What can you tell us about command and control gameplay? Have we started exploring that?
TL;DRCommand and control has only been explored at a high level, with crew roles broken down, and the focus is first on getting the Connie working well before scaling up to capital ships.
We have very high level ideas, and we've sat down and we've talked about what is a captain doing, what is a helmsman doing. We have all of our different position seats that we want to do and make sure that we go through and break those down and say, okay, what's needed from an engineer's standpoint, what's needed from a helmsman's standpoint, what's needed from a captain basically saying, okay, here, attack this target. And then they're using basically the big globe and saying, that target, I mean that target, right there. And then all the turrets are informed, all the weapon officers are informed, so on and so forth. From my standpoint, let's get the Connie working the way that we want it to work. And so we do have the big capital ships out there, and they're coming very, very soon. But I want to make sure that the bulk of that stuff works first, before we scale it up. And then at that point, we understand this is what a weapons officer means. And the thing for us is making sure that they have 10 to 15 different things on their plate that they're trying to spin. And if they don't have that stuff, then what makes it interesting? Are they just kind of this red shirt that just sits there the whole time and doesn't engage with anything? Or are they actually having fun?