10 for the Chairman - Episode 15 . April 7th, 2014
Transcript — every row opens the video at that moment
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[Music] hello everyone uh welcome to another episode of temp for the chairman this is uh where I answer 10 questions that have been um asked by our subscribers for those you don't know subscribers are the uh subset of our community that kick in a little extra money every month to enable us to do a lot of extra Community content uh so this show wingman's hanger a lot of our behind the scenes stuff jump Point uh is all sort of financed by the money that comes in from subscribers and then of course it trickles down um you know this all the time this right away but even the jump Point stuff trickles down to the general community at all so we all a big thanks to our subscribers um and uh I ask some 10
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questions so um just while we're starting here at the beginning I have a I think uh a nice book Ace of Aces about uh uh renie F funun I'm probably butchering his name in French uh but Francois Gerard sent it is one of our backers in based in France and um uh Rene was the top Allied Ace next to Rick toen and obviously this is going back to one of my 10 for the chairman when I was talking about uh the film that I'd worked on that involved the Red Baron Baron von R toen um and so thank you very much uh for this book um these are it's actually kind of interesting because all these uh all these pilots and all these characters are people that um uh I researched when I was is um uh writing uh the American night script which was the the World War I based script and uh it's a fascinating time and in fact some ways you know this kind
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of stuff informs um star citizens Squadron 42 and in the past win Commander because there's a sense of sort of camar between the the pilots and the squadrons and chivalry and U anyway it's very cool so thank you Fran for the book um much much appreciated okay so let's get to the 10 questions here um the first question is from lamaris David hadock mentioned some stuff about writing in Universe fiction involving player actions such as interviewing a player who discovers a new Jump point and then putting out a spectrum post about it do you know how some large scale player actions that affect the universe are going to be handled from a law and game play standpoint like operation Pitchfork well I'm not so sure I mean operation pitf Fork is a pretty big operation which may be beyond the uh the ability of the game to support in
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the manner that everyone envisions uh but you know our goal is to really have the player actions become part of uh the universe's law and fiction so we'd actually talked about once the game's live that we have you know part of the live team is almost like a uh you know think of it as a news team but it's not a news team for today's world it's a news team for our virtual world so they're paying attention to what the players are doing and when there's sort of meaning meaningful you know uh battles or exploration or Intrigue or events happening um they actually um you know create infiction reporting content for it which could go as far as interviewing say uh some of the players involved and then having it um done up as a newed so if you go into a bar there's there's a program playing on the the monitors and it's sort of the you
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know whatever the 60 Minutes of our universe and uh it's talking about this event that happened in this side of the Galaxy which was a player driven event and uh if the player driven events are sort of big enough or meaningful enough um you know our goal would be to sort of run with them and also weave them into what we're doing with uh the uh the universe so you know the way to think of it is the same way like if you ever played you know D and D a long time ago or any sort of table top roleplaying game uh where the game master sort of uh you know has his idea of the story he's taking you on but he's always constantly like taking what the players are doing and folding that into what he's weaving you as a story I mean that's a sign of a good game master and we're going to try and do that with Star Citizen uh okay so next question comes from Maus who asks how will commanding work in battles will
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we have some kind of strategic view of the area and can designate targets objectives and waypoints for individual players or designated Wings kind of an RTS view for commanders so well there'll be I mean so commanding in battles in the Space Battles is going to be pretty interesting I mean obviously uh the capital ships are going to be a large part of that and there's multiple stations on a on the capital ship so in a future date we're going to sort of have a really in depth behind the scenes um sort of you know like a death of a space basement piece about what we're going to do on the big Capital ships uh to sort of show you kind of the level of uh of um I guess sophistication that we're training on that and just how all these different uh stations inside the ship can work together and uh because you know just having a big ship is not going to mean that you're going to win a
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battle you're actually going to have have a team of players that are operating the big ship well in concert to be effective and and I think that's true in real life and it's going to be pretty cool so um you know one of the things just if we're talking about a command basis you know usually there'll be sort of a um kind of a battle command whatever so I don't know you know who would be designating command it but it would be sort of like a big Hollow spere and you're going to see a very small version kind of that you would in the in the dog fighting even in The Radars which are these sort of hollow speres but the big ones will be much bigger areas and essentially you know you're looking at the sphere and you're clicking you can see these sort of digital holographic versions of the various ships in their positions and you click on them and give them a command or drag you know drag an arrow over and say attack over here so you will sort of essentially have an RTS view that you're communicating with and and then that from there will be sending messages to
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the person in his fighter or in his um bomber in his in his Corvette or whatever and say hey um you uh you know you're required to attack this this uh ship uh so it should be pretty cool we're looking forward to it that's sort of the dog fight V3 level uh that I sort of hinted at in another episode attend for the chairman uh the next question comes from the uh are caade has there been any more development on the racing aspect of Star Citizen will we have betting and spectator systems we haven't done a huge amount of development on the racing uh part of SAR we' pretty heads down on just sort of the space flight dog fighting side I will say that we do plan to make it a feature um there will be sort of in-game betting and there will be uh spectator ability and we we're going to have the whole uh you know have
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a circuit that people can race on uh just like we're going to have sort of a you know INF fixtion um Esports version of uh the dog fight simulator which is what we're going to essentially be rolling out with the dog fight modular which is the you know sort of the Sim mode where it allows you to sort of virtually take your ship out and fight other people to uh you know hone your skills as a pilot without actually risking your ship um so those two things are things that we're planning to um you know make kind of almost into sort of yeah whatever you want to call Esports or something but sort of in fiction Esports I think it'll be quite cool next question comes from she uh who asks will we get hangers for our ORS and will members be able to leave their ships there maybe while flying in an or own ship uh so yes we do have plans to have organization hangers
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which are much bigger uh shared they'll be communal we're going to allow organizations to also be able to uh sort of U buy ships and you know like I think I've said before organizations will be able to sort of uh tithe uh you know tax demand fees from their their members and they should be able to sort of loan them out to various me members to to use um and uh I would guess you would probably let players they could probably leave their ship there especially if they're taking off a organization owned ship um so yes the answer will be yes there um next question comes from PID um who asks how much time will it take for information to travel from one end of the playable space to the other since Communications do not travel at FTL speeds it's not 100% defined yet because that's sort of a balance uh play
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thing um the way that the communication going to work is it sort of travels at our infiction communication speed which means that when you're in system and I someone beams a a message it gets beamed at the speed of light and essentially gets beamed um you know to a relay station or a message station so this is in sort of the structured you know Universe where uee runs and there's a lot of like infrastructure and say one of these stations is St is is you know right there right by a jump point and so it so gets all the information and then it will launch out a message drone or a messenger ship will go through the jump point to the other side where there's probably another relay station that data is then transferred up to the data station then it gets beamed across to another relay station and so on and so forth if it has to go multiple systems so essentially the speed of
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communication is sort of based around the speed of light and how long that message would take to travel in system and then it's instantaneous between system uh jumps except for the the regularity or the the schedule of the message drones or the messenger ships that go through the jump points so you know in a uh very populated core system that's happening all the time but in a out Backwater system it won't be very frequent at all and in fact in some systems there won't be any of that infrastructure and that's where info Runners and other people come into C because they'll be taking missions to take information that's critical and and uh you know as fast as they can and you know especially if there's other people that want to stop that information getting there um so in terms of game time it's kind of hard to quantify um but I think we would probably sort of
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limit it within the the limits that I sort of gave there within how long it would take you actually to uh transfer a jump point and what the regularity is um but uh you know obviously we recognize that people will be able to chat and talk to each other instantly because if we don't provide it in the game they're going to be doing it outside the game anyway so we're going to provide it but um in terms of like any um Goods or missions being accepted or missions being offered or all the sort of ingame stuff that we do control that will all operate at the speed of communication in our universe okay next question comes from uh natas who asks there has been some talk about gravity generators being part of the ship mechanic I was wondering if you could go into a little more depth as to how this will work if that system is taken offline for example will we be able to move about the ship without
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gravity and if so how will this be done or will the crew of your ship that's not being belted be stuck floating in space um okay so well that's a good question this is actually something we've been working on um the first person uh shooter team has actually got zerog uh uh movement and everything to a nice stage we're going to add even more stuff but you will essentially uh you know if the gravity system gets turned off in your ship and by the way this is a something you could use uh to mess up with borders so borders come in and you turn gravity off immediately you're in Zer G so unless you've got magnetic boots which we're also going to let you have uh you'll float around and when you're in z G we're also going to let you sort of push off walls and elements and certain suits will have Thruster sets that will let you maneuver in zero g so it's going to be a whole level of extra gameplay that's going to be super cool that's pretty different than uh a lot of firstperson shooter gameplay that
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you're aware aware of so you know if you've seen gravity and the pushing off and all that we're going to have all that plus thrusters maneuvering which I guess you also saw a little bit in gravity when they're outside um and uh you know you can use the gravity no gravity as a uh as sort of a defense mechanism and you know if you're storming a ship it may be a good idea to have um you know magnetic boots you can turn off and on so when you want to be walking around you're using magnetic boots you want to get into Zerg you just you know turn off your electromagnet and then you're floating um if you push yourself off um okay there you go so next question comes from Terra Titan Opticon who asked if you have to space your cargo hold in the position Universe to avoid being barded will you be able to leave some kind of booby trap like an explosive device or tracker hidden in the cargo or maybe even an ink bomb like they use at the bank that would be pretty funny something to makes Pirates
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think twice that's a good question I think uh I think there would be no reason why you wouldn't uh be able to have something that you could have in your cargo that could be an explosive device so part of your cargo could be a bomb that you could remotely detonate um or you could even have a Tracker hidden in the cargo uh I think I mentioned on a previous time of the chairman that we were working on the cargo system and one of the concepts was you know a higher end Target uh cargo um container could have like sort of like low Jack ID identification on it whereas most of the basic ones don't so if you um have one of those it's much harder for you to um you know if you gain one of those illicitly it's much harder for you to sell one of those um so I think uh you know we're definitely thinking of uh things to do that and then of course there would be the counter counters for
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the the the Pirates because it's always fun to sort of have this um back and forth as far as that goes um okay next question comes from rillo 1337 who asks what will happen to everything we've achieved AED earned bought Etc at the end of the persistant Universe Alpha and beta that's a pretty good question we haven't um really thought that through properly yet I mean I would say that probably uh it won't carry through to the full game there may be some case where we sort of feel like we're in beter and that's good enough and that will carry through but probably sort of the early Alpha stuff of you just like you know there's I think our first sort of persistent Universe test will be sort of in one closed system or you know one or two closed systems and uh I think we'll probably do one system first and then we'll open up a couple extra dist for jump points and sort of build it up that way uh and the early stages yeah I
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think that it would not make sense for you to carry across all the stuff that you've earned in a sort of kind of unbalanced closed system into the main one uh but at some point in beta it will be close enough to what it is um that it will carry across um so but haven't fully decided done that yet okay next question comes from uh jibu who asks you mentioned in the beginning that there will be also Mission discs for squadron 42 at least one will a character be able to go back to do these Mission disc of Squadron 42 after finishing the original campaign and moving on to the Pu yes absolutely I mean in fact you know the the uh additional Squadron 42 uh story packs or whatever will be written and designed to be such that they're expected to be after you finished sadron 42 and you've mustered out into the the great Galaxy as a whole so um you
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definitely will be able to go back to him after finishing the original campaign and being in the PA Universe last question comes from starshock with the voice chat will we be able to just do a short range broadcast to everyone nearby if so I would I be able to charge into battle blasting out Ride of the Valkyries um that's kind of cool uh yeah definitely Apocalypse Now moment there um so yeah I mean I think the voice chat the way it's going to work is that um you can hail people and then people can decide whether they want to listen to you I don't know whether it would be they listen to you by default and then they can mute you or they have to accept uh listening to you in the first place uh but you definitely will be able to broadcast in a close range uh a message or potentially play music um and if people are have their com channels open
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they they will hear it um we just need to be sensitive to how to set that up in such a way that people can't use it to abuse other people because you don't want people you know uh being obnoxious which people are quite known to do in online games um but uh we will definitely uh you know would like to get um IP uh voice over IP um running in the game and then we just figure out the right system for you being able to broadcast people or people being able to accept whether they want to listen to you or not um so there you go there're my 10 questions for this week uh thank you very much for um listening uh I hope you found them informative and again thank you to all the subscribers for um uh contributing extra money to enable us to do all this kind of uh additional Community content thank you to the backers out there for um uh you know essentially allowing us to make this
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incredibly ambitious uh game that we've all dreamed of and I think you guys have dreamed of um so thank you and I'll catch you next week goodbye [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.

