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Wingman's Hangar ·
Published on this date.2014-01-10
· 19 Q&As

Wingman's Hangar ep052 . January 10, 2014

Developers cover shield recharge and piercing, team play with wingmen, and the coming organization system, due before dogfighting. They also cover Sol landing zones, freighters, capture and prison rules, ship order (Cutlass next), exploration, and servers.

Transmission log

Full answers

When your ship's shield soaks up damage from hits passing through, will the shield power drain and have a recharge mechanic? If so, will shields at lower power or integrity provide diminishing returns?asked by XenoChef

Rob IrvingDesigner

Yes. Shields do recharge over time, some faster than others, and as the shields get lower powered, as they take damage, they actually do stop fewer things from going through.

So more things will pierce them, which we call what, Ben?

Rob IrvingDesigner

Pierceability, I believe.

Wingman's Hangar·
Published on this date.10 Jan 2014

Around the topic of team gameplay: we want to run missions together, we want to run operations together, and even roam together. Can you allude a little bit to what that type of gameplay will be like?asked by Atro

Ben LesnickCommunity

Well, if you remember Chris' old Wing Commander games, working as a team was always a big part of those titles. You would have your wingman and you would give them orders and you would fly together. It's really one of the building blocks of our game experience.

Wingman's Hangar·
Published on this date.10 Jan 2014

How far along is the whole organization business? Can we expect version 0.1 alpha sometime before dogfighting or after?asked by Talisa Latarine

Ben LesnickCommunity

In fact, it speaks to the last question too. You're going to see the organization system very, very soon. It's in alpha testing right now. Some fans are already out there testing out the organization system. Strike Team. In fact, I was over at Zane's desk earlier. He's enhancing the look of it a little, so it's going to be even cooler, but it's very, very soon. It's going to hit before dogfighting.

Before the end of the month, right?

Ben LesnickCommunity

Before the end of the month, yeah. You're going to get to see how people work together and start in the first parts of that very, very soon.

Wingman's Hangar·
Published on this date.10 Jan 2014

Can you talk a little bit about what we changed [in Ask a Developer]?

TL;DRAsk a Developer is now split by team and discipline, with teams worldwide setting schedules, so newcomers can more easily find a place to get questions answered and more developers can answer.

Ben LesnickCommunity

Well, we changed the Ask a Developer. Some people know Rob Irving, know what question to ask Rob Irving. A lot of people, they're coming out, this is their first space sim, they don't know the team, so now we're dividing it by the different teams, so there's Hangar, Dogfighting, General, and then it's divided by what people do, programming, different disciplines. So now you can easily find a place to get your questions answered, and all the different teams around the world are setting up schedules so that everybody will be in there in the Ask a Dev threads now.

And it just makes it easier to manage.

Ben LesnickCommunity

Not even to manage, it's easier to get your questions answered.

But it also opens up the number of people that can answer, and that's a good thing for everybody.

Ben LesnickCommunity

I'm sure Dave Haddock will still do like 80% of it.

Wingman's Hangar·
Published on this date.10 Jan 2014
Community & events

Regarding the Sol system, will we only be able to land on Earth, or will there be other landing areas such as on the Moon, Mars, or even some bases on some of the Jupiter or Saturn satellites?asked by Eradicator

Rob IrvingDesigner

Yes. There are several landing zones specced for Sol System. Of course, not every landing zone may be open on day one, but we'll continually be adding locations. But there are several picked out for Sol.

And that's important. We want people to feel like the universe is living and it's going on. And so it won't just be about finding new systems. There'll be things being done to existing systems that open things up and change things a bit. It's going to be a living, breathing game and solar system and universe. That's the goal anyway.

Wingman's Hangar·
Published on this date.10 Jan 2014

Loved seeing the Hornets, but they're too quick. We need to see something like a big freighter loaded with heavy cargo slopping around like a pig on ice. Can you make that happen?asked by Travis TS

Ben LesnickCommunity

Yeah, in fact, we announced the first of them pretty recently. It's the MISC Hull ship. Is it the B or the C?

Rob IrvingDesigner

Hull C, B.

Ben LesnickCommunity

There's probably a B and a C. Actually, I think it's up to D, because we had it in the fiction already, but we haven't built all of them.

Rob IrvingDesigner

Good point, yes. Plus, there's a Starfarer, which is a big old honking ship, too.

And the Aurora can carry stuff as well. You've seen the large cargo bays that go under the lunchbox. To answer your question, Trav, of course, we're going to have freighters coming out.

Wingman's Hangar·
Published on this date.10 Jan 2014
ShipsTrading & cargo

In the Avenger weapon loadout, what is a Tiger Streak?asked by ProphetB187

Rob IrvingDesigner

Well, technically, and we have gotten a lot of feedback on this, and the ship feedback thread is very, very busy, we've been getting a lot of information from our German fans about our choices of words on some of our weapons. So we do intend to change the currently 'Tigers on Strike' gun, as opposed to 'Tiger Attack', which I think was the goal. I think it was Tiger Claw, may have been. Tiger Work Stoppage is not the intention here. So we will be doing a pass on some of our names and correcting them, and we will probably be asking for some fan help on some of the things we don't know.

Wingman's Hangar·
Published on this date.10 Jan 2014
Ship componentsShips

I was out trucking a load in my Freelancer when some not-so-upstanding citizens [captured me and put me in their] not-so-hot-smelling box. Am I stuck here until they sell me?asked by Headless Chook

Rob IrvingDesigner

So Chris has addressed this before, I think, but I figure for our new viewers, we can update you. You're not going to be forced to serve out a prison sentence or be stuck in a hold for a year while somebody just stops playing after they capture you. So what will happen is it will sort of diverge, and we know that's difficult immersion-wise, but sometimes you have to make allowances for gameplay. And in this case, you will go back to your starting base or your nearest base, nearest hangar, and then they will basically have cargo that is you. You don't have to play being captured.

And there'll be some penalty for that, right?

Rob IrvingDesigner

Yeah, there'll be effects to it, but you don't have to play it out.

Wingman's Hangar·
Published on this date.10 Jan 2014

When you call for an emergency landing on a carrier, will emergency nets come up to catch the ship to prevent it from causing more damage inside the carrier? If the ship crashes on the flight deck, will there be a bulldozer that will push it off deck and an emergency crew to put out the fire?asked by Vigilance

Chris RobertsCEO / Game Director

So I think someone's been watching the Wing Commander movie, which is kind of cool. So I don't know about emergency nets. We actually haven't even thought about this side of it. It will probably be more something that we would have working in Squadron 42, because there will definitely be cases where this sort of thing will be happening there. But I definitely think we'll probably have some level of emergency landings and rescue crew and all the rest of it. So I don't know whether there'll necessarily be nets, but we'll definitely have that whole sense of bringing in your damaged ship. Hopefully you can bring it down and people will come and beat out the flames of any burning parts on your ship.

Wingman's Hangar·
Published on this date.10 Jan 2014

Will there be server wipes during alpha/beta? I'm very much looking forward to helping flush out bugs during alpha/beta, but I'm wondering if any of our work will carry over to the persistent universe or if there will be a clean wipe before release.asked by Alpha Strike

TL;DRRoberts says there is no specific stance on server wipes yet; early test-module progress like dogfighting money won't carry over, but later beta progress probably wouldn't be wiped, with a likely reset at live release.

Chris RobertsCEO / Game Director

That's a good question. We don't really have a specific stance on this at the moment. My guess is probably we would reset everybody when the game goes properly live. It's sort of hard to say, because I think when we go into beta for the actual game that the backers will have, but maybe not necessarily for the full public yet, we probably wouldn't wipe that late-stage stuff. But certainly some of the early stuff like the dogfighting module, planetside module, all that. You'll definitely be able to earn some money for winning some fights and doing stuff, and that will be money that will allow you to buy some weapons, but it will be for just that sort of dogfighting test area. It won't be money that will carry you through into the persistent universe. So I guess the answer is there's going to be a combination of this. So there will be wipes of some of the stuff but not all of the stuff, and as you get closer to the final release, maybe some of the stuff you've done will carry over.

Wingman's Hangar·
Published on this date.10 Jan 2014

What order are we looking at seeing the ship models in-game? The Cutlass was in the latest Jump Point, so what will be next? The Avenger looked almost done in the video, so is that next? The Retaliator is a huge favorite on the site, so maybe focus there.asked by Anthemur

Chris RobertsCEO / Game Director

Quite a lot of questions and suggestions there. So yeah, the Cutlass is actually going to be the next ship that everyone will actually see in the hangar. The ship that we've actually been working on the longest outside of that is the Idris Corvette, but it's a really huge ship. It's been going through a little bit of a rearrange, redesign on the interior side to be able to fit the number of ships we want to fit on the hangar deck. And I'm not quite sure of what the next one is. We're doing the variants on the Freelancer, and we're also going to be doing some stuff on the Caterpillar and stuff like that. So I guess it will be kind of a bit of a horse race between all those. We'll see what happens.

Wingman's Hangar·
Published on this date.10 Jan 2014
ShipsRelease schedule

Can you tell us what exactly exploration entails and what plotting a jump point will be like?asked by Tsunami Jirai

TL;DRExploration will include mapping unmapped parts of known space and finding things like asteroid fields and wrecks, alongside risky, skill-based jump point plotting that can be sold or shared and named, built with a mix of procedural and handcrafted content.

Chris RobertsCEO / Game Director

What exactly exploration entails? It's a lot. That's like how long is a piece of rope. So there's a lot to exploration. It's not just going to be looking for an undiscovered jump point and plotting the jump point and going to a new system on the other side. There's going to be just a lot of sort of mapping that will happen. So even in systems that are known, not all of the space is mapped. So basically there will be certain areas, like on the trade lanes and the general areas people pass, that will have nav points and will be mapped to a certain extent. But a vast amount of it won't be mapped. And so maybe you find an asteroid field that isn't on a map. Maybe the asteroid field has some really good minerals. Or maybe there's a wreck. So we're going to try and add things to discover even in known space. So we're really trying to up the amount of things that you can do if you're an explorer, where it's not just about jump points or finding a new system, although that's pretty cool. But obviously we can't do everything all at once at the beginning, so that's all stuff and content we'll build to. And then the other thing I'll say is that we're doing a lot of work in R&D on procedural stuff. So I know a lot of people think all of Star Citizen is completely scripted or designed or crafted, and yes, it has a huge amount; Terra and Earth will obviously be pretty much everything handcrafted. To build a universe on the scale we need, we need to balance some procedural stuff as well as crafted stuff, which I think is actually the best way to build a big expansive universe. It's the same way that we're approaching the gameplay. We can't script every mission, so we're actually building in such a way that the universe itself dynamically runs itself and the players' interactions generate a lot of the missions and the intrigue and the action.

So I didn't answer what will plotting a jump be like. Well, it should be a lot of fun and very scary and very risky. So a jump point is sort of a rip in the space-time continuum that takes you instantly, well, almost instantly, between two parts many, many, many light years apart from each other. And so the concept with it is to have, I don't know whether it's a space-time fabric sort of big breaker, if you want to think in surfing terms, that you want to surf in, and you've got to hit exactly the right lines or else you're going to go off track and potentially get ripped apart or spat out in some random part of the universe. And obviously this will require a combination of some skill, some specific equipment, but once you've gone through and you've recorded your jump, so to speak, you can then turn around and sell that to the government, or share it with your friends, and obviously you can name a jump point or a system after you, which should be pretty cool. But it should be like trying to ride the hairiest big wave off the North Shore of Hawaii, but with cool space effects.

Wingman's Hangar·
Published on this date.10 Jan 2014

I was wondering about the $5 million stretch goal, the tablet companion application. What tablet platform are you looking to support: iOS, Android, other?

Chris RobertsCEO / Game Director

So we haven't really thought, but I would think by default we would probably want to support both iOS and Android. And depending on the application, we may use something like Unity or something for the tablet side, or something else. So I'm not quite sure of that, but probably the likelihood is the support of both iOS and Android.

Wingman's Hangar·
Published on this date.10 Jan 2014

In the early Wing Commander games, when we lost a wingman there was a short funeral sequence. Will there be something similar when it happens during Squadron 42?asked by Akodo

Chris RobertsCEO / Game Director

Yes, absolutely there will be. That was one of the best parts of the original Wing Commander, and we took it with Wing 2 and had it in Wing 3. I think we had it in Wing 4. So we'll definitely have the funeral sequence. We couldn't have a Squadron 42 without it.

Wingman's Hangar·
Published on this date.10 Jan 2014

Will organizations, upon discovering new systems, be able to colonize planets, build stations, put up defenses?asked by Revan67

TL;DRColonizing new planets and building stations is a long-term goal that probably won't be in the initial release, though planets and outposts should evolve and organizations may build up some industry.

Chris RobertsCEO / Game Director

So that's a great question. That is actually something that we long-term want to do. Not so sure you'll be able to do the fullest of that on our initial release. Longer term is to do it fully, but shorter term we certainly will have some mechanics in there that will allow planets themselves or outposts themselves to evolve during the game based on player action or what's happening in the universe, which I think will be really cool and will fold into my goal of a living, breathing universe. We're already looking at organizations, groups of players, being able to buy and build up some industry on various planets. So a certain aspect of that will be there, but to have completely new planets that you're fully colonizing, doing all the rest of the stuff, that is definitely a goal. We are definitely working towards that. That is in the feature set we want to promise. But it probably won't be on the initial release, just because there's a lot of stuff to do with it. But again, that's along the lines of some of the procedural R&D that we're doing.

Wingman's Hangar·
Published on this date.10 Jan 2014

Will there be short-range voice communication to hail other unknown vessels or call for help?asked by Alf at Justice

Chris RobertsCEO / Game Director

Yes, absolutely, yes. So you should be able to hail nearby vessels even if they're not on your friends list, and you should be able to put out a global sort of distress call, 'help me, I'm under attack' or that kind of thing. So I guess the answer would be yes on that.

Wingman's Hangar·
Published on this date.10 Jan 2014
Multicrew

How is the one-server setup going to work with servers being hosted in various parts of the globe? If I'm in a guild with someone from, say, Australia, how would we get grouped together if I'm playing on a US server and they're playing on the Australian-hosted one?asked by BigDamnHeroes

TL;DRDistributed instance servers worldwide are assigned by a central matchmaking server using ping, friends list, enemies, and skill level, and a stated wish to play with friends can override high ping.

Chris RobertsCEO / Game Director

The thing to remember in our server setup is that we have one central server that is basically the general tasking server, but the actual servers that would handle the local, say, instance information, when you're flying in space, you're dogfighting against someone, figuring out when you're on a planet what the other people are doing right next to you, they're actually mostly going to be distributed around the world. So that's where the local instance servers spin up. And what happens is the master server is really sort of the matchmaking server, and it's sort of going, 'okay, you and you, I'm putting you together in the same instance server', and it has a whole set of criteria when it does that matchmaking. So a large part of it is the friends list, so it's trying to match you with your friends. And also we'll do things like, if you want to do PvP, put maybe some of your enemies in there, people of similar skill levels. And this is, by the way, just to stress, in the case that you're in an area where there are more people than can fit in any one instance. Because if there's only enough people for one instance, everyone would be in the same instance, with a few exceptions. But if someone's in a safe area and they don't want PvP, and someone just wants PvP, then maybe there would be two instances, one for the PvP, one without the PvP. But generally what happens is there's a whole sort of matchmaking criteria, and it's based on ping, friends list, associates, persons of interest, enemies, skill level. And it uses those criteria to match you up dynamically as you move around. As you fly around space, you go from area to area, it's matching you up and putting you in and out of different instances, and it's doing exactly the same down on the planet. And so what would happen if someone's in America or Australia, depending on what you tell the game, it probably would not opt to put you together if the ping was high, but you certainly can say, 'hey, you know what, I want to hang out with my friends no matter what, even if my ping is bad', and then in that case the friend relationship would trump the ping in terms of the matchmaking criteria. So generally it would default to trying to keep you flying with people with low pings, but if you specifically say 'no, I want to be with this person', it will make an exception for you. So I hope that answers your question, BigDamnHeroes.

Wingman's Hangar·
Published on this date.10 Jan 2014

I'd like to know about landing on planets in the really large ships. We already know that ships will land on planets Freelancer-style, but what about some of the truly huge player-flyable ships such as destroyers or battlecruisers? Will these remain in orbit, crewed by our friends or AI crew, while we take a shuttle to the surface, or will owners of these ships have to be content only docking at space stations?asked by Funky Schnitzel

Chris RobertsCEO / Game Director

Okay, well, that's a good question. We're definitely not going to let you fly the really big ships down onto the planet, so probably destroyer on up will not be able to go down, although, I don't know, maybe a destroyer, but probably not. And what you'll have to do is you'll either have to dock with a local space port and then take a shuttle down to the planet, which we probably will have on some of the bigger, more busy planets, so I can see it on Earth and Terra, or just take a shuttle down from your ship in orbit.

Wingman's Hangar·
Published on this date.10 Jan 2014

What else can they expect to see in the Cutlass coming up?

TL;DRThe Cutlass interior is getting far more detail, with extra wiring and a rougher look, built in actual geometry with many more polygons rather than relying on normal maps and texturing.

Patrick ThomasSenior Vehicle Artist

We're going into the inside and adding more details, even far more than I was expecting. Going in and just adding more wiring and making it look a little bit rougher inside than it originally is. It's kind of clean right now. We are really pumping up the details.

We're doing a lot more in geometry than most. Usually we do things with normal maps and texturing to make it look a little more detailed than it really is. We're really building that stuff out.

Patrick ThomasSenior Vehicle Artist

Yeah, when they first told me what was required, I was like, are you sure? Are you sure we can handle that? And they're like, just do it, more polys, more polys. And I've still put more polys in it, and they're coming back saying, more polys, more polys. This is one of the most detailed games I've ever worked on. It blows my mind.

Wingman's Hangar·
Published on this date.10 Jan 2014
Art & graphicsShips