Let's talk about the roadmap. This is going to affect some things for the roadmap. We've said it before and I want to be very clear here: the speed of development, the amount of things we're making, that is not changing. This is an alteration in release strategy, if that helps.
TL;DRDevelopment speed and the progress tracker stay the same, with Squadron 42 work possibly faster, but the roadmap's release view will change so features appear later and more complete.
Well, technically, I'm going to make it a bit more complicated. But technically, it's getting faster. And what I mean by that is, while it's not getting necessarily faster in terms of the PU delivery, that should stay the same, because we're still making the same amount of features, still making the same content, still making the same stuff. But on Squadron, because we're making it and integrating it into Squadron as we make it, the iteration and the feedback loops and the communication, that will be gone. Rather than us going here, hand over to them, we'll be going in parallel. In terms of Squadron development, it should speed up. In terms of the PU development, it will be identical. So no change.
The development will be identical, but the release structure will be different.
Will be different, yes. And that's what we're talking about here, really. I mean, that's why we have a very open development with the community. We want to make sure that we're being honest and being transparent. And so the scenario is, if you look at all of the features on the... it's not called the roadmap, is it? It's called the feature tracker or something?
It's called the roadmap.
Well, isn't there a release roadmap and isn't there something else? There's like a feature tracker. The feature tracker for all the teams, that's staying the same.
There's the progress tracker and then there's the release view.
Yes. So the progress tracker, for example, no change. It's going to stay the same. Whereas the roadmap is going to change. The release view is going to change. And that will basically be the reality. So development doesn't change. The release strategy changes.
So on the release view, whereas you previously saw this feature tier zero would come out in this, now that's going to push back.
Correct.
And it will no longer be a tier zero. It'll now be closer to what we intend the feature to be when it's done. So that's the important distinction here. Why we're here today is to explain this difference. The progress tracker, the work continues apace. The work continues as it always has, but more focused and hopefully faster, because we don't have to do these little release steps along the way that slow things down. But the release view means that certain features, and you'll see this reflected on the roadmap the next time that they update the roadmap, I imagine, certain features will look like they go back a quarter. Some may go back two quarters. Some may go back further. No feature has the same development time. So it's going to be on a case by case basis. But the release of those features will change. And so when you see the roadmap get updated, if you look at it cursorily and without the context that we're trying to provide here today, it'll look like, oh, that just got delayed, or, oh, that got delayed and whatnot. And that's not really what we're talking about here. We're talking about a change to the philosophy in how we release these things, and wanting them to be, quite frankly, better than they have been. And that's really what this is about. It's about making the features better and more purposeful and more useful than we've been putting out into the PU in the past.
Exactly. And that's something we've identified for a while, and especially for me, because a lot of effort and time for the teams go into making these features, and blood, sweat and tears, and we want them to come out and be well received by the players, and that they enjoy them and they enhance the experience. So really we want them to be seen in the absolute best light. And this is allowing us to do that, so that we can release them. So you're like, cool, there's not just this new mechanic, but this new mechanic alongside all these new missions or all this new stuff. It actually has a use.
There's actually a reason to have body dragging. There's actually a reason to have carts.
I could keep going on, like weapon zeroing. Weapon zeroing allows you to automatically zero the scopes for your weapons. You can go up to do a kilometer shot. Other than PvP, you're going to a bunker mission. You don't need to zero your weapon shooting somebody from 10 meters away. But really, we would release weapon zeroing once we've released outposts and AI on planets, because then you're going and you're going, cool, I'm surveying this outpost, 1.5 kilometers away. I'm looking at all the guys. I'm like, okay, there's a sniper guy there. I'm going to go closer, take that guy out. And all of those mechanics make sense. I mean, that's the intention, and that's what we want to work towards, to have more of these well-rounded experiences.