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Wingman's Hangar ·
Published on this date.2014-05-21
· 16 Q&As

Wingmans' Hangar ep070 . May 21, 2014

Developers discuss planned planet scale (double precision), NPC factory management, alliances between orgs, smuggling and cargo scans, colorblind-friendly HUD feedback, and distortion weapons. Two QA staff describe their build testing routine, their backgrounds and a community tester group with a public JIRA.

Transmission log

Full answers

Will technology in the Persistent Universe evolve and expand as the game gets older, just as it does in the living world?asked by Luke Downing

Rob IrvingLead Designer

The answer on this one was yes. He didn't expound upon it a lot, but he was talking about the different versions of ships over the years, which happens with cars. Everything evolves, so why should we be any different?

Yeah, the idea here is that the game is going to always be growing. We'll always be adding things in, so that means technology and that means everything will be changing over time. New stuff to discover.

Wingman's Hangar·
Published on this date.21 May 2014
ShipsPersistence

Is the size and detail of the planet in the Arena Commander map, Broken Moon, indicative of the size and detail of planets we can expect to see in the Persistent Universe? Will we see lots of variation in planet size, from plutoids to gas giants? Will stars be appropriately massive in size?asked by Captain Nakara

Rob IrvingLead Designer

Honestly, the planet in Arena Commander, it's too small. So we are planning on having much bigger. Now we are working on some background technology that will make that possible. We're talking about double precision. Yes, double precision. So we are going to have actual bigger planets in the final game. There should be some variation in the planets as well. They won't be quite life-size. Can't quite pull that off. But stars are a little different because you never get close to a star. So you don't need to waste all the polys on a giant star.

Wingman's Hangar·
Published on this date.21 May 2014

I understand art adaptations have been created for colorblind citizens. Will these be implemented in Star Citizen's Arena Commander, and if so, to what extent? If not, when is the art implementation for colorblind citizens expected to be introduced?asked by Icarus

Rob IrvingLead Designer

It's actually something that, when we send emails about HUD items and everything, there is a lot of discussion of, that you can't have just one type of feedback. So for instance, when something is damaged, we want to make it blink on the HUD and not just change to red. So we're aware of it, there are some small things, and it's something that will kind of evolve over time, we'll continue to add different options. And eventually, we want to be able to customize the HUD, so maybe you could even change out the color palette if you're having trouble distinguishing.

Wingman's Hangar·
Published on this date.21 May 2014
UI & HUDArt & graphics

What can NPCs do on their own? Can they run our economic nodes? Can we take them on away missions, and will they automatically heal us if we are down?asked by The Colonial Movers

Rob IrvingLead Designer

Well, the standard things we've talked about, whether you're gunner or whatever, but one of the specific things they asked was about whether they can run your factory node, and that's kind of the way it works. You're sort of the upper-level management of a factory, and you kind of pull the levers and decide how it's going to run, but then the NPCs do run the factory. It's not like you have to be there on the floor walking around smacking people in the head.

Wingman's Hangar·
Published on this date.21 May 2014
NPCs & AIEconomy

Will organizations be able to produce custom uniforms for their members?asked by GoStorm11

TL;DRCustom organization uniforms are a cool idea that wouldn't be available out of the box, would need CIG approval and art skill, and might be considered in the long run, with file-size concerns.

Rob IrvingLead Designer

Actually, that was Chris's response, too, was that's a really cool idea. Standard caveats of if we do this: A, you need to be pretty art savvy to get something in our game, B, we have to have CIG approval of anything that goes into the game.

Yes, because people out there make interesting choices in nose art.

Rob IrvingLead Designer

So it's something that wouldn't be out of the box, but would be something we'd certainly consider doing in the long run.

Right, and also, anytime you do texture changes or things of that nature, it adds to the size and footprint of the game on everybody's machine. So I'm sure we'll have to figure out a system where either if you share globally, everybody has to get that patch, or if you just share it with your guild members, maybe there's a batch file you can drop in there. It's like a choice or something.

Wingman's Hangar·
Published on this date.21 May 2014

Are there any plans to implement tactical weapons beyond things that just do damage? For example, a kinetic gun which causes minor damage to your target but through repeated hits pushes them around, disrupting their momentum and locking them in place, à la the Morningstar from FreeSpace 2.asked by FF Dark Half

Rob IrvingLead Designer

So we already have the distortion cannon. That is a very different effect. The idea that it messes with your pipes and changes the heat or the power that's flowing through them rather than just physically damaging your ship. There's the idea of EMP weapons as well that may or may not happen early on. But the other thing, they're talking about the physical impulse provided by a weapon to move things around, which A, is not always fun when it's against another player. But B, everything in your game has an impulse to it. When you fire a projectile at someone, it is imparting its momentum to the ship. It's just a small mass versus a large mass, so it's not a significant move. But we don't have any specific plans to do that kind of weapon.

Wingman's Hangar·
Published on this date.21 May 2014
Ship combatPhysics

In Privateer, there was a faction of religious zealots who would attack most non-believers, and in shows like Firefly, the Reavers were particularly nasty. Will there be similar NPC groups of crazies in Squadron 42 or Star Citizen?asked by Xenophias

Rob IrvingLead Designer

Oh, yes, the crazies. There will be human opponents. There will be other opposition than just, as we currently have it, the Vanduul and pirates. There's corporate raiders and that kind of thing. And we may have some crazies. It depends on what those crazy writers of ours decide to do.

Wingman's Hangar·
Published on this date.21 May 2014
NPCs & AILore

We have the ability to join multiple orgs, but will there be a system in play that will let orgs join under one banner? Say, some PMCs joining under the flag of a larger mercenary corporation.asked by Grenseal

That's kind of an alliance thing. I mean, sure, alliances, yes. Yes, there will be alliances. The thing about alliances, whenever we do alliances, I think of Axis & Allies or Risk. It was Phil, me, Chris, and Erin that were playing Risk all the time, and we would always have alliances. Those things never lasted more than two turns at the most, and then pretty soon somebody broke the alliance. It was a beautiful thing.

Wingman's Hangar·
Published on this date.21 May 2014
Organizations

What is the current logic behind smuggling? How will the mechanics of smuggling work in relation to the mechanics you are designing to catch a smuggler? For example, secret compartments, police checkpoints.asked by Phila

Rob IrvingLead Designer

So that sort of covers it, the question itself. Yes, you can have a secret compartment and carry goods that are not necessarily legal in a place. There are also ways to prevent cargo scans, or at least try to prevent them. The counterbalance to that is that the Advocacy or the police in the local system would continually try to up their scanning technology so they can get past that and find your stuff. So yes, there will be checkpoints. Yes, there will be ways of sneaking past them. I'm not sure I can give much more detail than that right now.

Wingman's Hangar·
Published on this date.21 May 2014

If I were to board a ship carrying prisoners, slaves, etc., and then free them, will they help me take over the ship?asked by Shadow Knight

Rob IrvingLead Designer

Really, right now we're treating slaves or prisoners as more of an abstract. So it's a cargo. It's not really people that you would go and interact with. So freeing them would really just be dumping the cargo. So not really at this time a plan to have them help you seize the ship.

Wingman's Hangar·
Published on this date.21 May 2014
Trading & cargoNPCs & AI

Will the CIG teams be taking a short vacation after Arena Commander version 1 has been fully rolled out? We all want the game sooner rather than later, but we also don't want y'all to fry your brains by working long hours every day and powering through weekends.asked by Groundhound

Rob IrvingLead Designer

Those LA kids are definitely really pushing even harder than the rest of the group. Everybody's working hard. Everybody's working very hard. LA guys sometimes look like zombies in meetings. But Chris would like them to take a holiday, is the way he put it. But there's still work to be done. There always will be. So people try to grab vacations when they can.

We do. I mean, we all take vacations. I've got one coming up this summer, and people take time off. It's just, this is a lot of work. And most of us are here because it's a passion. We want to be here. We want the game just as bad as everybody else. So the only way we get the game is if we create it and make it.

Wingman's Hangar·
Published on this date.21 May 2014
Development process

Take me through typically what happens with QA.

Well, we get a build, and then we go through all the different checklists we have, which includes testing the hangar, all the dogfight module maps and game modes, and also the editor, so the developers can keep developing without having any problems with the editor, or hopefully we can catch as many as we can. And then they also help with reporting issues when they're working with the editor too. So we definitely go through testing everything, and sometimes finding issues is like searching for a needle in a haystack. So we have to make sure and check everything.

Wingman's Hangar·
Published on this date.21 May 2014
Development process

How did you both get into QA?

Well, I got into the industry originally working at Blizzard. I worked there for four years and I obtained the level of specialist investigator, and I primarily worked with account administration and compromised account investigations. And then after that, I transitioned into QA by joining the team at Portalarium, Richard Garriott's company. And that's where I would test a poker application, and they also had another game they were working on. And that's where I got my feet wet.

So I actually met Justin, John, and David at Portalarium. That was my very first game industry job. And before that, I used to work at Capital One in the fraud department. I used to stop bad guys.

Wingman's Hangar·
Published on this date.21 May 2014
Development process

What are the things you're most excited about with what's going on with Star Citizen right now, especially with Arena Commander?

I'm most excited with just how Arena Commander can simulate what the Persistent Universe will kind of look like. So when everybody's flying around, you can kind of feel like you're actually in the Persistent Universe. And also, I'm looking forward to the leaderboards on the website. It'll definitely provide some extra engagement and fun to the actual experience, so I'm definitely looking forward to all that.

Just that we're laying the groundwork for the PU, for the Persistent Universe. I think that's pretty exciting. It's like we're doing all the hard parts right now. Well, some of them.

Wingman's Hangar·
Published on this date.21 May 2014

We've got a strike team of people out there that help us [test] from time to time. How does that all work?

So the plan is to have a core group of community testers. We're going to maintain what we have right now, which is the bug reporting subcategory of our website. So anybody will be able to report issues, but we'll have a core group, and they'll have special direct access to the QA team. And they'll be able to report issues and be the voice of the community, so to speak. And they'll be able to ensure that all the important issues are addressed.

Wingman's Hangar·
Published on this date.21 May 2014

What we don't want is duplication of a lot of the same things, so we're going to have to train people how to basically QA for us, right?

That's correct. We had discussed having a JIRA, somewhat like how Minecraft does it, where they have a public JIRA and people can create issues, and then within that community there's a higher tier of people that organize all the issues, close dupes, or have it all nice and neat for us to go in there and just import them into our actual JIRA that we use.

Wingman's Hangar·
Published on this date.21 May 2014