When eventually (if you have not already planned to do) you guys implement your own server code and "backbone" as it were. Will we be seeing a chat channel early on between the Dogfighting Module and the hangar?asked by Enerzeal
TL;DRChris Roberts delayed the Dogfighting Module so it could integrate with the new back-end and hangar, and says there will definitely be a chat channel between them, including with friends and organizations.
You know, one of the reasons why I made the decision to push back on the Dogfighting Module is I wanted to really have the Dogfighting Module be fully integrated with the back-end that would also ultimately fully integrate with the hangar and allow for things like chat and all the rest of the stuff. I just feel like that's a much better test of the ultimate game situation we need all this code in, and we've actually been working pretty hard on that and we've actually made some really great progress. We're ahead of where we thought we would be, which is really good news. I kind of want it plugged in because it's the glue, the persistence, that goes between the Dogfighting Module and the Hangar Module, and the future things like planet-side and the Boarding Modules, and that also moves in with chat and like we talked about with the organizations, how those are getting set up. The chat channels we even have on the website, player chat crosses into the game. So we'll definitely have the chat channel between dogfighting and the hangar. That's why I made the delay. The idea is you'll start in the hangar and then you'll equip your ship, and you can even chat with friends and organizations in the hangar, say "Hey all, let's get into a battle." Then you can equip your ship, jump into your ship, fire up the hangar, and go to the matchmaking screen, which is basically a HUD element that you'd be seeing in your ship going in to simulation mode, and you'd have chat available to your friends list and all the rest would go in there. That was one of the major reasons why I just felt like it was better to do it right, take the time and have the proper system in there rather than put a mid-way solution in, which would be using the existing CryEngine back-end tech which we would then have to throw away. Ok, so I hope that answers that question.