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Reverse the Verse: February 2nd, 2018 Written Friday 2nd of February 2018 at 11:00pm by StormyWinters

Welcome to our summary of Reverse the 'Verse for February 2nd, 2018!  This episode features Jared Huckaby, Todd Papy, and Brian Chambers.

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

  • [Insurance and stolen ships, what can you tell us about that?] Chris’s high level vision is that he does want you to be able to steal ships and have the capacity to actually hold on to them for as long as you possibly can.

  • [We have to start with the building the way things are supposed to work before you go and build the way...build the lawful behaviour before you build the unlawful behaviour because you need to know one before the put the other in] In many way when we’re talking about law, it will be solar system and then local based. The idea would be that the overarching solar system has a set of rules associated with it, just like states in the US do versus England vs Germany.

  • [There’s really nothing to report about any definitive nature regarding piracy and how it’s going to work, it’s just right now we’re focused on the current implementation, what’s in front of us] It’s focusing on the current implementation but it’s one of those things we view this as a possible career

  • [Any updates on buying ships with Alpha UEC in 3.1] The main issue that’s holding us back right now is the item kiosk. We’ve done the commodities kiosk, once we do the items kiosk then that’ll free us up to do this stuff.

  • [Two Constellations that carry Merlins and the Merlins themselves are ready, what’s still needed to be done to have people be able to launch their Merlins from their Constellations?] One word, docking

  • [One of the focuses for the Frankfurt studio is procedural planets, what’s next for our procedural planet tech?]  We’ve got three moons in game so right now we’re working on Levski and we’re working on ArcCorp. So going through and basically get all that ArcCorp planet working the way it needs to be working, making sure everything is integrated. The main thing that’s holding us back from releasing that is the object container system but with that there is a lot of other systems that come on line that we need to put in and do. Then there’s Loreville that’s being worked on and it’s associated moons but there’s the flora that’s being worked on as far as getting greenery into the game or other types of tree/plants, making it feel lush.

  • [Fauna?] Being able to make sure we actually have fauna in the game and with that there’s alpha or there’s prey and then basically each fauna would have kind of its own 24 hour schedule. There’s useables that it can go around and do, whether that be drinking water or whatever then does it go scratch up against a tree or something like that to mark its territory, those type of things.  

  • [With planetary LODs, will the flora and fauna as it gets further down in LODs, will that expose players that are hiding?] It does but I think one of the things that we’ve always strived for is making it look good from far away as it does up close and personal and so that was a comment Chris called out when we showed off the Loreville stuff. We showed it off from the player perspective but what does it look like from a ship flying above and how does that hold up.

  • [One of the things we highlighted in your studio report yesterday was the lighting passes on things like GrimHex, I thought it looked good already and then the B roll started coming in for AtV, I’m like ‘really that wasn’t good enough’] It’s also introducing a new fog into it and getting that basically wreaked havoc with the old lighting so now doing a pass on it now that we have all the new fog in place. Once we give it more attention to detail and we define it more and the art style we want and the tools mature, we start pumping in more atmospherics.  

  • [What do you have to say to people who say maybe too much fog?]  If it’s selling a mood or an emotion I think it’s good there, if it’s too much fog or if it’s actually obscuring the way that the players can find things then to me that’s an issue. Each planet, each area is going to have a certain amount of density in the atmosphere for certain reasons, what you see today doesn’t necessarily mean that’s it.

  • [The possibility of using immobilized capital ships as Star Marine levels… do you plan to implement this for quick and easy new content?] If it makes sense and from a gamemode perspective it would actually have to make sense. I would be interested in trying it in the PU, see what it feels like there first but I’m not nixing it, I’m just saying we’re not working on it right now.

  • [Can we expect alternate key bindings to control the MFDs as opposed to being forced to use the mouse interaction system?  I guess for me it would be more about freeing the player up to do that, to be able to set it whatever they want from a keybindings perspective. It’s something we haven’t really explored yet but I’ll see from a code perspective how hard it is to map that and go from there.

  • [What design differences separate light/medium and heavy fighters from one another?]  If we’re talking about different armours for people then it’s basically speed would be the main thing, the amount of bullets you can actually take and the loadout you can actually carry and damage as well. From a ships perspective, it’s basically the same thing. It’s weight, its the loadout (shields/weapons/items), then its movement(fast and nimble it’s able to move around), how far it can go, fuel it can carry, etc.

  • [We discussed Loreville and you just mentioned the fauna might graze, etc. Does that mean Loreville will have water?] I think there will be something there, even we showed it as CitizenCon so they flew over some sorta lake or sea. As far as it going up and it actually being H2O, it will be some form of liquid.

  • [Will there be wildlife? Fauna in the bodies of water?] We haven’t built in yet but I know Chris wants to be able swim and maybe in the future we talk about doing an underwater vehicle if there’s a lot of water prevalent in all of our areas but I’m sure that in order to add life to that location, that’s going to be one of the things we look into is adding flora and fauna.  

  • [Jared:I like how you casually dropped we’ve been talking about underwater vehicles] We haven’t, we kinda discussed it but it really depends on how much water we have in the universe.

  • [The universe is currently very dark, will there be another pass or will we get enhanced vision modes?] So we’ve talked about it from an exploration standpoint but not necessarily like a nightvision but I think once we do one, get the screen filtered to do other ones is pretty quick.

  • [Will hacking work in ships?] The plan is for it to work in ships as well as just space stations in general.

  • [Were the trees shown in AtV yesterday part of a biome plan for Hurston or were they just general plant explorations?] I believe those were general plant explorations, you could argue that some of them stay within that family but I think that definitely be used as assets elsewhere if needed as well.

  • [Follow up on the vision question, could we have special sites modes attached to a scope attachment of a weapon?] Yes, as soon as we do the first one or as soon as we have the ability to switch between different visions then yes.

  • [Dangerous plants will that be a thing?] It’s not something that we’ve talked about but what we do want to develop is environmental hazards whether those be geysers or lava or those types of things. I don’t see why we couldn’t do it on a  plant, whether or not it picks you up and eats you or it’s like a cactus and pricks you.

  • [My name is Magnatron and I constantly crash into planets when will ships have better lights?] Magnatron, it’s something that we’ve looked at and something complained about whether on human flashlights or ship lights. It’s something that graphics is aware of and our art directors are very aware of as well.

  • [What are plans for Star Marine 2018? If any]  First thing first is getting the front ends working the way it should.

  • [Plans for Arena Commander 2018?] We’ve got the VMA(vehicle manager app) obviously in 3.0 that code is shared now. It’s buggy, we’re working on it right now then the front end screen already uses the VMA so the way you attach things to the ship, getting that up to snuff and working the way we want it to work. There’s constant balancing throughout with the different swarms, then we’re working on racing and fixing a lot of the bugs that we’re having in there

  • [What kind of playstyle would Brian Chambers and Todd Papy play in the Verse?] Todd: Piracy/mining/salvage  Brian: Probably pirate

  • [Have we considered adding a Battle Royale gameplay mode to Star Marine?] I guess for me if we did I would want to make sure that it oozes Star Citizen and it’s not like PUBG or Fortnite kinda thing.

  • [Given that the Frankfurt team works on cinematics when can we expect Squadron 42 style story and cinematics in the PU?] We’ve talked about cutaways and those types of things, if you’re doing a special mission but I think the kinda most cinematic we’ll get would be interacting with the mission givers or those types of things.

  • [Jared: We’ve been hearing a lot about service beacons lately, give me a quick rundown on what the service beacon system is] It’s a way for players to create contracts as well as transfer funds between players.

  • [What can you tell us about non lethal weapons?] So it’s something that we’ve talked about and right now we’re working on weapon 2.0 so refactoring of all the weapon systems and switching over to the item 2.0 and getting everything to work the way that we feel we need it to work and get it so it’s scalable. Once that’s done then we have a list of projectiles that we want to be able to create so we just don’t have laser and distortion and ballistic. Non lethal would be another venture into that.

Summary

[Insurance and stolen ships, what can you tell us about that?] Chris’s high level vision is that he does want you to be able to steal ships and have the capacity to actually hold on to them for as long as you possibly can. However that’s going to require you jumping through certain hoops, we haven’t figured out what those hoops are yet. If you’re ever caught with this it would be considered a felony and you would go to jail for a long time or you would be chased down, hunted and possibly put out as a bounty and pay it that way.

[We have to start with the building the way things are supposed to work before you go and build the way...build the lawful behaviour before you build the unlawful behaviour because you need to know one before the put the other in] In many way when we’re talking about law, it will be solar system and then local based. The idea would be that the overarching solar system has a set of rules associated with it, just like states in the US do versus England vs Germany. Everywhere there’s different laws but there is some common elements. However, in cases like GrimHex, the local law might be different than the solar system law and those are things that we have to work out we’ve started it from a high level design position and we’ve done some write ups on it. As far as implementing it and getting that into game, it’s our backlog.

[There’s really nothing to report about any definitive nature regarding piracy and how it’s going to work, it’s just right now we’re focused on the current implementation, what’s in front of us] It’s focusing on the current implementation but it’s one of those things we view this as a possible career. Whether that be a pirate, an assassin, a smuggler, etc, etc. We view those as careers, we want you to be able to do and for people that like to play that way including myself, then I want to make sure it’s as fun as possible.

[Any updates on buying ships with Alpha UEC in 3.1] The main issue that’s holding us back right now is the item kiosk. We’ve done the commodities kiosk, once we do the items kiosk then that’ll free us up to do this stuff.

[Two Constellations that carry Merlins and the Merlins themselves are ready, what’s still needed to be done to have people be able to launch their Merlins from their Constellations?] One word, docking. We got to get that working from a user interface standpoint and from a code perspective being able to separate and then figure out how we’re going to allow them to dock but it’s something that we need to do.

[One of the focuses for the Frankfurt studio is procedural planets, what’s next for our procedural planet tech?] We’ve got three moons in game so right now we’re working on Levski and we’re working on ArcCorp. So going through and basically get all that ArcCorp planet working the way it needs to be working, making sure everything is integrated. The main thing that’s holding us back from releasing that is the object container system but with that there is a lot of other systems that come on line that we need to put in and do. Then there’s Loreville that’s being worked on and it’s associated moons but there’s the flora that’s being worked on as far as getting greenery into the game or other types of tree/plants, making it feel lush.  

[Fauna?] Being able to make sure we actually have fauna in the game and with that there’s alpha or there’s prey and then basically each fauna would have kind of its own 24 hour schedule. There’s useables that it can go around and do, whether that be drinking water or whatever then does it go scratch up against a tree or something like that to mark its territory, those type of things.      

[With planetary LODs, will the flora and fauna as it gets further down in LODs, will that expose players that are hiding?] It does but I think one of the things that we’ve always strived for is making it look good from far away as it does up close and personal and so that was a comment Chris called out when we showed off the Loreville stuff. We showed it off from the player perspective but what does it look like from a ship flying above and how does that hold up. Those are all things we’re working on and working towards.

[One of the things we highlighted in your studio report yesterday was the lighting passes on things like GrimHex, I thought it looked good already and then the B roll started coming in for AtV, I’m like ‘really that wasn’t good enough’] It’s also introducing a new fog into it and getting that basically wreaked havoc with the old lighting so now doing a pass on it now that we have all the new fog in place. Once we give it more attention to detail and we define it more and the art style we want and the tools mature, we start pumping in more atmospherics.   

[What do you have to say to people who say maybe too much fog?] I mean I think there’s times that was can say that and then there’s other times like at least for me as a game player, I want very clear signage. I want to understand where I’m going, I don’t want to look at a minimap all the time, to understand where I need to go. If it’s selling a mood or an emotion I think it’s good there, if it’s too much fog or if it’s actually obscuring the way that the players can find things then to me that’s an issue. Each planet, each area is going to have a certain amount of density in the atmosphere for certain reasons, what you see today doesn’t necessarily mean that’s it.

[The possibility of using immobilized capital ships as Star Marine levels… do you plan to implement this for quick and easy new content?] If it makes sense and from a gamemode perspective it would actually have to make sense. It’s not something that we’ve tried yet but just because there’s other things we’ve been fixing, I understand it and I understand why people would want it. I would be interested in trying it in the PU, see what it feels like there first but I’m not nixing it, I’m just saying we’re not working on it right now.

[Can we expect alternate key bindings to control the MFDs as opposed to being forced to use the mouse interaction system?] That’s a good question. I guess for me it would be more about freeing the player up to do that, to be able to set it whatever they want from a keybindings perspective. It’s something we haven’t really explored yet but I’ll see from a code perspective how hard it is to map that and go from there.       

[Jared:The controller ID that Windows assigns and not the controller IDs that are specific to the game, sometimes when I reboot my computer the controller IDs change and now the devices are different] I actually had a really conversation with somebody at like a Bar Citizen or something about that. That basically they’d filled up every single input that they have and they were all custom and everytime they reboot it’s all blown out and they have to redo it all.

[What design differences separate light/medium and heavy fighters from one another?] If we’re talking about different armours for people then it’s basically speed would be the main thing, the amount of bullets you can actually take and the loadout you can actually carry and damage as well. From a ships perspective, it’s basically the same thing. It’s weight, its the loadout (shields/weapons/items), then its movement(fast and nimble it’s able to move around), how far it can go, fuel it can carry, etc,etc. It’s more about making sure we’re setting the two ends of the spectrum, so we set the heavy fighter and the light fighter and that it’s in the category that we feel they need to be. From there, that’ll help us establish the medium fighters. We’re definitely adjusting how the ships fly and we’ll continue to balance as much as we possibly can.

[We discussed Loreville and you just mentioned the fauna might graze, etc. Does that mean Loreville will have water?] I think there will be something there, even we showed it as CitizenCon so they flew over some sorta lake or sea. As far as it going up and it actually being H2O, it will be some form of liquid.

[Will there be wildlife? Fauna in the bodies of water?] We haven’t built in yet but I know Chris wants to be able swim and maybe in the future we talk about doing an underwater vehicle if there’s a lot of water prevalent in all of our areas but I’m sure that in order to add life to that location, that’s going to be one of the things we look into is adding flora and fauna.

[Jared:I like how you casually dropped we’ve been talking about underwater vehicles] We haven’t, we kinda discussed it but it really depends on how much water we have in the universe. If you think about the level of detail we’re putting in everything, you would assume further down the line they would absolutely need something to match the quality of immersion we’ve put with everything else.

[Jared: One of the very first backer questions ever posed to Chris live at an event was, can we fish?] My guess is he probably said yes.

[The universe is currently very dark, will there be another pass or will we get enhanced vision modes?] We’ve talked about IR/EM kinda signatures and being to see those as far as like long term exploration and I know that Tony wants to be able to look at different parts of the EM spectrum which is kinda strange because we EM and then we have IR which is already on the EM spectrum. Being able go in, look at it from xray or gamma or something like that. So we’ve talked about it from an exploration standpoint but not necessarily like a nightvision but I think once we do one, get the screen filtered to do other ones is pretty quick.

[Will hacking work in ships?] The plan is for it to work in ships as well as just space stations in general. We’ve done kind of early prototyping of the power system, through ships as well as through space stations so if you’re going through turning off lights, gravity, life support… hacking open a door. As far as if there’s a mini game associated with it, those are things we’ve had initial discussions about but until we really start digging into and til the sprint team is really focused on it, we won’t dive any deeper than we already have. One of the things we’ve talked about was breeching, so blowing up the door or blowing up a turret and being able to go in that way...then there’s non invasive breeching which would in this case be hacking.

[Will we get toilets used for ‘logging out’? Pretty positive this came from Tyler Witkin] Not for quitting the game but we’ve joked about basically your vision gets redder and redder if you haven’t gone to the bathroom in quite awhile. We’ve talked about that or people can smell you and therefore they have adverse reactions towards you and if you haven’t showered, these are all things we’ve talked about but as far as it’s logging out as your way of quitting the game, no.

[Were the trees shown in AtV yesterday part of a biome plan for Hurston or were they just general plant explorations?] I believe those were general plant explorations, the idea I think in particular for the Hurston family is that they have these compounds that are very lush and have these areas that don't’ look like the rest of the world but this is more about this is the family compound and since they run the planet they can water the area. You could argue that some of them stay within that family but I think that definitely be used as assets elsewhere if needed as well.

[This one is about MFDs, what are our chances of getting a companion app for our phones?] Jared: We addressed the MFD question this week on Calling All Devs. As far as a companion app, that was a Star Citizen stretch goal so that’s something that should happen at some point but we’re not anywhere near ready to start development.

[Follow up on the vision question, could we have special sites modes attached to a scope attachment of a weapon?]  Yes, as soon as we do the first one or as soon as we have the ability to switch between different visions then yes.

[Dangerous plants will that be a thing?] It’s not something that we’ve talked about but what we do want to develop is environmental hazards whether those be geysers or lava or those types of things. I don’t see why we couldn’t do it on a  plant, whether or not it picks you up and eats you or it’s like a cactus and pricks you.

[My name is Magnatron and I constantly crash into planets when will ships have better lights?] Magnatron, it’s something that we’ve looked at and something complained about whether on human flashlights or ship lights. It’s something that graphics is aware of and our art directors are very aware of as well. So, I’m not going to say anything for 3.1 but on the later aspects, the more stuff on the dark stuff and the more that basically gives Ian and Nate hell about that, then ideally we see a change.

[What are plans for Star Marine 2018? If any] First thing first is getting the front ends working the way it should. In 3.0 you saw the release of the personal manager app and so the main goal is getting that front end screen switched over to the personal manager app so when we fix one thing in personal manager app it fixes both areas. Getting rid of electronic access on the website, getting REC into the game so that when you actually earn this REC you can go in there and you can purchase the weapons or the armour sets or whatever else. Then we’ve talked about a different game mode and some art has been done on that but there’s a lot of testing and level design work that needs to be done to get that thing up to snuff. From there, there’s fixing the game modes, we’re working on FPS, we’re working on EVA and so that will be a constant adjustment and way we’re always trying to fix.

[Plans for Arena Commander 2018?] We’ve got the VMA(vehicle manager app) obviously in 3.0 that code is shared now. It’s buggy, we’re working on it right now then the front end screen already uses the VMA so the way you attach things to the ship, getting that up to snuff and working the way we want it to work. There’s constant balancing throughout with the different swarms, then we’re working on racing and fixing a lot of the bugs that we’re having in there. The thing with having too many modes,this is my personal belief, when we have a whole bunch of concurrent players then it makes fun and games a lot easier but if we’re running lower on concurrent players then adding more and more modes doesn’t necessarily gain us what we’re after which is getting you in a quick match.

[Carrack?] Jared: I don’t think it’s on the roadmap for 2018.

[What kind of playstyle would Brian Chambers and Todd Papy play in the Verse?] Todd: Piracy, mining or salvage.  

Brian: Probably pirate as well, I was asked this before. I would probably change like every other day.  

Todd: I think you’d be a bad pirate….not a naughty pirate, one that gets caught all the time.

[Have we considered adding a Battle Royale gameplay mode to Star Marine?] I guess for me if we did I would want to make sure that it oozes Star Citizen and it’s not like PUBG or Fortnite kinda thing.

[Given that the Frankfurt team works on cinematics when can we expect Squadron 42 style story and cinematics in the PU?] We’ve talked about cutaways and those types of things, if you’re doing a special mission but I think the kinda most cinematic we’ll get would be interacting with the mission givers or those types of things.

[Jared: We’ve been hearing a lot about service beacons lately, give me a quick rundown on what the service beacon system is] So the service beacon is a way to create a contract. That contract could be help me, I’m being attacked, like a distress call. Then there’s something like refueling or I want to be taken from point A to point B, like a taxi. There’s mercenary hire or like a bodyguard, protect me while I’m traveling or mining or doing something. It’s a way for players to create contracts as well as transfer funds between players.

[What can you tell us about non lethal weapons?] We’ve talked about stun grenades, taser aspects and to knock players out. So it’s something that we’ve talked about and right now we’re working on weapon 2.0 so refactoring of all the weapon systems and switching over to the item 2.0 and getting everything to work the way that we feel we need it to work and get it so it’s scaleable. Once that’s done then we have a list of projectiles that we want to be able to create so we just don’t have laser and distortion and ballistic. Non lethal would be another venture into that.

StormyWinters

Director of Fiction

Moonlighting as a writer in her spare time StormyWinters combines her passion for the written word and love of science fiction resulting in innumerable works of fiction. As the Director of Fiction, she works with a fantastic team of writers to bring you amazing stories that transport you to new places week after week.