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Given that most of the concentration has been on how master modes works with combat-minded ships, how will master modes have a substantial effect on how non-combat pilots and ships operate in the verse?

TL;DRMaster modes apply the same rules to non-combat and combat ships, every ship is being reworked and balanced for its role, and they expect to iterate on feedback after release.

Yogi KlattPrincipal Vehicle Programmer

Okay, let's start with the big elephant. So in general, there is no difference between how we're treating combat ships and non-combat ships. If you want to have a consistent gameplay system, it needs to make sure that all the ships follow the same rules. So although we have combat-focused and non-combat-focused ships, we still need to make sure that the non-combat-focused ships are basically fitting that scheme. And so the effect that master modes brings for non-combat ships, let's just talk about maybe miners and salvagers, it's just the same. You're going into NAV mode to travel somewhere and you're going into SCM mode to do whatever you need to do in your normal gameplay loop. So navigation or NAV mode is just for traversal. And this does not mean that industrial ships are easy fodder or something like that. If we see some kind of imbalance in our data, then we usually react to that. So if we have, for example, a Gladius that's fighting against an Aurora, the Aurora is, of course, not a fighter, right? But it will also not be super easy fodder for a Gladius. So what we usually do is we give it a little bit more health or bump up some other defenses. But in any case, you don't need to worry. The ruleset is the same for all ships. And the other thing with NAV mode that came up was whether or not you can always escape a situation. So yes, if your navigation mode is completely spooled and your quantum drive is ready, you can usually quite quickly escape whatever combat situation you're in, unless there's some specialized ships that snare you in some way or keep you there. But this is dependent on a case-by-case basis. Rich, do you want to add something?

Richard TowlerLead Game Designer, Vehicle Experience Team

Yeah, sure. A big thing with Master Modes for us is it's not just about combat. We can keep saying this, but it's not just about the combat ships. We have reworked every single ship in the game right now. And we've got a base archetype we use, so there's a difference between archetype and role for us. So archetype is something we use internally to start a baseline with a ship. But then as we move forward, we start to look at the role of the ship and what that kind of individuality of each ship means. But yeah, every single ship in the game is going to have a rework and feel different to what it has done in the past. And there's been a big focus not just on the combat side of things, but what makes a good cargo ship and what makes a bad cargo ship, and to make sure that the overall balance between these ships is fair for everyone. Because we do realize that in our game, there are some people that love combat, but there are people that don't really want to do combat. So we've got to tune ships for an environment where it's fair for everyone playing the game. And that's been a big focus of ours. Because we don't want people that don't want to do combat to feel like combat is always a threat. There's always got to be something to balance that out. There's going to be a big learning process when it first goes out. There's a good chance we might not get it right. There's definitely a good chance we'll make some changes, and we'll definitely listen to the feedback, and we'll start making iterative changes on these. But our overall goal is that the game is fair for everyone, no matter what you've come to Star Citizen for.

Jared HuckabyHost, Community

You mentioned that archetypes are not the same as roles, and this was one of the bigger misunderstandings that came from the episode. Archetypes are not about the overall purpose and intention of the ship. Archetypes are about a flight profile. It's building out a number of flight profiles as a starting point, as a first pass assumption on a vehicle before you go in and do individual specific tunings. So yes, the archetypes tend to be combat focused because that's where the essence of balancing between the different fighter types is most important. We don't need a mining ship and a salvage ship to have individual flight characteristic archetypes. They will have their own individual tuning so they won't handle exactly the same. But there doesn't need to be an entire archetype made for the way that all mining ships fly and turn. So there was a big misconception here that archetypes and roles are synonymous. They are not. When we were referring to the Idris as this or that, those were for the flight archetypes. And yes, some of the names match and some of the names don't. But it's important to know that archetypes are not the roles. They're not the intended function of the ships. They are simply a starting point for the flight profile that Rich and his team and Yogi and all of them then go to drill down and balance from. It's just a start here, then customize.

Yogi KlattPrincipal Vehicle Programmer

So the reason how that came together is practically based on our day-to-day work, right? So in general, the fighter gameplay is the most challenging one, so naturally we are going for that first. But we could have also called a light fighter archetype a small wiggle ship archetype or something like that, right? But it's not as descriptive for us. So when we were focused on fighters, we just called it fighters. We're also calling something light fighter bombers, which are not bombers. They just for us internally describe something, just like as Jared said, a flight profile. It does not mean that this describes the role.

Star Citizen Live›Q&A: Master Modes·
Published on this date.8 Mar 2024
EpisodeShipsFlight model