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Wingman's Hangar ·
Published on this date.2013-03-08
· 15 Q&As

Wingman's Hangar ep011 March 8, 2013

Chris Roberts answers fan questions on the Idris Corvette's two or three single-seat fighters, ship damage and wear, artificial gravity, voice hailing, ship sharing, and Persistent Universe story threads versus Squadron 42. He also covers the Kr'Thak, Citizen Cards and merchandise.

Transmission log

Full answers

Will the Idris Corvette have an internal hangar? Will it be able to accommodate four or five fighters and be used as a mobile docking bay? How big is the Corvette going to be?

Chris RobertsCEO / Game Director

So yes, the Idris Corvette has fighters. It's going to have between two and three. We haven't a hundred percent determined yet, but the difference between this and the Constellation is it will be able to have the single-seat fighters that you can pledge for. So you'll be able to have two Hornets in it or two 300is or an M50. It won't be able to have any of the bigger ones that are multi-person, but you'll be able to have jump-capable fighters in it, which is different than the Constellation, which has a very short range fighter. So that will give it a pretty big advantage. Plus it has a fair amount of offensive and defensive weaponry that we will be sharing with you in the not too distant future. But yeah, it's going to be a very cool ship.

Wingman's Hangar·
Published on this date.8 Mar 2013

How will multiple characters on the same account work? Will we even be able to have multiple characters? Will there be any sharing of assets, or will I need to buy a separate ship for each account?asked by Manic

TL;DRMultiple characters and asset sharing aren't decided yet; he wants it frictionless without artificial barriers, but can't say whether assets will be shared, and a write-up may follow.

Chris RobertsCEO / Game Director

So actually this is the one thing that we haven't fully decided or fleshed out yet on how we're going to set this up. We kind of acknowledge that even if you said you can't have multiple characters, everyone's going to have multiple accounts anyway. So I'm a big fan of making it as easy and frictionless for people, because why put artificial barriers up that people are going to try and circumvent? The one question I can't answer is really just how things get handled properly on the big server backend side, because those are the sort of details that we're working through. When we were doing the year of prototyping, we were working through a lot of the more kind of how does space combat work and how will that work on the backend server stuff, but not necessarily all the, I don't want to really call it boring parts, but accounts and all that kind of stuff. For me making a game, that's less fun than having laser bolts and explosions. But those are all things we're working at right now. So that's actually kind of high up on the list of Jason, who's had a lot of experience in building big, more multiplayer MMO type games. And so we're working that out. So we don't 100% have an answer for that yet, but I think we'll probably try and make it as easy as possible for people to have fun. I don't know whether you can actually share assets between your characters, but certainly we're not gonna put these artificial roadblocks in the way.

And something as large as that, which kind of answers a lot of questions, might be something we'd write up and put on, like you did Death of a Spaceman, which was really well received, right? So something big like that, once we flesh it all out, we might be able to...

Chris RobertsCEO / Game Director

Oh, yeah, no, definitely. I mean, that's part of the process. One of the things that's nice about expanding the team here is that it just actually takes a lot of time to communicate everything, besides doing the actual work and design, just the organizing and communicating it. But because we have more people, it's gonna be easier to do that. And I'm big on making the process really open for everyone in the community. It's going to end up making a better game, because not that we necessarily will listen to everything, but we definitely, we do listen to everything. We're just not going to action on everything, because you have to stay consistent to one kind of vision. But there's a lot of times where people bring up really good points that we may not have thought of. And so it's actually making our job a little easier, because I think we're going down less dead ends than we would have done in the traditional way. Thank you all guys for that.

Wingman's Hangar·
Published on this date.8 Mar 2013
PersistenceShips

There has been some discussion about the species mentioned in News Update, the Kr'Thak, and the Krell mentioned in the Kickstarter Krell system unlock announcement. Are they one and the same, or two totally separate alien races?asked by Hardsblade

Chris RobertsCEO / Game Director

So, well, I think people just got confused because essentially the Krell system is where the Kr'Thak come from. So that's why people got confused between the Krell and the Kr'Thak. And maybe you would call them the Krell because they came from the Krell system, but their proper name is Kr'Thak.

Wingman's Hangar·
Published on this date.8 Mar 2013
LoreStar systems

How extensive and detailed is the damage system for ships going to be? I know that it is possible to damage individual thrusters and modules, but how about the hull itself? Will a damaged ship experience hull breaches? Will there be things like fire in the ship itself, broken panels, open cables, stuff like that?asked by Zorf Morph

TL;DRShips will show damage such as broken panels, sparks and wear, and hull breaches with decompression are wanted but not guaranteed at launch, possibly arriving shortly afterward.

Chris RobertsCEO / Game Director

So yes, I mean, look, even back in 1990 with Wing Commander 1, if your ship was getting shot up, you would be in your cockpit and you would have broken panels and sparks and wires exposed. So we're definitely doing that. I mean, essentially, what I'm pretty keen on is having a sense of fidelity in the level of destruction, so the different parts can get damaged, they can get destroyed, broken off. And I also want a sense of wear and tear on the ship. I'm still going to work all that through, but I kind of want to see a ship that's been out there, it's been flying for a year, and you can sort of see it's more worn than someone that just bought a new ship off the assembly line. So even if they keep it in good shape, maybe it gets a little more chipped or rusted and you can take it in to get a new paint job or something. But basically try and do a lot of things that you see in real life where you can see if something's battle-hardened and been around. The same thing that I talked about in the characters is having that sense of history, and you can see someone's been through many battles and stuff like that. So there's going to be a huge amount. Hull breaches is definitely something that's on our list. We really want to make that work and have decompression and everything. Talked about this before, can't 100% promise it's gonna be in the initial when we go live. It's on my list, I wanna get it in, so we're gonna try, but if not, it certainly will be one of the features that will be coming online pretty shortly after we go live, because I just think it's cool. I mean, you see it in every sci-fi movie. You need to get it in Star Citizen. So that's kind of on our list of things to do. It's actually fairly easy inside CryEngine, other than the effects of the atmosphere and the stuff getting sucked out. But the gravity and physics side of it is already kind of supported. So that's on our priority list.

Wingman's Hangar·
Published on this date.8 Mar 2013

One thing that would liven up the game would be the ability to open a communication channel with other ships, even enemy ships, just like you can in Wing Commander. Pirates could use it to negotiate terms with passing vessels, nearby players to form temporary alliances, or simply to warn a passerby. Will it be possible to send a request to hail other ships in Star Citizen via voice over IP communication?asked by Hassan Pfeffer

TL;DRShort-range ship-to-ship communication is planned, ideally via voice over IP using middleware, but moderation is a concern and being there on day one can't be promised.

Chris RobertsCEO / Game Director

Well, no, I think you'll definitely be able to. And we're definitely going to have a communication system that's in sort of short range in space, similar to Wing Commander and Privateer, where you can talk to people. So we would like to get it working via IP. So we'll see. There are some moderation issues in that in a multiplayer environment. But sometimes you can get around it by just saying, as long as I use this, I acknowledge that Cloud Imperium has no control over the language that people use, and you can turn people off. So we'd definitely like to get that working, because we recognize that people would do it outside the system anyway. So it would really just be a matter of time and whether that would sort of...

How soon it comes into play?

Chris RobertsCEO / Game Director

Yeah, I mean, I think that's definitely in our game no matter what at some point. Is it day one? I don't know. Certainly you'll be able to send messages and chat and do everything else. And I would like to have it in there. And we're looking at some open source or some middleware solutions so it's pretty easy for us to integrate. So that's definitely on our list. And it will be there day one, can't 100% promise, but we'll see. I think it's kind of important. I think it adds to the immersion. It's kind of cool.

Wingman's Hangar·
Published on this date.8 Mar 2013
AudioShip combat

How is ship sharing between friends going to work? If a friend wants to borrow a ship, does he have to send a request to the owner every time, or can we configure our friend via the friend list to let the game know?asked by Shaolin67160

Chris RobertsCEO / Game Director

So, well, the ship sharing with friends right now, beyond the fact that we're going to let you essentially loan out your ship to a friend, we haven't fully gone through the system. So I don't know whether it's going to be a matter of... No, but basically I think you should be able to share, so you'll be able to essentially gift your ship to a friend. And I don't know whether you can gift it with a time limit, or when they finish playing with it, it automatically goes back to you. So some of those details have to get worked out. I mean, we don't really want to...

Wingman's Hangar·
Published on this date.8 Mar 2013
ShipsPersistence

Why did CIG feel the need to create the Roberts Space Industries subsidiary to brand Star Citizen? Why not just market Star Citizen under CIG directly?asked by Profit Driven

TL;DRRSI began as the in-universe fictional ship manufacturer, became the public face of fundraising, and was then made a subsidiary and trademarked brand, while Cloud Imperium is the real company building the game.

Chris RobertsCEO / Game Director

Well, so basically RSI was originally conceived to be this fictional future manufacturer of spaceships. And the whole idea was sort of to take you into the world of Star Citizen, 800, 900 years in the future, and you're visiting the site of a future Boeing or whatever. And so we set it up, and what happened was one of the web guys put Roberts Space Industries up there as a default because we hadn't come up with a name. And then like all these things, well, okay, I guess that kind of makes sense. I've made space games before, so I guess that kind of ties in the brand. And so it's really the company in the game in the future. But obviously it's been front facing for the game, us raising the money. So at some point we decided, well, we better incorporate it and make it kind of like a subsidiary, because we've essentially built brand value in RSI over Cloud Imperium. But the best way to think about it is RSI is the future fictional company. Cloud Imperium is actually the real world company that's building the stuff. And we've basically set up RSI now and trademarked it or whatever, because it's basically become a brand for what we're doing. And I would say if we were doing any other space game, probably it would be through RSI. But right now Star Citizen is pretty much all we're doing. And since it's going to be Wing Commander and Privateer and Freelancer and a bunch of other things all rolled into it, I'm not sure we're going to be actually doing anything other than that, because Star Citizen is just one big, long, huge ongoing project.

Wingman's Hangar·
Published on this date.8 Mar 2013
Pledges & businessLore

What kind of storyline are we looking at in the Persistent Universe? Is it Privateer style, where you fail one mission and you're done, or a Wing Commander web of missions? And how many endings are we looking at? Is it just one win and one lose, or more choose-your-own-adventure style with dozens of endings?asked by Travis T

TL;DRAt launch the Persistent Universe gets only short story threads and flavor missions in a sandbox, with Squadron 42 holding the big branching story; larger story missions may come after launch.

Chris RobertsCEO / Game Director

Okay, so on the Persistent Universe side, in terms of storyline, in the initial launch of the game, Squadron 42 is going to be the bigger, more involved one with the branching storyline. And then when you get into the Persistent Universe, there are going to be story threads, but no big overarching story à la, say, Privateer. We'll basically have a five-mission thread in this side of the galaxy, a three-mission thread in this side of the galaxy, two over here, six over here. And it will be more a general sandbox environment where events are happening. And then part of our plan is that we'll be changing and adjusting that as the game's live, adding more stuff in. So it'll feel like it's an ongoing experience and it won't feel like it has a final end. But we will probably, as we go along and once we're live, release some bigger, more involved story-driven missions, and they will not all necessarily be military the same way Squadron 42 is. So there very possibly could be a more involved Privateer style or Freelancer style story, where you're not in the military, you're more of a kind of space entrepreneur, so to speak, getting involved. So think, for instance, if you read any of the fiction that we're doing on the site, something like the Tanya Oriel story that we're doing right now is a pretty good example, or the Kid Crimson we did before, would be examples of more involved narrative stuff that potentially will be down the road later. But in the initial Persistent Universe release, all our single story care and attention is going to the Squadron 42 side, and then there'll just be flavor missions or scripted story stuff in addition to all the user-generated style missions and the dynamic universe-generated missions.

Kind of call those small side quests out there?

Chris RobertsCEO / Game Director

Yeah, I mean story-driven side quests. So they'll have small arcs, but they obviously won't be as big and involved as something like Squadron 42.

Wingman's Hangar·
Published on this date.8 Mar 2013

If missiles are being fired, can we visually see what type, weight and class the missile is?asked by Lightmonk

Chris RobertsCEO / Game Director

So definitely, I mean, that's actually already, I'm not sure if in the prototype I was firing all the missiles, but currently in the prototype, in the Hornet, there were three different kinds of missiles. The standard, basically goes back to the Wing Commander days: there was the image recognition missile, a couple of heat-seeking missiles, and there was a dumbfire missile. And they were all visually different. They have different weights, they have different velocities, turn radiuses, and obviously different target acquisition characteristics. So all of that you'll be able to see visually, like when someone deploys their missiles and you see them on the racks, you'll see what kind of missiles they have. So basically in the game, visually, we're very much about what you see is what you get.

Wingman's Hangar·
Published on this date.8 Mar 2013

How will gravity be handled in spacecraft? Are they all assumed to have artificial gravity all the time, or can it fail due to enemy fire, etc.?asked by Lord Wah

Chris RobertsCEO / Game Director

Okay, that's a great question. So generally most of the ships have artificial gravity in them, but there will definitely be cases where perhaps the life support, you have a hull breach or something gets broken, and then in that case all of a sudden it'll be zero G instead of one G or close to one G, which is kind of what the default setup is. So even in the prototype right now, if you walk around on the carrier, it's got artificial gravity. The moment you walk outside the mouth of the hangar bay, all of a sudden you're in zero G. So it's kind of already in the system, and it's just going to be more a matter of whether we turn it off and on, because we control where the gravity is in areas of boxes.

Wingman's Hangar·
Published on this date.8 Mar 2013
PhysicsShips

You're going to be doing South by Southwest this week, right? What's going on there?

TL;DRRoberts says he is speaking on a VR panel and giving a talk at South by Southwest, and argues crowdfunding gives early feedback, cuts out middlemen and should make a better game.

Chris RobertsCEO / Game Director

Well, a couple of things. I'm doing a panel on Friday with the Oculus Rift guys. So I think it's gonna be Palmer, who created the Rift, myself, Cliffy B, ex of Gears of War and Epic, and I think one other person, although I'm not quite sure. So we're discussing the future of VR, and I'll be geeking out about how we can use it for Star Citizen. And then on Sunday, I'm doing a talk about generally how great the process has been and what's happened with Star Citizen, the new way I think games can get made and developed, and what's really great and positive about them. I think yesterday they launched Torment: Tides of Numenera from inXile, and they raised like a million five in the first 24 hours, which is pretty impressive. But I really think, a couple of things. First of all, the sense of empowerment, where people get to decide what games they want to have happen. And also the fact that they can have their voice and input heard early in the process is good for someone as a game player that really cares about games. But also from my side as someone that makes games, it's fantastic because, like we were saying earlier in the show, you have a lot less dead ends in terms of working on stuff that maybe is not so important for people. And it's just great. You're crowdsourcing ideas, concept, feedback. People are poking holes in things that you're giving them. So you pretty much see early on if something flies or not, because it's not like you're doing it with a very contained development group, and usually in development groups you always love your own ideas. It's always great that you push it out there, and you see if it registers or not, or if people can poke holes. So I just think that it helps focus the development side, and I think it's very exciting, and I think if you went around and interviewed the people around the office here, they really enjoy it. I've got team members who are like, hey, can I show my thing next week? Because it's great. It's energizing. People love to get the feedback. And so my personal feeling is we'll see when the game comes out, but I'm pretty sure it's going to make a better game for us, for you guys. And I think it's a great way to do it. And it really uses today's technology in a way that you can connect directly to people in a way that you couldn't do 10 years ago. So I think it's exciting. I think it's a completely new time for making games. I love the fact that a lot of people are being taken out of the value chain, so to speak. You've got the publishers, or even in the case of investors, where people have different agendas. We care about making a great game. A publisher cares about making profits for its shareholders on Wall Street. And sometimes those things are in conflict. So I think the way we are doing it right now is much purer, because we're connecting directly with the people that want the games and love the games and will pay for it. And we're making a great game and we're doing it for you guys. And we get the middlemen out of the way, which means that less money goes to them, which means we actually don't need to collect as much money to make exactly the same game, because there's not people in the middle taking it. And we're making a game that's truer to what you guys want, because we listen to you guys and we're building the game we want to play, and I think it's the game you guys want to play too. I think it's a great way to do things, so I'm really happy to see things like the Torment stuff do really well. So that's kind of what my speech will be about.

Wingman's Hangar·
Published on this date.8 Mar 2013

What is Concierge, and how does one get there?

Sandi GardinerVP of Marketing

Concierge. I have quite a few cool fans on Concierge from all over the world. And it's like a secret service for high rollers. Gaming concierge for all your Star Citizen needs in the universe.

So people have a place that they can get to and ask questions and be part of, and get their help from somebody high up in the organization.

Sandi GardinerVP of Marketing

Exactly.

Wingman's Hangar·
Published on this date.8 Mar 2013

T-shirts and cards are being produced in the thousands. What else have we got coming up [in merchandise]?

Sandi GardinerVP of Marketing

Well, we've had bomber jackets on the list, metal mouse pads on the list, coffee mugs on the list. A few people were asking about your pirate hat. We might be having a bit of a poll. Let me get the t-shirts and cards out first.

That's true. We've got 100,000 people now, so it is a bit of a task to get all that stuff going. So people should be looking forward to a lot of cool stuff. You want to swag out, we're going to let you swag out. It's not just going to be digital goods. You can have physical goods.

Sandi GardinerVP of Marketing

They're going to be good, you see. So it takes a little while.

We want to do it right. We just don't want to put out just any old crap.

Wingman's Hangar·
Published on this date.8 Mar 2013

As a subscriber, I would like to know if the money I'm putting towards my subscription can be used to upgrade my current pledge level ship or purchase additional ones.asked by Lostanos

Sandi GardinerVP of Marketing

Hi there. So thank you, Lostanos, for your question. You can actually use your subscriber money for upgrades. However, the LA offices are coming soon, and this is why the town hall and the 20 questions show have been a little bit on hold.

Would there be a green screen in that office perhaps? Another show?

Sandi GardinerVP of Marketing

Yes. No. I can do what you can do, forum feedback. But we're going to do some really cool stuff on the subscriber side.

Wingman's Hangar·
Published on this date.8 Mar 2013
Pledges & business

Can you give an update on the Citizen Cards?

TL;DRThe Citizen Cards are still a lot of work because each card, plastic or metal, is custom, with metal ones going through a multi-step process; they still need to be shipped, and the cards will be usable for an unannounced event.

Sandi GardinerVP of Marketing

It is still a lot of work. Basically every card is a custom card. So even the plastic ones, not just the metal ones. But every metal card goes through a four-step process to get where it is going to be. So it's actually going to be engraved out on the edges, where you see the circuit board on the edges. That's all engraved out. The name, it's baked right in at the end. It's fully baked. It's baked in. This thing is solid. It's going to last forever.

And that takes some time. And then also, we've got to ship them out. We've got to get everybody's information, put it on there, ship them out. It just takes a little bit of time.

Sandi GardinerVP of Marketing

Each card's custom. And then you're going to be able to use your cards for some fun events.

Oh, don't give that away yet. That's a secret.

Wingman's Hangar·
Published on this date.8 Mar 2013