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Star Citizen: Subscribers Town Hall - Persistent Universe

17 January 201700:36:451,056 linesWatch on YouTube ↗

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  1. 00:00:12

    hi everyone welcome to uh this um special subscribers Town Hall um today actually we have a nice selection of people to answer some questions for you we have uh Todd papy on the on the far right here and my brother Chris Roberts Tony zovik and myself and I'll be asking the questions because we go into depth into design which is uh what these guys will be answering so uh thanks you all for joining us and I'll uh kick off um with the first question first question is uh will individual planets have unique terrain and how will they contribute to gameplay so uh Chris you want to kick that one off uh yeah know I mean that's actually one of the big uh you know focuses I think we've shown little bits of it when we did the citizen com presentation uh you know we showed some ecosystems in uh what was we call the homestead demo but it had you

  2. 00:00:58

    know sort of Rock uh sort of mountainous areas open sort of desert Plains um we're planning to have a lot more sort of ecosystems and variety uh than we showed in Homestead and the the concept is that they would have their different challenges in terms of uh you know longer term weather even Wildlife or resources that would be there uh so um it's pretty exciting and we're sort of building the tool set to allow the artists and the designers to have fun and you know you you watch Star Wars and you go okay yeah it's HFF it's the sort of ice snow planet and uh you know endoor the forest moon or whatever and uh we're definitely going to have um you know different planets moons even that would have those sort of different fields uh and in some ways maybe have more of a sort of variety of ecosystems

  3. 00:01:47

    because obviously Star Wars tends to be very like here's the snow Planet here's the forest planet um and I think that'd be cool and I think longer term we're hoping to make it so that there will be uh gameplay and challenges related to um the actual ecosystems themselves and you know we could even see a point where you could crash land on a planet and you've got to get a distress Beacon out and you got to survive for a little bit of time uh before someone comes to rescue you and so you got to maybe hunt some Wildlife or you know find some water to drink or find some you know special type of mineral that you needed to do to repair your ship or something like that yeah but well that's the the important thing which is that the environmental variability is not just cosmetic it directly benefits the type of gameplay that we'll be able to you know have the players you know uh engage in everything from reduced visibility from snowstorm

  4. 00:02:37

    sleep you know fog Etc uh impaired navigational capability from sources of radiation uh all of these different types of mechanics come together and allow us to basically present new and different challenges uh we can force the player out of their ship to actually walk or drive across the surface of the planet because you know there there's something that's throwing off you know too much interference so their ship in close proximity to the planet can't actually navigate how it normally would or you know and a variety of things like that and so all of this variation on the planet is not only going to you know uh present you with a lot of just visually you know uh you know different looking you know scenarios and stuff but it's going to greatly increase you know the types of gameplay that we can put out there from a player standpoint I think of this as natural gating or you know versus like traditional MMOs or

  5. 00:03:27

    something like that where oh you're not level 18 you can't go there like this is our our natural way to gate players of oh you don't have the right equipment to go into the extreme cold or extreme heat or radiation or or something like that so it's it's a way for us to to mess take tools away from the players that they might be used to whether that be The Radars or or affects um the way that their sensors work in their ships or even like the flight and and I would say that's kind of like one of the reasons why we're doing all this uh systemic approach right so uh you know in terms of you as a say a character or a human being in in in the role that you're playing you know like you need to breede oxygen and so if the if there isn't a you know a compatible atmosphere you would need to have an environmental suit or perhaps you're in a place that has too much radiation you need to have some

  6. 00:04:14

    shield from that or you know there's really bad wind storm so uh Sandstorm so during that You' have to find shelter so I mean we're trying to make uh like it's systemic so that when we build the environments it just works as opposed to we program specific actions based on you being in this area but not with the right equipment like the equipment allows you to survive uh the environments essentially and so yeah you should if you're going to explore you should probably you know have the Explorer suit have the Explorer suit have the land vehicle all the things that can let you get down close because you know like Tony said the maybe cases which was sort of what we were um kind of showing or hinting in the in the homestead demo was that you know the idea is there'll be areas you will not be able to fly spaceship too um so you may have to get out on food or get out

  7. 00:05:03

    and use a ground vehicle or sometimes you'd have to land and take shelter so you know like there's you know all these great scii Sci-Fi movies where you sort of see the approach like aliens and they're you know they're going down to Hadley's hope and you sort of you know they go through the buffet of the atmosphere and so we're all going to try to get all those aspects in there and and and really give uh detail to the different locations so even though we may not have a billion procedurally uh generated uh moons or planets will have a Hu will have a very large amount of actual planets and moons that have you know a really well constructed set of environments and ecosystems that should be challenging and interesting to explore that that's the part that is most interesting to me which is unlike you know even more so than in space we'll have the capability at a local scale to be able to change the

  8. 00:05:51

    environment such that you know scanning is more difficult or Force you out of your ship or you know or finding a an area I mean planets are you know you know enormously large things and so since we're not going to basically just have you know the the magical button that you can push and all of a sudden things are revealed to you it's like uh if you're talking about things you know hidden in plain sight just the sheer you know size of these things and then once you start to add in you know forest and mountain ranges and snowstorms and fog you think how long it's taken us to explore Earth and there's probably some areas that hav still finding pockets of oil and everything else that's that's exactly it yeah so and you know there's seven billion of us here so yeah absolutely okay so um moving on a question which is kind of um leading the same area um is um we as backers are obviously all excited for planetary Landings and 3.0 but how are you

  9. 00:06:39

    planning on handling on foot and infl exploration of a planet like aror that's completely covered in factories and I guess what the kind of asking is is you know what you know what is the gating for being able to go to a large civilian population just sort of walking around the planet uh so we've we've we've talked we've talked about this in the past talked about this in the past and basically the idea is that you're going to have when you approach you know any of these major Landing zones an air traffic control system and you're going to be slotted in and given permission to land and at that point they'll plot a course you know forward for you and you need to stick fairly close you know to the to the path that they give you or else you'll be autop piloted in uh at the same time on some of these uh on some of these plants to be but clear just also say on so when we say it it's not like we're going to take over control of you unless you deviate from

  10. 00:07:26

    the the but it's like Landing say here in Los Angeles or Landing in London there'll be a flight path that you're given that you need to stick to if you deviate from it then um you know they the your auto pilot of your ship will be sort of taken over and they'll land it but you know for instance so there certainly would be a level in AR cor that you're above like you can fly over Los Angeles at 30,000 ft and that's okay it's just coming down coming down course only applies to you coming inim and it only applies to the sort of the big Landing zones of cities that play what comes down to the problem we're trying to solve is we don't want people setting their ships down in the courtyard of Area 18 we don't want people doing you know combat strapes through the city that type of thing you don't someone to see what's going to happen when an he crashes an interest into the main plaza of exactly and so the same concept applies on those planets like huren to

  11. 00:08:16

    where you actually land on 95% of the planet and if you actually happen to go you know close to the city uh lville then basically you'll just have certain gated entrances to the city to where your forced to basically go through those uh just as you ground in there so you basically you go you you could you could land maybe walk to a gate and then go in or you could actually just land yep that's exactly it and on cities that actually have you know Customs you'd go through a groundbased customs just as you would coming through the airport correct okay cool uh next question um basically just uh I guess it's more of a technical issue and how we going to handle it but um and let's uh I guess I'll uh Chuck this one out to uh Chris uh just to thr to there but um how will the Pu work during load um you know logouts ISB disconnects on a multi crew

  12. 00:09:05

    and player interaction basis uh well we actually actually had a um we were out in Austin a week or so ago and this was actually one of the things we were talking about uh but um the the concept that uh we're going with is that if uh you disconnect for instance your ship and character will persist for a little bit of time to allow you enough time to Rel log on and reconnect also if you're on a multi Cru ship and there's other actual players on the ship even if you log out a disconnect the ship will still persist with the other players on it for as long as there are actual active real live players on it uh and then if everybody's gone like everyone's disconnected or everyone's logged out um we will uh at that particular time sort of uh persist

  13. 00:09:53

    the ship for a little bit and then if no one's around we'll basically save the position off and then when you log back in it should bring you back with the ship in that position uh there may be other stuff around we would obviously have to have some logic that would make sure you don't get spawned where there is another ship right now uh but essentially we would sort of save your position or state and let you come let the ship come back and get respawned um in that particular position and that's sort of the idea also if you're like flying you've got a you got a bed and you like find some area that there's no one really around and then you can sort of save your game in the you know that's the whole idea of having sort of beds aboard your multi Cru ships is that you can sort of make it as a save game and that's the whole reason why it's because of you know the fact that your ship

  14. 00:10:41

    hangs around for some period of time after you're gone that you don't want to be doing this you know right when you're right in the middle of combat um so that basically we can you know have a little safe Zone your ship goes out and you know then you're good to go and we also spoke about it being actually on the planets so the same it's the same system no matter what whether you're on the plant or in space so actually want to TI to that there's another question here um which is um uh which I'll jump forward to because I think it's relevant to what we're talking about and it's like how will the game handle multi-day or multi-week Guild run campaigns in the Pu which obviously we' just talked about how we'll handle that instance but also I had a thought in terms of you know something we stretched over a long time and people are not going to be disconnected but they're going to be actually logged out then how we're going to handle that well I mean I think that would be kind of the same sort of thing that we discussed so like if um there's

  15. 00:11:30

    a bunch of you on a ship or something and you're all flying together then you know you could take shifts like you would in real life some people could be flying well other people have logged out and the ship would still carry on its Mission if everyone sort of says okay you know we're going to play from I don't know 6:00 p.m. till 9:00 p.m. and then they all log out at 9:00 p.m. then we'll probably save off the state of the ship um you know this there's a little bit of time and then bam it's if you're safe it's okay I'll get saved and then we'll just respawn when you when you log back up on um if something happens when like you've disconnected or you've logged out by the way we didn't mention that and the ship does get destroyed then you would essentially it would it would respawn you at the closest sort of respawn Point uh that we that we sort of um you know is the kind of like death of a Spaceman mechanic where you come back

  16. 00:12:19

    you wake up in the med Bay and you your body's been recovered from space and then you'd probably have to have an insurance claim so your your key is if you're going to log out you should make sure that you're sort of logging out when you're not near any hostiles or enemies because there will be a period if there are hostiles or enemies your ship will still persist and it will persist there until there are hostiles enemies are either gone or your ship is um you know right being destroyed well we we're we're trying to we're trying to split that fine line between giving you the convenience to actually be 20 minutes you know out from some major city in an asteroid field doing something and then you log off and you can continue you know back the next day um but at the same time we need to prevent players from exploiting this functionality such that they're in the middle of you know combat and basically just logging out in

  17. 00:13:06

    their ship goes immediately yeah yeah no we don't I mean like there's got to be some uh there has to be persistence there has to be consequence um or else you everything you earn will mean nothing right so uh there needs to be some like I need to get to an area where I'm safe and then I can log out uh that's that's what we want we we don't want you going we don't want people like ra like pulling the the internet in the middle of a battle they know they're losing just to essentially Escape um losing their ship because that wouldn't be cool at all so you know when you get into a situation um whether it's AI or another player you're fighting with um you're at risk you're at risk to lose your ship there and you will you you know and yes it would suck if you got disconnected at that very moment in time uh on the Internet by no no fault of your own but I mean we can't really

  18. 00:13:56

    you know we can't tell when someone rag disconnects andone actually you know gets the their internet uh service drops on them so we'll just persist the ship and hopefully they can reconnect back in and get back into it and if you're flying a bigger ship like a multi cruise ship um those are going to be tougher um probably more tougher than we even have right now you see they would but your NPC crew on those larger ships you're probably going to have a healthy contingent of other players helping you or other NPCs and those people would continue fun would still be active so yeah so like to be clear if you disconnected and you had an NPC crew um that would still exist the NPC crew doing stuff and then if you reconnected you were back in there on the ship and we'll keep it in that state for a while to allow you to reconnect so the key is really just to make sure that if you're

  19. 00:14:45

    traveling and you want to save you just got to make sure you're saving in an area where you know you're it's fairly safe you're not going to be under threat or attack I know I know there's absolutely going to be questions that come from this conversation because I know we've talked about it so I just want to bring it up is the question of you know you've got your crew of hopefully friends and you disconnect and now your friends are running your ship what's to stop them from you know I mean basically and there probably isn't anything but the question I've talked about is what happens then what happens if they decide to take your ship somewhere else without your permiss well but I mean at that point you know I I lend you my car no no I agree just the point I just think you decide to take it on a rally and and right so Bas I see this as being more like this is the exact same problem that we're going to encounter over and over and over again

  20. 00:15:32

    that we've talked about which is well if somebody boards your ship can they basically just sit in the pilot seat and go and that's the way it is right now but you know eventually we're going to have much you know more of a security system concept and so irregardless of the fact that I allow other players onto my ship that doesn't necessarily mean that I as Captain have basically given them the keys to the thing I disappear you may not give them the permission to to use the helm they may have the permission to walk all around or use turrets or whatever and so I can see the keys to IGN I can see the captain the owner of the ship basically designating who can do what in other words if I'm disconnected then my navigator whether it's an NPC or player can basically assume you know control of piloting the craft but I in advance basically said How I want the ship to you know how how I want the crew of the ship to be able

  21. 00:16:19

    to respond in this particular scenario but I think there's always going be the issue where at the end of the day you've going to basically have to trust the people you put in your ship because you're going to sign but even then I mean we've talked about reputation hits and bounties and all sorts of other things that would would hopefully help mitigate that issue yeah and that's and that's a huge point when you're hiring other players in NPC you're not going to be doing this blindly we will be tracking a number of different statistics attributes that will allow you to get some sense of how they've been I just see as part of the game play and you just need to make sure that before you go and do that with your ship or just say yeah you guys and fly around for for a week while I'm on holiday that you have to understand that stuff can happen basically yeah you know your ship or you know various equipment it's your possessions and your possessions can be destroyed or stolen by other players there'll be certain

  22. 00:17:07

    things in place to help prevent that and there'll be certain things to enforce that not happening in law abiding areas but you're always going to have some risk of things you know being destroyed or stolen by other players and there will be a black market so for instance like a ship's a good example of you know you kind of need to transfer title to sell it pretty much any where but if I steal say your constellation so I probably couldn't go to AR Corp and and sell it cuz I don't have the papers for it even if you know even if I just took it over you know I found it sitting there in an asteroid field no one was in it um but there's probably some places I could go that I could talk to a kind of you know Chop Shop Shady person who'll pay me less than you would normally pay for a legitimate secondhand Connie and then I I could get some money for that

  23. 00:17:55

    way so we'll have those sort of systems in and if you're flying a ship that is being being denoted with you know it's a stolen ship and you're in a law enforcement area and the law enforcement scans you or any Bounty Hunter running around can see that you tag you're in a stolen ship then they would have you know the ability or the authorization to engage in you know if they're a player PVP against you um to sort of bring you to justice so we'll sort of have some of those balances in there but yeah you should think that your possessions in general can be destroyed and can be stolen that's one of the reasons why you have insurance uh but we want to make it so uh it encourages you to hold on to your stuff it encourages you to uh repair them and maintain them we don't want you to fly out there get a scratch on your constellation and go oh this is I don't like it now I'm going to smash it into an asteroid field and blow it up

  24. 00:18:43

    and then I'll respawn and get another constellation instantly which is what happens right now in the baby puu in the Crusader uh so as we move towards the much more persistent proper game which three three Z is really going to be that we're going to try to disincentivize you and incentivize you to keep your ship running keep it maintained keep it repaired and uh you know try try to uh keep it out of situations where it can be damaged or stolen ideally build a relationship with it but then I mean I would love to see the awkward conversations that would come out of that like your brother steals your ship or takes your ship and it's then you're having those conversations what did you do with my stuff kind of thing yeah that never happens anyway uh next question is how will the Pu handle instancing of

  25. 00:19:31

    missions and the NPC enemies that spawn around them uh in the mini puu now we have a direct correlation between the number of players in the area and the number of NPC parats that spawn I realize this is just a temporary solution but will the final pu use a similar process to scale the difficulty of the missions based on the number and quality of the players accepting it Tony uh yeah what we have right now is actually far simpler than what we're going to have very shortly as soon as the mission system makes its debut right now it's just a simple linear relationship to basically scale the difficulty up you know um you know uh whereas what we're going to be able to do is take into account not just you know your specific capabilities in terms of the number of people in your party the ships the the capability of those ships what your reputation is what you're actually carrying and all of these things will be able to be factored

  26. 00:20:18

    into this database of you know possible missions which is also able to take into account what you should be seeing in that area such that if you're a freigh or you're carrying loads and loads of you know valuable cargo through a dangerous area and you have no escorts that's going to make you particularly attractive to you know pirates that are looking for you know to to make a quick Buck um and so what you've seen thus far um there there's really no comparison this is basically functionality that was just put in to give a a little bit of rampant difficulty to make it playable um but the real system is far more capable cool okay and then I'm going to throw on to you um Todd um uh you know could any um know you know could you comment on um any of the man-made or environmental risk that we can expect to see um in the Pu well as we talked about

  27. 00:21:08

    earlier like with the power system and and basically with the environments that we're building where they power oxygen um or life supports uh then gravity as well as possible other leaks or radiation leaks um and so when you're running around in those environments um from a design standpoint we want to be able to create uh different scenarios so either you come into a Derick or you come into one that's pully powered and and fully op operational um so for us it's it's more about just creating these situations that will allow players to investigate and try out um and deal with uh the appropriate or find ways to solve those problems so whether it's a radiation or or oxygen leak or something

  28. 00:21:58

    like that then you need to go get your suit on you need to uh basically have enough oxygen to survive what you need to do in that area um or if it's too close to a sun or something like that then you're going to be dealing with a certain amount of heat uh but those to me are are spices that you know our underlying mission system would be kind of like let's say the the bland food and then we use these uh tell upet about Miss yeah sorry that we use um these different spices to to basically uh make the missions a lot more interesting and and unique um for the players to yeah in that regard is very similar to what we were talking about for the environments to where it gives you this systematic ability to be able to present the player with all of this you know different

  29. 00:22:46

    potential diversity and allow them to figure out you know their own unique solution as to how they want to you know chart a course through that yeah and the other thing I'd say is that like we kind of you know people haven't really seen it yet but you know multi crew uh ships are going to be a large part of sort of the in my opinion the fun gameplay you and a small group of friends or even you in a bigger group uh playing together and you don't really see that right now because right now you can either pil it or perhaps you can man a turret and the turrets still need work they've sort of not really had much love because we've been waiting for everything to shift to item 2.0 so we don't really want to fix the old turrets we want it for the the new turrets uh but they're just a small part because you know really for us when you you're flying it's you know it's it's uh you know not just piloting but you know there's things like you know

  30. 00:23:34

    the scanning the radar the communications engineering so adjusting the systems on the bigger ships and we're also going to have the concept of uh you know this is you know we've talked about it it's not in but it's part of kind of the the item 2.0 but the you know items or the the different components of your ship will have uh you know age and sort of wear maintenance level and and the idea is that um you know if you're not really keeping them up or they're getting old and depending on the quality of the component because we have different quality ratings for them um they can break down so uh you know then you're going to have to fix them if they break down you're going to have to replace them and we have sort of very small we have smaller items so like a power um plant may have U different sort of uh fuel rods or there may be fuses on power nodes and these things

  31. 00:24:23

    can break down uh you know maybe you're powering up for Quantum Drive and you've over you know you're going for a long long distance and I think uh you know we we have some plans to make Quantum Drive not just be automatic uh and you know things could short out and you've got to run you got to run and fix it also in combat like under as you're in combat the the concept should be that the multi creu ships which is why I was saying they'll last longer in the future in the Pu if you have a crew on and working together like basically fixing the leaks replacing the fuse break so so constantly sort of almost running around inside repairing like you see in all these science fiction movies you can extend the life of your multi cruise ship in a combat um which would be important because generally the multi- Cru ships probably won't maneuver as

  32. 00:25:10

    fast as the single Ceder Fighters and everything else uh but you know they're they're much more tanky because um not only are they bigger and Not only would they have more armor and more power and more Shields and all the rest stuff but they'll have an active crew able to run around and fix things as it's breaking whereas if you're on a single cater ship you can't really stop in the middle of a dog fight get out Eva and you know repair The Shield generator that that blew a fuse or whatever so they'll they'll definitely be stuff to be done in combat but even on longdistance travels you know if you think about like you're going from you know one system to another system maybe during the course of it you'll have to do some maintenance for your engine or repair fuses and I think that sort of gameplay that could you know because we are going to have some tra transit times on the longer distances where you're not going to be in Quantum Drive for a few seconds you're going to be in Quantum Drive for

  33. 00:25:59

    you know minutes or tens of minutes in the longest cases and so yeah you need there will be some aspect of maintaining your ship and keeping it going uh and making sure you've stocked up on items and so I think there's a lot of real potential for game playay that comes out of this this whole idea of these like systemic components or items all interact together that need to be taken care of that need to be maintained to run right and the people that know how to do it and balance it and juggle it um you know will be the more SU and also with that system I mean when when I was talking about environments it's it's it's using the same system that he's talking about right now so now would be filtered even down to um basically the planets um or the planetary Outpost that we've shown as well as satellites and and everything in

  34. 00:26:47

    our universe will be using power plants or solar arrays or or some sort of power generator but it it is basically using the same power system yes the same system Underneath It All all of it um and so we're hoping that you know that's probably a bit more than you would normally see in a game but it's it's one system that goes across everything whether it's not on the ground and the ships Like Satellites you're mentioning and then once you learn like the interaction and the use of it it hopefully should be fairly intuitive and be a sort of simplified version of what you get in the real world and and then from that there's a lot of possibility because you can not only have to maintain stuff but you could actually actively disrupt stuff to you know prevent someone uh you know like say it's boarding a ship or you as an as someone that's trying to take over a ship or take over a space station or take over environment on the ground

  35. 00:27:35

    could also use these things intelligently like cut someone's power off to you know you want you want to have those counter plays that people I would add to what you said uh that people haven't yet seen the true potential of multi crew and what it's actually going to mean you know in so far as the game play and one of the areas where it's you know where it's going to take I think a dramatic Leap Forward is going to be when we actually start to incorporate the crew uh right now you tend to basically take over a ship any size and there's one player or maybe he's got another person or two but you know it's just you you kill one or two or three guys and now you own the ship and that's going to be dramatically different when players have the ability to go out and for example since they want to guard against exactly that they spend a little bit more money they hire NPC could be player characters uh you know with a with a particularly high

  36. 00:28:24

    combat rating and then basically anyone that wants to board that ship and try to take it over is first going to have to get through all of those crew members before they can actually you know even have a you know a chance at basically seizing control and taking the ship and then even after they do that then they're going to face you know all of the impediments that we were talking about in so far as you know the law is basically going to be on them if they're in a secure Zone and a variety of other things and so all of a sudden you can start to see that act of trying to take you know some of these larger ships it's not going to be something that plays out in a minute or two it's going to be these long drawn out battles to where you've basically got probably one well organized force of you know players potentially with NPC backup fighting against another you know you know uh another entrenched group of Players whose ship has been you know probably

  37. 00:29:12

    disabled but they're now able to you know fight uh you know to basically you know try to repel you know these borders and what you're going to get is a uh a a a chunk you know you're you're going to get a gameplay experience that's been that that's going to be unlike anything that we've been able to put forward th far so so on that side I think um I can move straight over to a question to go to the complete other side of the spectrum and since we've gone for the violent side let's go for a bit of the you know more sort of pacifist side and talk about a bit of farming um so basically um one of the questions is now with farming coming in the distant future could it be possible um you know in the future to retire our character and do some farming like a mini game Al Harvest Moon and having a small house on Goss a field and a garden I would say it's it's not really the concept of being retired um all these different occupations as you do

  38. 00:30:00

    and some will be you know uh peaceful you know farming uh you know uh there's a variety of other ones that we're going yes but you kind of have to qualify it in that the way that you would go about if you want to not deal with any the combat is you go find some distant local to where there's very little that's going to draw over any of these you know more nefarious elements and basically then you do your mini game just like you could do over in a busier area of the system but because the potential payout is less or because the density of other you know Farmers or you know Transit Pathways or whatever is less you you'll just attract less attention the the key point there though is that you're not off isolated you're still in the same universe it's just that you know that solar you know a solar system is uh an enormously large

  39. 00:30:48

    place and so it'll be very easy for those players that really want to do these self-contained you know isolated activities to basically go find a little area and you know do their own thing there's always the possibility that someone's going to find them and if they're actually you L out you come back and your homestead's raised by the by the bad guys and you've got to come back yeah but it's the same thing with Min track them down for vengeance it's it's the same thing with mining you just picture that there will certainly be well-known fields of very valuable you know elements that you know loads of players are being drawn to and extracted and that draws all the guys are looking to make a quick buck and you're going to see a lot of freight or traffic but there will also be little pockets of value here and there potentially that you found yourself and so it's very it's possible but very unlikely that someone else would find that within the same you know small periods of time that you're

  40. 00:31:35

    actually out there exploiting those natural resources so I I think just from the sheer size of space a lot of the players that want isolation you know um they're you know they're going to have that but there's always that there's always that danger they never really know for sure because they are in a you know they're going to be in a universe with thousands of other players okay so um just um a couple of questions left so um I think this this one's probably a pretty quick answer uh so Chris um one of the questions is will there be multiple currencies um perhaps used by different races uh well so starting out it's just going to be the u u yeah uh they most likely will be a currency for the Jean most likely be a currency for the Banu uh but that's a longer term uh aspect and you probably wouldn't trade in it so

  41. 00:32:24

    you would basically everything would be translated to uh ueec um and we would just trade from there and then maybe down the road if we sort of got more into hey uh you know future expansions which by the way we have a huge amount of work already but you know we've talked long term about being able to play another race like the Jean and the Banu in that case it would probably make sense that you would have uh currency for those particular races uh but until while you're playing human basically you uh will trade in ueec and then there'd be just a uh you know basically a currency um just like now if I'm in dollars and I'm in Europe you know I can pay off my card in dollars even though they're translating it from exchange rate from euros and and we we likely wouldn't have a you know an identical translation mechanism

  42. 00:33:13

    everywhere which basically means that for the more economically oriented players it presents some interesting opportunities in terms of Arbitrage and things like that it it becomes a commodity like anything else to where the value is one thing here and it's slightly different there and you know and therefore you can basically accept a contract TR and transfer that value via what you know whatever mechanics we come up with then you know you could make some money just to be clear it's just stretch goal this it's not be anytime soon uh and then the last the last question I'll put to you Todd is um I'm sure other people will interject is um will people stroke ships get the capability to activate a distress Beacon of sorts that broadcast a location to nearby ships uh this this could become a risky thing due to attracting parrots and such of course um you know as Pew stands there missions with ships that have the stress beacons yet players have

  43. 00:34:00

    none as of yet the quick answer is yes okay so uh longer or more in depth answer would be yes and there's different caveats to it so there there'd be the the distress call so that you can actually pull in more like the authorities or the security forces that might be around you then there's actual you know I want to um uh come out and save me my ship has been blowned up uh then there's possible you know hey I want to use this to hire people so like the mercs or anything you know I'm going to fly through this area so I'm going to turn on this service Beacon sooner than later and then find out you know if if I want uh um because the idea like the service Beacon right is basically you're broadcasting uh look for something I'm looking for you to someone to do this

  44. 00:34:48

    for me which the simple case we're talking about here is I'm looking for someone to come save my ass cuz I'm correct or refuel or yeah looking for someone to refuel looking for someone to come defend me I'm looking for someone to fly on my wing it's all part of that same system that we've called the service beer it's a dynamic job board that allows players and or NPCs to sync up with one another assuming the terms meet uh when I basically have a guy come to refuel me or come to escort me it's like well I'm going to put in I'm going to have various filter criteria what's his reputation um you know uh how how much am I going to pay how good is he what am I willing to pay how quickly can he be here all of these things are going to be you know elements that you can put know within your basic job description and then only people that have compatible interests could potentially see that further you'll be able to isolate the number of people the types

  45. 00:35:36

    of people that can actually respond to these things so that you can only engage in this type of you know uh in this type of contractual you know uh transaction between friends or players in your organization or just anybody that's got compatible interest and then it's up to players to basically figure out you know how how far out they want to extend their trust cool okay well I think that's it for the questions so thanks a lot for uh seeing with me and answering all the questions and I'd like to thank um everyone out there yeah absolutely everyone out there and um especially um the subscribers for uh you know supporting um this whole Endeavor thank you very much thank you guys thank you for watching so if you

  46. 00:36:28

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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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