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Wingman's Hangar ·
Published on this date.2013-09-06
· 17 Q&As

Wingman's Hangar ep037 . September 6, 2013

The developers answer fan questions on guild size, shield facing, upgrade modules, fuel and ammo, cooling, multi-crew Constellation play, command-and-control, UEE penalties and in-game radio. Staff also describe their Hangar work: elevator, holotable and build/patch system.

Transmission log

Full answers

Is there any artificial limit on guild size, or can I bring as many friends as I like into my guild?asked by Horace

Rob IrvingDesigner

Well, that's an easy one to answer because we don't know yet. My guess is that we won't have limits necessarily, but we may make you organize it a little more as the guilds get bigger.

Maybe squads or something of that nature?

Rob IrvingDesigner

Yeah, we've been working a little bit on the nature of guild tools and everything recently, so we're getting there, but we're not sure just yet what we'll be able to do.

Well, I mean, the number of people in your guild, you can have as many as you want, but that doesn't mean you can all be in the same instance and stuff, right?

Rob IrvingDesigner

Yeah, exactly. And your org chart could look messy.

Wingman's Hangar·
Published on this date.6 Sep 2013

Do you like the idea of hosting an in-game radio to keep us Star Citizens company on our long journeys?asked by John Shepherd

Why, an in-game radio, you say? Why would you ask? As long as it doesn't suck. We've talked about how we're going to have some sort of content for the universe, what that is, whether the hangar show transitions over to that or whether we create other new content. There'll definitely be something that goes, we'd like to track the lore and create something around that. So you guys will help us do that, too.

Rob IrvingDesigner

Yeah, that's a lot of content, because remember, slow communication, which means a station can't broadcast to every system, so we're going to need a lot of stations.

A lot of stations, wow. Fans, pony up.

Wingman's Hangar·
Published on this date.6 Sep 2013
AudioLore

Will shields have an area effect? Is it possible to terminate a shield only on the back or front?asked by Thor

TL;DRShields can have different numbers of faces, from a single bubble to several, so a face such as a Freelancer's rear can be taken down and power redistributed.

Rob IrvingDesigner

Ah, okay. I think I see what they're asking me. So shields, if you think about Wing Commander, it used to be front, back, left, right shields. Well, we've expanded that a little bit, so now you can get just a bubble shield that is only one surface. It has a little more damage potential for the whole thing, and so that can be shot from any direction. But then there's also two-face shields, four-face shields, and actually if you look at some of the ones that are already on the ships, there are different numbers of faces. So yes, you could take down the shield in the back of a Freelancer, for instance. The energy can be redistributed.

If you were getting shot from the back, could you then move more shield power to that, if you have that control mechanism?

Rob IrvingDesigner

Shields rear, yes, of course.

Well, there you go. So there's both offensive capabilities in regards to that and defensive capabilities, which is pretty cool.

Wingman's Hangar·
Published on this date.6 Sep 2013

I would like to fund Star Citizen more in the future and would consider upgrading my Aurora pledge to Freelancer level. Will participating in any of the test modules prevent me from being able to reclaim my package and upgrade it to something else?asked by Mr. Big

Well, A, we appreciate the backing in the first place. Thank you very much for that.

Rob IrvingDesigner

Yes, you can upgrade your backing.

Sure, upgrade any time you want.

Rob IrvingDesigner

But we are eventually going to lock down things. They'll come attached to characters in the game. But, of course, we're not to that point yet. It's going to be a while before we do that.

And we'll announce that.

Rob IrvingDesigner

Yeah, long in advance.

That's not something that would just happen. Surprise! That would be very bad. We would get that out early and let you know.

Wingman's Hangar·
Published on this date.6 Sep 2013

Is it possible to modify the window of a cockpit to go from something like this, with the bars, to something like this?asked by Vreggar

Well, that's an interesting question. I don't know. What do you think?

Rob IrvingDesigner

Well, I think there's probably going to be another pass on cockpits at some point. Because I have to admit that the view area is not very big on some of our cockpits. And I think we are all aware of that and we want to do something about it at some point. We've just been a little busy with the hangar stuff.

Yeah, getting it out there. And again, that's one of those things. If you guys want to see stuff, let us know, and we can probably adjust it. We'll see what we can do.

Wingman's Hangar·
Published on this date.6 Sep 2013
ShipsUI & HUD

Will fuel and ammo take up or be limited by cargo space on your ship?asked by Wagner

Rob IrvingDesigner

Well, I don't think it's going to go in cargo space, although you could carry extra fuel as cargo. In the upgrade space that ships have, you can add additional magazines for physical weapons or add drop tanks, for instance, under the wings of the Hornet. We're going to probably allow that at some point. So it's not part of your cargo space, it's part of your extra space. But other than that, every ship has a default fuel tank that just has a certain capacity.

Wingman's Hangar·
Published on this date.6 Sep 2013

I understand the Constellation is a multi-crew ship, but what happens if my friends are offline and I still want to fly? Will AI replace them, or can the captain actually handle the ship on his or her own?asked by Polarin

Rob IrvingDesigner

Well, we've definitely said before that you can hire AI crew for your ship. But in the case of a multi-crew ship, you could, in theory, handle it yourself. Now, it's not going to be as effective without crew. For instance, there are avionics upgrades that would let your turrets be computer controlled. They just won't be as cool as Luke and Han in the turrets.

Wingman's Hangar·
Published on this date.6 Sep 2013
MulticrewNPCs & AIShips

I am requesting further detail on how Design HQ sees the command and control module working in a small fleet action. Will my C&C operator have a tactical overview of the battle space, and will the Rosinante have to remove our keel turret to mount the module? What level of detail can she give in instructions to our fighter escorts, and how much of a force modifier should our fighter wing expect when travelling with the C&C-equipped ship?asked by Hark

Okay, then. That's a great question. We get that a lot. People are really curious about C&C. I think Chris kind of answered some of that in last week's forum feedback, but let's hear more.

Rob IrvingDesigner

Basically, all those things are reasonable. We don't know all of the details yet, but yes, you're going to have some sort of tactical overview of the battle. Depending on whether we're doing voice communication in the game, you can probably give orders directly to the other pilots in your group, if you're all on the same voice network. So there will be some degree of all of that. We don't know what the degree is yet. We still have to design a lot of that.

Wingman's Hangar·
Published on this date.6 Sep 2013

Will upgrade modules for ships be universal, or will each ship have its own upgrade aftermarket?asked by Normandy

Rob IrvingDesigner

Well, most of them are universal. You've already started to see that some in the hangar, where you can switch the guns out to any of the different ships in your hangar, which is really great. Some of the upgrade slot pieces will change with the size of the ship, but most of them will be like batteries for weapons. Those will be pretty much universal. You can just plug them into any ship.

Wingman's Hangar·
Published on this date.6 Sep 2013
Ship componentsShips

Will there be advanced tutorials in-game where we are able to learn more about complex flight skills and maneuvers, particularly those of an evasive or racing nature? For example, a Crazy Ivan or Barn Swallow.asked by Rocket Jockey

Rob IrvingDesigner

Yes. Simulator. The simulator will have some training stuff. Now, I don't know how advanced they'll get, and it may be one of those things where we keep adding content over time.

True. And as we do add content, that's exactly where you'll go to learn how to fly and to engage, and as we add details or levels of detail complexity, that's where you're going to go learn it. And that'll be in the hangar.

Rob IrvingDesigner

It will. Perhaps. I wouldn't say soon. It'll definitely be there.

Wingman's Hangar·
Published on this date.6 Sep 2013
Flight modelShip combat

What will we be able to do on long journeys?asked by Legante

So what are we going to allow people to do on the long journeys? We've talked before a little bit about having some sort of mini games, card playing, whatever in the game, but there probably won't be much available at launch time. That's one of those things you just continue to add in when you have a little time. We'll have things that you can do interactively, and you can play around with the pieces of your ship, of course.

And if they've got suggestions, send them in! Obviously, they all want to go to the bathroom, it seems.

Wingman's Hangar·
Published on this date.6 Sep 2013
ShipsMulticrew

Will there be cooling systems in ships? For instance, a laser gun could be damaged by overheating, eventually leading to an explosion. A cooling system could prevent that.asked by Zahn

Rob IrvingDesigner

It could. In fact, if you look at the Aurora brochure, there was a cooling system on one of the Auroras by default. So yes, we do have coolers. They are part of the engine modifier system that's getting moved into the generic upgrade space. So that may even be what their modifier bonus is that they got from the stretch goal. So definitely a yes on that question.

Wingman's Hangar·
Published on this date.6 Sep 2013
Ship components

Can I select the basic hangar instead of the upgraded versions? I may want to live out that Han Solo on the fringe-style fantasy in a gritty hangar as opposed to the high-priced deluxe look.asked by Zertz

So can they basically choose which hangar they want to be in?

Rob IrvingDesigner

I mean, if the ship fits, right? Not all ships fit in all hangars. I mean, a Constellation in that discount hangar would not be very cozy. But yeah, we've talked about that a lot. I'm not sure if we have a definite plan for how we could do that, but maybe let you look at the ships that fit in the other hangars if you have a higher hangar. We still have to strategize on that a little bit.

We do, and we've built a modular system to allow us to be flexible in those regards. So we'll see how that goes.

Wingman's Hangar·
Published on this date.6 Sep 2013
Player housing & hangars

What happens if we get caught by UEE authorities? Do we have to go to prison, or can we just pay a fine?asked by Sarzu and M. Palmin

Rob IrvingDesigner

Well, wouldn't it be neat if you had to go to prison and serve out your actual sentence?

Okay, no. That would be awful. That would be the definition of sucking.

Rob IrvingDesigner

So, yeah, I don't think we're going to make you go to prison. There will probably be fines and penalties of some sort. We haven't really figured out exactly what they're going to be, but don't get caught.

Don't get caught. That's the best way.

Wingman's Hangar·
Published on this date.6 Sep 2013
Law & crime

Dan, why don't you tell everybody what you did for the Hangar?

Dan TracySanta Monica Programmer

That elevator. How many days did we go back and forth on that? All that craziness with trying to actually get it set up, but having the character falling through it all the time, having issues with animation, oh, now it needs to be flow graph driven, back and forth. So it was touch and go, especially a few weeks out, right before we were about to ship, and we're still collaborating on this elevator and trying to get that set up. And not only that, I was also working with Paul on this holotable as well. And Paul can tell you guys a little bit about that.

Wingman's Hangar·
Published on this date.6 Sep 2013

The holotable was not quite promised to be in the original thing; it was one of those things we decided was so badass that we had to put it in. Paul, that's your baby, right?

TL;DRPaul Reindell says the holotable was decided about two weeks before release and he built its interaction code in a rush, finishing hours before release while also supporting ship interactions.

Paul ReindellSanta Monica Programmer

Yeah, actually. You decided, I think, two weeks before. They were like, hey, Paul, finish the holotable. And I was killing myself to build up the whole code behind it. The whole interaction, it's not an easy thing. There's nothing standardized. We could use a normal 2D menu, but Chris was always like, oh, I want to have this awesome holographic 3D model-driven table with animations here and transitions there. So I really killed myself to build this out. I think I finished it at 5 in the morning, one day before we released, so it was really super close to get this in. And besides that, I always had to support Dan for all the interactions, like entering the ship and opening doors and sitting down in the seats. I also wrote a lot of code to actually make the interaction of the ship happen. So I always had to switch between, okay, more holotable work, and then Dan was like, oh, and I need this door to have functionality to go on and off. We don't actually have triggers for that. Hacking something in really fast to get this working, then back to the holotable, and just a crazy two weeks.

Wingman's Hangar·
Published on this date.6 Sep 2013

Kyle, when people first launch or try to get the Hangar, that's your work. Why don't you talk a little about what you did there?

TL;DRThe speaker worked on the build system and patch creation for the Hangar; the CDN arrived only two weeks before it was needed, yet patching worked well with strong download statistics.

KyleBuild Engineer

So I worked on the build system, which takes the code and generates the actual game that you're going to play, and then we need to create a patch of that, which then gets distributed out. And we didn't actually get the CDN until two weeks before we needed to actually use it. It was right before you guys were going out to Germany, and we were uploading the patch and making sure you had it on the computers. And then we weren't sure if it was going to patch or not, because we hadn't really tested it internally. And it's amazing how well the system worked. It just started to work for you guys. You guys were getting the patches. We were making builds here internally and then uploading them, and you guys were downloading them just fine. We had some pretty awesome statistics coming off of the CDN, like how many terabytes of patch data people were downloading once it finally came out.

Wingman's Hangar·
Published on this date.6 Sep 2013