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10 for the Chairman ·
Published on this date.2014-06-02
· 10 Q&As

10 For the Chairman Episode 23. June 2nd, 2014

Developers cover organization and player reputation, Arena Commander ship balance (Hornet vs 300i), Deluxe and Asteroid hangars, shared org hangars, and G-force limiting via flight control modes. They also address citizenship routes, Warhorse character tech, cosmetic mods and boarding missions.

Transmission log

Full answers

I have a question regarding hangar use. My friends and I have a small organization and we were wondering if we could use each other's hangars once they are placed in the game?Ex: when on Terra, we all would use Bob's hangar, and when on Corel, we use Franks.Or are org hangars the only way?asked by Shrike

That is a good question, the way that the game is conceptually set up at the moment is that you have your own hangar, and any shared hangar would have to be an organization shared hangar. Although there's no reason why Bob and Frank couldn't have the Bob and Frank organization, have a hangar on two locations, and use them in two locations.But I don't think we're gonna really let you have other people be in your hangar. Your hangar is your personal house or identity or whatever. So currently in the design, to have a shared hangar, it would have to be an organization hangar.

10 for the Chairman·
Published on this date.2 Jun 2014

How will racing work with g-force?With the recent reveal of the ability to fade out, or black out from too many g's, will we have to fly our fast racing ships slower, or will there be some kind of system in plate to prevent excessive g-force?asked by Adruniel

TL;DRA flight-control mode (internally "Nanny Mode", perhaps called G-Safe) already limits speed to prevent excessive g-forces, and racers can turn it and other stabilization modes off to push closer to the limit.

Well there already is, there are a whole bunch of different systems that run on the Intelligent Flight Control System which allow you to... We have something that we call "Nanny Mode" internally here, I think we'll call it G-Safe or something, where the flight control system will ensure that when you start to pull to many g's, it will back off on your velocity, so your turn rate will still be high, but your actual rate of speed will slow down so you don't pull to many g's.Then we've got a couple of the other modes which we have. Com-stab which we talked which is control stabilization, which is a little like traction control in space.They're all there, so it's up to you as a racer. If you put the safety modes on, you won't be able to push the edges as much, so I would expect that the harder core racers would really push the edge, maybe turn com-stab off and the g-safe off, then really push it and try to ride the edge of not quite blacking out, and also sliding around things.Like if you ever see a real professional racer on a road course, they're always using drift and everything as they're coming around turns. We're definitely gonna have that in out racing in space, and you can see that we did a video update a couple of weeks ago that showed some of the different modes and the drift, so I think that will actually be quite fun for racing, and make it cool.

10 for the Chairman·
Published on this date.2 Jun 2014
RacingFlight model

I watched Return of the Jedi the other night and thought to myself how cool it would be to have some friends planet side taking out a shield generator while some other friends are taking care of business in space.Will Star Citizen contain these kind of missions?asked by Stoof

TL;DRPlanet-to-space combined missions probably aren't planned, but ship-boarding missions combining fighter cover and first-person boarding are definitely expected.

I don't know about planet side to space, but there will definitely be the equivalent missions that will be ship-board to space.There'll be cases where you want to take over another ship and you'll have some friends out there in fighters, and they've got to clear out the enemy fighter cover then take out the AA guns which would be defending the bigger ship, then the other friends can go in on a boarding ship, breach the hull, and go in and start doing first person combat once the space has been secured.So that's a combined arms mission where you've got people sort of on the ground, but in this case on the ground is boarding it to take over, and people up in the air are doing air cover and suppression of the defense systems of the ship that you're going after.So that would be cool, but planet side I'm not so sure about because that's not necessarily going to be concurrent in an instance. You don't have an instance that runs at the same time as planet side in space.You never know what we may do in the future, currently that wouldn't be part of the plan, but it is a cool idea.

10 for the Chairman·
Published on this date.2 Jun 2014

What is your stance on mods that would be client side only in the Persistent Universe?Like the tmorph add-on for World of Warcraft which allows you to look like any race, gender, gear set-up, etc. I know that these mods could be used to abuse certain loopholes in coding within the game, but I still am curious if something like this would be allowed or considered a ban-able offense in either case of being used for fun or attempting to abuse the game.asked by Cinderz

TL;DRClient-side mods giving any advantage or altering code would be bannable, but purely cosmetic ones with no gameplay effect would probably be tolerated, depending on the situation and intent.

I think our opinion on it would be all to do with whether you are trying to cheat or circumvent the game.Anything that you're doing to give you an advantage against other players is unfair because you've modified the code, or anything like that, would definitely be a bannable offense, but if you just did something cosmetic that would only be clan side and it had no effect on the Persistent Universe, the gameplay, or anything like that, if we found it we probably would say ok, that's fine. It's really just what you're doing, what your intent is.Having said, that, we're also hoping or planning, we're working on the tech right now, to have some of the stuff like... to be able to change your look and view with various morphs and all the rest of the stuff. So I guess the answer would all depend on the situation and the use of the mod.

10 for the Chairman·
Published on this date.2 Jun 2014

Chris, some months ago CIG mentioned a technology collaboration with Warhorse Games, makers of the Kickstarter Kingdom Come: Deliverance.Can you give us an update on what CIG and Warhorse are learning from each other and how complementary tech will enhance both games?asked by Zander9

TL;DRThe Warhorse collaboration covers outfit and morph tech, attachment-system improvements and AI idea-swapping to smooth the character pipeline; it moved slower than hoped due to legal paperwork, but meetings are now happening.

Ok, good question, and that does actually fall into what I was talking about with the morphs and that stuff with CinderZ's question. Specifically with the Warhorse stuff, they've got some very nice tech for how all their NPCs wear different outfits and clothes.They've got pre-computed morph stuff that takes the shirt and fits it to the body, then the chest plate if they have armor goes on top of that.So we're looking at using that to make our character modification pipeline smoother.I think we've talked to them, we've got some enhancements to the attachment system in CryEngine, which is a bit technical, but that's how you attach different things to a character or a body.We have a much more extendable and robust system than the default CryEngine, so we've talked about getting that, and then we're doing some information and idea swapping on AI, which is also really impressive with the Warhorse guys.We've been pretty busy with dogfighting, so this hasn't moved as quickly as I would have liked, because we had to sort out the legal documents to make sure we were protecting each other's IP, but we're ready to do that, and so we're in fact in meetings and talking about that stuff right now with Warhorse, I'll be going to one a little later on today.

10 for the Chairman·
Published on this date.2 Jun 2014

Chris, after a year of subscribing, we get our name in the game.Will we be able to search through a database and find it, or could we potentially play this game for years without finding it?asked by Agena

Well, I guess it depends on where you adventure in space.We've got a pretty cool and obvious place for everyone's name, so I guess it's not necessarily going to be something that's hidden, you'll just have to go and visit is, and it's in a pretty important area, a monument, so I think it's kind of up to you if you want to play for years without finding it, because you could play and go and see your name right away, or not. It's really just a matter of traveling to a location. I'll let you guess what location it would be.

10 for the Chairman·
Published on this date.2 Jun 2014

If a player has several ships, including a Cutlass, on one character slot, will the player be able to select whether to use the Asteroid Hangar as opposed to one of the other starting hangars?If so, will all the ships that fit in the Deluxe Hangar also fit into the Asteroid Hangar?asked by Miskatonic

All the ships that do fit in the Deluxe Hangar will fit in the Asteroid hangar, we'll just get that out of the way right away.In terms of whether you get to use an Asteroid Hangar or one of the other hangars, I think our plan was the Cutlass was the default use of the Asteroid Hangar, but there's some on-going discussions about allowing you to switch between different hangars if you'd rather be in a Deluxe hangar verses an Asteroid hangar, but we haven't made a full choice on that yet, so that's still under debate and consideration, but definitely anything that fits in the Deluxe hangar can fit in the Asteroid hangar.

10 for the Chairman·
Published on this date.2 Jun 2014

How will you be able to get your citizenship if you opt out of Squadron 42?asked by SPC Mark

Citizenship isn't just about military service, although that's one of the easy ways to do it. There are a couple ways to get citizenship.One, you can buy your way in, which is like the old Roman way where a lot of people would buy their way to Roman citizenship, and that would just require you making a lot of money, being a trader, whatever, and then you can buy your way into being a citizen.Then the other way to become a citizen would be to perform jobs or missions that increase your civic or citizen status. If you've done enough of that, sort of public service stuff, taking jobs for the UEE, all that kind of stuff, that will add to points where at a certain level you're granted citizenship.So there are other ways to do it outside of Squadron 42.

10 for the Chairman·
Published on this date.2 Jun 2014
ReputationLore

With ranked ladder play announced for Arena Commander, do you plan to balance the ships in Arena Commander separately from the PU?So as an example, a Hornet used for ranked Arena play would be more strictly controlled balance wise than the PU Hornets.asked by Blaznee

TL;DRArena Commander ships won't be exactly equal but will have their own quirks and handicap scoring, and it's meant to be the starting point for balancing the Persistent Universe, with loadout customization planned later.

That's a good question, the concept with Arena Commander is actually allowing us to balance these ships to a certain level.We're not expecting that every one of the ships is gonna be exactly equal, although we're gonna try and give them all their own quirks for Arena Commander.For instance, a good illustration is the Hornet, which is probably the most expensive and heavily armed of the ships that you can fly in the Dogfighting Module. It's a big weapons platform, it's strong, it takes a lot of damage.Comparatively to a 300i, the 300i is going to feel a little lighter, a little nimbler, maybe a little more maneuverable even, because it's not such a heavily armored weapons platform, but it can't take as much damage and can't dish out quite as much in its max stuff.So I think in some cases that will be just a personal play choice. We're gonna try and use Arena Commander to balance for the Persistent Universe. Obviously the Persistent Universe has a lot more issues, but the base balancing in terms of this weapon against that weapon and this ship against that ship will be kind of in Arena Commander.And don't forget, we handicap the ships, right, if you take out a Hornet with an Aurora, you're gonna get a lot more points than if you take out an Aurora with a Hornet basically. Think about it like golf, they handicap golf. So we're gonna try and use Arena Commander to help balance the PU or at least be the starting discussion for that.One last thing I'll say is, in Arena Commander, there are the loadouts for the base ships are a default dogfight loadout that we've got right now. Later in the process, v1.1 onwards, we're gonna allow you to customize your loadouts and put different weapons on, and I think that will be fun, it will be interesting to see what people use and then we can be tweaking the different weapons for different effects, and that's the whole point of having you guys do it, I think we'll get a really great sense of balancing and what's fun.

10 for the Chairman·
Published on this date.2 Jun 2014

We know there will be a rep system for our own characters, will orgs have rep as well?asked by Applecrow

Yes, organizations will also have reputation in terms of how they have a reputation with other organizations and in fact that's kind of the general reputation system. Even your own character, your reputations, are based on your reputations with other organizations.So organizations will have inter-org reputation, and then players will have reputations back and forth with different organizations.

10 for the Chairman·
Published on this date.2 Jun 2014
ReputationOrganizations