Star Citizen Live Q&A: Hangars and Cargo
Transcript — every row opens the video at that moment
- 00:00:05
hi everybody uh welcome to we're back welcome to we're back Star Citizen live uh our our quas weekly show where we take about an hour at the end of our week and we hang out with our developers uh we chat all things to our citizen their personal lives uh we show our cool GI Joe toys sometimes uh and uh in this case of this week uh we're talking we're answering questions we're taking questions we're putting questions to the developer it's clear I've been not doing this for three weeks hi oh little buzz thing joining me on the show this week uh is an esteemed friend of the show a man who probably needs no introduction but we're going to do it anyway uh let's throw it to Cargo Chad
- 00:00:53
cargo Chad how you doing man doing good how about yourself I'm in a mode where I'm assigning nickname to everybody uh your cargo Chad and there's the hydro homies and I'm pretty sure uh next week's show is is about Arena Commander stuff in in Arena 3 I think I called Duncan Duncan Arena man um I don't know there's just I'm at a point where I clearly should be stopped and nobody is uh so yeah we're going to jump right into it because we have a lot of questions and stuff uh a few weeks ago uh maybe four weeks ago uh we had an inside Star Citizen uh with Chad and members of the of of of the uspu team uh talking about cargo hanger uh hangers persistent hangers personal hangers
- 00:01:41
freight elevators uh all a bunch of really exciting stuff for the non-combat oriented uh citizen of which there are many many of you out there I count myself as one of them um this is work that's all targeted for Alpha 323 uh and recently as I'm sure most of you many of you might have noticed uh with the this week's road map round road map Roundup it's a hard thing to say out loud with this week's road map Roundup um it was recently revealed that the cargo that the uh instance hangers the freight elevators uh the item kiosks everything that's in that little that little cargo package that cargo career update uh that's coming still coming in the alpha 323 Branch uh would not be in the initial uh release uh the initial release being 3230 and then there might
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a 3231 and 3232 and stuff that stuff still being worked out and determined uh it will still be in one of the subsequent releases whether again whether that is 0.1 point2 or whatnot remains to be seen um joining us so Chad um we're just going to jump right into it uh tell everybody who you are because in case somebody didn't see the show tell everybody who you are what you do for Star Citizen and what happened yeah so uh starting with the easy questions uh uh yeah my name is Chad mckenny I'm a senior lead gameplay engineer um currently in the Los Angeles studio uh mainly focus on Star Citizen so I'm part of the core gameplay group I have a kind of sub team in that group called cgp 7
- 00:03:18
uh but we mainly focus on what I would say are like the features that Mak staris and like unique so like the big MMO style gameplay features cargo like certainly one of one of the big ones one of the big careers right so our team is really focused on those features um and certainly over the last several years that's been a really big Focus for us so any of the big cargo stuff that you've seen coming out over that time physicalized cargo H SE all this stuff has been my team's main focus um but we've worked on a lot of other stuff throughout the years um but yeah like so what happened with cargo um well the first thing I was hey is like I don't know that there's anyone that's like more personally invested in seeing this like through than I am so it was disappointing to come to the conclusion
- 00:04:07
that we did need to pull it from 323 or push it into you know a point patch but it was the right call and there's a lot of factors that went into that um just to kind of get into it like the first thing is that it's a really really big it's not even I don't even think you can call it a single feature set it's like a whole change to the way that the game works from top to bottom in many different aspects so whenever we started concerted development on this last year you know we come up with a certain schedule and um at the end of the day if you look at where we're hitting you know while it is disappointing to see it slip we're really close actually it's like it's it's kind of like uh throwing a dark like a Target like a mile away you know we are a bit off we missed the
- 00:04:57
target but we're not so far off it's not going to be like you know six months from now or anything like this so it's a bit disappointing that it missed the release but we are really close but so like the first thing is just like it's big and it's hard to estimate and and quite pin down all the unknowns and everything and and make sure that like your dates are exact by the time uh the actual date comes up so we're a little bit off on that part but there's also just been a lot of things that have happened during that time uh some of the stuff towards the end that really informed that decision making are the fact that there's still some Feature work that needs to be finished out um there's some iteration that we're still doing on certain aspects or that we did on certain aspects of the design once we got things up and going in particular uh
- 00:05:46
the freight elevator kiosk UI and the item Bank UI once we played with them a bit we realized we needed to update them and change them to make them a better experience and then on top of that in particular the hker instancing asop and Transit kind of flow graph there about going from all these different stages of gameplay uh had some stability problems and it's the kind of thing that I really felt strongly that we can't go live with that being not really stable because if we do and it ends up being a problem the game essentially becomes unplayable for the players so it's it's not like you know if we went out with Salvage and maybe there's some issue with salvage or if we're going out with mining or you know the Rocks sometimes crash your client
- 00:06:35
like that that is really unfortunate that affs a small subset of people yes this is the kind of thing where the game could literally just be unplayable you can no longer summon your spaceships you can no longer load your spaceships it's a it's a pretty heavy thing so like in comparison like ever since 318 we've been a lot more cognizant of what kind of risk we want to take on whenever we're going into the release so whenever we were coming up on 323 we were really aware of how big this was and also really aware of like the current state of 323 without all of that feature work and because 323 was already needing some more time to be focused on to stabilize and improve performance we
- 00:07:24
didn't want to just rush this in and then take something we already spent a certain amount of time time hardening on 323 and then just destabilize it all again and it probably just like reset our whole release kind of pipeline there but also then taking on all the the new risk for the cargo work um but we are in a child stream of the release stream so that means that like we're ready to go anytime we want to we can just pull the trigger and and release it we're we're right there so it's not like it's stuffed away and and you know some development stream it's like you know still in in a bunker somewhere like we're really close it's it's going through the already you know certain steps of the release phase it's just we weren't ready we didn't want to integrate it because of the risk and
- 00:08:11
already the the state of 323 itself um but on top of that like to be completely honest there this this feature has been around like I said for for quite some time and there's been a lot of things that have happened just kind of outside the feature that have also contributed to it so like as people are probably aware there's been some team restructuring Personnel changes um you know changes to our like kind of vision and and direction that have you know in particular I think impacted like the teams of working on this feature set so it's made it a challenge at times to you know stay focused on it and and and not be affected by all that people changing bringing people on board and getting them up to speed about you know the whole project and and everything so it's
- 00:09:02
it's been a whole journey but we're really close um it's it is disappointing to to put in this much effort that we've put into it and then miss it but um I felt like it was the right call so I I appreciate I appreciate your cander on that uh folks in the chat right here are saying oh they don't want another 318 they admit it yeah I mean I don't think I I would not have thought that would have been a surprise to to anybody or a mystery to anybody um I am often quoted as saying you know we have the same conversations that our backers have I'm just I'm going to talk to you I'm going to talk to them we have the same conversations you guys do we
- 00:09:49
just have them a few weeks earlier we have the same concerns we have the same excitements we have we take the same blows to the Head uh it's and yeah three uh 323 hit us as much as it hits you uh uh in the in the heart and the head uh in the fields uh we we don't want we don't want that to happen again is this me sitting here saying that it's never going to happen again no I'm not going to sit here and say something will never happen but everybody here is working very hard to make sure that it doesn't happen again and decisions like this one are one of the things that have to be done in order to ensure that uh from time to time so it is still 3:23 uh is 323 x uh whether that's 3231 or 3232 it's too early to say whether that's uh
- 00:10:38
before Invictus at Invictus slightly after Invictus it's too early to say uh but yeah like like like Chad said it's all there it's all still in the branch it's basically when everything else is stabilized and secure and in a place that we're happy and whatever then it's like okay now let's introduce this this this this new thing here and and see how that affects things and fix those things cuz yeah it's Chad made another great point this is literally your ability to summon and access your spaceship it's it's a fundamental change to the way everything moves in the persisent universe so it is not a small feature but uh 323 has a whole bunch of other features we're currently 1 13 14 episodes in this season it's normally on
- 00:11:27
10 episodes we got a bunch more coming it's it's a huge huge patch even without this so we'll get all that stuff in stabilize all that stuff and then turn our attention back to this well Chad's attention probably will never turn all right so with that let's jump right into the questions here uh this qu this this uh uh show was originally scheduled for two weeks ago uh so we put up a thread and collected questions um we didn't have the show two weeks ago because uh uh Jared fell down and knocked himself out true story actually I knocked myself out got a concussion mostly back in normal now got a haircut uh so we're gonna I can't tell the difference you can't tell the difference
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we concuss Jared non concus neither could my mom all right so uh we collected a bunch of questions we're going to just jump right in uh the first series of questions let's let's let's talk about the personal hangers for a while we'll get into overall cargo gameplay and stuff uh but let's let's we have a bunch of questions that are focused primarily on the hangers so let's jump into those one of the big questions folks had after they watched I was how do we prevent unwanted people from getting into our personal hanger I mean obviously there's some kind of security around the elevator and stuff uh we recorded for ISC but it didn't make the cut at the time uh but also what stops people from just charging the outer doors and getting in what can you tell us about access
- 00:13:01
restrictions yeah so the first thing I'll say is like with everything this is like the first release of this so what we come out with Now isn't the necessarily like our final Vision or where we leave it and I can tell you that we already are going to continue working on this after this release so there's going to be more to be done all around but um for this release the way that it's going to work is if somebody who is not in your party somehow ends up in your hanger then what's what we'll do is we'll treat it kind of similar to the impounding behavior that we have for the landing areas where they'll get a bit of a warning but then soon thereafter they're going to get just get kicked out and teleported out into the station if they're in a ship the ship will get impounded and that'll be that it's in an Armistice zone so the players won't be
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able to like draw weapons or shoot or anything like this um but excuse me but uh we do want to make sure that like players aren't just you know murdering each other in there um but we can do better like I said we want to have improved Security in the future and make it a more less gaming kind of experience to have heightened Security in there but it is just going to be using the impounding and teleporting behavior for this release does that include so obviously there there's some time limit there there's some time period couple seconds whatever uh if I grab some if I get in there really fast and I pick something up before I'm impounded do I do I do I teleport out with my stolen booty uh you will but I mean it'll be
- 00:14:37
considered stolen at that point okay um yeah like there's more to be done there I think to make that like a more well-founded experience but like for now yeah you you'll get it but it will have been stolen I think it'll probably prove challenging to do a lot there like in in in practice uh but I'm not going to be surprised when we go live I'm sure there's going to be some people who are going to try to grief things and um we might have to react in in particular but uh it's it it's uh just one of those things where we need to spend more time with it to make a more well-founded like full solution there so we're going with the kind of easy or quick but uh clean solution of just like yeah just teleport people out and and just you know don't don't try to be too clever about it
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rukin rukin and chat says challenge accepted Chad like like there's going to be an array of of of lightning fast thieves trying to get in and grab stuff before it it'll become a challenge it'll become the 323 personal hanger thevery challenge watch it'll happen um in the chat they asked okay so that's how uh Intruders what about uh uh uh group members party members uh what's their access to your hanger like yeah so if they're in a party with you some if someone's a party with you they have access to your hanger even if you're not there so uh let's say like I my home location is area 18 and and Jared you're in a party with me you can go to Area 18 and you'll have access to my hanger you
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can go in when I'm not there you can go in while I'm there you can use the Fred elevator kiosk while you're in there you can use the item Bank we want to make multi crew gameplay as seamless as possible so this is something in particular that we were definitely really thinking about throughout the whole process uh effectively the way that it'll work is when you go to the uh access elevator in the station and you call the elevator you're not going to get a list of every hanger at the station like I can't just go to somebody else's hanger randomly rather what has to happen is I need to be in a party with them and then when I go in the hanger I'll see my hangers in the elevator list and any party memb hangers in my list as well this is also another way that we tamper down on some of the
- 00:17:03
the griefing it it doesn't get rid of it immediately like I'm totally aware that someone can just walk into the the elevator but the point is that you can't just without someone there use the elevator and go to somebody else's hanger like independently however you can do that if you're in a party with them that's also a way to manage uh kind of the the rights so if like you're in a party with somebody and they end up misbehaving all you need to do is actually just like kick them from your party very quickly they'll just be removed from the hanger and and kicked out so it's a way for the players to kind of control uh some of the access that they're giving to other players but when they have given it we do want to make sure that it feels like a very like kind of seamless experience um yeah and again we actually had a whole thing recorded on that and
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stuff like this but we uh it just for whatever reason it didn't make the the show we knew we were having the followup here so I'm glad we we got to cover it um the person for 323 the personal hanger and I'm glad you mentioned that even when this goes out in 3 323 x-end all and be all of this work like anything else for Star C Center any the work continues to iterate and evolve Beyond this for 323 your personal hanger is it's one it's your home hanger it's it's at your it's at your um your your your home base whether it's uh Area 18 or microt or lville or whatnot and the size that you get is based on the largest ship that you currently own at the time that you
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log in and and pick it the next question uh says what happens if you buy a larger ship after that what happens to your hanger if you bu end up buying a ship that's too big for the hanger that you've been assigned yeah great question uh it's one of those things that like I should have gone into more detail on in the ISC it's funny even when my wife watched it that was the very first question that she asked me after it was done um so like I know everybody was like that's you know immediately well ah what if I get another ship or whatever um so yes we we've thought about that um for this release again this is just the first release we're gonna we're going to improve on this aspect of it for this release the way that it will work is if you buy a new ship whether that be
- 00:19:26
outside the game or in game with in game currency and then you go to request that ship you can't do it if the hanger isn't large enough so instead what would happen is you would be given a what we call a public hanger and a public hanger is similar to a personal hanger just the differences is that if you were to leave the location anything that you left in that hanger will be um cleaned up and and and thrown away so you can't treat it like your personal hanger like the personal hanger you can decorate and leave all the stuff everywhere you log out of the game log into the game it's all still there Etc the public hangers uh aren't like that although they're not really that different and what I mean by that is uh one of the things I didn't have time to really go into in the ISC
- 00:20:16
is you know how how does all this work when you're not at your home location and you're not using a personal hanger let's say my home location again is Area 18 and I go to Beijing point and I land um those are still assistent hangers they're just not your personal hangers and the distinction here is just that if I were to take my ship and land at beun point and then I'm given a public hanger while I'm at beun Point while I'm there anything that I leave in there is going to stay in the hanger so let's say I just drop a bunch of boxes on the ground and then go into the station to sell some Commodities or whatever or do anything else me and my friend then I go back to the hanger the stuff in that hanger is still there if I'm going to to log out of the game and log back into the game I actually still have my stuff there it's only when I purposefully
- 00:21:05
leave the location that that stuff is is taken away so that's a a public hanger and when you say taken away what do you mean you lose them they're forfeit yeah so leave something that we want to improve on in the future what we would prefer to have is uh rented storage and fact I'll get to that in just a moment so that if you leave it's more like you kind of have to like buy it out of impounding you know or pay like the fee for for the storage costs for now it's just they're going to be discarded you will get a warning when that happens so that you know that you're going to lose that stuff if you were to leave it on the ground accidentally in the public hanger but um for now you're just going to lose them but the the kind of what what my point was with bringing all that up regarding your own ship is that it's going to be the same behavior as if you were to go
- 00:21:54
to different location in the game but that is still a somewhat persistent experience anyways while you're there it's just not you it's what we won't do and where I think some people have you know kind of imagineered is that like we would like grow your hanger magically larger and like rearrange the things like we're not going to do that and instead what we want to do in a subsequent release is to add a a whole Pipeline and feature set for upgrading your hangers including like moving things around uh and on top of that renting the hangers at other locations in the game like it's not the intention that the hangers are only at the initial home locations it's just where we're starting now because we don't have the time to implement all of the feature work and backend that's needed for
- 00:22:42
rentals and upgrades yeah I with including like fees and all over time and all this stuff so what what that means is just that you're going to have the one at the home location now but in the future absolutely we want players to use this as a way of like kind of having a sense of progression in the game so that when you're playing you can acrw wealth you can then use that wealth to expand your kind of area of influence and where you can you know tag have extra inventories have extra storage locations and kind of spread throughout and I think this will become especially important once we bring more solar systems online you're definitely going to want to have I think more hangers across the different solar systems in the game so this is just step one it's
- 00:23:31
not the final you know stop in in this progression we know where we're going it's just trying to find the way to carve up the feature to still hit an initial release uh so this is one of those things that we kind of you know took a step back simplified it for now um but we're going to do more okay no good answer um you mentioned that uh players will be able to go into your hanger and access your inventory or access the freight will they be able to access their own stuff inside your hanger yes so if someone is in a party with you and they end up in your uh hanger they can use the FR elevator kiosk and when they use it they'll access their own inventory and if they
- 00:24:19
were to use an item Bank in the um hanger they they'll access their own inventory when using the item Bank something that we actually started working on and in fact had working was having them also access your inventory so like if we were in a party um you could come to my hanger and then have the choice in the UI about whether you want to take things using the pr elevator kiosk from your inventory or my inventory um but we had some uh concerns about like security given that party membership isn't maybe as strong of a guarantee because you'll end up in missions or or doing things with people that are a little it's a little bit maybe too uh much power to give to somebody just because they're in a party
- 00:25:08
with with you to have them access your own inventory so we still want to do that part we just want to add more um security and authorization functionality to be able to say okay for this person they can access my inventory they can't uh so we we want more as far as like permissions before introducing that part but certain they will absolutely be able to access their own inventory in your hanger that sounds like you've played with Sean Tracy yes he he will just Jack all your stuff and smile the whole time oh yeah no he's very happy about it very happy when he does it um how many home hangers uh can a player have and can they change the location after they choose them just the one for now and no they can't change the home
- 00:25:57
location for this releas so like once you get it that's the one that you have again in the future we want to do more for upgrading and Rental yeah we we'll think about like moving I'm not sure how I feel about that for the initial one so there's still some a bit of design thought about like every single Corner case there about what we want to allow for players but for for now for for 323 dox um you're not going to be able to to move that that the persistent hanger location so that's that's that that answer was was was was was very candid and truthful but I want to make sure that that's understood because when people make this decision I want to make sure that everybody knows to consider it uh when you start when this patch launches you will get a decision to choose your new starting location for
- 00:26:45
the duration of 323 until whatever comes next when you choose Area 18 or microt or or huren or what not uh you were you were locking in your your persistent hanger your persistent personal hanger for the duration of that patch until additional functionality comes on so uh don't lose that information in the and for the folks who were for the folks who are making the the seven minute cutdown version make sure that gets in there indeed and and just to kind of pramp another you know I I read everything I I know like every question you guys have thought about like I I already know know it all so like ex another thing that people have raised as concerns is um you know Pirates like what if I'm a pirate and I don't want to like set my home location as forever to
- 00:27:35
be Area 18 I want to go to Grim hex you know am I just screwed do I not get a personal hanger uh the answer is again like for 323 we just don't have the functionality to allow for those other locations to have them but it's not that we don't want to allow that like we we do want to it's just not going to be in this particular release um are there plans to allow personal hangers that are not at the major Landing zones uh in the chat folks are asking you about Grim heex uh but possibly either uh stations or smaller Ground locations or whatnot uh what can you tell us yeah essentially anywhere you can spawn a ship that has hang anywhere that has hangers will have personal hangers like that's the long and short of it so the rest stops Grim
- 00:28:23
hacks uh we want it to be a prevalent thing to give the player options of course we'll come up with our own decisionmaking as far as the economics of it perhaps we will consider maybe charging more or less or having different Dynamics for um the the rental aspect of it or or whatever um but we want it to be a very open thing we don't want it to be constrained like again another thing that I've seen people you know comment on is that we're trying to push people to play on the landing areas on the planets um that were putting a lot of focus to keep people on the planets it's not actually our goal here it's just what we needed to do to get this done for this particular release we want people to be able to go out in the universe and claim some part of it and
- 00:29:11
feel like that's their home and if you have a preference that's not you know on a planet that's we want to empower that we want you to feel like you can go somewhere else and call that place your home Grim hex iro whatever yeah um and and have multiple even so that you can bounce round so if you're spending a period of time in one region of the game especially like if once we get multiple solar systems we want we don't want you to feel like overly punished because you just have this one location and and you'll never go back to it because it's so far away we want it to feel like basically we're we're balancing here and this I think also kind of gets to kind of the core of Star Citizen as a game which is we're we're threading this needle of a simulation and and a you know enjoyable game experience so we
- 00:30:02
want to make physicality and inventory tie into that and make the game feel tangible give you important decisions to consider have um risks involved with certain decisions so that you have to be thoughtful and and there that feeds into all aspects of the game so like for example let's say I have a bunch of inventory as far as like the guns and loadouts that I have access to at my home location if I'm going to go take a bunch of missions it's like on the other side of the solar system we want you to actually think about that and then when you're over there you you don't have as many options as you had before you can't just quickly change out your Loadout you can't necessarily quickly stock up unless you thought about it ahead of time right so we want you to be thinking about it at the same time we don't want
- 00:30:50
it to just be super punishing so that you play for like 30 minutes die once and then just feel like okay I'm just done here I don't want to play this game anymore we're trying to find that balance to make it an interesting fun experience have those simulation aspects where it feels like a real space game it's not magical you can't just summon a thing out of thin air there there are uh important reasons why you need to think about what you take with you but it's um not overly punishing which is like a different track than other games like as an example like like a game like Diablo 4 or like a you know many other classic uh big games like that game you just have like this in you have this invisible inventory I mean you access it from a chest but the point is you can access it literally anywhere in the
- 00:31:37
world and it's all the same inventory and that makes sense for that game right they have different problems they have different play patterns that they want to encourage but for the game that we want we want it to be a little bit more thoughtful a little bit more tactile but not as you know super punishing as maybe like a escape from tarov or something yeah CH Choice matters you you obviously want the choices to matter you want people to benefit from good choices and you want people to to struggle with poor choices and as always you you bring it to that point of realism and then you bring it back to the point of fun and that's that's that that that area is always the hardest part you to find I I see I see uh who's the person who's the person that there's somebody that the the
- 00:32:25
Twitter algorithm's been putting in my feed even though I try not to see him all the time I can't remember his name the Game of Thrones guy um but you know you talking about the game not being a Sim or whatnot and so certain aspects yes are we want to push them to be more simulation like and as close as we can get within the confines of giant shared server MMO technology and then bring it back to the point of fun and stuff like that so there's always that that balance there uh greasy kesi took me a while I remembered your name get out of my feed yeah I keep seeing them on Twitter uh labotomy uh labotomy in the chat asks how are you going to make finding party me uh
- 00:33:17
finding a party member's hanger not a scrolling contest in the elevator if you're in a large party yeah so whenever you go to the the elevator access in the station when you call the elevator that Carriage is your Carriage so when it shows up it only has the stops in it that you have access to so by default if you start in your home location like Area 18 and in this example I keep using then I would go in and if let's say I had a account that the largest ship on it was uh a drake cutless then I would go in and it would have a medium hanger that I would see in that list it would say you know whatever cthulu dark cthulu Lords uh medium hanger because that would be like my
- 00:34:05
name or something something edgy like that uh so the point is is that like I'll see my hanger in there but nobody else's when I'm in a party with somebody and then I call that hanger I'll see their hangers at that location there as well as mine but unless you have like a lot of Hardy MERS there that list is not going to be long in fact it's going to be much smaller usually usually it's going to be like one or maybe two maybe three you know I am totally aware that there are people that go into the server and they just make you know this giant single server party that that person if you're in that party yes you'll go in and you'll see like a a hundred in that list uh I don't know I guess you in that case you're gonna have a little bit of a rough time but this is obviously a a
- 00:34:53
pretty big Corner case um so yeah that's the main mechanism will get resolved as the feature continues to develop and people can choose more locations right now in 323 they're limited to the four primary locations but as people begin to be able to choose different locations for their primary personal hanger and whatnot that that problem will get diminished so yeah and actually I'll use this as an opportunity to kind of reime a point which is that it's only the ones at that location that you have access to so if I were to go to Beijing point and I have a party member whose personal home hanger is at Area 18 it's not going to show up yeah it won't show up yeah so like it's it's tied to the to the location so for that reason it does get parsed out and if you know as you as you were to say in that 100 person server
- 00:35:41
unless all 100 people pick the same home location it's still going to be spread up amongst all the locations that they all picked independently um no beijan point is not a new station he's saying beini what oh sorry beini yeah i i i i this this comes up a lot uh half the developers here don't know the the term huren folks they call it stand you know the term Hur but but no no no no but I'm saying it's it's there's internal names for stuff and half the time that's what uh folks are folks are knowing like the number of times I had to be on the show like okay which one Stanton 2 stop saying Stanton 2 yeah so we we know it as Arc Leo so that's AR that's what we call it in game so yeah so you you you you can give Chad crap for all kinds of stuff not for not
- 00:36:29
remembering the specific name of front-facing name of something that doesn't exist on the internal stuff um I was just trying to think of something else I wanted to give a [ __ ] about um how many people uh is so yeah so these parties can be pretty big is there a occupancy limit inside the personal persistent hangers no I mean it's not like uh it's it's not like we go to a a club and it's like oh no met occupancy you're gonna have to wait to get in there's nothing like that it it's you know if it fits it sits if you can cram a 100 people in there or at least attempt to like you can do it but that that's no different than right now in the game if you wanted to go into a small Hangar and try to get 100 people in the server to to to walk
- 00:37:18
into the hanger you could try it right there's there's nothing that's going to stop you and that's the same thing here yeah I'm I'm now I'm imagining what an entire hanger crammed or entire server crammed into one hanger and the videos are come gonna come from that um is that a knock at the door is somebody knocking door they come to take you away is there somebody at the door just heard a knock at the door it's not a gimmick right nobody's having having me on it was literally it was just a big knock all right uh so let's see something something concuss Jared yeah maybe maybe did I did I say I swear is that somebody coming after me um all right so we've uh so okay more
- 00:38:09
people Theory crafting here if a player is inside their ship inside their personal hanger and they log out from the ship bed where do they wake up when they come back in has the ship been stored yeah so uh in this case it won't be back in the hanger for this particular release um again this is just one of those things where uh there's a lot of complexity in how the hanger instancing works and considerations across shards and uh server meshing and all of this so for now no W it won't be that like if you were to log out in your ship in your hanger and then log back in you're going to end up in your ship in your hanger but we do want to revisit logging in and
- 00:38:59
out with the hangers in particular so that's something that we're going to be absolutely looking at more specifically and if anyone's kept up with my hot take commentary on on Spectrum they'll know there's already some discussions like more broadly about login flow and this definitely ties into it about like just generally how logging in is supposed to work in the game and and Hangers are an important aspect of that uh but we're thinking much you know broader than that we're thinking you know the whole game so this we also need to be thinking about things like Habs like bases uh all all of it so this definitely an aspect but in this particular release it's it's not going to work out like that you'll end up just um logging back in the station yeah I I mean as it is right now and somebody can correct me if I'm wrong
- 00:39:48
but I'm pretty sure if you try to bed log in a ship in the hanger it doesn't it doesn't let you because to try to avoid it gives you a restriction whatever but yeah as these things become more of a home for for for players as they begin to decorate it and like this I can see I can see the desire for that behavior to change which is probably where that question comes from absolutely um can we equip weapons and our personal hangers despite the Armistice zes uh no um I'm laughing of it there there was actually something of a bug that we had recently with people being able to draw weapons uh in in the green zones but um no that's not going to be possible you will be able to use the
- 00:40:35
tractor beams in your arms or sorry in the hangers to be able to move things around but you're not going to be able to to pull out a gun it's it's not going to be like a stand your ground law Zone type situation uh for now you know that's something that we maybe we revisit I could see maybe a different location in the game like like Grim haacks maybe a more um p uh Focus Place having a little bit more standard ground type laws regarding like what you can do but for the moment it's just going to be uh you can use your tractor beam and and that's it okay so you still be able to like one thing we don't want just to to maybe unpack that a little bit is because people are going to still be able to get in you know through
- 00:41:22
these slightly Corner case ways like someone can just fly in or someone can just walk into Carriage if they can draw their gun then while we can punish them for that they could just walk up shoot you in the head kill you while you're just hanging out there moving cargo and then yes they're going to get punished but like for someone that's like griefing they got what they wanted right it doesn't matter if they ended up dying or or even going to prison for a period of time they kind of got what they wanted out of that uh situation so we're just not going to have that here for now we'll revisit it again whenever we have better improved security mechanisms and more opportunity to consider all the the designed aspects of it as well gotcha so when you use the item Bank can you call up a rocket launcher the rocket launcher comes up in a crate no I mean you can
- 00:42:11
access them you just can't like raise them and shoot somebody with it right so you can it's just as if you're in the station like you can have the gun on your back you can get the gun out you can use the tractor beam you can you can hold it you can load the guns onto the gun racks in the ship and stuff yeah yeah so like all of that's fine you just can't literally raise the gun and point it at somebody and pull the trigger that's the thing that you can't do all right um last of our personal questions before we personal hanger questions before we get to the more cargo related stuff um what does all this mean for our OG Hangar flare items uh can we use them to decorate our personal hangers how can we decorate our personal hangers so first off shout out to people who who remember the old OG Hangar flare um I remember way back in the day and we had you know fish tanks and and the
- 00:43:00
jukeboxes and all of that and um in fact my team was the team that worked on a lot of that stuff way back in the day and uh unfortunately saw it kind of RW over time to the point that we ended up removing it it just it was implemented in a way that was very like Divergent from where the rest of the game was going as a more persistent game uh so it definitely has a special place in my heart like a lot of that stuff unfortunately this relas we're not going to have like Revisited that the prop team would need to go back and and uh rebuild some aspects of it because they're quite old at this point there's a lot of changes in the way some of the features work uh especially things regarding uh interactions and and usability and all of that so yeah
- 00:43:49
there's some work there on the the props and interactables team to be done and they've been really focused on the mainline Feature work for this release so so it's not something that we've had the time to get to but it's not something that we've forgotten about like definitely we we you know remember those things funly um but it is kind of easier actually sometimes to make new things rather than like revisit a lot of old things so uh one of the things that we are adding in this in this release is Furniture so you are going to be able to buy furniture in game at certain locations and then be able to decorate your hanger with that couches and and stuff like this so you'll still have some things that are more social that are more you know interesting make it feel a little bit more homey to to um decorate your hanger with and and
- 00:44:38
otherwise I look forward to all the fun shenanigans that people get up to with where they end up putting these things but uh it's it's it's not like we definitely want to encourage that kind of thing we want players to feel like this is their home we want players to have some fun things to to be able to decorate and place throughout the world um but for now it's going to be the newer Furniture um not the O OG hanger it's a as a good rule of thumb for for managing your expectations if you can if you can pull it out and hold it in your hands today then yes if if you if you can't physically manipulate it in in the game in 3222 or whatever patch we on then no that's the stuff that's still waiting to be brought in that's basically the process they got to go
- 00:45:24
back the stuff was built like I said so a lot of it was built by our old friends at Behavior shout out to Dave Richard and Christine Marsh way back and when uh uh you know it was built specifically for the hanger module it wasn't built to be handled you know with with with with you know hands and ik and stuff like that almost almost used up my second Square um so that stuff all got to be converted it was also built in a different way different metrics different different processes back then so like that so that process of of bring that stuff over um I've seen the zoo they've they've built what we call it a zoo it's this giant level that's just all of the hanger flare and they're slow they they've been slowly when an artist finishes on a task and he's and he or she has like two days before they're before the next task is ready for them to begin they'll go over to that zoo and and start working on on converting other one so it is a thing that's in process
- 00:46:14
it's very very slow and it's one of those things that I because that was start Sy when I started on so like Chad we have we have a big affinity for for a lot of that old stuff I want I want my stupid stupid juke box I want my calendar I want my I want my calendar that tells me what day of the week it is in 2014 and stuff like that to to work and I hope they don't fix that I hope it still just tells you what day it is in um that's a good rule of thumb I think for the for the players like if you if you can manipulate it in game now it's something that you'll be able to gain access to and manipulate it then they're going to be some things that you won't be able to move without putting them into an inventory container box um that I mentioned I think on the ISC so there there are going to be some things that you can't just spawn the into the world
- 00:47:02
mainly because just the art honestly and like the kind of gameplay setup of the thing wouldn't allow it there's just some things right now that really weren't meant to be independently spawned as opposed to like attach to something uh but there's there's uh if you can you know play with it in the game now yes and and manipulate it then then you'll have access I've been I've I've been chasing Steve I I've been torturing uh Steve Bender to to to take that old uh towel old hitchhiker esque towel from the old thing and make a melee weapon out of it uh he ignores me and walks the other direction um it happens more and more the longer I'm here quite honestly all right so let's jump into some more cargo specific gameplay um Chad are you are you okay if
- 00:47:52
we go a little bit over the pass yeah like what's going to happen actually is like once I'm done with here I'm going to get ready and I'm going to hop on a plane and then I'm going to a bar citizen in Chicago so right I'm good okay so we're we we'll take some we'll we'll do some extra time uh uh we'll put some extra bonus time on this one because there are a lot of questions this is a big topic for folks um how does manual or autoloading work at outposts scrapyards and other non- hanger specific locations uh great question the answer is it won't so if there's not a hanger you won't have autoing as as an option um that is a feature not a bug like the the the point is is that like a small Outpost is not the kind of place where you're going
- 00:48:39
to be doing large trades we're going to be um this is something I I'm not sure I got quite into as much detail on the ISC but one of the big changes that we're making about how you buy cargo is is changing it from being a raw resource allocation so you won't just be picking like three seu and then have the system like automatically figure out the configuration of cargo that you would need to put that into your ship rather the um the places in the game are going to have certain stock and that stock will include the box size so The Outpost the smaller locations in the game are going to only trade in smaller volumes and smaller box sizes so like one seu two seu and the idea is that like those um places is you're going to just
- 00:49:27
manually load it yourself and you wouldn't show up with a C2 and fill it with like 700 seu of onsu boxes and then have it automatically pack it for you that's not the point of that location in the game it's not the the route that we want that to satisfy it's not what we want to do is differentiate the game we want the locations in the game to serve different roles we want there to be a reason to go to different places in the game and we want there to be a reason to use different ships in the game if you're a player that owns multiple ships you will be now rewarded for you know good decision making as far as like your trade route considerations and your location considerations and your ship choices uh and on top of that if you party with people you're going to benefit from the let's say the the choices that you have as a group and if
- 00:50:15
you're on a larger ship you're going to benefit from them being able to help you so these smaller locations we don't want there to be like a giant hanger there that like sucks your ship into it and then just magically puts all of this huge amount of cargo volume that's like I guess just hidden underground or something that's not really the point of those locations on the flip side a bigger trade route location like the Leos which are a hub for feeding the landing areas those are meant to be big routes so like they are going to support automatic floating we want there to be big ships that go there and get these big amount of loads and haul them around but for those we would like like them to deal in the kinds of box sizes that make sense for high volumes uh so like the the 24 the 32 Su boxes uh think of it
- 00:51:07
like this like you wouldn't show up to I'm I'm from Oklahoma so I'm gon I'm gonna drop a reference I don't know if anybody knows what a loves is but it's like a small truck stop right so you want to show up to that with like a huge truck I mean you would with a truck but you wouldn't then like take you know 10,000 boxes of Twinkies and then load up your your truck and then go to another you know love somewhere and in in this in the world that's not how Trad routes work right instead you have smaller shipments that will you know feed smaller routes uh but then for bigger trade routes we have like these huge uh ships that F you know carry huge loads of freight across the Panama Canal all this stuff and they have really
- 00:51:55
particular routes that they go to with these much larger shipping containers so that's the idea here is that like there going to be places that just deal in higher volume there're going to be places that deal in smaller volume and there going to be some places in between the locations will have the facilities there that Mak sense for them um however that means that like if you I totally understand there might be someone in the game that just never wants to pick up a box right they just never want to do that and like yes that means that sometimes whenever you're hauling cargo at these smaller locations in the game like The Outpost that don't have automatic loading you're going to have to take the box out of your ship and put it onto the uh freight elevator but that is a pretty um short uh loop because the way that it's going to work at The
- 00:52:45
Outpost is that the freight elevator is literally attached to The Landing Pad so it's it's a matter of a few feet away um it's not like you have to go through this huge experience you just land you put the thing on on the freight elevator you interact with it it'll take you not very much time again for the loads that you're dealing with we're not going to have you move 500 seu at an outpost one box at a time these are going to be small loads whereas on the flip side if you want to move 700 seu manually from a C2 um at you know whatever Area 18 or some other location in the game and you have a crew of people you can do that and you'll potentially be rewarded by having a more favorable profit margin um but obviously you're going to
- 00:53:35
have to have thought about that ahead of time if you chose a bad configuration of boxes that might take longer whereas like if you bought your cargo at places that dealt in larger box sizes you're going to give yourself an easier time so we're basically giving the players more choices but also parsing it out to where it makes sense about like why why you would choose certain routes and what you're trying to get out of it um you said loves and there there was there was this one we used to go to association with Hostess chocolate pudding filled pies loves and I was thinking uh there's probably there's probably a bues out there that's big enough that would that would break the a bies yeah there's probably one bues out that's big enough to break the analogy
- 00:54:25
um for autoloading now obviously the time the the time for an autoload is something we can adjust and it's something we absolutely certainly will adjust we it's whatever it is in 323 will not be what it is in subsequent patches in fact uh I will point something out which is a lot of people in the ISC of course dissected the video to death and so one of the things that they did is they would pause the video when the UI the different uis are the screen and like really you know delve into like the pricing the times there I will just say all of that was Dev data like don't take that seriously because that's just the data that us as as like developers working on the game are
- 00:55:12
testing with that is not tuned data that the economy team has finished yeah um so I don't want people to have certain expectations about timing or pricing and then get to the game and realize it's different and then be disappointed or or or surprised that just don't take those numbers seriously I guess is what yeah two things I always want to remind folks of sorry for the detour uh obviously there's the alpha live environment where things will change then there's PTU before that then there's evocati before that and then there's where uh my my guys you know will Dave Alex and Toby are working uh in in the absolute [ __ ] I'm going to say it it's
- 00:56:01
it's they're Saints they do they do they do work that I could not do uh I don't have the patience for it I think it's that that information is All Temporary it's all just don't believe anything you ever see in a screen in a UI screen on ISC it's way too early in the process it's it's learn learn the lessons don't give yourself the ulcer uh just remember it's work in progress It's why we that's why we stick it on there uh and then also and kind of to to go a little bit further with that the one of the things that we want to be like kind of just like a philosophy I'll put it like this a philosophy that we have here is we we want to encourage people to engage with the manual loading so you should expect
- 00:56:49
that the pricing in the loading times are going to be more favorable for manual loading if you want to do automatic loading that's totally cool we want that to be a viable path it's not going to be unprofitable but it's not going to be as profitable uh or even necessarily as um time efficient as manual loading so we want it to be an important tradeoff for for players to to make that that decision in addition to that we want the the pricing and the load time to be a little bit more intelligent like it will take volume into account for sure so like more cargo is going to take longer uh and cost more but the other thing is we want to encourage people to be making smart decisions like you shouldn't show up to a place and think you can buy 7001
- 00:57:41
seu boxes and the cost to and time to load that is going to be the same as if you got whatever you know the same amount but in 32 suu boxes it's much more efficient to move a larger box than a lot of smaller ones so for that reason the pricing and timing is going to be considered of the number of boxes not just the volume of theu so there's a little bit of nuance there but I I want you know to be transparent about like the thought process going in there and like why it is the way that it is and what we're trying to encourage um let's see uh is the mass of cargo still planned to affect ship performance yes it won't for this release but it's um something that
- 00:58:30
absolutely we've we've been talking about part of the problem is the it's more like we would have done it in fact even this release but there's some some interesting I'll I'll put it like uh considerations for the physics aspect of it right now in the game uh if it wouldn't be too difficult to make the cargo boxes that are attached to the actual cargo grids impact the mass of the ship but the problem is is that if you were to detach the cargo and just lay it in the ship it won't because anything that's inside the zone of the vehicle doesn't contribute to the mass of the vehicle at the moment but that's true of anything like you could drop a gun you could you know dead bodies it doesn't matter anything you just Chuck into the the the ship loose is not necessarily contributing to
- 00:59:18
the mass either so it's like kind of a bigger question about how we deal with mass and science ships and also feeds into other things about Force and you know inheriting forces and pushing things around which we also want to use to encourage people to use cargo grids as um an advantage over just dropping stuff in your ship um so it's we're not there yet we've act we've absolutely been talking about it actively it's something that we are planning on um adding because we want again that to add some interesting decision making as far as not just the the ship but also uh if you load up a ship full of cargo we want it to fly slower you're going to be a little bit more D like endangered so if you're a big hauler you're not going to be as
- 01:00:05
agile while you're moving your cargo and that might encourage you to want to party with other people who can uh defend you uh and then also on top of that it can help you make considerations during the loading process you may want to spread the the cargo around in your ship which will take longer but it'll make it maybe fly better so it give you some interesting decision making during the the loading itself but yeah not not for this release uh speaking of cargo grids uh when we did our two point two point two-part uh design brief uh cargo career November last year I think uh uh you mentioned that eventually we'll be able to attach almost anything to a cargo grid uh how's progress on that
- 01:00:54
going it's coming but it's not as far along as I was hoping uh so I think this release there going to be some probably notable things that are missing I don't want to say just yet exactly what but um certainly vehicles are not going to be able to be attached to Cargo grades this release that one I will speak confidently on um and that's just more of considerations as far as the if the entities themselves are really ready to be uh attached to things dynamically like that for physical reasons or if they're ready to be just spawned in the world independently like that so for example ship items a lot of them are not really designed to just be sat there in the world they have like if you look at them some of the geometry on them isn't
- 01:01:42
even like complete so it's it's that kind of stuff where uh we're not quite there yet and there might be some other gameplay aspects with that with more testing that we find that whenever they're attached they cause problems that need to be sorted out and we might have to pull back on what ends up being literally attachable to the cargo grid that doesn't mean that they may not be able to be called up on the freight elevator because we can still place things loose on the freight elevator but not literally attached to the Grid in those situations if we were to need to but as far as like attaching them to the cargo grid for example on the ship and then flying around with them like on the exterior of the whole SE like in the ISC that we showed we still have that ambition um it will be probably I think a a prog you know kind of work over time
- 01:02:30
as far as like expanding everything that will be attached uh it's still the governing principle which is if it's in game I I want it to attach to a cargo grid reasonably okay uh so not a thing that probably but not corpses I I made that joke actually like that I would say is unreasonable thing even though I I mentioned it as an example you can't you won't be able toest ATT a corpse to a gargo grid sorry I'm sorry Jared will you be able to attach a space suit to the cargo grid uh yes but that's because the space uh suit will be a box
- 01:03:19
right so those things have already had those considerations made for them so that you can drop um It On The Ground ends up being a box that should be able to be attached to the the cargo grid fine um What You Won't See is the the loose like you know spacit that's kind of like as if it were on a person on the ground with like soft body physics or something like that that we don't we don't support again it doesn't work like that in game now so you wouldn't attach it to the cargo grid like that the way that you do see those things is they're in the boxes and the boxes you will be able to attach serly saying anything that I can hold or wear is not going to attach the car yeah like if you can physically manipulate it now then that's something that you can reasonably expect the the vehicles I think are reason
- 01:04:07
expect not to attach or to attach to attach yeah CU what if I just hold on to the thing and then I attach the thing to the cargo grid you have to use the tractor be right now okay think you should reconsider the corpses thing I'll I'll keep it in mind but I have questions uh when you think about it everything is Cargo that's that's my point that's my point it just seems like you're gonna you're gonna go all the way there and then just stop before we become ravers I want to see I want to see a giant Reaver H holy just Giant floating ship of the Dead you switch his face I can't staring
- 01:04:57
up my face for us you see Chad's face just no okay Oh's he's stuck I broke Chad okay um here here here's here's a question uh is there we're we're in overtime folks so it's just don't think we're going to get anything good is there any future at all whatsoever for cargo decks Beyond just buying tractor beams and empty containers great question I I think cargo decks are an interesting thing in the game that were I would say designed at a time that we didn't really fully understand the full scope of the game that we were going to have and how exactly want we wanted the cargo loop as a whole to like
- 01:05:45
come together I do think they still serve an important role at the moment but I there is work there to figure out like what is the best thing for them overall so so I don't want to give a definitive answer on anything like that um I will just say that like I we're totally aware that they they're kind of in an awkward place maybe you know at the moment as far as like what role they're serving and what we intend for them in the future um but we yes we do want them to be more integrated no no cargo decks are about 15 pounds of useless stuffed in a 5 pound sack Chad I can't see his face if you don't switch back to him ah I'm just saying they they could use a pass
- 01:06:34
[Music] um uh what happens if we bring Contraband or stolen goods back to our personal we're back to personal hangers so what happens if we can bring what happens if we bring Contraband or stolen goods back to our personal hangers uh are we unable to store them do they flag the the the popo what happens uh so for the moment mostly it's going to work like the way that it does in game now um with the caveat that um hauling missions in particular are going to be different so if you just stole somebody else's cargo box and store it in your inventory it's not you're not necessarily going to get arrested you won't be able to sell it somewhere so you're going to be like like in Area 18
- 01:07:21
for example you're not necessarily going to get arrested for that or F or anything for just having it on your person however uh for the hauling missions we want to make sure that players are incentivized I'll say to actually deliver the goods rather than just short circuit it so if you were to let's say take a emission from Crusader and you get this big whole SE worth of of cargo that you're intended to deliver if you're going to take that to a location that's not the delivery destination the system will know and will flag it and say like okay this is like a high-risk thing you shouldn't have it and um you'll you'll be notified if you won't be able to sell those at a normal uh location or sorry let me resay
- 01:08:11
that if you are trying to sell it it's going to be flagged and actually you'll get fined for it even if you were to take it to like grimhex let's say for example a place that would normally take like a no questions asked type um terminal and you were to sell it there you can but the the price is going to be dramatically reduced because it's going to be considered high risk so the idea is that we don't want players to basically take these missions and just go to like the nearest like like Grim Hax or something like that and just offload it and not actually take it to the place that uh isn't it's intended to go on the flip side we don't want to overly punish Pirates Who Don't necessarily always know the ships that they're trying to to steal from and and
- 01:09:00
while I know you know there's a lot of discussions about like how much we favor or don't favor piracy as like a loop in the game we don't want to um completely ice them out so that if they end up accidentally coming across let's say some boxes that were being delivered somebody else somewhere else that they just can't do anything with it and then it becomes kind of just like random about like what you can and can't steal and sell reasonably but they will be at a much lower cost so it's not going to be the kind of thing where like oh I can just like steal the boxes from somebody else's uh hauling contract and then I'm just Rich immediately because it's just so much and I didn't have to do anything for the time and then that would just make it to where nobody could ever deliver these things because people are
- 01:09:46
just constantly like camping the the routes that they would be on so the tldr is we don't want to necess overly restrict where you can store things but some of the high high I'll say like high security or high high value items are going to have special casing for them okay uh current storage crates are IND discernible from one another in name and appearance will it be possible to differentiate storage containers via changes to either the name the label the color or some other means great question another thing that um we've definitely talked about and have plans for not going to be in this release but we definitely want players to lean into the inventory container
- 01:10:36
boxes and right now they're yeah they're not differentiable uh We've we have ideas for things like tinting and and labeling and naming I I don't want to say that anything there is like totally concrete that we are going to do it exactly one particular way but we're definitely going to do something there we we want to give players a reason to use these uh more and then once you use them more you run into the problem of how do you differentiate between them to say they're like okay this is like my weapons container or this is like my my armor container or this is my ship items we want players to have some way to manage all of that to to you know keep it in check like once you get a you know a few of these going it's going to become like a whacka about remembering which one it was and opening them and
- 01:11:26
and realizing it was the wrong one or calling the wrong one up from the freight elevator and so yes it's something that we're planning but don't have a specific uh solution that we've tied ourselves down to yet okay uh just a few more questions I think we can squeeze in here uh how much total seu can the freight elevator hold at any one time and are all freight elevator capacities the same at all locations uh I don't they're all different so there's there's four different sizes there's small medium large and extra large I don't want to speak off the top of my head to the exact volumes of those because I'll probably misremember one uh but they are different um and we want to basically encourage people to upgrade
- 01:12:16
the ideas that if you have a smaller ship you shouldn't necessarily be able to do huge hauling runs on the flip side want to encourage players being able to call up ground vehicles uh or smaller vehicles in the freight elevators which we have not forgotten about I know that something that players were looking forward to that's still something we want to support so that the sizes of the freight elevators are designed to hold the ships that we want players to be able to call up from so the small ones aren't going to be like super tiny but uh the larger ones we certainly going to be better for for holding like 30 like 32 Su boxes for example okay um let's squeeze two more questions we haven't talked about the ship lift so ship the the lift that brings your ship up was one of the really cool reveals in the
- 01:13:03
last uh the Cargo episode four weeks ago uh I got two questions about the shiplift here uh one will we be able to call up multiple Vehicles simultaneously on a single vehicle lift not for this release so again another thing that we've we definitely have thought about and considered um at the moment the experience is going to be very similar to the current asop which is you'll call up a ship if there's a current ship on the on the landing platform it'll lower and and despawn that one spawn the new one then raise uh so it'll just be one at a time for this release but if you can move it off to the side you can chain the the request to to get multiple like that but what you won't be able to do is like say like okay I want my cutless and I want my Gladius and I want my um Raw or
- 01:13:55
something like that and then you know on on a big platform like want their Rock I'm sorry said nobody nobody has ever in the world in the history of Star Citizen said I want my rock DS did you say rock or Rock DS yes I said Rock okay rock is fine just nobody's ever said I want my rock DS that's never happened no I didn't say DS um okay I'm sorry yeah so like there's some design considerations there as well as technical um how do they come up how do you pick multiple at the same time how do you say if there's three ships on the platform and you only want to swap one of them out like all of that stuff just adds like a lot of complexity to the system that we just didn't want to mess with now we want to keep it simple and and
- 01:14:43
and get it working there's a lot that's already changing in the ship spawning flow right now adding this in the middle of all that is was just a step too far so we we are trying to keep this step an you know an iterative step as far as making the changes to spawning via this ship platform but we will revisit this it is something we we want uh again to encourage people to upgrade to the larger hangers so you know we want we want that to not just be useful for Big Ships but also multiple and also multi careering and and all of that I'm sorry chat it's not that I don't like the Rock DS It's that I hate it um it's okay it doesn't like you either we're we're allowed to like some
- 01:15:32
things and not like other things people think you just have to I got feelings I got op it knows what it did it doesn't do nothing sorry uh is there any other location oh s Last Ship question is there any other other location besides the personal hangers where the ship lifts are being used to deliver vehicles to you not at the moment okay um all right last question I was just thinking about what I said and I am going to get that message now I'm in trouble uh fauna 323 H has the addition of of the copion and the meric
- 01:16:20
bird hypothetically don't you dare say not in this release hypothetically if I go out to the plains of of of of lville or Microtech and i i coer a a kind and gentle Copan onto my ship and I bring that ship back to my personal hanger and then I coers the kind and gentle copion out of my ship into my personal hanger and then I leave does that copion now persist in my personal hanger for all time ah oh man uh so it's going to work the way to think about what Will persist in the hangers is just to think about what Will persist in the ships because it's identical uh and I think people have
- 01:17:11
probably seen the video of like people spending like a month collecting NPCs in the game and in their ship uh so for now for sure uh if it persists in the vehicle it's going to persist in in the hanger in this case yes I believe that the copon would persist I haven't personally tested that so but I'm pretty sure it would persist um in in fact we already have bugs right now about people um being attacked in the station by like the copons and stuff that were like kind of we'll say encouraged into the station by some other players so like if you're able to get one all the way into your hanger then like okay you're going to get rewarded uh maybe that's your own security mechanism we we solved it I just I just you know I was so excited
- 01:18:02
for this for the for for for for the fa and stuff and I see I see the backer so many people are like can we kill it can we hunt and murder it and I'm just like that's we need pets I mean there you go pets we we did it be be kind and gentle bring them home and get and get let them sit on the couch and stuff and and keep them from falling be careful be sure they don't fall down the vehicle lift the doors open and stuff so I'm just like I said I want to be real clear I'm joking I'm having fun but he did not say that's a definite thing that is clearly an untested situation that I presented to Chad uh he's speaking hypothetically based on his knowledge of how the system works right now uh this is not a guarantee or or a an admitt that it does work um but I want all of
- 01:18:51
you every single one of you to try it when the time time comes because I'd rather build little personal zoos than be out there murdering a bunch of virtual dog cat things who just want to be loved um that's it hey Chad do you want to see my Cobra hiss yeah show my Cobra his look at this look at that mind you toy amazing isn't it cool that is really cool actually it's cool it's got a it's got a Viper in driving and it's got Cobra Commander in there it's really cool I like it all right back to me everybody that's the show thanks a lot thanks for hanging out at the end of this Friday I think we're going to do a raid uh for somebody I didn't check my
- 01:19:39
messages to see who but if there's a raid be sure you tell that uh spread the spread the love and support our fellow Star Citizen streamers in this fine day uh if you haven't watched it check out this week's episode of ISC it's all about uh the Water Wizards who are who are who are uh doing all these big improvements to the graphics and simulation and rendering for water uh next week uh come back to another episode of ISC uh it's going to be on the whole host of Arena Commander updates that are coming in 323 you thought the Pu just had a whole bunch of pu stuff the 323 just had a whole bunch of pu stuff it's even got a whole bunch of stuff uh uh in 323 including new experimental modes and new RAC tracks and a whole bunch of fixes and the return of something folks have been waiting for for a long time that I'm not going to spoil right now cuz I got to make another show for next
- 01:20:26
Thursday and then we'll come right back here next Friday and we'll have a uh uh all the members of the UI team bone uh sit in the chair and uh they'll answer your questions about UI stuff star map and and interior map and MOB glass and all that stuff so uh that was Chad say hi Chad good bye Chad hi Chad goodbye Chad I'm Jared thanks for watching uh thanks for staying with us for extra time today uh we know how much the the stop toic means to folks uh take care and yeah I'll see you next week everybody bye
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

