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When we are on foot, will we get the radar data from our nearby ships pushed to our individual FPS HUDs?

TL;DRThe unified radar tech can eventually share data between on-foot players and ships, but this patch focuses on ships, with on-foot sharing planned for a later patch.

Mark AbentLead Gameplay Programmer, LA Studio

That's probably a two-parter question. First part, I'm just going to iterate more on the radar technology. So when VTT took this on, we did have a lot of radar and scanning functionality and even ping. But it was a lot of systems that built up from different designers and different features. And when we took this on, we wanted to unify it across the entire game so that it could be used anywhere by any designer to facilitate those original mechanics. Passive, it's on your radar. Ping, you go out and find it. Scan, you get information. Whether that's a mission, whether that's on foot, or whether that's on a spaceship, or even on both. So because of that, in Star Citizen you are not just a spaceship. You are a person, and you are a group of people. And in the document for our radar scanning, we do facilitate how and why we want to share information. Now, the technology to do that is there, but it's not available yet for this current iteration. The primary focus for this upcoming patch will be for ships, because we're going to iterate on developing this tech, basically replace the old system with the new one, and then add on extra features throughout patches. So this tech will allow us to put it on to other things like players and on ships, but the current one will not be exposed to players until an upcoming patch. And one of those primary things is how do we get that information from a player on foot to a ship or vice versa.

Now, going back to radar, ping and scan: radar again is what's near you and what information we could perceive as the person playing. Now, if I'm on a ship, I'm actually going to see different signatures and even different contacts because it's based on the ship radar. If I have a small little radar, I might see certain... I'll go with the Prospector. It's made for finding mining things. So if I get on foot, my FPS radar might, depending upon my customized loadout, see different things to what my ship was seeing. So it also depends on what the player has as loadouts in both the ship and on foot that determine what he sees from his radar and ping. Now, if you do line up both of them, then you'll probably see similar information. But again, your ship is going to have a much more powerful system than one that's on foot. Your ship might be able to see something far away on the planet, but you go on foot, you're not going to see it. I mean, unless you have some nuclear power plant, I don't think your radar will be able to see things that far away.

Now, your scan information, that is something we're looking at on how to send that information to and from the player, because that is something you can transfer reliably. Technically, you could have different things determine it: if I have a medical scanner and I have a mining scanner, they'll uncover different things. But where we store it is something that the player could look at at any point in time once we unlock that information through a UI. So radar-wise, it depends on your loadout. Scanning-wise, it depends on your loadout. But what information you uncover from your scanner, in a later upcoming patch, you'll be able to access that either on foot or on the ground. Hopefully that answers that question in a bigger way.

Sean TracyTech Director of Content

Yeah, and one other point to it, and it's a little higher level: when we reinvigorated the tasks around scanning and getting that wrapped up and completely done, as well as Squadron requirements, one of the big parts, and again one of the big benefits to be able to direct the two different pillars, the vehicle and the actors, is that we got to design this together. So what we didn't want was a whole separate FPS radar system that just has no ability to crosstalk with what happens in the ship scanning, because ultimately we're both, and we should be able to transition the data between both. So it was a nice thing to be able to design this together. And it just so happens that the ship stuff was obviously a little further along in terms of the amount of time that's been spent on it over the years. So we were able to get that done first, and then we wait for the FPS and everything coming up behind it.

Star Citizen Live›Radar and Scanning·
Published on this date.7 May 2021