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Star Citizen: The IAE Show Episode 3

28 November 202400:17:19433 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:01

    he on where's my welcome back to the show floor the Drake vulture enjoys a unique place in the Galaxy as one of the only widely available vehicles for space Salvage on the market today with strong Revenue earning potential for pilots and much greater flexibility than the larger reclaimer from egis the vulture uses its popular twin arm shape to excel at both Hull scraping and structural Salvage generating up to 25 seu of recycled material composite in its buffer and cargo grids combined whose current market value contends with that of popular commodity quantanium but without the associated dangers included with traditional mining ultimately the Drake vulture remains a satisfying and straightforward option for those looking

  2. 00:00:49

    to fund their Further Adventures in the verse and can always be found on the iae show floor for those interested in learning more welcome back to the iae show on today's episode we explore mastering flight with Rich Tyra John crew and Jared hucke it's Thanksgiving on Earth so we give thanks to the best ship manufacturer in the verse Drake I said it and I meant it nobody owns me it's the Ia e show and it starts right now okay we're back part three final part of our conversation about life of spaceships and Star Citizen and it's time to address the address in the room here Master modes we've beening talking about master modes for quite some time we've building it up as as the big savior of the spaceship combat experience uh it released to mixed

  3. 00:01:39

    reviews at times you know some people are for it some people are less than for it we'll just say that kindly um I want to talk about what our plan is what our vision is where are we going with this what what what is the plan moving forward with Master modes and I'm just going to take off and leave you two here thanks guys right I think the big thing around Master modes is that it's never and never was designed to be a static piece of development we always wanted to make sure that we were adding in new systems as they came along that then influenced those designed decisions that we made at the time and I think two big pieces of Feature work that we're going to be bringing to Star Citizen that's going to have a drastic change on how we Implement Master modes is going to be crafting and Quantum boost so right now with Master modes itself we have

  4. 00:02:28

    obviously the two Master modes SCM and nav a big thing is that we're going to actually be demoting or converting those modes from Master modes to operator modes what that inherently means is that we're still going to have a mode that is dedicated to fighting and having combat there is going to be a mode that's dedicated to your Quantum but we're going to be removing some of the rest fail safes restrictions yes that that had when you switching between these modes we're going to be moving towards one cohesive speed between all operator modes that speed is going to be more akin to what you'd imagine SCM speeds are now but there's two big huge caveats that come into that first off is crafting so crafting will allow you to upgrade your ship and to Tier 1 2 3 4 5

  5. 00:03:19

    so if you want to have combat at higher speeds if you have a tier five ship and you have the best thrusters and you've specialized you you know you've bought an inter ctor ship that will be more applicable to those types of ships so that gives people options to choose like I want to have this type of gameplay versus this type of gameplay having that cohesive unified speed the one thing that we really need to address is this kind of like nav flight mode that is kind of it it sits in this very odd uh position in terms of if you get out of an LZ and you're flying up to the space station you know in atmosphere your speed is is really closer to speeds anyway you're not flying at m a second you can pick up a start a bouncy hunter mission now be sent to another planet and then the

  6. 00:04:09

    closest Quantum point to that uh POI might be 500 km away uh and that means that you know as we add more dense pois that's going to only exacerbate this situation because we can't have Quantum markers everywhere and when we start to add more space exploration and more uh missions towards the different guilds that we're operating on where you're going to having to go into deep space and go into these large distances you don't want to be in a position where that's taking such a huge amount of time we want you to be spending more time doing the mission than flying there this is where Quantum boost comes in now the way that Quantum boost works is kind of it connects your flight speeds to your Quantum travel so Quantum travel is for flying millions of kilometers away when you have a specific Quantum marker that you're flying towards then you've got your flight speeds which should be you

  7. 00:04:56

    know say sub 20 km where you're flying around exploring on the planet or fighting at a POI or doing a bounty hunting but anywhere above that we want to kind of accelerate that process of that navigation and Quantum boost goes all the way up to your top speed of SCM or top speed of our current current nav mode all the way up to essentially um a tenth of quantum travel speed you have this spectrum of speeds that allow you to navigate the large spaces in our game but also then still stay true to some of the intentions that we delivered with Master modes Master modes we talked a lot about and the combat side broadly staying the same the nav side that was the limiting factor we often

  8. 00:05:44

    said like it's too fast but not fast enough the amount of times we watch new players going to nav go towards a station and then we'd be sat there going they've not stopped in time so Quantum boost was always supposed to be that bridge Gap and without it we were left with this sort of nav mode that didn't quite do what we wanted and it also because it's Quantum and it's creating a bubble around your ship allows us less friction in the traversal because you go in Quantum you come out of quantum you don't have to apply all this gForce rules the rules of physics are different because you're not physically hurtling at that speed you're wrapping a bubble of time and space around yourself so you come out you can stop dead you're not having that expanse moment where you're all being ripped apart from the def Force so you see that space station coming towards you you stop you stop the

  9. 00:06:33

    one limitation that we are retaining is the fact that you can't have your Quantum Drive enabled and also your Shields and ultimately that's a binary decision operator modes will start off as the default configuration that we've set in terms of the controls in terms of the mfds and the what you're casting onto your hard uh in terms of your Resource Network presets but that doesn't stop you from them going in and customizing it we're providing an initial hey this is what we think is a good default setting but then it's up to the players then to customize whether they what they want on their cast what they want on the mfds and then they have options to them and they shouldn't have this constant switching modes to gain access to certain operator modes you know we

  10. 00:07:21

    we're removing some of that friction and and through all of this because that binary distinction is is is between modes you have to be in this mode or this mode and there's all these very strict rules between those rules you keep your weapons through all this so so this now becomes a more tactical decision in combat but if you need that sudden burst of speed either to get away from something or to catch up to something you make the Cho you sacrifice your Shields certainly but you could still bring your weapons to Bear instead of get there and the second you're out and ultimately that that is unended by your resource network engineering so if you're on a single seater ship that's obviously at the Pilot's behest but also if you're on the larger multic crru ship you can then use the engineering terminal to be able to have those presets available to you and through the use of crafting to improve your

  11. 00:08:09

    components and of course your presets and Quantum boost rather you can get up to speeds that are approaching uh the current nav speed and stuff like that so we're not taking that speed away we're defaulting everything to a speed that is closer to today's sem and then giving the player choices in how and when when they can get up to that Speed without completely disabling every I ultimately it allows us to keep the kind of the default we're trying to move towards a balance across the game where you can start off easier and it gets harder so we want the default to be open and uh compatible to lots of players but then as you start to specialize and it becomes hard to master and you start to work doing different Avenues of different professions that you like that's where you can start to customize your ship and I think there's a key takeaway or a key point to also make is

  12. 00:08:59

    that if you don't want to craft if you don't want to go down that route because you just want to shoot ships and be a combat pilot or you just want to be a miner or a space trucker there's nothing wrong with that you can still gain access to this because player trading is going to be something that allows players to gain access to these components and ships without having to go through some of the uh grind that they have and obviously they're now reaping the benefits of that but you have lots of choice obviously there isn't One prototypical Star Citizen player developing a system that's going to please everybody is an impossible task we can only work towards our goals and our vision for for what we want this to be and and and hope it applies to as many people as possible what I like about this I like about this is that you can never go wrong with putting the

  13. 00:09:48

    choice in the player's hands at any given situation when you're going to want your speed when you're going to want your shields uh you'll always have your weapons from now on like this just put those choices in the player's hands and and let them and and let them decide for themselves it's one of those things unique about star citizens is that we get to develop this and then we don't have to wonder we can put it into players hands and get that feedback immediately and and and then take it in I think there's a real chance for this to be the spaceship experience we've been working towards this whole time I think the big thing to take away from all the things that we've discussed is that none of these things are designed or implemented in isolation and where we're trying to go is like you know know when we talk about combat that is say not as fast as it was in previous updates hopefully people understand

  14. 00:10:37

    we're doing that not just because we don't like Fast combat it's because we want to give players options to gain fast combat or gain slower combat depending on what choices they make with crafting or their purchases uh then it's on a scenario where you know station Capital Warfare is you know you need to be able to use Precision targeting and that's why we developed that feature so that you can have good subcomponent targeting and I think when you start to see some of this bigger picture come together and you start to see all of these individual pieces connect you might not agree with it and there's nothing wrong with that absolutely nothing wrong with that but ultimately that's what we're trying to do that's how we're trying to connect all these pieces together to create this experience that ultimately Chris is the one that is setting that vision and we're trying to execute on that vision for Chris and that is what we're trying to work towards and hopefully people can

  15. 00:11:24

    start to see some of these pieces connect together and why some of these decisions have been made made and you know and hopefully they enjoy it ultimately at the end of the day so rich John thank you so much for taking the time to share this vision of Star Citizen spaceship gameplay I think there's no better place to do that than iae a celebration of all spacecrafting vehicles in Star Citizen it's come to my attention that uh the last two parts when I've attempted to move us on to our next topic folks have been changing the channel so I don't want you to do that here up next uh we're I'm going to talk directly with JN crew and explain to him my true vision for this the spaceship toppy once and for all change the channel hey you yeah you are you a DIY security Super Fan have you seen every Garmin humble live stream and

  16. 00:12:13

    special well you haven't seen this it's going to blow your mind sign up for all the casualties catches and kills too hot for open Cal too intense too brutal too spicy for spectrum when things get dicey go extra spicy subscribe now welcome back to another episode of quantum questions where we take a CAG developer put them on the hot seat and make them answer as many questions as they can in under two minutes joining us on the show this week the happiest person at cig Mr John crew John how you doing I'm doing great having a great day

  17. 00:13:00

    that's good to hear Ben got 15 questions in 2 minutes how many do you think you're going to get let's go for 16 all right so let's put 2 minutes on the clock and begin who are you and what do you do my name's John K I'm the vehicle director at cig you're in a desert walking along in the sand when all of a sudden you look down and you see a tortoise it's crawling towards you why did you Nerf the Corsair it was massively outperforming all other ships in the game it had 40% of the kills overall just by itself so it needed Bringing Down the touch uh the current reduction in its efficiency is not going to be the final way way we want to do a bit more with it what's the drama with the Polaris torpedo tubes uh it's not clear that they actually rotate and feed from the bottom and skirt around the uh Elevator Shaft is that what they really do that's what they do in the animation where is my Crusader Starliner it's going to be after 1.0

  18. 00:13:49

    will you ever make the rock DS good yes uh so we want to enclose both players whether they're going to be side by side or line of stern still to be decided tell us what one of the ships from the tease at citizen hon was it's a variant of one of the ones we teased last year oo uh what can you tell us about Endeavor modules uh all still planned but after 1.0 why do you hate Drake ships I don't hate Drake ships uh well why is Drake the best manufacturer uh Drake's a great manufacturer rugged uh industrial uh and nicely priced then what's the best Drake ship the cutter obviously all right so today is Drake day why should everyone go get a drake ship uh can I ask you a question Jared uh sure uh do you ever feel like you're a soulless marketing

  19. 00:14:43

    puppet what's the deal with the MU uh mu's still waiting for a little feature to allow you to remotely disconnect items uh from Pilot seat uh this is the same thing we need for the prospector and the mole as well to remotely detach the mining sacks what's the deal with with that double engine Hornet we saw in the Squadron playthrough that's a cool special little variant used by Squadron 42 what's it called it's the f7x oo uh will that ever come to the persistent Universe it might do what about the updated Vandal ships from Squadron uh they will as well but most likely after Squadron ships can you confirm that the Mariah Guardian is coming to Alpha 4.0 yes uh tell us something you're not supposed to tell us uh ironclad's in production right now why would you make my jalape oh at a time wait ship or vehicle that they left for

  20. 00:15:40

    many many years it most likely does not fly I hate this [Music] man this will be the day I'll stand up and say we need a ship without all that Dre a Scrapy wreck still covered in Dre and one you can't that won't even fly he asks every day I just say no way when it's from him the chances are slim truth be told and I'll tell you why

  21. 00:16:37

    this who wants Jal I want J no one wants this thing but he [Applause] signing off

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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