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Star Citizen Live ·
Published on this date.2023-07-14
· 31 Q&As

Star Citizen Live: Arena Reborn, Part Three

The Arena Commander team covers Alpha 3.20: returning private and custom matches with org team setup, new Star Marine and Tonk Royale modes, spawn screens, badge rewards, and the Winter Circle atmospheric map. They also discuss experimental modes, Master Modes testing, matchmaking and spectators.

Transmission log

Full answers

Any updates on private lobbies?asked by KoreanBeagle1

TL;DRPrivate lobbies were removed after a refactor of the friends and party systems made them incompatible, and they are now back online, with plans to expand them as "custom matches".

Sean TracySenior Director of Tools and Technology Content

Oh, yeah. Well, and I mean, private lobbies is something that really hurt my heart from the standpoint of I was running the team when we had to remove them. And it wasn't something that we actually removed. It was we had changed over some details that Duncan will probably get into, some details with the lobby system so that we couldn't continue to support the private matches. Now, it was always the thing was next quarter, we'll bring it back. Next quarter, we'll bring it back. Next quarter, we'll bring it back. And it was always something got, the resource got taken, something got missed or whatever. So finally, with a little bit of collaboration with our new friends at Turbulent, we've been able to bring back online private lobbies. So Duncan, do you want to talk any more about that? Maybe some details over why it went away?

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, so it went away essentially because we did that big refactor where we got the friends and party systems to the new system that we've got that you're using in the PU now. And that just simply wasn't compatible with what we had in Arena Commander. So the option at the time was we delay this or we shut down private lobbies for now and we revisit it for the next thing. And as Sean says, priorities got shifted, people get moved on to different things and it just kept getting pushed out. Now, thankfully, we're working on it. And we didn't want to just bring them back. We want to do better with them. We want to give more. So private lobbies aren't called private lobbies anymore. They're called custom matches. And custom matches leans into you'll be able to customize more things about it. And we've got so much more planned for it. For now, we're getting what was old back with private lobbies. But we've got so many ideas, so much requests from the community for what we can add there as well.

Star Citizen Live·
Published on this date.14 Jul 2023

Are these custom matches in Alpha 3.20?

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yes.

Sean TracySenior Director of Tools and Technology Content

The reason we paused is it's coming in literally as we speak. That's why both of us went, "well."

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Actively being worked on.

Sean TracySenior Director of Tools and Technology Content

Check's in the mail, but it's not quite that bad.

Jared HuckabyHost, Community

So the goal is for the custom matches to be a part of Alpha 3.20.

Sean TracySenior Director of Tools and Technology Content

Yeah. We were pushing really, really hard for that. The next update for Arena Commander had to have that back in. We know how much the community wants it. We know how much the devs even want it, for a bunch of different reasons anyways, but being able to set up private matches for the community is imperative. So we want to support it.

Star Citizen Live·
Published on this date.14 Jul 2023

Will organizations be able to arrange for two opposing teams of predetermined members to play against one another without random players?asked by Shafto

TL;DRThe team wants to support arranging pre-set teams, with a party leader and moderators moving players between teams, and hopes to add custom settings, since orgs relied on this.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, so this leans into the whole "we want to do better with the private matches." So the almost obvious thing is letting you arrange your teams beforehand. So we've got the idea of you've got a party leader, you've got moderators that can help switch people between teams and whatever. And then you've obviously got the members that join. And then for right now, we've got that team organization. And we're hoping to get some custom settings in and expand upon that. But yeah, bringing back org content to private matches is such a big thing for us because we knew how much orgs used it. We saw the weekly posts on Spectrum like, hey, we're running an org event. Who wants to join? And as soon as the private lobbies went down, that went away. And I'd get pinged constantly about, hey, when are we getting them back for that specific use? And we really want to start accommodating that again.

Sean TracySenior Director of Tools and Technology Content

Yeah, because basically the competitive scene basically shut down without private matches, without being able to customize the match parameters. And it's something that we always want them to be able to have within AC, because ultimately the PU is a multiplayer experience. AC is played best in multiplayer with friends, and we want that to be as easy as possible. And honestly, being able to set up your own little scenarios, I think that's really cool.

Star Citizen Live·
Published on this date.14 Jul 2023

Will there be a rank system so I don't have to play against better players?asked by Hellrein

TL;DRA ranking exists behind the scenes, but proper matchmaking will come later and needs more online help from Turbulent; the broken leaderboards are to be reworked, with Squadron Battle and Duel pushed as competitive modes.

Sean TracySenior Director of Tools and Technology Content

So there's actually a lot to this question. Now, right now, behind the scenes, we do have, there is a ranking. And behind the scenes, it works here and there, but it's really not as simple as just a single value. We've come a long way in matchmakers in the game industry overall, where it's got to be region-dependent, it's got to be skill-dependent, it's got to be time-dependent. There's so many different angles of matchmaking. Sort of with that, Duncan, do you want to talk a little bit about what we're going to do for these guys?

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, so as you guys know, we have the leaderboards that are currently online and they haven't really been representative of, well, leaderboards for a while now. The algorithm behind them broke. People have found many exploits behind them. So we want to completely rework those at the same time as doing this proper matchmaking. And that matchmaking is the thing that will have to come later because it needs more help from Turbulent on the online side. But the competitive community in Arena Commander and Star Marine is so passionate, I'll say, about leaderboards and that matchmaking behind it. And we really want to hone in on that and especially push Squadron Battle and Duel to be our primary competitive modes because we think those better reflect those as well.

Star Citizen Live·
Published on this date.14 Jul 2023

With all the new modes, are there any excellent unlockables like in Vanduul and Pirate Swarm?asked by SuperSenka4508

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, so as you know, we have unlockables for Vanduul Swarm. You get a Spectrum badge, but you also unlock the pledge store page for the Glaive. Pirate Swarm, it's the same deal, but you get the Pirate Cutlass and the Pirate Gladius. We're going to keep those as rewards, but the badges themselves, that's Tasha, have been updated, so you'll get a new Spectrum badge for those. But we've also added some more win condition badges in there. So as you know, Tonk Royale and Team Tonk Royale are coming with 3.20. If you win one of those matches as the highest scoring player, you'll get a reward, which is a Spectrum badge. And some of the other new game modes, including Gun Rush, will have those as well.

Star Citizen Live·
Published on this date.14 Jul 2023

Are you leaving room for future things, like how the other modes give access to the pirate versions of those ships? Leaving room for future promotions with things that could conceivably be added to this?

TL;DRRewards are currently simple Spectrum badges, with hopes for better challenges, in-mode skins, and progression and persistence linking Arena Commander to the Persistent Universe, once fundamentals are in place.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, so we have a lot of ideas. We had a brainstorm session where we had so many ideas of different ways to reward people. And right now, we're going with the simple wins. So we're keeping it simple with Spectrum badges because they're fairly easy to get. But we've got some more, I would say, challenges coming up, which we're hoping will have better rewards. It's more than just a Spectrum badge. We're talking with PU teams, the Spectrum teams, and seeing what more we can give that's got a little bit more flair to it. And even within Arena Commander itself, we want to reward people with stuff in-house to Arena Commander. So Arena Commander actually supports skins and all this stuff. So we're hoping to get those as rewards eventually.

Sean TracySenior Director of Tools and Technology Content

Yeah, so to piggyback off that, the questions in regards to some of the matchmaking, ELO ranking, as well as this are all related. What this has to do with is some level of progression within Arena Commander, a reason to play this. And a lot of us, this generation of gaming or before, we kind of need some progression. You need some level of a little bit of persistence and a little bit of progression within each one of your game modes, so that you kind of feel like there's the reason to keep logging in and to keep playing it. And we want to have all of those things within Arena Commander. And it's nice because we have an entire game of content to pull from. And a lot of these are the same conversations that we had during times of when Firesprite was working on Arena Commander. It was all the same sort of progression that we'd like to still put in place here. But we've got to get all the fundamentals, just like we talked about, in place first, which is the badges, the experimental modes, and private matches. And now that we've got that kind of stuff, now we start making more reasons for the players to be there and a little bit more driving the engagement, if that makes some sense.

Jared HuckabyHost, Community

I think it would be a pretty obvious choice to have a special paint or whatnot that says "I kicked ass in Arena Commander," and you get it through earning that.

Sean TracySenior Director of Tools and Technology Content

Well, it's even further, because what Chris wants, and definitely something we've talked about at length before, is the connection between Arena Commander and the Persistent Universe. Because for a long time, we've had the sim pods; the sim pods were in the hangars. We want them in the Persistent Universe. We want it so that they can go from the Persistent Universe, jump into a sim pod, be in Arena Commander. You're in this simulation that we talk about all the time. But we don't want that to be meaningless. We don't want you just to leave and go to a different sort of game. Why not be progressing Arena Commander reputation? Why not be progressing some level of persistency within the PU so that all the stuff you're doing in Arena Commander is actually benefiting you in the PU or vice versa? What about things happening in the PU benefiting you in Arena Commander? What about ships you own benefiting you in Arena Commander? So there's so many layers of connection that can be made once that progression and persistence, I guess, and I hate using the word persistence, but once some score persistence is in place, because the persistence I'm talking about is not the Persistent Universe. This is just keeping a score.

Star Citizen Live·
Published on this date.14 Jul 2023

Will there be a spectator mode for streamers or casters to hold private competitions?

TL;DRYes, Sean Tracy says they want spectator modes, imagining a newscaster-style role in the Persistent Universe and classic spectating in Arena Commander, such as during race qualifying.

Sean TracySenior Director of Tools and Technology Content

Yes. I want to make that very clear that yes, we do want spectator modes. And I'm going to go off on a little bit of a diatribe as I do, because spectators to me in Star Citizen and in Arena Commander itself are more like newscasters is what I always saw this as. I always saw this as a newscaster role, as a reputation or something you could do where there was this idea of always being able to record things that were happening in the Persistent Universe. And I think you've heard this pitch from me before, Jared. Where you would go in as a newscaster, you'd want to put "press" on the side of your ship and all these kinds of things. But it'd be dangerous to be capturing battles and things like this that were going on. So I like the idea of spectators actually being a real thing within Star Citizen. But within Arena Commander, I think the little more classic game sort of standpoint makes a lot of sense. Just to be able to, especially during the race, like during qualifying or whatever, you want to be able to spectate and see what's going on. Especially now, oh man, with these new racetracks and watching some of the Evocati people play them. Yeah, you want to be able to spectate these guys because they're freaking good. Really good.

Star Citizen Live·
Published on this date.14 Jul 2023

Will players be able to save loadouts to choose from quickly in the new Star Marine?asked by Shafto

TL;DRLoadout selection is coming to spawn screens, but for 3.20 customization wasn't ready so loadouts are simplified to armor and weapons, with on-the-fly changes wanted hopefully not long after, and vehicles later.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, I'll take this one. So as you might have read in monthly reports and in ISC, we're introducing the spawn screen to pretty much every game mode. The first step of that is just getting a simple spawn screen with a deploy button. The second step is getting selection of your loadout, that being a different ship or a different kind of loadout. As you know, we've got, I think, three different loadouts at the moment. You've got both Control ones and Elimination. And then step three, I think we're on step three, yeah, is the customization of those loadouts. That's a very complex system we're dealing with there when we're customizing things. So FPS is a little bit better for us. That's pretty simple. You've got your armor pieces, you've got your weapons, you've got your consumables. For 3.20, we're simplifying it down because unfortunately, we haven't been able to get the customization in time for 3.20, but we're wanting to make the Flash experience in the front end better because that UI is not the best to deal with. But instead of having so many tabs and so much to change all those pieces, now you just change your armor set and your weapons. But eventually, we want all that customization to be part of the spawn screen itself so you can change everything on the fly. And the same with vehicles, but vehicles will, of course, come a lot later down the line because that is a far more complex thing than FPS, where ships have so many different variations of loadouts. So that's going to take a little bit longer. But yeah, we definitely want to get all that in-game, so it's a far better experience. You switch it on the fly, customizing on the fly, like you're used to in modern games nowadays. We just have to catch up to that. And hopefully it's not too far after 3.20 for that.

Star Citizen Live·
Published on this date.14 Jul 2023

How likely are we to see medical gameplay added to the team modes for Star Marine?asked by Hoffman

TL;DRMedical gameplay is "very likely" but depends on Squadron 42 bringing it online first; Star Marine currently has the downed state disabled, and experimental modes might be used to test it.

Sean TracySenior Director of Tools and Technology Content

Very likely. I love the medical gameplay that has been being developed for Squadron 42, and we're probably bound to Squadron 42 bringing online their medical gameplay first before that comes into AC. But as soon as it is, I mean, there's game modes that make a lot of sense to have our medical gameplay.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Another part of that customization I was talking about earlier is the utility slot is now actually a utility slot, whereas before you were bound to, it was a knife, which isn't really utility, but now you can bring in your multi-tool or your med gun in there. So we're hoping to expand that in the future. It's just right now, as you know, Star Marine doesn't have the downed state. We have that disabled because it just doesn't work for the fast-paced game modes that we have right now. But maybe as we explore different things in the future, we'll use experimental modes, for example, to test medical gameplay and see how it suits the current game modes and future game modes we work on.

Star Citizen Live·
Published on this date.14 Jul 2023

For Star Marine, what are the plans to address the animation desync and netcode issues: the lag between clients, extended freezes, teleports, etc.?

TL;DRNetworking is already improved, and the team is experimenting with faster-update servers, which need some refactors, hoping this fixes the desync and rubber-banding that remain a major hurdle.

Sean TracySenior Director of Tools and Technology Content

Well, I guess this is kind of a performance question, really. It's a question of networking and performance overall. And it's a great question because this is the bread and butter to what the challenges to making this game always are and always have been. I do want to mention that it was recent. Duncan had actually sent me a streamer at one point that was beside himself with the frame rate that he had. Who was the streamer, Duncan? I can't remember.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Leric. He just got off from playing the PU, went to Star Marine, and he was like, "Why is the FPS so high?"

Sean TracySenior Director of Tools and Technology Content

Right. And it was The Good Doctor, which is typically the heavier of all the maps anyways. But yeah, he was running at like 120 frames, 140. It's just a ridiculous frame rate in comparison to what a lot of people will report from the game. To answer the actual question, though, it's already improved. One of the big things that has actually changed was that we've been experimenting with these 144 hertz servers, just at a way, way faster update rate. There's been a couple other tests that Duncan's actually done just himself. Do you want to talk about some of those, the large-scale player tests?

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, so we noticed that players were paying more attention to networking and looking at Star Marine for how the networking handles on that, because you'd see that clip, for example, of Leric, and the game is running really smooth and great, but then he encounters other players, and they're desyncing, they're jumping back and forth, they're doing all this weird network-related stuff, and that kind of caught our attention as well as the player posts about it. And we're like, what can we do to improve this? So I literally just jumped in to our servers because I noticed that our servers always run at their max FPS. I've never seen it drop below. So I was like, hmm, I wonder what we can do here.

Sean TracySenior Director of Tools and Technology Content

The Arena Commander servers.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

The Arena Commander and Star Marine servers. Anything I talk about is Arena Commander; that's all I know. But yeah, so I jumped in and I spawned 300 Vanduul. And the client obviously died, but the servers, totally fine. I think they were running at 60 FPS in the end after all 300 had spawned. Our servers in Arena Commander are really robust and that's led to some experimentation like Sean hinted at there. We're experimenting with 144 hertz servers now and seeing where we can go with that. There's a bunch of refactors associated with it. It's sadly not a case, as I was hoping, to just unlock that cap and see a performance increase. There's a couple of refactors which we need to do to accommodate that increase. But I'm hoping that we see some network improvements, because I think that's our last, well not last, but the major hurdle that we've got now in terms of Star Marine performance, and the game runs amazing. Like we were saying, 120 FPS is average now, but the network issues are glaring because of that.

Star Citizen Live·
Published on this date.14 Jul 2023

Anything you can tell us about the capital ship infiltration [FPS boarding actions aboard an Idris or Javelin] that we've been discussing on and off with Arena Commander for years?asked by Johnny

TL;DRChris wants a capital ship boarding mode with PvE and it must get done after something else first; experimental modes make complex modes easier to try, but no commitment is given.

Sean TracySenior Director of Tools and Technology Content

Yes. Chris wants this so badly. And this is a mode that we've really got to get done. And I want to get one thing done first, and then we will be getting into something like this that has PvE, because, yeah, he wants to capture the Idris. We want a combined thing that is the experience everybody wants. You start off in a fleet battle and you end up trying to take over a cap ship. You're assaulting the Idris. You're taking over a Bengal. Whatever it is, an assault on a huge capital ship that actually doesn't just happen outside is a super fun experience, I think. And that's what a lot of people are looking for. And now, with experimental modes set up in the way that we are, it's very, very easy for us to run and try out different modes that could be as complex as this. We wanted to start easy, and we did, with sort of single-weapon elimination type stuff, Tonk Royale stuff, and even gun game. But there's no saying that more complex experimental modes aren't on the horizon.

Star Citizen Live·
Published on this date.14 Jul 2023
FPS combatShip combat

Have we begun thinking about or developing any new, strictly FPS maps that are original and unique to Star Marine?

TL;DRThere are no plans for maps unique to Star Marine, to keep the team small; instead they'll reuse Persistent Universe locations, and FPS practice is planned in Free Flight.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah. So we obviously have our classic maps there. And we've got Echo 11 that we've made a variant of for 3.20. As Sean said, starting small for now. But we're looking at the PU, essentially, for more locations that we can take stuff from. Because as we touched on in ISC, the PU has countless awesome locations that we can take and get into Star Marine in our FPS modes so you can practice there. And we've been talking with the location teams and they're so excited to work with us to get their locations into Star Marine and see where we can take that. Now, another aspect of that is I saw so many requests for a practice mode for FPS. We have Free Flight for your ships. But for FPS, there hasn't really been anything. You can get out of your seat in Free Flight, but all you have is the basic loadout with a pistol. Part of our spawning refactor and the spawn screen refactor is we're actually getting that loadout that you can use in FPS modes into Free Flight as well. So eventually that's going to be the place where we do FPS practice as well. But yeah, FPS is my preference. I'm no good at spaceship fighting. I love FPS. So I'm very excited to see all the locations that we can bring in to Star Marine and get more variety in maps there.

Jared HuckabyHost, Community

The question was actually about unique maps to Star Marine, like Good Doctor, Echo Eleven, locations that don't exist in the PU. Are there any plans, any work ahead for maps unique just to Star Marine?

Sean TracySenior Director of Tools and Technology Content

No. In no uncertain terms, not really. This is on purpose, though. This is to keep the team small. The team has always been small and will continue to be small. We don't want to hire up or form an art team just specifically for Star Marine or FPS levels. We have a huge art department within Star Citizen and within Squadron 42, and it feels like we should be able to piggyback off that large department. Now, does that mean we pull resources from Squadron or from Star Citizen? Not necessarily. Not if we don't have to. And that's why right now there's no plans really to pull any significant amount of resources from either one of those teams for making something that is unique just to Star Marine. What the team is comprised of is designers, engineers and tech artists. So that is what we have. And we will continue to do things that make sense with the team that we have.

Jared HuckabyHost, Community

I think it makes sense. It's work smarter, not harder. It utilizes all the art that's already being created by all these other teams for the PU and finds ways to repurpose that into Star Marine. And then Star Marine really does fill its role as a simulation within the Persistent Universe.

Sean TracySenior Director of Tools and Technology Content

Exactly. And again, I really tried to promise to the community that we don't pull resources from Star Citizen. We don't pull them from Squadron 42. That is a very challenging aspect of the Arena Commander team, but it's a very important mandate that we have, that we try not to pull resources anyways from either one of the products. We do our own stuff as much as possible.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, not just do our own stuff, but assist those teams in their testing and stuff. Like the SPK, for example, we've now got that in Star Marine. We can get very focused, quick feedback on that. Obviously it's been out for a while now, but when a new location is introduced, we can get that feedback from Arena Commander really quickly. Whereas it takes time for the PU, or maybe it's not ready for the PU. We can feed back to that team straight away. So we're actually helping those teams as well as they're helping us.

Star Citizen Live·
Published on this date.14 Jul 2023

Do you have any plans to add FPS PvE missions to Arena Commander? Any chance of pulling some of the actual mission gameplay and making little contained versions of that?

TL;DRFPS PvE is planned as an experimental mode after 3.20, and a swarm mode for The Good Doctor is still on the to-do list, with no date given.

Sean TracySenior Director of Tools and Technology Content

Yeah, I'm excited about this one, but Duncan, do you want to take it?

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, sure. So this is something that obviously comes after 3.20, not part of 3.20, but it's part of that experimental mode initiative. We see all the comments. What happens if the AI are actually on a perfect server? People have encountered the AI on a good-running PU server and went, well, they're really good. It's a really fun experience. We want to get that into Arena Commander so that we can test and provide feedback to the AI team. While we're waiting for the PU to catch up on performance, we can get that feedback now in Arena Commander. So it is definitely something that we're going to be looking into pretty soon here. And again, I'm really into FPS, so I'm really excited about that. And Sean might be able to talk about this more, but we made The Good Doctor for this purpose. It is a player versus AI map.

Sean TracySenior Director of Tools and Technology Content

Yeah, that was exactly it. Back when Duncan was at Firesprite anyways, that's what we had started The Good Doctor for. And I laugh because the whole intention of that map was to be a PvE FPS survival. So exactly like Pirate Swarm, exactly like Vanduul Swarm, just with FPS. And it just so happened our AI wasn't quite to the state that we needed it to be at the given time. Took some training for certain people. And in the end, we were happy just to get it in as a deathmatch PvP map, but we do want this thing to be in. There was a whole story for it. The whole concept of The Good Doctor was there was a bunch of, they were like scientists, kind of cultist people. And The Good Doctor was this one guy that was basically taking over and stealing all these people from their cities and stuff. It was a whole story and you were going to fight the cultists, but yeah. Neither here nor there, but we do want PvE survival. That's an important aspect.

Jared HuckabyHost, Community

Safe to say that a swarm mode for The Good Doctor at least is still somewhere on the to-do list?

Sean TracySenior Director of Tools and Technology Content

Yeah. And now, again, with Squadron being much, much further along with the AI, we have this concept of spawn closets, this whole concept of just spawning an AI behind a closed door or something like this. So now that we've got all that, it's a lot easier to do.

Star Citizen Live·
Published on this date.14 Jul 2023
NPCs & AIArena commander

Is the plan to make Arena Commander game modes and the experience overall just a testbed for feedback and honing your skills, or is the intention to have the games be standalone fun experiences that people may play instead of Star Citizen?asked by Salty Mike

TL;DRIt's meant to be both: a testbed that gives feedback for the Persistent Universe and a standalone product that is friendly to new players while serving top competitive players.

Sean TracySenior Director of Tools and Technology Content

Well, can't we have both? I mean, I feel like we could have both of those things because it does serve both purposes. It serves the purpose of being a testbed and everything for us. A good example is this Tonk Royale that we have right now, Team Tonk Royale and Tonk Royale. Put those in there right now, and it gives focus testing in the wild of the tank. And we get so much feedback that is... sometimes you might think it's really obvious feedback, but actually it's not. Sometimes it needs to be played over and over and over in combat to get that kind of feedback. So it's a testbed. But Arena Commander is still a place where, when you're bringing somebody into Star Citizen, I'm going to think that most of the time you start them on Arena Commander and then you bring them into SC. I'm not saying people don't just bring people into SC, so please, no emails or anything, but most of the time the easier startup for Star Citizen is within Arena Commander. So I think it's a bit of both. Sure, sure. Well, good point, actually, because the noob stomping that is happening right now within Arena Commander, it does not make it very welcoming for new players.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, no, that's a perfect response. We want Arena Commander to stand on its own, to be the strong product of Star Citizen, both the competitive aspect and the new player aspect. It needs to be new player friendly and it needs to accommodate that top 1% that we do have right now that are really into the competitive aspect of things. But we need to bring it back a little bit to being the testbed as well to benefit the PU. And we're really passionate about all aspects of that.

Star Citizen Live·
Published on this date.14 Jul 2023

Have you considered an anonymous mode for Battle Royale to prevent teamwork?asked by Nightbird

TL;DRBattle Royale is the default competitive mode despite being a poor fit, so they want to shift competition to Squadron Battle and Duel (hoping 3.20 fixes their bugs), and anonymous mode isn't committed to.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, so this leans into what Sean was mentioning there about noob stomping. Battle Royale is unfortunately the default game mode. Everyone just goes there to experience flight really quickly in Arena Commander, but it is not the best game mode. And it has the most active leaderboards. So the competitive community, they go into Battle Royale. But Battle Royale, being named Battle Royale before Battle Royales were a thing, it is just free-for-all. And free-for-all is not the best place to have as your main competitive mode. So we want to take Battle Royale away from that position and make the competitive focus Squadron Battle and Duel, where Squadron Battle is team versus team, whereas Duel is one versus one. It's a much more controlled competitive environment than a free-for-all. And I see the requests about Battle Royale and the complaints about Battle Royale. Well, it makes sense, we should do these things, like maybe anonymous mode and all that. The real problem is that that is the competitive mode. That's where people go right now for competitiveness. We need to move that focus to the other modes. And the reason it's not in the other modes is because they were buggy or there were problems with them, like Duel didn't have rounds and so forth. 3.20 fixes most of those. So we're hoping to see that transition to those being the competitive modes. And then again, we'll visit the leaderboards: should Battle Royale even have a leaderboard? We need to get the Duel leaderboard in there, so that people actually have a leaderboard to grind for that 1v1. And there already is one for Squadron Battle, but again, the bugs prevented people from enjoying that as they should.

Star Citizen Live·
Published on this date.14 Jul 2023

Over the years, we've seen the rise of 2v2 game modes, 3v3 or squads and stuff like that. Has there been any thought about those smaller squad modes?

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, so I've been talking to these competitive orgs and seeing what kind of experimental game modes they would benefit from. Because these experimental game modes, some of them lean more arcadey, some of them are to test features and whatnot. But what can we do to test things with the competitive people? And what would they actually like to see? One request I see reoccurring is wingman mode. So that's 2v2, maybe 2v2v2, something like that. To really hone your skills as a wingman as part of a competitive mode. So we'd be up for exploring that in the future with experimental modes now that we have those.

Star Citizen Live·
Published on this date.14 Jul 2023

[Going back to Salty Mike's question,] the experimental modes are a big part of how you're going to serve both of those objectives: core modes for distinct, standalone gameplay, and experimental modes to help test and evaluate potential new features for the PU?

TL;DRYes, experimental modes test new ideas while core modes are kept, promoted or dropped based on player engagement analytics, so the mode lineup will shift over time.

Sean TracySenior Director of Tools and Technology Content

A hundred percent, man. A great way to explain it. And let me take you one step further: what do we do with all of that now? So, okay, we have the experimental modes where we're doing tests and trying new things. And we've got our sort of solid modes. These are the ones we know are being played. We like them. Everything's good. AAA, these are great. So what we'll be checking on during the experimental modes is, are people playing them? Are they really engaged with them or not? And should we promote it to a mode or not? And then at the same time, we'll be looking at all the current modes that are online. We're going, okay, are people playing them? Are they engaged with them? If they're not, we're going to drop them. If they are, then we're going to promote them. And basically, you'll see the game modes shift around like this. But we're going to data drive it. There's no reason to just guess. We have the analytics for all of this information. We know how many people play Pirate Swarm versus how many people play racing. So we can make decisions according to that. I think it sets us up in a really nice framework to be able to do all this.

Star Citizen Live·
Published on this date.14 Jul 2023

Will we ever be able to access AC from basically anywhere, like just queue for specific matches, keep flying around in the PU, then pop in and pop back out and be right back where we were?asked by Access

Sean TracySenior Director of Tools and Technology Content

It's a great question. Yes, I want this. And I've talked to Chris about this at length. There's some tech that we need to get in place to make this possible. I had this whole concept, and this was, again, long, long back, even during Firesprite time, where you could go into AC from the seat of your ship. It's funny because we actually had it in the initial stages of AC. That's how you got into AC: you got into your ship and then you went into Arena Commander. Yeah, what we want to set up is basically the same.

Star Citizen Live·
Published on this date.14 Jul 2023
Arena commanderShips

[If you can queue into Arena Commander from the PU,] there have to be some considerations for exploiting, though. Your ship can't just disappear from the PU, or people will queue for matches, go cause havoc, and accept their queue in the middle of causing havoc.

TL;DRLogging out of the PU into Arena Commander while your ship stays put is only an idea needing significant server meshing and persistence tech, not a plan; a standalone Arena Commander test booted in about 40 seconds.

Sean TracySenior Director of Tools and Technology Content

Yeah, let me explain a scenario then. I don't think you log them out is the point. I don't think they log out of the PU. I think they're still there. So if you've ever seen Black Mirror, there was a great episode anyways where they would go into a VR and basically they put this little thing on the side of their head and boom, they were out. They were like laying on their couch. And at one point in it, a little kid comes in and he's kicking the guy in his legs and he gets this little notification. And then he comes back out and he's back in the world. And I love this concept of you sitting in your fighter ship. You're in quantum. You log out, you want to go get the high score, you want to race one of the circuits, whatever, while you're doing quantum. But you get a little beep, beep, beep, shut down whatever you're doing in Arena Commander, get back to reality and you're under fire from a bunch of pirates that interdicted you or something. I love that concept. And that's where we would love to take Arena Commander to, but obviously it requires some pretty significant technology in terms of our server meshing and persistence to be able to keep those ships around whilst we boot up. And actually, since we're pontificating, let me be clear. This is pontification. We are theorycrafting here. This isn't a plan. This is an idea that we would love to get to. But the tech that it requires is significant. Having said that, though, Duncan, of course, and in every one of these so far, I think I've had a "Duncan has tried an X." So Duncan has tried to have a standalone Arena Commander run in the past. Did you want to talk about that a little bit or no?

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

I can say that, yeah, I did the test. It kind of works. Arena Commander as a separate executable was one of the strategies I wanted. Would it even work? Is the load time acceptable? With all the performance upgrades that we've had in recent times, the load times are incredibly fast now. And we're able to boot from nothing straight into an Arena Commander game in about 40 seconds, which is pretty impressive considering it's booting up the entire game to do that. Yeah, that was the test that I did. I don't know if it'll go somewhere, but it's exciting nonetheless to see how fast things are improving in terms of load times. And you'll see with 3.20 when you load into a map, it is ridiculously fast how fast you get into the action now. Whereas before, you may have a minute on a load screen for some of the maps.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

It's one of those things where a programmer is in a meeting and they hear a director or a designer say something like, "Oh, it's probably not possible." To a programmer, that's a challenge. I want to figure out how to do that. So people were like, "You can't just load into Arena Commander like that." I bet you I can. That's essentially what it becomes. And that prototyping, that's part of the fun as well of game dev. And I love doing that kind of stuff. Sean may have stories of my prototype folder that I have of just random things I've tried throughout the years. And some of them became things. So the Pirate Swarm update came thanks to one of those videos that I made of just something I was experimenting with, and the new Vanduul Swarm that's coming for 3.20 as well.

Sean TracySenior Director of Tools and Technology Content

I want to make sure we answered that question, though. It was about logging out, whether or not he can log out. So we got the dream. In the next little while, we want to get the sim pods back into the PU and make sure that that's actually working. I have one very specific implementation that I want the sim pods to be at. For every time that we have a racing map within Arena Commander and within the Persistent Universe, I'd like some sim pods to be around the Persistent Universe location, because that way when you show up, you don't have to risk your ship for the first time. You can actually park your ship, lock it, jump into the sim pod and try it out, and then jump into your real ship and actually do it. But it's those kind of connective things that we want to do a lot more of. So anyway, hopefully that fully answers that question.

Star Citizen Live·
Published on this date.14 Jul 2023

What's the discussion about player limits like?

TL;DRPlayer limits per mode stay the same for now, experimental modes may raise them, and the new front end removes the four-person squad cap so squads can fill a team.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

As some people may know, with the old Arena Commander that's currently live, you're locked to a maximum of four people in your squad, whereas the game modes themselves vary in player limit. I believe Elimination is 12 players or 24, one of the two. And Squadron Battle is 16, I believe, 8 versus 8. But you can only bring four people as part of your squad. So the player limits are staying the same for now. Experimental modes, we're going to experiment with upping some player limits. We already did that for 3.19, I believe. We upped the player cap of Free Flight from, I think it was 12, to 24. And we got a lot of really good data from that. And players got to experience bigger org events inside Free Flight. But to go back to the squad thing, you're limited to four right now, but with this new front end, we're finally able to unlock that cap that was there. So now it's whatever the limit is for that game mode. If it's Elimination, you can bring up to 12 friends into an Elimination match with you. Or if it's a team mode, it's the amount of people you can fit into a team. So for Squadron Battle, that would be eight as your cap for your squad.

Jared HuckabyHost, Community

But do you want to go on record? The PU is running 50 players at the moment. 25 versus 25 for Arena Commander, does that entice you?

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

I want to see it, yeah. I want to see more. Like I said, I spawned 300 Vanduul.

Sean TracySenior Director of Tools and Technology Content

Theaters of War.

Star Citizen Live·
Published on this date.14 Jul 2023

Could dynamic events become their own game modes in Arena Commander? Each game would be limited in time and the team with the most points at the end of the time limit wins. This could include Jumptown, Nine Tails Lockdown, and maybe even a PvP version of a single-platform Siege of Orison. What do you think?asked by The Eradicator

TL;DRSean Tracy likes the idea and says it's now possible: a popular event could first appear as an experimental mode and become a full game mode if engagement keeps up.

Sean TracySenior Director of Tools and Technology Content

I like it. I like it. And the nice thing about the pipelines that we've developed here, being able to take the entirety of a PU location within, I mean, hours, it's super fast for us to be able to replicate. So it's quite nice. Makes a lot of sense to do these. So you do it the same way as an experimental, to a degree. We would take an event if it was a super, super popular event. Let's say Siege of Orison is perfect. Siege of Orison is a popular event. Everybody's playing it. Everybody still wants to play it. Maybe we put something similar to that into an experimental mode. If the engagement keeps up, then it turns into a fully-fledged game mode of itself. But this is all possible now, absolutely. And each one of these, any time there's a scenario, and I hate to go here one more time, but any time there's a scenario, I always call it very similar to what Theaters of War is. When there's a scenario, that's what we've always called a theater of war within Arena Commander.

Star Citizen Live·
Published on this date.14 Jul 2023

Any plans to add training modules for other gameplay besides combat and racing? Things like mining, salvaging, bounty hunting, escaping from bounty hunters.

TL;DRDuncan Bunting wants Free Flight to become a mini sandbox for practising non-combat loops like mining and salvaging, though not bounty hunting, which the PvP modes already cover.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, so when 3.18 first went out, I saw something fascinating, which really opened my eyes to what Free Flight can eventually become. And that was that the PU went down. It wasn't available for a good couple hours at least, I think. But that was when salvaging came out. And players really wanted to salvage. So their solution, instead of going to the PU, they went to Arena Commander. I would hop into a match or I'd go on Twitch and open up a stream and they're salvaging in Arena Commander. I'm like, damn. That's something we should be accommodating. And that goes for mining and all these other gameplay loops. And mining, let's put some mineables in there. If they don't want to go to the PU for now, they want to just do a quick little test in Arena Commander, hop in, hop out. We can supply a simple mineable in Broken Moon, say, and they can just fly up and do their mining gameplay. It's not going to have the progression that the PU has where you go off and sell those things, but you'd be able to experience that gameplay and practice that gameplay before going through all the jumps and hoops to do that in the Persistent Universe. So yeah, expanding Free Flight to accommodate all these things. Maybe not the bounty hunter stuff. We have the PvP game modes already for that, but definitely when it comes to mining, salvaging, and these other non-combat roles, we can use Free Flight as our mini sandbox.

Star Citizen Live·
Published on this date.14 Jul 2023

Will a player who spawned as the gunner in a Hammerhead in Arena Commander be able to exit their turret in case it's damaged and change to a new one?asked by Shafto

TL;DRFor Free Flight, Sean Tracy says players should be able to leave a turret and walk around the ship, since the interior and multi-crew roles matter; other modes aren't addressed.

Sean TracySenior Director of Tools and Technology Content

Are we talking about in Free Flight or not? Because I have feelings on all the different modes and what they should be, because actually I don't think it's all shared and it's all the same. In Free Flight, 100%, you should be able to get out of your turret and walk around your ship and do things. Here's the thing. We have multi-role ships that have an engineering panel. We've got other things to do within the ship than only manning a turret that can actually help. And there's tons of design already in place that is going to be done so that there is more multi-crew stuff to be done. Long story short, you've got to be able to access the inside of your ship. And also, just in general, I've always hated games that make you a cockpit that is glued to the camera, rather than I'm a character inside of a ship flying around. It's what I've always really liked about Star Citizen, is that we don't really fake any of it. You're not a cockpit flying around and just hovering around. You're an actual character inside of the ship inside of space flying around. So I think you should be able to walk around.

Star Citizen Live·
Published on this date.14 Jul 2023
MulticrewArena commander

But in 3.20, in the other game modes where you can't freely walk around but you can spawn into the turrets, what happens if their turret gets destroyed? Will they be able to use the spawn screen to move to another turret?

TL;DRMulti-crew spawn-screen support missed its go/no-go and is unlikely in 3.20; they want walkable multi-crew like the PU rather than hot-switching turrets, and plan a follow-up.

Sean TracySenior Director of Tools and Technology Content

Duncan, I'm not actually sure.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, so unfortunately, the multi-crew aspect of the spawn screen didn't pass its go/no-go, so it's not coming with 3.20. We're going to see what we can do, but it's unlikely to be in that patch. Definitely a follow-up, because it's something we're super passionate about. But as far as the plans for that multi-crew, we've discussed multiple ways to go about this. Like, do you spawn into a turret and then do you use your F keys like you do in other games to switch between the turrets, hot switch? No. We want to be representative of the PU. You go into the PU in a Hammerhead as, say, eight people. You've got all those turrets. You've got a co-pilot, pilot, and so on. You should be able to get out of that. Say you've got a damaged turret. You need to go repair some module within your ship as an engineer. We want to support that in Arena Commander. So we don't want to introduce these gamey things where you just hot switch between your turrets. Yeah, you can maybe die and end up back in the spawn screen, select where you want to spawn again. But in terms of how you move about your ship, we want to help the PU once again in exploring this multi-crew gameplay and how that affects the game overall.

Star Citizen Live·
Published on this date.14 Jul 2023
MulticrewArena commander

Is it possible to get down to the planet [on the new atmospheric New Horizon Speedway maps] and land and explore it at all?asked by Spiro

TL;DRYes, in Free Flight you can land on the new atmospheric map's planet and explore, though the map is built for flight modes and they hope to add more reasons to go down on foot.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

The short answer is yes. Free Flight, or any mode, you can go down and do whatever you want. Some modes have playable areas, so you can only go so far. But in Free Flight, just like you can in Broken Moon and Dying Star, you can go land on these landing pads or the space station that we've got there. And the Winter Circle, the atmospheric map that we've got coming for 3.20, you can go land on the planet. You can run across the beaches, go dip in the water if you really want to do that. Now, the map isn't necessarily built for that. It's meant for these flight modes at the moment, but I'm hoping we can expand upon that and give more reason to go down in FPS. Like I was saying earlier, now that we've done the spawning refactor and we can get you in your actual FPS loadout rather than this default one with a pistol, you can set up some event where maybe you set up an org event in Free Flight and you want to go down on the planet and have that 12v12 experience or whatever it may be on the ground of this planet. We want to really facilitate that, especially in Free Flight. Being able to do what you want.

Star Citizen Live·
Published on this date.14 Jul 2023

So you're saying that you just backdoored access to a new planet through Arena Commander?

TL;DRKind of: the planet team built a new planet for Arena Commander without PU-only content like cities or bunkers, and Dying Star now uses the real Pyro skybox.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Kind of. So we worked with the planet team on building this brand new planet. But it takes a lot more work to get a planet ready for the PU than it does for Arena Commander. For Arena Commander, we can be like, you're going to be generally above the tree line. You're going to be fighting at a distance from this and that. And we can contain you within an area if we need to. So we say that to the planet team and they're like, all right, this is what we can achieve. We can get this close to bringing Green to life. Now it's going to be lacking a lot of the things that are PU-exclusive items, like bunkers or mission locations, cities, whatever it may be. But what we've got right now is in there for Arena Commander. And that's why the ground isn't necessarily built for it just yet, because it's focused on the flight modes for now.

Sean TracySenior Director of Tools and Technology Content

We did, however... back to our skybox.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, we got the real Pyro skybox.

Sean TracySenior Director of Tools and Technology Content

Fun fact, Dying Star.

Jared HuckabyHost, Community

Yeah, so Dying Star now has the actual background that is built for the Pyro system.

Sean TracySenior Director of Tools and Technology Content

Built for Pyro. I'm sure they'll update it too, but yeah.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

The very cool thing about our new map creation process is if it is changed, we get the change. As we're developing the Pyro skybox, maybe something does change. You'll be able to see that in Dying Star up until you can see it in Pyro for yourself.

Star Citizen Live·
Published on this date.14 Jul 2023

Talk to me about the process [of getting Master Modes into Arena Commander as a true experimental mode], because right now there's Evocati testing of Master Modes in Arena Commander happening, right?

TL;DRMaster Modes is being tested in Evocati with the Gladius in a few modes, and they want to widen it to PTU and then live as an experimental mode.

Sean TracySenior Director of Tools and Technology Content

That's right. There's testing of Master Modes right now. And actually, full disclosure, I was way more worried about doing this. And it was Duncan's real passion for Master Modes and actually for the game overall that actually got this in, because he really, really drove this one through. So I want to let Duncan talk about it.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

I mean, we go back to that whole "we want to bring Arena Commander back to being a testbed." There is no better way to make that statement than to get such a monumental feature, such a fundamental feature to our flight model featured in Arena Commander so we can get that feedback now rather than much later. As you know, Master Modes, it's going to take a while before it reaches the PU. It's a full retuning of every ship, and everything is changing. If we can get that testing done now with a limited selection of ships... right now we've got the Gladius running in Evocati. You can jump in the Gladius in, I believe it's Duel, Vanduul Swarm, and Free Flight. And the feedback we're getting has been tremendously helpful. I've been in the chats with the vehicle teams. They're seeing stuff that has helped push the direction of Master Modes, but also fix up bugs, which are better fixed now than later, when it affects the PU. And yeah, right now we're testing it in Evocati. It's going very well, very well received and lots of amazing feedback. And we don't want to stop with Evocati. PTU eventually, with the waves from PTU, we want to get their hands on Master Modes, get even wider feedback from a wider range of players. And of course, that leads us into live. It's part of our experimental mode drop. And yeah, it's a shame we couldn't talk about it on ISC before. It just missed it. We filmed for ISC and I believe the next Friday after was when we got the final approval for Master Modes to be featured in Arena Commander, because we wanted some extra updates from Squadron in there, and we looked at it and it was an amazing experience, and we want to share that testing process with players, and now we finally can thanks to the invention of experimental modes.

Sean TracySenior Director of Tools and Technology Content

Sorry, just to piggyback, you hear how tight that layer is now between the two. The reason I was so worried about this was the timing, the fact that even between your ISC and now, a whole new mode, multiple modes actually, and changes to ships were able to be brought online. So I mean, just the layer between players and devs on the experimental modes, it's so thin, which is really good for feedback.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

The whole thing of experimental modes came about because we have weekly playtests. Every team has weekly playtests. But I like to join other teams to get their perspective on how they're doing things and how Arena Commander can help their progression. And I was joining the vehicle teams regularly, and we were testing Master Modes. And we would go into Dying Star, and we'd be like, all right, here's the tunings that we're going to be testing today. Next week, it's a different set. And I was just in those sessions. I'm like, man, I wish we could share this with players. How much valuable feedback will we get from being able to share this with a wider variety of people? And it really resonated with everyone when presenting to them as well on what we can bring to experimental modes.

Star Citizen Live·
Published on this date.14 Jul 2023

This is a version of Master Modes, because it's just the Gladius right now, and you've had to do some engineering to finagle it to work with the existing PU HUD, since it's being developed under the Squadron branch with an updated HUD and visor. So there was a fair bit of work massaging this to get it into Arena Commander, right?

TL;DRYes; CVars were turned into per-mode game rules parameters so only Master Modes game modes get the features, and the vehicle team plugged new systems into the old Gladius for partial but useful testing.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, so some of it was actually already done ahead of getting the game mode developed. The game modes were originally developed... I essentially made them the week after I had that thought when I was sitting with VFT. I met with Yogi and some of the other VFT programmers. I'm like, how can we get this across? And they're like, well, we use a CVar, a command variable for non-game devs, and this turns this on, we need this, this, this on, and so forth. So we got a big list of all the things that need to be on, and we made them what we call game rules parameters. Game rules being the parameters that control all of our game modes, for lack of better words. And we turned CVars into parameters so we can change it per game mode. So we're not affecting the PU. We're not affecting other game modes. We are affecting only the ones that are labeled as Master Modes to have these certain things enabled. And thanks to some fine tuning from the vehicle team and [unclear] on making those features available, we were able to do that. And again, going with the Gladius, we had to take the old Gladius and get it to work with new systems. And thankfully, the vehicle team experts in that area were able to take these new systems and plug them into the old Gladius so that we can have, not the full experience, because some of it isn't ready yet to even get feedback; it wouldn't be valuable feedback for now. But we've got what we need to be able to get good feedback in the current Gladius so that there's no holding back. We don't want to wait for this and that to finish to be able to get this in your hands. Once it's in an acceptable state where we can assess that feedback and benefit from it, that's when we want to push it out. And now is that time.

Star Citizen Live·
Published on this date.14 Jul 2023

Will things like a chain link fence stop our 70-ton tanks in Arena Commander?asked by Landscaper

TL;DRSean Tracy says chain link fences and small trees stopping vehicles is a pet peeve, and in Arena Commander they expect such objects to give way, tied to an internal damage-system refactor called Maelstrom.

Sean TracySenior Director of Tools and Technology Content

Oh, it's such a pet peeve. Chain link fences, small, small, small trees will stop you, little rocks. Not forever, of course not. We're working internally on quite a large project. I want to call it a refactor of our damage system, and it's called Maelstrom, and Jared, I'm not sure how much Maelstrom has been discussed. Never? Okay. It doesn't matter, it's not really an NDA thing, it's just an internal system that we call Maelstrom, and what it's going to be is our physical damage and how that all works together. So basically, it's destructibles, it's how the ships break apart, it's how characters break apart, all these things. So yeah, we want to make sure that things that are in those levels with the tanks, especially with ground vehicles, in any of these scenarios, because it's not just tanks, the Ursa really shouldn't be stopped by things. All those should be physicalized within the world. Now, it's a little easier for us to do this within Arena Commander than it is within Star Citizen. Not in terms of making the asset. I mean in terms of persisting it. Think about it. You've got a whole bunch of chain link fences. You've got to run them over. Then you've got to persist the fact that they're all actually falling down. There's a whole bunch more extra work to be done in Star Citizen to scale across everything. But in Arena Commander, I think you can expect as much: that fences come down, and small trees and things that you would expect not to stop you don't stop you within Arena Commander.

Star Citizen Live·
Published on this date.14 Jul 2023
PhysicsGround vehicles

What experimental mode would you like to see most in Arena Commander?

TL;DRDuncan Bunting wants asymmetrical or multi-team modes such as an infection-style one-versus-many, while Sean Tracy names Theaters of War and a Goliath-style asymmetrical mode.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

The Arena Commander team is made up of people that are super passionate about modding in games. A lot of us come from modding backgrounds, myself included. So I resonate a lot with the old Counter-Strike game mods, Gun Rush being heavily inspired by that. So that's a personal favorite of mine. But I want to explore some more out-of-the-box ideas along similar lines. So I've always wanted asymmetrical teams or multiple teams, something along those lines. The first thing that comes to mind is infection, where you've got one versus 50 or something like that, and that one is super powered. Maybe it's FPS, maybe it's not, maybe it's one tank versus 50 guys just running about, who knows? I want to experiment with asymmetrical gameplay and maybe multiple teams as well, things like that.

Sean TracySenior Director of Tools and Technology Content

Yeah, well, Theaters of War, that's one of them. But beyond Theaters of War, what I'd like to see is, actually, it's funny, similar to Duncan, Goliath mode. Goliath mode is like a 1v4, a 1v6, asymmetrical sort of gameplay. Again, it's kind of expected in Theaters scenarios that we do have asymmetrical gameplay. But yeah, something like a Goliath mode I think is really cool, fun modes like that.

Star Citizen Live·
Published on this date.14 Jul 2023

Theaters of War seems like a natural fit; the whole idea of it would make for an excellent experimental mode. Are we doing it? What's the plan here?

TL;DRThey want to ship Theaters of War as an experimental mode, possibly with a reduced player cap, but give no timeframe, and it follows the foundational refactors and other priorities.

Sean TracySenior Director of Tools and Technology Content

Yes, for my heart. Oh my goodness. I need this. I need this for my soul. I need this to go to the experimental mode, the exact map, Crossroads of Crime, that we had been developing and continue to develop and kept in decent enough shape that it can be wrapped up and it can be shipped. So we want to get that done and get that into an experimental mode. We want to get it done.

Duncan BuntingLead Gameplay Programmer, Arena Commander feature team

Yeah, I mean, Theaters of War is near and dear to my heart. Spent many years working on it. We playtested it every single week with the company. And it's one of those things I look back on, similar to my experience with the vehicle team: why aren't players involved? There are shortcomings of it. But with experimental modes, hopefully we can have that caveat. We can bring the player cap down. We want to target 50-plus or whatever it may be players. But for now, we're going to try 20 because the performance is more acceptable and so on and so forth. But yeah, we need to get it out there. It's been in the cooker for far too long. Players just need to experience it. We need to continue developing it. And part of stage one, laying the foundations, which we've been experiencing up till 3.20, is all about getting those critical refactors that were maybe holding some critical things back with Theaters of War and other things that we want to work on. And we simply needed to take that time, do those refactors, and then we can visit the big exciting things. Because otherwise, everyone wants to work on the big exciting things. That's a given. No one really wants to do these fundamental refactors of very low-end code that doesn't give immediate results. But now that we finally have done these things and they're coming to a close this year, we can unlock the potential of all the things that we want to do, and included in that is Theaters of War.

Sean TracySenior Director of Tools and Technology Content

Yeah. And Duncan said it. And the way I said it was my appetite at this point for cuts and chops to make it so that we can get this so that it's shippable, so that we weren't just having everything that we wanted, and we weren't making any cuts, and we weren't going to move anything. No. We want to get this out to the players.

Jared HuckabyHost, Community

So I think there was a statement made maybe just two weeks ago, probably somewhere around June 28th: Theaters of War is being worked on. Our immediate focus is on improving these features and getting this new foundation for Arena Commander underway, then working on things like multi-crew spawning and all that stuff. But as for the ToW game mode itself, we want to bring it back to a playable state because you can't leave it too long. Things decay. You can't ignore it for too long. You don't want it to fall into disrepair and it just can't be used. So the team's going to return back and put some focus on that with the hope of returning it as an experimental mode sometime in the future. I'm not gonna say any period of time.

Star Citizen Live·
Published on this date.14 Jul 2023