The developers answer subscriber questions on Star Citizen's planned systems: fuel types, quantum drive and interdiction, jump point sizes, hangars and organization treasuries, and Death of a Spaceman. They also cover DirectX 12, the Endeavor, and merchandise.
TL;DRRoberts doesn't know if scopes can be moved along the rail, noting the data-driven item port system would make it easy, but sight positions are tuned for aiming and VR tuning comes later.
Honestly, I don't know whether that's the case. I do know that we're using what we call our item port system, so it's the same system that's used on the vehicles, it's on the items, it's on the players. So it's different than what is by default in CryEngine. So we just have a very generic, general system where we can define places you can plug things in and they connect, and connect with heat pipes and stuff. And so all the weapons have a lot more connection points than the traditional weapons have been in Crysis games before. And so we just plug in a scope with an item port. The actual ammo cartridge is actually another item that gets plugged in by an item port. A silencer would be plugged in on the front. You can change the stock out. So it probably wouldn't be difficult for it, because it's pretty data driven in terms of where the ports are. I just don't know if we've got plans to be able to shift them, because they all tune the ADS, which is when you bring up the gun sights. That gets specifically tuned so we make sure it works well in the screen and stuff like that, so if you would slide it around, it potentially could hurt that. But I don't necessarily know the VR thing, because we're getting the basic stuff working, and then we'll tune it in for the VR, specialized afterwards. I know Jason Hutchins has been working a lot on the ADS system lately. He's a certified gun master, and he's pretty specific about how you should hold, how you should fire, gun handling, and all the rest of the stuff.
TL;DRRoberts says there are plans for both renting and buying hangars and similar real estate, modeled on a simplified real-world system where taxation may vary with how lawful the area is.
Yeah, definitely. So you'll be able to, we have plans to have the equivalent of real estate, which would be hangars, potentially a little place you could buy or rent and stuff like that. So there's sort of things that you can acquire. And so there would definitely be the renting and the buying option on those kinds of things. We're trying to go for the real world model in a simplified manner.
BL
Ben LesnickDirector of Community Engagement and Online Strategy
So the war effort goes badly and the UEE starts charging property taxes.
No, we may charge property taxes. I mean, we're going to try and simulate. So if you're in a planet that has good law and order, you have higher taxation than if you're in the pirate lands and there's no taxation. So it's sort of up to you to decide how you want to play the game. Do you want to hang out in Somalia and don't pay taxes but potentially get ripped off by a bunch of pirates? Or you want to be in the US and pay high taxes but have the police and everything else?
I thought I'd answered this on 10 for the Chairman. Probably. But no, torpedoes and missiles in space aren't that different. It's just torpedoes tend to be bigger, have a higher payload yield, probably don't accelerate or fly at the same top speed and don't turn as quick. So essentially they're more built for going up against bigger, slower moving ships, and missiles traditionally faster payload and therefore anti-fighter use.
BL
Ben LesnickDirector of Community Engagement and Online Strategy
Easier to pick off a torpedo with a point defense gun.
The Death of a Spaceman is purely a Persistent Universe Star Citizen thing. So Squadron 42 is going to play like a single player game like Wing Commander. So if you die in it, then you will want to go back to the last save point. And that will be more like Wing Commander. So we won't have checkpoints every two seconds. We will have save points, but we'll also want to give you some sense of: you've got to clear a certain amount of the level or a certain amount of the mission before you get to the next one.
It's 100% the plan. I think there were some questions in the last 10 minutes. I think when all these aspects are together, it will be pretty interesting. Wear and age into all our shaders. So whether it's the character shader or on the ships or on the buildings. So things will get older in the game and do all this other stuff. The technology's there for it and then we just have to implement it on the game side, where you have an age or a wear variable sitting in the item or sitting on the character, and then as time goes by you change it. You'll look a bit more ragged if you've been through a couple of near-death experiences, all that kind of stuff.
TL;DRBeyond ships and hangars, Roberts says longer-term plans include player-owned property like a penthouse apartment, while the team only hints that the Austin office has been building the Million Mile High Club, with more to be shown soon.
Player-owned property outside of ships and hangars? Well, obviously we have the Million Mile High Club, I think it is. And longer term, we will definitely have, like I said, some aspects of player-owned property, whether it's a cool penthouse apartment or something like that around the galaxy, because we kind of want to have things that people would play the game, earn money, and they could spend their money on, so that can be on a huge ship or potentially get yourself a bit of real estate on Terra, in the Terra Tower where you've got a great view or something. But that's sort of the longer term plans.
BL
Ben LesnickDirector of Community Engagement and Online Strategy
I think we have someone here who commented on the Million Mile High Club.
TL;DRJump point sizing hasn't changed: jump points will come in different sizes, so large ships may need longer routes while smaller ships can use narrower passes, with trade-offs for each.
No, it hasn't changed. I actually think on our star map, which we will be sharing with everyone at CitizenCon, that we actually have the sizings. I mean, the idea is basically: think of a jump point as a mountain pass between two different valleys, and some mountain passes are narrower than other ones. And so the concept is that this is why, okay, I've got myself a Hull C and I'm hauling a bunch of cargo just like a big container ship. There's certain ways that the ship can go, but it can't go everywhere. It may be able to take more, but it would maybe potentially have to go a longer way around because it has to go in whatever it will be, the class three jump points. But I could be in a Freelancer, which is a much smaller ship, and I can go through a class two or a class one. And so I don't take as much cargo, but I can do it in two jumps instead of three jumps or something like that. And so that's kind of how we're trying to balance it. So depending on the size of ships, there'll be narrow mountain passes basically that you'll be able to sneak through, but you won't be able to take big ships through. Then there'll be ones that are bigger where the big capital ships or the big cargo ships would go through. And so there'll be pros and cons to flying different sizes of ships. I mean, we're really trying to set the game up in a way that there's different reasons to do different things. So we're really trying to figure out how we can have groups of players also, they have their smaller ships, like a Hornet or something, and then they've got the medium-sized ships and the bigger ships, and how they all work together and almost create a little bit of an ecosystem.
No, it just depends on, it's like the real world. It depends on what you're trying to do. So if you want to haul a whole bunch of cargo all at once in the most economical manner, then you probably want a big cargo ship, and it'll just take you longer to get there. But if it's like air freight and you need to get it there quicker, then you can't take as much, which means there'll be more of a premium for carrying it, but it will get there quicker. And there'll be different kinds of jobs for different people. So I think different people would enjoy doing different things, and we're allowing that, and I think that's pretty cool.
TL;DRRoberts describes fuel as hydrogen scooped for normal flight, a purchasable boost resource, and quantum fuel for quantum travel and jumps, alongside new flight modes and roles like refuelling other players.
Well, in SC Alpha, I don't know whether we call it 1.3 or 1.4, which is the multi-crew which will have the FPS and we'll have the section numerous stuff in it, it has proper fuel consumption. So essentially, we think about it, there's sort of three types of fuel, and you sort of need to conserve or use two types. So we assume that the basic space moving that you're doing normally without boost is, you're collecting enough hydrogen from your scoops as you fly around to maintain enough in your tanks to be moving you at normal speed. So we don't have to worry about running out of fuel if we're just flying around normally. But boost, which is going to have a lot more impact and a lot more use in the upcoming multi-crew, is a resource that you would use. And you would either have to replenish or buy that at stations. There are some ships or scoops or equipment you could get where you could go and refine that. But think of that as, I don't know, nitrous or something that you could have in a car. And it's what allows you to overpower your thrusters. Do the afterburner; it will also allow you to get up to super cruise. So we're adding a whole bunch more flight modes. So we're basically going to have a flight mode called Precision, which is this lower speed landing, maneuvering around other objects. So it'll be much smaller movements, so you can have precision. Then we'll go to SCM, which is Space Combat Maneuvering, which is kind of what we're at right now. Then we'll go to Cruise, which will allow you to go much faster than SCM, but you will not be able to turn quite as fast, because obviously going faster, some of the G-forces. There will be some kind of inertial damping on it, but not enough to allow you to do all this stuff. So it's kind of up to you. Almost think of it as gears you can shift up through. And then obviously beyond cruise is when you get to quantum drive. And quantum drive is the second type of fuel, it uses quantum fuel. And jump drives and quantum drives are basically the same thing, because the fiction with the first discovery of the jump was that there was a reactor that you can make quantum drive, and so basically a jump drive is just kind of a bigger quantum drive with a containment field, and it just uses a huge amount of quantum fuel to jump. But you'll need to have quantum fuel to go to quantum space, and obviously the further you go, the more it consumes, and it'll also be based on mass. And then on top of that, the jumps would consume a few more. And quantum's something that you could also harvest or mine, but it's a much rarer resource, and it's also something you can buy. So there'll definitely be a role for people with Starfarers or something, where they come along and they'll be able to sell fuel to people out in space and stuff. So that's another thing that we're trying to have, roles where people would rearm people or people would refuel people. And like I said, when all this works together, I just see a lot of potential for people to interact and cooperate, and it'll be pretty cool.
TL;DRRoberts says they'd like orbiting planets and moons long term and the zone technology allows it, but no final decision is made and the first stage may not have orbits.
Yeah, we'd like to do that. So we've kind of been debating that. I mean, the zone technology that we have will allow you to do that, because the zone itself, you can just move the zone around and then everything inside it moves, so you could have a planet and you could have things in orbit around it, and then you could have that zone all moving around, say, a star like this. And then you could have the space station orbiting around the planet and everything around it, and it would be in a zone. So really the trick is just how you handle the relative issues of when you're not in that zone or outside that zone. So in a simplified form, you can say, well, I'm in the influence of this planet. So as I get inside that zone, I will just move with that zone. And as soon as I leave that zone, then I'm not moving with it. But we still haven't fully made a decision on whether we want to go the full hog or not. That will be kind of a gameplay thing. I mean, you don't want to have a massive planet from doors you would smash you in the face. But what would probably happen in what I described is, as it rotated around, you would enter its zone and then you would be caught up in its zone and you would move along with its zone, so all of a sudden you'd be staying there. But we probably wouldn't simulate the proper gravity effects and orbit effects that really happen. It would be very simplified, and already discussed. But first stage probably may not have orbits, but the system will allow it, and that's definitely something we've discussed and we would like to do long term.
No, you can't. Quantum drive's purely straight ahead. So essentially you pick a point that you're going to. There can be nothing between you and that point. If there's anything between you, like a ship within a certain range or a celestial object, an asteroid or whatever, your quantum flight computer will pull you right out, because you're going so fast you can't actually do a course correction. So it needs to pull you out actually quite a bit before, otherwise you'll end up being smushed.
No, we're definitely planning to have an organization hangar. Organizations can decide to have their members pay a fee or some percentage of their earnings, and so the organizations would have their own treasury basically, and they'll be able to buy and purchase stuff and then be able to assign out equipment to members of the organization. So that's definitely part of our plans.
TL;DRRoberts gives no update on a PvP slider but says players won't be forced into PvP, since most encountered ships will be AI and PvP will be there for those who want it.
No, it's kind of how I described. I actually think that, I still see all this debate and people go, "It's a forced PvP, I hate it," or "You better be in PvP," or whatever. So I just think people should, before theorycrafting what that's going to end up being, try to experience it, because the actual way the game is going to work is, because we're simulating it with so many NPCs, it doesn't matter if there's no one at all running around, there will be lots of NPCs going about their jobs, and some potentially could be a pirate, could attack you, or just be traders or whatever. So there will be a whole world and life that's just like the old school Privateer or Freelancer that will be going on. And in the more regulated or policed areas, PvP is... So I actually think that if you want to have that old Privateer experience, you will have it. If you want to find other players to fight, you will have that. We'll have all this stuff. And I don't think you're going to really get forced into it either way. And in general, even if we have millions of players playing the game, as you move around, you are probably more likely to encounter more AI than you are players, because we need the world to feel alive, which is one of the big differences with the Star Citizen setup, is building this alive world. And to do it properly we can't rely on the player base, because at a certain time of night there may not be that many players and at another time there could be a lot of them. So that's why we have this rule that the player base is going to be no more than 10% of the overall population of the universe. And so at that point, by the very definition, if that's the case, 9 out of 10 of the people, ships that you will meet will be AI, will not be players. So it's kind of up to you to decide what style. And there definitely will be PvP. I mean, where I see a lot more of the PvP coming into play, I definitely see the organizations are going to get together and they'll be like, "I want to fight over this piece of asteroid base." We'll definitely have areas where we'll allow players to come together to try and dominate an area. I think there'll be PvP conflict based around that, and then there'll be plenty of just going about your life, doing the business, earning some money, that you can probably completely avoid PvP if you want to.
Well, jump points not so much, but quantum basically, yeah. If you are in the way of someone traveling on a straight line, quantum will pull that person out. So that's just generally the way it works. So if there's a trading lane or something, that you know that this is the route that people take from this planet to that planet, and you go and park your ship close to it, or some kind of beacon or whatever, then that would likely bring the people in quantum out into that area, and then you can try and take them out, whether it's AI or other players. They can try to defeat you. Once they get past you, then they can go back into quantum.
TL;DRRoberts says DirectX 12 is being worked on and will take longer because of engine refactoring, with the aim of a proper implementation with a big upside out next year.
Actually, a few times. I think I'm going to do a Gamers Nexus interview about it here in a day or two. But yeah, DirectX 12 is something that we're working on. For us, it's going to take a bit longer than maybe some other people who are saying they're supporting DirectX 12, because we're actually refactoring some of the base engine features to better utilize DirectX 12. I mean, the whole point of DirectX 12 is it's much more multi-thread friendly, and so a lot more stuff can happen in parallel. But to do that, you've got to refactor how you manage your resources on the rendering side, and a whole bunch of other things to really use DirectX 12. Otherwise, you're just using a new API, but kind of doing what you did for DX11 and 10 and 9 and stuff. So we're in the process of actually doing some of this refactoring. We've already done some of it. We will continue to do it. And so next year, we'll have our DirectX 12 implementation out. But it will be a proper one that you'll actually see a big upside from.
TL;DRRoberts says they want capital ship battles but it's early; recent server work, including 64-bit global entity IDs, enables flexible server handover and multiple servers per client, supporting higher player counts.
Definitely want them to happen. It's still early days yet. The biggest things that we're working on is the server stuff. Some of the changes we made recently allow us to be way more flexible in transitioning between servers. A lot of multiplayer games specifically get bound to one server when they initialize a level, and everyone gets their own little objects and IDs. And we changed our system around to be what we call a global entity ID. And so instead of, typically the entity IDs in CryEngine and other engines have been 32-bit, but we switched to a 64-bit representation, which means that we have an exponential amount more of IDs. And we did it specifically so that we can give, say, your ship that you own in the game a unique ID that will never... What happens right now is when you load up the game, there's an entity ID on the game load, and the entity ID on the server is not necessarily the same entity ID that's down on the client. And so when the loading happens, there's a fix-up that says, okay, well, this entity ID on the client really is this entity on the server. And it's not consistent. So as you go between servers, that will always change, which is why you have to sort of... It took us quite a while, because the entity IDs are all throughout CryEngine, but we moved it over to this new system. So what that means is that my ship that's persistent or my item that's persistent will always have the same number no matter what, irrelevant of whether I'm in the game or not in the game, irrelevant of what server I am or what client I am. So what that means is when you have a client and he basically goes from server to server, on every one of those servers, if your ship was number 52, your ship is 52 on every single one of those servers. And it's 52 on everyone's clients, which means that we can very easily now hand over. We can just say, okay, now this server's in charge of you, this server's in charge of you. And we don't have to unbind and rebind, which is kind of that level loading stuff that you see right now when you go to Arena Commander and stuff like that. So that's actually a very big change. Not many online games do it that way. But it allows the flexibility for us to have you at this point, you can now be connected to multiple servers, because they all speak the same language; 52 is still 52 for everyone. But anyway, so that's some stuff that will allow us to have higher player counts. So hopefully that wasn't too technical for people, because we could have multiple servers talk to one client, for instance. So you could have one server taking care of people inside a big capital ship, and one server taking care of all the ships in the space area, and then another server talking to another inside of a capital ship and stuff.
TL;DRRoberts is unsure paint will extend to ship interiors, though materials can be swapped; older ships need retrofitting for the paint system, so wider player painting and tools are a longer-term goal.
I don't know whether it'll apply to the interior of the ship. We'll certainly have the ability to change out materials, so you'll be able to say, oh, I want this wall red or blue or whatever.
Yeah, I mean, it sort of depends on how it gets defined. I mean, we actually have a new character shader system that we use, that actually what we do for the character shader is we don't actually texture it traditionally. We specify which material is in which area and stuff like that. And then we have a library of materials that gets referenced by that indexing. And it allows us to have a lot higher resolution than you would normally do on a traditional character bake. So that's something that we're just wrapping up right now. And a little bit of that tech is going to be in the ships, but the ships, we've used some of the paint system, you've seen it I think on some of the Auroras and the Mustangs, where you can outline a kind of stencil of shapes that you put on it, and then you can choose, okay, that will be this color, or this will be red or blue or whatever. So ultimately that does require setting up the ships correctly with second UV sets and all the rest of the stuff. So not all of them are done this way. All the new ships are done this way, because that's also how the new damage system works, is it needs these second level UV sets and stuff that define, besides the top level texture, where the damage texture is or where the paint stuff would be. And so the newer ones are all set up to be able to take those. But we basically have to retrofit some of the old ones to work with the paint system and work with the damage system. So that's sort of an ongoing process. Obviously, we've got a lot of stuff to get done. So we've kind of made the choice to try and finish up the ships that we said we're going to make, get those done. Because we've been doing a lot of going back and redoing the Constellation. Version three of the Constellation, I think we've done at least three versions of the Hornet or whatever. So we kind of made the choice that we will only go back to fix up some of the older stuff now and then, but really focus on trying to get the newer stuff out. So the painting tech's there, but probably the point that we'll let everybody do some more painting, that's further down the road, because we've got to make sure all the ships are switched over using all the different UV sets, and then we probably need to give them a set of tools to allow them to do that. But that is a longer term goal for us. We want to do that. We talked about allowing people to have some mission building tools at some point. So that is on our plan, and actually we would like to try and do that as we go along, because it's hard for us to... We've got a lot of people working on this game and we still can't generate stuff quick enough or fast enough, and everyone out there does some pretty cool stuff. So we actually would like to try and sneak a few tools out there, because I think there's a lot of talent in the community, and it also helps us if that talent also creates some content that keeps people engaged while we're trying to finish the game.
That's a discussion that we're having right now, so we haven't come up with a particularly good answer for it. The three monitor surround view stuff's really cool, although it does clash with the idea of, okay, heavy marine helmet, I should have a more constricted view than if I have no helmet or a light marine helmet. So I don't know. That literally has been an email thread kicking around the last few weeks of how best to do this.
As of now, no. That doesn't seem like that would be difficult. If you had a flare item, you could have flares, or obviously you can be ting "Clear this room" or whatever to your teammates. But in the first FPS, there's a set of gadgets that you can deploy. So things like a hologram gadget, a shield gadget, area denial systems and stuff like that. But we don't have a marker for the FPS, although it's not a bad idea at all. And it wouldn't be particularly difficult to do.
TL;DRRoberts says non-combat careers like exploration, science, medical, repair, refueling and mining are a big focus, with most high-level design work on them, and FPS is just a fundamental step being shown now.
I'll tell you. It's a big focus. It's a big focus for me and it's a big focus for Tony. And so, to be honest with you, I know people think it's all been taken over by the FPS, because I guess that's what's going to be next, so people see the communications for it. But most of the design work that's happening at the high level, and most of the designers, are working on those kind of things and not working on FPS or even some of the combat mechanics. Yes, we're working on balancing for the various ships and working on stuff for the FPS, but we're working on a lot of stuff for what you're going to do in exploring, what you're going to do on the science stuff, what you're going to do with the medical stuff, repair, refueling, harvesting, mining. So we have plans. We've shared some of those. We've got some tech that we need to deploy for some of them, like mining asteroids. We're going to do voxel asteroids. And so you'll be able to mine away and do all that kind of stuff. So we have that. We have a ship called the Endeavor that is pretty damn cool, and we will be sharing that with you very soon. I've been working with Tony quite a lot on the various roles, but you'll be able to do everything, depending on the configuration, from farming to being a hospital ship to being a space observatory and a discovery thing. And so there's a lot, there's a big focus in the game. I want to have, yes, there's going to be combat and it'll be really cool stuff, but I also want lots of stuff that isn't combat focused. I think that's kind of one of the things that makes it feel like a real world. It also makes it feel inclusive. So you'll be able to go and do a lot of non-combat stuff, and you could potentially avoid combat. In certain roles, you may be able to entirely avoid combat, and then some will just be an occasional hazard of the job or whatever, and then some people can seek it out. So I wouldn't worry so much about just seeing things about FPS. It just happens to be, because we need to get that, because it's a fundamental step. It's not like, oh, we decided we just want to tack on FPS. We were on CryEngine. It's always a first-person engine. Even from the very beginning, when I showed my tech prototype in 2012, that was running in a first-person engine. It was the character sitting there, and you were looking at his eyes, and he was moving the joystick, and he had actually climbed into the ship and was flying it. And so the locomotion, moving around in the 3D space environment, it just so happens the FPS thing is that you can have a weapon and shoot people, but the moving around, the interacting with the environment, doing all the rest of the stuff, that all comes out of the first-person engine. So we need to get those fundamentals working properly, which is what the focus is, which is why you kind of see that right now. But longer term the idea is to make Star Citizen be like the real world. It's sort of up to you. Yeah, you can go into the military and go off and fight in wars, but you don't have to. You can go into a much more peaceful occupation and still do well and have fun and have plenty of things to do.
TL;DRRoberts generally favours the Constellation, likes smaller crewed ships, and says the Idris is turning out impressive, far bigger than first imagined, and will feel empty without crew or AI.
Generally, it's the Constellation. I think Christmas is doing a pretty amazing job switching around. I like that idea of not the massive ship, but the kind of Millennium Falcon style ship where me and a few of my friends can fly around. Although I have to say the Idris is turning out to be pretty amazing, and I think people are going to see a little peek of parts of it next month on the inside. It's far bigger than we originally imagined when we first talked about the Idris back then, in 2012. I mean, it's over twice the size. And it's a massive capital ship inside. And so I think the few people that have it out there, when they get to have it in the game, A, got a deal, and B, are going to have to have some friends hang out with them or get a whole bunch of AI NPCs. And until we get the AI NPCs that help you fly around, they'll be feeling like Citizen Kane wandering around the massive mansion, because it's a really big ship. For the Squadron 42 stuff, we have to put 90 to 100 AI NPCs moving around it to make it feel like it's crewed and populated. But it's looking amazing.
TL;DRLesnick says the Endeavor is in its final stages, with no firm date but information expected within a week, base-ship pricing later that day and the à la carte pods later.
BL
Ben LesnickDirector of Community Engagement and Online Strategy
I will say we are in the very final stages of getting the Endeavor ready to go. We will provide all the information about the Endeavor, its different roles, its different pods. Don't have a date, but it will be within the next week. So it's kind of a date. We're basically just waiting for a last set of art to come in, and then we're going to commit to launching this thing. We're going to get pricing up on the forums, at least for the base ship, later today. The à la carte pods will be a little bit later. Basically, we said, hey, do five pods, and Jim Martin came back and said, I did five pods, and then I looked at your long-term plans for this thing, and I did all those, too. Yeah, he's over-delivering. Jim Martin. He's the Defiant, the Cutlass, the Scythe, the Freelancer. He's a fantastic artist. So, Endeavor is coming soon. And we tried to let you know a week before; we just were not sure until today that it would be happening. Sorry about that. We will plan the sale length accordingly.
TL;DRSquadron 42 merchandise for CitizenCon is in the works, subscribers get a store discount, a Jump Point 2 print copy needs enough poll support, and Citizen Cards remain very hard to produce.
Yes, the special subscriber patch. So there's always going to be a 10% discount for subscribers in the store, for physical merchandise. And then some people have been asking about Jump Point 2 as a physical copy. We do need 2,000 people to say yes to that. So we're looking at doing a poll for that in the new year. In the new year, we're also going to do personalized dog tags, Squadron 42 dog tags. People have been asking, again, about the Citizen Cards. They're really, really hard to do. So we do love doing them for everybody. It's just a lot of work to do.
BL
Ben LesnickDirector of Community Engagement and Online Strategy
So right now I'm pretty busy doing the Constellation collector's boxes. Then after that I'll do the Hornet, and unfortunately the Freelancer will go last, only because there's an engineering modder's manual in the Freelancer, and so things like modding will be one of the last things to drop in.
Mouse pads. We've got the RSI ones up right now. And it was really funny, because everybody was like, oh, we want an RSI mouse pad. Then we put them up and it's like, maybe we don't really want them. So I guess we should just do a poll for whatever the next one will be. And that will probably come in the new year.
Ben LesnickDirector of Community Engagement and Online Strategy
Well, we've been talking about getting some additional stuff in the game, nothing to announce yet, but some ideas percolating. We recently posted a poll in the subscriber area, I believe, asking folks what they would like to see, and we would genuinely like to know what you'd like to see.
Yes, we're looking for ideas for upcoming subscriber flair. There is currently a thread in the Den, and many of you have replied, so there's some good ideas in there.
BL
Ben LesnickDirector of Community Engagement and Online Strategy
I know you all loved the rock last month when we wanted to get some non-rock items.
Oh, it's a card, an exclusive VIP card, so we'll have kind of drop-in parties, pop-up parties, I guess we're calling them, where we might be somewhere, and it's like, oh, well, if you've got this card, show up here and come talk to us.
Yes. I actually just talked to them. Yes. And same fabric, because it was super popular. I wear my hoodie all the time. Squadron 42 one. That's what we're going to do.
Ben LesnickDirector of Community Engagement and Online Strategy
Oh, I can explain. The idea there was that it was a possibility for the Endeavor sale, which is still possible. It may be moved to early next week. We're bouncing around. No, that's one of those things, I think I told James, just say it might be coming that Friday, and he just put TBD and it's confused everybody. So, Endeavor, potential Endeavor sale. Show and sale, because the more interesting thing, honestly, is showing off all the rule science stuff.
Ben LesnickDirector of Community Engagement and Online Strategy
Wait and see for that one. We basically want to premiere all these modules on the biggest possible ship. So we're doing the Orion for the mining, the Endeavor for the science, and so on. And then we'll go back and look at how we slot them into the... Ideally, what we'll have is the bandwidth to create dedicated smaller ships of all those types, but there'll also be options for stuff like the Connie. Don't have them for the Connie specifically right now, though. We want to put the systems in place first.
I saw that. I'm not sure how, I mean, we try and do what we can, but it's like, say for example, I walked into... I don't know anything about that. I mean, I love Star Wars, but everything in Star Wars, down to your chewing gum in the aisle when you check out. I'm not saying no to ties. I'm just saying not now.
It's a spaceship, so the possibility to withstand atmospheric pressure is somewhere between zero and one.
BL
Ben LesnickDirector of Community Engagement and Online Strategy
We have talked in the past about doing a water hangar. I mean, it would be a way for huge ships to land, and it would look really fluffing cool, but it's a matter of having bandwidth to add that stuff later.
When the Idris ceased being a corvette and became a frigate, we talked about replacing it with another corvette.
BL
Ben LesnickDirector of Community Engagement and Online Strategy
It's still just an idea. We don't want to commit to a really, really huge ship right now, because we have so many others in the pipeline. Once we have pared those down a bit, we can revisit the untitled corvette.
The Next Great Star Citizen is basically waiting for a tech update to the Hub. So the functionality isn't completely integrated into the Hub yet. There'll be many changes to the Hub coming. We'll actually have a meeting tomorrow, if I'm not mistaken, about our 1.1 version of the Hub and what features are going in, what we can do and what we can't do. So when that comes, we'll be able to launch something like the Next Great Star Citizen.