Star Citizen: Reverse the Verse 2.9 - UK
Transcript — every row opens the video at that moment
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[Music] hey everybody uh welcome to reverse the verse it is Friday September 30th 20 16 I'm your host Community manager Jared hucke uh if you've never seen reverse the verse before reverse the verse is clad Imperium games Community teams weekly informal live stream with the fans uh basically we're going to follow up on a lot of the cool stuff that you saw on around the burst which is our Flagship broadcast every Thursday and uh we're going to follow that up by talking to some of the developers that you saw on the show yesterday uh in this case
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what the big big uh uh feature on last week's on last week's show on yesterday's show was was the flight balance the flight model changes so we have two guests from Foundry 42 UK to talk about those changes with us uh Mr Johnny javious uh tech technical designer and Mr Andrew Nicholson how you guys doing good thanks jar how you doing you good see so you guys are are technical designers um why don't you tell us a little bit about what that entails what you guys do for star seison and then what you're working on now you know before we start taking questions from do you want to start or should I I think you should Johnny you're the more experienced Technic designer okay you've been around a more traditional Tech designer okay so we a lot of what we do is pretty much everything centered around ships so we'll be involved from even the concept stage uh where we get a
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ship idea and we kind of work with the concept artists and people like BN and the writers and everyone to make sure we're all getting what we want um and we can kind of spot any technical issues we can see early down the line if things aren't going to fit like the notom metric or something like that um then once we actually start getting the art in that's when we start actually piecing it together and uh making things work putting engines on the ships making sure the flight is bounced properly uh putting all the weapons on making all the seats work anything that you can see that moves or shoots or you know fires any VFX that's going to involve some setup from us so that's kind of the main stay of what tech designers do here um yeah since I think Johnny is more tradition Tech designer who's more about the setup and stuff so
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where I come in is uh someone who isn't traditional but is totally involved in the process because is the um like like Johnny says that the tuning of the flight and those those weapons that go on the ships making sure that they are not totally skewed or op or whatever that's where I come in got so all those weeks when we have artists on the show and people are like why does this ship do this why does this ship do that and like those aren't the people to ask we now have the people to ask so what have you guys been Johnny's the one to ask Johnny is the one to ask I'm the M be so what what have you been working on for Star Citizen recently um recently um I've kind of been dipping a little bit into not so much system design but kind of partially
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system design so kind of looking at our missile and weapon systems and um refactoring them in a way not in a major way but just in a way that kind makes things a little bit more especially in the missiles case more modifi modifiable on the ships uh and in the case of weapons we'll we'll probably get into that in a bit but it's kind of tweaks to the weapons to make them feel a bit more unique okay okay and what have you been working on Andrew yeah so when as Johnny says tweaks to the weapons we've been working kind of in tandem on the weapons in the last week or so where firstly been just defining the roles of these weapons s and then you know working out the ranges of all these different factors speed uh lifetime the projectile damage and then once we've got like the
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ranges then you start putting them in game and starting to see where it doesn't fit where it's totally out um so so I've been back and forth yeah back and forth Excel sheets um getting into game firing the shots going GH no that doesn't look right oh yeah that feels really good yeah there's a lot of numbers changes a bit back and forth between us both and a lot ofest thing as well gotcha okay now we we talk about when we talk about refactoring we talk about you know remodels and stuff like that this is a normal everyday process for game development that's why what's one of the reasons it's development not construction it's you try things you see how it works you know you make changes you try another thing you see how it works you make changes you know this isn't this is this is normal this isn't some some major oh we going to pull our hair out kind of thing uh people see it because that's one of the things that separates Star Citizen from just about
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every other video game project in the world is that we're running a live environment while we're in game development so folks get to see this process that that that happens in all game development and it's it's exciting but it can be you know confusing sometimes for people you know why is this changing why do why do things keep changing and that's at the core of all video game development so with that in mind uh flight model balance flight model change um let's explain that to people let's explain what that is exactly because it's when it's hard for it's hard to always wrap your head around what a flight model is so why don't you why don't you tell us what a flight model is and and what ex what we're actually doing right now okay well I think this is one of the things we didn't clarify enough around the ver segment this these aren't changes per se
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to what what our flight model is which is you know we we've got a very um physics based which is real realistic as much as it can be um we've not made any changes to that really it's it's about um opening up some of the flight model to designers to then change parameters of the ship or ships uh so we can have or easily modify the speeds of the ships easily the stop times and rotations you know it it's really taken what's there already yeah with the model I mean to explain the model it's yeah the the model is the is the is the is the algorithm it's it's the it's the program it's the thing that takes all of the numbers and crunches them and outputs something the model itself is the same
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we are changing the attributes that the model you know uh uh interacts with right we're just lowly designers when it comes to that I mean we've got the the physics engineer who is the the professor who made that we're just it making the the ships fow different ways to see what is better what's identify you know as you say would doing this all live and people can see it so it's a it's kind of a unique process um but it's it's it's a fun one I think yeah I mean feedback we try and get a lot of the testing out of the way here so we're not pushing and pulling people like too much like it's a bit confusing when you're playing a game and everything completely changes then it'll change back again then it'll change again and obviously that's part of the fun but I think after a while people have start to get sick of it especially the amount we
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change in studio here so it's always good to go through that refinement process before we get all of the new numbers out to backers got you yeah so the so the model is the same that that's that that was the biggest confusion from ATB we haven't changed the flight model we're not changing the flight model the work that John pritet and his team did you know that's solid we're really happy with that we're changing the attributes the speed the the the the um maneuverability the you know the damage all that stuff you know what missiles do what weapons do uh and stuff like that so but the model itself the thing that computes all of that and makes it into a playable game that's that's the same so untouched John you know that's that's get every day gotta so we we'll start in with some questions from the fan fans right off the bat uh will the new flight model again will the new
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flight it's the same flight model be different in Arena Commander than in the Pu so will ships have handle differently in Arena Commander than they will in the Pu no that that wasn't the intention everything will be this the same across all modes yes um we want to I think something we didn't have previously is the is the cruise speeds in Arena Commander um so with the changes making things slower um and if we make the arena command areas bigger eventually we want to we want to get Cru in there and and have that as part of that game play uh spawn points will obviously be really important then M to see how it's going to balance but yeah we'll have it the same across yeah obviously while they're kind of separate modules we don't want to have too much of a disconnect between the two otherwise it be super jarring you know going from one flying sh and in in one and then going to the other and
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then thinking why can't I fly this same way we considered the burner as well Arena command as the arcade mode if if we're going to make make fuel very consumable then why not consider some kind of pickups or something like that it it was talked about we'll see if that comes in but yeah it'll be mostly the same but gamified yeah I mean ultimately what arena Commander is supposed to be is it is you know the instant test bed for flight mechanics and stuff so it doesn't it doesn't serve its purpose if it Strays too far from what you do in the Pu so all right another question from the fans uh were different controller setups taken into consideration with the rebalance so when you guys are are testing this stuff are you're not just all you know uh hotas you're not just
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all mouse and keyboard different folks work with different controller schemes abely yeah um something from being in QA myself it's like you need to make sure every single device is is is tested when this happens um my desk is covered in all kinds of peripherals I don't know if you saw them around the verse I had the steering wheel yeah remember when I was there in the office like I came right to you and asked you about the the farming the Farming Simulator tool yeah it's all balanced around the steering wheel sorry uh but yeah like we pretty much everyone in even in the tech design Department favors their own control method we've got someone who pretty much exclusively likes to play with a controller we've got people who like hotas and we've got people who love mouse and keyboard so we get feedback from everyone as we're these changes anyway cuz they see them every day yeah
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uh now one of the things we' talked about is that the the flight speeds are slowing down across the board you know that's that's to make uh Chris talked about it a bit in this hosting segment uh it's to make you know combat more you know immersive less jousting pass you know let you you know follow your targets and stuff um will missiles also be slowed down question from one of our fans yeah I think well because you still you still have access to the the burner speeds and really what we've done is is have the sem speed so when you get into situation you are moving slower we still have uh the ships can still reach the the other speeds you can still after bur you can still cruise to get there um it's something I'm going to have to play test and get people to try because I
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don't want it to be you escape from these missiles too easy and we've had that before where they don't have any impact because you just all right I'm in Cru and I'm gone now and we still don't have the penalties for spooling up on cruise uh on that side so um I think uh they'll probably come down a bit because we don't want people in sem to just be bombarded by missiles the time but we'll have to see on that all right uh another question from the fans it seems like there's barely 10 seconds of boost fuel in some ships will boost or After Burner be updated with these changes now this was actually mentioned in ATB yesterday uh we are making some changes to how boost and After Burner work what can you what can you say about that okay um so yeah firstly we we definitely want to give more fuel so that you've got a prolonged use of the afterburn
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because you want After Burner to be more prominent and more important in a in a combat situation if you have it if you have the fuel um so we'll probably give it more less of a less of a draw rate and then a slow climb back up um sorry what was the what was the other part on changes to boost and After Burner will will we we be adjusting their their fuel balance the answer was yes yes yes sorry I thought second after After Burner is kind has kind of Fallen to the side you know in in in recent months and what not so so a lot of these changes will are to make After Burner a more attractive option another option that you you should use in dog fighting so yeah the answer is yes we'll be giving more fuel for not or more fuel or tweaking the amount of fuel After Burner
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actually Burns you know yeah so we won't as fast yeah okay um another question with fans have these changes trickled down or impacted uh any larger ships like Capital like like uh the Edris or the javelin um people are excited about you know Capital ships eventually coming online uh do do do these changes affect those at all um not so much because of the the sheer mass of the ships when we've when we've had these ships flying it's always been let's push it to the Very extreme of how long the longest acceleration the slowest rotation uh speeds so so not much really has changed there you'll still it's still a case of it's moving a big Juggernaut through
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space and it feels like a like like that should so it hasn't really affected them too much okay uh do these new speeds affect blackout or red out thresholds no um they'll still be kind of where they were I mean after burner covers that top area so if you're after burning a lot you still have the same risk of blacking out if you're pushing it to its limits got so that won have come in we have um talked about that a bit I mean just bringing the speeds down makes it less likely you're going to hit those thresholds MH some people were expecting us to bring the the thresholds down as well that really was getting away from us trying to make it um less of a chall less of a challenge I'd say m like some
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people had a great with me saying it was simplifying the the flying model as well but really it's not it's kind of it's making it more playable really yeah yeah it felt like the obvious problems with what we had um so we're tried to combat that yeah and again that is this is a normal part of game development we we're trying a thing we'll get that get those changes out to evocati and then we'll get those changes out to The Wider PTU and then we'll get those changes out to our live environment which is absolutely still a test environment All Star C environments our test environments we will get feedback from the smaller group then the larger group and then the largest group possible and you know if changes are necessary after that we'll make those changes too I mean these changes are made because of feedback from the fans so you know that's that's the process so
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nothing nothing is final nothing is is set in stone this is the next thing that we experimenting with that we're trying with so we're excited to get it into folks hands so one more question then we we get we have uh we have our next guest here let's see what do we got here um uh okay so not just missiles how will weapons ranges be adjusted on the new flight model so uh weapon ranges in general are going to change on a per weapon basis so uh we've kind of split weapons into bands a bit more now cuz we found that the weapons we had all had a very similar r R they had very similar fire rates even between cannons and repeaters um with the exception probably being gatlings cuz they fire quite a bit faster but yeah uh range wise we're kind of going with the approach that cannons
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will be your long-range engagement option so they will be increased from kind of what the normal is repeaters will probably meet somewhere in the middle gatlings will probably be down at the lower end so we've kind of split those on a per weapon basis but you could probably talk a bit more as to kind of what the actual ranges are but that again that's something that we're kind of going back and forth on a lot at the moment yeah like we're putting them in game at the moment that's that's totally what we're doing like today was like putting these values in giving them a test seeing if it's too far um Rangers were coming down in in my mind I wanted it to be like if the combat's slowing bring the ranges in and see how that see if that's beneficial to what we're trying to get and that's what would that's like that's what we're testing
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right now um like Johnny says the Cannon's still around I don't know 45,000 range possibly maybe closer and obviously they'll get bigger as the gun gets bigger as well CU especially when you get start getting to bigger ships you'll probably wanting to engage from further distances yeah that that's me talking like size five cannons mhm maybe their maximums um okay I don't know all right so so we'll let you guys go uh everybody we're going to play a short video and then we're going to come back with uh lead technical designer John crew master of spaceships and uh will Maiden who who uh working on the new UI systems so we'll be back in just a minute wait for the people and we're back uh W to part two of
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reverse the verse uh with us now are is lead technical designer Mr John crew and uh technical designer uh Mr will Maiden how you guys doing really well thank you good so uh John uh we've had we've had you on RTV before uh we had you on an ATV segment a long time ago we did when we did the very first starf tour if I remember correctly yes that was like record a huge amount thank you for coming back uh well um my first time yeah hey it's good good to be finally on where the popular kids are apparently yeah yeah I've done a couple of ATVs but this is my first time doing this this is good fun well thanks for coming on all right so uh we uh Johnny and uh Andrew already took us through you know what what tech
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designers do and stuff like this uh will why don't you why don't you start by telling us why you're trying to change the game Into Golf citizen well like it felt like there could be more Fairways so more relaxing uh at the club with a mix master no why don't you start by telling us uh what what what uh what are you working on for Star say and uh what your scope of work right now uh right now um I did a I've just been looking at cargo the last couple of weeks um and radar and scanning most recently I talked about it yesterday on around the verse um just before that I was designing the Taren um so I was doing the Q&A for that when it uh when it went on sale um but keeping an eye on that Bea of a ship but that's all kind
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of because it's an exploration ship and my work on radar and scanning it's all kind of come together now um so hopefully I'll be looking at exploration and um that kind of data Gathering all right and John what are you working on I don't know everything changes so quickly uh so at the moment we're obviously doing cicon stuff we got quite a few interesting stuff things to show there uh we're looking to do star Marine stuff 2 six balance changes it's just sort of leading the team that we have here which is quite large now so it's it's gone from just being me to eight of us in the last two years or so so lots of stuff to keep track of lots of stuff to do all right so we will jump right into the fan questions uh so right off the bat and as anticipated the very
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first question at at the is is uh it seems a lot of people don't agree with the golf swing style of scanning can you go into detail on the thought process that went into this decision okay so just to clear the a really the the golfs the golf swing um is totally a first pass implementation um the thinking here is that we want a way of exposing hidden ships you've got a ship that's say it's a saber and it's running quiet and it's out there and you want to find it you'll charge a pulse and you'll release it and all of a sudden that pulse will agitate the signatur is being given off by that ship and all of a sudden aha I found you for like five six seconds or something and then it fades away so we need some gameplay there
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where uh the hunting ship can expose The Hiding ship so this this this the system that you've seen yesterday is totally a first pass um what we're looking at having is a system that essentially is going to build the energy that you're putting into a uh into the radar and over time that's going to build and build and build and build and build and the longer you hold it the more power it's going to generate the more it's going to expose The Wider it's going to fetch uh information from but with that comes a risk of I'm going to push my luck too long and it's going to blow up in my face so we want a system that you can fail something that you can really screw up and all of a sudden you're not you thought you were the hunter but now you've just blown your radar out you can't see for the
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next two minutes while you're trying to cool it down oh my God this power going to the wrong places everything's on fire um it gives that time that ship time to escape aha so we wanted we wanted a we want a system where it's not it's not a done deal you don't just press ping and everyone becomes available yeah it's something that you've got to really try to to get right and now this you said this is the first implementation now that's one of the things that separates star system from other projects is that we are showing the first implementations of systems that will iterate and continue to change uh this is also uh the first implementation of a of a non-combat system on a combat ship this is this is how scanning this is the first impation implementation of how scanning will work on a combat ship you
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know on a dog fighter but that's not necessarily you know how scanning will work you know when you're on a Cru station on a constellation or how scanning will work when you're in a cruise station on an nid why don't you talk to to us about about that that's absolutely right so when you're in a single CER you control everything um you control the scanning the radar as well as the guns and and everything else so there's a lot to do so we simplify what you've got to do or we we don't give you everything that say if you were the man at a or a woman at a station on a cap ship and your job is to find the sneaky ships that are out there find the life support of some guy who's ejected and you really need to find them before they die you know if that's your job um we're going to give you so much more tools for that um we've seen it with the terapin
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there's a utility mountain and a separate scanning station their job will be uh to use the tools but but for combat ships you don't need that um and the stuff we shown we just have a lot of combat ships right now so that's where our Focus has been it's like what's a very simple approachable system that combat Pilots can use and then that we can build on that for the exploration and the bounty hunting uh in the future exactly a lot of people are worried that that's it just going be sat at the station on the addess yeah pressing the button that is literally the very first yeah and we're looking at things like I've seen some some really cool suggestions on the forums um uh and internally as well people have have
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suggested justed cool things about being able to scan Way Beyond you know it's like looking with a radio telescope at far beyond Stars this idea of of using long range sensors to to see beyond your limits the radar is just what's around you um we've got much more exciting plans for for long range centers and uh sensors uh that are going to gather this data that regular equipment just can't pick up awesome awesome so we've we've basically shown just the earliest Glimpse small you know implementation of a much larger system and that's something that's only really been possible lately because we've got item 2.0 coming through so we can finally start to have uh systemically generated uh signatures from ships when you put something in that runs hotter it's going
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to generate more infrared if you put something in that's drawing more power it's going to generate more um electromagnetic fields so before we just had a a Boolean system of you can either detect them or you can't and now we're getting into these shades of gray where maybe you can detect them maybe if I put a bit more of a pulse out maybe I can find you so it's only in the last couple of weeks really that we've started to to see this stuff come online and then we've been able to put this first pass in to say how does this play and then internally and getting some feedback and so it's a it's a gradual process but it's only really started in Earnest lately yeah so it sounds like you know when when this is fully implemented it'll take a measure of finesse you know to actually get the best results because you're not just going to want to send out the biggest baddest pul every time because you know it's like active sonar you're going to let them know where you're at yeah exactly and it's a
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two-sided thing where the guy being hunted may maybe doesn't know where the guy hunting him is and like submarine warfare has been a big a big influence in how this kind of stuff works out and so if you ping you give yourself away um but if you do it right then the guy's exposed and but if you do it wrong it it's going to backfire on you so and yeah things like when you charge this pulse it's going to leave you exposed your radar is going to disappear because all your power is going to charging the pulse so all of a sudden you're blind and so and that's that's that's terrifying if if you're relying on that to find this guy that's out there and you're charging all of a sudden your your sent it goes black because all the power is going into to building and building and building and building and then when you release it and if you release it wrong you not only you're blind but you've sent out a big flare saying I'm here and now I've screwed up
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royally now I am very exposed and very weak gotta and item 2.0 going back to that really helps with getting lots of seats talking to lots of items all together we can do it at the moment but anyone that's played a lot of multi crew stuff you sort of Hit the limitations very quickly where this person is trying to do this they can't really influence what this other person's in charge of but the item two set up in all the ships really allows one person to talk to two items that another person in another seat is has control over it properly prioritizes it so a lot of systemic gameplay will come out of that very easily which we've been struggling with a long time and it's finally going to get there it's the whole why can't I slave my turret to the pilot seat that's exactly the sort of stuff that will come
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straight out of this it's almost here all right another question from the fans uh we sort of touched on this how will stealth ECM and anti-an devices work with scanning are we ready to talk about that a little bit so to start with stealth um obviously uh we we covered this a bit on the ATV but if you didn't see we're looking at in space at least um infrared electromagnetic and cross-section as these are the signatures that are going to make you visible to other people so how physically large your ship is is going to be a factor in that now maybe we've got some um some hole plating or maybe sorry maybe you've got some whole plating which will even though you're a big ship it's it's not quite visible or it it disguises against the background
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so you can't pick it up um same with uh heat masking uh your your equipment so it doesn't produce as much heat same with power drawer obviously buying um the specific items that we will make that were are tailored for stealth so they run deliberately quiet um in one way or another but maybe they don't you know pack the biggest punch so you could have some stealth uh power plants that have a really low em feel because they're hardened but they don't put out as much power as you'd like so you can't run everything at full whack um so when you come to kitting out your ship you'll be looking at at signatures will be a very big part of okay this does a lot of good stuff but it's also very loud so what's the tradeoff there what do I want to buy that's going to help me complete my mission do I want to be detected or
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do I want to really suck it to them um so stealth is going to be is is going to be all kind of driven by the the items um well driven by some of the items um and then for what was the ew war did you say or ECM anti- scan stuff like that is oh anti- scan yes so when you actually get a contact uh and there there's a separation before we had the ra the scanner was kind of this one big it's everything it's radar and scanning and we've separated them lately so that the radar detects contacts um and the scanner allows you to get information from it so as long as you can see that contact you can draw information out which is why St saying quiet is so important um but once I've got you and I can start scanning and there's a I think you saw kind of briefly a little
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progress bar that's going to start bringing information through um we're going to allow you to place item sub items on those items that'll be hardening so it takes it takes longer to scan that individual item so if you really don't want them to know about your cargo container or the abilities of your guns you can stick additional upgrades onto those that will that will harden them um whole plating will stop will slow slow down the penetration of scans shielding will um if you don't want to be scanned you can hide behind asteroids and things they'll break line of sight and make it harder to scan um so situational positional um things you can do with just getting out of there um also you need a Target you need to be actually aiming at the guy so fly very far away you're you're you're answering
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a bunch of these questions that we have hued up so there's like I don't need to ask these ones cuz you're already covering um but we do have one question a very serious question it appears if I am scanned while on foot well running away in a zigzag Serpentine pattern help me uh well it depends who's scanning you if there's a ship hovering above maybe not um the the way scanning is going to work is that if if I've got eyes on you and you're dead centering my retical I'm probably going to have a really easy time scanning you if you if I don't move and you run away that's going to take long because you're further away from my kind of line of the center M if I turn to keep keep my track on you then you can run all day and you just be scammed tired but then yeah totally hide behind things get things in the way um it's the
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the trick there is to be not be uh well not be predictable but not be seen in the first place um and then it's then it's all about well hardening the gear that you have to make it harder to see what you've got because they might scan you and they say hey you're Jeff and you're over there but you've got a gun but my sensors can't actually tell what your gun is right away um and I can't actually tell if you've got a criminal record because I I don't have a chip on my computer that speaks to the police database or something so there are ways you can get around being scan but a zigzag maneuver is probably you you're probably better off just attacking the guy that's scanning you I however there's there's a possibility sorry to jump in no go ahead of of not being able to know you're being scanned in the first place so if I've got a
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really good scanner um and I'm scanning you I could be scanning you all day and you don't even know that I've I can see you over there um but likewise if you're really paranoid about being scanned maybe you've got some gear on your comp on on your on your ship that's incredibly sensitive so it's the second it detects you're being scammed you're being scammed to bought Oh I thought I was alone out here so you know if you if you're smuggling let's say and you've got a cargo full of illegal spice and you're running to the border and all of a sudden you're being scanned like eject get rid of that stuff but uh and so you may be less worried about them seeing it and more worried about being able to detect if you're being scanned in the first place because with one of the one of the goals of ships like the terapin this uh this scout these these ships
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that can surveil other ships is that they might jump in stay super far back and just observe the whole Fleet and scan everyone without them even knowing they've been scanned in the first place and then leave and sell all that good good information so if you've got some Secrets maybe you've got some scan detection on board as well not to self don't ask Will joke questions he'll take them seriously everything's serious no it's good thank you the answer the answer was better um another question for the fans can you fake a larger em or cross-section could a a small ship pretend to be a larger ship you know to to to to throw people off just maybe to scare people cross-sections probably a
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lot harder to do um because it is physical size you could do it with a bit of chaff might help there em is definitely possible there's um a lot of the items have pools that they fill up that it's like their little mini backup MH um and the EM signature is quite often just a multiplier of how much energy is in those pools so if you empty them and then quickly refill them and keep doing that you're going to have this pulsing Big Em signature that's going to lure people in um same with i al though that's more of a component of heat so it's going to take longer for the coolers to get rid of it than it is for a power plant to if you turn your shields on and off they're the Shields and your power plant are the two biggest em contributors so if you're sitting there toggling them like crazy you're
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going to be lit up like a Christmas tree for whatever reason you want to do that for it' be interesting to see how players manipulate that system to asz you know if you're a cross-section you know maybe they've got stealth plating or something so if you're seeing a larger em you're seeing a larger you know IR SE signature but a smaller cross-section it's like well maybe you know they they've got stealth plating you know it could still be a larger ship another thing about cross-section is it is actually three-dimensional the signature that we have in game so if you're looking at a saber on got it looks tiny but if it just rolls it's suddenly a much larger signature well relatively larger sa small anyway but it is worked out in real time based on the angle you're at actually now now I'm imagining Idris Pilots because Idris is
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so wide you know but not necessarily so tall you know flying flying perpendicular so then you've got to consider if you're if you see a ship and that's got you you don't want to just turn and BK dis you want to slowly rotate and keep the thinnest side possible so especially if it's got lots of thrusters on the top and bottom because as soon as you do that massive cross-section Thruster you've got all your IR emissions coming out from the maneuvering thrusters you Noy mistake uh how does scanning work with other objects uh besides ships like asteroids and and and stuff well obviously asteroids have got a huge cross-section so they've kind of got built-in size um already uh stars and things will have heat uh so you'll
- 00:37:33
already be able to detect them and then it's just a case of getting them lined up and scanning and see what's on board and so you'll you'll find information um the same way that if you scan a ship and you find out its load out of of guns and who's on board and cargo what have you you'll look at a you look at an asteroid and you'll scan it and if you know if you've not got anything if you're at a fighter and you've just got your standard scanner you'll see it's a rocky asteroid but if you install yourself a mining scanning upgrade if you install yourself an expiration scanning upgrade all of a sudden it's like oh I'm getting all these signals and I know what they are because this is a mineral and this is some gas gotcha so you'll be able to for a little extra like you'll specialize in your ship I want it to be
- 00:38:21
I'm going to set this up ship up to be uh scanning asteroids so you bring your mining gear you've got a mining laser let's say you let's say you're in the prospector and you're just scanning Asteroids for days and then it just starts to tell you instead of what guns and cargo it's got on board it's got 110,000 units of Steel oh you can't mind steel coal or whatever or diamonds gold um or there's some gas giants and here's some pockets of hydrogen that you can start to extract you have like three ships at the same asteroid you could have a freelancer a Carrick and a prospector all there side by side looking at this rock and the freelancer it's a rock it's this big it weighs this
- 00:39:08
much the Carrick knows a bit more it's got the extra scanners it knows what to do it's like oh this composition of stuff the prospector's got that and then it goes this is where the good stuff is here I'm going to go over here and those specialized ships com with those things by default but you can always take you could take your Aurora and you could put the mining scanner in it and whilst it might not do you a great deal of good because you won't be able to put like mining lasers on it to get everything out you'll be able to go I went here I found this mining laser I'm going to go back there in my prospector or tell my buddy with the prospector exactly this is where this is that's a good point to make and and it even goes back to the previous uh conversation about the the the the flight balance changes you know these these are all the default loadouts of these ships you will be able to swap out
- 00:39:58
components left and right from you know engines to power plants to that will allow you to change the flight the flight charact not just the flight characteristics but the you know the things like the scanning characteristics um so I mean what people have now are all default loadouts you know when the component system is fully online in in all of its scope and Glory you know people are going to be able it's it's an aurora that will is flying may handle very differently from an aurora that that that John kits out you know that's an exciting aspect of Star Citizen um when you talk about the different scanners the different types of scanners um are there also different res will there is there any talk about different resolutions like are there some scanners that if you had three ships in close
- 00:40:45
proximity they would look like one because it's a low res and if you got a better quality scanner that you would actually be able to tell their three separate ships so we've got um we've got the ability where if you're near something that is also very hot if you're hiding by a sun I wouldn't recommend you do that but if you are hiding by the sun it's um IR generation is going to absolutely obscure this little ships um so that's a place you could hide but yeah if you've got a if you've got a military grade top of the line can see the heat signature of an wasp on the back of your hand kind of thing um from a million miles away then it's absolutely possible that um when we
- 00:41:36
when we when you're looking at that thing it can say no no no that's two separate things and let me tell you why um because yeah you could have a huge ball of heat and then a little ship that's hiding next to it that's actually a lot cooler so maybe it shows up as something separate it's not something we've got in the immediate future to be implemented but it's something that we definitely need to look at like why would I buy this scan when I could buy that scan it's like okay well maybe you can Spot the Difference and you know find two needles in a Hy stack and see that they're two separate things awesome uh this might have been covered by the uh item 2.0 stuff you were talking about earlier John uh how is scanning going to work within a party well like like on the capital ship you know with the more robust scanning system will the scanner be able to share his or their results with other players on the ship or even other players in other
- 00:42:23
ships definitely within their ship and I quite easily imagine it would be if you say you're in the same party mhm for sure um I don't think we've fully locked down how we this be a good question for what people working on the herald for data sharing which might uh you might be able to talk yeah we've been we've been talking to uh Matt Sherman because he's looking at the moment actually in fact I spoke to him yesterday about it um this idea of transmitting information between ships um and obviously he can go into it a lot more detail than I can um but players want to be able to and we want to be able to enable players to share information transmit that um immediately I would like to be able to um if I'm in a party with John and I'm over here and my radar is covering this area and he's over there and he's covering that area I
- 00:43:11
want to be able to see what he picks up and he sees what I pick up now maybe there's a delay on that um so there's a guy with a Herald who's listening in and he's like oh that's interesting um because that information that's being transmitted I'm getting all your scandate I'm getting all your scandate sitting in my computer now and I can sell that before you manage to complete your SC like you're going asteroid to asteroid looking for gold you find gold he's like we found gold you're like bye goes off and sells it before you've managed to stake a claim so we want to be able to share because that also opens up all these opportunities to steal that information um so that's so systemically you could have lots of fun with that not yourself don't group with will or me or just someone there's a Herald nearby that's not me you won't find anything useful for me it I would just be shooting everything all right unbelievable we're we're just about time
- 00:43:59
here let me see if I can find one more before we let you go here um uh all right this I we I think we already covered this but will scanners have the same tier system as Weapons coolers Etc whether there it be tier one two three four scanners yeah yeah yeah um I don't know if we've talked a lot about this but we have different grades call it a grade to dgr and we also have different categories so we have military stealth uh industrial civilian and competition and they they each Excel in different areas so taking shields for example um stealth obviously they have less emissions but a lower overall Shield health military is pretty
- 00:44:49
good but they have a high cost and they have a lot of consumption to use industrial have a high output but lots of emissions civilians middle of the range you have obviously you've got multiple civilian manufacturers different gr so you've got a huge variance in there uh competitions what we sort of lump racing well they're the best of what they do yeah they're the best of what they do so it's it's hard to Define per item um so like competition thrusters are great for racing competition well depends what you want to do with racing but yeah but it's it's always it's always the best but price or out be down yeah and that's absolutely we want to use the same system the same Universal system for understanding how the scanning system is going to work awesome uh well guys thank you so much for taking the time today to
- 00:45:38
show up on RTV answer some questions um I uh remember uh the stuff that you're seeing on ATV each and every week you know whether it's the scanning or whether it's anything are the earliest implementations of stuff we we are taking stuff right off the presses now and showing it to you you know in in their earliest iterations because one of the things we can do here at Star Citizen with our with our open development and crowdfunding and stuff like that but they are by no means the final implementations that we take the opportunity to try things and we're excited to try you know these new things not the flight model the flight balance changes the model is still the same thank you John pritchet you know the flight balance changes uh you know the first implementation of of scanning in a in a single dog fighter combat ship as opposed to Capital ships so like that so
- 00:46:27
uh you know hit the forums hit the chat hit the Reddit you know give us your feedback when these systems come online let us know what you think uh we'll continue to iterate um uh this weekend is twitchcon uh folks here at the community team Tyler Ben and I were heading down to San Diego uh shortly after the finish of this broadcast so we'll see you guys at at some of the Gatherings there um and then next week citizen con next week cing on guys um there won't there won't there won't be an ATV next week uh as usual the week of a big event we're all all hands on deck for the for the big reveal but tune back in to Twitch on Friday and Saturday we'll have some of our community streamers uh WTF asaurus Captain Flint uh Sergeant Gamble and Sophie girl will be uh broadcasting on Friday and Saturday from 12:00 to 6:00 Pacific uh entertaining you with uh everything the
- 00:47:14
star s has to offer um I think my dad is going to stop by he said it might happen so watch for that if that happens hi Dad hi Dad and then of course Sunday Sunday's the big tamale citizen con itself broadcast starts at 300 p.m. there might be a pre-show before that we're talk we got some ideas for pre-show so maybe you want to tune in at like 2:30 Pacific if that's if that's your cup of tea but yeah so lots of stuff coming on next week so we're excited for everybody to see it um John and uh and uh and um will and from before Andrew and Johnny thanks again guys uh thank you bye everybody I'm going to hit for
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

