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

TL;DRExploration will include mapping unmapped areas even in known systems, and jump-point plotting is described as a risky, skill- and equipment-dependent task whose recorded jumps can be sold, shared or named, with content built up over time.

What exactly exploration entails; that'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, plotting the jump point, and going to the new system on the other side. There's going to be a lot 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 on the trade lanes and the general areas that you pass that will have nav-points on them and be mapped to a certain extent, but the vast amount of it won't be mapped. So maybe you find an asteroid field that isn't on the map, maybe that 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 even though that's pretty cool. But obviously we can't do everything all at once at the beginning so that's all stuff in the content we'll build to. Then the other thing I'll say is that we're doing a lot of work in R&D on procedural content generation. I know a lot of people think "Oh all of Star Citizen is completely scripted," or designed and crafted, and yes it has a huge amount of stuff like Terra and Earth where pretty much everything will be hand crafted. But to build the universe on this scale we need to balance some procedural stuff as well as crafted stuff, which is the way I think is actually the best way to build a big expansive universe. It's the same way that we're approaching the gameplay. You can't script every mission so we're actually building it in such a way that the universe itself dynamically runs itself and the player 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. A jump point is sort of a rip in the space-time continuum that takes you almost instantly between two points many light years from each other. So the concept with it is to have, I don't know whether it's the space-time fabric as a big breaker if you want to think of it in surfing terms, you want to surf in and 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. Obviously this will require a combination of some skill and some specific equipment, but once you've gone through and you've recorded your jump, you can then turn around and sell that to the government or share it with your friends, and then obviously you can name the jump point or the system after yourself. It should be pretty cool. It should be like trying to ride the various big waves off the north shore of Hawaii, but with cool space effects.

10 for the Chairman›Episode 04 (2014.01.10)·
Published on this date.10 Jan 2014