Star Citizen: Subscribers Town Hall – Persistent Universe

Star Citizen: Subscribers Town Hall – Persistent Universe

Closed Captioning provided by Erin Roberts (ER): Hi everyone, welcome to
this special subscribers Town Hall. Today actually we have a nice selection of
people to answer the questions for you. We have Todd papy on the far right here, and
my brother Chris Roberts, Tony Zurovec and myself I’ll be asking the questions because
when we go into depth about design which is what these guys will be answering so thanks
you all for joining us and i’ll kick off with the first question. 00:38 Will individual planets have unique
terrain? How will this contribute to gameplay? ER: So Chris you want to kick that one off? Chris Roberts (CR): Yeah, no, I mean, that’s
one of big focuses we’ve shown little bits of it when we’ve done the CitizenCon presentation. We showed some ecosystems in what was … we
called the “Homestead Demo” but it had rocky, mountainous areas; open desert plains
… we’re planning to have a lot more ecosystems and variety than we showed in Homestead. The concept is that they would have their
different challenges in terms of longer term weather, even wildlife or resources that would
be there. So it’s pretty exciting and we’re building
the toolset to allow the artists and the designers to have fun and … You watch Star Wars and
you go “Okay, yeah, it’s Hoth. It’s the ice-snow planet. And Endor’s the forest moon or whatever. And we’re definitely going to have different
planets, moons even, that would have those sort of different feels. And in some ways maybe have more of a variety
of ecosystems because obviously Star Wars tends to be very like “Here’s the snow
planet. Here’s the forest planet.” And I think that would be cool. And I think longer term we’re hoping to
make it so there’ll be gameplay and challenges related to the actual ecosystems themselves. And we could even see a point where you could
crash land on a planet, and you have to get a distress beacon out, and you’ve got to
survive for a little bit of time before someone comes and rescues you. And so you got to maybe hunt some wildlife
or find some water to drink or find some special type of mineral that you need to do to repair
your ship. Tony Zurovec (TZ): Yeah, but that’s the
important thing, which is that the environmental variability is not just cosmetic: it directly
benefits the types of gameplay that we’ll be able to have the players engage in. Everything from reduced visibility from snowstorms,
sleet, fog, etc.; impaired navigational capability from sources of radiation: all of these different
types of mechanics come together and allow us to present new and different challenges. We can force the player out of their ship
to actually walk or drive across the surface of the planet because there’s something
that throwing off too much interference so their ship, in close proximity to the planet,
can’t actually navigate how it normally would. And a variety of things like that. So all of this variation on the planet is
not only going to present you with a lot of just visually different looking scenarios
and stuff, but it’s going to greatly increase the types of gameplay that we can put out
there. Todd Papy (TP): From a player’s standpoint
I think of this as “natural gating” or … versus traditional MMOs or something like
that where “Oh, you’re not level eighteen you can’t go there.” Like this is our natural way to gate players
of “Oh, you don’t have the right equipment to go into the extreme cold or extreme heat
or radiation or something like that.” So it’s a way for us mess … to take tools
away from players that they might be used to, whether that be the radars or affects
the way sensors work in their ships, or even like the flight. CR: And I would say that’s one of the reasons
we’re doing all this systemic approach, right? So, in terms of you as, say a character or
a human being in the role that you are playing, like you need to breathe oxygen. So if there isn’t an compatible atmosphere
you would need to have an environmental suit. Or perhaps you’re in a place that has too
much radiation: you need to have some shield from that. Or there’s really bad wind storms so … sand
storms … so during that you’d have to find shelter. So we’re trying to make it systemic so that
when we build the environments it just works. As opposed to we just program specific actions
based on you being in this area but not with the right equipment. The equipment allows you to survive the environments. Essentially. And so you should … if you’re going to
explore you should probably … TP: Have the explorer suit! CR: Have the explorer suit, have the land
vehicle: all the things that let you get down close because, like Tony said, there may be
case which was what we were showing or hinting in the Homestead Demo was that … the idea
is there’ll be areas you’ll not be able to fly your spaceship to so you may have to
get out on foot or get out and use a ground vehicle. Or sometimes you’d have to land and take
shelter. So there’s all these great sci-fi where
you see the approach, like Aliens, and they’re going down to Hadley’s Hope and they go through
the buffet of the atmosphere. So we’re all going to try to get all those
aspects in there and really give detail to the different locations. So even though we may not have a billion procedurally
generated moons or planets, we’ll have a huge … we’ll have a very large amount
of actual planets and moons that have a really well constructed set of environments and ecosystems
that should be challenging and interesting to explore. TZ: That’s the part that’s most interesting
to me which is unlike, even more so than in space, we’ll have the capability at the
local scale to be able to change the environment such that, yeah, scanning is more difficult,
or force you out of your ship, or finding an area – planets are enormously large things
and so since we’re not going to basically just have the magical button that you can
push and all of a sudden things are revealed to you – it’s like if you’re talking about
things hidden in plain sight then just the sheer size of these things. And then once you start to add in forests
and mountain ranges and snowstorms and fog and rain … CR: Well you think how long it’s taken us
to explore Earth, and there’s probably some areas … TZ: They’re still finding pockets of oil
and everything … CR: Right. TZ: … else. That’s exactly it. CR: Yeah. And so there’s seven billion of us here. So, yeah absolutely. 6:31 We as backers are obviously all excited
for planetary landings in 3.0, but how are you planning on handling on-foot and in-flight
exploration of a planet like ArcCorp that is completely covered in factories? And I guess, what they’re kind of asking
is, you know, what is the gating for people to be able to go to a large civilian population
and for them to just start walking around the planet. TZ: Ok, so, we’ve talked about this in the
past and basically the idea is that you’re going to have, when you approach you know,
any of these major landing zones, an air traffic control siystem, and you’re going to be
slotted in and given permission to land, and at that point they’ll plot a course forward
for you, and you need to stick fairly close to the path that they give you, or else you’ll
be auto-piloted in. At the same time, on some of these planets CR: Just to be clear, I”ll also say, so,
it’s not like we’re going to take over control of you unless you deviate from the,
but it’s like landing here in Los Angeles, or landing in London, there’ll be a flight
path that you’re given that you need to stick to. If you deviate from it, then you know, they,
your autopilot of your ship will sort of be taken over and they’ll land it, but you
know, for instance there certainly will be a level on ArcCorp that you’re above, you
know that you can fly over Los Angeles at 30,000 feet and that’s okay, it’s just
going, coming down close… TZ: Yes of course, it only applies to you
coming in close proximity CR: and it only applies to the sort of the
big landing zones, the cities that people … crash into TZ: The problem we’re trying to solve is
we don’t want people setting their ships down in the courtyard of Area 18. We don’t want people doing combat strafes
through the city, that kind of thing. CR: Don’t want to see what happens when
Idrii, you crash an Idris into the main planet TZ: Exactly. And so the same concept applies on those planets
like Hurston, to where you actually land on 95% of the planet. If you actually happen to go close to the
city, Lorville, then basically you’ll just have certain gated entrances to the city to
where you’re forced to basically go through those just as you would ER: There’ll be ground in there so basically,
you go, you could land and walk to a gate and go in, or you could actually just land.. TZ: Yup, that’s exactly it, and on cities
that actually have customs, you’d go through a ground-based customs just as you would coming
through the airport. ER: Ok. Cool. Next question. Basically just I guess it’s more of a technical
issue in how we’re going to handle it, and I guess I’ll chuck this one out to Chris,
but… 8:50 How will the PU work during logouts/
ISP disconnects on a multicrew and player interaction basis? CR: Well we actually had a, we were out in
Austin a week or so and this was actually one of the things we were talking about, but
the concept we’re going with is that if you disconnect for instance, your ship and
character will persist for a little bit of time to allow you enough time to relog or
reconnect. Also if you’re on a multicrew ship and there’s
other actual players on the ship, even if you logout or disconnect, the ship will still
persist with the other players on it, as long as there are actual acting real live players
on it. And then, if everybody’s gone, everyone
disconnected or everyone’s logged out, then we will at that particular time sort of persist
the ship for a little bit, and then, if no-one’s around, we’ll basically save the position
off, and when you log back in, it should bring you back with the ship in that position. There may be other stuff around, we’ll obviously
have to have some logic that would make sure you don’t get spawned where there’s another
ship right now, but essentially we would sort of save your position or state and let you,
let the ship come back, get respawned, in that particular position, and that’s sort
of the idea also if you’re like flying, you’ve got a bed, and you find some area
that there’s no-one really around and then you can sort of save your game in the, you
know, that’s the whole idea of having sort of beds aboard your multicrew ships, is that
you can sort of make it a save game… TZ: And that’s the whole reason why, the
fact that your ship hangs around for some period of time after you’re gone, that you
don’t want to be doing this, you know, when you’re right in the middle of combat, so
that basically we can have a little safe-zone, your ship goes out, and you’re good to go. CR: Yeah TP: And we also spoke about it being actually
on the planets, so it’s the same system no matter what, whether you’re on the planets
or in-space. ER: So I actually want to tie to that, there’s
another question here which is, which I’ll jump forward to cause I think it’s rather
what we’re talking about, and it’s 11:05 How will the game handle multi-day or
multi-week guild run campaigns in the PU? Which obviously we’ve just talked about
how we’ll handle that instance, but also the thought in terms of, you know, something
which stretches a long time, and people are not going to be just disconnected but they’re
going to be actually logged out, and how we’re going to handle that. CR: Well I mean, I think that would be kind
of the same thing that we discussed, so if there’s a bunch of you on a ship or something
and you’re flying together then, you know, you could take shifts like you would in real
life, some people could be flying while other people have logged out, and the ship would
still carry on its mission. If everyone sort of says okay we’re going
to play from 6pm till 9pm, and then they all log out at 9pm, then we’ll probably save
off the state of the ship, you know after, there’s a little bit of time and then bam,
if you’re safe, it’s okay it’ll get saved and we’ll just respawn when you log
back on. If something happens when like you’ve disconnected
or you’ve logged out, or, we mention that, and the ship does get destroyed, then you
would essentially, it would, it would respawn you at the closest sort of respawn point that
we’ve sort of, you know, it’s the kind of like Death of a Spaceman mechanic, where
you come back, you wake up in the medbay, and your body’s been recovered from space,
and then you’d probably have to have an insurance claim, so your your key is, if you’re
going to logout, you should make sure that you’re sort of logging out when you’re
not near any hostiles or enemies, because there will be a period, if there are hostiles
or enemies, your ship will still persist and will persist there until the hostiles, enemies,
are either gone, or your ship is, you know, TP: Blown up CR: Been destroyed. TZ: Well we’re, we’re trying to split
that fine line between giving you the convenience to actually be 20 minutes out from some major
city in an asteroid field doing something and you log off, you can continue back the
next day, but at the same time we need to prevent players from exploiting this functionality
such that they’re in the middle of you know combat and basically just logging out and
their ship goes immediately. CR: Yeah yeah, we don’t want, I mean like,
there’s got to be some, there has to be persistence, there has to be consequence,
or else you, everything you earn will mean nothing, so, there needs to be some like,
‘I need to get to an area where I’m safe and then I can log out’. That’s what we want, we don’t want you
going, we don’t want people rage, pulling the internet cord, in the middle of a battle
they know they’re losing just to essentially escape losing their ship, cause that wouldn’t
be cool at all, so when you get into a situation, whether it’s AI or another player, fighting
with, you’re at risk to lose your ship there, and yes, it would suck if you got disconnected
at that very moment in time, on the internet by no fault of your own, but I mean we can’t
really, we can’t tell when someone rage disconnects or someone gets their internet
service drops on them, so we’ll just persist the ship, and hopefully they can reconnect
back in and get back into it. And if you’re flying a bigger ship like
a multicrew ship, those are going to be tougher, probably more, tougher than we even have right
now… TZ: They wouldn’t, but your NPC crew on
those larger ships, you’re probably going to have a healthy contingent of other players
helping you, or other NPC’s, and those people would continue.. CR: Would still be active so yeah, to be clear,
if you disconnected and you have an NPC crew, that ship would still exist, the NPC crew
doing stuff, and then if you reconnect and you’re back in there on the ship, and we’ll
keep it in that state for a while to allow you to reconnect, so the key is really just
to make sure that, if you’re travelling, and you want to save, you’ve just got to
make sure you’re saving in an area where it’s fairly safe, you’re not going to
be under threat of attack. ER: So I know, there’s absolutely mute questions
that come from this conversation, I know we’ve talked about it, so, I just want to bring
it up, is the question of you know, you’ve got your crew of hopefully friends and you
disconnect, and now your friends are running your ship. What’s to stop them from, you know, I mean,
basically there probably isn’t anything but the question that’s been talked about
is what happens then, as long as they decide to take your ship somewhere else without your
permission… CR: Well, what can… I mean at that point, I lend you my car and
then… ER: No no, I agree, just the point… CR: You decide to take it on a rally and ER: Right, so basically TZ: I see this as being more like, this is
the exact same that we’re going to encounter over and over again that we’ve talked about
which is, if somebody boards your ship, can they basically just sit in the pilot seat
and go, and that’s the way it is right now, but eventually we’re going to have much
more of a security system concept, and so irregardless of the fact that I allow other
players onto my ships, that doesn’t necessarily mean that I as captain have basically given
them the keys to the thing, so I disappear… CR: You may not give them the permission… TZ: That’s exactly it. CR: To use the helm, they may have the permission
to walk all around or use turrets or whatever, but… TZ: So I could see CR: they won’t have the keys to the ignition. TZ: I could see the captain, the owner of
the ship, basically designating who can do what, if i’m disconnected then my navigator TP: Or SO yeah TZ: whether it’s a player or NPC can basically
assume, you know, control of piloting the craft, but I in advance basic ally said how
I want the ship to, how I want the crew to be able to respond in this particular scenario ER: Also the issue where at the end of the
day you’re going to have to basically trust the people you put on your ship because you’re
going to assign that stuff TP: But even I mean we’ve talked about reputation
hits and, I mean, bounties and all sorts of other things that would hopefully help mitigate
that issue TZ: Yeah and that’s a huge part when you’re
hiring other players and you see, you’re not going to be doing this blindly. We will be tracking a number of different
statistics and attributes that will allow you to get some sense of how they’ve been
performing in their… ER: Just see it as part of the gameplay and
you just need to make sure that before you go and do that with your ship, you say, yeah
you guys can fly around while I’m away for a week on holiday, that you have to understand
that stuff can happen. CR: Yeah and basically you shouldn’t, yeah
you know, your ship or various equipment, it’s your possessions, and your possessions
can be destroyed or stolen by other players. There’ll be certain things in place to help
prevent that, and there’ll be certain things when forced that not happening in law abiding
areas, but you’re always going to have some risk of things, you know, being destroyed
or stolen by other players, and there will be a black market so for instance, a ship’s
a good example of, you kinda need to transfer title to sell it pretty much anywhere, but
if I steal say your constellation, so I probably couldn’t go to ArcCorp and sell it cause
I don’t have the papers for it, even if I just took it over, you know i found it sitting
there in an asteroid field, no-one was in it, but there’s probably someplace I could
go that I could talk to a kind of chop-shop, shady person, who’ll pay me less than you
would normally pay for a legitimate second-hand connie, and then I could get some money that
way, so we’ll have those sort of systems in, and if you’re flying a ship that is
being denoted with the, it’s a stolen ship, and you’re in a law-enforcement area, and
the law enforcement scans you or a bounty hunter running around can see that you’re
tagged you’re in a stolen ship, then they would have the ability, or the authorization,
to engage in, if they’re a player, PVP against you, to sort of bring you to justice, so we’ll
sort of have some of that balance, but yeah you should think that your possessions, in
general, can be destroyed and can be stolen, that’s one of the reasons why you have insurance,
but we want to make it so it encourages you to hold onto your stuff, it encourages you
to repair them and maintain, we don’t want you to fly out there, get a scratch on your
constellation, and go aww, this is, I don’t like it now, I’m going to smash it into
an asteroid field and brow it up and then I’ll respawn and get another constellation
instantly, which is what happens right now in the baby PU, in Crusader. So as we move towards a much more persistent,
proper game, which 3.0 is really going to be that, we’re going to try to disincentivize
you and incentivize you to keep your ship running, keep it maintained, keep it repaired,
and try to keep it out of situations where it can be damaged or stolen. TP: Ideally build a relationship with it,
but then, I mean I would love to see the awkward conversations that would come out of that
like, your brother steals your ship or takes your ship, and then you’re having those
conversations of, what did you do with my stuff kind of thing. ER – That never happens. Anyway, next question is.. 19:30 How will the PU handle instancing of
missions and the NPC enemies that spawn around them? In the mini-PU now we have a direct correlation
between the number of players in the area and the number of NPC pirates that spawn. I realize this is just a temporary solution,
but will the final PU use a similar process to scale the difficulty of the mission based
on the number and quality of the players accepting it? TZ: Yeah what we have right now is actually
far simpler than what we’re going to have very shortly as soon as the mission system
makes it debut. Right now it’s just a simple linear relationship
to scale the difficulty, whereas what we’re going to be able to do is take into account
not just your specific capabilities in terms of the number of people in your party, the
ships, the capability of those ships, what your reputation is, what you’re actually
carrying and all of these things will be factored into this database of you know, possible missions
which is also able to take into account what you should be seeing in that area such that
if you’re a freighter and you’re carrying loads and loads of valuable cargo through
a dangerous area and you have no escorts, that’s going to make you particularly attractive
to pirates that are looking to make a quick buck. So what you’ve seen thus far, there’s
really no comparison. This is basically functionality that was put
in to give a little bit of ramp of difficulty to make it playable but the real system is
far more playable. 20:56 Could any of you comment on any of the
environmental risks that we can expect to see in the likes of in the PU? TP: Well as we talked about earlier, like
with the power system and basically with the environments that we’re building, where
they have power, oxygen, or life support, then gravity as well as possible other leaks
or radiation leaks and so when you’re running around in those environments, from a design
standpoint we want to be able to create different scenarios. So you either come into a derelict where you
come into one that’s fully powered and fully operational, so for us it’s more about creating
situations that will allow players to investigate and try out and deal with the appropriate
or find ways to solve those those problems. So whether it’s radiation or oxygen leak
or something like that, then you need to go get your suit on, you need to basically have
enough oxygen to survive what you need to do in that area or if it’s too close to
a sun or something like that then you’re going to be dealing with a certain amount
of heat, but those to me are spices that you know, our underlying mission system would
be kind of like, let’s say the bland food and we use these… CR: You’re gonna get Tony upset about his
missions being called bland. TZ: [Laughs] TP: Sorry! That we use these different spices to basically
make the missions a lot more interesting and unique for the players run into. TZ: Yeah and in that regard it’s very similar
to what we were talking about for the environments to where it gives you this systematic ability
to be able to present the player with all this different potential diversity and allow
them to figure out their own unique solution as to how they want to chart a course through
that. CR: Yeah and the other thing I would say is
we’re kinda… people really haven’t seen it yet, but multicrew ships are going to be
a large part of the, in my opinion, the fun gameplay. You and a small group of friends or even a
bigger group playing together and you don’t really see that now because right now you
can either pilot or perhaps you can man a turret and the turrets still need work, they’ve
sort of not had much love because we’re waiting for everything to shift to item system
2.0 so we don’t really want to fix the old turrets, we want it for the new turrets, but
they’re just a small part because really for us when you’re flying, it’s you know
not just piloting, there’s things like the scanning, the radar, the communications, engineering. So adjusting the systems on the bigger ships,
and we’re also going to have the concept of you know, we talked about it, it’s not
in but it’s apart of the item 2.0, but the items or the different components of your
ship will have age and wear, maintenance, wear level and the idea is that if you’re
not really keeping it up and they’re getting old and depending on the quality of the components
because we have different quality ratings for them, they can break down. So then you’re gonna have to fix them if
they break down, you’re gonna have to replace them and we have smaller items, so like a
power plant may have different fuel rods or there may be fuses on power nodes and these
things can break down, maybe you’re powering up for quantum drive and you’re going for
long distance and I think we have some plans to make quantum drive not be just automatic
and things can short out and you’ve got to run and fix it. Also in combat as you’re in combat, the
concept should be that the multicrew ships which is what I was saying they’ll last
longer in the future in the PU if you have a crew on it working together, like basically
fixing the leaks, replacing the fuse break so constantly almost running around inside
repairing it. Like you see in all these science fiction
movies, you can extend the life of your multicrew ship in combat which will be important because
generally the multicrew ships won’t move as fast as the single seat fighters and everything,
but they’re much more tanky because not only are they bigger and not only will they
have more armour, power and shields, but they’ll have an active crew be able to run around
and fix things as they’re breaking, whereas if you’re on a single seater ship, you can’t
really stop in the middle of dogfight, get out, EVA and repair the shield generator that
blew a fuse or whatever so there will definitely be stuff to be done in combat, but even on
long distance travels. If you think about going from one system to
another system, maybe during the course of it you’ll have to do some maintenance for
your engine or repair fuses and I think that sort of gameplay that could, because we are
going to have some transit times on the longer distances where you’re not going to be quantum
for a few seconds, you’re going to be in quantum drive for you know, minutes or 10’s
of minutes in the longest cases so there will be some aspect of maintaining your ship and
keeping it going and making sure you’ve stocked up on items. I think there’s a lot of real potential
for gameplay that comes out of this whole idea of these systemic components or items
that all interact together that need to be taken care of, that need to be maintained
to run right and the people that know how to do it and balance it and juggle it will
be the more successful ones out there. TP: And also with that system I mean, when
I was talking about environments, it’s used in the same system that he’s talking about
right now. So now it would be filtered even down to basically
the planets or the planetary outposts that we’ve shown as well as satellites and everything
in our universe will be using power plants or solar arrays or some sort of power generator,
but it is basically using the same power system. CR: Yes It’s the same system underneath
it all for all for it and so we’re hoping that, it’s probably a bit more than you
would normally see in a game, but it’s one system that goes across everything whether
it’s down on the ground or on the ships, satellites you were mentioning and once you
learn the interaction and the use of it, it hopefully should be fairly intuitive and be
a simplified version of what you get in the real world and then from that there’s a
lot of possibility because you can not only have to maintain stuff, but you could actually
actively disrupt stuff to prevent someone, like say you’re boarding this ship, you
as a someone who’s trying to take over a ship, take over a space station, or take over
an environment on the ground can also use these things intelligently like cut someone’s
power off to you know, seal them in that area. TP: You want to have those counter plays. CR: Yeah. TP: That people can have. TZ: Well I would add to what you’ve said
that people haven’t seen the true potential of multi-crew and what it’s actually going
to mean in so far as the gameplay, and one of the areas which is going to a take I think
dramatic leap forward is going to be when we actually start to incorporate the crew. Right now you tend to basically take over
a ship of any size and there’s one player or maybe he’s got another person or two,
but it’s just, you kill one or two or three guys and now you own the ship and it’s going
to be dramatically different when players have the ability to go out and for example:
since they want to guard against exactly that, they spend a little bit more money, they hire
NPC, could be player characters with a particularly high combat rating and then basically anyone
that wants to board that ship and take it over is first going to have to get through
all those crew members before they can actually even have a chance at basically seizing control
and taking the ship and then even after they do that they’re gonna face all the impediments
that we were talking about as far as the law is basically going to be on them if they’re
in a secure zone and a variety of other things and so all of a sudden you can start to see
the act of trying to take some of these larger ships, it’s not going to be something that
plays out in a minute or two, it’s going to be these long drawn out battles to where
you basically got probably one well organised force of players potentially with NPC backup
fighting against another entrenched group of players whose ship has probably been disabled,
but now they’re able to fight to repel these boarders and what you’re going to get is
a chunk, you’re going to get a gameplay experience that’s going to be unlike any we’ve
been able to put forward thus far. ER: So on that sides of things I can move
straight over to questions that go to the complete other side of the spectrum and since
we’ve gone through the violent side, let’s go through a bit of the more pacifist side
and talk about farming. So basically one of the questions is. 29:43 Now with farming coming in the distant
future, could it be possible in the far distance future to retire with our Character and do
some farming. Like a mini game, ala Harvest Moon and having
a small house on Goss, a field and a garden. TZ: I would say it’s not really the concept
of being tired, all these different occupations that you do and some will be, you know, peaceful,
you know farming. There’s a variety of other ones… ER: So the answer’s yes? TZ: Yes, but you kinda have to qualify in
that the way that you go about… TP: They still have to work. TZ: If you want to not deal with any of the
combat… ER: They still have to defend their homestead. TZ: If you go find some distant locale to
where there is very little bits going to draw over there, you know, more nefarious elements
and basically then you do your mini game. Just like you could do over in a busier area
of the system but because the potential payout is less or because the density of other farmers
or transit pathways or whatever is less, you’ll just attract less attention. The key point there is though that you’re
not off isolated, you’re still in the same universe, it’s just that that solar system
is an enormously large place and so it would be very easy for those players that really
want to do these self contained, isolated activities to basically go find a little area
and you know, do their own thing… but there’s always the possibility that someone’s going
to find them and if they’re actually.. CR: Yes, you log out and you come back and
your homestead’s razed by the bad guys and you got to come back and track them down for
vengeance. TZ: It’s the same thing with mining you
can just picture that will certainly be well known fields of very valuable elements that,
you know, that loads of players are being drawn to and extract and that draws all the
guys who are looking to making a quick buck and you’re going to see a lot of freighter
traffic. There will also be little pockets of value
here and there potentially that you found yourself and so it’s possible but very unlikely
someone else would find that within the same, you know, small periods of time that you’re
out there exploiting those natural resources. So I think just from the sheer size of space,
a lot of the players that want isolation, you know, they’re going to have that but there’s
always that danger, they never really know for sure because they’re going to be in
a universe with thousands of other players. ER: Ok, so just a couple questions left. I think this one’s probably a pretty quick
answer. 31:59 Will there be multiple currencies, perhaps
used by different races? If so, will there be any variation in the
exchange rates between those currencies? CR: Well … so starting out it’s just going
to be the UEC. There most likely will be a currency for the
Xi’an. Most likely be a currency for the Banu. But that’s a longer term aspect and you
probably wouldn’t trade in it. So you would … basically everything would
be translated to UEC and we would just trade from there. And then maybe down the road if we got more
into “Hey, future expansions” – which by the way we have a huge amount of work already
but we’ve talked long term about being able to play another race like the Xi’an and
the Banu – in that case it would probably make sense that you would have currency for
those particular races. TZ: Yep. CR: But until … while you’re playing Human
you will trade in UEC and there’d be just a … basically a currency … just like now
if I’m in dollars and I’m in Europe I can pay in my card in dollars even though
they’re translating it from … exchange rate from Euros. TZ: We likely wouldn’t have an identical
translation mechanism everywhere which means for the more economically orientated players
it presents some interesting opportunities in terms of arbitrage and things like that. It becomes a commodity like anything else
to where the value is one thing here and it’s slightly different there and therefore you
can basically accept a contract and transfer that value via whatever mechanics we come
up with then … you could make some money. ER: Just to be clear this is a stretch goal
this one. TZ: Yeah. ER: It’s not going to be any time soon. And then the last question I’ll put to you
Todd is … though I’m sure other people will interject … is … 33:41 Will people/ships get the capability
to activate a distress beacon of sorts that broadcasts their location to nearby ships? This could be a risky thing due to it attracting
pirates and such, of course. In the PU as it stands, there are missions
with ships that have distress beacons, yet players have none of yet. TP: Quick answer is, yes. ER: Ok. TP: So, longer or more in depth answer would
be yes and there’s different caveats to it. So there’d be the distress call so that
you can actually pull in more like the authorities or the security forces that might be around
you. Then there’s the actual, you know, I want
to come out and save me, my ship has been blown up. Then there’s the possible, you know, hey
I want to use this to hire people… so like the mercs or anything, you know, I’m going
to fly through this area so I’m going to turn on this service beacon sooner than later
and then find out, you know, if I want… CR: Cause the idea of a service beacon, right,
is basically you’re broadcasting say… TP: I’m looking for something. CR: I’m looking for you someone to do this
for me, which the simple case we’re talking about here is, I’m looking for someone to
come and save my ass cause I’m stuck in space… TP: Correct. Or refuel or… CR: Yeah, or looking for someone to refuel,
I’m looking for someone to come defend me, I’m looking for someone to come fly on my
wing. It’s all part that same system that we’ve
called the service beacon. TZ: Yeah, it’s a dynamic job board that
allows players and/or NPCs to sync up with one another assuming the terms meet when I
basically have a guy to refuel me or come to escort me, while I’m going to put it
in… I’m going to have a various filter or criteria. What’s his reputation, you know, how much… TP: How much am I going to pay. TZ: How good is he, what am I willing pay,
how quickly can he be here… all these things are going to be, you know, elements you can
put, you know, within your basic job description and then only people who have compatible interest
can potentially see that. Further you’ll be able to isolate the number
of people, the types of people who can actually respond to these things so that you can only
engage in this type of, you know, in this type of contractual, you know, transaction
between friends or players in your organization or just anybody who has compatible interests
and then it’s up to players to basically figure out, you know, how far they want to
extend their trust. Outro ER: Cool, okay, well I think that’s it for
the questions. So thanks a lot for sitting with me and answering
all the questions. CR: Welcome. ER: And I’d like to thank … CR: Everyone out there. ER: … everyone, absolutely, everyone out
there especially the subscribers for supporting this whole endeavour. Thank you very much. CR: Thank you guys. Bye.


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    Stefan Ernst

    Theres a ton of "maybe ". Means i tell you what you want to hear .. but actually it wont be that way or maybe in 10 years . .just give me your money ..
    They dont even have the core mechanics and massiv delays they choose talk about trivial stuff .. like the weather mechanics. Its a lot of talking withouzt proof or showing anything.. so CR just stop puhsing out"maybe's" and better work on the game.

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    When they start to get there this game is really going to be pretty amazing but its still going to take a while thats for sure.

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    These fuckers are discussing a game i've been dreaming about since the rubber keyed speccy days. What a time to be alive 🙂

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    Rose Eve

    patience,they aim something that no other gaming industri dare or achive,don't rush it just because some people who can't wait something that they will never forget,a journey,promise and a vision from robert,it takes time to make something big especialy if see what already star citizen can achive and their future vision,patiencd is a virtue and a leader without vision will be doubt,but robert he has clear vision,big passion and big dream for us to enjoy and something for robert to achive and proud to give something that any gaming industri never given.

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    Yeah, it will be the best game, but please, fix the servers FPS problem, did i pay 60$ for 15 FPS? P.S I live in Russia and i have a GTX 970 6gb.

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    Become a Star Citizen @RobertsSpaceInd and get 5,000 free Credits

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    T. kuvesi

    Chris, go update that production schedule report, it's over a month old now. >_>
    I'm getting information deprivation symptoms here D:

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    One of you is wheezing the whole vid. Your audio on all your vids is pretty bad. The mic channels should be gated and you need acoustic panels or some other room reverberation dampening. And please camera person stop wobbling or feeling like you have to move around left and right–it's amateur

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    Sam _

    God I really hope they can implement all this..I enjoy it already but SC is going to be unbelievable if they can pull it off

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    Jacques Putter

    Quick question what happens if you get stranded on a planet and you log off, would you then respawn on that planet if you log back on.

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    isnt this game gonna die soon? just face it, accept it, and move on. I was right all this time, I told you the game is never going to be finnished. I told you that you would move on in your life before they will move on to a new star system. and here we are, not even remotely close to having anything that resembles a game. you are still in the denial face, you need to get through those stages before it blows up in your face. srsly, its one frontpage redditpost away from death. just enough to remind people that it exists and they will have their money back.

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    I like the limited persistence after someone logs off. One of the biggest complaints in E:D is "combat logging," where people will intentionally log out when they are losing a battle, in order to avoid the rebuy cost of their ship.

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    As more as I see Star Citizen, as more I doubt that every aspect will have an high end result.
    Space Sim / FPS / Survival Mode / Persistent Universe / Accurate Physics (radiations, environmental changes, ….)
    ==> Beta to be seen at E3 2019

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    Neil Fairland

    Best Game ever ! I bought Aroura MR ! it's great to be in SC and thanks for explaining the upcoming game developments it's phenomenal and amazing to watch you guys!!💫

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    there talking about people taking ships on joy rides..  but in games  that's a huge problem  with out some kind of law or penalties that may effect  the character or the player  the game breaks down to  an untrustworthy mess like eve      as anyone can turn on you at any moment   or space you and leave you floating.

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    James Deal

    Hellion NAILED battery power management and oxygen. Learn from them. Including building our own little space stations randomly through space. You said "persistent" universe. So make it persistent.

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    Brandon Gabriel

    Pause it at 36:16 guys. There you have them! The Gods of SC; their dream, our reality. 😉 See you guys in 3.0.

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