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At the end of last year, we released the Squadron 42 roadmap. How has that process affected the Star Citizen roadmap? There are things that appear on Squadron's that don't appear on Star Citizen's.

TL;DRSquadron 42 is the priority, so some PU resources go to it and some PU features slip slightly, while PU work focuses on fun, speed, persistence, the economy and server meshing, with Squadron features later moved across.

Erin RobertsChief Development Officer

So as I mentioned on the resource side, the one thing we're, as a company, really focusing on is making sure we push Squadron and get Squadron out as soon as possible. You see the roadmap, working very hard towards that. It does mean, however, that resources that we would have used on the PU now plug areas in Squadron where either there's a shortage of resources, or let's say one or two people leave; then basically we use resources from the PU on Squadron to make sure that we are going full speed ahead with that. In terms of what it means to Star Citizen, one thing we wanted to do is, we obviously have this focus on making it fun and we want to keep on doing that, so we're keeping up the polish on the user experience and that kind of stuff. But it means that a few of the features that we may have planned to do on the PU get pushed back slightly, some slightly, some a little bit more, while we then focus our PU resources on making sure that it's a fun experience, it's fast, and so forth. And then we look at what Squadron's working on, and as the features come online with Squadron, we then take those features and move them into the PU. So then we sort of get led slightly by cool features in Squadron. They come on, we use them in the PU where we can. And then the other side of it is, we do have a lot of people still working on the PU, but a lot of those people are working on stuff like making sure persistence is really getting there, because that's the big thing: we want to get to the stage where people load into the game and they start and then that's it. And then they're playing their characters and there's no resetting. So persistence, getting the economy working properly, really getting this proper economic system working there, so when you go to places, it's on supply and demand. That's work that's going on right now. And also, with that, the side of the degradation, all that kind of stuff that goes with it, as well as obviously the big one for us, which is when I feel the game's going to be ready for prime time, which is when we get the server meshing in, when we can put a bunch of people in one system.

Jared HuckabyHost, Community

It's one of those things, I think, that gets lost sometimes. Even with 500-plus employees spread around five studios around the world, and you mentioned hiring and still upscaling those teams, there's still a finite amount of resources. You can only work on so many things at any given time. And there's this constant juggle between priorities, working on this, and this thing is a prerequisite for this thing, all these dependencies. It's quite a juggling act.

Erin RobertsChief Development Officer

It's huge. And also, the quality level that we require to work on this game, and that we expect: we won't hire people unless that level is very high. And so finding those special people around the world to come and work at a studio takes a lot of time to bring them in, get them in, and then get them used to the engine and then also get them working productively as well. So sometimes you set, like, oh, I think we can find a couple of these people a month and so forth. Sometimes you don't. Sometimes a busload comes through in one load. Not very often, unfortunately. But the point is, this sort of happens. And so in terms of what we're doing, we've got lots of work to do. We've got a large amount of open headcount to try and fill to get this stuff. And so every day we're making decisions, calling priorities and how we're going to use that.

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Published on this date.8 Feb 2019