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10 For the Chairman Episode 31. July 28th, 2014

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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
  • 17:31 - 17:38
    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,
  • 18:11 - 18:15
    they can sit and play, and interact with,
    and as we get more of it, we keep adding
  • 18:15 - 18:19
    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,
  • 19:02 - 19:07
    it's gonna get better and you're sort of
    seeing the sausage get made, but it's gonna
  • 19:07 - 19:09
    be damn good sausage at the end.
  • 19:09 - 19:13
    Anyway, there you go, that's the end of this
    10 For the Chairman, thank you all for
  • 19:13 - 19:17
    tuning in and listening. Thank you to all
    the subscribers out there who generously
  • 19:17 - 19:22
    provide a little extra money every month
    to allow us to do this kind of stuff.
  • 19:22 - 19:26
    Thank you to everyone who's backed the game
    who's allowing us to make this game at the
  • 19:26 - 19:30
    scope and level and ambition that we're
    doing on a worldwide basis. There are people
  • 19:30 - 19:33
    all around the world who are working on this
    game. There's a huge amount of people
  • 19:33 - 19:37
    who have now got gainful employment working
    on the video game of their dreams thanks
  • 19:37 - 19:41
    to all you, so thank you very much, and
    I'll talk to you next week. Bye.
Title:
10 For the Chairman Episode 31. July 28th, 2014
Description:

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Video Language:
English
Duration:
19:51

English subtitles

Revisions