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Star Citizen Live ·
Published on this date.2021-02-12
· 39 Q&As

Star Citizen Live: NPC Capital Ship Combat

Developers explain how NPC Idris and Javelin capital ships fought in the Xenothreat event: turret targeting, loadouts, torpedo and countermeasure balance, and fleet AI. They also cover collisions, friendly fire, quantum travel visuals, and planned changes such as launching fighters and firing torpedoes.

Transmission log

Full answers

Why do the NPC capital ships have no interiors?

Luke PressleyLead Designer, Star Citizen Live team

I have a little snippet here from John Crewe that I'll read. But I just want to say, because they weren't integral, they're not integral to this mission. And we are currently working on the tech to dynamically stream in these interiors. And as you can imagine, the interior of the Javelin is going to hurt your frames. For that reason, if nothing else, we didn't include it. But there are other reasons, obviously. It makes it harder for you to steal the ship, which is always important. It also doesn't spoil it. If someone gets in and walks around, they've kind of spoiled the surprise.

Jared HuckabyHost, Community

Yeah, we've done limited tours over the years and whatever, but we have been cognizant to hold certain visuals and content back because we want people to experience that for themselves whenever these things do fully come online for players.

Star Citizen Live·
Published on this date.12 Feb 2021

What are the current loadouts for the three Idrises and the Javelin? Do the Idrises differ, and are you happy with the loadouts as they are at present?

TL;DRThe three Idrises currently share the same loadout with bespoke components, the team isn't happy with it yet, expects changes after combat observations, and kept them identical to first prove the ships work.

Richard TowlerLead Designer, Vehicle Experience Team

So basically the three Idrises are the same at the moment, but they obviously come with bespoke components because these are such large ships that they needed their own components, and they've been tuned that way. I wouldn't say we're happy with the loadouts at the moment. They're still subject to change and balance changes, and we're basically looking at additions to loadouts based on things we've identified during the combat with Xenothreat, and just looking at how these ships are defending themselves. So there's a good possibility that they will change in the future.

Luke PressleyLead Designer, Star Citizen Live team

Yeah, I don't think it was important to have the Idrises have different loadouts this time around because this is the first time we're proving they work, right? So let's do that first rather than getting back conflicting things from QA who are saying this one's weak and this one's not. Let's focus on being happy with one.

Star Citizen Live·
Published on this date.12 Feb 2021

How do capital ships decide what weapon to shoot at what target?

Robbie ElmsSenior Designer, AI Feature Team

So a capital ship's crew's targeting priority takes in two factors. It's the size and the potential threat of their opposing entity. So, for example, the Idris railgun is a bit of a devastating piece of equipment, but it would be like threading a needle trying to hit a small, nimble fighter like a Gladius or even a Xi'an scout ship. So that's where we have the turret gunners take into consideration the smaller entities like fighters, but then they would prioritize a torpedo or a missile and focus their targets towards that, because that's actually a higher threat to damage them more than a smaller fighter.

Star Citizen Live·
Published on this date.12 Feb 2021
Ship combatNPCs & AI

Is it possible to overwhelm the targeting [of the NPC capital ships], or is that just perception?

Robbie ElmsSenior Designer, AI Feature Team

It's a real thing at the moment because we've not balanced every single potential threat. We're not taking a Prospector into consideration in a big naval battle, but that's one thing we're working on.

Star Citizen Live·
Published on this date.12 Feb 2021
Ship combatNPCs & AI

Is it supposed to be this easy to kill an Idris? How do you balance this when you don't know if it's fighting 10 players or 50 players?

TL;DRBalancing is hard because of many variables; the team feels baseline strength is roughly right but the ships can't yet defend themselves well, and plans balance and AI improvements, with server struggles also a factor.

Richard TowlerLead Designer, Vehicle Experience Team

Yeah, so it has been really tricky balancing this because it isn't just the number of ships, it's the type of ships as well that people bring, and it's also the way they use their ships, the tactics they use, the timings they use. There's so many variables, and it comes down to how they can defend themselves as well. So we did have a really good idea of the baseline strengths of these big ships, and we feel we've kind of hit roughly in the right place for the baseline strengths, but we don't feel they're fully able to defend themselves yet. And there's lots of factors involved with that, but we are kind of working on this, and we're basically looking back at how players have attacked these big ships and we're learning weaknesses that these ships have. There's certain times when the players can outgun the turrets, and it's basically because the ship can't keep up with the movement and the turrets can't keep up, and they're able to find a hole where they can't get shot, and they can move in that, and it's really hard for those big ships to react to that. So we're looking at those weaknesses, and we're looking at how well the big ships can defend against torpedoes, because that's what does the real damage to these ships, the torpedoes. So we do see some times where these big ships can use countermeasures really effectively. That's really cool. And they can also shoot some of the big torpedoes. And it's just getting that balance right between: we want these big torpedoes that are basically small nuclear devices to do damage to these ships, but at the same time, we want the big ships to be able to defend themselves. And hitting that balance when you have as many variations possible as we have currently is really tricky, but we're going to look back at these events and we are going to improve it from both a balance side and an AI side as well.

Luke PressleyLead Designer, Star Citizen Live team

And there is the elephant in the room, which is obviously the servers struggling right now. Because if you're talking about, should it be this easy to kill an Idris, and all you say is it only takes nine size nine torpedoes to blow it up, that seems like too little. I think, actually, no, that makes some kind of sense. As Rich is saying, the issue is that they're not shooting them out of the sky. And on our local servers, that works. It works really well. It's balanced to the point where... I mean, you bring in a whole group of Retaliators and you organize them and you will easily take down an Idris, because that's what the Retaliators are designed for. Otherwise it would be overpowered now for capital ships.

Jared HuckabyHost, Community

And of course, as more capital ship systems come online, there will be more opportunities for the ships to defend themselves. I know the Idrises aren't using their missiles and stuff like that, but sometimes a good defense is a better offense. So as more of their capabilities come online, it will change that experience.

Star Citizen Live·
Published on this date.12 Feb 2021
Ship combatNPCs & AI

It seems like neither the Javelin nor the Idris fire all of their turrets at one time to use their firepower to overwhelm us. A full broadside from the Javelin should shred most ships. Why doesn't the NPC crew focus fire on one enemy at a time to destroy them? Is this an AI or server limitation, or a pre-planned thing to keep the fights more balanced?

TL;DRTurrets deliberately don't focus fire, because early focused fire felt unfun and robotic; each turret picks its own targets by size, and the team says there is still work to do.

Luke PressleyLead Designer, Star Citizen Live team

The latter. Because originally, without doing any work, they did focus all on one thing and then move to the next thing and then move to the next thing. And it was not fun to be in a fight for a few seconds and then obliterated. Also, it just made the ship look like it was controlled by an AI. Robotic. These are manned turrets.

Robbie ElmsSenior Designer, AI Feature Team

Like a hive mind on it.

Luke PressleyLead Designer, Star Citizen Live team

Yeah, exactly. Everyone has their own focus. Everyone knows what they can shoot at at any one point, because they can only cover so much of an arc. So yeah, it looked bad. It felt really bad. And we actually put a lot of effort into getting these individual turrets to prioritize their own. As Robbie was saying, they shoot at different size ships. The larger turrets shoot at larger ships because otherwise they'd miss all the time, because the ships move too fast. So yeah, it's a conscious decision to make it work like that. There's still work to do.

Jared HuckabyHost, Community

I feel like, depending on the situation, and this is just me speaking anecdotally from the hours of streams and videos that I've been watching for the last week, it seems like a bomber without proper cover sometimes seems to draw all the turrets to them. And it's pretty magnificent when you see it happen, when you see all the turrets just converge on one and just decide to yeet somebody into a different game.

Luke PressleyLead Designer, Star Citizen Live team

It's the same as a railgun. The railgun only chooses to shoot at certain things because otherwise it would just miss all the time. So I mean, we had plenty of tests where people brought a Hammerhead along, fully crewed, thought they were going to own this thing and just got one-shot out of the sky.

Richard TowlerLead Designer, Vehicle Experience Team

I happened to be in one of the playtests. Yeah, it was basically us as a team, and then it just pointed towards us. It missed the first time, and we thought we evaded it, but then it came back, and it just one-shotted us, and we're like, oh well, that's us dead.

Star Citizen Live·
Published on this date.12 Feb 2021

At present, does the Xenothreat fleet work together with the capital ships to focus on threats to the Idris first? How much do they work together as a fleet?

Robbie ElmsSenior Designer, AI Feature Team

At the moment, I think they have a very base-level fleet behavior in the mind of defend a target, and that target is their Idris, essentially. So all the fighters and all their retinue will be there to defend the Idris. But in the future, we're looking to expand on this with some actual awareness of a captain of a battle group, and they can dictate orders to their retinue and go, okay, right, focus this target. And then you start to have all the fighters pull over to harass the Javelin to take its eye away from the Idris and stuff like that. So we're working to further iterate group-defined behaviors rather than just a singular AI.

Star Citizen Live·
Published on this date.12 Feb 2021
NPCs & AIShip combat

Capital ships seem like they turn perhaps too fast for how big they are. They can sometimes seem like little more than enormous fighters. Is this how we intend it to be?

TL;DRCapital ship turning has been biased toward making them flyable by AI, so some tuning is a compromise; speeds will probably come down once players have them, though some of the look is perception and sync.

Richard TowlerLead Designer, Vehicle Experience Team

Yeah. So basically, there's definitely a bias at the moment to making these ships flyable by the AI systems before they get in the players' hands. And we've basically balanced it so that it feels right now. So it basically works in sync with how well the turrets work and how well the ship can aim. So we have probably compromised some of the AI tuning for this. But that doesn't necessarily mean it'll be that way once it gets in the players' hands and once we've made improvements to the AI and the ships can target better. So we've definitely compromised a little bit. So the speeds will probably come down. And also we have some perception issues with some of the sync issues that we've had. And it's probably fair to say that there are times where it looks like it's moving quicker than what it is as well. But yeah, it's probably a bit of both.

Star Citizen Live·
Published on this date.12 Feb 2021

Are the Idris and Javelin we are seeing in the PU currently the UEE military versions from Squadron 42, or are they the eventual player-owned versions for the Persistent Universe?

Luke PressleyLead Designer, Star Citizen Live team

Oh, this is a John Crewe question. I'll read from my statement. They are the full military versions from the current time period. The ones in Squadron 42 may have slightly different exterior arrangements given their age, and some definitely have different interior modifications.

Star Citizen Live·
Published on this date.12 Feb 2021
LoreShipsSquadron 42

How much of an impact in performance do you see between internal testing environments (offline, local, single player) versus the live servers? Are we getting the full NPC capital ship combat experience, or is much still dependent on other systems like meshing and iCache to get things where we want them to be?

TL;DRLocal internal battles match the videos, while live performance depends on what is loaded on the server; the team says the internal performance is the target and hopes to reach it.

Luke PressleyLead Designer, Star Citizen Live team

The battles we get locally are the ones you see on videos. And the gap between what you see on those videos and what you're actually playing is, I guess, it depends on what's loaded on the server, right? Because when we do playtests, we all head to the battle. So we're not all in different landing zones with those streamed in using up memory there. We all tend to spawn at microTech and go as quickly as possible to the location. So that versus the reality of what players are doing on a server is going to be the difference.

Jared HuckabyHost, Community

Some of the footage that we saw during the NPC capital ship combat segment that aired last week on ISC was done from internal playtesting. I even released some of the raw video on social media where you can see many Idrises fighting each other and stuff, and the performance was stellar. Honestly, it was a good example of where we're trying to be with all of the work that we're doing behind the scenes on the platform and networking and iCache and all that stuff. So that is certainly the target. And it'll be an exciting day when we get there, to be certain.

Star Citizen Live·
Published on this date.12 Feb 2021

How do you account for known performance issues and desync when you're developing experiences like this? Do you balance and tune for the ideal experience that we're working on internally, or do you adjust for the current realities, knowing that you're going to have to adjust again later on?

TL;DRThe team balances for the ideal expected server conditions, then compromises as needed, aiming to return to the original goal as server improvements come, though server variance makes balance hard to read.

Richard TowlerLead Designer, Vehicle Experience Team

Yeah, that's a pretty good question. So we balance it really for where we think it's going to be, so the ideal circumstances. And then we look at what's going right or wrong with that, and we'll make compromises along the way. So basically, as things get better and we understand the problems and we're able to improve some of the framework on the server, we'll basically be able to move back to where our original goal was as we go. But there's always compromise with that. And as Luke said, it just kind of varies as well where people are on the server and stuff like that. So we've got lots of server kind of things to deal with where it creates a lot of variance in the testing. And that does make the balance tricky, because it does make it hard sometimes to understand where the balance currently is. But we're always aiming for where it should be, and then we kind of bring it back to make sure it's delivering the best experience at that time.

Star Citizen Live·
Published on this date.12 Feb 2021

While fighting the Idris, there are many support ships helping it. They can sometimes have very strange behavior. Is it normal that these support ships are able to change direction randomly and start spinning around?

Robbie ElmsSenior Designer, AI Feature Team

I've got a quote from John here: No. Yeah, but it's certainly a bug we're looking into from the AI side as well.

Star Citizen Live·
Published on this date.12 Feb 2021
NPCs & AIShip combat

Is the current intelligence of the NPC crew where we want it to be?

Robbie ElmsSenior Designer, AI Feature Team

So yeah, not at the moment, but what we've got now is a great foundation to build upon. And as we're going at the moment, we want to expand further on the multi-crew and especially the bridge roles, as this is both in PU live and in Squadron 42. The team have been working on an implementation system of traits, so we can apply specific traits to specific actors and AI, and this would essentially affect specific values in their behavior, so no crew member will be the same in a combat scenario or in a non-combat scenario.

Star Citizen Live·
Published on this date.12 Feb 2021
MulticrewNPCs & AI

How do you account for collisions in developing capital ship gameplay? Should we be able to push ships around like we do, and should ramming be an effective tactic?

Richard TowlerLead Designer, Vehicle Experience Team

So there's nothing we can do to stop players from flying where they want to go, and if there's a ship in the way, there's nothing we can do to stop that from happening, but we can improve what happens when that collision occurs, and it's how the physics distribute the damage. So that'll come with improved damage modeling, and also the way that servers resolve collisions like that, because these are massive ships colliding with each other, and it's a lot of force, which is massive. So there's a lot to calculate when that happens. It's not something we could just stop, but we will be improving the collisions and also what happens to you when you do it. So if you choose to ram, it's basically what happens to you as well.

Star Citizen Live·
Published on this date.12 Feb 2021
PhysicsShip combat

Should capital ship AI ever leverage ramming tactics of their own? Could there be a situation where an Idris pilot or a Javelin pilot just decides to take out as many people as they can when they know they're going down?

Robbie ElmsSenior Designer, AI Feature Team

Definitely, that's the thing. With some of the traits I hinted on earlier, you might have a reckless pilot, and they go, okay, right, I'm a sitting duck or I'm gonna die, so I might as well go out in a blaze of glory.

Star Citizen Live·
Published on this date.12 Feb 2021
NPCs & AIShip combat

Are there any plans to provide more capital ship gameplay or missions in the PU outside of the larger events?

Luke PressleyLead Designer, Star Citizen Live team

Yes. Nothing I can go into, but I would say that destroying capital ships will not be commonplace in missions, the kind of missions you do over and over. But them appearing in the mission, in support or in distress, those kinds of things. Yeah, I think you'll be seeing more of those.

Star Citizen Live·
Published on this date.12 Feb 2021

What is the range on the size seven weapons of the Javelin, and why do they not seem to fire as much compared to the size four weapons that are on top of them?

TL;DRThe size sevens fire less because they move slower than the size fours and can't track light targets easily; the team is working on AI to select better targets so they fire more in future.

Richard TowlerLead Designer, Vehicle Experience Team

Yeah, sure. So it basically comes down to the speed at which they move. So we've got the size fours on top and the size sevens at the bottom, and the size fours move much quicker, so they can track targets much easier. So they're choosing to fire at that point. It's more difficult for the size sevens to do that. That's kind of why you're seeing the size sevens probably not fire as much, but that's something we are working on with the AI as well, to be more selective about what they're targeting when they fire. So in the future, they will be firing more at the targets that those weapons are specifically able to fire at as well. So the size fours are more defense against light fighters, whereas the size sevens are more defense against larger ships. So it's a case of picking those right ships. That's something we don't quite have right yet.

Star Citizen Live·
Published on this date.12 Feb 2021

Are the NPC capital ships scaled down, or are they the actual size?

Richard TowlerLead Designer, Vehicle Experience Team

Definitely the right size.

Jared HuckabyHost, Community

We didn't create special ships that reduce scale for the event?

Richard TowlerLead Designer, Vehicle Experience Team

Nope.

Star Citizen Live·
Published on this date.12 Feb 2021
ShipsArt & graphics

Will there be any in-atmosphere capital ship battles in the future? Have you considered it?

Luke PressleyLead Designer, Star Citizen Live team

Yes, I'd have thought so, right? I mean, why not? It'd look amazing. Seeing the smoldering wrecks tumbling to the ground, it's always better than just floating there. I imagine so, but Rich, are they happy to fly in atmosphere?

Richard TowlerLead Designer, Vehicle Experience Team

So they're happy to fly in atmosphere. They may have some difficulty on the larger planets with a much more dense atmosphere, but they'll have to switch to VTOL mode to do that, and the ship does have VTOL mode, so it can do that, but it obviously won't be able to move as much, so it'll be much more vulnerable to the ships that can outmaneuver it in an atmosphere. So it definitely changes the dynamic if it happened.

Star Citizen Live·
Published on this date.12 Feb 2021

Currently, the NPC capital ships tend to vanish into thin air when they jump away. Are there any plans to make quantum travel effects on large ships massively more visible to players?

TL;DRShips do quantum travel but appear to vanish because of fast acceleration and server effects; the team plans to show the spooling phase and reduce the initial acceleration, with no date given.

Richard TowlerLead Designer, Vehicle Experience Team

Yes. Yeah, so basically at the moment it looks like they're kind of vanishing because they do accelerate very quickly, but also it's the server as well, so it's that time in that initial phase where they accelerate. But we do plan to communicate more the spooling phase and reduce that initial acceleration, so you can visually see them go out and you can see the lines come off the ship as it accelerates. That's definitely something we're going to work on, because it does look a bit strange at the moment sometimes when it's not communicated, and suddenly the ship just vanishes.

Luke PressleyLead Designer, Star Citizen Live team

I can confirm they do actually quantum travel. That's how sometimes you find them ending up at the wreck site or some random rest stop when they shouldn't. But yeah, when we got that in, we were a little disappointed to see that that's how it looks. I kind of expected some kind of effect on the spool that would signal that. But I mean, if you squint, you can see that there's a few frames of movement before it vanishes.

Star Citizen Live·
Published on this date.12 Feb 2021
Quantum travelShips

Fighting capital ships can seem similar to fighting open-world bosses in other traditional MMOs. How will Star Citizen reward players for taking out these incredibly difficult enemies?

Luke PressleyLead Designer, Star Citizen Live team

We haven't gotten there yet. I mean, obviously, we're looking now into all the ways we can reward players, like physical items, perks, reputation, the perks that reputation gives you. Salvage opportunities. I mean, obviously scavenging, freedom, in that they may have been locking down a location and now everyone can rush in.

Jared HuckabyHost, Community

Lots of things on the table. Nothing definitively set.

Luke PressleyLead Designer, Star Citizen Live team

Correct.

Star Citizen Live·
Published on this date.12 Feb 2021

Does the NPC AI work together as a fleet, or are they all essentially solo fighters that just happen to be around each other?

Robbie ElmsSenior Designer, AI Feature Team

Yeah. We did touch on it a little bit earlier, but they are not solo fighters. They are part of the fleet, but they've got a very base behavior just to defend their capital ship, essentially, but that's something we're working on in the future.

Star Citizen Live·
Published on this date.12 Feb 2021
NPCs & AIShip combat

Do you think you will look at the tolerance level for accidental friendly fire during big events like Xenothreat?

TL;DRYes, Luke Pressley says a coder is working on friendly-fire tolerance with no dates but "soon", while admitting it won't fix everything since intent is hard to judge and there is no death yet.

Luke PressleyLead Designer, Star Citizen Live team

Yes, definitely. We are now. I think Mark, my coder, is actually working on it. It's obviously difficult to know if it's really accidental. Figuring out the intent of a player is never going to be possible to 100%, but we can... I don't know if I want to tell everyone the things we do, because then people find the edge case and use it against us. So yes, we're working on that. And no dates. It'll be soon. It's fairly straightforward. I don't think it will fix everything. I mean, it's never going to fix that one case where you got unlucky or you were trying to cause it. So it's really difficult. How do you create a law system when you don't have judges and stuff like that? The law system as well, I mean, you kind of overlook the fact that there is no death right now in the game. Right now. So the law system can only kind of cope with... if someone smashes into you, well, they're dead, but oh no, they've respawned and they're coming back. It's difficult to make a law system for a world that doesn't exist, right?

Jared HuckabyHost, Community

Yet.

Luke PressleyLead Designer, Star Citizen Live team

The situations that will be fixed in future.

Star Citizen Live·
Published on this date.12 Feb 2021

What strategies would you give to players fighting an Idris or Javelin?

TL;DRThe speakers advise bringing friends to knock out turrets and open gaps for size nine torpedoes, drain countermeasures with cheap missiles first, and stay behind the Idris away from its railgun.

Richard TowlerLead Designer, Vehicle Experience Team

So I'd say bring your friends and take out as much of the turrets as possible to open up gaps, and then make sure you've brought other friends with you that have some size nine torpedoes, and they can exploit those gaps. And good luck.

Luke PressleyLead Designer, Star Citizen Live team

My advice: I'd say use up the ship's countermeasures with cheap missiles. That is a tactic we've seen. Fire all your cheap missiles off at it. This is the thing about this game. For designers, it's a real headache, but for players it's quite interesting. They do have finite everything. So they will run out of ballistics, and that might end up looking like a bug, but actually now it's real. It's realistic. So they will run out of countermeasures if you fire enough cheap missiles at them, and then just save your size nines for later when they've stopped popping those.

Robbie ElmsSenior Designer, AI Feature Team

Yeah, I was going to echo the exact same thing, but try and stay on the rear of the Idris and not get near that railgun.

Luke PressleyLead Designer, Star Citizen Live team

Or take the railgun off.

Robbie ElmsSenior Designer, AI Feature Team

Yeah, take it off.

Star Citizen Live·
Published on this date.12 Feb 2021

We already know that various AI fighter pilots will have varying expertise levels, but how will this work with capital ships? For example, how exactly will a Navy Idris crew compare to a pirate crew or a Xenothreat crew in the future, as opposed to how they do today?

TL;DRCrew skill will affect capital ship handling and gunnery: the helmsman's piloting skill affects turns, military crews are expected to be more disciplined than pirates, and captain traits like indecisiveness could delay orders.

Robbie ElmsSenior Designer, AI Feature Team

Sure. So yeah, we incorporated the skill levels and the expertise levels that you've mentioned. So the helmsman of a capital ship, they would take their piloting skill across, and it'll be impacting their turn circles, like broadsiding or coming up to maneuver in a battle, as well as rolling. So if they're getting pelted on the underbelly, they would be reactive enough with their piloting skill to tilt their turrets to take full capitalization on that. But also, as you say, from a Navy and a pirate faction, you could go, oh, right, one's military trained, one isn't. And therefore, maybe their turret gunners have better trigger discipline on the military side. They'll know when to shoot and work as a unit. Go, okay, starboard side are going to focus this thing here, all turrets on that. Whereas a pirate fleet, they'll just be all gung-ho: oh, there's a guy over there, there's a guy over there. And they won't work together, just go for maximum kaboom, for a little personal gain and glory. But then, as I've hinted on before with the trait system, we would apply that to the captain role, for example, but you could have a captain who's indecisive, like a negative trait, and it would take him longer to give an order to the crew because he wasn't sure what to do in this situation. So the turret gunners would be waiting to fire on a higher priority target, for example.

Jared HuckabyHost, Community

It's an interesting challenge that exists in AI for all games. It's the difference between making an AI that is just S tier and always hits their targets and always knows when to shoot and when not, and it's just this perfect Terminator killing machine, and then wanting to have AI that are, for lack of a better term, me, and just bad and terrible and don't really know what they're doing in a game.

Robbie ElmsSenior Designer, AI Feature Team

Exactly. It's like sometimes perfect AI isn't fun AI, and it's that balance, of course, when trying to get the best experience.

Star Citizen Live·
Published on this date.12 Feb 2021

Will you release a postmortem for Xenothreat?

Jared HuckabyHost, Community

I'll go ahead and answer that one. Yes. That is the new standard for our major patch releases and stuff. You've seen a postmortem for previous patches. You will continue to see postmortems. Those are run by the community team, and they are fantastic, and I think one of the better additions that have been added to the Star Citizen experience in the last year. So you can definitely expect a postmortem for Xenothreat. And that's my way of giving props to Tyler and Ulf and Christian and Jake and all those folks on the community team, because I ain't got nothing to do with it. They're better writers than I am.

Star Citizen Live·
Published on this date.12 Feb 2021

The Xeno Idris tends to stay very stationary. Why isn't the ship moving around more to evade incoming fire?

TL;DRIn phase two the Idris is scripted to keep its nose on the Javelin and stay out of range, while in other missions it moves freely, though slowly enough that movement is hard to perceive.

Luke PressleyLead Designer, Star Citizen Live team

I'm not sure if this is particularly aimed at maybe phase two of the Xenothreat mission. In phase two, we tell it to do a very specific thing, which is to fire at the Javelin. So it has to keep its nose on the Javelin. It has to stay out of the range of the Javelin and the security station. If it's that, then that's probably why. Otherwise, like in phase three and in all the other missions, they're told to move freely. So it can be quite difficult to perceive it moving because it moves so slow compared with you. But they do move. If you were to track it through that gas cloud, I've seen it passing through into the depths of the murk of it and coming out the other side of the gas cloud. And those things are huge, those gas clouds. So they don't hang about.

Star Citizen Live·
Published on this date.12 Feb 2021

Is the targeting and destroying of incoming torpedoes where you want it? Sometimes it seems like it works; other times, not so much.

TL;DRThe base system for detecting and shooting down torpedoes exists, but variance is deliberate so neither countermeasures nor turrets always succeed, and more systems later should add to that variance.

Richard TowlerLead Designer, Vehicle Experience Team

Yeah, so I think it's fair to say we've got the base system in place where the ships can detect incoming size 9 torpedoes or any kind of missiles, and we've got the turrets to detect them so the turrets can shoot them. The feeling that it might not be like that all the time is: if it was like that all the time, we'd end up with a very linear result where either the missiles would get shot all the time or the missiles [would hit] all the time. And basically, what we're trying to do is get variance, so yes, you can fire your countermeasures, but that isn't a guaranteed result that those countermeasures will deflect that size 9 torpedo. And it's also not a guaranteed result that a turret will be able to shoot an incoming missile or torpedo. So we've tried to create a variance in there, which might seem from the outside like the system is changing, but it's just variance in the system based upon the mechanics we have in the game. And that makes it really interesting because it creates this view that you're taking a big risk firing your size 9 torpedo, and you've got to really get in the right place to fire it, so that you increase your chances of it hitting the ship. Because they do cause a lot of damage. So when they do hit, they take off a huge chunk of damage of those ships. So we have to make it like that, so there's a skill element to it as well.

Jared HuckabyHost, Community

And I imagine as more systems that are currently in development, like the various power systems and the physicalized damage, come online and you'll be able to damage these subsystems on these ships more, it will affect how quickly they can track, it'll affect how often they can shoot and stuff. So it lends itself to a lot of variance, as you said, that can be perceived as bugs or perceived as some kind of issue.

Star Citizen Live·
Published on this date.12 Feb 2021

Will the AI eventually fly more cinematically in the future, as opposed to the mathematically perfect angles they can sometimes run right now?

Robbie ElmsSenior Designer, AI Feature Team

Yeah, definitely, because this is something that we want to improve upon, as it's a huge balancing act between realism and cinematic flair, and we see this a lot in Star Citizen Live and in Squadron 42. And like I was saying earlier, perfect angles and turns and whatnot, perfect AI isn't always the most fun AI.

Star Citizen Live·
Published on this date.12 Feb 2021
NPCs & AIShip combat

For Xenothreat, we reduced the player cap to 40 players on the servers. Is this a permanent thing or is this just for the event?

Jared HuckabyHost, Community

It's just for the event.

Star Citizen Live·
Published on this date.12 Feb 2021

What is the general methodology for working on capital ship and fleet combat AI? How much telemetry from battles that take place on the servers do we record and analyze for the effectiveness of AI behaviors?

Robbie ElmsSenior Designer, AI Feature Team

So, well, with what I'm aware of, it's primarily just internal threads and video reviews of playthroughs and whatnot. And we look at that and we review that, see what we can expand upon. But something we'd love to work on in the future is, when we start building fleet battles more and more, like the battle groups I mentioned previously, we would create a simulated testbed for it all. So we can go, okay, yeah, drop the Navy here, drop the Xenothreat here, or whichever fleet they're going to go against, and see how they duke it out and record the results.

Star Citizen Live·
Published on this date.12 Feb 2021

So what do you use mostly for feedback? How are you collecting data then?

TL;DRFeedback comes from QA, playtests, questionnaires, reviewing videos and watching streams, then iterating back and forth on difficulty until the result feels right, including making the AI use countermeasures less perfectly.

Luke PressleyLead Designer, Star Citizen Live team

On this, we used QA and playtests, and I made a series of questionnaires, and we watched the videos back. We spotted the elements that were causing frustration or that didn't score well on the questionnaire. And so many times we went back and forth between: the Idris is too easy, the Idris is too difficult, the Idris is too easy. Because what we'd be doing is identifying, okay, why is it too difficult? It's because it's firing all of its turrets at one thing at once and just blowing it up. Okay, fix that. Now it's too easy. Great. Okay, so what do we need to do? Well, let's up its shields. Okay, now it's too difficult. Okay, what do we need to do? Oh, we need to make torpedoes do more damage. Okay, now it's too easy. Right, we need to slow torpedoes down. Back and forth until finally you end up with something everyone's happy with. And by that point, you've got all that stuff I said: AI firing at turrets, AI much more intelligently, or maybe less intelligently, using their countermeasures, because too intelligent just felt cheap. If every time I fire a size 9, it just fires off its countermeasures, it's really frustrating. That's why we were saying fire a small missile, make it fire its countermeasures. It has a little bit of a cooldown before it can, so you can sneak in a size 9 missile while those flares are dying down, before it will fire another one. And that was just satisfying that way. Otherwise, it's frustrating.

Jared HuckabyHost, Community

And I know, besides the internal QA and stuff, you're a continual watcher of streams. I've seen you in various Twitch streams, watching how these events actually play out in the players' hands. After Prisons came out, it seemed like every stream I went to, there was Luke Presley watching and getting that raw feedback directly from our players.

Luke PressleyLead Designer, Star Citizen Live team

And if you didn't see me, I was lurking.

Star Citizen Live·
Published on this date.12 Feb 2021

We slowed torpedoes down a bit and left countermeasures effective against them. Are we happy with the current performance of either system?

TL;DRThe team is happy with the overall slow-but-powerful torpedo system, which creates intended variance against countermeasures, but says the balance and how the systems interact still need improvements.

Richard TowlerLead Designer, Vehicle Experience Team

So it's definitely something we tried with Xenothreat. So we made quite a wide range [of changes] to the weapons on those ships. Basically, it's slow, powerful. So these big ships have these kind of slow projectiles, but they're much more powerful. So it creates that variance, as I said earlier, where sometimes they can be effective against countermeasures and sometimes they're not. And it's up to us to understand this, as [I said] earlier: we look at the results of this and go, actually, if a person fired 20 size nines at the ship, how effective would those 20 be? Is it split 50-50 down the middle consistently? Does it vary between five and 15? And we're looking at all these things to make sure that it's working as we intend it to be. But we are happy with the overall system. But it does need improvements on the balance side, and just how the different systems come together to actually countermeasure against these size nine torpedoes, and also how you can intercept them as well. Because that's been an important part: the fact we slowed them down means people can intercept. And we have seen various things where people have grabbed these torpedoes as well. So there's been lots of interesting gameplay coming from that.

Star Citizen Live·
Published on this date.12 Feb 2021

Do you all take any inspiration from capital ship battles in movies, TV shows or comic books to figure out what's cool? Where do you get your inspiration from?

TL;DRYes, the team takes inspiration from sci-fi shows and films, mentioning Battlestar and The Expanse, for their feel and design choices, while trying to create their own identity.

Richard TowlerLead Designer, Vehicle Experience Team

That's a good one. So definitely, I think we're all kind of... I'm into sci-fi massively, so I watch all the TV shows and all the films and stuff, and we definitely take inspiration from the feelings that each show generates and each film generates, because each one does it in slightly different ways that make it unique to that particular TV series or unique to that particular film. And it comes from the VFX, it comes from the audio. So we do take influence, but we also try and create our own identity within that. So yeah, I spend a lot of my spare time, especially now we're locked down, just watching TV shows and movies.

Robbie ElmsSenior Designer, AI Feature Team

Yeah, I was going to say, binging Battlestar and Expanse, essentially.

Luke PressleyLead Designer, Star Citizen Live team

Yes, exactly, those two. And one thing that you take away from that as well, like The Expanse, right? It doesn't have fighters. I didn't realize that until very late on. It does not have fighter ships because they've made that decision that it's the missiles... they fly faster, more maneuverable than any person could ever be. And then they have the guns on the actual ships to take missiles out. So I just think that's a really interesting decision they made there. And we've gone kind of a Star Wars way, right, where fighters are much more important. So it's just really cool, all the different choices you can make in sci-fi. They're so different.

Star Citizen Live·
Published on this date.12 Feb 2021
Art & graphicsAudio

Can you see a way to have David versus Goliath moments, where one small fighter can take out a massive Javelin on its own?

Richard TowlerLead Designer, Vehicle Experience Team

So if it's down to the last ship at the end of the battle, the Javelin's been beaten and it's on its last legs, we can definitely see a movie scene where the pilot takes his jet fighter and flies into the middle of the ship and explodes it. We can definitely see scenes like that happening. But it's very unlikely you'll be able to take an Aurora and take a Javelin on. It's just not going to happen.

Jared HuckabyHost, Community

One on one. Unlikely does not mean impossible.

Richard TowlerLead Designer, Vehicle Experience Team

Yes, I said unlikely, Jared.

Luke PressleyLead Designer, Star Citizen Live team

There's a video on Reddit right now, though, of just someone flying straight into the railgun of an Idris and taking it out. So while he didn't win the battle, he has definitely done more than he could have if he'd have just been shooting at the thing.

Star Citizen Live·
Published on this date.12 Feb 2021
Ship combatShips

What will it take for the Idris missile room and the Javelin torpedoes to be implemented for AI crews in the 'verse to employ them against players?

Luke PressleyLead Designer, Star Citizen Live team

Oh, John Crewe to the rescue. So capital ships using their missiles and torpedoes is one of the next improvements we want to make for capital ships, alongside using missile-based turrets to defend against more agile close-in ships.

Star Citizen Live·
Published on this date.12 Feb 2021
NPCs & AIShip combat

What's going to prevent capital ships from eventually just dominating all of ship combat?

TL;DRThe speakers say balance against ships like the Eclipse and Retaliator, high cost and repair time, and systems like bounty hunters and station defenses should stop capital ships from dominating.

Richard TowlerLead Designer, Vehicle Experience Team

It comes down to balance, right? So we want these ships to be feared. These are massive ships with massive artillery, massive access to weapons, but it comes down to the balance. It comes down to the other ships in the game. So basically, we've got the Eclipse, we've got the Retaliator, and these ships are designed to bring down those ships. And it's how we strike the right balance between this big ship and these other kind of smaller ships but with much more powerful weapons, and it's just how those things come together that will define how dominant the capital ships are in the game.

Luke PressleyLead Designer, Star Citizen Live team

Yeah, and they're expensive and they take a long time to get back and repair, so if you think you've got carte blanche to just roam around being a bully, or you think you're going to take out every pirate, you're not, because there are systems in place that will prevent that too. If you start becoming too famous or too infamous, then we can create systems that send bounty hunters after you. I'm sure there will be players out there, player bounty hunters, player assassins, whose sole role is to take out capital ships. And the stations are going to have... I'm sure we'll see station-mounted railguns and stuff like that in the future. You won't just be able to waltz in anywhere just because you've got a big ship, right?

Star Citizen Live·
Published on this date.12 Feb 2021
Ship combatShips

Based on what you have seen so far and the feedback you have received from the event, are there any changes you already plan to make that you can talk about?

TL;DRThe team plans to spread the slow-but-powerful weapon balance to other ships and weapons, and to stop splash damage from targeted missiles causing friendly-fire crimes, while dumbfire missiles may still count.

Richard TowlerLead Designer, Vehicle Experience Team

So from a vehicle experience side of things, we're looking at the effectiveness of the weapon changes we made for the big ships and how we can move that down between all the other ships. So as I said, slow but more powerful, and how we move those balance numbers down throughout the whole ship range and weapon range. So that's been something we've learned, because we're generally really happy with how these big slow weapons feel, from a balance side, from a visual effects side, from an audio side. When that size nine Javelin turret fires, it sounds amazing. So it's basically bringing that down to the other ships and the other weapons in the game. That's kind of where we're moving forward with that now.

Luke PressleyLead Designer, Star Citizen Live team

Yeah, and we've learned obviously a lot on the mission side. Always room for improvement, but lots of positives. We have already talked about the edge cases of the law. One of the other things was splash damage. Splash damage on targeted missiles should not cause friendly fire, as it were. It should not cause crimes to happen. When it comes to dumbfire missiles that we'll have in the future, then I think that's going to have to, because players can fire those anywhere. But if we know that you tried to hit something and it did hit that, and you also just hurt someone else nearby, then that's going to be fine.

Star Citizen Live·
Published on this date.12 Feb 2021

What are the next NPC capital ship systems you hope to flesh out or bring online? Things like the Idris launching fighters, the Javelin firing torpedoes, destructible turrets. What's next? Where do we go from here?

TL;DRThe team is looking at capital ship defense next, including fighters launching, torpedoes and turret damage, plus bespoke defensive weapons and a living bridge crew chain of command, with fighter launches from capital ships outside Squadron 42.

Richard TowlerLead Designer, Vehicle Experience Team

Yeah, so from our side, excited about all of the above. As far as those things coming next, we're looking at the defense of the big ships, and that does mean those big ships having small fighters coming out. It does mean them firing torpedoes, and also the way that the current damage works in turrets. So we're kind of moving all these things together as we evaluate what happened in Xenothreat and just how it felt and came together. And then also the additions on top. So just improving the defense, as we talked about earlier, with the capital ships. It's basically having bespoke weapons on the capital ships that are specifically designed to defend against the weaknesses that are identified. So that's something we're really excited about having.

Robbie ElmsSenior Designer, AI Feature Team

I'm just really interested in building a living bridge crew, essentially, so with the captain giving orders to his weapons officer, who then sends that on to his turret gunners, or then sends it to the comms officer to tell the other people to surrender, and also getting the fighters launching from capital ships outside of Squadron 42. It's going to be awesome.

Luke PressleyLead Designer, Star Citizen Live team

I think they covered it all. Well done, guys.

Star Citizen Live·
Published on this date.12 Feb 2021