CSC | Space MMO cover
CSC | Space MMO screenshot
Genre: -

CSC | Space MMO

CSC Alpha - 0.8.106 Hot Fix

IMPORTANT NOTES:

  • Users will have to move a workshop module around and re-save before using workshops again

Changes:

  • Ship bonuses have been removed and reverted back to original.


All Fixes:

  • When typing in Coordinates hotkeys were enabled - fixed
  • 50% Deconstruction not working to spec- fixed
  • Deconstruction Popup options for NFTs - fixed
  • Displays correct Deconstruction amounts when attempting to deconstruct an item that takes less than 1 resource - fixed
  • Blueprint looting bug - fixed

Alpha 0.8 Crafting

CSC Alpha -  0.8.104

IMPORTANT NOTES: 

  • Users will have to move a workshop module around and re-save before using workshops again
  • Important note regarding Deconstruction, Currently the 50% resource option is not working to spec. It is instead giving out 30% resources along with a blueprint. This will be fixed in a hot patch in the next day or two.


Changes:



Manufacturing:

  • Manufacturing has been introduced in this build! For a full overview please read our blog
  • GFI Public Station Facilities now open in GFI Home Station, Venus Staion, Jupiter Station, and Proxima Station
  • CCB Station has 2 player owned facilities
  • Note* Users cannot yet buy public facilities but can use the GFI facility if it is not busy
  • Purchasing a Private Manufacture costs 1,000,000 GRP
  • Deconstruction now enabled: Deconstruct your items to obtain components and a blueprint
  • Blueprints are used to manufacture modules and ships, the more blueprints you have the higher your mastery and the higher success rate you have in manufacturing the item

Workshop:

CSC Alpha - 0.7.127 Build Notes


CSC Alpha -  0.7.127



IMPORTANT NOTES: 

  • Users will have to move a workshop module around and re-save before using workshops again
  • When using Super Jumpgate, commanders must use the drop down and click the destination. If you do not click the destination and only hit Engage you will either get an error or you will see the jumpgate animation and just end up at the same system you started in.
  • Super Jumpgates will be free the first few weeks as we finalize local gate positions


Changes of Note:

  • System Map: Galactic Map Tram Lines
  • System Map: You can now see a star systems map before going there. You can jump or FTL automatically to that system and then it will auto nav to your waypoint.
  • Jumpgate Update: There are now 2 types of jump gates!
  • Network Jumpgate: These jump gates are a bit further out in systems but they are a direct transportation link between 2 systems and are free to use. Systems have between 1-5 network gates.
  • Super Jumpgates: These gates can connect to other super gates and will cost 1000 TCF to use (Will be FREE for the first few weeks as we finalize local gate positions). These gates are usually the most convenient.
  • Marketplace:
  • Total item counts in-game and on blockchain added.
  • The estimated value of items in USD (GALe Value) added
  • The average and Highest price of an item is shown when creating or purchasing an order. (shown value is in that currency).
  • No default value for new orders.
  • Loadout:
  • Shield Recharge Rates and DPS have been fixed and are now more accurate
  • Weapon & Shield Rebalance:
  • All Weapons and Shields have got minor updates to balance their overall effectiveness.
  • Photonic Cannon damage rate has been increased.
  • Power Overload:
  • This has been fixed to work as designed, it will no longer get stuck in overload loops.
  • NPC Rebalance:
  • Core systems have been made easier for new players, NPCs have been balanced to be easier for new players.
  • NPC Encounters:
  • The following systems will get NPC encounter while mining:
  • sol, proxima, rigelab, barnards star, gi 406, lalande 21185, sirius, gi244b, uv cetiab, 18 epsilon eridani
  • There is a 1% chance for loot drops in Mining spawns
  • Public Workshops:
  • Critical fixes have been implemented to allow releases/sale of these items. Not enabled yet but will be coming online soon.
  • Mass Transfer Function in Station UI
  • Containers in have a single item salvage option (future multidrop feature coming)
  • SE ships at 200% buff to dmg and a 50% reduction in weapon power plus a 100% shield bonus.
  • GALe (pronounced Gale) = In CSC, this is short for Galactic Asset Ledger Estimate (of Value), this is now implemented in the game client to provide approximate USD value of items collected or destroyed.
  • What is GALe? Also known as Game Asset Ledger, GALe is a system we created at Lucid Sight that tracks games assets across multiple platforms (blockchain, dB, Side-chains, etc), recording volume, movement, and price. GALe then analyzes that data, using (rudimentary) machine learning / A.I., to derive an estimated value of an item. GALe does more than an average price estimation, GALe's values are determined from a mixture of the value of the components of the assets, similar item types, and assets use cases. As CSC grows, and GALe collects more data, will get smarter and its values will become more accurate. In the future, GALe will also gain the ability to predict market volume and trends in supply even for items that get newly discovered in the game.


All Fixes:

  • Transaction UI causing white to appear fixed
  • Ship going invisible when docking/undocking fixed
  • Smoke Effects fixed when docking w/ damage fixed
  • Logout Bug fixed
  • Radar Icon Issues Fixed
  • Marketplace fixes
  • DPS, shield recharge rate, and damage amount fixed
  • Refining fixes


Known Issues:

  • Workshop module error (mentioned above)
  • Super Jumpgate error (mentioned above)
  • Loading screen stays on past undocking robots coming out
  • Beams activated on ship with pre equipped armor shows beam cut off
  • Transaction time UI is off
  • GFI Security fleet still disabled
  • FKD Disrupter Pulse ML 2 vfx when activated appears too bright.
  • Certain missiles fired by NPCs will cause them to circle the users ship before they explode
  • Having more power draw than your remaining power total will cause weapon animations to play out but not do any damage
  • Surrounding ships are able to see NPC disruptions after getting EMP'd by another user in a Oscillator.
  • Spelling errors in activity logs, these will be corrected moving forward and past logs will get updated in the next few weeks.

CSC Alpha - 0.7.103 Patch Notes

Changes of Note:

  • Marketplace UI: Transactions tab shows partial fills of Buy orders, quantities, location, and price difference  (if some one sells a item for less than your willing to pay you get it for the lower price, the price will have
  • by the amount to indicate its different)
  • Marketplace UI: Filters - Can now filter by Currency and/or contracts. (The filtering only happens on the left side, the results on the right does not filter)
  • Marketplace UI: Can now collapse or expand all  


All Fixes:

  • Server issues when selling ships with modules
  • API Update
  • Hotkeys disabled when typing in marketplace search field


Known Issues:

  • Transaction time UI is off
  • GFI Security fleet still disabled
  • FKD Disrupter Pulse ML 2 vfx when activated appears too bright.
  • Certain missiles fired by NPCs will cause them to circle the users ship before they explode
  • Having more power draw than your remaining power total will cause weapon animations to play out but not do any damage
  • Surrounding ships are able to see NPC disruptions after getting EMP'd by another user in a Oscillator.
  • Spelling errors in activity logs, these will be corrected moving forward and past logs will get updated in the next few weeks.

Alpha 0.7 Marketplace + Patch Notes


Hello Commanders!

Our first release of the CSC in-game Marketplace is ready for Commanders to try out! Marketplace v1 allows only GFC & GRP transactions, this is to allow us time to fully test all aspects of this new system in a production environment before enabling ETH transactions as well, you can expect ETH and many other advanced features in v2+ which we will be releasing in the coming weeks.

CSC Marketplace 101


CSC is bringing the world's first combined FT / NFT Marketplace designed in the style of an order book system. This type of transaction system is typically seen on a stock, currency, commodity, or crypto exchange. It provides the ability to BUY and SELL via contracts that get fulfilled when matching contracts are created. Contracts (or Order) are created containing either Items (NFTs or FTs) or Currency (GFC, GRP, Soon ETH, and support for others in the future).

To summarize, Commanders can sell items via (Sales Contract / Order) and other Commanders can buy an item that exists OR can post a buy order requesting items for a specific currency and price. Included with this marketplace update is an in-game Catalog of all the known game items that can be easily searched.

The following is the feature roadmap for the Marketplace. v2+ is expected in a few weeks before the release of 0.8, our Crafting Update:
Marketplace v1 — Features
- Create Buy and Sell orders of all in-game NFTs and FTs.
- Commanders are LIMITED to 20 OPEN Buy Orders
- Orders cannot be modified, to change an order you must close your previous order and create a new one.
- GFC and GRP are the only supported currencies.
- Ability to sell multiple of the same type of NFT in 1 contract.
- Realtime client update of your sales or purchases.

Marketplace v2 — Features
- ETH currency contracts, these will work by opening your browser to the CSC website to fund the contract before its active.
- Price estimator will be present when selling an item from station inventory. (using v1 historical data and blockchain sales historical data)
- Charts and sales history for all game items.
- News Interface, recently sold, listed and discovered items.
- Contract Time Limit: Contracts will get expiration time and will close and return your items/currency if they are not fully executed by expiration time.

Marketplace v3 — Features
- Check-in gateway for FT Items (be able to check-in and check-out approved CSC tokens from the blockchain)
- MEA and Pre-Alpha Resource Credits
- Public API Access (Not just marketplace but other game data as well)
- UI improvements — Paging for order history, export to CSV for marketplace data and history.
- Auction Sales and Single Item Sales, this will support multiple auction types and provide a traditional marketplace experience to sell NFTs or FTs.

SELLING CONTRACTS


Selling Contracts is used when Commanders have assets they wish to sell. Through your Station Cargo, commanders must right-click the asset they wish to sell and choose the Sell Item option.


1.A: Right-click an asset to have the Sell Item command pop-up

A pop-up will then prompt you to choose the price you are selling at and choose the quantity of how many of that asset you are selling. You will notice a Station Fee, a Station fee is a tax for using a Station’s Marketplace. All GFI Stations are set to 5% tax. Commanders will pay that tax once a sale is completed.


1.B: Creating a Selling Contract

Commanders can use the catalog on the left side of the Marketplace interface to search through the Item database. When searching through assets, commanders can either search through all assets or active assets. When the active filter is on it only shows you assets that have an active contract in place. (As shown in image 1.C). Commanders will want to have the active filter on when looking for contracts. If you have the All filter on then you will see the entire current catalog of items within CSC.


1.C: Searching active assets in the Marketplace

Within the Selling Contracts section commanders can also double-click an item to purchase. In the image below, a Concentrated Neutron Beam is being sold, a Commander can then click the item and a purchasing prompt will pop up (as shown in Image 1.E) It is important to note where an Item is located. The Concentrated Neutron Beam is being sold in Ark Station, if you purchase that item then you will need to pick it up at the station it is being sold at.


1.D: Selling and Buying Contracts Interface


1.E: Purchasing a Selling Contract

BUYING CONTRACTS


In the market for a new Energy Weapon? Does no one seem to be selling it? Then you will want to set up a Buying Contract. You will first need to go to the Marketplace and use the Item Catalog on the left side or use the Search Field. You can then click New Order to begin creating your Buying Contract (as shown in Image 2.A). You will first Set your max price and Bid Range, the Bid Range is whether you are limiting your purchase to only your current Station or if you will pick up an item no matter which Station it is located in. The Quantity is how many you wish to buy of the item you are in the market for.

If a Seller puts up a Contract at the same price or less than your offer, your contract will automatically purchase it. If two people have identical Buying Contracts up and a Seller puts up an item meeting the criteria of both, then the sale will automatically go to the older of the two Buying Contracts.

2.A: Creating a Buying Contract


ACTIVE ORDERS & HISTORY


Additionally within the Marketplace is the ability to check your Active Orders and your History. You can check all orders you have open across Stations within the Active Orders tab.
In the History tab, you can see your past Contracts. If you click a contract you can find out more about the information of the sale; whether its when you closed a Contract early or where an item you purchased is located. The yellow indicates it was a Closed Contract- this can happen if you closed it yourself or it expired.


3.A: Finding where an item you purchased it located


CONCLUSION



The Marketplace is still in an early state but allows Commanders to start boosting the economy as well as utilizing the Catalog to check all the assets that currently exist in CSC.
We hope you all enjoy the Marketplace and if you have any issues please contact us through our Support Portal.

-------

CSC Alpha - 0.7.101



Changes of Note:

  • Marketplace v1 - GFC & GRP only marketplace Read more about marketplace here
  • Catalog - User can now view CSC's entire catalog
  • Skin System Implemented: Skins for ships now have a module slot


All Fixes:

  • Screen hitching fixed
  • Performance fixes


Known Issues:

  • When typing in the search field in the Marketplace while undocked- hotkeys are enabled
  • Transaction time UI is off
  • GFI Security fleet still disabled
  • FKD Disrupter Pulse ML 2 vfx when activated appears too bright.
  • Certain missiles fired by NPCs will cause them to circle the users ship before they explode
  • Having more power draw than your remaining power total will cause weapon animations to play out but not do any damage
  • Surrounding ships are able to see NPC disruptions after getting EMP'd by another user in a Oscillator.
  • Spelling errors in activity logs, these will be corrected moving forward and past logs will get updated in the next few weeks.

1/8/20 - Mission Update


1/8/20 - Mission Update



Hello commanders!

There are two different set of missions releasing this week in CSC: a rare transport mission & ION Industries missions.

The rare transport mission will cost commanders 65,000 GRP and reward users with a transport crate. The cost in GRP will fluctuate up and down as the event goes on. This transport mission will be an ongoing event that can end at any time. We will announce when it does. Keep your eyes peeled for this mission commanders, it’s a rare one!

We’ve got an incoming transmission from ION Industries:

Greetings Commanders, here at ION Industries we like doing things a little differently than the rest of the corporations. So we're going to reward up to 10 Cyberships for 10 unique Commanders (Limit 1 ship per account). To get a chance to for a Cybership, Commanders must complete the ION Industries missions that can be found at stations across the galaxy. These are missions that reward commanders with **Volatile Matter Containers**. These containers are digitally bound to the Commander that earns them, thus cannot be traded or given to other Commanders. This event spans over **two weeks**, and at the end of the two weeks (1/22/20) all commanders with Volatile Matter Containers are entered into a pool where the Cybership recipients will be selected. The number of Volatile Matter Containers a Commander has in their inventories will improve chances of being selected to receive a Cybership. So start hunting for these missions Commander and you might be the lucky new owner of an ION Industries Cybership!

CSC Alpha - Hot Fix 0.6.205

CSC Alpha - Hot Fix 0.6.205


All Fixes:

  • S3 crates not showing on user profile fixed

Known Issues:

  • GFC Purchases on Steam are temporarily down, please use the csc store in the meantime to make GFC purchases
  • Transaction time UI is off
  • Recalling ship that has active Personnel cargo on it will cause personnel to disappear
  • GFI Security fleet still disabled
  • FKD Disrupter Pulse ML 2 vfx when activated appears too bright.
  • Certain missiles fired by NPCs will cause them to circle the users ship before they explode
  • Having more power draw than your remaining power total will cause weapon animations to play out but not do any damage
  • Surrounding ships are able to see NPC disruptions after getting EMP'd by another user in a Oscillator.
  • Spelling errors in activity logs, these will be corrected moving forward and past logs will get updated in the next few weeks.

CSC Alpha - Patch 0.6.204

CSC Alpha - Patch 0.6.204



Changes of Note:

  • Transaction History added to Profile (this includes referrals)
  • Power Down update -  running out of power decloaks and engages cooldowns of modules and puts ship to fullstop for a certain amount of time (check cooldown timer in game UI at top of screen)
  • UTC Clock added to top of UI

All Fixes:

  • TCF should not get deducted if the jump process is broken out of
  • Parsing bugs that cause users in regions outside of the US to not see NPC loot fixed
  • Parsing bugs that cause users in regions outside of the US to not see POIs fixed

Known Issues:

  • Series 3 crates do not appear for purchase in the game client
  • Transaction time UI is off
  • Recalling ship that has active Personnel cargo on it will cause personnel to disappear
  • GFI Security fleet still disabled
  • FKD Disrupter Pulse ML 2 vfx when activated appears too bright.
  • Certain missiles fired by NPCs will cause them to circle the users ship before they explode
  • Having more power draw than your remaining power total will cause weapon animations to play out but not do any damage
  • Surrounding ships are able to see NPC disruptions after getting EMP'd by another user in a Oscillator

CSC Alpha - Hot Fix 0.6.203

Changes of Note:




  • Updated Login to display a better error other than "TokenAsync was cancelled" when failing to sign you in

All Fixes:



  • Stacking exploit when transferring between station and user cargo fixed
  • Stations/Jump Gates etc not showing up fixed
  • Personnel disappearing bug fixed
  • Mining logs not showing fixed
  • Parsing issue causing users in other languages to not see each other
  • Parsing issue causing users in other languages to be sent to incorrect mission coordinates after using the GoTo feature


Known Issues:



  • Using a region other than US causes POI names to not show
  • Parsing issue causing users in other languages to not see NPC loot drops
  • Recalling ship that has active Personnel cargo on it will cause personnel to disappear
  • Taking shield damage will cause lighting to change on all ships.
  • GFI Security fleet still disabled
  • FKD Disrupter Pulse ML 2 vfx when activated appears too bright.
  • Certain missiles fired by NPCs will cause them to circle the users ship before they explode
  • Having more power draw than your remaining power total will cause weapon animations to play out but not do any damage
  • Clicking the mission coordinates to travel to the mission destination after already being there will cause the ship to move indefinitely: relaunch client to fix
  • Docking to a station with a damaged ship will rarely keep the damage vfx visible
  • Surrounding ships are able to see NPC disruptions after getting EMP'd by another user in a Oscillator

Afternoon Update - 12/09/19


GFI Commander: The CEO of ION Industries has asked that you know about an event they are planning on December 13th. Don’t have many details yet but this looks interesting…

Afternoon Update - 12/09/19


Hello Commanders!

Just ~12 hours left for the first Colonists Migration Global Event! Thanks to all commanders who have participated and congrats to those who have been very successful transporters!

As always with these events in our Alpha the primary purpose for us and our game designers is to test and see how our game design works with real players. The results from these events are extremely valuable and help us gauge / design future events. Thanks again for those who discovered new exploits in our new systems and reported it promptly without abusing them. After the event concluded we will be posting results and distributing rewards by the end of the week. Additional transport themed events will kick off later in the week as well.

Event Update
So lots of questions have come up on the Apollo Station colonist mission. :) Honestly didn’t expect this much heat from that game theory test, we expected another type that just didn't occur as much as we thought it would. So let me layout our thoughts and reasoning behind Apollo and this event overall.

First we are in Alpha, unfortunately this means bugs and tests like this will be common in all our events as we stabilize the game and the game design overall. Second, the Apollo Station Mission... There were several things we were doing by making this mission more attractive and there was a reason why it stayed as long as it did. I will go over those reasons in the following points.

1) We wanted to measure how long it takes for the majority of players participating in this event to discover and start doing a premium route. In this event that meant making 1 station unbelievably lucrative, and then seeing how long it would be before majority of colonist requests came from that one.

2) We wanted to see if some of our playerbase would see the other opportunity Apollo provided! Rigel is a PVP ON system, this means FTL pulses, EMPs and weapons can be used against other players. We recently introduced functionality that makes “pirate” like activity possible and we wanted to see how long it would take players to act upon such an opportunity. This station was picked because of the proximity to the battle arena, this makes the angle of approach LIMITED making it easier for players to setup blockades / FTL traps. We did see that some players did camp the gate, which was another outcome we were looking for. This information helps us gauge, the overall alignment of our player base (good, evil, neutral), and also helps us understand if the player base understands these more advanced modules and how to use them.

3) While all this was going on the last thing we wanted to see was how long players would commit to playing to complete such a lucrative route. What was the approx time spent, pre Apollo pricing and post Apollo pricing. How much did the pricing of Apollo effect engagement and gameplay time.

4) The last few weeks several players have profited well on GRP mission, but little to do with GRP other than private refineries. Instead we wanted to provide users with a way to take that GRP they earned and invest it into a game asset that would provide a % return for completing a in-game activity. The perfect opportunity for this was with our Transport Mission. While a few die hard players did get into the millions approx ~30 players, majority of players who participated were able to take that 30 - 50 k of GRP and trade it into 100 - 300 k with some hard work. The more savvy players who crafted or used TFC and jump drives got to 600k+ range. This event was designed to reward players for time in the game, at all levels. From non-eth users to hardcore CSC player, evenone had the oppertunity to profit.

It's also worth noting that GRP is Galactic Reputation Pips, it is designed as a medium of exchange between GFI and Commanders. It will be used to introduce new items, unlock station abilities, speed up some activities, and unlock reputation based mission. Millions of GRP wont allow anyone to corner the market, but it will let them skip some grinding for future content drops.


I hope this clarifies this Event and the mission questions we have received :)



Developer Update

- Ship Attribute Bonuses: Horizon and Oasis are the first ships in CSC that utilizes class specific bonuses, these ships are well suited to a specific role but lack abilities to perform well outside of that. We decided to start our live testing of our bonus system with these ships and plan to start rolling these types of bonuses for other Starships in the coming weeks. Similar to the advantage Transport ships have in this mission, expect event missions like this covering our other classes of ships (Combat, Cargo Transport, Mining) for GRP and community rewards.

- 0.7 Marketplace: Marketplace implementation is still pushing hard, we are looking to have an initial version live this month. This version will also include some P2P trading functionality and the start of Check-in enforcement for modules, and the requirement to use checkout gateway stations to move items out of the game universe to the public blockchain (this will be your home stations and select GFI controlled stations).

- Power Update: Power systems in the game are about to get a MASSIVE overhaul. In the next patch (either 0.7 or 0.6.X) power management will become more crucial to a Commander's success. Complete power loss will result in multiple downed systems and a cooldown time required for your power systems to reboot.

- Stacking Update: Another big change coming to the game will be the reduction of effectiveness of stacking. While stacking modules will still provide benefits, stacking the exact same modules multiple times will cause each successive module to be only 50% as effective as the last. This only applies to non-hard point modules. This is our initial implementation and we don’t expect this update to come in the next patch. So we are open to thoughts and ideas you may have regarding this change.

- Visual Skins & Buffs: Various ship skins are coming in Q1 2020. These items will be equipable onto a ship and change its visual apperare. These items won't be craftable but earnable and sold in the game ecosystem. Skins will be NFTs that can be traded. While skins won’t provide any buffs to the ship itself, they may provide bonus to user accounts such as XP boost or reward multipliers. Skins in CSC can affect more than just the paint job of a ship, some can also add additional 3D elements and effects to a ship. The introduction of skins will be one of our first steps to start moving away for direct item sales and lay the groundwork for a monetization system is Play-to-Win by 1.0.

That's all for today Commanders, fly safe!