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Wingman's Hangar ·
Published on this date.2014-05-14
· 16 Q&As

Wingman's Hangar ep069 . May 14, 2014

Developers answer fan questions on ship wear and jury-rigged repairs, stealth as reduced heat and EM signature, ship theft and blockade handling via instancing, and exploration content. Most of the episode explains the matchmaking backend: instance manager, game servers, regional data centers, headless load testing.

Transmission log

Full answers

We all know and love the Millennium Falcon and Serenity. Will ships we own in the Persistent Universe develop quirks requiring us to rewire, jerry-rig, or do mid-flight repairs on our vessels?asked by Bear Rider

Rob IrvingDesigner

So, I guess the sort of quirky personality-based repair thing that they're asking about, not really a thing. But there is wear and tear. Things do break down. You will be able to do some jury-rigged repairs in space and everything. So things can break down in interesting ways, but it won't necessarily be a personality trait of your ship.

Wingman's Hangar·
Published on this date.14 May 2014
Refueling & repairShips

At some point in the future, will we be able to assemble modding teams that can start an in-game ship manufacturing company, whereby they produce new ships for the game, subject to CIG approval of course?asked by First Ancestor

TL;DRNot definitively; CIG must keep tight control of its universe, and may later let players pitch ideas to a review board, noting the Next Great Starship contest as a first step.

Rob IrvingDesigner

That's a tricky one. So obviously if you're running a local server you can do whatever you want. But we do have to keep kind of tight controls on what goes in our universe. Like any other persistent universe game, you have to make sure you're keeping your fiction intact. So we've talked a little bit about this and this may be a thing later on down the road where we let people come up with ideas and present them to a review board of some sort at CIG and then potentially bring them into the game. But there's a lot of work required to bring a ship idea into the game as an actual functioning piece of equipment.

Eric PetersonHost, Wingman's Hangar

The Next Great Starship is kind of doing a little bit of that right now.

Rob IrvingDesigner

Yeah, it's a lot like that.

Eric PetersonHost, Wingman's Hangar

So it's a first step for us to also test and see what's out there and for people to do that too.

Wingman's Hangar·
Published on this date.14 May 2014
ShipsLore

What are the plans for stealth mechanics? How big of an effect will stealth have on general gameplay? What are the trade-offs and benefits?asked by Black Dove

TL;DRStealth means reducing heat and EM signature with less powerful, more efficient equipment, not cloaking, so you are harder to detect but lose output; powering down is another option with a reboot penalty.

Rob IrvingDesigner

So a lot of times when people ask about stealth, they're talking like Predator-style or Klingon cloaking device type, which is not our approach to it at all. Stealth is really an effort to reduce your signature for your ship, so the amount of heat you're generating, EM in general, and you can't really change your profile, so that's hard to do. So the trade-off is you get equipment that is less powerful, consumes less power, is more efficient, so you're not generating as much heat or as much EM signature, and then the end result is that you're harder to detect. You will lose some of the output of that stuff. So you have less power, you have less oomfy guns.

Eric PetersonHost, Wingman's Hangar

So it's a yin-yang balance kind of thing.

Rob IrvingDesigner

Right, exactly. And you could also turn off your ship and wait for somebody. But then the penalty to that is, well, you have to turn it back on and let it boot up again when you're going to attack. So the trade-offs are just what do you want to be better at.

Wingman's Hangar·
Published on this date.14 May 2014

Will certain unexplored planets have undiscovered species of alien life? I could see down the road landing on some undeveloped planet and being greeted by some spear-wielding tribespeople who deem you their god and feed you their delicacies until you offend them, and then they feed you to their dinosaurs.asked by Rob Bruno

Rob IrvingDesigner

So, of course, the basic consideration anytime you say, hey, let's throw in some alien races, is how long you're going to have to build them. And the animation team gets all kinds of crazy when you say, hey, here's an eight-legged animal, go animate it for us. But down the road, I can definitely see that happening. It's one of those things that takes time, so it doesn't take priority over what we really need for the base game right now. But it could definitely happen somewhere.

Eric PetersonHost, Wingman's Hangar

Again, as we build this thing, it's never completely finished. We'll be continually adding on it forever and we'll be listening to what people want at that point.

Wingman's Hangar·
Published on this date.14 May 2014

Is it possible that we will be able to transport nukes or equivalent weapons of mass destruction? And if so, would they blow up if our ship got destroyed, taking the enemy down with it if it were close enough?asked by Divino

Rob IrvingDesigner

So the self-defense bomb?

Eric PetersonHost, Wingman's Hangar

Yeah, well, I think he's asking if the cargo blows up and it's their punishment for somebody trying to shoot you or something.

Rob IrvingDesigner

That would be a really, really big explosion to catch somebody else in it, unless they're sitting on top of you when you blow up. So, I mean, there could be explosive cargos, and if you got hit in the cargo, that would mean you'd probably blow up. I'm not sure that would do any damage to your opponents. Like I said, unless they're right...

Wingman's Hangar·
Published on this date.14 May 2014

According to a recent survey in which over 3,000 people participated, 39% of us are most excited about exploration. What is being done to keep us explorers from running out of things to explore?asked by Echo7

TL;DRExplorers should have plenty to find thanks to huge star systems with much empty space, re-navigable jump points, derelicts, procedural content and cargo crates, though the answer isn't a full list.

Rob IrvingDesigner

I actually am one of them. I want to explore too. I think that our poll results have been very consistent on that. A lot of our fans are explorer types. I think that we keep that in mind all the time when we're generating content. So there's so many different answers to this, but for one, the star systems that we're building for the game are huge. And the points of interest, the really central activity areas, are just a small portion of that. So there's a lot of empty space in every area. And if you want to go map that and find interesting things at the edges, that's a long trip. So that's one thing. For the people who really just like to know, have seen everything everywhere, that would take a long time. Another thing is navigating jump points. You can find new jump points, but you can also go back through and re-navigate an existing jump point if you want to shave some time off of the passage time. There are also going to be derelicts. We're going to have a lot of procedural content that can appear...

Eric PetersonHost, Wingman's Hangar

Cargo cubes, crates. Remember, like, Command and Conquer always had those crates, always looking for those things.

Rob IrvingDesigner

Just run over it and you've got stuff. The cargo system involves actually being able to load stuff into a box and then put the box into your ship. So, yeah, you can open up your containers and look at the cargo inside. I guess if you want to throw it all over your ship, you could. It seems messy.

Wingman's Hangar·
Published on this date.14 May 2014

Hypothetically, if Player A boards Player B's ship, kills Player B and takes the ship, is that ship now fully owned by Player A to play with as he wishes? And if so, when Player B respawns with a ship, wouldn't that start to cause an inflation of ships in the universe?asked by Charles Wellington

Rob IrvingDesigner

So yes, if you manage to disable someone's ship and remove the occupant and fly off with it, yeah, you can fly with that ship all you want. However, that ship is stolen, so people are going to be looking for you. It's not like you can just, yeah, everything's great, go visit Terra, and then they realize that your ship is reported stolen and they spend a lot of time trying to make it into small pieces. So yes, there could be temporary inflation of ships, but at the end of the day, stolen ships are going to be hunted, so it's not scot-free.

Wingman's Hangar·
Published on this date.14 May 2014
ShipsLaw & crime

How will Star Citizen address the issue of people camping at areas like jump points? What if a clan decides to try and entirely block off one side of a jump point into a non-UEE system?asked by Grimbold

Rob IrvingDesigner

Well, for one thing, that's not necessarily bad for gameplay to have some areas where that can happen. I realize that for large groups, that's an important part of gameplay, seeing if you can take control over an area to some extent. But a lot of it will be handled by our instancing system in the sense that in places where you're blockading, people may slip by. You just don't notice them. Space is really big. It's hard to see everything that's going on. So that's the main way that that'll happen. There will probably be other techniques we use, but part of it will depend on us playing it and seeing how it works.

Wingman's Hangar·
Published on this date.14 May 2014

Have you guys ever thought about making Arena Commander into a real-world arcade game? You could lease the single-player code to an arcade game company who would make a full Hornet cockpit and get the game into arcades, like Dave & Buster's, et cetera.asked by Orth

Rob IrvingDesigner

Somebody else thought of it. So that was a pretty quick no from Mr. Roberts. But at the same time, it's a thing in our game that is still going to exist in the game as something you can do. That's the arena, which I don't remember which stretch goal that was. So it's going to be there, and there may be an arcade version of it in the game somewhere as well.

Wingman's Hangar·
Published on this date.14 May 2014

Tell us a little about matchmaking. What's going on on the server side?

Tom SawyerBackend / Server Engineer

Yeah, matchmaking services are ready to go. So we've got it in the QA environment right now and we're currently pushing into production and just trying to figure out how many machines we're going to start out with.

Wingman's Hangar·
Published on this date.14 May 2014

Do we have to find out where we start sharding the instances, or breaking them off into others, like how many people can fit into one instance?

Jason SpanglerNetwork / Server Programmer

Part of it's from game design and how the game feels. Part of it's performance-wise, since we are still fairly early in the project, so we haven't done all the optimization we're going to to maximize how many we can fit on one game server. Then there's going to also be how many we can fit on one machine, how many game matches we can fit on one machine at a time.

Eric PetersonHost, Wingman's Hangar

Now the machine, you mean the ones in the cloud?

Jason SpanglerNetwork / Server Programmer

Yes.

Wingman's Hangar·
Published on this date.14 May 2014

How does matchmaking work? When I log into my client, what happens?

Jason SpanglerNetwork / Server Programmer

Your client connects to our universe services, just like it actually does a little of this already with the hangar. And when you enter your ship and go select what you want your match to be, then it will connect you to a game server that the matchmaking service chooses that's available, when it talks to an instance manager that tracks all the game server instances running. And then your client then redirects its CryNetwork, its gameplay connection, to that game server. And then the match starts up.

Wingman's Hangar·
Published on this date.14 May 2014
Networking & performance

If somebody's in Australia, are they ever going to be matched up with somebody in England? Or are we doing something with ping checks?

Jason SpanglerNetwork / Server Programmer

Not in the first release, but definitely planned. We want to have the machines in basically data centers in all our main different regions, so you will get connected to ones that are closer to you with lower ping times.

Wingman's Hangar·
Published on this date.14 May 2014
Networking & performance

You start with a pool of cloud servers, so how do we test this? I know we're testing internally, but what happens when we start to let everyone else test this?

Jason SpanglerNetwork / Server Programmer

Even before we get to there, as we test internally and we increase the number of players, we also use a load testing system that we've developed that runs the game client but in a headless mode without any graphics. So we can put all these artificial players in to help us make sure that when we do release, it doesn't crash and burn. Then we start ramping up the number of people we're going to have in. And we'll keep an eye on it as it goes up to make sure everything's okay, and as we find problems we'll fix them and then continue ramping up.

Wingman's Hangar·
Published on this date.14 May 2014

Tom, you had some help with this, right? Manuel spent a few weeks in our office helping us get that going.

Tom SawyerBackend / Server Engineer

Absolutely. Manuel's been a great help. We had the backend architecture in place, and Manuel was able to really take the matchmaking services and just plug in his matchmaking logic into our framework, and it just worked.

Wingman's Hangar·
Published on this date.14 May 2014

For laypeople, what does plugging matchmaking into our framework mean? What does what Manuel did entail?

TL;DRGame servers register with the instance manager, and when a player picks a level and mode in the matchmaking UI, the matchmaker scans running servers and places them in a suitable game.

Tom SawyerBackend / Server Engineer

Well, basically, we start up X number of game servers and they register themselves with the instance manager. And so the matchmaker will talk to the instance manager and say, hey, how many game servers are free for games to be played on? Or what are the different player counts and what are the different levels that are currently running on each of the game servers. So when you log in on your own computer and you go to the matchmaking UI, you pick which level you want to play and what game mode, whether it's Capture the Core or Battle Royale, you put in your selection, you hit go, and your message goes up to the matchmaker service, and it's going to scan all the game servers that are currently up and running, and find a game for it to place you into.

Eric PetersonHost, Wingman's Hangar

So it's going to route you, essentially.

Tom SawyerBackend / Server Engineer

Yeah.

Wingman's Hangar·
Published on this date.14 May 2014