What's your current vision for the perfect dogfight experience in space?
TL;DRRoberts says current dogfighting isn't what he wants, ships are overpowered, and a new physics-based flight system with trade-offs and distinct ship personalities is in development, possibly previewed at CitizenCon.
That's obviously a one-word answer, isn't it? What we have right now isn't what I'm happy with. So we are actually, a bit of a spoiler, working on some stuff, a little Skunk Works thing that I'm doing to address some of the issues that I have currently with what we're doing. This is always a difficult one because everyone has slightly different opinions or visions of it. A lot of stuff is being informed by things like Star Wars, which is essentially taking World War II aerodynamic maneuvers and having them happen in space. And when we started Star Citizen, I pitched this idea of having it physically... we have Newtonian mechanics and everything operates inside that, and it does in the current system too. I know people feel like it doesn't, but that's mostly because in a lot of the ships in the current system the amount of... So I actually feel like we have overpowered the maneuvering. And you always do a balance between this, because if you have more realistic forces from, say, your maneuvering thrusters, it means that you will move and turn slower. So there's a TV show, I think quite a lot of people have watched, called The Expanse, which actually does a very good job of being real science about it. And I wouldn't say that I want to go all that way, because at a certain speed it would take forever to turn around and all the rest of this stuff. But if you watch The Expanse, it does a good job of showing the realities of it and also gives you an idea of why, for instance, you would want to keep your velocity low when you're doing radical maneuvering in a dogfight, because if you want to change your heading by 180 degrees and you're going too fast, the amount of G's that would take on the human body is life-threatening, basically.
So what I really want is I want to have the dogfighting work within the parameters of proper physics. I want to bring back the balance on the ships in terms of not overpowering the thrusters, because there's all these different people who want their six degrees of freedom and they want to be able to strafe up and down and do this and they want to be... So what I feel has happened in the past is everyone's had all these competing things they want to see. People want to see their World War II style dogfighting and all the rest. And so there's been too much of it coming in, and to fix one thing for this one particular point of view has stomped on some other stuff, and I feel like everything's become a bit too much of a mismatch and everything's become a bit too overpowered. And so what I want to move towards is more distinct personalities on the ships. And I don't want ships to be so powerful that they can adjust their course as quickly as they currently do. But we don't want to go too far in the other direction, because otherwise people will be like, "Well, I turn and I'm still going this way and I slide forever." And that's super frustrating too. So it's a balance. And I also want to make sure that the allocation of your power, whether you're overpowering your thrusters, has an effect on its heat output and also whether that thruster may misfire or not, or if you get your thrusters damaged, that could also affect your ability to maneuver. And all that's not particularly done or simulated very well.
So we've been working for a while on the new version of IFCS that works inside the new item system, which is all fully multi-threaded and batched and everything. It's not ready to deploy yet. It's what I'm hinting at that we'll be showing; perhaps we'll show a preview at CitizenCon, but we'll see. But it's on our schedule for the end of the year. And it has a full, holistic design as far as this goes, to deliver something that's closer to what I like, which is basically I want trade-offs. I want pro and con to doing certain things. So you could potentially overpower your thruster to be able to exert a bit more force, to be able to turn a bit quicker. But if you're doing that, you're potentially overheating it, which will definitely wear it more and could potentially cause it to misfire. So there's a balance. There's a model, there's a couple of modern, current plasma thruster designs. So that's kind of what we're doing. The idea is that you basically need power and you need matter, which would be whatever, hydrogen or argon or whatever, that you would then turn into plasma and then eject by magnetizing it as fast as possible out. So therefore your power input, or the power that you can pull to your thrusters, helps the amount you can thrust, and then also whatever you're storing is your raw matter that you ionize and eject. So we're running on all that. It will hopefully have a lot of nuance and a lot of trade-off and balance. But of course, on the basic level, we'll want to make the simple IFCS handling within certain parameters easy for someone that's just getting in and playing the game. But if you're an expert, you're pushing it, you're learning how to fly, I think you'll be fine-tuning your power output and thrusters, balancing them and running them as you're going along in a manner that could potentially give you that little bit of an edge in a dogfight. So that's what we're going for.
We've talked about a lot of this in the past. I feel like the current system never really delivered that because it was trying to do too many things, and it was also very designer-driven, in terms of the designers saying, "Well, I want it to roll or rotate or strafe at this rate," and then the algorithm figured out, "Well, you need this much thrust." And then you'd look at it and go, "Well, there's no way that this ship should really exert this amount of thrust from one of these maneuvering thrusters. That's ridiculous. You couldn't do that on something this size." So my big direction is: look, we need to make sure that we're realistic on our masses, we're realistic on the amount of power or thrust impulses we can exert on the ship to maneuver around, within a balance, so it's not fully like The Expanse, because I don't think that would be quite fun. But we're walking the line between where it has been, which I feel is too overpowered, and something that's more realistic. But underneath it, it's all underpinned fully by physics. And the physics system itself is going through a major refactor, which is still a few releases away. But again, we're refactoring a whole bunch of stuff under the hood in the physics for better performance, better scalability on the server and on the client. And we're looking at a different rigid body simulation that's going to be more reliable than the old one. So I think all these things added together ultimately will provide a much better experience. So there you are, that's my one-word answer.