As per usual, anything said during the show is subject to change by CIG and may not always be accurate at the time of posting. Also any mistakes you see that I may have missed, please let me know so I can correct them. Enjoy the show!
Sandi Gardiner (SG): Hello and welcome to Around the Verse. I’m Sandi Gardiner.
Chris Roberts (CR): And I’m Chris Roberts.
SG: This past weekend saw the live release of Star Citizen Alpha 3.2 - whoo hoo - into the Persistent Universe. And players have been busy digging into the new content, features and mechanics.
CR: Yeah, mining is of course the big mechanic introduced in 3.2, and plenty of aspiring miners have been getting to grips with the system for themselves.
SG: The gameplay is intuitive but successful extractions isn’t as simple as aiming at a rock and blasting away. And some players have found out the hard way that a red-hot mining laser is potentially dangerous.
CR: Oh yeah. Safety first.
The group and party systems are making an early splash as well. And we’ve seen groups of upto 50 backers gathering together to see what 3.2 has to offer as a shared experience. Which is very cool.
SG: Very cool. This release also bring several new weapons and armour sets to the PU. An players haven’t been shy about trying them out.
CR: Oh no they haven’t. That Kastak sniper rifle is particularly nasty. We’ve also seen newly flyable ships in action with backers taking the Hurricanes, Blades, 600i’s, and Aegis Eclipses for spins all over Stanton.
SG: With everything for 3.2 finished the devs are looking ahead to 3.3 and beyond.
CR: Yes. We’ll be making improvements with the usual small patches and hotfixes along the way but most of our design and development efforts are focused on what’s coming next.
SG: There will be even more armour and clothing for your character in 3.3 with work continuing on the RSI Odesys flight suit and several new sets like this Hurston Security armour.
A continuing focus is expanding mission content in the PU which will prove integral in bringing Hurston and other new locations as tangible engaging places.
CR: Here we see a new objective which involves destroying a number of satellites. These satellites were first … the first using the ship tech that allows props to have components like shields. This mission illustrates the ability to have a full suite of modular objectives that can easily be combined to create complex missions and contract types.
SG: Yes and once FPS AI is fully integrated there will be even more options for contracts including some that will have you hunting down and engaging with dangerous enemies.
CR: Oh yes. FPS AI was originally planned to release for 3.2 but we decided to push it back to make sure we really had it where we wanted it.
SG: Such is the nature of game development.
CR: It is.
SG: It’s important to not only to get these things done but to get them done right. And AI is particularly important as it’s integral to Squadron 42 as well as Star Citizen.
CR: Yes that is definitely correct. And you can see on the Roadmap that the team is pretty far along.
SG: Yes they are. And taking a look at some of the other core tech planned for upcoming releases Bind Culling and Object Container Streaming are well on their way to completion as well.
CR: Yeah, these foundational systems are vital to the huge amount of content we have planned for the next PU update. They’ll also make it much easier for us to implement content on the scale we want going forward. So it’s exciting to see them this far along.
SG: Yes it is. Well that all for us this week. We hope you’re enjoying Alpha 3.2 so far.
CR: Yes, most definitely, we hope are. And remember to keep sharing your exploits on Spectrum. We love to see all the drama, excitement, and comedy that comes from your adventures.
SG: Yes we do. And until next time, we will see you ,,,
Both: Around the ‘verse.