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CitizenCon

CitizenCon 2953: Destination Adventure

26 October 202300:37:00585 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:03

    [Music] hello and welcome to destination Adventure my name is John Gus I'm the lead environment artist for EU sandbox 2 and I'm the product owner for the Distribution Centers before we delve into oh I'll put my slide on for a start um before we delve into it everything that you're going to see is currently in gray box so just keep that in mind so these distribution centers what are they well first off they're the biggest location we have on the ground outside of Landing zones the reason why they're so big is

  2. 00:00:52

    intentional we wanted them to accommodate as much world and mission-based gameplay as possible each location supports multiple landing pads and Hangers making them accessible to as many players as possible at any one time there's even a road Network to support Transit from the planet surface yeah into the main building and to any birth chips so every Distribution Center will be owned by a faction you know depending on the faction and where the Distribution Center is located on the planet will determine its specialism now

  3. 00:01:41

    each specialism will lend itself to different missions and gameplay opportunities so let's talk about some factions for a moment so an example of a major faction would be the uee now at their distribution centers they're likely be more specialized towards military supply research and development or Communications you know depending on which branch of the UE it is they will have a much stronger military presence in the area and missions here may be more hostile with com combat orientated team-based raid opportunities other examples of hostile gameplay that we're thinking of is hacking and stealing searching for and

  4. 00:02:30

    destroying a specific item tracking and eliminating any VIPs and you know everyone's favorite eliminate all grk industrial would be an example of a minor faction so their distribution centers will be more specialized towards Gathering resources manufacturing assembly shipping there would be a security presence here but it won't be that as strong as a major faction our missions here would be more suited to Friendly gameplay Loops though we won't be ruling out hostile missions like corporate Espionage uh yeah some other friendly gameplay types uh cargo hauling like I

  5. 00:03:19

    said resour Gathering and Mining maintenance of the location but you know that's enough of me talking about it how about we show you where we're up to with these distribution centers [Applause] oh thank you

  6. 00:05:30

    so to talk you through the corporate spaces at these locations please welcome Raina Rick to the stage hello hello so my name is Rainer Rick I'm a lead environment artist at the Montreal studio and we've been working with John's team on the distribution centers so John just showed how massive these locations are he also presented the industrial sections on the ground level and I'm here to present the administrative area of these facilities that the Montreal team has been working on so there are located above ground just below the tower highlighted in the picture inside you'll be able to explore the corporate office space and interact with the administrative Personnel accessible via the lifts and

  7. 00:06:19

    the hangers and also the industrial sections we saw earlier in addition we've added also landing pads in front of the lobby specifically designed for smaller ships and ideal for short stays like pickup or delivery missions and we can't ignore the Fantastic views we have from these platforms a reminder of the vastness of these facilities now let's step inside the lobby you'll find the atrium which is a central point of the administrative area providing access to various locations of the corporate space within this space you'll find the reception desk and as a newcomer you'll be expected to report here first so here you can hand over your deliveries or

  8. 00:07:08

    pick up packages and earn reputation points without faction so also expect to see corporate ownership reflected through branding color schemes and product placement throughout the corporate Hub and with the use of overlays we'll be able to swap these out depending on the ownership and here's an example with gray cat show casing their vehicles and some shiny armor and back on the topic of reputation as it grows you can expect to gain access to the executive office bases from here you'll meet with unique Quest givers and depending on your reputation level you'll receive V various Mission types either friendly or hostile and finally uh the distribution centers were

  9. 00:07:56

    designed as an evolving location we've built this with future expansion in mind and in the back of the lobby for example doorways could eventually lead to additional office base so enough talk uh just before I show the our progress so far I wanted to give a big thank you to the Montreal team for their work on the administration off area thank you and as John mentioned we're still in gray box phas so just to keep that in mind but let's take a look e thank you very much and now let me

  10. 00:10:42

    welcome back John on stage he's going to continue the presentation thanks a lot guys team did a great job with that video okay so something we've been working on that's unique to this location is raids click on so raids are team-based missions with a focus on high risk High reward operations as K mentioned previously you'll be able to choose how you gain entry to these locations coming prepared and geared up will make the difference between success and failure ultimately you'll need to work together in order to succeed so these rays will will have you breach

  11. 00:11:32

    in the interior of the main structure highlighted here now each interior will comprise of rooms that reflect the location specialism for example a shiin focus Distribution Center will have rooms dedicated to the storage of cargo looking to the Future we're planning on having distribution centers with subterranian levels that will be accessed from this interior space these will expand upon and increase the difficulty of these raids now let's take a look at one of these raid missions in action but please note that this is early gameplay uh prototype of a raid that's

  12. 00:13:48

    so as you saw in the video the team took a more aggressive approach to getting inside and taking what they wanted but this isn't the only approach you can use you know multiple points of egress allow you to be stealthier and it may make it easier for you to avoid obstacles in your path now reputation will also tie into these raids missions will have varying objectives depending on the player's reputation level and dynamic events may also be triggered during the raid so players will need to adapt to an evolving situation this could range from dealing with additional security Personnel to other players arriving to defend the the location against you something else we've been prototyping is how we can utilize the multi-tool to create gameplay puzzles physically

  13. 00:14:37

    interacting with the environment around you changes the puzzles for everybody with multiple add-ons for the tool available you may have to get creative when finding a solution to the problem in front of you in this next video we show you how using the track to be in attachment can open up new path to objective but it's up to you to decide what path you can create with what is available let's watch the video so yes thank you now obviously it was um

  14. 00:15:45

    you know this location would be possible with several people at cig so thanks go to uel John Jack Martin frer Luke Chris Mustafa Sam Tom and Rob you've been excellent thank you Raina and his team in Montreal you know none of this would be possible without their efforts and yeah thanks to everybody here and online watching really appreciate your support on to the next hello this is a good segue from the uh District distribution centers as I'll be talking to you about different aspects

  15. 00:16:33

    of cargo and Freight on behalf of Art and Design my name is Nick ethd and I'm an assistant environment art director so obviously cargo isn't just about boxes it's a big part of the game almost every aspect of the game has some kind of involvement with cargo and I'm going to briefly go through some of them now so let's start with missions how will hauling contracts work in game we'll be introducing the interstellar transport Guild as well as form as well as formalizing some of the main hauling and cargo companies that you'll be working with as you do more hauling contracts

  16. 00:17:21

    you will build up your reputation and relationship with the guild this will lead you to gaining more lucrative contracts for specialized cargo and destinations such as different forms of hazardous cargo perishable cargo riskier roots and and more so what do I mean by hazardous and perishable well as you know there's lots of Commodities in the game and different Commodities have different properties as you know with events like zeni thre we have some special cargo types with different attributes such as time sensitive cargo or Quantum sensitive cargo but those were a small selection for the event and they were the two-handed carriable types anyway we'll be expanding those types plus lots

  17. 00:18:09

    more types to the wider game and to these hauling contracts so how does this affect gameplay it will affect the choices you make when you are handling storing and traveling with the cargo for example with size and weight is it carriable do you need a tractor beam what type of tractor beam do you need is it a handheld one or a ship tractor beam some containers can only be moved with ship tractor beams for example with health has the container got good Integrity is it holding fragile Goods do you need to handle it with care you can't just throw all containers about for temperature control do you need to ensure the container is powered so it can keep the contents cool or do

  18. 00:18:59

    you need to get to your destination quickly um otherwise the contents May perish for security can the container be locked or hacked can the contents be scanned or is the container tracked will there be Pirates or law after you when you're holding this container has a containment is it radioactive you might need the right uh protection against it as you may have seen in yen presentation earlier can it explode you might not want to put these containers on a more exposed section of your ship and many of these attributes are are going to be visually distinctive so conversely if you want to steal for example some cargo on a whole sea which

  19. 00:19:48

    does have very exposed cargo containers you might want to avoid shooting blindly and accidentally blowing up your potential profits so look out for those types of con coners back to Mission progression we'll be introducing perks and rewards as part of fulfilling contracts and raising reputation with these companies for rewards we'll have branded ship and Tool skins branded clothing there will be Collectibles to decorate your Hab hanger or ship or you can put them anywhere you want and there'll be more excl exclusive rewards that we'll be revealing later for thank you for perks you'll get access to more

  20. 00:20:38

    items in shops and discounts on specific items and all of these rewards and perks you need to earn in the game you cannot just buy them next let's have a look at freight elevators and Hangers yeah I know you'd be excited for this I'd like to show you a short video to demonstrate how freight elevators will change how you view your hangers and how you use your hangers thank you thank

  21. 00:23:40

    you so as you can see hangers they will become persistent and personal meaning you can stay there as long as you want whatever you leave there will persist and will be yours to use as you see fit your hanger won't just be a place that you leave from in your ship it will become a key base of operations to handle your inventory and storage needs and you'll be able to request your ships from an asop terminal from within the hanger itself location inventories won't be magic and instant anymore this means that the freight elevators will be one of the main ways you interact with your local inventory items stored at the location can be requested via the

  22. 00:24:29

    elevator kiosks and will be brought up in a physicalized state to do with as you want this would be done through a dedicated interface screen to manage large volumes of items it won't be using the personal inventory system the change is obviously a really big quality of life Improvement to retrieving ground Vehicles no longer do you have to travel thousands or millions of kilometers to specific places in the verse to get your vehicle you'll get them straight from your hanger you'll also be able to bring up ship components so your hanger is now more of a maintenance Bay and Outfitters

  23. 00:25:19

    where you can do repairs and swap around items and things like that so in short persistent player hangers in combination with freight elevators will dramatically change what you can do in your hanger it will be a home to do as you want which has always been the dream that concludes my presentation thank you very much for listening and I will pass you over to Todd pathy come on I can't hear you all right there we go so we'll be talking today about

  24. 00:26:07

    something special uh it's a it's an update um on something that we talked about a little while ago but we feel it's the future of SAR Citizen and it's actual the culmination of multiple different game systems coming together so why don't you play the video get are

  25. 00:27:32

    the all right so Base building all right it

  26. 00:29:35

    breaks down into two really large gameplay sections planning ahead and prepping um and then you've got the on-site where you're actually going to build so with that you need to figure out what your goal is is it to have a home with a nice view and relax is it to have a trading post where you want to create and sell items is it to gather resources available and move on to the next area or is it to be off- grid and be completely self-sufficient so with that with your prep and everything like that we've got blueprints so the the recipes everything in the game is fabricated from a blueprint players acquire blueprints via reputation rewards um missions or rare NPCs with any blueprint you can actually do research on it and then create different

  27. 00:30:23

    variations with materials ranging from the common to ultra rare you might find at them at the local shop or have to travel around the universe to collect them unrefined refined simple materials or even complex components will all go into the fabrication with this then you got location location location first area is high security so you must purchase the land the base is actually invulnerable because the planetary Shield Tech a security will show up to protect it as well you pay for the privilege you're taxed so at this point um you won't have the best resources available you won't have access to the best resources available on the planet if you don't pay your taxes the shields will go away

  28. 00:31:10

    after a period of time and the base will become derc and will collapse but this is low risk low reward then you've got low security so again you must purchase the land it's owned by an independent Corp gang or faction again you don't have access to all the best resources on the planet the base is vulnerable AI NPCs will show up and protect the base of its attack the protection will escalate um over time player can also build defenses to help mitigate this as well and then its medium reward medium risk then you've got Lawless so this is no protection other than what you build there's Shields anti-air players can disable the shields by getting close

  29. 00:31:57

    to them and destroying them high risk High reward since there's no taxes no protection fees you get a high return on the resources that you collect now there's some cross Shard and server meshing considerations that we'll will'll kind of adjust this design in the future but we'll get into that later once we once we're really building it so from here you've got the tools so this is what we consider a surveyor um with this we want to actually cater to everybody's play style whether you're solo or in an org with this you got different buildings that you can produce from small medium to large to extra l or XL so with the surveyor tool you can only build the small buildings with a vehicle you can build small and mediumsized buildings with the Galaxy you can build

  30. 00:32:47

    small to large structures and then obviously with the Pioneer Pioneer can do it all and it still works as a mobile base and we'll uh talk about some of the more expanded features that we're adding to it in and later on so um and then it's also we're exploring what can be done in space not just on the planet so from here you set off on your journey so at the land claim you put your tool down where you want you launch the Drone that is built into the machine and then from there this allows the player to access the base building and also land claim mode with the land claim modes the player can actually change the size and precision of what what area they want to claim and it also shows you

  31. 00:33:36

    the cost and taxes associated with it if it's in a taxable Zone and you don't own the land this interface will default to it so if you own land or it's in a lawless area it'll automatically go to Base building mode so with the overhead view of the land you can actually place down buildings exactly where you want you can see the resources but beneath the surface and then you can also Place multiple buildings before you actually build so you can see how it will all come come together you'll see the resources that are needed for it and then you can also switch back and forth between different modes which are showing off the Resource Network and and how you link basically power generators to Consumers and then the player can move or deconstruct existing buildings right now with no

  32. 00:34:24

    charge fabrication so when you when you basically build these buildings they don't come with any furnishings and if you and if you didn't bring any with you then you want to build a fabricator so depending on uh what you want to build there's different sizes of them that support buildings from decorations armor weapons components and even ships so like Base building mode you need blueprints resources to craft what you want everything fabricated is produced from a it produces a physicalized entity stats and quality will depend on the quality of the materials actually used once you've done that and you built

  33. 00:35:12

    your decorations now you can actually fill the room the way that you want to fill it so Furnishings can be purchased at different locations or they can actually be fabricated you can do that via first person or in a dedicated mode in the surveyor tool with that you've got different types of buildings so you've got utility style which would be garages freight elevators landing pads storefronts and then you've got extractors so with re with extractors we want to make sure that nothing in regards to Resource Gathering is fully automated a player a level of player engagement is always needed so as Nick talked about before there are different types of Commodities radioactive perishable Etc what you'll be doing is pulling out full containers then from there it'll be repairing or there's wear

  34. 00:36:01

    and tear associated with it or even misfires like you saw in thoren's talk and GEOS talk yesterday there's also upgrade paths for making them more efficient or resilient power generators so with different types of power generators there there'll be some that are more cost effective as well as effective in different areas solar panels will not always work in darkness fuel generators will need to be filled up every now and then and then batteries to store Excess power then you've got producers so things that will require the players to combine different resources to produce new items and then you've got defense so anti-air anti-personnel and then Shield generators and then the big one we start development q1

  35. 00:36:51

    so that's me thank you all thank you for coming it's wonderful see you

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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