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CitizenCon

CitizenCon 2954: The Stars My Destination: Star Citizen 1.0

22 October 202401:19:071,342 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    [Music] hey um well I hope you had a great day yesterday and uh by the way there's a uh a perfect run through that rich did immediately after the show he went back to the office ran it through no crashes no nothing it's up on YouTube uh and by the way that's a dedication of rich is is he's like okay I'm going to get it done properly and he did it and it looks great and it doesn't have any screen tearing cuz there was some screen tearing there was a technical glitch in the setup yesterday so anyway so anyway watch that and if you're doing comparisons to the old stuff compare with that video not not

  2. 00:00:49

    from the stream um but anyway I hope you guys like this morning there was the base building and the crafting the ships you'll be able to do it I mean for me the ability to sort of create your own place somewhere in the verse find the perfect spot for you to make your home or harvest resources uh it totally changes the dynamic of what the game will be in terms of exploration and people spreading out and I think putting Roots down in the verse so I can't wait till we get that in there I mean that's one of the things that makes me incredibly excited because I I think it will just add so much to living breathing Universe um but that is a perfect example of Star Citizen how it's grown over the last 12

  3. 00:01:40

    years cuz we definitely did not have that on the initial Kickstarter or the pictures that we were doing um and you know Star Citizen is a living game I mean we're constantly always adding content and features in Tech as you can see we're constantly upgrading you know what we're doing on the graphics side making it better and always improving it and even after we would consider it a released or a shipped game not an alpha game we will still be doing that so it's just it will be a living game we'll never do Star Citizen 2.0 it will always be sort of Star Citizen that will continue to grow it won't be like oh we're going to do Destiny 2 after Destiny 1 it will just be a living growing product same I don't mean that I don't mean that as a I don't mean that as a knock it

  4. 00:02:29

    them I'm just I just mean that in today's world you you constantly upgrade and improve things um but the the big question really is at what point would we at cig what point would I what point would the rest of the team consider Star Citizen ready for everybody not just you guys out here who are beautiful wonderful early adopters willing to put up with bugs jankiness uh you know not a great new player experience we know all those things are things that we want to fix and improve and we want a game that everyone can just get into at the beginning understand it have fun you know pulls you into it and then has a huge amount of depth so the question is what is that uh and that is what we call Star Citizen

  5. 00:03:20

    1.0 it's something that we've been talking and looking and designing and thinking a lot about over the past X number of years and now we thought you know what what we should do because I think half our sort of initial stuff is from a long time ago that you've seen and then occasionally we'll talk about things we're doing in uh you know inside star citizens or SE lives but we're like okay let's tell everyone the marker this is what it is Star Citizen 1.0 when we hit this this is what we consider we're ready to go wide you know everybody in the world can get in play it whether you're hardcore or casual have fun play in the verse interact have a great time and so that is what we're going to tell you today is what we consider Star

  6. 00:04:07

    Citizen 1.0 that doesn't mean as I said that we'll stop at that point we'll continue to grow and build and add things so fishing is not on Star Citizen 1.0 list but I'm pretty sure I know but I'm pretty sure it will be not that long after 1.0 but that is example we're going to tell you what the marker is is and uh you know to do that rich Tyra who's our senior uh game director is going to come out with a few of our other directors and we'll lead you through what 1.0 will be so without further Ado Rich tyer all right rich don't crash yeah hello citizen KH so my name is Rich Tyra and I'm the

  7. 00:04:59

    senior game director for Star Citizen and Squadron 42 now I've been at Cloud Imperium for many years and I've read many many spectrum and Reddit posts and one consistent question I always see is what type of game is Star Citizen and I've read many many answers it's a PVE game it's PVP game what about non-combat ultimately it's all three three types of players one universe so how do we connect those players to create a cohesive game and not just a set of features bolted together and it comes back to that elegant simple question What type of

  8. 00:05:47

    game is Star Citizen well today we're going to find out okay so before we get stuck into Star Citizen 1.0 I think I need to clarify a few things firstly what about 4.0 where does that fit in well 4.0 is the patch that contains server meshing and Pyro and fundamentally it's an alpha development patch which means it's adding further Tech features and content to our Alpha version of the game today though is beyond 4.0 all the way to 1.0 and the big difference is that 1.0 is the full release of the game okay so what does that mean how will it be different to a normal patch well

  9. 00:06:35

    firstly let's look at the one the one means we're committing to higher based performance and minimal bugs no longer will be referenced that the game is in development this will be a fully released and Polished experience it means fully rounded gameplay Loops from new player experience to story missions and endgame content and crucially it means no more resets between patches it's a true it's a true persistent universe so if that's the one what about the zero well it's just as important it means we're still committed to continued

  10. 00:07:23

    development with new content and features being planned post 1.0 but those features will no longer be tier zero we'll be committing to a higher Benchmark of quality for each pass each patch and most importantly it's a moment in time if there is a Content feature or star system that we've mentioned in the past that is not in 1.0 it just means it will come later 1.0 is more than just a number change it's the beginning of a new phase of development of the game okay so we know what the one is and the zero but before we move on I want to address one important point and for this we need to go all the way back to the

  11. 00:08:12

    beginning here we are the kickstarter as a back of myself it brings back memories and it also reminds me we had a lot of stretch goals and one of those goals was 100 star systems but and there is a but the star systems of old are not the star systems of today they were based on the Privateer and freelancer model they were unexplorable planets with an isolated and small Landing Zone and had automated Landings and we all know how that went to give you an idea Stanton had four points of interest and the entire 100 systems

  12. 00:09:00

    only had 90 pois compare that to Stanton today and we have 1,626 points of interest and that is going to be dwarfed once we start using the starchitect tool you saw yesterday so where does that leave us for 1.0 well we will not be launching with 100 star systems because the game we have today was not just the game that was pitched back then it's more Rich it's more diverse and fundamentally you'll be getting a whole lot more and I mean a lot more okay so now I've defined what 1.0 is let's get into the cool stuff Star Citizen by its very nature is

  13. 00:09:51

    a Sandbox MMO today you as a player have to find the fun you have to figure out what you can do and how to do it if you want to be a hauler or salvager you have to know those professions exist you have to know what ships support that gaml and you have to rely on outside resources for help as it is now the game is not set up to help you so we're going to add a soft framework a nervous system that connects all the professions ships and content together and to do this we're going to add a main story to help to help new and existing players to

  14. 00:10:47

    help discover all the exciting features and content we have to take them on a journey of discovery of what the game has to offer this story will become the spy of the universe and help onboard players with understanding how to play the game and understand what's available to them this story will also introduce each of our guilds and What professions we have to offer like the United resource workers our core industrial Guild which supports two of our main professions Mining and salvaging they also support many other features and professions like repair technician crafter and Builder guilds are hugely important in Star Citizen and as you know by now

  15. 00:11:36

    guilds are comprised of many factions as you work for each of these factions you will gain guild reputation you can then use this reputation as a currency to purchase Guild Affiliated rewards like ships Blueprints and items and each Guild will have a unique inventory of what they offer alongside economic growth guild reputation will become a core progression of the game and to talk more about guilds and our main story I'd like to introduce David hadock onto the stage our very own narrative director thank you Rich hello citizen

  16. 00:12:25

    Khan how's it going awesome so yes 1.0 is very exciting and it's going to provide us probably our first real opportunity to finally inject a massive amount of narrative into the game but we're looking to do that in several of ways Now Rich introduced the main story so let's get into it what exactly is that first it's a narrative experience this will be a crafted story through the star systems and professions of the Star Citizen Universe taking players on an exciting Adventure that will finally kick off the growing tension between Earth and Tera yeah yeah it will be NPC driven so while Squadron 42 will always be the place to go for AAA cinematic Adventure we're bringing a lot of the techniques

  17. 00:13:14

    that we learn from that to capture and build a cast of dynamic characters some of which may be familiar for both this story and the Pu and the main story is also designed to be sort of like a tour bus structure where you can hop on and hop off at any time you want to so we're not also requiring you to do it so if you want to log in day one and just go off and do your thing you can do that or maybe you want to put the story on hold so you can go explore a new facet of gameplay that you just discovered go for it the point is that you can complete it at your own pace so that's the what so why do you want to do this what's the motivation to want to go on this ride like rich said said for new players it's a great way to ease into sort of the vast lore that

  18. 00:14:03

    we've been developing over 12 years the gaml the locations that the game has to offer and also give you a sense of upo upcoming stories that are about to come but you all you've been playing Star Citizen for years you probably know the lore better than me so what's in it for you now of course we'll have rewards along the way as you complete missions and whatnot but we're finally going to offer a big prize for completing the story [Applause] citizenship so for many of you already know this but for the uninitiated in the UE there are citizens and there are civilians citizens are members of the population who have demonstrated a

  19. 00:14:51

    commitment to bettering the Empire and as such are given benefits that civilians just don't have now what the those those uh differences have been have been debated in the community over years 1.0 we're finally going to answer that debate I won't get into the full list of benefits that we're going to offer but can reveal that one of them will be around land ownership citizens will be able to purchase land anywhere in the uee and enjoy the security that comes with it but civilians will have a couple restrictions as to which systems and which planets they can buy on so that's the why so where is this adventure going to take you well 1.0 is going to include five star systems this story is going to weave you through all of them but where exactly are you going

  20. 00:15:39

    to go first we've got Stanton which needs very little introduction uh I'm sure you're all very intimately familiar with these four corporate run worlds but since I do lore I figure I could take the next hour and just walk through each one of these but I'm kidding uh We've also got Pyro land of the Lawless a volatile star at the center of the system is the perfect metaphor for the constant struggle between the gangs and survivors trying to hack out in existence here if you saw Ian's location presentation yesterday then you know that he reintroduced Nick system there's another unclaimed system that's currently home to the People's Alliance a wannabe independent government formed during The Messer era but now struggling with the burdens of governance a growing

  21. 00:16:26

    Outlaw presence and a new threat on their doorstep from Vandal raids Ian also made another big announcement of our fourth system castra situated along the former Perry Line This was a key strategic system to launch an attack if the cold war between the humans and the Shion ever escalated so that's four do you guys want to know five yeah yeah yeah we're finally doing it considered by many to be the new Jewel of the Empire terara has been a shining star

  22. 00:17:15

    against the more imperialistic Tendencies of Earth even in the darkest days of The Messer regime now many believe that terara should be the new center of the uee I don't know how you all feel about that yeah a lot lot of division but that's our starting five each system and each planet will be featuring the massive level of outposts pois stations biomes and exploration options that we've been perfecting with Stanton and Pyro and you've been seeing in some of the other presentations this weekend but we're adding One More Level we're also going to be adding location stories now these will be short NPC driven missions sprinkled across our Landing zones and cities that will exist outside of the main story but will help provide a additional bit of lore and

  23. 00:18:03

    character to the location that they take place in so that's our main story let's talk more about the guilds that rich mentioned first a quick recap guilds act as a governing body for clusters of professions and factions with a reputation and progression system that will offer rewards the more you work for them and I want to call out two things one I'm not going to have time to dive into all of the missions that you're going to see on this board but just know that every Mission type is either in the 1.0 road map or already in production and second we're also looking to move missions away from the Mobi glass whenever possible sure it will always be an easy way for us to get additional game content in but we want you talking with people so so to Aid that we're going to be

  24. 00:18:57

    adding characters to represent the factions that you'll be working for that will help sell their personality now some they'll still interact with you via the written word but some will call and check in on your performance and others you may have to meet in person from time to time so let's walk through them here we have the first Guild that rich showed United resource workers whether you're eager to earn credits mining valuable resources from remote corners of the universe sifting through detrius to try and Salvage some valuable components or even just acting as a technician you'll find plenty to do with employers like shuin Interstellar United wayf farers Club and more next you have one of the oldest unions in the uee the interstellar transport Guild this will be the go-to place for everybody looking to make

  25. 00:19:46

    their Fortune hauling and trading some of the factions that many of you already work for now such as Ling family hauling redwind and FTL and we're going to be adding something special for the Daredevils out there the Imperial Sports Federation so aside from the usual racetracks that are both legitimate and illegitimate we're actually going to be leveraging some of our existing mechanics to build new sports and provide an outlet for all you Murray cup enthusiasts cargo Olympians and competitors to see just who's the best out there for those who dream of exploring I'm sure we have a couple here we have the Academy of Sciences that was

  26. 00:20:35

    brought up yesterday in the social uh presentation if you saw that this is a science Guild that will include factions like the Imperial craphy Center who will task you with a variety of missions to better understand our universe such as sending you into a nebula to do deep scans or finally seeing what's at the bottom of that planetary Canyon we're going to have a new faction called higho Wilderness Specialists who will offer for Missions associated with the various fauna that we starting to get into the game from population control missions to harvesting specific resources for research now I don't know if we have some people who' like to do combat but our combat guilds were doing something a little different now previous to this these are all of our profession guilds but for our combat guilds they operate a little differently see these two are

  27. 00:21:23

    diametrically opposed to each other so once you pledge allegiance to one the other Mark she was an enemy on the lawful side we have the mercenary Guild they represent factions like eart security the bounty hunters Guild and even some military contractors so whether you're pulling you're pulling together a team of Specialists to go assault a ground base hunting down an elusive criminal or putting together a Recon run to drum up some Intel mercenary guilds got you covered on the flip side we have the council now this is a shadowy group comprised of representatives from various gangs syndicates and outlaws who mandate criminal activity throughout the verse you'll be able to throw in with Rough and Tumble gangs like the head

  28. 00:22:10

    hunters and the dead Saints or work your way up to join Highline criminal syndicates like the atonis or the drop Kings but remember the underworld is a dangerous place run by greed and power so mercenary Guild reps might not be the only people you have to worry about as the syndicates are always looking for loyal soldiers who will hurt their competition and tip the scales of power in their favor so as you can see there's going to be a universe of exciting storytelling opportunities for you to undertake in 1.0 but one more thing we're also going to revitalize our social behaviors to make the populations not only feel more alive and reactive and off chairs but better reflect the tone and flavor of the areas that they're inhabiting we want to see the people of lville slowly

  29. 00:22:59

    trudging through the streets overburdened by the ruthless contracts just as much as we want to see the tourists of orison gleefully moving from attraction to attraction and all of this this is what's going to make Star Citizen be the experience we set out to make a diverse Universe with a rich tapestry of stories characters and experiences for you to live in to talk about how all this feeds back into player progression I'm going to turn it back over to Rich TI thanks Dave smashed it thanks Dave okay so we have a main

  30. 00:23:49

    story to connect the universe we have all the guilds and their Associated professions and we have location stories to give the world depth and life crucially though we have a new core progression in the game guild reputation but what about our other core progression in the game the economy so as we've discussed before we'll be implementing a star SIM powered Dynamic economy that will automatically adjust the in-game prices based on player activity yeah but for credits to actually matter though we need to have an economy where credits flow out as well as in this means transactions such as repairing

  31. 00:24:38

    refueling and restocking need to have value if everything is too cheap and the money coming into the economy is too great we'll have massive inflation and this is where taxes and insurance come in [Laughter] we'll have two main taxes inheritance tax as part of death of a Spaceman and Security tax for your base that will cover the cost of planetary shieldtech insurance on the other hand will be split between medical insurance which covers your hospital imprints and probably the most important one of all ship insurance now as we have death of a

  32. 00:25:26

    Spaceman we also need death of a space ship losing your ship should be significant right now for example over 90% of all claims in the verse are for ships that have not been destroyed and this is where ship insurance and our new warranty mechanic comes in first up we'll have three tiers of insurance with level one being chassis insurance level two chassis and component insurance and level three chassis component and decorations insurance now insurance by itself will

  33. 00:26:19

    only pay out Credits based on the wear and age of your insurance I think you you want to listen into this bit cuz it's important insurance with a warranty though will give you back a new ship plus any other equipment or decorations based on the tier of insurance you had okay so this is the bit you need to listen to All Ships bought on the pledge store will come with a permanent warranty and they appropriate insurance this means you will always get your ships back if they're attributed to your

  34. 00:27:07

    account other ships on the other hand will require a transferable warranty and these are rare you'll be able to earn transferable warranties in game such as by completing the main story as an example and apply them to any of the ships you own but there will be a cool down for transferring it between ships so Choose Wisely now what about claim timers it's another fun topic and getting your ship back without a claim well we want claim timers to be proportional to the crafting timers this means it's more beneficial for you to go back and get your original ship for this we're going to be introducing a shuttle ship just like a courtesy car

  35. 00:28:02

    you'll be able to claim the shuttle at no extra cost to most locations and then fly it back to your original ship once back in your ship the shuttle will automatically return home if your ship has been legitimately lost though then you'll need to claim it back and as we'll be increased in claim timers this will mean some ships will take longer than others with starter or small ships always being readily available and larger Capital size ships taking a long time so it's always better to try and get your ship back if possible okay so we've talked about our

  36. 00:28:49

    two core progressions but what does that mean to you as a player well firstly it means we have a framework where we can start creating cyclical gameplay Loops but what are they let me show you okay so right now in live if you have a prospector you probably enjoy Mining and the reward for mining is credits and the enjoyment of the activity but in 1.0 you might be mining for a whole different reason and this is where cyclical gameplay Loops come in firstly let's add all the manufacturers and ships in I'll just give you a moment to take that in cuz there's a lot I actually had to ask them to take the variants out because it

  37. 00:29:36

    didn't fit on this slide and let's Zoom all the way into the prospector a stalwart of the mining Community but let's say I really fancy acquiring a military Mark I Hornet let's go on a simplified journey of how I could get one firstly I know I won't be able to buy it as it's a military ship so I'm going to need to craft it that means I will need the fabrication hanger blueprint luckily I can earn it by doing mining missions to gain rep with the United resource workers and I already have the perfect ship my trusty prospector with blueprint in hand and some excess credits I can now purchase a small plot of land on Stanton and build my fabrication hanger step one complete now I need to grab the MK 2

  38. 00:30:26

    Hornet blueprint for this I need mercenary rep and more importantly a combat ship with that in mind I will do a few more mining contracts to earn enough credits to purchase a Mustang from the dealership now I can start doing combat pilot missions for the mercenary Guild so I can unlock the Mark 2 Hornet blueprint okay step two of our simplified Loop is complete I have the m i blueprint but I need the resources to craft it so I come full C back to my prospector but this time I'm mining for resources instead as you can see this closes the loop no longer am I mining just because I like it and there's nothing wrong with that but now I am mining for a purpose and for multiple reasons for credits for

  39. 00:31:17

    reputation for resources for blueprints and ultimately as a stepping stone to crafting my own ships to enjoy other professions and this is just one of many Loops this is the core of Star Citizen 1.0 player set goals that weave between sandbox gameplay and the soft framework we are adding that give meaning and progression to our professions and features it's providing the framework for motivation to play the game that's the journey though what about the

  40. 00:32:05

    destination so Dave has already discussed citizenship and the main story so let's collapse that for now let's talk about endgame content the content that is designed for experienced players and keeps them engaged basically everyone in this room so how does that look in 1.0 first ly we'll have open world content including missions group missions and server-wide events like we have today but tailored to end game players while the sandbox element of Star Citizen will allow for large scale battles we also want to provide challenging instanced content that will take full advantage of not only multic cruise ships but fleets of ships and you kind of know how we do that right you

  41. 00:32:52

    saw that yesterday and as you progress through the guilds you'll be able to accept accept high level contracts from government agencies who will offer prototype and Military blueprints as rewards these missions will require the full coordination of multiple players and an assorted Fleet of capital support and fighter ships you will finally be able to become the admiral of the fleet directing your Armada from your Hollow Globe which yes is a feature included in 1.0 we will also be offering more specialized on foot missions that see you enter the depths of distribution

  42. 00:33:40

    centers and Municipal Works in small tight-knit squads that provide an outlet for our more FPS focused players on top of all this we'll sit a dynamic layer powered by starim while starim will be the driving force in our Dynamic economy it will also track player and AI activity and dynamically spawn events based on their actions for example if it tracks large amounts of resources being moved from one home location to another it will have a chance to spawn Pirates to intercept all this combined will provide just a portion of the endgame experience and I'd love to delve deeper but that's for another day as we still have a lot show so we've discussed non-combat professions and guilds cyclical gameplay

  43. 00:34:28

    loops and endgame PVE content but what about PVP what about player versus player content as you know 1.0 will contain five star systems three of these being lawful in Stanton castra and Tera and two of them being unlawful in pyro and Nix so what's the difference let's take a look at Stanton lawful systems will be a mixture of high medium and low security areas each of these areas will be monitored by law enforcement agencies and depending on the location would dictate the emergency response time with highsec areas being the fastest initially this response will be measured but over time will escalate to

  44. 00:35:17

    overwhelming Force this means if someone is attacked if they can just hold out for a short duration help will be on the way Pirates will be able to disrupt this monitoring by shutting down the nearby comay but this will be highlighted in your star map with Dynamic missions being generated to bring it back online but this is the PVP you will already know and experience right now just without Security Forces but before we jump into an unlawful system let's explore what options you have if you pirate a ship okay so first up let's discuss ownership All Ships and high value items that you own will automatically be assigned to you this means if someone steals your ship you can mark it as

  45. 00:36:06

    stolen either VI an insurance claim or in your Moby this will then trigger a dead man switch on the stolen ship meaning it will cease to function after a period of time but what options does this leave as a pirate well you can still Salvage it you can tow it back to your fabrication hanker to dismantle it for resources or if you have a high enough rep with the council our criminal Guild you can get the dead man switch disabled and pay for a new title deed to become its new owner also if you're in a lawful system you'll need to find a transient jump

  46. 00:36:54

    tunnel as all major locations and ois will have Custom Security that will scan you on arrival okay so with that out the way let's look at the unlawful system in pyro unlawful systems have no laws at all and with that comes opportunity pyro as an example has an abundance of high quality resources and is a hot bed of criminal activity the literal definition of high risk High reward with crafting now requiring resources you're going to want to create bases to mine and extract them this is where base raing will become a new form of PVP and it's founded on a combined arms ethos defending players will be able to

  47. 00:37:45

    add defenses such as walls automated turrets and most importantly ground Shields a localized version of the planetary Shields used in lawful systems that absorb the most powerful of weaponry no longer can you just turn up and drop a MOAB one huge difference though compared to planetary Shields is that these shields can be disabled you will have to strategically assess each base and punch your way through its defenses on foot to eventually bring down the shield generator once The Shield is down then you have options you want to raise it to the ground you can bomb it from

  48. 00:38:32

    the air if you want to extract all the resources though you'll need to infiltrate the base using explosive charges and hacking while fighting off the Defenders now both piracy and base rating is founded on Sandbox gameplay and again that's the essence of Star Citizen but we want to add more something where you can log on and immediately find the action and fight for a purpose so first up let's go on a history lesson in the early 2600s there was a fledgling Corporation Called seal that had developed a new systemwide planetary Shield technology the same technology that will provide protection for your bases today to prove this Tech they wanted to

  49. 00:39:20

    use NYX and Pyro systems as a test bed with the promise of highquality resources seal lured independent miners to man The Shield Network in exchange for shield protection for their settlements as a prototype seal couldn't provide total coverage over all the mining settlements and so they created the seal tokens program allowing the most industrious factions to purchase Shield coverage for their work the network consisted of multiple linked bases on the ground that then linked to several stations in orbit around each planet that then connected to the nearest relay in the shield Network which eventually linked back to

  50. 00:40:08

    the shield core which oversaw systemwide distribution of The Shield technology factions could then earn seal tokens for working on any part of the network they could then use these tokens to buy Shield coverage but with the competition am amongst factions being so intense seal was only able to offer shielding to the hardest workers unfortunately due to Outlaw interference seal eventually pulled out of pyro and Nyx and pushed for a more automated solution in more civilized systems so fast forward to present day without seals backing they had to pull out and leave it as it is and welcome to

  51. 00:40:58

    station Warfare with the seal network still in place but lacking resources orgs can take ownership of these structures to gain access to planetary shieldtech let's go which as you know would make their basis invulnerable unfortunately there's a catch there isn't enough to go around and as in the good old seal days the system still works via the seal token program to earn tokens you'll have to assault a location and then deposit resources to power the network this begins with ground bases and ends at the shield

  52. 00:41:44

    core each structure occupied will then ACR seal tokens over time with larger structures earning more and at the end of each week you must then use these tokens to purchase Shield protection with Shield coverage being limited though the system automatically selects the orgs with the highest bid from across all shards meaning for that week only a certain number of orgs Will gain access to Shield protection so this is a chance for your org to become the de facto leader of a system it means you be able to log on and immediately find the action and fight for your org and finally it's not just sandbox PVP or ganking you are fighting for a

  53. 00:42:36

    purpose so once you have won your bid what then well to talk more about that I'd like to welcome Ian leand star citizens creative director to the stage good luck thank you all right hello C and con thank you rid thank you Dave so to continue the conversation of large scale endgame orc activities let's go back to pyro 3 where the ground bases were being built earlier today this morning we saw the small habitat being built by Luke and then we saw deck start to

  54. 00:43:24

    expand the base into a commercial Enterprise but eventually we saw a massive example of an org base but with everything Rich was talking about with org systemwide activities we want to give you guys the ultimate end goal but also the thing we need to protect and to do that let's look up into the sky and see what it is St for

  55. 00:46:08

    let me introduce you to player space stations finally you can build your home amongst the Stars this will be the starting point for your base of operations for systemwide org activities but why is this an end goal well first of all to construct your own space station it's going to require vast quantities of resources and materials and also will be a large time investment but how do we start well it all starts with the supply Bay and the supply Bay can only be constructed by the pioneer once it's created the supply Bay then

  56. 00:47:08

    handles the creation of the station itself now we're in gray box development phase so the artwork's not final but let's go on a journey and start building our space base oh

  57. 00:49:28

    awesome awesome so as you saw the cargo grid of the supply Bay consumes resources and the required resources will be substantial and will need to be topped up over time so this means ORS will be encouraged to have efficient logistic networks to feed the supply Bay and as Rich outlined with professions it's ideal if your or is well-rounded in terms of roles even the starter player can contribute the supply Bay has automated construction Jones which are used to create the station and un unlike ground bases many drones are used at once to

  58. 00:50:16

    create the base once the station is built the supply Bay then integrates into the itself so here we are we've built our core station module and it's big and out of the box the station comes readily built with some core functionality let me talk you through it right on the top is the bridge which is the Command Deck this is where all further construction is going to be managed from here we can then monitor this the status of the entire station we have access to Power and Water Management power and cooling is something you'll need to consider carefully it also is an area to set

  59. 00:51:06

    permissions for who can enter particular areas either divided by the ranks of the org itself or open to the public and there'll be a radar station to track the activity outside the base and the terminals to access logs of who has visited the station and see what they did so let's jump back in game and take a stroll through our Bridge time

  60. 00:53:13

    super awesome the back of the bridge leads to a centralized Transit Network this spine physically connects the entire station and will provide access to the various decks each level in the station will have a centralized lobby area and this is your station you'll be able to use the decorator mode so you'll have plenty of space to theme it however you want and speaking of having plenty of space this space station will have a onetoone interior layout matching the exterior no magic elevators yeah so you can circumnavigate around the

  61. 00:54:05

    entire perimeter and it's wonderful okay let's jump back in all

  62. 00:55:07

    right as you can see right at the bottom of the Central Transit System leads to the lower areas this is where you'll gain access to the engineering deck so like bigger ships this is where all the Hands-On engineering and maintenance gameplay happens this will serve as the Beating Heart of your station then we have the hanger deck and as the name implies this is where you'll gain access to your hanger Network the base station comes with a large hanger already built along with two docking colar and also empty slots for another two medium hangers when needed there will be a vast network of internal Road systems meaning you can

  63. 00:55:57

    quickly drive from one hanger to the other no elevators needed okay let's check back in all right so your station hanger will

  64. 00:57:21

    offer some enhanced logistics for example there'll be spaces for several freight elevators and there'll be empty modules for open ship parking for vehicles and ships uh vehicles and ground vehicles and there'll be also exit points we can simply drive out into your station then there'll be also an upper level for the observation deck from the observation deck you'll have a control room and from here you'll have master control over the freight elevators and the vehicle elevators this means that even before someone has landed the new cargo can be up into the hanger and ready to be loaded

  65. 00:58:09

    up now everything we've spoken about so far is what comes with your station let's talk about what you can do to expand it as I mentioned before the station comes with a predetermined interior network of corridors and Roads and in this network you'll find an array of Bulkhead connectors bulkhead connectors will come in tiers 1 to three which drives the size of room you're able to build in the interior build mode this is where you start to expand the interior of your station the rooms will require resource and time to construct

  66. 00:58:56

    and once built you can rename each room which will be reflected in the station mini map the interior of your station will have ample areas for you to expand you can build generic empty rooms and you can fill with items to your heart's content you can also build specialist rooms where the theme and functionality is already set for you such as metals or infirmaries or generator rooms and of course there are shops so similar to the small shops we built around the ground base this is on a much bigger scale but that's just the interior let's talk about the

  67. 00:59:49

    exterior on the exterior we have minor hard points these are attachment points located on the upper and lower surfaces of the station using Bill mode you can customize your station with a variety of modules which tailor it to specific functionality some modules cater towards resource collection such as gas gas Harvesters While others are geared towards defense like Shields or turrets this goes back to Bridge upper ations of power management a situation may arise where power priority is needed then we have major hard points the core station module comes with two

  68. 01:00:41

    hardpoint connectors major hardpoints are used to connect substantial Wing additions to your station the first example awesome thank you awesome the first example is the cargo Wing the cargo Wing will dramatically increase your inventory capacity so this is ideal for orgs who are specializing holding then we have the refinery wing so you'll be able to refine resources on

  69. 01:01:35

    a vast scale as it's in space it's much more convenient than traveling to a ground base now a player could buy resources from your cargo wing and then refine it directly in the refinery wing and finally we have The Hanger wi so all right so the bigger your Fleet the more hangers you'll want there'll be a variety of hanger sizes as well as docking collars to help organize your fleet's deployment all major hardpoint wings are connected via struts and like the rest

  70. 01:02:24

    of the station the struts are also internally traversible okay so let's recap on the exterior expansion Wings minor hard points give us options on how to collect resources or provide automated defenses for your base major hard points gives us options on how you can specialize your base let's jump back in game and see how our base is getting on love

  71. 01:03:56

    w right yes Pedro has been working with us on this as well so thank you looking cool customization is just as important as expansion similar to ground bases you'll

  72. 01:04:48

    be able to earn tint for your station and you'll be able to apply decals for your all gloos outside of minor and major hard points your station will come with two unique base expansion points one on the top side behind the bridge and one on underside the top side will be for the Crow's Nest now all the other modules built so far have very specific functionality but I'll admit this is for the or members out there who want the ultimate in

  73. 01:05:37

    personal space so sh

  74. 01:07:03

    right so I'm going to be flying around the verse and I want personal invitations to see what you've done in those rooms okay super cool I can't wait to see what you do with it now let's talk about the underside this is going to be for the flight deck which also comes with an additional three major hard points the flight deck is perfect for your rapid reaction forces it's ideal for Fighters but big enough to fit most ships it's the perfect home for your station's defensive airwing and just like the hangers there'll be an observation deck which can override freight elevators M making rearming quicker and

  75. 01:07:53

    easier during operations so an or with a tight Flight Deck crew can be substantially more efficient than others now this one's my favorite let's take a look right there's a few little Easter eggs

  76. 01:09:21

    in that video but why do you need a deck for your rapid defenses Force well if you've built your super awesome station in a super Lawless system now you're the potential targets others everyone will have their eyes on your resources and wonder what gear you've got in your inventories and let's say we didn't win the station Warfare bid that rich mentioned let's take a look at the inevitable St

  77. 01:11:53

    okay so not only is your station a staging area for offensive campaigns it's also a defensive Fortress the exterior of the station itself can take quite a beating it's going to be very hard to damage so the goal of attackers instead will be to punch a hole through the defenses and get inside the optimal way to do this will be to infiltrate through the flight deck or Eva hatches and work your way up once Inside Yes once inside and you've cleared out a hanger you may also want to consider airlifting in a tank or two to clear some

  78. 01:12:42

    corridors Raiders will have to hack freight elevators or bulkheads in order to gain access and of course bring enough ships with them to start hauling out the loot gaining control of the bridge will allow access to storage which would otherwise be unhackable so as a Defender there are a variety of automated defenses you're able to install internally within the station such as blast doors which seal shut systems to be breached and a range of turrets like anti- vehicle or anti- personnel these will all help slow down the attack and give time for your reinforcements to

  79. 01:13:31

    show up so let's do a final recap this is one of the endgame goals for dedicated Orcs And will be your base of operations for systemwide activities the station can be customized both in the interior and the exterior meaning you can tailor it to your own requirements and it's your very own home stars but wait but wait there's one more unique module we can build and that is the dry duck this unique slot will be at the back of

  80. 01:14:32

    station it has its very own dedicated observation room with crafting stations and has a Transit tram which runs along the inside of the arms leading to the docking collar where your ship will be constructed so the only question Still Remains what sizes of ship can we build let's take a look yes

  81. 01:17:03

    thanks Ian so now we're talking multiple stations linking and dry docks to craft your very own Capital ships the ultimate end goal for any org okay so let's take a step back at the beginning of this presentation I mentioned we had three types of players and one universe and hopefully you can see we have purposeful gameplay catering to each type of player but that wasn't the only goal it was to build a game that connected all three together cohesively and this is where you come in the community the lifeblood of Star Citizen whether you're a PVE player

  82. 01:17:52

    delving for Unique crafting blueprints a non-combat player mining for high quality resources or building a base with your friends or a PVP player fighting for your org in station Warfare to protect your base each one of you supports each other you need the blueprints to craft you need the resources to make them and you need the equipment and protection to be safe this is what Star Citizen is it's a universe that caters to all players now I could probably go on for another 10 hours deep diving into each system but I do Jared out of a job and he needs future isc's and SE lives and

  83. 01:18:42

    cons today was to reaffirm What type of game we are making and I hope you continue to come with us on this journey as we March towards Star Citizen .0

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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