Star Citizen Live: All About Alpha 3.14
Transcript — every row opens the video at that moment
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hi everybody welcome to star citizen live all about alpha 314 i'm your host jared huckabee and if you've never seen star citizen live before watch another episode figure out what it's all about we're just jumping into it this week we have three steam guest three directors emeritus joining us on the show to discuss all things alpha 314 starting immediately to my left from your perspective we've got star citizen art director mr ian leland everyone hey jared down the corner we've got we got angel eyes uh star citizen live game director mr todd pappy hello and nobody puts baby in the corner nobody puts baby in the corner and directly beneath me
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the man who props me up uh vehicle director uh john crew john hello i'm doing good thanks all right so we are talking all things alpha 314 we're gonna jump right into it today uh we put we put a question thread up at the beginning of the week we collected questions from the star citizen backers let them vote up which questions they wanted to see answered most we've got a collection of them designed you know gathered for our our ship people and our our game play and design people and our environment people so we can cover quite a lot uh right off the bat let's start with something uh for you ian here obviously the volumetric clouds were a big big thing uh people have been asking about them in just this show
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almost every single week for the last year year and a half just no matter what the topic was uh are any of the are any of the other stanton planets and moons getting volumetric clouds with this v1 that comes out in alpha 314 so the short and disappointing answers uh no but if we if we break down maybe why uh originally um you know constant and and the team would prototype in on a moon or a smaller planet as a starting off point but you know it became clear that we just needed to focus on crusader itself focus the the tech development on that and just specifically look at that just for this release so you know it's it was for a particular
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reason to just focus on one just because when you're above the clouds or going in the clouds you can just focus on that also the scale right the scale is a unique thing um also like part of the conversation as well like as soon as you're putting clouds on a planet or a moon there's a lot of additional um factors that you're going to need to consider right like like the occlusion that you'd get from the sun so there's just a lot of extra stuff that we need to kind of consider yeah so unfortunately not for 314 but um it's something we're looking at for the future it's common as we develop the tech further and all that good stuff um todd uh for ninetales lockdown uh we know from
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our segment with uh ben dorsey on isc a couple weeks ago that uh players can choose to help the nine tails or help crusader security on either side of this uh pvp kind of focused or pvp centric dynamic event uh is that a choice that you get locked into or will you be able to change your mind play both sides flip back and forth at will do one one time and do another thing another time how does that choice actually manifest so the the choice actually manifests it manifests itself based off of if you have a crime stop or not and um so if you have a crime stat then you'll get the nine tails missions if you don't then you'll get the crusader missions um if you get a crime stat while you're in the crusader missions then you'll get
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kicked out and you'll be on you'll be given the option for the nine tails missions um and then obviously if you have a crime stat and you get rid of it during that time then you should be able to to have the crusader missions right so so there's there's not a a check box or is it something you know not diegetic ui it's it really is all based off your crime stat so you clear it you should get crusader you have it you should get nine tails okay uh john uh the constellation taurus is coming with 314 the last of the last variant of one of our original five pledge ships um what the hell took so long no uh does the constellation taurus represent
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the gold standard for the entire constellation series of starships uh short answer no so obviously that the tourist has been floating around for a long time uh there's there's been many conspiracy theories about what we've been doing with it and as i've mentioned before in previous star citizen lives uh it was never going to be like a whole rework of the ships and the lineup um it simply just spread over that amount of time because it's been a project that we've had on the back burner that we can just put someone on and when we need to shift priorities it's the easiest thing that we can pause uh move those people on to something else and then come back to so it was only ever going to be adding the the taurus to the existing lineup uh but that
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doesn't mean the constellations are all going to stay as they are that's like that's not the final version of the the constellation so when we get to the gold standard pass for the the constellation then they will all have that that path we are doing currently on the retaliator where we're making sure the metrics are correct make sure the components are in the right place at the right height for accessibility because if you look at the the constellation at the moment i think there's multiple uh component hatches on the wall labeled quantum drive obviously that's not the case kylie doesn't have two quantity drives that's just an out issue so we'll be going through doing all that um making sure that everyone's favorite seat table combo actually works and you can fit in it and doing something about the struts so i
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know i said in the past that we would look to do something with the stretch of the taurus uh we didn't have time uh to do the struts and update the pilot seat with all the the new buttons that we require so we we did the the pilot seat first which people will see in 314 and then when we do the gold standard pass we'll touch everything else uh ian uh folks who have followed the project for a while know that our planets and moons often have uh several biomes uh that blend into each other uh with crusader being a gas giant and an entirely new kind of planet uh does it have biomes and if so what are they and how are they sorted
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uh let's see in the traditional sense biomes no you know biome implies like it's a different uh asset pack you know ties into the floor and fauna that you'd expect there but you know one interesting part of the development of crusaders one of the things that the tech allowed us to do is to have not a variety of visual designs spread horizontally across the planet but we have a variety of visual design spread vertically through so on the video last night that that went out people could see a slight glimpse of the variety there so what the because it's texture driven we was able to kind of design a format where like on the very top around where orizon is you have some
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wisps above the player you know that catches the light that gives you that classic skybox vibe but then if you go down a little uh once you know one step below was able to create these kind of like canyons you know we wanted to describe the effect of like wind wind is the unsung hero across everything to do crusader and arson you know it drives everything so we wanted it that feeling where like these winds have stretched the clouds so you have a kind of a ravine and then lastly on the bottom you can get actually getting onto like a a cavernous space you know where you're completely completely enclosed in cloud but it feels like you know you've gone down really really deep and then below that it's it's the hard deck from there on in you're just going into clouds and then that's will
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will kind of limit the play space so in it in a more traditional sense no but actually i think yes you know and in the future you know todd and i was discussing that we want that to tie into a variety of play space a variety of gameplay experiences depending on that depth it's kind of like a seven layer dip well i think of like a submarine going down into a really deep area no i said a seven layer dip we're gonna go with that a what a seven layer dip just like that the beans they're the unsung heroes uh what ian do you not know what a seven layer dip i think this is an american i had a very sheltered childhood all right moving along uh john um a couple questions in the live chat
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about uh the 890 jump uh cargo issues uh is there any any joy anything to look forward to in alpha 314 are you there uh partial joy i guess is the answer there so the the bug is still there the answer to so many things partial joy the apocalyptic changes and partial joy yeah that's my catchphrase now uh the main cargo grid on the rear ramp uh is still not being detected by the the cargo system because it's it's an item in an item uh i think a few other ships have that issue but it really impacts the ignite because that's its primary amount of cargo so that's still unfortunately not fixed but we have actually uh we found an issue with the cargo in the front hangar where it wasn't actually putting on as
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much as it was supposed to be putting in there um the cargo we'd put the right numbers in but there was a little bit of proxy geo from the the hole clipping in and stopping like rows and rows being added to the front so uh whilst you're not gonna have the full amount there is there is a a small bump in what you can actually use in the 890 and 314 um i can't remember the number from my head i think maybe roughly double what it is at the moment what other uh in the i and i see a couple weeks ago we talked with luke presley about and ed fuller about a number of uh law system improvements uh that have come in 314 uh some because of things we learned in xeno threat and some just
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things that we learned through normal everyday wear and tear and testing uh besides the new surrender mechanic what other law system highlights come to mind you don't need an item itemized list of everything but i got an itemized list from from lucanteam so um removing trespass zones from all underground facilities to planets um so you were no longer receiving crimes for empn or interdicting the ship that you're using um so basically you're you're getting it off of yourself or if you emp then you you got a crime stop for yourself um destroying a party member's empty vehicle will no longer result in a crime um we have updated the prison codes
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interface or code entry interface and prevented it from resetting the code within incorrect attempts made a reduction in time to remove individual crimes when hacking crime for assaulting a security guard should no longer be given outside of a monitored zone knockout kill or knockouts will no longer kill um fixed an issue where the players were receiving a crime stop for shooting a vehicle as it was destroyed and then fixed an issue when falling um into lower sections of prisons that would count as a escape attempt and then the other big one that luke said was was basically adjusted splash damage so um in particular for like emp and interdiction stuff like uh if you've done more good than bad
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then it shouldn't you shouldn't get penalized for it right i i know when we were talking before the ice he was super excited excited about a lot well as excited as luke presley gets i can tell i i i it's like jungkook i can tell when jungkook is excited it's like you learned to spot the the nuances the theater another question i thought was interesting uh can you talk about any ninja changes to 314 uh something that doesn't app doesn't usually appear on patch notes or things like weapon or ship balance or well i mean considering i think last last patch we fixed over 3000 issues
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so and before that another 3000 issues and now again with a lot of these things we're creating them you know as we're building the features and building the content um and then trying to squash them as much as we possibly can so uh one of the ones that i want to basically fix is the zoom out on the star map so making sure that the when you start the star map it's actually zoomed out versus zoomed in then from there we're looking at trying to fix a lot of the ai um issues in particular um them standing on chairs and the reason for that was it's not necessarily on the ai it was it was basically the way that the actor was persistent you know and so you would go to sleep uh when you zoomed out
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and it's it's basically the ai would be in the usable and then as soon as it got woken back up when you came back in and reloaded um it didn't know what to do so those are things that i want to make sure we get fixed um and then from there it's it's just a we've outlined a crap ton of quality of life fixes that we always try to try to hit but um this this patch i was um much more strict on what should be a live musfex and in trying to force these issues in uh do you think that's obviously i'm not asking for a date or anything but you but being
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more strict like that uh do you think that's likely to have an impact on when we go live um well it's when i say strict it's basically calling out and saying no no we have to fix this so um from there it really is a conversation with the directors and and the teams um but i all i can really do with a lot of the stuff is call it out and say hey you know same with bayer or our player relations or our player experience team and and as well as other directors and and leads and um so we have that stuff called out and then it's it's up to us to really go through and say yeah we can do this and this time or this requires an underlying system to be
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fixed or adjusted or we're currently working on that so we're not going to fix it right now because it's a waste of time you know as soon as that new feature goes live kind of thing so it's those constant constants um imbalance changes that happen you know within our development system so um but i mean for the for the changes and stuff like that like we're john can tell you like i mean even just for the missile mode i think they've done one pass and then they expect to do multiple passes you know for that so i mean that to me is kind of ninja changes you know that people would not necessarily see or or or know um same with the ai and a lot of the mission stuff too
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like there was a lot of rework that elliot did you know for some of the base but again the player might not necessarily see those so it's some of it's just quality of life and and hopefully um you know it just feels smooth and it's not immersive breaking and and then you know so the player doesn't notice it okay uh ian what was the hardest challenge the art team what was the hardest challenge the art team faced when bringing crusader to life as a gas giant let's do it for crusader and for orzen because those had to be two very different challenges all right uh it turns out making the gas change hard right yeah well let's see so we started off by seeing how far we could get with the
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current tech i think the last time i spoke with you jared was like okay we'll see what we can do abuse the rules see what we can happen you know we i think we got pretty far we showed it to chris and chris was like nope it's we're missing the volumetric cloud right so you know the focus then turned into the volumetric clouds but when whenever you create something for the first time uh it it's always hard because it's the first thing you've got to go through that process of trial and error so you know with something like the gas giant instantly the scales uh the hardest part and for example like the radius of crusader is um i think it's about seven seven thousand five hundred kilometers
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radius right uh and for example like stanton wants like a thousand or uh one of the moons is maybe three hundred so it's it's you know it's considerably larger so with that scale and when the player flies in you come up with a design and then you fly into it and you don't see anything move so instantly that scale became the first thing that became a concern and then second is just you know we've never made a gas giant before and it's it's you know you can look at fantastic uh satellite imagery but we wanted to do something that was a little bit different you know uh chris had a very specific look in mind for crusader that we wanted to achieve and remember like i said like that that sort of feeling that wind has blown this clouds
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uh over the surface you know so we wanted a particular look so then the tech develops and then uh by carson and seb did a fantastic job as a principal tech artist to be in that that communicator between the hot team and and the tech team and translating what features would need and and how the tech works so like i said there's a lot of trial and error there but then you know once you start doing look development you start getting something but there was there was one day okay it was like call this is working and then uh jake um who's you know uh previously been responsible for the the the previous space gaping near the gas pockets and stuff in the game right now and he just had a little play right he just was very curious he took the tech
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and then he tried something out and then instantly he was like that's crusader he hit it the man was talking about the layering he just tried something out and we all looked it was like that's fantastic so you know said kind of took it from there and stabilized it but it was it was a quite a um difficult journey by just because it was the first thing for the game and brand new tech right so i kind of see it where um you know where we are where we were a few years back in terms of planets if you look at how they've developed and grown and increase infidelity it's a good it might maybe give a good um a good example of where we are right now with this new bit of tech and then we're for orizon this is a
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classic example of be taking a concept talk that you look over and go that's the that's just going to be the best that's the best like orizon was always my favorite of the stanton locations are like i fell in love with stan um with orders a long time ago i looked at the concept and guess what we we put that block out in game and it was like this looks horrible horrible turns out a floating lattice work in the sky with thin struts doesn't doesn't trans translate well from concept hunting games so it was it it tested us as a team it tested us um but i think um i speak with on the team through hard work passion dedication just trying and trying
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ideas trying things we what we ended up with is uh we're quite happy with yeah i i remember i i you know i sit in on those tuesday reviews you know every week and i remember a year ago with the first early tests of orizon and this last work that you were talking about and going i don't know how he's going to do that that doesn't that didn't look like it's working yeah yeah it was a definite okay we're gonna did this is like we had to fight for every every win on ours and it was although we came with the experience of making previous aussies and previous module locations we had it tested the team to the to the fullest but
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i think they did a fantastic job uh john uh let's see does the missile operator mode along with the guidance and control rework mean that co-pilots are going to be able to aim and fire missiles in any or all the ships in 314 what what what's the extent of this i also understand that capacitors have changed a little bit since we talked about them in isc so maybe we want to jump into that as well yeah so missile-wise the the intent is yes that co-pilots can use them um certainly uh from my testing personally in the iwakai one there are plenty of ships there that
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pilot can be flying along using guns co-pilot can be there using missiles so that really probably for the first time gives co-pilots something to do rather than just being sat there and looking at things the intent was also for them to be able to control capacitors um but there is some sort of technical hurdles we're working through there so i don't know if we're going to get that in for 314 but that's certainly the longer term goal but missiles definitely yes in ships where there are co-pilot seats you will be able to independently go into missile operating mode out outside of the pilot um and trade sort of control of these things um to sort of touch on the the ninja changes question as well earlier people would look at the missile operator mode is just a way to control missiles capacitors are it's just an extra layer
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those things have necessitated us to change and rebalance every single missile in the game every single weapon in the game all the ammo counts for every weapon um every single shield the default loadouts for every ship the hit points for every ship the maneuverability of every ship so they they are huge wide-reaching changes um so 314 is going to be a vastly combat landscape to 313 and obviously with things of that that magnitude um they are going to be iterated on in future patches because we're not going to get the balance right out the gate for the the magnitude of ships and component possibilities uh out there and safer radar and scanning so we have
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like this new hud missile operating mode capacitors radar and scanning and then all these other balance changes there's there's a lot of big features at work there in 314 that they're going to take a while to bed in and the the beauty of this project is that the the people playing the game can can help us dial that in um because there's obviously there's only so many of us there's only so many qa things will slip through you guys are great at finding them in ptu and hopefully we fix as many as we can before life uh and as after i said it i don't know why i combined the two because they had nothing to do with part you've covered the missiles and the balancing stuff let's let's talk about capacitors and how capacitors uh have changed on the roadmap we saw
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that they were rebranded as power management v2 and it's like that where is that system at now what can people expect when that shows up on pgu so so fundamentally the the base system is still their are a thing we're not to sort of we haven't got rid of them they are there but in the review process we sort of looked at it all and went capacitors are really just the the new bit that's been added what you're actually doing now is you're you are managing your your power and your energy uh anyone that's sort of familiar with real world uh plane dog fighting or sim dog fighting you know it's all about energy conservation and using that's your advantage so what we've done is rather than capacitors be
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this separate entity we've merged them into the power triangle so the power triangle in previous patches never quite worked how we wanted it to work or how players thought it worked so to give a very simple quick answer for that all the items on your ship wanted x amount of power so the power plant would go fill them all up as much as it could first based on a completely separate priority list to what's on the power triangle and then the power triangle would dictate what's left over so if your items had all the power they needed moving the power dragon around did nothing for them anyway it was sort of just a false advertising and you you pushed all the thrusters but if your thrusters had enough power anyway it made a difference that is completely
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gone now so the power triangle in 314 directly controls the the capacitor assignments so you are dictating where this capacitor is expending the the energy available to it so if you put it in the middle so if you want to play the game without capacitors at all you can you don't have to manage it you can just leave it alone fly as you did in 313 you'll still be able to partake in combat and do things but if you come across someone who's actively managing it you're going to be at a disadvantage so it's it's there for giving players extra depth um and i can't remember what we showed in the isc a while back about it but it is the three states so you have your your boost previously
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known as afterburner so rather than gating your boost by heat is now gated by the capacitor heat is something we want to be a long-term consequence not the limiting short-term consequence because if it's a short-term consequence there is no long-term consequence for it because you're having to get rid of that heat quick enough to allow you to get back into the gameplay so heat is a long-term consequence now the capacitors are the short-term consequence so that controls how much boost you have and how quickly it can regenerate on the weapon side energy weapons now have essentially a regenerating magazine so you can't just hold down uh your fire button and let them fire forever they will fire they'll deplete
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their magazine capacity pause for a second then regenerate and the capacitor itself controls the speed of that regeneration you can also turn on and off your energy weapons to increase the pool available your energy weapons so a good example would be say the super hornet which has a lot of guns on it by default at the moment that will split the capacity between all those weapons so if you turn a few off the ones that are left will have more and also recharge quicker so you've got some trade-offs to make there and then the last one is shields and shields sort of behave how they did previously because they had that behavior built in where they they would go down pause recharge go back up again but what we've done in addition to that aside from all the
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rebalancing of the numbers is all the fighters have bubble shields which is something we used to have pre alpha 3.0 um so you rather than having four faces on your shield system it is one all-encompassing shield face so no matter what direction you are being hit from it's all getting hit on one face essentially and then larger ships have the four faces so you can manage your directionality which you don't have to do in smaller ships so yeah it's it's still there it's slightly rebranded because we wanted to sort of take the emphasis away from this new thing that's being added and put it onto you're managing the whole system of power rather than just this one little thing so there's a huge amount there it's a huge amount to play with
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um you don't have to play with it if you don't want to if you find that side to come i just want to get my ship and fly that's fine um but for those combat players and pvp players that i think they're going to really enjoy it because there's lots of nuance there between do i stick do i put it into the thrusters to recharge my boost quicker and then take it back out to put into weapons to do a big alpha strike like take about punches shields there's there's a lot of fun things there cool uh as a question chat jared can you make john crew laugh uh when are we getting the uh how about that or is in shuttle john that's not gonna make me laugh this is gonna make me angry we're finally getting it john yeah yeah that's what i just heard
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i talked to the artist who did it and he he was not up for making it on the on the vehicle team um i've got a i've got a uh you know john had a great ninja you know ninja committing for 314. i've got a slightly better one a new high-tech payment payment terminal you know the fine terminal it's coming it now i covered that on isc i covered that in a sprint report in in in episode 314.03 this year now's the time now's the time let's get it in i did it uh todd uh is there any benefit to surrendering to law enforcement such as like reduced sentencing or anything why would you want to surrender
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as opposed to just fighting to the death um it's it's basically in the front the framework in the future um now no there's it's essentially you don't die but um in the future you won't die as well as you know uh basically you won't lose as as many things as you would have before so um it is down to be done but it's it's not there yet okay uh will radar scanning and ping be affected by uh things like asteroids terrain or other obstructions so the with the ping it's really going to be affected off of the em and ir
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so if if you have the em um so if we took let's say yellow's asteroid ring or something like that and there was a fair amount of em or ir being put out of those then the ship could basically hide in those because it's it's creating a large enough ambient signature for the ship to be able to hide in um or hide behind kind of thing so it will really depend on how we set up our you know our celestial bodies um but as far as just pure terrain now okay yeah the masking side as well also applies to to ships as well like if you have an 890 and a bunch of small ships near it
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you might not even be able to target those smaller ships because the 890 is emitting such a large signature they won't show up on radar you won't be able to target them you won't be able to get missile lock on them so you've got a sort of play with the system there you get some ways to tailor sort of your your radar scope so you can focus in to do that you can get closer you can spread those things apart so yeah there's a there's a lot of extra sort of incidental gameplay coming from those systems as well outside and then obviously environments stack on top of that so that's all amplified whatever the reverse of amplified is in a gas cloud where everything is harder so going into a gas cloud you know you're no longer the case where you're
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you're going to be locked on the enemies targeting you'll probably lose that lock because they won't be able to actually keep their signals high enough to track you uh one more question for todd before we move on uh if we did add the auras and shuttle as a player controllable vehicle todd uh how would you imagine it uh be used in the verse uh it's super combat heavy it's troop deploy you know kind of thing but instead dropping them off it just crashes ian what did not make it into the first iteration of crusader that you still want to implement in some later iteration for crusader or crusader or northern uh let's do crusader andors and they only
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said crusader but let's do both okay um well let's see probably the biggest one is probably movement you know um uh see i always wanted and this feeling like it's um like a an evolving landscape you know and we always talked about the idea that it'd be cool to you know sometimes you go to arizona and you're just in just in a cloud right or other times it's it's nice and open obviously the the focus was on the core version of that tech movement is obviously you know like um an adaptation of that tech so uh it's a chair it didn't make the first release but it's something we're looking forward to in the future um performance performance is going to be ongoing but also that in combined
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with uh quality you know with with crazy you know crazy uh drops of tech like this obviously um you know it takes years right it usually takes years and you know it's very rare that people get to see tech so early in development you know so quality and performance seeing those two increases obviously uh will be coming in soon also lighting and player interaction you know more complexity there so you know like i said the analogy i gave for um the gas giant it's it's it's the first one you know we're going to have many more gas giants in the game but we'll see this improve so it it's going to hopefully follow a similar sort of like
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evolution format of what we've been doing with our planets regarding the the crusader aspect as right now ian talked about before like we have kind of a no-fly zone now eventually the idea would be that there's not necessarily a hard deck it's it's really kind of what your ship allows you know how much pressure atmospheric pressure is associated with it and so that's one of the things that i think dan's team or i know a dance team is currently looking at and starting on so um eventually you know that will be released um with cr with basically the gas giants uh ian you bring up a really good point i want to touch on about the
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about how with star citizen one of the things that separates us from almost every other project out there is how early people tend to see things in the development prog process and we show a lot far more than anybody else but we still work to hold things back and preserve things when possible you know all this quarter you know you know reddit spectrum youtube comments have been like show us the clouds some reason like we've been holding that back specifically for the experience that people had yesterday when isc went out it's like if you had seen clouds every single week from as they were evolving it's like that would be cool in one regard but we would be sacrificing that
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wow experience we had yesterday so we're we're always and we wanted to try to preserve that for the pgu we were i was hoping pt would be out so players could experience it there but you know schedules happen but it's we try to balance that it's we're always balancing between showing everything at the earliest possible state and so there's no discovery for our players anymore uh versus our need and want and our desire to maintain open development and show things that week after week so it's always a delicate balance and there's always people who wish we would show more and show it earlier and there's always people that would wish we didn't show and let them discover it in the game it's always a balance um one more question
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if we did add the oris in shuttle no if orison suffers a power failure will it fall into the planet's core or will it be fully buoyant not only did somebody ask this it got voted up who wants to take it uh basically it would sink i mean that's that's the idea is that anything there will sink okay uh will we see in-game whales flying around oregon not for 314 um basically they've character has been working on them um but basically the downstream teams like ai animation design still needs uh time to do what they need to do in order to
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make them work properly so it's it it will come out later but it's not going to be for 3 14. yeah for everybody that's talking about the audio we haven't changed the audio levels once during this entire show there's something going on with the pc it's altering my audio levels i can't troubleshoot it live during the show sorry guys but letting you know you can stop mentioning it we haven't changed or touched it once during the show it is varying on its own i'll look into it afterwards uh john uh is there going to be a difference in power management capacitor management between single-seater and multi-crew ships either in 314 or beyond uh in 314
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no that it is it is the same interaction uh managing it by the triangle uh between small and large ships however it is it's not like one one item across all the ships every ship has its own set of capacitors so for 314 we're not letting you change them but we do want to to do that in the future so you can sort of upgrade them and have some pros and cons but for uh small and large ships they it is the same system it does have varying different things based on the size of the ship just because some ships might multi-crew ships tend to have more things on them so uh adjusting it will have a different experience but um the core interaction is the same
- 00:41:49
and down the line when we have like multi crew and capital ships then uh i would expect those larger ships to not really deal with the the capacitors too much because it'll be a more in-depth engineer turning systems on and off rather than moving a triangle around aren't you a couple questions related to the new canvas slice ship hut here uh will the new canvas slice ship hud allow players to see the huds and mfds of other crew members on a ship uh right now other players appear to just be looking at blank or placeholder screens that don't reflect the status of the ship i know this is not only important for immersion but it's also really the all the machinima makers really want this so uh
- 00:42:38
yeah you should be able to see the hud um because that is a new system done with building blocks you won't be able to see the mfds because they are still sort of flash scale form based so they are they are turned off intentionally as a performance uh compromise uh when they are converted to building blocks then we'll look at turning them back on again they might still cull out at a distance just for optimization reasons but i'd imagine when they're they're the new building blocks based ones that you'll be able to see not only them but also being able to use them in sort of from a third person perspective building blocks is the gift that keeps on giving um will the new hud allow us to adjust the colors on our own right now yeah not in
- 00:43:29
not in 314 so in 314 we we've put what we call the the generic hud across all the ships and that is that has a manufacturer influenced color scheme on it and i think we've shown on ic the aegis styled one and options for the drake one so in time those manufacture ships will have that sort of style applied to them and all the other manufacturers will get there and then once we've done that then we'll look into customization i know there's um i don't know whether you want to let people pick them all like completely um but i do want to make sure that there is sort of colorblind uh support for the hud as a whole so that level of it
- 00:44:18
will be included at some point um it's for ian or anybody i guess uh how do you expect crusader and orison to evolve uh through later patches we've we've talked about improvements to the clouds uh all these landing zones have grown like the first version of lauraville and then we had the cbd later on uh same with microtech and stuff how do we what what's what's the roadmap look like in general for crusader and warzone you want to take a tour do you want me to go uh i'm fine with taking it um so basically with chris with v2 um we have a fair amount we have three three different shops that we're focusing on
- 00:45:04
um and then we've got a thruster experience we've got like a whale tour experience that you know will happen as we roll out but the whale tour obviously won't be turned on until we actually have the whales otherwise it's going to be a really crappy tour um then we have uh things like building interior stuff that some of the montreal guys are working on which uh this will feed into actually all of our landing zones um and allow us to have fps experiences um or missions within major landing zones that just aren't you know hey go deliver this fruit you know to the person over here kind of thing but um that's really kind of one of the
- 00:45:54
mandates that the montreal guys are are working towards right now um so that's those to me are kind of how that's how those things will change because we want the player to be able to go into the islands and be able to go into the battles of those islands and actually um have missions in there and whether it be repair or you know clear out or take over that kind of stuff so um attack and defend um and then the other thing uh is that the barges that were created you know being able to do combat on those or being able to do missions on those or another thing that we'll be looking at and as i guess a natural extension of has there been any just any discussion about additional
- 00:46:42
uh pois besides orizon concrete is there anything else on orisan or did crusader just build a horizon on crusader and then stop there so uh the focus is exclusively on arizona you know um that's like the major landing zone on that on that gas giant uh but what's interesting right is uh we remember what i said right back in the beginning like building arizona was hard it came with its own challenges where on previous lz's you had terrain for the player to land on and get out and you know experience the location whereas you know um we didn't really have that option there so right from the the very early stages we were like you
- 00:47:30
know and it's kind of like listening to the community as well it's like they don't want they don't want restricted areas they want like they want to make those decisions so right from the get-go we're like how do we make this so it is almost exclusively open for the player so when you look around ours and the entire stretching of it i think there's two restricted areas and they're around the the commercial area in the industrial platform just because the the social space is right is to stop griefing but everything else is open so to answer your question um it's basically when you look at the the lattice work think about it as like a hierarchical oc system whereby okay it's a habitation
- 00:48:20
platform and then within that habitation platform you have the buildings and then within those buildings there's rooftop ocs then there's going to be the building interiors that todd mentioned before so the way in which we've built it if we wanted to create sister platforms or additional platforms or additional locations in the future those ocs are already made right and you know and if when when people do get to fly around uh orzon one of the reads i really wanted is i want to be out on a lonely platform in the middle of nowhere so it feels like if you think about how big this big this this guy would be compared to other lz's like you could be on an industrial platform way out in the distance and it would it would feel like you're
- 00:49:07
looking at orizon in the distance if you know what i mean it's it was an early look we wanted to achieve so and that's your question uh initially no but we've kind of done done the hard work to do that setup um already i mean we've talked about things or scattered around crusader you know so that they're on others complete opposite sides of planet so and so forth those are things that we will be looking into and and trying out and but like ian said we have we have the base now you know for these things to to to be built off of i well one thing i didn't say before todd gave a very serious answer about what you know what the makers and but we didn't get the golf course
- 00:50:00
maybe if it if it gets enough if it gets enough requests maybe one day i mean sacrificed the shuttle for the golf course i was gonna say i i didn't i didn't do that one that wasn't on me you did that uh john the with with the all the work gone into revamping the radar the scanning the the the pings like this is does it does any of that affect does any any of that get us closer to um having the improved abilities of ships like the the terrapin or the carrick and stuff like that is is this a step forward to that or is this completely separate divorced from um i'd say it's a it's a step towards it in 314 we're not
- 00:50:48
uh specifically focusing on those ships having their superior radar and scanning abilities uh our focus is getting all the ships working to a state where we're happy with this new system and from then on we will start tailoring those ships to um because i think uh myself and everyone would probably be happy to have everything working to a good standard rather than a few ships being significantly overpowered and uh some poor horn owner might not be able to scan anything at all because we missed it so we're we're doing the big wide pass like todd said we we've done a first pass on all the systems last week and every three or four days with we're sort of doing the next
- 00:51:38
iterative pass based on internal and ibuka feedback on each of those big systems so i one day we might have uh the next step tuning for the missiles guri and the next day might be the armor and health next day is the scanning values so it's coming thick and fast uh todd i don't i don't know if you'll have it in any for forest but it's it's come up too often in in a in chat for me to ignore it uh positional desync uh it's been a pretty major problem in well for a while now but now for 313. i don't know i don't know if xeno threats seem to exacerbate it or not um what's going on there and what hope if any do we have that some of this might be
- 00:52:26
resolved in 314 i mean part of it is basically a server frame rate and then part of it is just how much in the accounts i i think we have and all this stuff so from my standpoint i think clive and his team have constantly been trying to those types of things um and then same uh same with um gordon and his team from an actor side so this is something we know is plaguing our game and we know that it in particular was xeno threat everything like the big capital ships um it exacerbates it so uh obviously with nine tails it's a little
- 00:53:15
bit smaller and um doesn't have as many of the big capital ships in it so the it's for cig i view this as one of our top priorities to to try to fix and and to constantly strive to make sure that the combat and basically the overall player experience when running around is smooth and solid you know i can tell you that chris would say the same thing aaron would say the same thing this is like we don't joke around with we we do constantly try to improve this i it yeah it's like with the ai like i i've seen some really cool ai behaviors you know locally internally on you know in development and then
- 00:54:04
it gets into the live and the the i partially for what the reason you mentioned earlier with this with the streaming and the missing persistence but also that's just the server tick right yeah it's just we can't stop developing like we have to keep building the game uh you know while this is being worked on by you know the dedicated teams who are working on this i know in the chats or in comments there's often this perception that you can only work on one thing at a time and everybody should be working on this it's like ian you should be working on server desync what are you doing you environment art what do you it's like why aren't you working on server reducing it's like we still need to be developing the game building our systems and adding new features to the game but it can be challenging when we want this fixed as
- 00:54:53
much as the players do i don't think that's a big mystery all right we are almost out of time uh ian what's going on with port olisar it's like this the number two question in the chat the number two question in chat has been about port roller star people want it to be moved people want it to be a crashed derelict on a planet uh what i think there's one person that wants it to go away port also has a special place in my heart you know we we built it back in the day whatever we do with it will be fitting it's just not going to disappear i'll
- 00:55:40
just leave it there all right so how about that uh crusader shuttle yes now what would it take to actually no um no what would it take to get it i only have one of them uh i think you should just do a flying alisar all right actually let's see uh did todd pappy get a crime stat for stealing that parking meter behind him nope i bought it you bought a parking meter yeah it's a good talking piece well and then my wife's got all of her lego stuff as well so
- 00:56:28
uh we've got a couple here we got a couple more nine tails lockdown questions so uh will the nine tails phases run on all servers simultaneously like at the same time or will each have its own scenario i know there's there's been a lot of uh comments i've seen about you know folks in australia or folks outside the pacific time zones or the other austin time zones like will these ever run in times that i can play and stuff like that i mean it as far as i know they're running across all servers simultaneously um and then basically it it does have a time clock that it just reoccurs and so i mean ideally and i think it reoccurs you know usually we we look
- 00:57:18
at something every two to three hours or something like that so we want to make sure that it it does reoccur multiple times throughout the day you know because technically we we think of our days in game as basically three to four hours i think it's three hours that we we look as you know kind of a 24 hour period so you know we want to make sure that all players can experience this across the board no matter where they're at within the planet right now that's not you saying that this will run every single day of of of the quarter or whatever it's just that on the days when it does run it should cycle through okay um people asking about picoballs i don't know if ian even knows about the
- 00:58:07
pico balls that was something i worked out with eddie ian do you know about the pico balls what about them uh do you know where they're at i know they're in okay people still haven't found them i've been waiting i've been waiting patiently they're in all right did we get did we get that one on um that one on ours for you did we get that in nick nick was working on it but he went on paternity so i don't know i don't know i'd have to wait all right guys that's it that's our show uh thank you so much for taking the time out of your day to do this uh i have to give a little extra special thank you for john crew because he was a last-minute add-in
- 00:58:55
there you know so thank you for moving your schedule around and and jumping in uh there are people there people i can count on this place and these are these are three of my absolute favorites um ise is on hiatus everybody uh we're off we're not back again until july 20 something or rather so uh you can just keep watching the old episodes over and over again if you want uh we'll be back next friday with an episode of calling all devs uh with core gameplay director uh richard tyrer uh we're gonna talk all about uh player healing and and hacking and all kinds of stuff coming in alpha through 15. so stay tuned for that and of course remember to
- 00:59:42
keep checking up on the robertsspaceindustries.com website that's because that's where all the information about when 314 moves to ptu and what wave and when you can get in and you can start flying around oregon for yourself because it is quite a treat in todd john thank you so much i'm jared uh i'll talk to you later everybody see ya bye which one which one does this it's that one guys you
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

