Back to search

Will Items and Cargo on Planets be in a visible Storehouse or will they "disappear" somewhere?asked by Klepto

TL;DRStorehouses and commodity areas will often show a visual representation of their inventory, using the same system as shops, though practical limits mean large items may be shown only as samples or picked via a kiosk.

You want to take that?

You want me to take that one, cause I'm Mr…. I like the visual stuff. So, from the standpoint of the way we're going to run it is there's going to be a visual indication in the appropriate sort of commodities places, not all commodities places necessarily will have a warehouse window you can see. A lot of them will and I really want that sort of feeling that maybe you had a privateer when you went to the commodities exchange and you can see crates or boxes of the things that you can buy. Now, of course, if we're on a planet and there's ten thousand tons of something we obviously can't fit it all in your view of the storehouse. So what it really is is representation of the general inventory that commodities warehouse, TDD, broker area would have and it actually not dissimilar, in fact it is going to be exactly the same system that runs the shops.

So, the shops themselves have an inventory, obviously they're probably going to have a lot more guns or armour or weapons in the back room then they do on the showroom floor. What you see on the showroom floor even when you go into a shop now is a representation of what the inventory that shop is holding and the same code that runs that is essentially the code that would run the visual representation of a storehouse. In fact the commodity exchange and brokerage is underneath it all, there's no difference between that really and a shop you might buy weapons or armour or anything else. It's a place that can buy or sell items, it has X number items and in the case of commodities area the price of it can fluctuate based on quantities. Price may or may not fluctuate so much in shops cause they tend to have smaller amounts. You will be able to get a visible representation in a lot of cases and that's very much consistent with our feeling of a kind of visceral 'what you see is what you get' world, which is… cause anything about Star Citizen we're very keen on that.

I would just add in that there are a few practical limitations once you start talking about ship shops and some of the larger weapons and stuff. Actually putting them into that area and still giving you a significant selection becomes problematic, so we may give you representative samples of some of the smaller weapons and the bigger ones are basically, pick the size you want via the automated kiosk. Insofar as having that visual element, that's actually something that you've always been very consistent on and that permeates a whole lot of what we're doing over on the design side. Like one of the more recent examples would be the shopping where some of the initial design actually went more to a minimalistic design where you basically selected… more like a Grand Theft Auto thing where you're selecting from a list and one of the things you specifically wanted was to actually be… it's that's tangible aspect of being able to touch, see the white t-shirt, the red t-shirt, the shoes that look like this and not just selecting it from a list of things. So, we're basically trying to implement that concept throughout the entire interface for the game.

Yep, that'll be good. As much as I like Amazon, it's still nice to go into a store and look at things in person

10 for the Chairman›Professions in Alpha 3.0·
Published on this date.14 Mar 2017