Matt Sherman · Technical DesignerLike you said, it definitely does have multiple interpretations. The core is going to come down to player-facing modularity. That's going to be the moment-to-moment choices anyone gets to make with how their ship is kitted out, what are their components, weapons, all that good stuff. But at the same time, we've also got developer-facing modularity, and that's a lot of the set for how we are going to be able to actually create and iterate all of this content that's going to populate the world of Star Citizen. So right now, the biggest thing for player-facing modularity is really going to be your component options. It's definitely something that we're looking to keep fleshing out. We've got the alternate room options for the Retaliator, and we're looking at a number of different things for various other ships, but a lot of it does become more case by case and how big of a win can we get for it. So I know in the long run, we still have modules planned for the Caterpillar, because that's its nice big segmented rooms. But at the same time, that modularity doesn't mean it's going to be just Legos. You're not just going to be, 'I'm going to pick this desk up and move it a half meter over to the side.' So there's still going to be some structure and form to it.
Jared Huckaby · Host, Community Content ManagerSo if I understand you correctly, when we see a developer talking on ATV and whatnot, we're talking about two different forms of modularity. There's a modularity we use internally to build things, like for the Avenger. We build an Avenger and then we build these little rooms that go inside it sometimes, like the EMP and whatnot. But when we sell things, there's the market modularity, if you will. The way in which we present certain ships to the community, ships like the Retaliator, where it has modules like the bomb bay and the living quarters that you'll be able to swap out. So we use the term in two different ways, and I think that leads to a lot of the confusion.
Matt Sherman · Technical DesignerYeah, and we've also recently been showing off a lot more of the developer-side modularity. So just a month or so ago, when you did the Outpost Happy Hour with the UK team, that's a great example of developer-facing modularity, because it's, 'Hey, set up these wall prefabs, set up these node prefabs for, okay, this is this bed set and it's for this manufacturer, this style.' The planet generation demo that we showed, the building out of the Idris and the Javelin videos from a month or so back, where it's, 'Hey, here's these Aegis giant ship hallway chunks.' That's a lot of that developer-facing modularity, where it's how we're able to build a giant multi-star-system game without killing ourselves.
Jared Huckaby · Host, Community Content ManagerSo two modularities, one for you, one for us.
Matt Sherman · Technical DesignerYep.