TL;DR3.19 changes mining broadly: resources get distinct locations, rarity and density, plus a new FPS-mineable Janalite, a friendlier mining UI, varied rock sizes, and mining heads rebuilt around per-resource properties.
Okay, the short version is everything. So I will probably forget some things, because the list is actually quite a bit bigger than I was imagining. I even wrote the summary for our Live Experience team of what actually changed, and that list got bigger than I expected, to be honest. But let's start with the resources. I think that is the biggest change, because it not only affects the mining itself, but it also has an impact on trading. Because right now resources have distinct locations in Stanton. That means we defined now seven standard materials that have seven different locations, or there can be a combination of those in those locations. And those standard materials or those standard resources you only find in those particular locations. For example, the standard is copper and iron. So those you will only find in dedicated locations throughout Stanton. And in addition to that, we introduced rarity to some resources. We have a common one, we have an uncommon one, and we have one rare one, which is Quantanium. So those are now more sparse in their general appearance. So that is the thing that you will notice at first sight. Another thing that is more hidden behind is that each resource now has its distinct density. So that means that even though the rocks look very similar in size in comparison to before, they will have now drastically different masses. So heavier elements will have a huge impact on the mass of the rock. And that actually helped us a bit, because that made certain materials now more viable for bigger ships or bigger lasers, while others are now better suited for smaller ships or single-player ships and smaller lasers. So that was already a big win for us. In addition to that, we also introduced a new mineable that is called Janalite. That is something that we introduced for FPS mining solely, and it's located in the new caves. Basically we wanted to make mining outside of prison more attractive, and now we have this super rare mineable there that will earn you a fortune if you find it. And on the resource side, not only did we update the distribution of the standard materials and the materials in general, we also adjusted all the probabilities of each of the sub-elements. Well, for us, we have a better overview of what resources are where. But for players, I think it's more fun to actually look for certain materials than it was before.
They'll have to discover a completely new distribution, and it might be annoying or exciting depending on everyone's perspective on life. One thing I wanted to add, one thing that we definitely added, and I hope this helps, is a lot of improvements on the mining UI and UX. So there's a lot of small little things that just added together make it more user-friendly. They make it easier for a beginner to understand exactly what's happening, why is it happening, and all.
On the resources there are even things or rule sets that are still uncovered. So I leave it up to the community to uncover those rule sets, because there might be some things that would help you to look for certain materials in a more targeted way. But that's all for the resources. Dan already talked about the UI changes, so actually a shout-out to a person that is ruling all our UI work in our team, that is Bastian. So Bastian did an amazing job with all the UI work that we now have done for the update. So for the UI, as Dan stated, it's now more user-friendly. So we have clear indicators for what you actually have equipped. We now have a dedicated helper that tells you if you should actually try out the rock that you are facing or you should call in a friend, because it says impossible, and impossible means impossible for your current setup. So you definitely will need some help there. One more thing that I forgot, it's actually a huge list. One more thing I forgot is that we now have even different scaling for the resources. So beforehand we had very limited scaling for the size of the rocks you find on those planets. So now, if you're lucky, you even find those little nuggets that you don't even have to break. You can just scoop them up. So even if you were unlucky and didn't have the matching mining heads equipped, you at least got away with something. And that directly leads to the next big update, which was the mining heads. So what we did there is we basically started from scratch. So we mapped out all the resources and defined their own individual parameters, meaning each resource has its own way of affecting the resistance and its own way of affecting the optimal window or the instability and all those parameters that you know from the mining heads. And we mapped that against the mining heads. And then what we did was make some values exclusive for some of the sub-items, and basically did a full cleanup of all the items that we had and then mapped certain types of combinations and the mining heads towards those properties of the resources. So what we did is have one mining head where we calculated on our Excel sheets that it will work better with certain resources, while others won't have such a benefit there. Doesn't mean that they won't work, but it will be more challenging for players with certain laser combinations to crack open certain types of rocks.
TL;DRMining isn't finished after 3.19: refining and crafting are planned next to close the loop from gathering to recycling, and announced ships like the Orion still need their own mining treatment.
So there are definitely some next steps that are already planned out, some that I don't want to talk about yet, but others that we can definitely talk about, which is crafting and refining. This distribution of the resources helps us drastically to already plan out all the next steps. As Dan so nicely always mentions, we really want to close out the loop, right? So you start mining, you pick up the resources, may it be mining, may it be salvage, then you bring it to your refinery, you refine it to the processed goods, and once you have it in the processed goods, you bring it to your crafting facility, crafting ship, crafting whatever, and then you create the requested items out of them, and then you can even circle back to recycling the goods that you created and bring them back into the loop. This is the ultimate goal. And with the current mining update, we are one step closer to achieving that, while I think we already mentioned that we are already working on the next steps in our team. So yeah, it's in active development. But now, talking about mining in particular, no, that's not the end of it. And the reason is because there are still some ships missing that were announced, and they should have their own treatment of how you play mining with those.
Things like the Orion. And I think there's also a lot of the things that are going to change. As we said, eventually it all leads to crafting and making your own items out of nothing. You start out of nothing with a ship and you get this. But there's a few very interesting things along the way. One of the closest things right now are going to be those mining sacks. We need to be able to eject, collect, put into a refinery, process all that or turn it into refined materials, take that to a manufacturing ship or sell it or whatever you want to do. So the main thing is we're seeing this as a mining operation. We're seeing this as a mining, refining, hauling, production, crafting, manufacturing operation that you can run. You can run it with two, three people, or you can run it on a full scale where you have 20 Prospectors, five refinery ships, three haulers, escort for all of them. It's all that thing. Once that ecosystem starts going, you're going to see some amazing operations in Star Citizen.
All these loops connect to form a chain. They all link into one, into another, into another. Work to do mining is also work that will affect crafting, will affect refining and stuff. It's all building out this industrial way of life in the Persistent Universe.
Exactly. And pretty much all of these industrial professions are going to feed into some form of refining slash crafting. That's kind of the pinnacle of everything, whether you do it from mining, whether you do it from salvaging, or any other system that's going to be coming down the line, picking lovely flowers because they have some oil that you can extract from them and use that to lubricate your machine guns or whatever. So it all feeds into this thing where you can produce your own items and create property. Hopefully a very flourishing economy where people trade whatever they produce today with whatever someone else produced.
TL;DRThorsten says he's happy with salvage given the short development time, liking hull scraping as a relaxing contrast to other loops and the first glimpse of crafting, and credits other teams.
I thought I'd leave this one to Torsten. This is his baby. He started this, he brought it to completion. From mining, I have a lot of things to say, because I started it and then Torsten is bringing it to completion. But for this one, I'd rather let Torsten take it.
So the question was where we are with it and how happy we are, and I'm really happy with what we have, especially with the short time that we actually got to work on that. I know you all have been waiting for it for quite some time, but actually the timeframe it was thrown at us was quite short. So I'm really happy with what we pulled out or what we achieved in that timeframe. I think I mentioned it already at some point that what I like the most about the salvage that was introduced with 3.18, so the hull scraping, is that it is such a nice contrast to all the other gameplay loops that we have. We have an action-based combat, we have mining that is now even more than before challenging in terms of itemization, planning and preparation and stuff like that. While hull scraping right now is: you jump into your Vulture or into your Reclaimer, you drive past some debris pieces, and you can just put on some music and relax and just scrape off the hull. I think good games are made out of a variety of systems that deliver on certain demands that you as the player have. Sometimes you might have had a rough day, so what you need is just sit back, relax, and I think hull scraping is the perfect loop for that. I'm really happy with where we're at. What I'm also proud of is that we managed to deliver our first glimpse of crafting. So having that in there with a filler station is also a very nice thing to have. So it's already a glimpse for all of you players. But yeah, that's what's to come.
I just wanted to fill in on this. It's kind of funny, because when we started working on this, there was a bit of a clash of ideas, which always happens with anything you're designing. Torsten was always trying to deliver this more chilled experience, just you and your ship in the middle of nowhere, just scraping whatever you found. And I was like, no, no, it needs to be challenging. It needs to explode if you touch a wire or something like this. And indeed, you need to have the variety. If everything explodes the second you do something wrong, you always have that tension. So it's nice to have the ups and downs. There will be chances for explosions and stuff like this with other gameplay or maybe with other parts of salvage. But yeah, it's nice to have a mix of everything. And I do have to add to what Torsten just said: the team pulled off an amazing feature. There were a lot of dependencies on other teams, and it came at a time when a lot of heavy tech was coming and it kind of influenced the delivery, and they did an amazing job.
Actually on that, before it's forgotten, because without the weapon feature team that did the pre-phase work and the VFX team that pulled off the amazing damage map work that was required for that, we wouldn't be sitting here and talking about this. So also huge kudos to the weapon feature team and to the VFX team that really helped us achieve what we have now.
TL;DRHull scraping is mostly at rest, with some improvements coming alongside munching, which is the next big salvage step and is meant to gamify cleaning up debris while rewarding players.
So hull scraping for now is, I want to say, at rest, but that's not entirely true, because it will get touched while we are working right now on the munching aspect. So some improvements will come with our munching release, but it will also affect the hull scraping part of it. So the next step for salvage was what was released right now in 3.19, which is the item stripping. So that is already a huge step forward for the salvage gameplay loop. And I think it was even one of the most requested, most waited for, however you want to phrase it. But I personally am really happy about it, because it ties in really nicely with all the features that we internally work on. So the synergy is really, really nice, even with refueling in the end, because you can switch out your fuel pods. There are still things that we need to do there. It was already called out in several points on Spectrum or in our community videos or in other channels that there are still a lot of things that we need to do to make it work perfectly. We are aware, and we are working on that. But then the next big step, and I think that will be the most fun, and I'm personally looking forward the most to that, is actually the munching. Every Reclaimer owner will be happy to actually be able to use their claw at some point on any debris ship. But not only is it important for those ship owners, it's also important now with PES. So I think that is even more important than any gameplay right now. We need cleanup. And there's no better way to do cleanup than to gamify it. Have it rewarding in the sense of, yeah, you destroy the ships. It's fun to destroy those ships or those debris pieces, and then you convert them into resources, and then you are either able to sell those for just profit or you use the resources you gather for crafting coming in the very far future.
Sorry, one thing, this is an important... it's not a shift in mentality, it's a good mentality that we've always had, but I think it shows, especially with PES. Yes, we filled up the universe with a lot of wrecks and a lot of junk, but what we're doing right now, we're starting to introduce the gameplay that's going to clean it up, and munching is just one of those things. We know there's a big mess happening on the space stations, on the landing zones. So we will be introducing systems that also will tackle that. But we don't want to just clean it up faster, just remove it and basically destroy PES. What we're going to do is involve the player in it. So if the location is cleaning, then the players will have a chance to do that and gain some rewards from that.
TL;DRThe tractor beam addition was far from smooth: item handling from inventory was painful, and players stripping shops and display ships led to a temporary shutoff in green zones, with it reactivated only in hangars.
Not at all. There are several issues that we were facing, right? So I think the biggest one is actually how do we get items comfortably out of the inventory and then place them on your ships, right? So your station inventory, how do you get the items out of there and then have them accessible. And there we had a lot of painful sessions. I was talking, I think in our last ISC, that we had the Cutlass Black prepared with all the mining heads in there. Yeah, we can do that. We can cheat. We can spawn items. We don't have to do the annoying part of actually equipping one of your ships and then pulling the items off. So this is something that we uncovered. But I think the most drastic one is, and me as a player, I'm really not so happy about this decision, but me sitting here with my CIG hat on, I think that's the only decision we could come up with: deactivating tractor beams again in the green zones. Because in one of our earliest Fleet Week test sessions, we had players basically ripping out all the items, and the entire Fleet Week hall was just impassable because everything was lying around. And that's not fun for players, even though you couldn't even carry the big weapons out through the elevator, so you didn't even have a benefit from it. It was just bringing havoc to the world and making everyone else's lives miserable. So yeah, we had to jump in and come up with this temporary solution and deactivate the tractor beam in the green zones. But yesterday we activated it at least again in the hangars. Shout-out to Jaro, who just jumped in and did a quick fix for that.
Yeah. Even from the display stands, shops weren't secure anymore. They'd tear apart every shop and every item in every shop. And also because in Fleet Week we always allow you to enter those ships and explore the ships that you don't own, and that also means you can sit in their pilot seat. A crucial aspect of the tractor beam functionality is that you first have to unlock the items, so that we don't have players griefing one another and just basically tearing your ship apart even though you don't want it. So in Fleet Week you could sit in the pilot seat, unlock the items, and then basically strip every item away, and then another person would come in and be like, why does the ship look so empty?
This is what we always do. We add new things into a very complex environment and set of systems, and there will be some points of failure. And then we look at those, we try to fix them. With the tractor beams being usable in green zones, there will have to be some updates to the law system that needs to support some things. As Torsten said, the shops will need some updating. This is what always happens. You try something and then you realize there's a lot of things that get set in motion. It's an avalanche, and then you have to kind of get all the pieces fixed.
All as functionally and diegetically within the universe as possible, so that those mysterious interactions are what generate emergent gameplay, but they also generate a lot of the, oh, okay, we're going to need something to address that. Turning them off in green zones is a temporary thing.
So we talked to the vehicle team about that, and especially for the older ships, they need to look into the tractor beam setup more thoroughly than for the newer ships. So yes, there might be some updates on the actual item position for those to work properly with the system.
It's the standard thing we do with all our ships. We release them and then the systems come online and we have to rethink a few things. If people remember, the Prospector used to have this laser that was pointing downwards. We just had to adjust based on the system, and eventually it all works out.
TL;DRMining bags can't be dropped from inventory, but can be pulled out via freight elevator and stored in cargo; attached bags can already be detached, and selling and refinery handling are being worked on.
So dropping, no, but using the freight elevator to pull them out and then using them or storing them in the cargo hold, yes. Because as described, we don't want this magic appearance of items, so we really want to wait for the proper system, which is the freight elevator, to pull out those entities into the real world.
They will definitely drop from the ship. So once you fill them in your Prospector, you'll be able to drop them at a refinery with a tractor beam. They'll just pick them up, take them, empty them, refine them, drop the empty one, you pick it up and put it in your Prospector, and so on.
So you can already detach the mining sacks from the Prospector and the MOLE. You can already put them on the cargo grid. So this is also something that we are actively working on: making them detectable by the commodity stores so that you can sell them, but also for the refinery, so that you place them on someone else's ship and then fly to a refinery, and that person is then able to start the refining process for the Prospector owner. So it's also important to us that it's all tying in with the group gameplay, that members of your group can actually do the same actions as you would as the owner.
TL;DRThe aim is that anyone you allow can handle and sell a bag's contents without theft charges, with the first step being shared ownership among party members; thieves may struggle to sell at reputable vendors.
So it should work that every person that you allow to handle the content should be able to handle that content. And this is something that we are working on, because what we also don't want is, if you're doing group trade routes and you have to split the content of your ship or whatever, that it has one dedicated owner; it can have multiple owners that are valid there.
So a way to designate: I'm giving this saddlebag full of Quantanium to this person and it is now theirs and they have full rights to it, versus somebody has taken it and now they would be a criminal.
Correct. I think the first step in this will be to allow party members basically to share ownership and not to get criminally charged; it's not theft if you're part of the same group.
And then for the criminals who get the CrimeStat for intercepting a saddlebag, they might have trouble selling it at a more reputable vendor. But as new locations come online that are less legally friendly, there might be other opportunities for them to sell their misbegotten goods.
TL;DRIn the first iteration, munching won't yield RMC, which stays exclusive to hull scraping, because ships lack physicalized materials; munching gives a defined mix, and skipping stripping loses some profit.
So in our first iteration, the munching will not provide RMC. The explanation would take a bit longer, because what we actually need to have the proper materials is physicalized materials, so that each component the ship is made of is aware of which material it is made of. So if you break apart a ship, the piece knows exactly what it is made of, and then you munch it and you actually get the exact components of what it was made of. This is something that is more complicated to do than what we are currently working on. Currently we will be working on something where it converts it to a dedicated or defined mix of materials. So we don't know yet what the actual part is made of, but that will come once the physicalized materials come in. So with that, we don't plan to have RMC be part of that, because we want to leave it exclusive to the hull scraping. But for the future, even RMC as a material might look a bit different or get a bit more variety into it.
It might be, with a Reclaimer, if you have enough things to munch, you're just going to skip the stripping, because you just have so much stuff to munch that it's maybe more lucrative. But if you have only one wreck, then it's worth it to squeeze every ounce of resources out of that.
TL;DRTractor beams are single-target for now because multi-object ownership would complicate physics synchronization; using the tech on multiple objects is only at the ideation stage, not even prototyped.
So for now it is a single-target beam, and the reasons are more complex as well, because if we allowed the ownership of multiple items, that would get really complicated with physics and synchronizing those physics. So we decided for now that we will just go for one target per beam. But on the other side, we were talking about how we can utilize the technology that we have with the tractor beam to affect multiple objects. I think Dan brought it up at some point, these distortion fields or something like that, right?
Sorry, not much to say about that right now. It's still too early. Again, this is stuff where at this point it's in, I would call it ideation. It hasn't even been prototyped yet. So confirming anything at this point would be a bit premature. So let's see where we get to. We'll update as soon as we have more.
Yes, exactly. So the cargo elevator, the hangar cargo elevator, is going to offer this functionality. You'll be able to pull any item that you have in that station into that hangar through the cargo elevator, then put it wherever you want on your ship, equip it. And it also works the other way around, where you pull from your ship, put it on the cargo elevator, it goes into the station. And one other thing you'll be able to pull with that is vehicles. So you'll be able to say, well, I want the Ballista on my ship. You pull it with the cargo elevator, it comes on the cargo elevator, you drive it up into your ship and take off.
TL;DRThorsten says the mining balancing update wasn't aimed only at the MOLE; it also considered Prospector and group mining and buffed both ships differently, though he doesn't directly address the ROC-DS.
You don't want an honest answer from me on this one. But one thing I wanted to point out: it's not only the Argo MOLE, right? We didn't focus only on Argo MOLE multi-crew mining. We also had Prospector multi-crew mining and even multiple-MOLE mining in mind, right? There are areas in Stanton where it's more viable to have multiple Prospectors, versus areas in Stanton where it's more viable to have the MOLE running your mining business. So no, we didn't forget about the solo miners, and no, we didn't forget about the solo miners that from time to time want to work in a group with other solo miners. This is accounted for in our balancing update. It's not solely buffing the MOLE, as I've read so far. There was a decision behind that, which was basically buffing both ships in their own way. Let's put it this way.
Yep. It's a bug. We're researching, we're working with the physics guys, we're looking into why the energy happens that causes all this wreckage. There's also some problems that come between networking and physics, because sometimes there's some synchronization issues. And yeah, we're investigating. We'll get to the bottom of it.
TL;DRAsteroids are currently static, but with tractor beams they're looking at making them movable, and a strong enough beam could move one; they're probably heading that way, though some problems remain.
So right now, how we originally designed mining, we just made all of our harvestables, which mineables are part of, static. And it was the simple thing to do back in those days. And I think now we're starting to get to the point where with the tractor beam and all these features, there is a point in making it dynamic. So until now, and even right now, if you just crash into a fresh mineable with your ship, it doesn't matter if you crash a Bengal carrier, that rock is not moving. But at this point, we can start looking into having them movable. If you have a tractor beam strong enough to move a ship of the same mass as the rock, there's no reason it couldn't move that rock. We already saw some things happening when lootable boxes were tractor-beamable. So we know there's some small problems there that we still need to overcome, but it is doable. So we're probably going to be heading in that direction.
I feel like, if I'm allowed to speak for you, I've known you and Torsten long enough to know that if there's a way to make towing asteroids around possible and relatively safe and not balance-breaking, we'll probably pursue it.
TL;DRThe EU PU feature team handles work that fits no other team, such as mining, refining, long distance probing, refueling, environmental gameplay like traps, and loot generation.
The EU PU feature team is responsible for, I'd like to say, a lot of things. A lot of other feature teams have very strict areas of responsibility, like the Actor Feature Team. They really focus on the actor and everything the actor can do, or the Vehicle Feature Team, everything about ships. We tend to take a bit of everything and a bit of the things that don't fall into those categories. So you guys saw us do mining; while that you could consider a vehicle feature team thing, it was something completely working on its own. It worked for FPS, it worked for ships, it worked for vehicles like ground vehicles. So it wasn't falling in any of the other teams. So we took it, we made it, and hopefully you guys enjoyed it. Other things that are falling into here are continuations from mining: all the mining gadgets, stuff like this, refining stations, any type of refining on a ship. We're also going to be looking into things like long distance probing. We're going to be looking into making the Starfarer into a refueling ship. So again, it's not how a ship flies exactly, but there's stuff that a ship can do. It's closer to the gameplay element of that ship rather than the second-to-second flight controls or AFCS and stuff like this. So yeah, there's a lot of things. Besides that, we're doing a lot of the work that's going to go into what we call the overarching thing here called environmental gameplay. These are smaller things that happen in the environment that make the environment feel alive. One of the tiny little things that we're looking into right now is a laser tripmine. Yeah, it is a gadget and it can be considered a weapon, but initially we're going to be using level designers who will place it in various places, or mission designers, and be able to create a blockage for the player. The player has to circumvent it in a different way, or maybe use a crate, push it with a tractor beam into the laser's path, that trips the mine and then you can pass, stuff like this. It's a lot of small little things like traps, things like this, that allow us to make the world richer and make the player not just walk from A to B. They have to be cautious. This is a hostile environment. It's been rigged by other people. It's been trapped. It's unstable. When you walk in a wreck, you expect that wreck to start squeaking and collapsing on you. When you go into a cave, it shouldn't just be a walk in the park. There should be things that happen. There's things that fall on you. You have to be careful. So all of this environmental gameplay is a big umbrella under which a lot of smaller little things fall. As part of environmental gameplay also, you could call it, is loot generation. How do we generate loot in the world? We generated mineables and harvestables and stuff like this, but we never generated, like, how do I spawn a shotgun in a crate? And how do I make sure that every time I open that crate, there's something else in there? It's not the same crate with the same shotgun. It's going to be, I don't know, money, it's going to be an armor, it's going to be a bottle of vodka, it's going to be dirty underwear, whatever you happen to find when you open a crate. And that also is something that I think we'll be having a bit more discussions on, because it's one of the subjects we put on the forum and hopefully someone has some valid questions on that subject. So again, there's a lot of things that make gameplay work properly and fun for the players.
TL;DRLong distance probing lets players send probes to find and triangulate objects in a system, then analyze uncertain signatures to decide whether to jump there, sell the data, or avoid risk.
Well, long distance probing is basically a system that we want to introduce where players have a ship somewhere in space and they can send out probes and place them anywhere in the same system. And those probes will ping and reveal basically objects that are of interest there, or anything that might be there. And those objects could be mining places, derelict stations, ships, anything that we could imagine that you could find there and we could spawn. And yeah, so you find something, then what you have to do there is triangulate. So you have to bring the probes into position so you get a more precise signal on that. And once the signal strength is enough, you can either decide to generate a quantum beacon that you can basically jump to. You could store that information and sell it to other players. Or what we aim to have there is an analysis gameplay where you basically have a signature, a unique signature of what you found there, and then you compare it on your ship. The drone or the probe sends back the signature and you sit at your PC on the ship and you compare the signature with everything that you either bought or you collected yourself in the library. And then you get an idea: OK, this might be a Gladius, this could be a mining field. And then you can still decide: OK, I jump there and I look at it, or the risk is too high, I don't jump there. So that's the rough rundown of it.
I think what's important here, what we're going to try to introduce here, is that uncertainty. You'll be able to see the graph of... it's like seeing the drive signature of a ship. You kind of know the EM, you know the IR, you'll get the curve of how strong each part is. And you might look at it and go like, this looks very similar to an Idris. And when you jump there, you might have a surprise that it's a lot of smaller ships or a fleet or something like this. Or it might look like a hauler that you might want to pirate. And you get there and, oh, no, it's actually an Idris with a lot of its stuff turned off, waiting for prey to jump in, because its signature, once they turn off some of the things on the ship, might look a lot smaller than what it actually is. So it opens up a lot of exploration for a lot of players. It also opens up a lot of options for traps and creating interesting scenarios where you're kind of going like, well, let's see what happens and who jumps for the bait here. And it's up to the players, once they get the full analysis, to figure out what that thing is. They can jump, they cannot jump, they can sell the information, they can sell it as, oh, I found this very rich asteroid field. And when that person buys it, looks over the analysis, they go, oh, yeah, that looks like an asteroid field. But when they jump there, it's not an asteroid field. I don't know, it's a booby trap. There's a turret on every rock there. And as soon as you jump in, it goes up. Because the guy that did the analysis didn't go all the way to figure out everything and actually jump there and see himself what is in that space.
What is important for us is definitely that it's player skill based. The more data you collected, the more precise your predictions are. So the longer you have been doing that already, the more precise your data is, the higher the value is that you can ask for if you sell that.
And the risk-reward goes both ways. Let's say you're scanning for something. No, it's not scanning, it's probing for something. And you find a thing and then you go like, oh, I want the last detail. I'm going to spend half an hour getting that. By the time you spend half an hour on it, it might be gone, because that might be a ship, it might be a player, it might be an NPC that just goes away. It's not going to wait there forever for you to get all the data about it. So it's up to you how much time you want to invest in that analysis part, or do you risk and jump, or do you risk it jumping away. It's all up to the player.
It's a bit separate. It uses the same signatures that we are familiar with, EM, IR, cross-section, but the system has to be different. We are talking about finding things over astronomical unit distances. We're not talking about 50 kilometers or 100 kilometers, which is where our radar kind of stops. And we're talking about where this is space telemetry. You're looking at a really large chunk of space and get some data. You kind of think there's something there. Then you bring your probes closer and closer. You get a clearer image, you get a closer location, closer, closer, to get that pinpoint precise location where you can jump, or you can continue analyzing and figuring out what that thing is before you risk it.
TL;DRProbes will be limited to a single solar system, with players choosing an area to scan, and different probe types trading range against precision, so travel to another system is needed to probe there.
It's going to be localized to the solar system. And even then, you won't be able to just go like, yeah, do the entire solar system. You have to choose it. You'll look on the map and go like, well, there's been a lot of things happening here. I'm going to send my probes in that area and see if I narrow it down. It might go there. It might be nothing. Or it might be something you don't care about.
The probes still have traveling time and a defined amount of fuel they can take. So that is a restriction. But yeah, the goal is that one solar system is basically the entire range of one probe. So no going to another solar system with a probe. So you have to travel to another system and then probe there.
And also what will happen is we'll have different types of probes. So you might get a probe that covers almost the entire system, but the precision of that probe is going to be so bad, it's just going to give you an overview. So if you want to narrow it down, you're going to have to use very precise probes with a very limited range.
TL;DRThe pressure damage system is generic enough to apply underwater later, but the focus is first on getting atmospheric depth damage working, and engines functioning underwater is a separate open problem.
But it's a valid question. But I think there's more of a problem of: do your engines actually function underwater? Because if you sink like a rock, you won't care about the atmospheric pressure if your engines are off. You're still going to sink eventually. There's no getting out of that. Unless we have a ship that has engines that are built for that.
A good thing is we have a system that can apply pressure damage, and it's built in a way that it could even create, in the future, some barotrauma damage effects. So it is actually aimed to have effects. The faster you have a switch of pressure, the more damage could happen, or different types of damage could happen.
TL;DRLoot generation fills locations with items picked from a big pool by tags (such as medical or toilet) applied to a location, room or spawn point, so loot fits where it is found.
So the idea came about as we noticed that the Actor Feature Team was working on looting. So the problem came that they were working on looting, but we didn't have anything to loot. They were thinking, yeah, loot from the character you just killed. But that is just a part of the puzzle. We would like to have a rich world in which, if I enter an underground facility, well, there's stuff there I can just pick up, I can just loot, I can steal. So there's the legal part of looting, where you go there and you find things that belong to no one; it's yours now. Then there's the stealing part of looting, as in this crate of goodies is in someone's house. He is there. If he sees you do it, that's theft. So the loot generation pretty much covers the generation of various types of items based on tags. And I think I can let Jacob talk a bit more about this part, because he's doing more of the engineering and how that works. So all I can say is that it just pretty much picks from a big pool of items that are tagged in a certain way, the ones that match that location. So if it's a desert medical outpost, I expect to find medical things. I expect to find crates that are, I don't know, refrigerated so they don't melt. If it's a beating heart inside, it doesn't melt in the desert. It needs to have medical brands on the crates, and the items inside there to be branded from any of our medical companies. So all of this stuff, we start with the location and we do various spawn points inside that location, like on a shelf, where it can spawn. We put a point, and that's where a crate can spawn, where we tag how big it can be. And we can choose how we do this, where I can choose a medical location where I just spawn military equipment, because that's what I want. That's what my scenario needs. But in general, we want to be like, well, this is a medical location. It has a medical tag. That tag is propagated to... let's say it's an outpost, the entire outpost. All the spawn points get that tag. Automatically, everything in there spawns medical things. Now, let's say I have a toilet in there. Generally, we don't want medical things to spawn in the toilet. So inside that room, I just go, hey, you are now a toilet. So everything gets a toilet tag now instead of the medical tag. Every crate that spawns in there will have to be toilet specific. I might find janitorial equipment. So when I open that crate, the UI will show me, well, there's a mop. There's whatever janitorial equipment is needed in that area.