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Chris Roberts: Hello everyone, welcome to another episode of 10 for the Chairman.
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For those of you who haven't watched it before,
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this is where I take 10 questions from our subscribers in general and try to answer them as best I can.
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For those of you who don't know, the subscribers are the portion of our community who
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kick in a little extra money every month to allow us to do a lot more community content.
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This show, Wingman's Hangar, Jump Point, which even though subscribers get first,
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eventually a lot of the articles and back ground information that we have in Jump Point,
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which is 50-60 pages each month, a pretty impressive magazine size, trickles down to the community as a whole.
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This is our way of giving back to the subscribers a little bit and saying thank you for enabling us to do all this.
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So I'll get right to it. The first question of the 10 comes from SlackR:
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In the DFM, where is our hangar located? Are we already in space on a station?
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If so, how do we get the ship out of the hangar without creating a vacuum?
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That is a good question, but the concept with the Dogfighting Module is actually that you're flying,
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essentially a simulation inside your hangar.
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So what will happen is, you'll be in the hangar, you'll get inside your Hornet,
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or any of the other ships that we'll have available for Dogfight v1,
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if you don't have any of those ships, we'll loan you a ship to fly in Dogfight v1.
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You'll climb in, and basically fire it up and at that point your HUD comes up and creates a "Joining sumulation" interface.
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So we mentioned Arena Mode as a part of the game, where it allows you to practice flying around,
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fighting with your friends, but not taking your actual ship out into space and risking loss of equipment or life.
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That is what we're calling "Arena Commander," it's a bit of a nod to a game I may have made in the past.
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You connect up through there and it's all done in fiction that you're connecting up to a battle net,
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and you will fight against other people.
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So what happens is you step into the ship in your hangar, connect up, then the outside of the ship once
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you've connected, you come back out, and bam you're out in a virtual space, flying around dogfighting.
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Once you've finished the battle, you return back into your hangar,
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and of course there won't be any bullet holes on your ship because it was all a virtual simulation.
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It is the beginning of the stub of the Arena Mode which will be in the game, throughout the game.
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So it's one of the features that will be useful, and I think longer term people would probably use this feature to
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do e-sports or challenge each other without having to lose their precious cargo or precious ships.
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So we don't have to worry about a vacuum at the moment because it's all virtual.
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Next question comes from Kallashnikov who asks:
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Given all the focus on the Oculus Rift, will similar time be given to technologies like TrackIR and CastAR?
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Do you expect basic head-tracking functions to be available for the DFM?
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We've already announced that we're gonna be supporting TrackIR, so that's definitely on our list.
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CastAR, I would have to take a look at 'cause we haven't announced support for it necessarily at the moment.
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If something's cool, we're pretty peripheral agnostic, we want to support a lot of different options.
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Whether it's a HOTAS outfit, or keyboard and mouse, gamepad, regular joystick, Oculus Rift, TrackIR,
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rudder pedals, that's part of the spirit of PC gaming, so CryEngine is quite good at having a lot of different inputs.
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In the Dogfight Module, when you play you'll be able to have your HOTAS set up, and a mouse and a keyboard,
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and all the rest, you can be flying them all--using them all at the same time if you want.
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So we'll do that. As far as the head-tracking functions for the Dogfighting Module, I'm not sure about Dogfighting v1.
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We'll probably have the Rift working for it, 'cause we already have the Rift working in the hangar,
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but we're really trying to do some extra stuff on the Rift to have proper
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stereoscopic dual rendering as opposed to a post-stereoscopic rendering.
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And there's still some head lag issues that we're dealing with.
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We've made it better, but there's some that we're dealing with at the engine level that we're working with Crytek on.
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I don't think we'll have TrackIR and stuff ready for the Dofight v1, but that is definitely on our list of stuff to work on.
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So you can see that come in along the line when we start to patch stuff.
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Ok, next question comes from Jomanda who asks:
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What do you envisage the "end game" to be for the industry side of the game?
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Especially for players that are more focused on that aspect?
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Well first of all I hope there isn't any particular "end game" in Star Citizen.
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I don't think people think there's a necessary end-game in EVE.
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Maybe it's running your corporation, but there's always someone trying to take your spot,
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or push you off that top perch, which is pretty much the way I think Star Citizen is gonna work.
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So I think if you're into the economy side and you want to be more of an entrepreneur,
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and build up businesses or industries, that's really going to be around buying and owning a production node.
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Which essentially is a factory, and then running that in terms of making sure that you're getting the right raw materials,
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and you're doing well, then perhaps you can expand and
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buy another production node somewhere else and build up your economic empire.
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In that case I would think you would probably be spending a fair amount of time
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managing resources and hiring other people to do the work.
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Like bring cargo from A to B, have people to defend it, and all that stuff.
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So I would say that would be the high level game if you're interested in that level of the game verses
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just the flying around, combat side.
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Next question comes from Elijah "ZoolooS" Parsons who asks:
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Will I be able to see pilots/organizations agression status in relation to myself/my organization?
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(Like red = foe, orange = pirate, green = friendly, grey = neutral, blue = friend, etc.)
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The game tracks all the relationships between the organizations.
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Either the game defined ones, which will be the NPC ones, or the player ones.
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It tracks whether you're friendly or you're not friendly, and all of that will translate, when you're flying around,
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in your radar you'll see the friendlies, the default friendlies would be green, and a hostile would be red.
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So the status of relationships between organizations whether it's NPC or player,
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is mapped to friendly/not friendly/neutral, and that maps to colors in your HUD.
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I think it's automatically handled would be the best way to say it.
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You can of course in your organization say "I'm not friendly with this organization,"
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and when you see them they will come up as enemies or hostiles to you.
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So to that level you could potentially set the aggression status.
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The next question comes from ShoGun who asks:
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Will the Mustang and other ships not yet available for pledge be made so before the alpha?
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It looks pretty cool and I would like to add one alongside my Aurora LN and Cutlass.
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We are working on all the ships that we've announced at some level.
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Some are in the concept stage, some are in the modeling stage, but there's a lot of work happening.
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We've got a lot of artists, but there's even more work than we've got artists, and also for the Dogfight,
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there's a lot of extra work that goes into building all the different damage parts and models of the ships,
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and LoD's, which you don't necessarily see the benefit of until you're in the Dogfight.
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So a fair amount of our artists are focused on that.
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But the idea is as the ships get built and put in the engine,
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we'll make them available in the hangar, and then you can fly them.
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So when they're available in the hangar, you should be able to pledge for it and put it in your own hangar,
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and then once we have all the damage states and the LoDs, you'll be able to fight with them in the Dogfight Module.
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I would say that they'll probably be available before the game is finished, definitely.
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Probably not by Dogfight v1, but probably sometime thereafter.
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So the Mustang we are working on right now.
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Next question comes from Garrosian who asks:
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If I happen across some cargo that has "fallen" off the back of a Freelancer,
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is it fair game to any who can pick it up, or is it considered stolen?
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Will "stolen" merchandise be automatically identifiable by the authorities and other players?
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That's a good question.
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We've actually had a debate about that because we're in the process of fleshing out the cargo system.
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That would be what the standardized sizes of the cargo are, how you load and unload your ship,
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how you're able to dump it in space if a pirate says "give me your cargo or else I'll kill you,"
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how are you able to bring cargo in from space back into your hold.
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We've been working on all those aspects, some pretty cool design stuff.
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So one of the things we were talking about was, you could have a fancier basic cargo container.
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Think of our basic cargo containers as containers in the real world right now.
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If you see what gets put on trains or container ships or trucks driving around,
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normally for example someone makes a bunch of TVs in Korea, they pack 'em up and put them in a big container.
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Then the container gets taken by a truck to the train station. The train station takes it to the boat and puts it on.
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The boat comes across to America and then they unload it and it gets put back onto a train and then
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it goes to a distribution center, then on a truck and it's in Best Buy, an electronics store, or Amazon delivers it to you.
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So we have the same concept of containers, just because it's simpler to have uniform sizes.
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There can be bigger ones and smaller ones, but they all have volumes that are defined that our holds are built for.
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And the fancier ones, if you want to invest in a more expensive container,
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we were considering having tracking, like Lo-Jack on it or something.
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But most of them won't have that. Most of them, if the cargo's floating out in space and you come across it and
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take it in, then at that point it's finder's keeper's unless it's marked.
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Obviously if you were the person that forced the cargo to be in space by illegal pirate attack and you're in a
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well regulated or policed areas and someone saw you do this or the ship you attacked got a distress call out,
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then you probably will be wanted for the piracy act.
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So there you are, I guess if you happen to find some cargo floating there because of some other battle,
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and you pick it up, you'll be ok so long as it's not tagged with the more fancy container stuff.
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Alright, next question comes from Gharskull who asks:
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Regarding star maps: Will organizations be able to apply their own markers & notations on the star map
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so that all selected members of the organization can share information such as resources,
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nodes held by allies/enemies, troop movements, etc.?
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Yeah, one of the ideas with your navigation map is, as you fly around...
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Most navigation have the basic trade routes or locations noted down. Like the main planet in the system or whatever.
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But there's a lot of the system that will not be mapped in your basic navigation map,
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and if you fly around, this is one of the things that explorers can do.
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If you fly around in different areas, you may find an asteroid field which isn't on the navigation map or something else,
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then you essentially map that on your map and you have it as your localized navigation point/coordinate/area of interest
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and you can write your own notes about it, then share it with members of your organization.
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So if you discovered an asteroid field that has some rich minerals to mine, and no one else has seen it,
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you can broadcast that to everyone else in your organization and say "hey let's go here an do this mining,"
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and everyone else won't know about it.
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Now of course you would be able to sell some of that to a general cartographer company.
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Think of the navigation computers as a modern day GPS, you get an updated the disk of locations to drive in.
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So another option is explorers could go around mapping stuff out, then when they've mapped out the system fully,
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they can go and sell that and that could become available for purchase for
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a large group of people in the same way that we talked about for jump points.
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That's all things you can do, so you should be able to share map information between the members of your organization.
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The next question comes from Otack Kulandinglar. Kulandinglar, that's quite a mouthful of a word:
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Can you share any of the plans for orgs 2.0?
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As an org leader, I have concerns about how multiple org memberships will work, and how I can manage my people.
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Unfortunately I'm not the best person to answer that, because that would really be Ben Waur at Turbulent,
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but the stuff that we've talked about for orgs 2.0 is multiple organization membership is a must.
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We're not going to have a friend's list per say, so basically you'll be members of multiple organizations,
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and one of the organizations can be "my friends."
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There will only be one primary organization,
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and then the other organizations will be affiliates of the primary organization that's the authoritative boss one.
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Whoever runs the primary one can say
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"if you're a member of this organization, I won't accept you," "You can't have that as an affiliate."
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So you can dictate as an organization, "you can be part of my organization and a member of the merchant's guild,
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that's ok, but you can't be part of my organization and a member of the pirates guild."
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Or whatever it is, I don't know if the pirates would have a guild, but that's the approach you could do.
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So I think as an org leader, you can control who are members of different organizations.
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And there's some other mechanics that we haven't quite revealed in that which I think we'll make some fun of.
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I'll just say there's a concept that could potentially be a "Special Ops" side of an organization,
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where you can do some sort of clandestine spying stuff, and misrepresenting some stuff.
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Anyway, we're gonna put tools on both sides,
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'cause we think that could be a bit of a meta game and it could be kind of fun.
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We're not revealing too much of that just yet, so there you go.
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Next question comes from Zengrinn who asks:
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Given how the universe/instance server is being setup to match-make on the fly and determine who will see who when
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entering a given area of space, are we guaranteed to instance with pilots in our friends list & organization
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(preferred method), or will there be some gameplay mechanic (such as creating a squadron
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or something similar) required in order to force that to happen?
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No, the whole point of having organizations and being members of them like I mentioned in the previous answer,
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essentially your friends list would be an organization, it would just be a less formal organization.
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Here's my list of friends, and that would probably be something you would keep as an
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affiliate organization when you're a member of a primary organization,
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which would would be the Imperium or something like that.
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So what it does when it match makes and you're flying around, it looks around and says
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"I'm going in here, and these are the other members that are a part of your organization,"
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and it tries to put people together that you know,
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it tries to put people together that you've designated as a person of interest.
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You can also, before you start out, you can basically hook-up and say we're flying as a group.
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Say me and this friend, this friend, and this friend, this is our little unit that's flying as a group,
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to let the game know that you're flying together.
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Then it will do things, like determining based on ping would be another criteria,
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but of course if you say "I'm flying with this group," that takes priority over everything else.
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Then also what your preference is in terms of combat,
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whether you want to be doing PvP or want to be fighting NPCs in PvE.
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That depends on what sort of area of space you're in, but we're not going to match up someone who just wants to be
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doing PvE in a fairly safe area with someone who just wants to be doing hardcore PvP,
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'cause that wouldn't necessarily be a lot of fun for the PvE side, and on the PvP side,
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there'll be plenty of opportunities to fight other people because we're making sure that
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there's a lot of benefit to being in the less regulated areas.
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More risk, more reward so to speak.
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But all those criteria are factored in when we're doing the instancing.
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So we decide, this group of players is coming from here to here, and they may intersect this other group.
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You run through the matchmaking criteria, and if you determine that they should see each other,
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you create an instance, you put the groups into it and let the conflict resolve itself, then they go back onto their journey.
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Ok, so last question comes from Commander Keen who asks:
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Question about PC touch screen support (not tablet). With PC OS such as Win8 now natively supporting touchscreen,
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has there been any thought put towards allowing this same support in Star Citizen directly?
0:18:46.490,0:18:47.890
No, not yet.
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It would probably be something that we would consider, although everyone hates Windows 8 here.
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We're mostly developing on Windows 7.
0:18:55.648,0:19:01.976
I have it on a few of my laptops, it's kind of cool to scroll around, but most of the things that have the touch screen
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don't usually have the--they're the small sort of tablet like or netbook like computers--
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which don't have the computing power to do Star Citizen.
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So that's not necessarily a focus of ours, I'm not saying that we wouldn't potentially do some
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exploration in support of it down the road, but I would say that would be a later task.
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I mean already the game's got a huge amount of stuff to get done, and there are so many features to do,
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that would be one of the less critical ones, and would probably fall to once the game has finished.
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Maybe we'll take a look at it, and who knows, Windows 9 could be much better.
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It's always the odd ones that are the good Windows and the even ones suck, so we'll see.
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Alright, so that's been another episode of 10 for the Chairman, thank you guys for listening.
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Hopefully my answers were informative to all of you out there, and again I want to thank all of the subscribers for
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basically providing the funds to allow us to do a lot of this community content,
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and the backers and community in general for supporting the team, helping us build this hugely ambitious project.
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We're having an immense amount of fun doing this with all your guys participation, so I will check in next week.
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Thank you very much, bye.