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10 for the Chairman ·
Published on this date.2014-05-19
· 10 Q&As

10 For the Chairman Episode 21. May 19th, 2014

The developers discuss finite, minable asteroid resources, an in-fiction news show, bounty anonymity, and the Planet Side Module with hangar doors, shops and bars. They also cover organizations replacing friends lists, Dogfighting Module controls and auto-docking, environmental dangers, gravity in FPS, and player ship design.

Transmission log

Full answers

Will we see the effects of different levels of gravity in the FPS part of the game?I know that you're going to support zero-g environments, but how about high-g or low-g environments such as a moon base?Will we walk with a heavier tread, or a spring on our step?asked by Krel

TL;DRThe engine already supports adjustable gravity, including low and zero gravity with magnetic boots, but a different walking feel would mostly need separate animation sets, and whether they'll do it is undecided.

Basically there's a full gravity system already in the CryEngine, and we've been enhancing it.You could set the gravity to Earth-like gravity, -9.8 m/s2, or you could set it to -1 or whatever you want to do, or 0 which is what is in space. There definitely could potentially be the ability to have gravity in between full Earth-like and zero-g, and we have things like magnetic boots that will allow you to lock down to floors when there's low gravity or zero gravity.So I guess the only question I would say is "walking with a heavier tread or a spring in your step." It would probably require different animation sets because really the actual gait is controlled by the animation. I don't know it depends on whether we're actually planning to have some low-g or heavy-g environments and then potentially we'd probably change out the animation set.But generally the physics of everything is supported, it's just the footstep bit that is more animation driven.

10 for the Chairman·
Published on this date.19 May 2014

One of my favorite themes in space sci-fi is the danger that comes from isolation in deep-space and the total reliance on the ship/tech you've used to get there.Star Citizen is focused on dogfighting and that's super greats, but outside of that core mechanic, will there be experiences where the biggest danger isn't pirates or bounty-hunters, but rather the environment itself?Perhaps during deep-space exploration or mining?asked by Rho

TL;DRYes, they want non-combat experiences with environmental hazards such as nebulae, communication-blocking zones and equipment breakdowns, as part of making the universe feel big and alive.

Yes, we're absolutely focused on having things that are not...Combat's obviously a large part, but we want experiences that are non-combat oriented so exploration experiences, flying into a dangerous nebula that could take down your radar or make your electronics a bit glitchy.In fact, in Squadron 42, the opening mission's around the Shubin mining base, which we've already shown, and there's a center to the asteroid base that's almost, think of it like the Bermuda Triangle, where all communications and stuff doesn't really work in there, your nav stuff doesn't work so you've got to manually navigate.We're actually looking at doing a fair amount of environmental situations and stuff that could be hazardous to your flight or dangerous. The same kind of stuff happens if you're trying to navigate a jump point. There will definitely be a whole bunch of stuff that is non-combat oriented. There'll be that and we want you to have to, maybe some of your equipment breaks down and you're flying and you have to go fix it up. The classic sci-fi scenes you've seen where Scotty's trying to make the engines work on the Enterprise.So yeah, we are focused on that. That will be part of some of the stuff that we do on the capital ship stuff that the Foundry 42 team is working on. They're gonna bring some of that, but environmental effects on your ship are definitely a core part of what we want to do to make the universe feel big and alive and rich.

10 for the Chairman·
Published on this date.19 May 2014

Part of what excites me is the business/manufacturing/distribution possibilities of the game. Particularly in and around design of new things, like new ships.Will you ever build a "ship design/building" module into the game where players (if they have the means) can design, manufacture, and try and sell a new ship? (Or potentially use them for their own purposes).asked by Anomaly-47

TL;DRThey want user-generated content, including player-designed ships or items, long term but curated in the Persistent Universe, possibly via published specs or manufacturing licenses, with no commitment on timing.

Yeah, we actually want to figure out a way to get user generated content into the game. In the Persistent Universe, we have to curate it, because we don't want everybody just designing and building their own crazy, wild ships with unbalanced loadouts and all the rest of the stuff.But that was actually one of the core, driving factors of The Next Great Starship which is the competition we're running. The level of quality in that is pretty astounding, to be honest with you. It's... I'm actually not enjoying the final stages because I like so many of the ships and I think all the teams are so talented that it kind of sucks that there's only gonna be one winner.So there may be a way we'll try to find to get more of those ships into the game, but I definitely think there should be some way that we can have where people could potentially design ships or even items, maybe to specs that we publish and we say "we need this" kind of like the US government says "We need a new aircraft, well let's put it out to bid" and they put it out, then Boeing and Lockheed, and, well they used to compete, I guess they're all the same now. But they do their designs, and get them in, and the winning bid goes on to manufacturing stuff.Potentially I think definitely that, in terms of actually manufacturing it in the universe, I like the idea that you have to go and get the raw resources to make the stuff or make sure you're sourcing the CPU components from another factory. Potentially we'll allow you to acquire, say you've got a ship factory, then maybe you can acquire a license to manufacture a certain kind of ship, and then you could be the local provider of that ship. Or an NPC manufacturing center would be. So they're kind of split.I guess it's the difference between people doing user generated stuff and then actually stuff that you sell in game. But they're both things that we're looking at, and we long term want to put in the game, whether it be from the very beginning or not, that's another question. There's a lot of things or us to do, but that's definitely a long term thing.I think the community providing a lot of the content, both in terms of adventure and action, and also things in general is super good for the life of the game. That's one of the reasons why people still play Freelancer today even though it came out over 10 years ago. It's because of the modding side, and that's why we're supporting modding. So we are gonna find a way to do that, we're just gonna have to juggle it a bit, and of course on your own, if you're modding your own stuff to play around your own version of the universe, then you can do whatever you want.

10 for the Chairman·
Published on this date.19 May 2014
ShipsEconomy

Docking with other ships using the corral was on my mind. With most of the ships, the standard docking corral is in a funny place, you can't see it from the cockpit. Will the docking sequence be automatic, or will we be able to manually navigate our ships to dock with each other?asked by Poltergeist

I guess the answer would be, your ship flight computer, when you get close enough, you can auto-dock. But like everything, we'll let you try and do it yourself if you want.It may not be so easy, but in general, normally when we let you land, you can auto-land, or you can land properly if you want, and we'd probably do the same for the docking, although based on where all the docking collars are, getting close then saying auto-dock would probably be the best way to do it.

10 for the Chairman·
Published on this date.19 May 2014
ShipsFlight model

Will ships in the DFM come with a manual?If so, will each ship type have a different manual?How similar are control functions across different ship types?asked by SlackR

TL;DRShip manuals weren't planned but he may look into making a PDF per ship without promising it, and control functions will be largely consistent across ships while handling differs.

That's a really good question.I actually wasn't thinking about a manual for the Dogfighting Module, but now you've just given me ideas of... Claw marks on the old Wing Commander. So maybe we could mark-up a little PDF from each one of the manufacturers done up as a Hornet manual or Aurora manual.I'm not promising that, but I may after this recording session, go out and have a discussion of how easy it would be to do that.But, outside of that, the general control functions across the ships will be more or less the same. So the interface and how you fly it with a joystick or a gamepad or a mouse or a keyboard will all be fairly consistent. It's just that some of the ships will have more functionality than other ships. So you just won't have as much on a more basic ship than on a more advanced ship.In general, the control functions operate more or less the same especially on the fighters. The IFCS, all that stuff, is similar. The difference is the ships themselves will handle differently depending on the thruster power, depending on their mass, depending on the placement of thrusters, depending on the energy drain, which is affected also by the weapon usage, all that kind of stuff.

10 for the Chairman·
Published on this date.19 May 2014

Why was the decision made to not have a traditional "friends list" in Star Citizen, and instead go with multiple organizations?asked by Kraysus

Well the way we thought of it is, a friends list is like a flat organization, Chris' friends could be one of my organizations. And I can have a bunch of people in that, and then I could also be a member of some other organizations like bounty hunters incorporated or the merchant's guild, whatever organization I want to get into.So for us it felt like organizations really could be a friend's list, it's just a flat organization, no boss, everyone's just in it as a group. Or you can have groups, organizations that are more hierarchical. Which would be more like a typical organization or a guild.It felt like doing it this way gets the best of both worlds so to speak.

10 for the Chairman·
Published on this date.19 May 2014
Organizations

I'd like to know what your current ideas are for the Planet Side Module. Will we just have the ability to land and explore the planet, or will you have in-depth interaction with the environment. ex: If it's a city environment, will there be shops/bars and such that we could use? Or will that be released in the later game stages?Chris Roberts, you the man!asked by SnipedUNoob555

TL;DRThe Planet Side Module would let players step out of the hangar into one or a few environments with shops and bars, serving as a testing ground that eventually rolls into the Persistent Universe.

All right, thank you very much for that. No, the Planet Side Module is essentially, we'll be opening up a bunch of the interactions that would happen down on the planet to everyone in the community to play with.The idea is, when you're in your hangar, there's a door in all the hangars to the outside world, you can go through that door, you would step out, and you would be in a planet side environment. We may debut with just one, or we may debut with a couple, and you can wander around in the environment, there would be shops where you could buy stuff. You could go to a bar where you could talk to people and ultimately in the game that's where you would look for missions or meet other players in the bar.The idea of the Planet Side Module is to test out and work on the functionality of all that which would happen once you land from space. So you will definitely have the ability to wander around and have some in depth interactions and do all that. Then as we go along, we would be adding more functionality and action to it, and then as the Persistent Universe is rolling out, there will be more areas to explore.The planet side stuff is one of our biggest tasks because there's a lot of them. We've got something like 450 different landing locations right now that we're talking about, and then you've got to build all the environments and the contents. So we're really working pretty hard on how to do that in a way that matches up to our quality of fidelity, but won't take 400 years to build.I think we've got a pretty good solution that uses a combination of unique stuff, some more modular stuff, and we are longer term researching some kind of procedural stuff to help build out and flesh out some environments based on criteria the economy system feeds in. And the Planet Side Module will all be testing grounds for that. Eventually it will just roll into the Persistent Universe.Think of the hangar as the hub, the hangar will get you to the dogfight, it will get you to the planet side, and then ultimately, it will get you into the Persistent Universe.

10 for the Chairman·
Published on this date.19 May 2014

Will a player always know who they were killed by?Will you know who placed a bounty on you if a bounty hunter takes you out?asked by Helimax

I don't know whether, if someone has hired someone to kill you, whether you would know who that person was. In the case of a bounty, generally bounty hunters are after you when there's a bounty that's put on your head, and mostly that's for lawful reasons.So I would assume that if you've broken the law and there's a bounty on your head, you can see you're listed on the most wanted list, then you would know the UEE or the authorities did this to me.If it was a private transaction, I'm not so sure. You probably will know who killed you immediately, what character was flying what ship that took you out, but I'm not sure that you would necessarily know who ultimately caused the contract to be put on you if it was a private individual. Just like in real life.

10 for the Chairman·
Published on this date.19 May 2014

Could there be a possibility of a weekly or even daily news show about current events in the 'verse that include interactions between players (for instance pirate raids or organizations declaring war on each other) and NPCs (Operation Pitchfork, the UEE's most wanted, or alien race interactions?) What about the possibility of player run broadcasts, like Between 2 Space Ferns with Wingman, or The Dread Pirate Roberts' (literal) pirate radio?asked by AWACS

TL;DRThey plan an in-fiction news show covering both designed events and player actions as post-launch content, and like the idea of player-run broadcast channels but promise nothing about timing.

Well we're definitely planning on having a in-fiction news show that you would see in bars and stuff, and we would let players watch it from the RSI website. And that's actually part of the post launch content plan in terms of, we would actually have people whose job would be to watch the game and see what events were happening, make sure that we capture in-game footage of some of the events, and make news reports from around the world.So if two big organizations get into a battle over an asteroid base, that potentially could make front line news. And that's part of the idea of trying to put in news that we're constructing for the universe, you know, there's a famine in this sector, or whatever as well as player actions and blend it all into one, into our world, so it feels like the players are just as much part of the world as all our designed NPCs, and they feel like their actions have consequence.Personally, that's what I want in a game, I think that would greatly increase the immersion into this world. We're planning on that, and it will be really great I think when it happens.So I'm excited by that, and then the possibility of player run broadcasts, I wasn't thinking about this, but I think it's actually a really good idea, and it's probably pretty easy for us to provide channels, just like you can on internet radio. We probably could have our channels, just like you can in GTA, you can listen to different channels as you wander around, and then maybe we have some player channels that people can have their own streams on, and then you can tell people, and you could tune into it.That could be pretty cool. I like that idea, so I will see what we can do about that. I'm not promising, again, that it's gonna be in right away, but I think that's a very, very cool idea.

10 for the Chairman·
Published on this date.19 May 2014
Dynamic eventsLore

Will asteroids and other mine-able resources be finite as they would in real life, or will they regenerate over time?asked by Sture

TL;DRMineable resources are planned to be mostly finite, with new systems supplying fresh material and regeneration used only if everything gets mined out too quickly, and the economy is meant to be balanced via simulation.

We were thinking of making the general areas, like asteroids and stuff, pretty close to finite, so there would be a lot of minerals there, but if you mine out a whole asteroid field, then it gets mined out.Potentially we would play with some level of regeneration, I don't know, it's kind of a balancing issue. But in general, we want it to have finite pools. So if someone gets to an asteroid field and it's got a really rich seam of minerals that are very valuable, they are a limited quantity, so people would mine them out, then maybe they would have to go off to find some other field or yield for that.So that's kind of the plan. The regeneration question's really just about, we're gonna be adding new systems, so there will be new places for people to find and explore, and obviously new minerals to harvest, so that probably should handle it, but if we run into a problem where everything's mined out right away and we've got nothing to mine, then of course we'd probably start regenerating some elements of it. But I'm hoping we can balance it.One of our goals is to actually run this full economy simulation or universe simulation with no players, with meta-AI that we've talked about, and with all these big macro elements like "Here's an asteroid field and it has this kind of minerals," "Here's a planet that produces this sort of stuff," and then just see how that works, runs, progresses. I will say that it won't be... Mining out an asteroid will not be something someone can do in an hour, it will take a long time and a lot of concerted effort from other people.

10 for the Chairman·
Published on this date.19 May 2014
Mining