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When we first talked about [SataBall] in 2015, we talked about how it would help with push-pull mechanics. But that's one small [part] compared to everything else that we have to do?
Sean Tracy · Technical Director of Content

Okay, so before I get too far, Chris will behead me if I go 'SataBall ain't happening'. That's not what I'm saying. This is not at all what I'm saying. I would love to do this. It's just in the priority set, it's a little bit lower because of that mechanic. Now, to go back to the push-pull sort of concept, you're right, that might help push-pull, or it might even slow it down, because of the requirements. Within Squadron 42, I'm sure there'll be a zero-G section where we use push-pull in some way, right? Hopefully, right? So I'm not made a liar later.

Jared Huckaby · Host, Community

I doubt you'll be holding a SataBall.

Sean Tracy · Technical Director of Content

That's kind of my point, right? Yeah, okay, maybe it'll help it, but it'll probably actually slow it down, if anything, because it's so unique in its own sense. It's not just push-pull with a weapon, no, it's push-pull with a ball and a gun. So it's just this one unique bit that I just can't put people on when it doesn't benefit the mass of stuff that we need to do.

Richard Tyrer · Lead FPS Systems Designer

I think one thing as well to reflect on is that we're talking about all of the new things that we want to add to the game, but I don't think any of us here would say that we're happy with the core gameplay, what's there right now. So in terms of the core gameplay, we still feel like we've got a long way to go. We've got some really good plans that we want to action. We've got some really good ideas in terms of making AC and SM more reflective of the PU, to make us more efficient on the development side, to make us make better decisions. So I think we've got an idea of where we want the core game to be. And I think when we get there, it's going to be a really exciting time. But we've still got new things coming along the way as well. So zero-G push-pull is obviously a perfect example. But then it comes down to intent and focus. And the intent and focus on zero-G push-pull is to deliver zero-G push-pull and that mechanic. And that's not a trivial mechanic to deliver. It's basically climbing in space. I think when you look at all of the things that we want to focus on, you absolutely want to get that foundational core gameplay there. You want to get that absolutely solid and foundational. And then obviously, because we're a live product, we're constantly adding new things to the game, because we're a large team. We have lots of focus. But I think when you come down to, say, SataBall, it's something that's so unique and bespoke, really, I think we'd be doing it at the expense of something where we really want to get the foundations right first. So I think, just backing up Sean's point really, the core gameplay is something that we want to get focused. We really want to get that driving and going forward and honing that down to something that absolutely is delivering on the vision of the three products. And then we can start adding in the new mechanics. And then, once we've got those new mechanics, say zero-G push-pull, the larger mechanics, then it's something that we can look at in the future.

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Published on this date.2019-09-27
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