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Wingman's Hangar ·
Published on this date.2013-03-01
· 17 Q&As

Wingman's Hangar ep010 . March 1, 2013

Developers answer fan questions on militia missions instead of a permanent Navy career, mining finds, unreported jump-point discoveries and naming rights, electroskin ship recoloring, and Jump Point ship brochures. They also cover recording tools, achievements shown in hangars, Scrum stand-ups, and design hires.

Transmission log

Full answers

Will we be able to enlist in the UEE Navy after Squadron 42 and in the Persistent Universe? If so, will we have full crews, have commanding officers, and receive assignments like a real military force?asked by Chapel

Well, you know what? There's no system like that where you can stay in the military, but we are going to let you join militia forces. If your reputation perhaps is high enough, if you're the lawful good character, then you'll be able to get some missions to go out and maybe chase some bounty hunters through the UEE. But we feel if you're playing a military officer and you're constantly taking orders in the universe, it might get kind of boring. We want the free flow, baby, it's a sandbox. And we want you to have control over where you go, what you're going to do, things like that. And there might be other campaigns in the future, because war, good god, what is it good for? Video gaming. Of course it's always good, so we need some wars popping up every now and then.

Wingman's Hangar·
Published on this date.1 Mar 2013

During a mining operation, what kinds of materials would we expect to see? I'm wondering, things like fossils from long-dead civilizations, or alien artifacts? Maybe a 1973 Ford Pinto, perfectly preserved?asked by Reebok

Yeah, well, so what was that? Mining, dead civilizations, alien artifacts? Dude, of course, mining's not just going to be about grabbing everything off the periodic table. There's going to be all kinds of things to find out there. A lot of things that'll enhance things in the game: missiles, weaponry, stuff like that. There'll be people looking for specific types of things that are only found in certain systems. So mining is going to be much more interesting than just going off and dropping off a mining droid and grabbing some iron ore. So yes, lots of stuff to discover. What that is, well, you'll just have to wait and see, baby.

Wingman's Hangar·
Published on this date.1 Mar 2013
MiningStar systems

[On UEE strategic value:] When will we get to find out what the color codes mean?asked by Hermit Boy

Yeah, they are super important and super classified. Sorry!

Wingman's Hangar·
Published on this date.1 Mar 2013
Lore

There are a lot of us who like filming in games, like recording the fights and explosions. Will there be any advanced gameplay recording system, like a replay recorder with all the bells and whistles, at least for the private servers?asked by Blue Dragon

Yeah, we've actually talked about that quite a bit, whether we're going to have some sort of recording system in there. We'd like to, but again, it comes down to time and things like that. And there are third-party applications like Fraps out there that let you do those things already. So maybe that's something that we do later or maybe we partner with somebody. That's still one of those TBD questions, but we certainly know that it's cool that you record stuff. We like to record stuff too because that's how we roll, baby.

Wingman's Hangar·
Published on this date.1 Mar 2013

If I discover a new system, can I not report the jump point, thereby keeping the system to myself or my guild for mining, trading or a staging area until someone else finds it?asked by Fal

Yes, that's one of the cool things, right? So if you find a secret mining area and it's got some specific minerals or things that are needed in a certain area, you can keep it to yourself. You can share it with your friends. You do not have to report it. However, if somebody else finds it and they report it and you have it, they get to name it. So that's going to be up to you. You get to decide what you want to do. That's the risk you take. Are you going to be greedy or do you want to be famous? Up to you.

Wingman's Hangar·
Published on this date.1 Mar 2013

There is a big event on virtual reality coming next week at SXSW 2013, the panel 'Virtual Reality: The Holy Grail of Gaming', with Chris Roberts, Cliff Bleszinski, Nate Mitchell, Palmer Luckey and Paul Bettner. Will there be a live broadcast of this event?asked by Razer Xerox

So anyway, the answer to that question is we're not sure if they're showing it live. We don't control that. That's South by Southwest. But we are going to be at the show recording a lot of video ourselves. In fact, Wingman's Hangar next week might actually be taking place at South by Southwest with a little bit of a walk around, perhaps, and some talking to people and see if they know about us. If they don't know about us, well, they damn well should.

Wingman's Hangar·
Published on this date.1 Mar 2013
Community & events

Are we only going to reveal new ships in Jump Point?asked by Alex Terminator

No. The way it's going to work is, well, sometimes we might, but for the most part, ships get revealed to the general community and they will have brochures and everything like that for everybody. But in Jump Point, we'll show you how they were made. We'll show you a little more in-depth stuff. But you'll never be meeting the ship for the first time in Jump Point. We'll just reveal those ships in a brochure format because that's what we like to do and it seems like you guys like it. Subscribers are allowing us to do those kinds of things, those brochures. Without them, we couldn't have the extra manpower to put those things out. So big ups to them.

Wingman's Hangar·
Published on this date.1 Mar 2013
ShipsPledges & business

[On the economy:] In the real world, if you buy a car, by driving it off the lot you suddenly have a car worth less than what you bought it for, because it's 'used'. In some games, an item bought new can be resold a year later for the same price, so rare items oversaturate the market and the game has to release progressively more powerful things. Without depreciation, shipmakers will sell fewer ships, crafters won't have as strong a need to craft, and miners won't have much reason to mine. Cloud Imperium, are you aware of these issues at large, and can you share any mechanisms you intend to employ at this time?asked by Lowski

Wow, that was really, really a good video. To answer that question would require more than I can actually say right now. So let's just say that we are thinking along similar lines. But we didn't want to leave that question out because it's just so cool that we wanted to get it out there for everybody to see. But you might be somewhat accurate. Just have to wait and see. That might be a big thing that gets written up later like Death of a Spaceman was or something like that.

Wingman's Hangar·
Published on this date.1 Mar 2013
EconomyCraftingMining

What is electroskin and what can we do with it?asked by Zyre666

Electroskin is a device that lets you switch colors at the flip of a switch so you can change your ship's color instantly. So maybe somebody's looking at you at a distance or they're chasing you down and it automatically makes you look different. So it's kind of a little bit like camouflage.

Wingman's Hangar·
Published on this date.1 Mar 2013
ShipsArt & graphics

How big, in terms of disk space, do you anticipate the final game to be?asked by Brocephus

Well, Brocephus, way too early and all that. But we have no minimum requirement. That's the cool thing. We're not a publisher. We don't have to worry about disc size, stuff like that. It's going to be as big as we need it to be to get everything we all want in the game. So the answer to that is huge, probably.

Wingman's Hangar·
Published on this date.1 Mar 2013
Pledges & business

How will players be able to show and see achievements, medals and reputation?asked by Legante

TL;DRPlayers will have ways to show and see achievements and reputation, such as a medal case in the hangar, and can click on others, though people may be able to mask theirs.

So the answer to that question is, yeah, we're going to have ways of seeing your achievements, what you've done, what your reputation is, things like that. One of the ways we'll do it, like in your hangar, perhaps you'll have your medal box, your medal case. You'll be able to invite your friends over to your hangar, see what's going on. You can see all the tapestries around the corners, or the medals, or the missiles, the stuff on your ship. All the stuff that's going on, you'll be able to kind of brag. You'll have braggadocious things to show. But at the same time, if you're out in space, you want to see somebody out there, and you highlight on them, and you say, oh, who's that guy? What's his reputation? There'll be ways to be able to click and see what they've done, what their lore is, what the history is. But there'll also be ways that maybe they don't want to share it and they'll be able to mask it. So it's really going to be up to you guys to discern how your gameplay works in that regard. And maybe, just maybe, if you're one of those militia with access to the UEE stuff, you might have more information than others. Maybe, maybe not.

Wingman's Hangar·
Published on this date.1 Mar 2013

What do you guys do every day [at Cloud Imperium Games]?

TL;DRThe team is starting to use parts of Scrum, with short cross-discipline stand-ups and Skype links to Chris across studios, combined with a larger waterfall-style plan.

We're starting to use Scrum as our development methodology. We're just starting with some pieces of it and seeing if it works well for the team and if the team likes it. It's called an agile methodology. It's to have big bang for the buck. We're starting with a stand-up where we have a cross-disciplinary group of people working on a feature. And we have a 15-minute meeting. Right now we're doing it every other day, three times a week. We try to say what we've done since the last stand-up, what we're going to do up until the next stand-up, what we're planning, and if anything's blocking us. And if we have any miscellaneous discussion other than that, we try to have it at the end. That way everybody else can leave. That helps in that if we've been heads-down coding for a day or two, it forces us to communicate, report to our peers what's been going on, and also if something's blocking someone else. Yes, Chris is very involved in the development. Using Skype is a nice and inexpensive way of having a teleconference presence, so he's part of the whole stand-up and the whole development process. Even though Chris isn't here, he is here.

See, isn't that pretty neat, guys? Literally, with our distributed development process, the ability for us to now connect digitally and see each other's faces as we develop is really important. With offices in LA, Montreal, Austin, we're on Skype every day. We really like that technology. We've got Google Hangouts. We use that a bit, too. We use YouTube, as you guys have obviously seen here. So it's very important to us. Chris is involved in all aspects, as you can see. He's in every meeting. And it's pretty cool to be able to see how that works. Regarding Agile and Scrum, we're just using bits and pieces. We're not completely that way. We use a combination of waterfall and Agile Scrum, for those of you who want to know. We like the bigger design. One of the weaknesses Agile Scrum seems to have, in some of our opinions, is that you don't aim really big. You do lots of smaller tasks to hopefully get to something big at the end, but you miss the ginormous big plan that you want to get to. So you combine the two and you create Star Citizen, baby.

Wingman's Hangar·
Published on this date.1 Mar 2013
Development process

So why did you decide to come back into games?

Rob IrvingLead Designer

Well, for one thing, it's where I belong. This is exactly where I should be, but partially I was getting bored of the adult world. It was kind of sad out there, and then what do I get? I got a call from my old buddy Eric saying, hey, you want a job, so I'm back.

Wingman's Hangar·
Published on this date.1 Mar 2013
Development process

You're an old Origin guy, right? You've worked on a lot of Wing Commanders and a lot of Privateer-style stuff. Was this kind of a natural fit for you?

Rob IrvingLead Designer

Oh, yeah, absolutely. It fits with my sim background. I've worked on the hardcore sims, and Strike Commander is kind of a hardcore sim. Wing Commanders, and then I worked on online games. And I love the Wing Commander universe, and I love space. And why grow up when you don't have to, right? We didn't have nearly enough Nerf weapons in my last office.

Wingman's Hangar·
Published on this date.1 Mar 2013
Lore

You've been here about a month. What's your first month been like?

Rob IrvingLead Designer

Catching up. There's so much out there already. Even the fans out there are going crazy giving us all this cool stuff, but I've got to read it at some point, so I've been reading most of my time. Reading and writing documents and dropping the fish hook into Chris's ear and ripping out the nuggets for Star Citizen.

It's some tough fishing.

Rob IrvingLead Designer

It is, it is. He's got a really good vision and we have to get it all out and get it on paper so we know what's going on.

Wingman's Hangar·
Published on this date.1 Mar 2013
Development process

What do you think is the most important part of Star Citizen's design?

Rob IrvingLead Designer

I think the biggest thing we have to do is to be able to provide content automatically, I'll call it, because we've got to be able to have a universe that's so alive that there's always something for you to do.

Right, if we want to support the fans out there creating lore and stuff of that nature, then it's got to be a system design that really works and supports all that, right?

Rob IrvingLead Designer

Absolutely, and the economy is a big part of that, and mission generation.

Wingman's Hangar·
Published on this date.1 Mar 2013

What did you learn from other games that you're going to try to bring into Star Citizen?

Rob IrvingLead Designer

Well, I think I want a lot, especially from the hardcore sims like Longbow: the measuring, the research that went into that game, the things we weren't even allowed to be told that we really wanted to know. It's like, how does this missile really work? 'We can't tell you how fast that flies.' But the kind of research from that, and then from UO, the fans. Working with the fans is so big in this kind of a game.

Yeah, and we're even taking that to the next level.

Wingman's Hangar·
Published on this date.1 Mar 2013