Inside Star Citizen: Check Your Babbage | Summer 2019
Transcript — every row opens the video at that moment
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landing zones whether we're talking about the bustling center of industry that is area 18 on arccorp or the Herson family's base of power in Laurel landing zones set the tone for life on their respective planets and on Microtech the planet that is farthest from in the stanton system work is in progress on a luxurious domed city with open spaces designed to inspire the creativity and productiveness of the people that work there now beginning now and over the next several months we're gonna follow the progress of development in this next landing zone as it makes its journey into the star citizen universe to get things started let's take a trip now to new Babbage currently in the white box stage so today we're going to look at the white box for new Babbage so here we have the Microtech Plaza which is some
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of the locations that we've been working on Avenue Babbage what we've been focusing on here is kind of making a different kind of interior experience for the PU where everything is sort of centralized within one big construct this is all design my friend Fred that would this one so you have to just interject whenever you have some some of you're sure yeah so those who don't know I mean you knew Babbage is going to be placed on a micro tech this planet with a very harsh climate basically what micro tech did was build these domes where tons of light can come in it has this sort of greenhouse feeling you can see that also by looking at all these exotic plants they have in here so this little design like the domes lends itself very well to a symmetrical layout with this very prominent structure in the center which is the flagship store
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of micro tech and other shops and offices placed around it it's basically two rings like one outer rings and second small ring right around this central structure the factory line of this flagship store and you have these passengers that go into each cardinal direction so you can quickly reach whatever shop law office you want to get to yeah so when we wipe boxing this a lot of the things that we care about performance is one trying to minimize fluff gameplay space still make it a sort of interesting location because these are all the things that we define now and if we don't get them right in this stage of development then later on it really hard to go back and change change that stuff yeah so I mean this is still pretty much early days I mean
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there's nowhere final what we're going to look at but there's already quite a bit of work that has gone into this location a lot of work that the players usually don't see it's going on behind the scenes I mean at this point the narrative team for example has already written down like what they would expect from a low point of view from this landing zone our department has created concept arts to give visual direction and you know to find those visual key beats for the landing zone and also as designers I mean we've decided on what we expect from a gameplay point of view the MD LZ and basically all the departments have already come together and and looked at that part basically that planned down okay so that was a look at the baggage so with that thank you friends for
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coming to my desk to talk about can you Babbitt hey thank you alpha 3.6 introduced several features that lay the groundwork for enhanced gameplay as star citizen's development continues through 3.7 and beyond and one of the new aspects of ship gameplay recently added were misfires or the chance for our components to not do what they're supposed to do when we want them to do it we asked David and Johnny from the vehicle feature team to shed some light on what can misfire and why this feature along with others that are coming down the line can add depth and consequence to gameplay decisions regarding your ships and vehicles [Music] so in 3.6 we have this new feature called misfires or faults in ships and
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we've seen a lot of discussion as to what that is and how that actually works so we're going to take a little bit of time to sort of clear that off and go into what what like a misfire is Rachel you tell us what a misfire is yeah so as you said a misfire is a Fault in the behavior of an item it will happen semi randomly but it is a consequence of your claim of the item so if you've been overheating it too much or it's just old the longer that you go with without doing anything about it the more likely it is to misfire and behave differently so in three point six that where we're going to communicate misfires is through a UI notification on your ships Hut we want it to be front and center something is happening you need to do something about that but there's not a lot of information right so we're gonna in the future go a little bit more deeper right the items that misfire or wheel misfiring three point six will be power
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plants that we shields thrusters and coolers will all miss fire and they'll miss fire at different levels as well so the earliest kind of misfire is just a warning effectively like a little indicator on your car dashboard it's worth going over what actually why we do want this right oh yeah the idea is that we want to have some consequence to the long term like misuse of items right I think that's pretty appropriate so in the PE when you have the ship you can sort of develop a character to it because maybe you lean toward using one more item than another and it gets a little bit you know rickety because it's been used too much and stuff like that and that will really help to bring a little bit more personality the ship and give you consequences to decision so that it's not obvious what you know what the best isn't like if your power plan misfires and suddenly has half the
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capability and then you have to go and manage the consequences of the misfire as well it's worth clarifying that there is like a step to that process so you can't just get a critical misfire no no no yeah so so the things that cause misfires will be the heat the distortion the degradation and the damage that go into your item and so if you've all of a sudden get hit by an EMP you just go to 100% Distortion you won't get a critical instantly sure there's caveats everywhere all over the system to try and avoid these kind of unfair feeling mechanics exactly okay that sounds really good so the idea as you can see is that the system is not unfair we put a lot of effort into making sure that it's not unfair and the result will hopefully be system gameplay with your ships that is a little bit more consequential I guess
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and it will you know help to make that whole experience of ships work together and you know all of your decisions actually matter so life and Staunton means navigating the various industrial commercial and extra legal factions that vie for control and influence throughout the star system and learning who the players are what they're after and why they do the things they do may someday make the difference between prosperous adventure or an unfortunate accident let's check in with Dave and will as they shed some light on the life and lore under the law upstanding [Applause] thank you hey welcome to Turing stop and another conversation with the Lord team this time about law the new law system in three point six just released very
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exciting is our first kind of main crack at establishing the jurisdictions crossed and system yeah yes so we kind of have this new system involved it to basically like kind of give consequence to some of this sort of outlaw activities so yeah this is the first time we've been able to kind of create a system around it where you have kind of consequences and for your actions and stuff like that you know based off of smuggling and kind of laying the groundwork for what's to come down the road and what's really kind of unique and fun but the star citizen approach is this idea of jurisdictions that we have that there's a lot of different layers right like so the UAE use our main governing body for like legal space and as you're flying around its their laws and guidelines that kind of apply to everything yeah if you're in a UAE system like there's sort of basic laws that kind of everybody has to abide by but the fun thing about that is that all
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the planets kind of get to tweak the laws a little bit as long as they're kind of not you know outright betraying some of the original laws can kind of make their govern themselves the way they want to see they want to do it yeah and that comes down to like our planets having their own security forces and to like Hurston has their person security yeah you know there's crusader security and so all these different local police forces enforce the local law whereas you have the advocacy and the UE military to enforce the greater law yeah and it's real interesting for players flying around something that's legal in one world may not be legal on the other world yeah I mean that game that factors into sort of our jurisdiction thing with you know you compare and contrast kind of like Laurel versus noob Abidjan Microtech whereas Laurel is obviously much more kind of like maniacal Iron Fist I know type control you know new
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Babbage is a little bit lacks or on some of their laws because you know again the sort of Silicon Valley thing where it's a lot of innovation and you know creativity and technological development but has kind of a big party scene so like they're a little bit laxer about the drugs as opposed to like on hearse and so you might not get as much trouble for running drugs and you babitch then you put in Louisville and you can kind of go into the journals right now and read about the full jurisdiction what the apply is and you fly into that system and we're hoping down the road to you know move that into its own separate app possibly and give players a lot more information so that maybe you'll be able to check out the laws of where you're going without having to go there first you know that kind of steps as well and the fun thing to hopefully you know once we kind of can get into it a little bit more it's like one of the things I remember we'd always joked about was the fun thing that you know Hurston cracks down so
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much that like you know something as arbitrary as like blue jeans could be illegal on Hurston because they don't want you to basically buy anything that's not they're not selling so there's a lot of room obviously for us to develop it down the road as we get into more planets and more systems and more tact basically so that's a brief look at the lore behind the law except the other way around so fun fact I'm not allowed to touch the copy machine so what we learned this week we learned that landing zones begin their journeys in white box and much the same way our ships and vehicles do that in game designs sometimes you want a thing to not work when needed to balance out the overclocking and abuse of components and for life in the Staunton system it's becoming just as important to consider
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how you interact with its NPCs as it already is with other players to our subscribers don't forget to check out July issue of jump point magazine with a first look at some of the work being done on our new procedural space station interiors and to everyone in the star citizen community are continuing thanks for making all this possible we'll see you next week thanks for watching for the latest and greatest in star citizen squadron 42 you can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at www.uvu.edu/library
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

