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10 for the Chairman: Episode 42 (2014.10.20)

20 October 201400:31:38991 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:09

    Hello, and welcome to another episode of 10 for the Chairman. This is where I take 10 questions from subscribers and answer them to the best of my ability. Subscribers are the subset of the people that have backed our citizen that contribute extra money every month to allow us to do our enhanced community content and communications. So, this show around the verse, we do a 50 to 70 page magazine called Jump Point every month that goes into sort of the details of how we build various ships, our systems, has some fiction. And then we also do sort of inside CIG pieces about the studios or some of the stuff or tech or systems that we're working on. So, subscribers allow us to do that. Thank you very much. And if you want to subscribe, then I think you can find it on our website and subscribe because it helps us do this

  2. 00:00:58

    and we would like to do even more stuff. So, I'm here shooting this on a Sunday night actually cuz normally we we broadcast it on Monday and we normally do it on Thursday or Friday. But this past week was pretty crazy. We had CitizenCon the week before and this week this past week we've been sort of gearing up and also this week we've been working on the next Arena Commander release which has the new flight controls and a whole bunch of other stuff. So, we will be working on that and we'll probably give you an update of when you'll be getting that, but likely we'll be dropping it just before or around the time of the PAX demo at the end of this month. So, look out for that. We're right in the process right now of doing a fair amount of uh balancing on the ships and the weapons

  3. 00:01:46

    because they haven't really had a full balance pass and so we need to sort of have another balance pass. So, I think hopefully that will help out some stuff, polish a few things, work on the control and HUD stuff, I think. Uh I'm hoping a lot of you will like some of the stuff we've done. I think it plays much better for me. And just for the record, cuz I do see on the forums everyone thinks everyone here uses mouse and keyboard. Um I don't use mouse and keyboard. That's not how I like to fly. I've always flown with either a joystick or a gamepad. And there's a bunch of people here that that's what they fly with. And then there's some people obviously fly with mouse and keyboard. And so you know, I'm not particularly interested in uh only having a system that um uh you know isn't can't compete with other people. So anyway, I think you will hopefully um people will be happy. I mean, the idea is that we use all kinds of control

  4. 00:02:34

    inputs and interfaces for the game. Uh you know, we don't want to like one just because other people think it's unfair next to the other ones, but we want to make every one of the control inputs and devices work as well as possible with our systems. Uh and you know, create some extra uh systems to sort of help or um enhance control inputs that maybe don't have quite as much inputs as some of the other ones or quite as much precision. So anyway, I think you'll like it. I think it works quite well. We've been actually having a lot of fun playing with it. And we'll continue to tweak and balance it um this week in preparation for um giving it to you guys towards the end of next week. So anyway, there you go. That's the update on our current progress. And I will get to the questions now. Uh so the first one comes from Brother

  5. 00:03:21

    Maynard who asks, will we be able to watch PlanetSide weather effects from space or will the plants be static out when viewed from space? That's actually quite a good one. And we haven't actually had a discussion about that. What we've been uh sort of have a plan for is a what we call sort of a plan a planet render element. So in CryEngine, you know, generally things that are rendered inside the engine are done via what called a render element. So you know, a common one would be sort of the geometry render element, which is what's used to render most of the stuff that you see, and that would use a you know a basically a list of vertexes which create the the triangles and the polygons and then it renders them you know with the materials and all the rest of the stuff. But you know there's other render elements so for instance the shield that you see when you hit another ship,

  6. 00:04:10

    that's actually a whole separate render element. Things like the water would be a render element or the terrain would be another render element or some primitives like a sphere or a pyramid or a cube, they'll be render elements. So what we've actually been talking about is sort of building a kind of like high level render element which is a sort of you know a planetary render element when you know it's essentially would render a spherical object and then as you got really close it would scale it cuz you know one of the big problems with planets is they're huge in in scope and size and size. So generally you can't build you don't normally want to build a object or a sphere that's quite that big. So you need sort of some custom code so as you get close to it it sort of tessellates and keeps the curvature on the surface and and the sort of handles that sort of dynamically and then

  7. 00:04:58

    we would plug that into also be you know doing the terrain that you would see across the surface of it. That terrain could either be generated by specific design textures where we want to have a specific look for a planet or would have some level of sort of procedural generation for the look of the surface. We've been sort of looking at some voxel technology for some of that but we'll need some level of sort of procedural planet generation because we've got so many different planets and moons and you know we just I mean it just wouldn't be practical for us to ship you know 8K textures for every one of the the the planets and moons that we would have in the game cuz there's literally thousands of them and that'd be a a ridiculous amount of of textures sitting on everyone's hard drive. So some of those would be sort of built up more procedurally and then of course you would have that with um of

  8. 00:05:46

    things like cloud layers, sort of the atmospheric haze, and uh you know, the scattering you would get with that and all those kind of things. So, that's actually in our graphics development pipeline as one of the tasks that we need to do um to make sure that the you know, the world in the persistent universe is is uh well thought out. So, having said that, because we're doing it dynamically, I would think the possibility to have things like uh cloud formations or weather be dynamic is definitely possible. Um to be honest with you, we haven't really thought about it um previous to having this as a question, but I would think that would be something that would be pretty interesting. I mean, we certainly are going to have whether the planet's in light or not in light, the dark side or non-dark side. We're planning to have day-night uh cycles down on the planet environments as well as sort of weather effects, you know, you're down on um you know, a rainy sort of Blade Runner uh you know, Blade Runner-style

  9. 00:06:33

    planet, or you've got a snowy ice planet, if you think like Hoth out of Star Wars or something like that. Um so, you know, you know, quite possibly seeing actually effects play out. Uh you certainly would be seeing moving clouds and stuff, cuz that's already something we kind of do, but um I think that's actually something that um we probably would uh look to play around with, cuz we're essentially doing a lot of that stuff. So, um anyway, nice question. Uh next question comes from Jamanda, who asks, "In the persistent universe demo, I saw a cracked window of Dumpers Depot. You mentioned that the poorer planets might have graffiti and such, but will the planet-side environment actively change when the overall prosperity of a planet fluctuates?" Um so, the simple answer is yes. Um all uh our buildings, uh our vehicles, our items, and actually our characters, too, are being built and

  10. 00:07:22

    structured so that they sort of um age. That's something we've talked about a long time ago. Um and we sort of have these what we call second UV sets in the geometry that allow you to have um another blend what's in CryEngine is called a blend layer of a different uh texture that gets blended in and during the shader process. And so, you can do it right now, the uh you know, the various ships that we have uh the 300i, the Hornet is actually already set up with that and you could sit there if you load it up in the editor and slide on the material property from zero to one how much the blend layer comes in, you know, either looks like a brand new pristine ship or it looks like a really beaten up all weathered ship. So, you know, we're building the assets with that. So, it's kind of already in the tech and the idea is that we sort of track you know, the item or the vehicles use

  11. 00:08:10

    flying around the universe and as it flies around it gets a bit more beaten and weathered up as you use it more gets more beaten and weathered up. If you land on a planet you'll be able to you know, go into a you know, repair shop and they can sort of repair some of it or fix it up cuz you also have battle damage. But you'll probably never be able to get up to totally pristine new level, but you'll definitely be able to see someone's ship and sort of see the wear and tear and the same concept applies to the environment. So, we're building those with the ability to scale and and the idea is from the economy the economy drives the look of the you know, so if it's a new uh settlement it all looks kind of brand new. If it's an old decrepit one it's been sort of rusty and aged down and also you'll have a city if it's growing and prosperous it'll tend to be clean and sparkling and new, but if it's sort of falling on hard times and people are unemployed and there's a lot of crime

  12. 00:08:58

    it'll go the other way and be sort of unkempt and and and dirty and you'll start to see graffiti. So, you you know, literally could have a case where you would like visit a planet say in the early part of the game and then you would come back to it six months later a year later and that area in space hasn't been doing particularly well and you'll see it more run down and that's 100% in the design of the persistent universe. It's 100% in the economy and so, one of the things that the team and in Austin's working on is you know, the ability to sort of build the representation. You know, they they feed off the the economy meta simulation that we have going on and that gives variables into say the planet side which says okay, well this is you know, your state of prosperity. You know, this is, you know, you doing well, is a high crime, low crime, all those things. And all those are fed in when the city gets rendered out and that affects the city itself cuz cities

  13. 00:09:47

    themselves are going to sort of grow and contract over time or settlements will depending on the prosperity and all the rest of the stuff. So, the whole idea is to have a very sort of real living universe and I think once it's all in it will should be pretty cool because most of the um you know, online games that I've played don't sort of seem to have a persistence or age or that kind of stuff and that's something I've always wanted. That's why we have the whole mechanic of sort of the death of a spaceman and and the idea of you can only take so much damage before your character dies and then you pass on to the next of kin. So, the whole idea is time goes on, stuff happens, things grow, things fall on hard times, um people live, they die and so on. So, it should be pretty cool. Um all right. Next question comes from the amazing flight lizard who asks, I was wondering

  14. 00:10:35

    if ships that have torpedoes and other guided weapons, if one of the crew positions will be able to guide those weapons to an enemy ship manually. Uh so, we're definitely talking we already have a design for one of the missile types to be a guided missile type and on the bigger ships uh there definitely would be a station where that would be sort of the I don't know what you want to call it, the you know, the the weapons crewman or the missile crewman. Uh that will be one of the roles you could do. So, you know, in a smaller ship a lot of the roles are a lot of the the controls and aspects can be controlled from one seat but on bigger ships they get spread around between different seats on the command deck and that would definitely be something we do because it's part of our missile um design. Um so, that's pretty short answer for me, eh? Um next one comes from firelance X who asks, is there a compelling reason

  15. 00:11:25

    to land planet side in the 85X instead of the 890? Particularly since the 85X can't carry cargo and the 890 can land in atmosphere. What's more, while the 890 is left in orbit, what happens to it? Is it still in an instance? Can it be spacejacked, pirated, destroyed, or otherwise bothered? Well, okay, so that's a that's a that's a fairly interesting question. I mean, I think in general, so this is one that we haven't definitely thought out, but in general cuz you we would normally expect you to take your ship down and land it on the planet, but I would think there shouldn't be a reason why you couldn't leave in the 80 85X and land down on the planet and leave the 890 in orbit. I would say that the 890 would be in the orbit if you had

  16. 00:12:16

    friends or NPCs on it, it would still operate and be in that instance. If it gets attacked, they would defend it or whatever. And you know, when you're down on the planet with the 85X, you know, you're down on the planet. You'd go back up there and hopefully the 890's back in orbit when you've left it there. That's a complete off-the-cuff answer for me because you know, the mechanics of that have not necessarily been worked out. It's one of these edge cases that you know, we're going to have a lot of in the persistent universe of because we're allowing you to do so much, you know, you can EVA outside your spaceship, you can fly out in a little tender and do all these other things. So then it brings the questions of oh okay, what happens if you leave it there and does it, you know, get put away back in the persistent universe database or does it stay out in an instance and is live and is at risk? So you know, my my gut instincts would be stay in orbit. Generally, most orbits

  17. 00:13:03

    should be safe. If it wasn't and no one was on it, then potentially it could get attacked or you know, if the NPC crew don't fight it off or if you don't have any NPC crew and you just left it alone, well, that would be kind of you know, one of the things that could happen. But that's my current answer for that. So all right, next question comes from NeoOnyx13 who asked, will there be variants of the MobiGlas interface for our characters complete with upgrades and options. Yes, so the idea with the mobi glass is uh think of it I don't know like Android and iOS. Um it's sort of you know common operating system. We're going to have different apps you'll be able to load onto your mobi glass uh and uh want to have different manufacturers. So like the mobi glass um sort of interface you would have in the squadron 42 would be sort of a strip down military utilitarian one whereas in the persistent universe you would have a more sort of full featured functional

  18. 00:13:50

    one and there probably would be different levels of one with more sophistication and all the rest of stuff. So um that is the goal so they would have different skins and some different functionality like I said you would like you can load up different apps on your mobi glass um just like you can on um you know iPhones or Androids uh or Windows phones. Uh okay next question comes from Drum who asks if you are out in the verse and die while EV while EVA'ing what happens to the ship? Does it become salvageable? Does it pop back in your hanger? Well, I would say if you're out in the if you're out in the verse and you die while you're EVA'ing your ship would be uh hanging out in that instance and uh if someone's in that instance they could probably take it they could salvage it do something to it. Uh and then when you um sort of you know respawn on a planet

  19. 00:14:40

    because you know you've you've been uh you know someone's coming out rescued you and take you back and you've been fixed up in a med bay uh you know essentially it would most likely be an insurance claim assuming your ship has valid insurance which most of them would um because it would have been sort of lost in space. Um I think the ship would persist so like for instance if you died when you're EVA'ing and there's a friend of yours nearby um they could come and get your body or take your ship and take it back and uh there probably would be a benefit or a bonus for that in terms of a maybe not losing a life or you know not affecting um your future premiums or something which you know I haven't we haven't particularly worked out on the insurance stuff but there should be some game mechanic to encourage your uh friends or people that are running sort of rescue and recovery services to engage in the mechanic of saving

  20. 00:15:28

    people out in space rather than letting them just respond. So, that's something we kind of on a game design side are quite keen on figuring out because we think it will add really cool gameplay. But, you know, the exact implementation of how we will reward or what the benefits of doing that I haven't fully worked out. So, you know, I can foresee, you know, hundreds of forum posts saying "Insurance premiums are going up." You know, rage and so, you know, that was just an off-handed comment in terms of how, you know, one way that you could give a benefit. But, anyway, the idea is that we would want to encourage people to sort of perform rescue and recovery for their friends or whatever. So, we'll we'll figure out how to do that as a mechanic and that would be obviously one of the cases if you're dying while you're EVAing. And then if not, like I said, you would sort of, you know, wake on nearest

  21. 00:16:16

    friendly planet that you last were on and if you don't have your ship back then, you know, that would be an insurance claim and you would get a replacement ship. But, of course, you would have lost any cargo you had or special modifications you did. Okay, next question comes from Captain Abel who asks will repair bots take care of all damage or will there be times that components are so damaged they will have to be replaced? No, repair bots will not take care of all damage. There will definitely be times that components are so damaged they will have to be replaced. There will also be sort of, you know, any sort of repairs or repair bots you have in space, you know, will mostly be around sort of patching up the damage so you'll never be able to like get your piece of equipment or ship back to, you know, full whatever you want to call it health hit points. You'll have to sort of take that down to planet side or sort of space dock

  22. 00:17:04

    to get the proper repair setup. You know, I think we have one of the ships that we're thinking about doing is a sort of full repair ship and that full repair ship probably would be able to repair stuff fully in space. But, Um, of that, sort of the repair bot you would have would be sort of patch it up to keep it working until you can land on the planet fix it properly kind of set up. Um, all right. So, next question comes from Schwartz who asks, "How long do you plan an average mission to take in Squadron 42? With 10 missions of 30 minutes the first episode would already be as long as some of the single player games." Yes, it's going to be quite long. I I think you know, Aaron and the Squadron 42 team is sort of estimating that the play time Squadron 42 with 50 missions will be close to 50 hours. Uh, and that's mostly because the missions themselves would probably

  23. 00:17:51

    take at least 30 minutes maybe some cases longer. And also between missions because you move around aboard the various ships that you'll be stationed on and what we call sort of the interstitial sequences, you'll talk to people, you know, sit down, hear their stories, engage with you know, you know, hear rumors, the you know, the stuff that you've seen and loved from the Wing Commander games. Uh, uh, that adds time to it. So, in general it would be sort of probably, you know, on the missions which are quite involved by the way. The missions aren't just like get into a patrol route. It's sort of like that would be just one component of a mission. So, missions involve flying, they involve stuff on the ground a lot of times and then maybe getting back in a a ship and flying again. So, you know, the 10 missions in you know, the first episode could arguably be equivalent to

  24. 00:18:39

    you know, 20 plus missions in you know, an old school Wing Commander game. So, this is huge amount of content over in the UK Foundry 42 are completely determined to knock it out of the park and are doing an awesome job. So, I think in terms of scale and scope and ambition it'll be able to go ahead to head with any triple A sort of narrative game period. And you know, that's just one aspect of what we're doing. So, I think it's going to be fun. But you know, I've been looking through the we've we have a full vertical slice of one of the early missions yeah, I mean it's it's super cool. It's not just, like I said, flying around. There's puzzle solving, there's first-person combat and action, there's flying around, combat, uh you know, stealth stuff. I mean, it's it's a huge amount of content. So, uh I

  25. 00:19:27

    think you guys are going to have a lot of fun uh towards the end of uh next year, which is when we're going to give you the first episode um cuz it's pretty awesome. Um okay, next question comes from uh R O J or Raj, I would say. And his question is, "Other large MMO games, especially single-server sorts of universes, have historically seen large groups of players banding together in the name of disruptive behavior. This can take the form of denying an area of the game to other players, controlling the economy, or just generally causing havoc. What are your plans for the Star Citizen universe to accommodate the lone freelance miner caught up in the madness?" The you know, there's a couple of things that make this uh make us a little different than say a lot of the other games I think you're referring to, like Eve Online. Um one is uh the fact that uh well, first off,

  26. 00:20:17

    the player base is only ever going to be at most 10% of the overall population of what's happening in the economy, what's going on. So, in terms of being able to like dramatically affect an area in economy, it's going to be pretty hard when you can't get enough I mean, if 10% of the overall player base is doing that, a large group inside a player base is much lot smaller than 10%. So, you're not really going to be able to have a impact on any kind of global scale. You may be able to have an impact in a star system or around a planet or something like that. But then, the other issue is because we have such high fidelity, um you know, getting you know, we can't have too many people in one particular instance. Uh you know, like right now in Arena Commander, I think it's like eight people. We're going to be upping that uh for V1.0, and we got some new sort of multiplayer uh network tech and code that's going to coming online that will

  27. 00:21:06

    enable us to have a lot lower data throughput between the different clients to the server which will enable us to have a lot more players in any one instance, but you know, even in the best case, you know, we're sort of thinking we could potentially get 50 to 100 people in one instance. So that's not the same thing as saying EVE Online that you know, gets a lot more than that because they have a much slower pace cuz we have to simulate it at the sort of fidelity we do. And so you know, there's only so many people that you can cram into one instance and then we also in terms of the matchmaking who can go in the instance, we don't allow anyone to sort of overwhelm it. So you know, any one group of allied peoples you know, from an organization or affiliations are limited to a certain portion of the overall population of instance. We always reserve spots for friends of other people in the instance and and all that kind of stuff.

  28. 00:21:54

    And so it's it won't be a case where 1,000 people can get together and sort of like control an area of space because they just won't be able to. And then also if you're a sort of lone freelance miner wanting to go about your own stuff, you know, a lot of times we'll also be sort of matchmaking you. And so you know, there may be a you know, field of asteroids and there could be people in that field of asteroids doing stuff having a battle and then you're a miner flying into it. And you know, if that instance is full, then you may just get put into another instance of exactly the same asteroid field. So you can almost think of about some stuff happens in other dimensions in the same area you are. They will affect the overall global economy, but you know, you not you won't necessarily always see it. And and it sort of depends on kind of what you want to do cuz if you say, "Well, I want to be more PvE than PvP." The overall sort of contextual matchmaking in the in the universe

  29. 00:22:42

    itself will tend to put you together with other NPCs you know, by the way, and that's not necessarily an easy thing cuz we're going to have plenty tough NPCs, but you would potentially be put together with pirate NPCs attacking you rather than players that are pairing a pirate role. If you were saying I want to be more in sort of PvE land than PvP land. Of course, there are going to be areas of the galaxy that that's sort of there is no kind of I guess, you know, hand-holding if you want to call it whatever you want to call it in the sort of totally outer reaches of the galaxy where there's no law and order. It's sort of, you know, open season. But if you're in a sort of a safer, you know, area that's closer to the core, then um we sort of try to put people together that sort of will have similar play styles or, you know, similar affiliations or whatever and, you know,

  30. 00:23:30

    not always put you in a situation where you're going to have a bunch of people trying to uh ruin your day. Um we certainly do want to allow organizations to have in some impact uh on local economy. We want to have areas of space that they can sort of take over and control. So, we're going to also build that into the universe. But the idea is it's a huge sandbox and there's and the idea would be that there's areas for the different play groups to all go and do and have a lot of fun and sort of achieve their objectives, uh but not necessarily spoil the other people's uh fun. I know everyone thinks I'm an ideal dreamer, but uh that's my goal with the That's my goal. We'll see what happens. I don't know. I I've got a good feeling about it, but I could be completely um delusional and crazy. We'll see. I'm sure I'll hear about from you guys on the forums. Uh okay, the last question comes from

  31. 00:24:18

    The White Knight, um which is a I guess a cool name, especially since I just mentioned the forums. Um but uh will there be specific missions related to being in prison? Will there be entire prison planets or at least prison space stations? Uh so, that's that's a great question. I actually had this very specific uh discussion with uh Tony Zurovec a couple of months ago because, you know, we've been sort of fleshing out in the persistent universe sort of the things that we want to do to make the actual persistent universe side of it um more um visceral and real outside of just flying around in space cuz, you know, typically uh privateer or freelancer more about, you know, the action happens in space and then you just go down onto the planet and the planet in essence is sort of really a glorified sort of shopping

  32. 00:25:06

    interface uh where you go down and you can buy and sell stuff uh you can get missions. So, it's a shopping and mission interface and it just happens to be rendered in 3D and look kind of cool to sort of make you feel like you're there, but they're not really alive. It's not like you can go down a dark alley and get mugged or do all this other stuff and you know, part of the beauty of the the the way we're building this is since everything is basically it's a first-person engine uh and we do it we can simulate everything on the first-person level and we just have a high level of like vehicle simulation which is essentially the spaceships you fly around in. Uh means that down on the planets, you know, we can do all sorts of things like combat and sort of action adventure and intrigue and all this kind of stuff that you would you could do in an FPS game, but of course, we don't really want to make down on the planets a full sort of FPS PvP experience because, you know, that may not necessarily be fun for people, but it certainly would be fun in my opinion anyway is as you get down

  33. 00:25:55

    onto planets, there are NPCs that you can interact and you know, like if you're on a like, you know, a sort of pirate sort of world or planet you get down and you've got a tip off that if you go back down this to this, you know, back door down this alleyway that, you know, you can get a special mission and as you go down there two guys try to mug you and then you pull out your blaster and and take them out Han Solo style. I think that's going to be completely cool. And so, we're talking about sort of building in those kind of encounters where you would have encounters with NPCs so basically PvE down sort of in the in the environments uh to sort of add them add some life, you know, like if you go to investigate a derelict wreck, maybe there's some NPC pirates that are using that as bait to attack you and you know, they're on they'll be in the wreck and jump out and start shooting you or there could be some crazy-looking alien creature there or

  34. 00:26:42

    whatever. All those things will make the persistent universe feel alive cuz it'll be on just flying your ship and having combat in your ship. It'll be they'll be sort of, you know, a living, breathing universe that sort of you can interact with and is dangerous. And so, one of the things we talked about was, well, you know, one of the things that are kind of cool is, you know, this whole sort of bounty hunter capturing people and, you know, we were thinking, well, you know, one of the things that wouldn't be too cool is if, you know, you capture someone and then someone just keeps them in their prison hold and, you know, basically kind of trolls them by like flying around for days and they can never get back and respawn on their pirate planet. Uh so, we sort of decided that we that would be a problem with that. So, you know, basically we would respawn you on a a planet and maybe like have a monetary penalty like you bribed your way out of prison, but having more of a discussion about it, you know, one thing we could definitely do is if you

  35. 00:27:29

    get captured, you're a wanted pirate, you get captured out there by, you know, the UEE or or another player bounty hunter or something like that. Um you know, you get put into the hold and then in the hold, which you're in briefly, you you then sort of cuts to you arriving at this prison planet and we can sort of have a, you know, one or two little pri- prison like space stations or something that has a template. It's a very simple sort of FPS style level where you basically have to break out. And it wouldn't necessarily be very difficult and it wouldn't necessarily be that involved, but it would be sort of something that is something that you have to do that sort of pulls you into the, okay, I've escaped from that and, you know, whether your buddy pirates come and pick you outside the space station or there's always some sort of, uh you know, generic uh NPC pirate that would get you once you've managed to

  36. 00:28:16

    break out of the space station uh the space uh prison, then uh I think it would be really, really cool. So, that's that's actually one of uh the things that we've been talking about is sort of playing that out. So, what would happen is you're captured in the actual uh ship that you captured them, you would still sort of have a uh I guess you I don't know what you want to call it, a version of who you've captured sitting there and you drop them off at a planet, but at the instant of the capture, you know, after maybe like a minute or two looking at your holding cell, fade to black, fade up, entering the prison, you're in the prison, you've got to break out, bam, then you can get back to your life as a pirate. So, that's one of the things we're actually um thinking of doing uh because uh you know, I think it would be really cool uh cuz it would sort of make the the whole you know, sense of living the criminal life uh more real and visceral. And like I said, it wouldn't make the prison

  37. 00:29:05

    break out stuff um you know, really hard or difficult. It would just be, you know, kind of a fun action. You just have to go through those processes to get back to um your pirate ways. Um so, there definitely be prison space stations and we probably would have a prison planet and stuff and that'd be kind of a game play and that's an exact example of some really cool PV game play that we can do with the system we've got cuz it's a fully fledged first person game and those are exactly the kind of things that we want to do to make the this persistent universe really livable and breathable and this is exactly the kind of thing because you guys have backed us um to the level you have and continue to level back to that we can do this kind of stuff cuz we couldn't have done what I just talked about if we were back in, you know, what I thought, you know, the minimum that I thought we needed to make this game would not have a lot of this kind of extra feature stuff that we

  38. 00:29:53

    we're planning on doing and and as I've said many times before, that just cuz we're doing it doesn't mean that would held up you getting the the more basic parts of the game first. All right, that gets us to the end of uh 10 for the chairman. I've probably rambled on quite a bit here. Um I hope you guys enjoyed it. I'd like to thank everybody uh that's uh backed the game uh because it allows us to be making the game of our dreams and hopefully the game of your guys' dreams uh and everyone that's a subscriber, thank you very much cuz it's allowing us to do this sort of stuff. And uh I will uh well, I'll speak to you next week and then after that, it'll be uh PAX Australia and uh I hope you guys will tune in. We'll live stream it or the people that are actually in uh in Australia that come to the event, it's going to be really cool and uh the FPS stuff which we haven't really shown

  39. 00:30:41

    is shaping up really nicely. So, I think hopefully people will like it and again that's you know that's early days and so it's going to be even cooler and more sophisticated but already I think it's uh it's going to be cool. We got some mechanics and stuff that that we're doing that you don't normally get in FPS games. So, I think people uh will like it. So, till next week. Bye. Hey guys, thanks for watching um Ten for the Chairman. Uh 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 date with all our video content, go here. And uh if you guys would like to watch episodes of Around the Verse, go here, please. And I will see you 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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