Star Citizen Live: Q&A Jump Points
Transcript — every row opens the video at that moment
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specific rimh and and I it's just that thing where you get to the robots like okay you've got this threat you got monsters that are coming up out of a hole it's like okay so the the logical thing is that's we got to make giant robots but I'm like they got that Sword and the sword like cuts through anything and I'm like skip the robots and just build a grate over the hole made of that sword what if there's a new hole and just but there wasn't a new hole that's the thing apparently they've been fighting these monsters for 10 15 years or whatnot the monsters keep coming out of the same hole it's like just cover the whole with a grape made of that sword stuff and just make monster Julianne fries the bottom of the ocean it just seemed like a lot less work no you're right yeah but it wouldn't make a very good film Pacific great that what you said I said Pacific grer Pacific great hi
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everybody how are you I'll wait for you to answer in chat oh man I'm blind by the lights do that uh welcome to Star Citizen live I'm your host Jared Huckaby uh if you've never seen Star Citizen live before it's where we take a usually predetermined amount of time out of the end of our week uh sit with our developers and sometimes we answer questions sometimes we just talk about history uh their history the project history whatnot uh sometimes we watch them work uh this week's show is one of those Q&A episodes where we've invited two of our senior Developers for the project onto the show to answer your questions as submitted on Spectrum now we do have a couple we do do have another meeting that we have to go to so this week's show will be a little shorter than normal we're probably going to go maybe around 30 minutes of the show but uh we do have a lot of good
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questions about jump points so we're going to jump into it first let me introduce Our Guest uh it's it's these two guys say hi hello Hi how are you guys good yeah Rick tell everybody who you are and what you do for Star Citizen uh I'm Rick Porter I am your cig design director so just about all the design departments for both Squadron and uh Star Citizen ort to me how's that feel it is a lot of work day and but I love it okay uh and Ed uh who are you and what do you do uh my name is Edward Fuller and I'm a I'm senior principal system designer um basically means that I work on a variety of game systems um one of those is Jump points the other one I help out fire as senior principle not a lot of senior principles
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principl means you've been here a long time that's not just the reason that how' you get that how'd you get that Ty you have to call ATC for it uh yes no no no but there is an aspect of staying here for a long time but you also prove your prove your worth that's how I think I think I do it I was going to say that's that's has been my experience my experience is I've been here doing the same thing for 10 years and I just I've had like seven different titles the job doesn't change though they're just trying to figure out what it is that I do and how to and how to file me in the paperwork cuz my job doesn't really exist tested a whole lot of other Studios but all right so today's topic is Jump points uh they're big they're bad uh they're they're they've changed uh visually quite a bit since we showed it to you just a few weeks ago uh when
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they're on we can't wait till you get into test you're going to see how they've they're look even cooler now than they than they did when we were showing them to you uh as for the Q&A shows we put a thread up on Spectrum we let folks submit their questions vote which questions they wanted to see answered most um over half the questions were just variations of two specific questions uh which which we will get to we won't hit you with them right off the right off the bat but rest assure we will get to those two questions that represent more than half of all the questions that were in the thread uh so let's just jump right into it um whichever one of you want wants to jump on this uh the first question is will players with crime stat be allowed to jump at the Pyro Gateway as Transit jump points will not be in 4.0 now obviously in the show we introduce this of transient jump points
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these secondary jump points that come they go they Connect into the main jump points as a way to kind of circumvent the security but yeah without those in 4.0 if I have a crime stat am I still going to be able to contact the ATC the ATC going to leave me on read uh how's this work well yeah so if you have a CS3 then uh ATC will not allow you to to make a a jump through a permanent jump Point yeah right so you're about if you're out murdering people ATC is going to say no we don't want you here we'll call security and you can you can be on your way so so go save your time so the current plan is that in 4.0 if if if you want to go to pyro and commit all the murder and savagery you want you have to
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kind of clear your record before you go either either never have done it or clear it before you go and it's also worth pointing out that it's on both sides that ATC check is on pyro as well they they have to they guard their border there so if you're in pyro and you're murdering and causing all kinds of well no there's a bit different because in pyro right the jurisdiction isn't all uee correct so in pyro there there's the law enforcement is that isn't quite what it is in Stanton so if you're out murdering people in most places in pyro you're not going to get a crime stat because it's you're not being monitored it's not a what we call monitored space like Stanton is but there is a crime setat of some sort in yes yeah because there'll be a jurisdiction that covers the uh the jump point and the station on the Pyro side so say you you go down and your
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murdering in pyro obviously you're not actually earning any of those crimes with the uee so if you go through it won't be a problem but if you then cause a a Ruckus right outside the jump point there those will be that will prevent you from going through gotcha so so if you're if you're committing your Terror around in the prox then yes okay how how do you clear a crime stat in pyro well there's a couple potential ways one you could um um get incarcerated by the you being incarcerated end up in jail oh so so you get incarcerated in pyro and they they end up taking you back to that's one way of doing it okay suppose okay um there
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are options on the table we haven't really decided exactly what we're gonna do all right it is something we're considering uh different solutions too all right so I'm sure there will be no doubt of No No Lack of suggestions in the YouTube comments oh yeah I can imagine we we've got some uh cool new areas in in pyro where we want people to Adventure and if there happens to be a way to clear a crime stat there that wouldn't be out of place yeah and I just want to be really I want I really want to be clear of this uh uh pyro you know if we're talking about the entire star system here like if this is the entire star system this much is Lawless this much as free form do whatever the heck you want this little area yeah I'm not this little area here that surrounds the jump Point that's where you know the
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infrastructure is there that's where the people it's absolutely infantes yeah it's like if if you try to cause trouble around that jump point then that's where you're going to generate a crime stat and it might be difficult for you to get back yeah so just a foothold there to make sure that Commerce can go both ways well one of the two most pressing questions one was about griefing and stuff so I I assume that kind of feeds into that we'll hit that again when we come to it uh next question uh will the jump through the jump Point consume Quantum Fuel and if yes how much be precise Ed all right well well don't be PR using permanent jump points will use quantum fuel um um it's going to be like a per jump point it will be fixed but obviously we only have the jump point
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between Stanton pyro pyro Stanton but those paired jump points it will be the same either way um we haven't got a precise number and it wouldn't be right for us to we're still balancing that we're working with the economy team to make sure that what like whatever we whatever amount of fuel that we decide is appropriate is matched up both to our jump drives and to the like the the the economy um and the cool thing though is that when you're attuning to a jump Point it'll let you know how much fuel you need so you'll never be able to like go halfway you're going to start a jump so the jump drive won't let you go unless you have enough fuel to make make the entire trip exactly exactly and also also there's going to be there's a station so you can refuel so if you you're naturally going to arrive from QT and you will have burn something and
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then you arrive and then if you don't check out then you can go and refuel and then you'll be fine yeah uh folks in the chat right now are are debating about who owns the the jump points Stanton is uee a line but it's actually an independently run system you know by by the four by by by by the by the four major corporations and the uee provides a certain level of of security stuff like this so I I don't we'd have to it's definitely their jurisdiction though like uee jurisdiction is all of Stanton and then all the corporations have their own jurisdiction but they abide by the higher law so so so they've got a little security at the jump points to to I mean it hasn't done a whole lot of good stopping Xeno threat from getting through all these incursions yeah last couple years I mean who's to say they're using that jump point oh yeah no wing wing all right all right I
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see what you did there I see what you did there um but yes looks like we'll consume Quantum Fuel and like anything like anything whatever the whatever it is with we're going to go back to Tech preview Channel um I'm not going to use the word soon when we go back to Tech preview channel that value will be one thing then when we go live that value will be something else and then by the time we hit 4.1 that value will almost certainly be something else that's part of balance in an MMO and everything so it's not necessarily something to to freak out about test it give us your feedback you know let us know what's too much what's too low and this and we continue to dial it in we will almost certainly adjust this many times over the course of the velopment yeah you're going to find that final release yeah that answer applies to
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almost every answer you ever hear on Star Citizen live or ISC this is this is a live service MMO game that we're building so like this so so there isn't anything there isn't anything at this point that I would say is absolutely set in stone there are things that we have very strong intentions for there are things we have very strong intentions not to do so this but we've I think we've all been here long enough to know that new people come in with new ideas old people are here long enough to have new ideas to learn things to learn more than we did when we started here and stuff so we're never afraid of that better idea so uh work with us we'll work with you and we're I think we're all very confident we'll get to this point where it'll be a happy and fun experience um what's stopping us from falling out of the jump tunnel and arriving earlier
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in the other star system kind of like a shortcut it's not a shortcut by by any means um first of all in order to fall out you have to take enough damage on your ship that your jump drive overloads and can no longer support you know your travel through the to the tunnel um so you're going to you're going to take your your ship is going to take damage you wear and tear like you're going to come out of this in not great shape um we we're still balancing exactly what that is but it's it's it's not going to be good for you and then even even if you do survive that exit you know if your ship's in good shape you will but if you survive that exit you're not going to be where you intended to be I I can't guarantee where you're going to end up but it's not going to be where you like where the where the um it won't be the it won't be the happy part of
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pyro it's going to be on the edge of space and if your ship has enough Quantum Fuel and if you if your your ship's still in a good enough shape maybe you could you know get to where you wanted to go yeah I think it's worth noting that while uh we've been clear that it's Distortion damage that builds up and the effects of distortion damage today on ships that are in the Pu today versus on ships with the Resource Network it's going to be different and we're in tering components yes so so we as we showed with fire uh yesterday on ISC and if you haven't watched it watch it oh yeah you could be on fire all the all these short out yeah all these component shorts that are that theu damage cause can be starting fires if you went into a jump tunnel and your ship wasn't in the best shape to begin with and then you get launched out of
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that you may take enough damage from Distortion that that you have a catastrophic malfunction on your component right yeah you yeah L who knows what's going to happen if you don't intend and that's I mean all of that happens systemically outside of the the jump Point itself it could even be during the jump you might be like riding the tunnel and picking up Distortion and then some fire breakes don't ride the don't ride the edge stay in the middle yeah yeah keep safe keep safe um how difficult are these uh jump tunnel supposed to be well I mean that's because the few times we've we've shown them over the years sometimes it's say oh crazy and sometimes it's just kind of I mean to a certain extent is expected to be like a bit of a roller coaster um for
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the for the permanent like stable ones like the reason why they're so important is because they're large enough to be stable and pretty much any ship can get through there yeah like the highways of Commerce yeah yeah EX they're reliable right but but but it's right there is a difficulty to every jump Tunnel right so yeah you can't specifically yes yes you can't Coast you can't you can't walk away from your seat because you have to fly it you have to avoid the edges of the tunnel on the obstacles in the tunnel as well um but the actual difficulty there's also factors like um there's going to be like turbulence in the tunnel so when you're flying you'll feel turbulence and you'll you'll have to contend with this and smaller ships will have more turbulence so they'll be contending with
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it even more and then you have the larger ships which will have maybe less turbulence but then they also have to deal with the obstacles in the tunnel just the small ships and they have less less space to maneuver so there's there's quite a lot of factors in there even between ships just because it's a massive tunnel doesn't mean a little ship has an easy time and it doesn't mean just because the bigger one has less turbulence has an easy time either they have different kind of gameplay experiences so so is there a place for player skill in in 4.0 we're only going to have the one tunnel so in just we're just talking about one but they are they are procedurally generated so so but is is there a place for player skill in this is this just going to is this is this just that you have to pay attention and you'll be fine or is there actually going to be some people who are good at
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this and some people who are bad at this for 4.0 it shouldn't require a lot of skill because this is a permanent stable jump point and you know we're not we're not going to craft the procedural experience to be super tough because we don't want people to be crashing out just going from one system another on what's supposed to be a major tradeway now when we come to transient ones that's where it gets spicy yeah yeah yeah I don't I think people will still probably fail and some of them will choose to fail to have the experience of What fail looks like but when we did the episode and and this is I to me having done this for 10 years I always think this is is obvious and you know there's always people who have just joined the project two weeks before a show comes out and I have to remember that's not always obvious everything that we show in uh ISC is work in progress uh when we did the episode on
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jump points the obstacles weren't they W there the obstacles weren't there the obstacles weren't there are we are we will obstacles be there when we launch for 4.0 is that still our intent I I just saw a preview of that earlier this week I'm excited yeah it's in game now we that yeah so so we so while while it was while it wasn't ready and available to us when we did ISC we the the obstacles that just got they could be they're currently in Dev okay cool cool uh that also goes for um that also goes for folks who watched yesterday's Fire episode by the way you know it's like hey you know some random shots could start a fire like yes you if you shoot the thing for like three and a half minutes you might be able to start a fire we weren't going to sit there for 3 and A2 minutes and just stop the show for 3 and A2 minutes shooting fire so we
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showed to the last like 3 seconds of it igniting but you have but again things that I sometimes think are kind of obvious just always good to remind you that yes in a thing that takes five minutes of shooting you and you can you heat it up enough to start the thing we didn't show you five minutes we showed you the part where you see all the thing happened some of those values are simply to make it easier to debug stuff you know we we to make fire you know yeah it w um let's see um so I think I had to word this why was a two is that the one did I skip oh how will the different jump drives affect jump Point gameplay um pardon me um yeah so yeah sorry I just frog myo well no I mean do you want to
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talk about no go for it all right okay um okay so should have warrn peed for that no I mean we we've already we've already kind of talked about the uh the turbulence in the tunnel so that the ultimately jump drives have an impact on on how they fly um so the the main ones are like how ships fly I know I've got something my you're gonna have to take this all right fair enough um so we have different sizes of of jump drives and those more or less correspond to the the size of the ships um they will affect uh like uh the how well you are able to handle the the turbulence in uh the the jump tunnels yeah and now I've got my voice back it's like also like it's the steering of the ship it's the your role
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and and Pitch you know the speed and things that because you actually have to fly your ship you still use jump drive actually affects your ship handling yes because ultimately you're not when you're in that jump tunnel it's the experience of controlling your ship is similar to being out in normal space but your jump drive is allowing you to manipulate Fu ship in this in this space that is between space jump drive becomes the engine and the Thruster so in a matter of speaking so to an extent but you got to imagine like this jump tunnel is this stream of energy and if you're not aligned to that stream of energy you're going to get you're going to get pushed the wrong direction so your jump drive is actively helping you stay aligned to that stream of energy in in the tunnel yeah and then the different sizes just make that process easier and
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more difficult or well they they so there's also ultimately there's this Distortion right that's effectively effectively access your your health to to whether you can actually survive getting through the the tunnel or not so um right now we're we're playing with the numbers right so it could be the all the drives have the same sort of distortion pool for the first release and then in the future we're going to have more going to have more jump drive so there's going to be more variety and they may have larger pools but then you'll have better like uh maneuver ring on that one or you know so there there's there's balance there and there's sort of interplay between the parameters so player choice will still be a factor of choosing which jump drive is suitable for the way you play a question I didn't see in the Spectrum uh uh uh list but
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I've seen a couple times in twitch chat good job twitch chat uh combat inside the jump tunnel uh well well I know I I we we we know to sync up and you have to switch to nav mode and that true and that's that's going to disable your weapon system but once you get in there if you switch out of nav mode while you're in the tunnel you will get booted out and fail yeah it's a fail any anytime your jump drive turns off is a fail oh because you because switching it must be tuned and it must remain tuned for the entire experience so any it's systemic right if it turns off for any reason it could be distortional it terms it's functionality off or it could be it sets fire or it could you know someone could sabotage it could be anything okay but it's the same thing it fails now we've got we we we've got a ship uh
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what's one of those ships that have like the big loading area in the front like okay the Ironclad obviously the ironclad's not in 4.0 but now you've got five dudes at the front of your ship with rail guns like I'm not locked down by nav mode [ __ ] well and they start firing at the guy in front of them guy or gal in front of them sounds sounds like something sounds like something we need to try but you know maybe it's fine it could be fine I mean it's it's one of those things that systemically like we're going to have to prove out how it works but like weapons I don't expect to function the way you might expect in the in the tunnel simply because of the like the the physical mechanics are different could be ballistic trajectories change in there I mean once once it leaves the uh the zone
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of your ship like there all bets are off yeah I'm just going to say that you know when when this goes back to when this goes back to test realm whatever I can't remember what it's called right now PTU previe Channel when this goes back to preview Channel and stuff the first time people go through they're gonna like Yay jump points yeah I got from once now let's try to kill people like that's what happens five minutes after now they go in they start loading people up with rail guns and sure but the current design that is anything that leaves the zone of your ship gets booted out so like if you any projectiles leave the zone of your ship they should theoretically get booted out of the tunnel but it hasn't been tested folks so it's on you we have a lot of testing left to do I'm go I'm going to go upstairs and tell the engineers that we had this really zany realization for
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rail gun does not have a jump drive okay no that's the whole point if it doesn't have a jump drive and it wasn't Shed from the Star it's going to fail okay yeah uh was try it people I want to know they don't sound like they know do they they haven't tried it try it let me know but by the time they play it we will have done it oh sure okay fine sorry deci we have decided if I brought it up and ruined it for you all right now I'm sorry everybody but I'm sure there'll be some edge cases we don't catch okay um why was a 2d entry point system where where we sit here waiting for my turn to jump without Shields please grief me system chosen for jump Point access instead of the 3D sphere several million kilometers wide where people can enter it all directions this is the question that this was one of the two questions that was basically
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half of all the questions it's why have we decided I'm going to put it another way to be more succinct why have we decided to group everybody right in one place right in front of the jump point and have them sitting there waiting for their turn it see we're making a I me I think I think I think your I think your uh analogy right there like holding that up is like the perfect way because that's literally the mechanic of it like you've got your you got your tunnel your dumpo tunnel and you can't see it but as soon as that opens up that's your entry and you can't enter from over here or over here you have to go through the doorway it's actually a physicalized space yeah yeah exactly okay so but now that the tunnel so so if that's why people have to enter from one specific Direction because it's a physicalized thing it's a physical
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doorway what do we we and we answered the question a little bit uh turret automated turrets anybody's played Star Citizen for any period of time knows that automated turrets haven't had the greatest success rate I so you're going to get into the the griefing that's what that's what this question really is really about the G I think we could probably just start from from the the the the top get away from the jump Point itself and just talk initially because you had oh everyone's queuing outside they're just queuing in front of it sitting ducks ready to be why you want everybody to die that isn't the case though so when you arrive and you're going to be Qing towards the station before the jump Point jump points off to the side right so you're going to be arriving there and you're going to call the ATC right so when you call the ATC and let's say they do put
- 00:25:09
you into a queue you're already quite some distance away from the jump point and as long as you're within range of the ATC you're in the que and the the range expands past the station and past the jump point so this is a huge range and in that space you can be in sem or nav you you can be buzzing around you know you you can be tens of kilometers away from anyone else you can put space between yourself and you're still in the queue you're still in the queue as long as you don't leave that really big you don't have to stay in nav mod you don't have to stay in nav mode you can defend yourself from people you know that that that's a misnomer that you have to go call and then sit in a big line ready to be shot out that's not the case Okay so that's the first major change it's not
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change but that's a clarification of it exactly how it works after that yes you're right then we're on to turrets turrets and AI there's definitely AI Navy ships there there's definitely turrets yeah I know I shut myself in the foot but but that's what it is right these things are in our game and they are going to be the thing I'm sure we're going to make them more potent or something well the the thing the thing is we want to we want to keep the world as much of a simulation as possible it's it's it's a dangerous verse out there but we don't want to make it punishing for people who just want to like go through a jump point for instance so we're going to have things to to protect the player there whether that's turrets or Ai and if we have if with those security ships and those turrets aren't cutting it we will you know take more drastic measures whether
- 00:26:44
that's like um zones of protection or shielding or like whatever it takes to make the game fun that's our goal yeah yeah um okay uh on top in addition to that adjunct to that uh the question of of the ATC yep itself uh because not everybody reads Spectre I know you addressed this question like like the weekend after the episode went out but but but uh let's talk about why the ATC is part of this process well okay I'm going to have to remember what I wrote um just make something new up make something new up okay um I didn't make it up when I wrot well I'm going to take this yeah please do I mean the the ATC is there for the permanent stable J points they're they're there because the powers that be
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in this case you know the the UE um security forces that are controlling this to maintain Law and Order in the system they have they've set up shop and they are like um controlling people's jump drives so they can't attune to the the the the portal within that sector unless they give them permission and that's the whole purpose of the ATC it's like your jump your the your jump drive on your ship um when it comes within the the the radius of these stable controlled um jump points it's controlled by ATC you literally can't um uh attune to the jump Point unless at gives you the right to do so I think that's probably the biggest uh disconnect one of the newest pieces of information that came in the episode is that there are two distinctly different kinds of jump points before we had this
- 00:28:21
distinction of sizes but they were all considered to work the same now this is two functionally different uh uh they're both they're both generated by spooling up your drive and gener but but one is like you said the highway it is it is a civilized uh tamed experience by by you know Humanity or the Shian or who whatever system you're going to it's it's a tamed civilized experience and the other one is still akin to the old west it's there's no ATC there's no anything you find it you spool it up yourself go wi who knows where you end up kind of thing and I think that's a good point is that for right now we're just talking about uee controlled space the way jump points work in other systems that's that's very much TBD yeah it what I'm glad you mentioned that this we are talking about this specific jump point between Stanton and Pyro obviously
- 00:29:11
there's a tremendous narrative reason why the uee would not want this jump point to just be open would not want this jump point to just be a free yeah their border it's their border they protect their border I mean obviously um past experience demon they're not very good at protecting their borders but but but as as said they might come from somewhere else and they're actually really good with this jump point it's just sure thanks to jump points you like the universe is a bit of you know swiss cheese right so but there's the stable ones those that they know about those that are that are consistent those are the ones that they can at least mean some control over so that's where they invest okay um and then and then yeah so uh we had our already hit it before but the the
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the next question was basically about gate campers and stuff so so Ju Ju Just just to revisit this real quick so as far as protective measures uh turrets uh automated turrets we're hopeful obviously automated turrets up to this point have have been dependent like a lot of AI systems are on server performance one of the things that we're very hopeful for is that with 4.0 with the Advent of server meshing with the distributed load of the of these things across multiple servers that that kind of performance will improve people who have played on Tech preview saw how how how much deadlier AI was when they played against and people who have jumped into a new server that hasn't degraded can tell stories about how absolutely devastating the AI can be so it is one of our hopes through and we will this will bear out through testing
- 00:30:47
and whatnot is that through the Advent of server meshing and distributing that load across multiple servers AI turrets will perform much better than they have in the past AI yeah I mean yeah if if they if they have enough um Ser performance on their side they are lethal yeah yeah but then if that's not enough like you said there are other there are other avenues we don't want to just hit it with a big heavy Hammer right out the bat we want to try to we want to try to build up we some part of this is intended to be dangerous yeah exactly if we were so prescriptive from the start it would completely eliminate some area of gaml like we could do that and then completely nullify something but we like to kind of work the other way and try to maintain some of it but also not you know letting the Griefers
- 00:31:37
win the whole thing right we we've got some technologies that back that the players already know about like green zones and stuff that can be implemented we also have not that we want to not that we want to I see your face uh we also have some technologies we haven't shared yet that are that we're hope hopeful to come online that might also apply to that I don't want to that there but it's just it's one of those things I just want to we not there are people here there are people who work here who want absolute Carnage I'm not going to lie to you there are people who work there people who work here who just want blood and fire and death and God go with them then there are people like me who t i i I tend to be
- 00:32:26
you know Treasury and sec Secretary of the Care Bear fan club here you know I'm just telling you who I am as a player so I tend to be like let's let let's let's preserve the experience let's make things as Fair as possible whatever like anything else the answer is going to be somewhere in the middle yeah so so we're starting a little closer to here and then if it's if it's if it's too much you know we'll adjust we we'll find it part of my job as a you know design director is to make sure that the game is fun for everybody if you want to be a griefer I'm going to give you that experience but the people people that don't want to be griefed they need to have a safe place and they need to know where they can go to be safe U and we need to make sure that there's places in the verse four of them and a good example of that is the big changes to the the uh space stations we're going to talk about next week's you know Green zones on pyro space stations but then
- 00:33:14
the creation of contested zones so so there are areas for for Safety and Security even in pyro and then there are areas for absolute Carnage and chaos and stuff like that so um next question it was mentioned in the ISC that exiting the Wormhole will be a will be a sort of shotgun approach to minimize collisions we all remember in the those first tech preview just to minimize collisions and reduce the impact of gate camping but how will this shotgun approach affect groups intending to coordinate their efforts such as orgs jumping in to remove gate campers will partied up ships arrive closer together than unaffiliated ships or will everyone be at the mercy of any clusters of enemies with their in their ex exit Vector uh potentially far from Allied assistance a very long question so yeah it's a really
- 00:34:01
long question but I think I came up with an analogy I might have anyway but like you've been working on the details so how's it actually going to work all right so uh obviously you come to coming to the end of your jump tunnel you're everyone's coming out of the same exit point right so they're all going to come out and they're all going to be in the same vicinity the same sort of region of space the point that was being made with this shotgun shotgun approach shotgun effect or whatever it was we said is that it's really it's that we we have a slight Divergence of the paths of those ships as they emerge and the whole point of that they're still going to be in roughly the same bit of space they're going to be like maybe a kilometer across from each other or something like that within spitting distance of each other basically it's just the it was just that Divergence the shotgun is the
- 00:34:50
Divergence which allows them to not rear end each other on exit it's not that you come out um all over the place and then you're like I'm not going to be able to see you where are you yeah it's not going to be like that you're going to be there with your friends and everyone else who came through and if you need to put up some kind of Defense then you will be all around each other to do that so for FK for for folks traveling in groups you know mentioned wait for the you when you call ATC you'll be able to see how many people in the queue you can wait you get in the queue with your friends and whatever so you when you arrive you will still be in close enough proximity with your friends to help each other out and stuff yeah yeah but yeah it is is not going it's I mean yes everybody afraid that there might be people who don't care about their crimes say I live in pyro now I'm never going back to Stanton you know it's like there
- 00:35:37
will there will be those people there will be those people who like I haven't been to Stanton in six months it's like f that place it's like the you know so they're yeah they're going to be there to try to cause problem and sure um it's where it's a good reminder that um we are making a there's also multiple exits though it's worth saying there there multiple exits to the exit what do you mean multiple oh so so there's there's multiple points around the the area where you exit too so there's no one can just be like oh well they're definitely going to come out there like we've got that anti come out there you know lots of places think go they're still in the vicinity but it's still yeah okay cuz that was the question because everybody was I think people were imagining wildly apart no not not wildly like hundreds of kilometers away sort of apart you're going to come out in the same place but
- 00:36:26
it might be like I I I I I think that I think the the response to that would be if I'm close enough if I'm if I'm going to be close enough to my friends then it has then it still then it should still be anticipated enough for somebody who's made this jump a dozen times to be able to figure out the J yeah sure but they have to look in a lot of places yeah I mean I know what you're saying I know what you're saying it's a thing that it'll get borne out through the testing one of those things where we could spin our Wheels worrying about it right now and reality is we just got to get it in there and see how it is and we'll adjust it if necessary those things that you that you said it's not one of those things that's worth getting entirely worked up about right now it's wait for the tech preview wait for the testing and see if it becomes a problem that that we determine is too much we'll
- 00:37:14
adjust yeah and so you're also going to come out in um monitored space UE has a presiden in pyro so like you're you unless unless somebody's attacking that jump point you shouldn't be an immed Med Peril anyway and you can just press all the crimes to them I know that you could say oh they're never going to leave but there's things in Stanton that pyro doesn't have yes sorry I I was I was just I was just reading blue blue Ms in chat who's always a delight in twitch chat okay it's like early days work in progress yeah it's early days for for this like it's every new feature is the ear days for that it's like there's this there's this idea that happens so I'm going to take [ __ ] like oh I used my
- 00:38:03
swear oh R I'm gonna take a minute here for some Jared time here there's this idea and it doesn't apply to any game in the history of game development where everything has worked on simultaneously where it's like well it's oh jump points have been worked on since 2012 they haven't they haven't we show we when we showed them in 2019 the ideas that they've been worked on continuously since 2019 since we first showed them they haven't it's we work on the thing that is in this next upcoming release and then the thing that's in that release after that and after that it's like you focus on what's in front of you and like this so it's when we say things like its early days we're talking about that feature because until it's out until the first version of it is out that is the meaning of that term and stuff like this so it's it's it's a it's bad it's bad faith to take that term and
- 00:38:52
apply it to everything and whatnot no the project is not early days but when we talk about this feature we're talking about jump points yeah this this this this is the start of implementing the next major milestone for Star citizens and we've never done it before we're doing it now for the first time so that's the definition of early days and whatever so but yes the thing to take away as I've said a couple times is we're going to try a thing you're going to give us feedback we're going to look at that feedback then if A Change Is mandated we're going to make a change it's that's how that works that's how that works we've got uh there's even changes uh to master mode what coming up we're not quite ready to talk to about we're testing a couple different things and whatnot now that's how the process works so we do a thing you give us feedback you do a thing you give us feedback but the Doom and Gloom stuff doesn't really help all right that's my
- 00:39:42
aside uh Ed I don't know I just decided this was your question uh what happens if you kill a crew member or pilot during a jump where do they respawn uh yeah so if if anyone dies through misadventure b in a jump tunnel then uh you will simply respawn wherever you last registered your spawn point gotcha so if I if I make if I make it to pyro and I go through and I have some adventures and whatever and then I die if I haven't locked a new spawn point somewhere in pyro back you go yeah but even in that Tunnel right so if you are if you yeah registered in Stanton and you're like ah this is great I'm almost to to pyro and um then you you know you kill yourself well it doesn't
- 00:40:32
matter you're not going to pyro you're going back to stun which is how it works today you don't just you don't just respond at the nearest space station or whatever you respond where you've registered yep so that's that's how the system is intended to work but equally you could have registered yourself at your um medical urer inside your ship and that I mean you're going there as well nurses so you don't have to go back if you were prepared for that I suppose it's called nursing want to say it I'd say at work which I'm kind of at work but but I don't want to say it here it feels weird uh can you tow ships through a jump point no no you can you can tow ships through Quantum Trump jumps um but you can't tow a chip through a jump tunnel um I ask you again why do you
- 00:41:21
hate fun uh well I well it's it's a systemic thing right because anything in nothing can be in the jump tunnel that wasn't tuned to it and stays attuned to it for the entirety of the time to get to the other side if you were if we let you do that you'd be towing a ship that it would instantly fail sure it's what I was saying earlier anything that's not in your ship zone is not considered part of your ship so it gets booted out this is one of those things that happens when you develop systemically and not just create a bespoke feature for every little thing and if if you want to take another ship through you know a jump tunnel there that jump Point there's other ways to do that like bring it inside you that's one way yes
- 00:42:08
um Can the ATC play Jump by Van Helen on the first jump each person makes I'm not even goingon to answer yes yes it can and you just signed on for the licensing I'm assuming yep yep I'm GNA go talk to the out of your paycheck yeah it comes out of your paycheck it's um if you do it on your own yes you can you have you have the power um all right so that does it for our 4.0 questions we're going to end up using the full hour anyway congratulations guys yeah we're for long that meeting can wait let's I what are they going to do they're gonna they come in and stop us um let's let's go uh some of these questions were Beyond we're for the future of jump points so let's let's touch a little bit of of these uh that brings us to
- 00:42:57
the big jump gate in the room uh the most asked question oh yes uh uh uh are there any plans to reintroduce the big jump gate structures or is this entirely off the table I mean this kind of gets back to what you were saying earlier back in 2019 when I I first joined the company um we were doing some previs you know checking out what we thought looked cool um and you know what what made sense for Star Citizen um and uh I mean the end result is we decided to go away from that like uh jump gate ring uh visual because we didn't think it made sense for like the way we envision jump points working in Star Citizen they're not something that are maintained by human technology like uh you can't create one you can't
- 00:43:45
maintain one you can't make one larger there's there there's no there's no technology for that currently in in in the system um and that with that visual in mind it didn't feel consistent to have that kind of architecture around it um those are all narrative choices those are all choices we've made for the project it's a creative decision absolutely we we just don't like them no I mean I liked it I know a lot of people did really like it like there's something very iconic about that kind of that um Stargate ring for instance um but for the like the the way we are envisioning jump points to work in Star Citizen it just didn't feel right and so we made that call yeah I mean you could also look at it this way if you were looking at it even in a law sense if someone had to build a uh a gate structure to to make a permanent jump
- 00:44:34
point then and you jump to A system that no one has ever been to so the permanent jump point on that side still works even though who built the gate yeah yeah there those kind of logical inconsistencies that makes it difficult and there's also like the fact that like we're we're not some other games where we have this ancient alien race that left behind a bunch of technology and like there's there's a number of reasons why we felt that it was inconsistent for Star Citizen than the lore and the creative decisions we want to make and at the end of the day like right now we don't we don't think it's appropriate now there two one of the things you said there was was right on you said right now uh as I said earlier in this show we've all been here
- 00:45:22
now long enough to know that whatever the intention and the thought and and the and the plan is today doesn't mean that it it won't change doesn't mean that one of us won't have a different idea doesn't mean that that through the natural process of growth and learning and stuff that we won't come to a different decision later so this is not to say that they will never come back but at this point on this day August is it August August 9th uh uh it is the 9th 2024 U there are no intentions whatsoever of of of bringing the back at the point I do find it this has been an interesting this has been an interesting one because in the course of doing this for a decade uh it's very it's very common and it's not altogether
- 00:46:13
unjustified to say that that a lot of decisions the star citizens made are are very visually driven as opposed to uh gameplay driven or or or or so not all some there there are some things that get lumped into that that are unfair but there are plenty of things we we we we deser we've deserved over the years a certain amount of criticism for for prioritizing looks over over functionality and stuff and this is the first time in the history in the history of the project that I can think of and I've been thinking about this since we aired the episode where that has been reversed there is no gameplay use for these there's no gameplay function for these rings at all because they're strictly an aesthetic yeah and and people are very passionate about it
- 00:47:00
people want they can also make problems though you know having Rings like that could make problems they could make effectively blind spots grief positions there's actually they could create more problems by having this any design decision we make ends up having knock-ons of yeah absolutely everything has I just think it's it's yeah I I I I get what you're saying I get what you're saying it's just it's this has been a there aren't a whole lot of entirely new situations left to be discovered and and and and and US pulling a visual thing back and then and then getting and having that upset some some folks isn't is a new experience for us visually obviously not I mean I mean it's it's also like the the jump Point itself has had lots of visual treatment on its V
- 00:47:49
effects it feels a little bit disingenuous to say taking away the gate is like taking away the jump point because so much work has gone into like the visual of it pushed farther when we saw an ISC yeah yeah yeah yeah just because we didn't go this way doesn't mean that the way that we are going doesn't have the same amount of Love poured into it to make it you know the best it can be so yeah it's like I said Ju Just just to wrap it up no nobody who wants it and appreciates it is wrong or anything uh it it's it's if if I'm being absolutely truthful I prefer it with the thing I literally watching through jump gate Atlantis right now like like I I I I like it but it's a cool aesthetic there's a lot of people that like it
- 00:48:35
both fans and people here yeah but it is there has been a there has been a movement it's subtle we've only had one major release so far but there there's been a change inside Star syi Development that I hope will become more apparent as more releases go out uh that of of of more focus on gameplay more focus on performance more focus on on on on on systemic natures and less being driven by purely eye candy as as absolutely and this is one of those things this is one of those things uh like I said we've only had one patch since this thing so it's so it's not completely evident yet but I believe that as we get 324 out and 4.0 and and and stuff like that people will start to
- 00:49:23
see that we've turned turned a corner I think we're not we're never going to give up the visuals like this is this is always a gorgeous game you can't have good gameplay without those visuals either yeah but but it's just it's we're trying to balance that now and I think that's part of what this is it's like we don't need that let's see if we can do it without it let's see let's see how it plays without it let's see if we can make an experience that's rewarding for players without it and Our intention is not to bring them back but neither one of us are going to sit here and look down the camera and say they will never come back because we've all worked here too long there's too too many possibilities for change the verse is way too large yep um all right is the is the unified jump Point size system a permanent solution or will we see small medium large jump points
- 00:50:12
make a return in the future um right now the intention it well I mean like let's just break it down right yeah we know they're we know they're there for transient we don't need they we're talking permanent permanent ones um right now the first one is large and and that's our intention and I'm sure you're going to tell so sure like the the intention is that back pedal the reason why the reason why the permanent ones are so important is because they are one size fits all um and that that's that's currently the intent whether in the future we have um stable ones that are different sizes time will tell but for for now the reason why those are so important the why they reason why they're they're maintained by ATC is because they are the most
- 00:51:01
useful yeah okay um we didn't really want to we don't really want to like um prevent people from going to places just because their ships large and I think that's also true right well I think I think when when people when one it's worse I think I think there was there was a there was a there was a certain strategy element of making sure that you had the right ship that you brought the right ship for the particular journey I I think when people uh when people Lament The the one size fits-all thing they lament the loss of a strategic element of interstellar travel yeah and that's fine when we have more jump points and there's more than one way to reach a system and like some are longer some are harder some are easier like depending on on your ship like there may
- 00:51:50
be the you know the right jump point for you but for the main ones that we need like those arteries to connect the Universe like we we we want to make sure that those are consistent okay so that's an idea there's an idea that I hadn't considered yet so while the all the jump points are capable of fitting every ship you know depending on the the strength of the current inside and the amount of and the amount of obstacles and stuff you may still want a ship of a different size and that instead of that being mandated by us that's a choice that we now put in the hands of the player exactly so that's a good that's a good way to come at that good answer Rick thanks good thinking uh uh it's my job right yeah all right we're just jumping way out into the future we we're gonna fill the hour I'm I'm
- 00:52:38
sorry just tell the producers I'm sorry um they were going to fire me by now theyd do it um what can you tell us about how transient jump points will be discovered in the future I think taking yeah on that that sort of exploration of of transient jump points is something that I'm I'm pretty excited about because I want to build more like places of interest in in the universe in general and jump points are a cool one because like we want to have this kind of Swiss cheese effect of like you can go from like one system to another in in various ways like we're just talking about like having a variety of different jump points that fit different ships um but how you discover those like a a jump
- 00:53:29
point is is a is has a radar signature and just like every radar signature that that signature is unique and so different Radars um can have better sensitivity to different types of signatures um and different Radars can uh give you different information about those signatures like how how strong it is how far away it is like how how long the tunnel is how big big the tunnel is like there's there's a lot of stuff that we could potentially get give about like those Transit jump points when we have a lot more of them and finding finding them with with the right radar and the right ship like I expect um that our our exploration ships like you know the Carrick for instance which is like our Flagship and exploration ship I expect that to once we once we um build up these Radars that are specifically created for exploration to find things
- 00:54:18
like um jump points they will be tuned to find those at greater distances to give you more information so that that's where we're heading with that one of the major uh talking points our our ISC um Resource Network ahead of 4.0 is in four weeks maybe um I'm flying to Germany to shoot it here real soon um one of the talking points is is is if folks remember many many years ago 2017 2018 uh uh John crew and I wrote a series of articles for the website called the shipyard where we broke down the future of of of ship development and and and the components system and performance versus uh ver versus uh uh military versus blah blah stuff um a big chunk of that is finally being re realized uh
- 00:55:08
alongside the resource networking system so we're we're now after talking about it so long we're now here at the at at the true start of this journey of of swappable components and and deciding what kind of Quantum Drive what kind of thrusters what kind of this and that that that you put on your ship uh to to specifically tune the stuff like that and radar will be one of those I don't think the swappable radar is in 4.0 but no like but when we start doing transient jump points we will absolutely retrofit like our different ships to have those Radars like we want our exploration ships to be able to find those more easily so we'll absolutely do that uh or just provide more Radars to swap out as as opposed to going back and retrofitting the ships it's just yeah it's not so much retr adding the components that players can swap out themselves like those those Radars don't
- 00:55:55
exist right now but we will create them specifically for the uh the transient just don't want the red oh my gosh Rick committed to another spaceship revamp how many is this 17 I I I'll swap out the radar myself if I had to um uh last question uh will Dynamic jump points stay open long enough to log and sell their existence for profit and then reuse them multiple times yeah yeah of course basically like this question is basically saying like you don't want to you don't want to have them for Too Short a period of time so that they're useless well yeah we know right so they're going to be like we haven't got the numbers but it's definitely in the
- 00:56:45
minimums in the sort of hours so hours is a useful period of time to be able to use something reuse something sell something that's sort of the minimum and then it goes up from there and everything in between so not to say we you know we're known for doing all these Global events yep seeo threat and what there's absolutely nothing that that says we we can't have a transient jump Point show up to take us to a new kind of global event to a global event and it's there for the whole week when when that's happening abs and yeah the event's going and then when you dudes have to find it and then you can't get there because it's actually gone I'm realizing probably wasn't supp to share that I wouldn't say we don't have plans for that well wait yeah I'll just shush now there's a lot of cool things
- 00:57:37
that that we can do with jump points I'm really excited to add those Transit ones in the future because they do add a lot of variety and we could delete the VOD could potentially add as many as we want so it could be exciting okay uh not for 4.0 though I'm not trying to there are there are no Transit jump points in 4.0 because I know there's people that's not being koi that's me being honest and real with you one jump point in 4.0 well well one e side one two-way jump Point well they go like I guess one pair of jump points two oneway jump points because Rick doesn't want people crashing into each other because he also hates fun yeah that's that's me yeah okay Hunty fun all right uh that's it congratulations gentlemen you survived
- 00:58:25
another Star Citizen life uh Rick you got you you you you were here for so long before you you did any of these and now you're slowly BEC bragging me right in I like it uh Ed thank you so much for taking the time to to hang out with us what we'll probably there's probably going to be one of these on fire we we follow up in another month so we'll probably feel had enough we'll probably see had enough it's not going to be for like another month so so so you got you got some time before we bring you back um for those watching at home or in their cars or whatever um be sure you check out yesterday's inside Star Citizen on fire lots of cool information on that um I do want to mention that just like uh when we did our jump points and we didn't have the obstacles ready to show because it's we put work in progress down there it's always work in
- 00:59:12
progress uh in for the fire show last night uh yesterday we didn't have all the smoke effects uh that the folks wanted we saw a little bit of it at the end we were able to get a little bit of it at the end uh smoke is there it's gorgeous it can obscure everything makes it makes fire 10 times more scary will let you discover that on your own when you get to when you get to Tech preview and stuff so we sure that's in and then come back next week on we'll have uh con and George and uh Manuel Haider from the level design team will be following up on the contested zones and asteroid bases that we talked about uh two weeks uh last week on ISC they'll be here there'll be a thread on Spectrum you can submit your questions on Monday and then on ISC we go back we go down to the surface side of pyro for a look at Social gameplay um all the things there
- 01:00:00
are to do that isn't Carnage and chaos and there's actually more than one we we filled the whole episode of it so so check that out I didn't mean to like nervously gulp there I just that was that was entirely I don't know what that was but no it's coming along real cool we're going we're going to introduce you to the Head Hunter gang and the and the brand new uh uh citizens for uh uh Pro Prosperity they were called citizens for pirate for a while I think they're called citizens for Prosperity now I got so much information in here I don't remember what about so be sure to check that out uh thanks for watching uh that was Rick that was Ed I'm Jared uh we might do a raid I don't know if there's a raid say hi to whoever we raid to uh be nice and take care everybody and uh I'll see you later bye
- 01:00:54
bye e
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

