10 for the Chairman: Episode 83
Transcript — every row opens the video at that moment
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[Music] Hello everyone. Welcome to another episode of Temp for the Chairman. For those that you haven't seen this before, this is where I take 10 questions from the subscribers that are part of the Star Citizen community and answer them the best of my abilities. subscribers are a subset of our community contribute money every month to enable us to do all our enhanced community content. So, thank you very much for that. So, that allows this show and around the verse and all the extra stuff like reverse diverse and bug smashers as well as this monthly magazine we do called Jump Point, which is usually 50 to 70 pages of behind the scenes material about us building and designing ships. Um various sort of game design sort of background and decisions. uh there's uh lore, you know, talking about the various parts of
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the Star Citizen universe as well as uh fiction that we have in every uh every magazine issue. So, I'd recommend checking it out. It's actually pretty cool. Uh David Ladyman um sort of runs that as the editor and coates and brings stuff together from the teams um all around the world working on Star Citizen. So, thanks uh to subscribers. enables us to do a whole bunch of enhanced community content which I think is vital for us because we're constantly sharing everything we're working on which is a lot. So uh and allows u me to do this. So uh I answer the 10 questions as best as I can. Um sometimes uh it causes concern threads but you know that's the nature of a crowdfunded and crowd-developed game. So here we go. First question comes from uh J Mojo who asks, "Will we have the option to turn
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all of the lights off in a ship? Say uh the star, if we get pirates or other players try and uh take over the ship, can we shut the lights out and pull on night vision of some kind as counter measures to survive slashkill them?" So the answer is yes. Uh like this is one of the big things that you know we keep talking about item system 2.0 Z uh which is really sort of a refactoring of the items and the NC system and will fold across into how the characters of what we call players inside the code and the vehicles will all function. Um and uh it's to allow a lot more sort of uh functionality and control. So right now on the ships, especially on the multi cruise ships, a lot of the functionality isn't there because we have a lot of the old items and we're just sort of moving over to new ones and they're not fully uh sort of implemented in there. So
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we're sort of in this halfway state and each new release we add a bit more of the code. Although we don't necessarily change the items themselves over to using the new code yet. But when we have enough of the base of the code in we'll just sort of do a pass on all the items and they will move over to the item two zero functionality which will allow a lot more. So for instance uh you know in ships on multi crew um uh you know uh seats you'll be able or stations you'll be able to sort of designate control between different seats over different things like pass the control of a turret to another seat have different uh seats you know have control over things like engineering you know like power distribution and stuff like that shields management um and also just sort of ship systems so you know some stuff uh that we've worked on there's some pretty cool prototype stuff I think at some point we're going to be showing here. Uh not necessarily uh in this session, but
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showing some of the the prototype stuff that sort of allows you to say go to a control center and you know turn off lights in sections or lock down doors or turn off power or you know potentially even turn off the gravity generator. Um, so, um, there's going to be a lot of tools for people on ships, especially the bigger ships, to be able to sort of micromanage the systems internally, which you could potentially use to sort of slow down or thwart people boarding. Um, you know, vice versa. The other side of it is, um, you know, people trying to take over a ship could potentially cause havoc or damage by cutting, you know, power nodes or, um, you know, getting access to a control room and then shutting other people in. Um, so, you know, all this is pretty cool. Of course, certain levels of control will have certain security access and maybe that security access has to come with a
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card or something else. But all that functionality comes with um item 2.0. You know, all the items are connected via pipes. I think we've talked about the pipe concept uh where you know they you know power goes between items or you know items uh will sort of vent heat and that will go into the pipe system and then you'll have to get rid of that heat or else it will start to back into the items and damage them. But we have other things like sort of data or CPU power. So for instance, if you have a targeting computer and it's trying to resolve targets uh and if it's connected to say a single core computer, well it only gets so many data, you know, cycles uh from the CPU. And so maybe it takes 5 seconds or 6 seconds to resolve the target. Whereas if you had a dual core CPU, so you know, you have your avionics module, you have two processors in two of the slots, um then potentially that
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could be maybe three uh seconds to resolve the target. So there'll be sort of all sorts of stuff in terms of how you configure ships and how we build out and uh configure ships that will allow a lot of sort of nuance and control. And then again um if you know players get in there or subsystems get damaged during combat. You know what's cool is because you know each one of these items needs power for instance to operate and sometimes needs other things like I was saying it needs um say you know CPU um cycles or perhaps it needs uh you know like for instance if you have a you know life support like you're on a ship well you know we have like an oxygen pipe and that would come from the life support unit and if say someone destroyed the life support unit there would be no oxygen coming in therefore you better put on a space suit because pretty soon you would start to asphyxiate. Um, so it's all systematic. So if damage
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happens to the bigger ships, as bits blow up on the outside, there'll be sort of radial explosions and that potentially could hit um items a little further in. And then those items maybe themselves could, you know, be damaged or explode and they could hit further ones. And so you'd sort of have a cascade of damage and it could affect, you know, cut out a power node. So like something that would definitely happen on a a bigger ship is that you know you have the power plant and then power is distributed via nodes to you know turrets and various systems, lights, whatever around the ship. And uh you know I mean obviously the power plant goes then you're in trouble. But you know even if like there's a damage to the side of you know the the you know one side of your ship say the starboard side or something like that and takes out one of the power nodes there then anything after that power node will be out of power. Now there could be gameplay where you would go to fix up
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the power node to reconnect the power. Uh on the bigger ships there may be alult alternate ways that you more than sort of one power node route and you could go to the systems management and reroute the power from one node to another node uh to you know get power going back to the rear turret or whatever else like that. So all that functionality is going to be incredibly cool, have a massive amount of sort of gameplay potential, uh make uh crewing and using the bigger ships, the multi crew ships on up to sort of the the cap ships that we've got um a huge fun experience. So I mean that's kind of some of the stuff that we're the most excited by uh in terms of sort of the space adventure and combat side. Uh and uh I I think you know you haven't really seen that kind of uh level of stuff in a game before and it and it is very much like the sci-fi movie you know running around on uh the Enterprise and you know
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you know Scotty's trying to uh you know fix up uh the the you know the the uh the warp drive and all the rest of stuff. So we'll definitely uh have a lot of that and part of it will be being able to turn off lights or shut down doors and do that sort of stuff. Okay. Okay, so the next question comes from Sino who says, "Are there any plans for maintaining individual engine controls or engine stress such as if you push your engines too hard or one fails, you can turn up down the power or fuel mixture?" Yes, there definitely will be. Uh kind of along the same lines of all the kind of item 2.0 stuff that I've was just describing, um you know, the sort of more the bigger ships will allow the engineer uh to have more control over various items or components of the ship. one of which could be the engines. Um, and you know, there'll be the potential
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to sort of try to push more power out of it. We may even sell sort of like kind of like engine overclocking style uh modules that you can put in for like a racer ship or something. And it's always a trade-off. You know, putting a bit more fuel or power into it potentially could um, you know, well, a uh increase the heat output, but maybe also kind of damage your ship. So, we're going to have that this whole overclocking style uh setup that we've talked about for weapons and it would be things for like engines and thrusters, too. And that's definitely on the bigger ships um where you know the engineer comes in and they're sort of tweaking and and doing that and adjusting it based on what they're sort of seeing on the the feedback loops. Uh and I think um it uh will be pretty cool. So, I mean those are all uh all things that we're doing.
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That's all why we're trying to make the the components of the sh basically what we call items, but they're sort of components. And by the way, they're not just for spaceships. They can be on a vehicle like a a rover or something or a buggy. Uh they on players like if you're running around in your armor suit, then um you'll essentially be uh you know, you'll have your armor suit on and it'll have a power plant on the back to power it for instance and a little life support item on the back. And if you got EVA, you'll have an EVA item attached to you. So players are sort of set up the same way we set ships up. Uh weapons, guns are the same. You know, the ammo magazine is an item that plugs into the the gun item, so to speak. If you wanted to put a scope on top, that plugs in. A silencer would plug on the front. So all uses the same sort of interconnected what we call, you know, items and item ports. Although really that's I kind of
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sort of say it's entity 2.0 rather than item 2.0 because really this is the paradigm that works for everything that we have. So it would be, you know, I, you know, stuff that you, the player uses, plugs into, stuff that the spaceship uses, stuff that vehicles use. So, um, uh, there you go. Okay. Next question comes from Intrepid Corsair, who asks, "What is the status of the Redeemer? Why has it taken longer than any other ship to go from concept to flight ready?" Well, I don't think it is the one that's taken the longest to go from concept to flight ready. I think most of the Banu merchant owners would probably uh have a bone to pick with you over that one. Um but uh you know on in the specific case of the Redeemer uh what we want to do is you know we have Paul Delesie that works for us now and he was uh one of the core members of the team that actually built the Redeemer
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when they won the next great starship and um you know he's over in Foundry 42 uh hard at work working on all these ships that we need for Squadron 42 and he's incredibly talented artist. Uh but we really feel like you know if anyone's going to go into the redeemer and you know fix it up to the sort of style that we have now for uh AGS and everything else that he should be the one to do it. Uh and he's already done a fair amount of stuff. I mean he obviously did the Vanguard um him he was the prime artist doing the Vanguard. So he will definitely do it but we have to wait for him to finish the Squad 42 stuff first. All right. Next question comes from Bellzoff who asks with regards to the reputation system will it end up being more basic as in good guys and bad guys follows UEE laws versus breaks UEE laws
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or will it be more nuanced for for example if I'm opening up shop on my Bano merchant just mentioned the banner measurement in the previous question uh and I see a pirate coming at me I might know that while he breaks UEE laws he doesn't prey on other law breakers in other words will the reputation system allow an honor among thieves approach. The reputation system isn't going to be sort of simple and black and white like we have in sort of, you know, 2.3 2.2. Um, in in reality, uh, maybe we got in 2.3. Anyway, all my all our releases are blurring in. We definitely have in 2.3. Uh but um in reality it really is you have uh sort of personal reputations and your organizations that you're members of
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will have reputations with other organizations uh and individuals. And so every time you come into contact with an organization or another individual, you sort of start kind of at a neutral status unless a group you like for instance if you're a member of the UEE and you meet a Vandal. Well, we already know that the Vandal and the UEE are at loggerheads. Therefore, the Vandal will probably be um you know, going after you. Uh but you know, most of the time just say player players or player groups um the sort of uh reputation or kind of whatever you want to call it alignment in terms of how you are versus the other player uh gets tracked. So as you do something negative to to them um you know it will go into sort of negative do something positive go into positive and
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we sort of keep a track of everyone you come into contact with and and and track those relationships as well as tracking the organization or the group relationships on the more global level and of course we have sort of uh you know whatever you want to call them NPC or game organizations you know like the UEE or the Vandal or the Merchants Guild uh the mercenaries guild all those kind of things that are sort of you know kind of defined by us. But um the reputation system will sort of be a be a combination of your personal reputation uh with uh various groups that you come into contact uh will be influenced by the groups you're a member of that you publicly admit to being a member of uh and uh we sort of track it as you do things and and go from there. So, it'll be fairly nuanced. Um, and, uh, it'll
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allow players to, you know, kind of make their way in the galaxy and decide kind of, you know, who they're aligned with or who they aren't aligned with. And, uh, I think it'll be a lot more nuance than, you know, good guy or bad guy. Because in the world of Star Citizen, there really isn't going to be sort of a good guy and bad guy. I mean, you know, just even in the UEA empire, there's a lot of different factions and interests that want different kinds of things. And, you know, you could be aligned with one of them, but not the other one. And that doesn't mean you're a bad guy. It just means you're on one side rather than the other one. Next question comes from Creole, uh, who asks, "I had my wing shot off in the baby PU in brackets." Okay. Okay. I actually crashed into something and my guns went with them. Will I have to buy new guns every time this happens when the game goes live? So, that is a pretty uh, good question.
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These are all the kind of lovely edge cases that come up with uh, with sort of the lifetime insurance or the insurance setup. Um, so but generally if you damage your ship and you're flying out there and you go and uh you have to go and get it repaired, you're going to have to pay to repair it. And typically, uh, just like it would be in the real world, if you like drive and get your car messed up and the the wheel goes and stuff, then uh, you know, you have to pay to get that wheel repaired or whatever. But um you know if uh depending on what kind of insurance cuz don't forget we're also going to sell uh besides the basic sort of hull insurance which is the normal insurance and the lifetime insurance which covers you from catastrophic loss. Um there will be additional insurance you could say purchase for say uh items or weapons. So if you put a custom weapon on your ship and you taken out and you you know got
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in a fight and it got blown up if you have the right insurance then perhaps it will pay out. But that kind of insurance will obviously act a lot like uh you know real insurance would. So it's not sort of blind. If you go back and you make claim after claim after claim after claim after claim, of course your rates are going to go up and at some point they may not want to insure you anymore because uh you know the one thing that we have to juggle on the whole idea of, you know, your ship actually being something that you want to hold on to and and keep and patch up and repair. Uh and our sort of insurance setup is that we don't want people to abuse the system. you know, you don't want people to just go and uh, you know, destroy, you know, like, oh, look, I've lost a wing, so I'm just going to suicide into a rock now, so I can get an insurance claim to get a brand new ship back and not pay for the repair. Uh, so, you know, we are going to work in systems
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that will sort of try to watch out for that. And, you know, people aren't going to be able to sort of just claim claim claim claim claim claim claim and get a ship instantly back. So there'll be some penalties for going uh you know basically losing your ship and insurance covers it but you know if it starts to happen too long maybe it takes a while for you to get your next ship. Maybe you know there's a little extra scrutiny because what we don't want to do is you know people use it to abuse the system which you guys have come up with a thousand different um uh you know kind of scenarios and how that can happen. Uh it's one of the good things about sort of having the alpha stage. That's why we're we're going to do alpha uec when the shopping and the persistence up there and a lot of this stuff is that a lot of this kind of dynamics will start to experiment with the functionality of like how the insurance and how you would respawn and all the rest of stuff during
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the sort of alpha you know mini PU kind of basis. Um, and of course we're going to adjust it um, as it sort of develops. That's why we really want to have, you know, hundreds of thousands of you playing it because it's a way way way way better uh way to test it out and see what works or what doesn't work compared to, you know, just a dev team doing it because you just don't have enough people and you're sort of set in a certain mindset and we I mean you guys can see it every time we take something to PTU and then even something live, there are bugs or exploits that show up that the dev team never even considered, that the QA team never came across mostly because, you know, we we're set on a certain way and the QA team's Even though it's a pretty big QA team now, there's, you know, it's a huge game in a huge universe and lots of stuff to be done. So, we will be sort of working on exactly these things is, you know, some of the key game mechanics that sort of
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I've talked about, uh, that I think, you know, can be really interesting. Uh, but I'm not stupid enough to say it's definitely going to work exactly this way because, you know, you've got to get out there live and play around and when it's alpha UC and, you know, we can reset people's accounts and no one's really lost anything at that point. So hopefully with all your guys' help and playing it, we'll come up with something that is like a really nice balance between um you know, making you want to hold on to your stuff and care about your character and care about your ship and not silly blow it up and sacrifice it, but also not be the other extreme where it's so frustrating that you have to start from scratch every time you go out and some parrot shoots you up. Um so those are all uh those are all things that uh we will work on together and that's the beauty of the sort of mini PU cycle that we're doing. Okay, Zitex asked, "Do you plan on doing a Squadron
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42 or Star Citizen studiowide launch party?" Well, I definitely think Squadron 42 coming out or Star Citizen, you know, being deemed commercial ready will be very worthy of a studiowide launch party. Uh, that's not really sort of my uh biwick, so to speak. So, that really will be up to Sandy and Ben. Uh, but I'm pretty sure we'd all be quite happy and everyone will be partying a lot. So, there you go. Uh next question comes from um sir uh Vul Peekula who asks are there any plans to improve the issue council either through improved website functionality or designated moderators. So on the issue council I mean we're constantly looking at ways to make things better. I mean I think you know you guys have noticed that we just had the initial council originally then we sort of now have a sort of bug reporting system and we're constantly sort of looking at ways to make it a
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little more efficient. Um, you know, recently we we've sort of uh we're kind of trying to tear and structure our testing a little more so we can have some very very early testers because a lot of times we want very very targeted testing which isn't uh which is sort of for okay let's do a stress test and we need 24 people in 10 instances all right now at this particular period of time and of course not everyone out there in our community is ready or willing to do that or willing to put up with all the the the bugs and issues and problems that comes with that. So, we're sort of uh working on like kind of lining up our our testing to be able to sort of do some very targeted specific testing, some very early testing, as well as sort of like the next stage of testing, which is a wider group, which is that's sort of the normal PTU, where it's, you know, 5,000 people, and then we go out to live, which is still really testing, but
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it's out to to all you guys. Um, and also don't forget there are going to be some things that we have to test that we absolutely uh don't want. Even if we're getting you guys to help us, the people are helping us are going to have to uh be quiet about them. Like for instance, if you know we get when we start to get people to start to help out with uh some more expanded Squadron 42 testing, we absolutely don't want anything to leak there. So that's uh that's all the reasons why we're sort of building up these different um groups of testers to to sort of be more efficient that way. And on top of that, it's you know, how to make the issue council better will be is an ongoing sort of task. So uh we think it works really we think it works really well. It can definitely be better, but um you know, it's I think going to be one of the foundations that long term, you know, will make Star Citizen what it will be because, you
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know, we're having this amazing uh resource of all you guys hammering on the game, trying all these different crazy things. Um you know, and so it's, you know, it's it's impossible for our internal tested to cover, you know, a whole bunch of the stuff that you guys do. So you know all the work, blood, sweat and tears, blue screens of death, crashes that you guys go through now will just make the final product all that much better. So thank you for all that and yes we will be trying to make things better on the uh issue council as we go forward. Okay, next question comes from Moots who asks, will there be a possibility to show the back view of a ship permanent on a second monitor display? Imagine a Thrustmaster MFD cougar setup with an 8 in display behind to show permanently what's going on behind your ship. really nice thought. Uh you know the issue with um being able to do that is one a Cry Engine's not
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very good at actually having proper uh multi- camera views. Um so uh you know in terms of having a camera here and a camera over here uh it doesn't really support that. Um also by the way just to let you know on a rendering time um you know you just doubled your rendering time basically because you render one view and then a second view. Uh so uh I think short term we're not going to have sort of secondary camera views. Uh you know longer term it's always something we kind of like although there is some fundamental structure inside Cry Engine that isn't very predisposed to it that uh you know may uh go away to some extent as we continue to refactor the engine but right now uh that isn't sort of in the sort of short-term road map. Uh I mean the other possibility and the opportunity that we've talked about is potentially you know we we've which is
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not exactly the same but we've talked about having sort of viewer clients uh that you can log you can you can basically log into the server and you know basically see a camera or control a camera. So think of it like a traffic cam or something um and so you can have a different view and you know potentially maybe something like that could help out a little bit there but at the moment um we are not planning on having that functionality right there. Uh I I do agree that it would be cool. Uh it's more about sort of the core fundamental structure of the engine which doesn't really support multiple cameras. Um so there you go. Uh all right. Next question comes from Epics who asks uh that's with an X by the way. Have you had any thoughts on the direction CI will go after Star Citizen is finished? Do you think you you could put all put all that you as a company have learned and developed into creating
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additional content? Well, yeah, absolutely. So, I mean, you I think I've said this for quite a long time, but um Star Citizen is never going to be finished. I don't think people say Eve is finished or World of Warcraft's finished now. Uh Star Citizen will go on, that universe will go on as long as every anyone's out there wanting to play in it, which I'm hoping will be for a long time. Obviously, the games I mentioned have been 10 years plus. Um so, really kind of uh you know, what we're doing uh with Star Citizen is we're sort of working on the game, adding features for incredibly ambitious design. And I don't think there's any other game that's trying to do as much as we're trying to do. Uh uh so you know degree of difficulty 11, not 10. uh and uh we'll have what we sort of determine a sort of a minimum viable product feature list for what you would call Star Citizen, the commercial release,
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which is basically when you say, "Okay, uh we've gotten to this point and we still got plans to add a lot more cool stuff and more content and more functionality and more features, which by the way includes some of the latest stretch goals we have because not all of that's meant to be for absolutely right here on the commercial release, but we'll have something that we'll think, okay, yeah, now everyone can play it." you know, it doesn't matter. You can load it up. It It plays really well. It's really stable. There's lots of content. There's lots of fun things to do, different professions, lots of places to go. Um, you know, we've got a really good ecosystem. Uh, so when we get to that point, that's sort of when we were sort of say, okay, now it's not alpha or it's not beta, it is Star Citizen 1.0. And uh, but of course, the team is going to absolutely continue working on it. It's like if you look at World of Warcraft, they continue to add content and features all the time. The
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same happens on Eve. we will update stuff. So, we'll continually update the graphics. Uh we'll we'll add, you know, like I said, new functionality, new content, new systems, um you know, coming across additional alien races, all that kind of stuff, we'll be there. So, u we're going to work on this as long as you guys let us do, uh or support us doing it. Um because, you know, the world's huge. I mean, there's so many things to do out there. It's the same on Squadron 42. you know, once we've told the the Squadron 42 trilogy, then we're going to move on and we'll have other stories we'll tell that maybe they're not necessarily a military story. Maybe it's more an adventure, you know, sort of a Han Solo style adventure. Um, and there's, you know, just it's a huge universe. I mean, look what Disney is doing with Star Wars. Uh, you know, they've got a whole road map of, you know, the main ones and the spin-off ones and all the rest of stuff.
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Um so uh you know I think Star Citizen has a possibly it's a you know a huge interesting universe. We really put a lot of effort into the lore of it. I mean you see that you know from the very beginning that's one of the things that we made foundational um you know Dave and his team constantly is fleshing out the world in addition to sort of writing stuff for the Squadron series and as well as doing stuff for the PU and yeah we want to make this world as livable and breathable and you guys you know spend many years of venturing around in it and I think in today's world it's it's not the way it used to be where it was like here's a game then you put it on a shelf and then you come back to another game a year or two years later and you sort of iterate it you know or you have the Grand Theft 3 and four and five come out. I think with us it's we're just live and we're just continually improving and adding stuff and more people are having fun and adventuring around. So, it's kind of like what we're doing right now, but you
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know, obviously with more features and more content, more better stability, better performance under our belts and then, you know, a certain point we'll say, "Yep, ready for the full general public." There you go. So, all right, last question comes from Cow Chat, uh, spelled K A O C H A T. Uh, we know we're going to have pets later on. So, my question is, we'll use motion capture on animal dogs and cats to have basic motion for pets and alien creatures. Uh, well, I think we probably would do some, you know, animal motion capture. It's always fun. I mean, it seemed to be the best thing in whatever the was it Call of Duty Ghosts. I can't remember which one it was. They had the they had the the the dog uh and they had the swimming fish. Uh, but yeah, no, we'll we'll probably do some of that. We'll kind of have fun. I mean, you know, it's it's a it's a great science fiction trope that everyone's got like the cat on the
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spaceship or, you know, their dog, you know, their best friend. Um, and so we, you know, we will uh we'll definitely have them collect them. We'll have some alien ones, too. We're going to have some alien wildlife longer term. Uh, you know, so maybe some of those could become a pet and, uh, you know, but there's just a lot of fun that we will have with it down the road. obviously after we've got some of the more fundamental basic things like trading and mining and escorting and all the rest of stuff going. Uh but there you go. All right, that is the end of this uh episode of 10 for the chairman. Hopefully my answers were informative. Uh and uh you know, I'd like to thank everyone that subscribes because like I said at the top of the show, you guys make it possible for us to do all this and it's really really appreciated. I'd like to thank anyone that's backed Star Citizen. I'm always blown away by the
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continual support. It's great to see, you know, every day, every month, new people are joining the community. We do, you know, essentially no sort of advertising or anything. It's all done by word of mouth. Uh you guys streaming videos, um telling your friends about stuff. I mean, obviously, we do a fair amount of like, you know, sharing what we're doing in the game and all the rest of stuff, but it's not what you would call conventional advertising and marketing. uh because we basically don't spend money on that because we're sort of at the early stage of development. Uh so you know Star Citizen continues uh to you know have people join it, contribute uh play around uh in the universe, give feedback which is great uh allows us to have this talented team from around the world. We have four studios all working on this, all building the dream game. Um, which uh I think I and all you guys
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would like to play and I think most of the well I think pretty much all the team that works on it here does. Um so uh uh you know I think there was a Kotaku article that said something like um you know Star Citizen sounds like what a 5-year-old would dream of if he had no financial constraints. Um and uh well I think that's what it is. But I'll tell you what, we're going to deliver it. Um, so anyway, thank you and uh I will talk to you next week. Bye. Hey guys, thanks for watching um Temp 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
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watch episodes of Round 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.

