Relayhttps://relay.sc/feed/atom2017-03-27T02:50:54+00:00https://relay.sc/article/question-boxThe Question Box2017-03-25T07:00:00+00:002017-03-25T18:18:34+00:00Errishttps://relay.sc/contributor/Erris Those of us there at the beginning all remember those halcyon days of free-flowing information, of regular design docs, etc…
This is not a complaint against CIG. A ballooning development staff, and a massive audience, have made the same kind of conversations as we had at the beginning of the project impossible. That said, we here at Relay believe we can help.
What this page will do is keep track of questions, good ones, that remain unanswered. We call it the Question Box.
We’ve started the box with a seed of a few questions we ourselves have for CIG, you can read them below. But this isn't just about us. This is about everyone. If you have a question, send it to us: firstname.lastname@example.org
We’ll look over your questions, categorize them, and do the research. If we can’t find a recent answer from CIG, they’ll go in the Box.
At the bottom of the Box is the answer portion. It’s where questions we’ve got answers to will go. These can be answers that we ourselves have gotten from CIG, or ones you have. If you get an interview, or go on a tour, or happen across a CIG dev at a Bar Citizen, you can use our list for some well-curated questions, then let us know the answers. We’ll put them on the page, and we’ll credit you.
We hope that this can be a tool for the whole community to help better understand where Star Citizen is, and where it’s going.
That said, welcome to the Question Box. Question Box
What is currently holding back Squadron 42? What is currently holding back 3.0? What will be sold for cash post-launch? What is the minimum # of players per instance you will accept at the launch of Star Citizen? What is the minimum # of systems you will accept at the launch of Star Citizen? How will entire planets be filled with interesting, unique content? (i.e. the No Man’s Sky dilemma) At what point will Concept Ships stop being sold? How many weapons (ship and personal) will there be at launch of SQ42? Star Citizen?Are there plans for an in-game browser, so pilots can distract themselves on long trips?For long voyages, could you take public transport, log out, and log-in the next day at your destination?Has there been any further discussion about how food / drink will be used in the game?Will there be fishing? We know that SQ42 is likely to have sequels. Will decisions made in S42 transfer over to those sequels? Will characters opinions of you persist? If you have a larger ship (Endeavour, Idris, etc...) is there any likelihood of calling down supply drops, for ammo, food, equipment, etc...? We haven't had a Design Doc in a long while. When is the next one expected, and will the old ones be reviewed anytime soon? Will there be a traditional MMO style colour-coding of rarity of items? Are there any plans for the ability to move your character from the companion app? i.e. organize during the day to play with friends, choose a meeting point, everyone uses their app to take public transportation to that location, possibly also to ship a ship there. Will we be able to import our own music library into the game, or allow the game to access either our own local libraries, or a cloud-based service such as Google / Amazon music? We know previous technical hurdles at times put the future of the game in doubt, i.e. 64-bit implementation. Are there any of those large technical hurdles left, or has the tech or the game mostly been sorted? How will alien communication work? We know the alien languages are being created for the game, but how will we interact with aliens who speak them? Subtitles? Babelfish? Can we hire translators? As each of the questions above gets answered, they will be moved below, with the answer and the source. As more questions get added, they will be added to the list above. Answer Box https://relay.sc/transcript/happy-hour-march-24th-2017-summaryHappy Hour: March 24th, 2017 Summary2017-03-24T18:55:00+00:002017-03-24T20:09:03+00:00CanadianSyruphttps://relay.sc/contributor/CanadianSyruphttps://relay.sc/transcript/around-the-verse-what-is-mega-mapAround the Verse: What is Mega Map?2017-03-23T21:50:00+00:002017-03-23T23:37:27+00:00CanadianSyruphttps://relay.sc/contributor/CanadianSyruphttps://relay.sc/transcript/citizens-of-the-stars-episode-8Citizens of the Stars: Episode 82017-03-20T22:00:00+00:002017-03-21T00:04:24+00:00StormyWintershttps://relay.sc/contributor/StormyWintershttps://relay.sc/podcast/relay-station/relay-station-episode-14Relay Station: Episode 142017-03-20T12:27:40+00:002017-03-20T12:27:40+00:00Errishttps://relay.sc/contributor/Erris INFORMAGEDDON!INFOCALYPSE!Seriously, there's a TON of info.Thankfully, Erris is joined by Nehkara, Shiver, and the AutoDJ from over at thebase.sc to help cover it all. And, despite a few crashes of the OBS software (due to SO MANY GIFS), they manage!That said, thanks go out to zecumbe over on Reddit for putting together all these gifs from AtVObject InteractionMed-kit + Cockpit InteractionMale Locomotion (smooth start/stop including momentum)New Light RIG animation (amazing face/character model)Reload Animations + Male&Female Combat Stance (planet view included)Weapons + Combat Stances (includes railgun)OldMan (Mark Hamill) AnimationsSpace Station DesignPlanetside Outpost Design ModularityPlanetside Outpost DetailPlanetside Outpost Detail shading/wearNebula JumpNebula ArrivalConstellation thrusters animation + Damage StatesFoundry42 Manchester Office - 201 staffDragon-fly + Ursa RoverStation ModularitySpace Station Modularity IIStation Modularity IIIHomestead Station Modularity IVFakeEnding Credits NPC detailMisc Razor cockpit entrance animationHull-C Interior + folding animationJavelin Bridge + InteriorJavelin Cargo BayJavelin Gravity Generator RoomJavelin Mess-HallReclaimer overview+detailReclaimer exterior detailReclaimer outside overviewReclaimer insideReclaimer inside IReclaimer inside IIReclaimer inside IIIAnd, if you'd like a quicker, more streamlined review of the news, check out the Relay Replay! https://relay.sc/podcast/relay-replay/relay-replay-march-19-2017Relay Replay: March 19, 20172017-03-20T12:27:00+00:002017-03-20T12:27:55+00:00Errishttps://relay.sc/contributor/Erris Lots and LOTS of content. The full summary is coming up, but if you'd like a more in-depth look through last week's news, check out the Relay Station!
And with that, the news!
Q: Will items and cargo on planets be in a visible storehouse?
A: Yes, you’ll be able to see the crates and boxes of the things you can buy. If you’re on a planet and there’s a huge amount of inventory, you’ll get a visual representation of what that warehouse, TDD or broker area offers and this will run on the same system as the shops. There will be practical limitations such as ship shops and larger weapons, so there will be samples of the smaller weapons and the bigger ones you will pick the size you want off an automated kiosk. Q: What are the plans for loading cargo on bigger ships? Will it be manual, using specialised ships like the Argo, or automatic?
A: It won't be ‘click a button and you're done’. It will take a significant time to unload and would generate missions for NPCs and players. The current design is being iterated as it works well for smaller ships but doesn't scale so well. The goal is at bigger ports there will be loading and unloading services (players could even take on that role) but at smaller ports the crew may have to do it themselves. Q: What’s in store for salvaging? What’s it going to be like?
A: Salvaging is broken up into two parts: One is salvaging functioning modules and repairing them to a state for sale or use, second is salvaging metals and such for raw resources. Players who are experts at salvaging a ship will know where to look to salvage the expensive stuff first and possibly just leave it at that whereas some players may want to dismantle and entire ship, but that takes more time and other factors could come into play such as being attacked if you’re not careful.The damage shader system is being reused for salvaging since it works so well and repair will be the inverse of the system so they’ve been planning ahead when creating certain tech for the gameQ: In both cargo running and mining what types of hazards can we expect?
A: Besides your normal age and wear and tear on ships that you’ll have to maintain, there will be things you will encounter such as meteor showers, comets, micro black holes, derelicts, etc. These can all have their own potential dangers but also come with great benefit to you if you sell this information to the right people.Q: How will environmental persistence work? If I blow out a window in Port Olisar, will it magically get reset after a while?
A: So the road map for the year is to include more and more persistence. When it comes to breaking a window on a space station and staying there, yeah that will happen, but they want to balance that and not have someone break open a window and killing hundreds of people in a common area for example. If you land a ship on a planet or station, it will stay there because of its priority, but things like shells and debris will fade away over time. NPCs will also be responsible for the upkeep of the world so the minor stuff or cosmetic that doesn’t warrant a mission like knocking over a trashcan and spilling garbage, a NPC will come over and clean it up.Q: Clarification on loading/unloading, manual or automatic or both? Long term goals?
A: You will have the option of loading a ship manually or automatically, but that may depend on where you’re at and what size of ship. A very large ship may have automatic loading as that’s what normally would happen whereas a smaller ship landing at a remote location would have to unload by hand. Long term they hope to build more devices to help players move objects around for loading and other purposes. Q: Will we be able to move fluidly between professions? Or will we have to requalify?
A: Yes, you can move fluidly between professions without having to requalify if you come back.Q: With the recent progress update on the Prospector, is it safe to assume that we will have ship based mining to some degree with the launch of 3.0?
A: They are trying to do a version of some basic mining in 3.0, as when they first talked about 3.0 they had originally had a much simpler set of functionality and features they were going to do. Once they sat down, they ended up with four or five times more systems and features than they originally were thinking, so it won’t be the entire mining experience but will give players a lot of interesting gameplay. Q: To effectively perform a job will we need to qualify for them by earning a certain amount of rep or will it be as easy by having the right kind of ship?
A: If you’ve got a ship that can take cargo you can do basic cargo missions. To get more lucrative, interesting missions you’ll need to build your rep up with a Merchant’s Guild or Cargo Broker or the like. So, you need to prove your mettle and get a certain rep to move onto more interesting missions.Q:Will there be an autopilot in ships traveling from point A to Z that will allow me to get up and move around?
A: Yes, if you’re solo there will be an autopilot function that can stop you from hitting something in a simple point A to point B trajectory. If you have crew, you can tell him to take the helm and they will operate at a higher level such as stopping, evading fire, escape the area while you head back from where you are in the ship.Atv
Chris Roberts is back in the U.K. for several weeks.Community Team members will be appearing at South by Southwest convention as well as several members of the Austin studio will be hosting a panel on Saturday to talk about the Evocati, Issue Council and more.The end of ATV Features a sneak peek of in progress work on the MISC Razor, Javelin, Hull C, and ReclaimerStudio Update
The office at Manchester has grown to 201 employees with an additional 9 employees at their new Derby studio which mainly handles facial animations and SQ42 body animation supportSince the year began they’ve hired an additional 22 employees and have expanded to an additional floor giving them another 76 desk spaces.Programming Team has completed sprint two of the player interaction system to enable better interaction with objects and interaction with objects for the inner thought system.Mission system is on sprint three and new tools are being used for setting up missions for the PUWith the new system it can scale much larger than before and with the Soled editor they can visually put together system maps to increase productivity.Two sprints of locomotion has been completed with blending walking to a full run and back again, also improving AI pathing for close quarters for vastly improved logic.Graphics Team has been improving and optimising lighting, specifically quality and accuracy. Networking finished off the serialized variable which helps reduce needed bandwidth for PU.Also finished new message queue for more stable packetsFinishing the multiplayer megamapAnimation Team has been busy with weapon animations of all kinds and work on the P4AR, P8SC, P8AR, Devastator shotgun, Railgun, Gallant and Arrowhead.Previs work on oxygen and stamina sprint.Feedback for female rig to lockdown final posing.No weapon locomotion pass, stop/sprint update, prone combat animation pass.Facial animation work ongoing at Derby for Squadron 42Concept Team has been working on the Aegis Reclaimers interiors.Second pass on weapons to improve reload visuals and detailsShip weapons also being worked on.Many concepts for PU and SQ42 environments such as planetary landscapes, habitations, landing locations, space environments and space stations.Environment Team has been working on the truck stop experience and planetary service outposts are finishing their initial art sprint with base building set being complete.They’re also working on creating a system to integrate the modular elements of base building with architectural terrain elements into a system that’s much faster than hand placing consistently.Visual Effects Team has been working on supporting planetary environment effects such as atmospheric flight effects and modular procedurally generated surface spaces.Work on damage and thruster effects for the Constellation Aquila.Further polish to ballistic SMG weapons.UI Team has been busy with new front end UI for SQ42 and the PU.Work has progressed on the new kiosk shopping interface to make sure it works in all locations and shop types.Also improvements to ingame UI when walking and in ships.Audio Team has been supporting all the sprints and have been busy with fixing performance issues and tool improvements.New audio for the Dragonfly, Connie Aquila, Prospector and Buccaneer.Also work on music composition for Squadron 42 and the PU, speech processing and fixes to weapon audio.Also final foley work for noises being accurate depending on different material types being hit or stepped on.Behind the Scenes: Level Design
Star Citizen level design is not the traditional made-to-order type of process, but one that relies upon modularity to build archetypes for the extreme number of locations to be built while keeping the feel of repetition lowCIG does this by not only using tile sets, but by grouping these into larger entities like rooms all with a neutral feelThese neutral tile sets are augmented with their content, different architectural styles, tech levels, age and damage, cleanliness, activity and demographic locationThese work together to provide a uniqueness to each locationAndreas and other level designer started about 18 months ago, now more resources are becoming involvedArt is working on how it can be done from an internal and external perspective; how to give things have a unique silhouetteA Tech Artist/Code is working on a tool which can generate random locations that can be played and tested building up the tools, the library of rooms and props, and the pipeline so they can ‘flip the switch’The process:A flow chart will be used to indicate where rooms are supposed to beApplying a seed to the flow will generate a locationThe same flow with different seeds will generate many different locationsIt will be possible for a level designer to generate 20 to 30 layouts a day, however each still has to be tested and verifiedOnce they start producing 15 to 20 different truck stops they can see where the repetition is and work to reduce thatThey should have enough archetypes the player should be seeing the same areas over and over againIn the white box phase: Artists are breaking down the tilesets for satellites, planetary outposts and truck stopThe system is intended to build out the lower and mid tier space stations: They will still have bespoke layouts like Grim Hex, Hurston, Area 18, etc.In the future they would like to see if the system could be used to build a city but that's not its real purposeThey want locations to feel real and believable, places where people live/work for months at time, rather than a gameplay spaceHappy Hour
There we go! The show is now live! Today's guests are L.As newest Community Manager, Tyler Nolin. Andrew Fernando from QA, and community Twitch streamer Gritspitter.Today they're going to start off with some Star Marine. Also playing with them in J.J, their Cinematographer who’s responsible for their broadcasts.[Delta Patcher update?] No ETA right now, but they're still hard at work on it.[Tyler Nolin, What did you do before becoming a Community Manager?] QA in Austin, he had a good experience starting off there and learned a lot about the game and tools used.[Spaceships in 2.6.2?] There will be spaceships (No there aren't any new ones)[Jedi or Wizard in the Harry Potter universe?] Jared says Jedi.[Super important question: Are you going to add space sharks?] No. [Space Whales?] Nope.The next Gamedev Happy Hour will be a more visual scripting episode, think more Bugsmashers like.[Can the engine support Gundam style suits for a total conversion mod?] The game won't have it, but if you have the skills, go for it.[Did Chris approve the spider to be put into the game?] It hasn't been put through that process which is the pipeline so it's currently sitting on a pile with the other concept waiting for review.[At which point will orgs be customisable in-game? Able to set ranks and budgets, etc] This Sunday(or next) they'll talk about that. First it'll go to Spectrum, then when it's relevant it'll be put in game.[Do you like Pineapple on your pizza?] Jared: It's damage inside of your head for thinking that.[2.6.2 to the PTU?] The plan was originally to get it to Evocati this week, but there are a few bugs to track down before that's possible.[Can the Reclaimer scrap a ship with people inside it?] Jared: I don't know, you'll have to find out and tell us how it went[Private servers?] Too soon for an answer on that right now. When the main game is finished or close to, then that becomes a more relevant question. It was a part of the original Kickstarter, but it's too soon to answer that how they'll work.[With VR being harder and harder to implement with UI changing, is it still being considered?] Will Maiden has a great post on the forum talking about that.[What is your plan for the game, what will you fly, what kind of occupation will you pursue?] Tyler Nolin: He wants to fly a BMM and become a smuggler.[Will extra game packages give us an extra character slot, or will we have to have a separate account?] That's still something being figured out right now.[When is the next concept sale?] No exact time locked down yet, but keep an eye on a thread in Spectrum where they will announce it when it's ready. They'll give a week's notice when they do.[More love for Medical/SAR] Once the Cutlass Black rework is finished they'll move onto the Cutlass Red and Blue.[From yesterday’s ATV we saw modular stations that will populate a vast majority of the universe, will we see non-human outposts and stations?] You'll have to find out down the road. https://relay.sc/transcript/happy-hour-march-17th-2017-summaryHappy Hour: March 17th, 2017 Summary2017-03-17T18:57:00+00:002017-03-17T19:59:17+00:00CanadianSyruphttps://relay.sc/contributor/CanadianSyruphttps://relay.sc/transcript/around-the-verse-1Around the Verse: Level Design2017-03-16T20:17:00+00:002017-03-16T22:25:30+00:00StormyWintershttps://relay.sc/contributor/StormyWintershttps://relay.sc/transcript/star-citizen-community-the-1-years-tradteam-interviewStar Citizen Community: The 1 year's TradTeam Interview2017-03-15T19:00:00+00:002017-03-15T14:58:38+00:00CanadianSyruphttps://relay.sc/contributor/CanadianSyruphttps://relay.sc/fiction/tic-talk-tonight-lonnie-grantTic-Talk Tonight: Lonnie Grant 2017-03-15T18:00:00+00:002017-03-15T05:05:40+00:00StormyWintershttps://relay.sc/contributor/StormyWinters Welcome to the newest edition of Tic-Talk, the transcript that follows is the full interview as conducted by Indira Nooyi with our guest interviewee, Lonnie Grant, captain of the Voyager. Interview was carried out on the planet Cascom in the Castra system on 2947-03-12.
Indira Nooyi(IN): Good evening and welcome to another edition of Tic-Talk, I’m your host for the evening Indira Nooyi and with me tonight is the captain and pilot of a Freelancer DUR named Voyager. Thank you for joining me tonight, Mr. Grant.
Lonnie Grant (LG): Thank you for having me on Indira. I love your show.
IN: Thank you. Now Mr. Grant, you just recently discovered a new jump point, would you please tell our viewing audience a little bit about how you came to discover it.
LG: Well you see Indira… it wasn’t really the most clever way to discover a jump point. It occurred to me that for the size of the system, Castra has an inordinate number of jump points… I think there were 5. It occurred to me that this concentration might be significant so I started scouring the outer rim of the system with my scanners. After a few days I got a hit on my jump scanners.
IN: And upon closer investigation you found this new jump point, correct?
LG: Yeah… it took me awhile to triangulate it but eventually I got close enough and she just opened up in front of me. They’re a beautiful sight, jump points. They’re all different… have their own character.
IN: Did you immediately travel through it following discovery?
LG: It’s always a nervous thing, you know? Plenty of explorers have vanished forever after attempting a new jump point. I guess that’s a long way of saying that I took some time... Wrote out messages for my family and friends and left them in a buoy before I ventured inside.
IN: And what did you find on the other side?
LG: Well first of all, this particular jump was pleasantly simple to navigate. Some of them can be really nasty. Either way, on the far side I discovered a red dwarf star with 4 major worlds orbiting, along with many other smaller worlds of course.
IN: A brand new system then?
LG: Yes! This is a fresh jump.
IN: So, with that being said this opens up several possibilities to you. What do you see yourself doing with the jump point coordinates? Are you considering selling them to the military or off to a scientific research facility maybe?
LG: My plan is to sell the coordinates to the UEE’s exploration and colonization division, and then return to the system to continue my work exploring the worlds it holds. There’s a lot to learn!
IN: That would make you a very rich man, Mr. Grant. Why continue to work and explore when you could retire and live the rest of your life in ease and comfort?
LG: Honestly for most explorers… there’s a drive to keep pushing the edge of our knowledge and it doesn’t go away with a full bank account. I will always be most at home on the fringes, searching for the next horizon. Might have to update some of my equipment though!
IN: Indeed and you will have the funds to do it. With this being a new system, I know that there is always a push to find new habitable worlds for humanity to colonize. Does this new system have anything that sets it apart from the rest?
LG: So this is kind of interesting… This is a tiny star so the worlds orbit close. One appears too close, probably too hot. The furthest planet seems outside the habitable zone… although perhaps some extremophiles could live there. Once again though this is the long way of saying that the middle two planets appear habitable. One is about the size of Earth and has large oceans covering about 80% of its surface. The other one is smaller, about the size of Mars, and has limited water - maybe 20% ocean - but appears to support abundant life regardless. I haven’t taken any detailed scans yet… the new equipment would be right up that alley - help me get better quality scans.
IN: So, at least two habitable worlds, your find might be more valuable then you consider it to be. If people were to move there today, what would they be calling this system? Do you plan to name it or leave that up to the scientists?
LG: Well Indira, you have to understand that it is rare in an explorer’s career that they find anything of really major value. Comets, lucrative asteroids, small black holes… these are common place and enough to keep you going but new star systems are really the dream. I have thought of a name and I will be submitting it, with your approval. I do love your show, so I was going to name the system Indira.
IN: Wow, I don’t know what to say, Mr. Grant. I’m very flattered. I only hope that whatever name you choose does the system justice. Sounds like you’ve found yourself a small little paradise. I sincerely wish you luck on your next adventure and again thank you for joining me tonight and sharing your story. Maybe it will inspire the next generation of explorers to go out there and find their own jump point. I’m Indira Nooyi and this has been another edition of Tic-Talk, thanks for joining us and see you next week.