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We've got other features under your gameplay pillar right now: FPS radar, hacking, personal inventory. Where do we go next? What can you tell us?

TL;DRRichard Tyrer describes the next features: local inventory (leaving items behind, no PMA, an asset manager app), FPS radar and scanning mirroring ship systems with pings that reveal your position, and a hacking mini-game using hacking chips.

Richard TyrerGameplay Pillar Director

So obviously, I think healing was a complex feature, so there were lots of things going on. I know that the community is interested to hear where we're at with that, so I think it's good to get that out there so people can have their say.

I think in terms of inventory, obviously, we've talked about inventory already a lot. What we're trying to aim for, to go in alongside healing, is that you leave your stuff behind. Essentially, we won't be having this infinite bag of holding that you have right now with the PMA. We want to remove the PMA so that you're using the inner thought system that we're implementing, which you've probably already seen if you've used the Greycat ROC and gone in and brought up your interface. So essentially, the headline situation with healing is that we're going to local inventory. So you'll only have access to the things that you've put into the inventory at a landing zone. If you go into a ship, you'll only have access to the things that are inside that ship, based off the inventory. It's still accessed by location, so you have to be in that location, then you can access that inventory. But the fundamental headline is, if you're outside on a planet, you only have access to the things that you're carrying, the things that are in your pockets or in your backpack, and that's it. And when you die or go into the new downed state, you will obviously leave your items there if you go and respawn back at a hospital. So that's really the crux of healing. Obviously, people are already familiar with the system itself. And the biggest thing is obviously the removal of the PMA. You'll be able to move your items directly onto your character with the inner thought system. And also, as part of that release, the Asset Manager will be coming. So you'll have a mobiGlas app that'll be able to show you where all of your stuff is. So you'll be like, OK, where did I leave my Gladius, or where was that armor or this gun? And you'd be able to go and find them and go, okay, that was in Area18, okay, that's at Port Olisar or wherever. So that's kind of healing in a nutshell. We've talked a lot about the intricacies of healing before, but that kind of covers it.

The other two are FPS radar and scanning, and hacking. So I'll cover FPS radar and scanning first. So with FPS radar and scanning, we are exactly the same as the ship radar and scanning. So we worked with VTT, and myself and my team designed the radar and scanning system for both ships and FPS. We wanted to make sure that it was using the same systems. It has the same promises and the same premise, so that if you have a really large signature, it's dampening all the other signatures. So I always give the example: I'm in the shower and my wife's shouting to me. I'm like, I can't hear you, because all I can hear is the shower, but she can hear me. She can clearly hear me responding back, and she's responding, and I'm like, but I can't hear you. So that's what we've implemented as part of it, so that we have this gameplay of cause and effect. So on the FPS side, you'll be able to go in and turn on a generator and maybe hide with that noise. Maybe you can't hear yourself, your emission is low, but maybe they can still find you or whatever. So there's definitely some signature gameplay that will be introduced on the FPS side.

It's definitely not intended to be bat vision. It's not like you just go in and turn it on and then you have it on forever. When you do a ping, there will be consequences. People will be notified that they have been pinged, and you flare up all your signatures. So when you do a ping, what you're actually saying is, I'm shouting into the dark, but I'm giving away my own location. So there's a bit of cat and mouse there, where it's like, okay, I'm here by myself. Do I want to give away my location? Or do I want to go, no, actually, I'm in a position here where I can flee. I'm going to see if there's anybody in there first, and I'll ping out: there's five guys or whoever, I'm getting out of dodge. Whereas sometimes you might do it and you're like, I haven't seen anybody, because somebody's maybe hiding. Maybe they've turned off their flashlight, they're not using their guns.

The one thing to highlight about the differences between FPS and ships is that ships passively detect all signatures, so EM, electromagnetic, IR, infrared, and CS, which is cross-section. Those are the three that it passively detects; cross-section is like visual cross-section. On the FPS side of things, it only passively detects sound, so sound replaces cross-section. And then EM and IR are the same, and you can only ping for EM, IR and dB. So your radar, when you're just passively walking around, only looks for sound. So if somebody threw a grenade, used their weapon, is running, it might pick it up and you'd be like, oh, there's somebody in that direction. But when you've pinged, you're looking for all of the signatures, and that's when you're giving yourself away.

And then the scanning side of things is pretty much identical to the ship side of things. You bring up a scan mode, you can scan that person, find out all the different information about them: what they're carrying, what's their actor status, what's their org, do they have a criminal record, because you can run their name, and so forth. So we have that kind of gameplay alongside, so you can correctly ID someone if you're bounty hunting and so on and so forth.

And then with hacking, hacking is almost a standalone, encapsulated feature. So what we'll be doing is basically repurposing the hacking chips that we have right now. So the hacking chips will still be around. You'll have a hacking chip, you'll need to use that. And the way we're working with the environment team right now to go through all the locations is, where you can hack something, essentially you're going and using the maintenance access. So let's say you come to a PC or a ship or whatever, you're plugging into the maintenance access, where somebody would come in and go, okay, I'm an IT administrator, I need to get into the system. So they have a skeleton key, should we say, they're putting it in and they're helping fix the problems. You've obviously got an illegal skeleton key, essentially. You're then plugging it in, and then that brings the hacking mini game up on your visor, where you essentially have to manipulate the 3D board to avoid the AI and collect fragments of the passcode that you're trying to find. And then when you find these passcodes, you can put them in, and that gives you access to whatever that is, whether that's opening a door, terminal access, power access, elevators, whatever the content guys decide they want to do. But essentially that's the premise behind it.

And we have a scaling difficulty across hacking. So we have versions without AI where it's just simple and you can just do it yourself. Then we have versions that are time limited with multiple AI, and the board's much more complex. And the premise is that a manufacturer in the world has created this 3D program to help people hack without actually having to script or program. So that's kind of where we're at with hacking. And that obviously will slot into some of the FPS features to create some of the more interesting FPS missions that the guys are working on in the background.

Calling All Devs›Core Gameplay Update·
Published on this date.2 Jul 2021