Developer dossier

Rob Reininger

Assistant Director, Systemic Gameplay Services

All 100 answers
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2014–2021active
Star Citizen Livemost heard in
Trading & cargotop topic

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2014 · 19
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2016 · 0
2017 · 0
2018 · 37
2019 · 0
2020 · 24
2021 · 20
20142021

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What is the cargo refactor and what isn't the cargo refactor? What are we actually talking about when we say cargo refactor?

TL;DRThe cargo refactor makes cargo physical within the cargo grid, so it can be tractor-beamed on and off and larger boxes jettisoned, and it also supports inventory containers that can be looted.

Rob ReiningerAssistant Director, Systemic Gameplay Services

Cargo can be refactored in many ways to help make the game play better. We've obviously got the cargo profession that we're working towards, but specifically the way cargo worked. So in the past, up till now, when you bought something from a shop, it got statically placed into your ship's cargo hold and you could not interact with it. When the ship exploded, we kind of jettisoned out smaller versions of the boxes that you could actually grab and take back to your ship, which could then be sold at a shop somewhere. But this refactor is going to give us kind of a clean slate as far as how we define what our commodities are. There was some stuff that was just legacy that caused problems that we wanted to fix. But the big thing for the players is that it's going to be physicalized in the cargo within the cargo grid. It also sets us up for some other stuff that we're going to talk about in a bit, persistent hangars and just the cargo gameplay as a whole. But from the player's perspective, it's the physicalization of the cargo. You can tractor beam stuff off the grid. You can also tractor beam stuff onto the grid. You're also going to be able to jettison larger size boxes, right? So it's not just going to be the small ones anymore. We can start doing the bigger ones. So as far as what I would expect to see in the first iteration of it, it would be generally that.

Chad McKinneyLead Gameplay Engineer, US PU Gameplay team

If I could just add to that, one thing that I would say is I think, or hopefully, everyone's noticing that there's all this effort now with loot and inventory that's been coming out. Cargo is being refactored, just kind of re-imagined in this new world where we have localized inventory. What that means is that there are going to be commodities in certain kinds of containers that have various compositional contents for the various commodities that you'll want to trade, but there'll also be things that are inventory containers as well that can contain actual items, and they can nest the inventory as containers themselves or entities. So this can mean that you can be potentially trading and shipping in your cargo grid inventory as well as commodities, which means that looting is going to be available for the contents inside of the cargo grids as well. And the contents as you move them around, the localization of them is going to become much more important in the future, unlike right now.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

Will we be able to take other people's cargo, both forcibly and/or with permission, as well as the saddlebags on the Prospector or the MOLE?

TL;DRCargo and things like Prospector bags become individual entities that can be detached, stolen or moved between ships, and anything you can get access to, such as by sneaking aboard, can be taken.

Rob ReiningerAssistant Director, Systemic Gameplay Services

As long as you can access it, whether it be through their cargo grid, getting into their ship somehow, if you can disable the ship without blowing it up and can get in, sneak onto their ship, you can maybe get off with some valuable packages. So yeah, and I guess one of the things that we kind of missed talking about with the refactor here is that the way that the Prospector bags, for instance, were set up was that they were all kind of part of the ship, right? It was just an animated pod, but this will set us up to allow us to detach those for other people to come and pick them up, taking them to a refinery so that the mining ship can keep going. So it is kind of all-inclusive. It's just an item like any other item at this point, whether it's attached to the outside of a ship or placed inside of a ship.

Ben DorseySenior Systems Designer, US PU

It's kind of cool. And for clarity, when that first started even getting discussed within the team, within the first five seconds, people were talking about how cool it would be to run a heist and break into someone's ship and take their stuff, or force them to give you stuff because you've threatened to blow them up if they don't. That is 100%.

Chad McKinneyLead Gameplay Engineer, US PU Gameplay team

And on the technical side, if I could just clarify a little bit, previously cargo and cargo grids were really just some data and some persistent representation. And we're changing it to be represented as entities. And for anyone that's not familiar with game dev terminology, an entity is this really generic term for just something that a player might see in the game. So what that means is that the cargo boxes, those Prospector bag things, these are going to be things that we have a lot more ability to allow to simulate independently, so that they can attach, detach, you can interact with them individually. So that gives us a lot of leeway to open up new gameplay opportunities like actually stealing the sacks and putting them onto your ship, or putting them inside another ship, or just getting creative and letting the players do very interesting things. But yeah, a big part of this is just making them actually interactable objects in the world individually, as opposed to these static fixed things.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

It seems ripe for future progress on things like piracy: because cargo is physicalized in the world now, can it survive explosions?

Rob ReiningerAssistant Director, Systemic Gameplay Services

Absolutely, yeah, and could be damaged, right? So we want to be able to damage a container, which might devalue what's in it. It opens the door for a lot of the things that we've said we've wanted to do with cargo over the last couple of years, and sets us up for being able to put a volatility system on it, or it's like, yeah, cool, it reacts to this other thing just because it's near it, right? Degradation, but because it's physically an item, we can start to calculate those things independently of each other, which is really nice.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

In regard to the cargo refactor, will there be any Lego-style or snap-to option to get boxes stacked nice and tidy when manually placed by hand, tractor beam or anything else?

TL;DRSnapping is considered a mandatory, planned part of the cargo system, but the first release may not include Lego-style snapping, with tractor beam interaction likely first and hand placement needing more work.

Rob ReiningerAssistant Director, Systemic Gameplay Services

So that was one of the things when we were starting to talk about what this refactor means. This is a bigger feature that spans more than just the US PU team. And much like we're working with the Actor Feature Team on the personal inventory and the asset manager, this is something that we're going to need to work with them on, because that's a personal player experience thing, that's the mining tool or the tractor beam or the paw tool, right? We will provide the hooks in order for them to be able to do that. We said snapping is almost a mandatory thing that we need, right? So when they're ready, it should have all the hooks that they need to just snap it in. I think the first thing I would expect to see would probably be tractor beam interaction on that level, and then the physical placement probably needs a little extra work just from the actor movement and animation side of things, but it certainly would be able to use the same data to do snapping.

Chad McKinneyLead Gameplay Engineer, US PU Gameplay team

Yeah, technically we're implementing it expecting that, and it's a planned part. The first release of cargo may not include derived interaction and Lego-style snapping, but the functionality under the hood from the cargo system will support it.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

So that sounds like what, one or two sprints' worth of work [for procedural character generation]?

TL;DRIt will be far bigger than a sprint or two, but it ties characters' looks, gear, behavior and home origins to location, archetype and organization, reducing copy-pasted characters and enabling more dynamic gameplay.

Rob ReiningerAssistant Director, Systemic Gameplay Services

Yeah, we're thinking... it's totally not going to be that. This is huge, right? And the cool thing about this, though, is that it really has caused us all to come together as the different groups within the company, agree and formulate a cohesive vision for exactly how all of these things tie together, because a lot of times what happens is we go and we build our thing and it works really well, looks really good, and sometimes doesn't tie in. But this is going to be tied to objective values of the items. How does a military guy know what he wants to use? Well, he uses things that shoot fast or have high magazine capacities. And we can start to build out a list of stuff that makes sense for those characters and then diversify them based on how much they care about those things. And from a character perspective, it's really cool, because we were going, yeah, we want engineers, we want tourists and whatever. But now we can actually start thinking about where did they come from? They actually had a home planet. And on that home planet, well, their DNA is mixed generally in these ways. So now you can get people that look culturally like they came from someplace, wearing clothes and styles from those locations. And they could even behave and prefer items of whatever type. That's the type of thing that we're going to be able to build as a result of this. I don't know how much the public knows about how many character entities we have in the game, but we've literally got civilian one through 187. Ben's shaking his head because he knows. It is ridiculous. And this will allow us to go, we have a civilian. And the location that he gets spawned in drives some of these choices. The core archetype distinction that the designers set up is another bulk of those choices. What organization may be another layer of choices, right? But it's a logical building up of this character that we no longer have to really stay on top of so much, where it's, oh, why is this guy here? Somebody just copy and pasted him. No, no, the system knows where he needs to go. It knows it's cold on the planet, so he's going to be wearing something that's warm, right? We can start to build all of this stuff together as a single experience, which is why I threw my hands up in the beginning. I was like, yes, this is the dynamic game and the beginning of the dynamism that we have talked about for a very long time. So it's super exciting.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

What is the difference between persistent hangars and the personal hangars that citizens are familiar with?

TL;DRPersistent hangars bring personal hangars into the game as owned, customizable places that keep what you leave, and form a superset that may also include rented or temporary hangars, simulated like ships.

Rob ReiningerAssistant Director, Systemic Gameplay Services

The idea was, at least to my knowledge, that these personal hangars were actually meant to be someplace that was in the game. Asteroid hangars were supposed to be at someplace like Grim HEX or wherever. The Revel & York was supposed to be a microTech hangar, right? So I would not necessarily look at them as different places, but what we're going to provide is a place that you can customize, you can leave stuff on the floor, and when you come back, it will be there. It is your place, kind of like the habs, where you can go and dump stuff in your hab. But on a much larger scale, these will be things that you can buy. They'll be yours; you can rent them, maybe. Things of that nature, right? It'll allow players to manage larger scales of cargo, things like that. Those hangars are pretty big, right? So you can line some cargo up down one side and then spawn a different ship and then, whoop, put it on that one. So in a nutshell, it's taking that personal hangar and really just transplanting that into the game and allowing the game to persist it in whatever state you leave it.

Chad McKinneyLead Gameplay Engineer, US PU Gameplay team

Yeah, I mean, if I could just add, I would say that persistent hangars are kind of a superset of hangars, where they include the personal hangars, which are now persistent, but also will include other hangars that you could potentially interact with for other reasons. Because we're now going to make them something that you own, that means that there's going to be some locality tied to them. And there are going to be situations in the game where you may not have access to a hangar that you actually own at a given location. And there are going to be a set of processes in place that still allow you to facilitate certain gameplay loops. So that might mean maybe renting a hangar or having a temporary hangar for a certain transaction. And it even opens the door potentially for things like hangars associated with characters or missions and things like that. But yeah, Rob's exactly right. Effectively what we're doing is, I mentioned before that cargo was being turned into entities, and then that allows us to have a certain amount of persistent gameplay associated with them. Same thing is true with the hangars. We're now going to have the ability to simulate them as entities, very similar to ships actually. So right now in the game, you can already drop things in your ship, put ships inside of ships, and store and restore them, et cetera, et cetera. Hangars are going to start acting a lot more like that. And players are hopefully going to start thinking of them as an important part of their fleet, their gameplay set.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

So the player hangars people are familiar with, like the Revel & York, are under the greater umbrella of persistent hangars, but the first version of persistent hangars won't be that right away; it works with the hangars in game today, like the Area18 and Lorville ones, and creates persistent storage?

TL;DRAt first, persistent hangars will work with existing locations, pinning each player to a particular hangar entrance via ATC and hidden tricks, without a unique hangar per player, though the system could support that later.

Rob ReiningerAssistant Director, Systemic Gameplay Services

Yeah, so imagine you're going to choose your starting location of Area18, and then for the ships that you have at Area18, you'll have a hangar there that comes with your starting location selection, right? And that's now your hangar. Instead of Hangar 27, it's Rob's Hangar, Rob's Medium Hangar, whatever. And just like any other hab or persistent location, you can go there. Now, the only thing is that we're not going to build one hangar entrance for every single player that's actually on the server or in the game as a whole. It's going to be controlled through ATC. So you're going to contact ATC and say, hey, I'm ready to go. And Chad can talk maybe more about the technical side of this, of how we're going to be bouncing players around. But basically, we're going to take you, we're going to move you while you're doing your stuff inside your hangar. And then, hey, I'm ready to go. ATC gives you clearance. That opens up a door. Doors open. You fly out directly into the city. And it's all from your persisted hangar space.

Chad McKinneyLead Gameplay Engineer, US PU Gameplay team

Yeah. So I'll just go a little bit into detail on that. The idea is that no matter what, for now, we're going to have locations that don't have the number of hangars to support even the current player limit, let alone whatever we've increased that to with Server Meshing, right? So for that reason, we're always going to have this problem of too many players mapped to too few hangars. However, we do want to maintain the player experience of feeling like you do own a hangar at a certain location, even for these ones where there are too few. And so for that reason, we're actually going to pin the players to particular hangar entrances, so that in your experience as a player, you'll go land somewhere, you'll fly away from somewhere, and it's always from the same hangar at that location physically. Now, the players may notice that there's going to be a kind of magical sensibility to it, because if we have 100 players in the server or whatever, or even the current 50, then the same players will be using the same hangar entrances and exits. How is that possible? And the reason is because there's magic happening under the hood, where we're magically moving these things around and we're using zones to isolate them from each other, so that you don't see the fact that they're all getting intermixed, but the experience for the players is that it's one continuous experience in and out. Now, that's for these locations, again, that have a more limited set. We absolutely, with this system, can expand it to have locations with larger amounts of hangars, which would then allow us to do things like individually put down persistent hangars for players, and that would probably have to work in accordance with some kind of procedural system for placing out very large numbers of them. And I know this comes up a lot; players are very aware that we have the real estate, right? We have these huge planets; what are we doing with all this space? Certainly that's an opportunity, but for the first outing, we're not going to have that unique one-to-one hangar experience for each location. Instead, it's going to be working with the locations that we have now, but the system, as we make it, will support that in the future, if we can work in accordance with the environment and level design teams and planet teams to facilitate the other part that would be required to have that kind of experience.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

Will we be able to give other players access to drop cargo off in our hangars?

TL;DRPlayers are meant to share cargo through a per-user freight elevator, with purchases going to the hangar and being moved physically, so groups can load ships together and split trading costs.

Rob ReiningerAssistant Director, Systemic Gameplay Services

Yeah, so what we want to build is this concept of a freight elevator that is tied to whoever's using it. So when you use it, you see your local inventory stored at Area18. When I use it, I see mine. So now what you get is the ability for you to bring your cargo out into my hangar and load it on my ship. We can collectively work together as a group to then load the ship up with a series of goods, take it to another location, and then go and sell it. So we thought that was a really important factor to hit. Players want to play as a group. Putting the bill for 18 million UEC of goods on a ship is pretty daunting, right? So I think it's a huge win for players, not just for working together as a multi-crew ship, but also contributing together from a financial point of view, sharing the cost of trading. So I think that's a big one.

Chad McKinneyLead Gameplay Engineer, US PU Gameplay team

Yeah, and I think Rob's burying the lede here a little bit. If you were paying really close attention, you will have noticed that there was quite a dramatic change to the way that cargo works implied in that, which is that we're not going to be magically spawning the cargo into your ship whenever you purchase cargo. Instead, it's going to be purchased into the hangar, and you will be calling it from the freight elevator, and then manually moving it in and out of the staging space into the ship. I mentioned before that we're trying to localize the cargo more. This is part of that. We're getting rid of the magic. No more popping in and out of existence. Instead, they're physical things. They have to be moved. Of course, in the future, this is going to set us up for systems such as maybe drones or NPCs that you hire to help you move these things. But for now, the idea is that you can move them yourself using the multi-tool, or you can bring in your friends. And so this is one way in which people that are playing together will have an advantage over players that are just playing by themselves, because there's a certain amount of throughput that you'll be able to achieve with a larger crew, which will increase your financials as opposed to a single player. So it's kind of bringing that multiplayer, interactive, diegetic, physical gameplay into the cargo system.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

With the big expansion to personal inventory, loot generation and the increased need to sell and trade things, what is next for selling, trading, shopping and asset managing?

TL;DRNext comes selling personal and ship items back to shops through kiosks, limited at first to item types the store sells, with ship resale in a future tier and sales restricted to items at that location.

Rob ReiningerAssistant Director, Systemic Gameplay Services

Yeah, so the big one is we're trying to close off some of these game loops, right? We can go out, we can buy stuff, we can already sell commodities. So the next logical step was to be able to sell personal items or ship items back to shops, just offloading. You bought 57 different ships, but you're just like, I just want to manage a small set of power plants or whatever. That's a doable thing now. The goal is to start with those item types, generally limit them to the types of items that the store will have for sale, right? And then go from there. Selling ships back to a dealer is going to be in a future tier, right? But the important part is when we start going to loot generation, you're going to be able to collect a lot more stuff. It may or may not be valuable, but it's another form of being able to be rewarded within the game, to be able to go and sell it somewhere. So it closes several gameplay loops that are either coming online very soon or have been there for more than a bit. And it also gives us an opportunity to actually change our shopping flow in the kiosk. It's going to be in the kiosk, I should say. We're not going to do it at the physical item level or the mobiGlas level. We're going to try and phase out that mobiGlas UI at some point. But in converting it to Building Blocks, we can re-envision that flow a little bit and try and make it a little more user-friendly: selling things in stacks, buying things in larger volumes. And if you buy things, they're going to get sent to your local inventory. If you sell things, you can only sell things from your person, from your ships that are in that location, from your local storage that's in that location. So again, leaning into that concept of items being localized within the world, it's going to fall in line with all that.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

With the addition of being able to sell loot, are there plans to be able to resell a ship purchased with aUEC? It would be nice to be able to get rid of entries on the ASOP for ships that maybe I don't care for after I have purchased them.

TL;DRSelling ships back is the plan, possibly with hiding ASOP entries and scrapping at junk sites, but it won't be in the first iteration because ship persistence data needs extra caution.

Rob ReiningerAssistant Director, Systemic Gameplay Services

Sure. I mean, that's the plan, right? We want you to be able to sell your ships back, basically anything in the game, if you don't want it anymore. We want to give the players a way to manage their inventory and cull it down to the things that they care about. I could even see, as we re-envision the ASOP, because the ASOP is going to need to change a little bit when we do some persistent hangar work, maybe even just, hey, hide this, give you the ability to hide certain entries, but they're still there, right? All the way to selling them and doing other stuff. We want to eventually be able to take ships to junk sites and scrap them. And if you're a pirate, right, that's a big question in the game. It's like, how do I steal something and sell this big ship? Well, that's got to be a pretty complicated and dangerous thing, but that's stuff that CR's talked about in the past. So it's all in an effort to build up towards that level of ability to buy and sell legal goods, stolen goods, stolen ships, legal ships.

Chad McKinneyLead Gameplay Engineer, US PU Gameplay team

What I'll say is that Rob mentioned before that it's later, it's not going to be in the first iteration of selling, and that's because ships in the game are much more important. And for that reason, on the back end and the persistent layer, we're doing a lot more tracking. We use a lot more safety mechanisms regarding ships. If, because of a bug or whatever, you lose a weapon or an item or something like that, it's not that big of a deal. But losing a ship, the amount of money that's going into these, the amount of time that's going into them, is dramatic. So for that reason, we would have to account for that, for example, in LTP. And to date, we don't remove things from LTP. So as soon as you do something like that, you open yourself up to a set of bugs that you have to be very cautious about on the technical side, so that you're very confident when you go out that you're not going to start just blasting people's very persistent data that they've worked hours and hours on. We're being cautious on that part. And it's not that we don't know how to do it or don't want to do it. It's more that we want to be careful on that one for sure.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

Will there be more reputation stuff for people on the wrong side of the law?

TL;DRYes, reputation is planned for illegal and outlaw gameplay too, with data already being set up, though no release timing is given beyond watching the roadmap and an upcoming CitizenCon talk.

Ben DorseySenior Systems Designer, US PU

Absolutely, definitely. And I'm not even saying that as a far-off, super distant thing. I literally spent yesterday setting up some data for it. When it comes out will be a question mark; keep your eye on the roadmap, as Jared is so fond of saying. But there is planned support for pretty much any kind of gameplay in the game with reputation. The idea is that whatever you guys enjoy doing, we want to support with that reward system. If that means hauling cargo from place to place, there will be reputation for it. If that means shooting people along a trade route as a pirate, there will be reputation for that, both good and bad. If that means stealing Big Benny's machines and going and building weird Neolithic monuments on a moon for some reason, I'm sure narrative would have a problem with it, but there might be a reputation for that with some weird organization. So yes, there will be reputation for illegal things, for non-violent things, for all kinds of things.

Rob ReiningerAssistant Director, Systemic Gameplay Services

And we've talked about Pyro quite a bit. It's a big thing, right? And that's more of an outlaw system that's going to be coming online. So it's definitely going to be more relevant as we get into that. But yeah, as for now, design-wise, we're building out the structure behind the scenes of how this is going to work in the game. And that's actually something we're going to talk about in a bit more detail at CitizenCon.

Ben DorseySenior Systems Designer, US PU

Yeah, so we're excited to show you some plans for that.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

Adjacent to the cargo refactor: will the cargo refactor include a meaningful overhaul of the economy itself, for updated profit and investment ratios?

TL;DRRob Reininger says the cargo refactor has to include an economy overhaul, selling cargo by the box rather than per unit, which he calls mandatory.

Rob ReiningerAssistant Director, Systemic Gameplay Services

I think it has to. One of the things that we want to do is sell things by the box, not per unit, because it does a lot of different things when we start to go down that road, where it takes a certain amount of money to get into a box, a super valuable box that's this big. Whereas I can get into the really cheap stuff in larger volumes. Maybe the really expensive stuff I can only buy in smaller quantities, but I've got to get a certain amount of it in order to... It's like buying a lot size on the stock market, right? You've got to buy it in 100-unit lots. Similar principle with what we want to do for the cargo. And it ties to these large containers that we need to have to facilitate those. But I don't see how we can't do that. It's mandatory, 100%.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

When it comes to loading and unloading cargo in space, docking arms for ships, and hangars, how do you plan to protect the player's ship from someone coming on board during a manual loading process and flying away, or stowing away on board? Basically, how can players protect themselves during this vulnerable time?

TL;DRProtection comes mainly from moving loading into hangars, which are hard to enter, plus hired friends or NPCs and reputation; the speakers expect it to be safer, and a security system could be added later.

Rob ReiningerAssistant Director, Systemic Gameplay Services

I think the bigger question is, how are you going to protect your ship and your cargo that's being loaded and unloaded on your ship? Who are you going to work with to make that a safe thing? To me, that's where multiplayer gameplay just shines, right? You want to hire some friends; eventually we want to have NPCs that you can hire. Maybe your reputation is high enough that turrets at the station will actually help protect you, right? So you're going to see reputation being tied into a lot more things as we move forward. And certainly we've talked about hiring NPCs and working with other players forever, right? So this, to me, is ripe for that opportunity.

Chad McKinneyLead Gameplay Engineer, US PU Gameplay team

Yeah, and if I could add, I think a lot of people might hear that answer and be maybe a little bit upset. Keep in mind that you're not moving the cargo in and out on the landing pad, right? We're changing it to be in the hangar. And getting into somebody else's hangar is going to be much more difficult. ATC can be monitoring ships that are going in and out. If you just end up in somebody else's hangar, bad things could happen. If you want to physically walk in there, you're going to have to sneak in along with them. You can't just decide via some hangar elevator that you want to go to somebody else's. You would have to get into the physical hangar with them and then get all the way into their hangar. So it's just a lot less likely that this is going to happen. So for the first outing, yeah, it's probably going to be a bit more of a manual process in collaboration with ATC. And my guess is that when we go live, there is going to be a certain amount of it, but it's not going to be this rampant problem. Even if it does end up being like that, we can always do things like introduce maybe a security system. And maybe that's something you have to opt into. I don't know. We'll see how it goes. We'll see how the gameplay turns out. We'll see what the feedback is. But yeah, so it's a little bit safer than I think you'd probably expect.

Rob ReiningerAssistant Director, Systemic Gameplay Services

And I think one thing that we've blurred the line on a little bit here is that the cargo refactor is physicalizing cargo. It's not going to change the shopping flow for that particular feature. Persistent hangars is the big thing that's going to change the cargo gameplay flow. When it comes to shops, shops are still populating while your ship's despawned behind the scenes there. It just means that as a player, once it gets spawned on a landing pad, you can walk into the ship and take it out if you can get in there. It's physicalized at that point. The persistent hangar work is what's really going to drive this entire gameplay flow of the manual loading and working with friends and collaborating on that level. And then you will be much safer behind the doors of your hangar. So making things harder to do, like I mentioned, stealing ships, that should be really hard. It should be really hard to get into somebody's hangar. Maybe you've got to sneak on their ship and then be a stowaway all the way back to get inside their hangar, and now you can wreak havoc. But it takes an effort, and I'm sure players are going to do it. I guarantee it. They're going to find a way. But I think just the physicalization of cargo is going to be a huge step.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

Where do cargo decks come into this equation? We released them a couple of patches ago, and they famously looked great but were less filling as far as gameplay content. How do those work into the new picture?

TL;DRCargo decks stay as purchase places, but their original storage-renting intent may change, with persistent hangars letting players pay to land, shop, load and leave; some adjustments may be needed.

Rob ReiningerAssistant Director, Systemic Gameplay Services

So there are hangars at those stations. Cargo decks are places where you make your purchases. We originally intended that to be where you can kind of drive renting space. We've actually since talked about some additional possibilities of how we're going to manage your overage, and is it capped? Is it just per unit, like you pay for the storage that you request? Maybe that gets way more expensive the closer you get to certain levels; small stations may not have a lot of space. And once you get up to like 1,000 SCU, man, that gets really expensive, and it's just not worth it to store that much stuff there. I'd see it maybe morph a little bit over time here, as far as the original intent. Obviously, I think one of the big points was that they're not really connected to the outside, so people can't really fly their ships in, load it up and go out, but that's where persistent hangars [come in]: even if you don't own one there, you can request to land in one, pay for it, like 500 UEC to go land, and then you go in, do your shopping, load it on your ship, and then go, and then that hangar disappears from your persistence, right? Again, it's realizing the gameplay over time; this is a huge feature. We've built so much in the game already, and we've got to go back and make sure that what we're building still works within the context of everything that we've got. I'd expect there'd be things like that that may need to get tweaked a little bit. We may be able to use it right out of the gate.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

Does this cargo refactor include things like the storage boxes for the Aurora and the Mustang?

Rob ReiningerAssistant Director, Systemic Gameplay Services

Are you talking about the boxes on the outside?

Jared HuckabyHost, Community

Yeah.

Rob ReiningerAssistant Director, Systemic Gameplay Services

Yes. So because they're items, it's like a weapon. It's just attaching to the outside of the ship. So it will absolutely facilitate that. Now loading, that's going to be interesting. That's a different problem.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

With persistent hangars, will the need to equip ships only with the inventory you have in the hangar or at your current location be implemented at the same time?

Rob ReiningerAssistant Director, Systemic Gameplay Services

That's actually going to be coming out with this new inventory change that we're doing. So when the asset manager drops, the personal inventory system is changing, right? The PMA will be removed in lieu of the new personal inventory that you've probably seen Rich Tyrer and company talk about quite a bit. The VMA will also fall in line with that. So the VMA will still exist, but it'll be altered to only show the things that you have at that location or purchased at that location. So you'll see the equipment from all of your other ships that... obviously everything's item port size restricted and stuff like that. But yeah, so it'll be localized there.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021
EpisodeInventoryShips

With things like persistent hangars, the physicalized inventory and asset management coming, how does prison factor into that, and being an escapee? At what point do you get all of your stuff back? Because when you show up in prison, everything famously disappears.

TL;DRItems won't be accessible when you're imprisoned because they simply aren't at that location, and they'll be there when you return; the Asset Manager shows where things are, with some details still to be worked out.

Rob ReiningerAssistant Director, Systemic Gameplay Services

Sure. Well, I think it works even better, because we've had to actually hack the inventory to work around that fact, to hide all of these other things that were previously in a global inventory. So you just won't have it, right? Your stuff will just not be at that location. So of course you can't access it. So when you get back to places where you can, it'll be there.

Chad McKinneyLead Gameplay Engineer, US PU Gameplay team

Yeah. And I think there's still some fine details to work out exactly, but probably one way that it could work is, if you were at a location where you got captured, we just start there. If you're somewhere where there's not really reasonably anything close that you could identify as the location where your stuff is, we'd probably just stuff it in your home location. But as I said, there's some fine details to sort out exactly. And then the immediate next question, I'm sure a lot of people are thinking, is how do I know where it ended up, right? And the answer to that is, well, that's why we have the Asset Manager app, which is to help you understand where things are in the world.

Rob ReiningerAssistant Director, Systemic Gameplay Services

So yeah, we haven't really talked about it; we will talk about this in more detail at CitizenCon, but think of the Asset Manager as the global view, and your personal inventory and persistent hangars, your ships, these are all your local places. So when you want to know what's on the other side of the system, that'll be the asset manager, or NikNax is the actual name of it.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

I know we're talking about the asset manager at CitizenCon, but will it allow for text-based global search of inventories?

TL;DRThe asset manager will first offer category filtering of local results rather than global text search, which is harder to build and not currently being worked on, though it isn't ruled out and is something they want.

Chad McKinneyLead Gameplay Engineer, US PU Gameplay team

Yeah, so what it will allow is text-based filtering of local results at first, but not global text search. And the reason for this is because it's actually much more difficult to implement than you might just naively think. You have to consider how you're extracting that data out of the back end. The way that we're implementing the new entity graph system is to optimize it for the kinds of queries that gameplay does most often. And that usually means hierarchical queries. And for this reason, the way that the data is laid out in the database is not conducive to text-based search. Instead, we would have to have a different kind of caching layer in order to facilitate this, which is doable. It's not that it's not possible. It's just that that's not the work that's currently being done. We're very focused on Server Meshing, entity graph, persistent streaming, all that stuff. So the people that we would need to work with in order to support that are tied up with some very important things right now. The global search won't be out in the first outing, but it is something that we've definitely talked about, and we have some ideas about how to do it.

Rob ReiningerAssistant Director, Systemic Gameplay Services

And on that note, we actually found that... we put in an item type and subtype, so the categories and subcategories that you would see in the shop kiosk. So you've got your categories across the top, like, oh, clothing, and then pants, shirts, whatever. We're giving that level of filtering, where you can set up your criteria, say, yeah, filter, and then only the stuff in that location that matches that criteria will show up. So it's a little more efficient way to go, where's my guns, where's my clothes, where's my whatever. But the text search... we're also limited on how many things we can bring into the query results each time, just because it'll take longer and longer for things to load. So we felt it was better to give you faster results than to create this huge list, wait for it to load for 15 minutes, right, and then allow you to interact with it. So I think we've actually turned the text-based filtering off right now, because the type/subtype or category stuff was so much more efficient, where it's like, let's just nix that and give them a little more space to show items.

Jared HuckabyHost, Community

So it's not out of the question?

Rob ReiningerAssistant Director, Systemic Gameplay Services

No, no. It was one of the first things I wanted. I'm like, I want to type, much like we have in the friends list in the front end, where you can start typing somebody's name and see them pop up in the list. That's exactly what I want as a player. And I want to be able to type keywords. I want to be able to type like sniper or bullet or whatever. As a game that manages so much stuff, we have to have those quick and easy ways to not just figure out what it is, but where it is, what I need to do to go and get it, how much of it I've got, what quality, what shape it's in. There's a bunch of stuff that will be coming into play much more as we move forward.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021

Will reputation affect selling prices or taxes on trading or selling loot at some point in the future?

TL;DRReputation is planned to affect buying and selling, including prices, taxes and access to items, and is described as fundamental to progression; losing standing won't remove items but may block repairs or replacements.

Ben DorseySenior Systems Designer, US PU

Absolutely, absolutely. That is one of the core... There's a portion of reputation that is one of our very public, very core plans for it. There's perks. You've seen a very small amount of that with the bounty hunter reputations, where you get a little bit more in mission rewards as you rank up with certain organizations. This would fold under the expansion of that into many more varieties and much more interesting perks. That's actually one of the simpler ones, frankly. It might be a specific shop, if it's a little mom-and-pop store, where you've got a really good reputation with that specific person, or it might be company-wide, if there's like Garrity Defense, then you can get all of those various stores. But yes, absolutely, when you're selling, taxes and all of that could be affected by reputation in certain areas.

Rob ReiningerAssistant Director, Systemic Gameplay Services

Yeah, buying and selling. We talked about hiding things behind reputation, so you've got to be X reputation, you've got to be a private with us in order to buy our weapons. It also ties into subscriber flair as well, right? We've always talked about wanting to put a subscriber shop in there. So guess what? Subscriber is just a reputation that is a boolean, on or off.

Ben DorseySenior Systems Designer, US PU

When we say, oh, this thing will give you X item, it generally will more give you access to X item, and that's why when you fall below that rank, we aren't going to take that out of your inventory, because that's just rude, frankly. It's that the item might decay to a point where it is broken or needs to be repaired or something. You won't be able to get it back in working order until you are above certain reputations, or get a replacement until you're above that.

Rob ReiningerAssistant Director, Systemic Gameplay Services

As we move forward with the game, obviously, wear and tear is going to become a much bigger influence on your gameplay. Right now, we do a lot of things with ships where we basically just give you all brand new stuff when you claim insurance. Eventually, the intent is that your parts are wearing out. So if you lose your rep to have access to it, you may not be able to get it repaired by them, or you may not be able to get another one. I can't express enough how fundamental reputation is to our progression system. It is huge, and it's going to be tied into as many things as make sense, but in most of the stuff that we work on, it's going to be a factor.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021
EpisodeReputationEconomy

As a follow-up to the subscriber flair point: many subscriber flair items get lost over the course of adventuring in the PU. Are we talking about an easy place for people to go back and reclaim the things they have already earned?

TL;DRRecovering lost special items like subscriber flair is in the plan, possibly by returning found items to a home location, but no schedule exists and it depends on priorities.

Rob ReiningerAssistant Director, Systemic Gameplay Services

Yeah, I mean, that's an interesting point. Typically, the players are just doing character resets and then getting their stuff back. Reclaiming it, like we have talked about: if you lost it, maybe at some point somebody could find it, right? And then it gets returned to your home location, where you can go and pick it up. There are talks about how we can do that for some of those key items, like the subscriber things or the things that you paid real money for, or the special stuff, right? Your special mount, so to speak. But yeah, it's in the plan. I don't know when that's scheduled, but it's an evolution of the shopping experience for sure. And I know next year is going to be much more economy-focused as we get the Quanta tooling integrated into the game more and more. That's where I would like to see that happen, but it's all going to come down to priorities.

Ben DorseySenior Systems Designer, US PU

I also should clarify, for XenoThreat, we are going to directly reward you some stuff at certain reputations after the event is done, but that is something that we do not plan to do long term.

Rob ReiningerAssistant Director, Systemic Gameplay Services

That's a one-off. So that's a good point. Right now, we're doing it in an undesirable way, where we're going through the analytics data and going, ah, who's actually completed this? And then attributing those things to the accounts. These are things that we want people to be able to, one, acknowledge: yep, cool, I'm going to this place and I get it, and I did it and I know that I did it. Whereas right now the backend just goes, yep, you got it. There's not a whole lot of messaging. Once the inventory is localized, I go get it. We've got plans for that as well. But yeah, so hopefully it'll become more fluid and more tangible in-game experiences with the reward stuff that they're doing now.

Star Citizen Live›US PU Feature Team·
Published on this date.6 Aug 2021
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