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Wingman's Hangar ·
Published on this date.2013-03-15
· 16 Q&As

Wingman's Hangar ep012 . March 15, 2013

The developers answer fan questions on P-52 fuel range, in-system comm limits, penalties for disconnecting mid-battle, and limits on fighters carried in a carrier. They also cover salvage with tractor beams and derelicts, Squadron 42 characters, and cockpit decorations such as bobbleheads. Mark describes his career and character customization work.

Transmission log

Full answers

What happens to a P-52 pilot who gets left in system covering the escape of a Connie that just jumped out? Will they have enough fuel to fly back to a planet, assuming they evade or kill whoever was shooting them? And will it be a long, boring trip?asked by Ping to Huey

Eric PetersonHost, Studio Director, Austin

Man, if you get stuck out there in a P-52, you are stuck. Unless, of course, there's a place for you to land, or you can call in something like a nanny ship or call in for some help. They're not made to be jumping around the galaxy. They are short-range fighters. You've got to think about that.

Wingman's Hangar·
Published on this date.15 Mar 2013
ShipsRefueling & repair

Is Star Citizen going to ignore the world's oldest profession? Or will there be strip clubs, brothels and prostitution? And casinos in Star Citizen?asked by Razor Xerox

Eric PetersonHost, Studio Director, Austin

To answer that question, you kind of have to look to the past. Look at Freelancer and Privateer and how they handle those kind of things. And that's pretty much exactly how we're going to handle it here. So without giving too much away, you can extrapolate out yourself. And the fans that haven't played those games, get out there and get those games. They're certainly worth playing.

Wingman's Hangar·
Published on this date.15 Mar 2013
Lore

The Wing Commander series always had strong characters. I particularly remember walking around the TCS Victory talking to fellow pilots and crew. They felt more alive that way and made me actually care for them. Will Squadron 42 also feature deep characters for your fellow pilots with their own stories?asked by M. Powellman

Eric PetersonHost, Studio Director, Austin

Yeah, of course. I mean, absolutely. We're in the process of creating those stories and backstories for the characters. That's part of the Chris Roberts experience, the immersion, the detail. You want to feel like you are part of something real and something going on. So, absolutely, we'll have some cool stories going on. And those are going to pop up, perhaps, in the Star Citizen universe in later details. You never know what might happen later on.

Wingman's Hangar·
Published on this date.15 Mar 2013
Squadron 42NPCs & AILore

[Will the Kilrathi] get to be in [Star Citizen], given that they likely fall under copyright or trademark ownership issues, which would prevent their inclusion?asked by Louski

Eric PetersonHost, Studio Director, Austin

That was very well done. And the answer to that question is, let me read this directly. A kitty by any other name is still a kitty, is it not? Something to ponder.

Wingman's Hangar·
Published on this date.15 Mar 2013
Lore

Will there be a Wingman bobblehead?asked by The True Law

Eric PetersonHost, Studio Director, Austin

It's important that we have those bobbleheads in the universe. The question is, are there springs large enough to hold up the size of this cabeza? Yeah, man, we're going to have all kinds of bobbleheads. We're still toying out how that's all going to work because we've got cockpit decorations. But you can bet your bippy there'll be Wingman in there somewhere, a hangar. And I'd love for a Wingman's bobblehead. I know for crying out loud, my family would like one.

Wingman's Hangar·
Published on this date.15 Mar 2013

If someone disconnects in the middle of battle, will he suffer any punishment for using it as an escape?asked by Blue Dragon

Eric PetersonHost, Studio Director, Austin

Yeah, man, if somebody disconnects in the middle of battle, we are going to be tracking that. And so if somebody becomes a serial disconnector, man, there will be punishments. We will mete out the punishment on those people. Perhaps the UEE will be putting some bounties out there. We will absolutely be tracking those people who are gaming that type of system. We don't want it. You don't want it. Nobody wants it. We're going to sort that out. We will have a system in place. And that'll probably be like a big announcement of how that works once we get it all locked down and how that's all going to handle.

Wingman's Hangar·
Published on this date.15 Mar 2013
Law & crimeReputation

Will Star Citizen have a comm limitation depending on your being in the same system to communicate, like a proximity requirement?asked by Intelligent Perspective

Eric PetersonHost, Studio Director, Austin

Yeah, of course it will. We're not going to let you talk across the galaxy, that's not the way it works. We're trying to be as realistic as possible while still maintaining the fact that it is a game, and it's very important to us that the fun overrules everything else. So that will rule pretty much everything. So, yeah, there'll be limitations on your comlink, but that doesn't mean that people won't be talking to each other on Skype or some other way, on VoIP, across the system. But as far as that goes, yes, you'll be limited to your in-system stuff.

Wingman's Hangar·
Published on this date.15 Mar 2013
Star systemsUI & HUD

Will you be able to dock ships externally, or will all docking be handled with internal hangars? If external docking is an option, what are the largest ships which will be able to do it? Will you be able to dock larger ships together to transfer goods and cargo, or will you be forced to resort to shuttles?asked by Kiviar

Eric PetersonHost, Studio Director, Austin

Another great one, we've had really, really good videos this week. We don't really know exactly how we're going to handle cap ship or larger ships docking with each other yet. But we are looking into that. It's sort of one of those things. It's TBD how it'll all work. We want to make sure that, again, gameplay rules in this regard. So look for answers to that in the future. But that was a really, really good effort. We just wanted to get in there. So whether or not we allow the big ships to dock with each other is still kind of up in the air.

Wingman's Hangar·
Published on this date.15 Mar 2013
ShipsMulticrew

Are you allowed only a fixed number of fighters inside the carrier corvette? Or is the limit set by how much you can squeeze the fighters together?asked by Force

Eric PetersonHost, Studio Director, Austin

Somebody is wanting to play fighter Tetris and squeeze as many of them in there as possible. For balancing reasons and for every other reason, yes, there'll be a limit in both the carrier, and any other ship that has fighters is going to certainly be limited. You're not going to be able to game the system by stacking them or sideways and playing Tetris with your fighters. Tsk, tsk, tsk, come on now, folks.

Wingman's Hangar·
Published on this date.15 Mar 2013
ShipsShip components

In the permadeath Comm-Link, Chris mentioned earning special prizes for discovering new systems or killing a special NPC. Would my character be recognized by an NPC with a "Hey, you're the one who shot down the leader of the Roberts Pirate Band"?asked by Okigima

Eric PetersonHost, Studio Director, Austin

That is exactly what we're going for. You're building a legend for your entire family, not just your own character. So yeah, it's going to go down. If you are one of the few who kills a big NPC in the game, it's going to always stick with your persona or your family, your familia. So yes, absolutely.

Wingman's Hangar·
Published on this date.15 Mar 2013
ReputationNPCs & AI

Will we be able to export certain elements of the game onto secondary monitors? This is my current setup for my cockpit. I would like to be able to export certain elements such as radar and other things to the secondary monitors that my MFDs will be hung onto. Any luck that this might be happening?asked by Draw69

Eric PetersonHost, Studio Director, Austin

First of all, that's one bad to the bone rig. We have not decided how that's going to work. But we are just like you in that we want to do stuff like that. So we want to support that. But depending on when that support becomes available and when we're able to execute on that, can't really say right now. Probably not in the first iteration. But yeah, we really want to support things like that.

Wingman's Hangar·
Published on this date.15 Mar 2013
UI & HUD

How will looting and salvaging work? Will we tractor beam everything inside? Or can we go on a spacewalk and collect stuff as well?asked by Gazamba

Eric PetersonHost, Studio Director, Austin

Another most excellent effort on the video side. And you almost had me. I thought that was Legante. Gazamba, you crazy guy. Yeah, most of the salvage is going to be done with the tractor beam, much like some of the other games that Chris has done in the past. However, we're going to have some derelicts out there that you can get into, forage through, and find specials and items out there. So a little bit of both is the answer to that. But I'd say primarily anything you blow up is going to be tractored into your own ship. If you have the room, of course.

Wingman's Hangar·
Published on this date.15 Mar 2013
SalvageShip components

So how did you, Mark, get started in the industry?

Eric PetersonHost, Studio Director, Austin

Oh, man. Long story, bro. Long story. I've been in this industry now, I was doing the math last night, about 18 years. Almost 19 years. Got started way back at this little company called Cop Media, which I think you know Todd Porter. Actually, it was Todd Porter and Jerry O'Flaherty. Jerry went on to be the art director on Gears of War, which was awesome. So that's how I got my start, man. I was making a whopping eight bucks an hour, I think.

Wingman's Hangar·
Published on this date.15 Mar 2013
Development process

You were at Blizzard for a while. Tell us about Blizzard. What did you work on there?

Mark SkeltonLead 3D Artist

Oh yeah, Blizzard. So I was at Blizzard for about six years-ish. I was probably like number seven hire for the cinematics department, which was awesome. Really dug that. Great group of guys. So they grew a little bit, and their stuff got really cool.

Eric PetersonHost, Studio Director, Austin

So what did you work on at Blizzard? What kind of stuff?

Mark SkeltonLead 3D Artist

Let's see, when I first got there, I worked on the StarCraft expansion, actually, and then moved on to Diablo II, which was really good. Great projects, man. Really liked that group of guys. It was really, really a fantastic work environment.

Wingman's Hangar·
Published on this date.15 Mar 2013

So then you left Blizzard to do what, exactly?

TL;DRAfter Blizzard, Eric Peterson wanted to do movies and joined Luma Pictures, working on a few films including Sky Captain, but a long commute wore him down.

Mark SkeltonLead 3D Artist

Actually, I decided at that point in my career I wanted to do movies. So moved out, actually got with this company named Luma Pictures in Santa Monica, which was an interesting experience. Worked on a few movies. I worked on Sky Captain and the World of Tomorrow.

Eric PetersonHost, Studio Director, Austin

I liked that movie. I was one of the few that did, I think.

Mark SkeltonLead 3D Artist

That movie was a mess, man. Oh, my God. It was interesting. At one point, I think there was like seven VFX companies working on it all at once. It was a mess. But I'm surprised it turned out so good. It actually turned out pretty damn good.

Eric PetersonHost, Studio Director, Austin

So then you wandered back into the game industry from there?

Mark SkeltonLead 3D Artist

I was done, man. It was rough. I was doing about an hour and a half drive each way. I was living in Orange County and driving to Santa Monica at the time, and that just took its toll.

Wingman's Hangar·
Published on this date.15 Mar 2013

What is it that you do at Cloud Imperium?

TL;DREric Peterson is a lead artist at Cloud Imperium who touches many things and is currently working on characters and character customization, whose decisions caused a roughly 50-50 fan reaction.

Mark SkeltonLead 3D Artist

Well, actually, I'm a lead artist here at Cloud Imperium. So, honestly, I have my hands on a lot of different things here at Cloud Imperium. Right now, I'm specifically working on characters. I've been working on the character customization stuff, figuring that out, which, I think I told some people in chat, some of the decisions that we decided to make, there was about a 50-50 firestorm there. Had to kind of sit back and let it happen. But I think all in all, I think everybody's pretty happy with it. It's interesting. It's a little different development process when you're this close to the fans.

Eric PetersonHost, Studio Director, Austin

Didn't you do a character, and they were saying the irises were too small or something, right?

Mark SkeltonLead 3D Artist

Which, hey man, it's like, the more input the better, but man, we really have to pick and choose. Because we can't do it all, right?

Wingman's Hangar·
Published on this date.15 Mar 2013