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Chris Roberts: Hello everyone, I'm just doing
a little bit of my homework for the upcoming
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GamesCom. Anyway, I'd like to invite you
all to 10 for the Chairman, this for those
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of you who haven't seen the show before is
where I take 10 questions from our subscribers
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and answer them to the best of my ability,
which I hope is fairly decent. And for those
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of you who don't know, subscribers are the
subset of our community who kick in a little
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extra money every month to enable us to do an
additional amount of community interaction
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and feedback. So things like 10 for the Chairman,
which I'm doing now, Around the Verse, the
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Jump Point magazine which is about 50-70
pages of more indepth, behinds the scenes
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material and some fiction. And some other
stuff that we do, the Inside CIG reports.
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A lot of this stuff allows us to really bring
you close to our production process,
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which is pretty big and all across the world.
So thank you all to subscribers for allowing
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us to be able to do this because there's
loads of people behind the cameras here,
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and a lot of other stuff. It actually does
cost time, effort, and money to do, but I
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definitely think it's worth it to make sure that
everybody is as connected as possible
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to our development effort. So there you go,
alright, getting to the questions.
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The first question comes from MuddyGrimes who asks:
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My crew and I want to know if it'll be possible
to capture a Vanduul individual to use for our
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"initiation process", which is having the
initiate(s) fight this captured Vanduul to
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the death in melee combat.
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That sounds like that crazy DayZ stuff
that I saw where they would get people
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on a bus and put them into the equivalent
of thunderdome. I don't really think right now
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we're supporting capturing a Vanduul to
put in a fighting pit for initiation.
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It's a cool idea, I'm just trying to think
if any of the game systems would allow it.
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Right now we don't really have the concept
of capturing people and keeping them for a
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long time. We have the concept of capturing
people if you're a bounty hunter and someone's
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got a price on their head, you've got to bring
them back, but at some point they just
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become an item that you're taking verses
a living, breathing, NPC. So right now, the
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way the system works, I don't think it would
be able to do that, but it is a cool idea,
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so you never know what happens
down the road.
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Ok, next question comes
from PreachMan who asks:
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The plan is to roll out modules to both share
WIP and to pre-pre-alpha test pieces of the game.
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(CR: That's even one more pre than we use)
Have you considered an "Economy Module"; maybe
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"SC - It's the Economy, Stupid: The Board Game"
as part of the testing plan?
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That would probably be a better question
for Tony who, the economy's actually his--
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something he's very keen on, and he's working
hard on it. We are definitely building an
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economy module to be separate, so we actually
have an economy simulation that happens, and
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there's gonna be the brains that will run most
of the Persistent Universe, and simulate where
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the NPCs are moving around, trading, what
the players are doing, all the rest of the stuff.
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We, on our side, we will definitely have it
where we'll have the economy simulation
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and we can zoom in to different planets
or systems and see what's happening.
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Then long term, once the game's up and
fully running, the Persistent Universe,
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and everyone's playing in it, we'll probably
have some control room that we'll sit there
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and they'll have monitors of the different
states of the systems. And we'll be able to
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see what's happening in the universe. What
the NPCs are doing, what the players are
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doing, and then occasionally tweak things
if we need to tweak things. Whether or not
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we'll release that as a module for people
to play with, my guess is probably not,
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but we definitely are building that as a module
because we need it as an internal system.
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So I don't know, maybe I'd have to talk
to Tony, but I don't see a really good way
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to release that to individual backers,
'cause it's really a more server side thing,
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it plugs into a lot of our backend server
sub-systems, and it's not something you can
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just release as a client-side module.
But we are building it.
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Alright, next question comes from Emulator who asks:
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Can you stay in the UEE Military for some time?
Be able to achieve Constellation command or
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Higher as the rank structure?
(CR: I dont' think we have Constellation
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command because it's not really a military
ship, but I get the idea, like maybe command
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of an Idris frigate or something like that.)
Getting promotions and awards and
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having ceremonies for them? Will the UEE
require military contractors? Possibly even
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having a retirement for those
that stay in for a period?
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The way the structure of Squadron 42 to
Star Citizen works is that you play the game
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and at the end of it you have to muster out
into the civilian population. We are planning
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on having stories that, think of it like a
mission pack in the old Wing Commander
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days where we'll have a story that we will
build and make available to backers for,
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whatever you want to call it, DLC or something,
that would have the sophistication of the
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Squadron 42 storyline that will come back
online down the road occasionally.
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People can participate in that if they desire,
and some of those will be military based.
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You reenlisting back into the military for
a campaign. We're also thinking about
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having certain things that you could do as
a player where maybe the military needs
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some contractors to help it secure a star
system from Vanduul incursions or help
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flesh out an attack on Vanduul space, and
those will be PU missions, so there'll be
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a little bit of that. There's not really
a game set-up where you stay in the military
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and work your way through ranks. It is
a cool idea, longer term I think that would
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be some of the professional stuff that we
would expand once the game's up an running
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and we're adding new content. 'Cause I think
that's definitely a career path that a lot of
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people would like to choose, but until then,
the way you would get back in the military
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would be joining up in a sort of story
campaign, along the lines of Squadron 42,
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or taking some sort of adhoc
work for the UEE military.
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Ok, next question comes from Acebravo who asks:
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My guild mates and I were wondering if the
shield on the ships is a physical barrier
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or could you possibly, as an example, fly
a small fighter inside a larger ship's
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shields to put direct fire onto its hull,
effectively bypassing the shields?
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That's a good question. The way the shields
work on all our ships is the shields are
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actually separate collision geometry that
is further out from the actual collision
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geometry that defines when you would hit
the hull of the ship, and the concept is
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the shields are really meant to absorb energy.
So if I'm firing an energy bolt it'll take that
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and dissipate it around the shields, and
ballistic weapons actually penetrate through
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shields, but they do have some of their
energy sapped away, so if you've got really
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strong shields, you can reduce the kinetic
energy through hitting the shield.
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But they're not really built to prevent,
save you, from hitting an asteroid or a
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head to head collision with another ship,
because the idea is that shields will only
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stop things at a certain kinetic velocity,
or energy, or whatever. So there definitely
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would be a case I would think that you should
be able to fly a ship through, assuming
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the AA guns of the ship aren't firing at
you, through a bigger ship's shields and
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maybe be on the inside of it and shoot.
Once you're inside that shield proxy, obviously
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your bullets won't get stopped by the shield
proxy, they'll only get stopped by the hull proxy.
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So yes, it is possible to do, as long as
the shields have enough room between them
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and the hull, to do what is
suggested by Acebravo.
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Next question comes from Jeremiah Irons who asks:
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I was curious as to how Star Citizen will
tackle digital families of NPCs as well as
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children in general. It seems that in most
games, children NPCs are simply absent,
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but going down to a planet and only seeing
men and women about their daily lives
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could take away from immersion.
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That is a good question, we don't really have
a child character pipeline at the moment,
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so we may very well be guilty of what most
other MMOs are. I would say if there were
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some children, it would only be background
NPC stuff, just to add some variety to an
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environment, but we're really only planning
on players being able to pick whether they
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want to be a male or a female, an adult male
or an adult female, and then customize
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and dress up your character. So NPC wise
would be the only way you would see a little
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bit of children, and that really comes down
to variety. It certainly won't be something
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that we'd be doing at the very beginning
because we've got our work cut out for us
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just doing the various characters and costume
combinations and all the rest of the stuff.
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But it is a good point, so thanks Jeremiah.
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Next question comes from Dag who asks:
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Will players be able to rent out their
ships to other players, and if so,
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how would that work? Used ship lot?
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I'm not sure about renting out ships.
I mean we discussed it, so that's definitely
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something that we're gonna investigate.
You definitely will be able to hire other
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players to fly your own ships, and so I would
think that there probably would be a case
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where you could rent out ships, and we're
thinking about some other options like
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being able to finance a new ship you want
to buy inside the universe just like you can
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in the real world. But I would think if you're
renting out ships, basically the way it
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would work would be not so much a used ship
lot, although that would be the way, if I'm
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a player and have lost my ship and I don't
have the money to buy a new one, I could go
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to an NPC lot and say "I want to rent this"
and they say "you've got to give us so many
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credits per month" and you could do a deal
like that. But for a player, I would think
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that it would be brokered on our, what we call
the mission board, because that's where you
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put out requests for people to fly missions
for you or to do things for you, and you can
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also offer services. So that's what you'll do.
It'll be kind of like the Craig's List of space.
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Which is "Have Hornet, good condition, willing
to rent for so many credits per game time."
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We haven't implemented that into the
Persistent Universe yet obviously, but that
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would be kind of how I think it would work.
So there you go.
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Nobyn asks:
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Currently the player's interaction with the
world is through a large use icon appearing
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for vague activation zones and non-detailed
input panels. What is the plan for the
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fidelity by which the player interacts and
manipulates the world? Will the player be
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able to press individual buttons on a
dashboard or door lock numeric keypad
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with a more refined and precise method?
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Yeah, the current implementation's the
generic CryEngine "use" implementation.
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We've definitely talked about the need to
have it more sophisticated, higher fidelity.
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Because we are planning on having it, if
you want to turn on your engines or turn
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them off, or turn on your HUD. You have
to hit the switches on your dashboard to
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turn the stuff on. You need a little better
idea than just "use" when you're in the
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general area. So we're thinking about
things where maybe the object gets slightly
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brighter or has a shine on it or the default
would have an outline around it, so you
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know which one it's telling you you can use
and go from there. But that's still in
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development in terms of how that would
work or what we'd do with that, but that's
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definitely part our plan, to be able to do
that. Because we want you to be able to
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interact with the world and use and turn things on
and not have it be as imprecise as it currently is.
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Ok, next question comes from Bear who asks:
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We've been told SC will go for the Hollywood
version of space simulation where sound
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travels through the void. Have you considered
having a switch in the game options
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where external sounds can be turned off?
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Yeah, I've actually talked about this a few
times. It definitely isn't that difficult to
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have a version where when you're outside,
the listener and the sound system are outside,
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you don't hear any sounds. That is definitely
something we would consider, we have
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considered it, and probably would put it in.
But that's sort of a plus item, let me put
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it that way. It's not something that I would
hold up other work for, but it would be
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something that, down the road, would be
fairly simple and we probably would want
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to do just for the people who want to feel
like their sound in space is realistic.
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Ok, next question comes from Circus who asks:
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As spying and hacking will be part of the game,
I would like to know if for example a spy
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(with a blown cover) or a citizen who
made a huge mistake will be able to
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get a new identity? I could imagine that
this means he/she needs to visit an
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identity-renewal institution,
new face, hair, etc.
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Yes, absolutely we're gonna allow it.
There's actually a whole set up where you
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can go get plastic surgery and change your
appearance. It's actually a device that we
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use at the beginning of Squadron 42 to be
in fiction but allow the player to determine
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what they look like. So the concept is that
you're involved in an opening battle and
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you heroically save the day, but you're really
badly scared and injured so you wake up in
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the hospital and you have to give input on
how you want to have your face reconstructed.
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So we're definitely gonna allow that, we'll
definitely have parts where you'll
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be able to, it will be expensive, but there
will be places you can do that, and some
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definitely be "off the grid" so to speak,
so you can do it and not be tracked.
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If you wanted to change your identity, and
do all the rest on the outlaw planets, you
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could do that, and it would definitely not be a
cheap thing to do. But I think it'd be very cool.
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Ok, last question comes from Algared who asks:
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How/when do you envisage implementing the
beta testing? Will beta testing be implemented
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by module while alpha is testing other
modules, or will beta be a final test of
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whole whole package prior to release?
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I know I read this on the forums where everyone
argues about what pre-alpha or alpha or
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beta testing is, so to just give you my concept.
The reason why we call Arena Commander
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pre-alpha is because my definition of alpha,
which is kind of a more standard one, is
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alpha is not content complete, but generally
functionally complete, that you start testing.
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Then beta is content and functionality
complete, but you're trying to fix bugs.
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So you're still honing and tweaking and
adding stuff in alpha. You've got pretty
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much all your features in, but you don't have
all your content in. But in beta, you have
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content and the features in, but you're
just making sure it's debuged.
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Therefore with Arena Commander, we're not
even on Arena Commander v1.0, so you could
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say right now we're pre-alpha, when it's
Arena Commander v1.0, it will be alpha,
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and then it will roll to beta, but really
the alpha and beta descriptions we originally
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had at the start of the project were alpha
and beta for the over all game. Which means
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Star Citizen, the Persistent Universe,
Squadron 42, all that stuff rolled together.
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So one of the reasons we say pre-alpha on
each one of the modules is because we're
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rolling out sections of that bigger overall
game individually to beat on them, test
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on them, get feed back, make them better.
That's sort of all the elements are pre-alpha
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in all these sections, and they will all
roll into an alpha that will be Star Citizen
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that will roll into a beta. That's kind of
why we say pre-alpha verses alpha,
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verses beta. And that's what the process is.
The process I can see us doing is each
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of the modules gets released in a pretty
rough state, much rougher than I would
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ever release anything to the public normally,
and much rougher than a lot of times we
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would release on a wide beta test just to
get the tests, stress tests, get feedback
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on whether things work or don't work, and
see where the problems lie. We hone those,
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and then on the modules themselves, we go
along and it's not just "that's the final module."
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No, it's this is a set of the full feature set,
and then we're adding more features
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and functionality as we go along, which
is again why I said pre-alpha, 'cause it
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doesn't have all the functionality, and by
the time we get to all the functionality
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being there, it should be joining the other
modules that have also been doing the
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same process into a place where we've
pretty much got the alpha of Star Citizen
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together, but we're missing some of the
content, some of the planets, locations,
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some of the ships. But all the functionality's
there, and then at that point you go
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from the alpha to the beta once all the
content's in there, then you finish and test
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that, then the game is released or live.
Done is a bad word because as far as I'm
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concerned, as long as you guys are having
a great time and we can keep a viable
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business going, paying people to work on
the game, then we will continually work
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on Star Citizen to make it cooler and bigger
and add more and more of the features
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that just would make this the best damn
space sim ever. There's a long way to go
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there, so I don't want anyone out there to
think that I'm saying that's where we are
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now, that's just our goal and ambition.
That's what we're working towards, but
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we recognize that there is a huge way to
get there. But we're very committed to
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always making the game bigger, better, all
the time. That's the beauty of being online,
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you can constantly be sharing it, like we're
sharing it right now. I know people are
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always worried about things like feature
creep and stuff, but look, people have code,
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they can sit and play, and interact with,
and as we get more of it, we keep adding
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to it and we keep making it better. It's
just an ongoing process, and I'm kind of,
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I hope we'll be around long enough, but it
would be really interesting in 10 years
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time to see what the universe looks and
feels like and what's happened in it compared
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to what we all talked about now. 'Cause I
definitely think it's gonna just get cooler
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and bigger and better and also take some
unexpected turns. I mean you can certainly
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even see the process as we go along. You
see what the Hornet looked like in the original
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prototype in 2012, then we did an upgrade when
it first went into the hangars, then now there's
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another upgrade that went in when we went
on to dogfighting. You can see the constant
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iteration and improvement that we're doing
and you guys are all in for the ride, which is
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pretty damn cool, and that's one of the
things I think's pretty exciting about the
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process we're taking. I mean it does take
people to understand that this is early,
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it's gonna get better and you're sort of
seeing the sausage get made, but it's gonna
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be damn good sausage at the end.
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Anyway, there you go, that's the end of this
10 For the Chairman, thank you all for
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tuning in and listening. Thank you to all
the subscribers out there who generously
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provide a little extra money every month
to allow us to do this kind of stuff.
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Thank you to everyone who's backed the game
who's allowing us to make this game at the
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scope and level and ambition that we're
doing on a worldwide basis. There are people
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all around the world who are working on this
game. There's a huge amount of people
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who have now got gainful employment working
on the video game of their dreams thanks
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to all you, so thank you very much, and
I'll talk to you next week. Bye.