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10 for the Chairman

10 for the Chairman: Episode 59 (2015.04.06)

6 April 201500:26:56728 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    [Music] hello everyone uh welcome to another episode of 10 for the chairman uh for those of you have not seen this before this is where I take 10 questions uh submitted by the subscribers uh the subscribers are the um subset of the backers um contribute money every month um to allow us to be able to do a higher degree of community content uh of which the show is one around the verse is another um the wonderful wide world of star citizens another which is done by disco Lando uh plus the uh jump Point magazine we do that's usually sort of 50

  2. 00:00:47

    to 70 pages of behind the scenes material uh of how we built ships or did game mechanics uh and have some fiction and law about the world uh and then other occasional pieces so um you know like later this week we'll have a piece about our uh new German office you'll get to meet them finally um and uh meet the devs all that kind of stuff so that's all made possible by the contribution of subscribers we use that money to sort of really have I would say probably the best uh sort of community facing interaction communication share our development processes with you guys so thank you very much subscribers for doing that so here is um my turn uh for the chairman questions I'd like to say that this is uh probably going to be the last 10 for the chairman that you get from me for a while because I'm getting

  3. 00:01:35

    on a plane this is we're shooting this on Friday uh for Monday airing uh but I'm actually flying on Monday to the UK where um I'm going to uh be working hard on the uh performance capture sessions for squadron 42 which is going to be very cool uh Hannis uh and myself are uh going to be um working with all the actors and setting up all the scenes um for Squadron 42 um we've got some we're going to have a pretty awesome cast uh we're not going to share it yet it's going to be something that uh we'll reveal closer to the date but I think uh you guys will be both impressed and happy um stories uh for um Squadron 42 uh is shaping up really well I think uh we haven't shared in detail later on we will we will share in but uh essentially

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    uh you know we've got a really big sort of story arc so um we're going to split it into a Trilogy see you know win Comm one two three that kind of thing so uh episode one is what people will um uh play uh this year and that's the one that has seven the equivalent of 70 Wing Commander style missions and it's formulated a little differently than uh say the old Wing Commander because a wing Commander it was like you flew a space mission and then you aboard the ship and had some conversations you flew another space mission whereas in uh Squad 42 you can fly a space mission and then land get out uh get into a firefight with some Pirates then chase another pirate he gets into a ship and takes off you get into a ship and chase him so you know in the old sort of win Commander format that's actually three missions but it's all sort of um one

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    fluid thing that happens uh there'll be three sort of checkpoints so to speak of in Squadron U 42 for those kind of things but it would sort of all be one overall um Mission so we're sort of thinking it's like 20 I think it's 21 chapters or so and each chapter sort of is uh a segment of mission that sort of are kind of fluid so they sort of do this and then maybe you'll stop and be talking around and dealing with people and then get into some action and then it sort of goes on like that so it's equivalent of about 70 missions Wing Commander style um I think we think it's about 20 hours of gameplay uh it's pretty damn cool um like I said we're going to have some we're going to have an awesome cast uh and uh then you'll be spending time with them uh for the next so episode two is Behind Enemy Lines which I think everyone that uh backed until like six million gets for free and then episode 3 um would be the

  6. 00:04:02

    year after that so we're sort of thinking that um we'll have each one of these each one of them is equivalent of a huge AAA um you know Call of Duty or better because I mean we got a much bigger campaign and it's cool and so anyway I'm starting to I'm going to shoot that we're working you know uh really hard the UK guys are heads down and we've got a whole bunch of other people so the German officers helping a lot on Squadron 42 and other areas of of so alanic um you know a lot of the FPS mechanics will go into Squadron 42 stuff that we're doing for space here in La is going into it um and you know some of the um you know animation and other aspects are also happening in Austin for Squad 42 so it's going to be pretty cool um but I'm going to be in uh the UK for the next almost 3 months so uh basically uh we're starting shooting um a couple

  7. 00:04:49

    of weeks from now but I've got to do prep also spend a bit time 542 and then we'll shoot all the way through till about the end of June and we'll also be also doing some more motion capture and stuff like that so um but it's going to be fun I'm really excited it's going to be you know cinematic great lots of M so everyone that's a wing Commander fan and once the Next Generation win Commander I think is going to be very very happy with uh Squadron 42 uh and uh what you'll get to play this year and then you'll have stuff to look forward to the next few years while we're busily um finishing out the game um which is you know something that we're going to be doing next year in terms of the position universe and all the rest of stuff so I think the idea is really just to sort of keep on building the universe and the world and also be releasing narrative stories for you to

  8. 00:05:37

    play and eventually we'll also be doing ones that aren't so sort of military focused like Squadron 42 maybe a sort of more kind of uh Rogue hand solo style story and stuff like that but uh this one's uh pretty awesome it's a uh a pretty uh pretty big uh storyline don't want to get into too much details but uh it's sort of the overall story arc was uh what the writer from sci-fi was referring to who shouldn't have actually written that in the article because I told her not to but she seemed to forget that part um but anyway it's the overall Arc of uh you know that's why there's Behind Enemy Lines in the second episode um anyway all right enough of that on to the questions uh so uh first question comes from Siberian tiger who asks there are some great dog fighters in the game

  9. 00:06:25

    right now and the more they fly the better they become how will con cep of the more you play the better you become applied to Medics and surgeons that's a good question uh so definitely that will be the case in mining and some of the other sort of things that we want to do like exploration and stuff um it's probably early to say in terms of Medics and surgeons um kind of what the game player mechanics will be for that but you know if you can key it off what we talked about doing for say the mining I would think that you know on a on a certain level perhaps there would be um maybe some higher level stuff that would require some skill I mean the basic level of stuff when you're just giving someone like an equivalent of a stim pack is um you know not so difficult although you know the the the thing for the medic and surgeon stuff is going to be partly the recovery bit right getting

  10. 00:07:13

    the person getting them into the ship getting them on the bed and then and then sort of fixing them up uh but you know perhaps there can be some level of skill in the sort of higher level like you know you know saving triaging someone's life uh but we really haven't sat down to sort of um design that yet that would be something that down the road we would focus on but I wouldn't say that's the sort of very first thing that's getting done because we got a lot of lot of systems to get done so um so I think what You' probably see with Medics and surgeons in the beginning in the sort of cutless red is you know it's more about getting people bringing them to your ship um you know giving them a stim pack or you know using a more powerful Med device uh and then later on maybe we'll let you do some kind of uh sort of more comp at operation that you

  11. 00:08:01

    know at the beginning will only be the sort of thing you can get on a sort of hospital that will be on a planet side or something or on a hospital ship okay next question comes from jsd who says regarding ship's weapons can we expect to see some other kind of projectiles instead of traditional colored lines going in a straight line perhaps some projectiles with more erratic behaviors like lightning bolt shock waves or whatever your talented special effects artist may come up with so yeah definitely um we're going to see a lot more um uh different kind of projectiles uh you haven't seen that much in the game yet FPS will bring some more so we have some electri we have an electric shotgun um which has a different kind of projectile uh we're going to have sort of neutron guns and plasma guns and they will all have specific projectiles so that's all in the pipeline and game workor so you'll see some stuff in fps

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    and then there'll also uh more stuff's going to be coming to um space and aren Commander uh okay next question comes from maib um from from arus I guess um who asks with the introduction of Mining and resource Gathering will there be any other uses for gathered refine resources other than just selling them to an NPC in the system where they are worth the most well I mean it sort of depends I mean in general you know um you're going to mine and then you know perhaps you'll refine yourself or you would just sign it on sell it on to someone that would refine and then you would deliver it to sort of a economic node that would be a consumer of the raw materials or the refined materials um so in the you know first stage of stuff we're doing it's going to be mostly MPC economic nodes and then the sort of second stage stuff is allowing

  13. 00:09:37

    sort of players to have a bit of their own business so um you know potentially later on in the economic chain you'll be able to sort of you know maybe have complete industry where you know you've got your I don't know let's just say your uh Munitions Factory or your ship Factory or whatever your factory making widgets and you know all along the supply chain you're involved or you're own it where you have people mining and then they take it to a refining node that you own a someone ODS and then the refined materials come to you for your economic node to produce the final materials so that's that's kind of the idea of the the resource Gathering I think that's um kind of you know the um the uses that that make sense um so hope that helps um next question comes from Rags who asks will we have the ability to fabricate weapons armor ship parts so when a player owns a uh economic node

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    one of them you know potentially could be something that makes weapons or something like that or armor that would be how you would sort of generate these uh Parts um we're not planning on having like everybody owns their own economic node but um some of these would be available um you know sort of yeah you know it would be uh I don't know whether you want to it's not really endgame because we don't have an end game in um Star Citizen that's generally what people refer to kind of later stage stuff in in MMOs but you know that would be a longer term sort of goal for someone that's less interested in sort of the adventuring and the combat side and More in sort of the kind of business tycoon or economic part so you'll sort of be able to um you know build these things and you obviously be purchasing raw materials from other people to build them uh and then you would sell them on to other people or you know you could also consume them yourself so in terms

  15. 00:11:18

    of having someone have the ability to fabricate um you know weapons armor ship parts themselves on a smaller scale um that's not in the um initial uh sort of plan implementation but I kind of would see at some point you know you know we may have a sort of smaller scale economic node that maybe is you know I don't know uh sort of a a factory ship or something that someone could buy um and um that potentially could have the the the ability to do that which is you know essentially you need to get this many resources and then um you know after a certain amount of time you know when crew an operation then it spits out um you know the final item um okay there you go I hope that helps out out um next question comes from um in Brackets ADT Grump um BR Grump is an in Brackets by

  16. 00:12:07

    the way it's just ADT in Brackets and then Grump are there any plans to incorporate helmet cam feeds that could facilitate a marine team leader role well we're definitely uh planning on having spectator sort of cameras so in Arena Commander we already uh have plans for that come in where you know you could like connect as a as a remote viewer spectator client and just kind of see the battle um and I think that potentially um when someone gets killed uh in fps and you're on the same team perhaps you can sort of have a helmet cam from one of your teammates that won't be in uh the very first release of FPS but later on it's pretty easy to do um I don't know so much about having like a multi- um team leader role in terms of you know like seeing for your guys all on the same screen like you

  17. 00:12:54

    would do all aliens mainly because cry engine isn't very uh good at having multi camera views all at the same time and also you're just basically rendering four 3D worlds all at the same time which you know can be problematic in such a heavily detailed world we have now we're definitely going to allow people to stream their point of view and everything else so I think that people could kind of have an ad hoc version where you've just plugged in and you're looking at three or four streams uh from people so that is actual technology we are working on we're longer term going to build in a client uh that's inside well actually streaming Tech inside your client that you'll be able to just press a button and stream automatically without having to use a third party software and it will stream out to a multiplexer um that um you know we can rebroadcast on our site and I mean I'm guessing that we could maybe even um

  18. 00:13:44

    take that and uh play it back as a sort of like watching a stream from the web inside a texture in our game uh but that would be sort of a later stage thing so that'd be kind of a cool way to implement it um just thought about that right now by the way so that's kind of where we're at on it um but longer term um yeah I mean those kind of things are cool we definitely want to have the sort of vois side so like even in terms of the streaming that I was mentioning one of my plans longer term for style citizen is we'll sort of have the equivalent of traffic cams around the universe like Place one or two around SA or Tera uh or a jump point or two and uh literally you can go to our website and you and we'll just have remote clients connected not playing as players but as a camera connected and it will be streaming it to a client that then will be streaming that video off and you can go to our website you can sort of like

  19. 00:14:31

    click around say oh what's happening in orbit around Terror right now and sort of see what's going on which is going to be kind of cool and the tech allows for that so um that's uh that's something we have in in progress uh and uh you know probably we'll first be debuting inside Arena Commander where you'll sort of be able to sort of see streams of ongoing matches and the longer term goal of that is to see sort of a stream of an ongoing match it's all done inside like our um web platform basis so you can like actually see someone's Avatar saying in a comment section of far us and you can see whether he's broadcasting right now you click on his Avatar and you go to his own page and you can see his stream and it would all be integrated inside our platform and you could also see streams of like say ongoing multiplayer matches and maybe click on it and join it if there's room and stuff like that so that's the longer term goal that I want to get to obviously it's not happening in uh in the next few months

  20. 00:15:18

    but we are actively doing R&D and Tech towards having that kind of sort of uh experience because I I definitely think that is a large part of of the future and it's definitely you know sharing your experience is I'm already seeing people doing it already in Star Citizen on Twitch and on YouTube and you know we just want to make it easier and better and more integrated uh for people uh to do that and also make it as sort of window in the world so I think it'll be super cool okay next question comes from uh Rubik who asks why did you decide to move away from the asymmetrical design on the herald I mean essentially we was showed the design and uh Jim Martin who is a guy that designed the herald and also designed the the Cutler and designed the freelancer sort of was playing around with some more ideas and

  21. 00:16:07

    uh so it's kind of my my I sort of preferred one of the later ones um uh I mean it's uh I think to a certain extent slightly asymmetrical it's not fully asymmetrical but it's not as as asymmetrical as the the original one was but the idea is it sort of can blossom out into this sort of um kind of like uh I guess you know transmission array which was kind of cool and then in between it looks a bit sleeker and a little bit faster to a certain extent I sort of felt like it was a it was a yeah visually more interesting and appealed to me and if I had seen that uh sooner then we probably wouldn't have shown the other asymmetrical design so it's me it's my fault sorry um okay next question comes from Nikolai Armitage who asked firstly i' would like to say the vanard is amazing

  22. 00:16:53

    I love the redundancy I am really curious how will the uh 2 by uh size two Shields work well generally what happens is uh we would probably have two well not probably we we would have uh two Shield nodes and so uh each Shield node essentially so they would cover a like a portion say half of the ship and the other one would cover the other half so if one goes down you don't lose the whole Shield um so that's kind of the idea of having multiple Shields so like on the bigger the ships the bigger Capital ships you actually get more um and stronger more focused coverage because you can't have just one Shield generator that takes a whole capital ship so you'd have multiple Shield generators at various points and so that means that um you you know you you don't have a single point of failure for your sort of Shield coverage so that's kind

  23. 00:17:42

    of the concept of having sort of the multiple um sort of uh Shield uh generators um all right next question comes from uh data transfer who asks as far as the FPS is concerned what games have you drawn on for inspiration would you describe the star Marine module as having a famili feel or flavor how will the portion of the game differ from other types of FPS experiences well so it sort of depends I mean you know so for me uh you know I um play a fair amount of FPS I wouldn't say I'm like a crazy FPS Die Hard um but you know Call of Duty uh battle he Battlefield Battlefield is probably my favorite of uh sort of the FPS experiences mostly because I like the idea of teamwork uh and so working with your sort of core teams or you know being in a vehicle and someone's on the machine gun and

  24. 00:18:30

    someone's on the you know gun turret which you know you can sort of see the uh you know a much more detailed bigger ambitious version of that what we want to do on the multi Cru ships um so I kind of uh like that aspect of the FPS gameplay um you know other FPS games that are fun uh Far Cry the Far Cry series like four was a lot of fun Far Cry 3 was a lot of fun um so they're all uh you know they're all kind of uh ones that I I would play I don't want the fps to be specifically too much like all the other ones though so um you know that's why we're doing some things different because we have different constraints we don't have the sort of same respawn mechanic that you would have in pretty much all the games I described um I do think Call of Duty is way too sort of robot move around floaty it doesn't really feel very organic to me I would

  25. 00:19:17

    say of the ones that do it the best uh probably for me battlefield and um Far Cry sort of feel sort of a bit more organy um uh you know armor um you know three is interesting in so fact that it's you know much more sort of realism based so we're sort of trending a little bit towards that so I mean we're sort of taking elements that are focused more for um sort of slightly slower Pace Play Because as I said you don't really can resport instantly the way that you can in a lot of these other sort of multiplayer games so for us you get shot maybe your friend can drag you back and sort of you know put a stim pack in you and bring you back which is sort of respawn mechanic uh but you know generally you know the combat itself is uh ultimately potentially you know more

  26. 00:20:06

    um more lethal or sort of more session like that particular session ending you get taken out it's not like you can just constantly respawn like you can in you know whatever uh Counter Strike or something like that so uh you know I think we kind of want to like have sort of a feel of kind of like the battle feeli first person in terms of like how your weapons and handling feels but with a more sort of Tactical um kind of sense that you would maybe get in a Rainbow 6 or or an Arma 3 but you know not going too far down that sense but I definitely wanted an idea in the FPS that allows you to um you know have trade-offs right so I know some people complain about oh I don't like having the helmet and it jiggling around on my head or oh I'd like a lighter wider view well yeah but you know what if you're wearing heavy armor like you

  27. 00:20:55

    should be constricted you should not have as good of a view and there should be an awkward heavy helmet that like bounces up and down because that's a downside of having heavy armor that allows you to take more hits now if you don't have a helmet on well you don't have any of those problems uh but then you don't have protection on your head and uh you know if you have light light armor then maybe you have a much better View and the helmet slider and doesn't bounce around as much uh but then you can't take as many hits so I really want the tradeoff so you know the same again for like the bre breathing mechanic and stamina like if you're wearing heavy armor you can't run and Sprint as much as if you're wearing light armor and you can be out of breath and if you're out of breath you can't necessarily aim quite as well as you can if you're you know like not out of breath and so all those things is that's basically Resource Management in how you fight and I want to have those play into because I sort of feel like in a lot of sort of the very quick run and Gun FPS is you

  28. 00:21:43

    know you don't have you don't necessarily have those um so trying to you know that's kind of the goal um you know so it's less sort of like Run and Gun the way say Halo or a destiny would be um although Destiny does have very nice weapon handling um and and and sort of work the balance between a certain amount of like resource management and realism but also sort of sci-fi fun so somewhere between you know you know whatever the the battlefields of the Destinies of the world and the armor 3es of the world is kind of where we're going with some cool um sci-fi elements like you know zerog G motion and you know different kinds of weapons you would normally get um so there you are I think uh that's a rather lengthy answer for data transfers question um okay next

  29. 00:22:31

    question comes from uh rwar who asks will there be any advantages to wearing light or median armor versus heavy armor well I just answered that question for you uh basically it's what I mentioned which is um you know the impact on your stamina um so if you're wearing light armor you can move quicker um you also won't tire out as fast um medium armor you will not be able to move quite as quick or you'll tire out maybe a little faster but not nearly as much as heavy armor and then obviously of course with light you can take less damage than you can with medium and medium takes damage with heavy so it's a trade-off in all the stuff also in terms of your helmet and your visibility and heavy you're going to have less visibility than you will in the light armor um there you go all right last question comes with or

  30. 00:23:21

    last question comes from K itus carif effects I hope I said that right what level of control should we expect while working with NPC characters in fps how will you issue orders to your NPCs first off I just want to be clear in the initial release of the FPS module there are no um sort of AI or NPCs that will be uh part of it it will be U multiplayer um only at the beginning uh we are I've scheduled to sort of next thing up to sort of have a horde mode uh for FPS where you're fighting off a bunch of uh you know uh you know your either Marines uh fighting fting off Outlaws or Outlaws fighting off Marines and then we'll carry on doing other FPS scenarios um we will obviously have MPA MPCs uh in fps ultimately and there

  31. 00:24:09

    definitely be NPCs in things like Squadron 42 and position Universe um the NPC character sort of commands would be a lot you know not too dissimilar to what we're uh you know working on right now for arena Commander which is one of the future Arena Commander sort of updates is and which is needed for squadron 42 which is like wingman command so you basically say things like you know attack my target or you know you know cover my six stay on my wing all those sort of things you say in in aren Commander you've said in Wing Commander a million times and there's sort of the equivalent on the FPS stuff which is you know like sort of you know attack my target or you know go to this point or uh you know breach this door all those kind of things so that will be sort of longer term stuff that you'll be able to sort of issue sort of commands to other NPCs and hopefully they will listen to you and do them because you

  32. 00:24:55

    know they have their own Ai and so they may not necessarily always listen to you all right there you go that's the 10 questions um so it's been really great uh chatting to you guys normally I would say see you next week but that's uh probably won't be I mean we may try to do a 10 from the chairman um from the UK sometimes it's just difficult because uh I'm going to be very busy um with the shooting um which is you know a pretty full-time uh full-time event and then of course after that I'll be spending you know the next few hours catching up on everything that's happening on the game development so uh I've got some long days ahead of me uh but I'm pretty excited to be off going and doing it but I uh would like to thank all of you for listening I'd like to thank the subscribers for making this possible I would like to thank all the backers out there who have made the whole game and everything we're doing possible building this game at this crazy ambition

  33. 00:25:44

    allowing me to go and have a huge amount of fun um directing uh the Squadron 42 performance capture and putting all this stuff together with you I can't wait till you guys play it um you know allowing us to have such a talented group of people to be making the game um and um it's awesome so thank you all um and uh I will speak to you soon and definitely see you in the verse bye hey guys thanks for watching um temp for the chairman uh if you guys would like to uh see more episodes go here if you guys would like to subscribe to our YouTube YouTube channel and always keep up to date with all our video content go

  34. 00:26:31

    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 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.

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