10 for the Designers: Episode 04 (2015.06.08)
Transcript — every row opens the video at that moment
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[Music] what are you supposed to say next grammar grammar grar okay all right well just try your own thing yeah that's hi there this is 10 for the designers I'm KX Forno and I'm Matt Sherman and we're going to be taking some of the questions from our subscribers and try to answer them and see if that is a thing that happens uh so we'll start with uh drucifer who asks if our upcoming physically based damage will take into account the angle of impact uh and how yeah so it's absolutely something that we're looking to see if we can get uh built into the system um it does bring a few challenges because a lot of games that really leverage angle of impact uh
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in jer's question itself even mentions you know like World of Tanks and War Thunder uh because they don't have as many guns at play at once they can absolutely do that extra calculation but when some of our ships could have six eight uh 50 odd guns on a bangle it it becomes a little bit more taxing to always do angle of impact but it's absolutely Something That We're exploring with the physically based damage system there only 50 guns on the bangal no that sounds low but like if if if we do do this though like it's uh it's certainly something we're we're looking into but if we if we did it one of the things that it would do is we have a the concept of uh the armor armor itself has Health in addition to your
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hole having health so as you hit something if you got just a glancing blow uh it would degrade the armor uh and wear away at that so that future impacts would still have more of an effect so you would never have a projectile have zero effect on the world around you um it will always leave some impact either on uh the health of the shields the health of the armor or the health of the hall uh you know if you have 100 years to do so you could probably shoot through a Bengal with your Aurora but if the bangal ever notices uh it will cough softly in your direction and you'll explode that'll just be the end of that yes no all right so Abyssal Dragon asks could we make an armored jacket adapter that
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would provide Extra Protection for a gun or add say a small Shield generator onto a weapon m so we we recently did a pretty full pass on our weapon mounts and weapons and components in general but for the the big guiding Philosophy for that was that these exact sort of behaviors would all be dictated by the mounts that are available so we are able to make uh highly specialized mounts mounts with a shield mounts with uh your AI or your uh coolant unit or whatever attached to it um or like we mentioned previously like the twin link uh mounts things like that would be entirely dictated by the mounts that you have available um so in we we can make those things uh pretty pretty
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specifically and uh we do intend to we're only beginning to uh try those things out um we started actually making them uh and we should be able to introduce them pretty soon as they turn out pretty well yeah I mean we've we've even just set where not just you know gimbal mounts even but we want to make sure that fixed mounts get to take advantage of this kind of cool functionality and and pretty much any of the mounts on a ship so uh like armored sleeves specifically is something that uh we had been talking about for for fixed weapons because well yeah let you know give you the choice of taking a similar sizing loss but now hey that component is going to be really durable and if it's your main gun on a ship that that could be worth the cost
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yeah generally the the rule of uh any anything that's special about the mount costs a size that's that's just the guiding principle we we make decisions on a caseby Case basis with this but uh that would probably apply here yep uh sigard Olson uh asks will we be able to modify our ships to be more along the lines of the roles introduced by the tracker ghost and Gladiator type ships as far as far as being able to turn them directly into those uh there is probably going to be some some limited uh uh functionality for that but we are looking into going back to our previously uh released ship series and look at how how we can make them sort of
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better bridge the gap between the ships that we have the ships that we're building the ships that we have speced out down the future really the biggest issue is finding a way to enrich that stable of ships without the Waters of like you know why have this ship if this ship could do it just as well yeah you know and I mean it's something that we're even seeing just you know sort of with the the Reliance sale because it's it's our third light hauler ship uh along with the Aurora CL and the whole a and so making sure that whatever we introduce and offer to you guys still feels uh distinct and appropriate for both that that class of ship and what that role really is and and actually entails gameplay wise yeah everything
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needs to have a a character and we can put in some more flexibility into that and we're looking to do so um but that that character of our ships is Paramount s so Scurry Panda I I can't help but think he means scary uh asks he's scarred yeah can we expect any big changes to the current small ship flight model in the near future to bring it more into line with the original simulation Vision or is it almost complete as far as we're concerned I would say that it is decently representative of gameplay that we want uh I would not say that it represents the whole game one of the big things about this is that we only have our small ships in yeah uh and these ships have you know a ton of maneuverability
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they're super responsive great acceleration ton a lot better load out balance compared to as you get bigger in ships yeah and I what I would expect is that the the sort of World War II vision is mostly for um or is best best characterized by the uh mediumsized multi Cru ships the constellation all the way up to the Retaliator of these these ships that they're not going to be able to turn on a dime the way that a M50 or it can um they're not built around the maneuverability as much it's probably going to and and that continues to be the case as we scale up further uh to the point where you know a a battle between uh between Capital ships is is
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nothing like a battle between um like the the small class ships or even the medium um and that's I think that's pretty important actually like if you if you had uh the World War II feeling in our small ships and we were to apply that same approach then it would it would quickly become untenable and uh maybe there are other approaches to take but I think that this one is really going to give us the best mix of uh gameplay Styles like if if what you really were into is you know you want you want that submarine battle you're probably doing capital ship action yeah I mean it's just one of the many parts that as as we get all these extra systems especially once we've gotten
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multi crew out there uh we're really going to be able to start growing this range of gameplay choices because you know right now we've all got speed boats and some of us are going to want the more plotting boats to try and do you know a broadside attack on someone's uh people are going to everyone's going to want different things from the game and so there's absolutely going to be different flight handling and characteristics to support that um and even into the some of the smaller ships like there's going to be differences between who's the quick small ship and who's the more sluggish small ship but they're also going to be probably be faster than like a constellation mhm all right so Gerald Evans asks with everything going to a math-based system
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like the damage modeling and Thruster input can we expect the same when it comes to ore and fuel as far as volumetric handling yeah that's that's the basic notion um yeah I uh we're going to have all the um all the mass that you bring into your ship is going to affect your center of mass even further than Fuel and ore and all the cargo stuff that you'll have because uh your ballistics and your ballistic ammo all this stuff adds up to affect your flight performance your missiles and uh you will not be flying the same at the end of a battle as are at the beginning um ifcs does a lot to try to make up for that uh so it doesn't just become an instant like uh slugfest of just which doesn't
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mean everyone becomes slugs yeah English but the the basic notion is that there would be really poor handling um because even without ifcs uh compensating for it uh fairly slight changes um in center of Mass have had pretty big effects on on handling uh it's it's very it's very noticeable anytime our Center of mass is is wrong yeah as as you've probably actually experienced uh I believe that happened to the Mustang and the 300 series yeah uh and we definitely heard about that so yeah it's it will be taken into account and we will be providing tools to overcome it and as you take damage or make uh silly choices um because we I'm always in favor of
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accommodating the silly Choice yeah uh that will uh inhibit your ability to do things um the geki asks regarding the new Shield system uh mainly concerning the Retaliator will the Retaliator really only have class three Aurora Shields or do bigger ships work differently so the Retaliator will have bigger Shields um yes what they are uh that's still being worked out and that's something we won't really be able to iron out until we get that ship closer to flyable which means we need multi crew in first but it's it's definitely going to have Shields and armor uh appropriate for you know a Frontline bomber ship so I mean
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we it was advertized you know as that role so we don't want to hamstring it that much now one thing it also have those a little bit more armor on it versus max Shields but again we can't say for sure until it's flyable but it'll be bigger than a a size three like an aurora has we always tune towards our initial uh intent where does this fit in the verse uh and you know part of the complicating aspect here is that we are going through and uh we're unifying all of our systems we've done a lot of work to build up what our different stats are how things should affect uh the different performance and behaviors of our ships and now with that context we're going okay how do we make all these unique objects not quite so unique so that we can really we we can compare
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things more effectively yeah U so that's that's coming along really well and hopefully we'll be able to uh clear that up really soon yeah that's going to be a nice change once we get it all set up arele I like that name arele asks DJ Pete talked about modeling ships in the calculator can you tell us more about that oh yeah so Pete Pete does some amazing work and uh one of the biggest things that he's been working on is this aforementioned calculator uh that it just lets us set up ships so much faster um it was instrumental in why we were able to get the Reliant out so early on Friday the week of its sales
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because the the tools that he's building for us you know it works with John's physics info and we we give it the numbers that we have for it's like okay the ship's this big we're looking at this much weight and now we quickly crunch okay there's the thrusters it needs this is the kind of power we're going to be looking at um and so it's just this great you know One Stop Shop to let us start planning out the actual technical like data driven side of these ships which is a huge win for us it's also kind of nice to be able to try stuff out in the numbers and yeah like oh what happens if this is 300 times that number yep uh or which you know like these ships these ships I tell you like um taking on the cargo of the whole
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series like that was a big element in in bringing on uh the calculator yep um yeah yeah it's it's nice to to get a little bit of the guess work out of there and and have the numbers line up yeah and and for the modder part of this question uh I don't know if the exact calculator will ever be released um but a lot of the data that it's going to be working off we absolutely want to to be able to get in front of you guys because uh I mean one of the old stretch goals for like the Jane style manuals this is going to be a lot of that data that's going to inform those manuals and so so we don't want it to be you know a hidden unknown aspect to you guys that you have to to Theory craft yourselves we want you to to be able to see what we're
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seeing when we spec these things out uh the retal the reion came out not because we got better at this but because we had a calculator okay that was actually a huge part of it send him the like I know we've got this surface all right but then we got every flyable ship surf surface area now and now we all have the new health new health yay yeah no gun can kill a ship before it overheats anymore with the new health changes but that also doesn't have new weapons all right so mzo asks I'm just curious about the limits of the various seat rolls a particular example is the use of gimbaled or unmanned turrets while being operated by the
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co-pilot while the pilot focuses on maneuvering or lining up fixed weapons or we are planning on it won't be in for the very first one because uh there's a lot of interface issues to to work out of like well who has control of the interface at any given time and Diving it all up but ultimately you will be able to assign uh different weapon groups to different seats different uh ship systems even um you'll be able to sort of like Cobble together your uh perfect workstation um there will be probably restrictions to that such that you know the engineering station is probably tailored towards engineering no matter how much you plug weapons into it um but broadly you should be able to do uh most
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anything that you wanted and for the first one you will be able to as a pilot you'll have control of your guns and if you get a co-pilot they will take control of your turrets um and down the road you'll be able to mix and match those things pretty much however you want yep yeah it's it's definitely part of the the long-term plan for things uh but it's going to be a big a big addition more once multi Crews rolled out and and we really get to start tuning that extra game play y y indeed uh Dex asks will it be possible to forego offensive capabilities entirely in Li of Greater defense and if so what defensive options can be attached to gun or turret mounts so active defense mounts is actually a
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really cool idea and something that we haven't really been specking out that much uh but we absolutely have started looking into more utility mounts so um the Reliance another example of this with the research variant the news van and the the base hauler all having uh turret mounted utility gear so having the non-combat stuff to mount on your ship absolutely active defense stuff that could yeah we we've uh sort of talked about a little bit of it um you know example might be in the shield post some time some time ago we went over uh much more active Shield roles like uh directing a a unified face or some such thing which could be a active uh any anything that you plug into a gun
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mount uh we're generally going to want that to be an active part of your ship it's not we don't want those those hard points to turn into just passive things where you uh swap out all of your guns and just have have Shields and now you have nothing to do when you get shot at we always want to have something ingrained in that item that allows you to be uh proactive in in improving your odds yeah um but this I mean that it's a really it's a really cool idea and I'd like to i' like to explore that further yep all right and then up for this week vican asks will players be able to mix and match different armor pieces or will they simply come as one item so armor for ships is still something that we're getting the exact details worked out for
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the physically based damage update and and we're actually exploring both of these options right now to see what's going to be the the best option we're we're going to try and make it something that you can have be more region specific to your ship so if you want to really armor up the nose or armor up the belly of your ship if you're flying a bomber uh you know we want that to be there it it'll just be how much can we get you know worked out and while still keeping that damage calculation efficient when there's 50 guns 60 guns however much in an instance of combat and everyone's just shooting at each other like crazy uh yeah the longstanding notion has been that uh there's basically two kinds of armor there's the armor that is intrinsic to your Hull because ultimately that's what your Hull is it's armor wrapped around
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your ship uh cuz it's certainly not doing anything else it's that's that's what it is there for for the health of your ship um and uh if you swap out your armor item you are basically getting the uh internal structure uh refitted or um the reinforced u in in the internal workings uh then there is also an additive armor um which uh we have we haven't gone quite as far with in terms of our of implementing it U we've been focusing on the interior stuff first but the the additive armor is always going to be much more specialized like this this armor is specifically um you know for against Explosive Rounds or this armor
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specifically against energy weapons and will be visibly so something else that was sort of exploring yesterday the idea where you have an armor where it's a really high value of armor but as you take fire the rate that decays is much faster than than normal so that you know for especially like the Vanguard which is the example we were using when we were thinking of this is yeah you you have that great armor on your first pass if you have to turn around for a second pass there may be problems yeah so we can we can tune towards uh attrition or you know or longevity one one pass engagements and yeah uh armor is coming along quite nicely yeah so it'll be it would be cool
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to get that whole system just pushed out yeah it's going to be a great update when we get it all set uh and I believe that is all 10 questions and uh thank you for joining us uh thank you subscribers for supporting us um and letting us uh letting us do this and be as as active with the community as we can as we can be so thank you yeah thanks again and uh see you guys next week 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
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to our YouTube channel and always keep up to date with all our video content go here and if you guys would like to watch episodes around the verse go here please and I will see you in the verse
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