Star Citizen Live: Actor Feature Team Q&A
Transcript — every row opens the video at that moment
- 00:00:02
hey everybody welcome to star citizen live the active feature team q a i'm your host uh jared huckabee and if you've yes i hesitated on my own name uh it's that kind of morning if you've never seen star citizen live before it's where we take about an hour out of our our day at the end of the week and let jeremiah destroy what's left of our toys how many did he break oh man it's not how many it's that he somehow managed to zoom in on like the most expensive ones and just grind them there's there was literally dust falling in the frame as he was destroying just he's complete completely oblivious to it
- 00:00:49
uh so yeah uh but that was last week this is this week uh joining us here today are people who know how to respect toys uh the actor feature team uh johnny josephius i'd still uh chris perry jealous yo and and and and uh as i said that i got i got really and i got really nervous about my pronunciation am i still destroying your name johnny uh say it again am i still i just no oh i've been nowhere close okay
- 00:01:42
and you guys just let me do it you guys are supposed to i'm never going to get the company that can pronounce it is rich and that's because he asked me how to say it for about a month every day straight he would turn to me and say how do i say your name paid off well today's show is about active feature stuff um now uh actor feature stuff uh it it might not activate your team or otherwise note core game play i suppose uh things that are related to the physical to the player character basically how you know why am i explaining it johnny you explain it what what the hell do you do core gameplay teams do uh quite a lot now so uh yeah it kind of spread out from the active feature team it encompassed the weapon feature team as
- 00:02:30
well and we're obviously working a lot more with things like the ui teams now like and and other teams like that too so uh active features like you say is everything to do with the player character so you know if that's uh eating drinking breathing running climbing uh shooting even obviously that has ties with the weapon feature team but anything to do with what you're doing in the game called gameplay so uh and like say now that we're working a lot more with a lot more teams in the company like the ui team uh we're even like you know helping iterate on things like the mobi glass and improving things like that too so anything that's there potentially in front of your face anything that you're doing in the game while you're kind of not in a ship is kind of where we sit these days all right and uh first question right off the bat from uh where'd it go uh from maxo
- 00:03:20
what the hell is this pile of shame behind him who are you talking which one you got to be more specific max uh which one's the pile of shame i don't know if if you're going to give crap to my people you got to be you got to direct it specifically all right so as we are want to do we put a thread up on spectrum earlier in this week where we collected questions uh to start the show off you can also uh submit your questions live during the show with the word question in capital letters right away brackets it's going to help me pull it out from the other thing oh the unpainted warhammers are these definitely talking about giant i knew i knew who they were talking about can you can we can we get can we zoom in there get out get out of the way of your
- 00:04:06
unpainted warhammer this is a very limited shot i've raised my desk so you can't see the rest of it let's just hide that now all right so let's jump into the show we've goofed off enough um one of the most voted up questions is a recurring question that like that comes back comes back to us uh ever so often uh holsters for civilian clothing people want to be able to carry a siren without having to uh wear a flight suit it's like this uh what can you tell us about uh any potential future of of of just rock on the han solo kind of thing in in plainclothes
- 00:04:54
yeah i mean it's something we 100 want to do we've benefited so far from a lot of the armor pieces and under suits of uh basically having like magnetic tech that's like letting you just like pop things on there you know like little mag plates and stuff to kind of justify that why you've got a weapon on your back and why it's just kind of like stuck to you but that's a lot more difficult with things like clothing and we know long term that we want clothing to have more functionality and what i mean by that is it's not just something that's cosmetic for you to run around in a landing zone in we know that as more and more content gets put onto the planets people want to spend more time there and you know potentially spend nearly all of their time there so a lot of the time you don't want to spend i mean like it's not much of a concern right now but you know you don't want to spend the money you don't want to uh you know buy an undersuit and upkeep it in the armor and all that stuff you wanna and to be honest some of
- 00:05:43
the clothing looks cooler as well that you might kind of wanna kind of skew into that style so you don't wanna always be wearing that kind of like you know skin-tight undersuit so we want to be able to have armor that potentially has you know like additional protection so i think none of the clothing right now actually has you know protection values on there none of it's armored uh you know we want clothing that is potentially going to be able to have you know store weapons on it like you say so we want to have holsters and we want to be able to put weapons on our backs and things like that so um the one thing that kind of has been holding us back a little bit is that it's a bit of a technical issue so we've got so much clothing in the game and obviously as we expand the universe of star citizen that's only going to get more and more varied right so having like a strap around your leg you know if we want to make that look
- 00:06:30
good then you know it's going to deform all of the individual parts you know that are on your leg and that's gonna be a shocking amount of work for the character team so i know those guys are in discussions about what they want to do and how they want to handle it and how they can get it you know a sustainable solution while still making it look pretty good and i don't want to write any checks for them so you know if you get a chance to talk to them in future that would be a good question for them as well but from the design point of view you know that's something that we really want to push on going forward right from the live chat uh how come there haven't been any new fps weapons in a while so we always wanted to get a base set of fps weapons out there that kind of gave people a good variety
- 00:07:19
of weapons to play with uh and i feel like we've most of the way it kind of got most of the way there with that we've kind of filled out a lot of the class inverter the bearing gemini weapons i think there's only one or two that we still need to actually get out there um but uh because i've read spectrum i know there's a couple of questions about certain related things later that we might get to but you know we've been working on things like fps devices and we've got weapons in the pipeline that required a bit more engineering work because they have a bit more special functionality so um that's the reason we're kind of now skewing into more unique things rather than you know the more expected kind of more generic set of weapons that we've got out there at the moment and it's worth the reminding folks that uh your team is one of the teams that have switched their focus to squadron 42 yeah
- 00:08:08
your work is still coming to the pu it's just filtering through squadron 42 first so a lot of your priorities will be will be things that are are must-haves for squadron and stuff like that so jared can you please sing something for us today no that's that's only uh that's the only one jeremiah's not breaking my toys util uh utilaflex novia crossbow where is it from this so that's one of those kind of weapons that i just mentioned that requires a bit more tech to get working so uh you know we've got like the the novia crossbow we've got some of the vault
- 00:08:55
weapons as well that uh expanding on the typical weapon behavior that we've got and well you know it's just a crossbow it just fires a bolt and it's nice and easy uh obviously they're kind of implementing implemented what's the word i'm missing implications there yeah implications there of uh that require our team and other teams to kind of chip in on to actually get working so it's not going away but you know it's on the horizon sorry josh yeah yeah like something like with the with the crossbow you know like in any game you expect to shoot the the crossbow bolt and then that sticks to surfaces and sticks to people and so on that requires um like the physics team to to do some work and it's just they've
- 00:09:45
got hotter hotter how do you say hotter fish to fry [Laughter] we'll go with hotter fish the other day was it is i think you were trying to see if you can't beat them weapon for instance um like the parallax rifle um that's one of those weapons like speaking of hotter fish um that's quite cool in the way that it's got a evolving fire mode so it's gonna start out being like a projectile shooting weapon as you start firing um
- 00:10:34
it will then evolve into a a beam so we'll start out with a tug where you have the beam and it also has the potential or the potential for overheating that is something that's coming but uh yeah yeah again more engineering work more engineering work that we're creating for our poor poor engineers at the company what's the status of being able to set trolleys upright again if they've fallen onto their sides tip a trolley over and you're done so yeah we absolutely have plans for improving trolleys
- 00:11:22
and you know it's not just tipping them on their sides also we know that people want and we want hover trolleys so that's absolutely something that we want to look at at some point when that happens though yeah it's a little bit further down the road unfortunately i apologize for the trolley woes gibb trolley how about a uh any update on a backpack that does not require torso armor that kind of ties in um i guess a little bit to what i was talking about earlier with the you know more functional clothing um we've talked about the possibility of maybe having an undersuit backpack as well which would be a little bit easier to do but i think again it's that expectation of when you've got armor it's kind of you know you can justify
- 00:12:10
attaching something to it without having lots of physical straps and things like that because you know it's a bit higher tech than like regular clothing right so um it's a bit more difficult with clothing because you've got to factor in you know i've got straps going over my shoulder uh okay what if i'm wearing a t-shirt what if i'm wearing a hoodie what if i'm wearing a jacket what if i'm wearing you know a robe or something like that that you might see in somewhere like pyro and it's just like oh right okay we've got technical issues there that we need to resolve so again another another question or another problem that the character team are very diligently trying to solve for us but we don't have any answers for it at the moment it's just something that we know we want to do yeah i think the the citizencon demo had a backpack that was wearable on clothes and whatnot
- 00:12:58
so um a glimpse of the future here's here here's here here's here's another hot one uh this is this one's from our greatest hits here uh what is the priority for parachutes or anything at all something please dear god anything that can allow players to survive an ejection in atmosphere parachutes yeah perfect sounds nice um like as we're adding more gameplay and stuff to do on planets like we're expecting to have more dog fights and so on on on planets so absolutely we you need to be able to jump out of like bail out of your ship survive the fall and not just fall to your death um
- 00:13:45
so it's something that we want to do um and it it needs designing um from our point um yeah definitely something that we i would like to see in our game it's funny actually because i do sometimes scan the thread on spectrum before we come here and i saw this question i was like oh parachute yeah like we've talked about it a little bit intently before and it's funny because then not long after that i'd love just like scrolling down twitter and i saw him like sorry i can't remember who it was but someone put a community vote up there and it's like oh what would you like to see in game next it was like oh like a banu hoverbike like this there's a couple of other really cool things and then parachute and i was like i was like you know like let me just look at the results parachute was like 90 and so it's like oh wow you guys really really want a parachute so yeah that's uh something that we'll be uh you know looking at in the future but
- 00:14:33
like joe said it's just no timeline on it right now should make people choose between a parachute and a compass i think i think compass would probably still win all right uh here's a very simple question uh chris how will fps scanning work just just lay this isn't the visual show so do it tell us what you can without any visuals sure so i mean to start off with it's it's good to mention that it's going to be the same system we have now for ships in the we have what we call a signature system that's like driving radar and scanning so the fundamentals are the same across
- 00:15:22
both and the idea there is that they absolutely cross cross-pollinate so you ships should be able to pick up actors uh characters will be able to pick up ships that kind of thing it is somewhat different in terms of like passive detection um and uh we described as active detection so if you're in a ship you pick things up just by passively by flying around you know irem uh with the fps side of things it's going to be passive for audio so you know people firing weapons your footsteps like kind of thing that gets picked up but you're gonna have to actively choose the ping to detect em and ir uh everything that's gonna sort of give quite a different sort of cadence and uh feel to it for actuals like scanning though getting information on things the idea is you can absolutely scan ships so when you're
- 00:16:10
scanning the ship on something else or another ship you'll get a similar experience in the fps and that's going to be on the helmet so you know you won't have um dedicated like device or not it's going to be uh primarily based on the helmet and seeing that in your head in terms of what you can actually see on say characters uh the idea is similar ships you know you can still see what weapons items and stuff are attached to it same with uh characters to be able to see the weapons grenade ammo etc are attached you know if we've got a burrito in the pocket you should be able to find that out as well uh and obviously act status and whatnot we want to provide information so if someone's down or bleeding you can maybe find out from range yeah there's lots of cool things coming from it um
- 00:16:58
we've got some sort of quite big changes to radar scanning in general as well that's going to be rolling out with uh with fps we can't talk about just yet but that's all going to be using the same underlying system as in with the signatures but the interface too is getting bit of an overhaul and that's both fps and ships so hopefully more of that soon but not yet unfortunately and because uh things being diegetic in the universe is always a big concern for our game uh what about when you're not wearing a helmet so there will be the lens but the idea there is that they're sort of quite high-tech and expensive so you won't necessarily be going out and buying them from you know your local supermarket or that's that's going to be a high-end
- 00:17:45
tech that you have to be quite a bit for so it's a helmet is going to be the primary method for quite some time there are some things that utilize the the signature system so for example we've got like the mining uh you know you've got a little that's using signature to define resources and whatnot so there are other devices that use the underlying system but in terms of the core gameplay any updates to scanning harvestables yes actually discussing this with the epu not too long ago uh we're definitely gonna be doing it at some point uh the plan at the moment is to run out with the fps scanning so you should as a you know on foot to be able to find them uh using the ping and scan okay
- 00:18:35
switch gears here a little bit considering the importance of hunger and thirst in the pu today and going forward combined with the detailed bathrooms in game is there still a plan to have players use the restrooms as a required part of the game play is it going to be in for rp purposes or just to have bathrooms exist for immersion i see you astral pub although you weren't the only one that asked this question there were so there was a not surprising number of when can we use the toilet questions so uh bathrooms um so yeah bathroom so like talking about like toilets and stuff then the idea is that yes they're eventually gonna be functional but we've not talked about any associated
- 00:19:23
gameplay surrounding them like at all yet so um you know we're not trying to make star citizen into the sims like you're not gonna have to worry about your bladder meet or anything like that or at least that's not the plan but something that just because you say bathroom and this is just the the uk showing in me that you'll have to get used to jared but it makes me think of showers because in the uk bathrooms in the uk have a shower in or a bath but that kind of i'm positive this question included using the shower okay oh cool well that's all right then um so yeah hygiene uh is going to be a part of like one of the next iterations of the active status system um and that is uh the way that is gonna work basically is it's not gonna get in the way of you doing any of your you know regular gameplay if you're flying a ship if you're out shooting people if you're exploring mining whatever you're
- 00:20:11
doing it's not going to be a factor you don't need to worry about it it's going to have an effect in social spaces though so the idea is that if you are very stinky and you've not showered in a long time and you turn up to a truck stop and you know turn up to a county buy food or whatever there will be npcs in the area that will probably start saying you know like oh you know what's that smell like what's that stench that you smell like some horrible uh swamp monster that's just been you know rolling around on uh on several different planets for the last few days um so yeah the the npcs will react to you and it might even get to the point where you know you might get refused service if you are particularly bad so that also kind of ties into i think we talked about the last time i was on the dirt and wear systems that are coming in as well so that kind of all feeds into a
- 00:20:59
appearance of your character so if i come in and i smell i'm sure there's probably no issue you know like there might be a couple of comments here and uh but they're not gonna stop you from like being served like getting food or whatever like that but if you come into like a fancy establishment on say like microtech and you walk in covered in mood like your clothes are full of holes you absolutely reap then you know they might just tell you to go away um so it's something to keep in mind it's not something that you're gonna have to really you know like focus on because it's you know if someone turns you away obviously you can go and get cleaned up but it's something that you have to keep in mind and i think it kind of like adds to the uh you know experi the immersive experience that we're creating how in the world are you going to communicate to the player what their
- 00:21:46
funk index is there's not going to be a funk meter if that's what you're asking i think it will just be a case of like things like dirt and wear are going to be a lot more visual right um and they're going to be very noticeable if you've gone like rolled around in mud then you're going to be covered in mud like if you are out for a long time and your armor's worn it will start to get you know like maybe a couple of holes in it like clothing especially it'll get like holes in it rips in it it'll look kind of like filthy and like faded and things like that so that'll be super obvious hygiene we're not gonna have things like stink lines on and like i say hygiene and isolation isn't gonna like affect your gameplay they'll just be comments here and they're just like what's that smell at that point you might be like oh oh yeah i've not showered like in the last like 10 play sessions i've had maybe i should next time i'm on my ship just quickly pop in there and have a wash
- 00:22:35
um so yeah no plans for a stink meter or visual stink lines coming from your character nothing like that maybe a few flies yeah where you are yeah yeah exactly um all right let's uh let's more than i expected from a question about pooping can we look forward to possibly other means of carrying incapacitated bodies uh perhaps a fireman carry maybe the dragon can take pretty long for longer distances yes yeah we feel the same way about dragging um it's obviously great to be able to sort of drag your body out for fire you know that's for us that's the dream of i'm in close combat fighting and i'm dragging
- 00:23:22
someone away whilst ppewing uh back into cover uh but long distances and also to be honest when you're trying to pick a place someone put them into med bed and you know further down the line bounty hunting shoving someone into a storage locker um sorry crow pod um you're gonna want to pick them up rather than be dragging them all over the place so yeah we really want that um i'm not sure when that's gonna be but it is something we want to do oh you're muted just oh we're not hearing you nope we've lost you gone but just keep trying to talk until we hear you remind it he's wanting to talk about restraints no restraints okay
- 00:24:10
yeah so yeah like restricted still last year restraining is a system that we're definitely currently actually looking into you didn't charge your headset you didn't charge your headset before the show cardinal cardinal fail all right so i can cover if you can hear me sure yeah i mean like restraining is something we're looking into at the moment and obviously chris mentioned bounty hunting so banting is going to be pretty difficult if you can't tie someone up in some fashion so we don't know what restraints are going to be yet in terms of is it going to be zip ties is it going to be handcuffs or anything like that but you know you're going to want to be able to restrain someone's arms and legs so you can you know not let them escape we had a quite funny moment in the office actually where i was like i'll just be fine with hands and you know obviously doubting myself i'm a big guy i'm not very fit like if i got on the floor and i tied my hands together i might struggle to get up but joe has very kindly demonstrated
- 00:24:58
how easy it was so just stand up no problem with your hands behind your back so yeah yep okay oh you're back now i'm back now cool yeah looks like the technical designer is having technical issues yeah i didn't hear at all what you were saying but yeah okay but yeah i was just quickly talking about it i was just quickly talking about some of the conversations we had around restraining and your lovely demonstration of how easy it is to get up with your hands tied behind your back yeah um but yeah like the idea is you're going to restrain them arms legs so they can't escape and then we'll tie that into body carry into bounty hunting so you can put them maybe not in storage lockers like chris's school bully days but you know uh into cryopods instead and you know it'd be kind of rubbish if you know trying to bring someone in alive and you're on a bit of a rocky planet and you just like
- 00:25:45
bump all the way back to your ship you know they might not survive the trip you know it reminds me of the wild west days where you know someone would get dragged by a rope behind someone's horse probably don't want that no we're a bit more civilized than that aren't we a little bit a little bit um it depends when you ask uh well you're my while your mic is still working jos uh what sort of attachments are planned for fps weapons in broad terms uh adding four grips under barrel weapons launchers or expanding some existing attachment weapons we've talked about it in the past but not for some time so why don't you give us an update of what the current plan is right so we definitely want to add more weapon attachments and something that we have like down the line is that's coming is
- 00:26:35
bipods so that you would be able to get a bit more accuracy while while being stationary and firing uh so you can sort of like lock down an area and just be if anyone comes in here it's the kill zone right um we're potentially looking into more uh types of like underbarrel um attachments as well like we don't necessarily just want to add more weapons but but more more attachments and the the attachments should like alter a bit how like how how either you use the weapon or or how the weapon functions there's there's like technical uh limitations currently that we need some engineering time um to do to maybe alter a bit how
- 00:27:25
how the recoil works a bit or or or stuff like that have we considered just all grenade grenade launchers just nothing but grenade launchers top bottom it's something that we've like talked about internally but uh we haven't done any designs for for another barrel of greenhouses right now i mean it could be done obviously it still requires some work as well but you do have a big grenade launcher that you can carry around anyway so yeah why would you want like a little one-shot one when you could have the real deal you know maybe we'll take it as an option later down the line but we've not seen it as necessary yet i'm going to take this we're about halfway through the show i want to remind folks that this is the actor feature team uh questions about the look of clothes armor beard stuff
- 00:28:16
like that that would be the character team uh basically character team are what the player character looks like actor feature team is what the player character can do in an overly simplistic there's some areas where they cross over and stuff but for the most part keep that in mind with your questions and then if you're still asking about spaceships you're way off way a whole other team entirely all right here's one uh uh uh this one might have been for me but it wasn't uh will we be able to select standard loadouts it is very annoying to decorate your character die and then spend and have to spend another 10 minutes hanging guns on them so we're not planning
- 00:29:06
any sort of loadout editing bye chris no bye oh okay lockers are the thing we want to uh deliver to you and hopefully provide you what you're after the idea is especially for the armor lockers you would go to a locker fully retired and just be able to dump what you're wearing into it and that would retain you know your sidearm all your equipment grenades ammo etc so all the time you put into just equipping yourself up you'll be able to save that and store it in a locker and obviously if you've got multiple lockers then you can have multiple loadouts that you can return to every time that gives you a great bonus if you've got a bigger ship or you know eventually larger habs we also do want to support the notion of outfits but they're going to be more
- 00:29:53
sort of geared towards clothing uh primarily because with armor lockers the idea is sort of one suit for the locker so you just you know what's in that locker is your loadout so to speak but without without fit for clothing um you know you could buy an outfit from a shop coming back go up to your wardrobe a locker just dump that into your locker and when you return to it you might say oh i want to equip that outfit again um and again you know you might want to customize it so maybe you could you bought two outfits but you're like half and one more or whatever so the idea there is that you'll be able to customize clothing outfits uh and that should be within an interface that's like tied into your locker and yeah just just so you're aware so lockers it's meant to be very tactile you know the player interaction system we want to use that throughout any time game but we also want to bring in elements of the image system uh so that you're able to through
- 00:30:42
that customize outfits and whatnot again it's just very early days this is on the horizon um not sure when it's coming but lockers yeah we're we've got designs we know what we're doing for that yeah i'm looking forward to working on that okay so similar functionality just approaching it from a more diegetic in universe exactly yes that's right okay will there be any way to get sustenance in an area where we won't be able to remove our helmet without dying um thinking about pyro yeah i mean we don't have any plans at the moment but you know i always say never say never and that very much ties into the eventual plan we
- 00:31:30
have for player suit and player armor is the conversations we've had in the past i think again we mentioned it last time i was on here was um it almost is going to be like a mini spaceship by the time we're done it's going to generate power and things like that so potentially as long as it doesn't just completely take away from the fact that you do need to find food and drink to survive and consume that then we can maybe look into you some sort of integrated system but it's something that we haven't talked about at all so don't take that as me promising that's what you're gonna get but that's just an idea uh that we talked about a little bit here and there um so that's maybe something we could do in the future but not right now but uh again like what i just said there was like obviously i don't wanna just completely nullify the fact that we have hunger in thirst and something that we always say is that planning is part of
- 00:32:18
the core game loop you always need to make sure that you eat and drink before you go into these situations so you're not just going out you know oh i'm a little bit hungry and thirsty i'm gonna go on a you know a three-hour trip out somewhere into you know the volcano planet where you know i won't find any food or drink like obviously that's very bad preparation you're going to suffer for it and kind of what i wanted to say is there's obviously a bit of a difference between two different hostile there's a difference between hostile environments is what i'm trying to say so if you're obviously in zero g and you know there's no atmosphere then taking off your helmet is just a big no-no in general but say if you're on a planet that's super hot or super cold and hopefully you're wearing the right gear for that anyway again part of the planning loop if you take your helmet off for a few seconds while you just have a quick
- 00:33:05
drink or a quick something to eat it's not a big deal so um yeah what do we got here let's do while we're on the top while we're on the subject of helmets here uh what's the plan for being able to remove your helmet and put it back on again without needing to go into inventory store it in a backpack or drop it people have seen the atc binding key and now there's blood in the water um that is actually something we're working on at the moment uh so we've been playing around with this a little bit in game currently so the idea is that you'll be able to remove your helmet as an actual action so you can potentially either carry it under your arm so it's kind of like tucked under your
- 00:33:53
shoulder a little bit or it will be attached to an actual almost like a clip or something on your suit that's basically like a little iron port so like how we do with the weapons and stuff at the moment which i think is currently located on the hip we've been moving it around a little bit just to see where best fits um but this just means that you know your helmet is still available but you've still got your hands free to do everything that you want to do so you know you can eat drink you know get into a fight in a bar or whatever well you've still got your helmet handy so again that kind of ties into what i just said where it's like you can quickly take your helmet off put it on your belt or whatever have something to eat and drink quickly put it back on again without needing to go into the inventory and start you know moving things to and from your backpack or dropping it on the floor or anything awkward like that so uh totally and you know obviously as well you know actions to kind of move this around obviously we're potentially gonna find try and find a key binding for it so it's nice and easy to use and
- 00:34:40
then you know if not it will still be on the person in the thought menu anyway so it should be uh a nice and easy action to trigger and um it's my recommendation a one in one hundred chance that when you trigger it it does a helmet flip as you're moving it i'll take it out hang on okay what can you tell us about eva t2 and zero g push pull uh will there be decoupled eva first thing to mention for you good news it's very much in development we've got quite a few people working on it right now um uh big change coming for eva is that it's going to be
- 00:35:27
requiring fuel so the idea is you've got you know indefinite thrust and that heavily ties into the zero-g push-pull we want to encourage you to use it so you're actually thinking about where you're expending fuel where it's best to clamber on the surface instead of zooming around like iron man yeah so going to the back to the kabul part uh it is very much a part of both 0g and eva if you imagine you know you're clambering slowly over a surface um that's going to be the general sort of traversal whilst you're in zero g um but you will be able to sort of push off and that's going to be whether you're moving between different objects so if you're on a surface of a ship going from one strip to another between you know
- 00:36:15
there's loot or whatever like ships exploded you want to go get the cargo boxes or perhaps there's you know you want to get to an asteroid so you can start mining et cetera um that will be you know decoupled in terms of i move in a direction i keep moving until something else occurs to prevent me from that movement carrying on uh but we're also going to be introducing sort of skimming across surfaces so the slow sort of ponderous clambering movement is going to be one part of the juju push bull but you're also going to be able to just push yourself along the surface and that's the equivalent of a sprint in 0g but it's going to be using some newtonian decoupled physics to achieve the eva itself it's changing a little bit so i'd say it sort of couples light before you get sad i'll describe why i say that um so the idea
- 00:37:02
is you will thrust in a direction um you can then release the input and stop stop that thrust you will continue indefinitely in that direction if you start to look around again you just keep going in that direction but if i turn and then i give another thrust input i will start to like thrust in that direction and the way that diff is from the decouple mode um you could be you know traveling one direction you turn 90 degrees and then you start to thrust in that direction you still got that momentum in the original direction uh we want to not have that free va one more of a sense of you know the iron man flying sensation uh so you you will have the equivalent of coupled flight whilst you're reorientating yourself and changing the thrust vector uh but once you've released the first input then you go
- 00:37:51
back to the sort of the coupled model so it's kind of a halfway in between um we've got that working now and it you know it feels fun we think we found the fun there yeah hopefully that answers the question yeah no and as you said that's currently in development uh for squadron 42 and then when it gets yes all proven out there it'll make its way to the pu all right um will holographic and red dot sights ever get proper parallax compensation right now the reticle appears to be pasted onto the site itself but these reticles should have the appearance of projecting far forward of the weapon like a laser sight yes yes definitely this is um like if you look at
- 00:38:38
some of the games that are being released right now they most of them have this parallax effect on aiming down sight with the with holographic sights and so on and it's definitely something that we want to do it's just a matter of priority at this point but uh yeah okay yeah i mean like as the design team do a ton of competitive analysis to make sure especially with the weapons just to make sure that we're kind of like on top of because obviously as new games come out tech gets better weapons start to feel better we obviously want to make sure that we're on the cutting edge of making our you know fps experience feel good as well so uh this is something that we've looked at quite recently and just started to discuss like what it is we can do to start making improvements to them because they've not really been from a
- 00:39:26
techno like a technology a technological point of view we've not really had much engineering work on the actual visuals of the sites themselves for a long time um probably several years at this point so it's just again we're trying to get the course systems in game right now so this is just kind of something to come later as uh you know almost like polish here's another uh here's another frequent one we get every time you're on the on the show uh any update on when we might begin to see non-lethal weaponry added to the game so yeah there's no timeline on when we want to deliver the first weapon uh i know we've got at least one in the pipeline that has the capability to knock people out um again like you mentioned earlier you know we're trying to prioritize or trying to you know make things
- 00:40:14
for squadron 42 as like a priority and that's kind of like where the team's leaning at the moment so there's nothing yet been kind of like pu appropriate right now and this is probably more something that when we start to do the pu bounty hunting stuff this is probably when you're going to see this come along and from a design point of view we can make this right now and it's just a case of making sure that we've got the time to uh get the content ready content to go in and i think there was a little a few additions on the feedback side that you know you wouldn't have to worry about if you were shooting like an ai with this thing but from a player point of view if someone was shooting me with this i'd probably want some very obvious feedback that someone is firing this weapon at me and you know i want the feedback to say like i need to do something about this or i'm going to get knocked out and probably restrained and dragged away like we mentioned earlier
- 00:41:01
um but yeah this we could do this when we released the um electron sniper rifle if people remember that the one that does chain lightning the ax cav uh when we actually put electron in electron is that a wonderful damage type actually where we can kind of pull a few different levers so uh it's all electromagnetic or electrical damage type but you know the electromagnetic side will interrupt you know actual electrical systems we've got the actual damage that it does physical harm to you where it basically like burns and then we've also got the stun capability as well where it's like actually you know almost like a taser where it's kind of like knocking your senses out so uh that's kind of what we can utilize and potentially what this sort of weapon will look like when it comes out um let's talk about some medical
- 00:41:49
gameplay stuff here are you happy with the state of the metaguns auto feature uh i've heard many complaints that it completely bypasses the complexities of the medical system you have built undermining players skill and knowledge that's a good question um to start with let's say no we're not happy um uh and knowledge in general with the medical gameplay gamepl know we want a large loop that involves like death of spaceman so that there's consequence uh to death which then you know informs
- 00:42:37
you the consequence to being injured uh there's you know armors in fact like jj curry talk about that and then a little bit you know what we want to do with armor specialization and whatnot and you know additional addition lines we can release uh so so no uh we're not happy with it uh it is something that we're keeping a close eye on we're absolutely listening to feedback and we're aware that it's not something that you know people are necessarily happy with either um [Music] we have looked at making a few little tweaks here and there so like 317 for example like we heard that we could tell that the injury stuff just wasn't coming through enough so we've made it more likely you're gonna see it starts the injuries so hopefully the use of those med guns become more important there are also other issues regarding like just dying straight away like quite a few but i was really surprised at how
- 00:43:25
many of those we had we've not loaded those uh the park thankfully um there is still an ai uh murdering you issue they're all a bit overzealous at the moment um the guys are hammering that and trying to fix that right now um so to go back to the general question sorry uh no we're not happy with it yes we are going to try and change things but we're not 100 sure yet because we really want to get like a lot of other things in first before we can really determine what we're going to do about that so if you had to summarize where we want to take medical gameplay next not necessarily like like not committing to this order this is going to be for assistance but as a general like a shopping list of things you want where you want to take medical gameplay
- 00:44:13
next going back to like that full loop we want to establish um i guess is a little bit of a step away from the metal gun but just in general we want costs for using medical beds and that's for regen and also for healing injuries and you might think well why is that so important well it introduces the aspect of resources being required also players being able to charge for the use of them as beds so you know if you wake up in hospital you get charged uh if you wake up a player owns ship then you can get charged with that or for using that the services so you know you start to make money out of these things i think as well again it's sort of a divergence but it's within the same wheelhouse
- 00:45:01
at the moment the drugs we've got are purely sort of medicinal um but we want to basically expand those so that we've uh utils drugs so one of those would be sort of sedatives so like sort of ties into the ending stuff and what jojo was saying before about you know the various different non-lethal weapons we're going to have eventually um but there's also performance enhancing drugs we want to introduce and those will start to leverage like blood drug level um a lot more introduce things like um effects you know consequences for taking stuff um coming down from the hive being able to shoot people repeatedly and whatnot and then obviously yeah there's the whole death of spaceman thing where as i said it gives you um
- 00:45:49
a reason not to die uh you don't want to die because eventually you'll die forever and lose a lot of your stuff um left spool in your character and then they'll inherit your stuff so yeah there's lots of sort of consequence we want to introduce that gives lots more weight to everything else within the system um do you want to talk about like armor specialization yeah i guess this is a bit further down the line but um we are and i can't remember if i've mentioned this before but we're essentially you slowly trying to specialize the armor in different directions so it's not just armor is armor heavy as heavy light is light you know we're trying to push things in slightly different directions so you might actually have we've talked about having a support line of armors where it's like oh okay these are still going to be good for most of the things
- 00:46:35
that a regular suit will be but it kind of skews it into a slightly different direction so you know it'll still have some inventory space you'll still be able to put weapons on it you'll still have some room for something like you know like a couple of throwable devices or you know you know multi-tool things like that um but it will maybe have more you know like uh consumable slots so you're able to go around and heal people more easily we've talked about you know almost like bespoke backpacks which might have special functionality for like holding like medical fluid for the med gun um and we've even talked about super kind of like a couple of ideas for what we can do for say like you know because we want to do a light support and a heavy support of how they differ from each other so like a light spot might be a bit more like a first responder like they've got lots of consumable storage obviously a light suit you'll be able to run a lot faster than heavy and again
- 00:47:22
there's more restoration to do on that too um but then the heavy is a bit more like you know what we've kind of been calling the battle medic where it's like you know you're wearing heavy armor for a reason you want protection um so or it's you know the big heavy suit that you want to go and rescue someone from say like a really hostile environment as well and that might have some special functionality because like you know all of this is kind of theoretical stuff at the moment it's not going to be a game for a little while but you know it might be the biggest power producer in the game in terms of like you know it's a support suit it's got a lot of systems on it it's kind of dedicated in that direction and you know even talked about things like it could do like oh you know you could provide uh like eventually we want to recharge energy mags so it's like that suit would be able to do it a lot faster as well so someone wearing the big heavy suit might actually be from a support side might actually still be
- 00:48:10
quite good in combat so lots of ideas floating around there and obviously it kind of ties into you know how medical gameplay is kind of pushed you know further in this kind of more specialized direction if that makes sense let's talk salvage no now i want to preface this uh by saying that we're probably going to have a a dedicated segment to salvage on isc in the near future so we're not going to exactly do a deep dive here because most of it you want is visuals to accompany explanations and stuff like this but um jos what what can you tell us about the current state of salvage anyway salvage savage is a really really
- 00:49:00
exciting feature it's something that i'm working on currently and you're gonna be able to salvage the whole from a ship um like the i'll i'll give you one of the examples right so you're in a dog fight with another player you blow up their ship and you've taken some damage to your ship as well you're gonna have the multi-tool you're and you'll be able to jump out of your ship and salvage the debris from um the guy that you just took out and then float back to your ship and do some patch repairs onto the different parts that got damaged it visually it looks really cool um
- 00:49:50
because you just you just hoover up the metals on from the ship and it's it just feels really nice to use and yeah it provides you like a way to uh repair your ship or also gain some resources from from from destroying someone else's ship we do have quite a lot of ships in in our games so it's uh it needs to look you need to be able to salvage pretty much every ship in the game and um it's what we're working on so it's a technical challenge yeah it's just a technical challenge yes obviously we very much have some ships that were made you know several years ago so yeah there's obviously problems
- 00:50:38
that arise from those like people like you know fixing issues on them re-exporting them and not realizing something's broken or you know uh you know tech has advanced on the newer ships that has kind of like made them potentially you know look a little bit better when they take damage and things like that so there's some catch-up work to do on both like the tech and content side but like what you showed me the other day josh was really cool where it's like when you're actually repairing the ship you don't actually restore the paint you just restore like the base metal layer where it's like oh this is super cool i've been through a dog fight and i've patched myself up i can see exactly where i was hit previously and where are you so when you're going to start seeing people landing at space stations and stuff and whatever you're going to actually be able to see like oh this guy has been through some stuff you know like it almost tells a bit of a story about where they've been so uh it's really really exciting um i'm for sure going to be messing around
- 00:51:27
with it but it goes live a couple follow-up questions for people to see more yeah a couple follow-up questions from the chat uh how are you how are you going to salvage enemy ships when they despawn 10 seconds after you blow them up yeah it's one of those technical challenges that we're working on yeah we're aware of a lot of these issues and that's why we're being cagey about saying more that's where things like persistent streaming will come into play um will you be able to salvage uh ground vehicles as well as uh spaceships yeah yeah you will it's working currently yeah it's um i'm mostly using the ships um when i'm
- 00:52:16
testing it in in my test levels but yes you're able to do it on on ground vehicles as well i think it's basically sorry it's basically using the damage map system yes so anything that can be like currently if you shoot the ship on the wing you'll see a big hole in in on the wing and we've expanded on that system without going into too much technical detail it's uh we've made it more consistent like so that players will see the same type of damage holes and and also make sure that you can't cheat um no
- 00:53:05
i don't know what that means what do you mean can't cheat like basically um we've moved it from the like it being a cpu um handle thing to a no from a gpu to a cpu so it's uh i don't want to go too much into technical detail but networking basically it works over the network now there's a big conversion that had to be done that basically was showing what you were doing on a surface and it would show for someone else and yeah it was a big tech hurdle early on that we had to try and get over and uh yeah it was client authoritative and now we moved it up to the server exactly thank you okay we don't have much time let's look for some bigger ones here we talked about my local game uh we've
- 00:53:53
talked about medical gameplay which was which was one of your one of the big features the actor feature team worked on we talked a little bit about where it's at uh whether we're happy with it and what we want to do in the future let's do the exact same conversation but for inventory before we run out of time here uh uh how happy are you with with inventory right now so happier not satisfied i'd say is um accurate uh there's a lot of sort of quality of life things we want to introduce um unfortunately we didn't quite get to uh with the last release uh some stuff we are actually actually working on um i've seen some improvements i'm quite happy about uh i will delve into a few things that i would like to see i guess um before i sort of talk about quality of
- 00:54:40
life stuff it's i think it's pretty good to say that where we are now with imagery is just kind of the first step like you know the overall design is is that everything's physicalized so so at the moment you know you've you've got the location inventory and you've got your inventory that they're a step up from what we had previously but there's sort of like a magic bag of holding that you can magically access you know from note anywhere within those those volumes um we will definitely want to move away from that we want it to be so we're going to ship you've got plenty of access where you go to so you know you're imaging around your glove compartment or your large storage bin or something that's built into the wall uh the idea is that we will eventually swap out all ship interior uh inventories to have that and same for ship exteriors as well uh we
- 00:55:28
absolutely want like an access point where you can go in and add inventories at the moment there's only like a couple of ships three ships i think that have uh like just the glorious sabre and i think the stuff here that have got um the external imageries uh we want all the ships to have that so so yeah there's there's lots of work to be done so yeah big long-term steps we want everything to be physicalized and uh for you know physicalized cargo as well that's usp you guys uh providing that at some point and that ties in heavily over 317 we're allowing you to move ship items weapons and whatnot within the inventory that is absolutely a stop gap um when physicalized cargo comes along we're going to sort of strip that away because what you have in your ships at the moment is meant to be representative of you know the lockers you have on board
- 00:56:15
the storage bins the storage compartments um that are separate from your cargo so so the idea there is is that when we start to introduce those lockers you know the ship inventories we have because that's important we started introducing the accelerator interfaces and the ship interiors that effectively replaces those magic bugger holding things and you know longer term with habs um and you know hangers at some point that there replaces the need for the magic bag of holding we have for the location inventories so am i happy with where we've reached yes we've got a long way to go though um in the short term mode we've got a lot of quality life things we want to introduce i know some people have mentioned the idea of you know the stuff around your feet dragging and dropping um directly from what's on the floor around
- 00:57:03
you not just what's in your inventory and what's attached to you so we definitely want to introduce that um i think move all is quite happy sort of everyone wants that um did you say move all i i did say move all yes have you heard it before any chance so sorry just move all i just went to like a like a like a weird happy place so we definitely want to introduce that um and also sort of a quick move so just to give an idea there move on would be move everything from one inventory to you know from one side one pane to another so if i'm in my location i can click move all and drag a bunch of stuff immediately into my ship inventory that's living the dream um looting as but quick move you want to do the same thing but for one item so you can
- 00:57:49
quickly just now move that without the drag um stacking we're aware that people want stacking really sorry we didn't get that in first implementation um it was a host of sort of back end problems that really sort of got in the way but with you know we've got lots of back end upgrades coming and that's going to make that a lot easier um at some point we will do um sort of client-side stacking as well so those two combined will allow us just like a lot of things but i don't know what that's killing i'm sorry uh but it's definitely wanted to mission items like at the moment they're still sort of put in your magic pocket that there's another less nice word i could use for that pocket but yeah we want it to be tied into the inventory so you're putting those mission items you see them in your uh your personal elementary as a result and
- 00:58:39
you know that those missions are tracking the fact that they're in the inventory now not not in sort of an invisible item on your body um oh yeah and yes search is another one we'll definitely want to do again i don't know when that's going to come along um but it is definitely on our roadmap um there's a few sort of niceties as well um for example if it's just an extra wall near with the imagery right now the camera is in the wall which isn't great we have a plan for that we know we want to do about it but we just don't want to vent it uh same with if you're not like a really dark low-light environment it can be difficult to see what you're doing on your character um we've got a plan to make that a bit better so there's a whole bunch of like quality life things we want to improve and introduce you know to you but yeah work in progress for some of them some of them further
- 00:59:26
down the line uh chat wants to know if you're familiar with the term prison wallet i've i've heard it yes i've used it on one or two occasions yes wait wait you've used the term or you've used a prison wallet that's for me to know you one day to find out oh perfect i have no one to blame but myself for that one i set myself up for that do not google that people do not google it just ask your parents that does it for uh star citizen live actor feature team q a
- 01:00:15
that was a good one to stop the show on johnny joes chris thank you so much for taking time out of your week uh to to be with us here you thought when you moved over to squadron 42 that you were going to get out of this i know because i saw the relief wash over your face when it happened uh not so much the case um for folks watching home remember that isc is currently on hiatus uh we'll be uh what it's our normal quarterly hiatus we'll be back on april 28th if i remember the date correctly if that's a thursday that's the date we're going to be back and there will be no scl next week because it is a company holiday uh for uh easter and stuff so uh the comp uh so the company gets the 15th off so no show
- 01:01:05
for next week but we'll be right back here in two weeks uh with sh i can't remember who's on the show at that point it's two weeks ahead and that's farther than i normally think so for johnny and joey and chris i'm jared uh take care uh keep an eye out on the robert spaceministries.com website for more details on alpha 317 uh i don't know what to tell you is everybody's working really hard to get it out and and and we want it out there as much as you guys wanted on the live servers as well i mean all things in their time so take care see you later see you in two weeks bye thank you yes bye i can't believe you said i've used a hope there will be
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

