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Star Citizen Live

Star Citizen Live: Ask the Devs - Vehicle Gameplay

15 September 202301:04:561,969 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:21

    I just was just doing it until David left. Hi everybody. Welcome to Star Citizen Live. I'm your host Jared Huckaby. And if you've never seen Star Citizen Live before, it's where we take about an hour at the end of our week and we sit down with some of our developers. Sometimes we play the cool new video games that they're working on. Uh sometimes we showcase the little bit of their work process. And other times, uh in our Ask the Dev specials, we actually invite members from our development teams on and we take questions from you, the Star Citizen community, and put them directly to the developers. And that's what we're doing today. On the show today, we have two members from our esteemed vehicle gameplay team, formerly the vehicle experience team, but now called the vehicle gameplay team because if you change the name, it just seems like you're making progress. Uh we got Johnny and Richard. Johnny, Richard, how

  2. 00:01:09

    you doing? Yeah, I'm good, thanks. Yeah, it's great to be back. Is there an actual difference between the gameplay and the experience team? It's pretty much the same folks, right? Doing the same mission. Yeah, I mean, you know, it's pretty much the same team. I mean, you know, and you know, we So So, you know, we formed the vehicle experience team what was it 3 years ago? Yes. Yeah, you know, and then we had and then basically we we we So, we basically had the um So, we basically had a shift to Squadron. Um you know, and then we we've got that to a certain point, you know, we've kind of reformed on the PU side to focus on um the the vehicle gameplay for the PU. Yeah, it's it's it's You guys You guys did your time in the trenches for Squadron for a while, you know, get get got the vehicle experience there where needed to be, you know, and now you're coming back here. Uh there's a renewed focus on the PU uh with the members of your team, and that's a

  3. 00:01:57

    little bit about what we're going to talk today. Um we put a thread up in Spectrum, which is the bespoke communication platform available on robertsspaceindustries.com. If you haven't checked it out, you can do so where we collected questions all week. Then we let Rich and Johnny pick their own questions this week. We let we gave them the thread and we said, you know, pull the ones that you actually have answers for. For instance, questions like how's the 600i rework coming along? That's a question for the vehicle content team, the people who make the spaceships, not the vehicle gameplay team who create the gameplay around and stuff like that. So they won't be answering questions like those. Just in case you're wondering why my question didn't get picked or why other questions did. We're looking exclusively at operational gameplay stuff related to the vehicles that are currently flyable or drivable in the verse today. So without further ado, because you guys

  4. 00:02:45

    did pick quite a few questions, I'm very proud of you for doing so. We're just going to jump right in in no particular order. Is there a gameplay reason to not have a rotational decoupled mode? Some people would really appreciate it. Possibly this person who's asking. Probably. Um so yeah, we have experimented with this internally. Um we did some play tests with it. Um and it turns out it's really hard to control. Um it's very difficult to turn to work out which direction you're actually rotating. Um especially if you start combining rotations. Like imagine you start rolling um and then halfway through that you start pitching and then halfway through that you start yawing. All of a sudden your rotational axis is completely different from what you think

  5. 00:03:33

    forward is. Um and then the by far easiest way to stop rotating is just to hold space break and just stop and start again. So we've we've tested this and and tried a couple of approaches and stuff. Um for now the plan is not to not to add one of these in with the the normal decoupled mode. We feel coupled rotation is more controllable on average and a more intended experience. But we could have um just spitballing it could be used as like a a malfunction of IFCS in future. All of your rotations get completely unlocked and then you're just spinning and then the thruster start firing and you have to manually fight against it. That could be quite cool. But yeah, no no plans for that at the moment.

  6. 00:04:22

    What do you think Reggie? You agree? It sounds like a skill issue to me. Yeah. Yeah, get good. Yeah, you know, I think you get good Johnny. Yeah, sorry. No, no, you know, it did like it was really difficult to fly. You know, and it made the experience quite jarring. But you know, that could be a case of us not you know, going to implement you know, quite correctly. But you know, it's something you know, we can relook at in the future. But you know, for now we're going to focus on you know, the kind of core flight experience that we have. Yeah, one one aspect is we would prototyping it for sure. There could be any number of ways to make it more readable. Extra UI widgets, extra space dust, more visual effects, something. But with our prototype at least we felt we it was better going down other avenues instead. Yeah, it's it's not to say it's completely ruled out for the future. I mean, if there's any constant game

  7. 00:05:10

    development we always like to say it's change. But at the moment there are just bigger fish to fry and we're pretty happy just developing the experience that we have and going from there. Uh next question. Was the MobiGlass button switch to tab inspired by Starfield? Hey, I said Starfield in the show. Can we get away with that? Sure. They can What are they going to do? I've been here this long. They're going to get rid of me it would have been for much better things. So, was the Uh no. The the that came from um a push internally from our arena commander team. Um, they really want the uh scoreboard to be on tab to match how

  8. 00:05:59

    lots of players find that in other games as well to sort of match what the industry ends up doing. So, they would had a real hard push for this of like, "If we do this, what would it mean? You know, where could we put it other things that make sense on the on the the keyboard?" And there's so many controls already that we have to move something somewhere else. Um, so So, instead of In instead of uh tab being the the ping wave, um the the decision that we landed on was to have tab open scoreboard in in arena commander, match that kind of expected behavior. Um, and then that that moved to V or hold V. I've forgotten exactly what they did. Um, and then because there isn't a scoreboard in PU, there's now just tab that doesn't do anything. So, like, "What PU specific feature could we stick

  9. 00:06:47

    on tab as well?" And we thought about it for a bit and we're like, "Uh, maybe that works. I'll do Well, it was a really simple like that, but it was quite a tense two three weeks while we were debating it. There was a few back and forth of people being not convinced by putting the moving the scoreboard button. Um, the knock-ons of moving like people use tab for pinging all the time. So, the knock-ons of that and there was a lot of back and forth of trying to work out like what the actual best idea would be with it. So, we've gone for this for now um and if you know, if it turns out I think overall Star Citizen doesn't have a lot of key binds. No, it's It's a It's a relatively simple game. Yeah, you only need to do three things. I know some people who play it on a controller or a gamepad. Hi, Anna. Uh, all right. Let's move next. Uh, uh, "Sergeant Lobster 07 says it literally

  10. 00:07:35

    is live though. Jared has addressed questions from the chat before." Lies. Um, have you started work on the Nautilus mine launch system? we've done some mines, specifically the just the mines right now. They are set up and working in in in the engine at the moment, but we haven't started development, like active development, on the launcher itself. Um, we've been spitballing some ideas back and forth over the over over the few months. Um, but we haven't got um active development on that right now. No. And of course, if you're wondering what ships are in active development, we encourage you to always check out the public road map. Uh, not just the release view, but the development view

  11. 00:08:22

    that actually shows, you know, what teams are on what and stuff like that. Uh, short of surprise ships that you've never heard of, uh, uh, if a ship if it's a ship that you're aware of that exists, you can see whether it's being worked on actively right there in the public road road map. Shout out to uh, uh, Jake from the community team who meant who maintains that. let's see. What else do we got? Why did you choose the Aegis Gladius as the test subject for master modes instead of starter ships like the Aurora and Mustang? That's a good question. I mean, it's like like it's basically our reference ship internally. Um, you know, cuz it's you know, it's the most popular ship for us. You know, it's our best launch ship. Um, and it's got specific handling where, you know, it's got a broad sense of, you know, kind of

  12. 00:09:10

    skills and you know, and purpose of that ship. So, it was just a really good ship from a handling perspective, you know, because it's got a mix of fixed thrusters, rotational thrusters, and the speed of it just made sense of where we wanted to kind of test combat. Um, so that's, you know, but you know, we did pick the Gladius, but we also picked other ships from different kind of categories as well to test at the same time. Um, but that's just been the main ship we've used. Yeah, it's the most well-set-up ship with master modes in mind at the moment. Um there are We've test as Rich said, we tested a bunch of other ones um like we've we've had some some tuning set up for a Hornet. We've had some tuning set up for 300i and then a few bigger ships as well. We We tested out the Vanguard, um the Constellation. I There was a few others. There was a bunch of them after a while. Um and trying to like fit what the niche is for each individual ship,

  13. 00:09:59

    like what the max speed can be in this specific master mode. Um like uh yeah, what the thrusters can do. Um the the Constellation has a bunch of different turrets on it and stuff. How does that affect it? Um you know, that kind of thing just to just to get like we we ended up doing play tests with like uh what happens if we have two fully manned Constellations against, I don't know, five Gladiuses and see what happens. And then does that match what our expectations end up being? Um how does a 300i fight against a Gladius? What should it be doing? You know, those kind of things. So, right now the the Gladius is the like the the core example. Uh it's it's the core example as well cuz it's like the main ship in Squadron. So, master mode was developed for Squadron, so that's that's a major reason as well. Um but yeah, there's there's a bunch of

  14. 00:10:45

    other ships that we've prototyped at least. Um it's We haven't just focused on just Gladius at least. Okay. Uh let's see. Uh then then as a follow-up to this, can you tell us what multi-crew ship will be the first one to be tested on master modes by the backers? You picked these questions. Yeah, we did, didn't we? I I I let you come up with this list. I'm seeing these questions for the first time now. Mhm. This was on you. Yeah. So, what I can say is we have tested quite a few multi-crew ships. and what ends up being in the end, um we'll decide at the time. Um but it's going to depend what ship fits to kind of test and test purpose in the game mode we test as well. Um you know, so we'll We'll make a pretty good you know, you know, a good guess at the time of

  15. 00:11:33

    what ship you know that is best fitted to that game mode basically. Um you know because you know as Johnny said we did lots of tests where you know we had a couple of Constellations versus quite a few other ships. So it depends what other ship we might use as well. Um you know because we'll put these tests out there with like a specific goal to find out information you know that will help us develop the future. You know cuz we've got some really good players with light fighters, medium heavy fighters. But the kind of multi-crew experience is still one that we're still kind of figuring out as well you know because it's quite complex cuz you've got you know multiple guns, you've got multiple armories and uh and then you know we've also got the the resource network as well you know coming in the future. Um and that's going to really change the multi-crew experience. So you know we're really figuring out what that means for the game play. So you know we're going to have to make some choices based on what works best for those features and

  16. 00:12:22

    you know our purposes with the test as well. Yeah. So uh yeah so for those just joining the show we are sitting with the vehicle game play uh team. Uh we're looking at the chat here couple questions like how how are modular ships going when will we have modularity in the game. Those are actually questions for the vehicle content team the people who build the ships as opposed to the the people who are here fine tuning your game play and and you know aspects like that. So uh just in case again you're wondering why some questions are being addressed and others uh aren't. Uh game play team, content team, feature team, many many teams. Uh this this is this one. Um for instance is there going to be a way or a method to un-flip vehicles that have been put upside down or on their sides like a

  17. 00:13:09

    like a wrench or something. Sometimes vehicles stay on their sides and won't correct no matter what force you put on them. The answer is yes. So we'd like to use the um tractor beam to move vehicles over but um we've basically just moved the ground vehicles to a new set of physics. and basically this has meant the old system we had to correct them back on the wheel doesn't work anymore cuz it's a completely new set of physics. But, you know, we do definitely have plans to be able to use the in-game tools to rewrite the vehicles because it makes no sense to be able to stuck in the middle of nowhere and have no way, you know, to create vehicle back on the wheels. You know, Um, so that's definitely something we're going to look into in the future. It's just quite a challenge now because we've got some new physics that is much more kind of based in reality, um, you know, where you know, where as before the physics were quite simple. We had a

  18. 00:13:57

    very simple suspension system, a very kind of dampened kind of body system where the body didn't really move around that much. Whereas now we've got a proper vehicle where you move it up it's got kind of a real feel to it and you know, and it's got real weight to it. So, you know, we've got to balance the tools to be able to do that. And it's quite difficult kind of, you know, to you know, to basically try to make a vehicle flip back over and land on its wheels as intended. Yeah, I mean I mean as with the old things in Star Citizen, we don't want just a auto magical solution, you know, the fact that it that they they they try to correct themselves now is a necessary, you know, evil if you will. It it it to to try to keep people playing, you know, to try to keep the experience positive. But whenever possible we always want to seek these integrated solutions that are these

  19. 00:14:46

    diagetic solutions that make sense within the world and I think a tractor beam is an obvious, you know, one. Yeah, it's literally it's it's like it's right there. It's like it's one of those things, you know, people like to make fun of us, you know, Beam Citizen or whatever. That's literally one of the things like, "No, that's where Beam Citizen is absolutely appropriate for fixing that kind of situation." So, uh, excited to hear that that's at least being considered. Um, and then as a follow-up to the the content question, oh, who was it? Some somebody had it in the chat and I was I wanted to shout them out because they were they were they were they had it. They had it right on there. I lost your name, I'm sorry, but somebody was uh, talking about how um, basically like for modularity as an example, there's there's the feature team that would work on the feature of being able to swap out modules and whatever. Then the con- then that goes to the content team who then build them into the ships and then it goes to something like the gameplay team

  20. 00:15:34

    who then can figure out the gameplay applications and and how that and how that reflects to the player. So, there's this nice little pipeline there between, you know, features are the things that everybody can sort of work with. The content team build them into the ship and then you guys come in and, you know, and make an experience for the players. Ruka Ruka Ruka Ruka Ruka Ruka Riby. I think that was his name. Ruka You know how good I am with names? I It's just somebody in chat like like had it and I wanted to call I wanted to call them out and I lost the name. While we're on the subject of master mode and I go we weren't on subject, we we moved over. So, that wasn't that wasn't a very good transition at all. Uh how will QED work with master modes? Uh so, the

  21. 00:16:25

    for both like aspects of this, there's the the player who's firing the QED or using the QED and there's a player who's going to be on the other the other end of it essentially being pulled out or dampened. So, the for the person who's using it, the idea is it's going to be it or the current idea anyway will be in SCM mode along with a bunch of other things so that you're in SCM, you've got the the QED active um and then that's when you can use it um and along with lots of the other like the combat stuff is all in SCM. That's the intention at the moment. So, you can still do all the same everything else. You have the dampener, you have the snare, everything works the same way from that end. Um and then on the other side, the person who's being pulled out or dampened, the current working plan will be that uh when you get pulled out, um

  22. 00:17:15

    do essentially the the quantum drive will be disabled or restricted somehow um because a lot of the uh internals of master modes doesn't necessarily care about which mode you're actually in directly. It's if your quantum drive is active. That's quite what quite a lot of the things are. So, for example, um if you're in nav mode, um but you've turned your quantum drive off for some reason or you've it's been blown off or damaged or distorted or whatever else. you will still lose you you won't have access to those top speeds because the quantum drive is off. Um so, that's that's what the restriction is. Um So, when you are So, if you're in nav mode and you get quantum dampened or quantum snared, uh your quantum drive is going to be off

  23. 00:18:02

    and you're going to be limited to SCM speeds uh for that time period. Um and then you can swap back to SCM mode yourself and then go try and defend yourselves. That's the current plan. Um we still need to test all these kinds of PU specific things cuz there there's there's open questions about things like in a pirate versus cargo hauler situation with QED, for example. Um what kind of like how often should the pirate be successful versus how often should the cargo hauler escape? Cuz historically we've gone back and forth in balance a lot of the time where the cargo hauler is always able to escape so the pirate can't really do much or the other way around and the pirate's always able to catch the cargo hauler. So, we want some middle ground between that. Mhm. And we're still working to get the exact like balance of where everything

  24. 00:18:50

    fits. And then I have to imagine stuff like the upcoming resource management system throws that all into array, too, because there's the there's the default balancing, but then there's what the tuner does, what the mechanic does to, you know, increase those chances on either side and stuff and how those, you know, combine. It's like this person, you know, the attacker has upgraded their ability to Q E D U, but the cargo person has upgraded their ability to resist and you know, you you got you got rock versus rock here in the thing. So, it's a it's a unique challenge and I'm excited to see it play out as the work of the EUPU feature team comes to completion and then it's handed over to folks of the gameplay team. See how I brought that back? Brought that back. Sometimes I'm good. Not that time though.

  25. 00:19:37

    Can we are there plans to change the way ground vehicles accelerate under analog controls? So, we spent a lot of time in a kind of working on these new physics which has enabled us to kind of free the body of the vehicle so it feels more fluid and you know, we've got a brand new tire model as well and this gives us much more fidelity to control the handling. But, with that it means you need much more fidelity in control as well. So, you know, although we've got quite you know, we've got quite a simple control method right now which is key press to go full throttle and no throttle. Um, you know, yeah, you know, we definitely plan to support you know, different control methods so you can go half throttle, quarter throttle to control and control the slides. Um, you know, control your speed, control the amount of braking you have and steering you have as well. Um, you know, cuz it'll make the ground vehicles feel really

  26. 00:20:23

    good when you got full control over Mhm. Um, as a follow-up to this, it's a bit on the content side, but I I'm pretty sure the answer is gameplay related so I'm going to go ahead and ask it. What's holding up something like the Ranger from being implemented in the game? So, we've got to kind of move the physics engine. So, we had quite old physics with, you know, our old ground vehicles and they hadn't really been touched for a long time. So, we had to go in there, figure out what needed to be changed. And we've got a baseline, you know, as you can see now, you know, with a the a new ground vehicle physics we're going to play soon is it's going to feel much more realistic. Um, but that's our first step in terms of feel. So, we're going to get the feel right, but we don't have that on the Drake Mule and we don't have that on the other tank. So, we we've got to move the ground vehicle physics to those vehicles as well first. And then basically it's just time and

  27. 00:21:12

    resources as always. It's, you know, and we've got to make a call when we can, you know, kind of work on a new, you know, kind of vehicle because it will be not a completely new vehicle cuz we use the tire model and suspension physics and all that stuff for it. But, you know, that kind of vehicle is quite difficult to do cuz it's moves from, you know, kind of four wheels to balance. Um and that's really hard to do. Um but that'll, you know, but that's also Johnny's problem as well. Yeah. Yeah. Yeah, it's it go Yeah, going from a stable four-wheeler or six-wheeler or whatever to trying to balance on on two wheels is uh very difficult to make fun. So, it needs to have a lot of like iteration time to make sure that you don't just constantly fall off, for

  28. 00:21:58

    example. Um and if you if you go too far the other way and you never fall off, um making that also fun. So, we need to find where the balance of all of that like across the scale of sim through to arcade of of a of a motorbike should land. Um I mean, I I think people still don't really know how a bicycle stays up anyway. So, how are we going to succeed? Yeah, you know, somebody does. Somebody? Yeah. Sure, somebody in Twitch chat knows how a bicycle stays up. Yeah. You know, we don't want to fake it. That's one of the things is, you know, we you know, we don't just want to build a car and just animate a bike. You know, cuz that's what, you know, kind of a lot of people do to get a bike in the game is they'll just make a bike a car and then it'll just be animated. But, you know, we want to do it properly. Um you know, cuz we believe that experience is a much better experience for the final game. So.

  29. 00:22:45

    Uh folks in chat right now are saying gyroscopes. You know, and and I'm I'm I'm I'm I'm I'm I'm I'm I'm I'm going to tell you I'm I'm going to go and bring my I used to back in back in the halcyon days of 2002, I used to, as part of my job, I used to ride around on a on a on a preview version of the of a Segway. Remember a Segway? Little two-wheeled things that were that kept up on a on a on a on a gyroscope. And there was a collection of us and we had to you know each one of us would do something for about 6 7 minutes and then we'd swap out to somebody else all day. And every single day we knew one of us was going to get thrown violently to the ground in front of a hundred spectators. And it was a terrible terrible lottery. And 21 years later I still have the mental scars that just hearing the word gyro makes me derail

  30. 00:23:35

    the entire show and tell the story that absolutely not one person watching cares about. So, just don't put all your faith in So, when are we going to add Segways? Don't like gyroscopes. It's derailed the whole show now. Oh. Hey, here's one. Are we going to get better lights on ships? Hey Pete. Uh some ships have tons of light in the front, but you can't see 3 ft ahead of you and some ground vehicles are pretty much dead at night. What the F? So, yes we are going to get better lights. Um and that's something that CIG

  31. 00:24:22

    are currently working on. Um it's just a lot of work to go through all the ships in the game basically to do this. Um you know, to make the balance more correct between them all. But because you're right, there's some that will blind you. You know, we've had several play tests where someone's turned the lights on and can't see anything anymore. And then there's other ones where you you've got the lights on. Yeah. So, you know, yeah you know, definitely is one of the things that we you know, we're kind of working on right now. Yeah. Like driving with full beams in the fog. Yeah. You just can't see. You might as well turn them off again. I've got a perennial Star Citizen Live watcher vehicle art director Ben Curtis. Thanks for watching the show Ben in the chat going, "Yes, headlights are actively being improved. Lighting team are being a huge help and we are setting standards for different manufacturers." So, yeah, so so different manufacturer lights, imagine what a Drake headlight's going to be. It's just one's going to

  32. 00:25:09

    always be out. At least on fire. Wow. I happen to love Drake. Yeah, me, too. I I I love Drake because they're broken and busted. Like me. "Will ground vehicles run on fuel, hydrogen or otherwise, be battery powered, or vary depending on the vehicle? If anything runs on fuel, would will there be a gear switching system implemented?" So, yeah, so we're basically moving the ground vehicles to new physics systems already. Um and that's our first step to really improving the ground vehicles up to the same as specifications of the ships. So, um you know, our next kind of ground vehicles V2s, as we're kind of call it, um you know, that would mean the ships run on fuel, they've got a

  33. 00:25:57

    power plant, they have a cooler, and it all works just like the ships. But, obviously, it might be different, you know, it might be a different power style. Um but, you know, it will have power, it will require cooling in the same way that ships do. you know, and in it you know, they'll generate signals as well, you know, in the same way that ships do. Um you know, even though they'll be different, you know, kind of radius and stuff, but yeah, you know, we're going to convert the ground vehicle to use the full kind of vehicle systems. And that we have, you know, um including resource network as well. Yeah, we definitely want to unify all the kinds of vehicles we have in the game to all sort of work roughly in the same kind of same kind of way. So, yeah, like yeah, adding adding fuel tanks, um adding power to them, even things like updating the HUD to be new HUD, cuz some of the ground vehicle HUDs have been

  34. 00:26:44

    um untouched for a while. Um yeah, yeah, there's the definitely intention to to to do that kind of thing, for sure. Um we've talked about the vehicle physics, the ground the the tire model and stuff. So, as a kind of a general follow-up to that, any plans to have a more accurate terrain physics? So, at the moment we have kind of our base terrain. Um so, we kind of generalize it that it's a mix between kind of high grip gravel probably. Um but, you know, with this brand new model, we've got the ability to kind of change the tire curve a little bit. So, we can model driving on ice. Um you can model driving on tarmac. Um but, you know, we've got a build system where the tire model communicates with the game.

  35. 00:27:31

    So, when you arrive on the textures of the the different planets and stuff, it tells the tire model what, you know, kind of format to use. Um you know, so we've got to build that for the future, but that's definitely part of the development of the ground vehicles. Um it just it it just requires like a lot of kind of cross-team, you know, kind of work to do because we've got to change the levels to it you know, kind of send the information to the ground vehicles, and then the ground vehicles will appropriately handle for those, you know, of Right. So, you're you're talking about basically taking all of the locations and and adding markup to it so that so that the vehicle knows whether it's riding on dirt or mud or ice or or water or even you know, stuff like that, you know. Water? Yeah, you can travel a little bit of water before you start to float. Jesus car. Are you are you confirming boats here, Richard? No. He's not.

  36. 00:28:21

    Boats with tires. Yeah. Hey, you know, uh uh I uh we talked a lot about a boat tanks recently. What? Yeah, a boat tank would be a good addition to the Can you describe what a boat tank should be like? like a tank, but it but a boat. on on the water. Does it handle like a tank? Kind of handles like a battleship. Okay. Okay. All right. let's get Let's get into some nitty-gritty ones here. Why is the center of mass on the Nova so high over the ground? As in, why does it tip over so easily? Shouldn't the tank be next to impossible to tip? Do you have any idea what the hell you're doing? I don't.

  37. 00:29:07

    Um so, the tank has a lot of mass and the mass is actually quite low on the tank. But According to this person? Yeah. Well, it is physically, but one of the problems that you have in like physics is so in real life, there's a lot of dampening with kind of collisions cuz you hit into terrain, you hit into objects that move, and the collision in a kind of output kind of varies a lot where as in like a physics simulation, you can have quite high like spikes of collisions because it's two interconnecting solid objects. You know, and we need to do a lot of work on how the ground vehicles feel and interact because that's not how real life collisions happen, but that is the output of the physics engine. Um And basically, that causes the vehicle to react in a way that makes it look like it doesn't wave very much or it

  38. 00:29:55

    gives you a really high impulse so the vehicle can roll over. And it isn't that it doesn't wave very much or the center of mass is too high. It's just the collision impulse is so high that it's got the force to kind of tip the vehicle over. But that's definitely something we're working on and we've already done some work on the suspension physics for the ground vehicles when you hit rocks and stuff. If you had the old physics and and you basically reduce the dampening, the vehicles would flip over 13 times. but now, we've kind of really worked on the ground vehicle collision physics. When you hit a rock like this, for example, it just kind of rides it. It doesn't go like this. Um and that's something we've worked on since the first stage and then, you know, our next stage that we'll be working on the general output of the physics engines to not generate these really high impulses that are just not accurate. Um but it does create a

  39. 00:30:43

    perception issue, you know, and we are aware of that. Well, it's like when we were playing Arena Commander last week, there was a there was that gravity bug on the Ela. Just like and just like Yeah, we were in And like he knew there was a gravity bug on Ela. Yeah. So, why did Just tanks floating everywhere. It's a good show. Uh, Sternhund in the chat says "Will we eventually be able to land our Pisces on our Carracks and refuel there? Please, please to your god, give me something." I'm going to give you something. It's a threat. Uh, that's a good question. Probably for a content team, to be honest.

  40. 00:31:32

    I put that in the back of this here. I tried, Sternhund. Yeah. "Are there any plans for internal reloading of ballistic weapons, especially for ships like the Redeemer that possess some internal storage?" So, this is definitely something we've talked about internally, cuz obviously you know, we move towards a system of limited ammo, and that had a big impact on the game. Um You know, and we do think it's a really positive thing, but we would, you know, we definitely like it, you know, cuz we've talked about it internally, you know, we'd like a system where you know you know, people can reload the ammo on the ship. I think it'd be really cool. Yeah, having like ammo boxes and uh extra items and stuff, so you've only got a set limit of of ballistic ammo in your first clip, essentially. Um, and then you reload that, and then

  41. 00:32:19

    you reload again. Oh, no, suddenly I'm out of ammo. Uh, Jeff in the back needs to go and fit the box onto the front gun again, and you have this sort of cycle of like multi-crew stuff going back and forth. It'd be really really cool. Yeah. Get your together, Jeff. Jeff, the ammo guy, pulling his weight. You broke really hard one. The last one. Are you broken? Um Will there be any more changes to hover vehicles to help stop them from exploding so easily? I mean Yes. Um Um Yeah, so we So we did Do they hover because they're full of helium? That would be one way to stop them.

  42. 00:33:06

    we did like a big change. Oh, when was it now? Like 18 months ago? 2 years ago? I think it was, maybe. Uh yeah. Um and that really increased the speed of the hover bikes on the ground. So, before they were quite limited. I think you could go like 68 m per second like max, I think, with the old ones. But then we made it so you could go really quick with the new ones. But obviously that means you can hit a rock and Mhm. if you're traveling at that speed, you hit a rock, it's quite an impact. Um but, you know, we can definitely improve that from our side. You know, and also we can improve the levels as well. So, you know, we can instruct the players more like where to kind of ride these things. Um You know, cuz at the moment, you know, our terrain, it's you know, you've got rocks everywhere. But it'd be cool if you could have, you know, areas where you can, you know, that are intentionally made for these bikes and stuff like that. So, you know, that'd really help along with

  43. 00:33:53

    improving the the general collision detection again. It's just you get really high impulsive collision and you know, and and that just means the vehicle explode. Yeah. Yeah, there's there's already some assists in uh Gravel Lord that are trying to help with this kind of thing. Uh I I can't remember if it if the current one is just like it it's it sees a thing in front of it and it slows down or it tries to like ride over it. Um it's one or both, I forget exactly. Uh but there's a bunch of things that we we we tried to to help the problem um when we when we initially did that remake. Um but, you know, some rocks are very big and come at you really fast. Uh, so yeah, the speeds it can be like deceptive sometimes cuz like 200 m a second is quite fast if you're on a

  44. 00:34:41

    essentially a quad bike. Um so if you if you drive a quad bike into a rocket 200 m a second it might explode. Um but yeah, it comes down to like another like perception thing of of you know, you want the the fantasy of flying this hover vehicle over terrain and really cool like trying not to crash into things. And then if you just nip like a tiny bit of rock and then because you're going so fast and cuz the I mean it's something as simple as raising the durability. We could we could like quintuple the health. There we go. Um I think we lost sound for a bit.

  45. 00:35:30

    I'm sorry? We just lost sound for a second. Sorry. But we're back now. We lost sound for a second? For about 5 seconds. Do we still not have sound? We've got sound. So can they not hear me right now? They can hear you now. So they can hear me right now? I recall a central Can they hear that? Yep. are you aware of the issue with the Corsair's engines blowing off way too easily, which causes full loss of control, and if so, do you have plans to address the issue? The issue has been addressed in the next build. What? Yeah. How'd you address it? What happened? Um so we've been doing like a general pass on kind of the health of engines in the game,

  46. 00:36:18

    which has meant some have bumped up quite a bit. And because it just didn't match the overall health of the ship, so we we've So we tried to move the thruster health more in line with the general health of the ship. so you should definitely see an improvement. Hm. Well, okay. And when you say the next build, that's the the should see in the next version that goes out to the PTU. Cool. Uh let's see. Where's my this here? I lost my list here. I lost my sound and then I lost everything. Uh let's see. Are trailers for ground vehicles a possibility? Uh and if so uh That's actually they they just asked the same question three times. Is are trailers on ground vehicles a possibility? Have you considered just you know allowing us to hitch a wagon to the back of our our our our our Tumbril in? That'd be really cool if you could tow your ship

  47. 00:37:06

    or something like that, wouldn't it? Yeah. We just stick it on like a flatbed. Yeah. And then you've got this little this little mule pulling around a Vanguard on a flatbed. Yeah, that'd be cool. That'd be fun. And then you can try and you can jackknife it. Yeah. Just try and try and park a articulated lorry with a Vanguard on the back. Try not to smash into things. That'd be entertaining. I mean yeah, so we'd have to make the the lorry. Again, it's like you can sit there I mean it's it's one of those things we talk about the dis- the distinction between feature, content, and gameplay. It's it's one thing for you guys to say, "Oh yeah, that'd be cool." but Yeah, we've got to make it. It's another team that that has to find their schedule and their priorities to make it. But yeah. What is Okay, here's a loaded one. I want to remind you that they picked this one.

  48. 00:37:54

    What is CIG stance on the community's feedback? And is the Fury and is the Fury earmarked for further improvements in relation to this? So, a bit of a leading Did you pick this one, Rich? One. Yes. Yes. One. How do you This is my fault, so I'll answer it. One. How do you feel about community feedback? And two, are you willing to listen to them and make the Fury better? I feel on the spot now. I feel like I shouldn't have picked this one. you know, I'm really receptive to our community feedback and you know, that's a general feeling across the team series. You know, we really like hearing from the community. Um, so so to answer the Fury question, so so we've tried to balance the Fury for the current game that we have now and where the ships currently flying where they fit. Um, and we've tried to give it a little bit more of its personality in

  49. 00:38:42

    the current game. Um, but we've got the game we're working on next. You know, for us, you know, so we've got master modes coming. Um, which is going to allow us to kind of use more of the unique ship identity. And you know, with that and as we move towards that, we're going to move the ships more into that identity. So you know, I can definitely see the Fury moving more to where it's main thrusters contribute to more, you know, of the axis on the ship. Um, but it was just where the rest of the game currently fits because if you have a big game, we've got 100 and something ships in the game. If you add one in there that's really different, it can cause problems with the current ships and also kind of not really fit the game. So we have to kind of move everything together. So we move the ship as much as we can in the baseline that

  50. 00:39:30

    you know, you know, we kind of have in the current game. And then we look at where we want to be and then we start moving all the ships as this big, you know, kind of package of ships that we, you know, kind of tune together, you know, so we tune light fighters together, the medium fighters, heavy fighters and move those all together. Um, and then we kind of create more personality on those ships as we go. Um, and then we see how far we can push those limits. Um, but yeah, you know, I can definitely see it flying more in its mains in the future. let's see. So some questions from the chat. if this is live, why isn't Chad McKinney on? Cuz he's on the other side of the world. I'm here with these guys right now. Um, will the 890 jump ever get paints? A question for the content team, not the gameplay team.

  51. 00:40:19

    Oh, there was another one. Uh when will the Vanguard series get retractable turrets like concept the last time we saw an animation? Question for the content team, not the gameplay team. Uh continuing on with the preset questions. stealth Was Was that the question? Yeah. Uh stealth. Anything? Well, I'm going to go stealth right now by going really quiet. Um Success. Uh yeah, so So, we kind of see what Well, what I like personally as stealth is a ship that is you know, its main ability is to mask itself, so you can hide and you can be sneaky, you know? it's got that more kind of tactics to it where you can use the environment to hide, um you know, and you can move your

  52. 00:41:07

    resources of the ship to kind of manage that. So, you can kind of control how much you're seen in the universe. So, you So, you can plan something, whether it's you know, a plan to sneak up on someone or just plan to attack someone. And that's how I see stealth in the game. Um you know, and it's going to become really quick Well, it's going to be really quick cool resource network cuz that's going to give you really good control of uh how, you know, kind of stealthy you go. Um cuz you can actually get much further than you can now. Yeah, for sure. Yeah. Um on the on the resource network thing, there's there's already talks of like how heat and cooling can can influence stealth and emissions. Cuz it's only with with ships, um the emissions is going to be really what the the stealth is, I guess. So, if you can hide like there's I guess

  53. 00:41:55

    there's two kinds of versions of stealth. You're either not there or or people think you're not there, or people think you're something else. So, you could have like emissions that pretend you're some casual cargo hauler, but you're actually a fleet of Idris's. And just to try and pretend that you're not for a while. Um like there's there's um stories of like uh stealth fighters who like they because of the way the stealth fighter's um emissions profile set up, when they get hit by a radar signature and it deflects off all the different faces of the of the the um plane. Um and then it comes back and the radar sees it as like, "Ah, it's just like that's like a pigeon. Ah, it's nothing to worry about." And then suddenly the pigeon turns into a into a stealth like aircraft for like 2 seconds cuz it's opened its bay doors and then closes it again and go

  54. 00:42:43

    "A pigeon turned into a plane for a bit. Maybe we should shoot something at it." So something like that um you can you can you can have the two different versions of like we hide it completely like clamp the the emissions completely so you can't be seen in a big radius. Or you can just blare out like noise and obscure whatever you want. Um and so like with with resource network, if you have um if if that gets tied into heat and stuff, you can have coolers that are like blaring out loads of IR for example. Um they could pretend to be something else. Um and then if you want to go the other route and then um like hide all of those emissions, turn all your coolers off or like have some some kind of thermal shielding around it. Um and then you just slowly cook in your ship cuz it's heating up cuz that heat's supposed to go somewhere. That's what

  55. 00:43:31

    the emission is normally. Um and if it's not emitting heat, I guess I guess you're just going to going to steam slowly. And uh and and And as as Stun Gun asks, uh as a follow-up, why is that pigeon going Mach 5? Yeah. wondering. I was wondering, Stun Gun. I was hoping one of you would say it so I didn't have to be the jerk. It's a very powerful pigeon. It's it's not a very good radar operator on that piece of That pigeon's going Mach 5. That's one very impressive pigeon. What if a pigeon launched a missile at us? Yeah, no. And uh how does the invisibility bug factor in all that? Uh it's very stealthy. but it's not the right kind of stealth. It's like that old bug we had where all the players could turn into golf balls.

  56. 00:44:20

    But technically Oh, I'd forgotten about the golf ball. Yeah. Yeah, that was a I'd forgotten about the golf difficult to fix. Is that invisibility bug still going on? I I'm not sure. And that's not on our teams. No. But at the last I heard, I think someone made some progress on fixing one of the many ways that it can happen. So maybe That's what's Maybe it's That's what's really annoying. It was the same thing with the golf ball bug. It wasn't just one cause. It was actually a myriad of causes. And so, you know, finding every cause you know, you find one cause and it actually obscures three other causes. Yeah. So So it's Yeah. That's what bug fixing on complicated situations can be sometimes. You just get like you fix one bug to make it work correctly, and then it turns out working correctly broke eight other things. I just know it's very frustrating. Yes.

  57. 00:45:08

    The level of The level of frustrating conversations I've seen internally about that bug over the last several weeks have been Yeah. I can't imagine it's any better for the players. But you know, folks are working on it. It's the best I can offer. aerodynamics. Are aerodynamics planned to be applied to ground vehicles in the future? And if so, will the system extend to drafting mechanics? Um yeah. Yeah. Now, it's really cool, you know, if you could drop your ground vehicle like a ship and it'd feel like it was floating cuz aerodynamics and you know, a ship the ship, you know, um you know, and then we've got much more racing in the game now. So it'd be cool to have a draft, you know, you could draft up behind people, catch them, and pass them cuz you're in the draft. That'd be really cool. Yeah.

  58. 00:45:56

    Yeah, that's that I don't think it's currently in the plan at the moment, but it would be. Yeah. Yeah. Yeah. Yeah. Yeah. yeah, it'll be part of our kind of goal of moving the ground vehicles to our next version where really, you know, that you know, that would be our next step, you know. So, we'd have you know, kind of aerodynamics in that, you know, and maybe you know, we can mix them with the, you know, moving the ground vehicles to the power plant systems and stuff and, you know, have a full aerodynamics. Um but, you know, it would be quite limited, you know, because we don't want to go like full simulation where we're trying to model the aerodynamics and downforce on the ships and well, on the, you know, trucks and stuff like that. Um but, you know, it would be nice to have the feature where, you know, in where you can draft and basically, you know, Yeah, the aerodynamics of the rover being a brick. Yeah, yeah. The downforce of that. Yeah, you know, you'd get quite a draft but on that

  59. 00:46:43

    ship. Yeah, I bet, yeah. Yeah, if you go down the the full sim route of aerodynamics, you can get very very complicated very quickly. Like if if we have like uh drafting behind a behind someone and then you pull out and suddenly get hit with a whole bunch of wind and then half of your vehicle is in the wind, half of it's not in the wind. What does that do to the tires, for example? Like does it affect the grip? Um does it does it torque your vehicle around a bit? There's all kinds of flying cars. You get flying cars, yeah? Where suddenly all the downforce turns into upforce. Now, obviously there's there's a there's a lot of gameplay implications to it, but like with anything else, it has to be weighed against every single other thing that's going on in the in the persistent universe and whether, you know, it might work and even be fun in a

  60. 00:47:31

    vacuum, but when you when you have to put it alongside all these other systems and go, "Okay, well, how does that work how does that affect everything from salvage to FPS gameplay to Well, it's not to say that it can't happen or something. It's just it's not as simple as just, "Oh, that's a good idea and we put it in." Yeah. It's like with um when when we did aerodynamics for the for the um ships in the first place, that's that would be like a really big impact feature, cuz the the ship's behaving like spaceships when they're close to the ground in atmosphere feels a lot less realistic and and interesting. And if you add aerodynamic flight into into ships like that, you get a really cool like difference in in how to how to get those ships to play. Um and that was that's a a bigger impact than having like fully

  61. 00:48:20

    simulated aerodynamics on the ground vehicles, for example. Um we can get to similar kinds of things in other ways. Um but yeah, so which is why it's not it's not been a priority so far. but yeah, it would be it would be really cool to add that. How excited are you and the team for the recent Arena Commander changes? Was was this something like, "Yes, finally." or was it like, "I wish they were working on other things." like like like I I I So what the question again, you put it on there. How how how how does the team feel about all the all the recent Arena Commander changes? Really excited for it, you know? Like, you know, it's a great place for combat and you know you know you know it's So I've been you know I've been really pumped for it, you know? And also it's given us a chance to test in a master mode as well. Um so that's been really cool for us.

  62. 00:49:08

    Um so you know, we've been really excited to get that out there. So yeah. Yeah. Yeah, we we we interact a lot with the player experience team who are um all the the vehicle guys in in player experience team who are really interested in like um in Arena Commander and the way that you can test out how ships behave in in one-v-one combat or PVEs um like uh pirate swarm and stuff. And you get all of that kind of um really interesting like interactions in ships. There's only certain ways that you can actually like really tell what the ships are going to do in those kind of interactions, and that's from really testing in that isolated environment. Um cuz a lot of the time in the PU you don't end up having that very often because of the the size and scale and loads of different like um roles and stuff that people can do. Um, so you get a really focused environment on that. So, that

  63. 00:49:56

    really helps us. And we've we've been, um, we've been in contact with a bunch of people in the community about like ship balance and stuff in the past as well. So, so increasing like the the playability of Arena Commander and like, um, all the different lobby stuff that they've been doing. And yeah, experimental modes. We finally get, um, the players to to test out master modes. Um, and then we can like see what the feedback is from that. And then the best way to make like a feature that the players really enjoy is to take player feedback, basically. And then you can iterate back and forth and and come up with something really cool. So, yeah, we're I think it I think it begins to finally allow us to realize that original potential of it to be that to be the symbiotic, you know, you know, test bed. Well, I mean, well, well, obviously we have, you know, the the the

  64. 00:50:43

    the PU and the alpha and then we have the PTU and stuff like this. But Arena Commander is always the the promise of it the true promise of it has always been this focused test bed for the PU. And we got away from that for a while, you know, like all like all things in the constant game development is change. So, this this return to it, uh, in recent in recent months, um, as we've been waiting for it to go out in 3.20 and then, you know, as will hopefully soon. Uh, is exciting especially with all the this this this specific modes to drill down on things like the tank and drill down on things like gun game and stuff like that. Yeah. Um, there's also there's also that renewed focus that helps us with like, um, ship racing that has has become a real focus as well. Um, the they've remade the maps, right? Or added

  65. 00:51:32

    some new maps to to Arena Commander. So, adding that kind of stuff into it as well, that that helps a lot with like vehicle handling and stuff cuz it it it opens up really tiny like precision bits of the balance that helps us hone in on on like, oh, why does this vehicle feel slightly different to this kind of vehicle? Um yeah. So we're in our last 10 minutes here. So I want to There have been several questions along this line in the chat here. It's Zarek Masters is the one that happens to be in front of me. older ships like the Gladiator. You know, any What do you think of the Gladiator? Any Any chance the Gladiator can get some love? I mean, is is Is the Gladiator perfect right now? Are you happy with the Gladiator? Does it Does its Bombay doors need some work? Does

  66. 00:52:21

    What's You give it Gladiator pilots, these people who have you know, pledged for this vehicle since the Yale days. I mean, it's kind of mission that because I was playing it about an hour before I came here. Um so now I'm taking a look at it. You know, see what we can improve on it. you know, because it definitely can fly better in atmosphere. It's you know, it's Um it's atmosphere flight a little bit better right now. It's got those great atmospheric wings that that go like this. Yeah, you know, and we did some changes to to the way So we did So we we did some changes So we did some changes to Fury and that had an impact on some of the ships in the And unfortunately, the Gladiator was one of those ships that you know, it's kind of impacted. So I'm taking a look at that now of what we can kind of you know, to basically improve it because it's got the mass that move at the top of the ship and you know, those are

  67. 00:53:09

    that was to support the the Fury like VT thrusters that needed a rewrite of some some of the thruster rotation code. Um and so that had some unintended consequences in in all the ships that have rotating thrusters. So there was I think there was some There was like the Hornet or something had that as well. Yeah, there was a bunch of them that we had to had to check and try and get as close to to what the the ship version was. And how about for something even more aerodynamic like the Terrapin? Little little floaty brick that that that that can Any love for the Terrapin? Any any nuggets? Any hope we can throw out to people? Um so a so a big focus with Terrapins actually is going to be making the most of its VTOL mode. Um so we've generally tried to make the ships fly as normal with

  68. 00:53:57

    you know, in like normal mode the ship should be able to fly um you know, in atmosphere on the various planets we have. But we're definitely looking at ways we can make the most of those ships with VTOLs on them and give them a little bit more power, you know, so when you're in VTOL mode you really feel the power of those ships. Um you know, and to give you more control in VTOL mode. And we have some exciting you know so we've got some exciting aerodynamic changes in the future as well, you know that's going to help kind of reinforce that as well. Um so yeah, you know, there's definitely some scope to improve the Terrapin. Cuz it's a cool little ship. It may be a flying brick, but Yeah. Yeah, it's pretty cool. A Terrapin is naturally aerodynamic. Yeah. It's about as aerodynamic as I am. Again, I I want I want I want to preface this by saying that they they picked the

  69. 00:54:44

    questions, I mean the question is literally, is my favorite ship the best ship and am I still on track? This one's on you, Johnny. Uh And yes. You heard it here first first, folks. Yeah, I think you're going to pay for that one. I probably, yeah. You also picked something Uh-oh. vision for where pets dogs will stay on ships with and without second seat interior. So they're assuming that dogs will go in the second seat. if you put it in like the little carry case and then you can sit the carry case in the second seat and then the dog can shoot the turret. So so I want to preface this having seen

  70. 00:55:31

    the question for the first time live right here, again. This will be the last time I let the guests pick the questions. We are neither confirming nor denying the existence of dogs in our game. But I do have Yeah, but I do have a dog in full cats. In real life? Yes, in real life. Not in the ships. In like real life. Not yet. Okay. So All right. Theory craft is then you included it. So we'll go with it. Assuming dog pets do get added to the game. How do Where do they go in the ship? Well, I'd put mine Well, I'd put my dog on the engineer station. To be fair, I think she'd do a pretty good job. When she doesn't throw up on it. Yeah. Yeah. And my cats can just be ornaments. I mean, the cats would sit on the pedals. That's what the cats would do, really.

  71. 00:56:18

    At least I've got you know, at least I've got blame them for crashing it. Yeah. Or they just sit and like paw at the MFDs. Yeah. No, don't turn my shields off. No, go away. I hope that's a satisfactory answer. Jared's deflating. No, no, no. We're we're we're going to one of the hard ones now since you wasted a question on You wasted a question on that. Um how do you determine how a well or bad a vehicle handles? Woah. Ooh. Yeah. So the good So the good and the bad. Go ahead. I'm just going to I'm going to sit back. You you go go ahead. So when we have a ship in concepts in phase, we basically outline what the purpose of that ship is. And then from that we discuss what loadout it should have, what weapons it should have, what size components of um you know, it should have. And then it should get concepted. So

  72. 00:57:05

    we're in control of that. Um and then when we go through like the concepts of phase and the visual art style, the art starts to lead some of where the ship goes um as well. So we've got like the purpose of ship, but then the look of the ship. It needs to feel a certain way to match its kind of visual appearance. And then we've got like a really good kind of matrix of like where our current ships are both in terms of the flight, the combat power, um you know, as we learn more about the game as well and how we move all the ships as we learn the systems more and more and, you know, and improve the core features of the game, we change the balance so we're moving all our ships together. Then we look at where that ship should fit. And we don't just want every ship to be the new best ship in the game that does everything the best. You know, does You know, there's there's always choices and that can be manufacturer based

  73. 00:57:52

    um, choices that can be visual kind of choices on the ship and where you put the thrusters, where you put the wings and how they look. Um, so it's really a lot of different factors and that come into this and, you know, and, you know, it's where we put the weapons, it's where we put the turret, well, if a ship does have a turret, it's where we put it. Um, and that depends, you know, how good that turret system is on that particular and then there's just, you know, we've got kind of core numbers of health, for example. So, we've got a really good idea of where the current ships are, so we go, right, well, we want the ship to fit here, so it requires this, but it depends how the ship's built, so different parts on the ship and how the damage is propagate throughout the ship. So, you have to work with all these factors, um, So, yeah, that's kind of how we balance. Um, and then obviously we put, you know, we do do some testing internally to make sure

  74. 00:58:40

    the ship kind of fits what we originally set out it to be, um, and make sure it fits in that particular area, but it's not, you know, I don't like to say this, you know, this ship is just better than the Vanguard, you know, for example. You know, I like to go, well, it could beat the Vanguard in this situation if you did this, if you did this particular thing. Um, and that, you know, and that's the dif- that's the difficult of balance, I guess. Hopefully that's a good enough answer there. answer. Now, how do you balance a follow-up because you did so well with that? How do you do that knowing new systems are coming down the pipe, like master modes and resource management and stuff? How do you How do How do you How do you take that delicate calculus you just described and do something for the game today,

  75. 00:59:32

    but also leaving yourself room for tomorrow. Yeah, I mean, that's that Like that's one of the really difficult things about doing this is we've got to think about the game now. We've got to think about the game we're going to have for the next release. But then we've also got to think about, you know, kind of really long term um as well. So, we we kind of do the current game and then, you know, we kind of have a base on the standard where the current game is and where the ships are. And we try and do our best to maintain that, but also include a little bit of future proofing ourself really that we don't have to go back and redo every single ship in every single release, for example. So, we'll try and move set ships. That's why sometimes probably you know, we do get questions about certain ship balance not quite fitting, but that's probably why, because it is a work in progress game, you know, this is a game where

  76. 01:00:20

    we can't just re-tune 100 and something ships every single, you know, release. It's just It's just not possible to do. Um but we do try and keep it as one unit that's moving. Um and then we look at in in in you know, we look at things like master modes and stuff like that. So, what we try and do is we try and have these things in the game now for us, and we will balance the game for the future as well. And then when it comes to it, we can turn those systems on um you know, for the players, but which what we've done with the experimental modes, you know, we've got a Gladius there. Well, we did have the Gladius there. Um basically what we did was we just turned it on with master modes on, and the tuning was there. So, we kind of moving the game towards that for the future like that. Um but it is a very fragile piece sometimes, um and it is quite challenging as there is where you're like, "Oh my god, I've got to throw all the balance out I've done over the last

  77. 01:01:07

    5 years at this company, you know, for these new features and stuff, cuz we've got so much coming in the game and so much is going to change." but it's also really exciting cuz it's a constant challenge um as well, so. So, sometimes, and Johnny, you tell me if I'm wrong here on this. So, sometimes when a ship performs one way, it's performing whether that's good or bad. It's performing that way because it's been tuned in anticipation of a this thing that's coming down the line. And because this thing that's coming down the line hasn't arrived yet and whatnot, uh it may be underperforming today or perhaps overperforming today because whatever this thing that's coming down the line is either going to bring it in line or it's going to bring it up to where it's supposed to be. So, it's not always a bug. It's not always a

  78. 01:01:58

    a missing feature. It's not always just an idiotic decision uh by somebody you you you you know on the team. When I just like the sources of the invisibility bug we talked about, it can actually be a multiple sources all conspiring together to make a a particular ship or vehicle perform a certain way at a certain time. And it's one of the big never-ending challenges of running a a a live game in the middle of our development. Yeah, for sure. Yeah. With all with all these features that come down the line, sometimes you need to look at the balance. What would make it perfect or really good now? And then how would we want that to be really good in the future? And sometimes the numbers are so different that there's just no hope. Like or you can you can like try and get the

  79. 01:02:47

    numbers somewhere in the middle or you can have one set of numbers and just a completely another set of numbers. Um and yeah, cuz we have so many ships and so many different systems, um sometimes some things just, you know, that's how they are. I think we can all agree the best the best the best ship in the dog fight should be the Rock DS. I I told I told them I would say something nice about the Rock DS. That was the best I could come up with. Uh Johnny, Rich, thanks for hanging out with us, Taking the time out of your out of your busy Friday at the end of the week to be here on Star Citizen Live. Folks, if you haven't checked it out, be sure you watch yesterday's Inside Star Citizen. It's part one of our design brief on the cargo career. Lots of big changes coming. Freight elevators, the instance and persistent

  80. 01:03:35

    hangers, all kinds of new cargo boxes with with different properties. And of course, the the big kind of headline thing of that, being able to stick just about anything that's physical on a on a cargo grid. Yeah, the poss- I've already seen a number of Twitch streams and YouTube videos today, you know, expounding on the possibilities. The possibilities. So, be sure you check that out. Part two is next week. And of course, remember that CitizenCon, the now two-day event emanating from Los Angeles, California on October 21st and 22nd, is just five weeks away. About five weeks away. if if you're wondering why some of us pull their hair out, it's probably because of that. So, for Johnny and

  81. 01:04:23

    Rich, I'm Jared. Thanks for watching and we'll see you next week, everybody. Take care.

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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