WEBVTT 00:00:09.687 --> 00:00:12.989 Chris Roberts: Hello everyone, welcome to another episode of 10 for the Chairman. 00:00:12.989 --> 00:00:14.712 For those of you who haven't watched it before, 00:00:14.712 --> 00:00:20.709 this is where I take 10 questions from our subscribers in general and try to answer them as best I can. 00:00:20.709 --> 00:00:25.853 For those of you who don't know, the subscribers are the portion of our community who 00:00:25.853 --> 00:00:31.639 kick in a little extra money every month to allow us to do a lot more community content. 00:00:31.639 --> 00:00:38.306 This show, Wingman's Hangar, Jump Point, which even though subscribers get first, 00:00:38.306 --> 00:00:43.229 eventually a lot of the articles and back ground information that we have in Jump Point, 00:00:43.229 --> 00:00:50.742 which is 50-60 pages each month, a pretty impressive magazine size, trickles down to the community as a whole. 00:00:50.742 --> 00:00:59.194 This is our way of giving back to the subscribers a little bit and saying thank you for enabling us to do all this. 00:00:59.194 --> 00:01:05.876 So I'll get right to it. The first question of the 10 comes from SlackR: 00:01:05.876 --> 00:01:10.384 In the DFM, where is our hangar located? Are we already in space on a station? 00:01:10.384 --> 00:01:13.637 If so, how do we get the ship out of the hangar without creating a vacuum? 00:01:13.637 --> 00:01:19.933 That is a good question, but the concept with the Dogfighting Module is actually that you're flying, 00:01:19.933 --> 00:01:23.737 essentially a simulation inside your hangar. 00:01:23.737 --> 00:01:27.524 So what will happen is, you'll be in the hangar, you'll get inside your Hornet, 00:01:27.524 --> 00:01:32.271 or any of the other ships that we'll have available for Dogfight v1, 00:01:32.271 --> 00:01:36.662 if you don't have any of those ships, we'll loan you a ship to fly in Dogfight v1. 00:01:36.662 --> 00:01:48.045 You'll climb in, and basically fire it up and at that point your HUD comes up and creates a "Joining sumulation" interface. 00:01:48.045 --> 00:01:56.636 So we mentioned Arena Mode as a part of the game, where it allows you to practice flying around, 00:01:56.636 --> 00:02:03.941 fighting with your friends, but not taking your actual ship out into space and risking loss of equipment or life. 00:02:03.941 --> 00:02:12.109 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. 00:02:12.109 --> 00:02:18.525 You connect up through there and it's all done in fiction that you're connecting up to a battle net, 00:02:18.525 --> 00:02:20.704 and you will fight against other people. 00:02:20.704 --> 00:02:28.460 So what happens is you step into the ship in your hangar, connect up, then the outside of the ship once 00:02:28.460 --> 00:02:33.852 you've connected, you come back out, and bam you're out in a virtual space, flying around dogfighting. 00:02:33.852 --> 00:02:36.942 Once you've finished the battle, you return back into your hangar, 00:02:36.942 --> 00:02:40.355 and of course there won't be any bullet holes on your ship because it was all a virtual simulation. 00:02:40.355 --> 00:02:47.023 It is the beginning of the stub of the Arena Mode which will be in the game, throughout the game. 00:02:47.023 --> 00:02:55.331 So it's one of the features that will be useful, and I think longer term people would probably use this feature to 00:02:55.331 --> 00:03:04.545 do e-sports or challenge each other without having to lose their precious cargo or precious ships. 00:03:04.545 --> 00:03:08.378 So we don't have to worry about a vacuum at the moment because it's all virtual. 00:03:08.378 --> 00:03:12.360 Next question comes from Kallashnikov who asks: 00:03:12.360 --> 00:03:18.626 Given all the focus on the Oculus Rift, will similar time be given to technologies like TrackIR and CastAR? 00:03:18.626 --> 00:03:22.921 Do you expect basic head-tracking functions to be available for the DFM? 00:03:22.921 --> 00:03:27.303 We've already announced that we're gonna be supporting TrackIR, so that's definitely on our list. 00:03:27.303 --> 00:03:35.967 CastAR, I would have to take a look at 'cause we haven't announced support for it necessarily at the moment. 00:03:35.967 --> 00:03:43.074 If something's cool, we're pretty peripheral agnostic, we want to support a lot of different options. 00:03:43.074 --> 00:03:55.915 Whether it's a HOTAS outfit, or keyboard and mouse, gamepad, regular joystick, Oculus Rift, TrackIR, 00:03:55.915 --> 00:04:03.720 rudder pedals, that's part of the spirit of PC gaming, so CryEngine is quite good at having a lot of different inputs. 00:04:03.720 --> 00:04:10.769 In the Dogfight Module, when you play you'll be able to have your HOTAS set up, and a mouse and a keyboard, 00:04:10.769 --> 00:04:14.389 and all the rest, you can be flying them all--using them all at the same time if you want. 00:04:14.389 --> 00:04:24.154 So we'll do that. As far as the head-tracking functions for the Dogfighting Module, I'm not sure about Dogfighting v1. 00:04:24.154 --> 00:04:28.656 We'll probably have the Rift working for it, 'cause we already have the Rift working in the hangar, 00:04:28.656 --> 00:04:31.655 but we're really trying to do some extra stuff on the Rift to have proper 00:04:31.655 --> 00:04:37.756 stereoscopic dual rendering as opposed to a post-stereoscopic rendering. 00:04:37.756 --> 00:04:40.386 And there's still some head lag issues that we're dealing with. 00:04:40.386 --> 00:04:46.501 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. 00:04:46.501 --> 00:04:53.467 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. 00:04:53.467 --> 00:05:00.218 So you can see that come in along the line when we start to patch stuff. 00:05:00.218 --> 00:05:05.044 Ok, next question comes from Jomanda who asks: 00:05:05.044 --> 00:05:08.195 What do you envisage the "end game" to be for the industry side of the game? 00:05:08.195 --> 00:05:11.895 Especially for players that are more focused on that aspect? 00:05:11.895 --> 00:05:17.809 Well first of all I hope there isn't any particular "end game" in Star Citizen. 00:05:17.809 --> 00:05:21.419 I don't think people think there's a necessary end-game in EVE. 00:05:21.419 --> 00:05:25.727 Maybe it's running your corporation, but there's always someone trying to take your spot, 00:05:25.727 --> 00:05:30.727 or push you off that top perch, which is pretty much the way I think Star Citizen is gonna work. 00:05:30.727 --> 00:05:36.514 So I think if you're into the economy side and you want to be more of an entrepreneur, 00:05:36.514 --> 00:05:45.388 and build up businesses or industries, that's really going to be around buying and owning a production node. 00:05:45.388 --> 00:05:50.559 Which essentially is a factory, and then running that in terms of making sure that you're getting the right raw materials, 00:05:50.559 --> 00:05:54.242 and you're doing well, then perhaps you can expand and 00:05:54.242 --> 00:05:59.078 buy another production node somewhere else and build up your economic empire. 00:05:59.078 --> 00:06:02.472 In that case I would think you would probably be spending a fair amount of time 00:06:02.472 --> 00:06:07.430 managing resources and hiring other people to do the work. 00:06:07.430 --> 00:06:12.638 Like bring cargo from A to B, have people to defend it, and all that stuff. 00:06:12.638 --> 00:06:18.473 So I would say that would be the high level game if you're interested in that level of the game verses 00:06:18.473 --> 00:06:20.352 just the flying around, combat side. 00:06:20.352 --> 00:06:25.390 Next question comes from Elijah "ZoolooS" Parsons who asks: 00:06:25.390 --> 00:06:33.767 Will I be able to see pilots/organizations agression status in relation to myself/my organization? 00:06:33.767 --> 00:06:41.698 (Like red = foe, orange = pirate, green = friendly, grey = neutral, blue = friend, etc.) 00:06:41.698 --> 00:06:47.196 The game tracks all the relationships between the organizations. 00:06:47.196 --> 00:06:52.955 Either the game defined ones, which will be the NPC ones, or the player ones. 00:06:52.955 --> 00:06:59.766 It tracks whether you're friendly or you're not friendly, and all of that will translate, when you're flying around, 00:06:59.766 --> 00:07:06.200 in your radar you'll see the friendlies, the default friendlies would be green, and a hostile would be red. 00:07:06.200 --> 00:07:14.147 So the status of relationships between organizations whether it's NPC or player, 00:07:14.147 --> 00:07:21.801 is mapped to friendly/not friendly/neutral, and that maps to colors in your HUD. 00:07:21.801 --> 00:07:27.092 I think it's automatically handled would be the best way to say it. 00:07:27.092 --> 00:07:30.686 You can of course in your organization say "I'm not friendly with this organization," 00:07:30.686 --> 00:07:35.023 and when you see them they will come up as enemies or hostiles to you. 00:07:35.023 --> 00:07:39.807 So to that level you could potentially set the aggression status. 00:07:39.807 --> 00:07:42.314 The next question comes from ShoGun who asks: 00:07:42.314 --> 00:07:47.948 Will the Mustang and other ships not yet available for pledge be made so before the alpha? 00:07:47.948 --> 00:07:52.732 It looks pretty cool and I would like to add one alongside my Aurora LN and Cutlass. 00:07:52.732 --> 00:07:57.643 We are working on all the ships that we've announced at some level. 00:07:57.643 --> 00:08:03.374 Some are in the concept stage, some are in the modeling stage, but there's a lot of work happening. 00:08:03.374 --> 00:08:09.314 We've got a lot of artists, but there's even more work than we've got artists, and also for the Dogfight, 00:08:09.314 --> 00:08:15.480 there's a lot of extra work that goes into building all the different damage parts and models of the ships, 00:08:15.480 --> 00:08:21.445 and LoD's, which you don't necessarily see the benefit of until you're in the Dogfight. 00:08:21.445 --> 00:08:23.698 So a fair amount of our artists are focused on that. 00:08:23.698 --> 00:08:27.818 But the idea is as the ships get built and put in the engine, 00:08:27.818 --> 00:08:31.025 we'll make them available in the hangar, and then you can fly them. 00:08:31.025 --> 00:08:40.882 So when they're available in the hangar, you should be able to pledge for it and put it in your own hangar, 00:08:40.882 --> 00:08:48.645 and then once we have all the damage states and the LoDs, you'll be able to fight with them in the Dogfight Module. 00:08:48.645 --> 00:08:53.397 I would say that they'll probably be available before the game is finished, definitely. 00:08:53.397 --> 00:08:56.649 Probably not by Dogfight v1, but probably sometime thereafter. 00:08:56.649 --> 00:09:01.683 So the Mustang we are working on right now. 00:09:01.683 --> 00:09:05.854 Next question comes from Garrosian who asks: 00:09:05.854 --> 00:09:11.891 If I happen across some cargo that has "fallen" off the back of a Freelancer, 00:09:11.891 --> 00:09:16.625 is it fair game to any who can pick it up, or is it considered stolen? 00:09:16.625 --> 00:09:20.817 Will "stolen" merchandise be automatically identifiable by the authorities and other players? 00:09:20.817 --> 00:09:22.537 That's a good question. 00:09:22.537 --> 00:09:28.918 We've actually had a debate about that because we're in the process of fleshing out the cargo system. 00:09:28.918 --> 00:09:37.144 That would be what the standardized sizes of the cargo are, how you load and unload your ship, 00:09:37.144 --> 00:09:44.350 how you're able to dump it in space if a pirate says "give me your cargo or else I'll kill you," 00:09:44.350 --> 00:09:48.106 how are you able to bring cargo in from space back into your hold. 00:09:48.106 --> 00:09:52.443 We've been working on all those aspects, some pretty cool design stuff. 00:09:52.443 --> 00:10:01.311 So one of the things we were talking about was, you could have a fancier basic cargo container. 00:10:01.311 --> 00:10:05.668 Think of our basic cargo containers as containers in the real world right now. 00:10:05.668 --> 00:10:11.757 If you see what gets put on trains or container ships or trucks driving around, 00:10:11.757 --> 00:10:17.980 normally for example someone makes a bunch of TVs in Korea, they pack 'em up and put them in a big container. 00:10:17.980 --> 00:10:23.727 Then the container gets taken by a truck to the train station. The train station takes it to the boat and puts it on. 00:10:23.727 --> 00:10:31.311 The boat comes across to America and then they unload it and it gets put back onto a train and then 00:10:31.311 --> 00:10:38.164 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. 00:10:38.164 --> 00:10:46.486 So we have the same concept of containers, just because it's simpler to have uniform sizes. 00:10:46.486 --> 00:10:53.141 There can be bigger ones and smaller ones, but they all have volumes that are defined that our holds are built for. 00:10:53.141 --> 00:11:00.817 And the fancier ones, if you want to invest in a more expensive container, 00:11:00.817 --> 00:11:06.014 we were considering having tracking, like Lo-Jack on it or something. 00:11:06.014 --> 00:11:17.567 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 00:11:17.567 --> 00:11:21.410 take it in, then at that point it's finder's keeper's unless it's marked. 00:11:21.410 --> 00:11:28.414 Obviously if you were the person that forced the cargo to be in space by illegal pirate attack and you're in a 00:11:28.414 --> 00:11:36.561 well regulated or policed areas and someone saw you do this or the ship you attacked got a distress call out, 00:11:36.561 --> 00:11:40.138 then you probably will be wanted for the piracy act. 00:11:40.138 --> 00:11:47.814 So there you are, I guess if you happen to find some cargo floating there because of some other battle, 00:11:47.814 --> 00:11:54.067 and you pick it up, you'll be ok so long as it's not tagged with the more fancy container stuff. 00:11:54.067 --> 00:11:59.039 Alright, next question comes from Gharskull who asks: 00:11:59.039 --> 00:12:04.397 Regarding star maps: Will organizations be able to apply their own markers & notations on the star map 00:12:04.397 --> 00:12:09.539 so that all selected members of the organization can share information such as resources, 00:12:09.539 --> 00:12:13.400 nodes held by allies/enemies, troop movements, etc.? 00:12:13.400 --> 00:12:19.009 Yeah, one of the ideas with your navigation map is, as you fly around... 00:12:19.009 --> 00:12:28.650 Most navigation have the basic trade routes or locations noted down. Like the main planet in the system or whatever. 00:12:28.650 --> 00:12:32.278 But there's a lot of the system that will not be mapped in your basic navigation map, 00:12:32.278 --> 00:12:36.145 and if you fly around, this is one of the things that explorers can do. 00:12:36.145 --> 00:12:41.566 If you fly around in different areas, you may find an asteroid field which isn't on the navigation map or something else, 00:12:41.566 --> 00:12:51.668 then you essentially map that on your map and you have it as your localized navigation point/coordinate/area of interest 00:12:51.668 --> 00:12:58.007 and you can write your own notes about it, then share it with members of your organization. 00:12:58.007 --> 00:13:03.424 So if you discovered an asteroid field that has some rich minerals to mine, and no one else has seen it, 00:13:03.424 --> 00:13:07.979 you can broadcast that to everyone else in your organization and say "hey let's go here an do this mining," 00:13:07.979 --> 00:13:10.400 and everyone else won't know about it. 00:13:10.400 --> 00:13:17.280 Now of course you would be able to sell some of that to a general cartographer company. 00:13:17.280 --> 00:13:26.451 Think of the navigation computers as a modern day GPS, you get an updated the disk of locations to drive in. 00:13:26.451 --> 00:13:32.173 So another option is explorers could go around mapping stuff out, then when they've mapped out the system fully, 00:13:32.173 --> 00:13:35.169 they can go and sell that and that could become available for purchase for 00:13:35.169 --> 00:13:38.585 a large group of people in the same way that we talked about for jump points. 00:13:38.585 --> 00:13:47.315 That's all things you can do, so you should be able to share map information between the members of your organization. 00:13:47.315 --> 00:13:55.230 The next question comes from Otack Kulandinglar. Kulandinglar, that's quite a mouthful of a word: 00:13:55.230 --> 00:13:57.938 Can you share any of the plans for orgs 2.0? 00:13:57.938 --> 00:14:03.700 As an org leader, I have concerns about how multiple org memberships will work, and how I can manage my people. 00:14:03.700 --> 00:14:09.209 Unfortunately I'm not the best person to answer that, because that would really be Ben Waur at Turbulent, 00:14:09.209 --> 00:14:16.003 but the stuff that we've talked about for orgs 2.0 is multiple organization membership is a must. 00:14:16.003 --> 00:14:22.503 We're not going to have a friend's list per say, so basically you'll be members of multiple organizations, 00:14:22.503 --> 00:14:25.211 and one of the organizations can be "my friends." 00:14:25.211 --> 00:14:29.344 There will only be one primary organization, 00:14:29.344 --> 00:14:37.957 and then the other organizations will be affiliates of the primary organization that's the authoritative boss one. 00:14:37.957 --> 00:14:40.790 Whoever runs the primary one can say 00:14:40.790 --> 00:14:45.818 "if you're a member of this organization, I won't accept you," "You can't have that as an affiliate." 00:14:45.818 --> 00:14:52.616 So you can dictate as an organization, "you can be part of my organization and a member of the merchant's guild, 00:14:52.616 --> 00:14:57.456 that's ok, but you can't be part of my organization and a member of the pirates guild." 00:14:57.456 --> 00:15:02.742 Or whatever it is, I don't know if the pirates would have a guild, but that's the approach you could do. 00:15:02.742 --> 00:15:14.681 So I think as an org leader, you can control who are members of different organizations. 00:15:14.681 --> 00:15:22.283 And there's some other mechanics that we haven't quite revealed in that which I think we'll make some fun of. 00:15:22.283 --> 00:15:31.574 I'll just say there's a concept that could potentially be a "Special Ops" side of an organization, 00:15:31.574 --> 00:15:38.075 where you can do some sort of clandestine spying stuff, and misrepresenting some stuff. 00:15:38.075 --> 00:15:40.549 Anyway, we're gonna put tools on both sides, 00:15:40.549 --> 00:15:43.180 'cause we think that could be a bit of a meta game and it could be kind of fun. 00:15:43.180 --> 00:15:47.383 We're not revealing too much of that just yet, so there you go. 00:15:47.383 --> 00:15:50.051 Next question comes from Zengrinn who asks: 00:15:50.051 --> 00:15:55.901 Given how the universe/instance server is being setup to match-make on the fly and determine who will see who when 00:15:55.901 --> 00:16:01.990 entering a given area of space, are we guaranteed to instance with pilots in our friends list & organization 00:16:01.990 --> 00:16:06.284 (preferred method), or will there be some gameplay mechanic (such as creating a squadron 00:16:06.284 --> 00:16:08.742 or something similar) required in order to force that to happen? 00:16:08.742 --> 00:16:14.708 No, the whole point of having organizations and being members of them like I mentioned in the previous answer, 00:16:14.708 --> 00:16:20.877 essentially your friends list would be an organization, it would just be a less formal organization. 00:16:20.877 --> 00:16:24.964 Here's my list of friends, and that would probably be something you would keep as an 00:16:24.964 --> 00:16:28.008 affiliate organization when you're a member of a primary organization, 00:16:28.008 --> 00:16:32.096 which would would be the Imperium or something like that. 00:16:32.096 --> 00:16:38.519 So what it does when it match makes and you're flying around, it looks around and says 00:16:38.519 --> 00:16:45.606 "I'm going in here, and these are the other members that are a part of your organization," 00:16:45.606 --> 00:16:49.151 and it tries to put people together that you know, 00:16:49.151 --> 00:16:53.906 it tries to put people together that you've designated as a person of interest. 00:16:53.906 --> 00:17:02.241 You can also, before you start out, you can basically hook-up and say we're flying as a group. 00:17:02.241 --> 00:17:06.799 Say me and this friend, this friend, and this friend, this is our little unit that's flying as a group, 00:17:06.799 --> 00:17:11.156 to let the game know that you're flying together. 00:17:11.156 --> 00:17:19.264 Then it will do things, like determining based on ping would be another criteria, 00:17:19.264 --> 00:17:22.770 but of course if you say "I'm flying with this group," that takes priority over everything else. 00:17:22.770 --> 00:17:27.275 Then also what your preference is in terms of combat, 00:17:27.275 --> 00:17:33.945 whether you want to be doing PvP or want to be fighting NPCs in PvE. 00:17:33.945 --> 00:17:39.659 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 00:17:39.659 --> 00:17:44.568 doing PvE in a fairly safe area with someone who just wants to be doing hardcore PvP, 00:17:44.568 --> 00:17:51.160 'cause that wouldn't necessarily be a lot of fun for the PvE side, and on the PvP side, 00:17:51.160 --> 00:17:56.012 there'll be plenty of opportunities to fight other people because we're making sure that 00:17:56.012 --> 00:18:00.851 there's a lot of benefit to being in the less regulated areas. 00:18:00.851 --> 00:18:05.435 More risk, more reward so to speak. 00:18:05.435 --> 00:18:10.740 But all those criteria are factored in when we're doing the instancing. 00:18:10.740 --> 00:18:17.031 So we decide, this group of players is coming from here to here, and they may intersect this other group. 00:18:17.031 --> 00:18:22.118 You run through the matchmaking criteria, and if you determine that they should see each other, 00:18:22.118 --> 00:18:29.993 you create an instance, you put the groups into it and let the conflict resolve itself, then they go back onto their journey. 00:18:29.993 --> 00:18:35.043 Ok, so last question comes from Commander Keen who asks: 00:18:35.043 --> 00:18:41.846 Question about PC touch screen support (not tablet). With PC OS such as Win8 now natively supporting touchscreen, 00:18:41.846 --> 00:18:46.490 has there been any thought put towards allowing this same support in Star Citizen directly? 00:18:46.490 --> 00:18:47.890 No, not yet. 00:18:47.890 --> 00:18:52.143 It would probably be something that we would consider, although everyone hates Windows 8 here. 00:18:52.143 --> 00:18:55.648 We're mostly developing on Windows 7. 00:18:55.648 --> 00:19:01.976 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 00:19:01.976 --> 00:19:08.652 don't usually have the--they're the small sort of tablet like or netbook like computers-- 00:19:08.652 --> 00:19:11.355 which don't have the computing power to do Star Citizen. 00:19:11.355 --> 00:19:16.871 So that's not necessarily a focus of ours, I'm not saying that we wouldn't potentially do some 00:19:16.871 --> 00:19:22.831 exploration in support of it down the road, but I would say that would be a later task. 00:19:22.831 --> 00:19:27.170 I mean already the game's got a huge amount of stuff to get done, and there are so many features to do, 00:19:27.170 --> 00:19:35.518 that would be one of the less critical ones, and would probably fall to once the game has finished. 00:19:35.518 --> 00:19:39.600 Maybe we'll take a look at it, and who knows, Windows 9 could be much better. 00:19:39.600 --> 00:19:46.272 It's always the odd ones that are the good Windows and the even ones suck, so we'll see. 00:19:46.272 --> 00:19:50.105 Alright, so that's been another episode of 10 for the Chairman, thank you guys for listening. 00:19:50.105 --> 00:19:57.072 Hopefully my answers were informative to all of you out there, and again I want to thank all of the subscribers for 00:19:57.072 --> 00:20:01.272 basically providing the funds to allow us to do a lot of this community content, 00:20:01.272 --> 00:20:09.128 and the backers and community in general for supporting the team, helping us build this hugely ambitious project. 00:20:09.128 --> 00:20:15.435 We're having an immense amount of fun doing this with all your guys participation, so I will check in next week. 00:20:15.435 --> 00:20:16.738 Thank you very much, bye.