10 for the Chairman Episode 19. May 5th, 2014
Transcript — every row opens the video at that moment
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[Music] hello everyone uh welcome to another episode of 10 for the chairman for those of you that don't know uh this is where I take 10 questions from our subscribers and answer them to the best of my ability uh our subscribers are the me are the uh portion of our community that kickle extra money in every month to allow us to do enhanced uh sort of community content um so we do this show wingman's hanger uh we do jump point every month which is usually you know somewhere between 50 and 70 pages of sort of detail behind the scenes how we're doing stuff uh and uh the subscribers sort of enable us to do a higher level of uh Community sort of
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reporting uh showing you how the game is made sort of pay for um you know the crew to shoot the videos and do all that sort of stuff so uh thank you very much for subscribers cuz allows us to to do a higher level of uh of communication engagement which is uh fantastic and uh so um but in general speaking all you guys are great so here are there's some more um gifts um that that I've received so this one is um from uh Atilla karum call sign Su prentis supren I think uh it's his favorite documentary series and uh let's see what we got here which I'm pretty sure it's something to do with planes and stuff yes dog fights the complete series that is brilliant especially considering we're um getting ready to
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release a dog fight module so awesome I'm definitely going to check this out because I don't think I've actually seen uh this one um so brilliant thank you very much uh and then on top of that um there we also have uh from um this is from Hong Kong from uh this is from Aron Miguel who's in Hong Kong and uh he's uh giving us a whole bunch of really cool stuff from uh China and Hong Kong so Chinese uh teas tea cakes cookies biscuits there's a variety of Japanese snacks for everyone in the office to enjoy some old Trinkets and decorations
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so let's have a look here that's pretty crazy wow uh that crazy crazy Japanese biscuits some more wow oh maybe that's Korean these are Korean actually I think um wow look at all this stuff so oh look at that some nice Chinese tea some more Chinese tea uh something for me uh uh a fun gift for me to not use when I fly so I suspect it's probably alcoholic um oh not I oh these are cool little
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Scrolls that's pretty awesome uh Hong Kong thingy so lots of stuff here there we go it's pretty awesome anyway so I'll hand this out to the team and thank you very much Aaron that was really cool uh to send us a little slice of um the Orient oh you even have like a okay all right I love Dango all right okay here we go let's put this down over here and get
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to um time for the chairman uh okay so well thanks for those awesome gifts and uh let's get to the questions so uh old old one I was going to say old on but that's wrong old one asks will there be collision and dog fight if yes will the colliding ships sustain damage yes is the simple answer on that there definitely is a collision uh in the dog fight and you do sustain damage and in fact I'm not sure if well uh if we've shown in some of the videos but yeah one of the actual ways that people tend to die is uh they Collide because the speed of the ships is pretty def deceptive I know I saw a few comments thinking that the ships weren't actually flying that fast but they actually are flying pretty fast and so when you're doing a head to head past a lot of times you have to
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watch it cuz uh you're know like all of a sudden far away and then Boop it's right there like oh no and pull up and if the two people pull up in the same direction boom uh so we we're going to tweak the damage but there's definitely damage that gets sustain and collisions in the dog fight and in general in space um all right next question comes from Napoleon the 24th um wow there's a long line of napoleons there when we buy another ship in game do we trade our old one if we want to also on the old ships that might be traded in by other players will we be able to buy used ships or they taken down to their elements and sell the scrap metal yeah I think when you buy another ship in the game uh you will have the option to trade it in or keep your current ship so it sort of be up to you I would say that in general uh depends on the kind of ships but uh it's always good probably to have more if you
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can sort of store it and have it have more than one ship because the ships are very sort of roll specific so you know if you want to be trading uh that's a very different ship that you probably will need to be flying than if you want to be sort of a mercenary and just doing dog fighting um because they you know there isn't really a sh ship that's like the Jack of all trades that does everything yes there are some ships that you can take cargo and they can dog fight on but if you want to really haul cargo then you would probably want to be flying things like the freelanc or the star the star farer um and obviously they aren't necessarily the best dog fighting ships out there um but if you want to trade it in say you were upgrading to a bigger cargo ship or a better dog fighter then yeah yeah the game will allow you to trade it in just like you would normally now if you are getting a car um and we are going to have um secondhand uh ship that would probably in the univers so there are
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some like in our persistent Universe in some of the planets we already have sort of the the you know equivalent of a used car dealership in some places and that would be a place to get uh ships that would be secondhand used worn down a bit maybe you know not quite as pristine or as efficient as what you would buy on a new showroom Flor again just like the real world um and I would assume that some that get traded in get get also put down to scrap metal because there's only going to be so much inventory we would want to keep out in the persist unit okay next question comes from lovas who asks how would Max velocity at cruising not be energy efficient if we are in space we are moving without friction and only the relative gravity fields of different celestial bodies acting upon our ships we shouldn't be continually applying thrust because we won't be suffering from the effects of
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drag to slow us down are there then factors that we don't know of that will slow us down or cause our thrusters to constantly be firing so no the simple answer is no actually the uh we don't have um any sort of uh um you know elements that would your speed so you know once you're at a certain speed and you're moving at it as long as you don't want to change your direction you're not really firing your uh thrusters or energy and stuff and and really the flight control system limits your speed at sort of the low velocity stuff which is where you would be dog fighting purely because of um GeForce and uh you know pilot sort of safety issues uh and uh you know that's when you step up to sort of autopilot or warp where you're going to move quickly in system then it accelerates much faster and but then obviously it's going to go
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in a straight line and that's also why it pulls you out of autop pallet or War before you get close to another ship or other Celestial body because at those kind of speeds like even point two of the speed of light you just can't deviate your course quick enough to avoid the Collision without doing significant damage or killing the the occupants because You' have to um you know it's a lot of it would be a lot of forces to just even deviate a small amount of that sort of speed um um so uh we are energy efficient so like if you were at um you know whatever the the top sort of low velocity that the ifcs um sets and you're just going straight it's not firing any thrusters you're just basically cruising and so the thrusters are really only being used and the fuel is only being consumed when you are um essentially changing your velocity vector or your orientation um okay so next question
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comes from uh uh Su suo TS who asks will we be able to name our ships if so will this name be visible to others decals targeting information Etc so the answer is yes you will be able to name your ships and uh we plan to have the ship's name on a decal so you should see it on the ho and also it should show up in the targeting information now in dog fight V1 that won't be a feature but that is definitely a feature for the persistent Universe okay next question comes from the tick who ask since you plan to add a comprehensive firstperson shooter element in the game will there be missions in Star Citizen that will incorporate both ground and space objectives yes that is a 100% yes uh that will be the case in Squadron 42 as well as in the pist Universe um so we're definitely going to have some fun stuff
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that I think would uh it's just going to add to the level of feeling like you're in a whole complete World um so it's not just about flying around so for instance you know like if you went out and you found like a a you know a a derel ancient ship floating in an asteroid field so and you go and explore it um you know you would explore it in first person like you were dark you would get on you'd explore it and you know hey you know we may even have um some alien creatures that could attack you and uh you know we'll have other situations where perhaps you would get um attacked you know like you're down on a more sketchy planet and some people try to mug you in the cargo bay when you're unload unloading your cargo so you have to whip out your laser pistol and defend yourself so there'll definitely be uh you know elements that will have sort of nice sort of PVE elements uh um that
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will play into the firstperson shooter side as you know which will be separate from what we'll be doing for the sort of PVP firstperson shooter stuff which is more like fighting with other people or boarding their ship so I think it's really going to sort of add to the color I mean one of the really nice things if you uh saw the dog fighting video is just the fact that you can eject out of your Hornet and you're there in zerog G and looking around at space like this is it's really cool it just sort of makes it feel much more tangible instead of it sort of the abstract I'm always in my uh my my ship or cockpit you sort of feel like you're a person you can get into ships you can get out of ships you can travel around so we're really going to sort of like push that because that that's kind of one of the really big goals of the game um next question comes from uh Zen grin who asks will our characters have damage States I don't mean Ling missing limbs Etc although that would be interesting having limbs
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replaced cybernetically I mean since there are usable toilet showers in the game who whose use would be optional would using them maintain a cleaner while lack of use would have you end up looking like a back Backwater unwashed space pirate um so not really damage States you're talking about um I guess uh cleanliness States um they definitely by the way will be damaged we have limb damage already part of the system it's already partly modeled in our first person shooter stuff so when we show that and reveal it later this year you'll see a lot of that um but uh with and we're also going to have some level of uh Aging for the characters so as you get older we'll we'll want them to sort of feel like they get older uh the same way that we want ships to have sort of wear and tear so we'll have that I don't know about the uh the cleaning The
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Grubby thing but um I kind of like it as an idea so it's kind of cool um it's all would probably be based in the same system because we sort of have a blend system that uh you know you set up the pristine thing and then you have the like really um sort of dirty uh worn thing and then you sort of just blend between them on a scale of zero to one um so it actually would probably be not that different or difficult to do would be kind of along the same lines as the ship so I will take that under advisement because we're already setting it up for the Aging and some of the other stuff um so you never know you could be an unwashed pirate or you could go and scrub yourself up in a shower uh all right next question comes from uh irregarding Blicks will we be able to modify our missile Torpedoes can we have the ability to make our missiles faster at the expensive explosive payload or slower but carry more explosives so we
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weren't really thinking that the players would be adjusting uh parameters of their actual individual missiles I think that would be more down to the missiles that you would buy uh so you know you can get one that is a faster missile but has less of a payload or you can have one that's slower that has a bigger payload and so really that's just based on the ordinance you're going to buy uh okay so next question comes from Rick who asked after playing some frustrating Battlefield 4 today and living through the regular neet coat problems that plague it I wonder what plans are are F to make uh Star Citizen as hackfree as possible well we're going to we're trying hard we obviously want to make it a good experience for everyone uh I can't promise you that um we'll be any more uh successful than some other people have been uh but we definitely have kind of a nice system that um you know essentially you have to have server authorative to
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make sure that you're always sort of watching everybody so they're not cheating uh so we're we're a server authorative model which helps but we we have limited um client uh trust so basically what happens is we let the Cent simulate uh and uh the server also simulates and as long as a client's close to where the server is it's okay and if it starts to deviate too much we lose trust in the client and then the server starts to basically say no you're here you're here in this position the nice thing about that means that the actual simulation locally as long as you're not cheating is is generally like really smooth it feels like playing a single player game um because we sort of we let we we don't wait for the server to tell us where we are we s basically simulate locally and as long as you're close enough by the time serers looked at what your state is then it's okay um so you know on a hack basis since the
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server is really authorative and it's always checking stuff and we got some other checks going on it hopefully will help um prevent some some of the cheating that you can see when people have their aim Bots and all the rest of stuff uh but it's early days yet um and actually one of the interesting things about having the community and testing the stuff so early is that I'm assuming that we'll be able to sort of like see a lot of this stuff and address it and work on it before we have you know we finally the full game is done and it's a full general public release and so hopefully we'll be in better state but um you know it's early days yet so who knows and um you know this that that's a battle that I think will be waged for a long time next question comes from Toy who asks hey Chris in I pledge I have a 3-in model of a spaceship my questions are will we be able to choose which ship the model will be of and will we be able to buy more models without a pledge so I
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don't think you choose CU I think the uh the model of the spaceship um came with all the packages that had the constellation as a base ship so I believe the model is actually of the constellation I know we've I've been seeing some uh early um sort of prototypes of the models and they look very cool uh so I think pretty much your model spaceship will be just a constellation um we are talking about the potential of maybe making some model like physical model versions of other spaceships and we're sort of researching that um as a possibility although um you know that's not a that's a that's not that requires a lot of work it isn't actually necessarily very cost effective so if we did something like that um they probably would be uh you know they would cost some money and they um you know would require a lot of work and from our side and not necessarily you know really
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have any uh profit in it which uh you know for us the profits all extra money we get to put towards the game so we like to have some things that if we even sell physical Goods uh there's there's a bit of a profit in it so we can basically make a bigger better game um so we try to avoid to do physical items that are basically Break Even because that requires a lot of Manpower and a lot of thought and a lot of juggling and also customer service headaches because you know did you get your package did it get through customs all the rest of stuff and so we have staff that do just deal with that and uh you know obviously that's stuff that you know is you know we could be spending money working on the game instead so um so I don't know but we but we're all Geeks and we all like the idea of cool spaceships so uh we're kind of partial to potentially maybe trying to make some so we'll see what happens there but no promises yet uh okay last question um this week it
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comes from Graham um who asks can you tell us a little about your vision for the command and control centers on the larger ships what will the interface be like 2D map on a screen 3D hologram how much control will the command and uh command and control have over other ships under his her command Waypoint Target assignment Etc so yeah so the idea of the command and control uh you know I think uh maybe you've seen um the some of the dog fight footage you know we have this sort of hollow spere so a lot of time the commander control is just going to be a much bigger more detailed version of that where you can see all the different ships uh you know they Holograms the actual ships themselves flying around and you can sort of click on them and get information on them and you can sort of say click here and you uh attack here or um you know you defend this person uh and and essentially you'll be sort of
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tasking uh instructions and orders out to the ships if they're NPC owned then uh run then obviously the NPCs will obey you if the player run essentially you're get getting you're getting instructions from the commander that has a full battle tactical View and telling you what to do so uh hopefully if your organization plays as a team then you'll listen to those controls and commands and and essentially the idea would be that on some of the bigger ships that's you know you would basically have someone that would run uh sort of the the battle op so to speak and you know they would be sort of directing the the fighter air cover or um you know like uh assigning different ships to attack uh this other ship over here so what I'm kind of hoping uh you know when we get down later this is probably sort of the dog fight um V2 or V3 probably more like V3 when we have a couple of big Capital
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ships it would be kind of fun to see uh two groups of players come in you know like maybe in two Corvettes or whatever and go launch their Fighters and go at each other and there'll be sort of a mixed uh um command and control I mean it's going to be almost like a whole other um game a lot of Co-op and I think it'll be pretty fun and there's a lot of stuff that's going to be going on besides just command and control on the big ships uh we're going to do a sort of more in-depth piece about that uh in the near future uh you know Foundry 42 who's uh you know the one of our studio in the UK that's taking the lead on Star Squadron 42 is um is going to sort of take lead on the uh on the big ship um systems um because they need it for squadron 42 and they're also going to do it for the pistan universe and there's some really great stuff I've seen going back and forth I mean because it's not
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just like I said command and control there's engineering there's Helm there's uh you know life support I mean there's a whole bunch of different things communication radar and so uh the idea is a lot of um different players if they work together optimally could maybe you know run this ship really efficiently and well and uh you know have a big Edge against someone that isn't doing the same kind of thing so um and certainly if the players are doing it they're going to have an edge over the NPC so we'll make it so the NPCs are good but they're not as good as like an efficiently run sort of player group of uh you know running a ship which is great because I really want to have this sort of sense of cooperative play in the game so you know you fly by yourself or you fly off your friends to achieve things I think the Cooperative side is as much fun as anything else that you can do I mean that's generally when I've played other games even when you're playing against other players the fun thing is when you're cooperatively
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working with other people against other players or other NPCs so so that's a big Focus for us and you know command and control will be kind of like that like have you've seen any of these you know like the you know the Big Hollow tables like I don't know you see an Enders Game or you saw in Prometheus it would be sort of that kind of interface where you're standing and you can click and rotate around and see stuff so it should be very cool um okay so that brings us to the end of this episode of 10 for the chairman um thank you all for listening I hope I've answered uh uh the questions in a way that you uh feel satisfied or um uh feel enlightened um and thank you to all the backers out there for backing the game and allowing us to make a game of this scale and this ambition without any strings attached no publisher no VC uh just make the best possible game so
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the support and enthusiasm from all you guys is always um you know it's great this is the only way I want to make games so thank you so much and I will catch you next week bye [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.

