Developer dossier

Nick Peers

Systems Designer III, Core Gameplay

All 19 answers
19answers
2024active
Star Citizen Livemost heard in
FPS weapons & geartop topic

Topics

Answers per year

2024 · 19
20242024

Recent transmissionslatest 19 of 19

Are we working on a specific salvage visor?

TL;DRA dedicated salvage visor is still at concept stage, intended to give extra detail on salvageable objects, while players without it will rely on their weapon's screen.

So the mining suit, because we almost had a miner in our demo. The armor wasn't quite ready. There's a visor specifically for the miner suit that'll help you better identify materials and stuff like this. For the salvage suit, is there something similar for the visor? Are we working on a specific salvage visor? Yeah, so that's still kind of in concept phase for that. I know the mining one's a bit more obvious, but we'd like obviously to provide the players with enough details they need. So if that is a profession that they're particularly interested in, then when they do scan and ping out towards objects that they can interact with, then they will get more detail about potentially what material is and how much the health of the component, of the chip component.

Yeah, most players who don't have that visor will be relying on the screen on their weapon to understand what they're salvaging, whereas the visors may get extra information either side.

Star Citizen Live›Q&A Characters and Creatures·
Published on this date.8 Nov 2024

With the need for multiple specialized armors, will we see suit lockers enabled and more options for armor storage, like storing in the ship's inventory come out as Starwares for the developed?

TL;DRSuit lockers and ship inventory storage are on different teams so may not arrive together, but ships have inventory now, more will gain physical panels in 4.0, and there will always be somewhere to store gear.

Well, those are on very different teams like the Starware and the lockers. So those guys have very different priorities as well. I can't guarantee they'll come out at the same time. All ships that should have inventory though, do currently. And for 4.0, a lot more of those will have like physicalized panels and things that you interact with to find those. And like the lockers themselves, those are really cool. Like they allow you to kind of pre-customize your load. And then swap into it very quickly. Like, and your clothes would go into like the mannequin on the inside as well. So you can quickly swap back and forth. They also have like, you know, small inventory space. So you can put your spares on your glasses and your grenades and whatever in there. Yeah, so like there will always be somewhere to store these things when you have to take them off or swap. But you know, they may not come online at the same time.

A couple weeks ago, might be a couple months ago now because time is illusion. I've been sucked into CitizenGone for so long. We released a preview on social media about the upcoming base building and the suit lockers and these gorgeous, you know, lockers where you can just display your full load out and stuff like this in your homes and whatnot. And it occurs to me that, you know, with cargo grids and having these things that you might be able to, ships have their own suit lockers, but you might be able to, you know, kit your ships out with even more lockers and stuff like that, you know, and carry them around and basically really do the doomsday prepper kind of thing. Like, you know, I've got my Zeus, I've got my, you know, a C2 and in the back, I've just got, you know, the Batman armory for every occasion, no matter what comes up, I can run to the back and you know, there's my mining outfit and there's my salvage outfit and stuff like this. And that's a really exciting moment for me because it's not like, obviously the inventory screen is cool, you go through and you drag and drop and whatever, but this idea that you just said.

It's almost like, you know, your models in the background, like if you want to show off your favorite armors, you know, they are behind a shiny glass.

And then to immediately just go right to it and be like, equip, I want that. Yeah, I think that's gonna unlock a lot of cool gameplay.

Yeah, that's something that Rich is really passionate about as well because, you know, we have so many different types and these like specializations, they kind of enhance the other styles of gameplay. So if you're in a drop ship, for example, you don't want to be dropping into a hot war zone and then you're like, oh, okay, one minute, let me drag this and let me drag that. You want to be like, no, I want my combat. Yeah, I want to go straight to, I want to get out there, I want to fight. So they kind of, all these little things that we're doing kind of start to compliment one another and it starts to feel more cohesive and what we intend.

Yeah, when your ship's been attacked, you know what I mean, the lights are going off, you're really worried, you're not like, oh, hang on, let me open a menu. It's like, people are coming, yeah. You want, yeah, you want the Doom shotgun gif, right? Like these guys are coming, well, boosh. And then, yeah, it's gonna be cool.

Star Citizen Live›Q&A Characters and Creatures·
Published on this date.8 Nov 2024

Parachutes?

Yes, but maybe not exactly that, parachutes. Something more in line with Star Citizen. So something in the nature of a parachute, but maybe not exactly a parachute. But yes, we want something in line.

Star Citizen Live›Q&A Characters and Creatures·
Published on this date.8 Nov 2024
EpisodeFPS weapons & gear

Can we get an update to the roles of armor sets that have been sold on the pledge store?

TL;DRAll armors, including subscriber and legacy ones, will get roles and specializations, though most will be generalized with small advantages, and a comprehensive list is planned as a FAQ when the time comes.

So all armors are gonna get this, like roles and specializations, all of them. And the subscriber stuff is all variants of things already in game, mostly. Mostly. And even the more unique stuff will get a role. So yeah, you don't need to worry about that. Like, we'll just... I won't go through them all.

Yeah, I was gonna say, I think what the question is actually looking for is like a comprehensive list. Like, back when I was running the subscriber program way, way back when, we invented the Overlord armors, which was a vigilante gang in Pyro and stuff like that. Well, which roles are those armors and stuff like this? The parasite helmet is like, what role is that for? It's like this, so yeah, a little too detailed for something like SCL, but I think absolutely when the time comes and stuff, we can write up a FAQ. That's the appropriate thing to have a FAQ. We'll work with the community team, put that together, pull a list together and work that out.

Yeah, it should be made clear as well that the things, the armors you saw at CitizenCon, they're our newest, shiniest ones. That's the reason we picked those. But all the legacy stuff, all the stuff that's currently in game right now.

It's also worth saying, a lot of these armors, they were very specialized and we were trying to use that as a showcase to show like, okay, so if you wanna be the ultimate stealth, you pick the stealth suit. But we are having items that are, not every item is gonna be specialized to the T. There are gonna be ones that tinker towards that way. Like, oh, they're a little bit of stealth, but they also have loads of attributes. It's not like, oh, I picked the stealth out of Sam, now I'm really weak. We just focused a lot on those ones, so a lot of the subscriber ones are absolutely gonna still have traits and stuff, but it doesn't mean. More generalized, exactly, but it doesn't mean like, oh, okay, I've got this helmet, so that means I'm forced down this route.

That's a good point. Two points to remember that the majority of armors will be a more generalized thing with little tiny advantages here and there and stuff. And the second that you can still do almost anything in any armor. It's just a question of how well you'll do it or how much of an advantage you'll have in one particular area.

Exactly, and then when you really wanna specialize and you progress through the game and you work with factions and guilds and you get rewards and then all of a sudden it's like, I wanna be the salvager. You have that suit, etc.

Star Citizen Live›Q&A Characters and Creatures·
Published on this date.8 Nov 2024

Will flying with backpacks still be possible or will we need to stow them?

TL;DRBackpacks will need to be stowed when flying, with dropship seats having their own inventory that automatically stores and restores backpack and weapon; other seats are being looked at, nothing confirmed.

You will need to stow them, yep. It will be a case of, obviously, we have so many different backpacks and we've got more coming down the line. So it might be a case of that we, and I think it depends on the ship as well, we talked about, right? It depends on whether it'd be automatically stored.

There are seats that, you know, the dropship seats that have their own inventory and you'll automatically have that backpack and your weapon, anything else that would clip, taken off and put in that inventory and when you stand up, it will appear back on you because as you said before, Nick, the last thing you wanna do is be strapped into your dropship and then the doors open and then suddenly, oh, backpack gun, you know, taking all that visual.

That's a major piece of information there, Luke. Like, you know, it's in the last couple patches when people have seen, you know, we've seen people sticking chairs, you know, to the cargo grid on the sides of, you know, hull Cs and stuff like this and people have had questions about, well, what does this do for dropships if you can just put seats anywhere and whatnot? Like, where's the value of my dropship? But you just dropped a great little pearl there that, you know, a dropship seat will have its own specific inventory, it will store your backpack, your weapons, blah, blah, blah, blah, blah, so you can sit comfortably and when you get out, all there for you, that's huge and I think folks who own a dropship will appreciate that.

We're looking at other places where we can maybe do that as well. Like, you know, maybe single seater ships and things but, you know, nothing confirmed.

Star Citizen Live›Q&A Characters and Creatures·
Published on this date.8 Nov 2024

So what can you tell us about non-combat, non-industrial specialization, armor and clothing, stuff like medics and repair people?

TL;DRNon-combat armors are being designed around roles like medics with vital-sign visors and refilling med pens, tech suits with remote hacking and wireless charging, and environment suits, with EVA capability scaled back to specialised suits.

I'm glad you said medics, because I saw a lot of comments about medics. So yeah, we do have lots of non-combat, so things like, obviously, a medic. And again, we kind of, not just by class, because obviously like Luke mentioned, it's not just always about the mass and the size or more protection. It's also about like, what makes sense? You know, if you're a first responder, what would you wear? You probably wear something light, quick on your feet, can get down to it if, you know, someone's in a cave or whatever, get down there and help someone out. But then obviously we talked about potentially the ideas of like a medic on the front line, so they'd have a bit more protection. But the things with the medic, obviously they've got the visor, so they're gonna have more, when they ping and scan, they're gonna have the vital signs of people in their group. So if someone's down, they're gonna get a notification on their screen, be like, someone's over there and that may be how long they've got before they're incapacitated. And then obviously we've also looked at the idea of like refilling your med pen, so the vials on your leg, again, kind of being a systemic system about it. Rather than discarding your med pen, you actually put them back and they slowly refill. So it means that your primary role isn't just focused on combat, you're on the front line, like healing people up and helping them, body dragging them to areas of safety and whatnot. But then we've got a lot, we've just started concepting like the tech suit, which I know is quite a vague term, but obviously we've got hacking in the game coming soon and that would be like the idea that you can remote hack, so maybe you don't actually have to go up to the terminal and this suit will excel at that. And obviously, again, you'll have your own different visor. And one exciting feature is like wireless charging, which I know we're quite passionate about. So some of our combat armors, which we've not really spoke about before, but if you have your energy magazines and you store them onto your suit, you'll start to get a bit of trickle charge because they are essentially batteries. So these magazines will start to slowly recharge and there's kind of like the trade off, right? So it's like ballistic, they've got limited capacity, but maybe they do more damage, whereas like energy ammo, you can slowly recharge it over time via your suit is powering it, but maybe they do do as much damage or maybe they don't have as much travel distance. And one of the beauties with the tech suit is the idea that you can wirelessly charge your teammates around you. So if I was wearing the suit, Luke and Zach would have their energy mags start to slowly recharge. But yeah, like obviously we mentioned like the pilot suits and we talked about racing[, the environment suit, the leader.] [...] So we've got environment suits. So obviously like, you know, we're going to have these planets that we're introducing and all these different systems are going to have lots of hot and cold temperatures, radiation, corrosive. And these planets are going to be, you know, you're not going to be able to travel to these in just any old army. You're going to have to prepare. You're going to think about storage. And it's like, if you're like an artifact hunter or you want to, you grab resources or you want to be the Luke guy and you want to collect everything, like in a Fallout game or whatever, then you're going to have to wear one of these suits and go from there.

The other thing is like, we'll be scaling back which suits have EVA capabilities as well. So there are some very specialised EVA suits in the game. So if you want to spend a lot of time out in space, these are the ones you'll wind around.

Yeah, exactly. And if you're like a salvager, for example, and you're going out in space, like you're going to need a lot of, like oxygen capacity and EVA capacity, these are going to be a much bigger deal than they are now. Like it's going to be a lot of kind of preparing for like, okay, like you said, if you're, you know, mid-battle, maybe I want to sneak out, do some salvaging, get back quick.

Star Citizen Live›Q&A Characters and Creatures·
Published on this date.8 Nov 2024

How does [sniper glint] work at night?

TL;DRThe glint shows regardless of lighting, including at night, as a gameplay-driven warning against powerful snipers; they acknowledge it's controversial, welcome alternatives, and say it's smaller and less obvious than in other games.

Zac PreeceSenior Game Designer

Regardless of lighting conditions, the glint is there. And that is because of how powerful these weapons are, and these things are needed to essentially say, hey, there is this incredibly powerful weapon aiming on you. You have time to react if necessary. They have to line up their shot on you and so on and so forth. So it is visible during the night. I'm aware that is controversial. And if anyone has any good alternatives they'd like to suggest, please give feedback. We're more than open to hear it. But this is a very gameplay-oriented thing.

Nick PeersSystems Designer III, Core Gameplay

Zach and I, we had a playtest the other day with our lead, Torsten, other Torsten, not Nook, Lehmann. And I really want players just to have a go with it, because I think it really adds to the gameplay, especially when we want to make snipers really powerful, especially the .50 cal snipers like the P6-LR. We really want them to be beneficial and really reward that gameplay. But at the same time, it needs some sort of balance. It needs some sort of counter to that. So I think, especially with the angles that Zach mentioned, at first it's a bit like, oh, I'm not sure, but once you give it a go... Like the crosshair: at first, when we were talking about the crosshair, we were like, how are we going to implement it? And then after you've been using it for a while, you're like, actually, this feels great, and we can't imagine not using it now.

Zac PreeceSenior Game Designer

Yeah, the key thing is when you look at people, especially in places like Jumptown, where it's very dark, it's very hard to see things, and you have a sniper. And currently, we obviously don't have the most fantastic post-shot feedback for the snipers. For example, we don't have the really obvious tracers, we don't have the really obvious muzzle flash, and the audio doesn't go far enough, and things like that. So we are aware of those things. But it's very hard to see the sniper at Jumptown, and it just leads to this kind of degenerate play style where someone is not engaging with Jumptown, right? They're there to just sit and be a sniper. They're not contesting Jumptown. They're not doing it for their team. And there's a couple of examples of this, and it's healthy for the game.

Zac PreeceSenior Game Designer

One more thing I will add on this as well. I've seen some comparisons to other games and looking at glint and stuff. Our glint is a lot smaller. Our glint is a lot less obvious. And obviously, we only showed one distance. But you'll see that the glint is not like the light of God itself looking at you.

Star Citizen Live›Q&A: FPS in Alpha 3.23·
Published on this date.15 Mar 2024

Are there plans for more grenade types?

TL;DRYes, many grenade types are prototyped or implemented, starting with classic ones like smokes and flashes, with more sci-fi items such as area-denial devices to follow, while balancing for PvP is considered.

Pascal GreimGameplay Programmer

Yes. We have a lot of grenade types already prototyped or implemented for Squadron. The basic FPS grenade types that you know: smokes, flashes and whatnot. And from there on, we're going to move on to the more sci-fi things and other FPS devices as well.

Zac PreeceSenior Game Designer

Nick, do you want to give some of the examples that we've been cooking up and can talk about? I'd say the more standard contemporary ones.

Nick PeersSystems Designer III, Core Gameplay

Yeah, so obviously we've got the flash done, like Pascal mentioned. With the flash grenades or even the stun grenade, concussion grenade, we're playing around with different ideas of how exactly we want to do it with Squadron, and obviously with PvP as well you've got to be careful with balancing and stuff like that. But we have played around with the idea of the angles of where it goes off. So obviously if your flash goes off directly in front of your face, how long that would have that effect on screen, as opposed to if it just happens in your peripheral vision to your right-hand side, and how long that would have an effect, and then after-effects. And obviously, we've got a really great health system, like the BDL system, in our game. And we looked at some of the effects that we could produce on the eyes, the after-effects of being stunned, and how that all plays into it as well. And again, smoke grenades: it's so different between PvE and PvP. How long does the smoke last, performance-wise? So we're obviously looking into all the different factors of bringing something from a single-player experience into a multiplayer experience. We're not going to reinvent the wheel necessarily. They're going to be what you expect for those classic items. But then, like Pascal mentioned, we are going to start introducing some more sci-fi elements, things like area-denial types of devices as well.

Star Citizen Live›Q&A: FPS in Alpha 3.23·
Published on this date.15 Mar 2024

All the examples of mag repooling shown in ISC were ballistic ammo. Does it work on laser weapons?

TL;DRYes, repooling currently works the same for laser and ballistic mags, with the exception of tools; longer-term they hope to differentiate energy weapons with ammo regeneration, but that's for the future.

Atil KoçkarGameplay Programmer, reload improvements

Yes. It's actually going to work the same way. In the current iteration, all mags are subject to repooling, except for tools, so not the dedicated salvage tool at this point in time. All are the same. We have the mid-term, long-term idea which revolves around differentiating energy weapons from ballistic weapons by giving energy weapons some automatic ammo regeneration. But that's for the future. So for the time being, they will repool all the same.

Nick PeersSystems Designer III, Core Gameplay

So basically, for right now for 3.23, it's much easier for balancing and stuff to make sure that both ammo types will repool. But as Atil mentioned, we are talking about, when armor suits get the resource network, potentially looking into the idea of the ammo being able to trickle charge, because at the end of the day, the energy weapons are using batteries, right? So they don't have a physical capacity. And so the idea is that they might be able to slowly charge up. So there's obviously pros and cons to both, and that's how we are going to eventually differentiate them from ballistic. Ballistic may do more damage, heavy-hitting, but obviously it's limited by its capacity, right? And you need to reload and run out of bullets and repool, whereas laser, for example, doesn't have a drop-off, so it can travel much further. But then obviously we've got to think about overheating, and if it does overheat, it can also just recharge. You don't need to worry about running out of ammo per se. So currently right now it's the same, but eventually we are looking at ways we can differentiate the two different ammo types.

Star Citizen Live›Q&A: FPS in Alpha 3.23·
Published on this date.15 Mar 2024
EpisodeFPS weapons & gear

For the other FPS items, like the multi-tool, are there thoughts about giving them batteries as well at some point?

Nick PeersSystems Designer III, Core Gameplay

The multi-tool?

Jared HuckabyHost, Community

Or just any of these other things that aren't strictly FPS weapons, but they're obviously energy-based.

Nick PeersSystems Designer III, Core Gameplay

Yes, absolutely. We're open to ideas of everything that, battery-wise, absolutely could be charged up.

Star Citizen Live›Q&A: FPS in Alpha 3.23·
Published on this date.15 Mar 2024
EpisodeFPS weapons & gear

Will there be some way to either cancel or completely prevent reloading, since it's getting updated?

TL;DRPlayers will be able to cancel reloading, probably by sprinting or jumping, and force reactions, knockouts or death interrupt others' reloads, while a full actions matrix is still being worked out.

Atil KoçkarGameplay Programmer, reload improvements

Yes, you will be able to cancel the reloading and repooling process, probably by sprinting and jumping. There's a list of actions which we can cancel repooling with, or which we cannot do while repooling. We already have the system, but I don't have the full list of actions in mind right now. But you will certainly be able to cancel that rummage animation.

Jared HuckabyHost, Community

Can you cancel other people reloading?

Zac PreeceSenior Game Designer

If you kill them; death is the ultimate cancel. Or knock them over, right?

Jared HuckabyHost, Community

Can you knock them over and it cancels their reload?

Zac PreeceSenior Game Designer

Force reactions will throw you out. That's the intention. If someone throws a grenade and you go flying, you're not going to be able to rummage through your backpack.

Jared HuckabyHost, Community

And if somebody's in the middle of reloading and I punch them in unarmed combat, will that interrupt?

Zac PreeceSenior Game Designer

Depends on how hard you punch them. If you knock them out, yeah.

Nick PeersSystems Designer III, Core Gameplay

Zach and I obviously spent a lot of time looking at what we've called an actions matrix, basically. We've looked at everything: jumping, crouching, proning, what actions are you doing whilst you're doing that. So we're definitely working through it. It's a big list, because if you try and think of every single action you're doing, then it's: do I reload, do I want to heal, do I want to holster? So it's a big list to get through, but we're working with engineers to basically decide exactly the game that we want to make, and where we want to give freedom to the player, and what actions are more punishable, like if you've committed to that, then you've got to finish the animation and so forth.

Zac PreeceSenior Game Designer

Yeah, an example from the action matrix work could be the MedPen, right? Obviously, it's very quick now. But if we were to make that MedPen process longer in the future, you might not be able to sprint out. You have to commit to it. On the design side, we can pick and choose where that goes. It goes a long way to making the game feel less clunky when you have more autonomy and control over your character and the movement and the feel of that. It's very important. It's where the word 'clunk' comes from, right? It's an indescribable feeling of, oh, this feels janky, this feels clunky. It typically comes from actions not working as you'd expect.

Star Citizen Live›Q&A: FPS in Alpha 3.23·
Published on this date.15 Mar 2024

Will we have any reason to use laser attachments on our weapons with the new Dynamic Crosshair?

TL;DRLaser attachments should stay useful when not wearing a combat helmet, such as in environmental suits or other armor types, though armor archetype designs are not concrete yet.

Pascal GreimGameplay Programmer

Yeah, obviously. There are other situations where you might not want to wear a combat helmet. Like, we have these environmental suits. And in these scenarios, you might want to wield a weapon or a tool and equip a laser pointer to it to know where you're aiming. Or further down the line, with different armor types equipped, like a medical helmet or whatever. I'm not sure what the design is for all of these armor types; Nick can go into detail about this. But there are definitely situations in our game, and we will create even more situations along the line, where the laser pointer will still be necessary or useful.

Nick PeersSystems Designer III, Core Gameplay

Like I said in ISC, this is kind of the start of our branching off into the archetypes for armors. So as Pascal mentioned, we do have different ideas. We're still playing with ideas. Nothing's concrete right now. And Rich talked about this in 2019 at CitizenCon on stage: for example, medic gameplay, what would that visor look like? Would they see the vital signs of their teammates? Or if you're a miner: if you're just wearing a combat helmet and you do a scan, maybe it'll just tell you the type of rock it is, but if you're wearing a mining helmet, maybe the visor will give you extra details like the clarity of the material or how efficient the rock will be to break down, and stuff like that. Or even a specialist: if you're pinging as a bounty hunter, maybe you get to ping further and get a bit more of a head start on who you're trying to track. I don't think we touched on this in the ISC, but we also looked at the HUD, for example, with backpack reloading. With the combat helmets, obviously, it gives you the information of the magazines on your suit and the backpack. We may actually lose that information when you use, for example, the environment suit. To answer your question, I think the laser sight still has a very viable path, because if you are doing a profession, let's say you want to be a miner or you want to be salvaging or whatever, obviously we're in a PvP environment. You just don't know what's going to happen. If you still want that freedom of knowing exactly where your barrel is pointing when you're getting jumped by an enemy team or whoever, then it still has that choice when you're outside of a combat helmet scenario.

Star Citizen Live›Q&A: FPS in Alpha 3.23·
Published on this date.15 Mar 2024

Will shooting specific gear destroy the item, or, for example in the case of grenades, make them explode in the future?

TL;DRShooting or exploding near gear will damage items, with wear and dirt applied to the specific area hit, but how large a factor this becomes is still being explored.

Nick PeersSystems Designer III, Core Gameplay

So again, we've spent a lot of time working out exactly how we want damage to apply. A few years ago I wrote the design for wear and dirt and everything that comes with it, and overheating, and we've implemented that in Squadron, obviously thinking with the PU in mind as well. We really are quite keen on the idea of an explosion applying to the specific area that you've been hit. So, for example, if a grenade does go off right by your weapon, then the level of wear and the damage applied to that weapon will skyrocket, as it's gone off right next to it. And the same could be applied for dirt. So, for example, let's say you're in a swampy environment and you walk through; if you then sprint through, the amount of dirt that's applied to that specific area, like your legs, will skyrocket. Same as if you were crawling through the mud: your whole armor will be caked in mud. And the same for damage on items as well. So yes, it will damage certain items, but we are still playing around with how much of a factor that will play in overall.

Star Citizen Live›Q&A: FPS in Alpha 3.23·
Published on this date.15 Mar 2024

What the hell is a go/no-go?asked by Sea Turtle man

TL;DRA go/no-go is a late review before a patch where combined features are checked for readiness, and anything causing more trouble than it's worth can be held back.

Jared HuckabyHost, Community

We develop all of these features in silos: this team working on this, and this team working on this, and this team working on this. And those all come with their own struggles, their own bugs, their own things where, oh, we tried to get this to work and we just never found it. Or we got it to work and then we found out it wasn't fun, so we want to do it differently. Then when you start to combine them all in a bigger patch, you find a whole new series of bugs from different interactions: oh, this worked great on its own and this worked great on its own, but when you put it together, we've got two piles of bugs. So we need to do more work and more adjustments, and that's where the go/no-go process comes in. It allows us to look at these things and determine whether they're ready for prime time, whether they should go into the patch or whether they should not go into the patch. Very few things generally fail a go/no-go. I think the last one we talked about was the last Xi'an ship that was supposed to be in a patch, and it failed a go/no-go. Nobody liked the cockpit. It wasn't a good experience and they held it back. There's a couple other examples like that, but for the most part, that's what the go/no-go is. It's how we attempt to prevent things from causing more trouble than they're worth. Do we always succeed? No. But having the process and trying is better than not having the process at all. So that's what a go/no-go is, and that process happens much closer to the release of the patch.

Nick PeersSystems Designer III, Core Gameplay

Sometimes they're really beneficial as well, because you'll get a point of view from someone from a completely different department, like you just mentioned, who brings something up, and you think, actually, that's a really good point. And then it leads you down another path. So it's very, very important that we do these.

Zac PreeceSenior Game Designer

And then you'll get the other end of that, where, for example, we talked about optic zoom, which was on the inner side of sights, but then we had issues with upscaling. So we've had to take out the inner optic zoom on the optics, which we showed off at CitizenCon, because it just doesn't work with upscaling. So, like Jared was saying, when you work on a bunch of different stuff and all of a sudden it comes together, you're like, oh, oh no.

Pascal GreimGameplay Programmer

Quickly adding on to that inner zoom thing that Zach mentioned: we're still trying to get this back in, because we like the look of it, right? And the graphics guys are currently looking into solutions to that problem to give you that zoom effect on the actual scope. For 3.23, it's probably not going to happen. Let's see what they can come up with.

Star Citizen Live›Q&A: FPS in Alpha 3.23·
Published on this date.15 Mar 2024

Is there a possibility we could see ballistic shields in the future, maybe as shipboarding becomes more important?

Pascal GreimGameplay Programmer

Yes, there is a possibility. I actually worked on the ballistic shield. We have it for Squadron. We are not sure when we'll bring this to the PU, but it's there. And let's see when this will spill over.

Nick PeersSystems Designer III, Core Gameplay

Let me tell you as well, it's not as straightforward as it sounds, because obviously in our universe... I really hope we can get it into the PU soon, because it's very cool. But let me just tell you, it was tough.

Pascal GreimGameplay Programmer

Yeah, it was tough, the technical difficulties behind getting it working like we intended it to work. But now we've got it somewhat. And let's see when it spills over. It will be great.

Nick PeersSystems Designer III, Core Gameplay

I think me and you, Pascal, we'll push for it, shall we?

Star Citizen Live›Q&A: FPS in Alpha 3.23·
Published on this date.15 Mar 2024

What ammo variants have you been looking at, if any? For example tracer, incendiary, etc.

TL;DRAmmo variety is being approached through energy types like laser, plasma with damage over time, and ideas such as tachyon and neutron, with nothing committed beyond hopeful plans.

Nick PeersSystems Designer III, Core Gameplay

Yeah, I can take this. So for Star Citizen right now, we're quite happy with what we've covered so far. We have some nice burst weapons and we have some powerful snipers and whatnot, but with energy, we kind of treat it as an umbrella term for that ammo type. So under that umbrella, we have lots of plans. Obviously, players will have seen laser. We also have plasma. Currently Atil's done some really good work with damage over time with plasma. So that burning effect: once you've been hit, maybe for a certain few seconds after that, you've got that sizzling, burning effect from being hit by plasma. We also want plasma to be different from laser in terms of how volatile it is. Maybe it overheats a lot faster. So just certain different factors like that. Then obviously we're discussing all the time, we're throwing ideas around. We've talked a lot about tachyon, the idea of faster-than-light ammo, but obviously with balancing we don't want it to necessarily be hitscan, because that can cause a whole lot of issues. Then we've talked about neutron: what does that mean for FPS? Does it become more powerful the further it travels? And then obviously at CitizenCon we showed the vault weapons. We have a really exciting opportunity right now, because we feel like we've covered a lot of the standard FPS, what you'd expect. And now this is where we can really branch off and be a bit more sci-fi and introduce some really unique mechanics that can really differentiate gameplay and make each energy type really stand out from one another and really create that difference. So, some exciting things hopefully on the way soon.

Zac PreeceSenior Game Designer

It's going to get sci-fi up in here, which is nice.

Star Citizen Live›Q&A: FPS in Alpha 3.23·
Published on this date.15 Mar 2024
EpisodeFPS weapons & gear

Will it be possible to equip weapons with civilian clothes?

TL;DRHolstering weapons on the back with civilian clothes is something they hopefully want to add and are working on, but no definite yes, with clipping and asset problems to solve.

Nick PeersSystems Designer III, Core Gameplay

Yeah, hopefully. It's something we're currently working on. I don't want to definitely say yes or no. It's something we're definitely interested in. I actually had a meeting last week with Tech Animation and Character Art about the possibilities, because, as most players will know, we spend the majority of our time in armor, and we really want to utilize our clothing sets. So it's definitely something we're interested in, and it's something we're trying to figure out how we would go about.

Jared HuckabyHost, Community

And to clarify this, there are some weapons you can use with civilian clothes. We're talking about the ability to stow them.

Nick PeersSystems Designer III, Core Gameplay

Yes, and being able to holster on your back. A lot of it is, obviously, we have such a high attention to detail, so we don't want clipping. We don't want it to just completely break the asset, essentially. Obviously, we have a lot of legacy clothing, and we're also introducing a new clothing style. It's just basically working with different departments to see, okay, what is an absolute no-go? What works? Different ideas: would it necessarily have a magnetic plate that would attach? Would it attach via a holster? All these different ideas are being thrown around, because it is something that we are quite passionate about getting into the PU, so hopefully.

Star Citizen Live›Q&A: FPS in Alpha 3.23·
Published on this date.15 Mar 2024

What are the major challenges you still need to address in 3.23 and beyond in order to bring the feel of FPS combat in Star Citizen from that of an alpha to a modern FPS experience?

TL;DRChallenges named include scopes versus armor vision, sprinting and movement feel, per-weapon sprint-to-fire, recoil smoothness and HUD clarity, with 3.23 addressing many of them.

Nick PeersSystems Designer III, Core Gameplay

I think we've kind of already brushed on it, but I will just quickly say: we put so much work into our scopes, and we've got such a wide range of armor sets, and having, as Pascal mentioned, the armor sets completely block the vision, and then having to do that workaround, and making sure... Especially when you make a game for PC, you've got to think about different FOVs and different setups and how it will impact different players. So I think that's been a bit of a pain point, but I think the change that we're doing now, and eventually down the line, hopefully, the change we make later on, will really be so beneficial. So that would be my point.

Zac PreeceSenior Game Designer

Just to add on to that, obviously the biggest one for me personally is sprinting and general movement and how that feels. Sprinting is a prime example of one of the improvements that we're planning to make. When you run, the gun goes below the camera, there's not too much head shake and things like that. So the overall feel when you're sprinting, especially if you're on a planet, it doesn't ever feel like you're properly sprinting. Again, that ties into how much stamina that takes, because it's not too expensive or painful to sprint at the moment, and that plays into how much weapon sway you have. Some stuff I mentioned earlier: tracers, more obvious muzzle flashes, improvements to how we do medical gameplay, and some other stats we need on the weapons, like sprint-to-fire, which is a big one. At the moment, all the weapons use the same sprint-to-fire, which is a big reason why the P6LR was a very big offender in 3.22. And if you basically say, okay, cool, it actually takes you time to shift your LMG from the sprinting pose to the return pose, then LMGs are not as good in CQC. And we can make them slap incredibly hard over those 40-meter ranges, because the LMG person is already prepped. They're aiming at you, they will shred you. Because LMGs at the moment feel like assault rifles with big mags, where everyone uses LMGs. These are examples of things that we're looking at to say, hey, this is how we improve our weapon sandbox and overall get something where the weapon variety feels very intentional, just like we're doing with armor.

Jared HuckabyHost, Community

Pascal and Atil, I know these are the designers and they get to set a lot of direction, but as programmers, there's got to be some things that you want to get in there to really bring the experience up. What have you got?

Pascal GreimGameplay Programmer

Honestly, from my side, I have put a lot of focus on the clunkiness, and the biggest point I always had was that firing the weapon doesn't feel really smooth. And now we've worked on the recoil; that's the great thing about the procedural recoil, right? I did the tool, and Zach has to do all the work now, bringing in the recoil. So that's a nice benefit of being a programmer. I don't actually have to do the work. I just do a small bit and then Zach suffers. But this was, for me, the biggest gripe about our game. The HUD also was always a little bit not too clear to me. We're improving that as well with 3.23. And for now, we have all of these new improvements going in, and all of my biggest concerns have been answered or addressed, and I don't really know what I want to improve at this point in time. Obviously, when I play more, I will start picking up on the more minor annoyances and then want to improve those, until they eventually become a major annoyance for me. But for now, I'm way happier with 3.23 and don't really have anything that I must do.

Atil KoçkarGameplay Programmer, reload improvements

Well, I'm going to mirror Pascal here. For example, the combat HUD was a really good addition, a really good improvement. Now we convey information way more accurately, and a lot more useful information, to the player. For example, from time to time we play Star Citizen in the office and I see the old UI, and when I'm working on this new HUD, the difference is unimaginable, really. And it's going to feel really different. And especially what the guys were working on with the recoil and the new scopes also made a difference. So probably this particular update brought a lot of things closer to our golden standard. I will probably get a more concrete opinion on how awesome we made things after a few more playtests, but it's really, really promising.

Star Citizen Live›Q&A: FPS in Alpha 3.23·
Published on this date.15 Mar 2024

This is personal; you're speaking only for yourself. You can add one new weapon or gadget that doesn't currently exist in Star Citizen or Squadron 42. What is it?

TL;DRThe speakers jokingly pick personal favourites: a slug shotgun, an old-school rocket launcher, a chainsaw, and a mini black hole weapon.

Zac PreeceSenior Game Designer

What a question. So the big thing I want is a slug shotgun, easily. It's my favorite weapon type in games. I absolutely love them. I also want an incredibly quick...

Jared HuckabyHost, Community

No, just one.

Zac PreeceSenior Game Designer

Okay, okay. Slug shotgun. That's what I'd take, hands down.

Atil KoçkarGameplay Programmer, reload improvements

Probably a rocket launcher from one of the old-school shooters. That feels really good to use.

Pascal GreimGameplay Programmer

A chainsaw. That would be great.

Nick PeersSystems Designer III, Core Gameplay

Man, what a question. I would love some sort of gameplay kind of weapon. Maybe shoot a mini black hole and they all get sucked into the middle and then something happens. I'd love that. Something really out there.

Zac PreeceSenior Game Designer

There was a funny thing with Pascal's answer, actually, because he says chainsaw, the most Doom thing. When we were making the procedural recoil, when Pascal was testing it, he would always hip-fire the weapons and say, hey, look how cool this looks, because he basically only plays boomer shooters. So we were in a feedback loop of him making recoil purely from a hip-fire perspective, because obviously you can't ADS in a lot of boomer shooters.

Atil KoçkarGameplay Programmer, reload improvements

You should see his test level.

Pascal GreimGameplay Programmer

It's E1M1 from the original Doom. It's not for the public, but I just took the map layout to learn our editor, right? I had to learn it at one point, and I know how E1M1 looks.

Star Citizen Live›Q&A: FPS in Alpha 3.23·
Published on this date.15 Mar 2024
EpisodeFPS weapons & gear

All developers