What is the service beacon system?
TL;DRService beacons are a player-generated mission system, currently with few beacon types, letting players set rewards and conditions for each other, with plans for more options, filtering and eventually NPC responses, and the speakers see it as fundamental to player interaction.
So the service beacon system is a player-generated mission system, essentially. So we've got the framework of it, and there's only a couple of beacon types right now, but it allows players to create content for each other, which allows them to form alliances or friendship bonds. It brings people together in what is an incredibly large universe. Yeah, it allows them to set their own reward price, dictate the conditions of the contract, although there's very few options right now. We look to expand that. The players are going to be able to filter the beacons that they're notified about. These are all things that are intended for the system at the end of the day. So it's going to be something where you shouldn't really be able to tell the difference between player-generated content versus the content that we create. We really want it to just feel like it's another contract out there. It's another thing that you can go and do. Eventually we'd like to have NPCs be able to respond to these as well. So if your beacon's up and it's for a reasonable price and nobody's responding, we'd like for an NPC to come and help you out.
Yeah, just to kind of drive home that original point there. For me, I think the service beacons are actually really important, and they actually make the game more like what I want Star Citizen to be. It brings an amount of interaction with the players that you don't get in other games. You see these other games, and yeah, they have lots of people in the game, but a lot of times you're basically playing a single-player experience alongside each other with a lot of people online. And you just look at this and you think to yourself, there's so much that can be done with this that you just leave on the table. You don't get it utilized at all. And I think the service beacons are a really good solution to getting the players to play together and to make content for each other and make unique situations that can't be scripted, couldn't be dreamt up by some mission system or whatever. So I think it's actually going to be a pretty fundamental part of what makes Star Citizen a special game.
I agree with pretty much everything both of them said. I think this really pulls a way for players to interact with other players and build that, not necessarily economy, but that social envelope that goes on there with all of that. So you learn, oh, these players are really good. You start building those bonds in the game, or enemies in the game if certain things happen. But it starts building out from being just, okay, I'm flying my ship through space, to I'm in this environment with other living people and you get this more dynamic interaction.