What is the EU PU feature team and what are they responsible for?
TL;DRThe EU PU feature team handles work that fits no other team, such as mining, refining, long distance probing, refueling, environmental gameplay like traps, and loot generation.
The EU PU feature team is responsible for, I'd like to say, a lot of things. A lot of other feature teams have very strict areas of responsibility, like the Actor Feature Team. They really focus on the actor and everything the actor can do, or the Vehicle Feature Team, everything about ships. We tend to take a bit of everything and a bit of the things that don't fall into those categories. So you guys saw us do mining; while that you could consider a vehicle feature team thing, it was something completely working on its own. It worked for FPS, it worked for ships, it worked for vehicles like ground vehicles. So it wasn't falling in any of the other teams. So we took it, we made it, and hopefully you guys enjoyed it. Other things that are falling into here are continuations from mining: all the mining gadgets, stuff like this, refining stations, any type of refining on a ship. We're also going to be looking into things like long distance probing. We're going to be looking into making the Starfarer into a refueling ship. So again, it's not how a ship flies exactly, but there's stuff that a ship can do. It's closer to the gameplay element of that ship rather than the second-to-second flight controls or AFCS and stuff like this. So yeah, there's a lot of things. Besides that, we're doing a lot of the work that's going to go into what we call the overarching thing here called environmental gameplay. These are smaller things that happen in the environment that make the environment feel alive. One of the tiny little things that we're looking into right now is a laser tripmine. Yeah, it is a gadget and it can be considered a weapon, but initially we're going to be using level designers who will place it in various places, or mission designers, and be able to create a blockage for the player. The player has to circumvent it in a different way, or maybe use a crate, push it with a tractor beam into the laser's path, that trips the mine and then you can pass, stuff like this. It's a lot of small little things like traps, things like this, that allow us to make the world richer and make the player not just walk from A to B. They have to be cautious. This is a hostile environment. It's been rigged by other people. It's been trapped. It's unstable. When you walk in a wreck, you expect that wreck to start squeaking and collapsing on you. When you go into a cave, it shouldn't just be a walk in the park. There should be things that happen. There's things that fall on you. You have to be careful. So all of this environmental gameplay is a big umbrella under which a lot of smaller little things fall. As part of environmental gameplay also, you could call it, is loot generation. How do we generate loot in the world? We generated mineables and harvestables and stuff like this, but we never generated, like, how do I spawn a shotgun in a crate? And how do I make sure that every time I open that crate, there's something else in there? It's not the same crate with the same shotgun. It's going to be, I don't know, money, it's going to be an armor, it's going to be a bottle of vodka, it's going to be dirty underwear, whatever you happen to find when you open a crate. And that also is something that I think we'll be having a bit more discussions on, because it's one of the subjects we put on the forum and hopefully someone has some valid questions on that subject. So again, there's a lot of things that make gameplay work properly and fun for the players.