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Was this a eureka-like moment, where somebody in a meeting said "I've got it", or was it a contested issue? Was everybody on board at first?

TL;DRIt was partly a eureka moment, but the big change needed approval from many teams, who had to be convinced it wouldn't break racing and other systems.

Richard TowlerVehicle Feature Team

It was interesting because we were never going to be able to stop the high speeds in the game. So we knew we had that problem. And I would say it was a sort of eureka moment, but also we faced some challenges trying to get this through as well. So it was kind of like, yes, we've got a really cool idea, but we've got these problems to solve.

Jared HuckabyHost, Community

You had a problem getting Master Modes into the game approved? Is that what you're saying?

Richard TowlerVehicle Feature Team

Yeah, it was more like, just because it's such a major change to the game, we had to convince people it wasn't going to break racing. It wasn't going to break [garbled: "Madden"]. It wasn't going to break all the other systems we have in the game, because it's so fundamental to the way ships work. Because we're saying we've got a combat mode where these systems work, now we've got navigation mode where these systems work, and it's such a fundamental change to the game. It has to be approved by so many people, which is never easy, because everyone is trying to look after their futures, which is the right thing to do. So it was definitely a challenge trying to convince other teams as well that this is going to be the best solution for everyone for the game moving forward.

Star Citizen Live›Master Modes·
Published on this date.9 Dec 2022