Star Citizen Live: Ask the Devs - FPS and Flight Teams
Transcript — every row opens the video at that moment
- 00:00:06
you do you guys not you guys have my pil on here right yeah I remember this scetch the four yourman oh we used to dream of living in a box we to dream of living in a qu no okay hi everybody Welcome to Star Citizen live uh uh uh I'm Jared and this is the show they let me do for some reason joining us on the show this week we have members from our esteemed uh uh what are your teams called now cuz didn't didn't we just do a big restructure what do you have team names yet or they still trying to work that down anyway we got people uh from one of the kind of the FPS team the shooty and The Punchy and the and the player interaction uh Team so we're just we don't know what their team name is yet so we're just going to go
- 00:00:53
straight to the people uh we got Zack ANZ and Yen Zack andz Yen hi everybody hello hello welcome welcome to the show uh this is your first time in the spaceship for all of you right yeah I've had a look around before but this is first time being filmed I can't believe you actually have it in space that's the most impressive part well we're landed unexpected we landed on pyro three right now it's crazy it's really nice in here it's gushy they're they're comforable well with the with the gravity on easier to sit down than it was earlier no van all of smashed into the spaceship yet so I'm effing nerds all right so uh you go compose yourself a lot for this one well there's usually a big
- 00:01:40
period of time right that's prep you get to like do some Zen time and I get to focus and get ready for I didn't get any of that today so we were just I was just under the desk you know playing with wires a couple minutes ago so Yen andz and zacher here uh they were three of the four people Franchesco Ruchi from our Frankfurt office is unavailable to join us today uh who presented life in the first person at citizen gon and we thought we'd bring them on the show and have them do have them answer some follow-up questions that came from you the Star Citizen uh uh citizens which we collected on Spectrum uh throughout the week and let you guys vote up the questions uh we let them pick the questions I have not seen the questions uh it's part of part of my normal prep and whatnot but we let them pick the questions and I didn't do my job so we're just going to jump right into it because we got Yogi waiting uh
- 00:02:28
to do the second half here uh uh so yens really this going to be for anybody but I'm gonna I'm just going to look at yens when I say this some people are already calling the new radar and ping mechanics wall hacks uh can you tell uh because you can tell all the or can you tell us all the upsides the downsides and the possible ways for people to remain undetected so that people would stop calling it that um where to start so so definitely a concern internally too right so I would say visually very strong at the moment like if you ping someone as you saw in the video you see them and almost nothing else because it's such a strong
- 00:03:15
visual so definitely that needs tuning there's a lot of work left to do on that there's the time it takes to charge up the ping there's whether you should be able to see from through all types of occlusion can you like you know have thicker walls stuff like that to make encounters different then we we G tons of parameters for designers to uh tweak like Pierce ability um Range a signal noise ratio you know is my my radar or my scanner better than your anti- scanner whatever you want to call it um I think those are the kind of things we can do on the technical side that engineering side to do it but then at the at the end of the day you know it's
- 00:04:03
probably more Zach side to sort of say like how how will Design use those tools to yeah so obviously we don't want to make it busted that was a very strong version that we showed off we said gameplay balancing in progress I believe but uh it's the case of like you know how emissions tie into this right so for example we have the idea of uh decoys and Jammers potentially on suit those could be you know components inside suits that would essentially make your emissions much lower maybe practically invisible uh that's obviously going to be down to gameplay balance and if you're in like a heavy armor maybe you have uh heavy emissions but there's always like a you know there's a forward and back Hood with this right so if you're light and you're you're invisible and you scan for example a heavy you should be able to see him in theory but if there's a if there's a heavy for example and he scans you and you're in more of a suit with a much lower
- 00:04:52
emission or you're in a state with much lower emissions uh you potentially might not come up so there's there's so many things we can do to balance it and we essentially showed it at its strongest right because when we communicate something out like that we always want you know people to see how is that in it's like you know almost maybe potentially strongest State and things like that so I mean gameplay balance all of that is influx it's tweakable it's changeable so obviously you know we we don't want uh an experience to be you know PVP to be trivialized by any thing like you know radar becoming a Crux essentially right we're completely aware of that and obviously you know we we we're conscious of that we play the game ourselves and we wouldn't want that happening to players I think it's it's very first of all I think I think it should go without saying but you know we always we we always get new people every
- 00:05:41
week every month every year so Bears repeating that nothing you've ever seen ever on any ISC secl citizen con uh pillar talk uh gosh we've done so many shows over the years is ever final like we' we've never ever never showcased anything that's final that's not what we do we all we are always showcasing our work in progress we'll we'll wait until it's presentable we'll wait until it gives an almost complete picture of what we're trying to do but nothing but we're not the people who wait until it's done to show it to you we're not the people who wait until it's done to put it in the game for testing that's just not who C that's not who we are cig so it's always important to remember that whatever you're seeing wherever you're seeing it is always this work in progress and for something like SC radar
- 00:06:30
it's much easier to take it all the way to the Max and then prune it down like a tree you know it's harder to add you know you know twigs and figs back to a tree after you've cut them down so it's you know you start with as big a a tree of features as possible then you start pruning it down with through the ant antis scanner which we're going to call that now everybody just go through it's not Jammer anymore it's anny scanner uh you know I'm Swedish make words up I love the English language because you make I prefer it yeah no I'm embracing it I'm not I'm not making fun uh you know so that's just much easy to bring it down and find other ways to to impact it and stuff um I was going to mention one more thing also if if you if if you think of it from a PVP point of view it's more like um if you do a ping to find people
- 00:07:19
like like Zach was saying you know you might you might see people that have the right thing but they will see you right so you're basically going like you know it's like a taunt I'm saying like you know I'm going to check if there's anyone here but I also know like probably everyone's not going to know that I'm here so it's like um yeah it's a bit bit of a bit of a tricky Beast for PVP that I feel definitely tune more towards PVE yeah I I think anybody that's ever worked for any MMO in the world is going to tell you that PVP tuning is never done it's just this constant ever evolving you know Ever Changing beast that's a nice thing right because if you if you really really dislike such you know like radar and scanning it's like okay you can put the armor on which is heavily resistant to that so you will be able to have the uh player expression
- 00:08:08
that you want to be a to get the gameplay that you want to facilitate uh next question let's see uh really excited for the ik powered interactions with buttons and control panels any thoughts at this point for interactions that are out of the players reach yeah so we we didn't show any but yeah we do have a a ver that we're calling for now Bluetooth the naming is still it Bluetooth but it's still yeah naming is still not no I don't think so as well I wanted like Luffy you know like rubber man like you actually go and touch the buttons but no so uh the version we have is like the player will play an animation of interacting with his mobile glass and we have an animation on the screen as well telling that he's interacting with the object and then we yeah we trigger the interactions someone in the chat said
- 00:08:56
space to for the no well I'm just going to go on record right now this thing ends up being called star tooth I'm quitting uh uh following up on that then uh are there going to be ship interaction animations uh when using a ship touchscreen are there going to be ship interaction animations when using a ship touchscreen mfds or is it only for physical buttons uh so no so uh we do have some physical interactions with some UI cream like the like uh we showed for uh like the elevator panels but anything like uh any more screens are with more complex interactions we are avoiding it like it's a bit hard to get the balance like we want to do some I don't know search
- 00:09:45
or like two certain operations in the screen so having that doesn't really work very well um we we talked about maybe having a pose on a player having a bit with more connection so maybe we actually see the player with the hands on the sites not for ships but other Terminals and kiosks around the game but all this is still we're still discussing options but no at the moment we're not thinking of adding them yeah I would just quickly say that one thing for me that was important is that if you don't start putting the hand on to the UI and it's quite like a high fidelity UI then you start obscuring the UI so so that was quite yeah I always felt that would kind of lessen the sort of you kind of want to bring the UI in Focus right and your screen and you want to see what's there you want to see all the
- 00:10:33
interesting transition and interaction you don't want to see a big hand covering everything interesting happening so that's that's an interesting point that I hadn't actually considered this well Chris is always fond of saying you bring it to the point of realism then you bring it back to the point of fun it's like yes it might be realistic to reach out and obscure the full touchcreen every time you're trying to do it but like I said because because we try to have as many diet diagetic you know user interfac as possible that would make it fundamentally impossible to try to read half of it so you do have to kind of how do you balance that is that just a is that just a gut feeling is there a metric internally or is it just on a case-by Case basis that's too much pull it back that's not enough do more trial and error I think yeah a lot of the time you I think the elevator
- 00:11:20
ones be used in the video a great example because they're like a list very large but large friendly buttons I would say they are perfect to press right because it's that's all all there is and you go through something like a shopping kiosk and you get it's a lot going on sadly my request of making everything the fist slam got turned down just everything yeah it's like you know it's a true visceral experience like it was really satisfying the first time I saw it just oh it's really nice I love it they would they wouldn't let us do it on the uh toilets cuz apparently it's too destructive and not delicate enough you whack that handle you know you're going to get a proper flush that's a lot doesn't they don't let me on here very often I apologize Zach do you know what the three
- 00:12:08
seashells are three seashells yeah no the youngsters Peach shaking his head over there they had this conversation at cig so much they're like do you remember this movie from the 80s and I was like no I I wasn't I wasn't alive I'm employed to make all the directors feel old I think well good good job um all right uh y maybe this one's for you I don't know uh is part of the FPS weapon rework also removing the automatic reload of the weapon uh okay geez is part of the FPS weapon rework also removing the automatic reload of the weapon and rather allowing the player the choice to reload the magazine swap the weapon or do neither and run away instead so I think they're talk about every time you try to reload it's automatically it's pulled out but then
- 00:12:55
it's automatically won so they want to interrupt it like halfway I mean it should be possible to interrupt it already but it's definitely def like I said like going through the now we got a lot more features going through them and and increasing interactivity is like really high on our list or wish list just to make everything feel uh smooth and what you want to do is what you can do and you're in control of what's Happening um obviously again from the engineering side is there there challenging which like it's not always a very easy thing to implement systemically a lot of the times you have to go into each type of feature and put in like where do you interrupt it how do you cue it how do you sort of not if you've queed it and then you decided to
- 00:13:43
do something else while it was queued do you then UNC it you know all these things like you know I was jumping then I land should I reload because I press reload while I was jumping uh in in mid of the sort of heavy land animation or something um so yeah it's not as easy as as perhaps design would like it to be because you know they like to give us a big stret shet and like make this that that's the whole thing we're working on at the moment it's called the action Matrix so essentially this thing is basically supposed to make Star ISM extremely fluid like you'd expect like if you're doing actions they have the intended result of what you think so when you're playing a game if you have to think about something that usually means there's not the level of fluidity you would expect right so for example
- 00:14:32
with our slide if you switch weapon during the slide like if you press one as soon as you go into the slide the expectation of you would be as soon as I regain control of my character I switch weapon and that's something that we have to manually put in because we have to basically author and dictate which actions can go into which other actions so the whole idea of the action Matrix work is essentially it's like a designer can go in and say well if I'm uh reloading and I want to be able to cancel out of it I should be able to and obviously that's something that you know we've specifically talked about a lot we've heard it requested a lot as well and it is something that we are planning on doing obviously that being the biggest example of how the action Matrix will come in handy so hopefully once the action Matrix work is uh done you'll
- 00:15:20
have this very fluid experience that you expect in most contemporary FPS and it'll never be done yeah they'll be like they'll get we'll get the Matrix we'll implement it the way it is and then someone tweaks it we'll reiterate on it and they go and it's back and forth back and forth back and forth sit and play it yeah it's the case when when can you exhale the stuff right as well it's like for example if you Med pen right when you go douche like that as soon as you pull out is that when we give control and obviously there's a lot more like layers and depth that we we can go into it you know how much expression do we allow of fluidity versus how much do we control and punish an action so if you Med pen that's obviously quite uh you know a defensive action you're getting your health back you know should we allow you to break early out of that does that allows skill expression by
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breaking out early and you know there's all these fun design questions that we can propose and easily put in now well we say to you can you can you please allow us to do that yeah and we'll try we try we always try so the ni version of that answer is we're working on a thing we're referring to it as the action Matrix yes it'll probably be called The Star C matrix by the time it's released we're so good at naming things uh I just realized why she called the teams what star teams St uh and and obviously when it comes closer to fruition and being implemented in the Pu we'll almost certainly do a segment on it in ISC and whatnot yes um I want to address a question in chat uh TI Rico says will we have SATA ball soon
- 00:16:57
please say yes um no uh uh I see this pop up every once in a while I'm always very confused about it because satle ball was a thing that allowed us to test zerog G mechanics when we didn't have the p uh the Pu it was a 2015 thing that was being developed back with our partners uh Al phonic at the time because you know we didn't know when the PE was going to come online and we wanted to get some zerog testing once the Pu came online there was no real reason for sat ball anymore because we could just do all our zer testing there in the Pu so I'm I'm surprised in the in you know year 2023 this question still comes up but it comes up enough times that every time I see I'm like oh I should I should really address that and whatever and so Rico Pico or whatever the heck your name was you're the one who got lucky
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drawing right there uh let's see what else do we got uh can we expect oh another ik button can we expect to see ik button interactions on things like shop kiosks I think it'd be really neat to to see others do it but might be instructive to your own view Poss well this person was pressing it so yeah yeah we kind of already touched that so yeah good job whoever sent that question I I didn't get the name on that one uh you were right it would be obstructive uh will the Looting sque squeen it's the end of the week will the Looting screen be extended to armor and undersuits at some point yes it will we're working we working on it so yeah pu vers we'll have armor and clothing um basically we'll have two
- 00:18:32
views so we have the main view which will be very similar to what we show a citizen call and then the secondary view that the play can go to by using a key bind a shortcut then we'll bring up the uh either clothing or armor depending on the context and um all all the similar operations we currently have for the other ones y i i remember that the Lo looing screen was on screen for all of about three seconds it it isn't gone and the first the chat was like where's armor where's clothes where's armor you know it's like that so I was like yeah I think like our M our main concern now at the moment it's very clean because for squadron we have a very control limit of items that the player can carry P can go wild with the yes heavy harmer so I think yeah we are in talks with UI and
- 00:19:21
is experienced teams to to try to balance it out get the best experience but yeah try not to clut it as much we touched on it with the UI we had the UI on last week uh but it Bears repeating here because not everybody can watch everything that we do um these Squadron 42 techn you know Technologies these uis these the these features and whatever they don't they're not just brought over to Star Citizen by checking the multiplayer box and it going you a lot of these things have to be reshaped and reformed uh uh to work with the persistent Universe when with a persistent universe that's continuously evolving like when they when they were first developer Squadron they might have included the way the Pu was working then and then but you know as as they you know it's always this thing of them diverging and then bringing them back and then diverging then bringing them back we're in the process of bringing them back right now uh so those
- 00:20:10
adjustments are what's going to take some time and why we can't say we can't say that this will be out in January or what's the February the one thing I think of when I when I see that question is always like so for me you have you have the two screens right so you have the first person screen the loot screen that's all about like I'm in the middle combat I need some ammo I need some I need some grenades uh and I got the big green where where I'm a paper doll I'm in the middle I can dress myself you know I can move things between bags I can have my you know here's a bag with all the helmets I've collected here's one with you know my H favorite knickknacks or whatever and and and and it's funny when you say that the first people ask is where's armor it's like they middle of combat like I need a quick way to completely change my outfit because you
- 00:20:57
know this encounter will not go well unless I'm wearing that pink helmet it is the screen as well it is it is game changer it is so nice it is it works you'd expect and it's just fantastic to use yeah I think if you get it for the weapons even if you don't get armors you're still it's such a win when you're panicking you need to grab a med pen you just have that like again it's you know that that that fluidity right it's like you've gone in you grabbed the thing it's done what you'd expected and it's like yes I'm in the zone uh uh bacon of War following along with satb he's going to turn this to all the necro features how is grabby hands doing grabby hands isn't in development anymore either we we we we we surpassed that with our interaction system years ago so that's one of those things when we do weekly recurring a a docu series
- 00:21:46
behind the scenes every single week of a game that's in development you're going to see things that we try and some things we try work and some things we try don't grabby hands didn't work uh We've since that that we got the whole player interaction System since then so I'm assuming that was a genuine question and not somebody trolling me so I answered it uh oh here's one all right so they were the second they saw the inventory they were talking about they were asking for armor FPS Compass ships have one why can't that be something in the FPS HUD well I have I have something very I printed this especially um I don't we get Z I have to go to the camera zoom yeah well if if you look at uh the UI talk or the life in firsters talk you will see that there is an FPS Compass so you can go watch
- 00:22:36
our panel or the UI panel and it's here so I've uh for the people who missed it I've drawn a big red box and and an arrow for you as well so uh yes we do have an FPS compass and we showed it at citizen con and we might need to make it bigger twice feedback you know thank for that it happens I mean I mean you know we're having a laugh but we showed a lot at citizen con you know it's it's not it's not completely unreasonable that something got missed you across you know eight hours you know two eight hour days and whatnot so a lot of cool stuff the only reason why I did that was because that was the second most voted post on there and I was like come on guys like if you're you're you're on the thread for the the panel of which one we showed
- 00:23:23
all this stuff and I was like did you watch the talk but of course people missed no a long day with a lot of stuff and not everybody has time to sit there and and watch and and a lot of people you know they they they instead choose to watch a little summary thing that you know they they watch a YouTuber summary or streamer sum and things get missed I mean it's just physics I mean obviously when when you're in a developer you're having lots of meetings about compasses and stuff as well you're like you're so invested about it and when you finally get out you're like yes and someone's like where's that thing it's like oh we had like a 2hour meeting about this yeah yeah but I mean I'm not I'm not complaining about anything not everybody has all the time to do these things it's it's the the the content creators that make the shorten version stuff are invaluable to getting the message out but physics is simply if you take an hourong thing and cut it down to eight minutes something gets missed yeah so it
- 00:24:14
happens uh wow we're we're we're just hitting the big ones okay we we went from armor to FPS radar to night vision are there different types of are different types of vision something we're working on right now they will ask this question of every team they'll ask it of the UI team they'll ask it of the graphics team they'll ask it of the FPS team it's they're just hoping anybody has anything to say ever give give us something Zach so something when just say yes obviously when we've we've got um we've got our new Scopes and that is a good step in that direction uh you know we we've we've been talking to Graphics about it and uh using the filter stuff that we have now it is it is is possible and it is something we can look into
- 00:25:02
and potentially so no confirmations from us yet but we've we've had those conversations we're talking about it and we need to figure out how we can do it and where we do it and where we put on and how it looks and so on so on and so forth but you'll have seen in the uh atav sniper rifle uh during the talk how there is like a tin for example on the sniper scope and things like that are the sort of things that you know we're looking into and having you know scopes with potentially like different shadings depending on manufacturers and things like that so to slightly dance around the question yes just do it just make the night vision it's up the graphics not me no don't stop when I mentioned it to Ally
- 00:25:50
he ran away just do it he was scared tired soon yeah you get nothing out of [Laughter] me speaking of things that we're going we're going to necro all kinds of topics here are the wide variety of FPS gadgets still in the works things like breaching charges EMP gravity radar scatter decoy grenades placeable SE Shields repelling wire jump packs gliding packs uh I don't know what gliding packs what okay okay like like like like wings suits I guess maybe uh what can you tell us anything
- 00:26:36
about personal Gadget tree yes to to mess up we're still working on those uh stuff like Deployable Shields and you've seen some laser trip mines I believe they're around the Pu now and that's an example of a gadget that should hopefully be coming to the player uh some also more contemporary FPS things like uh flashbangs smoke grenades you know things you'd expect the idea is we want to na the core FPS experience before we move on to uh crazy sci-fi gadgets so once we've got that stuff it's nailed in it's looking great then we can move on to more crazy space things so black black hole grenade or you know anything crazy uh you got you got to you got to wait for that I get a black hole grenade before I get night vision I know where you sit why are you so obsessed with night wishing like specifically night wishing
- 00:27:25
I'm tired of getting asked about again ah okay but what about what about if I could give you either s ball or night vision which one would you have night vision okay it's good to know Jared's tired tired I feel for you tired here we go I'll see what we can do uh let's talk about pouches there's a there there's a there's a segue uh uh I'm a child of the 90s Comics era I love pouches uh one presentation showed off pouches we can attach to our gear to add additional storage space another presentation showed a more limited inventory window made for easy looting will the two systems work together or are pouches already being phased out in favor of a streamlined Squadron 42
- 00:28:13
inventory system there will be pouches there will be pouches they are in concept they will work with the inventory was showing uh there's some com sets to be on the Looting as well and that's all I know but yeah cuz I'm I'm not I'm not like I'm not full on like like when every time I play a video game that's got that has like like Comic characters I always got to use those 90s versions of the characters that have all the pouches like like the spider scared spider that's got the pouches on his ankle little pouches on his ankles like bring that stuff back I love that stuff uh lost control of the yeah you look like you're not all knit together in the minute uh I didn't get any time to prep this is what happened happens uh we talked about ammunition we
- 00:29:01
talked about the reloading the the ability to you know interrupt the ability to stop like that what about magazine repacking uh having multiple magazines with only a few rounds is quite annoying oh you want to talk about this um I mean I think you think in on the Looting screen we actually showed a little bit of this we did yes it's it's probably a big Quake it hasn't been balanced at the moment so we we call it the hmer repoing um but yeah um uh so we we the play can trigger for the different magazines using the Looting screen but the play can also trigger it outside of the Looting screen so it's holding a weapon and and you can trigger them R pulling using the same key binding for the Looting and that will trigger the re uh the repacking for the magazine that we're currently holding
- 00:29:48
but yeah we still balancing at the moment really it's really quick so there's really no consequen of using it but um uh let's see we've almost had time I think we squeeze in one or two more though I want to talk about the slide mechanic that was another one that that that set twitch twitch chat on fire during the uh with the slide mechanic how do you intend to mitigate hitbox abuse by rapidly crouching or uncrouch will this be done with inverse kinematics and inertia making the player take some time to stand back up I mean I can only talk about like if I if I if I flip the question and talk about the second half I would say like I love procedural animations it's one of the things I'm I really enjoy about game play yeah exactly who doesn't he I I definitely like it more in the night
- 00:30:37
vision for sure um and you know um inar kinematics like we using for the buttons like anything that makes you feel like you know your character is actually touching the world it sort of grounds them into your into the world so much more than you know an animation that sort of ends up like halfway between the intended target and and where it should be um or having to offer a unique animation for every situation or every metric you might have uh and in General trying not to sort of force people into very specific metrics these are all super important to me so I can go on a long time and then the other part of that was the intialization so that intialized blending is something that I'm also really really keen on and we're definitely going to be exploring because I think it will allow us to um blend between situ situation without
- 00:31:25
traditional transition animations and we can do we can use the intialization as ways to um tweak the timings like Z was talking about like do we punish you because you like just did like three slides in a row and your stamina is like you know your heart is like Mega pounding it's going to take you know you know it'll be like but me me standing up like old man standing up instead of Zach young man like he'll be up jumping on the on your desk before I even go out to the seat right so um those that that side of the question that's 100% yeah the the whole whole animation side I'm super super excited by super Keen to get a lot of that stuff in to the to the yeah just while on the top slid design yeah you go you go well we on the top sliding um obviously the sliding has a high stamina cost the more you slide uh
- 00:32:14
the stamina cost is tied to the the aiming idle sway as well so while you're aiming if you're exhausted it's worse as well and uh you can't currently you can't fire immediately as you get into a slide so we're treating it as more of a getting to cover tactic than it is uh an aggressive tactic so we're wary of how our KD sliding is but we're also conscious of the fact that you know we we we want it to be a function that exists from war getting into cover currently that's the that's the intention of sliding it's a slippery slope from sliding then you end up skiing then you end up with spin fusers then everybody sh shouting shazbot if you want to set them off you say dolphin diving I don't know I don't know what that
- 00:33:02
means so I'm not going all right last question do you have any more information to share regarding time to kill yes so you'll have noticed how it's now in the Pu I believe the uh we've done some balancing and the health has uh well there's been there's been tweaking of the overall uh combat experience at the minute that is essentially step one of the further work we're doing so the new AI has gone in and uh you take more shots than you did previously and if you're in PvP you currently take more shots than you did previously and this is an overall step forward to the balance that we talked about uh in the Life in first person talk where we want to increase the ttk and make an experience which is you know fair and engaging in both PVE and PVP
- 00:33:53
environments uh because obviously there's been a lot of talk of uh frustration of you know star citizens like it's it's a lot of prep work right it's before you fly down to a planet before you fly down to a bunker then you know if you just walk out your ship and there's a guy hiding in a corner with an assault rifle and he beams you down you've you've Lo you've lost all that time it doesn't feel it doesn't feel overall fair so we we've done some changes and we're going to continue working on this is the the literal first iteration that has gone in and we something we'll be iterating patch to patch you know receiving feedback this feels too long this feels too short this is unfair even tying into like the injuries as well right anyone who's do a lot of bunkers will have noticed a lot of um they're getting a lot more injuries now for example so obviously uh you know we we you know we we take the
- 00:34:40
point of realism bring it back to fun right so the cost offset of increased health is that you get more injuries so you are you know you not not punished but you know for engaging there is a consequence and it's not the consequence isn't death now it's here is basically basically a you know injuries medical system medical gameplay giving that more purpose life bre depth I was going to say because any work on time to kill has to naturally include work on medical gameplay yeah medical gameplay do those Silo yeah it's I mean it's it's a barrel fish right it's one of those things where it's like uh we're not just we don't just go in and and tweak a number we have to think of all the other cascading consequences and effects of all those things but overall the feedback has been quite positive you
- 00:35:28
know I've been annoying some twitch streamers I've been you know annoying people on Reddit say you know how do you feel about that how's that going you know reading spectrum and just getting an overall idea of like you know what people think about it how they feel about the current direction because it's a very contentious issue when people talk about health because um it's always one of those things where you know in game play it's such a big thing that everyone has preferences as well which obviously plays into it and uh it's one of those things where we take a wide variety of feedback and we want to get somewhere where we can land that the community's happy everyone's happy and it plays really good and this is so much more than just health health is just one aspect of this overall time to kill Shields Health armor injury medical gameplay you know all these things and yeah we're obviously all very conscious
- 00:36:15
of that and yeah I mean it's it's we're we're giving it to you now and then you can give us feedback and I think that's that's a that's a good direction for us well uh Yen andz Zach thank you for hanging out with us at the end of the week you know joining us here on the spaceship uh thank you for taking the time to uh uh pull the questions from from from the from the community I want to stress again these were all questions picked by the developers these are the ones that they wanted to address and jump in and you know had the had the the best info for so thank you so much for doing that um you can go back to your desk and start working on night vision uh uh and we were eagerly await any any update you can give us on that I did forget to mention I did forget to mention one thing no not even better uh we're we're we're currently in the
- 00:37:04
process of trying out if equipment off es skates shots because currently if someone hits like a magazine on your chest you don't take any damage and that's been a big Community sticking point and we're going to be triing that um and seeing how that goes and how that plays like the magazine explodes the mag no the magazine will get where and you will take damage as if as if you got hit I don't know if that's better but I I if if you want to call it star Vision I'll allow it there was a conversation about well if you shoot a grenade if you shoot a grenade it should explode on someone's body and it was like all right en andz Zach thank you so much uh uh um um who are you Yogi are you there I'm here hey okay we're gonna take a break uh because Yogi is still here and when we come back uh we'll do part two where we follow up on the Taking Flight
- 00:37:51
presentations stay tuned everybody bye so yeah it was a skit called the four Yorkshire men you saw this show they had this in in uh Germany mind this like uh your your sound was gobbl can you repeat that the for yorman from money python I um I sorry not my strongest suit never mind welcome back everybody uh to part two of this week's show uh we've got principal vehicle programmer did I get that right yep yeah principal vehicle programmer Yogi uh Yogi on the show you might remember him from The Taking Flight presentation along with Diego and ANZ who was just here and uh
- 00:38:41
and Tony uh we've got just uh Yogi on for us today um we are going to Dive Right In uh we are going to go we've only got 20 minutes of the show but considering that last week's show ran into some technical problems we still haven't rescheduled for torch and everything we're we're going to go into some extra innings on this weeks we think we think there's a lot of good questions here and there's you guys certainly deserve it uh plus it'll give you something to do while you're waiting for the website to come back up because I understand that it's IE day one going on right now and well the website's going to website so uh Yogi uh before we get started I I want to ask you how was your presentation how do you think it went how what was your experience as citizen G like uh I I didn't get well I didn't see too much from citizen con actually uh because we were like uh when we thought the build was working the water wasn't
- 00:39:29
working and panic broke out uh like with help of like Ali and will we got it all finished up um so it was okay and then we had a really good Saturday night rehearsal um and then on the next day the stick broke while the demo was on it was stressful but it was it was very fun like I I love these times um where you basically well I'm on the receiving end of receiving end of so much love from the community it just keeps me going every day nice you ready to do some questions yeah go ahead you want me to talk fast uh do you want to go through a lot okay's let's just go let's just let's just see where the wind carries us um first question with the new atmospheric model how long uh how long will an average how long is an average
- 00:40:16
ship expected to be able to hover in place before the thrusters overheat versus ships with dedicated Vall engines speaking of wind yeah okay so I'm not going to say how long um the VTO engines will be more efficient than that uh because a good chunk of the um of of the main thrust is being used to to hover so VTO capable ships will be able to hunger longer before the engines overheat um but in general the engines of All Ships will not overheat fast like you will always have enough time to you know land otherwise it would be pretty frustrating um will we see more co-pilot interactions that will assist the pilot it depends what co-pilot actions are uh if you think about like one person takes the stick and other one the Rudders or something like that that not because we
- 00:41:04
usually only have one one dominant seat that that flies the ship um however we're currently looking into or will be looking into a changes into controller system soon so that you can freely distribute what kind of weapon goes to what seat and all that so you can basically distribute uh what item you want to control and you can hand off for example in a in a cutless black you can hand off like the forward facing gimbal to co-pilot behind you and they can use it then um so stuff like that but but not like mixing flight controls that would be too hard to achieve it's not like what was that that miliam Falcon right it is then where one person controls the the pitch and the other person controls the yah that is that is strong strong network issues that I don't want to resolve uh my understanding of co-pilots these days are they just they just make all the announcements to the rest of the
- 00:41:52
passengers yeah or like they do like checklist and whatever um I mean you can still role playay that if you want to maybe work into the resource management gameplay there yeah uh let's talk about master modes we got a couple questions here about master modes uh what is the current backlog of ships needing to needing to be converted to master modes a couple 30 all I think it's like all of them like well me the the proper answer is is all of them um I I mean can't I can't check how many flat controls we have but we have like like it's definitely in the triple digits um when we're going to move this stuff over to the Pu we will not do it all in Perfection at once so we're probably going to have like the speed tuning
- 00:42:39
first so basically limiting how fast the ships can go then we're going to implement the um the actual handling changes of the ship Arch types meaning like streamlining all the ships um so that they feel uh similar with spoke to the arpe that they're supposed to be in and then we're going go to the uh individual differences so this will be like a a multiple tier thing which basically will some will take some time um I I don't know how long that will take uh I mean like we like this will be on uh Rich toler's team um so you can probably give you a better when answer but but it will be like it will come in multiple stages okay uh it's one of those things where we invite people to always look at the public road map that's your best indicator about when anything is going to come to a
- 00:43:26
particular patch and whatnot um following up on that uh how much testing has been done on Industrial hallers Miners and other non-combat ships when it comes to master modes okay so um I don't think there's a lot okay so don't misquote me here but I don't think there's a lot of difference between combat ships and non-combat ships and Star Citizen all All Ships are first of all they ships they have thrusters they have shields they have weapons um the cilian ships they might have a little bit more protection than others um but they will all be like they will all play by by the same rule set um so um we did a little bit of testing with like constellation siiz ships um but the thing is like the bigger the ships are the more unique they are and the harder they are actually to you know put them
- 00:44:13
into a pattern uh so uh we actually did not test too much on the really large ones um but long term in terms of the Combat gameplay you can expect that uh Fighters will not have an easy time around uh larger ships so um yeah so that's all I can say about this at the moment gotcha so I don't know so the next question here says how will Master modes affect ships that don't use main thrusters like the C to all the santak Yi or the Mis Fury yeah that's still the same Tech below it um they're still going to I mean like certain alien ships will make them unique but when it comes to like combat balance and gameplay it's not just about the maneuverability it's also about the uh you know the shape of the ship like some of the alien ship they have like a really large profile so they're very very easy to it versus like an arrow that you that looks at you and
- 00:45:02
basically disappears um so but also here like the same rules will apply there so in navigation mode they will be they will be faster than they are in sem mode and they will have maybe slightly different sem speeds but how exactly these numbers going to be this is up to uh first of all to U the tuning process and also then up to um player feedback so uh just to expectations will not get this right in the first on the first try right uh this will take some iterations to get right so it sounds like a lot of the master modes work thus far is to single seat ships or you know in individual crafted you said you said we've tried as big as a a constellation um uh have have have you thought about
- 00:45:51
how Master modes are going to affect ships even larger than that Hammerheads up to like Polarises are Master Mod yeah what what do you got course is this still have the same they will have the same rule set still right um like when they're navigation mode their their Shields will collapse their weapons will be off um it's um for them is more like like if they want to escape from a fight it's more about like how long they take up to spool up the drive and to align themselves and to get out of there right and how long they're going to be vulnerable but um at the moment in the Pew the larger ships they're very very vulnerable that's not the intention uh in in the long term so um like as an example if you if you fly a hammer and you're getting attacked by six Fighters or something like that um in a ham you shouldn't worry about too much unless
- 00:46:38
that group of players or attackers is come is coming at you with very specialized equipment to take down large ships that's the moment when you need to worry um so I mean the the rule set in general about how larger ships uh benefit or not benefit from Master mode it's I don't like there not the there's not that much depth in there it's mostly to make sure that combat gets stays close to each other um and that we're getting ex like exciting combat environments um I want to follow up on that Hammerhead thing you're not talking about the game as it is today you're talking about where you want it where you want it to go like like you know it's you obviously we we have a huge International Community and stuff English is not always the first language you know some people could only just be half listening I want to make sure we
- 00:47:25
clear out he wasn't we're not talking about how it is now we know how it is now everybody knows how it is now uh the the work aware of the issues the work of The Taking Flight presentation of the work of Yogi team the work of Master modes and all stuff is about where we're going with this stuff and obviously like I said with and it's not just your team's work it's it's it's torsten's uh uh resource management system it's the it's it's the melstrom with the physicalized damage system it's all these things come into play with increasing the time to the time to kill and and the exper and changing the Ultimate Experience of flying a hammerhead from what it is today to what we want it to be tomorrow so uh speaking of uh things that aren't implemented yet we'll change things talk about armor uh when when armor is implemented is there an intent for armor to prevent all
- 00:48:13
damage below a certain threshold Alpha damage reduction or will it serve more like a percent reduction or even something else um so we don't have the armor system yet um but the long-term design uh uh or direction that we got is that if you basically come with a ship with anti fighter weapons against a large ship and you shoot at it with like anti fighter weapons the big ships won't care it's similar like when you take a when you take a pistol and tank and and shoot against a tank or something like that the tank doesn't care right so we'll have similar situations there um so what exactly these numbers are whether they're going to be um if there's going to to be a threshold or if it's just calculated based on the physical um properties I can't answer at the moment
- 00:49:01
because we're still waiting for the system um we don't even have uh any idea yet how exactly to uh tune it this will come up all when we have the first implementation from the physics physics guys and then we can look into that let's uh let's change gears here and go to an Old Chestnut uh the turret Gunner's experience any plan to make turret Gunner's experience more desirable for example people love love to gun on the scorpus or hurricane but not so much in a Vanguard cutless Super Hornet Etc what you got anything um so right now I'm actually working on the on the on the Gunnery experience for the turrets um you've seen the um um the the Precision targeting sorry I I need to think about names here uh
- 00:49:49
because we called it ads in the past but it's called the Precision targeting system on ships now um that doesn't work by itself on tur turs because in turrets you're you're you're the gimbal itself that kind of leads the shots right um so the thing I'm currently looking into is adding gimbals on turrets themselves so that even on turrets you can go to the Precision targeting mode and you have a little bit more gimbal control and you can theoretically use manual and autog gimble modes um that will all add to that also the new aiming system has enough um flexibility built in so that we can exaggerate the performance or the weapon performance of a of a turet we can for example easily by saying hey this guy like this weapon if you use it on the turret it's 50% has 50% higher projectile velocity or so um so there's quite a lot of like stuff that's happening right now in preparation for
- 00:50:37
moving all these features over to the Pu um what I I think you said like uh why is a scorpion good but a or a Scorpio good but a uh Vanguard bad on the turrets I don't really understand where the difference in the turrets are because they basically are top mounted turrets that go all the way around um so if there's like a difference in uh I don't know in gimbal speeds or something like that that's that's that's just tuning um so uh I I would assume that over time like these values will be a little bit more streamlined okay uh Alex mlay 2000 in the chat asks what's the difference between armor physicalized damage and melstrom well physicalized damage the physicalized damage system is like the overarching umbrella that is everything that that determines a that is involved in a systemic physics based
- 00:51:26
damage and destruction system of your ship M or ship vehicle Outpost whatever melstrom is the Destruction part it's it's how those items break apart into physically based uh pieces fly all over the place armor is the is the is the value of of the is is the value of the materials uh whether you know it's everything has to have an assigned material is this part steel is this part concrete is this part sand whatnot and then then the third part that's not mentioned there is like is piercing and stuff is is is ammunition and weapons and stuff being able to pierce through those things to damage the damage subsequent layers and stuff all those things and one or two more things that are escaping me right now all make up what's called the physical physicalized damage system and we're actually uh uh hoping to have kind of a a big kind of
- 00:52:15
primer on this which is why it's off the top of my head here uh in the New Year probably not until March or April uh quite honestly because we still we still there's still a couple more things we want to come online to be able to show you but to answer that very question but you can get the 10-cent version here uh will qed's block a ship from switching into nav mode uh switching into nav mode no but it will block the uh the uh positive effects from being in laugh mode so if you are R the QED device you will not enjoy enough mode uh enough mode speeds but you will enjoy the lack of shields um so yeah that's uh like like you can always you can always switch the modes um but the effects are the ones that um that uh will be in in
- 00:53:05
inhibited so I mean you can be a nav but it's not really doing you any good yeah if you're getting attacked and you're enough you well you have an incentive to swop uh here's an important question can we get the ability to drink a water bottle or eat food while in the cockpit I wasn't being fous about it it's it's important it's being able to address your your your hunger and thirst while you're in in the cockpit of your single scene ship like a Gladius or something is pretty important what can you tell us isn't that isn't that an enes question I uh I I don't know sorry I mean and as if you play if you play games like stay hydrated that's important right so drink your water speaking of which all right I I'll see if I I'll see if I can follow up with an as and get
- 00:53:53
the answer I'm sorry I really don't know um all right then we'll go back to atmospheric flight uh no we already touched on that one how will ships without wings or large vetto engines such as the MSR expected to handle an atmosphere if at all Oh you mean the uh ships that have the aerodynamic profile of a brick yeah um they will still fly I mean um we haven't completely discussed how well they will how well they will fly but similar to the current aerodynamics model like it would be unfair to lock out complete ships of that experience and basically make it super super realistic it would also be very punishing um if somebody buys an aurora I mean Aurora is like the shape of a brick right so it it doesn't have any any any lift at all um but but also those those they will they will fly uh
- 00:54:40
not sure if for example how we're going to tune it I mean theoretically we could um we could give them a higher a higher stall speed um so that people are need to fly faster um for prolong forong periods of time to to keep their altitude or so but but I don't know yet I mean if a ship is sufficiently fast it will always fly um but ultimately also here it counts that uh the play experience is important even if you have an un aerodynamic ship but like ships with like proper wings that would probably just be a little bit better not not that much better though I I need I need those little fans that are in the wings the winglets of the Aurora to work oh yeah I need to actually do something I've seen this amazing picture by some by some Becker which was basically like parts of the Aurora like uh popping out
- 00:55:28
and becoming wings I really love that but uh I'm not sure if the ship team is up for it I'm not I'm not talking about I'm not talking about you know hacked fan art I'm talking about the the the wings have these little circular fans in them just like does the con has these as well or like I saw them at some point yeah but do they really do anything are they with control services they gonna help they're gonna I uh well control well these look like more like hover things not like not like control like like control mode is for is for like control surfaces they only are active when you're actually fast has little wings yeah it's a torpedo offline all right uh Quantum boosting has a lot of potential for fun exploration and travel but the shake seems very intense are
- 00:56:17
there already conversations internally around reducing the amount of camera shake or will there be an option in the menu to reduce this yeah so in general when you see something on a on a demo like like we did uh or the the thing that that I started doing when I when I'm creating any kind of material for demos I'm I'm exaggerating the effects because it's always easier to starting small and then getting like the max strength feel right and then have somebody come in and like tweak it down then the other way around uh for example um other effects like the um you know the uh uh the zoom when you when you do a GeForce boost or something like that somebody just turned it off uh although we have had this in for ages um so that's why so so that's like the bottom line like these effects are really strong and for Quantum boosting I
- 00:57:05
don't think we actually did a shake pass I mean I think it might be maybe we did a shake pass but um in general this it's it's it's likely that is too strong and that we will dial down um there's this other question about whether you should be able to turn it off or or not in Squad 42 yes you can basically turn this all off in the PE there is this this discussion whether or not that should be possible or not because once you once you um disable things like GeForce effects or things like camera shake and so on uh you also have a much more stable aiming uh you know an Aiming image in front of you right so we need to discuss that um I'm not sure if other games other PVP games like like C Oro actually allow you to to turn off camera Shake I think this needs to be discussed internally so I cannot definitely say
- 00:57:53
yes we can all turn it off I I don't know that um that's not up to me that's a direct direct level decision and of course when you talk about you know it might have had a a camera Shake pass and stuff you know it could have a shake pass by somebody who can ride 15 roller coasters back to back to back with nothing anymore Meanwhile my poor self can't do two minutes of VR without wanting to throw up so you know it's like you know camera pass you know P review passes are are I get it I get it I mean like uh one of the most fun things that that I did to Bayer at some point was let him test the camera system like the like the first pass of the GeForce systems and he really got sick from that uh because he really can't he's getting really motion sick which is a well I'm sad for him so I get it like there's an accessibility issue
- 00:58:41
but I cannot give like definitive anwers there but the the issue is known and we'll talk about this in time before we um move it over and honestly if you did I wouldn't believe you anyway right now it's too early in the in the thing there's too there's still too much development to go between here and there yeah so anything anything can change you know what they say the only constant in game development is me is change uh will there be an option for a higher level of zoom in Precision targeting mode for artillery ships like the Aries ion and persus it's an interesting question um uh I mean the uh I'm not sure we'll see um so what the gameplay is not about we don't have sniper gameplay or something like that right like if you fire from like eight clicks with a with an with an inferno or or uh with an iron
- 00:59:30
against a Target this is not sniper gaml because the bullet will be traveling for quite a couple of seconds before it's before it goes there um so this never this doesn't really work so I don't think having a super strong Zoom actually helps the other problem with zoom is that if you have like a very tiny like a zoom basically reduces the field of you to just a couple of degrees right once you get down to like I don't know eight eight 8 10 degrees or something like that uh you have the problem that the background might might look really really uh bad like uh because then things like uh background texture res resolutions come very much into play um also having such a strong Zoom doesn't really doesn't really add add a lot so um but also that the ex Zoom strength are up to up for discussions uh we'll probably just um ship it out with the first revision we
- 01:00:18
might even have it to on different operator modes where different operator modes have different kind of Zoom strength uh strength even change it based on the weapons I don't know yet um so there is the potential but but there's not like I cannot just flat out say yes we'll do it this is would not be um appropriate yet um it's a bit bit of an FPS strope I'm not saying it can't apply to spaceships just there there's so many other things to do yeah um with the new changes in the atmospheric flight system will some ships like the M50 or the orig or in origin series I guess I I mean the 100 the M50 or the origin 100 series land like airplanes instead of with VL oh I really would like to have that but I don't see that in the uh near future you
- 01:01:07
mean because these actually have wheels right on the landing gears yeah I don't I don't even know if they're actual like if they're like moving Wheels I don't know I mean I I don't see this right now like all of our landing pads are like like pads where you vertically go down uh I haven't seen any Run Race like would love Run Race but I don't see that in the near future but but with the aerodynamic system or with with the control surface mode you can actually Glide in there like you would actually land like that so um yeah I guess we'll have to discuss it at some point just do it just do it who Jesus Jared just do it just make them land like airplanes okay I'll I'll I'll talk to some people I'll create a spectrum threat about this and this will get somebody's attention
- 01:01:56
I'm not an artist you don't want me to build a Runway if I build a Runway it will be long and blue pink and whatever so um it will not look good okay uh let's talk about ship weapons or more specifically ammo uh will ammo for ship weapons ever be decoupled from the weapon itself right now ammo is basically inside the gun but will ammo storage that varies by ship archetype and car and carrying extra crates of shells aboard harders ships be a thing we could expect to see we talked about this internally quite often because from a balance point of view this is also what I would like to see uh basically sacrificing hard points for bigger bigger ammo storage or something like that um at the moment we do not know how to properly Do It um we had some talks talks with um the uh with
- 01:02:46
Thon and the Resource Network people about how to how to do that having ammo belts and so on um that could theoretically do that but at the moment we don't have a proper plan for that yet long term we absolutely would like to have that because um it also allows like you know logistical mechanics behind that that where you where you can just you know serve as as as an Ammo Bearer for somebody else and so on um so yeah so nothing concrete yet um but uh in terms of like balance balancing it actually hurts us because um sometimes our weapons are mounted on different types and if I have a size three ballistic repeater on a or on on a medium Fighter versus on a on a heavy fighter I think the on the heavy fighter it should have more ammo right because it's it's just chunkier and bigger and
- 01:03:34
at the moment we cannot do this so This is actually an an annoying problem for us as well Voss he's not saying there's no ammo reload he's saying will it be separate separated boxes and and stuff we still there are still there are still ships like the uh the Vulcan what's the other one I'm thinking about and stuff and and stuff like this and there's still it's it's talking about you know just complete separation of every single ammo type from every single weapon and he's saying he wants to do it he's not he's just saying there's no active in progress thing for it right moment we can't do it I'm not sure if you actually had like different ammo types for the same weapon because usually we're balancing our our weapons with a specific ammo type um but I mean this can this can also change I mean at the moment they're bigger fish to fry first but why am I looking at me when Yogi is talking there you
- 01:04:21
go just tell you were talking I was looking at my dumb face I'm like why am I seeing my dumb face when no's talking I always see my dumb face when I when I start talking because then my zoom preview call swaps up to the other one so I see me twice just one time delayed I would rather look at you into the face yeah no all right let's see what other big ones I mean we're we're we're we're on OT right now so let's let's let's see if we can make sure we get some big ones while we got you here okay uh why the choice to go towards space drag style SCM combat one of the unique elements that Star Citizen had was the free full six degree of free Freedom speed limit with acceleration being the defining difference between ships did we drop six degrees of freedom did I miss a
- 01:05:08
memo no we did not dropped six degrees of freedom we just um so I mean it was always I mean ideologically or theoretically you could say yeah we clamed down a lot of the stuff but um the flat model and staron always had a a speed limit and we're still having the speed limit which just made it lower and with the Boost space uh where the draggy stuff comes from we made it a little bit more Dynamic um the thing is that we actually tested what fun combat engagement speeds are so uh I think like 80 months ago I did like a blind test so I invited like people from p p and from VG or from now from the vgpu team and just had them play PVP scenarios in Arena Commander but I turned off the um acceleration uh like like the gmers and the speed meters so they didn't know how
- 01:05:57
much they accelerate and they didn't know how fast they were going and guess what kind of speeds they like most uh no that's good that makes sense um 120 meters per second yeah and I thought that was too low so um we basically pushed up a little bit far but I'm pretty pretty sure that the combat speeds uh speeds we have right now so that they're so low they're actually helping the combat geometry and the fun in the game a lot karp Gan in the chat is asking why Jared is so snarky today now I know what my mom's Twitch account is hi Mom uh and then the chat is like today just as time goes on I become more and more
- 01:06:44
me sorry everybody uh stop about the we've talked a few times about uh flight surfaces and control surfaces and and what what happens if you don't have wings but let's flip that here for this next question flight surfaces would not would obviously not function in all planets as aerons and ruds that work on Earth do not work on Mars and Venus for example so how will the ship's earth atmo like flight control services fair in other atmospheres like high density or low density worlds I mean high density is is good for aerodynamics because then the rers get much more or your get much more Authority low density is um basically the same case when you come in down to a planet um and the air in this case is so thin
- 01:07:35
that you actually cannot turn your ship so in this case the thrust is actually helping you out um the current control surface model actually has this um transition period between zero and 0.2 bar or atmospheres sorry I think it's the same whatever I'm not a physics guy um the the input or the or the acceleration outputs from the control surfaces and your thrusters are actually mixed and they're being shrunken down the closer and more denser the atmosphere is so when the atmosphere is um dense enough then the control surface fully take over until then the um the thrusters still rotate you and so on so there is this transition period so it should work out of the box if you go to a moon with like no atmosphere it's your thrusters that are doing the work not your control surfaces uh and let's see what we we
- 01:08:24
squeeze let's let's squeeze one more let's let's do a blue sky question blue sky blue SK Blue Sky what is Yogi's vision for the future of large non- capital ship combat paint us a picture with words Yogi so non non large it says large non- capital ship combat but okay what is what is I I mean I just read that that's what they wrote let's let's assume that they meant capital ship combat I think that's probably people are interested in anyway so so us a picture okay so don't write any checks but but just this is what you would like this is what you would like if we get to do it if all the cards fall where they're supposed to okay so far what we're what which this is not my vision this is basically what what what like
- 01:09:12
you know uh management is giving us uh or or gaml director is giving us but um what we see so far is that we have like dock fighting and the bigger the ships are the more the combat will turn from dock fighting into a naval style combat so when you have big big big ships fighting against each other they will not necessarily be like really close close but they will they will fight over relatively large distances so there's enough you know space in between to fight they will fire long range cannons they will fire Torpedoes they will fire other things and the game play there resolves more around um DPS apply uh Appliance and um and trying to get the shortest time to kill on the other on the other enemy so and if you if you have Capital ships as opposed to fires
- 01:10:00
they have they're going to have very deep um gameplay with the Resource Network where you I mean tors is a better person to talk about this right but uh where you maximize your your damage output against against other ships it will also resolve like the maneuvering for Pilots will more Resolve around um exposing the strong sides of the ship like if somebody is focusing on the left on on the left side of the shields or something like that then they would for example turn the turn the ship around to expose the other side at the same times you want to also you want also to expose the uh the sides of the ship that have the most working turrets or maybe the turrets with the best load out for attacking this or that Target so that is roughly what we're going for so large ship will mostly be Naval sty combat but of course in the six degrees of freedom cell but it will not be dock fighting okay and then as I think I
- 01:10:49
might might understand the question now so that's capital ships and what about the sub capital I think it's probably what they meant by non-al subal they're interesting yeah so it depends on the ship like for example if you take a look like a like a constellation the constellation um well let's go bigger than constellation let's look at like like Polaris I I know I know there's all this argument about you know let's let's assume let's assume there's Javelin up here now let get slow smaller Perseus Polaris Hammerhead those those kind of things that it depends it depends on the ships and what kind of roles they have um I I can't talk too much about the Polaris but for example the Hammerhead has a specific role in such like a big Capital sheep uh sheep ship battle capital ship combat you heard it here first
- 01:11:36
everybody so it has a specific role right and the other ships like like it would it it would care about the fighter cover it will not it would not F Well against um similar sized opponents that are purposely built to take down similar size ships um so it depends always on the ship like some ship have like like they rely a lot of turrets other ships like I'm just saying like I want to say the constellation here because the constellation is a very forward Centric uh ship it has like these massive size five mounts which face forward so this thing like like a ship like that is obviously not relying much on the turrets to do like the alpha damage against larger enemies so there will be a transition period between the size of the ships and how they maneuver but that's all like that's all combat details um but I mean like the the bigger the ship
- 01:12:24
the the more it goes the more it turns into this nabal style uh gameplay that that's that's the in I think you I think you did well I think you did well it's one of those things like this is the the capital ship gameplay and obviously there's there's going to be I mean even when I said it I realized there's going to be arguments about what is a capital ship and what isn't a capital ship and how big I you said he said it was sub capital and I I just meant smaller than a javelin I don't have a I don't have my whiteboard here with the full list and you break break down we had some categories like what is a Sloop or something like that um but the thing is like we do not have too many ships of these categories so at the moment like building a category about that is probably not that that useful um we'll see how how it all plays out but but I think that's like that that was that was where my dream for for
- 01:13:13
for for for for Star Citizen always was when I was when I was a backer before I joined the company and stuff my my vision was all my thing that always appealed to me was was that Capital style gameplay also like a Cannonball Run style race through 10 different star systems that I wanted to set up but come to come to gameplay make it help us make it happen well I mean it's it's we're we're we're getting there as all these fundamentals go in there's you know you know we're going to have to stop you know we're going to have to you know or get off the pot here eventually undo it so cool just being real I mean it's got to happen so yeah what Happ Yogi yeah thank you thank you for hanging out thank you for uh for for answering the questions from our community uh folks
- 01:14:03
who are watching we're going to get up we I think we're doing a raid here I think we're ra raiding bog Nas here in a few minutes um before we let you go if you haven't check out yesterday's inside Star Citizen uh with the reveal of the sulin uh it's truly a one-of aind spaceship we were all super excited uh to reveal it to you on yesterday's ISC um and then of course IE uh starts today day one um it's I believe it's alien day uh I've seen messages about the website and all that stuff like that you know it is what it is uh but keep trying uh you'll be able to get in eventually and then of course you come back every day of iae this week uh there'll be different manufacturers and different uh promotions available each and every day and then be sure you come back on on day uh 17 for uh for the capital sheet cheap
- 01:14:54
uh first revealed here uh by our own principal gameplay programmer Yogi clat uh you can take that's a promise uh if if you want to learn more about Capital sheep uh you can find uh John crew atore John crew on X formerly known as Twitter uh ask him about the capital sheep ask him what the capital sheep is uh uh what it does uh how much it'll cost when you can get it um it's it's a special social media uh promotion we're the only way you're going to learn more about the capital sheep is by messaging John crew directly on social media so uh uh uh look out for that uh for Star Citizen live uh I'm Jared uh this may or may not be my last broadcast we probably definitely be pre-recorded next week regardless uh saying take care we'll see
- 01:15:43
you then uh
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

