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Wingman's Hangar ·
Published on this date.2014-05-07
· 16 Q&As

Wingman's Hangar ep068 . May 7, 2014

Developers answer fan questions on first/third-person view, hangar safety, ship IDs and spoofing, Banu trade, and regional cloud servers for the Dogfighting module. They also cover the FPS cover and prone mechanics, the Caterpillar's modules, and playtesting the economy as a board game.

Transmission log

Full answers

Will we be able to toggle between first-person and third-person view in combat, and if so, how would you make it even for those who don't want to use third-person view at all?asked by Captain Pancake

Rob IrvingCo-host

The ever-raging debate over first person and third person. And the real crucial thing, I mean, having played a lot of the dogfighting now, it is very difficult without the radar. And if you're in third person, you get no radar. You get no HUD. You can see a little more, not as significantly as you might think, but you lose the benefit of all your equipment, and that's really crucial.

And there's UAVs flying around these days that give you third-person views of battlefields, so why 900 years in the future wouldn't we have the ability to have a trailing camera or something? Plus, we want you to see how pretty these ships are.

Wingman's Hangar·
Published on this date.7 May 2014
Ship combatUI & HUD

Can hangars come under attack or not? I see some asteroid hangars and one would think you could blow them up. And if so, will they have automated systems to repel invaders? Can they be boarded?asked by Sebastian Noir

Rob IrvingCo-host

Quick answer on that is no. But I think the meaning behind it is your ships are safe. When they're in your personal hangar, your starting hangar, then your ships are safe, I think is the reasoning behind that question.

There'll be plenty of other places to board and to fight. Think about that for a moment. What if you're offline and somebody can just attack your hangar and you come back and all your stuff's gone? That would be annoying. It would be like, I'm part of this game and all of a sudden my stuff's gone. I'm not enjoying that. So that's a no.

Wingman's Hangar·
Published on this date.7 May 2014
Player housing & hangars

How will we identify ships in the 'verse? Will we be shown the names of characters in the ships, or will we just see a ship ID and our computer will tell us who owns that ship?asked by Roger V

Rob IrvingCo-host

So you'll definitely see a ship ID. Now, we've already talked about those possibly being spoofed. So that might not be accurate information. Whether or not you see who's inside it right away will depend on scanners most likely.

Wingman's Hangar·
Published on this date.7 May 2014

Will we be encountering alien technology so vastly beyond comprehension that we will have no clue even what it is, let alone how it works? And if so, can we sell it on the black market?asked by Commander Cosmo

Rob IrvingCo-host

So the alien technology thing, I mean, if you think about it, how interesting is it to find something you can't do anything with? But we're still discussing exactly what we might let players find out there, and that will evolve over time, too.

Wingman's Hangar·
Published on this date.7 May 2014
LoreEconomy

It's been said that the Banu do some trading with the Vanduul. Does that mean we'll be able to buy Vanduul ships and equipment from the Banu?asked by Blaster

Rob IrvingCo-host

So we had wondered about that. A lot of people wonder about that. What happens if my Scythe that I bought gets damaged? Where do I get parts for it? Go to the Banu. They might just have some. Not sure they'll have ships, because I doubt that the Vanduul will go around selling their ships, but you never can tell.

Wingman's Hangar·
Published on this date.7 May 2014

It's already been said that players can run factories in Star Citizen, but will we be able to have our own dealerships for collected goods?asked by Trailblazer

Rob IrvingCo-host

We'll definitely have ways for players to sell their stuff. There may be several ways, but we've talked about stores as part of that. Yes.

Wingman's Hangar·
Published on this date.7 May 2014
EconomyTrading & cargo

When version one of the Dogfighting module is released, will it run off a primary server, say in the U.S., or will additional regional servers go live as well, so us Aussies can enjoy some low ping?asked by Lord Porksword

Rob IrvingCo-host

So we're going to be spinning up the dogfighting module in the cloud so it will be distributed globally. Everyone can play.

Right, so exactly. In case you didn't know, a lot of other MMOs will have set servers and data centers around the world, and however close you are will affect your ping, where ours is actually going to spin up shards or spin up servers, clusters in different areas around the world based on where people are. So at least that's how it's going to work.

Wingman's Hangar·
Published on this date.7 May 2014

How much content will a player who only wants to engage in PvE be able to experience compared to others who are more willing to fight other players? Will players be forced to fight each other in more lawless systems regardless of their preferences?asked by Renescent Angel

TL;DRThe PvE/PvP slider is a preference, not an absolute, so PvP can't be fully avoided; both player types get plenty of content, and lawless areas carry more danger of meeting players.

Rob IrvingCo-host

The slider is a constant topic of discussion on the forum. So yeah, the slider is a preference. It is not an absolute, so no matter how far you take that slider, you can never prevent PvP content.

Unless you're running your own server.

Rob IrvingCo-host

Well, if you're running your own server, then you can do whatever you want to some extent. So there will always be plenty of content for both types of players. It's not going to favor one over the other. We treat everything equally, or try to when we're building the game. But when you do get to lawless areas, there's certainly danger of you running into players. In more, shall we call, policed areas, even if someone were able to occasionally jump you when you've steered it away because you don't like PvP, they'd be constantly hunted and free targets for PvPers everywhere at that point.

Wingman's Hangar·
Published on this date.7 May 2014
Law & crimeReputation

There's confusion regarding the FPS module's cover mechanic. How is it going to work, and will we have prone stances?asked by Nucha Misikamen

Rob IrvingCo-host

So I went straight to the people we won't name. It's like the worst kept secret. And so our cover mechanic is sort of a combination of many things. There is a snap cover, a go-to-this-place-to-jump-into-cover. There will probably be some auto version of that as well where you can just sort of assume that you're going to duck into cover. We try to cover all levels of skill. But when you're in cover, you can move around. You're not stuck in a position. So you can move in cover and look around in cover and all the things you'd want to do to get full situational awareness.

What about prone?

Rob IrvingCo-host

Yes, we're going to have prone.

Wingman's Hangar·
Published on this date.7 May 2014
FPS combat

Could you elaborate on the level of economic gameplay available? While the space combat portion looks awesome, I have my concerns that there isn't a lot of depth to the economic side of the game.asked by Hellstorm

Rob IrvingCo-host

The really simple, elegant answer that Chris gave to this question was, we give every part of the game equal attention. Just because dogfighting is coming to you first doesn't mean it's the only focus. So the economy will get plenty of love, and it will be very in-depth. I mean, we're running one of the most complex simulations I've ever seen in a game. So there'll be content.

Wingman's Hangar·
Published on this date.7 May 2014
Economy

Given the Caterpillar's modular nature, several of my colleagues have pointed to the tabs in the front as indicative of a possible stacking architecture. Can you confirm that the length of the Caterpillar can potentially be modified by these modules, and that you could potentially add things like weapon hardpoints or special ramming attachments?asked by Kinshado

Rob IrvingCo-host

I don't envision that you're going to have an 18 kilometer long Caterpillar in the game, but he was trying. But there are definitely distinct pieces that go in those modules already. We've already talked about that. So there will probably be varying arrangements of those available. I'm not sure if we're going to just let you stack them infinitely though.

Wingman's Hangar·
Published on this date.7 May 2014
ShipsShip components

You're also doing some of the economy research. What are you doing with that?

David LadymanEconomy design / Jump Point editor

Well, I'm not doing what we announced at the front of the show, which was design the economy. We're designing some of it. There's a lot of pieces moving here. I am able to discuss it with folks as other folks are designing the economy. But what I specifically am responsible for is to find a way to make it into a board game so that as the economy is being built, we can simulate it on a board game before we spend hours and hours programming it all. And we've got little ships and pretty counters, and you're looking at two of the star systems there.

Wingman's Hangar·
Published on this date.7 May 2014

You did a run-through with about 20 systems. How did that go?

David LadymanEconomy design / Jump Point editor

20 systems that we picked, actually. It was a first run-through. Any first playtest is going to be real skimpy. And it was that.

Wingman's Hangar·
Published on this date.7 May 2014
EconomyStar systems

Why is it important to pen-and-paper these things first, to essentially make a board game before we build it?

David LadymanEconomy design / Jump Point editor

To save time, to see as long as we can actually simulate the computer game with the board game. If we don't, then we're spinning our wheels. But as long as we can simulate the computer game with the board game, then we can get a much better idea of how the computer game will run. And we will know, guess we need to emphasize this more in the computer game, know we need to stop doing that. We find the fun things, we emphasize the fun things. It's what you do in any way of making a computer game. You find the fun things and you make them important and more fun.

And then you minimize the things that are just noise, so to speak.

Wingman's Hangar·
Published on this date.7 May 2014

Did [the first playtest] go the way you thought it would?

TL;DRRob Irving says the first board-game playtest went about as expected, with the design department as first testers, and further rounds will refine the rules incrementally.

David LadymanEconomy design / Jump Point editor

It pretty much went the way I was expecting. We had the design department here in Austin. First victims. They're very happy to spend two hours playing a board game rather than sitting at their desk working on things. And it went pretty much as expected. As a first test, it's still working out the, okay, does this work to simulate the computer game? But in fact, as soon as we get out from here, we're going to go and do another one. Round two. And I have refined some of the rules, especially through discussion with other folks who are playing. And we'll get closer to the game, and it's incremental. We won't have a breakthrough, I wouldn't expect. But from week to week we'll get a better and better idea of how the board game works to simulate the computer game, and from that how the computer game can be made better.

Wingman's Hangar·
Published on this date.7 May 2014

Once you find what makes the economy fun with these 20 systems, what's the next step after that? Do you scale up to see whether it works with 40 or 100?

TL;DRRather than scaling the 20 systems to 100, they hope to move into the engine and add more economic detail, such as insurance, as they gain confidence, since the engine makes scaling easier.

David LadymanEconomy design / Jump Point editor

At that point, I would hope that we'll be at the point of moving it all into the engine. And so then it'll be much easier to spin up to 100 systems because it'll be faster to generate the data.

And we are doing the economy simulator as well, as far as the electronic version of said things. We just can spin up features a lot faster in this methodology than the Canon.

David LadymanEconomy design / Jump Point editor

In fact, yeah, I was going to say, rather than taking these 20 systems and going to 100, probably where we will spin up is to go into more detail on the economic systems. Last week, this week, we're not going to try to include insurance in it at all. There's lots of other parts of the economy that won't go in for several more weeks. And so as we get more confident, as we get a better handle on how it's playing, as we get that feedback we need to know on how the computer game works, we'll start adding the other things that are in the economy that just aren't there right now.

Wingman's Hangar·
Published on this date.7 May 2014