You said you recently had a meeting with CR. Did you come out of that with any particular roles that we're looking at, that we're considering?
TL;DRCore roles under discussion are captain (assigning permissions and directing like in a real-time strategy game), pilot, engineer, security officer and a scanning role, with players free to define their own roles.
Yeah, so captain obviously is the biggest, most interesting one. The captain, first and foremost, has this ability to assign permissions to players, but we also view being a captain as kind of like playing a real-time strategy game, where you will be able to see what's going on in the nearby battlefield, say if you're in a battle, through the globe, and then the captain is pointing things out and giving orders to various people on the ship and trying to direct how things are progressing. So that's the captain, that's the first role and how we see what their actions are. Pilot, obviously, is pretty much already defined. Engineer is a big one. When we get to increasing the depth of the power systems inside large ships, the engineer will be naturally suited to that kind of role. There's also security officers, who can control door access and that sort of thing.
So I think those are probably core pillars. You've got engineer, captain, pilot, and then probably, I don't know what you would call the person who's looking after scanning and radar. Is that tactical officer? I'm not quite so sure.
Or science officer if it's not battle, for instance.
Exactly. I think those are the main roles. And then I think there might be specific roles for certain ships depending on their feature set. And players can also just define their own roles if they want. It's not up to us. If they want to give a certain player a specific set of items to control, they can make up that role however they want.