Subliminal
10 for the Chairman

10 for the Chairman: Episode 44 (2014.11.10)

11 November 201400:22:41550 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:11

    hello everyone welcome to another edition of 10 for the Chairman I am actually just back from Australia got back this weekend still dealing with a little Australian jet lag but we had a great time over in pax Australia at the Melbourne event the previous weekend and then spent a little bit of time over in Australia and did some TV which I think you guys saw some of the end of this past week and now we'll run back in the office so do my homework and my first time for the chairman so sorry it's a little late because I wouldn't come back to this weekend so normally we shoot this on thursday or friday but we're actually having to shoot it on the same day it's going to get broadcast so and of course as you're seeing there is lots of things to catch up with including

  2. 00:01:04

    signing citizen cards for people and obviously doing time for the Chairman so let me just finish with my homework here isn't it exciting to be chris Roberts today bump there we go all right so for those of you that don't know 10 for the Chairman is where I take 10 questions from our subscribers and answer them to the best of my ability the subscribers are the subset of our backers that are kicking a little extra money every month to enable us to do enhance community content so that is well this show jump point which is usually 50 to 70 pages every month of

  3. 00:01:55

    behind-the-scenes material how we built ships sort of kind of how we put some events or do designs together some fiction we have around the verse which is sort of the news program for star citizen that we run every Thursday and then also which we don't do every week but sort of the behind CI g pieces that we do if we go you know to a studio and talk about certain feature which we're planning to be doing more of going forward as well as some sort of behind-the-scenes photos of so thank you very much subscribers for allowing us to do this enhanced amount of community content because I think that's one of the key things that makes star citizen really work well so now and it's fun being a crowdfunded game by the way speaking of crowdfunding games here's I finally got my copy of wasteland 2 so

  4. 00:02:42

    congratulations to brand Fargo and the team it in exile let's done shipping and I'm going to transplant but all the reports are reviews a super positive which is really cool so it's very nice to see a big fairly high profile I proud funded game come to completion and work really well so congratulations everybody so now let's get to the questions so the first question comes from mr. Walker who asked what in your words has been the hardest parts of making your vision of the game a reality well it's a little early to answer that question since we're still making it and there's quite a lot more to do so i don't know i don't have a brilliant answer for what is the

  5. 00:03:33

    hardest part i mean there's a lot of hard parts to it you know on a technical side I would say there's a lot of challenges and taking a really robust 3d engine like cry engine and adapting it so it works in sort of our setting which is on a scale it's much greater than you normally have in a first-person engine and also make it work in sort of the various network issues that we need to handle both you know in terms of fidelity of the ships and the combat and running around as well as across a big wine galaxy so we're still in the process of all that so that's a technical side the sort of the biggest challenges and then I think you know the other hard partner creative side is really just sort of infusing my feeling or idea or vision of the game

  6. 00:04:25

    across a pretty large team because to make something that is ambitious to start Susan it needs quite a few people and since you know we've been lucky enough to be back to a level that I didn't actually think early on were actually able to do a lot more of what I want to do ultimately in the game or ultimately over many years up front which means a bigger team but then it also involves the challenges of building and growing the team because you know sometimes a team that works at 20 people and the people that work for 2020 person team are not necessarily the people that work for a 300 person team and so that's a challenge in terms of figuring out how all our different groups and studios work together to be the most efficient so we can be you know essentially economically efficient with all the

  7. 00:05:18

    money that we be given because we definitely want to do that too and to generate the best content and to keep the level of content really high right the level of functionality and content like you know the goal on the game is to not be second best to anything which obviously is is you know a pretty tall order to do but you know I think we've got a pretty awesome team and I'm really happy with what we doing so far but you can never sort of let that slip you've got to keep on on it all the time you can never be complacent you always got to push it so so those are all challenges I think I'll be able to answer this question better once the games done although I'll never properly be done but let's just say starters and 1.0 when all the base functionality and content is in there I'll be able to answer it better but those are the

  8. 00:06:05

    current ongoing challenges all right next question comes from wall M&S wall M&S there you go will pirates have a job board similar to have bounty hunters well this way parrots can target the top bounty hunter taking out our brethren well I definitely think there's going to be all varieties of sort of job board so to speak and the job boards would be able to be generated or sponsored by various organizations some of those are sort of game run organizations some of them would be player and organizations but it would all use the same basic system will probably have some brokerage service that can rate you you know I was making a joke at them you know some of the back is out there will no over because it's kind of getting pretty ambiguous around the world and in some

  9. 00:06:52

    ways our job service board would be almost like uber X where you can put yourself up there and you know go through the job but and you can get rated on how well you did and people were high you can rate the other people that hire you and so they would basically be a version of that that would be applicable for the you know pirates or you know don't you know we I don't know what you want to call it a sort of nonconformist chalkboard and then you would have more the official the merchants kill the mercenaries guild and then you know ones that were done by players and they would probably all feed up into general interface that you would have on your mobile glass and maybe you'd have access privileges for them so you know to get access to the pirate board you would have to be indoctrinated or get their password Fred and the same for the merchant guild or the mercenaries guild and

  10. 00:07:41

    that would it would appear on your sort of moby glass software using the same kind of interface so hopefully that answers that question for you buzz killer I hope he's not a buzz killer but we'll find out when we also read the question you stated that large ships like the Bengal carrier will be extremely rare in the position universe will organizations that are pursuing these ships be able to use a simulator such as arena commander to train up a crew on how to fly these ships before they actually attempt to capture one I don't actually know about that we're definitely going to have a Rena commander simulation that will happen on like sayin Idris Corvette I'm not sure that we're going to have something like that happening on a Bengal carrier but definitely on sort of some of the smaller cap ships there will be the ability to be able to do that I think we'll probably just want you to figure

  11. 00:08:30

    it out if you manage to capture one of the persistent universe so I hope that didn't kill your buzz but anyway we'll see dustrial ass with names some of the universe's inhabitants being AI will what we do affect some of them to follow our lead for example if a subsection of the community tried to set up a blockade will a subset of the NPC's join in and help while others oppose well definitely the actions of players in the world and the economy will affect AI because essentially the AI a program they have you know I given the example of you know factory needs 10 tons of ore so yeah so basically create submission says I need someone to live a 10 tons of also on takes the mission whether it's an AI or a player to deliver 10 tons of all they get attacked by pirates the shipment

  12. 00:09:19

    doesn't get through the factory the factory doesn't have raw materials now it can't be making the goods that it needs to make so it puts another mission out for another 10 tons of all but this time it also has some mercenaries to escort the merchant ship bringing the 10 tons of oil because parrots have attacked it so now all of a sudden it's hired either either other other NPCs or other players to be part of the mission the second time around to make sure that the shipment of all comes through and so all the AI sort of have caused and reactions stuff that happens that is caused the reaction to something that a player does or something that in a i does and so players action will have a cause and effect inside the economy which will essentially have either a I or other players sort of react to those actions and so I would say that you know

  13. 00:10:08

    if you're doing a blockade then for instance the economic nodes on the planet that needs the stuff would probably hiring a I or other players to help break the blockade and the players performing the blockade could hire other AI or players to help them you know keep the blockade so there you go all right next question comes from school so SCA w scow maybe skull I don't know however we say are the FPS battle in space battle is going to be instanced separately if the question is is the F like if I'm aboard a space battle and submarines board onto a ship and we engage in FPS while space battles going on outside are

  14. 00:10:57

    they going to be instant separately and I think that's what the question is and the answer is no so inside one instance which would include spaceships flying around or any FPS elements happening inside at whether your EV aying or whether you boarding a ship that will all be in the same instance now we'll probably got some network optimizations that we can have in terms of players aboard ships versus ships in the system and we're still going to be working that out as we bring the FPS modular and as we upgrade the arena commander module 2 2.0 multi cruise ships and then on to 3.0 which will involve the boarding stuff but they generally a plan to be in the same instance okay next question comes from positronic reflex who asked regarding FPS how customizable will your

  15. 00:11:45

    helmet be for example will you be able to purchase different helmets with certain roles or possibly purchase chips and components as upgrades for your helmet to give you tactical advantages towards combat performance yes your helmet will be customizable in fact it's less so much the hell of the helmet really in a lot of ways would be a display element but essentially the equipment you have have you know like see if you have a personal tactical computer or you have a smart weapon they will all plug in and then drag displays that will show up on your visors so the equipment you're carrying sort of dictates what you'll be seeing on your HUD much the same way as the equipment plugged into your spaceship will dictate what you see in your pilot's phaser and we see and your MFD displays and all the rest of stuff so kind of the model with we're driving

  16. 00:12:34

    towards is you plug different systems in either you're wearing it as a you know in your armor or whatever are you smart weapons or in your ship and then that sort of drives what displays you see so currently in arena commander for instance everyone's got the same HUD not sure if it's for 1.0 we're working towards it hopefully we get some of this in 41 points or if not I'll be fairly soon afterwards that's going to change going forward whereas the Aurora is going to have you know a sort of a more basic simple HUD and targeting system than you know more sophisticated like combat ships so like a Hornet for instance would be able to track say four targets at once whereas Roura can only track one target at once and that you know and you'll be able to buy different targeting computers upgrade your sort of

  17. 00:13:22

    ships computers you're scanning package and Rader packages and all these things will determine kind of what you're sort of hud avionics package can do so the same would apply also even for flying around i FCS if you want to be able to do all these special custom stuff and have a lot more controllability you need an upgraded flight computer for that so right now you basically have everything we're going to add some more functionality this stuff but longer term that functionality to be tied to sort of the equipment you have and so it sort of be up to you is sort of play a preference and how you're going to set up your ship and then also you know is it worth for you to spend power and energy on this kind of thing or you want it being more used for the weapons or whatever so that's kind of a longer-term goal and that will apply Bofur first

  18. 00:14:12

    person as well as on chips so very customizable would be the answer okay so die Hydra asks if he's Captain America fan or not but die hydrous do you plan on offering achievements the same way steam does with his achievements not really keen on based achievements that are sort of abstract so you know what we're going for is sort of in fiction achievements so if you visit a always be like a memento for certain planets you can you know just like when you go and fly the different cities and they've got little snow globes for that city or a little magnet sticker saying you know New York New York or whatever will sort of have similar Trotsky's that you could get from different areas whether it's collecting fish to go in your tank or you know I don't know an Eiffel Tower or

  19. 00:15:00

    something from Earth or an empire state building or whatever little model not the full building of course that's kind of how will do the achievements and so I'd like to have it in fiction so if you become a badass a sim foundry 42 squadron 42 done by foundry 42 of course then you know you would have medals and all metal collection and you know hang out so that's kind of how we want to do is in fiction achievements so not really similar to steam but more sort of in game all right next question comes from bran who asked what if any methods have been thought up to counter twitch play in FPS example a human being is not supposed to turn 180 degrees in a tenth of a second and place a precise shot right between the eyes on a photo 200 meters away yes I agree with that and you know part of the the design of the FPS is to prevent you from doing that so

  20. 00:15:51

    not necessarily sure that the FPS demo showed off all all the detail of this and in the future we're going to have some more in-depth background stuff but for instance you can't just run around and then pull up a gun and you know fire an accurate shot so you know we're modeling kind of your fatigue from running that's why they had the whole breathing and breathing managers stuff that's why you can't just hit shoot and accurately accurately shoot you're gonna have to bring it up and basically iron site to do it and sort of not be moving fast so if you're expecting to run fast and be able to shoot accurately it won't happen and also the more you shooting they'll be more recall so we're trying to actually model a lot of things that would really be the case so you're not meant to be able to just zip around and do an accurate shot you might have be able to set yourself aim and shoot

  21. 00:16:40

    and be more tactical about stuff so I think down the road will show more stuff that that shows this off them and we still obviously want to make everything kind of fun and and so there'll be some you know middle ground between you know complete sort of twitchy call of duty style play and completely pseudo accurate milsim style of play but you know we do want to model in things like you know fatigue from running and you know you know the faster you move the less accurate you'll be and all that kind of stuff so when we the systems are built there to do that I will be sort of highlighting more that stuff going forward okay DK rises asks what are the chances of planets being damageable will we be able to destroy planets if we have

  22. 00:17:27

    a large enough ship weapon i would say that for any time in the near future there will be pretty much zero chance of a planet being damageable by anyone with any kind of weapons so we're not planning on having the Death Star you know planet destroyer energy beam weapon going on so for now i would say that chances of planets being damageable are pretty much zero unless we create some sort of in-game event there like a meteor hits the planet and cracks into but I'll be sort of more a game master driven event versus a play a driven event alright last question comes from creep ola so i don't know if he's referring to feature creep which would be planets getting destroyed it was the previous question or he just likes to be creepella but is there a plan to create

  23. 00:18:16

    a court room courthouse in cities for lawbreakers to get charged before going to jail or to receive a mystery of seals for legal activities or you may actually just be referring to the questioning ask because that is a an extra feature that we currently aren't planning on so I don't think we're necessarily going to have a plan for a court room and courthouse and cities to get charged before going to jail I mean I think we're kind of thinking that like if you get caught as a bounty on your head and you get caught by someone then you sort of immediately sort of show up in the you know high-tech security prison or you manage to bribe your way to get out or whatever it would be we sort of cut out sort of the due process so to speak of all that so I don't know

  24. 00:19:07

    I mean we are going to have sort of the kind of player driven tribunal system but that's not necessarily as much for the lawbreakers stuff although who knows partly that could be involved there but it's kind of pretty too early to say one way or the other way as far as that goes so on this then i would say hmm i probably wouldn't say that is a v 1.0 feature but it you know potentially longer-term if we're talking about player-driven content it would be interesting to have players involved in some level of the administration aspects of the game and running the different cities and towns but we're not there yet okay there you go that's the 10

  25. 00:19:56

    questions for today sorry that this shows a little late mostly because of coming back from pax Australia this weekend and you know again I want to thank everyone we had a great time over in Australia everyone was incredibly welcoming and friendly and it was great to see you know so many well mostly Australia's but there were actually quite a few people that came from outside of Australia for the event which was really cool too and it was a good time so I hope you guys enjoyed the first person shooter reveal we're going to be showing more stuff of that going down the road here and I think everyone as far as i can tell really likes the 9.2 patch we certainly do here and we're working hard on the 1.0 patch which will

  26. 00:20:44

    have a whole bunch of new stuff in terms of the ship system signature systems missiles the new ones between ballistic weapons and also energy weapons fees visa fees shields and armor which isn't properly models yet but the idea is ballistic weapons really impede it too much by shields they all reducing the kinetic energy but ballistic weapons generally should be able to pass through shields just reduce damage whereas energy weapons are absorbed by shields and vice versa armor doesn't do very well against energy weapons but does do pretty well against ballistic weapons so armor will be in as a feature properly in 1.0 like so the difference between ballistic and energy weapons the signature system with the missiles and

  27. 00:21:33

    so a whole bunch of the nuances of all the systems should be then with some new weapons to play around with which we're working on an some new ships to fly and a lobby system so i think it's going to be a pretty great update for the ND year for everyone and we're working hard on that as well as other things so planetside position universe stuff is is all going and we're having a great time so thank you all i'm personally having a wonderful time and i will catch you next week hey guys thanks for watching Tim for the chairman if you guys would like to see more episodes go here if you guys would like to subscribe to our YouTube channel

  28. 00:22:22

    and always keep up to date with all our video content go here and if you guys would like to watch episodes around the verse go here please and I will see you in the verse

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

Squadron 42

LiveSQ42 Launch Subathon

$2,094of $3,000

Getting Sub to Manchester for the Squadron 42 launch

Next giveawaySubscriber Store pick
$6.27to go