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10 for the Chairman

10 for the Chairman: Episode 72

14 December 201500:24:10645 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    [Music] hello everyone welcome to another episode of 10 for the chairman uh for those that you that don't know about the show um this is where I take 10 questions that have been uh asked by our subscribers and answer them to the best of my ability uh our subscribers are the subset of our um uh community that contribute money every month to enable us to do a greater degree of community content it's one of the things that sets star citizens apart from pretty much most games out there is that we really spend a lot of time and effort on trying to uh engage and share things uh with all of you out there um and the subscribers make that possible you know

  2. 00:00:47

    so they make us uh you know we can shoot this uh we shoot uh you know around the verse and Bug Smashers ship shape and a whole bunch of other shows and we'll have some more now that we're in our new place and this is actually the last 10 for the chairman I will do from here we're actually going to have out on our little stage and there'll be there'll be a little set to do 10 for the chairman just like they'll be for uh around the verse and all the rest which I think we're going to be debuting this week so that's going to be very cool and it's really nice to sort of have it sort of a partition so we can shoot and you know not have everyone talking in the background or distracting people developing while we're we're doing all this so but this all made possible by um the subscribers so thank you very much for that and that's why I try to answer 10 questions and So speaking of thank you uh there's a really nice RSI uh ball cap uh that showed up here so let's see

  3. 00:01:36

    it works for me although it's probably fairly it's on the super tight setting yeah last tight there you go so little RSI ball cap uh and uh was a very nice uh card Christmasy card from uh the here over in uh uh says underground Hampton Court by and it says Dear Christmas uh Merry Christmas en Clos as a present for you not only in keeping with the holiday season but also for the release of star seon 2.0 and most appropriately having the RSI constellation andr Andromeda ready to fly I made two of these hats and I can think of no better person to have one than you may it keep uh the Sun out of your eyes and on the tennis court

  4. 00:02:23

    and in space for years to come give my best to Sandy Ben Jared and everyone else at CH this Christmas season Cil Brandon Chelsea so thank you very much Brian and Chelsea and uh this is very appropo because um you know we uh well I'm shooting this on Friday but it'll air on Monday but as of today we are deploying to live um so by the time you watch me uh or watch this um hopefully a whole bunch of people will have been playing on uh 2.0 and uh it won't have fallen over too badly um and I'm really looking forward to seeing all the videos of people's Shenanigans and seeing what people get up to because there's already been some really cool stuff I've seen on the PTU and of of course we'll be constantly improving it we have one more patch we're going to do um 2.1 before the end of the year and that will have some new things in it um so that should be pretty cool and that's not really

  5. 00:03:10

    that far out because obviously the end of the year is pretty close um so that's what um we're deploying live and we're rolling over so some of the sort of like further optimizations we're working on some of the bug fixes and a few bits of new content um are going to go into 2.1 which everyone will get to experience in probably um you know well next few weeks um um definitely before Christmas so um there you go let's um so it's a good day today and um pretty sure hopefully it'll be a good day on Monday um because I'm anyway I'm in the future or the past I can't remember anyway here we go let's ask the uh 10 questions so the first one comes from Ras or RZ Das who asks I recently have stopped playing an FPS game that uses cry engine because of the amount of cheats players are using

  6. 00:03:58

    Aimbot for example are you considering any special cares for the SE for SE against these kind of activities so we definitely are uh aware and will and have plans to do stuff to crack down on cheating obviously we're a very early stage so uh at these early days we're not doing as much as we will do longterm because we're just trying to get the basic fundamentals in there I'm not sure which cry engine game that you were playing that was an FPS one uh depends on whether it was sort of a peer-to-peer or a server client model server client model is a bit easier to sort of uh kind of validate and and make sure there isn't as much cheating because you know you own the server which we would and that's and you can always do sanity checking against what

  7. 00:04:46

    the client is doing so uh so we definitely plan to to have stuff in there to try and uh you know um stop people from cheating by using Bots and everything I mean there's always ways that people figure out how to do stuff but that definitely is on our road map to uh make uh you know try to make the experience as good for everyone as possible and I would also say that you know it is you know star isn't isn't a pure competitive FPS game it has everything right I mean that's part of what you can sort of see in 2.0 there is FPS stuff that's flying the ships around and in the bigger Universe there just going to be exploration and visiting places talking to people doing things like hauling cargo or Mining and uh so uh you know I don't think it'll have the same sort of pressure that you sort of see in a sort of straight up FPS sort of Arena shooter or something you know like

  8. 00:05:34

    a Team Fortress or um you know Warface which is a crisis based sort of free-to-play shooter and stuff um so we'll see but uh we're definitely are going to try our best to make sure that people don't abuse the system and cheap okay next question comes from Kremer who asked in the previous 10 for the chairman you talked about NPCs being useful or not for instance when they have to do maintenance or use a man turret depending on their skill will they have levels or maybe ranks how will be able to help them increase that experience so yes uh NPCs absolutely will I mean they will be treated much more like you would uh have a character in sort of a traditional RPG game they'll have skill levels they'll probably have different traits you know whether it's sort of strength or loyalty dexterity or intelligence um and uh you know skills with certain things like

  9. 00:06:23

    skill of being a gunner skill of being a pilot um and uh as you you know so we'll generate them at different levels you know like the sort of you know rookie starting out that's not so good will obviously much cheaper to hire than the veteran that's super badass at a bunch of stuff so you can also get what you pay for in terms of hiring your NPCs but if you sort of start with with someone that isn't as experience the more you take him into battles and stuff they'll level up and they'll get better and more experience just kind of uh you know like people do in real life right and so we do do these sort of stats for um the NPCs cuz we sort of need to track how they get better and everything that's we're just not doing it for the player because we want the player to be you doing it in your skill so it's you getting better play in the game not necessarily just leveling up stuff so

  10. 00:07:11

    that'll be there you'll sort of get some access to it I'm not sure we'll expose the individual sort of background stats we track but you'll sort of get an idea of whether they're sort of experienced or you know veteran or um rookie and stuff like that so um there you go all right next question comes from De G who asks will ship sensors be able to scan an area for evidence of a ship having been there recently a some kind of Thruster Trail or reactor emissions Left Behind could enhance sensors scan for Quantum Drive wakes and determine where the ship jumped to possibly even what kind of ship jumped that's a very good idea uh I don't think we have that in our initial sort of like uh plan of um sort of kind of scanning and functions and stuff but I think longer term that would probably be something that would

  11. 00:07:59

    be something we would once we have the basics in there could add because it would be really good for sort of like bounty hunting and sleuthing missions where you could sort of show up and kind of get an idea of whether this person here or not by sort of like the IR you know like sort of the residue radiation signature or something like that um so not yet but I would say longer term yes okay next question comes from quarts bear who asks with the introduction of the Avenger warlock we've gotten our first Glimpse at the prospects for non lethal combat options will it be possible to add such non-lethal combat modules to other ships say an EMP module as a defense for a hospital ship yes it will be possible to add non-lethal combat modules to other ships um you know EMP isn't going to be strictly Li limited to the Warlock uh we actually

  12. 00:08:46

    have some sort of modules and plans for some of the other ships um you know obviously there normally be sort of bigger ships or whatever that would have them but uh yeah we're definitely building the game to be quite sort of item component Centric or module Centric so you'll be able to switch and you know chop and change how your ship's equipped more so than you have in the past I mean one of our drawbacks because the underlying system actually supports this already is just generating all the components with the V you variety of functionality so we have a plan for that it's just you know there's so many things in terms of just getting the ships out and other things that um you know even though we have a pretty big team for a game of this size with this many options it's uh you know there's like never enough people uh but absolutely we're planning for you be able to switch out components and sort of customize your ship and one of those

  13. 00:09:34

    things would be say EMP so from leang long long uh asks is it possible to raid a supply shipment not for parac but to destroy it to possibly damage a rival ORS cargo thus its revenue and operations yes absolutely that is going to be possible to do it not only um for the in the world like sort of the NPC's you know supplies or um Goods or equipment or uh res that are going between you know resource nodes or stations planets um but you could definitely do it for orgs as well I would think player controlled ones um depending on what they were moving around for their own stuff but we're really going to try to have a game that's based around um having you know like being able to deal with Logistics so you know you're going to need you know we've mentioned before but you'll

  14. 00:10:21

    need things like fuel certain kinds of ammunition are obviously um you know consumable right so ballistics are consumable um there'll be other sort of consumables that'll happen so if you're out on the frontier or you're waging a war there'll definitely be the need to rearm restock refuel and you'll have to get those arms or weapons maybe someone can sell them to you maybe your org has you know someone coming in with a supply ship to do that um you know we have a variation of The Crucible that would be sort of a restock and Supply uh version that you could use in the background to uh you know backdrop of sort of an offensive or something to bring it in so uh we definitely want to make that part of gam play uh for sort of the bigger organization team play stuff um because we think it's one of the most interesting things is not just the Frontline combat it's how people work together as a team to achieve things and

  15. 00:11:09

    obviously Logistics are pretty good with that and therefore one of the techniques to sort of degrade your opponent is to you know go for its supply lines so yes that will definitely sort of come out as emerging gameplay in the system that we're setting up okay next question comes from avatus who asks question if you own an alien ship will let race recognize you as one of their own a delayed death until they figure out who you are or immediate recognition well I you know to be honest with you we haven't really thought about that you're not likely in the you know in the near future here to be sort of in the Jean Scout and coming up against Jean Raiders that going to attack you uh because you know the Jean are more to the edges of the uee so we're going to be building out some some of the uh in interior parts first uh I don't think they would

  16. 00:11:57

    necessarily recognize you as one of their their own they would probably would know that the Jean ship you're flying is the sort of uh human modified sale one which is what the Scout we're doing is uh and then if you're on a uh you know if you're on territory you should be then maybe they would do something about it they may potentially be a little more friendly or predispose to you because you've bought something that uses their technology uh but I uh you know in general the Jean don't fire on site against humans for instance they're actually you know even though there's a bit of a standoff if you want to think of it a bit like China and America you know trade together but maybe there's some idealistic differences and they kind of distrust each other but still work together pretty closely I think that would be a good analogy for the the Gena and then uh I think if you run across vanel

  17. 00:12:46

    flying a captured sidethe or or a glaive they just U you know generally would know from the scan that you were a vandal or not and probably go after you in Fairly short order although if you had sort of a captured one that was sort of rigged to sort of spoof being part of a vandal Clan then perhaps they you may be able to slip slip through or slip by um but we haven't really sort of fleshed that fully out yet okay next question comes from twitch who asks I have a dream of being a Smuggler in the PTU will I be able to create hidden compartments in my ship to hide certain items yes uh we are absolutely going to have that so we're going to have the ability uh we're kind of trying to think of how to sort of do Smuggler caches cuz obviously we want to have some sort of creativity up to the player so it's not

  18. 00:13:34

    like oh here's always a secret compartment in the constellation because obviously then uh you know law enforcement would know where to look uh so we still have to sort of finalize the design on that but the intention is to allow you to um sort of buy or purchase or install certain items that could potentially have like false bottoms or all that kind of stuff to hide some uh cargo and then you know maybe if someone's playing the role of an officer or something or an NPC they come in and they board you and they check the ship out and give you a a pass and then you Cent fly on and you can smuggling that you know Contraband and stuff like that so that's absolutely going to be part of the game play um you know it's a long uh you know obviously not happening tomorrow in 2 2.0 because there's some more basic gameplay like uh you know just cargo hauling and those kind of

  19. 00:14:23

    things bounty hunting um you know mercenary escort missions that would probably happen first but smuggling is definitely on the list and it's kind of a fun one and kind of involves interaction with other NPCs and potentially other players so yes we will be able to do that okay next question comes from arrai who asks will you be able to use the gravitation of planets large objects to catapult you or will it otherwise impact the flight model probably not going to model um you know sort of gravity in planets to the level that we can sort of do the sort of slingshot stuff that NASA does when it's trying to figure trajectories or you know how to uh get back to Earth from the Moon and all that sort of stuff uh we are going to model gravity to a certain extent where you know there's a planet you're

  20. 00:15:10

    landing on a planet well you know gra the sort of effect of gravity as you get close to the planet is greater right so like at the in the upper atmosphere um you know a distance out from Earth you're not at you know 9.8 m/s it's less than that um so we will do that level of it and gravity will have some effect on uh flight um you know and on atmospheric flight and all that kind of stuff as well uh so and and you can actually even now if you fly in the game and you go onto some of the landing pads the landing pads themselves actually have artificial gravity in it sort of volume around them and in uh that case the actual flight model compensates for it so the thrusters and everything produce additional thrust to negate the gravity so it does actually affect the flight

  21. 00:15:58

    model and we're anticipating when we sort of get down and do sort of stuff closer to planets and this atmosphere and all the rest stuff then there'll be even more of that penultimate question comes from chill Zilla who asks the clim climatic Chase through the claustrophobic tunnels of the second death star and Return of the Jedi really highlighted Lando's skill as a pilot the changing and narrowing eternals requiring constant Rec correction to navigate them safely similarly the absolute extreme of this is Neo's complete control of the logos and The Matrix Revolutions while escaping the Sentinels are we likely to experience environments like this within the Pu or missions in Squadron 42 that will equally challenge your pting skill and true maneuverability of your ship uh I would say yes definitely um you know I think we've mentioned before but jump

  22. 00:16:45

    points in some ways are going to be quite similar to this I mean not necessarily going through a death start but they are tunnels that collapse and underlay to move around and narrow uh and the uh you know the more risky the more unstable ones are worse that way but sometimes the more risky unstable ones are the you know the best shortcut to get to a location and so what our plan is is that you know navigating a jump Point um potentially if it's not a safe one can require some extreme piloting skills along the lines of what we described here and then I'm pretty sure we'll have some other um areas where you know I whether it's sort of like flying inside a you know kind of big structure in space or even down Planet Side uh we'll we'll put some challenges in there that could be pretty cool I mean the possibilities are endless with the structure and the game

  23. 00:17:32

    that we're building it's one of the reasons why it's taking so long but we are engineering it to do some pretty amazing uh things uh so I think you'll all appreciate that um and you know we have some something cool to show in a few days um to sort of underline that all right last question comes from banjo who says what is your feeling about the recent Star Citizen 2.0 PTU testing experience is there any downside to publishing new patches so frequently well I think the only downside is that we um you know spend a lot of money on uh you know CDN costs so every time we pass push 30 gigs to you know thousands of players um you know we're paying for all that that data bandwidth getting pushed down from our

  24. 00:18:20

    CDM provider who's Amazon AWS um so that is kind of the downside uh but the upside is that we get much better turn around an iteration uh so uh you know we were looking at the stats and uh the last PTU build uh before we went to live compared to the first PTU build was over a 100 times more stable than the first one which is a pretty massive um change in a fairly short period of time and a lot of that was because we had you know a large group of players stress testing in a way that we just can't do until we have 20 currently we have about 24 uh 25 QA uh between the UK and the US which is not a small amount of QA but on a game that's big it's really hard to sort of cover all the features and stress test it but

  25. 00:19:07

    when we're out on the PTU you know we can have a thousand people concurrently and uh that can really be sort of pushing um you know what what we see push the engine have cases created that we wouldn't see in an internal test case and allow us to see some of the problems and we're continuing to sort of add to improve on stuff so we're going to have some crash reporting automated stuff built in and some fure future versions of the clients will give people so we can see like the call Stacks and kind of what was going on on the client side as well as what we see on the service side which we already do um so it it's you know I think uh the you know the 2.0 PTU testing experience was really great I think it's the the one that we've you know we spent a fair amount of time on the PTU comparatively to what we've done before um it's also you know the build we're delivering that probably stresses the engine in the game the most

  26. 00:19:55

    people've ever done we got a lot of like you know just a sheer scope scale of it um you know a lot of features like the zone system and the you know local physics local grid they're all very uh new systems um and of course we've flown around on them but we haven't like got all the edge cases that you know you get when you've got tens of thousands of people playing it and and seeing if it could break or not so uh you know it was pretty impressive to go from where we started to you know where we are releasing it live and that's really because of sort of that PTU iterative process getting a new build out seeing if things worked or even you know sometimes we put some things in there that may have made the experience a little worse because we actually had some extra bug track you know uh memory walking to see if there was memory corruption and stuff like that and so I I thought the PTU experience was great

  27. 00:20:43

    and we kind of want to focus on more of that where uh you know before we do a patch um you know we were we're on the PTU for at least a week or so so we give it some time we get enough people hammering on it and we can sort of fix some issues and then and then we go live so that's kind of going to be our sort of newer model um going forward starting next year so anyway it was great and you know I would like to thank everyone that participated on the PTU because uh you know we're delivering 2.0 to everybody or have delivered 2.0 to everybody because of uh their dedication and willing to get in the game after it crashes after two minutes or three minutes and you know I think now we're at a point where like you know people exit the game normally or play for hours before they even see a crash uh which is pretty good because if you think about it in the past Arena command uh you you know those are short games they don't

  28. 00:21:31

    last for hours and so in in those particular cases you may not have even played it long enough to see the engine start to get into troubles because it's just too many things have been created and some things have been left around um so you know everyone working on the PTU really makes a big difference and like I said we're going to build some more tools to make that even better um you know iterative process uh so we really appreciate it and I think we got a pretty good production plan for the coming year um that I think will be good for all the teams here and everyone out there and uh I'm I'm excited so anyway thank you PTU testers hopefully people are having a great time on 2.0 live right now and uh thank you to everyone that's back Star Citizen uh you make it all possible I hope that we're showing stuff to you every day that makes you uh feel good about uh backing us we're

  29. 00:22:19

    trying to do nothing less than build the best possible game we can that's you know has a level of scope and ambition and scale that you haven't seen before and I think we're starting starting to show the bits that make Star Citizen special compared to other games you certainly can sort of see that the the beginning of it in 2.0 and thank you to the subscribers who you know make this show possible and a lot of other things that we do for the general community at large and uh I will um see you guys on our live stream in a few days all right hey guys thanks for watching um temp for the chairman if you guys would like to uh see more episodes go here if you guys would like to subscribe to our YouTube channel and always keep up to

  30. 00:23:07

    date with all our video content go here and uh if you guys would like to watch episodes of R the verse go here please and I will see you in the verse this video made possible by the ICC Stellar surveyors and subscribers like you [Applause] 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.

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