The developers cover the Freelancer as the next multi-crew ship, the 2.0 PTU slowdown bug and build times, and Constellation and Retaliator balance against Hornets. They also discuss the loaner matrix, cargo and zero-G physics, TrackIR, the HOTAS, and the helmet-based Next Great Starship contest.
TL;DRThe Freelancer is the next multi-crew ship, actively in production as the base model only, with its variants to be done afterwards as with the Constellation.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
We can say that the Freelancer is going to be the next multi-crew ship introduced, that the guys in the UK are freelancing as we speak. Probably not as we speak, because it's like 7 or 8 at night. I bet some of them are working. That's quite possible. It's getting set up now. Full steam ahead on the Freelancer.
They are crushing on the Freelancer. Those shots on Around the Verse yesterday were generated for us on Tuesday of this week. They are running. They are rampant on that Freelancer, trying to get it out to you guys.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
And that'll just be the base model, but then, same rules as the Constellation, we're going to go back to the variants afterwards.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
No updates on additional ships, but we're working on our plan for next year for ships internally right now, and once we have that locked down, we will share with you guys. That's a big part of what I've been working on the last two weeks or so.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
PTU's going great. If you are part of the PTU, you've probably seen the vast difference over the last week or so. We were hit with an unexpected slowdown bug two builds ago, shortly after the last public build, which has been preventing us from iterating publicly the last two days. The folks are working on smashing that right now. I think they believe they may have a solution. There's a build cooking right now they're going to look at. And we're going to do a shorter than usual 2.0 update later today, and we will let you know where it is exactly then. Hopefully, at the very least, we will get another one for you to iterate on. We're talking about what to do next. We may be able to expand the number of folks having access. All things are possible.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
The automated unmelt system is still on track for delivery. I can't give you the date, but it's not a far-off distant horror date. It's the immediate future.
Most of that goes on in Austin, so we don't have a lot of great visibility into it, but they try to keep us in the loop by emails and stuff. I know that they are never-ending. Those guys, when they pass one build, they're on to the next build.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
And when a build fails, they feel it. Sometimes the build will be cooking and then something terrible will happen before it's done. And we see all that.
TL;DRThe single-seat versus multi-crew label was an internal shorthand for personal craft versus large crew craft, not a literal seat count, and no seats are being removed.
Earlier this week, we put up the ship loaner matrix, which ships go to which ships and whatnot. One of the columns on that list was a designation between single player and multi-crew, and people are asking me about that. I've explained it on the forums, but for those who haven't seen it, that was an internal designation for me, so I can keep ships separated in mindset. It's not a literal single seat versus multi. We were talking about this yesterday, coming up with a more official designation and that stuff. But don't take the single seat literally on that. Yes, the Reliant has two seats. Yes, the Super Hornet has two seats and whatnot. It was more a mental designation for: this is meant as a personal craft versus this is meant as a giant crew craft.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
It's systemic, really. This is the ship we would have put in Arena Commander, this is the ship we put in the PTU.
Exactly. So we're working on better designations for them.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
If you guys have an idea for what to refer to them as, because we have snub fighters. Although we talked yesterday about ultralights. So if you guys have a cool designation for essentially... They're not starters. They include starters, but the Herald is not a starter. So if you can think of a cool name that encompasses them all, let us know on the forums.
But the single seat/multi-crew thing on that list, it's not something you should take literally. It was literally just: these are in two separate classes. Vanguards exist in a class with a Hornet and with a Reliant and with a Herald and whatnot. And then Constellations and Freelancers, those are in a different class. They're ships for different kinds of roles.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
It does not mean we're removing seats from some of the ships.
Finishing up some more 2.0 tasks, bugs, trying to get stability for that, and I think we're very close.
Dev1
Dev1
I'm working on destruction, explosions. You might have noticed the ships have been breaking apart kind of funny. They're tangled and they kind of go... Well, a week before PTU, we discovered the collision was moving out of place, and that was causing it. So we worked out this issue. It should be live pretty soon. And on the Connie I've been working on specifically doing the nice breakup and refining some of the way the damage happens. So that'll be checked in today.
Actually, these aren't the folks to ask about the Starfarer. We were looking at the Starfarer; it was Elwyn and Dan looking at the Starfarer yesterday, but they're not here.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
I will say that the Starfarer is looking great. It's at the point where we're saying, OK, they're doing the hangar stuff so we can put it in.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
No. Not officially, although I know a lot of the folks in Austin obviously are gamers who have tickets. So look for your favorites from CIG on the floor, and they'll all love to talk to you if you stop them.
Lots of questions about the loaner system. The loaners are for playing purposes. They're not for hangar purposes. So you don't see the loaners generally in your hangar.
No updates on the Morrow Tour yet, guys. The guys who were working on it are working on 2.0. It's just a matter of priorities. So we're all hands on deck for 2.0.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Although you will see some bits and bobs of it at the livestream on the 16th.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Yes. I was just rewriting all the copy for the website yesterday. Sandi and Vincent are, I think, full steam ahead on that. We will probably be kicking off the submissions process later this month. We're going to ask people to build a Star Citizen helmet first as the test. You remember last time we did build a ship weapon. This time it'll be a helmet. So if you're a character artist, start thinking about helmets right now. Get a jump on it.
And look to the helmets that are currently in game for some inspiration, maybe, style-guide-wise.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
I think we all want to see the Titan suits. The contest is going to be designing a Titan suit, one of our heavy armor mech type things for the game. It's going to be cool.
Our definitive answer about TrackIR is that it doesn't work yet. And no one has the answer to that yet either. So no TrackIR now, or until someone tells me otherwise, because I haven't heard anything.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Yeah, it's intended. But I don't think that it's really up there among the stability and frame rate and all those things that we're dealing with from 2.0. So that's really taking precedence. I don't know when TrackIR will make it.
So when going over doing balance for the Retaliator and Constellation, getting that into the state that we would want it is interesting. Generally, our goals are to have it so that a multi-crew situation just comes out on top. We want you to be able to take advantage of having multiple people doing things, from shield management and radar to turrets and placing bullets in all directions. So to that end, we kind of envision the Constellation has been built to have a really devastating forward-facing armament. And the Retaliator has its torpedoes and missiles, and those are of course to do a ton of damage. As far as actual dogfighting, it's more about having fewer places to go where you can't be hit. So it should have guns on you at all times. So it's a matter of who is able to manage their multi-crew better. And I think that means that in a situation where you have only one player in a Retaliator and only one player in a Constellation, you'd probably expect to see the Constellation come out on top, because the Retaliator is juggling more of its things. Because of the Constellation's forward-facing priority, the pilot has a little bit more control over that. But once you have anybody in a turret, once you start having the full armament, a fully crewed Retaliator is going to be a force to be reckoned with. And we're looking at revisiting all of our DPS values on our weapons by size, looking to expand out the turret variety. So like we did with the Hornet and the Cutlass being able to swap out their mounts for more specialist weapons, you'll be able to do similar things on the Constellation and Retaliator. And we're putting in all the balance numbers to really support that.
Plus there's that interesting balance between the five 360-degree turrets on the Retaliator versus the two that are on the Constellation, with the four slightly gimbaled, forward-facing size three weapons on the Constellation. The dozens of size two and size one missiles that are on the Constellation versus the four huge torpedoes that are on the Retaliator. Those are also forward-facing. That dynamic between how much damage you're doing per weapon and how devastating those are against each other are the things that we're trying to balance. And it's a challenge, but I think we're getting there.
It goes into flight as well. The Retaliator has extra armor that the Constellation doesn't have, so its hull is naturally stronger. The shield is a bit stronger as well, although the Constellation shields are currently tuned to recharge faster. So you've got the more maneuverable Constellation versus the more heavily armored Retaliator. But there's just a bunch of different areas where they have some interesting balance going on.
And some weaknesses we have on the Constellation right now are because of the incompleteness of the stations, especially the engineering stations, right now. Once we get that designed and implemented further, the copilots will have a lot more say in the battle and the outcome of the battle, specifically by doing things like shunting power to shields, deciding which shields get what, turning on and off certain components. When we get that system in, it's going to be a lot more interactive, I think, as far as what each crew member has [to do with] the outcome of the head-to-head battles.
Dev1
Dev1
Yeah, just overall, next year we're going to see a lot of great headway, especially for what is going to make a multi-crew ship sing. Even the stuff Kirk was mentioning, for making all the stations work out, a lot of that is our big avionics computer systems in our ships. These things aren't just for one purpose or another; they drive everything digitally in your ship, so we have to make sure all that's set, so then when you're doing this insane Macross-style missile volley with your Constellation...
Which we've seen a lot of videos of, which is awesome.
Dev1
Dev1
Yeah, so long term, that's absolutely going to stay, but as the system gets developed and things become more tangible and meaningful, that'll be a much more deliberate choice you're making for your ship, to be like, no, I want my ship to be this multi-target missile boat that people are afraid of. Or you want to set your ship up where, no, I can just drill all of my missiles on one guy, locking on extremely fast and getting a new volley out there. So a lot of good choices that we want you guys to be making coming down the road.
I saw someone asking about multi-crew versus dogfighter ships. We are still intending for it to be three Hornets against a Constellation, they'll have taken pretty severe damage. Whereas the balance for the Retaliator is three Hornets for a Constellation and one of those Hornets is dead. So that's generally the goal balance we're looking for. It's going to take some tuning to get there, but I think we've got a decent start.
TL;DRThe cargo video was an accidental demonstration of interior physics and EVA work, with cargo handling, magnetic plates, and later docking still being developed, with no promises on timing.
That's another big transition that we're making, all the interior physics, so being able to EVA out of ships and in, and then what happens to gravity. That particular demonstration was kind of by accident, but the result is eventually what we want to achieve. And then we're also working on cargo, how that's going to work. And the Constellation has at least a visual example of some of the ways we're going to treat being able to place cargo. I'm sure if you've seen the cargo bay on the Constellation, it has the very particular brownish texture; those are the magnetic plates. So that's how we're going to be securing cargo in any type of zero-G environment. So playing with that will be something that we'll continue to work on, and then make it an interesting experience as far as being able to load and unload cargo, what you do with the cargo, what you can store in the cargo, how that experience is in zero-G, how the experience is from ship to ship in space. And hopefully someday we'll actually get into docking, and perhaps how that interplays with cargo, or just smaller items in general, and especially personnel. That's coming down the pike.
No news on grabby hands. I'm looking forward to getting that in as well. I've been talking about getting that maybe pushed a little harder to get it out sooner, but it's a complicated system. It literally touches all of our game.
That is actually how it's supposed to work. There are bugs in which that doesn't continue to work. We're still trying to work that out. It's specifically with network. [If you] enter, say, a Hornet, a Super Hornet, you're supposed to have control over the turret if there's no co-pilot. But there's some weird order: if the pilot gets in and then the co-pilot comes in, who's supposed to be able to take control over the turret, and then one of them exits and re-enters, all sorts of havoc happens in which the turret is either unable to be controlled or unable to be taken over by the priority seat. So we're still trying to work that out, but that is what's supposed to happen.
We're probably going to wait to see how the current balance actually plays out. We've been using the PTU mostly to check out the multi-crew. So that's been our focus, because that's the thing that's going in. So that'll probably be the next...
I'm actually working on that list right now. I have it completed, I'm just waiting for other eyes to confirm it, and then it's something we'll put up on the forums in a little bit.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Well, I will say again, tune in to the livestream on December 16th for more information. There'll be more info on the site about the pre-orders and pictures and all that in the next week or so. I think they're going to be doing a poll about it. There's some information Saitek wants Monday or Tuesday. We will let you know.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
No. It's all being done in Austin. I haven't heard an update in a while. I found some of the alien language stuff Chris did for the Wing Commander movie the other day. They did a whole language font and figured out how Kilrathi was supposed to work for the movie. Kind of a hallmark of Chris's stuff.
I hate them. I'm generally pretty happy with the stuff I'm seeing, but that's why I'm putting it out there to see it. We need way more interaction with it. Even the early stuff, we're already seeing people flying around and doing cool things, which is awesome. So I'm optimistic.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
No, the idea is that you're using your own skills rather than, oh, you're a level 2 Hornet pilot, level 3 Hornet pilot. You have to actually be good at space combat or making deals. It's not an artificial leveling system.
And that involves us as well. When we start doing balancing... like I think I mentioned a while ago, our mass system is completely haphazard. So we need to actually refactor that and have more realistic mass values for all ships, by determining their materials and what they would actually be, so that... flight characteristics, it affects everything. So that's one system we need to revisit when we're doing these balance changes.
I'm looking forward to not only locking ships, but turning on and off the lights. I mean, they have the O button, but going into the back of the Constellation and just having a light switch rave.
In 2.0, it would be the flight. That's been such a long process, and having it actually out and playable, and having precision and cruise, and having mass affecting your top speed and your behavior, afterburner, making it so that racing is a bit more interesting than just line up your straight-line shot and then wait until you have to turn again. There's so much more there now, and there's going to be so much more. I'm really looking forward to putting that stuff in, but I'm really proud of where the flight model is now compared to where it was. It's obviously still a process, but I'm very proud of that.
Dev2
Dev2
I'd probably say just having the large world maps and multi-crew even up and running, because that's always been the big dream pitch for the game, where it's not just you controlling one ship abstractly, it's you and your buddies can pile onto these great crazy machines and go blow your other friends up, or random people up.
Dev1
Dev1
I'm actually really proud of the Crusader map and just having everybody kind of just jump in there, all the GTA stuff where people are jacking each other's ships, people are shooting each other, playing some FPS. It's kind of a big push for what Star Citizen kind of is, and starting to build that persistent universe up, start building encounters, start building all that up. It's super awesome.
So I'm most proud of the Constellation, implementing the Connie from Gamescom on, actually from before Gamescom, getting it up and running, at least the semblance of multi-crew to begin with. It also serves as a testbed for what multi-crew entails, and we're refining that system, and we'll be implementing more of what each crew member will do and how the crew works together as a team to make that big ship experience come alive. And it's an ongoing process, but at least we got one ship out there to work with.
I forgot. The UI update with Zane, that one was also really exciting to get in. And it looks so nice. And we've been talking about that for so long, and to finally get that in is really satisfying. And the Crucible is really nice to have out, too. Although that's not in the patch, the way that's shaped up for the concept sale was really nice.