10 for the Chairman: Episode 76
Transcript — every row opens the video at that moment
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[Music] hello everyone welcome to another episode of 10 for the chairman um so uh just a cool little thing before we start this is a very cool poster that was brought by Adrian adrianne's the uh very talented uh artist that does the hunter comic that I think you guys know about so anyway just visiting here um from uh I think Knoxville Tennessee right so uh anyway you just came by to say hi I dropped this off so very cool awesome thank you so much uh and the comics uh cool they sort of post them online as well and stuff so anyway uh that was cool I quite like that um but this is 10
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for the chairman for those of you that don't know this is where I take 10 questions from the community and answer them to the best of my ability and not specifically just from the community but from subscribers and subscribers are the uh sub set of our community that contribute extra money every month to allow us to do the enhanced Community content that we do on Star Citizen which would be this show around the verse bug Smashers and a whole bunch of other sort of impromptu um video content as well as sort of the posts that we do and background stories we write uh we have this monthly magazine called jumpo that has usually somewhere between 50 and 70 pages of content about what we've been doing during uh the this you know particular month development showing ships we've been working on background design pieces uh some fictional setting
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stuff um so uh you know all that's made possible by subscribers which is awesome so thank you guys for the general Community they're sharing a whole bunch more enhanced and better content so thank you and that's why I answer the 10 questions here so uh this is my last session before I head back over to the UK for work within The Foundry 42 office because uh we're sort of deep uh deep working on everything basically not just 42 but uh also um star citizens General so actually this week we had uh Tony zerve was out here last week and this week and we had a whole bunch of other people over from the UK as well as well as some people from Austin and we were doing General planning stuff um while I was over here mostly for the persistant universe and star citiz and last uh you know the previous weeks I was over in the UK we were doing planning stuff for squadron 42 back to Squadron 42 stuff
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next uh next week uh and some uh uh pu stuff too and I will also be visiting Frankfurt so busy uh Chris is a busy person in 2016 lots of travel um all right now to the questions first question comes from SanSai who asks you've described your vision for this game quite thoroughly and the outpouring of support means we agreed your experience with nice thanks thanks for agreeing everyone um your experience with previous game seems to influence as star citizens design quite a bit but as far as the MMO experience are there any specific games that you are drawing inspiration from for example I really like the way this functionality worked out in this game or this this this really didn't work well in this game we are going to avoid that at all costs it's kind of hard to say because on a sort of online
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MMO uh side uh you know I've played a whole bunch of them I've always found it very hard to sort of really kind of get into it say in the way that say people spent years playing World of Warcraft and I think partly it's uh I sort of wanted the world itself to sort of feel more real so like one of my biggest comp complaints with sort of the sort of the old school MMOs or or sort of what sort of rose up with EverQuest onwards was I sort of felt like everything was a bit of a theme park ride and the world sort of seemed very sort of static and you know you ventured around and you know you would go to the castle and kill the evil demon and everyone else was going to the same castle killing the same evil demon it sort of didn't feel like it was a real world as much and so one of the big goals with star szen was to try and uh you know obviously working pretty
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hard on this because we're not there yet but to build a world that's more emergent uh more Dynamic and sort of feels like it's got persistent places locations characters and you felt like you could be part of the fabric of it and your actions potentially could have some impact on how the world or the story uh universe unfolds uh during your play time and I felt like i' not really seen sort of the bigger online games be able to do that I mean there's elements that you know Eve actually on its side actually had some really nice stuff in terms of allowing the players themselves to sort of generate a lot of the drama and therefore the content for the game and that definitely is uh you know partly uh an inspiration that happens uh in Star Citizen just in terms of making it very sort of player Centric so not
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necessarily a fan of all the eve mechanics and all the rest of stuff but I do think it's really good to sort of have your player base generate a lot of the you know potential action and drama and and missions and you know you could even see it right now in 2.1 if you're flying around even though we don't have that much stuff going on and there's some basic missions players themselves are sort of almost creating missions out of nothing oh look I'm stuck out here at Port Korea can someone come and rescue me and take me back to port alisar and that kind of stuff is great because the actual actions of the players um cause other uh you know can cause other things or other players to respond to them in certain ways or do certain things and so very much the focus of sort of the structure of the star cism persistent universe is around how to push that right how to get people to play together
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and do things together or how uh they could be in potential opposition or in opposition to NPCs and and and their actions will cause reactions and I think doing that will create the a much more Dynamic Universe um and uh something I think that you know we won't be sort of over overwhelmed with trying to provide content for because we can never keep up building new sort of scripted content to keep it with the demand of how quickly people can sort of play through the content and I think that's the lesson you'll seen if you look at World of Warcraft uh you know the new uh expansion comes out everyone you know re-ups and now they're back up to 10 million people playing it they blast through all the content and Bam it's back down to you know 7 million or six million people playing it uh and you can sort you sort of see that as a pattern in sort of the more uh you know the
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older School mm and uh I don't think you really see as much of a pattern in something like Eve which is a bit more Dynamic uh so that that definitely is one of the sort of fundamental ideas or goals uh in terms of sort of play style I mean I've definitely liked um you to sort of earn the rewards you want in the game so you know if you think of demon souls I've used this as a as a sort of example but you know that's a pretty unforgiving game but when you actually achieve something you really feel like you achieved something because it was hard to get there and you risked a lot when you got there and I think that is what another like longer term goal that I want to make sure as for Star C is that you don't feel like everything's just given to you and everything's easy I mean you feel like if you're going out to earn some money on A Dangerous Mission you can earn some really good money but also you're really risking a
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lot when you're doing that and I think that um combination of that really works well with sort of this sort of reactive sort of sand sandbox design I mean to some extent you know Day Z had a bit of that where you know you you died you died you lost everything you know so people really were you know it sort of the emergent player behavior that came from that was fairly interesting I'm not sure where necessarily is going to be anywhere close to as harsh as that but it definitely sort of highlighted the fact that um you know the the the advantages you can get from perade def in terms of people feeling like invested in what they've worked for and so all those things are sort of bubbled together into a into what I want to do with Star Citizen and I also want to make sure that the world sort of feels alive which is kind of the reason why we have this sort of 910 rule of sort of AI NPCs to players is yes I want you to
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play with your friends I want you to uh engage or interact with other players but you know we need a living Universe you can't 100% be dependent on other players to provide that um so having you know 90% of your population be AI means that you know as you move around this universe there are Traders going about their trade runs no matter what Pirates doing piracy no matter what mercenaries you know protect people or you know escort missions or bounty hunters going after people uh miners mining explorers exploring all this is happening like it would in the real world uh no matter what uh the player base itself is doing I mean the player base can influence what say these NPC groups can do but you sort of feel like you're in a live world and the NPCs will react to you uh depending on what you do in the same way that maybe the players will and I think putting all that together hopefully
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we'll create a dynamic universe that will just feel more alive and more real than a lot of the Past online games we'll see I mean it's we're not quite there I'm pretty encouraged by um just the feeling of running around in 2.0 and 2.1 and and kind of seeing what players are doing and seeing where it is when we've got such a basic Bare Bones in there so I know with all these extra things we're going to layer it in with the detail and fatality we're going to do it's going to be an experience like uh no other one um I hope anyway that's the that's the goal but it feels actually pretty good um we got a lot of things to do obviously along the way and uh to make you know things like the user experience more friendly and uh welcoming to the new players but also make sure we keep the challenge and depth up for the more experienced players and so these are all things that I've talked about before and that we're
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working on and that was a very long answer for this first question but it was a pretty open-ended question all right next question comes from cic I was wondering how docking with other ships would work uh for example RSI ships have the docking color extended out to make a secure seal on the freelancer though it seems to be more like what you would see a submarine will for example the constellation Series be able to initiate docking with other ships While others will not so on the docking color side so that is on that's something that's on our schedule we want to get the docking color uh together uh we haven't fully fleshed out the design the idea would be to sort of have kind of a you know in most cases a unifying sort of telescoping tunnel that can connect to them maybe not All Ships would have them so obviously like RSI ships like an aurora could quite easily duck with a
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constellation um but you know potentially it wouldn't necessarily be as easy to do you know perhaps Nora doesn't duck with a freelancer you have to get outside Eva over and then go in through the airlock on the freelancer uh so generally we kind of think that um in most cases uh the bigger ships with the airlocks would sort of be able to do uh the airlock kind of docking and the smaller ones may or not be able to do uh but we've still got to work um the sort of mechanics and features out that so it's hard for me to sort of give a a blanket statement other than say that I I don't think it's going to be consistent that everything could dock with everything else so if ships have got standardized docking rings and stuff then there's a good likelihood that you know those ships can dock together next question comes from void Hunter who asks
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we have heard many great things about the repair and item system my question is during a fight will we have time to do all of the wonderful things once a constellation starts taking damage in a fight it seems to have about one to 2 minutes before we are dust so the goal would be to have um you know the repair system and running around and doing stuff in the bigger ships have some effect and it's really all kind of like uh a balance job so you know right now I think the bigger ships like a constellation or Retaliator in combat we haven't fully balanced it out uh they probably uh get destroyed damaged a little too quickly for what they really should be able to do so we we need to work and we are working on sort of balancing that we haven't finished out the damage stuff we haven't implemented the repair stuff fully yet so that also would have some impact because as you're
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taking damage if you're going around managing to sort of patch up or repair things then you're sort of putting back your damage and keeping your ship active longer so you know yes maybe if you don't run around and you're taking lots of damage your ship you know goes up in two minutes but if you're managing to seal the leaks or you know shut down uh you know whatever a fire in a certain area of a corridor or something then um you know the ship can last longer maybe even less through the fight so that's still that's sort of an ongoing um task uh as we sort of roll out the repair system and the item system which uh you will be down the road here I mean we're quite far along on the item system 2.0 and a bunch of the functionality like the the interaction which is a I think a question here later about so I'll save the answer for that for then you know we we need to balance it so the multi
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cruise ship experience sort of definitely is more enance when you and your friends are playing and you know someone's flying someone's in a turret and someone's running around putting out fires for instance so um so you know likelihood is you'll last more than one to two minutes if you are doing that okay next question comes from Cliff who asks are there any plans to populate the space night sky with images of far off galaxies nebula Pulsar Etc so the simple answer is yes there are plans uh longer term we're actually planning to probably build the um you know what we call I guess the sky sphere or space sphere where you sort of see the nebula and all the stuff that like for instance you can see now in Crusader you can see in um the arena Commander modules and have that sort of dynamically built from the overall star map Mo module so it sort of
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gets generated with the stars and the background and nebulas off in the distance and that will be appropriate for whichever star system you're in um haven't done that yet but that is on our um sort of engineering Graphics pipeline all right next question comes from Wolf fren who asks in terms of bandwidth required for the game how good do you plan to make the net code in Star Citizen is it going to be rather lean or will it be more taxing for example back in the unreal terminant 99 days 90 uh kilobit upload I guess I a 90 kilobit like maybe board modem uh could actually serve over 32 players um nowadays games like arc on the same bandwidth you could maybe host 8 to 10 at best MMOs also originally work with 56k lines but then started to requiring DSL or higher
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connections where do you see Star Citizen going uh well we're trying to we you know our plan is to make the net code of starst as good as we possibly can and be as good as anyone else is out there and to be honest with you most of the challenge at the moment isn't really about uh bandwidth uh in terms of how much data we're pushing up or down the pipe uh although that obviously when you have like a big solar system and lots of people doing things and lots of NPCs doing things can can definitely get saturated although we made some pretty good improvements in terms of what's called a dead reckoning system which essentially just means that you don't send uh data like say positional update data unless something's changed so if something's just moving at a constant speed in a certain direction you know once you've established the direction of the speed you need to not send any more
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data unless something changes so basically you sort of change the Deltas in States uh so not necessarily Deltas in position because you can already calculate the you know the position based on a fixed velocity and direction it's it's really the Deltas and state so if something changes in state then you communicate it and that's really sort of the fundamentals of a dead reckoning system which is what we have um on our sort of network bandwidth side uh and we're we're sort of right now actually in the middle of a uh refactor on the uh system to have a much more sophisticated serializing an aspect system uh that integrates much uh simpler and better with the game code on a scalability basis cuz unfortunately uh you know cry engine and this is pretty much true of every engine out there like unreal and a unity and everything is they're not you
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know you don't buy off the shelf engines that are really sort of thinking about scaling for millions of players and thousands of concurrent players they're usually sort of built for okay well we need a you know 16 player or 32 player multiplayer multiplayer match and that has very different demands than you know so what we'll need in sort of stares and assistent universe so we're sort of refracturing things to scale better um doing things like um putting the you know the network uh communication uh messaging into a thread doing a better job of it it is kind of threaded already in cry engine but we want to do a better job of it so that's all stuff that we're doing but really the biggest challenge is uh the actual updating of these objects so not necessarily much the network bandwidth but the amount of CPU time it takes to simulate and update the objects and obviously the GPU time to
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render them and so when you have uh you know like a example you know like I think people have play 2.1 and 2.0 and if people you know everyone spawns into the game and then they all go to one area well the performance is much better there than it would be if they all went to say six different areas and six different sets of AI all spawn because what's happening on the server is it's running all those Ai and all those players and all these different locations and so it actually has a very heavy sort of update um Loop and then why the game can slow down is because since the server now is now dropping to say I don't know 10 frames a second instead of what we want it to be 30 frames a second it's sending less frequent messages out to the clients and so the client sort of feels like it's sluggish because it's not getting enough update or things are rubber banding and so those are all the things that we're
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so there's a lot of uh you know making the updates more efficient obviously making the rendering better um you know streamlining the the net code to be really only sending the things that are diff uh Deltas uh and uh you know making sure that it's like well threaded in terms of communication and making sure there's good sync points in the update so those are all things that we're doing um because we need to scale it for the size we want um so I you know I think you know we'll probably try to utilize as much bandwidth as as we want but up until now it's been less about sort of bandwidth assuming obviously you've got a pro band connection and much more about sort of server performance and client performance so we're really sort of focusing on the things that will improve that and then we'll probably be back to trying to optimize the the you know the data packages that we're
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sending over the network because now maybe they need to be smaller so we can get more information across so that's sort of the process but the goal would be to to have something that's um you know world class um so we're working pretty hard towards that and there's a lot of pretty talented people focusing on that um so there you go all right next question comes from blade of Aur aeri uh spell a k i r e so I don't know if I pronounce it right but who knows will we see mode switching for man turrets for example if the turret is targeting the same vessel as a pilot then trying to keep the crosshairs on the target from the turret is extremely difficult being able to switch to a ship relative targeting mode would allow the turret Personnel to make the choice dependent on whether they are targeting the same Target or a different Target so uh we do have two modes there's sort of the um kind of relative targeting mode
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in a turret when you're flying it which basically has the turret trying to keep its orientation irrelevant of which way the pilots flying of course it can't always keep its orientation you know based on the limits of the turret and then there's a normal one where where you know you basically you're just rotating or pitching your turret um relative to the ship itself and so if the pilot turns around 180 degrees you'll know your turret essentially will have moved around 180 degrees they are both those I can't remember whether it's control C or alt C that switches between the relative and non-relative mode in the turret and there probably was a point where it was broken I I have seen stuff recently on forums where people were like oh you can go to relative bone and here's the thing so I think that sort of indicates it maybe back up back up and working I know turrets for us is actually one thing that we're working to
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improve so uh a that mode uh needs to be better and will be better uh B turrets need to be more responsive we've sort of been working it uh you know I think you'll see some stuff in 2.2 that will improve it a bit and then we'll go forward with that like better UI uh you know having the targets tracking a lot more information for your h um you know faster responding turrets um you know more natural you know like if you're using your mouse you're not like dragging all the time um so all those are things uh you know we acknowledge because we actually want to make the turret the The Experience like Manning a turret to be fun and you pretty effective at shooting people down um so you know you can be effective as a because multi cruise ships are going to be much more about uh things like the turrets or their sort of missile loads because they won't have the
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maneuverability to sort of necessarily get on someone's tail you know know you need to counter that otherwise so you got stronger Shields stronger armor uh you've got turrets that can point different directions you've got heavy missile payloads that can do damage so uh all those are things that we are working on to make better and it sort of be an iterative process because there's just so much stuff to do that you know everyone sort of sometimes feels fairly overwhelmed but don't worry it will get there and I think that that will be you know that's one of one of the Hallmarks of the game will is meant to be the multi crew experience where you're on a ship you and your friends flying it you know people are running into the turrets you know jumping into a stumb no fighter running around putting out fires replacing blown fuses all working together as a team to operate efficiently in combat and I think that again will be one of the things that
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will set Star Citizen apart because it's that will be done and simulated at a Fidelity that you don't normally see and it should be really rewarding to work together as a team to you know beat off these attackers or take another ship out okay next question comes from DJ arom who asked is there going to be an option with regards to playing music tracks while in flight AS previously seen in the cutless commercial that's why we're called DJ R well we already have the ability to play some music when we're in uh The Hanger and longer term yes we'll we'll you know it's a fairly simple thing to implement is okay where's your music directory select some tracks uh not high priority obviously because we've got a lot more sort of basic core game functionality but longer term yes we would probably uh have the ability for you depending and not All Ships but
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I would think that it could be like a cool upgrade where you got the sort of the whatever you want to call it the iPad or iPod upgrade where you can you know play music like you saw in the the cutless uh commercial um so that would be one of the tests for the audio group and the UI group uh that would be behind some of the other more important tasks like the positional um uh viip stuff that we we we want to get working in and you know like a really sort of sophisticated Dynamic uh mood music system which we're working on next C comes from shrike who asks you mentioned last week that the current plan is to continue the development of FPS on the Crusader map and when the time is right enable star Marine with the FPS feature set functionality implemented at that time could you give us your thoughts on
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the continued development of Arena Commander is the continuation of space flight development shifting to Crusader map from now on as well I think the way to think the best way to think about it because I I it does Drive me crazy that people keep thinking of like St Marine is a separate game Marina command a separate game they are just facets of the overall game the overall game is essentially what you get when you're flying around Crusader in 2.0 2.1 that we're going to be building on from and that idea was to be sort of seamless between flying a spaceship running around on foot whether you're running gunning or just talking to someone um it's all from first person it's why we call it a first- person Universe travel massive distances millions of kilometers arrive at new location get out of your ship walk around all men of be SE so from now on most of the feature development iteration really is focused
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on the 2.1 you know sort of Crusader we're actually shifting it it's going to be I mean Crusade is just a small part but really it's the Stanton system so that you'll be seeing that in the next uh you know not not necessarily 2.2 but 2.3 and 2.4 onwards it will be fleshed out to be Stanton and we'll have those distances in there and you'll be able to travel around around areas and then eventually go down and land on some of the locations and that is where the core gameplay is really going to be fleshed out because that is the Pu experience I mean you know you behave quite differently in say Arena commander and you will behave differently in Star Marine then you really would in the proper persistent Universe flying around um you know going from location to location fighting people because you know obviously you respawn easily in Arena commander and you get your ship
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back but in the you know in the real world or you know the POS Universe you know you're it's not going to be so easy you're not back in the action quite as well and you've got to get your replacement ship and all the rest of things and so you know the the whole idea of Arena commander and the idea of star Marine was really to sort of test out the mechanics before we had all these things being able to be in one place but they're all in one place now so really where we want to be doing the mechanics uh is in the Final Destination which is what will the the position universe will be now that doesn't mean that Arena Commander and when we turn on the star Marine game mode those two won't get love because we do understand that it's kind of nice to go in there and sort of just practice your combat skills and not have to deal with anything else and not have to worry about getting your insurance you know shipped back and you know reconfiguring
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your weapons again to the way you liked it and flying back you know because you'll resport you know like if you you'll waake you'll come to in a medical Bay on the last sort of friendly Planet you made and that may be quite a distance away from like where you died so so we understand like Arena Commander you want some fast action you want to get in there you want to hone your dog fighting skills you want to practice that that's what that's good for that's the same for Star Marine that's all really about honing the FPS skills exactly the same skills you'll be using in the position universe that's why when I said last week we were talking about I was saying there's no difference it's FPS is what it is uh and you know I I think I've seen all this noise about oh well they've just thrown all this stuff out well no we haven't thrown all this stuff out it's just that we don't want to bring on all the pieces online until they're all sort of like the animations properly polished and there's a bunch of
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little edge cases that had to be dealt with uh you know the Paradigm in development is that uh it's very easy to get 80% of the way there it's the last 20% that takes 80% of the time and I would say that you know a lot of the FPS stuff um probably would fall into that category and uh so we just want to make sure that it it works uh smoothly so you know like you know grenades and throwing it and gadgets and some of the other stuff that we showed for when we did some of the demos is all still in there we just have it disabled at the moment because we need to make sure they they're like polished and fully like um working well with all the other systems because when you're in the sort of overall setup you know you're not just doing FPS uh we need to make sure that it all sort of works and plays well together and so that's just that takes
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compli it's complicated takes a bit more time but it's all happening there but yeah so the idea is starmarine and Arena Commander will be both your sort of practice modes and then yes you can have some competitive um games where like maybe you want to test your medal against someone else who's the best um you know fighter pilot who's the best you know on ground shooter and that's kind of what they'll be good for but really they're just practicing for you existing in the pic Universe because that's really where you need to be you know have your skills and and home so that's that's kind of a CL so we'll we'll we'll you know we'll tweak things we'll probably um improve some of the game modes at some point we'll make we'll do you know the matchmaking needs to be significantly improved D and we'll sort of make all that uh be better but that's a little lower priority to us cuz the you know building sort of the Pu structure out is is super important and
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to be honest with you it's actually super cool and super fun because that is an experience you don't get anywhere else whereas yes I could maybe just go and dog fight in a bunch of other space sims or maybe I could run run and Gun in a bunch of other FPS games but you can't do what you can do right now in 2.0 2.1 in any other game and that's what's that's kind of what's cool about it so that's that's where our focus is is uh like I said Arena Commander star Marine there sort of game modes games within games to help you practice and they will all be there and they will be supported but they're you know less important than you know delivering the main experience which is what you're going to get in the persist Universe okay next question uh comes from gameat who asks is it planned to change the Ed notification to a more accurate message like enter pilot seat open door or exit ship so the answer is yes um we are in the process of is all
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part of the item system 2.0 uh I think it's you know when it's going to debut maybe 2.3 uh if not it'll be 2.4 but um yeah we're actually that's actually been built all here in La so Paul Rendell and Alan Chen and Mark aen are all sort of leading the charge on sort of the item system 2.0 and uh it's all it's all part of it and you'll be able to not just have accurate messages but be contextual and you potentially can have multiple messages so it's not just do one action with an item if there's more than one action you can do with the item you'll be presented that with a list and those actions can be contextual so for instance uh you know a door you can open and you can close but either the door is open or closed so if the door is closed
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the contextual action at the time will be open door and potentially another contextual action will be kick down door uh but when the door is uh open well then your contextual action will probably be closed door so um that's kind of an example of sort of what the new item system so it's going to actually allow you to do a lot more than we've done in the past so uh you will be able to not just on a general item basis be a to have contextual actions there can be actions tied to subparts of an action or a ship so you know you can imagine a radio and a radio has an onoff switch and it has a dial on it right well so the onoff switch and the dial will be two subparts and looking at the radio if you're actually looking at the onoff switch well if it's off the option would be turn radio on and the switch would go and the radio would turn on and
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and vice versa and then if you look at the dial if the radio is on then your contextual action would be you know Tune Station uh and you know maybe if you go right it would be you know go to station I know whatever 102 and go left would be station 98 and so that'll all be contextual so you'll be able to do things uh to items V you know vehicle Vehicles parts of vehicles items attached to vehicles in a way that you haven't been able to do yet which sort of UPS the amount of interaction you can do with the environment and how you can use uh the world uh and I think will'll actually allow for again a lot more sort of like cool gameplay so you know giving you an example on repairs um you know using items here's a here's a good example is so you know like on a bigger ship you would have these uh pipes of P
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you know like uh you know we we call our pipe system so you know you have power uh say connecting from the power plant to say turrets because the turrets need to be powered and uh you know weapons would also would need power and they would also generate heat which would go down another pipe whatever but let's just let's just focus with with power so there's uh you know we're on a big ship there's five turrets on the ship and uh the pipe from the the power plant goes to the different turrets but of course you know they you know they go through junction boxes right so uh you know and then we've been in a battle we've taken damage and one side of the ship got damaged and there was interior damage and boom this junction box gone and the fuse is blown on it so now the power goes to the junction box uh but can't go from there so now there's no power going
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out from the junction box to the turret so the turret on the rear of the ship is now gone down okay you're like wow okay we need to got our turret back up or else you know we're dead in the water so one of the crew members can run down to the junction box and you know right now say it's closed so you can go oh contextual action is open junction box the door opens you can see inside it there's a fuse plugged in and it's it's smoking it's blown burnt out so you can look at it and it can say unplug broken fuse or take broken fuse he takes it now it's empty and now if he went through his inventory say if he was carrying like a a new fuse he could like now equip the new fuse and then looking at junction box and the empty fuse plug he can plug it in so then he would plug plug it in power comes back up turret goes back up close the junction box bam
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turret On The Backs up and running again so that's sort of an example of the sort of things you can do with the with the new use system that we're going to do and I think it's uh going to be super cool and that will run throughout environments and ships and uh just allow you to sort of have a lot more like kind of tactile interaction uh which is really a big goal of what I want to do is sism so there you go all right last question comes from Rando uh who asked I really enjoy the content you're releasing on the website like the arcstar map it would be amazing to be able to tailor our character face in a similar way could we have external character model editing tools so we could work on them outside the client software it's not a bad suggestion I mean we're not currently planning to do that we're C currently planning to allow you to sort of customize your character or face uh sort of in-game in fiction in
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Squadron 42 um you'll be able to do it and also we'll let you do it in um the the persistent universe so you know if you go into one of these fancy medical facilities sort of Imagine as a sort of futuristic sort of plastic surgeon and you can reconstruct your face and you can go to the interface and sort of determine what you want to look like and and go into the machine and you would come out looking like that uh so that's probably how we would do it don't know about releasing a standalone generator I know um uh the sort of um Black Desert game did it and they've got a pretty cool character generator thing um but uh you know we'll see but likely since the actual face generation and the morph system and the whole facial setup we're using is very tied to cry engine we probably wouldn't be as easy just to do it in
- 00:34:40
webgl the same way we did the star map so it probably will be just based on client uh for now but you never know in the future but I I'm I'm guessing we'll probably just be client bound on that um okay so there you go that is the last of my 10 questions for this week's 10 for the chairman um hope you you found them useful enjoyed them want to thank you to all the subscribers that make uh this possible also thank you to everyone in the community that's backst Star Citizen has enabled us to get to where we are I mean it's pretty incredible to be building a game of this scope and ambition uh with really you know not a lot of limitation other than making it as good as possible which I'm totally fine with um uh so thank you for enabling us I mean it's this year is going to be a a fun but really uh you know busy year uh but I I I you know I'm
- 00:35:30
really kind of happy to be sort of seeing these things starting to come together and so I think you guys will be enjoying stuff over this coming year coming months um and I'll be uh talking to you soon although I'm sort of going to be off and on certain times because I'm go to the UK and come back here so when I'm here I'll do ter for the chairman when I'm in UK I'm um sort of over there and we don't we're not really set up to do temp the chairman over there uh but um as always thank you very very much and and uh I will talk to you next time for the chairman bye hey guys thanks for watching um temp for the chairman if you guys would like to uh see more episodes go here if you guys would like to subscribe to our
- 00:36:17
YouTube channel and always keep up to date with all our video content go here and uh if you guys would like to watch episodes of around the verse go here please and I will see you in the vest this video made possible by the ICC Stellar surveyors and subscribers like you [Applause]
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

