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Wingman's Hangar ep066 . April 23, 2014

23 April 201400:35:461,094 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:07

    Hey everybody, Eric "Wingman" Peterson. Welcome to episode 66 of Wingman's Hangar. We're an inside look at everything Chris Roberts' new epic space adventure game, Star Citizen, is all about. And we have a really really cool show. It's less fluff and all the good stuff, just this week. Coming up today, we have Well, special guests are here to answer your forum feedback questions. And later, we'll talk about the summit going on this week in Austin about what's happening on the motion capture performance capture area. So, let's just get right to it, shall we? Well, this week at CIG, we had the next great Starship episode 9 was released. Chris gave face-to-face feedback to the teams. Always good to see Chris out there giving them what he wants to see in the game because that's crucial to them as they strive to make the coolest ship and

  2. 00:00:58

    be part of our game, Star Citizen, to get their stuff in. So, make sure you get your votes in there. Uh we'll see who wins that event. I'm I know I'm riveted and can't wait to check it out. Um we have big Arena Commander update released on Saturday. If you didn't see the video, it came out. Some of the guys who were working on Saturday get the some of the stuff we didn't get to show you at PAX East. We want to show you what's going on a little more than that. And so, you need to check out the video. Haven't had a chance to check out the video, make sure you get on the YouTube channel and really check that out. And specifically the last 8 10 12 minutes of it, it's got some amazing amazing stuff showing uh there. Think of EVA. Think of landings. All it's just really really cool. You'll want to check that out. Check that video out. Well worth the the look-see. And be sure to check out Chris's latest

  3. 00:01:45

    10 for the Chairman. It comes It comes out every Monday. It's always good to see Chris answer those questions and from subscribers. And if you want your stuff answered by the man himself, you need to become a subscriber. And speaking of the Chairman, you know what time it is? That's right. It's time for Forum feedback. Feedback. And this is a little different this week. We got visiting dignitaries. Hey guys. Hey. Chris and Aaron, how are you guys doing? You You guys up for this? You sure you're ready for some I'm not sure I'll be able to answer some questions, but I'll give it a shot. You were not allowed to do the maybes. You actually have the answers. Well, let's let's get right to it. First of all, you guys are you're in town this week. We're working on like uh What are we here for, Aaron? You working on cinematic summit? Yeah, yeah. Now we're doing cinematics. We're working out going through uh the shoot we have to do for um

  4. 00:02:33

    uh the motion capture we're going to have to do for Squadron 42. So, there's a lot of pre-production getting that organized and uh obviously booking stuff and things and uh and uh working out the budgets, which are quite large. Yeah, bigger than than we were we were expecting. So, we'll we'll see. Although, admittedly, I think the current projected script page count is about 1,000 pages, which is uh uh more than it really should be. I mean, Wing Commander 4 was about 400 pages, which is long. Like a a traditional film script would be about 120 pages, 115 pages. Uh so, you know, Wing Commander 4 was almost four times as much shooting pages as a as a movie. Um and yeah, there's you know, Squadron 42 should be approximately sort of Wing Commander 4-ish, maybe slightly bigger in size. So, uh so, I think uh on the writing side, maybe uh uh Dave Haddock and Phil

  5. 00:03:23

    Mellor are getting a little enthusiastic. We'll have to bring them back down. We're like, yes, this game is a whole opus magnus, but the whole game is. We don't need just Squadron 42 to be the biggest game you've ever seen in your entire life. So, uh but yeah, now we're in the process of uh of of uh figuring that out. It requires a lot. I mean, it's literally like uh scheduling and planning a proper movie shoot. Right. Um it will uh you know, I mean, depending on where it ends up being, but it's uh yeah, I know it's it's multi-millions of dollars to shoot that. Um uh you know, you know, potentially as high as uh 10 just to do a shoot with actors to do the motion capture, to do it at sort of the Avatar level. Mhm. Uh which, you know, obviously next to a big full-on feature, it's cheap because they all cost 100 plus million dollars. But but uh we're trying to scale it so we get like the

  6. 00:04:10

    highest quality possible um and a lot of really great content. Um but but you know, doesn't break the bank or or at least we'd have to sell some more ships or something to to to to to afford it. But uh but everyone's been so generous already that I you know, I think we'll be able to do something that will match any other um AAA uh single-player game out there. And then of course, we're doing everything we're doing on Squadron uh I mean, on Star Citizen. So, that will be So, you you've got you said 400 pages on the Wing the uh Wing Commander script. Is that Is that because of the branches or why would a script be you know, 4 or 500 pages as compared to a video story? uh it's partly because there's more options. There's more different areas you can go. The actual The Wing Commander 4 script was actually longer than 400 pages. Mhm. Uh but we didn't fill all the pages because like when a

  7. 00:04:59

    sort of scene ended, it would end even if it was at half a page. So, when it was formatted into full script format, like generally they break it into eighths of a page normally. Um it worked out to be about 400 shooting pages. I think I think the actual script itself was page count was about six or 700 Uh but really like when you do a page count uh based on what you'll shoot on a on a daily basis, um that's kind of how you break it down. So, uh high-end feature film, um you know, could would maybe, you know, like a lot of action, you would maybe be doing half a page or even less a day. Uh you sort of TV uh movie of the week, you may be doing five, six, seven pages a day. Uh it sort of all depends what you do. The more conversational, the less uh sort of camera movement, setups, action, uh generally you can do more pages a day cuz it's really just sort of

  8. 00:05:48

    more of dialogue. Uh but you know, anything more than about eight or 10 pages a day is like, you know, that's that's not a pace that people normally shoot. I mean, even even a low-budget movie probably does not do more than eight or 10 pages a day. Cool. Um so, so we'll probably be shooting for somewhere like five, six, seven pages a day. And we can kind of do that because we don't have lighting setups because it's all motion capture. So, the lighting's pretty much set and it's really just blocking the actors and and moving them, uh you know, working out the scene with them and then capturing the motion. So, uh so, we can probably do six to seven pages a day at a pretty decent pace and get good performance. Um but not more than that. So, then that dictates how many days the shoot's going to cost. So, if it's 400 pages, it's a lot less days than if it's 1,000 pages. And therefore, that that pretty much dictates how long you need the stage

  9. 00:06:34

    for, how long you need the actors for, how long you need the crew for. And that determines the budget, basically. Cool. And it's the way we can be better efficient at that is to is to plan that out beforehand so that we can make sure that we're not doing 1,000 pages, I guess. Well, yeah, yeah, yeah, yeah, yeah. Starts with the script. Make sure the script's right. Yeah. And then basically before you go into any production and yeah, so we that's what we want to make sure we get that right and be happy with it and then we'll do the rest. You guys ready for uh some perform feedback perform feedback questions? From Flashbolt, he says, "I can't imagine insurance companies replacing items that were lost during the commission of a crime. Can you explain how insurance will work for pirates and outlaws?" Well, well, I So, I I get I guess the the my question is I doubt that you'll be able to get insurance on um

  10. 00:07:24

    items or your cargo as a pirate, right? So, you could probably get hull insurance. And I think there'll certainly be some level of pirate insurance syndicate that you can go to that would sort of cover the more um sort of you know, morally challenged members of our community. Uh uh but I but I you know, in general, I think we've talked about, you know, there's three levels of insurance. There's just sort of hull insurance. So, you know, one of the concepts was sort of the standard hull insurance or you know, the lifetime insurance or with that we originally had. And and really they're the same thing cuz it's the same coverage of your ship and you get your ship replaced. The only difference is you don't have to renew your lifetime and the standard you every ship you buy comes with insurance. It's just that after a few months of play or whatever's specified on the the ship that you've got, you just have to pay some more UEC to keep the insurance policy up, just

  11. 00:08:11

    like you would on your car, right? You always would keep the insurance going on your car. But we sort of have three levels of insurance. You have the basic hull insurance. And then you have the sort of customization item insurance, which basically would cover, you know, all the extra stuff that you've got on your weapons and all this. And then there potentially is cargo insurance, which would insure the cargo you're taking. The item and the cargo insurances are optional insurances and they'll cost you extra money. And if you lose your stuff, then you're covered. But the optional ones have they're more constrained than than a basic hull one cuz you know, basically we don't want people to to you know, it's not fun to go out there with your ship that you're all excited by and then gets blown up right away and uh then I got nothing to play with. So, you want to make sure that someone always has their their their ship. But you know, uh you want to have some risk if you're going out with your, you know,

  12. 00:08:58

    highly customized ship or cargo into a dangerous area and you could, you know, you know, get destroyed, attacked, whatever. Uh and uh so, in that particular case, the insurance policies you could get for those classifications of items or cargo um don't apply everywhere. So, I think we've talked in the past that the the you know, in the most dangerous areas of space, like the you know, sort of outlaw fringes where you'd sort of be dealing with the most dangerous pirates or whatever, um in that case, you know, there will be you know, you just probably won't be able to get cargo insurance. They'll be like, okay, well, we you're you're rated for blue systems or below or you're rated for, you know, uh orange systems or whatever. That's kind of the way that the cargo and the item stuff will work. Um so, I I I think it's unlikely if you're a pirate that you can

  13. 00:09:47

    get an insurance policy to cover all the knickknacks you have on your ship. Um so, you're dealing in a slightly more risky uh world. But you You then again, you know, we're trying to make it so when you're in that risk situation uh there's a lot more potential upside and reward Right. uh for players so that you you know, are risking something, but the benefits, you know, you can you can obtain and get things quicker in that method or more valuable things than you than you would if you're sort of staying in the the safe area of space. That makes perfect sense. All right, from Zeffod, will players be able to own business that produce in-game items? If so, how would the system for product approval work? Uh well, we've already talked that players will definitely be able to control and own some economic nodes. And those economic nodes do produce items

  14. 00:10:36

    for during the game. Uh we're also going to allow players to trade. So, like one of the things that we're want to do with the Banu Merchant Trader is there's a whole receiving room in it and you can maybe collect items in different parts of uh the galaxy and then maybe fly around and sell them in other parts cuz one of the the goals is to make sure that you can't sort of buy uh you know, like certain items all over the place, right? So, a lot of like really good and valuable items will be very specific to areas of space. And so, perhaps there's a business to be had of going to an area, getting a bunch of items, and then flying somewhere else and selling them, right? And selling them to other players or selling them to Um so that will all be part of sort of the gameplay. Uh I'm not so sure about I think the question's about um

  15. 00:11:23

    necessarily like coming up with items seems to sell. And I don't think so much that you'll sort of decide, "Okay, well, I'm just making you know, widget A." It's it's like you'll get the opportunity to purchase a factory that makes a certain kind of thing. Right. And then you sort of run that factory and perhaps expand its ability by buying more equipment or bringing more of a workforce in and trying to grow its business, but I don't think you right certainly at the start you're not going to have you're not going to basically decide what you're going to manufacture and go from there. Maybe later on we would do something like that, but at the beginning we're not intending Um but I could see later on that you could have the possibility of you know choosing certain basic things you want to manufacture whether it would be you know, basic food stuffs or you know, something like uh weapons or whatever, but um

  16. 00:12:11

    that you know, from the outside I think we would let you you would buy sort of a node that okay, you you control this this you know, food node or you control this uh equipment manufacturer node. Okay. Cool. From Spike Spiegel, I know our ships will be the main focus for customization and upgrades, but will we be able to customize and upgrade our ground weapons to some degree? Like scopes for different ranges, different firing models, different grips, etc. well, yes. So, you you we're going to have uh the same system that allows us to attach items to the ships. Uh we call it the item port system where basically you can attach any uh you know, items uh plug into other items or or stuff like a vehicle or a or a a player player can have an item port. So, like putting a suit on that's you wear that on item port or a helmet you

  17. 00:12:59

    wear that on item port. Um we have the same for weapons. So, if you have a weapon, you could plug in the silencer or a scope. So, so essentially that system's extended everywhere. Cool. Now, Aaron, Squadron 42, the mining update was one of our biggest things on the show ever. People still love that thing. Cool. So, can you give us an update? I mean, they especially like that giant they like it. Yeah, I know it was good. It was good. Especially the the giant spider guy. They really they all want to have one of those, you know, somewhere in their hangar. What what are we thinking? What's going on with the the mining colony? Um so, the the big thing about mining colonies always been that because we're obviously building it in Squadron 42, but also we know we have to make it for the persistent universe as well. So, um the idea, you know, behind that was I you know, was actually that you will be able to use these items in the persistent universe when it comes out. In terms of an update, right now we are

  18. 00:13:49

    the Shubin mining base, which is the biggest of the mining bases, it's like 6 km long and it can you know it can park starfarers and it can do whatever and and and you know, if you've ever seen an Idris next to it, the Idris looks positively small. Um so, that's big new one. Yeah, even the big new one, yeah. So, Yeah, we are we're basically changing disrupted on the forums right now. But anyway, but uh uh but um we are in the middle of actually um white boxing that all out. So, what happens is we've got the uh we've got the the the 3D concept of it. And now what's happened is what happens is if we've got the design goes goes through and actually builds out the whole interior because it's not just going to be something you can look at. It's something you can go to land on. You're going to be able to go in, you're going to be able to you know, use and operate in times. And also, it's a big part of the the beginning of the of Squadron 42. So, so we're in the middle now of just creating all the different areas of it, the landing the landing areas and so forth. And and and

  19. 00:14:37

    and so that's kind of what we're focusing on. Uh once we have the white boxing done, which will be uh finished in the next few weeks, then we then go to the the art block out phase of then we actually then create the sort of whole look and feel of the interiors, which is sort of blocked out in terms of the way it will look, but it won't be in mass detail or you know, textured, but be detailed the cards that will look the way they do and so forth and things. And when we have that, then we actually start putting gameplay in it cuz we know although the final build out of the whole thing will take months and months and months um the what we what we try and do with all the Squadron 42 stuff is the way we're operating is we're going to build everything in sort of concept block form where basically everything is going to be in the form it will be in the final game. And then we then could we then throw in then we basically put in all the gameplay and the missions to get it all working within that. And then as the content gets finished from the the outsources, you know, whether it's CG bots or our internal guys we then

  20. 00:15:26

    just keep on building that stuff out and make it you know, just replace the the the sort of the base models with the final models and so forth. But it allows us to get on with actually getting the missions done at the same time. So, you're yeah, you're we're starting scripting the missions and then slowly but surely Yeah, you just replace At the end of the day, you know, you just replace that file with the with the finished file. It's all in the form it should be. Um you know, that's the hope. Obviously, there'll be probably one or two little changes. We'll have to go and make some tweaks, but that's what allows us to um work with the fact we've got a huge amount of content to put in, but at the same time get on with making the game. From Trapjaw, will updates to the persistent universe be rolled out to private servers on a modular basis? Can we cherry-pick the updates we want and ignore those we don't? well, I so okay. So, the the persistent universe um is a slightly

  21. 00:16:16

    different beast than what you'll be able to do on your um private servers just because persistent universe is actually many many many servers all linked together. Um it's just what you need to do to handle the the you know, the large amount of players we already have. Right. Let alone the amount of players that we we uh we intend to have. And so, to a certain level the uh the ability for us to sort of keep the you know, private servers in sync with what we're doing on the persistent uh world is is is not very it's not it's not like we just hit a button and it's on everywhere. So, probably uh you know, I would the way I would think it is that it all you know, new stuff we roll out a new ship whatever we make it available in the persistent universe and then uh later on it potentially can be available in the sort of for an offline people would get

  22. 00:17:03

    like an asset pack or something they could probably pick and choose from, but there's you know, it it's not necessarily going to be uh at the same uh frequency or level that it's going to happen in the persistent universe cuz the persistent universe is the live universe. And that's where you that's where you hook into and you you plug into and we're built to push out data on that frequently. And and uh you know, when as soon as you've got people running their own server, first of all, it's a different they're on a much smaller server, right? So, you know, that's something that an individual can run and have a bunch of their friends in their group or clan or whatever run on more like a freelancer server than than you know, what we have in the universe cuz we have universe system servers, instance servers, and like it's literally hundreds of servers. So, you know, it's very unlikely that any individual is going to have that at home. Uh so, in that case it's sort of different because just like how you

  23. 00:17:51

    manage the data, how you deliver it is is is a whole different thing. So, we can sort of take some of the assets and say, "Okay, hey, you can you can put these assets into the the universe Mhm. uh yourself, but we can't really sort of push it out to everyone because first of all, we don't even know what people are doing on whatever they've done on their server. So, essentially when you work on a when you have a private server, you sort of start at the base level. Uh and then you sort of build it from there. And you can take like we'll occasionally put updates of things that we've changed and they can take that if they want or they can do their own thing. It's kind of the way it would be. Cool. From Dread, my question is are there any plans on getting heavy vehicles as tanks or anything similar on the planetary battles? It'd be nice to have that diversity on the first-person shooter side. Also, will you be able to use your ship as a bomber for large battles? Are large battles something included in the mid-long term

  24. 00:18:40

    range for the game? Well, I don't know. Let's say ask Aaron. Yeah, I mean, on Squadron 42, we definitely have plans for on on the on the ship side we you know, obviously we've got capital ships uh and and I think they our intro is going to be pretty pretty impressive, I hope. I mean, it it'll be basically planning on having a absolutely huge battle at the beginning, which will really get you into the game. Um uh but yeah, I mean, we we definitely are I think we're in the middle of actually building out the Retaliator right now. Uh which um you know, which is basically that is a huge torpedo um you know, uh um you know, sort of Vulcan type, you know, long-range you know, torpedo bomber. Uh so, yeah, no, absolutely. We've we've got some big plans for for that as well. And obviously, you know, on on the on the Squadron 42 side. And also, we're creating the capital ships in Squadron 42 for the persistent universe as well.

  25. 00:19:28

    So, so we're making sure while we're making these capital ships although the multiplayer aspect will be limited on Squadron 42, we're putting all the ship systems in so people can you know, play you know, on the ships together. And obviously, we'll be getting that into the dogfight module later on as well. So, good point. Yeah, so we'll do that. And then as far as like tanks, uh we currently don't have uh any plans although long-term that's something that's quite doable cuz we have the ability to do ground vehicles as well as space vehicles as everyone can see with the the the buggy that you have in your hangar and we'll probably do that there may be some cases where like on the exploration side you can have an exploration buggy and we can have limited areas you land and you can go around and do a little do a little Prometheus kind of thing and hopefully not be quite as stupid as the scientist in Prometheus. Right.

  26. 00:20:16

    What's this tentacle thing? It looks really good. It's like you know it's really cuddly isn't it? If Phil has anything to say about it he would get a tank in there. You know that right? Yeah and I think that also you know on on places like you know the Shiva mining base which is huge you know we we probably intend to have some vehicles that you you'll drive around in there and so forth and things so. There you go. Well well I'm sure they'll look forward to seeing some of that stuff. We'll keep keep that kind of there from their point. So from Marcus Perry can you elaborate on time in the persistent universe? Ooh will one day in real life be equal to one day in the PU? And what about time in game? Supposedly if you activate the autopilot to fast forward time will obviously move faster for you. So how will people stay synchronized with universe and each other? Okay so that's a really good question. That's something that we've been sort of discussing. I don't we we we don't think that one day in the

  27. 00:21:05

    persistent universe will equal one day in real life. And right now we've been kind of playing around with you know 194 you know 2943 2944 sort of analogous to you know 2013 2014. We've sort of been discussing kind of like what we would scale time by and I think we're thinking that maybe we would you know make each day perhaps be two hours of real time or so so you could sit there or an hour so you could sit see a day night cycle in a couple hours of play. And you know in the persistent universe we were sort of thinking that maybe we would have the granularity of every day as a tick. And in terms of sort of the fast travel stuff we actually are going to like when you fast travel between stuff that's kind of one of the reasons that derives the

  28. 00:21:54

    timing we're doing is you actually will be in warp space for time it won't be instant right? So you won't So if you're traveling a long distance you will actually be in this state for you know five minutes or seven minutes or whatever. You can walk around your ship and do stuff. I mean just think of like you know Star Wars when they were like warping to Alderaan and they were playing chess. So that'll be there and that length will be how long you're you're you're traveling in your system based on you know your maximum sort of warp speed at you know point two of a speed of light space. So that's kind of how we time balance it so it's not like I hit autopilot and I'm going to like my time will dilate compared to your time. It's still we basically are trying to factor that is if you accelerated up to point two of

  29. 00:22:41

    a speed of light how long would it take you and then we sort of we do it from there. We're still banging with that. We got to figure out the exact right numbers to make it work. But yeah we know we have to have the time consistent between all the players because otherwise it's problematic. Right exactly. From Xavier can you give us any more detail about fuel usage? Things such as how will ships refuel? Will there be external external fuel tanks and how much will the hydrogen scoops really be able to refuel in a diffuse nebula? Okay so with that you know there is fuel. Fuel mostly drives the maneuvering jets and the afterburners it doesn't drive your power plant because your power plant's usually something like a a fusion reactor or antimatter drive and and so a power plant and those ones don't require fuel but you do need fuel to basically um essentially propel mass out to help you

  30. 00:23:29

    to move around. And we're sort of thinking about having more than one fuel type like hydrogen's probably the simple the default one the one that you can just find easily in a gas giant or whatever. And if you have scoops you'll be able to bring it in and you'll probably be able to collect some level of it no matter what just so it's you know can't fully run out of fuel but you'll be like heavily disadvantaged if you don't have you know a nice good compressed set of fuel. You'll be able to have drop tanks. We're going to have different kinds of so some some sort of you know liquids can are just generally denser so you could store them versus something like hydrogen or whatever. So those one would potentially be better for more efficient maneuvering or faster afterburner but

  31. 00:24:17

    they would also be rarer right? So you won't necessarily always find them. So maybe there's there's just some areas that you could find this or you would potentially buy it from a vendor down on a space station or on a planet side. So there's they'll hopefully there'll be a bit of a little meta game on the on resource management on your fuel which I think also will add an extra interesting wrinkle to space flight space exploration space combat. Cool. Aaron you guys did the levels for the dog fighting module the the two that people have seen out there now. You guys are working on some pretty fun stuff in those levels right now right? Yeah no we are yeah I mean just put them together was kind of cool and fun and just actually seeing what you know the client can do and stuff and stuff like that. This is actually you know there's a few people on obviously a lot of the levels put together by us but you know the some of the lighting stuff

  32. 00:25:05

    those are lighting passed on by Rowan and and I think some of the guys you know some of the guys in Norway as well were doing those stuff fast and stuff like that. So so so it wasn't just all of us. But yeah I mean obviously a lot of you know a lot of work was but um Yeah I know in in in terms of that we also then work on the different game modes which is kind of cool. So we cuz we want to just when it goes out there we just didn't want it just to be a you know just like a you know a sort of a death match. So we're putting a number of you know different game modes to make it fun. My favorite one actually we're putting in is is capture the core which is basically capture the flag and we've got some really cool just effects and things you'll do there and so you have to work as a team to do that as well as the other modes. And then and then and then also specifically also cuz I know a lot of people out there just don't like death matching as well so the other good thing is we've got the the AI working in there as well now. So people will be able to go in and fight the

  33. 00:25:52

    vandal horde and and basically And hard mode from other games. So we're basically going to go yeah so we're going to go basically fight the swarm and and you'll be able to like you know test out your skills against them you know some pretty good pilots. You know after the beginning they might you know be easy but then you know they get harder and harder as you go along. See if anyone can actually get through it all. Yeah and then there's also mode where you can just fly around and Fly around and see stuff. What if I don't like asteroids? That's something you'll have to wait for a for an additional update after the DF. Yeah I mean my favorite so far for all that is actually what I think people sort of bit of in the video that's put over over the weekend was is actually just you land on that platform it's one of the most you can do

  34. 00:26:40

    and you can just get out of your ship and then you can just run to the edge and then you just like it's literally you know it's great. It's just like you're sitting there just floating around you know out there there is gravity so let's just sit there and and watch these asteroids float by. That's cool. That's cool. All right. From Arthos as with any MMO there will be people selling in game items credits outside the game. I heard Chris Roberts say that he is not against the idea that people someday may actually be able to make money with Star Citizen. Any idea yet on what CIG stance of that will be? Do you plan to actively inhibit people from selling in game items or will it be tolerated? This is a question we get quite often so it's kind of interesting. Yeah I don't but it's too it's too early to tell. I mean I don't mind sort of the innocent stuff where people you know like do I what I don't like is the

  35. 00:27:30

    you know the you know like the Chinese gold farmer stuff where you've got a whole bunch of people that have really nothing to do with the game you get super cheap labor and everyone just like use bots or mine stuff and then sells it in the game and and we're going to try and have some stuff that will sort of not make that advantageous. Um So you know just easily transferring money to people and all that sort of stuff will not be as easy in what we're in our system as it maybe is in some other ones. So it's kind of you know I mean what I would like is that like players go out there and you know I want to have someone that like has a career in literally tuning like weapons. Yeah like so they overclock a weapon and they make this weapon you know this is the plus 20 or plus 30% damage. It's like selling someone an overclocked graphics card or an overclocked computer and they can

  36. 00:28:18

    make you know a living in the game at least by making a bunch of UEC from it where people pay them. They go and they just know okay yeah Eric's the best laser overclocker in the universe and they go and find you and they'll pay you double what a normal laser gun will cost because you know with you'll be able to maximize the power from it. And so that would you know that would be cool. Whether or not you would translate that back into real life money I don't know. There's there's issues and complications and there's some level of legality here in the US anyway that comes with that. that's that would be way too early for us to say yes or no on it. But I certainly do want people in the game to be able to earn money doing more than just dog fighting or doing a trade run from point A to B so

  37. 00:29:05

    essentially being able to do things like craft and and you know But yeah I mean it would just be cool like I mentioned before we had the you know Banu trader with the receiving arm. I mean it would be cool for a player that makes it their business to go to the corners of the galaxy and get like kind of really interesting items and sort of fly around and sell them to other players you know kind of almost like a traveling bizarre or whatever. That was cool. That's cool. So we've been playing games for a long time together. So what do you think the most fun we've ever had playing? Was it you think it would be like Risk? You think it would be we we had a lot of Risk. I Command and Conquer was one we played quite a bit of if you remember. Yeah I think Command and Conquer would be the one that And was the first one that we all played as a network game, right? So, that was the first one where you saw the potential of

  38. 00:29:53

    multiplayer game against other people. You know, you with I mean, you know, we had some I mean, you know, kind of it was fairly, you know, looking at it now, it's simple, but you know, there was some there was some serious arguments. Some serious discussions. And then yeah, later on there sort of yeah, things like StarCraft and stuff. Well, it's fun. Listen, I appreciate you guys stopping by. Thanks for being here. It's going to certainly make the citizens out there excited and you know, that's unexpected. So, Yeah, yeah. Nice chatting to you and I guess I'll catch you on Monday. Cool. There were the chairman. Look forward to that. All right. Now, it's time for this week's most valuable post. Hey everybody, welcome to MVP most

  39. 00:30:42

    valuable post. I'm community manager Ben Lesnick and I'm here to tell you what the best post in the forums this week was. And today I am joined by a very special guest. Would you introduce yourself? I'm James Pew. I'm a new assistant community manager here at Cloud Imperium Games. You're going to be seeing a lot more of James. He's he's actually been here for a couple weeks. He's been helping me out learning the ropes and you may actually already have had a chance to chat with him at the forums. But he will be doing a lot more for us and we are really looking forward to uh getting you in there and helping you the community. Thank you, sir. Now, you may notice one other thing, we have lost our table. That's because we are hiring people so quickly in LA to make Star Citizen going through the dog fighting module that we are out of desks. So, uh I think I actually took the table.

  40. 00:31:30

    So, sorry about that. So, that's where it is. So, on to the post. This week's winner is Nightsun who has collected all of the original time capsule entries which were Dave Haddock's wonderful posts of kind of creating the Star Citizen lore that are kind of lost at the very edges of the archives of the website. He's taken them all, created a PDF, an ebook, just put them together so it's easy for people to read them. It's it's a really great resource. In fact, I have the PDF on my desktop so that I can check facts when I write Jump Point articles. Yeah, it's really cool. Like when I got here, that was one of the first things I did was look through all the lore stuff cuz I found it interesting and having it all in one convenient place is really cool. So, thank you very much, Nightsun. You are the most valuable poster. Thanks, Ben. Always good to see that and a big welcome to James Pew. Well, what do we got going on this week? Well,

  41. 00:32:18

    more dog fight module work. We're we're sort of setting the plan on how we're going to roll it out so that you guys get it. It would be great if we just throw it out there at once and everybody could play it, but the truth is it's probably going to need to be staggered so that we can get some time on it with a smaller group and we can see how the server shards propagate and move across the the verse in in in the Google sphere or whatever you want to call it. And so, we need to test all that and you know, we'll do it with like 50, 100,000 stress test it until we're ready to go boom, 400,000 go. So, it's kind of like, you know, we've just got to get it there and we'll we'll get that plan and we'll of course announce it to you guys, let you know. So, that will that will let us know. And you know, honestly, we have a date in mind for the dog fight release, but a lot of that's going to depend on how that testing part goes. And so, you'll be brought along for the ride, you know, and you'll find out as we go. 10 for the chairman, you want to catch

  42. 00:33:06

    that this Monday. It's always good to see Chris and what he's up to and get those subscriber questions answered. And the next Great Starship episode 10 comes out this Friday. Wow, very very cool. Can't wait to see that episode. It's amazing what these teams are up to and I love it every

  43. 00:33:53

    week. I want to thank thank subscribers and pledgers for allowing us to do this and bring this fun stuff to you guys and for allowing us to make this incredible game that we're working on. I want to you guys want to find out the latest and greatest, subscribe to our YouTube channel. Find out exactly what's going on, when it happens, you'll get an email notification and you'll get the latest and greatest when we throw out videos like we did on Saturday which has some really really cool reveals in there. Submit your questions for forum feedback on the RSI forums. We'll put that post up, get your questions in there. That's where we choose them from. Ben, Rob, myself, we choose those questions and like today, you saw the man himself got down deep and dirty in some of those really cool questions. So, always fun to have that. And we wouldn't be able to do that without you. You want to join Wingman's Hangover? It's kind of an inside or informal look at what goes on about 15 minutes after

  44. 00:34:40

    the show. We'll put it on. We'll talk to you guys. We'll do some sometimes do some Skype channels. We'll get on chat roll. Join us on chat roll. We'll talk a little bit there. Remember, if you want your stuff featured on Wingman's Hanger, send it in. We just might use it. Where are we going to see you, Mike? In the verse. In the verse.

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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