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Roberts Space Industries · transcript archive

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191 moments across 74 videos

  1. internal concept artist and has done some really great stuff so he did the Vanguard for instance he did the Carrick uh has done uh the um the uh the p72 which we're setting up as a eraser

    Watch at 00:04:05
  2. just three four people and you know hundreds of people maybe not all hundreds of people in exactly the same instance at the same time but um you know a bigger scale conflict where you know people are U you know bringing

    Watch at 00:13:42
  3. people then we would just have to make a decision of do we keep the fleet together put in another instance or do we split it up um and we haven't really decided how that would work yet um on that

    Watch at 00:24:07
  4. whatever you want to call it that is where we're bringing in all the new game mechanics. So, for instance, when we have uh the Voxil asteroids up and running and we could mine them, we would start spawning

    Watch at 00:08:58
  5. would think at some point maybe we would have those sort of scanners put in there like for instance if you're in the reclaimer and you're looking for debris you probably would have a scanner that would look for sort

    Watch at 00:20:56
  6. make sure that you know where people are building things that like make sense inside the world like so for instance uh you know someone could just build a ship with like you know 500 death guns on the front

    Watch at 00:28:58
  7. sort of landing pads um that are for one ship or maybe two ships that are sort of instanced or not. So uh but that's all sort of stuff to play around with. Again, this is one of the really good

    Watch at 00:16:09
  8. ship versus sort of you know an a gus um Retaliator for instance um then right now we don't necessarily have plans for that because that would be sort of more speech synthesis so at the moment uh you know most

    Watch at 00:17:34
  9. universe constantly with their movements and actions tracked in a limited fashion will they be randomly generated as players enter instances zones how will this calculate into the economy emission system we actually have a full universe simulation that runs

    Watch at 00:07:13
  10. money to someone and they instantly have it if they're on the other side of the Galaxy like for instance if I was going to uh trade one of my ships and it's an in-game ship um I would

    Watch at 00:04:08
  11. possibility of having sort of um servers in the same data server all working together on the same area or instance and essentially sharing the workload of simulating that area and sharing the workload of telling their the clients they are resp

    Watch at 00:19:24
  12. talking about piloting a ship um or Manning a station in general uh like light armor so for instance if you're flying The Hornet uh you probably need to have sort of flight suit of light armor potentially in a bigger

    Watch at 00:13:38
  13. with that so uh but anyway uh just a couple of things when I was off in packed ta for instance we had some cool stuff like so this is uh from um total immersion roleplay which uh is you know another

    Watch at 00:02:23
  14. probably have has at least as many they just haven't to be attaching extra things so like for instance a good example would be the Orion which we just had and was in a previous question but you know you could

    Watch at 00:12:00
  15. plan for when players meet with each other um you know we have some stuff in Squadron 42 like for instance uh Retaliator docking

    Watch at 00:04:07
  16. package will there be a benefit of using one of your characters as a crewman instead of other NPCs for instance will your character's wage upkeep cost be lower than the other NPC crewman so the way that we've been

    Watch at 00:12:06
  17. flying around in the area so if you say we could fit 50 people or 100 people in one game instance it's um you know unlikely that would let you fit 50 or 100 of them all being your friends

    Watch at 00:14:31
  18. human universe in Star Citizen. All right, Marius asks, will there be missions designed for more than one ship? For instance, the same job offering a cargo delivery mission that also requires an escort ship. Yes, so definitely there very much could

    Watch at 00:04:08
  19. know some of these things would you know help give you a bit of a you know like for instance you you don't shower for a week well then you know maybe someone would make a face as you walk

    Watch at 00:07:14
  20. rolling out uh you know from the first person uh shooter tip to the the first sort of instances of the p to ultimately uh you know the multi Cru ships which you know

    Watch at 00:03:14
  21. gives you a shortcut or whatever so you know they're necessary you know like for instance like a info Runner that' be why you'd have a small you know fast ship versus a big slow well armed ship

    Watch at 00:12:55
  22. they're great at combat. They can hide behind cover. They can try and flank you, but anything beyond that instance of combat, they've got no sense of what, you know, what's their goal today? What's their goal this

    Watch at 00:10:23
  23. transportation of ships be handled? For instance, uh, if I am a trader and I want to bring a few hornets to sell in a war zone, will they be transported in parts allowing them to fit in my cargo or they

    Watch at 00:14:29
  24. towards that um you know as far as uh um the current ones like the Hornet tracker for instance we'll have uh the ability to do some of this

    Watch at 00:02:26
  25. economy simulation to um sort of the matchmaking servers the system servers the persistent Universe database and all the game instance servers so what it's going

    Watch at 00:17:54

Transcripts come from YouTube’s automatic captions, so they are accurate on ordinary speech and rougher on Star Citizen jargon. Search matches words rather than meaning — a phrase nobody actually said will not be found even if the idea was discussed. Timestamps link to the official videos on the Star Citizen channel; nothing is rehosted here.

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