Star Citizen Live: First-Person Features
Transcript — every row opens the video at that moment
- 00:00:03
hi everybody welcome to star citizen live a succulent chinese meal i'm your host jared huckabee and that joke won't make any sense if you're watching the youtube replay if you've never seen star citizen live before so we take about an hour out of the end of our week and hang out with some of our developers talk a little bit about the things they work on sometimes we show a little bit of the things they work on sometimes like last week we just we just train wreck for like an hour and hang out with with with superstar concept artists like gavin rothery on the show this week we have an esteemed panel of members from our uh fps content and feature teams let's say let's take a look at them now here they are we've got jj jj is this way we've got zach we've got jos and we've got declan how you doing guys
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hello good very well thank you how are you jared i'm getting by i'm getting by i still got my i still got my comfy my super swank uh a fashion hoodie uh which is available which will be available in the star citizen merchandise store uh i think later today as part of the iae festivities so um sometimes i i shill stuff thank you for making it for me no i want one uh today we're talking about fps content and features uh before we get started for some of you it is your first time ever on the show so let's take a few minutes introduce yourselves and tell people exactly what you do and we're going to start with jos jos who are you and what do you do for star citizen hi so i am juan holmir but everyone
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around me here calls me uh joeys and i am a senior fps technical designer working on the weapon feature team um some of the features that i've been working on is the attachment menu and the tractor beam glad to be glad to be here on star citizen live today i'm glad to have you man declan who are you and what do you do for star citizen hello um i'm a fps system designer three and uh i've been working a lot with armor lately uh movement systems doing a little bit of that uh doors which are not a fun topic won't talk about them today they're horrible um but yeah overall good doors every it is a it is a tried and true maxim of game development and whenever
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you bring up doors you just see the the thousand yard stare show up into any uh system designer you said you said fbs system designer three right you're the first you're the first three we've had on the show to be fair i think it's kind of like a new like i only changed to the three recently even though like the roll is still the same but uh yeah it's kind of yeah that's part of the two isn't it well i mean anybody else the two i don't wanna i don't wanna i don't wanna i wanna crap on somebody you know zach's gonna be like number two [Laughter] i've had six or seven titles here so uh at least no at least no roman numerals at the end uh zack who are you i am an fps system designer three as
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well and uh what i've been doing recently i've i've been the juice guy we've been making the weapons feel great making the umph making the bangs just making them as fun as possible to use we're gonna mention some of that soon what where's those cool sunglasses you had before oh oh they're on the floor somewhere like most of them you don't want to take them off and drop them i've lost honor here they are there you go zach's got a very complex filing system where he just dropped everything on the floor this is a it's part of my floor this is how we uh it's what we have to wear when we're making the juice because it's such an insanely hot topic those seem like the kind of glasses that a three would wear and you know what you should see the ones that the four wear you know those giant like inflatable ones when you get
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to four that's what you get but we're limited i'm limited by my power at the moment by being they're actually yeah they're locked away in the office like not allowed access to those so yeah they're too powerful if you walk around it jj i haven't even beaten it three like i said three and a half that's not fair is it jj no stranger to star citizen live uh who are you and what do you do um yeah i'm johnny savages i'm the lead fps system designer and i work with all these guys on a bunch of different systems so everything that these guys have mentioned uh and more like we're working on a bunch of systems going forward so uh we're going to talk about a lot of those today so i won't get into it yes and we will get into it so that
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lucky 13 can relax in the chat we'll get to it lucky this is my time it's my time all right so as usual we collect questions from the community uh on spectrum our bespoke communication platform available on robertsspaceindustries.com where we let people submit their questions and then vote up which ones they want to see answered most and then remove all the ones that are completely and woefully uh uh unapplicable to the team that we're currently have and then come up with more we can also take questions in the chat you can submit your question with the word question in capital letters surrounded by brackets in the chat that'll help our community team pull that out from the chat uh we're gonna start with uh probably the biggest question the question that was on most people's minds in the chat uh
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hand salvage and this is an important distinction there's salvage and then there's ship salvage and then there's hand salvage and since you are the fps team we're going to talk about hand savage hand salvage hand soundage uh what will the first implementation of hand salvage uh look like sure uh i can take this one so uh basically this is what we're calling hull stripping which is the first tier of implementation of salvage basically so yeah hand salvage but what is hole stripping so hull stripping is essentially you are using either the multi-tool or dedicated tool to get to a ship or a derelict or anything in that kind of like that vein and you're basically using the tool to strip away material that then you're taking on board and storing in a
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canister for the very first implementation it will be a very generic material that is just kind of like launching everything off the ship that you're taking off that you're stripping away and it's condensing it down and putting it in there for either selling to obviously make some money as a profession or you can use it for repair as well which is another part of the feature that we've not really talked about too much and it's essentially the reverse of what salvages so if you think of salvages like i'm going up to a ship pole i'm firing my weapon and if you think about something you're like have you ever seen those really satisfying videos of those like rust strippers the laser rust strippers where it's just like that's kind of like the look we're going for but you're basically burning away and taking on the uh the metals of like the ship hole and you're kind of seeing the skeleton underneath using the the damage map system that we've got and uh yeah you're pulling that away into a generic material that you can then use for repairing as well uh so
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what will that look like so when you strip away like say we'll be using the damage map system and what we're planning on doing is when you go to repair you'll be basically patching the holes caused by damage and restoring the kind of metals in the area but obviously because it's not a paint gun as well it's not magic you'll basically be storing it back to like almost like a burnished metal structure so if you've seen someone who's been through the wars a bit and got out of their cockpit and patched up their ship as a bit of an emergency they'll be arriving back at port with like big kind of like shiny metal filling like holes in their ship like they've had a you know like a bad day at the dentist almost um yeah the the actually the basic functionality that we're doing for fps we're going to be using on the drake vulture as well um because that's obviously got the stripping guns to kind of strip on a much larger scale compared to fps
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but obviously as jared said this is just the very very first layer of salvage the next iteration actually of han salvage will be to start stripping individual materials from ships so very similar to kind of what we've done with the the recent medical ui is when you look at a ship you'll be able to get some readouts of kind of what the integrity of the hull is which you can kind of either take away or restore based on if you're salvaging or repairing and then lost my train of thought now um and then what was i up to oh yeah so yeah so when you go and start trying to grab individual materials from the ship the ui will obviously tell you what you're looking at what you'll be gathering and that will be like an additional complexity to like if i repair my ship with this substance i will get more of
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its integrity back if i'm repairing the wing with the correct thing basically um so that's kind of the next iteration of hand salvage and then further down the line obviously we're to build on that for the ships which is kind of like the cutting off parts and taking those on and cutting away uh using the like the muncher that we've got on the reclaimer for example that will be coming down the line as well so i just want to stress that this is the very first kind of like dive into salvage that we're going to have rather than it being this is what it's going to end up being for everything and obviously we've got a couple of tools that we're going to have so we've got the multi-tool dedicated tool as well for now the dedicated tool is going to be limited to using this universal material but it'll be able to strip faster has a higher capacity and stuff whereas down the line that will be using the kind of separated material functionality that we've just talked about
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and then i did steal another question i'm sorry jared i stole another question from because i read through the spectrum thread someone did mention can we remove components and weapons from ships and we'll be able to sell them um i did want to cover that because that's something that we're looking into is a bit of a stretch goal for tier zero where we want to do it we just want to find the best way to do it so if that is a case of like cutting around or cutting the kind of attachment point of a weapon or using the tractor beam to almost pull it off we'll have to think about options there and obviously uh jois is mr ui so we'll be looking into some options we've got there for like how we message that across the best way um as a follower from the chat uh there there's a lot of the a lot of the things that uh uh are done
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in the first person like medical stuff like this are beams it's it's it's it's switch an attachment switch an item shoot a beam at a thing shoot a beam it heals the thing shoot a beam it salvages a thing should a beam it repairs a thing um why is that let's talk a little bit about why why why in a game of this size and scope are are these things you know beams and like why aren't we making like operation is this is you're going to get what i'm saying get where i'm going with this it's like what why beams basically well kind of for a start a lot of the systems that we have in game at the moment at the very very first implementation of them so when you think about it it was very convenient for us to put that on something like the multi-tool which is a very good base for swapping in and out attachments changing
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the functionality of it and kind of getting the very first level of each of these mechanics in there so when i talk about salvage for example the multi-tool the iteration that we're putting in now which is the very simplest form of salvage is always what the multi-tool is going to do it's not going to do anything more than that but everything extrapolated out from that will be more like for example being able to take weapons off ships for example cutting bits off and putting them in your reclaimer going selling ship parts and stuff like that that will all come down the line so i think there's a obviously if people are saying that everything feels a bit beamy at the moment it's because they have a it's a lot simpler it's a much simpler interaction than what it's going to be down the line and there's going to be a lot more considerations to kind of like take into account and if you think about even like the medical gun versus the multi-tool it feels like if you have the medical attachment for the mods tool it's very
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easy to run up to someone and go like hey i'm going to heal you i'm interacting with you i'm firing the beam at you cool that's basically what it what we wanted it to be it's a very simple uh way of keeping someone alive which is what we wanted to be in the universe it's like an emergency tool that you're using to stabilize someone but when you look at the medical gun you don't just run up to them by the b or you can do if you want to because the functionality is on there but an advanced user or a medical practitioner will be going over to the advanced side moving all the sliders around checking all the symptoms all the issues that they've got with them and making some informed decisions based off that now in terms of like my beams obviously if we wanted to make this a bit more visceral and up close we're going to end up taking a lot of control away from the player so if it was say for example jared you were down on the floor and you were wiggling around on the floor and
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you know i was trying to get hold of you we'd both have to be locked into place for that entire process which both might make both of us like vulnerable for example taking control away from the player is obviously sometimes appropriate but doing it all the time for a lot of these different mechanics makes things a lot more difficult so obviously it's a bit nicer to keep player control in keep people at range and just kind of have you know like almost beam or range devices that let us do some of these uh kind of perform some of these systems the the control thing is where i was hoping you were gonna go with that it's it's in a a multiplayer game losing control of your character is probably one of the least favorite things that can happen but in a massively multiplayer game where when people can start prompts with you it's like oh look i'm going to try to heal you or i'm going to try and it just stops you and it's it's you know in
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order in order for the animations to match up like you know this person's gonna grab you and they're gonna you know rip open your thing or whatever and now your character is just stuck while somebody else is essentially playing and in control of your person is a very uncomfortable and not very enjoyable experience so so the beams allow that kind of flexibility and stuff like that and again as these things develop and stuff like this there will be more things like stripping the components out manually and stuff and going in and pulling this out and stuff like that so so it's a good place to start that protects everybody's protects the victim's gameplay experience if it were uh let's see uh are there any plans to redo the player interaction while holding f for instance instead of having to search for floating text perhaps you could actually
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highlight the entire object you were aiming at instead and then muscle and when selecting text on anything with more than three options it's a real pain to use for instance uh this one specifically when looting yeah so this is something that we obviously came across as we've been playing the game because we all play too we're doing a lot of testing with the new inventory system and looting objects off bodies and trying to take individual armor pieces off or individual grenades often obviously with the way our physicalized kind of inventory works with like the attachments it's quite difficult sometimes trying to get hold of the one that you want because the floating text appears and that was always something that was not the permanent solution so we have something called the personal interaction system and the personal interaction system wheel that we want to implement down the line which is essentially when you're hovering over some of these items they
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will highlight like they do now but you're not going to automatically get all the interactions appear on them what we're going to do is we're going to implement a essential default item action for every item in the game based off the state that it's currently in so for example if something's on the floor you can go over to highlight it click it it will pick it up that's probably what most people want to do with something's on the floor they want to get it in their hands and look at it we'll be setting all of those individually but that is also something that is flexible for players to be able to set their own default item actions for different types of items so for example if they wanted to i don't know if this is possible but say like every time they see a grade on the floor they want to throw it when they write just click on it then they will obviously automatically pick it up and throw it like immediately or if they want to change their default item action of like if i see a magazine or sorry uh like a minor ball thing on the floor i can go up to it the default might be to pick it up and then
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you can store it from there or people might just want to store it straight away so it's just like okay i can change that option i know i always want to do this it's always going to go in my bag so the flexibility is there for what people want to do and then yeah basically uh the other option is you can right click on that item so once you've highlighted over the item that you want to interact with you right click on it and we'll have a wheel of interactions up like we do now which should be a lot easier to use all right we already know that uh adding bullets back into empty ballistic magazines we don't know about adding bullets back into empty ballistic magazines but this person would like to know about energy weapons uh can any more detail be given on these such as if there will be a significant cost to recharging magazines possibly off a ship's power grid and if there will be a distinction between laser energy and plasma energy
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uh yeah i could start this off at least and just say that the there's definitely upside and downside of each of the ballistic weapons that we want to kind of like touch on um so ballistic weapons you've obviously got limited ammo generally in a lot of cases are ballistic magazines are more limited in capacity compared to the batteries or zac has been reviewing some of that as part of the weapon audit as well um but um basically in short like ballistic weapons you get a bit less ammo but you can go out in the field and you can scavenge we've obviously got a system coming in at some point i think we've detailed before which is uh mag stripping so you'll be able to take ammunition for other magazines put it in your magazine and you'll be able to use that ammunition going forward eventually when we get some of the suit systems the powered suit systems the idea is that you'd be able to potentially trickle charge like your energy batteries so they're a bit more versatile in that you
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it might take a while to recharge but over time like if you're on like a long kind of like uh expedition or whatever and you occasionally get into combat then they should be trickle charging off your suit and taking power away from your suit to be able to kind of like keep up on that so they're a bit better for like a longer engagement kind of situation um but then there are some additional downsides to energy weapons because that sounds like a big bonus right i've got energy that keeps coming back to my batteries which kind of comes into like wear and overheat which is something that decks actually been looking at yes so if we touch about where for a second when a weapon shoots it'll generate wear and then that's for all weapons but for energy weapons they can overheat if you shoot too much um so for example you know plasma weapons they might heat up really quickly and then they would cool
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down really quickly uh laser weapons they might take a little longer to heat up and then cool down slower um we're always going to have the environment that the players in you know impact the cooling down if you're on a freezing planet you would expect it to cool down quicker uh same with pressure like the atmospheric pressure would impact it a little bit um with some weapons you know like the ascav it takes a while to shoot the next shot so it could cool down immediately not immediately but in the duration between the two shots so even though it would generate heat it might never overheat but the thing is of overeating like because it's generated by player actions you will be able to control it you don't you're not forced to overheat you know if you if it's getting hot just stop shooting
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and uh it'll cool down before you do any wear to the weapon itself what is the larger picture of the wear and dirt system look like you know we haven't talked about this in a while uh is it just a cosmetic or how will it impact uh players and their weapons okay so wear and dirt there are actually two separate systems but they work very closely together so um where as we mentioned you know with weapons you gain wear when you shoot and when you game where the weapon durability goes down durability is separate from hp though so a weapon would have a hp value and a durability value as the durability goes down it could start to you know get misfires that kind of thing would occur um the lower low durability the
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more likely they are and more severe they would be um with dirt the dirtier your weapon is the more weight the more where it would gain same with armor you know armor it would lose wear through just running sprinting you know aggressive movement so to speak but then if your almost dirty then it will gain wearer quicker with regards to dirt i'm just trying to think dirt oh there's also when your item receives damage a percentage of the damage will also be applied as where um so you can't have like a 100 durability weapon that has 10 hp like doesn't really make sense so kind of trickle down um but yeah with dirt like the biome and the weather you that you're in will
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impact the amount you gain over time um if you're in a space station it's it's a clean environment you wouldn't expect to generate too much dirt at all if you dropped your weapon on the ground it would you know that would be a little bit of dirt if you're going prone that movement you know more dirt that kind of thing and uh of course a lot of ways which players can they can clean their weapon they can clean themselves they can restore uh whatever durability has been lost so thank you yeah it is it's core it's kind of a system that will add to the tapestry of the pu where it's just like everything you find isn't always going to be pristine anymore it'll be like i open a loot box and i find this weapon this weapon almost has its own history to it you found it as one someone else might have used it like another player might have left it there like it's just going to basically add to the basically the the visual diversity as
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well as like the kind of essence of the pu where not everything is permanent not everything is pristine things have aged things can break um obviously if you look after your stuff then that's really good but you can go and get it repaired refurbished that's the idea at least but if you don't look after it it will eventually break all right so is that going to lead to things like diminished fire rate and or inaccurate firing misfires that kind of stuff yeah so misfires would definitely be a thing um if we use weapons as an example again it's the easiest one um we've currently you know we're doing like three categories of misfires minor major and critical minor one would be a dry fire a major one would be you know it jammed and you need to clear it and then the critical
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one would be the weapon pretty much blows up in your hands it falls apart and that one you would expect to occur when the hp has become low as well because when you do encounter a misfire it does take away the uh weapons hp as well um you know lots of accuracy that could be a thing you know still early earlier earlier design so we're still millionaire ideas but of course you know you it so long as you keep your weapon in good condition you won't encounter misfires they only begin to occur once the durability has dropped to a certain threshold so if you're prepared and you keep yourself in good condition then you want to worry about them and for the folks in the chat that are maybe reacting a bit negatively to the idea especially in a game that has
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permadeath uh let's remember that you know these these this isn't a thing where you you drop prone once and your thing drops it's like this this it's it's like we said after the future of space combat thing you take it to the point of realism yes you convert it to the point of believability then you bring it back to the point of fun so it's so it's it's a thing that will be constantly balanced and constantly adjusted and even the the very first version of this that goes out won't look like the next the second version won't look like the third version because these things are all going to be adjusted and tweaked and twerked and and what not based on feedback from everybody you guys are internal testing all of it so so uh so yeah give that a chance uh let's see look for the chat here uh
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any chance we can get a fireman carry instead of just body dragging this person really wants to chuck people over the shoulders i guess uh yeah so we have talked about this actually because obviously we do have the body drag for moving people around um but that's kind of more what we envisioned that as is that was more of a short range and quick action of say like you know you're in a firefight one of your buddies has gone down and you want to get them to cover you can kind of very quickly run out grab them pull them away well be able to kind of like fire off with your pistol a little bit uh but the firemen carry is probably going to be something that's going to be better for long range so like if you know my ship's a kilometer away and i've gone out with you jared and we're having a good time and then you accidentally fall off a cliff or something and i don't have the healing equipment with me and it's back on the ship i'm not going to want to drag you across a rocky surface like all the way back to the ship
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um like that might actually finish you off um i want a bit more of a robust carry for kind of like longer distances and we've kind of talked about this for stealth as well um obviously stealth is a big part of the combat loop that we've got especially against ai again body drag's really good for just dragging your body around you know behind a dumpster or whatever and hiding it but if we eventually want to do things like hiding a body in things we're gonna need some way to get them up on us and put them in so or put them over a railing or something like that so we've talked about this as an option it's something that we definitely want to do in the future people are freaking out about twerking now i'll talk to steve bender and he'll do it if i ask so so you all better behave in chat you just do it i'll just do it i'll do it for the game both
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um joey let's talk a bit about hacking uh we've seen hacking on the road map a couple times it's it's pushed for a couple of various reasons we're not going to get into that but about hacking is the features about how it's going to work describe to us uh where we're going what our intentions are with hacking um what kind of what what kind of things we're looking to be able to hack to take control over you know it better than i do so talk to us about hacking yes so hacking hacking is a very exciting feature this in my opinion so currently how the hacking that's implemented in the pu work right now is you basically go and you buy a chip and then somewhere in the universe you find like this chip slot of like a hackable computer that you
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insert the chip into and it's basically a timer that ticks down and it's got a chance to jam so you need to restart it and um what we wanted to do with hacking moving on from that the current implementation is that we wanted to imp introduce some more um engaging gameplay when it comes to hacking so we've explored a bunch of different concepts and we've had a long period of experimentation and you know playing around with different ideas in internally in the design team what we have right now for what hacking is gonna be going to add this hacking device which is going to be something that you can
- 00:27:23
equip in your hand and then we're going to still keep those chips which basically works like like the ammo for the hacking device so you have the hacking device in your hand and there's going to be these things in the world that you can hack you go up to them interact with them and they connect wirelessly you're going to see this 3d visualization of a network and you're going to be able to move around at this network and also manipulate the network to open up new paths and new routes and and while you're inside here like what is your objective like how do you how do you complete the hack
- 00:28:11
well basically you find this weak points that you insert um like a trojan horse into and then you connect those up together sounds pretty simple um but there's also going to be these antivirus systems present when you're hacking so someone might have like yeah an antivirus that's gonna try to stop you basically and put like make your your life of hacking uh harder and that leads us into like difficulty scaling so there's gonna be like varying ranges from like the easier
- 00:29:00
hacks they might be smaller and very quick to to complete and very straightforward and then on systems that have more antivirus um like a higher antivirus level presence is going to be quite a quite a hard challenge for the players to to finish the hacks we also have a way to play this hacking game through a command prompt so you're basically going to be able to in addition to the the normal control scheme you're gonna be able to type commands which control the hacking uh there's gonna be various
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bonuses that you get from from using the command prompt over the default control scheme so hopefully that's gonna scratch that hardcore hacking fantasy urge that a lot of players uh i think are expecting from from this um so okay so why would i hack stuff like what can i hack well you're basically you're hacking in order to gain access to a system or part of a system that you previously didn't have access to so what could that be like the most straightforward example is a door you know there's a door it's locked you don't have security access you hack it bam now it's open and it opens up a new path or
- 00:30:39
maybe a room that contains valuable loot or um whatever the level designers come up with mainly it's gonna be like or secondly it could be like computers or terminals which control other systems like gravity could be a cool thing that it controls um or yeah whatever the level designers can come up with it's basically you make the system and then it's whatever the they apply it to yeah whatever whatever the scenario um that they're designing for uh loot containers as well and could require you to hack them eventually later later down the line you're gonna be able to hack someone's ship and that leads
- 00:31:28
us onto the pvp aspect of hacking which um basically if someone's hacking your chip you're gonna get a notification that there's someone someone's trying to gain access to your system and you can actually go in and take manual control over the uh antivirus system and try to hopefully you'll do a better job than the antivirus ai would okay did you even consider just firing a beam at it can you consider it no this is a wireless yeah this one is wireless yeah we've got the devices wireless yeah but uh yeah what we've really wanted to try and lean into is uh selling the hacking fantasy because that was when we
- 00:32:15
first started off with this it was that was the part that we really struggled with it was like we were coming with ideas for the almost like this uh system to kind of demonstrate hacking but it didn't feel like you were hacking so now we've almost created this asymmetrical game mode where it's like you are hiding in this maze of a network you're relaying the path and you're trying to find your way around it and you don't know you aren't aware of where everything is you're trying to discover it and find all of these routes and you're trying to create these networks and obviously at the same time on the other side the antivirus doesn't know where you are and they're constantly searching for you so it's a very uh like joe said it's a very like a kind of like the bottom end it's a very quick little puzzle that you can kind of get through like if i was trying to get on your ship jared and you lock the door that might be you know you bought a cheap ship for example uh you know i can get in really easy with this little puzzle you might get a warning that i'm on the ship but then if you say like you know you're on an idris and i was trying
- 00:33:02
to hack into your systems and start interrupting your shields and stuff that would be like the you know we're in a big network here i'm really having to you know sweat and work to to figure out how to basically break in and you're very you know you're getting alerted that someone might be trying to get into your system and then you're like oh my god i need to try and get in here and take manual control to get this guy out so we really wanted to kind of sell a hacking fantasy in a visual format that people will quite easily understand but also we wanted to cater for people who want to use something like the command prompt for the true like hacking feel and there is definitely scope there to kind of utilize both and take advantage of either side so i fully imagine like a power player of hacking would be like almost making like macros for the command prompt and hitting those and
- 00:33:49
gaining the benefits from that while he's like selecting things on the map at the same time using the visual interface uh i'm very very well we're all very very excited to get it out there and we've been playtesting it internally and we're all really really liking it definitely it's it's basically like a combination of a puzzle game and a stealth game it's shaping up pretty pretty cool i'm excited about it we gotta take this one from the chat here uh can we please get a select all so that we can drag all the loot all at one time from one storage to another so we don't have to continuously drag one item like a at a time like like a like a i'm not going to say that word
- 00:34:36
uh so what do you what do you think select all uh yeah we we've talked about doing a move all basically uh we know how many items people are managing in some of these uh in some of the inventories they've got in locations or the bigger ships so uh it's just part of more ongoing improvements right because this is the very first iteration of inventory that just went out it was a pretty big undertaking for us that there are just more improvements to come down the line like we want to add a search feature in future so like obviously you've got your filters at the moment this would basically be a search filter like you'd expect from kind of any search filtering system uh but basically like you know i've got i know i've got a p6lr in here somewhere so i'm going to type p6lr it'll filter everything else out and it's there so you can very quickly find what you want you can even potentially type like pistol and it'll search for any pistols you can do that so it's just another quick iterate like way that you can kind of filter through your
- 00:35:24
inventory stuff like visual improvement so improve the lighting on the character highlighting them with the cameras like behind a wall or kind of like behind a counter or something like that that's something else we want to do even things like showing tooltips uh on the tooltips themselves showing what's attached to it so it's like if i have a weapon with a you know a presser and a scope and another barrel attachment on there it'd be nice if that was listed on the tool tip so you can actually tell what's on there but yeah basically there's a lot more to come for the inventory uh that was the first iteration and we just want to make it better and better and better jos uh as far as the antiviruses are there gonna be like a good better and best and if there if there are tears will there be a horrible norton that just prevents you from doing anything on your own ship like you're
- 00:36:13
i'm not sure about the northern one but there's there's definitely going to be different tiers of antivirus um that you're going to come up against toast i lost as a sponsor still too early uh you have multiple new ammo types on the roadmap uh could you elaborate on what they will be at this time yes so we have a couple of cool ones uh we've got uh plasma and um fire incendiary even it's uh basically they were more like a damage over time so you could uh you could inflict some sort of damage and then maybe there's an additional dot and eventually you know we kind of want to work then to a more uh you know we complain some of our systems like hey if you've got fire it could interact with this if you've got
- 00:37:00
plasma it can interact like this so for example if you had a say if you had an lmg which had incinerate rounds you could um provide suppressing fire on an area if you shot at the ground in this scenario the the ground could then end up you know catching fire so if you want to flat you know push someone out of cover do you want to shoot plasma at the ground near them that could end up you know causing these hazard zones essentially so you've got this really cool fun way of forcing players out of their uh their situation you know we've got so many cool ideas that we're brewing up these kind of things that were we're really excited to get these damage types in and make them meaningful so you know the difference between having incineration ballistic and so on and so forth is actually relevant we're also working on something called uh disarray which is uh which ties into a lot more systems that come out later so
- 00:37:49
you know interacting with the uh you know players armor and their power system and stuff like that obviously that's a bit further away yeah it's worth noting that that will work on the ships right now because obviously we've got the electromagnetic weapons that they use you can take the ships down without causing damage to him disarray is a very similar version of that but it's kind of like trickling that damage in overtime what about other sidearms like machine pistols or personal defense weapons sawed off shotguns you know uh uh they got all kinds of ideas here uh what can you tell us about more diverse sidearms so this is something obviously we care a lot about you know when we say we want to add a weapon or a sidearm muslim we want it to be very impactful and meaningful so you know i've been doing more kind of a bit of a weapon audit which is you know analyzing what we have and you know how useful things are so
- 00:38:38
for example the uh the lh86 the uh gemini pistol we're saying okay this this could probably be a machine pistol like th this is an interesting fun difference that this pistol can actually be so it's a lot more meaningful and impactful than like compared to like the uh the bearing pistol and so on and so forth we're gonna do we're gonna obviously make that when we make these changes we're very considerate of how the weapon looks and how it feels so that will come with like a whole new recoil for it and uh some art changes like extending the magazine uh some other examples of how we're making like sidearms more interesting is the art like pistol that's going to be potentially turned into a three round burst rifle uh not rifle sorry three on burst pistol you know just to kind of get that variety up and you know people like burst pistols and stuff they've got something to
- 00:39:24
uh play with and uh you know kind of um uh going further than that we talk about this weapon audit where we're looking at all our fps weapons and how they can be improved so for example sniper rifles when you're aiming down the sights um and you fire when you pull the bolt um it can jitter a bit and not look as great as we want it to be so we're really looking at this kind of stuff to make them feel better um but i mean as far as the weapon order it goes it's pretty it's pretty all-encompassing at the moment you know we've been doing competitive analysis of different tiles slowing their stuff frame by frame down looking at real life you know to understand where that you know that weapon juice comes from because we have this great roster of weapons but we want them to feel like they're in a game that's launching in like five years you know that we want them to be stand out and feel fantastic so we're really
- 00:40:12
looking how we can make these things feel as juicy as possible uh but you know completely looking at our tools and changing them up if you were to see what the p4 looks like now in our current weapon branch it would blow your mind it looks like a thousand times better it's insane it's it's it's something we really care about you know make them feel as good as possible because it kind of ties into that more like you know looking at the weapons in general we've been we've been looking at some weapons and you know their their functionality is maybe a bit samey compared to like other assault rifles so for example yeah the the gallant rifle that's you know it's it's a chloe weapon which is you know it's our all-around weapon so it's like well this could be a burst weapon right it's purely a burst weapon but then we say it has a three round burst and a five round burst five round burst obviously you know a bit
- 00:41:00
heavier recoil bit longer downtime compared to three round bursts but it gives you that like active choice as a player to do something interesting then we look at like the uh the lumen five that's a that's uh that's a five round burst smg i believe currently um er but we're looking at you know we want to make that like far more interesting and give it a bit of uniqueness so we say yes this is a burst smg but you can tap down the trigger because the the actual um downtime of the the burst is a lot lower so it's like you can you can basically get it going full auto but it is essentially a burst lng uh srs engine and then we another good example there 71 right that's supposed to be a maximum rifle and the recoil is a bit weird it can kind of move up and down a little bit but you know we want to get it in more in line with like what it feels like to shoot a
- 00:41:48
marksman rifle where we have like a consistent offset pattern that you can go like shoot shoot shoot shoot with you know if if you tap the trigger as much as possible you should kind of be punished for that and then last i'd say last one i'm gonna say of the arrowhead uh it shakes when you aim which isn't great which isn't kind of what we want and we're looking at that and like you know how can we make a chloe sniper rifle more interesting basically um yeah so it's it's it's been really good we've made a lot of really good progress making the weapons feel amazing big thing as well leaning into manufacturer identity right you've got if you've got a bearing rifle you expect that to be sensible you've got a cast like arms rifle you kind of want that to be crazy you know you almost refer to it to being a bit more what you'd expect
- 00:42:35
from like a soviet weapon right like in a thousand years time like what what would what would uh a crazy cast that kind of black market weapon behave like versus something like a bearing which is a lot more military a lot more sensible yeah there's there's lots of stuff going on right right here um would you must say something with jj yeah i was just gonna say a lot of it's about weapon personality like you've covered the manufacturer's stuff and it's just like you know we don't want all of our weapons to feel the same we want them all to feel different and obviously like joes you were working with me on this a while ago now is like one of the things that we did do was we put live weapons in a spreadsheet and just said like how do we want to make it feel different how do we want to set it apart from other weapons uh obviously down the line we might make more weapons that feel the same but right now we want to kind of like give a kind of
- 00:43:22
breadth and like selection of gameplay options for everyone to kind of use and we want to see how those are applied in the pu so um we were looking at like real world analogies of weapons weapons from other games and just kind of saying like you know where does this fit in like what's our first stage of like where we want to aim this thing out and then obviously we do the star citizen pass and make sure that it's suitable for our game and it feels right um so yeah it's been a very long process and it'll probably keep going for a long time um but we've kind of the first stage has used the tools that we've got zach's been doing a lot of improvements to the things like the recall which hopefully we should be seeing in the relatively near future uh and i'm gonna address some things from the chat here for a second uh guys he said five years as an offhand remark just pull the time frame of things out development of this game will
- 00:44:09
go on and on even past the point where it's beta past the point where it's 1.0 it's kind of the game just keeps going even past whenever releases uh second for those one asking about time frames time frames when is this when is that that's what the public road maps for be sure you check that out on roadmap that's our best and most up-to-date information about when things are getting added into the persistent universe you'll find no more accurate information than what's right there finally uh the views and opinions expressed by jared huckabee about the norton antivirus do not reflect those of roberts space industries clan imperium games or their subset areas and i apologize to all users of norton who are
- 00:44:57
watching the show here's right there because you have to use norton all right uh let's move on to the next thing here climbing and mantling right now seems kind of lackluster uh there's only certain things you can actually interact with to do these actions uh will it feel more intuitive in the future or instead of as it does right now which is just kind of click and go um so yeah we're working on a few different things so uh one thing is that a ledge grab will be coming at some point which is at the moment you can't jump over a gap and grab onto a ledge that's just simply not possible the system doesn't allow for it right now um i think uh the way it actually technically works is you need the the top of the ledge to almost be aligned with the floor it always needs to find a floor there so that just won't work and
- 00:45:44
that's something we want to work on next um there are some definitely some general improvements like i think you've mentioned in the question which was like if you welcome something waist height you should be able to climb it this ties into a couple of things so like there are some bugs associated with this which actually we found there are some issues when we were going through the citizencon flow that there were problems that were raised that we've noted down that we're going to work on as soon as we get chance and then another intention is that obviously everything at the moment is manually marked up for climbing and it's obviously with the world as big as we have it's uh it can be easy to miss some of those things we've got so many locations we've got a lot of procedurally generated content and stuff on the planet too uh sometimes we will miss stuff so the eventual intention is that we might be able to do some sort of auto markup but that is probably when we're talking time frames that is further down the line than everything else
- 00:46:30
but that is where we want to get to all right uh can we either draw weapons inside safe zones to modify them without shooting or get a space inside safe zones where we can uh pull these things out like weapon stores or gun ranges or something like that so i think you can do that in the pe right now now that we've added the new inventory system i'm pretty sure if you grab if you have weapons on your back and you grab an attachment from your inventory and you start pulling it over you'll see the attachment points on the weapon i'm not 100 sure if you can do a swap or take them off from the weapon at the moment so that is something i can look into and see if we can get that working but otherwise there's kind of no good way to get in kind of like this other part of the question is that there's no good way to get a weapon out in the green zones right now because there's no we don't have a robust enough system to kind of like have you know law
- 00:47:18
enforcement come and you know deal with you basically so that's something that obviously the pu team's looking at long term we've had a lot of discussions around how we want to handle it and it's just something that we're going to roll out down the line and then you will be able to get a gun out and then get arrested uh let's talk a bit about melee weapons uh or uh let's talk about non-lethal weapons first then we'll do melee weapons uh lots of questions in the chat about non-lethal things like tasers or batons stuff like that uh what can you tell us about your thoughts about non-lethal weapons we know we 100 need them for professions like bounty hunting and even people who you know want to or if they get into a a situation where they are almost like under attack and they want to kind of almost have a more passive solution they have an option
- 00:48:05
there so that is one of the reasons why we made the taser or the stunt gun and we have concepted it we know exactly what it's going to look like we've kind of gone through a bunch of that stuff it's just a case of getting it through the content pipeline now i don't believe there's too much engineering work involved either this is a designer saying that by the way but we do have the lightning bolt weapons for example that we put out a little while ago um they are using the same sort of damage that the stun gun is going to use but it's we've pulled the lever slightly to actually do lethal damage rather than stun damage so we have the system in place to be able to do what we need to do there and then let's go into the melee question um baseball bats batons baseball bats the sledgehammers
- 00:48:54
baseball bats what are our outlets here sure answer we we do play all of cyberpunk with a baseball bat i don't necessarily think we'll we'll have a baseball bat but we might have something similar like swords you know more improvised weapons like crowbars you might find like a junky looking axe that someone's kind of assembled and taped together kind of thing and yeah we definitely want to do things like that something that might be stored on your back one of your weapon slots in your back there's a lot kind of got a much wider and like uh longer range of attack we could even potentially i mean the melee system is already there right we've got the the system with the knife and we've tested it with a few other things so it does potentially work and obviously it's a lot of animation work tweaking work to get it actually feeling good but you can do it with a two-handed
- 00:49:42
but you can do it with a one-handed weapon so uh yeah and definitely something in the future that we want to look into and we have talked about already people hearing stuff about katanas there's one for the weebs rich tyra big fan of katanas so you all know that statement rich i love you and i i will add there was a baseball bat behind the counter in the pyro demo at citizencon so yeah i'm not saying that i'm just going to say you're going to have to deal with me in the uk uh for a lot of next year so so uh i'm just going to i'm just trying to needle you eventually you'll get to need to keep you on my good side eventually you'll give them uh let's switch gears to armor uh this is a question that comes up quite regularly we see this uh
- 00:50:30
at least once a year on these shows uh will heavy armor eventually prevent players from being able to operate certain vehicles or turrets or other places where players are supposed to get into and operate so funnily enough this was actually something we talked a little bit about today so that's good timing um essentially uh anything with complex controls say like flying a ship um we want to prevent you from doing in heavy and potential and even medium armor because if you actually wear those things and look at them like the glove thickness and everything and how bulky the chest piece is it would make it very very difficult to try and fly in something like that so totally be able to do it light armor on but the expectation is you should be able to remove that and store it uh before you get into a cockpit or you get into a seat on one of the larger ships
- 00:51:19
and there should be options on at least the very large majority of those ships to be able to store armor somewhere convenient that if you are in a situation where it's like hey i looted this heavy armor and i want to get back in my ship i've got somewhere to put it as long as you've not stored you know like 50 000 red pens in there like i know some of you like to do um but uh yeah that's basically the idea and there are obviously benefits between light medium and heavy like light you're obviously moving around a lot faster but you're a lot more vulnerable in things like combat whereas heavy is a lot more combat focused and there are downsides like not being able to fly a ship um so you're factoring in things like weight stealth speed protection and so on and even ability related things like being able to fly back it's as a follow-up here back at citizencon uh 2019 uh we we first talked about
- 00:52:08
archetypes and the different armor archetypes uh uh dec you want to give us an update about the archetypes how that's going where we're at with that oh so we're progressing um we're kind of you know really filling out what kind of stats they should have um so there'll be four archetypes is what we have planned would be combat specialist uh utilitarian and support combat is you know your soldier it's uh it's good at combat um it would be poor exploration that kind of thing specialist that's more of you like your bounty hunter assassination role it's going to be stealthy it's still going to be doing a good damage of mitigation but not as much as combat utilitarian that's your exploration suit you know it'll be good temperature ranges good pressure that kind of thing good inventory size as well for you to start throwing stuff on your back or in pockets whatever
- 00:52:56
and then support it's really good at power generation which you know is more for when armors have power that kind of thing but you know it would be like players could give you magazines that you could charge up that kind of thing um i think it's got like double the med pen consumable slots and everyone else so it's just like a walking healer just drugging people up don't even ask for it just hit them go on that kind of thing but yeah it's it's going along um still way to go but we're making progress yeah it's something we don't want to roll out just yet purely because there are gameplay implications and upsides and downsides of each that we don't have yet so like as deck mentioned a big upside of support is the power generation stuff which is basically not going to be you know it's a quite a big undertaking to get that working on the uh on the armor and that's not to say we
- 00:53:44
have to wait for that to go in we just need enough upside and downside on each and get that going before we can actually roll this change out so people are gonna start seeing some differences between all the different armors uh we've only got five minutes left so let's let's do some lightning round let's see let's see how many more of these questions we can get in before we got to let you go um let's see uh with a combined weight of armor weapons backpacks and other equipped gear on services affects stamina dehydration etc okay so we're doing speed answers so kind of lit links into what we just said some of it's already in stamina difference is there already so if you're wearing heavier armor your stamina is going to drain quicker as you're running around or sprinting so like light loadouts can sprint double the distance let's say like a heavy cam for example uh and that kind of indirectly affects longer and hearse
- 00:54:31
hunger and thirst as you're moving around because you're going to be running for longer because you're going slower but obviously this is something we keep evaluating as we go as more and more things are added to the actual status system we need to take things like this in mind well loot boxes drop rare items weapons armors decline yes kind of they'll drop higher quality items and some of those high quality absence will be wearable you could also purchase a high quality item from a shop and by virtually being on sale it wouldn't be as rare as like a tier 5 helmet versus a tier 5 pistol for right uh will we have ways to subdue players via certain gadgets like zip ties or handcuffs joeys right so that would i guess tie into the bounty hunting gameplay uh so restraints we are we are talking
- 00:55:18
about like adding stuff like handcuffs that would uh limit your your movement and what you can interact with while still being awake and sedatives now that we have the new actor status systems with the drugs uh that's definitely something that we're looking into like what type of sedatives could we add they put someone to sleep so they're just you don't need to cut handcuffs will there be different equipment like backpacks but not for storage such as jump packs or thruster-based parachutes portable radars scanners or computers cloaked or shield devices power packs for recharging energy weapons let's say declan uh yes we're having like professional suits which have like specialized backpacks and you know they'll link up
- 00:56:06
with the suit link or with uh whatever you know specialized equipment you're holding um it's early days yet so like we don't have jump packs planned right now but it you know ideas are still flowing through and we also have modular backpacks so you could take parts out of a backpack throw the parts in which would include like power packs and oxygen tanks whatever that kind of thing parachutes i mean that would be his own backpack if we do that that won't be on a module but well you need two so it'd be two modules anyways i'm trying chat uh any thoughts on introducing smoke grenades for concealment and marker purposes smoke grenades yes we're doing smoke grenades for for concealment
- 00:56:54
i quite like the idea of them being colored as well we'll definitely look into that um we're doing a whole bunch of different grenades that we have planned right now uh like emp grenades and noise grenades and stun grenades and even cinderella grenades so something we're working on yeah okay jj let's talk to me about alien fps weapons we see these cool banner weapons and xi'an weapons and stuff but what about the fps weapons give me my give me my alien weapons yes we we will do them at some point obviously we wanted to fill out the more standard weapons first we're going to start getting a bit weirder with the human manufacturers next like if you look at the vault weapons they have all the evolving fire modes and stuff which i can't really dig into running out of time but the kind of summary is
- 00:57:43
yes we want to do them at some point we're just finishing out the more typical ones first any intention to add more fps gadgets things like deployable shields or sentries yes a lot more gadgets are going to be added like we have currently we're working on something like um like different types of mines like proximity mine and laser trip mine uh so you could basically you know mine up your ship so no one comes and steals it or deployable shields yes we're also working on that and there's something like something that you would place down and it would create a barrier um also something that resembles a riot shield
- 00:58:30
so like imagine pushing up an objective or storming a base with like the bright shield dude at the front and then everyone hunkering down behind them and uh yeah deployable turrets are also in the works can we please get some resistance to knock down while crouched i'm already knocked down jj night vision goggles have been mentioned a lot on spectrum we talked about it with the ui team about two weeks ago anything you can tell us about night vision uh i mean like we've got some kind of uh we've got different scope features planned for the future so like uh different manufacturers basically have different tech levels like we want to do things like infrared night vision like
- 00:59:18
other features like some of you like we'll even call out targets like based off like the your uh fps radar and scanning stuff and then this also ties into a little bit into the different visors on different helmets for different suits so like eventually we'll want different gameplay purposes surrounding those like the support suit that we talked about earlier if you've got all of that stuff on you might actually get some additional health readouts for people in the environment without having to bring up your you know healing weapon or if you're wearing an environment suit you might get more environmental data and that kind of ties into that as well so if you have some more specialist suits we can tie some of that gameplay onto the visor as well uh handgun holsters and other equipment slots for regular clothing things not like flight suits do you want to walk around with my pistol i'm not going to be committed to this because i've been talking about this the character art team and it's something that we want to do so if i say equip a pistol i then get a holster for my
- 01:00:05
pistol on my clothing i know people really really really want functional clothing and it's something i've been talking to tarden people about in terms of we want to move into a direction where clothing is more useful because people want to use it uh this obviously ties into that so it's like holsters bundles things like that seeing how far we can go without uh creating too much work for our for our character artists all right and last but not least titan suit what can you tell us oh i'm sorry we're out of time no time for the titan suit answer sorry everybody that's it that's our show uh stars in live first person features uh ie is starting right now i think the very first whitley's guide is out there be sure you check that out uh jax is back uh he's not back every single day uh uh uh this this year he's he's back on select days i don't know which one's uh
- 01:00:53
just important i don't want you out there just uh looking for jacks every single day uh he's got a different schedule this year so so be sure to check out the website to find out when and where you can see jax and enjoy your iae on microtech uh jump in and see all kinds of new stuff like the recently revealed spartan uh uh all armored personnel carrier i forgot what apc stood for for a second and a couple other things a couple other things and be sure you uh save a little something the gas tank for missed day uh missed days so four uh stars and live first person features that was that was jj uh that's declan that's zach that's joey's the answer for the titan suit is that eventually guys it's not anytime soon it's it's it it's it's a it's a
- 01:01:44
it's a waste uh this is star citizen live take care everybody we'll see you next week bye thanks for having us cheers it's got to be a titan suit question every ever since sean mentioned it mentioned it that one time i want to ring his neck every time john's a troublemaker really is
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

