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10 for the Chairman ·
Published on this date.2014-08-04
· 10 Q&As

10 for the Chairman: Episode 32 (2014.08.04)

Chris Roberts answers questions on ship loaning, ship paints and skins, and the planned hangar redesign with manufacturer-themed hangars. He also covers Spectrum matchmaking and organization dues, planetside jobs, Vanduul reputation, battleship-class capital ships and visual ambitions.

Transmission log

Full answers

How important is it to you that this game sets a visual standard for modern games? Will you try to make the graphics advanced enough to test enthusiast PCs in 2015?asked by Socrates

TL;DRRoberts says setting a visual standard is very important to him, citing his past games and CryEngine, and says the team will keep upgrading visuals with whatever is available in 2015 and beyond.

Yes! I will! Heheh... no, it's really important for me. I mean I think if you know the games I did in the past - you know, Wing Commander onwards - they were always trying to set a visual bar, and sometimes they probably went beyond what most of the machines could do at the time. Strike Commander is a pretty good example of one that, on a 486 66MHz it was a pretty amazing experience, but if you didn't have something like that then frame rate wasn't so great and all the rest of the stuff. But it was the very first PC game that had real-time proper 3D texture mapping, Gouraud shading... so it had a whole bunch of stuff that didn't show up in other games in the PC gaming world until quite a few years later. And that was mainly because we were sort of pushing it, and we read up a whole bunch of white papers from places like SIGGRAPH and tried to adapt that into the old days of software rendering - which luckily we don't have to deal with now with all the hardware rendering.But yes, so I'm very keep on pushing it. One of the reasons why I picked CryEngine was that it's visually a very advanced engine. CryEngine is the engine which did Crysis 1, which I think probably to this day is still sort the game you would think about that pushed the PC hardware platform, and was probably the last one that really had that ambition. I really would like Star Citizen to continue doing that. So CryEngine was a good base but we actually have a fair amount of graphics engineers and some core engine people, so besides the stuff we get from Crytek which actually trying to do some really cool stuff ourselves and enhance it, and we will continue to try and push it. So whatever is available in 2015, and beyond (2016, etc) we will always be trying to upgrade the visuals and push it. You can sort of see it as the game goes along. The Hornet has now been through 3 iterations; so there was the iteration from my original prototype that I showed in 2012, then we did an up-res of it for it's first debut in the hangar, and then we did yet another up-res of it for the dogfighting module, where it got fully PBRed and stuff. And you've seen the 300i get an up-res from it's hangar version, and we're doing similar stuff for the Constellation, and the Aurora, and a bunch of the other ships. So we're always constantly trying to look to push it and make it better, and I think that's one of the reasons why you guys are excited by Star Citizen.

10 for the Chairman·
Published on this date.4 Aug 2014

On Organizational "dues/taxes", will they be to where the player contributes manually or automatically?asked by Premium Shank

I think the answer on that is it will set up by who set up the organization, so I'm sure some organizations will make their contributions voluntary by the people... and some organizations will make them mandatory, and so if you're not actually contributing the leader of the organization can kick you out. So it sort of would be an organizational setting or a choice you could do. And I guess it would be up to you whether you would be happy with joining that organization set up that way.

10 for the Chairman·
Published on this date.4 Aug 2014
OrganizationsEconomy

Are you able to give some more details on the ships skins available in the pledge store? Will the skins be able to be applied to all ship classes or just the "Original 5"? I have all of them as another way to support and would love to have some more details.asked by HeadlessChook

TL;DRWhether skins work on all ships or only the original ones is undecided and depends on whether the still-in-R&D painting tech proves flexible enough; it could go either way.

Yep, so ship skins are still slightly up in the air. Longer-term we have a process and we discussed some tech that we're gonna do to allow you to sort of paint and customize your ships, and obviously that is also the same sort of tech that we'll be using for the ship skins. So if we can get that tech to be flexible and more generic, then it would be actually quite... it would be easier to have the skins be on multiple ships. If it's not and we have to do a custom skin for each individual ship, then in those cases the skin would only really be applicable to the original ones that we said it would be. But we don't know yet, so we're still doing R&D. I mean our goal is to make it as flexible as possible, but that's sort of in our graphics R&D pipeline so we haven't done it yet. So it could kinda go either way right now.

10 for the Chairman·
Published on this date.4 Aug 2014
Pledges & businessShips

I've noticed a lot of the capital ships are mostly based around carrying supporting fighters and other craft. Will there be any capital ships that are more firepower based like what you'd expect out of a Battleship or Missile Cruiser? Still holding out for a space yamato!asked by BlackDragon

I loved that series as a child! ... Yes there will definitely be some ships that will be firepower based. I would expect that most big ships in space and in our universe would always have some kind of ability to have a complement of fighter craft - even a big battleship. But we definitely have a couple of ships on the drawing board, mainly for Squadron 42, that are just a huge massive battleship that sort of dwarfs the Bengal carrier. They've got some pretty heavy weaponry, so yes there will be other ships that will be more firepower based or more missile based, like a missile cruiser and stuff like that.

10 for the Chairman·
Published on this date.4 Aug 2014

How can we expect Spectrum matchmaking (public or private) to work with groups? Will lobbies or group invites be involved in some way? Will that process change with the addition of multi-crew ships?asked by KitBash

TL;DRA lobby and matchmaking design built around organizations and ad hoc groups is in the works, with hopes for some of it by the next release, and multi-crew invites will come later.

So, yes, yes, yes, and yes!Yeah, we're actually working... we have a design for the lobby and the matchmaking system. It's obviously going to involve the organizations. So basically organizations will be sort of groups, and we'll fold in a part of the organization system to also support ad hoc groups that you could build - so almost like an ad hoc organization, cos really an organization is just a grouping of people. So like just a friends list, or an ad hoc group, is really just a flat organization that you can create and destroy on the fly. But yeah, we're working on that, so we've been sort of fleshing out the design for that, and our goal is to get that up and running... hopefully by 1.0. So 0.9, which is what we're gonna be releasing just after Gamescom is... we call it interally "release 13" and the next big one will be release 14, and I'm expecting that we should have some kind of lobby and matchmaking stuff by release 14 - which is Arena Commander v1.0. (Which actually will have more features in that we'd originally promised in PAX, but that's us - we like to put more things in!)The process will change slightly with the addition of multi-crew ships, but we've also designed out an aspect where you can invite people to be on your crew and stuff. Obviously that won't roll out with v1.0 because the multi-crew stuff won't be out then, but we're already designing and building towards that.

10 for the Chairman·
Published on this date.4 Aug 2014
OrganizationsMulticrew

If a Vanduul neutral ship (Banu), or even a Scythe, was just gliding along and minding its own business, is there a possibility that it would be ignored by the Vanduul?asked by Drum

Yeeeah, I mean, I think so. It sort of would depend... I mean it also depends on various reputations and all the rest of the stuff. The Vanduul don't always automatically attack everyone, but they're very likely to attack a human ship, or definitely they'll attack a human military ship. But it would all be based on the reputation system, and how that particular clan had it's relationship with whoever the Banu ship was, or whatever. So that is still something that would be fleshed out, but that would be kind of how it would be handled.

10 for the Chairman·
Published on this date.4 Aug 2014
NPCs & AIReputation

I would like to know, how does the entire "here, you fly my ship" work? Is there a contract signing of some sort? If they crash it, does the owner get it back with or without insurance? Is the person you're lending the ship to allowed to fly back to the coordinates of your hangar and land it in place? I would just like to know how all this is supposed to work.asked by Crimson Hawk Moth

TL;DRShip loaning is planned, but the edge cases (non-return, distance, insurance) haven't been designed yet and other priorities come first, so the answer is essentially "hold on".

Yes, good question. I'd like to know how it's going to work too!But no, all seriousness, we do plan for you to be able to loan your ships. We haven't worked out the specific details of the edge cases. What happens when he doesn't want to give it back to you? What happens if he's flown your ship to the other side of the galaxy, and you're on this side and you want your ship back? ... And he's not gonna bring it back for you, or he's just left the game. Do you have to go over there to get it? How do you get it back? Does he bring it back to you? Does it automatically just come back to your hangar, after a period of time? So, we haven't fleshed out that part of the design yet, and that is definitely something that we will need to do for the Persistent Universe. It's just not... there's some other more important things to get out of the way before we get into the loaning-of-ship stuff.We'll definitely have that figured out - how you can loan ships for other people - and we've just got to figure out the issues of the edge cases I brought up. Which is I'm sure why you're writing this question, so "hold on" is the answer on that one.

10 for the Chairman·
Published on this date.4 Aug 2014
ShipsPersistence

During Around the Verse episode 8, we were shown several different potential color schemes for the exterior of the M50. How much control will we have over the look of our ships once the PU launches? Will it be a selection of colors like this or will we be able to more fully change the colors of ships (like custom car painting)? What impact will the skins available for pledging now have, and will they work on all ships equally?asked by William George

TL;DRThe M50 currently has one scheme; customization tech is still in R&D, aiming for at least changeable primary/secondary colors, and how many ships get the pledge skins depends on how flexible that tech turns out.

Hmmm, this question sounds very much like the question from HeadlessChook. But, so, the M50 is going to be right now in the one scheme. Long-term, as I said, we were working on a customization setup so players can determine... you know, can set up specific colors for their ship, put names on their ships, and stuff like that. So we're still in the tech R&D phase for that. We'd like to make it fairly flexible so you can do some more sort of custom stuff, but in the very least you should be able to change out the primary or secondary color. And when that becomes online we'll definitely allow the player to, for something like the M50, you'll be able to buy it in a few different liveries. And then again, the skins that are available for pledging now, essentially how flexible the tech is will dictate how many ships those skins will be available on. If the tech isn't so flexible then it'll be on a lesser amount of them... if it's pretty flexible then we'd make it available to pretty much most of them - that make sense anyway! I mean I doubt the paint job that goes on a small fighter would be applicable for a paint job, say on a Bengal carrier or something.

10 for the Chairman·
Published on this date.4 Aug 2014

Is it possible to get an underwater hangar since we now have plenty of water planets in the 'Verse? If that is not possible, how about bigger aquariums to cover entire walls, or any other cool hangar environments?asked by SuojaKerroin

TL;DRUnderwater hangars haven't been considered and aren't being worked on, though Roberts calls the idea cool; hangars are being revamped, with more decoration like bigger fish tanks planned and environments suited to the planet.

Okay, so I think you're a water and a fish fan!I don't know, I mean we haven't actually considered underwater hangars. I do know we have some longer-term plans besides the... thing. We're in the process - I think we previewed the asteroid hangar, which I think looks beautiful, but we're doing a full makeover of the base hangars and we're going to be shifting it away from names like "Discount", or "Business", or "Deluxe" because it doesn't really make sense. We have different manufacturers, so we're going more in-fiction. So we have a Self-Land hangar, we've got an Aeroview hangar, and we've got a Revel & York hangar, and they're all actually going to be beautiful in PBR. So that'll be coming out down the road here, along with the asteroid hangar.We would plan to also have maybe some other models or stuff that would be developed over time, so who knows about something that could be underwater - that's actually kind of a cool idea - but it definitely isn't something we're working on right now. And I definitely think we're gonna have some more areas to put flare, decoration, ornaments, props inside the hangars, like bigger fish tanks or... I mean, the new set of hangars we have really have really kinda cool lounge and living areas, so they feel night and day. The last ones feel last-gen to me, and these new ones feel very next-gen. So we're really gonna push that and one of the other things we'll probably do with the hangars is it'll sort of be appropriate to the planet that you're based on or you're flying off, because if you're on a planet in the outer reaches of the galaxy that just has a colony on it, you're not going to have a big flashy hangar that maybe be on Terra, because they just haven't build out their infrastructure to that level.So anyway, I think you'll be excited by the new hangars, and I hope I answered that question as well as I could.

10 for the Chairman·
Published on this date.4 Aug 2014

Just wondering about the possibility of finding yourself stuck planetside. If your character is already in severe debt (and can't get another loan as a result), this could lead to some unique and interesting interactions. If there were ways for a player to earn money on the surface, such as courier missions or even just mundane jobs, this could function as a catch-all to prevent bankruptcy and greatly increase immersion.asked by Almighty Verb

TL;DRChris Roberts likes the idea and says non-ship, on-foot missions are planned, and indebted players could always take piloting or hired jobs, though it's early and won't all come soon.

So yeah, that's a great idea. I mean, I've actually... Tony Zurovec and I have been discussing how to really make missions beyond just the standard sort of space missions where, like "okay, let's take this item from planet A to planet B" or "let's escort this ship from planet A to planet B" ... "let's go after this ship" ... you know, the sort of standard space stuff... how we can really take advantage of one of the special things about Star Citizen, which is basically it's all based around a kinda first-person engine. So we walk around in high fidelity, then we get in our ships and fly around, so we have high fidelity down on the planet-side environments, or in environments up in space like a space station. I think we're really thinking about how to sort of take advantage of that, because for us it's fairly low-hanging fruit because we're gonna have all the motion sets, we've got all the combat stuff already there, so it's really more a matter of creating some environments and populating some AI.So we'll definitely have some non-ship-based kind of missions, so potentially that would be stuff that you could potentially try and do. And then obviously if you were in debt and you can't get another loan, you certainly would be able to take jobs - and by the way you can take, like as a pilot, like as a trucker, or as a hired gun to fly someone else's ship. So those would always be available as well, and we'd probably add in some kind of planetary-side stuff because we're sort of thinking about elements to do that pretty well. And I think that's one of the things that's going to really make Star Citizen in the long run sort of shine. So, it's a lot of stuff to get done, right, we're super early, I mean what people are playing is even just a small portion of the space stuff. But all of the stuff we have longer-term coming down the pipe I think is really going to flesh it out in a way that people will be really happy with. It just isn't all happening tomorrow, but that's the nature of the beast when it's such a big ambitious game, but you guys will be along the way with us the whole time on the journey - sharing it, experiencing it as we're getting it to work, and I think it's a great way to make games.

10 for the Chairman·
Published on this date.4 Aug 2014