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Star Citizen Live ▾
108 moments across 56 videos
hello everybody we're back welcome to another episode of Star Citizen live I'm your host Jared hucke and if you've never seen Star Citizen live before lucky you no uh star STI live is where we take about an hour at the e
Watch at 00:00:01 ↗ship game play loops that we don't have at the moment also tie into base building like >> We'll go back to the merchant example. Needs play base shops. You need that for base building as well. So you would…ship, you have a refinery module on your base. Ground extraction in a ship, ground extraction at your base. They sort of build from each other and adds like maybe I don't want a ship to do this. Maybe I just
Watch at 00:42:11 ↗fulfilled a full gameplay loop that is then called the industrial gameplay loop and then way later when we have base building we will basically fulfill a full circle where we then start with the normal playerto-player ship based industrial gameplay…loops into crafting into base building and then with the location based industrial gameplay loops. So to answer the question
Watch at 00:06:31 ↗Cool. It's the drones question. >> It's the drones question. >> Uh, so drones are being developed as part of base building. Um, obviously the Apollo's coming next month. Uh that means >> the base building is coming next month. >> You know
Watch at 01:18:37 ↗like base one one of the major uh uh components of Base building will be this um this next major step forward in player trading uh that folks have been waiting for like right now there's there's there…know credits in return uh so it sounds like much most of that comes online for the first time with Base building yeah and it would be interesting to see actually the the spread between you know like local shops and people
Watch at 00:55:08 ↗working on it is it opens up a lot of things, right? So, there's also like we talked about base building already. So, that not us working on refinery not only finishes or adds the an another very important element…crafting, it also opens up for ships to be developed with that and base building allowing us to have refineries at those and then the station refineries also get more depth. >> And it's it's it's sort
Watch at 00:41:23 ↗nowadays there's a lot more requirements from that Tech whether it be kind of server meshing things Base building things hares persistence so we've approached it from this vertical slce which means yes we can build a planet…solved some of the big Tech problems now we're transitioning some more of a kind of Milestone based approach where we're saying okay well now we're going to finish out GPU spawning and now we're going to finish
Watch at 00:17:54 ↗need. So, we have those actual in-world commercial centers. Um and then eventually we'll have um player places, base building where you can do that locally and build your own town
Watch at 00:08:11 ↗that you'll you'll have options to craft larger items in the near future. And then longer term with base building, we'll have hanger crafting, and we'll have intermediate steps in ship crafting, as well as locations. So, there
Watch at 00:22:25 ↗refinery and then uh as last step the base building refining step. >> No FPS refining just having to crank a >> well we have the crafters technically the crafters are capable of doing like small re refining jobs but >> that that is >> yeah
Watch at 00:19:27 ↗horizon and then crafting tech preview after that and then you know hopefully all on its way to base building and a whole manner of whole host of things like like scanning and radar improvements and stuff in between
Watch at 01:33:33 ↗Squadron closing that out. There are still many gameplay programmers, engineers on Star Citizen working on crafting and base building and engineering and the new inventory system we showed off on a while ago, stuff like this. So, but there's never
Watch at 00:32:24 ↗designated area in the ship, which should hopefully be near the cargo supply. Uh, and it's similar to how base building will work in that you'll be taking your resources, in this case, boxes of ammo, feeding it into
Watch at 00:10:43 ↗this year while we stabil stabilize that. So again, something on the list, but is it more important than getting base building and crafting in or engineering finally in and stuff like that? So it'll be farther down the line, stuff
Watch at 00:03:23 ↗people you're you're talking about you know the people who were working on Base building the people who were working on Crafting the people who were working on resource networks like that it's about he's about taking those
Watch at 00:43:59 ↗longterm that'll that'll help even more and then the the super long term is crafting and Base building you you just being a you get blueprint for everything you can just make your own and Stu like that
Watch at 02:12:40 ↗prime time they'll be used to reconstruct certain elements of different planets and stuff to support other features like Base building and stuff like that so um I know one of the things that often happens because I've been doing
Watch at 00:21:09 ↗long um we we did we did we we released a preview on social media about the upcoming Base building and all the and the suit lockers and and these gorgeous you know lockers where where you can just display your full
Watch at 00:12:01 ↗last presentations at last year's CitizenCon, where uh we we introduced uh the upcoming uh player uh base building uh stuff. There's a whole There's a whole Not the whole presentation, but a big uh chunk of that presentation
Watch at 00:43:06 ↗because uh power generators right now create energy out of thin air and especially when we go forward to Base building um we can't do that anymore so we need a we need a resource that is actually consumed over time
Watch at 00:20:23 ↗with those other teams like the gameplay teams we talked about they might be coming online with a feature like Base building we we need to support that as well so it's sort of a balance that one always often dictates
Watch at 00:22:38 ↗could then transition onto the features that are really more specific to Star Citizen like cargo like Resource Network like Base building like the the features that
Watch at 00:38:53 ↗because that is a new system done with building blocks you won't be able to see the mfds because they are still sort of flash scale form based so they are they are turned off intentionally as a performance uh compromise…distance just for optimization reasons but i'd imagine when they're they're the new building blocks based ones that you'll be able to see not only them but also being able to use them in sort of from
Watch at 00:42:38 ↗have discussions with design right now how we can do that for like if if a player builds a base on a planet for example uh we kind of want
Watch at 00:20:12 ↗style later you know and dial up well it's this this idea of of start with a base and then build on top of it instead of the sculptor approach which start with all this and then start peeling back
Watch at 00:20:31 ↗

