being put in to make it both visually interesting and provide a potential deterrent for players trying to smuggle in unwanted goods.

    The team also nearly completed work on the garages and will soon be ready to include them in the level. Once this work is completed, players will be able to request a vehicle in the garage and go out and explore Delamar’s surface. The elevators in Levski have also been updated with new models fitting the modular building set that we are using across the game.



    GAME PROGRAMMING


    The team finished up the remaining weapon features for 3.0 such as the Railgun cover animations, delayed recoils, and delayed ADS reticle.

    They also completed the first iteration of the doors and airlocks and are now implementing the technical hooks for adding VFX and sound effects to make them available for the rest of the team to use. With the help of engineers from the UK and LA offices, the technical design for the network code of the new weapon system is being fleshed out and the overall research phase is coming to an end. The first test implementations will be started as soon as all other 3.0 tasks are completed.



    CINEMATICS


    Cinematics worked with UK graphics engineering to test out a working version of our brand new “Holographic projection volume entity tech.” This essentially provides a target holographic volume with content, fed from a source scene, that gets rendered into the volume and will allow us to have characters communicating via hologram to characters in a scene or have the hologlobes switch to a scripted mode and show mission briefings, all in real-time without resorting to things like pre-rendered motion graphics. This tech, minus the holographic component, will also be used to stream comms from other ships (cockpits) onto cockpit MFDs or other displays, all in real-time. As usual, the team also made progress across multiple chapters for S42.



    QA


    The Frankfurt QA team started testing the new CigDataPatcher in May and testing has continued through into June. Patcher testing is done daily, as well as on the client, Editor, and dedicated game server copied via CigDataPatcher. The main goal is to make sure there are no differences between builds pulled via the new patcher and builds pulled with our current internal build tool, CopyBuild 2. CopyBuild 3 had also been rolled out to QA at the beginning of June and has been in its QA testing phase in conjunction with CigDataPatcher.

    Subsumption Editor testing continued to be a regular part of their weekly tasks as new versions with new features become available. QA works closely with Tony Zurovec and Francesco Roccucci to ensure that each Subsumption Editor release is free of anything that could block the development process. The team also spent a good portion of time testing four player gameplay in the Stanton System Persistent Universe level.



    SYSTEM DESIGN


    The System Design team continued to expand the library of usables for both the PU and S42. The Air Traffic Control also made headway and you should be able to experience this in-game soon. They started work on the FPS companion/buddy AI, including all the orders you can give them and the behaviors needed for those orders to take effect. The Actor Status system is being internally tested right now and is going through its final tweaking and balancing. They also put some finishing touches to the conversation system to allow our Cinematics team to create the best experiences possible.



    WEAPONS


    The weapons team blocked out numerous universal grip and optics attachments and converted older blocked out items to work with our new attachment rail system. The team did a quick first pass to test them on the existing guns to see how well they work and if any of the designs need to be adjusted.

    They also completed the first pass blockout for the Klaus & Werner “Demeco,” light energy machine gun. For ship weapons, they finished the Preacher Armaments Distortion S4-S6 and Upgrade Levels 1-3. They also did a first pass blockout including rough animations for the Klaus & Werner Laser Repeater S1-S3, the Neutron Repeater S1-S3 and the Apocalypse Arms Ballistic Scattergun S1-S3.

    Turbulent

    Karma_01.jpg

    TURBULENT



    This month we moved 0.3.6A version of Spectrum up to the PTU for regression testing which will test all the backend changes that we’ve made to prepare for the eventual desktop integration.

    The team also worked on features that will be in the new 0.3.6 build. The first of which is the forum editor. The new version will be introducing drafts when creating thread posts. The system will save your progress and allow you to move to other threads before returning and finishing your post. The new forum editor will also allow you to do inline images and add more markdown support for increased styling options.

    Another major feature in 0.3.6A is custom roles for your Organization. The team has created a system that will let you see member lists directly from your Spectrum or Management port and then allow you to change the roles of users by visiting their profile. These customs will also have a custom set of permissions in addition to the ones provided by the Org system. This should create flexibility in how Org leaders assign members to groups, how you let them see specific sub-forums or sub chats within your orgs.

    Mini profiles are also going to be converted to a more compact setup with a dedicated set of actions. You will now be able to see post counts for all the users as well as their Karma. If you aren’t familiar, Karma is a system that gives you points when people upvote content that you’ve created. The mini profile will also include a hotlink to message people directly rather than navigating through several sub-menus.

    In other news, the team laid some important groundwork on the backend for voice. The team worked on the transmission part of our voice infrastructure, specifically how servers will direct and route people to different voice servers and what kind of data channel will work best for transmitting voice along with game data.

    Totally unrelated to Spectrum, the team built a system for 3.0 to handle crashes. Several years ago, the team created a system called Panic that tracks client crashes, so they integrated our Panic system with an UI tool called Sentry to track client crashes, see the repro counts, assign those to developers, link them to JIRA issues, and view regression notifications from the game crashes. The team developed a custom SDK integration with Sentry that’s going to help developers in the testing phases for 3.0.

    Otherwise, the main teams continued to work on ‘Welcome to SC’, the new Star Citizen website revamp. Most of the design work is finished for mobile, tablets, and other platforms and have now entered full coding mode.

    Community

    Food_2.jpg

    Community



    We were proud to introduce the next great space bike, the Aopoa Nox! The Nox is a sleek, alien ship design that takes the Dragonfly bike concept and presents it a little differently. We introduced the sale with small interactive RP sessions on Twitter and Spectrum, then followed it up with a cool racing brochure and a beautiful website from the team at Turbulent. We were so excited to see how happy everyone was with their bikes, and can’t wait to let you try them yourselves in Alpha 3.0.

    This month’s community shows covered everything from bikes to … the parts that make bikes! Happy Hours included an in-depth look at Items 2.0 and a fun throwback stream to the days of Reverse the Verse. Loremakers opened up more of the galaxy and Bugsmashers showed you some of the first in-engine footage of the Nox.

    This summer, Bar Citizens are taking off like a rocket! It seems like there are more of them every weekend, including one week in June where there was a meetup close enough to each of our studios that developers around the world were all able to attend! In Los Angeles, we were on hand to kick off the first ever Food Citizen at a Peruvian restaurant — great food and even better company!

    Event planning for our big presentations later this year, Gamescom and CitizenCon, continued and tickets for both went on sale and were gone almost immediately! In the case of CitizenCon last weekend, batches of tickets sold out in under a minute. We’re looking at options for bigger venues for next year and will keep you updated.

    Behind the screens, we continued work on the New Player Experience and the long-awaited ship stats updates. The former is aimed at helping new backers learn to fly and navigate the verse, while the latter will provide more accurate, up-to-date ship stats through the website.

    We tried a new sort of article for Jump Point this month, turning a design document on thrusters into an article about… well, how we place thrusters. It’s a tribute to the depth of the systems the team is creating for Star Citizen that something so obscure could turn into a pretty interesting guide!

    Subscribers had a couple of cool treats this month, including a holographic model of Port Olisar for their hangars, several vault updates covering the development of the Nox and a license to try the Caterpillar free of charge all June. We saw some pretty amazing tricks when the Cat fleets massed, including Caterpillar bowling!

    Finally, the Subscriber Town Hall held this month starred the Star Citizen character tech team. Characters are going to be at the heart of Star Citizen, and it’s always great when we can highlight some of the team responsible for the tech that will allow you to create YOUR Star Citizen in the ‘Verse. So, thanks to everyone who participated and thank you especially to the Subscribers who provide the questions each and every month.



    Conclusion

    WE’LL SEE YOU NEXT MONTH…



    [/feedquote]

    [feedquote='Eve Online (CCP Phantom)','http://community.eveonline.com/news/news-channels/eve-online-news/live-developer-q-a-on-july-10/']

    Join the live developer Q & A on Monday, July 10, at 18:00 UTC on our twitch channel. Explore upcoming EVE Online features and the exciting future roadmap!

    Following CCP Seagull's Summer 2017 dev video, we invite you to get more involved, to ask questions, and to chat with our the developers. Join the live stream with our developers!

    If you cannot ask your questions during the live stream, you are welcome to ask the devs in this feedback thread.

    We are looking forward to your feedback, questions and comments.

    Don't forget to tune in on July 10 at 18:00 UTC on Twitch! [/feedquote]

    [feedquote='Star Trek Online','/en/games/star-trek-online/news/detail/10559524-%22tale-of-the-witch%22'] “Husband,” B’irja said through gritted teeth as she trudged over a dune. “If I never have to look upon this place again, I shall be grateful. ‘Planet of Galactic Peace’ – bah! ‘Planet of Eternal Misery’ is a more fitting description!” Rodek, son of Noggra, smiled beneath the filtration mask he wore. Nimbus III was many things, but pleasant was not one of them. He took a tricorder reading to get his bearings, and then pointed toward a massive rock formation jutting out of the sand nearby. “Our destination is near, be’nal. Behold Koord’s Rock.” “Heh,” replied B’irja. “It’s almost as large as old Koord was before he passed. They say they had to rebuild the gates of Sto-vo-kor so they would be wide enough for him to pass through them.” “Perhaps, but his fighting spirit was larger than his frame. I read of his triumphs when I was just a bekk at the Academy.” “You can regale me with his exploits later. If that petaQ Horace Jones was speaking truly, the one we’ve been looking for lives in a cave here.” “Yes. The so-called ‘Witch of Koord’s Rock.’ She has put a fear in the hearts of many on this planet.” “Cowards and superstitious fools! If there is a single being with a shred of honor on this piece of baktag, I will be greatly surprised!” “Regardless of that, keep your disruptor at hand. This woman has survived for many years in this place, alone. That takes cunning, and prowess in battle.” “She’s not the only woman with Imperial Intelligence training in this misbegotten desert. If this ‘witch’ wishes to test me, my knives are at the ready.” Rodek nodded and walked toward Koord’s Rock. “The tricorder has picked up several caves ahead. The most defensible lies to the northeast.” “Let’s go, then,” B’irja said tersely. “We wouldn’t want to keep the witch waiting.” A small metal sphere burst from a nearby dune without warning. As the two Klingons spun to face it, weapons drawn, a holographic image shimmered into view before them. The visage of a Klingon woman, her head shaved, with numerous rings and piercings visible upon her lined face, smirked at them. “Then stop chewing ligament and make your way to my home,” the hologram said. “You have gone to so much trouble to find me, why waste time talking about the fearful bleating of fools?” Rodek and B’irja exchanged a quick glance. B’irja was the first to reply. “You are Adet’pa?” “I am. I am also hungry, and have prepared a stew I wish to introduce to my stomach. Come forth, warriors, and I will share it with you… if you are brave enough to eat with a witch.” With a nod, the two warriors began to march toward Koord’s Rock once more. *** “I take it you two are not here to investigate the legends of Nimbus III.” Adet’pa plucked a piece of meat from her bowl of stew and chewed it with relish. “I wager you have come to speak of a certain duel of honor, and its little-known aftermath.” “We are,” Rodek said. “It is said that you know the truth. If that is so, we would hear your account of the battle.” “No matter the cost of such knowledge?” “We are here. That is proof of how far we are willing to go to learn what happened.” “Very well. I will not waste words on the battle. I am no loresinger. The story of what happened after J’mpok struck the final blow is what you wish to hear, yes?” “It is,” said B’irja. “Is J’mpok a liar? Did he not kill Martok in honorable battle?” Adet’pa ran a calloused hand over her shaved head and chuckled. “In this matter, at least, J’mpok is not a liar…not completely. He did, in fact, strike Martok with a killing blow. And, as he left the chamber to proclaim his victory, the forces of House Torg began their treacherous work.” “Go on. What did they do, specifically?” “They injected Martok with a number of very illegal and very effective substances; substances that kept him at the brink of death. To medical instruments, he was dead… but to House Torg, he was very much alive. A long-sought prize, won at last.” “To what end? Why would Torg commit such a dishonor?” “I see you do not know Torg well,” Adet’pa sneered. “He is capable of treachery that would make a Romulan blush. Torg wished to remove a capable Chancellor – Martok – and replace him with someone more… malleable. In time, he would undermine Martok’s replacement and ascend to the Chancellery himself. Once there? Well. Torg has long believed that the Empire should be led by an Emperor.” “Madness,” Rodek said grimly. “But why would Torg keep Martok alive? The blade of J’mpok removed him from his position in a very final manner.” “Because a hatred for Martok burns inside of Torg,” Adet’pa replied. “It consumes him, and he wanted to punish Martok for sins real and imagined. Repeatedly. In this, Torg has succeeded, unlike so many of his other schemes.” “And where is Torg keeping Martok,” B’irja asked sharply. “Where does the taHqeq hold one of the Empire’s greatest warriors?” “I shall tell you,” said Adet’pa as a sly smile crept across her face. “But that knowledge comes with a price.” “Which is?” “Take me from this place. Take me to Martok’s wife. She will want to know what I have told you. I would have asylum with her noble house in return. Once I have it, I shall give her – and you – Martok’s location.” “This can be arranged,” Rodek said. “But why now, after so many years have passed?” “I have kept this secret for too long. I grow weary of it. Torg did what he could to discredit me, and J’mpok did nothing to stop him.” “Why would he? To reveal that Martok still lived would come with many uncomfortable questions and demands. Blood oaths.” “Indeed. And so J’mpok remained silent when Torg’s efforts led to my… banishment. They thought to kill me, quietly, once I was publically dishonored and out of view. They have learned I am not so easily disposed of.” “Returning to the Empire may expose you to any number of assassins, and their blades.” “Perhaps. Making such a move will be harder under the protection of House Martok. I’m willing to take my chances on such a gambit. If I am to die, I would die a warrior’s death worthy of song.” “And we will stand at your side,” said B’irja. “We will see your honor restored, Adet’pa.” “Good. Then let us finish this stew and leave this place. Nimbus III may lose its witch, but the House of Torg shall gain one, and she has many a cold, vengeful dish to serve them.” Paul Reed Content Writer Star Trek Online .share-footer a { margin: 20px 10px 10px 0; background: url(http://images-cdn.perfectworld…157ae31ec5b1466398539.png) no-repeat 0 0; opacity: .5; display: inline-block; height: 60px; width: 60px; padding: 0; border: 1px solid transparent; -webkit-transition: opacity .3s; transition: opacity .3s; } .share-footer .TI { background-position: 0 20%; } .share-footer .YT { background-position: 0 40%; } .share-footer .YT { background-position: 0 40%; } .share-footer .TW { background-position: 0 60%; } .share-footer .FO { background-position: 0 80%; } .FB:hover { background-position: 100% 0%; } .TI:hover { background-position: 100% 20%; } .YT:hover { background-position: 100% 40%; } .TW:hover { background-position: 100% 60%; } .FO:hover { background-position: 100% 80%; } .share-footer a:hover { opacity: 1; -webkit-transition: opacity .3s; transition: opacity .3s; } $(document).ready( function() { $('.show-lightbox').click(function() { var $el = $(this); var link = $el.data().lightbox; $.colorbox({href: link, maxWidth: '90%', maxHeight: '90%', scalePhotos: true}); }); }); .headerimage { border: 2px inset rgba(255, 255, 255, .05); border-radius: 2em; box-shadow: 5px 5px 2px rgba(0, 0, 0, .3); -webkit-transition: all 500ms ease; -moz-transition: all 500ms ease; -ms-transition: all 500ms ease; -o-transition: all 500ms ease; transition: all 500ms ease; } [/feedquote]

    [feedquote='Wing Commander News','http://www.wcnews.com/index.shtml#13888']

    TheOneZytel was kind enough to share a Wing Commander article from his country! This issue of the Croatian magazine PCPLAY reviews Wing Commander Prophecy positively (giving it a 90%.) And of course, the cover also has Lara Croft! TheOneZytel was also kind enough to translate the article, which is available below. We love seeing Wing Commander articles from around the world, so please feel free to share if you have any!

    PCPlayProphecyArticle_Page_1t.jpgPCPlayProphecyArticle_Page_2t.jpg

    Wing Commander: Prophecy

    RETURN TO THE ROOTS

    If we think of the first Wing Commander we will recall low resolution and a small number of colors, but if we think of it's previous sequel, The Price of Freedom, we will recall a SVGA resolution engine and a ton of video sequences. Wing Commander is a game that during its years on the scene didn't only follow the technological achievements, but it also stood out.

    It set standards that other games followed. The fifth Wing Commander has thrown away the numerical behind its name, so now it is called Wing Commander: Prophecy. Besides the numerical mark missing, the man who designed this game and is probably the most credible for its success, Chris Roberts, has also left Origin. Only time will tell how this is going affect the new version of Wing Commander and its future.

    After the war with the Kilrathi an even nastier race of alien has appeared. Ugly, slimy, with hideous plans and bad breath, but also with much more powerful ships the aliens should give you a lot of trouble. In any way, you must put a stop to them.

    This time you won't be a veteran pilot Blair (played by Mark Hamill in previous two Wing Commanders) instead you will start as a complete newbie who still needs to work his way toward success. Even though your character won't be played by Mark Hamill he will still make an appearance in the video sequences, as will Tom Wilson (also known as Maniac) and the lovely Ginger Lynn (your mechanic). Unlike the previous two Wing Commanders this one will not have a great emphasis on the video scenes (they will be shorter, but still made spectacularly) therefore a greater emphasis is on the game itself. Graphics engine will work in 16-bit color with various light effects. There will no longer be any unnecessary strolls around the ship, but everything will be accessible with a click of a mouse. Prophecy will bring more branching in between missions so that the game loses its linearity and there is a larger number of variants of mission objectives as well.

    The biggest novelty is capability playing multiplayer in cooperative and death match style. A support for playing over the internet is also in the works.

    In any case, Wing Commander: Prophecy brought lots of new things, even if that was not what you were expecting. The future of wether we will play Wing Commander games in the future will depend on it.

    Pros: Greater emphasis on the game itself, network play
    Cons: As always, This Wing Commander requires a strong hardware too

    Upper image: One of the crafts you will control
    Right image: These effects will appear in the rendered clips and in the game
    Left image: The man who worked at the design of aliens and their craft has also worked on several well known movies. As you can see they look very original. Besides the crazy design they also have an ability to merge several smaller ships into one large so they increase the fire power. If you see a similar example run to the nearest black hole.

    [/feedquote]

    [feedquote='Star Trek Online','/en/games/star-trek-online/news/detail/10558824-pc-infinity-box-update%3A-t6-xindi-starships'] Prior to the release of our next major update, the Infinity Lock Box will return for another brief run! This special Lock Box, containing prizes from nearly all previously-retired Lock Boxes, will be available again for a limited time starting after maintenance on July 6th, 2017 and ending on July 18th, 2017. During this time, enemies defeated on both Ground and Space maps will have a small chance of dropping one of these prize-filled packages, while the Privateer Lock Box will be retired. Along with all of the prizes previously offered in the debut appearance of the Infinity Lock Box, additional prizes originally seen in the Undiscovered Lock Box have been added to the drop tables. This includes all of the following: Faction-Specific Prototype Starships [T6] FED: Atlas-class Prototype Dreadnought Cruiser [T6] KDF: D9 Dreadnought Battlecruiser [T6] ROM: Thrai Dreadnought Warbird [T6] Cross-Faction Undiscovered Console Pack FED: Disruption Pulse Emitter or Secondary Shield Projector KDF: Hull Ionization Module or Secondary Shield Projector ROM: Hull Ionization Module or Disruption Pulse Emitter Cross-Faction Undiscovered Starship Trait Pack FED: Catastrophic Overload or Layered Shielding KDF: SIF Shunt or Layered Shielding ROM: SIF Shunt or Catastrophic Overload Research Assignment (c. 23rd Century) Each of these allows access to a special 23c. Duty Officer Assignment. Undiscovered Bridge Officer Training Manuals Engineering: Overload Integrity Field I, II, or III Science: Structural Analysis I, II, or III Tactical: Distributed Targeting I, II, or III Pulse Phaser / Assault Phaser Weapon Packs In addition to these added items, we’re very excited to announce the inclusion of new Tier-6 versions of a few of our previous Tier-5 Lock Box starships! Each of these new vessels will be replacing their Tier-5 counterparts in the contents of the Infinity Lock Box, and on the Lobi Store. Keep reading for stats and details on each of these newly-upgrade starships! Xindi-Aquatic Briostrys Dreadnought Carrier [T6] The Briostrys reflects the elegant beauty of Xindi-Aquatic engineering. The ship's exterior design has remained almost completely unchanged for hundreds of years, but has undergone extensive internal refits on a regular basis in order to maintain its reputation as a high-firepower threat deterrent. It combines strong offensive capabilities with enough versatility to support both itself and its hangar craft in any confrontation. This starship features a Lieutenant Science/Command Bridge Officer Station and a Lieutenant Commander Universal/Intel Bridge Officer Station. Ship Details Faction: All Tier: 6 Required Rank: Rear Admiral, Sub Admiral I or Brigadier General (Level 40) Hull Strength: 1.35 (40,500 at level 40, 46, 575 at level 50 and 54,000 at level 60) Shield Modifier: 1.15 Fore Weapons: 4 Aft Weapons: 3 Device Slots: 3 Bridge Officer Stations: 1 Ensign Tactical, 1 Commander Tactical, 1 Lieutenant Commander Engineering, 1 Lieutenant Science/Command, 1 Lieutenant Commander Universal/Intel Console Modifications: 4 Tactical, 4 Engineering, 3 Science Base Turn Rate: 9 degrees per second Impulse Modifier: 0.19 Inertia: 40 +10 to Weapon Power and +10 to Auxiliary Power Can Equip Dual Cannons Hangar Bays: 2 Hangar Bays loaded with Xindi-Aquatic Mobulai Frigate Hangar Pets Subsystem Targeting Console – Universal – Enhanced Cascade Resonance Catalyst Starship Ability Package (Tactical Carrier) Quick Deployment (-Hangar Pet Recharge Time) Armored Hull (+Max Hull HP) Enhanced Weapon Systems (+Weapon Damage) Advanced Shield Systems (+Max Shield HP) Kemocite Overload (Starship Trait) Console – Universal – Enhanced Cascade Resonance Catalyst Initiate a resonant burst that can "echo" off of the shields and hull of other nearby starships, causing the emission of multiple subsequent ripples. This effect can bounce many times between both friends and foes. Nearby friends are immune to any deleterious effects, but foes will be dealt a large amount of kinetic damage over time as their ship's hull vibrates from the resonant frequencies. This effect will also reduce damage resistances, and can be stacked if multiple ripples come in contact with the target. This console also provides a passive bonus to Turn Rate and Exotic Damage. This Console Mod can be equipped only on Xindi starships, in any console slot. You may only equip one of these mods. Kemocite Overload (Starship Trait) While this trait is slotted, your first hit with Beam: Overload will cause a 2km radius explosion that deals radiation damage and reduces the damage resistance of affected foes. Xindi-Reptilian Sistruus Escort [T6] The Sistruus has long been a last line of defense of the Xindi people. Despite their aged design, these nimble escorts remain capable of holding their own in battle against modern aggressors, but are usually held in reserve for coordinated hit-and-run strikes, while allowing the larger Aquatic Dreadnoughts to patrol their borders against aggressive threats. This starship features a Lieutenant Commander Engineering/Temporal Operative Bridge Officer Station and a Lieutenant Universal/Pilot Bridge Officer Station. Ship Details Faction: All Tier: 6 Required Rank: Rear Admiral, Sub Admiral I or Brigadier General (Level 40) Hull Strength: 1.1 (33,000 at level 40, 37,950 at level 50 and 44,000 at level 60) Shield Modifier: 1.1 Fore Weapons: 5 Aft Weapons: 2 Device Slots: 2 Bridge Officer Stations: 1 Ensign Tactical, 1 Commander Tactical, 1 Lieutenant Commander Engineering/Temporal Operative, 1 Lieutenant Commander Science, 1 Lieutenant Universal/Pilot Console Modifications: 5 Tactical, 4 Engineering, 2 Science Base Turn Rate: 17 degrees per second Impulse Modifier: 0.21 Inertia: 70 +15 to Weapon Power and +5 to Engine Power Console – Universal – Enhanced Xindi Weapon Platform Heavy Weapon Slot – Heavy Proton Charge Can Load Dual Cannons Starship Mastery Package (Escort) Precise Weapon Systems (+Accuracy) Tactical Maneuvers (+Defense) Enhanced Weapon Systems (+All Damage) Devastating Weaponry (+Critical Chance) Self-Replicating Hull (Starship Trait) Heavy Weapon – Heavy Proton Charge Launcher Heavy Proton Charges will automatically seek out the nearest foe within 10km, and rush toward them. Once close enough to their foe, they detonate dealing heavy Proton damage in a 2km area, and also reducing the Defense of foes in that area. You may only have 6 Heavy Proton Charges in play at once, and will be unable to fire additional shots until the existing ones have delivered their payload or timed out after 60sec. Console – Universal – Enhanced Xindi Weapon Platform Using the latest in transporter and replicator technology, Xindi starships are able to quickly construct a miniature replica of the infamous "Super Weapon" that was once used against humanity. This replica is a fully-functional weapons platform, and will periodically fire powerful bursts of phased biomatter energy at nearby foes. This console also provides a passive bonus to Tactical Readiness and Maximum Weapon Power. This console may be equipped on any Xindi starship, but only one may be equipped at a time. Self-Replicating Hull (Starship Trait) While this trait is slotted, activating Auxiliary to Emergency Battery, Auxiliary to Structural Integrity, or Auxiliary to Inertial Dampers will provide a substantial boost to Hull Regeneration and Energy Damage Resistance Rating for a short time. NOTE: The above stats for all ships are subject to change. Jeremy “BorticusCryptic” Randall Lead Systems Designer Star Trek Online .share-footer a { margin: 20px 10px 10px 0; background: url(http://images-cdn.perfectworld…157ae31ec5b1466398539.png) no-repeat 0 0; opacity: .5; display: inline-block; height: 60px; width: 60px; padding: 0; border: 1px solid transparent; -webkit-transition: opacity .3s; transition: opacity .3s; } .share-footer .TI { background-position: 0 20%; } .share-footer .YT { background-position: 0 40%; } .share-footer .YT { background-position: 0 40%; } .share-footer .TW { background-position: 0 60%; } .share-footer .FO { background-position: 0 80%; } .FB:hover { background-position: 100% 0%; } .TI:hover { background-position: 100% 20%; } .YT:hover { background-position: 100% 40%; } .TW:hover { background-position: 100% 60%; } .FO:hover { background-position: 100% 80%; } .share-footer a:hover { opacity: 1; -webkit-transition: opacity .3s; transition: opacity .3s; } $(document).ready( function() { $('.show-lightbox').click(function() { var $el = $(this); var link = $el.data().lightbox; $.colorbox({href: link, maxWidth: '90%', maxHeight: '90%', scalePhotos: true}); }); }); .headerimage { border: 2px inset rgba(255, 255, 255, .05); border-radius: 2em; box-shadow: 5px 5px 2px rgba(0, 0, 0, .3); -webkit-transition: all 500ms ease; -moz-transition: all 500ms ease; -ms-transition: all 500ms ease; -o-transition: all 500ms ease; transition: all 500ms ease; } [/feedquote]

    [feedquote='Wing Commander News','http://www.wcnews.com/index.shtml#13887']

    Ever wonder how much thought goes into something as simple as the rank insignias characters wear? Today, you can examine the original 'pitch' for ranks in Wing Commander III made as the plan for the game's full motion video was being established. Many of these are familiar from the game itself, such as Captain Eisen's solid gold Captain's bar. Still others, like the Lieutenant Commander, Commander and most of the flag ranks, were changed in later games (you can see all of the known canon insignia here.) Others, like Ensign and Ensign, 2nd Class, have never been used 'in lore'! The accompanying document was eventually turned into the GIF on ranks included in Victory Streak. This seems to be the origin of one long-running error: having Major General listed as above Lieutenant General (while a Major is above a Lieutenant, the general officer titles are revesed in real life.)

    Space_Forces_Rankst.jpgRanks_Page_1t.jpgRanks_Page_2t.jpg [/feedquote]

    [feedquote='Star Trek Online','/en/games/star-trek-online/news/detail/10563104-pc-patch-notes-for-7%2F6%2F17'] General: Updated contents of the Infinity Lock Box: Added items from the Undiscovered Lock Box. The following ship has been added to the Infinity Lock Box: Xindi-Aquatic Briostrys Dreadnought Carrier [T6] Look for more info on this ship in a blog tomorrow. The following ship has been added to the Lobi Store: Xindi-Reptilian Sistruus Escort [T6] Look for more info on this ship in a blog tomorrow. The following ships have been removed from the Infinity Lock Box, or Lobi Store: Xindi-Reptilian Contortrix Escort [T5] Xindi-Aquatic Narcine Dreadnought Carrier [T5] [/feedquote]

    [feedquote='Mass Effect','https://dontfeedthegamers.com/andromeda-mp-batarians-difficulty-13/']

    The will they, won’t they regarding additional content for Mass Effect Andromeda has been a whirlwind for the books. Despite one news source continuously pumping out ‘information’ stating that single-player DLC is not on the way, despite several of those reports being debunked by the lead producers themselves, those playing Andromeda are still waiting on a definite word – one perhaps bearing the news of the Quarian ark. Despite the silence on additional single player DLC content, much like with the original trilogy, we do at least have news about some new features coming to the game’s multiplayer. Better yet, we have Batarians. Even better than that? Platinum difficulty. What’s a little challenge between friends?

    Despite the multi-eyed race not making an appearance in the core of the game’s narrative, there are still multiple arks missing bringing with them different races from the Milky Way. The appearance of the Batarians brings some interesting questions for the single-player campaign, but for now – we have confirmation of their arrival to the title’s multiplayer. Check out the teaser below to see their grand, and brief, entrance:

    The video above is simply a teaser, not a full reveal, so specifics have yet to be fully unveiled. Teasers are meant simply to entice and show players what is to come in the future. Batarians themselves were first introduced during the original trilogy, and one race that definitely had a bone to pick with the original series’ protagonist: Commander Shepard. Whether their role in the next stage of story-telling lies solely in MP remains to be seen but where there’s a teaser, there’s a full announcement not long behind.

    “Prepare for Platinum,” reads the headline, which boasts a new difficulty setting found within the game’s online arena. The APEX missions found within the game can be handled remotely during the campaign, or boots on ground playing multiplayer with friends. “Take your skills to the next level,” as the higher difficulty setting is due to drop sometime in the near future, with a full announcement presumably later this week.

    While the studio behind Andromeda has been downsized, which is not entirely uncommon when multiple AAA titles are in the works and one studio’s focus lies in DLC (which recquires a small portion of the original manpower), and the publisher EA’s focus on Anthem remains center stage, there is still a lot happening in the BioWare camp for fans of long-standing series. A new Dragon Age is in the works, single-player DLC for Andromeda is not off the table (despite conflicting reports), and a few more projects that are hush, hush are in production.

    For fans of Andromeda’s multiplayer – Batarians and a new difficulty setting, not too bad if that’s an aspect you enjoy. The MP of the game is entirely voluntary, these same APEX missions can be assigned to task forces by the player’s Ryder for those looking solely for a single-player experience. If you’ve been getting down on some of the online play, what are some things you hope to see shown in the multiplayer experience? Are there any bug issues that have yet to be addressed? Sound off with your thoughts in the comment section below, and don’t forget to check out DFTG on Twitter for gaming and entertainment news live 24/7!

    The post New Difficulty Mode Teased for Mass Effect Andromeda’s MP With the Help of the Batarians (VIDEO) appeared first on Don't Feed the Gamers. [/feedquote]

    [feedquote='Star Trek Online','/en/games/star-trek-online/news/detail/10556484-win-a-cabin-on-the-star-trek-cruise-2%2C-and-a-legendary-starship%21'] Ahoy, captains! We’re teaming up with the folks at GameSpot to offer everyone a second chance at winning an ocean-view cabin aboard the majestic Norwegian Jade, on your choice of Voyage I or Voyage II of Star Trek: The Cruise II. Head over to GameSpot to enter the “Trek in the Tropics” sweepstakes, where the Grand Prize winner will enjoy a six-day journey to Honduras, Belize and Mexico with legendary Star Trek actors, including George Takei, Levar Burton, Michael Dorn, Brent Spiner and more (airfare and other travel charges not included). We’re also giving out an extremely limited number of T6 Ferengi Nagus Marauder ships (for PC only) and Star Trek: Attack Wing prize packs from WizKids. Just click here to enter! Grand Prize (1 winner) A cabin for two aboard Star Trek: The Cruise II (Valued at $3,500) Star Trek Online legendary Tier 6 Ferengi Nagus Marauder (Available on PC only) Click to change image Nxt Prv   .carousel-control.left, .carousel-control.right { background: none !important; filter: progid: none !important; outline: 0; } .carousel .carousel-control { visibility: hidden; } .carousel:hover .carousel-control { visibility: visible; } Wiz Kids Prize Packs (5 winners) Star Trek Online legendary Tier 6 Ferengi Nagus Marauder (Available on PC only) Star Trek: Attack Wing Starter Set (MSRP: $39.99) Star Trek: Attack Wing U.S.S. Enterprise-E Federation Expansion Pack (MSRP: $14.99) Star Trek: Attack Wing Oversized Borg Cube (MRSP: $99.99) Accelerated Officer Training Packs for Star Trek Online* (3,000 winners) 23rd Century Constitution-Class Cruiser Large Experience Booster Free gear requisitions from Level 10 through 50 *Available on PC only No purchase necessary. Contest ends at 11:59 pm PT on Friday, July 14, 2017. Please visit the official contest page for terms and conditions. Please see full official rules here. To enter the Trek in the Tropics Sweepstakes, please visit: https://www.gamespot.com/artic…ebrities-pl/1100-6451284/ Learn more about Star Trek: The Cruise II: http://www.startrekthecruise.com/ Check out Star Trek: Attack Wing by WizKids: https://wizkids.com/ .share-footer a { margin: 20px 10px 10px 0; background: url(http://images-cdn.perfectworld…157ae31ec5b1466398539.png) no-repeat 0 0; opacity: .5; display: inline-block; height: 60px; width: 60px; padding: 0; border: 1px solid transparent; -webkit-transition: opacity .3s; transition: opacity .3s; } .share-footer .TI { background-position: 0 20%; } .share-footer .YT { background-position: 0 40%; } .share-footer .YT { background-position: 0 40%; } .share-footer .TW { background-position: 0 60%; } .share-footer .FO { background-position: 0 80%; } .FB:hover { background-position: 100% 0%; } .TI:hover { background-position: 100% 20%; } .YT:hover { background-position: 100% 40%; } .TW:hover { background-position: 100% 60%; } .FO:hover { background-position: 100% 80%; } .share-footer a:hover { opacity: 1; -webkit-transition: opacity .3s; transition: opacity .3s; } $(document).ready( function() { $('.show-lightbox').click(function() { var $el = $(this); var link = $el.data().lightbox; $.colorbox({href: link, maxWidth: '90%', maxHeight: '90%', scalePhotos: true}); }); }); .headerimage { border: 2px inset rgba(255, 255, 255, .05); border-radius: 2em; box-shadow: 5px 5px 2px rgba(0, 0, 0, .3); -webkit-transition: all 500ms ease; -moz-transition: all 500ms ease; -ms-transition: all 500ms ease; -o-transition: all 500ms ease; transition: all 500ms ease; } [/feedquote]

    [feedquote='Eve Online (CCP Logibro)','http://community.eveonline.com/news/news-channels/eve-online-news/at-xv-schedule/']

    Hello Capsuleers

    We are pleased to announce the official brackets and schedule for Alliance Tournament XV are now available on the Community Website. The first match of each day of the tournament are at the following times:

    Teams should make sure to check when they’re competing and ensure that their captains are in the Alliance Tournament Captains channel at least an hour before they are scheduled to compete. Only captains and co-captains will have access to this channel, so if your captain or co-captains are unavailable and you are having issues you should directly contact CCP Logibro.

    Additionally, teams practicing from Thunderdome today will find that there is a new UI for teams as they compete. Details can be found in this forum post.

    Make sure to be there for the first matches when the defending champions The Tuskers Co. take on Red Alliance in PE1-R1, while Pandemic Legion face off against Good at this Game in JB-007. We’ll see you on the EVE NT TV stream when it all kicks off. if you want to discuss the line-up or anything else to do with the tournament, make sure to visit the Tournament Discussion forum. Until then, keep flying the best ship: Championship.

    On behalf of the tournament team

    -CCP Logibro [/feedquote]

    [feedquote='Wing Commander News','http://www.wcnews.com/index.shtml#13886']

    Following up our earlier update, here is a great selection of Wing Commander articles from French magazine Joystick, including interviews with developers and actors, game previews and even some impressive game guides!

    Issue #18 - Wing Commander II Preview

    Joystick18page080t.jpg

    Issue #27 - Wing Commander II Guide

    Joystick27page001t.jpgJoystick27page115t.jpgJoystick27page116t.jpgJoystick27page117t.jpgJoystick27page118t.jpgJoystick27page119t.jpgJoystick27page120t.jpgJoystick27page121t.jpgJoystick27page122t.jpgJoystick27page123t.jpgJoystick27page124t.jpgJoystick27page125t.jpg

    Issue #44 - Richard Garriott Interview, Super Wing Commander & Wing Commander 3 Previews

    Joystick044-Page0011993-12t.jpgJoystick044-Page0161993-12t.jpgJoystick044-Page0171993-12t.jpgJoystick044-Page0181993-12t.jpgJoystick044-Page0221993-12t.jpg

    Issue #51 - Wing Commander III Preview

    Joystick051-Page0011994-07-08t.jpgJoystick051-Page0201994-07-08t.jpgJoystick051-Page0211994-07-08t.jpgJoystick051-Page0221994-07-08t.jpgJoystick051-Page0241994-07-08t.jpgJoystick051-Page0251994-07-08t.jpgJoystick051-Page0261994-07-08t.jpgJoystick051-Page0271994-07-08t.jpgJoystick051-Page0281994-07-08t.jpg

    Issue #53 - Mark Hamill Interview & Wing Commander III Preview

    Joystick053-Page001octobre1994t.jpgJoystick053-Page004octobre1994t.jpgJoystick053-Page040octobre1994t.jpgJoystick053-Page041octobre1994t.jpgJoystick053-Page042octobre1994t.jpgJoystick053-Page043octobre1994t.jpgJoystick053-Page044octobre1994t.jpgJoystick053-Page045octobre1994t.jpgJoystick053-Page046octobre1994t.jpgJoystick053-Page047octobre1994t.jpg

    Issue #62 - Wing Commander IV Preview

    Joystick062-Page001juillet-aout1995t.jpgJoystick062-Page004juillet-aout1995t.jpgJoystick062-Page022juillet-aout1995t.jpgJoystick062-Page023juillet-aout1995t.jpgJoystick062-Page024juillet-aout1995t.jpgJoystick062-Page025juillet-aout1995t.jpg

    Issue #65 - Wing Commander IV Preview

    Joystick065-Page004novembre1995t.jpgJoystick065-Page136novembre1995t.jpgJoystick065-Page137novembre1995t.jpg

    Issue #71 - Wing Commander IV Guide

    Joystick071-Page001mai1996t.jpgJoystick071-Page004mai1996t.jpgJoystick071-Page130mai1996t.jpgJoystick071-Page131mai1996t.jpg

    Issue #74 - Privateer 2 Preview

    Joystick074-Page004septembre1996t.jpgJoystick074-Page136septembre1996t.jpg

    Issue #93 - Wing Commander Movie Preview

    Joystick093-Page001mai1998t.jpgJoystick093-Page004mai1998t.jpgJoystick093-Page050mai1998t.jpgJoystick093-Page051mai1998t.jpgJoystick093-Page052mai1998t.jpgJoystick093-Page053mai1998t.jpg

    Issue #94 - Wing Commander Movie Preview

    Joystick094-Page072juin1998t.jpgJoystick094-Page073juin1998t.jpgJoystick094-Page074juin1998t.jpg [/feedquote]

    [feedquote='Star Citizen','https://robertsspaceindustries.com/comm-link/spectrum-dispatch/15997-This-Day-In-History-The-Third-Imperial-Age']

    Brought to you by Pips. Experience 'Life Untapped'

    ThisDayinHistoryCLEAN.jpg

    July 4, 501 CE

    It’s impossible to imagine what life must have been like for Humans almost 2,500 standard Earth years (SEY) ago. Humanity was still constrained to their homeworld, and though vast societies and cultures spread across Earth, many were not even aware of each other’s existence. Attempting to cross one of the planet’s major oceans was akin to a death sentence, one that some strangely believed would involve the boat simply falling over the horizon’s edge.

    Meanwhile, on approximately July 4, 501 CE*, the Xi’an officially entered their Third Imperial Age by elevating U.e’o se Kr.ē to the position of Emperor. The coronation of U.e’o se Kr.ē was a historic event and cause for great celebration across the Xi’an Empire, which had already expanded to many planets and systems. While much has changed for Humanity over the last two and a half millennia, House Kr.ē’s control has remained resolute, as they still govern the Xi’an Empire to this day — an outcome few Xi’an would have predicted when they first gained power.

    The Third Imperial Age pulled the Xi’an out of a particularly tumultuous time in their vast history. The species had been locked into a nearly 800 SEY engagement with the Kr’Thak, a conflict that we have come to know as the Spirit Wars. To make matters worse, the species had been without an Emperor for almost 90 SEY prior to U.e’o se Kr.ē’s coronation.

    This period began during the Spirit Wars, in 412 CE, when an expertly planned and executed Kr’Thak attack targeted the reigning Emperor Xy.ō and her house. Timed to coincide with an important family celebration in honor of Y.ah’a se Xy.ō, the house’s great matriarch and first Emperor, the Kr’Thak’s orbital bombardment of the Xy.ō estate was executed with shocking devastation, leaving nothing but a massive crater behind. Then the Kr’Thak activated dozens of strike forces around the Xi’an empire, systematically targeting any location with a remaining member of the Xy.ō family. When the dust had settled, countless innocent Xi’an had died, but the Kr’Thak’s plan had succeeded. The entire Xy.ō line had been eliminated and their house’s 1,735 SEY reign was over. The Xi’an’s Second Imperial Age had been brought to a brutal and decisive end.

    The eradication of the Xy.ō house unleashed chaos across Xi’an society, earning that period an ominous title roughly translated as The Dark. Those in the bureaucratic class tried to keep the government functioning, but struggled to do so without an Emperor and royal family dictating an overarching policy. The Xi’an war strategy also suffered from the leadership vacuum, as the Imperial house controls the military just as directly as it does the government.

    Instead of a clear vision, powerful Xi’an houses feuded and political factions formed. Some argued that retribution against the Kr’Thak was necessary, while others claimed it was the time to discuss peace. Various houses acted unilaterally, with some trying to broker deals as others started secretly arming themselves. Similarly rampant inter-house conflict had demonstrated the need for a single ruling family during the Great Divide, triggering the formation of the first imperial dynasty. This time around, the dissolution of the Empire was a real possibility in the chaos that followed the death of House Xy.ō. Primarily due to the fact that a new Emperor could not be found.

    The specifics surrounding the transfer of power from one house to another in the Xi’an tradition is still not well known by those outside the species. What little is understood is that part of the process involves searching for certain genetic ‘markers’ that only the new Emperor will carry. Any and all Xi’an are tested to see who might carry these markers. The process is an incredible bureaucratic undertaking in peaceful times, and nearly impossible during a war whose duration was approaching a millennium.

    The Xi’an tested anyone they could but still didn’t find a match. After decades of this uncertainty, some Xi’an philosophers pondered whether a new ruler would appear only after their war with the Kr’Thak was over. Public opinion swung in that direction and eventually a ceasefire was negotiated by the remaining military bureaucrats.

    Though the specifics of this armistice with the Kr’Thak have never been revealed to us, it allowed the Xi’an to search for their next Emperor in earnest. Envoys were sent to every Xi’an settlement, but even more years of hunting still did not reveal their new ruler. Some began to wonder if the Xi’an were doomed to remain ungoverned.

    Meanwhile, powerful houses grew concerned that they might lose everything if a new Emperor weren’t found. Divisions between houses grew deeper and the threat of another brutal civil war was all but certain. Therefore, while there’s no evidence that a conspiracy involving a number of powerful Xi’an families resulted in the Kr.ē house ascending to power, rumors of this sort persist.

    The official story is that U.e’o se Kr.ē was tested for the Imperial markers shortly after being born and proclaimed to be the new Emperor not long after. Some Xi’an welcomed the coronation of an infant as a blessed sign for the start of the Third Imperial Age. They believed it meant that the Xi’an had been given a new lease on existence after barely surviving their first interspecies conflict.

    Others noted that the new Emperor being born into a powerful family was a bit convenient.

    It was under these circumstances that an infant named U.e’o se Kr.ē was proclaimed the new Xi’an Emperor on July 4, 501 CE. Family matriarch IIth se Kr.ē was given provisional power until U.e’o was of age. Raised to be a ruler, U.e’o se Kr.ē eventually ascended to the throne with a quiet confidence and immediately instituted a number of sweeping changes. She strengthened settlements and military fortifications in systems connected to Kr’Thak. She banned jump point hunting in those systems too, believing that the less contact with the Kr’Thak, the more chance the ceasefire would hold. Some believe this shift away from Kr’Thak space is what forced the Xi’an Empire to expand in a different direction, one that would result in them crossing paths with Humanity.

    2,500 SEY later, the Kr.ē family still rules the Xi’an Empire. However, the current Emperor Kr.ē has no legitimate heirs, meaning that his family’s rule will end with him.

    There is much uncertainty about what will happen when the reign of house Kr.ē comes to an end. Humanity has scant understanding about what will happen or how long it will take. There’s also no clarity as to how it’ll affect our diplomatic relationship, trade deals and so forth with the Xi’an Empire. For now, all we can do is reflect back on what we know about the last time the Xi’an had a political transfer of power. It happened on this day in history — July 4, 501 CE. *

    For the reader’s convenience, all Xi’an dates have been converted to standard Earth time.

    [/feedquote]

    [feedquote='Eve Online (CCP Falcon)','http://community.eveonline.com/news/news-channels/eve-online-news/important-information-one-week-to-the-strategic-cruiser-rebalance/']

    As previously announced in this dev blog, Strategic Cruisers (also known as Tech 3 Cruisers) will be undergoing a significant transition over downtime on July 11th with the July release.

    The Strategic Cruiser class is being rebalanced to emphasize their unique role as a flexible and customizable ship class while leaving room for other ship classes to thrive as well. All the details of the planned changes can be seen in this forum thread for those who are interested.

    Since we are now one week away from the Tech 3 Cruiser revamp, we want to issue a public service announcement to highlight the transition that will occur on the July 11th patch deployment.

    • As part of this rebalance, Electronic Subsystems are being phased out and Strategic Cruisers will now only contain four subsystems at a time.
    • All characters that have the Electronic Subsystem Technology, Amarr Electronic Systems, Gallente Electronic Systems, Caldari Electronic Systems, and/or Minmatar Electronic Systems skills trained will receive the skillpoints from these skills as unallocated skillpoints as well as isk reimbursement for the NPC cost of the skillbooks.
    • Existing subsystems that are not fit to a Strategic Cruiser will be directly transformed into their closest functional equivalent under the new system.
    • Strategic Cruisers with subsystems fit to them will have their subsystems converted into new ones directly, and will receive one extra subsystem placed in their cargo hold (to ensure that players have the same number of subsystems before and after the patch).
    • This means that although all fitted Strategic Cruisers will continue to have a valid set of subsystems after the patch, some of their modules may go offline as fitting and even slot layouts may change.
    • We highly encourage all players who will be flying T3 Cruisers at the time of downtime on July 11th get themselves into a safe location such as a friendly starbase or docked within a station/structure before the downtime begins. This will ensure that they do not get caught in a dangerous situation with some of their modules offline when they next log in.

    We welcome all feedback and comments on this plan in the official forum thread. [/feedquote]

    [feedquote='Eve Online (CCP Falcon)','http://community.eveonline.com/news/news-channels/eve-online-news/star-captain-battleship-skins-on-sale/']

    We're delighted to announce that from today through until July 11th, the Star Captain SKIN will be on sale in the New Eden Store for all three Amarr battleship hulls.

    This SKIN will be available at 390 PLEX per hull, or as a pack of all three with a 15% discount for 995 PLEX. This bundle also comes with a free stack of bundle exclusive "Wings of Victory" fireworks.

    Check out the New Eden Store for further details on these SKINs and more offers on many others!

    Purchasing SKINs is easy:

    • Log into EVE Online
    • Have sufficient PLEX
    • Go to the New Eden Store (press ALT+4 or use the Neocom to access the store)
    • Purchase the SKIN(s)
    • The SKINs are then available in your redeeming system

    [/feedquote]

    [feedquote='Wing Commander News','http://www.wcnews.com/index.shtml#13885']

    During the process of collecting French Wing Commander reviews from Joystick, we collected several interesting French advertisements! Before the Electronic Arts buoyout, Origin games were published in other territories (such as Europe) by other companies on a case-by-case basis. Wing Commander was published by Mindscape in Europe, with Ubisoft (!) handling distribution on France for the first two games. Here you can see French versions of the 'sales slick' ads for those games, followed by a variant for the later Amiga release. Look closely at the bottom: as Ubi was not publishing the Amiga version, they literally blacked out that portion of the design. The final ad is for the major French chain FNAC showing Wing Commander II.

    Joystick012-Page173t.jpgJoystick019-Page0391991-09t.jpgJoystick031-Page2431992-10t.jpgJoystick022-Decembre1991-Page209t.jpg [/feedquote]

    [feedquote='Eve Online (CCP Falcon)','http://community.eveonline.com/news/news-channels/eve-online-news/first-player-speakers-announced-for-eve-vegas-2017/']

    We're incredibly happy to announce our first two player speakers for EVE Vegas 2017!

    This year, EVE Vegas will be hosted at The Linq Hotel & Casino, and is now officially the biggest EVE Vegas in New Eden's history.

    To start the lineup, we'll have presentations from Matterall, of Talking In Stations fame, as well as His Holiness Max Singularity.

    We're also happy to announce that these two illustrious gentlemen will be joined by Permaband, who'll be performing live for EVE Vegas attendees during celebrations at the event.

    In addition to this, we'll also have a selection of developers from CCP Iceland with us, who'll be hosting presentations and roundtables about upcoming content and gameplay that's coming to New Eden both with our winter expansion and in future.

    Like the banner at the top says, if you haven't got your tickets for EVE Vegas 2017 yet, be sure to pick them up soon!

    They're selling out fast, and this is already the biggest EVE Vegas we've ever seen.

    Check out the EVE Vegas website for more details! [/feedquote]

    [feedquote='Wing Commander News','http://www.wcnews.com/index.shtml#13884']

    Joystick was a major French gaming magazine which started in the late 1980s and lasted through to the 21st century. During the 1990s, Joystick covered Wing Commander extensively, going so far as to have separate multi-page reviews of b-sides like the 3DO and Macintosh ports! Today, we collect eight years of reviews. The magazine also ran a number of previews and guide features, which will be posted in a future update.

    Issue #10 - Wing Commander

    JoystickIssue10-WingCommandert.jpg

    Issue #17 - Secret Missions 2

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    Issue #20 - Wing Commander II

    Joystick20page001t.jpgJoystick20page178t.jpgJoystick20page179t.jpgJoystick20page180t.jpg

    Issue #24 - Special Operations 1

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    Issue #30 - Special Operations 2

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    Issue #35 - Wing Commander (Amiga)

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    Issue #41 - Wing Commander Academy

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    Issue #42 - Privateer

    Joystick042-Page001octobre1993t.jpgJoystick042-Page140octobre1993t.jpgJoystick042-Page141octobre1993t.jpgJoystick042-Page142octobre1993t.jpg

    Issue #48 - Righteous Fire

    Joystick048-Page0981994-04t.jpg

    Issue #49 - Super Wing Commander

    Joystick049-Page1481994-05t.jpgJoystick049-Page1491994-05t.jpg

    Issue #52 - Privateer (CD-ROM)

    joystick52septembre1994page108t.jpg

    Issue #53 - Wing Commander Armada

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    Issue #56 - Wing Commander III

    Joystick056-Page001janvier1995t.jpgJoystick056-Page004janvier1995t.jpgJoystick056-Page004janvier1995t.jpgJoystick056-Page054janvier1995t.jpgJoystick056-Page055janvier1995t.jpgJoystick056-Page056janvier1995t.jpgJoystick056-Page057janvier1995t.jpgJoystick056-Page058janvier1995t.jpgJoystick056-Page059janvier1995t.jpgJoystick056-Page060janvier1995t.jpgJoystick056-Page061janvier1995t.jpgJoystick056-Page205janvier1995t.jpg

    Issue #61 - Super Wing Commander (Macintosh)

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    Issue #62 - Wing Commander III (3DO)

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    Issue #65 - Wing Commander III (Macintosh)

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    Issue #68 - Wing Commander IV

    Joystick068-Page001fevrier1996t.jpgJoystick068-Page003fevrier1996t.jpgJoystick068-Page040fevrier1996t.jpgJoystick068-Page040fevrier1996t.jpgJoystick068-Page041fevrier1996t.jpgJoystick068-Page042fevrier1996t.jpgJoystick068-Page043fevrier1996t.jpgJoystick068-Page044fevrier1996t.jpgJoystick068-Page045fevrier1996t.jpgJoystick068-Page046fevrier1996t.jpgJoystick068-Page047fevrier1996t.jpg

    Issue #73 - Wing Commander IV (Macintosh)

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    Issue #77 - Privateer 2

    Joystick077-Page001decembre1996t.jpgJoystick077-Page090decembre1996t.jpgJoystick077-Page091decembre1996t.jpgJoystick077-Page092decembre1996t.jpgJoystick077-Page094decembre1996t.jpgJoystick077-Page096decembre1996t.jpg

    Issue #89 - Wing Commander Prophecy

    Joystick089-Page001janvier1998t.jpgJoystick089-Page084janvier1998t.jpgJoystick089-Page085janvier1998t.jpgJoystick089-Page086janvier1998t.jpgJoystick089-Page087janvier1998t.jpgJoystick089-Page088janvier1998t.jpgJoystick089-Page089janvier1998t.jpg [/feedquote]