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10 for the Chairman Episode 18. April 28th, 2014

28 April 201400:19:25530 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    [Music] hello everyone this is another episode of 10 for the chairman uh so for those of you who haven't seen it before this is where I take uh 10 questions uh put forward by subscribers and uh try to answer them to the best of my ability uh for those of you that don't know subscribers are the uh portion of our community that kick in a little extra money every month to allow us to do extra Community content so this show wingman's hanger um uh the jump Point magazine that we do and some other upcoming stuff and it's allowing us to actually hire a little more um man power or woman power on the community front uh to allow us to do a better job of uh sort of sharing how we make the game uh

  2. 00:00:48

    with you so thank you to us subscribers for doing that um and uh so um I will uh get to the questions but first I just uh we've come back from the dog fight um uh sort of announcement reveal that we did in P eastn Boston which uh uh despite a few technical troubles uh uh seem to have gone over quite well and uh you know everyone's support we had a nice event in the Boston Royale um on April 10th and it was a lot of fun it was really nice to sit and meet a whole bunch of people and in fact I got a couple of things here where we were sort of given uh you know nice gifts from people W there this is a a nice little pla for the occasion of the dog fight reveal um from Michael Villa Smith so thank you very much Michael and then this was an incredibly cool um glass uh I

  3. 00:01:36

    guess I guess that's a hawk or eagle or something like that but uh it's from equitus um Interstellar risk which is one of the organizations that we have uh in the game and they're sort of mercenaries for hire and they all came to the event uh dressed up in really cool cosplay outfits and so it was really nice to get this and for them to share that so thank you very much for that too but uh it was a lot of fun at the event even though I didn't uh I basically I got blown up a few times in multiplayer uh cuz I couldn't control my ship and then the server crashed and uh and I haven't lived down crashing into the landing pad in in the previous part of demo but hey that's what happens um when you don't slickly rehearse it but that's part of I think the charm of what we do on Star Citizen okay so uh let's get to the first questions um so the

  4. 00:02:26

    first question comes from Terra Titan Optica who says say I'm in a hornet taking damage and I need to open the canopy and get out before I'm killed now I'm in my Zer G in my Eva suit how would I get back to a planet or a space station do I need to wait for a rescue vessel so yeah I mean kind of the idea is you eject out and then you would sort of float in space for a little while and I guess you can sort of watch the battle and then after a period of time um which I guess will determine you would basically sort of Hit the you know whatever the equivalent this G key is which would basically say okay I'm done now I'm ready to sort of be respawned back on my uh closest uh you know friendly uh uh planet or last location I was on uh and then we'll probably sort of cut to a uh sort of

  5. 00:03:15

    ingame cinematic with you getting uh you know rescued uh by search and Recovery or something like that so so essentially the idea is you eject get out of it so you sort of keep your life intact uh you could sort of zerog G look around uh see what's happening out in space and then in uh you know after a certain minimum period of time you can just sort of basically okay I'm ready to go back to um the last friendly planet or last friendly location I was on and um then we'll put you there so I hope that answers that question uh and yeah we may think about having some techniques where uh you know if you're in a battle or other stuff's going on that some other friends like that are like say a part of your organization or whatever if they rescued you there could be a benefit or a bonus for that uh rather than just

  6. 00:04:02

    sort of have the Auto game do it but we haven't quite got there yet but that's something that I'm pretty interested in doing so I think it would help the Cooperative gameplay again okay so next question comes from Colonel Joseph who asks regarding instances in the persistent Universe since the changes that we are going to make in the universe will be permanent what will happen if I accept a mission to hunt down an in Infamous pirate and someone else captures kills him while I'm on my way to the given coordinates well the mission will uh no longer be valid or achievable so I would assume what would happen in that case and I'm not quite uh you know I'm not sure whether it's like okay you need to kill this Infamous pirate and here's exactly the location my guess is we'll probably have the missions uh set up more like there's a big Bounty for some really sort of high level MPC uh bad guys and you know whoever manages to achieve the Bounty

  7. 00:04:52

    first is the one that gets the fame and and Fortune um and so essentially if you're you're there and someone else has gotten there first then you know you you just like in real life it's uh you know there's there's uh there's no uh there's no reward in that case for second place um so um get there first I guess would be the answer next question comes from derer who asked my question relates to partial damage and repair for example if you lost your Port Wing in a dog fight which you were then able to win and limp home from would the repaired Starship have a bright and shiny Port wing while the rest of the hle is somewhat weathered or or Will Repair be a general thing which restores the entire ship to show room quality um so what I'm assuming is like if you went back uh you know and had your ship fixed up maybe

  8. 00:05:39

    had the wing um added on to it probably what would happen is part of just the general sort of like repair and fix up is they will sort of uh bring up uh the rest of the ship at least clean it up and not weather it as much um that'll be part of sort of the repair costs uh but we have to sort of uh figure that out but yeah it would you know obviously would look kind kind of silly that uh One Wing is is um nice and shiny and the other ones are all weathered and generally the sort of overall wear and tear on the ship is on a global basis on the ship so it's so it's essentially something that we say okay it's got this much wear and tear and it's sort of a scale between zero and one and that scale sort of increases over time over engagements and then occasionally when you take the ship in to a to a landing port you can basically you know have it detailed if you want to think of it that

  9. 00:06:26

    way or put into a repair shop and then they'll sort of roll everything back a little bit um so probably um you know it will even it all out and it'll be part of the sort of standard repair process probably won't roll all the way back to completely pristine but you know everything will sort of get to be uh at a you know a fairly level uh fairly even level across the ship okay next question comes from uh vendaval who asks will asteroid Fields be depicted forming a ring around a central star or will they be localized debris fields in a concrete reg region of a star system as in freelancer I think we're probably going to have a combination of both um in Star Citizen so there will definitely be um uh asteroid Fields uh you know in various areas of the system uh and then

  10. 00:07:15

    we'll probably have some you know sort of ringing depends I mean in general if they're in various uh instan around the system they're actually really always going to be uh sort of in a ring or some broken up ring around the uh the central star uh but there'll be definitely pockets of asteroid fields around the asteroid around the system um so I guess the answer on this one would be kind of both um but there will definitely be some localized debris Fields where where you'll sort of find uh debris and some other stuff um in the various systems so don't know if I've answer that question very well but uh I guess it will be kind of like freelancer and kind of like other things there you go uh next question comes from six Joe who asks will be a social module if so how are we going to talk to people voice text or

  11. 00:08:03

    something very new so yes we're planning on having sort of a Planet Side module which also could be the social module um and that's really sort of to uh develop the buying and selling stuff down on a planet and then say in the bar interacting with other players and talking to them uh so we're looking at um you know various ways to do the communicating obviously there'll be the sort of standard sort of chat window stuff which uh you know you seen a lot before so we'll have that but uh you know we're more excited by one of the things we're we're playing with is uh this thing called live driver which will allow you to uh you know have your webcam look at your face and you can sit on your on your computer and speak like I'm speaking to you right now and then if you are watching uh you were playing the game and in your version of the client you would see my actual Avatar uh

  12. 00:08:51

    mouth moving while you were hearing my voice um so if we have that happening which we've got some you know uh early tests that look very very promising um I think it will allow a lot more of immersion in the uh in sort of the interaction areas and then you know the only issue we have is we need to have some control for uh you know basically being able to make sure that people can't uh be obnoxious or rude or grief people like verbally um so we'll we'll we'll we're still figuring out kind of how we may be able to police that uh whether we'd allow people like you need an invite say hey is it okay this person talks to you and you say yes then you can do all that or not but we'll be uh but we're going to really try and push it on the sort of communication and immersion side so the live driver thing I think could be um very uh uh very

  13. 00:09:40

    immersive and very cool okay so next question comes from Baron who asks will the dog fight module support any kind of Lobby matchmaking system will we be able to launch the simulator with a bunch of friends or members of our Associated organizations do we have the flexibility to set up matches with particular individual that we add on a friends list yes the dog fighting mod is going to have a full Lobby matchmaking system dog fight uh V1 which is the first thing that we'll be releasing um in you know two three weeks or so it's uh going to be in May um probably third week of May I would think would be a full rollout uh but we'll sort of see we'll be doing a slower roll out second week onwards uh just to sort of scale it but um in in the case of the dog fighting module at the beginning you will be able to join

  14. 00:10:28

    if you're in a sort of rank match you sort of get Auto matched um to other people and then if you want to set up a private game you can say oh here's my private game and you can give your code out to um your friends and then they can join so you could tell your members of the organization or friends you know type this code in this is how you'll join my match so that's the basic stuff that we'll be in a dog fight V1 uh but there is uh you know dogfight V 1.1 or 1.2 uh we have a full plan for a full Lobby system where you'll be able to do pretty much everything you can do in most uh sort of um multiplayer games in terms of Lobby system so yes you can you'll be able to you know set it up for your anyone in your organization can draw draw join um you know you can launch it you can make a private match a public match etc etc to be one of the ranked matches you have to be part of

  15. 00:11:16

    sort of our matchmaking system which means that um you know you you you basically get what our matchmaking server does because obviously we want to make sure that um when you're getting ranked it's against like uh you know uh random opponents basically uh not people that you've set up to be able to beat easily um okay next question comes from uh Joe gamer who asks I found the that the 5 million pledge gave us voice acting in Squadron 42 I have searched far and wide for information on Star Citizen voice acting uh my question therefore is Will Star Citizen be fully voice acted partially or not at all okay so well there's two things here Squadron 42 obviously is going to be a full uh I mean we're actually in the process process of planning it right now we're going to do a full uh motion capture performance capture so very similar to

  16. 00:12:05

    What's Done in Avatar where you have the full actors running around in bodysuits and cameras on their head and that will all translate into the game and we have a you know a pretty I I think strong and compelling story for squadron 42 I'm pretty excited by it it's going to be as Big and Rich as any uh Wing Commander I've done uh possibly quite a bit beyond that uh so that'll be as that Squadron 42 itself will be as big as any if I was making another like new Wing Commander now for EA or so on Squadron 42 would be that to the same level of Polish and presentation uh so so we have that and then on top of that running around Star Citizen yes um you know the MPCs that you would meet and you would talk to will all have uh um you know they'll all be voice acted and uh we'll probably have some level of performance capture

  17. 00:12:54

    for them so it sort of depends so there'll be sort of the more generic people that won't have the same fidelity say some of the more specific or uh you know uh NPCs that you may run across but we'll have everything from sort of uh a kind of more generic um sort of background person whether it's a bartender or something to you know a sort of specific character that's in the universe that we would actually do the same level of motion and facial capture that we would do on Squadron 42 um so it's going to be pretty I think um compelling and immersive hopefully so we're going to start shooting a lot of that um starting uh August to September of this year so both for the persistent Universe which is Star Citizen and for squadron 42 and it will be a long process but uh I think uh will be pretty awesome once you get to wander around in

  18. 00:13:42

    all of it okay next question comes from articus who asks what happens to the bodies of players killed during boarding actions will they need to be physically dragged to the nearest airlock or will there be some other solution what we were thinking was that if someone gets killed in a boarding action and uh you know if members of your team essentially trying to board the ship or vice versa manag is to recover the body and get it back to a med Bay and some of the bigger ships will have Med Bays or uh you've got a certain time limit to get the body to a say a med station um or something like that like maybe on a station or down on the planet if you manage to do that you have a chance of saving the life um of that player so in terms of the number of lives you go through in sort of the idea of the you know every character you'll have a have a finite

  19. 00:14:30

    life and the kind of idea is you know sort of like a cat you've got so many you got so many lives before you properly die and then you have to move on to a new character in the universe um which was all described in my death of a Spaceman post um a while ago uh but I was what we were thinking is it would be a nice uh gameplay element that would encourage people to sort of try and recover the you know either the wounded or um you know sort of incapacitated bodies of of friends to get them back so like you maybe you'll go to boarding action you'll fail uh so you'll sort of lick your wounds grab your Fallen comrades get them back on your ship and then hi tail off somewhere to try you know maybe go to some uh you know Shady pirate fix up doctor uh somewhere so you can get fixed and not lose uh your life um so that's uh what the solution is if you abandon

  20. 00:15:19

    your uh friend there I think what would would probably do is uh you lose a life and at some point um uh we sort of detach the body that would be sitting on your ship which would probably allow you to be able to vent or put out the ship but that wouldn't preclude the person actually lost his life being able to respawn on a planet they just sort of at that point separate um in terms of uh character so uh we probably don't want to have a body just magically disappearing on board a ship um so anyway that's kind of our plan and thinking on that um so next question comes from Dr Tran who asks the constellation is listed as having a Max crew of four but clearly there are positions for six crew members are there plans to expand the four sleeping base to six or are four crew members supposed to switch between positions depending on the situation so yes so the the the the idea is um on the constellation that

  21. 00:16:08

    there's really four crew members um and you know you can have them deployed one person sort of piloting the ship uh two in each one of the the uh turrets and then one flying the Merin in sort of close air support uh and if you're not sort of in the combat situation then a couple of the other uh you know members of the crew cre can sit in the seats besides the sort of Captain's Helm chair that's in the center uh so so the answer really is you know there's really it's really A four crew ship um but you know there's options for where the four crew what stations they want to be at um okay last question of the 10 comes from kin Shadow who asked in the past Wing commander games Capital ships could not be damaged by traditional weapons and missiles do you see this being true in the Star Citizen persistant Universe for instance would a Hornet fighter even be able to

  22. 00:16:56

    damage an inous Corvette or Javin Destroyer or would a gladiator or Retaliator be needed to be even in that fight so I definitely think that you would be able to do damage to bigger ships in smaller ships so I don't think we're going to have an artificial limitation uh saying oh well if you're only in you know you're in a hornet you can't damage this capital ship but you know like anything the amount of damage that your ship can meet out is sort of proportional to what you deliver so obviously something like a Retaliator with some big ship to- ship Torpedoes can really do some damage to a bigger ship like a destroyer or a Corvette uh but that's not to say that a you know a team of um Hornets working together could a a a um like an Idris Corvette um because they certainly will be able to sort of come in strave try and shoot the turrets uh there'll

  23. 00:17:44

    certainly be weak spots on some of the bigger shot ships that you could potentially do some crippling damage in uh but in general you know the goal would be to take out the bigger ships what we would like to have is sort of a combined arm situation so you know you've got some Hornets for the air Superior II ority and then people coming with Gladiators or retaliators to really sort of do the heavy damage uh so that would be the ideal way but you know there definitely should be cases where you you know you'll be able to inflict some damage uh even if you don't have like you know the heavy guns like a a Retaliator um so it won't be uh like the wing Commander where you needed a you know capital ship torpedo to take out a capital ship uh but you certainly won't be able to just put a bunch of laser blast into a you know an Idris Corvette and expect it to blow up I mean when mod in damage accurately we're modeling the different parts of it accurately so

  24. 00:18:32

    you'll basically can be doing localized damage and potentially some of that localized damage could be uh you know fairly impactful or crippling on the ship but um if you really want to split it into you probably have to put a ship torpedo into it uh okay so there you are that's uh the 10 questions for this week uh I'd like to thank all of you for watching I'd like to thank all of you for supporting the game uh it's you know pretty amazing how far we've come in such a short period of time we're we're really hard on the dog fight module uh to get it out to all you guys and um thank you to all the subscribers that uh contribute money to enable us to do this and a lot of other community uh support and work and uh I will catch you next week bye [Applause]

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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