10 For the Chairman Episode 30. July 21st, 2014
Transcript — every row opens the video at that moment
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[Music] hello everyone welcome to another episode of 10 for the chairman uh for those of you haven't watched this before this is where I um take 10 questions from the subscribers uh from our community uh for you those of you that don't know the subscribers are the portion of our community that kick in a little extra money every month to allow us to do enhanced Community uh content um so things like show time for the chairman uh we have a jump Point magazine that's 50 to 70 pages every month uh plus around the verse uh and other stuff that we do in general for sort of community you know sort of behind the scenes at cig and a whole bunch of other stuff that allows us to do a higher amount of uh of
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communicating with everyone out there which is which is brilliant so thank you very much to the subscribers um and uh for them doing that we take 10 questions that we pull from the subscribers every week and and I answer them here um before I'm going to get started a couple of things as you can see there's a whole bunch of uh citizen cards sitting here which is uh kind of cool uh which I'm in the process of signing part of uh um the um uh result have been um you know doing all right and lots of people wanting to uh become part of the community so we've got um some cards I'm signing and there'll be a little surprise for some people um around about gamescon and uh and then the other thing that's kind of cool is we have uh the first um uh version back from uh the people that were going to be making our
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constellation model so this is the high-end 10-in model and it's actually made by the same people that do like the diecast cars for Porsche and stuff like that but uh it's really pretty cool it's a combination of diecast and like high-end ABS uh metal and uh you know all bits of things move so like for instance the the engines move or the cargo bay comes down or the gun turrets move or um if I do it here you can see the we can go back into fast flight mode and I can push it back and push those to fast flight mode and there you go so anyway it's pretty cool it's really uh really uh quite quite spectacular so I'm looking forward having this on my desk and I think uh the people that have bought the higher end packages will get this um and uh I if I think there's enough demand we may considering uh
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having the ability to get a 10-in model separate but uh that's kind of up to Sandy so so um so we'll see what happens there but anyway everyone around the office really thought this was awesome and cool and it's actually kind of it's cool to have it in a computer but it's also very cool to have it sitting in front of you and be tactile like this so they've done a really cool job so anyway there you go so let's get to the questions um all right first question comes from Dirty Bird who is asking I was wondering if in the future we would have ground Crews working in our hangers it would be pretty cool if some of our ships had Monas crawling on and around them not 100% sure about the but we've actually discussed when you've landed on planets and you're getting your ship repaired or worked on there'll be sort of like a repair bear and from repair Bay sorry not repair bear repair Bay and and off in the uh distance you'll sort
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of see either little robots or maybe even some ground crew moving around and uh doing sparking and welding and and longterm we'd kind of like to try and get a little bit more of uh sort of that ambient amination in so uh potentially uh you know if it works really well for the sort of repair St and we can have it in a in a nice sort of um modular way we would probably roll it back out to the hanger but you right now we're not planning on necessarily having that in the hanger but definitely having sort of anim ambient animations happening when your ship's getting repaired or retrofitted and stuff so um so kind of in those directions kind of cool uh next question comes from Sam Corwin who asks will there be some sort of recognition for the player organizations that contribute the most of the syn will project I think this would be a great way for the uee to generate more interest in the project and can project be completed in game so that's actually
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a pretty cool idea I mean I don't think we were necessarily planning on players actually contributing to the synth World project uh because it was sort of this thing that was built and then sort of abandoned because they ran out of money but um one of the big things we want to do is sort of have a lot of sort of player generated initiative so I mean I know there's already the sort of operation Pitchfork that's going on and so in some levels even though we were going to have Vandal Raiders and Vandal areas at space uh that was uh you know already part of our sort of plan and universe a place where we have engagements uh you know we may actually put some content in that allow people to sort of um go and sort of fight fight the good fight so to speak and I think the synth world could be something along those lines too so uh we will uh take that into consideration because we're definitely looking for um sort of big picture things that organizations can
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contribute to so we sort of have lots of different things you can do in the game so either you can just do your solo stuff running around or you in small groups or there's got to be sort of bigger obje is for larger groups of people and so um that's a pretty cool idea so uh we'll we'll think about it but that's something to definitely uh you know throw into the persistent Universe uh part so to speak uh okay next question comes from Nan fur who asks as the Aurora can dock in space with a constellation can the constellation jump to another system with an aurora or two Dock and take them with it allowing non jump to equip auroras to be transported to another system so that's a pretty uh in Ive uh idea definitely thinking outside of the box uh but I would say no so we don't let you um you know when you dock to another ship we do not let you
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fly uh you know or definitely don't let you go into a jump point or something like that so I mean basically what happens is you have to move your two ships close together and then you bring them in and dark and when they're dark you sort of hang in space and you can transfer between the ships but you're not really uh able to sort of be performing um you know space flight or space maneuvering um okay next question comes from Falcon who asks I know I would fly every ship very differently and while I know you are adding custom key bindings to Arena Commander soon I was wondering whether or not you plan to allow us to save certain configurations to different ships instead of having to change the lout every time we switch so that's actually a pretty good um suggestion we're definitely doing uh we're working on the whole custom key binding stuff and we'll let you save that off to a profile so what you'd
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really want to do there is have a profile that could be bound to a ship um so that would just be an extra level of uh sort of customization that could happen there I certainly think will let you save off several profiles and then you could easily reload the bindings for you know consolation profile or the Aurora profile and then the next level would be to automate that so I think that's a good suggestion um not sure that's going to be there day one but longer term I think we possibly would consider doing that because uh that would make things um easier for people that like to have different setups for different ships um okay next question comes from Swift uh omnium who asks has there been given any thought to NPC crew after the multi crude ship dfm release later this year is it only possible to fly your let's say your cutless with your friends or is there a way for us to
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hire NPC crew somehow I know this is the idea for the Pu but what about the dog fight module specifically longer term potentially in Arena Commando we may let MPC crew uh be in the multi crude ships I mean right now um the first stage of it would have to be your friends only uh the development of sort of the multi crude sort of MPCs is uh actually down on the Squadron 42 Foundry 42 side because they obviously need to do a lot of that for you know flying aboard the the big ships in the Squadron 42 campaign where most of the other crew members are actually NPC so they're sort of charged with leading uh development of sort of the big cap ship systems the cap ship setups and also sort of how MPCs move around and operate those sh and so when that's at a certain point we would probably fold it back in
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uh a little bit to Arena Commander to test it and then obviously later on it'll be to the faist universe um okay next question comes from uh chrys who asks how short are short range Fighters are we talking extra limited flight times of under 1 hour or so making them more of carrier based Fighters or otherwise reliant on a mother ship or several hours incapable of going out and being used independently without relying on a nearby Home Base further these short- range Fighters capable of leaving the system they are launched from so I'd definitely say short- range Fighters could not leave the system they launched from they would not be jump capable uh and then sort of the short range fighter would depend I mean something like the Millan which is probably the example of the smallest and the short shortest Ranger one uh really couldn't operate that for that long outside of being redocked back at the constellation and
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refueled and rearmed um some of the military sort of short range or lighter Fighters uh would obviously have a lot more range than that so it sort of depends on a ship basis but I would definitely say a a definition of a short-range fighter is one that can't make uh can't do inter system jumps uh okay next question comes from uh raid or rad I don't know how you want to pronounce that r a d e uh right um or right please can you shed some light on the ship building process and maybe help us understand why the ships that are seemingly complete are very close to cannot be placed in our hangers well we we do shed a fair amount of light on the ship building process uh especially in jumpo uh which I'm assuming that you would read because um uh you're a subscriber asking a question uh but I mean to be less flippant about it it's a
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there's a there's a huge amount of work that goes into uh building the ship so uh to actually give you a good example like if everyone's watched the next great Starship I have to watch these old cards here if everyone's watched the next great Starship and you saw uh how the gunship that won I mean you know that's essentially was about a five month process from design to building it and even that ship that may have looked great in the final next great Starship requires a couple more months worth of work to actually get it in the hanger and then it would be more work beyond that to get it into space flight uh because Beyond just building the ship in 3D and modeling and texturing it uh and getting it basically into the engine that has to be set up in a certain technical way for the engine um so the organ hierarchy of the subobjects of the ship um animations have to be hooked up they have to be hooked up to the characters you know your main you know
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your sort of the default characters animation so when you go in you sit into seats you go through doorways and do all that so there's a huge amount of technical setup that that comes with that um so I would you know I would say that our Ships Take probably from concept to um final the quickest we could probably do is something like 3 months and uh some will take six six months or longer the bigger ships definitely I mean we're still we still haven't finished the Idris Corvette we've been working on that for quite a while um that one's uh taking maybe a bit longer than it would normally take because we're using it as our sort of first cap ship prototype and so we've been going through several um rounds of R&D and quite how we're going to organize how we're going to lay out the interiors and you know as you noticed as part of the updates on say the Addis Corvette once we got into laying out the
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interior moving around and figuring out how it all needed to function for what we needed on Squadron 42 we sort of determined that we needed more room and space in the ship itself crew so U there's a fair amount of iterative development that goes on the ships once you get it in it's sort of like oh well this doesn't work we have to change that um but it's by far the most complex thing that we build uh in all the game I mean you can see it in the level of complexity and detail animations uh that you get into the ships um so you know that's sort of a high level answer of why it takes so long um but uh believe me we're not holding back from putting him in the hangers if we can we're trying to get him there as quickly as possible they're just so many different uh items and I would think that probably maybe interesting in a future um inside cig or uh you know jump point we'll go
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into detail we'll actually show you our multisteps of of how ships are built from the concept to the modeling and all the rest because there a lot more steps than than was even shown on next great Starship and uh you'll see the love and passion that comes into them with them so I know they're taking a while but uh uh but they'll be worth it when they get there okay next question comes from s Alpin wolf who asks as an organization leader I am interested in some of the future in-game organizations modules utilities you have planned to Aid in the running of the business trade side of the verse such as accounting market cost for resources such as fuel or Etc okay so I assume that question is about uh what kind of uh applications or interfaces we going to allow for people to sort of manage the logistics of their organization um and the answer is we're
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going to do a fair amount we're going to do a lot on our Rober space industry site so we already have sort of the very beginning of the organization stuff but that's going to expand as you know game features come in line on the persistent Universe in terms of managing the assets of the organization the finances of it being able to assign jobs or tasks to people and we'll let you see a lot about a lot of that on the website and we're also planning on on um building some mobile apps or you know tablet apps that will also allow you to sort of do that in interface and manage the logistics you know check in on like who's accepted missions what missions are out there uh what the current news is in the universe um so uh we we're definitely going to have a fair a fairly big Suite of that um you know obviously it's not going to be the stuff that's like that won't be before the stuff that's actually
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happening in the pisan universe but uh we do some of that in parallel so turbulent who who do all our web stuff and do a great stuff um you know they're building the organization system and then we're also going to be replicating that inside the B universe and so that's sort of lock step there and then at some point we'll once we've got enough of a suite of that then we'll drop that down as a specific application that'll be working on things like tablets and phones and stuff uh so you know the the idea is that even if you're not sitting at a desktop um you'll be able to sort of plug into the universe and sort of see what's happening or maybe set up a mission for later or manage some resources or get notifications of stuff that's happening so when you get back onto your desktop or powerful laptop you can you'll be ready and prepared um okay next question comes from zigg who asks I was wondering what kind of Landing zones will there be in
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Star Citizen will it just be made cities and space stations or will we be able to also land in some desolate areas towns in the middle of nowhere or unique areas there'll definitely be a fair number of cities and space stations but we're going to also have some areas that you land that aren't necessarily a big city so uh you know potentially you could go to a planet and there's nothing on it but there's a you know an ancient ruin site and that would be a landing area by itself and you could explore around that and it would have some ancient ruins and maybe you go down into some catacombs um you know we're going to let they'll be occasionally out in space like uh you know you know deserted alien ship or derel wreck or something that you could potentially explore and you know longer term we're sort of talking about um more of an Explorer mechanic stuff so um not shortterm but the longer term so this
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isn't V1 but one of our longer term sort of procedural goals is to be able to generate areas on new planets that maybe we we would once some once found a jump point and gone to a new system then there would be areas that we would sort of Spawn that would allow people that are more sort of Explorer inclined to go down and actually explore and and find and discover some stuff um and try not to be sort of uh you know try and have some interest and some cool stuff down there so that's our sort of longer term plan so yeah our goal is to try and create a variety of different sort of Landing environment so it sort of feels like there's a big huge Galaxy out there that you're exploring I mean obviously we can't flesh it out to that level of detail that we're we're doing you know at every single you know that we're doing on our ships at every single centimeter but if we you have enough different locations that you go to that
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have different enough flavors I think it will really sort of give you this sense of a big living open Universe um okay last question comes from chaos Bru who asked I had a question about a character's G tolerances over time will the character become more resistant to g-forces much like a real pilot would over time and to add to this will there be equipment such as better gits to help you become more resistant to blacking out reading out two questions there I don't think the characters are going to become more resistant to g-forces over time because we're not really going with a sense of stats or experience for a character because when you're playing your avatar it's really you and it's really about your experience and what you're doing but having said that there will definitely be different equipment gits and that kind of stuff that you could buy or upgrade that would potentially increase your GeForce uh
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limitation so there's going to be two levels one which is when the level you'll back out and two at a certain point there'll be some stuff that chips can't handle because the space frame can't take that much force and and uh so that so that would be an outer limit where you know I mean you know the cliche version is you turn too fast and you rip a wing off that would be like a World War I example in an old bip plane um but we're definitely going to have some stuff if you overloaded thrusters on a ship and on a certain direction or whatever it could potentially not be as strong as another direction and you could risk uh hurting your air frame your space frame and uh and then obviously you having you know a better git could potentially allow you to to ride the G's better than you could uh under default um so there you go all right and that's the end of another 10 for the chairman I'd like to thank you
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all for watching I'd like to thank everyone out there for backing the game and allowing us to make uh this game with this level of ambition and we got a huge team around the world that is uh you know essentially making their dream game and I I'm pretty sure it's your guys dream game too so we're working really hard on a lot of different aspects uh you know right now most people are only really seeing the uh the dog fight inside the arena commander and what you see in the persistent univer uh what you see in the hanger but the persistent universe and uh FPS and a whole bunch of other stuffs in production and we're going to be showing you more and more of that stuff as we go along uh so um you know thank you all for backing thank you for the subscribers for uh you know putting the extra money in that allows us to do this extra level of uh Community content and uh you know I hope you enjoyed your little sneak peek of the 10in
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constellation model model and uh you know as you can see I'm wearing my Arena Commander t-shirt so uh it's uh live on the store now so if you want to get an arena Commander t-shirt get in there and um I will see you all next week bye
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

