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10 for the Chairman: Episode 01 (2013.12.06)

7 February 201400:15:02429 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:03

    [Music] hello everyone so this is the uh inaugural uh 10 for the chairman uh segment that we're going to do in the Los Angeles show and this is where we take 10 questions from subscribers who um uh their generous backing allows us to do all this uh Community um uh communication Work video uh and this show here as well as the stuff that we do in Austin like wingman's hanger and the behind the scenes stuff so thank you all to subscribers um and we take 10 questions uh every week uh and uh funnily enough the very first question is from 10 um and he asks I'm curious uh to know about the hardware setup required to run uh Star Citizen on full HD on Max details uh so that's a really good question it's uh it's hard to

  2. 00:00:50

    definitively say that now because we're still early in the development process and new hardware comes out um every year um so uh generally we've been aiming that the very high end of Hardware now is kind of uh what the what we think the sort of midlevel will be by the time is the game is fully finished uh so that would have been a GTX 680 or now a 780 on the Nvidia side or on the AMD side a 7970 or now the R9 290x on the AMD side uh and you should be able to easily run in the highest to details uh the game in uh 1080p if you want to move to 4K um you'll probably need sort of that very high-end cards that will be available uh smoothly in 4k that is uh next year or maybe uh current day uh sort of high level to Mid high level card but two of

  3. 00:01:39

    them in SLI um and you know the engine scales really well so it it can you know it will it will take whatever you can give it uh in whatever resolution you give it but you can also scale it down and it still looks pretty good so if you don't have quite that highest sent Hardware it still be a pretty good experience so um I hope that answers the question so now let's get on to the next one so M burus asks now that cig is development infrastructure ready are you planning or toying with new ideas for future projects after Star Citizen is released some vague schedules for bigger expansions to Star citizens quadron 42 or even non-star citizen related project um so the answer to that is we are 100% focused on Star Citizen here and the way that Star Citizen is uh being created is once it's released it won't that won't be the end of star sism we're going to actually planning to be releasing

  4. 00:02:26

    content on a very regular schedule we're actually hoping to almost be weekly if we possibly can um so we'll be constantly updating the persistent Universe adding new features locations ships um characters um over hopefully years and years and years and years I mean obviously the the requires on people playing the game and uh still being a viable Enterprise but uh EV online is still going 10 years later so um we would love to be in that same position um and uh then we'll also do uh some additional story uh segments very much like Squadron 42 so Squadron 42 won't be the only single player experience we do we will be doing additional uh experiences like that that um people will be able to play inside the Star Citizen universe so the answer is yes we are going to do a lot of stuff

  5. 00:03:14

    in Star Citizen but not so much uh we don't really have any plans for non-star citizen stuff because we sort of view Star Citizen as a it's it's it's not a short-term commitment it's a very long-term thing and uh hopefully um you guys will all be playing and enjoying it many years to come so on to the next question okay buan asks will radar Shadow be present in the game so yes the answer is yes radar Shadow will definitely be present in the game uh we have all different kinds of sort of radar signatures you can have whether it's a uh sort of a heat signature electromagnetic signature a reflective signature and we're also thinking of different ways that you as a player could Shield yourself from someone else detecting you so uh there will be an aspect of um being able to sort of play sort of the stealth angle uh and you know maybe you can Shield yourself behind an asteroid or maybe you can shut

  6. 00:04:01

    down a bunch of systems your signature is really small um or you could coat your ship in a certain kind of armor that would give you a much lower reflective signature um so we'll definitely have radar Shadow be part of that uh and uh we're hoping and think it's actually going to add a lot of um fun to the gameplay and Nuance because there's just a lot of different options for people to to to take things in space and that's kind of part of the thing that we're pretty excited about with what we're doing with um Star Citizen okay on to the next one uh with Whiplash asks is the plan to just make dog fighting in Arena style shoot them up or will there be some specific scenarios to test okay so the answer on that is in the very first iterations of uh dog fighting there will it'll be mostly just an arena style uh shoot up head-to-head uh or flying against some AI uh maybe two teams you know red blue would be

  7. 00:04:49

    sort of the standard teams although we think we may switch that up to be a bit more fun than red versus blue um and uh then maybe later on we'll do some scenarios but the idea of the dog fighting test isn't really to um you know deliver a fully fledged game like you would normally uh expect this is really for us to sort of test the backend infrastructure for multiplayer the balancing of the ship seeing if the flight model and everything is fun so it'll be an inative process so you know the the early parts of any of the modules are obviously going to be a lot rougher than the final polished version is but it's all in the effort of making the game as good as possible um so uh so I guess bear with us on those okay on to the next one uh her asks I'm interested to learn what what Chris's personal preference is for his uh Hands-On uh throttle and stick uh with star syon

  8. 00:05:37

    does he prefer pitch and roll on the stick or pitch and Y uh so that's a pretty good question um generally in the past in in Wing Commando um it's been sort of pretty much a pitch in your setup uh but we're you know I'm playing around with the idea that you know we have g-forces on pilots in our sort of dog fighting part and obviously in that case just as a human being you can take greater gravity um in the vertical then you can uh you know eyes out eyes in or in the lateral uh G setion so that's why a mod pilot will roll and then pitch if he wants to I mean he could do his rer and do this but he'll do that because he can actually do it quicker um so that would probably affect whether it would be um uh pitch and your or or or um Pitch and roll I mean right now the default is pitch and your with a roll on the rotor pedals but that may actually change to be uh more accurate to real

  9. 00:06:25

    playe which will probably be uh pitch and roll on the joystick and and then you're on the rer pedels okay on to the next one uh I ask can you clarify the PVP slider I see a lot of threads where people believe this affects the whole game where I believe it to only affect the Random Encounters during the autopilot okay so the PVP slider is uh an input to the game's matchmaking system uh to give it a hint of kind of like who it should be matching you with so um what happens is when you fly around in in in space um you have you know you're in your world view your Universe View and the server up there is basically looking at where you are and it's looking at everyone else in all their different machines and and basically seeing where everyone else in the galaxy and if it feels like oh there's someone close to you or there's an AI that's close to you it it

  10. 00:07:13

    basically would tell your local client okay this person's close to you and and that person would be streamed into your instant or that AI will be streamed into your instance and so the PVP slider is essentially a an extra variable for the matchmaking criteria so the matchmaking criteria is on a whole bunch of things so it's on things like Ping which is you know obviously we don't want to be putting people together there a huge latency um uh you know it's on whether who's your friends who's your enemies who's your people of interest um also um it would uh have some level of uh skill rating in this so we'll kind of sort of track if you know are you a new new player or your super experien and based on that um in most of the areas cuz uh uh you know some areas there won't be any they won't it'll be whoever's there versus whether it's PVP or not uh but if you basically said hey you know what I I

  11. 00:08:00

    would prefer to have more PVE than PVP um it would give a preference to uh the AI flying around rather than a real player so if there's an AI pirate and there's a real player pirate it would drop the AI pirot Pirate into your instance to fight if you were more towards PVE than PVP you definitely would get other players stream into your space that wouldn't be hostile say maybe a friend of yours or something so you could definitely get a co-op um kind of feeling that's going to be an ongoing process but the whole idea with it is you should be able to fly around the game and if you wanted that more sort of privateer freelancer experience that's kind of what will happen to you it'll just be mostly you'll see Ai and then if there's other players they'll be probably friendly players or if you're in like certain areas of space where there's no hold SP then it definitely could be a unfriendly player but you'll sort of know okay well those are the

  12. 00:08:48

    dangerous areas so if you're a new player and you don't really want to be dealing with um tough other players and you probably should avoid those and you know I would like to say one other thing is you definitely can have NPCs that are tougher than than any player could ever be since it's you know a computer that runs it it knows exactly where you are and it and it can calculate uh you know the correct firing solution much better than the player could ever do so that I think it is a bit of a misnomer to think that um NPCs aren't necessarily as tough as um as real players in some cases NPCs could be tougher than real players but uh but essentially the slider just sort of allows you to affect um the kind of people that would stream into your space as you're traveling across uh traveling across the Galaxy and uh hopefully that'll mean that if you sort of want to play the more Privateer Style game um and just by yourself you can have that

  13. 00:09:36

    experience you want to play of your friends and sort of Co-op against other AI that can happen but also if you want to mix it up with other players that will also happen too and you know we'll have some other stuff I mean I know that there's always a question where people always wor well what if that's an exploit and can you change it dynamically and we're not going to let you change that dynamically while you're flying around so it's kind of a setting that you have as you fly around and like I said there are some areas that are no hold spot and those areas will also have some really cool stuff in so I'm hoping at some point like you get brave enough and you get good enough you would go to these areas uh to you know I don't know get this one particular kind of weapon that you can't get elsewhere or Salvage an alien wre uh but you have to take some risks to get there so it's a sort of risk reward basis so I hope that answer the question on the PVP slider okay on to the next one so Roberto Elena asks are you willing to redesign

  14. 00:10:24

    cockpits size of displays fonts field of view Etc once the final specs of the Oculus Rift consumer version are known if you think that is needed to be playable enjoyable of the ocus rift I would say that uh if the ocus rift works correctly we shouldn't have to do that and we would not be redesigning ships or cockpits or anything for one peripheral that we're going to work with even if it's a peripheral that uh everyone's excited about and you know we're excited about it I RI sitting right on my desk right now I will say that um you know we're pretty uh in sync with the the Oculus folks um you know we have the uh HD prod types uh you know in uh Austin and here in LA and um and obviously the new stuff coming out we we we sort of get to see it in a very early stage and I would say that our current setup is

  15. 00:11:11

    going to work really well with it and uh you know we're focused on making that sort of uh uh sort of uh kind of VR uh aspect of the game work have the stereoscopic all work really well so I don't think we'll need to redesign our assets so we probably w't but uh we're pretty confident it's going to work well with uh the way uh the way everything shaping up as it is okay on to the next one uh Ron Mel asks in the dug fighting module how will ammunition and missiles be handle if there is no store or economy to reload okay so the idea with the Doug fighting module is that um you'll start in the hanger and in the hanger you'll be able to open load up the hollow table and then you'll basically you know use that to decide what your load out is on your ships what ammunition you've got Etc and then you get into the cockpit of your ship and you fire it up and then the outside of

  16. 00:11:58

    the pit sort of you know I don't know like turns into the hollow deck and now you're in space uh and uh and then you fight there but while you're flying in the dog fight module actually out in space you can't uh reload you can't reload your missiles or anything like that uh but between battles um you'll be back in your hanger and then you can adjust your load out and uh that's kind of the fiction it's sort of the fiction as you climb the cockpit and goes into simulation mode uh but that allows us to leverage the stuff that we already have in the hanger uh because the whole point of this is to sort of build up game system so we don't want to do custom stuff just for a module we want to do it the way it would do in the final game naar asks but what module do you plan next after dog fighting care to share what you are planning uh I'm guessing NE tar isn't uh first language is in English but that's

  17. 00:12:47

    cool because we have uh lots of uh great supporters from around the world um so the module we're planning to do right after dog fighting is the planet side module um and that one is the module that's more focused on down and plant side environments going into say a space bar or into the into a shops to buy and sell items or goods and and uh you know sometimes I think we've referred to as a social module because we're going to allow that's one of the modules we're focusing on to let other players be in the shared space and test our MMO back end and maybe interact with other players on a sort of Avatar social basis um so that will be the next module that we do after the dug fighting module okay so best asks is the plan to release Squadron 42 in the persistent Universe at the same time or will one come out before the other good question I mean from our standpoint

  18. 00:13:36

    um I think we want to give you Squadron 42 or at least part of it before the persistent universe is finished so to speak um and we're kind of toying around with how we can do this with Squadron 42 in a way that sort of falls into um the methodology we're using and sort of develop methodology cuz I think giving you the whole Squadron 42 is just an alpha may not work as well because it's a story so it needs to be fairly polished as far as it do as far as that goes so one of our thoughts is uh to take Squadron 42 and sort of released it episodically so uh you know before the game is fully finished where you play the first X number of missions that are nice and well done a Polish and then the next X number missions a month later and so on until you've worked your way through Squadron 42 which would lead you up to the uh sort of beta of the persistent Universe uh so that's

  19. 00:14:24

    currently our thinking it's still in process right now um but we'll see but when the game is finished properly um you know obviously Squadron 42 and persistant Universe stares and would all be sort of in as part of the package okay that's it that's the last that's the last of our 10 questions and our first 10 from the chairman so thanks for sitting with me um hopefully I didn't ramble too much but uh I hope you all um found my answers uh uh useful and enlightening and I'll catch you next week [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.

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