I did not gave him money for this. If he want to buy it, let him start new dundraise or go to VC capital people. F his movie director aspirations. He is lousy director, as Wing Commander movie proved.
Chris has had the Wing Commander movie and TV rights this whole time! EA holds the game rights (and everything else).
So idk if most people remember, but Star Citizen did originally start out as a pitch for a Wing Commander reboot.
The P4-AR and the Hornet were specifically designed during that period and if you look at the first reveal cinematic, it's actually Kilrathi piloting the Vanduul craft.
That's right, the Bengal, Hornet and Scythe were originally designed as Wing Commander's Bengal, Hornet and Dralthi!
I don't know if there would be scope for the Kilrathi, but seeing the humans and the Tiger's Claw, Scimitars and Raptors would be cool.
It's not a coincidence that the Tiger's Claw was a Bengal-class strike carrier!
Yeah, also he will make a new movie and star in it xD
Hah, Chris actually retains the movie and TV rights rather than EA. So I guess he could’ve put me in a Wing Commander movie at any time…!
Will Ben Lesnick buy the IP before CR?! /S
Yes.
I accuse the phone company of making that film ON PURPOSE.
]]>that's not the allegation I'm thinking of. hadn't even heard of that one.
the allegation is more general and harder to prove or disprove. the idea is that he founded Digital Anvil with MS money and ownership to produce Freelancer under contract to MS. Later, he added a film VFX dept to DA, with himself via the Wing Commander film as its only client.
He claimed everything was kept separate and none of the personnel or resources of Freelancer were used for Wing Commander... but it's pretty easy for things to get very blurry very quickly. The amount of money involved was very significant, we're talking about millions here not 15k for a piece of equipment. The point is that they paid him to start up a company and make a game for them, and a few years later that company was doing a lot of other stuff for him personally while the game was not really progressing.
In particular his own time was part of that. He committed to doing a project for Microsoft, got a lot of money to do that project, and in the middle kind of just walked away and started doing a different project instead.
The allegation is not that any specific thing was stolen for Wing Commander. It was that when MS came in and audited the Freelancer project they found that the Freelancer side of DA was so disorganized and intertwined with Robert's other projects that it became very difficult for them to ascertain that he hadn't been playing games with their money.
I don't know if it's true or not, but the truth of the embezzlement almost doesn't matter - the allegation was that DA was so poorly run and disorganized that it would have been difficult to prove or disprove the malfeasance in the first place. Combined with the very poor optics of just running off to make a film while your game (and a pile of investor obligation) languishes and it was... suspicious.
This is the story spread by the "Digital Antiquarian" website and it's actually very easy to disprove... because Chris Roberts founded Digital Anvil specifically as a movie FX company to make the Wing Commander movie well before he had any idea it would be making games. Here's the very, very first mention of Digital Anvil you will find in the public record, a leaked e-mail from May 1996 which is very famous in the Wing Commander community. https://groups.google.com/g/alt.games.wing-commander/c/U3oo_LXsDyw/m/gnUYHzX7T0wJ
These are the 'notes' a production company took after meeting with Chris Roberts about his plans for the Wing Commander movie: "The digital fx would in any case rest with him and a new CG studio he is putting together, Digital Anvil."
Chris started working on the Wing Commander movie in 1995 in parallel with Wing Commander IV. The plan at the time was that he would keep making games for Origin and that he would also start Digital Anvil to do movie-level FX for Wing Commander (interestingly, whether or not he would direct the film was up in the air at that point).
The Digital Antiquarian presents this story as some scam but the reality is that they are completely lying about the timeline. Digital Anvil was founded to make the Wing Commander movie and that's almost immediately what it did; their first project was a short film meant to build their render pipeline and 'prove' they could make Wing Commander. It's really neat if you know the original Wing Commander and wished the movie used those ships!: https://www.youtube.com/watch?v=jcCdY0UTDSc. And this wasn't some secret thing, they showed this at SXSW.
Digital Anvil making games was something that came later on and it wasn't part of the plan. Chris ended up leaving Origin because Electronic Arts wasn't interested in his next project (an RPG called Silverheart). His non-compete expired just around when the company laid off some of his senior team members from the old Maverick group... and so the plan to have Digital Anvil also make games was born and pitched to companies like Microsoft.
And in fact, not only did Microsoft (and... at the time the entire world...) know that Chris Roberts was making the Wing Commander movie when they made their deal, it was explicitly structured into their deal. Microsoft bought Starlancer from Erin specifically because Chris wasn't going to be available to do his game, Freelancer, until the Wing Commander movie was picture locked. They announced Starlancer, Conquest and Loose Cannon together and only had Chris talk about how they were working on the pre-viz stuff what would be his next big space game. And the agreement with Microsoft is exactly what happened. Chris finished the Wing Commander movie as planned and went into production on Freelancer immediately aftwards in February 99.
As far as folklore goes, I'm pretty sure the Digital Antiquarian version of this story is still an intentionally exagerrated version of the original "he stole an AVID machine!" that was passed around for years. That would be the only actual overlap with Freelancer's production, it's something that was regularly repeated at the time and which became fodder for fans' battles over Freelancer. The Digital Antiquarian article is written to try and make everything involved seem sinister (which is their schtick in general) but you can catch them so easy on this one because they didn't bother to research Digital Anvil's actual origin.
ah, so you're part of the problem
Buddy, I used to be the whole damn problem :D But I'm not anymore. And through it all I remain first and foremost a Wing Commander history dork.
sorry, but i'll take the first hand accounts of his behavior and norms from his peers in development (Warren Specter, Richard Garriot) over stuff you just read in a magazine
here's the first hand accounts:
Warren Spector Master Class - November 26, 2007: Richard Garriott
2:11:00 , Spector and Garriot both agree that Robert is such a bad micro-manager that he demanded specific shades of color for a given pixel , and Garriot says anyone who didn't do exactly what Roberts wanted was immediately fired.
But you have, what, a flattering magazine article probably written by interviewing Roberts where he flatters himself?
Yeah that's no doubt more reliable than asking the people who worked with him.
EDIT: I'll also note that 'i didn't fire someone who cost the project weeks of work' - while perfectly justifiable and depending on the context probably the right decision - is rather different than 'i fired someone because they disagreed with me'
not firing people who are incompetent (and i'm not saying that's what happened back then, i don't have the context) is an additional sign of incredibly poor project management, and/or a sign of corruption within the organization. it's not a flex
I was Cloud Imperium’s first employee, I planned the original crowd funding campaign and I worked for Chris for ten years. You should read more magazines!
In the original pledge Chris Roberts states that the crowd funding would allow them forgo publisher support and 'build the game on our terms'. I think most of us would agree, that if they had had a traditional publisher in 2012, the game today would be very different. However, what is not so clear, at least in my mind, is what impact getting a publisher at this point would have. Based on how financially successful the game is currently doing, would they actually change anything? Would they push for SQ42 to release? Would they change monetization?
The thing is, the part of Star Citizen you don't like (and I don't like!) is the part that makes money. An outside publisher wouldn't be some white knight that wants to make the game work at all costs... their entire concern would be focusing on and refining what the game does that brings in cash. If you think ship sales to support the studio are bad, imagine ship sales to support the shareholders!
Well, The Freelancer development was apparently also a complete and utter shit show before Microsoft came in and salvaged what they could, you never played Chris Roberts Freelancer, it was microsoft studios version.
You are completely right that the release version of Freelancer is not at all Chris' design. The issue on Freelancer was that Chris Roberts had this very elaborate idea for a new kind of space game, one where instead of twitch based action gameplay it would work like an RPG. You'd gain EXP and use that to apply to stats, with different combat maneuvers acting sort of like spells. They never got this to the point where anyone was happy with the design in practice. Meanwhile, what Microsoft wanted was their version of Privateer with Chris' name on the box. And they ultimately ended up paying him a lot of money to let them do that themselves.
And I think if you step back you'll see that's exactly how we got to the structure of Star Citizen: his experience of being so at odds with a publisher wanting to do his idea instead of theirs. There doesn't need to be some secret drama! There's public obvious drama that actually informs what you're thinking about!
It's also a bit up in the air whether he "squandered" it in the first place. "Stole" might be more accurate.
In the later Freelancer retrospectives a constant theme from members of the dev team was that CR was shifting investor funds for Freelancer into his movie projects. In this telling, MS booted him for embezzlement as much as incompetence.
This is people jumbling fandom and history.
The actual accusation - which was made before Freelancer went into production - was that he had spent some of Microsoft's money to buy a $15,000 second AVID setup that he used to work on the Wing Commander movie remotely, justifying that it would be needed for Freelancer afterwards. This was made by an anonymous poster on Aint it Cool News (though contextually they are obviously an irate former employee) and is 'known' today because it has been repeated for years by angry fans who were bickering about... all this same stuff.
It has since been blown up into some giant myth by anyone that happens to be angry about Chris Roberts about anything; changing from $15,000 to (and I really saw this on here recently) $10 million dollars. Chris spent six months begging anyone that would listen for $750,000 to add his desired intro to the movie, he didn't have a secret extra third of the budget for the entire film to spend. It's just crazy stuff from people that don't understand how different game (and terrible movie) budgets were in 1999.
And it's not born out by history at all, no matter how much we repeat it. This supposedly happened in *1998* after which... Microsoft continued to fund Digital Anvil for two years, put two more of his games into production and then ultimately paid him millions of dollars to buy the entire studio. Those are not the actions of anyone furious that he spent $15,000 on a second AVID. (But apparently fans are very, very concerned about how Microsoft's money was spent, for some reason.)
CR is good at prototyping. Very bad at planning after the fact. I get the sense his game design document is a bunch of coffee-ring stained napkins with scribbled notes on them stuffed into a folder.
My read of past projects would be that it varies so much as to suggest that this isn't what's wrong. His design document for Wing Commander I is almost exactly what shipped... the design plan for Strike Commander is almost completely alien to what we ended up with. Wing Commander III is super super close, Wing Commander IV dropped almost everything new. Privateer is a totally different game from what he initially pitched. It just feels like historically it's not the design that's the issue (or a refusal to adapt that design).
that is not what i have heard
Roberts is great at high level design, and then just God fckn awful at project management. like he doesn't even understand the concept of project management
so he had, according to Warren Specter, absolutely immaculate design documents. excellent vision for a project and what its north star should be
and then... he would refuse to ever deviate from that document when things weren't working or if a more senisble answer to a design challenge was discovered during the process of building the game
if people dissented or disagreed, he just fired them. so what he ended-up with was a studio full of yes men and no useful criticism
i think we can actually see this in the very core of Star Citizen, the bones and blood of the game - the fact it needed to be a first person shooter at its very base level. that is a very smart design direction for a game of SC's scope
but then... it wasn't working. the first person core of the game had to be compromised too much in order to fit within the scope of the game. the first person shooting was and continues to be awful, and literally cannot ever be good because the things that make first person shooters fun are incompatabible with Star Citizen's design
a good designer would have used the opportunity of early prototyping and playtesting to see that this core vision was flawed and changed the direction of the game right then. 'oh, this won't work, we need a different core for the experience, maybe we can do something different with first person shooting later, or maybe we scrap that'
but Roberts isn't a good designer and only uses prototypes as a means of preparing a foundation for a game, not as a means of testing if the concept is any good in the first place
Freelancer was a textbook example of Chris's weakness in that area. he insisted on One True Vision for the game even when that vision was destroying the project as a whole and making it impossible to bring together as a complete, fun experience
"and then... he would refuse to ever deviate from that document when things weren't working or if a more senisble answer to a design challenge was discovered during the process of building the game"
Can anyone think of an example of this actually happening? Strike Commander went from a dynamic campaign with eight planes to fly with tanks to drive and a million other things (prop planes! ground attack planes!) that were cut... he's famously the guy who came back to Wing Commander II and sliced out half the design when it wasn't working... he designed an intricate economy as the basis for Privateer and then threw that way when it wasn't fun... Wing Commander IV dropped almost every one of the technical improvements (high res textures, multi-wing missions) he asked for in order to ship...
"if people dissented or disagreed, he just fired them. so what he ended-up with was a studio full of yes men and no useful criticism"
Can anyone think of an example of this actually happening? I don't want to be pedantic but this is the direct opposite of his specific reputation at Origin. He's the guy that didn't fire "Mr. Zap" on Strike Commander after they cost the whole project a weeks of work! He's the guy who famously didn't fire then QA tester J. Allen Brack for yelling at him about how to do interactive choices in Wing Commander III! "I yelled at Chris Roberts and I didn't get fired" was, at Origin in 1994, what we'd call a meme today! https://cdn.wcnews.com/newestshots/full/brackpic.jpg
As much as I appreciated the ship pools reblance, there are other odd edge cases :
Some sub (or just above) 100k aUEC missions (Nyx Intersec ones typically) will spawn Polaris or even Idris-P
No grip on the bottom idea, if the reward covers the ship servicing (or insurance, if destroyed)
On 2nd rank, with such payment, that's brutal...
Yeah, so we have fixed a bunch of these. Previously it was difficult to see high level all missions and what they are spawning but I've built myself a tool that helps me see this data.
We did a big rebalance in 4.9 and a few missions are spawning ships that are not intended. I've fixed a bunch of these up and still are continuing thr balancing.
Folks like to rewrite the Freelancer story as "it was taking forever just like Star Citizen!" when the reality is that the problem with Chris Roberts' plan for Freelancer was that the big idea, space combat that plays like an RPG, just wasn't working.
I guess so. I just think it's a shame: it's a bit like if a museum in Rockville, Maryland, US had a huge video game exhibition but didn't feature any Bethesda games (also based in Rockville).
Hah, I live in Rockville! Sadly we do not have a cool museum. We've got F. Scott Fitzgerald's grave and that's about it 😄
The real question, though, is did the Manchester museum have anything about the city's TRUE great space games... Privateer 2 and StarLancer?
I was doing the 890 jump bording action in progress and instead of the 2 small enemy ship a freelancer and a enemy 890 jump spawned, is it normal or a bug ?
I will take a look into this one! Thanks
If you're not aware, Cloud Imperium Games is located about two minutes walk from Manchester Science Museum, a massive tourist location in Manchester. It currently has a brilliant exhibition where you can play over 150 consoles - I went there, and you can sit down and play the earliest video games like Pong to playing online Fortnite/Minecraft/Forza Horizon 6, tons of games. It also has a section dedicated to Manchester made indie games, and also some of the biggest games being made in Manchester (both past and present).
I thought it was sad, knowing I'd walked by CIG to get to the museum, that Star Citizen or anything related to CIG was nowhere to be found. Does the company not engage with the local community in Manchester? I thought it'd be a perfect place to showcase the game.
Seems like people would complain about wasting development time on a museum exhibit if it were!

I feel so badly for the folks that had to do that stream. It is an incredibly thankless job.
It's better to just ask Ben, he's active here: /u/banditloaf
Howdy! I left a couple years ago. No hard feelings or anything like that, just not a life I could live forever. I’ve heard in such a way as to believe it that Squadron is looking great!
I don’t have anything too exciting to report, I’ve mostly been taking care my ailing mom since I left CIG. Though I did help out a bit on another little project you’ll hear about soon (I hope!).
I’m still helping to run the Wing Commander community if anyone ever needs me. All are welcome there! And I’m always here watching for… opportunities to talk about Wing Commander… hmm.
over 1000 parts! this bad boy is fully studless and has a complete interior :D
it is able to carry 5 nova tanks
this is so cool, love the interior & engines
Oh my apologies I didn't see any mention of it so I assumed, what about rivers?
Thanks for taking the time to reply. How hard would it be to bring in this new tech to existing planets? (Stanton and Pyro systems)
Rivers not coming to Nyx1 with this release sadly
Out of interest. I know theres no rivers in nyx 1 as of yet. Is there space left for them or will it require a retrofit to accept rivers/lakes? Keep it up!
The "space to add them" isn't really a thing, but we do indeed have far more realistic watersheds for where they'll fit in later
What did Will Hain mean that the current implementation for verticality was something he's going to iterate on?
Reading between the lines, does that mean, we'll likely see even greater heights than the first iteration of planet tech v5?
I am Will Hain :)
What I said was that we hadn't changed our height pipeline - ie how we turn sets of heightmaps into shapes on terrain. While it's more advanced in V5 (new layer of tiles to place), and our planet content team has improved the offline portion of generating these, it's something we've discussed radically changing in the future
How hard is it, in layman's terms, to make mountains, rivers, ravines and these different landmark features for planets?
Edit: Edited post to remove assumed incorrect claim.
There are plenty of mountains and ravines in Nyx1 as things stand. Not sure anything in the roadmap update was intended to suggest otherwise :)
My Gallant rifle project is slowly progressing. Barring any revisions or parts I break or lose, all the bits are printed. I'm in the extended and tedious finishing part of the project where I get all those pesky layer lines and print artifacts off the parts and I'm up to my eyeballs in filler primer, Bondo, and sandpaper.
Next will be painting and assembling, which I'll hopefully get to before the heat death of the universe.
Printed in ASA on my Creality K2 Plus and in Siraya Tech ABS like on my Saturn 4 Ultra. The model was created in Autodesk Fusion.
Please excuse the incredibly untidy workbench.
O M G, my favorite weapon. It looks so good, great job justinlkim ✨
Yeah, I was around for all of this. I frequented bar citizens in Austin and talked with the og team several times. Ben Lesnick knew backers wanted numbers/metrics, to compare things, to help imagine/quantify value of their expenses and gameplay. Sandi is the reason SC sales are modelled after luxury purse brands with their fomo sales. Arguably one of the reasons CIG has made so much in revenue. They both are the reasons SC took off in revenue.
During that era, I didn't appreciate the interviews when she acted like she knew or enjoyed Chris' games. It came off as insincere back then. And it did feel a bit misleading to find out she was married to Chris, but eh, i mean, small company. Kickstarter, etc. I don't fault them for anything but miscommunication in a dumb attempt to keep some privacy. They simply weren't going to get it if their KS was successful.
Either way, the pic above I feel has a lack of context, because during that era there was a LOT of vitriol thrown towards key people at CIG due to the Derek Smart crowd. CIG has always had plenty of drama coordinated drama & criticism. Sandi taking business class flights and CR saying that the backers will never find out would've been easy ammo imo. I feel like i would've seen more of it.
This is all pretty fair!
Sandi was very concerned from the start that she would be treated like Chris' wife instead of as a professional, even before we announced the game. At the time it was frustrating keeping the secret because it felt like it was inevitable that it would get out... but I also completely understand exactly why she wanted it that way. It was (and continues to be) something folks use to attack her despite her pretty unquestionable success in the job. If there's one thing Star Citizen is unquestionably great at, it's the marketing! We would not have gotten here with a regular suit in charge.
I also know what you mean about those interviews, but I did see the other side where she was also pretty dedicated to trying to understand that stuff. So I guess I have the nuance to see that she WANTED to be the person she presented herself as in all that. She'd do things like ask me to show her Wing Commander or ask someone to go to a convention and guide her through the gamer culture stuff pretty regularly... but it never really came across right. I think it's part and parcel with the marriage thing; she just wanted to be seen as a professional even though she was a bit of a fish out of water in game culture. But her kinda-outside status is also exactly what helped her do such a good job of running the marketing!
Hey, I hope you and yours are doing well! Glad to see you around.
Right back at you! I am happy to see a fond and familiar name.
Man, these bait posters are really digging deep now. This literally wasn't even drama in 2014
It's a lame troll attempt because Sandi is being completely genuine here and anyone that has worked with her knows that; she was always SO cost conscious about stuff like this. I took a lot of cheap flights and shared so many hotel rooms! (She's also quoting Chris from the perspective of knowing he's /teasing her/ about her penchant for this, not saying he's actually going around wasting all this money.)
Same director but different writers! Kevin Droney wrote the Wing Commander screenplay, Dave Haddock wrote Squadron 42.
]]>Thank you.
We've heard a lot about the mission refactor but not a lot about the details. Will it allow you to measure participation for party members so that harder missions that require a lot of people can have rewards scaled for that many people? Or individual loot/rewards for people who participated?
Currently it's frustrating to have the newer combat missions spawn a Polaris for you to fight, but taking that challenge on with a few ships means that the individual reward is just not worth it. You may as well just continue to cheese the missions you can solo. It'd be nice if challenge and reward could meet, and I assume at the moment you find that hard because you have no control over who and how many people can engage with a mission for complete credit.
The Polaris as an example was my bad, I was updating some tags and the Polaris slipped in but it's since fixed.
Mission system 2.0 will focus more on taking technical complexity away from my designers so we can focus more on making a mission good instead of making it work. Currently the technical knowledge my team needs to have is not standard.
As for rewards it's more tweaking EvR more and more to ensure they are inline.
isn't this a technical debt issue then? I mean, the whole mission flow should dictate the elevator state. The mission "complete" should spawn the loot, and if the "optional" objective of finding a blade and inserting it into the 3 machines has been met, then it should open up the ability to activate the entrance
wouldn't much tighter logic and execution make its reliability at scale improve, and harden it against exploiters getting into the warehouse? (it'd be empty unless they did the mission)
are there plans to go back through older content and add them to the instancing tech to improve these things?
Kind of, it's something we need the Mission system 2.0 for.
However it's a mix of engineering and and mission scripting, this issue isn't direct for mission scripting, so when I say we are looking into it I mean the royal we of the larger company not directly the mission team.
We do go back through older missions and reactor them to current standards when we are allowed to schedule it in (sometimes priorities have us working on new stuff or fixing bugs) sometimes a bug we get allows us to initate a refactor of an old mission most recently the Courier missions.
I don't think you lose rep for any missions anymore
There are still some legacy missions that remove rep ( we are going through and cleaning up).
However across the game currently you will never loose any reputation for Failing or Abandoning a mission
Fair enough. I'm sure you can see how that can seem frustrating for the end user, but still fair enough. Thanks for engaging.
100% I know the state of the live isn't great right now and PTU is also rough. Your frustration is evidence of your passion for this game I fully sympathize with you. The entire PU team is crazy hard at work trying to make it as good as it can be.
Always happy to engage
I appreciate hearing that this is in fact on your guys radar. I would encourage you to ignore a lot of negativity as it seems that last few years a lot more negative people have popped up in the community. While I do get frustrated at times at CIG management decisions this is still the game I enjoy the most... other than 3:18 that was a train wreck and I am glad we have not had a patch like that since.
We have a fix in our current PTU that’s looking positive as a resolution but we will know more when it goes to Scale.
We all have nightmares about 3.18
Maybe leave the stuff people enjoy as a lower priority to patch out while you fix stuff that's a real hindrance to enjoying the game like broken elevators, asop issues. Inventory issues, missions not spawning objectives/cargo/enemies, mission markers not working, qt routing not working, falling out of ships in qt, ctd recovery not working, klescher eating your equipped items, vd tech smugglers not working, doors in qv breaker stations being broken, mole laser sounds getting stuck on, idris power pips being broken, etc etc etc before you task people to patch out something that makes a bit of uec that'll get wiped at some point anyways.
Why does the fun stuff get fixed while the essential game breaking bugs persist for years? priorities people!
A lot of these issues are not something my team can directly fix they are on engineers etc.
So we focus on the things we can fix on our side, like this.
Every single time my cards go all white. When I put one in the reader anyway it freezes the card reader. So disappointing. I went through the whole thing like 5 times by now
This is quite a tricky bug, We have been putting in fixes that have been passing our verification but break at scale.
Its been one on the top of our Radar on the Mission team as it Bricks and Ruins the experience. But we are trying to get it resolved and I'm sorry for the bad experience you had.
Covalex Experienced cargo recovery mission only pays out 81k but on completion at the station you submitted the recovered cargo out, you get anywhere from 200 to 1200scu of aluminum, tin or copper. Roughly 2mil/ completed mission.
No where in the mission description does it say why you get this cargo... but all in all it's the new money printing method. Idk if this free commodity is a bug or cargo, but we've been Ironchadding all week.
Yeah this is a known issue, we are trying to get it sorted.
Its been on the pile for awhile but i've just got a developer free to look into it!
Speaking of scanning, as a salvager: any chance of salvage updates that'd let us ping for the loose debris left after fracturing a hull?
It can be really tough to find some of the bits that float away.
it's not my remit however I will pass on your feedback to Thorsten!
This is very frustrating. How long will the Battaglia contracts be available though? Isn't this a special event or will the ability to complete the ship-giving scanning contracts be perpetual, once they are re-enabled?
Battaglia is evergreen, their contracts will never go, this isn't a special event it's a permanent addition to the game.
Elliot, will we still be able to obtain the Alliance Golem, Prospector, and Mole, once 4.10 releases?
Yeah that will be evergreen.
Battaglias rep-scope might get longer and more missions might get added, but those rewards will always stay.
Dear Globy,
Your mission, should you choose to accept:
I wanted to honour your great accomplishment all those years ago. There was a shipping container shipped in by the Ninetails addressed to you. Problem is... I kinda forgot the code...
You might need to pull a Globy again, hopefully what's inside will be worth it.
Harder challenge this time it seems
For some reason, I don't have any scanning contracts made available from Battaglia. Is there some sort of mission that unlocks the others? I have done a ton already but she only offers scan + mine, no scanning purely. Did they take this out of the game?
We have disabled them for 4.9 and 4.10.
Some tech changes come in for scanning that made the mission experience not what we wanted.
We have some plans as to how to improve this experience so we can re-enable them, so bare with while we do this.
I will be very happy if this is a decent fix, especially if it lasts more than one patch.
We are actively working on fixes to the Freight Elevator/Warehouse Manager.
OP has clearly made an AI generated image
You misunderstand one thing: Chris Roberts IS Star Citizen like he is Wing Commander or Privateer. No Chris Roberts, no Star Citizen.
I gotta stuck up for Wing Commander Prophecy. That team did a great Wing Commander without Chris!
(But I also agree with you about Star Citizen. The whole point in crowd funding was to let Chris do it his way... it should sink or swim on his decisions. If you want Star Citizen without Chris Roberts, that's Elite Dangerous!)
Nah man, imagine being on Reddit
I really hope CIG decides to come back to Cologne in the future. It was always fun.
Even though I understand it didn't make sense at all from a business standpoint. But for the backers it was great and I think the devs enjoyed their time as well.
It was SO much fun! Ali and I still talk about that trip all the time. That Bar Citizen at the beer garden right on the river as the sun was going down was amazing. The excitement and the energy from all those good people was indescribable. One of those moments in life I will look back on and smile about forever.
Let's see...
Chris roberts is still in office.
Erin Roberts is also still in office.
Ben Lesnick is out of CIG but still as active as ever with everything regarding wing commander).
Sandi Gardiner took a step back but she's still a board member and she still does some stuff.
Alexis Lesnick is gone.
Alyssa Delhotal is gone.
Allie Coker...not sure who that is, sorry XD
Michael meaden is gone, somebody please update his page.
Tony Zurovec is gone.
Brian Chambers is gone.
Jared Huckaby is still in office.
James Pugh is gone.
Thomas Henessy is not around anymore.
Patrick Probst is mentionned once in a 2015 comm link, dunno for sure but i assume gone.
Henry Davis is mentionned once in Jump Point 04 03, dunno.
Nicolas Ferrand is working on other stuff.
Allie Coker and Henry Davis were early customer support folks at Foundry 42. They were both great! I think the names on the poster were everyone that was at the show.
I know Thomas Hennessy has been working as a cinematographer constantly since Star Citizen. He works on a lot of those Lifetime-style cable TV movies. Once you start seeing his name in credits it pops up all over! (He's an incredibly good guy, too.)
And of course I'm still in touch with Alexis Lesnick! She started a business selling her block print art which has become really popular.