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25 results for “base building”
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 ↗this there will be permissions available and you can assign roles and tasks ultimately Base building can be your main gameplay Loop or a supplementary one depending on what it is that you value on that final note I would like…thank you on behalf of the crafting and Base building teams we've been very excited to share with you some of the work so far and the vision we have for these systems but before we go we have
Watch at 00:51:59 ↗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 ↗their resources that they need carry on their day that's the really important thing here is that all these Base building vehicles have enough storage on board to supply your drones obviously if you're going to build a million things…going to be doing endless cargo runs initially to build your foundation your base you'll be able to build your base and have storage on that eventually but these all get you going in the short term so let's have
Watch at 00:08:23 ↗this is obviously the original concept for the Pioneer now some time has passed and whilst The Core Concepts of Base building have remained the same at a high level how you physically build your bases has changed slightly so back then…would fly your Pioneer you this is the area I want to build in I'm going to build my base on board the ship and I'm going to drop it down as you've seen bases are a lot more
Watch at 00:19:24 ↗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 ↗kisber I'm the lead environment artist on Base building structures now that we have an understanding of the fundamentals of crafting thanks to Jacob Thorston we can explore how crafting is the foundation of Base building up until now everything
Watch at 00:24:24 ↗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 ↗systemic feature the technology allows us also to take further steps into the crafting profession as well as in the base building where both are related to each other bases built by player will also form resource networks and come with
Watch at 00:22:55 ↗systemic feature the technology allows us also to take further steps into the crafting profession as well as in the base building where both are related to each other bases built by player will also form Source networks and come with
Watch at 03:03:04 ↗build there's different sizes of them that support buildings from decorations armor weapons components and even ships so like Base building mode you need blueprints resources to craft what you want everything fabricated is produced from a it produces a physicalized
Watch at 04:24:30 ↗build there's different sizes of them that support buildings from decorations armor weapons components and even ships so like Base building mode you need blueprints resources to craft what you want everything fabricated is produced from a it produces a physicalized
Watch at 00:34:24 ↗limitations like Dave was talking about is at the base building blocks for the person generation are going to be relatively similar so they told us to think more about will be like a rebranding color and stuff but the base architecture
Watch at 00:08:51 ↗buildings and let's add a drag one to the mix over here so that's going to be the base building that everything is dressed around that's going to be the the center point of this location the cool thing
Watch at 00:03:16 ↗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 ↗ocean mesh and just displacing it up to the river and instead building specific river mesh sections around the river. This means that we can have far more control over the shape of water, and we can use our own specific river…Morgan. I'm tools programmer from Planet Tech Team, and now I'm going to talk about Rastar. RASTAR: A BASE BUILDING TOOL
Watch at 00:07:26 ↗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 ↗heavy ship could do every type of you know combat and can mine and you know who could do everything build bases then suddenly end up with a lot of ships which basically just exactly the same with with no head
Watch at 00:22:55 ↗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 ↗from the stream um but anyway I hope you guys like this morning there was the base building and the crafting the ships you'll be able to do it I mean for me the ability to sort of create your
Watch at 00:00:49 ↗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 ↗variety of gameplay and as we add more game systems more guide types are going to get added too and Base building is a great example of that which is a little teaser there for tomorrow no teaser your tease
Watch at 00:29:23 ↗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 ↗

