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Chris Beckford

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Are solo players being left behind by CIG's focus on multiplayer, especially owners of medium and large multicrew ships whose ships are weak without a crew, and what is the plan for that?asked by AresSplinter

TL;DRSpeaking as a player rather than a dev, Beckford says multicrew ships are meant to be crewed and so work best with a crew, needing a different play style, and he cannot speak to AI crew plans.

I understand where you are coming from. I love a big ship too, but we as devs don't join orgs, so I am left to wander the hangar bays and corridors alone.

[Edit: Just to clarify that this is my point of view as a player, not a dev, because ships and plans for them are not my area of responsibility.]

But they are "multi crew" ships. It makes sense that they are more effective with a crew, than without one. They are actually intended to be crewed (by whatever means). For example, the reason a capital ship has gun turrets, is because they are less manoeuvrable than smaller ships. Multicrew ships -in my opinion - just require a different style of play.

[Edit #2: In my above response I'm also including any form of AI crew as crew, but cannot speak to their plans, progress or schedule.]

Chris Beckford
Senior Lead Programmer (VFX)

Spectrum›Ask The Devs·
Published on this date.4 Nov 2025

Why is the focus on the next Evo patch instead of bringing the current patch to a playable standard, and why aren't the mission and loot issues the forefront of the team's efforts?asked by JustAsh

The short answer is that there are many different teams working in different areas. In general, the people working on features for upcoming tests are not the ones who would be fixing the issues you mentioned.

Spectrum›Ask The Devs·
Published on this date.30 Oct 2025

How is Maelstrom doing, what challenges is the team facing, and what progress has been made over the last few years of work?asked by ZerekMasters

Maelstrom is going well and looks amazing! It does change a few fundamentals in things like damage though so takes some care and consideration to implement. Tech-wise a key task right now is on performance improvements and networking optimisations.

Spectrum›Ask The Devs·
Published on this date.30 Oct 2025

Why does the Ask a Dev section seem inactive, and what is CIG's long-term plan for the broken collision detection that lets players glitch through walls and doors? Are there any official statements on it?asked by Kollateralkeule

I'm not a physics programmer, so can only given an abstract answer, but reliable collision detection is a particularly challenging area in game development. Glitching through "solid surfaces" is one of the most common bugs in the history of video games. It's often dependant on object velocity, frame rate (or more precisely how often the physics update runs), and animation transitions that cause your physics volume to change without you actually changing position putting you partially inside the wall. More detailed collision detection can be done, but is often more expensive in computational requirements, or requires a more complex authoring setup.

In addition, as I said, I'm not a physics programmer, but I can only imagine how much more of a challenge it is in SC in particular where practically EVERYTHING is moving on some level the whole time...

Spectrum›Ask The Devs·
Published on this date.30 Oct 2025

How is the team deciding which bugs to fix, given that several confirmed critical Asgard bugs (missile rack HP, shield holes, and quick soft-death from damaging a destroyed rack) have had no response?asked by Wafflebutts

The challenge is these are different teams. The people working on VFX (my team) don't work on ship balance, and vise versa. Each team has their own backlog of work, and needs to prioritise accordingly. Sadly, especially during alpha, there are more critical issue than ship balance.

Spectrum›Ask The Devs·
Published on this date.7 Oct 2025

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