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10 for the Chairman

Star Citizen: 10 for the Chairman - Professions in Alpha 3.0

14 March 201700:50:051,393 linesWatch on YouTube ↗

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  1. 00:00:17

    [Music] hello uh and welcome to a uh another edition of 10 for the chairman not quite as uh as frequent as we've done in the past but there a lot of other things going on so uh it's not so easy for me to do them and also um we're deep in development a whole bunch of um big features for this year and uh but today we have a special guest with me on T for the chairman Tony zerik the director of the persistant Universe uh who will be here uh asking or answering the 10 questions asked by you guys and uh we've done a bit of a departure now which I hopefully you guys will like but the key here is that we are allowing everyone to vote on the questions so as part of Spectrum which uh is the new platform that we're rolling out for our forums

  2. 00:01:04

    and communication like chat and ultimately do VI IP um it has the ability to upvote um questions or posts or threads and uh so um I know it's been a common complaint that you know well you didn't ask you didn't answer the you know this question we want and answered that was a silly question to uh pick or answer or why do people ask these basic questions well now everyone has an opportunity to vote on the questions they want to have answered and um then you know may the May the best questions win um and so it's very important for um all you subscribers to uh if you care about um having questions answered that you're interested in go out and vote when we run these because we'll be sort of running this on Spectrum not just for

  3. 00:01:52

    10 for the chairman but a bunch of other stuff uh we're building more and more features to sort of support the ability to uh upvote and um sort of um highlight content that you're all interested in um we've you know one of the next stages will be rolling out um a new you know the sort of Reddit SL stack Overflow um Fred um kind of ordering which also works on the same um idea which is one of the reasons why I think a lot of people in our community use Reddit because it's easy to sort of figure out what the most you know what people are interested in or what the where most of the Heat or most of the conversation is at um so it's very important for you guys to be involved in this uh it's also good for us or certainly for Jared and Ben and the rest of the community team because they won't get blamed for picking their wrong questions now the

  4. 00:02:40

    the people out there who fault for the top questions will be you guys um so make sure you vote well um and the only thing I'll say is that um we've taken uh the top 10 questions there were two that um me and Tony went through all the stuff in the order of the highest votes to the lowest vote and there was a couple that we didn't feel like we would be able to give a very good answer to at this uh period so we we haven't answered those ones so there's two that would have been in the top 10 that aren't answered uh but other than that we are answering it in um reverse order of the most votes so the last question we'll answer will be the one that you voted the most for uh and the um first one will be the one the the 10th most voted for of the ones that we felt like we could answer um so having said that um

  5. 00:03:30

    hopefully you guys will uh find it interesting um and it's kind of a fun process for Tony and I because we get to sort of discuss things that um we've you know have plans for or there's been a lot of uh design and even some implementation on but um you know it's always good to uh reconnect and sort of make sure that we're all on the same page and uh and go from there so um the first question number 10 comes from klepto who asks will items and cargo on planet be in a visible Storehouse or will they disappear somewhere you want me to give that one okay yeah CU I'm I missed it I like the visual stuff um so from uh from the standpoint of the way that we're going to run it is there's going to be a visual indication uh in uh the appropriate sort

  6. 00:04:19

    of Commodities place so not all Commodities places necessarily will have sort of a warehouse window that you can see but a lot of them will and I really want that sort of feeling that maybe you had in private ear when you went to the Commodities exchange and you could see crates or boxes of the things that you could buy now of course if we're on a planet and there's 10,000 tons of something we obviously can't fit it all in sort of your view of the sto Storehouse so what it really is is representational of the general inventory um that that Commodities um you know Warehouse tdd broker area would have uh and it actually it's not dissimilar in fact it is going to be exactly the same system that runs the shop so the shops eles have an inventory um you know obviously they're probably going to have a lot more guns or armor or weapons in the back room than they do

  7. 00:05:07

    out on the showroom floor but what you see on the showroom floor even when you go into a shop now is uh a representation of what the inventory that that shop is holding and the same code that runs that is essentially the code that would run um sort of the visual representation of the storehouse and in fact the sort of commodity exchange and The Brokerage is you know Underneath It All there's no difference between that really in a shop that you may buy weapons or armor or anything else it's just really it's a place that can buy or sell items it has X number of items and uh in the in the case of a Commodities area the price of it um can fluctuate based on quantities price may or may not fluctuate so much in shops because they tend to have sort of smaller amounts but uh you will be able

  8. 00:05:56

    to um get a visible representation in a lot of cases and that's um very much consistent with our feeling of a kind of visceral what you see is what you get World which is if you can say anything about staris and we're very keen on that yeah well I would just added that there are a few practical limitations once you start talking about ship shops and you know some of the larger weapons and stuff actually putting them into you know that area and still giving you you know a a a significant you know uh you know selection uh becomes problematic and so we may give you representative samples of some of the smaller weapons and the bigger ones or basically just you know pick pick the size you want via these automated kiosk um in so far as having you know that that visual element that's actually something that you know uh you've always been very consistent on

  9. 00:06:44

    and that permeates a whole lot of what we're doing you know over on the design side like uh one of the more recent examples would be the shopping to where some of the initial design actually went you know to more of a minimalistic design to where you basically select it more like a Grand Theft Auto thing to where you're selecting from a list and one of the things you specifically want wanted was to actually be able you know it's it's that it's that tangible aspect of being able to touch see the white T-shirt the red t-shirt you know the the shoes that look like this and not just selecting it you know from a list of things and so we're we're basically trying to uh Implement that concept throughout you know the entire interface for the game yep it'll be good as much as I like Amazon it's still nice to go into a store and look at things in person okay so the uh ninth most popular question Steve aoleon asks are there any plans on cargo loading over the bigger

  10. 00:07:33

    ships such as the whole series of ships and is the loading at a space station or even planetary uh going to be automatic or will we have a specialized small cargo loading ships similar to Argo uh to load manually if we choose to similar to the Argo yeah we so we we have talked about the fact that we don't want the larger ships to basically just you know park it click the button and it's done that these larger ships that have vast quantities of materials would actually take a significant period of time to unload and may result in missions for MPCs Andor uh other players to actually undertake um we've actually got a pretty comprehensive design right now but we're still iterating through that because we actually want to unify some of the you know some of the functionality for loading and unloading

  11. 00:08:22

    so that it's the same basic concept on the smaller ships as on the larger ships and right now what we've actually got in the in the design stage is something that works you know I think uh remarkably well on the smaller stage it just doesn't scale so well when you start talking about you know several orders of magnitude more materials and how you don't bottleneck in terms of uh getting you know potentially dozens or hundreds of other smaller ships to basically extract those resources so um we're we're we're still refining exactly um how that's going to work but that's the general direction is that there is going to be commonality in terms of you will have the ability to work at a very localized scale and then you able to scale that you know very wide so that there's content for you know a large number of players and or NPCs on these bigger ships so yeah but are you answering whether it's automatic or not

  12. 00:09:10

    so like the way I was viewing it is that and I think that we maybe have this as a later question in the series but um when you go uh like on a sort of a big space station like a big sport like like if I have a big container ship and I pull into the port of LA here at Long Beach um there's a whole setup there's long shoremen big cranes and there's service and you know the the crew of the containership don't actually unload the containers themselves there's equipment that does it and there's you know people that are paid to do that and I would say that in general um in sort of the bigger sort of space ports you would have that same kind of setup where you would have the ability to unload the bigger ships unload the containers um potentially

  13. 00:09:57

    we've talked about having the ability for players to sort of pay play the part of a long shore if they're running around in a lgo and taking off a container from a hully and dropping it to another place and doing that um or having AI do that and then there obviously will be cases where which is probably a later question we have here but um there'll be manual unloading and loading of cargo where you don't have the sort of big Services you know like if I just had a ship and I was off the coaster where and there wasn't a port then obviously I would have to be doing it myself and so I think we've been looking at ways that you have the sort of um automatic option that's the services provided automtic option whenn appropriate but the Fidelity so that on these smaller ships you can actually and and and this makes for much more interesting gaml in a lot

  14. 00:10:45

    of times uh in a lot of different cases because you can imagine scenarios to where you need to deliver a smaller quantity a half dozen a dozen you know specific uh crates of some sort of you know illegal liquor or something to somebody at a planet and part of the mission is not just well finding where to procure this stuff and then getting through uh you know getting through customs without being detected but once you're actually on the planet now you've got to take these crates physically to that guy before he's actually going to you know uh give payment and so all of a sudden you start to get into a much more localized problem to where you're trying to avoid security guards or else you're going at night because you may be we have that I think we have a question that basically an the same thing a little later on but you threw everything off because you reversed everything went from the big and the services to sort of break it down to the other one um okay

  15. 00:11:35

    so um I think we'll have so the answer is there will be services but we'll also have some specialized ships and equipment for unloading uh you know cargo um especially in the case of the big hill series um all right so the eighth most popular question uh comes from end yo who asks can you talk at all about what is in store for the Salvage profession will it involve carving up ships for scrap or resources in the repair profession specifically seeking out functioning or expensive parts of derc ships or some combination of those will this be like Mining and require good scanning to effectively find salvable ships and stations yeah I kind of break mentally I break uh Salvage down into two different concepts one is what I'd call Scavenging

  16. 00:12:23

    which is when you're actually extracting entire pieces of value from other ships could be engines could be weapons you know could be car whatever and then there's also what I'd call scrapping which is basically the you know the extraction of the raw materials uh you're actually pulling off you know the the metal plating from you know the wings and stuff like that um and we've talked about you know uh having a having these elements distributed in logical fashion so that the players that are more knowledgeable about where the most valuable uh elements and stuff are on a particular ship can strip the most valuable pieces that much more quickly um and so I think you're what you're going to wind up having is a tier of players some of them are interested in one thing or the other some of them are interested in only the most valuable parts and then they quickly move on

  17. 00:13:09

    looking for other things you know other things to scrap um other players are basically looking at completely reducing a ship you know down to you know just a husk and leaving no value behind yeah well I mean so to be more specific to answering the question um it is going to be a combination of both so you'll be able to just take General sort of debris and essentially scrap it into um you know whatever salvageable material that you'll be able to use or resell um and then you can also look to salvage working individual items so if a wing blows off uh but maybe it has a functioning gun on it that hasn't been damaged or damaged very much um you know if you can find that and detach it from the wing then you've got a secondhand item you can sell so um both um those

  18. 00:13:59

    are going to be part of uh the sort of Salvage profession and uh you know Tony sort of was talking about the next level which is sort of scanning and sort of knowing the aspects of a ship that may be the best to salvage so you know you don't want to like maybe Salvage the entire hle but perhaps this part of the hle has you know whatever titanium armor and therefore is more valuable than another part of the hole so that would be the part that you'd want to sort of salvage or dissolve into your sort of big Salvage tank one of the things I really like about that you know uh particular concept is that it scales really well to any number of players in other words when you think about a salvage ship is having you know one you know uh one one laser you know whatever it is that's basically going to pull these materials off of there you've got only a single player that can actually engage in that if you want more you know

  19. 00:14:47

    maybe we could add a second you know a second one of these devices but you're going to be still be fairly limited um if you start to turn this into something to where players with their individual you know uh you know hand controll stuff can basically uh extract things then you have two things one is it becomes very time consuming at you know at that level at the at a personal level to basically uh to to scrap an entire ship but it's actually still very coste effective if you have done this enough such that you know where all the most valuable areas are and that's all you're going to bother with and so what I would say is when you're talking about scrapping the entirety of a ship that's probably probably going to be you're going to aim the fire hose at it you know the the big dedicated device when you're talking about just rting bits of value quickly get in get out maybe because there's you know a lot of uh residual dangers in that area then it actually becomes very

  20. 00:15:35

    effective to have you know you and four or six guys which maybe other players friends of yours maybe other NPCs that you've hired to just attack it in Mass just hit the valuable points uh the valuable parts and then move on yep absolutely so um there you go all those things will be there so I think um salvaging will be quite fun and graphically we kind already handle it with the damage Shader because you can sort of dissolve off the surface in a more regular pattern and that's you're taking off the the top of the uh the hull for Salvage this is a great example of where we're reusing technology you know from one purpose to another and we're actually going to do the same thing repair is actually going to be largely this process to where you take raw materials that you've stored in your ship and you can dispatch three or four or six guys or the big you know dedicated device depending upon how quickly you want to move across the

  21. 00:16:22

    entire ship and repair just select areas yep all right so the seventh most popular question uh comes from cryo commander who asks in both cargo running and Mining what types of Hazards can we expect understandably there will be the threat of pirates but what other dangers will we run into IE hitting a combustible methane vent while mining or the consequences of a container malfunction during transport this this is actually one of my favorite ones because I I like the concept of you know exploration Discovery and just as I'm flying going about my business doing one thing maybe mining or whatever I'm encountering other stuff and so in terms of the things other than you know pirates that might you know kick you out of quantum you know Quantum travel you know for a period of time this would include everything from uh meteoroid

  22. 00:17:10

    showers comets uh you know deric ships that cross your path debris Fields micro black holes just a variety of you know things like that and the most interesting aspect about this I think is that all of these things that you encounter can not only have potential value to you even though you're currently engaged in something else because this represents information if you cross paths with a comet that and that comet's not known to anyone else then you can actually sell that information which may be very you know valuable to somebody that wants to actually mine it um you start thinking about debris fields and deric spaceships and those are very valuable to these guys that want to engage in salvaging operations and micro black holes are very interesting to scientists that actually want to be able to study these things to extract value from them and so you can see this whole you know circular

  23. 00:17:58

    ecosystem to where uh as you're going about your business you're encountering things both directly and indirectly that can feed other parts of the economy um the other the other thing that um I really really like about this particular uh aspect is just the the the variety that it's going to bring um when you start getting all these players interacting in in all these different ways yeah well I'd also say that the other things you know I mean obviously we've you know we've talked about if you're mining potentially hitting you know a gas fent that could cause an explosion and and uh uh those sort of things uh cargo and um you know in general just Transit we've you know besides things you can encounter um you know we very much have uh you know we have this High Fidelity of sort of

  24. 00:18:48

    simulation of the various components of your ship and uh you know part of the the big you know pink unicorn of item 2.0 is uh the fact that um you know we have age and where and things will break down so that's not currently uh in the game as as you guys are playing it but it's very much part of the systems that will be part when the full item 2.0 comes online which means that you know under stress uh you know being used a lot um say on a long Quantum Drive like if you're on um you know on a trading cargo run or something um the items you know your power plant your engine your thrusters lights whatever they can you know they

  25. 00:19:35

    have age they can fail they can misfire and so there will definitely be a certain amount of Maintenance keeping your ship running especially in the bigger ship so you know if you've you know watch any science fiction movie and you know you've seen chewy banging at his Millennium Falcon or uh you know the the crew of uh the nosto having to keep their ship running and stuff like that um that is going to be a gameplay component besides just um things you know pirates that you can run across and everything like that so it won't even you know because we've mentioned that with the you know real vast scale that we have in the game because it's not uh you know we we're not sort of compressing the star the star systems the way a lot of other space games have I mean we are compressing it because if we went full real scale uh then it would take way way longer for people to travel

  26. 00:20:26

    across one solar system than I think people would enjoy but we but we are still having a massive amount scale much more so than other um games will have and therefore when you're in Quantum Drive at 0 2 speed of light which is very fast uh you know you theoretically could spend you know half an hour to go from one side of a star system to another side of the star system now likelihood is you'll never be in Quantum Drive for that long because you'll be pulled out for some reason there'll be something in your way or whatever but you know you you could quite easily be in Quantum Drive for for a few minutes 5 minutes or whatever and 10 minutes and part of you know we don't want you to be bored so you're running around there'll be things for you to do to keep your ship running while you're doing that so it's sort of like you know travel uh gameplay and that will be one of the

  27. 00:21:14

    parts of being sort of you know a long-distance Explorer or a cargo hauler where you'll actually have things to do like you would if you are you know a sea captain on a container ship crossing the Atlantic Ocean or Pacific mentioned boredom and that kind of goes back to you know that that sense of discovery that I was talking about we don't want these things that pull you out of quantum travel uh to always be viewed if you're currently doing something else as just an annoyance we actually want to make these things uh indirectly entice players to occasionally you know break off what they're doing and and and explore a little bit more and there's a variety of ways by which we can do that if you think about you know I'm currently Mining and I basically loaded up my ship with ore and I'm heading you know over to the refiner um and all of a sudden you're kicked out of quantum travel and you've got a ping

  28. 00:22:02

    on your radar and and all you know is at this distance it's a ship it's a ship and conventional at Cruise speeds it's you know three minutes away do you now basically start spooling up your Quantum engines you know after you've course corrected to get around it and you're going to go ahead and jump out that's a possibility but the information that there's a derel ship there when you don't know anything about it it's current state whether it's already been salvaged what type of ship is that information is worth much less or do you go off the beaten path and now you're actually going to invest 3 minutes to go you were mining but it seems safe so I'm going to head over there I'm going to get a little bit closer well now I know what type of ship is I'm going to go a little bit closer still well now you know now I can actually see that it hasn't actually been scrapped there's a lot of value here this this key that I have is now extraordinarily valuable when I go to sell that information to someone else but I got a little bit too close and it turns out there's already

  29. 00:22:50

    some other people uh you know pirates that have pulled up or you or or Scrappers and they don't want anyone else to have this information so now they're moving to basically take you out so that you can't basically alert other players you know and and bring them there and so all of a sudden you wanted to extract a little bit of value about something you just incidentally ran into and you ventured a little bit too close and now you've basically walked into not something that was in intentionally meant as a trap but it works out that way nonetheless yep no be when a lot of this stuff's all working we have a big uh you know much bigger Playfield which is you know in the offing that's what we're working on right now uh I think U the game play uh possibility and fun is going to be much better uh well I mean much better than it is now but I think it'll be something really special so that's going to be cool all right so

  30. 00:23:38

    let's carry on uh the sixth most um popular question comes from Poison Taco who asks with 2.6 and 2.6.1 star Marine has started to introduce destructible props in the game shattered glass explosive barrels and Etc the most recent monthly report mentioned the team was looking to add more props and items that can be destroyed in the game presumably this work will carry it on into the persistent Universe have you put any thought into how destroyed props will be restored in the persistent Universe example being if a player could shatter the glass windows in Port alisar how would the game reset uh to a point where the windows are replaced so this is something that you know we're focusing on longterm so it's part of what we you know we've talked about persistence we have the very basic version of

  31. 00:24:25

    persistence that rolled out last year but we're not we don't have full persistence as in the full persistance is persisting state of you as a character your ship uh other items other locations uh around the world uh and um persisting state is important for like whether things are damaged whether there's a window broken or something like that so um that is actually part of the road map that we have this year that we're working on is bringing in persistence um you know more and more persistence as we go so we'll be able to persist state of um pretty much most things as well as um where they are what the location so you know you know if you go down on a moon and you drop um an item or leave a ship there and leave that area which means it's going to go

  32. 00:25:13

    out of memory in your computer and then you come back to it um you know depending on the importance of the item we want a persistent persistent which means it will be persisted to the uh online database that we we keep all you know it's basically sort of the online Cloud save game for the entire universe and uh your ship should be there now obviously if you drop a gun wrapper and you leave the area we we don't want to clog up the game with millions of gun wrapper items um so small items that don't mean much like bullet shells or whatever would just be discarded if you left the area but certain items especially items that you would own like a spaceship or something will persist and stay around and that's what we uh call The Entity owner manager so uh there's basically a a manager that would

  33. 00:26:01

    sort of manage like what's in your ship like in the cargo hold or what you're owning or what's inside a space station or what's inside or what's on an area in a planet and then that's what's responsible for managing the Persistence of these items of whether they stay or not and then also is serial and then the items themselves are um saving off their state and so what that means is for something like Po alisar if we wanted to allow you to could destroy uh common areas which is another discussion because you know we don't want someone blowing out a window in a in an area where everyone else is in killing you know all the people hanging out in the space station so there will definitely be some areas where we will not allow you to um have player generated Mayhem but there certainly could be the cases

  34. 00:26:47

    you know like you already see in uh the you know the SAT COM satellite missions where you're asked to go and turn them back on and not well we're definitely going to have stuff where there'll be a space station or satellite relay that's been damaged or broken by an AI or maybe even by a player and that will automatically generate a mission inside our system to say hey come and repair me and then players or AI could respond to it and they would go there and repair it and then its persistent state would go from damaged to functional again and uh if it get broken the cycle starts again that's how I kind of read the question which is um basically we'll have two different tiers of repairs I would say and one of them is significant enough such that it warrants the creation of missions and this will be damaged you know satellites and things of that sort and if a player doesn't do it then an

  35. 00:27:35

    NPC will um then there's also just you know the more stuff I would say it's more cosmetic Windows getting shot out in you know in Area 18 and there's always going to be or there's always going to be players there and so it won't be so much an issue of well when the players all go away then we can just go ahead and reset things um that will be handled more by just the NPC Community there will be NPCs that actually do Salvage when are not Salvage that basically do maintenance you know uh maintaining of you know of a given area and when you you know break glass when you basically you know uh shoot you know uh barrels of trash and garbage get scattered about some of the NPCs would have the responsibility of fixing that up clean things up ET which which makes for that much more of an interesting world because not only can you you know break things in interesting fashion but you actually see the NPC Community put

  36. 00:28:24

    it all back together you're off in prison because you're a vandal right not a vandal a vandal um all right so the fifth most question uh comes from lethality who asks regarding cargo hauling can you clarify how the loading and unload uh loading and unloading I would say of ships will work at both the initial launch of the cargo system and what the long-term vision of the cargo system will be there has been some confusion regarding manual loading/unloading with all the cool Logistics that presents not to mention all of the maglev containers and hand jacks exclamation mark So I'm thinking lethality likes to wants to physically load and unload um and you know this is sort of an extension or along the lines of what we're talking about with a

  37. 00:29:12

    bigger whole C Class A little earlier on in uh temp for the chairman here um so you know as we were saying uh we are going to have both so there is going to be physical loading and unloading um and there'll also be uh whether you want to automated or AI loading or unloading in sort of bigger space ports or bigger Landing areas cuz that's generally what would happen in those cases but there's definitely going to be gameplay that would involve you say uh you know flying out supplies to a remote Outpost and there is no people there to help load or unload it and you have to unload it or you come across um you know some stuff you want to get that's floating in space and you have to load that in manually and do all the rest so there is going to be both loading and loading physically which we already have shown a small

  38. 00:30:01

    amount of like if you looked at the gamescon um you know demo that we did of um you know being going to the Moon after visiting uh sort of leki and delmare and we there were some crates little containers and we picked it up and we're taking it to um the uh freelancer we were flying at the time you know that is an example of sort of the the more sort of granular physical loading and loading there will be equipment that will allow you to um move bigger containers around so we have sort of standard size um larger um cargo containers and that will have sort of a kind of gravl Jack stuff and potentially there'll be other kind of uh you know whether we create some vehicles or things like the Argo to move um you know smaller stuff around and then load it up onto to bigger stuffs um so um I think we're going to have both I mean I don't

  39. 00:30:48

    know if you want to elaborate on it Tony because we already talked a bit about yeah yeah that's that's basically it um the to me to me personally like the most the most interesting stuff is actually when you're dealing with smaller quantities that you actually have to handload because it just makes for more interesting Mission scenarios when you don't want to just deliver it to the shop now I actually have to basically you know travel through space with this you know material that I procured you know land and then I have to do that last leg and now I'm on foot and it's just a completely different type of experience different of challenges I would also say that like smuggling would be a case that you're not going to have a super tanker full of fuel becomes hard to justify as smuggling well I mean so I mean you know like so we're going to and there's going to be all sizes of you know like there can be items that you could hold in your hand that you would potentially smuggle or carry like I mean

  40. 00:31:38

    diamonds or something could be gems could be an example of that um to really you know massive containers that are just full of ore or you know liquids or whatever um and so there's all kinds of it so there is going to be um you know besides the sort of big bulk cargo because you know you got sort of bulk cargo stuff then you've got more spoke like you know if I was uh collecting I don't know um you know sort of rare like I I don't know I space truffles so you know space truffles don't come in massive ton container things there would be small little boxes it but they' be worth a lot of money so that would be something that you would probably take personally around and then you of course you have smaller things like um you know like I was mentioning Gems or perhaps you know Contraband or you know you're smuggling drugs or things that you shouldn't smuggle in those particular

  41. 00:32:25

    ones you would have to you know put way in a hidden compartment that was shielded hope you don't get scanned scanned or boarded by the advocacy um and then when you get on the planet you're going to have to you know hand solo style you know sneak it off your sneak it off your ship so um that's the that's the beauty of being having it all based on essentially a kind of uh you know at a character level a first person level because it's not just about the ship it's about also those extra mechanics once you've landed and how do I get past the guards with this stuff and so I think that going to add a whole bunch of like fun uh gameplay for yeah that that's to me you know I've said before it's like I tend to get you know bored fairly easily if I'm not constantly presented with you know different types of challenges and so I I like the ability to you know take you know the high level concept of cargo

  42. 00:33:14

    transport and basically extend it such that it doesn't just involve ships but you've actually got whether you're you know getting the stuff and then you need to get it back to your ship and then do the space travel Etc or whether you've landed with your ship and then you need to actually get it to the guy in the back alley without security seeing or you know whatever the case may be um or you know or you're carrying something really valuable and now since you're actually holding this you're at a disadvantage because it takes you a couple seconds longer to actually drop that pull your weapon and so you're actually more vulnerable when you're running through a CD you know a CD you know the CD tunnels of leski or something like that and so all of a sudden you can see players starting to do this mental calculus and thinking well am I going to go on my own do I basically try to recruit a few friends do I hire an NPC bodyguard as I'm doing this and it's it's all that variety that you know to me makes it really

  43. 00:34:00

    interesting every player is going to go about it in a little bit different fashion yeah well I mean it's a it's you know I mean because I you know obviously I I read what uh people uh you write out on our forums and and elsewhere uh but in there's a lot like people go oh you know what about I want to know more about game mechanics or whatever but in reality there's a huge amount of sort of essentially what people would normally consider gaming mechanics or game play that comes out of us building these sort of core systems yes uh and you know we've really been pushing a building and it's been taking longer than obviously we were thinking it was going to take and partly that's because things are we're building it to work at a scale and across you know a huge universe and with you know millions of players ultimately

  44. 00:34:49

    uh but you know our belief is that we build um you know these systems that are super flexible so like you know we've talked about item 2.0 and I think in the last Studio update from La we showed a little prototype of sort of the interaction and if you take a look at the interaction that's not uh an interaction system that you see in any FPS game I mean you know it's like you can pick things up and use them and plug them into something else and then you know put a battery into something to turn it on and open up compartments and take so you so you have this ability to sort of manipulate items and use them and they have the ability um to you know do what you would normally you know like a battery provides power and then if this radio needed power then you put it in now suddenly the radio can work and then maybe that will help you achieve something else and so we have uh you know we're basically building this

  45. 00:35:36

    system and you know a good example of it is like what we're talking about with the smuggling because all the stuff that we're talking about in general falls out of the system and being able to physically own and manipulate place you know put stuff in areas and and all the rest of the stuff so you know all we have to really do on top of that is just determine that these items are illegal in the AI Logic for you know the law enforcement the advocacy whoever is if they catch you with it you know you you you know you're you're in trouble uh but in general you know the manipulation The Hiding of it all the rest that all falls out of like the scanning stuff that we've been working on the item manipulation stuff that we're working on so you know a lot of our professions we've talked at the base level of what we want to have for 30 uh kind of fall out of these fundamental core mechanics that you know we've been working really

  46. 00:36:25

    really hard on um but I think one they're done it's just going to provide a a platform Beyond a lot quite a ways beyond what we what you can currently do in you know 2.61 uh and uh you know that's that's when I get excited so that's yeah yeah yeah we've talked about this number of times before to where basically you build you build the system and you get it set up properly um then it requires very little tweaking to affect a a lot of gameplay you know a lot of interesting gameplay potential and this is basically the route we've gone you know since you know from the very beginning so uh we didn't want to go the route of having to custom code each one of these things and then yes addition of new content becomes an enormously uh difficult task to and and you see this in a lot of other games to where the amount of content the amount of new

  47. 00:37:12

    content that you can you know that you can release uh always lags behind what the players can actually experience they usually go out they experience the new content and then they basically just run in circles for the next you know 12 months until the next big you know update you know happens and in this case we wanted to eventually be able to get to the point to where we can put in place a you know what what I'd call a functional world and then basically we just give you entry points into that and everything else just you know more or less falls out of that we're getting closer so I think people will appreciate it when it's there um all right so the fourth most popular question is from cap who asks will we be able to move between professions fluidly or will we have to re-qualify per profession if we decide to switch to something else um so that's a pretty simple one to

  48. 00:37:59

    answer is absolutely you can move between professions fluidly um you know we don't we don't want to gate you as a player uh we don't have pre-rolled skills for you I mean this kind of comes down to this sort of system versus like different mechanics set that like you know an RPG game you would design like different mechanics or sets for like oh here's smug here's here's my smuggling rule set here's my cargo rule set here's my mercenary rule set and it would have all these separate things and you would be sort of I I'm either this or I'm that uh whereas with us we're not we we just basically figure we we try to simulate an open world um you know obviously we're not assimilating to the level that real life is but we're trying to approximate it and then we sort of let you pick what you want so really your ability um to uh you know perform different Prof

  49. 00:38:47

    professions whether you want to haul cargo or you want to be a mercenary is more down to the equipment you have and then also there will be some level of access uh for missions like for instance no one's going to trust you to take a whole bunch of valuable cargo until you've done enough missions that have sort of proven yourself as a reliable kaga that that's that's that's the key point to me that that's the key point to me which is there are no you know technical limitations in terms of you doing this but we still want to have just like in the real world you know the we want to give players the ability to progress and by that I mean that you know there will usually be entryway points where you can kind of do the junior mining Miss you can do the junior security missions you know whatever it is um then you will build up you know a personal reputation that's Global everybody knows how good you are in

  50. 00:39:35

    general at this you know at this particular profession versus that one Etc and that opens the door to additional missions and then there's another layer beyond that which is well you can be incredibly you know you can be an incredibly well-known criminal that but that doesn't mean that the mafia boss here personally trusts you and so then you get into the personal relationships to where well I've basically worked my way up and I've become real I think I think just answering the second most popular question okay well then um so yes you'll be able to move fluidly between professions um Okay the third most popular question comes from uh Kenzie snow who asks with the recent progress update on the prospector is it safe to assume that we will have ship-based mining to some degree with the launch of 3.0 um so the quick answer is yes it is uh something that we are absolutely trying to achieve um so we

  51. 00:40:28

    yeah I would say be able to do some version of um basic mining by 30 Z it may not be the the full final more the full set and we're we're looking at what we can trade off what would be more interesting you know to the player community what naturally falls out given the you know the development trajectory what we could pull in a bit you know a bit a bit more easily than we originally thought and you know uh at the same time what's basically you know a little bit more difficult and so we're shuffling some of the the 31 30 3 stuff around because you know uh when we when we first talked about um 30 um sort of last half of last year um we originally had in mind a simpler set of functionality and features that we were going to do but once we sat down and said well if

  52. 00:41:16

    we're doing this we kind of need to do this we kind of need to do this uh it ended up um being a lot more stuff to really kind of deliver I mean basically it was like anyone else's shipping game um functionality and so you know I think I've said it um before but you know we started with like the you know so what we put up on the cards was this much and you know now we've got Confluence pages of like this much and you know at least four to five times as many of the systems and features than we were originally thinking so what's happened is that obviously means you know 30 is taking a bit longer than we were thinking but it also means that certain things like when ships are available and some of the professions we thought we could get to we may move things around because some of the stuff so mining is an example of this um some of the stuff

  53. 00:42:05

    um uh you know will have equipment like ships you know like whether it'll be salvage or mining or whatever before so uh mining is definitely one that's on our radar and uh you know we'd uh would like to do it because it's it's you know it's it's a kind of a basic it's a resource collection we're yeah we're looking to trade trade that one forward uh you know trade it for you know for some other stuff I think that it's I I think that there's a lot of players that would you know very much appreciate the you know that type of gameplay versus you know some of the other stuff that we've talked about being in three I think it would actually give us you know a much more well-rounded you know uh you know uh set of professions initial professions um I I would also point out that so you mentioned how we're thinking about it uh in a little bit more you know in a little bit you know larger

  54. 00:42:52

    terms in terms of the the sum total of functionality that you'll be able to engage in um but the initial tier of stuff uh is actually there's an there's there's an entire tier of functionality uh that we think we can actually get to and like you said it's it's not the it's not the it's not the entire mining experience but it's still going to give players a whole lot of uh interesting gameplay yeah definitely so all right um the second most popular question from Dr Murray uh is to effectively perform a job will we need to to qualify for them beforehand like earning a certain amount of rep or will it be easy to get started as having the right kind of ship um so we were kind of discussing this on the previous question about moving

  55. 00:43:39

    professionally uh between professions fluidly so uh to to to do a job um you know like if I just want a cargo Hall um you know if I've got a ship that can take cargo I can I'll be able to get basic cargo missions but if you want to get the more interesting or the more lucrative ones then um you know you'll have to sort of build your rep up whether it's going to be with the merchants Guild or someone that's a you know a a a cargo broker or something like that that you know much like the mission Giver that we sort of showed at Gamescom last year uh we'll have characters out there that will be giving you sort of higher grade missions um that pay better that are maybe a bit more interesting bit more challenging and so you sort of have to kind of prove your metal and then you get a certain

  56. 00:44:26

    rep as you saying and then um you know you can move on to the sort of more interesting missions but if you just want a hold cargo and you and you've got a freelancer yeah you absolutely be able to start doing that and then it's up to you how far you want to go in that profession yeah and so there's a lot of the smaller ships to where you could potentially fit you know a small number of you know crates and stuff you know four six eight you know 20 crates um and the amount of cargo that you can haul is obviously going to affect what type of thing that you you you might be looking to to transport in other words you know I mentioned earlier you know illegal Liquors and stuff which you know a dozen crates of that could actually have a pretty hefty profit margin um when you're talking about hauling Commodities probably not so much you're usually talking about you know uh unless you're talking about some of the more valuable

  57. 00:45:12

    ones you're usually talking about greater quantities you need a larger ship you know those ships in general tend to move slower therefore you may want a security escort you know and on and on on okay and the number one most upvoted question on Spectrum uh was from Daryl uh who asks will there be an autopilot in ships traveling from point A to Z and will that allow me to get up and move around um so the answer is yes we were already talking about if you in Quantum Drive you'd potentially have to move around your ship to fix whatever a fuel Rod that goes bad or you know there's a leak somewhere or there's a fuse brakes um so I mean we were talking about this before we were sort of discussing that

  58. 00:46:01

    you probably should be able to set an autopilot like singular Point distance um so not just for Quantum Drive but maybe even just traveling at normal like SC or Cruise speeds and um then you can sort of leave the helm and walk around and then of course if your ship is going to hit something um whether it's in Quantum Drive or in regular you know space mode um it would pull you out it would basic basically stop you know it's sort of like one of those Auto sensing brake systems you yeah and this kind of Segways into the whole crew functionality to where you know not only can you go off and do something but you actually have you know a navigator you can turn over control of the ship to him and basically give him just some basic highle commands in other words I'm in conventional travel I say go over there it's five minutes of flight I'm going to go check on my cargo or I'm going to basically go affect you know repairs and Engineering because I just took some

  59. 00:46:49

    damage and I can actually give him some just some basic instructions what do you do if we come under Fire do I you know do you stop do you basically try to you know quickly you know Escape do you basically take evasive maneuvers um and this this kind of goes back to what we were talking about on one of the previous segments to where you'll be able to control your crew but at a very high very macro level we're not going to turn it into you know this micromanagement game um but if you've actually made the investment you've got another pilot you've actually uh you know paid for somebody that's got a significant level of experience then you're all the way back in engineering it's going to take you 60 seconds to get to the bridge he needs to do something to basically make you you know a Sitting Duck for the pirates that basically the Bott line is if it's just you solo you do the autopilot it's simple point A to point B will stop you so you

  60. 00:47:39

    don't um you know hit anything uh but if you have crew and you have someone tell them to take the helm and you go to the back to fix the engine that crew can operate at a higher level they can not only stop but evade fire or try to escape the area or do something while you're heading back to take the H back which is inter too because that doesn't really involve any new coding on our side because we've already got NPCs that know how to Pilot spacecraft so all we're really doing is giving you an interface to you know to this technology that we've already set up for other things yep um all right there you go that is the 10 most uh voted questions on Spectrum uh by subscribers um for 10 for the chairman here uh so it's been kind of fun answering the questions here and uh you know haven't been getting to do this that much recently because I've

  61. 00:48:29

    been doing a lot of travel between all the different Studios uh but we're going to try to um give uh you know have sort of 10 for the chairman uh will definitely be happening but also maybe some of the other disciplines that we have and we'll be using uh the features of Spectrum which are only going to get better to allow you guys to really sort of ask the ones that you care about uh you know and not rely on us to pick the one the best ones um it's much for you to to tell us which ones you really want um and uh so you know I think on attempt for the Chairman's side I think we're going to try to do at least once a quarter maybe a bit more we'll see what happens on my travel schedule and everything uh but we would like to be providing this kind of uh feedback with you on um questions for the game we got the subscriber Town Halls things like

  62. 00:49:17

    that um so thank you all um for supporting us to be able to shoot this extra stuff and thank all the you guys out there and girls that have backed the game um to allow us to make it um and um with that I would say good night what are you going to say Tony uh just you thanks again for all the support uh without you guys none of this would be possible all right bye guys thank you for watching so if you want to keep it with the latest and greatest and Star Citizen of Squadron 42's development please follow us on our social media channels see you soon

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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