Could any of you comment on any of the environmental risks that we can expect to see in the likes of in the PU?
TL;DREnvironmental hazards such as radiation, oxygen leaks and heat are planned as variety on top of the mission system, built on one shared power system, with multicrew ships needing ongoing repair and maintenance.
Well as we talked about earlier, like with the power system and basically with the environments that we're building, where they have power, oxygen, or life support, then gravity as well as possible other leaks or radiation leaks and so when you're running around in those environments, from a design standpoint we want to be able to create different scenarios. So you either come into a derelict where you come into one that's fully powered and fully operational, so for us it's more about creating situations that will allow players to investigate and try out and deal with the appropriate or find ways to solve those those problems.
So whether it's radiation or oxygen leak or something like that, then you need to go get your suit on, you need to basically have enough oxygen to survive what you need to do in that area or if it's too close to a sun or something like that then you're going to be dealing with a certain amount of heat, but those to me are spices that you know, our underlying mission system would be kind of like, let's say the bland food and we use these...
You're gonna get Tony upset about his missions being called bland.
[Laughs]
Sorry! That we use these different spices to basically make the missions a lot more interesting and unique for the players run into.
Yeah and in that regard it's very similar to what we were talking about for the environments to where it gives you this systematic ability to be able to present the player with all this different potential diversity and allow them to figure out their own unique solution as to how they want to chart a course through that.
Yeah and the other thing I would say is we're kinda… people really haven't seen it yet, but multicrew ships are going to be a large part of the, in my opinion, the fun gameplay. You and a small group of friends or even a bigger group playing together and you don't really see that now because right now you can either pilot or perhaps you can man a turret and the turrets still need work, they've sort of not had much love because we're waiting for everything to shift to item system 2.0 so we don't really want to fix the old turrets, we want it for the new turrets, but they're just a small part because really for us when you're flying, it's you know not just piloting, there's things like the scanning, the radar, the communications, engineering.
So adjusting the systems on the bigger ships, and we're also going to have the concept of you know, we talked about it, it's not in but it's apart of the item 2.0, but the items or the different components of your ship will have age and wear, maintenance, wear level and the idea is that if you're not really keeping it up and they're getting old and depending on the quality of the components because we have different quality ratings for them, they can break down. So then you're gonna have to fix them if they break down, you're gonna have to replace them and we have smaller items, so like a power plant may have different fuel rods or there may be fuses on power nodes and these things can break down, maybe you're powering up for quantum drive and you're going for long distance and I think we have some plans to make quantum drive not be just automatic and things can short out and you've got to run and fix it.
Also in combat as you're in combat, the concept should be that the multicrew ships which is what I was saying they'll last longer in the future in the PU if you have a crew on it working together, like basically fixing the leaks, replacing the fuse break so constantly almost running around inside repairing it. Like you see in all these science fiction movies, you can extend the life of your multicrew ship in combat which will be important because generally the multicrew ships won't move as fast as the single seat fighters and everything, but they're much more tanky because not only are they bigger and not only will they have more armour, power and shields, but they'll have an active crew be able to run around and fix things as they're breaking, whereas if you're on a single seater ship, you can't really stop in the middle of dogfight, get out, EVA and repair the shield generator that blew a fuse or whatever so there will definitely be stuff to be done in combat, but even on long distance travels.
If you think about going from one system to another system, maybe during the course of it you'll have to do some maintenance for your engine or repair fuses and I think that sort of gameplay that could, because we are going to have some transit times on the longer distances where you're not going to be quantum for a few seconds, you're going to be in quantum drive for you know, minutes or 10's of minutes in the longest cases so there will be some aspect of maintaining your ship and keeping it going and making sure you've stocked up on items. I think there's a lot of real potential for gameplay that comes out of this whole idea of these systemic components or items that all interact together that need to be taken care of, that need to be maintained to run right and the people that know how to do it and balance it and juggle it will be the more successful ones out there.
And also with that system I mean, when I was talking about environments, it's used in the same system that he's talking about right now. So now it would be filtered even down to basically the planets or the planetary outposts that we've shown as well as satellites and everything in our universe will be using power plants or solar arrays or some sort of power generator, but it is basically using the same power system.
Yes It's the same system underneath it all for all for it and so we're hoping that, it's probably a bit more than you would normally see in a game, but it's one system that goes across everything whether it's down on the ground or on the ships, satellites you were mentioning and once you learn the interaction and the use of it, it hopefully should be fairly intuitive and be a simplified version of what you get in the real world and then from that there's a lot of possibility because you can not only have to maintain stuff, but you could actually actively disrupt stuff to prevent someone, like say you're boarding this ship, you as a someone who's trying to take over a ship, take over a space station, or take over an environment on the ground can also use these things intelligently like cut someone's power off to you know, seal them in that area.
You want to have those counter plays.
Yeah.
That people can have.
Well I would add to what you've said that people haven't seen the true potential of multi-crew and what it's actually going to mean in so far as the gameplay, and one of the areas which is going to a take I think dramatic leap forward is going to be when we actually start to incorporate the crew. Right now you tend to basically take over a ship of any size and there's one player or maybe he's got another person or two, but it's just, you kill one or two or three guys and now you own the ship and it's going to be dramatically different when players have the ability to go out and for example: since they want to guard against exactly that, they spend a little bit more money, they hire NPC, could be player characters with a particularly high combat rating and then basically anyone that wants to board that ship and take it over is first going to have to get through all those crew members before they can actually even have a chance at basically seizing control and taking the ship and then even after they do that they're gonna face all the impediments that we were talking about as far as the law is basically going to be on them if they're in a secure zone and a variety of other things and so all of a sudden you can start to see the act of trying to take some of these larger ships, it's not going to be something that plays out in a minute or two, it's going to be these long drawn out battles to where you basically got probably one well organised force of players potentially with NPC backup fighting against another entrenched group of players whose ship has probably been disabled, but now they're able to fight to repel these boarders and what you're going to get is a chunk, you're going to get a gameplay experience that's going to be unlike any we've been able to put forward thus far.