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10 for the Chairman: Episode 06 (2014.01.24)

24 January 201400:12:40338 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    [Music] hello everyone uh this is uh 10 for the chairman for those of you who haven't seen this show yet this is where I take 10 questions from uh the subscribers uh and uh answer them um so without further Ado Let's uh let's go ahead and answer the first question uh from Oman and Oman asks with the new YouTube copyright issued uh with companies redacting videos or claiming them as their own will you allow videos of Star Citizen um so the simple answer is yes I mean we we're actually quite excited when everyone's sharing videos of Star Citizen it was really cool to watch everyone show off their hanger and how

  2. 00:00:48

    the different ships locked and kind of the fun and shenanigans they got up to uh so we're sort of in favor of you guys sharing gameplay hang of videos whatever whatever it would be as far as that so uh we'll be trying our best to uh not tell YouTube to uh to block the content um okay next question uh is from Professor um who ask will the insurance premium go up the more you lose your ship um so that's a pretty good question we haven't fully balanced that sort of stuff yet we've had discussions about obviously if someone's constantly losing their ship or doing dumb things like ramming into other people then there should be a penalty because that would happen in the real world uh and you don't want to encourage bad behavior you just don't want to punish someone for being unlucky and Happ to get attacked by you know you know whether it's NPCs or players it's still You've Lost Your

  3. 00:01:35

    Ship right so uh we still have to balance that but I would say that the general idea is if there is sort of like uh a sniff of something like insurance fraud or um sort of bad behavior then maybe the insurance premium would go up to sort of dissuade you from like doing things like using your ship as a ramming uh as a weapon in in in in dog fighting um so but not fully not fully decided that will be a balanc thing that will we'll tune as we go along okay the next question is from mein who asks how will we be able to disengage from combat will it always require us to have a faster ship than our adversaries or will there be other ways to evade them um again that's another good question uh and that's a that's a balance thing so uh uh having 100% figured out um would it always just be about uh out running or

  4. 00:02:23

    would there be other ways I mean we're certainly going to allow you to uh control sort of your radar image uh in terms of like how hot or um quiet you are basically and so there potentially could be depending on the situation in the environment there definitely could be places where you could essentially say hide behind an asteroid field and really turn all your Systems off and then you'd have almost no radar profile and then you would sort of go off people's Scopes and then they could potentially pass along so that would be one way to get out of it and then of course if you had uh a faster ship um then potentially go uh you could get away too and and we're kind of thinking of some dynamics that would sort of fall into the whole sort of um uh rationale behind you know whe when we kep the velocity at the low speeds but we still allow you to reach much higher speeds obviously when you're traveling between

  5. 00:03:12

    um say nav points in space because um in those cases you're just accelerating in a straight line or not so I I haven't um fully figured all that out but we're going to try and come up with some good ways but also have it away so you can't always run away from combat because that wouldn't be that much fun uh for a bunch of other people so um gain a Balan thing okay next question uh is from uh big bad abom biger badum bigger bad bum next question is from big bad abom and big bad abom asks how will in-game ship buying and selling work in Star Citizen in the good old Wing Commander Privateer game I had to search the verse for different Traders and compare the available offers I could imagine in Star Citizen that it would be the same but

  6. 00:04:01

    with more details like negotiate prices options organize transports Etc um so definitely uh in Star Citizen I kind of want the sort of buying and selling to be immersive so you walk into a showroom and there's a there's actually an NPC sales guy there and he's telling you why you should really be stepping up to this particular model uh 300i spaceship um and sort of make it feel like you would be buying something in the real world on top of that um so there'll be some you know we'll have some idea for negotiating prices make it fun um and also I kind of want to make the game play be very focused around forcing you as a player to Adventure around the universe so for instance you shouldn't be able to go to Every Spa every planet and buy exactly the same ships on every planet so I want you to be able to go

  7. 00:04:49

    from one corner of the Galaxy because this is the place they make the best dog fighter and the other side of the galaxy is the place they make the best information Runner and and so you sort of go around an adventure round to buy different equipment and different ships so you make the Trek to go to this one corner in the universe where the guy is the best gunsmith ever and he can increase the range of your um you know long range ballistic Weapon by 20% and so the idea would be be you would sort of fly around the Galaxy and cover obviously a lot of light years um trying to make sure that you've got the best weapon or the ship you want and all the rest of stuff so I think it will it will be more so than private more so than freelancer I think it will work quite well um okay next question is from Malcolm Kodiak Knight who asks have you

  8. 00:05:40

    given any thoughts to how in- depth the banking account system in the persistent universe will be and how will it be tied to the org system um so we're still on the early stages of um sort of the whole banking account system but one of the points of the organization is to allow an organization a group of people to be able to sort of manage joint fun finances so you'll be able to charge the members of your guild or organization membership fees uh you'll be able to have a pulled account that you could buy things or buy real estate or do stuff that would uh be able to Shar by the organization and owned by the organization um so I would think that um you know we would try to probably push the banking account system um to be fairly sophisticated you know not too different than what you get in the the real world I don't know if we're going to have a stock market to the extent that you would potentially have a stock

  9. 00:06:27

    market here in the real world but we would probably have something that would be fairly similar as well um okay next question comes from D duuk fish who asks will there be a way to improve efficiencies with equipment jobs tasks and general actions within the game in essence will there be a leveling up system where we can improve our ability to mine resources High go prices fast travel detect other ships Etc through manh hours uh and bracket experience to unlock new equipment areas and Quest admissions um so as kind kind of a two-part answer because uh you know this is not a traditional MMO there is no leveling it's not like you start at level one and you'll work your way up to level 20 um so a lot of it is to do with your own skill set but then again the equipment and things that you've you've got um help you in doing these jobs and

  10. 00:07:18

    tasks so I think you know doing things like being a better Miner will involve uh going and Mining doing it sort of learning the skill so to speak yourself actually doing it not not learning it as in I've gone from level one minor to level five minor uh and having the right equipment so you'll have to buy the equipment upgrade your equipment um uh you know maybe go to some specialty place that does you know really you know 10% better equipment 20% better equipment so it's a combination of your actual player skills uh you as a person and then also the equipment you're using will sort of be our version of leveling leveling up there'll be some stuff where like perhaps you wouldn't be able to operate certain uh items or equipment without the right license and you have to maybe do some kind like a driving test right so like in today's world you can't just drive an 18wheeler truck you have to have a license to do that so we

  11. 00:08:06

    may have something like that but in general uh the leveling and tasks will be sort of a more real world based IE based on your skill and the equipment you're using not based on an arbitary sort of role playing level um so I hope that makes sense so next question is from uh superal luminal and super luminal asks what happens if I fail during the first Transit of a jump Point uh seems like quick way to an empty casket um so uh well if you are charting the jump point for the very first time having a fight yourself then yes if you mess up during the charting it potentially could uh kill you or you could be spat out in some random system and you not know how to get home um but generally if it's already been charted and your nav computer has the jump like um trajectory and coordinates already

  12. 00:08:54

    programmed in then you'll automatically make it and you'll be fine so really the risk and jump points are for the the Uncharted jump points that you don't have a nav uh path already set um so any I hope that makes sense um next question is from K who asks are asteroids and other space objects built in a modular fashion like the ships it seems like you could design a few different building blocks for constructing asteroids and then randomly assemble them in lots of different ways um so that is a good question um we definitely have quite a few different asteroids but we're actually doing R&D right now into um a bunch of procedural generation of asteroids and asteroid Fields so you know uh I know there's been a lot of talk about procedural stuff and and and sort of crafted stuff which Star Citizen is sort of more of a crafted experience but we certainly are using elements of

  13. 00:09:43

    procedural generation to help us flesh out a lot of the world so my goal is to um to make sure that everything sort of feels designed and crafted but you use uh elements of procedural generation to sort of give you the variation that you need so asteroids are a great example of that where you know we have certain rules for asteroids uh but you know we may uh you know procedurally be generating the asteroid field or the asteroids themselves and so we're actually doing some pretty cool and interesting work on it and down the road we'll probably be sharing that with you guys um the last question for the chairman this episode comes from Christopher Malik who asks what ever happened to the star map I remember a while back in an in-game 3D star map in the works uh from the old videos that look pretty much done any word on when

  14. 00:10:31

    we will see that for the community so good question um the star map um you know that was sort of an early prototype that we marked up inside the engine uh it's not something that um I'm ready to share yet first of all we've got a bunch more stuff to do uh with it in terms of uh fleshing out all our systems and making sure that we're happy with them but also just in terms of the interface and how it works so we're we're actually doing a lot of work right now on sort of what we call our Hollow renderer which is the system that's going to be rendering sort of 3D holographic objects as well as uh data and text on it and that's that's going to under form the pinning of pretty much all of our um systems so you know that would be the Moby glass that you have as you run around that you've seen in the fiction um sort of your firstperson hood if you've got a

  15. 00:11:19

    combat suit on um your ship HUD uh which is when you're flying a ship and and we kind of want it all to sort of have this sort of um whether it's Iron Man feel or a Minority Report feel or like you've seen in Prometheus the hollow stuff but the idea is there's a lot of sort of floating objects that you can manipulate and move around and obviously the hollow table um the equipment um you know device in the uh hango was a very very preliminary sort of working uh you know prototype of using some of this stuff but we're doing stuff that's well beyond that that's going to be much cooler uh that's we haven't shown you guys yet and um that will also be something that we drive the star map and your 3D Maps when you're inside your ships and stuff like that so it'll be a while before we show it to you but when you see it I think you'll be pretty happy it's going to be pretty cool um okay all right so I hope

  16. 00:12:08

    you guys liked uh my answers thank you very much for writing in the questions thank you always for supporting uh the game project uh and um anyway it's a lot of fun it's great to uh be back here in 2014 and uh raring to do some awesome stuff this year so um talk to you next week okay

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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