Each time stats change, it’s because the team feels like we’re making that ship better – and a better representation of its specific role. That, after all, is our most important goal in building this game. (But let us stress once again: each ship will be what you make it; because we present the M50 as a racer in one example and an interceptor in another does not mean it can’t be kitted out as an info runner, a dogfighter or a fast personal transport!)

The impact of Physics

One of the systems that the engineering team has spent the most time and effort on is the physics model for our ships. What that model allows us to do with Star Citizen’s ships is downright amazing. But it also sets certain realistic constraints on what will really work for each ship. As you’ve seen, the feel of each individual ship has already changed multiple times, just in the time since Arena Commander released. That’s because getting the numbers just right for the physics system is a very painstaking process. If the engines on a ship are too big, stopping becomes too difficult, and that makes turning sloppier. If there aren’t enough maneuvering thrusters, or they’re too small, the ship turns like a whale, but if they’re too big, then flying the ship becomes a white-knuckled, vomit-inducing terror ride.

Cargo and Freight

Cargo is the same way: we estimate rough numbers based on our initial conception of the size of a ship, but once that ship is built out in all of its glory, those numbers can turn out to be pretty far off. You won’t see “real” numbers for cargo until we have a real ship built and in the game, carrying cargo.

One thing to remember is that the number of freight units isn’t the same thing as the sum value of a ship’s cargo hold. There are many other factors to consider, including how well protected cargo is against damage, whether it can be identified with various types of scans, and even how attractive the ship is to those wishing to ship goods. (A VIP would likely rather travel on a luxury Phoenix than a bare-bones Freelancer!)

Extremely small ships like the M50 and the 350r don’t have any measurable ‘freight units’ … but they do have room for passengers and personal cargo, and they do a better job than a massive transport or frigate of keeping that cargo safe. So if you’re looking to move a spy across Vanduul lines or transport a briefcase full of diamonds, one of the racers might be a great choice! (For those interested in shipping bulk goods with a speedy ship, cargo drop pods will be available; ORIGIN doesn’t include them as standard because they aren’t very sexy!)

What is not shown

And then there are a lot of numbers that you can’t see yet, as well. Given some of the reactions to just the few that we have published and changed (and changed some more), adding more theoretical numbers that we’ll inevitably also have to change once they’re implemented in the game just seems unfair. Wondering why the Freelancer seems light on cargo space compared to other cargo ships? Maybe that’s because it has the best cargo shielding in the business. What does that mean? Your cargo is harder to scan, and it’s also better protected against being damaged when things get a little rough out there. Likewise, the new, smaller values for the M50 engines don’t change the fact that it has one of the best top speeds in the ’verse, and it also has the snappiest maneuvering of the racers. We just realized that slapping TR4 engines on that now-much-more-compact baby would turn its poor driver into mush the first time you cranked up the throttle! Meanwhile, the M50 becomes the first small ship with redundant power plants. The guns got smaller, because bigger guns looked silly on a ship that size – but it got a few missiles!