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10 for the Chairman ·
Published on this date.2014-06-09
· 10 Q&As

10 For the Chairman Episode 24. June 9th, 2014

The developers cover the planned Solar System and star hazards, plus hull breach points limited to airlocks and hangar doors. They also discuss repairable cybernetic limbs, ship loans, pirate and smuggler missions, UEE terrorist designations, and NPC communication.

Transmission log

Full answers

We've known for a while that hull breaches will be in the game.Will we be able to use large hull breaches as EVA entry points when boarding?If so, will multi-crew ships be limited to one or two predetermined hull breach areas, or will we be able to create entry points roughly where we fire our weapons?asked by Fourvel

TL;DRChris Roberts says hull breaches will be limited to predetermined points like airlocks or hangar doors, highlighted on the HUD, because letting players breach anywhere would require building ship interiors everywhere, which isn't practical yet.

Generally the hull breaches are going to be limited to areas like an airlock or a hangar door or something.It's not practical for us to allow you to rip a hole anywhere in the side of a ship and then breach there. Mainly because then we would have to build the inside of every single wall, we already do an insane amount of work and detail on the ships already, but we don't build the inside of every single wall and every single place, and if we allowed you to breach anywhere, you would have to be able to do that.So for us, we're having some pre-determined ones where you can breach, and when you are trying to breach, they'll be highlighted on your HUD or on the ship that you're trying to dock with, and then go from there.I mean it would be cool to breach everywhere, but we're not quite there yet, and I think you can all appreciate the amount of effort and work and detail that goes into the ships. Making that, doing that, would be another n-th degree of difficulty.

10 for the Chairman·
Published on this date.9 Jun 2014
MulticrewShip combat

How will stars work?When flying around a solar system and you get close up to a star, do you need to increase power to the shields to mitigate the radiation and the heat?And will there be solar flares where suddenly the radiation levels spike and you need to adjust the shields accordingly?Or will they just be sitting there without any special mechanics?asked by Atsu

I think in general that the stars inside of the various systems will be kind of in the center, you won't be able to get too close to them.We'll probably have some effect where you won't be able to auto-pilot and if you decide to get stubbornly point your nose towards them and keep flying, at some point we'll just start to deliver heat and then damage to your ship and eventually you'll fry up. Which is what you'd do if you were going into a star, but I don't think we'll be doing the thing where you're out in the solar system and there's a flare and you have to put up shields or whatever, although it's a pretty cool idea.I just think we'll make a star as being an area that you don't want to get to close to.

10 for the Chairman·
Published on this date.9 Jun 2014
Star systemsPhysics

What kind of tools will we have to reduce purchase risk of various items?For instance, I want a tool that lets me enter in specs for suit/ship/engines/position in ship and have it spit out the % throttle the person in that position in the ship will black out.This will help me buy the suit/ship/engine that best suits my flying and purposes without having to randomly experiment by buying everything.asked by SilentRuin

TL;DRChris Roberts doesn't think there will be a tool calculating blackout thresholds; item descriptions will convey trade-offs, and he expects the community to work out the specifics.

Yeah, I'm not sure we're gonna have a tool that will do that.I think you're going to know when you're purchasing some of this stuff, it will say like "this is a space suit for extreme maneuvering" and it's got a higher g-tolerance. Or "These are bigger thrusters" so the up side is you can turn faster, the downside is you can black out much quicker. And that would all be contained in the description in the fiction.But I don't think we're gonna have anything that would specifically say "You can have your throttle at this percentage and you won't black out, but this percentage it will."I'm assuming that what will probably happen is the community itself will break all that down, 'cause that's usually what happens so there's not really a tool for you other than the community being your resource and just the way we describe the items. There you go.

10 for the Chairman·
Published on this date.9 Jun 2014

I was wondering about the banking system in the PU.You've said before that people will be able to take out loans to buy their first ship, but how will this be paid back?If you miss a payment, do you get a bad credit score or bounty hunters sent after you?asked by Gurlanin

TL;DRChris Roberts thinks ship loans would be repaid by auto-deducting a share of mission earnings, doubts missed payments would bring bad credit or bounty hunters, and says it isn't fully figured out and is still to be decided.

I think that what would probably happen is, if you had a loan on the ship, that you would have to pay some back and maybe there would be some level of auto-deducting, in the same way that, if you have a debt to someone, it can be auto-garnished from your wages.I think if you have a loan out for a ship, the deal would be "You can have this ship for this amount of money on the loan and we're gonna take 50% of all your commissions on all your missions until we've got out money back plus some." That would be kind of the way I would think it is.I'm not sure in that case if you miss a payment it would really cause you to have a bad credit score or bounty hunters, so I don't know.I think the mechanic would be you have to pay the loan back from the work that you're doing, and then at some point if you're not doing the work, then you just can't fly your ship around. Because don't forget, you're gonna have to earn money to be able to pay for landing fees and fuel and all that kind of stuff, so I think that system will work, but we haven't fully, 100%, figured that out.There is something nice about the idea of a bunch of people coming after you if you haven't paid your loan back, but that may be a bit tough, and it would defeat the purpose, because you'd be blowing up the ship that they loaned you money for.Anyway, that part of is probably still to be decided.

10 for the Chairman·
Published on this date.9 Jun 2014

Will our cyborg-limbs be repairable?Would they be damaged during a fight or anything else?And if so, what will we have to do to fix them?asked by BrutalNuke

Yes, I think the limbs will be repairable, and they definitely can get damaged during a fight, especially a first person fight. What you have to do to fix them is you would have to take them to a cybernetic repair facility, so there'll be some of those that will be on planets.Potentially there could be equipment for that on a bigger medbay on a bigger capital ship, but it would be sort of like the mechanical version of what you have to have to do for your arm or limb if it wasn't mechanical and we have the same sort of mechanics, like doctors you can go visit on planets, or maybe there's a medbay on a big ship.

10 for the Chairman·
Published on this date.9 Jun 2014
Medical & death

So we know there will be some kind of organic questing system for UEE worlds and systems, but my question is will there be something similar for pirates, smugglers, or anyone else living outside of UEE law and questing for other reasons than to balance a system's resources?Or will it end up being completely free-form and we have to choose targets ourselves in a less structured way?asked by SeusMachinaEx

I think even in the pirate/smuggler aspect, we model in the economy and in the universe not just the legitimate UEE stuff, but also the illegitimate. What the pirates are doing, what the smugglers are doing, and so there will definitely be missions available generated by that system what players could take, "I need you to smuggle narcotics from this planet over here into Terra" or whatever.You'll be able to, if you want to think about it as questing, the same "questing" system will exist, but just for the flip side for pirates and smugglers and everything else, as well as players themselves doing their own adhoc stuff I think would work.So I guess the answer would be yes.

10 for the Chairman·
Published on this date.9 Jun 2014

What non-Chris Roberts games have influenced Star Citizen's concepts, ships, mechanics, etc?asked by Jack Sparrow Kerman

TL;DRChris Roberts names Demon's Souls (risk and sense of accomplishment), Starcraft 2 (balancing), Battlefield (cooperative combat, combined arms) and Naughty Dog's Uncharted and The Last of Us (fidelity, detail) as recent influences.

I think I've talked a lot about how I really liked Demon's Souls, I rarely play a game for that much time and that long.It sort of reminded me of the value of having something that you can lose, something that you can risk in gameplay rather than the modern day typical first person shooter or adventure game where basically you can just bully your way through, there's no penalty if you die, you respawn a second before.That wasn't the case with Demon's Souls, and I really... That made it that when I achieved something it was much more satisfactory. I mean it was kind of frustrating, and it was difficult at times, definitely, but the sense of accomplishment I got with Demon's Souls I haven't really felt with a modern game.I think that may be one of the reasons a lot of people have shifted to multiplayer vs singleplayer because singleplayer in Call of Duty or even Battlefield is not really... Ok, it looks pretty, but do you really feel that you've accomplished something?Whereas in multiplayer, if you're fighting against someone and you take a bunch of people out, you do feel like you've accomplished something. I think maybe the dumbing down of games over the last 10 years has also lead to the rise of why multiplayer has become more popular.So I like games that are tough, so obviously Demon's Souls, I definitely like the idea of... Like I'm a Battlefield person over a Call of Duty person mainly because I like to fight with a few of my friends in that sort of cooperative combat together against other players is something I really like from Battlefield, and obviously there are aspects of that which are going to be in Star Citizen.Use of combined arms is in Battlefield, which is cool, but on a more limited basis compared to what we're doing, but again, it's cool.So I would say of non-my-past games or general games out there, I would say the three big ones that I liked more recently, or four, let's say four, were Demon's Souls, Starcraft 2, I loved the balancing, I obviously loved the original Starcraft for the sort of rock, paper, scissors dealing with your resources all the time, and I want a little bit of that in Star Citizen.Battlefield really, the fidelity's fantastic, the fact that you fight with your buddies cooperatively against other people is great, combined arms is great from there, and then probably taking a look at the Naughty Dog stuff, the Uncharted stuff and most recently the Last of Us is just in terms of fidelity and attention to detail in terms of the characters and the world they're creating it was really great.Those would all be games that I would say would be things that I was impressed by, enjoyed playing, and was fairly influence by in the near past. Hopefully that answers that question for you.

10 for the Chairman·
Published on this date.9 Jun 2014

Can a player organization be classed as a terrorist organization by the UEE?So its members are attacked on sight in UEE space?asked by Svahn

Yeah, it's definitely possible to have an organization where if the organization starts to engage in overall negative or anti-social or anti-UEE behavior, at some point it will start to become a sort of terrorist organization and therefore UEE ships, naval, Advocacy, whatever, would attack them and there probably would be a bounty in UEE space.You'll just have to be careful about how you run your organization.

10 for the Chairman·
Published on this date.9 Jun 2014

Could you maybe shed some light on what you have planned for our solar system in the PU?How many planets, dwarf planets, moons, asteroid belts can we expect to see? Ballpark.asked by Harlot

I wonder if this question means "our solar system" as in the solar system we're in right now with Earth and the sun, but in the case of our solar system, we're gonna pretty much model it the way it is, so with all the planets.I guess there's some debate over whether Pluto is really a planet or not, but we'll model it as it is, maybe not to exact scale, but to a pretty large scale that would feel like something that feels big for planets and all the rest of the stuff.And then it's kind of hard to say in the others. We have all sorts of systems. Systems with multiple stars, loads of planets, loads of asteroids, but generally we try to make the systems pretty rough, pretty interesting with a lot of variety.I can't really give you a number, but it will be a lot.

10 for the Chairman·
Published on this date.9 Jun 2014

I would like to know how you plan to implement NPC communication.Such as a system in Mass Effect or Dragon Age, or will you try to implement a system like SOCOM or End War where the menu system is voice controlled?asked by Thomas Cromwell

TL;DRIn space, communication uses selectable hail options; planetside, a conversation system driven by actions like eye contact and body language, with inner-thought choices instead of a Mass Effect-style wheel.

In space it would mostly be like a Wing Commander, Privateer, Freelancer style which, you'll have options when you hail a ship, you'll be able to say "attack my target" or "stay on my wing", and that kind of stuff, and then on the planet side stuff we have a conversation system that involves how you engage or interact with people.Like whether you look at them in the eyes and generally handles your attitude around them and the game takes its keys from there.It won't be something like you saw in Mass Effect or Dragon Age, where you had a big wheel of different thing you could ask them.It's more about how you manage things and then you have choices where you can direct it. Like "Hmm, I wonder if I should ask if he's got any work for me" or "Nah, I'll just chitchat," those would be two sort of inner thoughts that your character would have and then you pick between them and that would determine the direction you would take it.I would guess that's a little in the line of what we did in the Wing Commander stuff with, obviously especially with Wing Commander 3 and 4, but the big thing is that we're doing a lot more about the action and the body language.So where you're looking, what you're doing, what your actions are is also being taken into account in terms of how you're communicating with the NPCs when you're planet side, for a more realistic, or a hopefully more realistic feeling. I mean generally when you engage people, you'll look them in the eye, and if you look away from them and stop paying attention to them, they'll get offended.We're sort of trying to build and model all that stuff in our conversation system. I think it's gonna be pretty cool. I would say that's kind of what we're doing, I mean I don't know this question could potentially be saying "do you want to have voice recognition or no voice recognition," or just menus. I would say our input mechanism is going to be either a combination of menus, or actions that you do.Like if I go up and I look at someone in the eyes, that means I want to talk to you, or if someone's looking me in the eyes and I ignore them and carry on walking on, that means I'm not going to pay attention to you.We're gonna drive a lot of the NPC interaction via your actual actions, which I think's pretty good. I mean you notice in real life that's kind of what happens, and action always speaks louder than a bunch of words.

10 for the Chairman·
Published on this date.9 Jun 2014
NPCs & AIUI & HUD