Star Citizen Live: Arena Reborn, Part Three
Transcript — every row opens the video at that moment
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Hello everybody welcome to another episode of Star Citizen live I'm your host Jared Huckabee and uh we have a special a pre-taped Star Citizen live so this week it's Star Citizen not so live for all the people who are going to be asking when twitch chat asks is this live or whatever just jump in there and be sure to correct and this is your chance to jump in there with the knowledge and say no it's not live and we're gonna we're gonna fix the little bug that goes up there and it should say not live just tell them look at the corner of the screen and everything that's how you know uh we had a pre-tape because I'm here by myself uh you know people have days off and stuff so I'm running the spaceship by myself and so just to make sure everything went fine we recorded this earlier in the day uh joining us on the show this week to talk all things Arena commander and Alpha 3.20 and Beyond are uh director of oh
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gosh your title is so long now Sean you better do it what's your title now senior director of tools and Tech content senior director of tools and Technology how do you get to be a senior director thank you uh you'd be here since the dawn of time I guess right now fair enough and uh Duncan Duncan what's your title I am lead gameplay programmer hopefully Arena Commander feature team lead game thank you you did that so well man you're like right down the screen's nice and simple mine doesn't have seniors and all this twos and stuffs in it it's because he still has all his hair you know he's still very young for now yeah well if I if I were better prepared and and you would do this I would have looked had the titles all prepared again so uh enough of our Preamble if you've never seen Star season line before it's where we take about an hour out of our
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Friday and we chat with our developers today's discussion all about Arena Commander the big uh it's got to be the the centerpiece of alpha 320. it has been some time since Arena Commander took this kind of uh precedence in a in a Star Citizen patch before so we're really excited to bring it back into the light and the the Limelight give it some Spotlight focus and uh to do that we posted a thread up on Spectrum which is our bespoke communication platform available on robertsbaceindustries.com with you submit your questions and then vote up which ones you wanted to see answered most uh so with that if we're all ready we'll just jump right in our first question was from Korean beagle1 and says any updates on private lobberies you had to know that was going to be high voted High oh yeah well and I mean private lobbies
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it's something that that really hurt my heart uh from from the standpoint of I was running the team when we had to remove them uh was the thing and it wasn't something that we actually removed it was we had changed over some details that Duncan would probably get into um some details with the lobby system so that we couldn't continue to support the private matches now it was always the thing was next quarter we'll bring it back next quarter we'll bring it back next quarter we'll bring it back and it was always you know something got the resource got taken something got missed or whatever so finally um a little bit of a collaboration with our new friends at turbulent we've been able to bring back online uh private lobbies so uh Duncan do you want to talk any more about that maybe some details over why it went away or yeah so it went away essentially because uh we did that big refactor where we got the the friends and and party systems uh
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to the to the new system that we've got that you're using in pu now and I just simply wasn't compatible with what we had in Arena Commander so the the option at the time was we delay this or we uh shut down private lobbies for now and we revisit it for the next uh thing and as as Sean says priorities got shiftied and people get moved on to different things and and it just kept getting pushed out now thankfully we're working on it and uh we didn't want to just bring them back right we want to do better with them we want to get more um so private lobbies aren't called private lobbies anymore they're called custom matches right and uh custom matches leans into you know you'll be able to customize more things about it and we've got so much more planned for it um for now we're getting that what was what was old back uh with private lobbies but we've got so many ideas so much requests from the community for
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what we can add there as well and are these yeah I'm sorry I'm sorry are these custom matches uh in Alpha 320 yes cool what were we gonna say yeah there's the reason we paused is it's coming in literally as we speak yeah that's that's why both of us went well actively being worked on this priority checks in the mail but it's not quite that bad all right so the goal is for the custom matches to be a part of alpha 320. yeah yeah we were pushing really really hard for that the next update for Marina Commander had to have that back in we know how much the community wants it we know how much the devs even want it I mean for a bunch of uh different reasons anyways but uh being able to set up
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private matches for the community is imperative so we want to support it uh next question is from shafto get a doctor to look at that will organizations be able to arrange for two opposing teams of predetermined members to play against one another without random players you want to take that one Duncan yeah so this leans into the hole we want to do bear with the private matches right so the almost obvious thing is letting you arrange your teams beforehand so we've got the idea of you've got a party leader you've got moderators that can help you know switch people between teams and whatever um and then you've obviously got the members that join and then for for right now we've got that that team organization and we're hoping to get some Custom Sounds in and you know expand upon that but yeah bringing back
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org content to private matches is such a big thing for us because we knew how much oryx used it we saw the like weekly posts on Spectrum like Hey we're running an organ van who wants to join and as soon as the private lobbies went down that went away and I'd get pinged constantly about hey when we're getting them back for that specific use and uh we really want to start accommodating that again yeah because basically the uh competitive scene basically shut down without private matches without being able to customize uh the match parameters and it's something that we always want them to be able to have uh within AC because ultimately you know uh the Pu is a multiplayer experience uh AC is you know play best in multiplayer uh with friends and we want that to be easy as possible and honestly be able to set up your own little scenarios and I think that's really cool
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uh this next question is from uh uh helgren hell right hell rain hell rain I don't know he's a question after my own uh proclivities will there be a rank system so I don't have to play against better players so um there's actually a lot to this question now right now so you know behind the scenes we do have a there is a ranking um and behind the scenes it works here and there but it's really it's not as simple as just a single value there we we've come a long way in matchmakers in the game industry overall um where it's got to be region dependent it's got to be skill dependent it's got to be uh time to bend there's so many different angles of of of matchmaking so sort of with that Duncan
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do you want to talk a little bit about what we're gonna two for these guys yeah so as you guys know we have the leaderboards that are currently online and they haven't really been representative of well leaderboards for a while now the the algorithm behind them broke uh people have found many exploits behind uh those leaderboards so we want to like completely rework those at the same time as doing this uh proper matchmaking and that that matchmaking is is the thing that will have to come later because it needs more help from turbulent on the online side but uh the competitive community in Arena commander and star Marine is is so passionate I would say about leaderboards and that that matchmaking behind it and we really want to uh hone in on that and especially push
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sorry push Squadron battle and duel to be our primary competitive modes because we think those better reflect those as well uh super Sanka uh 4508 says with all the new modes are there any excellent unlockables like in vanduel and pirate swarm go ahead there Duncan yeah so um as you know we have uh unlockable for vandu swarm it's you completely you get Spectrum badge but you also unlocked the pledge store page for the glaive pirate swarm it's it's the same deal but you get the pirate Cutlass and the pirate kiladius um we're gonna keep those as rewards but the badges themselves that's Tasha uh has been uh updated so you'll get a new Spectrum badge for those uh but we've
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also added some more when uh uh condition uh badges in there so as you know tank Royale and team tank battle are coming with 320. if you win one of those matches as the highest scoring player you'll get a reward uh which is a spectrum badge and some of the other new game modes and including gun Rush will have those as well now are you leaving room for future things like obviously you know the other modes give access to the pirate versions of those ships we're leaving room for you know future promotions with future things he conceivably added to this yeah so we we have a lot of ideas we had a brainstorm session right where we we had so many ideas of different ways to reward people and right now we're going with the simple wins so we're keeping it
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simple with Spectrum badges because they're fairly easy to get but we've got some more challenging obviously challenges coming up uh which we're hoping will have better rewards uh that's more than just Spectrum badge uh we're talking with you know pu teams which at the Spectrum and teams and seeing what more we can give that's got a little bit more Flair to it um and even within Arena Commander itself like we want to reward people with stuff in-house Tyrion Commander so Arena Commander actually supports skins and all this stuff so we're hoping to get those uh as rewards eventually cool yeah so there's the piggyback off that like you know the the questions in regards to uh some of the matchmaking ELO ranking as well as this are all are all related what this has to do is is some level of progression within Arena Commander a reason to to play this and you know a
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lot of us is this generation of gaming before we kind of need some progression you need some level of a little bit of persistence and a little bit of progression within each each uh one of your game modes so that there's you know you kind of feel like the reason to to keep logging in and keep playing it and we want to have all of those things within a reading commander and it's nice because we have an entire game of content to pull from and a lot of these are the same conversations that we had um during times of uh you know when fire spray was working on Arena Commander it was all the same sort of progression that we'd like to still put in place here but we've got to get all the fundamentals just like we talked about in place first which is the badges the experimental modes and private matches and now that we've got that kind of stuff now we start making the more um reasons for the players to be there and a little bit more driving the
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engagement if that makes sense it would be I think it would be a pretty obvious choice to have like a special a paint or or whatever that says I kicked ass an arena commander and you know you get it through earning that and stuff well it's it it's even further uh because what what Chris wants and definitely something we've we've talked about on length uh before is the connection between Arena commander and the persist and universe because for a long time right we've had this in pods the Sim pods were the hangers we want them in the persistent Universe we want it so that they can go from persistent Universe jump into simple be an arena Commander you're in this you know the simulation that we talk about all the time but we don't want that to be meaningless we don't want you just to leave and go to a different sort of game
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why not be progressing Arena Commander reputation why not be progressing some level of persistency within the Pu so that all the stuff you're doing in a running Commander is actually benefiting you in the Pew or vice versa what about things happening in the Pu benefiting you in a renick manner what about chips you own benefiting you an arena Commander so there's so many layers of connection uh that that can be made once that once that progression and and persistence I guess and I hate using the word persistence but once some score persistence is in place uh because the persistence I'm talking about is not the persistent Universe this is just keeping a score I'm hearing that I'm ready to pitch you on my Last Starfighter game mode you know the the the the the faction that uses the game to find recruits you know for the persistent Universe there's a whole last
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Starfire thing that can be done with this we'll talk afterwards well hey with custom games with custom modes you can make it yourself that's the beauty of it right so all right um oh here's a big one uh will there be a spectator mode for streamers or casters to hold private com uh competitions yes I wanna I wanna make that make that very clear that yes we do want spectator modes and I'm gonna go off on a little bit of uh a little bit of a Die trap as I do um because Spectators to me in in Star Citizen and in uh Arena Commander itself or or more like newscasters is is what I always saw this as like you know we saw this as a
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newscaster role as a reputation or something you could do where you know there was this idea of always being able to record things that were happening in the persistent universe and I think you've heard this pitch from me before Jared where you would go in and as a newscaster you'd be you know you'd probably want to put press on the side of your ship and all these kind of things but it'd be dangerous to be capturing battles and things like this that were going on so I like the idea of Spectators actually being a real thing within within Star Citizen but within Arena Commander I think the the little more classic game sort of standpoint makes a lot of sense um just to be able to especially during the race like during qualifying or whatever you want to be able to spectate and see what's going on um especially now oh man with these new race tracks and uh watching some of the avocado people play them yeah you want to be able to spectate these guys because they're they're
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they're freaking good really good it all right so one of the big uh aspects of Arena commander in 320 is that it also incorporate it also incorporates star Marine you know bringing it into the fold under one you know unified umbrella so we have a couple star Marine questions here uh right off the bat you this is a this has always been a big one uh shafto again get that look look at that man uh will players be able to save loadouts to choose from quickly in the new Star Marine yeah I'll take this one so um as you might have read in monthly reports and and I see we're introducing the spawn screen to pretty much every game mode uh the first step of that is you know just getting a simple spawn screen with a
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deploy button right the second step is getting selection of your your Loadout that being a different ship or a different kind of loaders you know we've got I think three different loadouts at the moment you've got both control ones and elimination um and then step three I think we're on step three yeah as the customization the customization of those loadouts right um that's a very complex system we're dealing with there when we're customizing things so um FPS is a little bit better for us that's pretty simple you've got your armor PCS you've got your weapons you've got your consumables for 320 we're simplifying it down um because unfortunately we we haven't been able to get the customization in time for 320 but we're wanting to make the flash experience is in the front end
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there because that UI is not the best to deal with but uh instead of having so many tabs and so much to change all those PCS now it's just you just change your your armor set and your weapons and but eventually we want all that customization to be part of the spawn screen itself so you can change everything on the Fly and the same with vehicles but Vehicles will of course come a lot later down the line because as I'm far more complex thing than um than FPS where you know ships have so many different variations of loadouts so that's going to take a little bit longer but yeah we definitely want to get all that in game so it's a it's a far better experience you you switch it on the Fly customizing on the fly like like you're used to in modern games nowadays right we just have to catch up to that and uh hopefully it's not too far after 320 for that
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um while we're on Star Marine Hoffman wants to know how likely we are to see medical gameplay added to the team modes for Star Marine uh very likely um I I love the medical gameplay that has been uh being developed uh for squadron 42 and uh we're probably bound to uh Squadron 42 bringing online their medical gameplay first before that comes uh into AC uh but as soon as it is I mean there's there's game modes that make a lot of sense uh to have our to have our medical gameplay yeah another part of that customization that I was talking about earlier is we've actually added uh the utility slot is now actually a utility slot whereas before you were bound to it was a knife which isn't really utility but um now you can bring in your
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multi-tool or your med gun in there um so we're hoping to expand that in the future it's just right now like as you know star Marina doesn't have the down state we have that disabled because it just doesn't work for fast-paced game modes that we have right now but maybe as we explore different things in the future we'll we'll use experimental modes for example to test medical gameplay and see how it suits the current game modes and future game modes we work on thank you um for Star Marine this is from Dole for Star Marine what are the plans to address the animation desync in netcode issues uh the lag between clients extended freezes teleports and Etc well it's I guess this is kind of a performance question really right it's a it's a question of networking and performance overall and it's a great
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question because this is this is the bread and butter to what what you know the challenge is to making this game uh always always are and always have been um I I do want to mention that it was recent Duncan had actually sent me a a streamer at one point uh that was that was beside himself with the frame rate that he had uh who was the streamer Duncan I can't lyric he just got off the playing the Pu went to Star marine and he was like what the why is the FPS so high right right and it was the good doctor which is typically like the heavier of all the maps anyways um but yeah he was running at like 120 frames 140 uh it's just a ridiculous frame rate in comparison to you know what what a lot of people will report uh from uh from the game um to answer the actual question though
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is uh it's already improved um one of the big things that is actually it changed was that we've been experimenting with these 144 Hertz servers just a way way faster update rate um that's been going on um there's been a couple other tests that actually Duncan's actually done just himself do you want to talk about some of those ones the large-scale player test yes we noticed the the players were kind of paying more attention to Network and and looking at Star Marine for how the networking handles on that because you you'd see that clip for example with lyric and he the the game is running really smooth and great but then he encounters other players and they're like desync in there jumping back and forth they're like doing all this weird Network related issues and uh that kind of cover caught our attention as well as the the player posts about it and we're
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like what can we do to improve this right so I I literally just jumped in to our servers because I noticed that our servers all always run at fairy FPS there's I've never seen a drop below so I was like I wonder what we can do here I was going to say the same thing the arena commander and Star Wars do not represent those of cloud Imperium games rapid Space Industries or subsidiaries anything I talk about is Arena Commander is all I know um but um yeah so I jumped in and I spawned 300 Vandal right and the client obviously died but the servers totally fine um I think they were running at 60 FPS in the end after all 300 did spawned so our servers and Arena Commander are
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really robust and uh that's led to some experimentation like Sean hinted at there we're experimenting with 144hz servers now and seeing where we can go with that there's a bunch of refactors associated with it it's sadly not a case as I was hoping to just unlock that cap and and see and performance increase um that there's a couple factories which we need to to do to accommodate that increase but I'm hoping that we see some Network improvements because I think that's our last well not last but like the major hurdle that we've got now in terms of star Marine performance and the the game runs amazing on a hunt like we were saying 120 FPS is average now um but the network issues are glaring because of that this is a good time to remind everybody that we are talking about Arena
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commander in uh Star Citizen Alpha 320 and uh the the shorthands and and what not the references we'll be using are all exclusively to the arena Commander star Marine environments uh just in case anybody wants to take these things out of context and run with it to Reddit from the beginning of time from the beginning of all discussions on Star and Marine and stuff uh Chris everybody has talked about this idea of having FPS fights boarding actions aboard an Idris or a javelin a capital ship infiltration FPS experience and this kind of thing uh Johnny is back with a question asking just that anything you can tell us about that uh those capital ship infiltration uh
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things that we've been discussing on and off of with Arena Commander for years yes um Chris wants this so badly uh and and this is a mode that we've we've really got to get uh We've really got to get done uh and I want to get one thing done first uh and then we will be uh getting into uh something like this that has pbu because yeah he wants to capture the address we want to come we want to combine things that is it's the experience everybody wants you know you start off on a fleet battle and and you end up you know trying to take over a caption you're you're you're you're assaulting the Idris you're taking over a Bengal you're whatever it is an assault on a huge capital ship that actually doesn't just happen outside um is a super fun experience I think um and that's what a lot of people are looking for and now with experimental
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mode set up in the way that we are um it's very very easy for us to run and try out uh different modes that could be as complex as this we wanted to start easy and and we did you know with sort of single weapon elimination type stuff Tonka Royal stuff um and even gun game but there's no saying that more complex experimental modes aren't uh on the horizon I'm just gonna combine a couple of these questions here into one a lot of folks want to know like what are what what what the direction is as far as Maps obviously Arena Commander uh got several new maps uh with or he's getting several new maps with the 320 uh some brand new like the you know the new versions of
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the New Horizon Speedways and stuff some imported from the uh the Pu um as far as the star Marine experience goes have have we begun thinking to be undeveloping any new strictly FPS maps that are original and unique to Star yeah so we obviously have our our classic Maps there and we've got Echo 11 that we've made a variant of for 320. you know as Sean said it's starting small for now but uh we're looking at the Pu essentially for for more locations that we can take stuff because as we touch on and I see the pus countless awesome locations that we can take and get into uh star Marine in our FPS modes so you can practice there and we've been talking with the location teams and they're so excited to work with us to get their locations into star
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marine and and and and see where we can take that now another aspect of that is I I saw so many requests for like a practice mode right for FPS we have free flight for your ships um but um for FPS there hasn't really been anything you can get out of your seats in in free flight but all you have is the basic Loadout with a pistol um part of our uh spawning refactor and the spawn screen refactor is we're actually getting that Loadout that you can use in fps modes into freeflight as well So eventually that will become the primary primary sorry can't can't say words that's going to be the place where we do FPS practice as well um but yeah we're like FPS is uh my preference I'm not good at spaceship fighting I love FPS uh so I'm very excited to see all the locations that we can bring in to star marine and get more
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variety in maps there the question was actually about unique maps to storm room that like like good doctor Echo 11 locations that don't exist in the Pu are there any plans as any any any any work ahead for maps unique just to storm ring no um like no uncertain terms uh not really uh this is this is on purpose though this is to keep the team small um well to keep the team small the team has always been small and will continue to be small uh we don't want to higher up uh or or form an art team just specifically for Star marine or FPS levels um we have a huge art Department within within Star Citizen and within Squadron 42 and it feels like we should be able to uh piggyback off that off that large
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department now does that mean we pull resources from Squadron or from Star Citizen not necessarily uh not not if we don't have to um and that's why right now there's no plans really to pull any significant amount of resources from either one of those teams for making something that is unique just to um uh just a star Marine what the team is comprised of is is designers engineers and and Tech artists so that is that is that is what we have and we will we will continue to do things that make sense uh with the team that uh that we have I think it makes sense it's work smarter not harder it's it's all the art that's already being created by all these other teams you know for the Pu and find ways to repurpose that into star marine and then it really does storming really does fill its role as a
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you know a simulation within you know the the persistent universe exactly yeah yeah exactly um and and again like I really tried to promise to the community that we don't pull resources from Star Citizen we don't pull them from Squadron 42 that is a very the you know a challenging aspect of the Arena Commander team but it's but it's a very important mandate uh that we have that we try not to pull resources anyways from from either one of the products we we do our own stuff as much as possible yeah not just do our own stuff but assess those teams and yeah they're testing and stuff like the spk for example we've now got that in Star Marine we can get very focused quick feedback on that if that was a new location obviously it's been out for a while now but when a new location is introduced we can get that feedback from
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Arena Commander really quickly um whereas you know it takes time for the Pu or maybe it's not ready for the Pu we can feed back to that team straight away so we're actually helping those teams as well as them helping us yeah um one more uh FPS question before we get back to the spaceships here for a bit um so we're talking we've been talking about you know the virtue of pulling these locations from the Pu do you have any plans to add FPS PVE mission to Arena Commander any any chance of pulling some of the the actual you know Mission gameplay instead of making little contained versions of that uh yeah I'm excited about this one but Duncan do you wanna do you want to take it uh yeah sure um so this is something
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that obviously comes after 320 no part 320 but it's it's part of that experimental mode initiative right like we we see all the comics you know like what happens if the AI are actually on a perfect server you know people have encountered uh the AI on on a good running pu server and they're really good it's a really fun experience so we want to get that enter Arena Commander so that we can test and provide feedback to the AI team while we're waiting for the Pu to catch up on performance we can get that feedback now in Arena Commander so it is definitely something that we're going to be looking into pretty soon here um and uh again I'm really into FPS so I'm really excited about that and uh Sean might be able to talk about this more but like we made the good doctor for this purpose it is uh uh uh a player versus AI map
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uh yeah that was exactly it like back in uh back when Duncan was that was at fire Sprite anyways what what we had started the good doctor for and I laughed because you know the you know the whole intention of that map was to be a PVE uh uh uh FPS survival so it exactly like Pirates worm exactly like van dual swarm uh just with FPS and it just so happened where our AI wasn't quite to the state that we needed it to be at the given time uh took some training for certain people and in the end we were happy just to get it in as a as a as a as a as a death match um PPP map but uh we do want this thing to be in there was a whole story for it like the good doctor the whole concept of the good doctor was there was a bunch of uh they were they were like scientists kind of cultist um uh people and and the good doctor was
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this one guy that was basically taking over and and stealing all these people from their cities and stuff it was all day it was a whole story and you were gonna fight the cultist but yeah you know neither here nor there but uh we do want PVE survival that's that's an important aspect commanders safe to say that a swarm mode for a good doctor at least is still somewhere on the to-do list yeah and and now again with Squadron being much much further uh from and and in the AI we have this thing that the concept of Spawn closets um and and there's this whole concept of just spawning an AI behind the closed door or something like this so now that we've got all that it's it's it's a lot easier to do yeah okay um well we're talking about using you
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know Arena commander and star Marine is a test bed uh this next question is from uh salty Mike Sounds new I've never heard of him uh is the plan to make Arena commander game modes and the experience overall to be just a test bed for feedback and honing your skills or is the intention to have the games be Standalone fun experiences that people may play instead of Star Citizen well can't we have both I mean well I feel like we could have both of those things um because it does serve both purposes um it serves the purpose of being a test bed and everything for us like a good example is this uh uh tank Royale that we have right now team tank route and and tank Royal um put those in there right now and it
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gives Focus testing in the wild of Focus testing of the tank um and we get so much feedback that is sometimes you you might think it's really obvious feedback but actually it it's not um it sometimes it needs to be played over and over and over um in in in in combat to get that kind of feedback so it's a test bed but Arena Commander is still a place where people bring you know when you're bringing somebody in to start a citizen I'm gonna I'm gonna think that most of the time you start them on Arena commander and then you bring them into SC uh I'm not saying people don't just bring people into SC so please you know there's no emails or anything but uh you know most of the time the easier startup first Star Citizen is within Arena Commander I
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think um so I think it's a bit of both right yeah sure sure what good point actually because the the noob stomping that is happening right now within yeah within a reading Commander it does not make it very very welcoming for new players oh I remember salty and Mikey works here okay um Duncan was there anything you wanted to add to that or how you feel about yeah no that that that's perfect response you know like we won Arena Commander to stand on its own to be the strong product of Arena Star Citizen and the competitive uh aspect and both the new player aspect it needs to be new player friendly and it needs to accommodate you know that top one percent that we are that we do have right now that are really into the competitive aspect of things but you know we need to bring it back a little bit to be in the test bed as well to
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benefit the Pu um and what we're really passionate about all aspects of that uh next questions from night bird uh have you considered an anonymous mode for Battle Royale to prevent teamwork yeah so this leans on to what Sean was mentioning there about nib Stomp and bar Royale is unfortunately the the default game mode right everyone just goes there to to experience flight really quickly in Arena Commander but it is not the best game mode and it has the most active leaderboards right so the competitive Community they go into battle royale but Battle Royale be named by Royale before battle royale's were a thing uh it is just free for all right um and free-for-all is not the best
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place to have as your main competitive mode so we want to take valora away from that position and make competitive Focus Squadron battle and duel which is going about his team versus Team whereas duel is one versus one there's a much more controlled competitive environment than a free-for-all and um I I see the requests about Battle Royale and the complaints about Battle Royale and it well it makes sense you know we we should do these things like maybe Anonymous mode and all that the real problem is that that is the competitive one that's where people go right now for competitiveness we need to move that Focus to the other ones and the reason it's not in the other modes is because they were buggy or there was problems with them like dude didn't have rounds and so forth um 320 fixies most of those so we're hoping to see that transition to those being the competitive mods and then
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again we'll visit the leaderboards to you know should Battle Royale even have a leaderboard we need to get the dual leaderboard in there right so that people actually have a leaderboard to grind for that 1v1 and there already is for squadron battle but again the bugs prevented people from enjoying that as they should um but yeah don't know what more to add so I don't know why I said but yeah but obviously you know a lot of people play 1v1 just because you know that they want to get and they have one experience themselves they want to test themselves against everybody else and stuff have we uh you know over the years there I've we've seen rise of 2v2 game modes 3v3 or squads and stuff like that has there been any thought about those those the smaller Squad modes yeah so I've been talking to these uh
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competitive orgs and seeing what kind of experimental game was they would benefit from right because these experimental Gamers some of them lean more in Arcadia some of them are to test features and whatnot but what can we do to test things with the competitive people and and what what would they actually like to to see uh what one request I see reoccurring is a wingman mode right so that's 2v2 maybe V2 V2 V2 like something like that um to really hone your skills as a wingman as part of your uh as a competitive mod so it would be up for exploring that in the future with experimental modes now that we have those it was always nice for me you know back during the original like Starcraft competitive scene when I would I would do you know two V2 V2 V2 so that I would have somebody else to blame when I lost
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teamwork is essential it gives the enemy somebody else to shoot at right you're here to absorb My Bullets so uh and then to go back to Salty Mike stuff real quick and I mean obviously the experimental modes that the very invention of experimental modes are a big part of how we're going to serve those both of those objectives it's like when you want that fun uh you distinct you know individual gameplay experience you know that that's supposed to stand on its own those are the you know the core modes and then when you want to help test and break down and and and and and and evaluate you know potential new features for the Pu and stuff that's the experiment ones a hundred percent man a great way to explain it and let me take you one step further is what what do we do with all of that now so so okay we
- 00:37:43
have the experimental modes where we're doing tests and uh trying to trying new things right and we've got our sort of solid modes these are the ones we know are being played we like them everything's good AAA you know these are great so what we'll be checking on is is you know during the experimental modes is are people playing them are they are they really engaged with them or not um and and should we promote it to a mode or not and then at the same time we'll be looking at all the the current modes that are online we're going okay are people playing them are they engaged with them if they're not we're gonna drop them if they are then we're gonna promote them and basically you'll see the game mode shift around like this uh but we're gonna Data Drive it there's there's no reason to just guess um we can we have the analytics for all of this information we know how many uh people play you know pirateswarm versus
- 00:38:31
how many people play racing versus so we can make decisions um according to that so I think it sets us up in a really nice um uh framework to be able to do all this um we talked earlier about obviously you know wanting to be able to access Arena Commander from the you know those Sim pods that you used to exist in the hangers you know place them on on important stations like seraphim or in landing zones and such like that um uh access well a clever name for what he's asking he wants to know if he'll if we'll ever be able to uh to access AC from basically anywhere like like just Q you know for specific matches you know keep flying around in the Pu and then you know q and pop in and then pop back
- 00:39:18
out and you're right back where you were it's a great question yes I want this and I've talked to Chris about this on length there's some tech that we need to get in place to to make this possible um I had this whole concept and this was again long long back even during during fire Sprite time where like you could go into AC from the from the the seat of your ship it's funny because we actually had it right on the initial stages of AC that's how you got into AC was you got into your ship and then you went into uh Arena Commander but um yeah but what we want to set up is basically the basically the same yeah I feel like there has to be some considerations for the exploiting though like your ship can't just disappear from the Pu or or people will queue for matches and
- 00:40:07
then go cause havoc and in the middle of causing Havoc just you know accept their cue yeah let me let me explain a scenario then I don't I don't think you log them out is is the point I don't think they log out of the Pu I think they're still there um so um if you ever seen Black Mirror uh there was a great there was a great episode anyways would they would go into a VR um and basically they put this little thing on the side of their head and boom they were out they were like laying on their couch and at one point in it a little kid comes in and he's kicking the guy in the in his legs and he gets this little notification right and then he comes back out and he's he's back in the world and I love this concept of you sitting in your your fighter ship you long you're in Quantum right you log out you want to go you know get the high score you want to you know race race one of the circuits
- 00:40:54
whatever while you're doing Quantum but you get a little beep beep beep beep beep beep you know shut down whatever you're doing in Arena Commander get back to you know reality and you're under Fire from a bunch of pirates that interdicted you or something you know I I loved that concept and that's that's where we wanted to we would love to take Arena Commander too but obviously requires some pretty significant technology in terms of our server meshing and persistence to be able to keep those ships around whilst we we boot up and actually I mean since we're pontificating and this let me be clear this is pontification we are we are we are we are Theory crafting here this isn't a plan this is an idea that we would love to get to uh but the but the tech that it requires is is significant having said that though Duncan of course and in every one of these so far I think I've had a Duncan
- 00:41:42
has tried a x so Duncan has tried to have a standalone uh Arena Commander run uh in the past did you want to talk about that a little bit or no I I can say that yeah I I did the test and you know it kind of works Arena Commander is you know separate execution executable uh was one of the strategies I wanted to you know would it even work right it's a little time acceptable um with all the performance upgrades that we've had in recent times that the load times are incredibly fast now and we're able to boot from from nothing to straight into an arena commander game in about 40 seconds which is pretty impressive considering it's booting up the entire game to do that yeah yeah that was a test I did uh so you know he'll go somewhere but it's
- 00:42:29
exciting nonetheless to see how fast things are improving in terms of load times and you'll see with 320 when you load into a map it is ridiculously fast how you get how fast you get into the action now whereas before you know you might have a minute on a load screen for some of the maps yeah it's important to add one of the stories we're going to tell in uh next quarter is a bias C is about you know prototyping and the process of prototyping and testing stuff even when something fails it's successfully finding one way not to do so it's it's you know don't yeah it's one of those things I want to caution folks against you know you know running running to the internet whatever and be like oh they're they're testing separate you know executables or blah blah blah blah it's we try a lot of things it's
- 00:43:17
game development not game construction half the things we try are to find Avenues we don't want to go into and then other times it's like oh well that actually works okay maybe that's something we should that's worth you know pursuing and stuff so just where we're getting if they knew the show yeah if they knew half of the stuff I've tried I mean we're getting a little part of this don't be a bit more experimental and things no not that not that kind of experience it's one of those things where a programmer is in a meeting and they hear a director or designer say something like oh it's probably not possible you know that programmer that that's a challenge I want to figure out how to do that right so people were like uh you can't just load into Arena Commander like that I bet you I can that's essentially and you know that prototyping that's that's part of the
- 00:44:06
fun as well of Game Dev and I love doing that kind of stuff like Sean may have stories of of my prototype folder that I have of just random things I've tried throughout the years and some of them became things so the Pirates warm up the that became thanks to one of those uh videos that I made which is something I was experimenting with and the new Vandal swarm that's coming for 320 as but um to I want to make sure we answered that question though um what was the question clearly well it was about logging out right whether or not he can log out so so we got the dream in the next soon in in the next little while we want to get the same pods back into the Pu and make sure that that's actually working I have one very specific uh implementation that I want the the Simplot to be at uh for every
- 00:44:55
time that we have a racing map uh within uh Arena commander and within uh the persistent Universe I'd like some Sim pods to be around the um persistent Universe location because that way when you show up you don't have to risk your ship for the first time you can actually jump in jump into the simple you park your ship lock it uh jump into the Sim pod and try it out and then jump into your real ship and actually do it so uh but it's those kind of connective things that we want to do a lot more of so anyways hopefully that that fully answers that question uh so we've talked a lot about you know the performance improvements things that are possible with the arena Commander servers at the moment and stuff um what's the discussion about player limits like uh I'm not we're looking at each other
- 00:45:42
wondering who's going to talk about it look if you'd like go ahead as some people may know with the old arena Commander that's currently live uh you're locked to maximum of four people in your squad um whereas the game modes themselves they vary uh and and player limit I believe elimination is is 12 players or 24 one of the two um and uh Squadron battles uh 16 I believe eight versus eight right but you can only bring four people as part of your squad so the player limits are staying the same for now experimental modes we're going to experiment with up in some player limits we already did that for free 19 I believe um we upped the the player cap of free flight from uh I think it was 12 to 24 and we got a lot of really good data from that
- 00:46:30
um and players got to experience bigger org events inside free fight right but to to go back to the the squad thing uh you're limited to four right now but with this new front end we're finally able to unlock that that cap that was there so now it's uh it's either what the limit is for that game mode uh if it's elimination you can bring up to 12 friends and 10 elimination match with you um or if it's a team mode that's at the the amount of people you can fit into our team so for Squad and battle that would be eight is your cap for your squad but you want to go on record you know we you know the PE is running 20 you know you know 50 50 players at the moment 25 versus 25 for arena Commander entice you I want to see it yeah um I want to see more I don't like like
- 00:47:20
say I spawned 300 Vandal I've I've always theaters of War oh excuse me confusing opinions of Sean Tracy does not represent those of collateral games I got a bit of a cold I have a I have a cold uh let's see uh The Eradicator I'm trying to tee you up speaking of player then it's Dynamic events could Dynamic events become their own game modes in Arena Commander each game would be limited in time and the team with the most points at the end of the time limit wins this could include jump town Ninetales lockdown and maybe even a PVP version of a single platform Siege of origin what do you think he's got suggestions I like it I like it um and the nice thing about the pipelines that we've developed here
- 00:48:08
um being able to take the entirety of uh pu location within I mean hours it's it's super fast for us to be able to replicate so uh it's quite nice makes a lot of sense to do these so you do it the same way as an experimental to a degree um we would take an event if it was a super duper popular but let's say like Siege of origin is perfect right uh CJ or it's in its popular event you know everybody's playing it everybody still wants to play it maybe we put something similar to that into an experimental mode if the engagement keeps up then it turns into a full fully fledged you know uh game mode of itself uh but this is all possible now absolutely and each one of these anytime there's a scenario and I hate to they hate to go here one more time but anytime there's a scenario I always call it like very similar to what a theaters
- 00:48:56
of war is is when there's a scenario that's that's that's what we've always called a theater War within Arena Commander um any plan to add this from uh vladian vladian believer any plan to add training modules for other gameplay besides combat and racing things like mining salvaging bounty hunting uh escaping from bounty hunters uh just other gameplay besides racing and fighting yeah so uh when free 18 first went out I saw something fascinating um which really opened my eyes to what free flight can eventually become and that was that the Pu went down it wasn't available for a good at least couple hours I think um but that was when salvaging came out right and players really wanted to salvage so their
- 00:49:46
solution instead of going to the Pu they went to Arena Commander I would hop into a match or I'd go on on Twitch or something and open up a stream and they're salvaging an arena Commander I'm like damn that that's something we should be accommodating right and and that goes for Mining and all these other gameplay loops and you know mainly let's put some minimals in there if they don't want to go for the Pu for now they want to just do a quick little test in Arena Commander hop in hop out we can supply a simple mandible and broken Mimsy and they can just fly up and do their mining gameplay um it's not going to have the progression that the the Pu has and that you go off and sell those things um but you'd be able to experience that gameplay and prac practice that gameplay before going through all the jumps and Hoops to do that in the persistent Universe um so yeah if expanding free flight to
- 00:50:34
accommodate all these things maybe not the the Bounty Hunter stuff um we have the PV uh PVP game modes already for that but definitely when it comes to mining Salvage and and these other non-shooty rules right um non-combat that's the word I was looking for just uh we can use free flight as our mini sandbox just jump into battle royale and pretend everybody owes you money uh that simple I'm gonna get an angry letter from Todd one of the other aspects that is that are being that's coming to Arena commander in Alpha 3 20 is uh multi-crew you know the ability to uh actually you know crew up some of our you know multi-crew vehicles um shafto is back seriously see a doctor will a player be who spawned as the
- 00:51:22
gunner in a hammerhead and Arena Commander be able to exit their turret in case it's damaged and changed to a new one uh uh on the well yeah I mean whoa uh we're talking about in free flight or in not because I have feelings on all the different modes and and and what they should be because actually I don't think it's all shared and it's it's all the same in free flight 100 you should be able to get out of your turret and walk around your ship and do things like here's the thing we have multi-roll uh ships that have a you know engineering panel we we've got other things to do within the ship then then uh only only Manning a turret that can actually help and there's tons of design uh already in
- 00:52:10
place that is gonna be done so that there is more multi-crew stuff to be done long story short you've got to be able to access the inside of your ship um and also like just in general I've always hated games that you know make you a cockpit that is that is like glued to the camera rather than I'm a character inside of a ship you know flying around it's what I've always really liked about Star Citizen is that you know we don't really fake any of it you're not a cockpit flying around and just hovering around you're an actual character inside of the ship uh inside of space flying around so I think you should be able to walk around but in 320 in the other game so in the other game modes though where you can't freely walk around but you can spawn to the turrets how will people
- 00:52:59
what happens if their turret gets destroyed will they be able to use the spawn screen to move to another turret uh Duncan I'm not actually sure so unfortunately that the multi-crew aspect of the spawn screen didn't pass it's go no go so it's not coming with 320. uh we're going to see what we can do but it's unlikely to be in that patch definitely a follow-up because it's something we're super passionate about right but um as far as the plans for that multi-crew and we've we've discussed multiple ways to go about this like do you spawn into a turret and then do you use your F Keys like you do in other games to switch between the turrets hot switch no we we want to be representative of the Pu you go into the Pu in a hammerhead as say eight people you've got all those turrets you've got a co-pilot pilot and so on you should be
- 00:53:46
able to get out that say you've got a damaged turret you need to go repair some module within your ship as an engineer we want to support that an arena Commander right so we don't want to introduce these gamey things where you just hot switch between your turrets yeah you can you can you can maybe die and end up backing the spawn screen select where you want to to spawn again but in in terms of how you move about your ship we want to help the Pu once again and exploring this multi-crew gameplay and how that effects the the game overall one of the other aspects were to keep there's so many new aspects coming over any commander 320. the New Horizons Speedway maps are now actually in atmosphere and on a planet green so the first planet that's you know it's kind
- 00:54:36
of exclusive to Arena Commander for the moment Spiro wants to know if it's possible to get down to the planet and land and explore the planet at all the short answer is yes uh you in free fight or I mean any mode you can you can go down and do whatever you want right um some words have playable areas so you can only go so far but uh free flight just like you can in broken Moon and down star and broken and I'm sorry you can go land on these landing pads or the space station that we've got there and and uh The Winner Circle the the atmospheric map that we've got coming in for 320. that that you can go land on the planet you can run across the beaches go dip in the water if you really want to do that um now the the map isn't necessarily built for that it's meant for the these
- 00:55:25
flight modes at the moment but I'm hoping we can expand upon that and and give more reason to go down in the FPS and like I was saying earlier now that we've we've done the spawning refactor and we can get you in these your actual FPS Loadout rather than this default one with a pistol uh you can set up some event where you know maybe you set up an org event and Free Flight and you want to go down on the planet and have that 12v12 experience or whatever it may be on the ground of this planet we want to really facilitate that especially in free flight I've been able to do what you want so you're saying that you just back doored access to a new planet through Arena Commander kind of right um so we worked with the planet team on building this brand new planet right
- 00:56:12
um but it takes a lot more work to get a planet ready for the Pu than it does for arena Commander for arena Commander we can be like you're gonna be generally above the Tree Lane you're going to be fighting a distance from from this and that and we can continue within an area if we need to be so we say that to the planet team we're like all right this is what we can achieve we can get this close to Bringing green to life um no it's going to be lacking a lot of the things that are pu exclusive items like bunkers or mission location cities whatever it may be right but what we've got right now is in there for arena commander and and that that's that's that's why the ground isn't necessarily about for it just yet because it's it's focused on the flight modes for now however we did however back to our
- 00:57:00
Skybox yeah we we go there we did Hyrule Sky books yeah yeah real pyro Skybox and fun fact dying story yeah so dying star now has the actual background from that is being is built for the piracies built for pirate I'm sure they'll update it too but yeah well no no once we put something in we never iterate and upgrade on things later the very cool thing about our new map creation process is if it has changed we get the change so yeah as we're developing the Pyro Skybox maybe something does change you'll be able to see that Nine Star up until you know you can see in pyro for it for yourself um all right so the next question is about master modes so uh one of the one of the you know we we've done three
- 00:57:48
episodes of ISC about Arena Commander uh uh this year because you know building towards this release in 320. and one of the things that never quite made the episodes but we were you know we talked about offline is this hope that we might be able to get master modes you know going in Arena Commander uh as as you know as a true experimental mode as a true test bed uh talk to me about how that process is because right now unless I'm not reading my emails correctly you know there's evocati testing of Master modes in Arena Commander happening now right that's right yep uh there's tests and master modes right now and actually full disclosure I was I was way more worried about doing this um and it was Duncan's real passion for for master modes and actually for the
- 00:58:36
game overall that that actually got this in because he really really drove this one through so it's great that I want to let Duncan talk about it yeah I I mean we go back to that whole we wouldn't bring Arena Commander back to being a test bed there was no better way to make that statement than to get such a Monumental feature such a fundamental feature to our flight model uh featured in Arena Commander so we can get that feedback now rather than much later as you know masterminds it's going to take a while before it reaches a pu it's a full returning of every ship and everything is changing if we can get that testing done now with a limited selection of ships right now we've got the Gladius running in evacay you can jump in the guys on on I believe it's due Vandal swarm and Free Flight um and uh the the feedback we're getting has been tremendously helpful I've been in chats with the vehicle teams that
- 00:59:24
they're like seeing stuff that is helped push the direction of massive modes but also fix up bugs which it better fix now than later right when it affects the Pu and uh yeah right now we're testing it into the car it's going very well um very well received and uh lots of amazing feedback and we don't want to stop with either carry right PTU eventually with the waves from PTU we want to get their hands on massive modes get even more wider feedback from a wider range of players and of course that leads us into life right uh it's part of our experimental wardrobe and yeah a shame we can talk about it on ISC before it just missed it um we phoned for ISC and I believe that the next Friday after was when uh we got the final approval for for master modes to be featured in Arena Commander
- 01:00:12
um because we wanted some extra updates from Squadron in there and and we we looked at it and it was it was an amazing experience and we wanted to share that testing process with players and now we finally can thanks to the invention of experimental mods and but you hear how oh sorry it's just a piggyback you hear how tight that layer is now between the two like the reason I was so worried about this was the the timing like the fact that it was even between your ISC and now that that just a whole new uh uh mode multiple modes actually and changes the ship was able to be brought online so I mean and just the layer between players and and and uh depth on the experimental mode is so thin which is really good for feedback the the the whole thing of experimental noise came about is uh we have weekly
- 01:01:02
play tests like every team has weekly play tests but I I like to join other teams to get their perspective on how they're doing things and how Arena Commander can help their progression and I was joining the vehicle teams regularly and we were we were testing Master modes and we would go into Down star and we'd be like all right here's the tunings that we're going to be testing today uh next week it's a different set and I was just in no session I'm like man I wish we could share this with players how much valuable feedback will we get from being able to share this with a wider variety of people um and it really resonated with everyone when presenting to them as well uh on what we can bring to experimental ones need to remind you to turn off your auto exposure on your webcam before we do this next time the webcam is like really on one right now and just like you can pay that
- 01:01:51
um now the EXP the master modes while Duncan figures out the auto exposure we're almost done but you know uh well done uh getting Master modes into Arena Commander it this is a version of masterminds because uh like I said the reason we can bring it into Arena Commander is because it is just the Gladius right now and you've had to do some engineering and to finagle it to work with uh the existing pu HUD and stuff right because in you know what it's being developed under the Squadron branch and where they have an updated HUD and and visor and stuff like that so there was a fair bit of work massaging this to get into a recommender uh yeah so uh some of it was actually
- 01:02:39
already done ahead of uh getting the game mode developed the game modes were originally develops but I I essentially made them the week after I had that fault when I was saying sitting with EFT um I I met with yogi and and some of the other vft programmers and like how can we get this across and they're like well we use a cvar right a command command variable uh uh for uh non-game devs and this turns this on we need this this on and so forth so we got a big list of all the things that need to be on and we made them uh what we call game rules parameters game rules being the the parameters that uh control all of our game mode for for lack of bear words I'm very sorry about my camera I tried to fix it
- 01:03:26
um and uh we turned on receivers into parameters so we can change it pair game modes so we're not affecting pu we're not affecting other game modes uh we are affecting only the ones that are labeled as Master modes to have these certain things enabled and and thanks to some fine-tuning from the vehicle team and and dollars on on making uh those features available we're able to do that and uh again going with with the Gladius uh we had to take the old class and get it to work with new systems right and thankfully the the vehicle team uh experts in that in that area where it were able to take these new systems and plug them into the old ladies so that we can have not The Full Experience because that's some of it isn't ready yet to even get feedback it wouldn't be valuable feedback for now but we've got what we we need to be able to to get good feedback and in the current Gladius
- 01:04:15
so there's no holding back we're like we don't want to wait for for this and that to finish to be able to get this in your hands once it's in an acceptable state where we can assess that feedback um and and benefit from it that's when we want to push it out and and there is that time um all right we've only got a few minutes left to see if we can squeeze a couple more questions in here so one of the new game modes is Tonk Royale uh you know the the our first ground vehicle combat is coming to Arena commander in 320 with the uh with with the Nova Tonk uh it's Tonk by the way if you don't know why ask your elders this landscaper landscaper has a question about destructible environments
- 01:05:03
uh well things like a chain link fence stop our 70 ton tanks and our ring Commander oh it's such a pet peeve and it uh uh chain link fences uh you could have small small trees will stop you little rocks um not forever of course not um we're working internally on quite a large uh I want to call it a refactor of our damage system and it's called Maelstrom and it's probably been talked about on on uh Jared I'm not sure how much or or not Maelstrom has been discussed never okay it's it doesn't matter it's not really an NDA or an internal it's just an internal system that we call Maelstrom and what it's going to be is our physical damage um and how that all works uh together so basically it's destructibles it's how
- 01:05:51
the ships break apart it's how characters break apart all these all these things um so yeah we want to make sure that uh things that are in those levels with the tanks especially with ground vehicles um in any of these scenarios because it's not just tanks it's you know uh the Ursa really shouldn't be stopped by things all those should be physicalized within the world now it's a little easier for us to do this within Arena Commander uh than it is within Star Citizen uh not in terms of making the asset uh I I mean in terms of persisting it in terms of uh think about it right you've got a whole bunch of chain link fences you're going to run them over then you've got a persist effect they're all actually falling down there's a whole bunch more extra work uh to be done in the in in Star Citizen to scale across everything but in Arena Commander I think you can expect as much uh that
- 01:06:38
uh fences come down and and the small tweaks and and things that you would expect not to stop you don't stop you within a ring commitment see anything that wrecks the gameplay Chris Roberts oh no it happened again the Maelstrom yeah it doesn't mean anything um all right we got time for two more questions let's do two more questions uh this one doesn't have a name on it what experimental mode would you like to see most in Arena Commander you want to go first Sean no no and uh uh the arena Commander team is
- 01:07:27
made up by people that are super passionate about modding in games like a lot of us come from Modern backgrounds myself included um so I resonate a lot with the old Counter-Strike game modes uh gun Rush being heavily inspired by that right so that's a personal favorite I mean but um I want to explore some more out-of-the-box ideas along similar lines but like more out of the box right so I've always wanted asymmetrical teams or multiple teams something along those lines uh the first thing that comes to mind is the infection where you've got one versus 50 or something like that and that that one is like super powered and be it maybe as FPS but maybe it's uh not maybe it's a one tank versus 50 guys just running about who knows I want to experiment with Eastern asymmetrical gameplay and maybe multiple teams as
- 01:08:17
well things like that I can see the footage now of one tank just mowing through 50 people and like Star Citizen that's a dream Sean that's the dream yeah well theaters War uh that's that's that's one of them but beyond theaters um uh what I'd like to see is actually it's funny similar to uh similar Duncan Goliath mode uh Goliath mode is like a 1v4 a 1v6 asymmetrical uh sort of gameplay and again it's kind of expected in in theater scenarios that we do have asymmetrical gameplay uh but yeah something like a Goliath mode I think is really cool fun modes like that and then the last question is of course theaters of War
- 01:09:05
it seems like a natural fit that's that you know the whole idea of it would make for an excellent you know experimental mode uh are we doing it what's the plan here for my heart oh my goodness uh I need this I need this for my soul uh I need this to go to the experimental mode the exact Crossroads of crime that we had been developing and and continue to develop and kept kept in decent enough shape that it can be wrapped up and it can be shipped so we want to get that done and get that into an experimental mode we want to get it done all right and then you want to add Duncan yeah I mean fears of War near and dear
- 01:09:53
to my heart spent many years working on um and it's one of those things we we play tested it every single week with the company and it's one of those things I look back on similar to my experience with the vehicle team is that why aren't players involved uh that there are shortcomings of it but with experimental modes hopefully we can have that cabinet we can bring you know the player Captain we want to Target 50 plus or whatever it may be players but for now we're going to try 20 because the performance is more acceptable and so on so forth but yeah we need to get it out there right it's been and the burner and the and the cooker for far too long right Claires just need to experience it we need to continue developing it and uh part of stage one laying the foundations
- 01:10:42
which we've been experiencing up till 320 is all about getting those critical refactors that we're maybe holding some critical things back uh with fear is more in other things that we want to work on um and and we simply need to take that time do those refactors and then we can visit the big exciting things right yeah um because otherwise everyone wants to work on the big exciting things that that's that's a that's a given no one really wants to do these CR these fundamental refactories of very low end code that uh doesn't give immediate results but now that we finally have done these things and they're coming to close this year we can unlock the potential of all the things that we want to do and including that is fears of War yeah and and Duncan said and the way the way I said it was my appetite at this
- 01:11:32
point for for cuts and chops to to make it so that we can get this so that it's so that's shippable so that we weren't just having everything that we wanted and we weren't making any cuts and we weren't going to move anything no we want to get this out to the players though yeah so yeah so I think I think it was we made a there was a statement made maybe just two weeks ago it's the 13th so probably somewhere around June 28th uh theaters of war is being worked on our media focus is on you know improving these features and getting this new foundation for arena Commander underway uh than working on things like multi-crew spawning and all that stuff uh but as for the toow game mode itself uh we want to bring it back to a playable State because you can't leave it too long things Decay you can't ignore it for too long you don't want it
- 01:12:19
to fall into disrepair and you know it just can't be used so the team's going to return back and put some focus on that and with the hope of returning as an experimental mode in the sometime future I'm not going to say any period of time we we know we know better than that now don't we Sean student TM well [Laughter] all right so uh yeah uh thanks for hanging out with us thanks for watching uh this episode of Star Citizen perhaps not so live uh I'm your host Jared Huckabee that's Sean Tracy and Duncan bunting two members of the brilliant Arena Commander feature team uh real quick we did it during the segment shout out everybody else it's what it's Mark
- 01:13:06
Aben it's uh Kirk Tomei uh who else am I forgetting Sam samples we've got Ricky or QA um we've got Simon and Bren in the UK soon Brian is joining us producer yeah so a small tight team but getting your time in the sun with arena with a alpha 320 uh it's been a long time coming and uh I think I speak for I'd like to think I speak for enough people when I say that we're excited about what's coming to 320 and the the bright new future for arena moving forward so thank you for being here everybody we forgot about Teddy uh get that in there oh yeah
- 01:13:54
Teddy's new uh so yeah uh thanks for watching Everybody uh take care uh remember ISE is still in Hiatus we come back the not next Thursday the Thursday after that uh and of course the citizen con season uh I think there are still tickets available on the website you can check that out at robberspaceans.com uh it's a two-day event over in Los Angeles I get to go home for the first time since moving to the other side of the world uh uh I hope somebody fed my fish uh thanks for watching and I'll talk to you later everybody bye
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

