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10 for the Chairman: Episode 76 Written Monday 1st of February 2016 at 03:06pm by CanadianSyrup

Hello Citizens! It’s another 10 for the Chairman check out The Relay’s transcript. Transcript by CanadianSyrup, Shiver Bathory, Sunjammer, Stormy Winters, Vanisher TLDR(Too Long; Didn’t Read) [2:41] Q: What games influenced the design of SC...

Hello Citizens!

It’s another 10 for the Chairman check out The Relay’s transcript.

Transcript by CanadianSyrup, Shiver Bathory, Sunjammer, Stormy Winters, Vanisher

TLDR(Too Long; Didn’t Read)

[2:41] Q: What games influenced the design of SC?

A: SC takes some elements from other popular online games such as World of Warcraft, EvE and DayZ. The objective is to make SC feel like a living universe and keep players invested in the game by the use of and tweaking of various mechanics from other games.

[9:48] Q: How will docking with other ships work?

A: Our thinking is that bigger ships with standardised airlocks would be able to do docking and the smaller ones may or may not be able to. It may also vary by manufacturer. In short it is still being designed.

[11:19]  Q: Will there be enough time to actually repair a larger ship during a fight?

A: Yes, it’s a balance issue which is being worked on but it requires the multi-crew experience to be polished and balanced before the repair systems can be implemented properly.

[13:14] Q: Are there any plans to populate the space/night sky with celestia lobjects?

A: Yes. Longer term we will generate the “sky sphere” or “space sphere” from the data in the Starmap.

[14:00] Q: How heavy will the bandwidth requirement be for Star Citizen?

A: Up until now it has been about performance rather than bandwidth and we’re seeing the effects of it in certain cases like players splitting up and going to several comm arrays at once and causing the server to bog down. We’re using the Dead Reckoning system which means not sending data that isn’t needed, along with other systems and refining them to ultimately have scalability in the future. The impact on bandwidth won’t be major, but performance on servers and clients is our big focus right now and later on we’ll continue to optimize the network code with a more careful eye when things are looking good on performance.

[18:50] Q: Will we see relative and nonrelative targeting modes for turrets?

A: We already have two modes for turrets although it was broken for a time it appears to be working again. That said we are working to improve turrets so that you have more better UI, better tracking, more information, faster turrets, more natural control, etc. Manning a turret should be fun and you should be able to be effective!

[21:57] Q: Music in ship like the Cutlass Commercial

A: Yes, though it’s not a high priority but will be implemented farther down the road after things like VOIP and mood music.

[23:04] Q: Current plans to continue FPS on Crusader map. Thoughts on continued development of Arena Commander.

A: Star Marine/Arena Commander of facets of the overall game. Both will be used to hone your skills for the Persistent Universe. Waiting for everything to be properly polished before enabling it, nothing has been thrown out. Both will be supported but are less important than delivering the main experience of the Persistent Universe.

[28:47] Q: Is it planned to expand the ‘use’ prompt to more things.

A: Yes, there will be a lot of options based on the environment and certain prompts that will dictate how you are able to use an object in the environment. It will be rolled out, hopefully, in 2.3 or 2.4 with Item System 2.0.

[33:26] Q: Could we have a system to create a character’s face on the website similar to the Star Map?

A: The generator is very heavily tied into CryEngine so it would be extremely unlikely to be released in that way. It’s also highly unlikely that it will be released as a stand alone module but it isn’t entirely eliminated as an option.

Full Transcript


Chris Roberts: Hello everyone! Welcome to another episode of 10 for the Chairman. Just a cool thing before we start. This a very cool poster that was brought by Adrian, Adrian is the very talented Artist that does the Hunter comic that you guys know about so anyways, just visiting here from I think knoxville tennessee right? Anyway just he came by to say hi and drop this off, very cool awesome, thank you so much and the comics, cool sort of post them online as well and stuff. That’s cool, I quite like that.

This is 10 for the Chairman for those of you who don’t know this is where I take 10 questions from the community and answer them to the best of my ability. Not just specifically from the community, but from subscribers. Subscribers are the subset of our community that contribute money every month to allow us to do the enhanced community content that we do on Star Citizen which would be this show, Around the ‘Verse, Bug Smashers, and a whole bunch of other impromptu video content as well as sort of the posts and background stories we right.

We have this monthly magazine called Jump Point which is somewhere around 50-70 pages of content about what we’ve been doing during this particular month of the development, showing ships we’ve been working on, background and design pieces, some fictional setting stuff. All that is made possible by subscribers which is awesome so thank you guys for the general community that’s shown a whole bunch more enhanced content so thank you and that’s why I answer 10 questions here.

This is my last sessions back over to the UK for work within the Foundry 42 office. We’re deep working on everything basically, not just Squadron 42, but also Star Citizen in general. Actually this week we had Tony Zurovec was out here last week and this week and we had a whole bunch of other people over from the UK as well as some people from Austin and we were doing general planning stuff while I was over here mostly for the Persistent Universe in Star Citizen. The previous weeks I was in the UK where we were doing planning stuff for Squadron 42, now back to Squadron 42 stuff next week and PU stuff too and I also be visiting Frankfurt. Chris is a busy person in 2016, lots of travel. Alright, now to the questions.

[2:41] Sansight asks: You’ve described your vision for this game quite thoroughly and the outpouring of support means we agreed. Your experience with previous games seems to influence SC’s design quite a bit, but as far as the MMO experience, are there any specific games that you’re drawing inspiration from? For example, I really like the way this functionality  worked out in this game… or this really didn’t work well in this game, we are going to avoid that at all costs!

It’s kind of hard to say because on the sort of online MMO side I played a whole bunch of them I’ve always found it very hard to really get into it say in the way people spend years playing World of Warcraft and I think partly it’s a, I sort of wanted the world itself to feel more real. One of my biggest complaints with the old school MMO’s or rows with Everquest onwards I felt like everything was a bit of a theme park world and the world seemed very static. You would venture round, you would go to the castle and kill the evil demon and everyone else was going to the same castle, killing the same evil demon and it didn’t feel like it was a real world as much.

So one of the big goals with Star Citizen was to try, and we’re still obviously working pretty hard on this ‘cause we’re not there yet but to build a world that’s more emergent, more dynamic and feels like it’s got persistent places, locations, characters and you felt like you could be part of the fabric of it and your actions potentially could have some impact on how the world, or the story universe unfolds during your playtime and I felt like i’m not really seeing the bigger online games being able to do that.

There’s elements, EvE actually on its side actually has some really nice stuff in terms of allowing the players themselves to generate a lot of the drama and therefore the content for the game and that definitely is partly an inspiration that happens in Star Citizen just in terms of making it player centric. So not necessarily of all the EvE mechanics but I do think it’s really good to have your playerbase generate a lot of potential action and drama and missions. You can even see it right now in 2.1 if you’re flying around even though we don’t have that much stuff going on and there’s some basic missions, players themselves are almost creating missions out of nothing. “Oh look i’m stuck out here at Port Kareah can someone come and rescue me and take me back to Port Olisar?”. That kind of stuff is great because the actual actions of the players cause other, can cause other things or other players to respond to them in certain ways or do certain things.

So very much the focus of the structure of the Star Citizen Persistent Universe is how to push that, how to get people to play together and do things together or how they could be in potential opposition or in opposition to NPC’s and their actions will cause reactions. I think doing that will create a much more dynamic universe and something I think that we won’t be overwhelmed with trying to provide content for.

We can never keep up building new scripted content to keep up with the demand of how quickly people can play through the content. I think that’s the lesson you’ll see if you look at World of Warcraft. The new expansion comes out everyone re-ups and now they’re back up to ten million people playing it, they blast through all the content and bam it’s back down to seven million or six million people playing it. You see that as a pattern in the more, the older school MMO’s. I don’t think you really see as much of a pattern in EvE which is a bit more dynamic. That definitely is one of the fundamental ideas in goals.

In terms of play style I definitely like you to earn the rewards you want in the game. So if you think of Demon Souls, i’m going to use this as an example. That’s a pretty unforgiving game but when you actually achieve something you really feel like you achieved something because it was hard to get there and you risked a lot when you got there. I think that’s another longer term goal that I want to make sure is for Star Citizen you don’t feel like everything’s just given to you and everything’s easy. You feel like if you’re going out to earn some money on a dangerous mission you can earn some really good money but also you’re really risking a lot when you do that. I think that combination of that really works well with this reactive sandbox design . To some extent DayZ had a bit of that where you died, you died, you lost everything. So people really were,  It’s the emergent player behaviour that came from that was fairly interesting. I’m not sure it would necessarily is going to be anywhere close to as harsh as that but it definitely highlighted the fact that, the advantages you can get from permadeath in terms of people feeling invested in what they worked for.

So all those things have bubbled together into what I want to do with Star Citizen and I also want to make sure  the world feels alive. Which is why we have this ninety-ten rule of AI NPC’s to players is yes I want you to play with your friends, I want you to engage or interact with other players but we need a living universe you can’t be one hundred percent dependant on other players to provide that. so having ninety percent of your population be AI means that as you move around this universe there are traders going about their trade runs no matter what, pirates doing pirates no matter what, mercenaries protecting people or escort missions, or bounty hunters going after people. Miners mining, explorers exploring all this is happening like it would in the real world.

No matter what the playerbase itself is doing. The player base can influence what say these NPC groups do but you feel like you’re in a live world and the NPC’s will react to you and depending on what you do in the same way that maybe the players will and I think putting all that together hopefully will create a dynamic universe that will just feel more alive and more real a lot of the past online games. We’ll see we’re not quite there. I’m pretty encouraged by just the feeling of running around in 2.0 and 2.1 and seeing what players are doing and seeing where it is when we’ve got such a basic barebones in there.

So I know with all these extra things we’re going to layer it in with the detail and fidelity we’re going to do it’s going to be an experience  like no other one. I hope anyway! That’s goal it feels actually pretty good. We’ve got a lot of things to do obviously along the way and to make things like the user experience more friendly and welcoming to the new player but also make sure keep the challenge and depth that the more experienced players and so these are all things i’ve talked about before and that we’re working on and that was a very long answer for this question but it was a pretty open ended question!

[9:48] Calec asks: I was wondering how docking with other ships would work. For example, RSI’s ships have the docking collar extending out to make a secure seal. On the Freelancer though it seems to be more like what you’d see on a submarine. Will for example the Constellation series be able to initiate docking with other ships, while other will not?

So on the docking collar side, that’s something that’s on our schedule we want to get the docking collar together, we haven’t fully fleshed out the design the idea would be to have, in most cases, a unifying telescoping tunnel that can connect to them. Maybe not all ships would have them, so obviously RSI ships like an Aurora could quite easily dock with a Constellation but potentially it wouldn’t necessarily be as easy to do perhaps an Aurora doesn’t dock with a Freelancer: you have to get outside, EVA over and then go in through the airlock of the Freelancer.

So generally we think in most cases the bigger ships with the airlocks would be able to do the airlock docking and the smaller ones may or may not be able to. But we’ve still got to work the mechanics and features out of that so it is hard for me to give a blanket statement other than say that I don’t it is going to be consistent that everything can dock with everything else. So if ships have standardised docking rings then there is a good likelihood that those ships could dock together.

[11:19] Voidhunter asks: We have heard many great things about the repair and items system. My question is during a fight will we have time to do all of the wonderful things? Once a Constellation starts taking damage in a fight, it seems to have about 1-2 minutes before we are dust.

The goal would be to have the repair system and running around doing stuff in the bigger ships have some effect and it really all kind of a balance job. So right now I think the bigger ships like the Constellation and the Retaliator in combat we haven’t fully balanced that and they probably get destroyed and damaged a little too quickly for what they really should be able to do. We need to work, and we are working, on the balancing that, we haven’t finished out the damage stuff we haven’t implemented the repair stuff fully yet so that will also have some impact, because as you’re taking damage if you’re going around, managing to sort of patch up and repair things, then you’re sort of putting back your damage and keeping your ship active longer. So yes maybe if you don’t run around and you’re taking lots of damage your ship goes up in two minutes, but if you managing to seal the leaks or shut down a fire in a certain area of corridor or something, then the ship can last for longer or even maybe last through the fight.

So that’s still an ongoing task as we roll out the repair system and the item system, which will be down the road here. We’re quite far along on the item system 2.0 and a bunch of the functionality like the interaction, which is a question here later about, so I’ll save that answer for that then. We need to balance the multi-crew ship experience, so it is definitely more enhanced when you and your friends are playing and you have someone’s flying, someone’s in a turret, and someone’s running around putting out fires for instance. The likelihood is you’ll last more than 1 or 2 minutes if you are doing that.

[13:14] Cliff asks: Are there any plans to populate the space/night sky with images of far off galaxies, nebula, pulsars, etc?

So the simple answer is “yes, there are plans”.

Longer term we’re actually planning to probably build the, what we call I guess the “sky sphere” or “space sphere” where you see the nebula and all the stuff that, for instance, you can see now on Crusader you can see in the Arena Commander modules, and have that dynamically built from the overall Starmap module. So it gets generated with the stars and the background and nebula off in the distance and that be appropriate for whichever star system you are in.  Haven’t done that yet but that is on our engineering graphics pipeline.

[14:00] Wolf_Frakken asks: In terms of bandwidth required for the game, how good do you plan to make the netcode in Star Citizen? Is it going to be rather lean or will it be more taxing? For example, back in UT99 days, 90KB upload could actually serve over 32 players. Nowadays games like ARK, on the same bandwidth, you could maybe host only 8-10 at best. MMOs also, originally worked with 56k lines but then started requiring SDL or higher connections. Where do you see Star Citizen going?

Our plan is to make the netcode in Star Citizen as good as we possible can and as good as anyone else’s out there. To be honest most of the challenge at the moment isn’t bandwidth in terms of how much data were pushing up or down the pipe, although that obviously when you have a big solar system with lots of people doing things and lots of NPC’s doing things can definitely get saturated.

Although we have made some pretty good improvements with something that’s called the Dead Reckoning system which essentially just means that you don’t send data like say positional update data unless something has changed. If something is just moving at a constant speed in a certain direction, once you’ve established the direction and the speed, you need to not send anymore data unless something changes, so basically you change the deltas and states. So not necessarily the deltas and position because you can already calculate position based on a fixed velocity and direction, it’s really the deltas and states. So if something changes in the delta and state then you communicate it.

That’s really the fundamentals of the Dead Reckoning system which is what we have on our network bandwidth side and we’re sort of right now actually in the middle of a refactor on the system to have a much more sophisticated serializing and aspect system that integrates much simpler and better with the game code on a scalability basis because unfortunately CryEngine and this is pretty much true with every engine out there like Unreal and Unity is you don’t buy off the shelf engines that are really thinking about scaling for millions of players and thousands of concurrent players. They’re built for “We need a 16 player or 32 multiplayer match.” That has very different demands to what we’ll need in Star Citizen and the Persistent Universe.

So we’re refactoring things to scale thing better. Doing things like putting the network communication messaging into a thread doing a better job of it. It is kinda threaded already in CryEngine, but we want to do a better job at it. So that’s all stuff we’re doing, but the really big challenge is the updating of these objects, but not necessarily so much the network bandwidth, but the amount of CPU time it takes to simulate and update the objects and obviously with GPU time to render them.

When you have for example, I think people play 2.1 or 2.0 and if everyone spawns into the game and they all go to one area, well the performance is much better there than if they all went to 6 different areas and 6 different sets of AI all spawn, because what’s happening on the server is it’s running all those AI and all those players and all these different locations. It actually has a very heavy update loop and then why the game can slow down is now the server is now dropping down to 10 frames per second instead of what we want it to be, 30 frames per second, it’s sending less frequent messages to the client and now the client feels like it’s sluggish because it’s not getting enough update or things are rubberbanding.

So there’s a lot of making the updates more efficient, obviously making the rendering better, streamlining the netcode to really only send things that are deltas and making sure it’s like well threaded in terms of communication and making sure there’s good sync points within the update. Those are all the things we are doing because we need to scale it for the size we want. I think we’ll probably try to utilize as much bandwidth as we want, but up until now it’s been less about bandwidth assuming you have a got a proper broadband connection and much more about server performance and client performance.

So we’re focusing on things that will improve that and we’ll be back to optimize the data packages we’re sending over the network because maybe they need to be smaller so we can get more information across. That’s some of the process, but the goal will be to have something that will pass. We’re working pretty hard towards that and there’s a lot of pretty talented folks focusing on that. So there you go.

[18:50] Blade of Akire asks: Will we see mode switching for manned turrets? For example, if the turret is targeting the same vessel as the pilot, then trying to keep the crosshairs on the target from the turret is extremely difficult. Being able to switch to a ship relative targeting mode would allow the turret personnel to make the choice dependent on whether they are targeting the same target, or a different target.

So we do have two modes. There’s the relative mode targeting mode in the turret when you’re flying it which basically has the turret keep its orientation irrelevant of which way the pilot’s flying. Of course it can’t always keep its orientation based on the limits of the turret. And then there’s the normal one where you are basically rotating or pitching your turret relative to the ship itself. So if the pilot turns around 180 degrees your turret will have essentially moved round 180 degrees.

I can’t remember if it is Ctrl+C or Alt+C that switches between the relative and nonrelative mode in the turret, and there probably was a point where it was broken. I’ve seen stuff recently actually on forums where people were like “oh, you can go to relative mode and here’s the thing” so I think that indicates it may be back up and working.

I know turrets for us is actually one thing we’re working to improve so a) that mode needs to be better and will be better; b) turrets need to be more responsive. We’ve been working it, I think you’ll see some stuff in 2.2 that will improve it a bit and then we’ll go forward with that: better UI; having the targets tracking a lot more information for your HUD; faster responding turrets; more natural … if you are using the mouse you’re not dragging it all the time. So all those are things we acknowledge because we actually want to make the turreting, the experience like manning a turret, to be fun and you are pretty effective at shooting people down so you can be effective as a … because multi-crew ships are going to be much more about things like the turrets or their missile loads because they won’t have the maneuverability necessary to get on someone’s tail. You need to counter that otherwise so you’ve got stronger shields, stronger armour; you’ve got turrets that can point in different directions; you’ve got heavy missile payloads that can do damage.

So all those are the things we are working on to make better and it’s been an iterative process because there’s so much stuff to do that everyone sometimes feels fairly overwhelmed. But don’t worry we’ll get there and that will be … one of the hallmarks is meant to be the multi-crew experience where you are on a ship; you and your friends flying it; people are running into the turrets; jumping into a snub nose fighter; running around putting out fires; replacing blown fuses: all working together as a team to operate efficiently in combat. And I think that again will be one of the things that will set Star Citizen apart because that will be done and simulated in a fidelity you don’t normally see, and it should be really rewarding to work together as a team to beat off these attackers or take another ship out.

[21:57] Dj Artyom asks: Is there going to be an option in regards to playing music tracks while in flight as seen previously in the Cutlass commercial?

We already have the ability to play some music when we’re in the hangar and longer term yes, it’s a fairly simple thing to implement, “ok play your music directories, select some tracks.” Not high priority obviously, because we’ve got a lot more sort of basic core game functionality, but longer term yes we’ll probably have the ability for you depending.

Not all ships but I would think that it could be a cool upgrade where you’ve got, whatever you want to call it the iPad or iPod upgrade where you can play music like we saw in the Cutlass commercial. That will be one of the tests for the audio group and UI group that would be behind some of the other more important tasks like the positional VOIP stuff that we want to get working and a really sophisticated mood music system which we’re working on.

[23:04] Shrike asks: You mentioned last week  that the current plan is to continue the development of FPS on the Crusader map and when the time is right, enable Star Marine with the FPS feature suite functionality implemented at that time. Could you give us your thoughts on the continued development of Arena Commander? Is the continuation of space flight development shifting to Crusader map from now on as well?

I best way to think about it, because it does drive me crazy that people keep thinking that Star Marine is a separate game, Arena Commander is a separate game. They are just facets of the overall game, the overall game is essentially what you get when you’re flying around Crusader in 2.0/2.1, that we’re going to be building on from and that idea was going to be sort of seamless between flying a spaceship, running around on foot whether you’re running or just talking to someone.

It’s all from first person, it’s why we call it first person universe. Travels massive distances, millions of kilometers, arrive at your location, get out of your ship, walk around, all going to be seamless. From now on most of the featured development iteration is really focused on the 2.1 sort of Crusader, we’re actually shifting it, it’s going to be… Crusader’s just a small part but really it’s the Stanton system. You’ll be seeing that in the next, not necessarily 2.2 but 2.3/2.4 onwards, it will be fleshed out to be Stanton and we’ll have those distances in there and you’ll be able to travel around areas, then eventually go down and land on some of the locations.

That is where the core gameplay is really going to be fleshed out because that is the PU experience, you behave quite differently in let’s say Arena Commander and you will behave differently in Star Marine then you would in the proper Persistent Universe. Flying around, going from location to location, fighting people because obviously you respawn easily in Arena Commander and you get your ship back. In the real world, or the Persistent Universe, it’s not going to be so easy, you’re not going to be back in the action quite as well and you got to get your replacement ship and all the rest of the things.

So, the whole idea of Arena Commander and the idea of Star Marine was really to sort of test out all the mechanics before we had all these things and been able to in one place but they’re all in one place now so really where we want to be doing the mechanics is in the final destination, which is what the Persistent Universe will be. Now that doesn’t mean that Arena Commander and when we turn on the Star Marine game mode, those two won’t get love because we do understand that it is kinda nice to go in there and just practice your combat skills and don’t have to deal with anything else or worry about getting your insurance ship back, reconfiguring your weapons to the way you liked it, flying back.

You’ll respawn/come to in a medical bay on the last friendly planet you made and that may be quite a distance away from where you died. We understand, Arena Commander you want some fast action, you want to get in there, you want to hone your dogfighting skills, you want to practice that. That’s what that’s good for, it’s the same for Star Marine. That’s all really about honing the FPS skills, exactly the same skills you’ll be using in the Persistent Universe.

That’s why when I said last week when we were talking about it, it’s no difference, it’s FPS is what it is. I think I’ve seen all this noise about, ‘oh, they’ve just thrown all this stuff out’. No we haven’t thrown this stuff out, it’s just that we don’t want to bring all of the pieces online until they’re all sort of… like the animation is properly polished and there’s a bunch of little edge cases that had to be dealt with. You know the paradigm in development is, it’s fairly easy to get 80% of the way there, it’s the last 20% that takes 80% of the time and I would say that a lot of the FPS stuff probably would fall into that category.

We just want to make sure that it works smoothly, so grenades and throwing it and gadgets, some of the other stuff we showed before when we did some of the demos is all still in there we just have it disabled at the moment. We need to make sure that they’re polished and fully working well with all the other systems because when you’re in the overall set up, you’re not just doing FPS. We need to make sure it all works and plays well together.

It’s complicated, it takes more time but it’s all happening there. So, the idea is Star Marine and Arena Commander will be both your sort of practice modes and yes, you can have some competitive games, where you might want to test your mettle against someone who’s the best fighter pilot, who’s the best on ground shooter, that’s kind of what they’ll be good for. Really they’re just practicing for you existing in the Persistent Universe cause that’s really where you need to have your skills.

So, we’ll tweak things, improve some of the game modes, at some point the matchmaking needs to be significantly improved and we’ll sort of make all that be better but that’s a lower priority to us. Building the PU structure out is sort of important and to be honest with you is actually super cool and super fun, that is an experience you don’t get anywhere else where as yes, maybe I can just go dogfight in a bunch of other space sims or maybe I can run a gun in a bunch of other FPS games, but you can’t do what you can do now in 2.0/2.1 in any other game.

That’s what’s kinda cool about it. That’s where our focus is, like I said Arena Commander, Star Marine, there’s is sort of game modes, games within games to help you practice. They will be there and they will supported, they’re less important than delivering the main experience which is what you’re going to get in the Persistent Universe.

[28:47] GamePat asks: Is it planned to change the “Use” notification to a more accurate message like “Enter Pilot Seat’, “Open Door” or “Exit Ship”?

The answer is yes, we are in the process of it, it’s all part of the Item System 2.0. I think when it’s going to debut maybe 2.3, if not it will be 2.4, but actually that is all being built in L.A., Paul Randal, Alan Chen, and Mark Abent, are all leading the charge on the Item System 2.0 and it’s all part of it. You will be able to not just have accurate messages but they will be contextual and potentially you can have multiple messages so it’s not just do one action with an item if there’s more than one action that you can do with an item, you will be presented with a list, and those actions can be contextual. For instance a door you can ‘open’ and you can ‘close’, but either the door is ‘opened’ or ‘closed’, so if the door is ‘closed’, the contextual action this time would be ‘open door’ and potentially another contextual action would be ‘kick down door’, but when the door is ‘open’, well then your contextual action would probably be ‘close door’.

That is kind of an example what the new item system is, so it’s going to actually allow you to do a lot more then we’ve done in the past. You will be able to, not just on a general item basis be able to have contextual actions, but they’ll be actions tied to sub-parts of an action or ship. You can imagine a radio and a radio has an on/off switch and has a dial on it right? Well the on/off switch and the dial will be two sub-parts and when you’re looking, if you’re actually looking at the on/off switch, if it’s ‘off’ the action would be to ‘turn radio on’, the switch would go and the radio would turn on and vice versa. Then if you look at the dial, if the radio is ‘on’, then your contextual action would be ‘tune station’ and maybe if ‘go right’ it would go to station 100.2 and ‘go left’ would be station 98.

So that would all be contextual, so you will be able to do things to items that are ‘vehicle’, ‘vehicles parts’, ‘parts of vehicles’, ‘items attached to vehicles’, in a way that you haven’t been able to do yet which sort of ups the amount of interaction that you can do with the environment and how you can use the world and I think it will actually allow for, again, a lot more cool gameplay.

So giving you an example on repairs using items, here’s a good example: on a bigger ship you would have these pipes, what we call our pipe system, you have power connecting from the powerplant to turrets because the turrets need new power and weapons would also need power which would generate heat, which would go down another pipe, but let’s just focus with just power.

We’re on a big ship and there’s five turrets on the ship and the pipe from the powerplant goes to the different turrets but of course they go through junction boxes. We’ve been in a battle, we’ve taken damage, and one side of the ship got damaged, and there was interior damage, and BOOM. This junction box is gone and the fuses are blown on it, so now the power goes to the junction box but can’t go from there so now there’s no power going out from the junction box to the turret, so the turret on the rear of the ship has gone down. Ok you’re like, “wow, ok we need to get the turret back up or we’re dead in the water.” So one of the crew members can run down to the junction box and right now it’s ‘closed’, so contextual action is ‘open junction box’ the door opens, you can see inside of it there’s a fuse plugged in and it’s smoking, blown, and burnt out. You can look at it and say, ‘unplug broken fuse’ or ‘take broken fuse’ so he takes it, now it’s empty. Now if he went to his inventory, say if he was carrying a new fuse, he could equip the new fuse and then looking junction box, at the empty fuse plug, you can ‘plug it in’. Then he plug it in, power comes up, the turret goes back up, close the junction box, bam, the turret on the back is up and running again.

That’s sort of an example of sort of the things you can do with the new ‘Use System’ that we’re going to do and I think it’s going to be super cool and that will run throughout environments and ships and allow you to have a lot more tactile interaction, which is really a big goal with what I want to do with Star Citizen. So there you go.

[33:26] Rando asks: I really enjoy the content you’re releasing on the website like the ARK Starmap. It would be amazing to be able to tailor our character “face” in a similar way. Could we have external character model editing tools so we could work on them outside the client software?

It’s not a bad suggestion. We’re not currently planning to that. We’re currently planning to allow you to customise your character or face sort of in game in fiction. In Squadron 42 you’ll be able to do it and also we’ll let you do it in the Persistent Universe. So if you go into one of these fancy medical facilities. Imagine it as a sort of futuristic plastic surgeon and you can reconstruct your face and you can go in the interface and determine what you want to look like and go into the machine and you’d come out looking like that. That’s probably how we would do it. Don’t know about releasing a stand alone generator.

I know the Black Desert game did it and they’ve got a pretty cool character generator thing. We’ll see but likely since the actual face generation and the Morph system and the whole facial setup we’re using is very tied to CryEngine we probably, wouldn’t be as easy just to do it in WebGL the same way we did the Star Map so it probably will be just based on client for now but you never know in the future but i’m guessing we’ll probably just be client bound on that.


Okay so there you go, that is the last of my ten questions for this week’s 10 for the Chairman. I hope you found them useful and enjoyed them. I want to thank all the subscribers that make this possible also thank you to everyone in the community that’s backed Star Citizen and enabled us to get to where we are. It’s pretty incredible to be building a game of this scope and ambition with really not a lot of limitation other than making it as good as possible which I’m totally fine with.

So thank you for enabling us, this year’s going to be a fun but really busy year! But I’m really happy to be seeing these things starting to come together. So I think you guys will be enjoying stuff over this coming year and coming months and I’ll be talking to you soon although I’m going to be off and on certain plans because I’m going to the UK and coming back here. So when I’m here I’ll do the 10 for the Chairman, when I’m in the UK I’m over there and we’re not really setup to do 10 for the Chairman over there but as always thank you very very much and I will talk to you next 10 for the Chairman, bye!


Director of Transcripts

A polite Canadian who takes pride in making other peoples day brighter. He enjoys waffles with Maplesyrup, making delicious puns and striving for perfection in screaming at the T.V. during hockey games.