Luke Pressley · Lead Designer, Mission Feature TeamYeah, I'll get on that. Yes, there is. We've just managed to get... I don't know if I'm going to spoil things, but AI can step off of ships now. Certain ships. There are so many ways on and off of ships, obviously. And it's easier to get off of a ship than it is to get back on it, as I'm sure all players know who have landed on an uneven surface, right? So obviously they'll probably be done from landing pads or at least some flat ground. I imagine if we can get AI off of a ship, we can also get AI on a ship, and they should be able to use all the same animations that players do to sit in the locations that players sit in. So yes, again, if you want to do this properly, we want dialogue, otherwise it'd be basically moving cargo with legs around. You want to entertain them as well. You don't want to just have them, again, cargo with legs, just sat there, happy. You want missions that want you to take them places, see certain things. And then we have to make the law system be able to understand kidnapping, for a start.
Jared Huckaby · Host, CommunityWhat happens when you blow up a ship full of 30 NPCs? What does that do to your CrimeStat?
Luke Pressley · Lead Designer, Mission Feature TeamI don't know. If hijackers come on and start waving the gun around, what do these guys do? I'm sure it sounds simple. It's not that simple. But we have the beginnings of this.
Jared Huckaby · Host, CommunityI think it's the idea of interactive cargo. Cargo that can get sick. Cargo that can get pissy. Cargo that can yell at me or get into fights with each other.
Luke Pressley · Lead Designer, Mission Feature TeamWhat's interesting about what you're saying there is it's something we've been wanting to do for a while. Take away the fact that they're people and speak, and obviously it's a much nicer experience to be the host aboard a ship, but we want to do cargo that is volatile, or has a time limit, or can't touch space, or can't be put next to this type of thing.
Jared Huckaby · Host, CommunityChlorine and muriatic acid.
Luke Pressley · Lead Designer, Mission Feature TeamExactly. What you're talking about there is that, extrapolated into people. And we want to be able to do all that kind of thing. Simplistic, like 'don't shake this box' and stuff.