Upcoming Events! Community Event Calendar

Reverse the Verse: 31st August 2018 Written Sunday 2nd of September 2018 at 05:05am by Shiver_Bathory, Erris and

Summary for Reverse The Verse

TL;DR (Too Long; Didn't Read)

  • Hangars are currently unlikely to be instanced. The hope is that they will have physical locations in the game world. So you may be able to buy a hangar very close to the landing zone and save time entering and exiting a planet, however as the real estate is bought up the player will have to choose other locations that may not be so close to the landing zone. This is the current idea, though this will be the subject of a meeting for the dev team in the near future where they will decide how to best move forward

  • The devs want it so the economy responds to the real estate market also. For example as a spot becomes more popular and thus more real estate is bought the available plots will increase in price

  • If a player has a hangar on the planet they more than likely have a habitation module there too, perhaps even a garage

  • Star Citizen planets, moons etc have such a large amount of available potential real estate that the devs will be discussing and investigating the possibility of having, as an example, 500 available slots for purchase. This number was just used as an example to demonstrate that there is a vast amount of space available and that unlike many other games Star Citizen can actually investigate the use of all these plots at once without being instanced apart

  • There will be more missions available in 3.3, though these may not be new variants of missions, more the same missions but utilising the new locations and a few new factors such as; being timed, different NPCs on the way etc

  • Sharing missions and contracts with team members will not make it into 3.3, it may make it into 3.4 but it depends if the various teams will be able to make it a priority. It is something CIG are aware of and they want to address, but the main focus is getting OCS working right now, after that if the schedule allows it the teams may be able to address it

  • Moving forward CIG want the more ‘lawful’ missions to come from corporations, job boards and other such things. As opposed to say going and meeting your contact and picking up a mission that way, which they see as a more illicit contact and mission giver. It’s doubtful you’d see the ‘unlawful’ missions on a notice board as they see this is as a more in person conversation

  • CIG view long range scanning as more akin to using the Hubble Telescope. You’ll view over vast distances and wait as you detect new anomalies which you can then choose to investigate further. As opposed to what is being worked on now, which is more short range scanning, pinging what’s near you and gathering information that way, at that point you would probably be looking for something specific. Check out an RtV from a few months before this episode with Kirk Tome and Mark Abent talking for about an hour just about scanning

  • Currently a player is unable to set a manual waypoint while on foot. The devs are working on implementing the map for players while on foot, when that is in the appropriate teams can start to do passes on what to implement which will include such functions as placing waypoints and/or beacons manually on the map to assist with navigation.

  • CIG have two philosophies on the legal status of scramble races at the moment. Either they are placed in illegal space and thus any kill is fair game, or if it’s in UEE space it’s something you consent to, so any damage/kills inflicted are nice and legal.

  • Ships will have two different ways to replenish quantum fuel. The first are the truck stops that are located along the way for a player to use. The other is to make use of other ships dedicated to refuel, such as the Starfarer. This will require a pass and balance discussion nearer to implementation. The current thought by Todd Papy is that a player will aim to refuel once every 1-2 hours depending on what they’ve been doing. As with everything at this stage, fuel is likely to be rebalanced as players use it and make notes of it, so expect many different iterations of fuel as development continues.

  • If the procedural road tech has been completed then it may make it into 3.3, however if it needs more tech then it will be on hold until that tech comes online and it becomes a priority

  • There are ‘hotspot’ areas. But there are also quiet ones. You might come across someone in the middle of nowhere, and it’d be kind of like the wild west, but the planets are big enough and the solar system is big enough that if you go to the middle of nowhere, you might not be found. Once you start getting out into the expanse of the universe, the probabilities of running into other NPC’s / players can decrease substantially.

  • If you go on a mission, the ship owner gets paid, others don’t. They’ve talked about fixing that, be it through service beacon or through the mobiglass. They want it and it’s needed, but when it comes to actual trading, that they need to talk about more and figure a system out, whether to leave it in the players’ hands or not.

  • There’s no reason they couldn’t do throwing knives.

  • The Carrack hasn’t begun work yet. Resources that were supposed to start it are working instead on 3.3, since OCS touches virtually all aspects of SC. Lots of people are focused on that. When work on the Carrack starts, Disco will announce it with flashy lights and sirens on Ship Shape.

  • 19 mil stretch goal was players running a space station - They want to see how the modular system works first, but you have to think about it like a ship. Power, security, revenue; it’d be like owning a strip mall. I’ll rent this unit to a 7-11, i’ll rent this unit to a dry cleaners. There’d be a lot of interface systems that need to go into that. They’d have to break it down from system design and see how far the modular system can be pushed. If they open it up to one person, they’d have to talk with CR and Tony, how many do they have per solar system? 5? 50? Might also be, you can do it on the surface, or maybe you could buy your way into a controlling interest on a truck stop or something. Todd needs to pick CR and Tony’s brains on what they were hoping for from the stretch goal.

  • Missions right now are based on your account - the account that grabs the mission is the one that gets the money. They want to eventually be able to warn players hey, this is a combat mission, maybe don’t bring a crucible. They do need to figure out parts of getting paid though. If it’s a bounty, do you have to bring the body in? Or can you bring in a monacle or something that is unique to them?

  • There will be weather in space, or weather phenomenon. They can do a lot with cloud tech, and lots with weather tech. THey’ll be able to tie systems into those, to affect ships or players. Meteor storms and such they do want to get them in, but the cloud tech’s probably closer.

  • They have a ton more fictional brands, they’re just lacking advertisements for them. They take time to create, but they’re working on it. They have a corporation matrix.

  • Everything in the game should take time. Unloading a ship, repairing, refueling, yes. But right now, there are quick and easy buttons to get things done. They’ll start adding timers down the road.

  • The PU is essentially a sandbox. They do want to have broad story events that happen, such as the UEE fleet going through Stanton. They want there to be story in the PU, and have it affect the universe around them. That stuff’ll be driven through lore.

  • They have hidden things in the middle of nowhere to see if things will be found., for example bennyhenge.

  • Command and Control gameplay on Capital Ships - They’ve got high-level ideas, talking about what captains and helmsmen are doing, and all the position, breaking down what’s needed for them from engineering standpoints, captain standpoints, etc… They want to get the Connie working as it should before they start scaling that up. There has to be stuff that makes the gameplay interesting, have to have stuff to do.

  • No fly zones - for Loreville, there’s a spaceport in the center you can land in, but if you get too close to the sides of it, you hit a restricted zone, and in tier 0 you’ll hit something and die. In the future, there'll be flight paths in and out of restricted zones, and if you deviate from the flight paths, IFCS will put you back on the track. No fly zones exist to make sure players can’t grief other players by, say, shooting into town from above the city and killing people. That’s not fun. So they want to build something that doesn’t grief players. Tier 0 implementation with 3.3, and they’ll see what people do, and it’ll adjust and evolve.

Shiver_Bathory

Director of EU Operations

The consummate English gentleman, Shiver Bathory can be found posting news to The Relay, when not making puns that is.When not typing furiously at his keyboard he enjoys hanging in chat with The Relay community and every once in awhile can be found playing some game or another. Every Wednesday on The Base he hosts Dead Air - An alternative and extreme metal music show

Erris

Founder

Erris is Canadian. He does some random things for Relay, no-one really knows what, but still they're stuck with him. He’s also written one Young Adult novel that he can’t stand, which can be found here.

You can find him on Twitter too, if you want.