Star Citizen - Around/Reverse the Verse Live Edition!
Developers discuss Persistent Universe plans: seamless planet landings, PvP and security on Terra and ArcCorp, an economy-driven security model, customs scans, and hangar rules. They also cover the Herald's asymmetrical flight, Merchantman status, Oculus Rift optimization and character creation.
No, there's no progress to announce on the Merchantman. It's not one of the ships we need for the current version of Arena Commander or for the first episode of Squadron 42, so it's later on in the schedule. But I should stress that it doesn't diminish its overall importance, and it doesn't mean we're having second thoughts about the design or anything like that. It's just in a holding pattern while our artists work on the smaller ships and then the mid-sized multi-crew ships. And a couple of exceptions like the Starfarer, which is needed for Squadron.
No. So we have two more sets of variants that are on the schedule right now, which are the Mustang and the Avenger. For variants beyond that, it's more of a question mark. We're going to sit down and see if they make sense. Not every ship will have variants. The goal isn't to try to sell you as much stuff as possible, it's to do interesting things in Star Citizen. I'm guessing from the Herald that there's not stock variants. I can't think of any offhand. You're going to see it and you're going to imagine some pretty weird stuff you can do within the Persistent Universe. I think it'll be more about giving you guys the tools to mod them, to be more than just a data transit ship. And I suspect you will look at it and figure out how you do that.
Whenever there's something new like that, we'd love to find out about it and try to take advantage of it the best we can. One of the things that I think has made Star Citizen so successful is the fact that we will do things like work with the Oculus Rift, just technology that's a little bit out there. So we want to be on the cutting edge. In fact, Chris insisted we do a 3D version of the commercial recently because YouTube allowed that. And we did. Definitely we'd like to show these things off in 60 frames per second.
So the thing about the Herald as a racer is it's very, very fast. But maneuvering it is going to take quite a bit of skill because it has an asymmetrical silhouette. In the hands of a skilled pilot who's made some interesting modifications to it, I think it could definitely be incredibly competitive. But it's not going to be for newbies.
TL;DRThe goal is no loading screens and seamless travel from orbit to planet without leaving your seat, though that may not be achieved in the first version, and they say they are working toward it.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
The goal is not to have loading screens at all. The goal is to have everything be seamless. But again, we're pushing the internet in ways that it hasn't been pushed before. So we're kind of doing it in all of this. And I know, listening to the fans' reaction to the demo, a lot of folks are concerned about external shots breaking immersion and stuff like that. A lot of that stuff we're going to keep to an absolute minimum, so try not to bounce you out of your ship. I want to make it where from orbit all the way to the planet, you're sitting in your seat looking out your window, living through it all. Hopefully that's the goal. Maybe [not] version one, but we'll absolutely work towards it. That's what we're trying to do. I understand what you're saying. It's like, I want to live through it, right? You don't want to break the immersion by staying outside of the ship and blah, but we're getting there. We're working towards it. It'll happen.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
That's a good question. I think initially it probably will be. There has been a lot of talk about those mechanics, and I would say we haven't necessarily come to any absolutes on it yet. You do want to have your fairly safe places because some people don't like getting shot at wherever they go. But we've been talking about it. I know on ArcCorp, we're planning on definitely some seedy back alley, and you will get shot if you go back there, maybe. So ArcCorp, I don't know that. Or Terra, we're still kind of debating about it, because it depends on what kind of planet you're talking about, right? You would think Terra being the mecca of civilization, the security there would be absolutely ridiculous. So, I don't know, man. We're still talking about it, but it's definitely on the table.
Or maybe is that just on Prime? So, on Prime it would be PvP-free, but on another landing zone, maybe not.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Yeah, we definitely want to push that, right? Where it's like, okay, you're going to expect if you land on this planet that you're not going to be able to shoot your way, but on other planets it's a lot looser and it's just kind of Wild West. I think it'd be interesting to have both extremes. And we'll have space stations in the initial Persistent Universe stuff at some point where you can fight all the time. Think about it: as the plot of the game actually evolves, who knows what could change about different planets as time goes on.
TL;DRMindless killers would face consequences such as customs flagging them, losing the ability to carry weapons planetside and being refused service, while security would also vary with the economy, though workarounds will likely exist.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Yeah, we've been talking about it. Security, right, is pretty heavy in spots. But also, we were talking about having security kind of be driven also by the economy. If the economy goes bad, then obviously if you land on that planet, you're going to assume that, if the economy is just horrible, people are going to start robbing you, right? More frequently than if it was a good economy with security everywhere and cameras and stuff. And as the economy goes bad, all that stuff starts breaking down. Well, the other thing is, if you really are interested in being hunted everywhere you go, then sure, go ahead and mindlessly PvP kill everyone. But there are consequences. And all the regulators like me are going to be looking for you people. And you'll get shut down on every planet because customs will have your information that you're a cold-blooded killer. So that means you're going to be cut off from carrying weapons planetside anymore. So there's a lot of downsides to doing that. But I'm sure there's going to be ways around it. Like if you want to get in, you could probably get in without a weapon and get a weapon there. Who knows? Think about what I would do, and I would do a horrible thing, so yeah.
Well, plus we can tie it into the economy. We can say, hey, you're not going to be able to go to Terra and buy an Idris anymore, because they won't give a boat to somebody who's committed a triple murder.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
We reserve the right on Terra to kick anybody out. We reserve the right to refuse service to anyone.
Sorry, prospective ship thieves. So if you only backed Star Citizen for like $5 because you're like, I'm just going to steal another player's ship from their hangar, it's not happening.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
That is the plan, as far as I know, in almost every place. There may be cases where it's not. For instance, if you're doing a boarding action, no, your ship is not safe, but that's different. But as far as landing on the planet, so far as I know, that's been the plan all along, and I haven't heard anything to change that.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Oh, it makes me ill. We have been looking under every rock to optimize everything to get down to a frame rate that the Oculus Rift could accept. Because there's an acceptable frame rate, obviously, that the Oculus Rift has, and that's our biggest push forward, the optimization side of the PU, because obviously these planets, as you saw on ArcCorp, these planets are huge. And there's tons of buildings and tons of polys and tons of draw calls. And the Oculus Rift is not going to cut it with 20 frames a second. That will make you sick. So that's the big thing. It's just optimization, trying to get it to work right at the moment. It's tricky. So we're just going to have to get there. Optimization ongoing forever.
TL;DRPlanet environments are planned to vary with population, wealth and economy, from lush parks to dense industrial cities, plus other planet types, with basics first and procedural development being a long-term effort.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Yeah, I think he's saying, will a particular planet, is this a city planet? And can that city planet also have a forest or a marsh or what have you?
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
We definitely have plans for how diverse a city is. And it's according to, again, how many people live there, how opulent it is, the economic state of any given system. That's all going to dictate it. Obviously Terra Prime is probably super lush. Parks and forests and beautiful views because, again, it's opulent. It's the highest end. And you probably have a lot of space between buildings and people. We were just talking about this today. Then you have other places like ArcCorp that's definitely [not]. And there's going to be all kinds in between. There's definitely tons of planets for different, even like maybe glacier planets or water planets or volcano planets. We're even talking about stuff like that. We're going to focus on certain parts first, and then as we go, procedural development is going to be really important to get planetside laid out for more exploration. So that's a long-term thing. We're getting all the basics down now, making sure all the structure is there before we move forward and start to get crazy with the environment side of stuff, but it's definitely planned. It's definitely going to happen.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Well, it will help us lay out the planets themselves. As far as the cities, right now we're working on the home cities, the hero cities, if you want to call them that, which are much more carefully laid out. And then as we start to add many other landing zones that have been written about, we will start using procedural generation to put together some of those, or at least get a starting point. If we get like 85% there with the procedural stuff, then the rest of it's going to be tweaking. But again, we're laying the groundwork for all that.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
You don't want to take illegal cargo to some places. That's probably a bad idea. That's the correct answer in some cases, which is just don't do that. But not only can your ship be scanned in space, but when you land, customs, yes, they're scanning your cargo while your ship's sitting there. They're checking you for weapons. You saw the demo. That's what's going to happen. If you're a bad person, they're not going to let you carry weapons around in cities, at least some of them. And if you're carrying contraband, well, hide it really well. Good luck.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Most of the exploration-type vehicles are going to be much more dependent on when we get procedural planets, because then you'll be out motoring around on some unexplored planet. Initially, they're more useful for getting places fast, but I don't think you're going to be driving your buggy around in downtown Terra. It's totally not cool. Old pedestrians diving out of your way.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Yeah, that was something that we were actually talking about. I have a Greycat, why? Do I have a rover? No. Right? I don't know. That's to be determined. We're still talking. TBD. And I'm sure that all of the running-over-people things are going to create bad reputations for a lot of players.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
That's one of the things that you won't really know until you have more time playing with it in-game. Because you have to get a feel for how it looks, whether you detect the difference. And then there's also an algorithm. I would envision you're talking about matters of days, but I don't know if that's going to end up being fun or just too much.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Yeah. The number of conversations we've already had about that. That would be totally cool. Like if some huge convoy of goods gets hijacked on its way to a certain planet, then obviously that disappearing out of the economy of that planet will immediately affect that planet, right? Whatever they're producing from it will suddenly become in short supply. So those small changes will be readily carried all the time. And then we're talking about big things like more construction, or a town getting all dirty and growing weeds, people looking like hobos. That's slower.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
There are going to be lots of fish. It's using the CryEngine, what's it called? The swarming technology. There's got to be a mission around fish, right? We've done a lot of development work on the whole tourism slash photojournalism slash exploration stuff, and fish are definitely part of it. You've got to catch them all with the fish. You'll be able to go all over the verse and pick up fish.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
I think we've got it to where everybody's happy with it. It's a lot more flexible now than originally planned. I know people like to hear that. There's definitely more customization involved with it now. As it currently stands, the idea is definitely there'll be a lot of mixing and matching. It's going to be more flexible than I think originally it was going to be. Originally we had a certain contained closet. And in that closet, the things in that closet you can mix and match, but you can't mix and match things outside of that closet, and that has gone away. So now I think the current plan is you can pretty much mix and match anything, within reason. You can't take like a Titan armor top and mix it with like pirate boots.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Yeah, we have that scanner, I believe, that's up and going in the UK right now, so they've got it all calibrated, so they're going to start scanning people's heads.
TL;DRHangars generally won't be attackable or capturable, though some locations might differ, and the team is still working through trust and cheating issues such as friends in your hangar or lending ship keys.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
No, we don't want to do that. I don't think so. Again, there might be certain locations where it will be very clear that that can happen, but for the most part, no. There's been a lot of discussions about the hangars lately, obviously, because we're starting to see the ramifications of hangars in the Persistent Universe, and how if you invite a friend to your hangar, can he just rip off all your crap and leave? I don't know. That would be terrible. Or rip off one of my ships and just bolt. We were talking about, can you hand your buddy the keys to your Freelancer and let him play with it and then come back? We're going to need to do that. But then if you hand him the keys, he better really be your friend. But at some point you're going to have to either trust the player or not, and if you're not trusting anyone, then it's not going to be as much fun. This is funny because we implement things and then other things pop up. Because you always come at it from the cheat angle, right? It's like, okay, people are going to try to cheat this. So how would people try to cheat it? Well, they're probably going to do this. Well, how can we stop that? How are they going to break it? That's the first question you have to ask. So all these weird scenarios come up when you're implementing things like that.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
We plan to do org hangars, but there's engine limitations that would have to be worked through. We're definitely thinking about it. There's a lot of things that come up with it, like when you leave and land, if all of them leave and land at once, how do they go? I don't know.
That is actually a serious problem, which we will be looking into before it is flight ready. But as you've seen with the Scythe, we can have asymmetrical ships in Star Citizen. It just causes nightmares for our physics guys. But we're really proud of this one. We think it's shaping up to be really cool. Adds a new role to the universe.
And in fact, if you follow the lore builder stuff, the backers selected a brand of liquor in the Star Citizen universe they created, and it will appear in the liquor cabinet.