1 00:00:20,959 --> 00:00:26,877 Chris Roberts: Hello everyone, I'm just doing a little bit of my homework for the upcoming 2 00:00:26,877 --> 00:00:35,374 GamesCom. Anyway, I'd like to invite you all to 10 for the Chairman, this for those 3 00:00:35,374 --> 00:00:39,488 of you who haven't seen the show before is where I take 10 questions from our subscribers 4 00:00:39,488 --> 00:00:45,019 and answer them to the best of my ability, which I hope is fairly decent. And for those 5 00:00:45,019 --> 00:00:48,603 of you who don't know, subscribers are the subset of our community who kick in a little 6 00:00:48,603 --> 00:00:52,997 extra money every month to enable us to do an additional amount of community interaction 7 00:00:52,997 --> 00:00:57,376 and feedback. So things like 10 for the Chairman, which I'm doing now, Around the Verse, the 8 00:00:57,376 --> 00:01:03,802 Jump Point magazine which is about 50-70 pages of more indepth, behinds the scenes 9 00:01:03,802 --> 00:01:08,979 material and some fiction. And some other stuff that we do, the Inside CIG reports. 10 00:01:08,979 --> 00:01:15,268 A lot of this stuff allows us to really bring you close to our production process, 11 00:01:15,268 --> 00:01:20,396 which is pretty big and all across the world. So thank you all to subscribers for allowing 12 00:01:20,396 --> 00:01:25,358 us to be able to do this because there's loads of people behind the cameras here, 13 00:01:25,358 --> 00:01:30,241 and a lot of other stuff. It actually does cost time, effort, and money to do, but I 14 00:01:30,241 --> 00:01:35,171 definitely think it's worth it to make sure that everybody is as connected as possible 15 00:01:35,171 --> 00:01:40,362 to our development effort. So there you go, alright, getting to the questions. 16 00:01:40,362 --> 00:01:43,510 The first question comes from MuddyGrimes who asks: 17 00:01:43,510 --> 00:01:47,786 My crew and I want to know if it'll be possible to capture a Vanduul individual to use for our 18 00:01:47,786 --> 00:01:51,794 "initiation process", which is having the initiate(s) fight this captured Vanduul to 19 00:01:51,794 --> 00:01:53,055 the death in melee combat. 20 00:01:53,055 --> 00:01:57,800 That sounds like that crazy DayZ stuff that I saw where they would get people 21 00:01:57,800 --> 00:02:02,817 on a bus and put them into the equivalent of thunderdome. I don't really think right now 22 00:02:02,817 --> 00:02:08,173 we're supporting capturing a Vanduul to put in a fighting pit for initiation. 23 00:02:08,173 --> 00:02:13,729 It's a cool idea, I'm just trying to think if any of the game systems would allow it. 24 00:02:13,729 --> 00:02:20,039 Right now we don't really have the concept of capturing people and keeping them for a 25 00:02:20,039 --> 00:02:25,624 long time. We have the concept of capturing people if you're a bounty hunter and someone's 26 00:02:25,624 --> 00:02:29,298 got a price on their head, you've got to bring them back, but at some point they just 27 00:02:29,298 --> 00:02:34,683 become an item that you're taking verses a living, breathing, NPC. So right now, the 28 00:02:34,683 --> 00:02:39,892 way the system works, I don't think it would be able to do that, but it is a cool idea, 29 00:02:39,892 --> 00:02:42,848 so you never know what happens down the road. 30 00:02:42,848 --> 00:02:47,373 Ok, next question comes from PreachMan who asks: 31 00:02:47,373 --> 00:02:53,591 The plan is to roll out modules to both share WIP and to pre-pre-alpha test pieces of the game. 32 00:02:53,591 --> 00:02:59,266 (CR: That's even one more pre than we use) Have you considered an "Economy Module"; maybe 33 00:02:59,266 --> 00:03:03,903 "SC - It's the Economy, Stupid: The Board Game" as part of the testing plan? 34 00:03:03,903 --> 00:03:09,257 That would probably be a better question for Tony who, the economy's actually his-- 35 00:03:09,257 --> 00:03:15,978 something he's very keen on, and he's working hard on it. We are definitely building an 36 00:03:15,978 --> 00:03:21,102 economy module to be separate, so we actually have an economy simulation that happens, and 37 00:03:21,102 --> 00:03:27,398 there's gonna be the brains that will run most of the Persistent Universe, and simulate where 38 00:03:27,398 --> 00:03:31,277 the NPCs are moving around, trading, what the players are doing, all the rest of the stuff. 39 00:03:31,277 --> 00:03:36,866 We, on our side, we will definitely have it where we'll have the economy simulation 40 00:03:36,866 --> 00:03:40,819 and we can zoom in to different planets or systems and see what's happening. 41 00:03:40,819 --> 00:03:44,290 Then long term, once the game's up and fully running, the Persistent Universe, 42 00:03:44,290 --> 00:03:48,237 and everyone's playing in it, we'll probably have some control room that we'll sit there 43 00:03:48,237 --> 00:03:50,692 and they'll have monitors of the different states of the systems. And we'll be able to 44 00:03:50,692 --> 00:03:56,948 see what's happening in the universe. What the NPCs are doing, what the players are 45 00:03:56,948 --> 00:04:02,523 doing, and then occasionally tweak things if we need to tweak things. Whether or not 46 00:04:02,523 --> 00:04:08,027 we'll release that as a module for people to play with, my guess is probably not, 47 00:04:08,027 --> 00:04:14,984 but we definitely are building that as a module because we need it as an internal system. 48 00:04:14,984 --> 00:04:21,188 So I don't know, maybe I'd have to talk to Tony, but I don't see a really good way 49 00:04:21,188 --> 00:04:28,574 to release that to individual backers, 'cause it's really a more server side thing, 50 00:04:28,574 --> 00:04:34,023 it plugs into a lot of our backend server sub-systems, and it's not something you can 51 00:04:34,023 --> 00:04:39,050 just release as a client-side module. But we are building it. 52 00:04:39,050 --> 00:04:41,959 Alright, next question comes from Emulator who asks: 53 00:04:41,959 --> 00:04:47,057 Can you stay in the UEE Military for some time? Be able to achieve Constellation command or 54 00:04:47,057 --> 00:04:50,521 Higher as the rank structure? (CR: I dont' think we have Constellation 55 00:04:50,521 --> 00:04:55,277 command because it's not really a military ship, but I get the idea, like maybe command 56 00:04:55,277 --> 00:04:59,151 of an Idris frigate or something like that.) Getting promotions and awards and 57 00:04:59,151 --> 00:05:04,106 having ceremonies for them? Will the UEE require military contractors? Possibly even 58 00:05:04,106 --> 00:05:06,773 having a retirement for those that stay in for a period? 59 00:05:06,773 --> 00:05:12,107 The way the structure of Squadron 42 to Star Citizen works is that you play the game 60 00:05:12,107 --> 00:05:17,697 and at the end of it you have to muster out into the civilian population. We are planning 61 00:05:17,697 --> 00:05:24,808 on having stories that, think of it like a mission pack in the old Wing Commander 62 00:05:24,808 --> 00:05:32,107 days where we'll have a story that we will build and make available to backers for, 63 00:05:32,107 --> 00:05:37,357 whatever you want to call it, DLC or something, that would have the sophistication of the 64 00:05:37,357 --> 00:05:42,691 Squadron 42 storyline that will come back online down the road occasionally. 65 00:05:42,691 --> 00:05:47,196 People can participate in that if they desire, and some of those will be military based. 66 00:05:47,196 --> 00:05:52,029 You reenlisting back into the military for a campaign. We're also thinking about 67 00:05:52,029 --> 00:05:55,863 having certain things that you could do as a player where maybe the military needs 68 00:05:55,863 --> 00:06:01,381 some contractors to help it secure a star system from Vanduul incursions or help 69 00:06:01,381 --> 00:06:07,564 flesh out an attack on Vanduul space, and those will be PU missions, so there'll be 70 00:06:07,564 --> 00:06:11,717 a little bit of that. There's not really a game set-up where you stay in the military 71 00:06:11,717 --> 00:06:16,297 and work your way through ranks. It is a cool idea, longer term I think that would 72 00:06:16,297 --> 00:06:21,399 be some of the professional stuff that we would expand once the game's up an running 73 00:06:21,399 --> 00:06:24,990 and we're adding new content. 'Cause I think that's definitely a career path that a lot of 74 00:06:24,990 --> 00:06:29,114 people would like to choose, but until then, the way you would get back in the military 75 00:06:29,114 --> 00:06:34,461 would be joining up in a sort of story campaign, along the lines of Squadron 42, 76 00:06:34,461 --> 00:06:37,917 or taking some sort of adhoc work for the UEE military. 77 00:06:37,917 --> 00:06:41,886 Ok, next question comes from Acebravo who asks: 78 00:06:41,886 --> 00:06:45,499 My guild mates and I were wondering if the shield on the ships is a physical barrier 79 00:06:45,499 --> 00:06:49,682 or could you possibly, as an example, fly a small fighter inside a larger ship's 80 00:06:49,682 --> 00:06:52,931 shields to put direct fire onto its hull, effectively bypassing the shields? 81 00:06:52,931 --> 00:06:59,917 That's a good question. The way the shields work on all our ships is the shields are 82 00:06:59,917 --> 00:07:04,362 actually separate collision geometry that is further out from the actual collision 83 00:07:04,362 --> 00:07:10,353 geometry that defines when you would hit the hull of the ship, and the concept is 84 00:07:10,353 --> 00:07:16,540 the shields are really meant to absorb energy. So if I'm firing an energy bolt it'll take that 85 00:07:16,540 --> 00:07:22,132 and dissipate it around the shields, and ballistic weapons actually penetrate through 86 00:07:22,132 --> 00:07:27,012 shields, but they do have some of their energy sapped away, so if you've got really 87 00:07:27,012 --> 00:07:30,442 strong shields, you can reduce the kinetic energy through hitting the shield. 88 00:07:30,442 --> 00:07:36,361 But they're not really built to prevent, save you, from hitting an asteroid or a 89 00:07:36,361 --> 00:07:42,780 head to head collision with another ship, because the idea is that shields will only 90 00:07:42,780 --> 00:07:50,690 stop things at a certain kinetic velocity, or energy, or whatever. So there definitely 91 00:07:50,690 --> 00:07:56,364 would be a case I would think that you should be able to fly a ship through, assuming 92 00:07:56,364 --> 00:08:00,837 the AA guns of the ship aren't firing at you, through a bigger ship's shields and 93 00:08:00,837 --> 00:08:05,004 maybe be on the inside of it and shoot. Once you're inside that shield proxy, obviously 94 00:08:05,004 --> 00:08:08,636 your bullets won't get stopped by the shield proxy, they'll only get stopped by the hull proxy. 95 00:08:08,636 --> 00:08:16,360 So yes, it is possible to do, as long as the shields have enough room between them 96 00:08:16,360 --> 00:08:19,108 and the hull, to do what is suggested by Acebravo. 97 00:08:19,108 --> 00:08:22,687 Next question comes from Jeremiah Irons who asks: 98 00:08:22,687 --> 00:08:27,607 I was curious as to how Star Citizen will tackle digital families of NPCs as well as 99 00:08:27,607 --> 00:08:32,029 children in general. It seems that in most games, children NPCs are simply absent, 100 00:08:32,029 --> 00:08:35,710 but going down to a planet and only seeing men and women about their daily lives 101 00:08:35,710 --> 00:08:37,382 could take away from immersion. 102 00:08:37,382 --> 00:08:41,714 That is a good question, we don't really have a child character pipeline at the moment, 103 00:08:41,714 --> 00:08:48,563 so we may very well be guilty of what most other MMOs are. I would say if there were 104 00:08:48,563 --> 00:08:56,564 some children, it would only be background NPC stuff, just to add some variety to an 105 00:08:56,564 --> 00:09:00,811 environment, but we're really only planning on players being able to pick whether they 106 00:09:00,811 --> 00:09:04,395 want to be a male or a female, an adult male or an adult female, and then customize 107 00:09:04,395 --> 00:09:10,896 and dress up your character. So NPC wise would be the only way you would see a little 108 00:09:10,896 --> 00:09:15,541 bit of children, and that really comes down to variety. It certainly won't be something 109 00:09:15,541 --> 00:09:20,175 that we'd be doing at the very beginning because we've got our work cut out for us 110 00:09:20,175 --> 00:09:26,177 just doing the various characters and costume combinations and all the rest of the stuff. 111 00:09:26,177 --> 00:09:30,010 But it is a good point, so thanks Jeremiah. 112 00:09:30,010 --> 00:09:32,355 Next question comes from Dag who asks: 113 00:09:32,355 --> 00:09:35,444 Will players be able to rent out their ships to other players, and if so, 114 00:09:35,444 --> 00:09:38,050 how would that work? Used ship lot? 115 00:09:38,050 --> 00:09:41,817 I'm not sure about renting out ships. I mean we discussed it, so that's definitely 116 00:09:41,817 --> 00:09:45,230 something that we're gonna investigate. You definitely will be able to hire other 117 00:09:45,230 --> 00:09:49,734 players to fly your own ships, and so I would think that there probably would be a case 118 00:09:49,734 --> 00:09:53,486 where you could rent out ships, and we're thinking about some other options like 119 00:09:53,486 --> 00:09:56,666 being able to finance a new ship you want to buy inside the universe just like you can 120 00:09:56,666 --> 00:10:01,069 in the real world. But I would think if you're renting out ships, basically the way it 121 00:10:01,069 --> 00:10:05,234 would work would be not so much a used ship lot, although that would be the way, if I'm 122 00:10:05,234 --> 00:10:09,088 a player and have lost my ship and I don't have the money to buy a new one, I could go 123 00:10:09,088 --> 00:10:14,430 to an NPC lot and say "I want to rent this" and they say "you've got to give us so many 124 00:10:14,430 --> 00:10:19,149 credits per month" and you could do a deal like that. But for a player, I would think 125 00:10:19,149 --> 00:10:26,649 that it would be brokered on our, what we call the mission board, because that's where you 126 00:10:26,649 --> 00:10:32,278 put out requests for people to fly missions for you or to do things for you, and you can 127 00:10:32,278 --> 00:10:36,826 also offer services. So that's what you'll do. It'll be kind of like the Craig's List of space. 128 00:10:36,826 --> 00:10:44,534 Which is "Have Hornet, good condition, willing to rent for so many credits per game time." 129 00:10:44,534 --> 00:10:50,095 We haven't implemented that into the Persistent Universe yet obviously, but that 130 00:10:50,095 --> 00:10:54,532 would be kind of how I think it would work. So there you go. 131 00:10:54,532 --> 00:10:57,120 Nobyn asks: 132 00:10:57,120 --> 00:11:02,067 Currently the player's interaction with the world is through a large use icon appearing 133 00:11:02,067 --> 00:11:06,281 for vague activation zones and non-detailed input panels. What is the plan for the 134 00:11:06,281 --> 00:11:09,699 fidelity by which the player interacts and manipulates the world? Will the player be 135 00:11:09,699 --> 00:11:13,949 able to press individual buttons on a dashboard or door lock numeric keypad 136 00:11:13,949 --> 00:11:16,447 with a more refined and precise method? 137 00:11:16,447 --> 00:11:23,592 Yeah, the current implementation's the generic CryEngine "use" implementation. 138 00:11:23,592 --> 00:11:29,037 We've definitely talked about the need to have it more sophisticated, higher fidelity. 139 00:11:29,037 --> 00:11:34,258 Because we are planning on having it, if you want to turn on your engines or turn 140 00:11:34,258 --> 00:11:38,230 them off, or turn on your HUD. You have to hit the switches on your dashboard to 141 00:11:38,230 --> 00:11:43,931 turn the stuff on. You need a little better idea than just "use" when you're in the 142 00:11:43,931 --> 00:11:48,420 general area. So we're thinking about things where maybe the object gets slightly 143 00:11:48,420 --> 00:11:55,871 brighter or has a shine on it or the default would have an outline around it, so you 144 00:11:55,871 --> 00:12:00,422 know which one it's telling you you can use and go from there. But that's still in 145 00:12:00,422 --> 00:12:05,340 development in terms of how that would work or what we'd do with that, but that's 146 00:12:05,340 --> 00:12:08,469 definitely part our plan, to be able to do that. Because we want you to be able to 147 00:12:08,469 --> 00:12:13,536 interact with the world and use and turn things on and not have it be as imprecise as it currently is. 148 00:12:13,536 --> 00:12:17,615 Ok, next question comes from Bear who asks: 149 00:12:17,615 --> 00:12:22,289 We've been told SC will go for the Hollywood version of space simulation where sound 150 00:12:22,289 --> 00:12:25,924 travels through the void. Have you considered having a switch in the game options 151 00:12:25,924 --> 00:12:27,898 where external sounds can be turned off? 152 00:12:27,898 --> 00:12:33,601 Yeah, I've actually talked about this a few times. It definitely isn't that difficult to 153 00:12:33,601 --> 00:12:38,808 have a version where when you're outside, the listener and the sound system are outside, 154 00:12:38,808 --> 00:12:43,558 you don't hear any sounds. That is definitely something we would consider, we have 155 00:12:43,558 --> 00:12:49,644 considered it, and probably would put it in. But that's sort of a plus item, let me put 156 00:12:49,644 --> 00:12:53,828 it that way. It's not something that I would hold up other work for, but it would be 157 00:12:53,828 --> 00:12:57,058 something that, down the road, would be fairly simple and we probably would want 158 00:12:57,058 --> 00:13:03,456 to do just for the people who want to feel like their sound in space is realistic. 159 00:13:03,456 --> 00:13:06,979 Ok, next question comes from Circus who asks: 160 00:13:06,979 --> 00:13:10,846 As spying and hacking will be part of the game, I would like to know if for example a spy 161 00:13:10,846 --> 00:13:14,142 (with a blown cover) or a citizen who made a huge mistake will be able to 162 00:13:14,142 --> 00:13:18,063 get a new identity? I could imagine that this means he/she needs to visit an 163 00:13:18,063 --> 00:13:20,688 identity-renewal institution, new face, hair, etc. 164 00:13:20,688 --> 00:13:25,478 Yes, absolutely we're gonna allow it. There's actually a whole set up where you 165 00:13:25,478 --> 00:13:29,557 can go get plastic surgery and change your appearance. It's actually a device that we 166 00:13:29,557 --> 00:13:34,453 use at the beginning of Squadron 42 to be in fiction but allow the player to determine 167 00:13:34,453 --> 00:13:39,251 what they look like. So the concept is that you're involved in an opening battle and 168 00:13:39,251 --> 00:13:50,207 you heroically save the day, but you're really badly scared and injured so you wake up in 169 00:13:50,207 --> 00:13:54,626 the hospital and you have to give input on how you want to have your face reconstructed. 170 00:13:54,626 --> 00:13:59,091 So we're definitely gonna allow that, we'll definitely have parts where you'll 171 00:13:59,091 --> 00:14:03,062 be able to, it will be expensive, but there will be places you can do that, and some 172 00:14:03,062 --> 00:14:08,276 definitely be "off the grid" so to speak, so you can do it and not be tracked. 173 00:14:08,276 --> 00:14:13,115 If you wanted to change your identity, and do all the rest on the outlaw planets, you 174 00:14:13,115 --> 00:14:18,582 could do that, and it would definitely not be a cheap thing to do. But I think it'd be very cool. 175 00:14:18,582 --> 00:14:22,798 Ok, last question comes from Algared who asks: 176 00:14:22,798 --> 00:14:27,129 How/when do you envisage implementing the beta testing? Will beta testing be implemented 177 00:14:27,129 --> 00:14:31,138 by module while alpha is testing other modules, or will beta be a final test of 178 00:14:31,138 --> 00:14:33,327 whole whole package prior to release? 179 00:14:33,327 --> 00:14:38,768 I know I read this on the forums where everyone argues about what pre-alpha or alpha or 180 00:14:38,768 --> 00:14:44,561 beta testing is, so to just give you my concept. The reason why we call Arena Commander 181 00:14:44,561 --> 00:14:55,121 pre-alpha is because my definition of alpha, which is kind of a more standard one, is 182 00:14:55,121 --> 00:15:06,162 alpha is not content complete, but generally functionally complete, that you start testing. 183 00:15:06,162 --> 00:15:12,397 Then beta is content and functionality complete, but you're trying to fix bugs. 184 00:15:12,397 --> 00:15:16,645 So you're still honing and tweaking and adding stuff in alpha. You've got pretty 185 00:15:16,645 --> 00:15:20,979 much all your features in, but you don't have all your content in. But in beta, you have 186 00:15:20,979 --> 00:15:24,356 content and the features in, but you're just making sure it's debuged. 187 00:15:24,356 --> 00:15:30,942 Therefore with Arena Commander, we're not even on Arena Commander v1.0, so you could 188 00:15:30,942 --> 00:15:38,625 say right now we're pre-alpha, when it's Arena Commander v1.0, it will be alpha, 189 00:15:38,625 --> 00:15:43,505 and then it will roll to beta, but really the alpha and beta descriptions we originally 190 00:15:43,505 --> 00:15:46,495 had at the start of the project were alpha and beta for the over all game. Which means 191 00:15:46,495 --> 00:15:50,873 Star Citizen, the Persistent Universe, Squadron 42, all that stuff rolled together. 192 00:15:50,873 --> 00:15:54,292 So one of the reasons we say pre-alpha on each one of the modules is because we're 193 00:15:54,292 --> 00:16:00,599 rolling out sections of that bigger overall game individually to beat on them, test 194 00:16:00,599 --> 00:16:07,485 on them, get feed back, make them better. That's sort of all the elements are pre-alpha 195 00:16:07,485 --> 00:16:11,070 in all these sections, and they will all roll into an alpha that will be Star Citizen 196 00:16:11,070 --> 00:16:14,739 that will roll into a beta. That's kind of why we say pre-alpha verses alpha, 197 00:16:14,739 --> 00:16:19,750 verses beta. And that's what the process is. The process I can see us doing is each 198 00:16:19,750 --> 00:16:24,666 of the modules gets released in a pretty rough state, much rougher than I would 199 00:16:24,666 --> 00:16:28,956 ever release anything to the public normally, and much rougher than a lot of times we 200 00:16:28,956 --> 00:16:35,960 would release on a wide beta test just to get the tests, stress tests, get feedback 201 00:16:35,960 --> 00:16:40,846 on whether things work or don't work, and see where the problems lie. We hone those, 202 00:16:40,846 --> 00:16:45,817 and then on the modules themselves, we go along and it's not just "that's the final module." 203 00:16:45,817 --> 00:16:51,883 No, it's this is a set of the full feature set, and then we're adding more features 204 00:16:51,883 --> 00:16:55,409 and functionality as we go along, which is again why I said pre-alpha, 'cause it 205 00:16:55,409 --> 00:16:59,584 doesn't have all the functionality, and by the time we get to all the functionality 206 00:16:59,584 --> 00:17:02,623 being there, it should be joining the other modules that have also been doing the 207 00:17:02,623 --> 00:17:07,923 same process into a place where we've pretty much got the alpha of Star Citizen 208 00:17:07,923 --> 00:17:11,525 together, but we're missing some of the content, some of the planets, locations, 209 00:17:11,525 --> 00:17:14,634 some of the ships. But all the functionality's there, and then at that point you go 210 00:17:14,634 --> 00:17:19,307 from the alpha to the beta once all the content's in there, then you finish and test 211 00:17:19,307 --> 00:17:27,401 that, then the game is released or live. Done is a bad word because as far as I'm 212 00:17:27,401 --> 00:17:31,454 concerned, as long as you guys are having a great time and we can keep a viable 213 00:17:31,454 --> 00:17:37,733 business going, paying people to work on the game, then we will continually work 214 00:17:37,733 --> 00:17:41,458 on Star Citizen to make it cooler and bigger and add more and more of the features 215 00:17:41,458 --> 00:17:46,792 that just would make this the best damn space sim ever. There's a long way to go 216 00:17:46,792 --> 00:17:50,330 there, so I don't want anyone out there to think that I'm saying that's where we are 217 00:17:50,330 --> 00:17:54,085 now, that's just our goal and ambition. That's what we're working towards, but 218 00:17:54,085 --> 00:17:57,637 we recognize that there is a huge way to get there. But we're very committed to 219 00:17:57,637 --> 00:18:02,932 always making the game bigger, better, all the time. That's the beauty of being online, 220 00:18:02,932 --> 00:18:07,787 you can constantly be sharing it, like we're sharing it right now. I know people are 221 00:18:07,787 --> 00:18:11,479 always worried about things like feature creep and stuff, but look, people have code, 222 00:18:11,479 --> 00:18:14,733 they can sit and play, and interact with, and as we get more of it, we keep adding 223 00:18:14,733 --> 00:18:18,960 to it and we keep making it better. It's just an ongoing process, and I'm kind of, 224 00:18:18,960 --> 00:18:23,454 I hope we'll be around long enough, but it would be really interesting in 10 years 225 00:18:23,454 --> 00:18:27,577 time to see what the universe looks and feels like and what's happened in it compared 226 00:18:27,577 --> 00:18:32,961 to what we all talked about now. 'Cause I definitely think it's gonna just get cooler 227 00:18:32,961 --> 00:18:37,628 and bigger and better and also take some unexpected turns. I mean you can certainly 228 00:18:37,628 --> 00:18:42,345 even see the process as we go along. You see what the Hornet looked like in the original 229 00:18:42,345 --> 00:18:47,708 prototype in 2012, then we did an upgrade when it first went into the hangars, then now there's 230 00:18:47,708 --> 00:18:50,483 another upgrade that went in when we went on to dogfighting. You can see the constant 231 00:18:50,483 --> 00:18:54,368 iteration and improvement that we're doing and you guys are all in for the ride, which is 232 00:18:54,368 --> 00:18:57,658 pretty damn cool, and that's one of the things I think's pretty exciting about the 233 00:18:57,658 --> 00:19:01,733 process we're taking. I mean it does take people to understand that this is early, 234 00:19:01,733 --> 00:19:06,830 it's gonna get better and you're sort of seeing the sausage get made, but it's gonna 235 00:19:06,830 --> 00:19:09,084 be damn good sausage at the end. 236 00:19:09,084 --> 00:19:12,544 Anyway, there you go, that's the end of this 10 For the Chairman, thank you all for 237 00:19:12,544 --> 00:19:16,955 tuning in and listening. Thank you to all the subscribers out there who generously 238 00:19:16,955 --> 00:19:21,872 provide a little extra money every month to allow us to do this kind of stuff. 239 00:19:21,872 --> 00:19:25,707 Thank you to everyone who's backed the game who's allowing us to make this game at the 240 00:19:25,707 --> 00:19:29,774 scope and level and ambition that we're doing on a worldwide basis. There are people 241 00:19:29,774 --> 00:19:32,840 all around the world who are working on this game. There's a huge amount of people 242 00:19:32,840 --> 00:19:36,809 who have now got gainful employment working on the video game of their dreams thanks 243 00:19:36,809 --> 00:19:41,388 to all you, so thank you very much, and I'll talk to you next week. Bye.