{"data":{"id":17821,"title":"Star Citizen Birthday AMA Recap","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17821-Star-Citizen-Birthday-AMA-Recap","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17821","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17821","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":24689,"name":"Valks-1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/b8y9ew6s8g6vnr\/source\/Valks-1.jpg","alt":"","size":206502,"mime_type":"image\/jpeg","last_modified":"2020-10-09T16:54:35+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24689","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24689\/similar"}],"images_count":1,"translations":{"en_EN":"Star Citizen Birthday 2020 AMA Recap\n\nEach month we host an open submission live Q&A on Spectrum hosted by developers from various specialties across CIG. These questions and answers were collected from the Spectrum AMA on October 9th, 2020.\n\n\nWhile our standard AMAs tend to be focused on a specific topic, for our Birthday we welcomed three special guests joining us today to take any and all of your questions about Star Citizen:\n\nChris Roberts \u2013 Founder & CEO\n\nTodd Papy \u2013 Star Citizen Live Director\n\nTony Zurovec \u2013 Persistent Universe Game Director\n\nThis AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!\n\n\nSo what\u2019s the deal with Theatres of War?\nTodd Papy:\n\nCurrently being worked on and tested, ideally Sean and Rich will give an update to everyone once it is ready for everyone to play.\n\n\n\nWhat is preventing random FPS AI from appearing on planet\/moon surfaces outside of missions or set locations? Is this planned to make the planetary surfaces feel less empty?\nTodd Papy:\n\nWe need some Planetary Nav Mesh work done, we have a fair amount of it completed. Then once that is done we can start to implement it into missions or random encounters. When that is done AI will be able to transition from Ship to Surface smoothly. This will also open us for building creatures (space cow or larger animals) or boids (very small creatures..frogs, birds) to add extra life.\n\n\nDeath of a Spaceman was written way back in February 2013. Obviously, there have been some changes since then(e.g. landing zones were planned to have an in-engine cutscene v. now players pilot in manually which is way cooler in everyone\u2019s opinion). While this is probably currently undergoing a design rework, could you tell us what you know to be different now, and what some possible plans are? What\u2019s changed?\nChris Roberts:\n\nLater this month there is going to be a Calling All Devs episode on \u201cDeath of a Spaceman\u201d with myself and Richard Tyrer, Core Gameplay Director (which includes the Actor teams), where we\u2019ll go into the current plans, which you\u2019 start to see the results of mid next year as we begin to bring in Medical gameplay. So watch for that as we\u2019ll go into the current design which is ready for implementation.\n\n\nHow do you envision NPC crew gameplay?\nTodd Papy:\n\nFirst steps are building out the player functionality to those roles (Captain, Engineer, etc) similar to pilots and turret gunners. We currently have some of those AI functions, like flying the ship, but we would still need to build the \u201cglue\u201d for AI, like what they do off duty. The capt\/owner of the ship will need a way to set what roles he wants the NPCs to do. The Capt will also need a way to interface with the AI to tell them what they want them to do, like fly to a set location or attack a certain target.\n\nWe are still planning to allow players to take remote control of the NPCs.\n\n\n\nWhat is the plan for computers and the blades? Currently we only know about using blades for turret automating and slaving, do you have any other ideas currently for what blades could be used for?\nTodd Papy:\n\nHere is some things that have been discussed that are being thought of for hardware (new blade) or software (loaded on computer or blade), these would be types of ideas that we would bring online over time:\n\n-Missile Defense System (Combat) \u2013 Automatically fires correct countermeasures to avoid being hit by missiles\n\n-Encryption\/Decryption Blade (Data Runner) \u2013 Able to keep data encrypted to prevent theft and also provides the means to attempt to decrypt data.\n\n-Emissions Controller (Combat) \u2013 Allows the pilot to set strict limits on emission production, providing additional warnings and shutting down unnecessary systems automatically.\n\n-Offensive E-War Blade (Combat) \u2013 Enhances existing offensive e-war capability, could speed up or strengthen offensive programs\/viruses or offer new ones to run.\n\n-Defensive E-War Blade (Combat) \u2013 Enhances existing defensive e-war capability, grants further protection and reduces potency of offensive programs.\n\n-Mining Blade (Mining) \u2013 Speeds up mining scans and provides additional information (pinpointing pockets of ore, mineral density etc.)\n\n-Salvage Database (Salvaging) \u2013 Speeds up scanning wrecks and provides additional information (pinpoints valuable ship items, shows materials contained within wrecks etc.)\n\n-Criminal Database (Bounty Hunter) \u2013 Provides a list of known criminals or unlawful activity and the ability to accept bounties to track them down and bring them to justice.\n\n-\u201cHit List\u201d (Pirate) \u2013 Similar to the criminal database but to be used by criminals. Bad people can view and accept contracts to take care of people.\n\n-Enhanced Route Navigation (Trade \/ Exploration) \u2013 Essentially enhanced starmap\/navigation options. Lets the pilot know how dangerous the route is that they are taking, enables them to pick routes based on speed, safety or avoiding certain areas.\n\n-Trade Database (Trade) \u2013 Allows traders to view buy\/sell prices in different places in the universe while on the move, rather than having to be at a trade station.\n\n-Shield Management Blade (Combat) \u2013 Provides advanced shield control options to allow finer control.\n\n-Stellar Charting System (Exploration \/ General) \u2013 Makes it easier to discover jump points if\/when they move elsewhere, possibly also makes jump travel easier.\n\n-Item Lock Blade (Combat) \u2013 Further enhances the targeting system to allow the pilot to lock onto specific parts of the ship, so they are able to take out individual systems.\n\n-Cargo Manifest Masker (Smuggling) \u2013 Disguises the items in your cargo manifest to allow you to hide contraband from initial ship scans.\n\n-Internal Security System (Larger ships) \u2013 Provides internal ship info, positions of lifeforms aboard the ship and the ability to lock\/unlock individual doors.\n\n-Drone Management Blade (Larger ships) \u2013 Allows ships to control on-board drones\n\n\nWhat milestones are left to create dynamic missions?\nTony Zurovec:\n\nOne of the larger remaining issues relates to the fact that the current mission UI and associated logic aren\u2019t able to deal with real-time parameters and need to be converted from Flash to Building Blocks. This is also related to why more Service Beacons haven\u2019t been introduced, as UI development with the old system is far slower than with the new tech. Quantum is starting to inject some of its simulation data into the back-end services, which the Dynamic Mission Service requires to make these customized missions available, but the first stages involve only a few distinct types of scenarios. Dynamic Events, on the other hand, are routed through the same system and are a bit more mature, and the first demonstration of that tech was last Spring\u2019s Fleet Week, which was activated for only a brief period of time and which existed across all servers. We\u2019re already in the process of constructing more of these dynamic scenarios, some of which are far more sophisticated.\n\n\nCan we have an update on Quantum and Quanta?\nTony Zurovec:\n\nWe\u2019ve spent a lot of time and effort optimizing the simulation and are now doing tests with as many as two million quanta, but it looks like we won\u2019t need more than 100K per system to get the desired effects. We\u2019ve started to connect some select bits of the simulated data to the backend services that feed the game servers, with things like fuel and repair prices, encounter types and frequencies, and Service Beacons first in line. This will have some dramatic effects on the gameplay experience as it\u2019ll mean that previously disparate things like pirate activity, calls for help, and the price of repairs in an area will finally start to feel like they\u2019re all connected.\n\n\nOut of many gameplay loops such as mining, exploration, cargo hauling and bounty hunting. Which one of these is your favorite, and which one of these do you see to be most fleshed out in the upcoming future?\n\nAs I\u2019ve talked to some people, bounty hunting seems to be a joke around the Verse. As currently there isn\u2019t a way to utilize the cryopods for example. And catching individual bounties dead\/alive is not a thing yet.\n\nAre these some of the things that are going to get ironed out once the core gameplay mechanics are finished, and then polish each individual \u201cprofession\u201d as it\u2019s needed?\nTony Zurovec:\n\nI\u2019m particularly interested in Bounty Hunting. Right now the missions in this area are predominantly geared towards going somewhere and fighting someone, whereas the major enhancements we\u2019ve got planned will make the hunting aspect a much larger part of the challenge. This will be the first usage of the Virtual NPC tech that allows characters to go about their lives regardless of whether any players are in the vicinity, and a new UI will allow bounty hunters to register to receive select bits of information to help with pursuing their prey, like feedback from Comm Arrays, ATC controllers, and NPC informants.\n\n\nThere are currently 95 systems, 324 planets, 74 moons, 50 space stations, and 76 asteroid formations in lore. In game and interact with one, we know another is pretty far along, and there should be 2-3 systems that have at least some progress based on progress we can see from Squadron trailers.\n\nWe have heard that tools can be developed to speed up the process, and you can look at the lore and see some systems are sigificantly easier to develop than others: Gurzil is just an asteroid field, Tanga is 3 hot planets and no landing zone, etc.\n\nThat all said it\u2019s still hundreds of planets, moons, asteroid belts, and hero zones that you have to go. Even working at pumping out 10 systems a year it\u2019d take you 9 years from tomorrow to get that all out. So without commenting on tools, what realistically is your plan here?\nTodd Papy:\n\nWe are not ready to go full bore on all of the systems. We are building up the tools, knowledge, and people power to be able to deliver the systems quicker.\n\nCan\u2019t talk about tools? That is what allows us to build faster and faster as they get refined! That is how we have adjusted building a moon in year to building one in 2 weeks. We have the same goals for Space stations.\n\nA lot of time and work goes into building up the asset packs. Once we have the assets built we can put locations and planets together fairly quick. Putting gameplay hooks into the locations will take time to place and make locations feel special. Obviously the quality and detail level of the solar systems that were initially planned in the very beginning of crowd funding has drastically changed over production of SC. Once we realized the detail level that we could go into with the planets and the landing zones, we wanted to push the limit of fidelity. Comparing SC to the Privateer\/Freelancer systems, you are getting exponential amount of gameplay and detail on each planet and moon.\n\nWe are trying to build up the team to deliver solar systems in one drop vs the iterative approach that we are currently doing in Stanton.\n\n\n\u2026pyro?\nTodd Papy:\n\nYes!\n\n\nHas there been any progress on the plans for data running and hacking? With the Mercury coming out and the Herald being all but forgotten it seems like at least a baseline commodity transport version of data running would be relatively easy and would add some new options.\nTodd Papy:\n\nIt hasn\u2019t been forgotten, personally it is one of the professions I\u2019m looking forward to the most, we just have some higher priority work that needs to be completed first. We are focused on delivering big physical cargo first.\n\n\nSQ42 is currently 6 years behind its original delivery target. Over recent years there has been little communication on updated delivery targets for SQ42. The last information available was the estimated SQ42 beta in Q3 2020 on the now abandoned roadmap. That date has now passed and there has been no communication on whether SQ42 has entered beta. As it stands the community has completely divided opinions on the expected release date of SQ42 with opinions varying from that SQ42 is in beta currently to it being 5+ years away.\n\nYou stated in the pledge: \u201cWe, the Developer, intend to treat you with the same respect we would give a publisher. You will receive regular updates about the progress of the game.\u201d\n\nGiven the massive uncertainty on the progress of SQ42 within the community, do you feel as though you have been meeting this objective?\nChris Roberts:\n\nTomorrow we\u2019ll be launching the inaugural episode of the \u201cThe Briefing Room\u201d a show focused just on Squadron 42, which we are planning to do every quarter (3 months) until Squadron 42 releases, where we will address some of this.\n\nWe haven\u2019t been happy with how effectively we\u2019ve been showing progress on Squadron 42, as we felt the previous format didn\u2019t do a good job of all in communicating just how much work is going on. The new roadmap format which we\u2019ve been working towards and on since we announced we would be changing it up will do a much better job in show what people are working on at any given time as opposed to just focusing on deliverable features. I briefly discussed our thinking here.\n\nSquadron 42 is a tricky project to communicate on as we really don\u2019t want to give the experience and story away which can make updating on certain content or features challenging.\n\nWe DO give regular updates on Squadron 42, even though we haven\u2019t updated the Squadron 42 Roadmap since the beginning of this year with the monthly reports. The most recent one was earlier this week. We also occasionally have content or feature updates on things that will be in Squadron, as we did with the new Vanduul ships in the Inside Star Citizen Episode: Enemy Mine\n\nWe also communicate way more than any other developer or publisher than I am aware of in terms of work and progress on Star Citizen, which is the game \u201cThe Pledge\u201d was referring to; We have multiple video shows per week, lore updates, developers regularly engage in the forums, have a weekly newsletter and well as regular monthly reports.\n\nI don\u2019t think the issue is whether we treat our community with respect, as that is core tenet of the entire company, or lack of communication; it\u2019s different people want communication in different forms; some want in depth long talky videos, some want just the sizzle videos with pretty graphics. Some people want huge technical treatises on server meshing and others just want the ELI5 version and finally a lot of people just want to know when a feature or the game will be done.\n\nAnd I think that\u2019s the crux of the issue; it\u2019s impossible to please all the people all the time, and with a project as complicated as Star Citizen or even Squadron 42 it\u2019s impossible to have iron clad dates due to the huge amount of ongoing R&D.\n\nSo yes, I do feel like we have been meeting \u201cThe Pledge\u201d.\n\nDoes that mean we can\u2019t improve?\n\nNo, we can always improve, and if you follow CIG and Star Citizen close enough you will notice that we are always trying new things and tweaking existing processes both in our development approach and structure in how we communicate and share information with all of you. The new Roadmap will be part of this, as will the Briefing Room.\n\n\nFollow up from previous question:\n\nI am sorry but this is feels like a non-answer. Can you please state at which stage of development SQ42 is? The old roadmap showed that it should now be in beta but based on the monthly reports that still mention prototyping I think it is safe to assume that this is not the case.\nChris Roberts:\n\n\u201c\u2026finally a lot of people just want to know when a feature or the game will be done. And I think that\u2019s the crux of the issue; it\u2019s impossible to please all the people all the time, and with a project as complicated as Star Citizen or even Squadron 42 it\u2019s impossible to have iron clad dates due to the huge amount of ongoing R&D.\n\nEmphasis mine.\n\nI answered the question asked, just not the question YOU wanted answered :)\n\u2003\nYou\u2019re not really asking about what is being worked on Squadron 42, you really just want to know when it will be done. The best answer for your question is Squadron 42 will be done when it is done, and will not be released just to make a date but instead once all the tech and content is finished, polished and it plays great. I am not willing to compromise making a game I believe in with all my heart and soul, and even though everyone (including me) wants Squadron 42 sooner than later, it would be doing a huge disservice to everyone working really hard on the project and all of you that are looking forward to it to deliver something that isn\u2019t great.\n\nThe new roadmap will show how we are doing towards that goal and as we get closer to the end it will be more accurate but it will never be a perfect crystal ball of the future as there is always a certain amount of unpredictability in game development, especially when the game is hugely ambitious and has a very high quality bar; Red Dead Redemption 2, Last of US 2 and now Cyberpunk have all taken a lot longer than originally communicated and those projects didn\u2019t even announce a release date until very deep into their production, when most of their tech had been resolved.\n\nWe still have a ways to go before we are in Beta, but everyone on Squadron 42 is working very hard to deliver something great.\n\n\nLast year at Citizen Con we saw NPC moving between physics grids and walking out of the Valkyrie. What is the current status of this?\nNPCs moving in and out of trains (which I guess is the same as the Valkyrie) would make cities feel much more alive in my opinion.\nTodd Papy:\n\nWe currently have a few bugs that we need to work out, that will allow AI to path between ships, planetary surfaces, and man made locations.\n\n\nAre rivers planned?\nTodd Papy:\n\nYes\n\n\nWhat are the plans to make those systemic missions less repetitive and more engaging?\nTodd Papy:\n\nDoing what we call mission modifiers and leveraging our unique locations.\n\nTake a basic mission of delivering a cargo crate from an outpost to a space station.\n\nAdd in one or multiple of these basic modifiers: -FPS AI that want that crate\n\n-Ship AI that want that crate\n\n-A cargo crate that is volatile\n\n-Pick up is in a hostile location\n\n-Drop off is in a hostile location\n\n-List can go on and on.\n\n\nAre there plans to introduce regular\/randomized \u201cworld\/universe\u201d events?\nTony Zurovec:\n\nYes, this is a major area of focus. We call these Dynamic Events and there are multiple ones already in progress, and the plan is to ramp up these efforts even more next year. Fleet Week was triggered via this system \u2013 a temporary event that was activated across all of the servers. Going forward, though, you\u2019ll see a lot more sophistication in the events. Some of these will be triggered systemically and others will be activated by us manually. Most will allow for customization so the amount of variety with even a modest library of such scenarios will be pretty significant. The ultimate plan is to periodically break up the routine with distinct events that serve to draw a lot of players to a common cause, although they might not always be on the same side.\n\n\n\n\nCan you elaborate on the current thinking on how base building is supposed to work?\nChris Roberts:\n\nWe have some pretty exciting plans on the base building \/ player settlement front. One of the fall outs of iCache, which we\u2019ve been working on for full persistence of state and location of all dynamic objects in the universe of Star Citizen, is that recording and restoring a building you\u2019ve just constructed is really no different to remembering where you dropped your coffee cup on some distant planet, or which shelf you placed it on in your hab.\n\nBasically, iCache will enable us to allow all of you to settle the stars!\n\nWhen we first came up with the concept of player built outposts and land claims iCache hadn\u2019t been technically designed, but now we have a system that will have a much higher degree of fidelity in remembering where each building or component is and what state it is in. So rather than just dropping down a singular Outpost, you\u2019ll be able to place down various structures and connect them to things like power generators, turrets, resource collectors, hydroponic domes and so on.\n\nIn parallel with this we\u2019ve been working on tools to build settlements or homestead both for our artists \/ designers (more of a RTS god like view) and players (a first person view).\n\nWith this we\u2019ve been rethinking how the Pioneer will work to make her more flexible rather than just spitting out a pre-fabricated outpost we want her to me more of a mobile fabrication facility that would be near your building site. With a Pioneer you\u2019ll be able build these structures without having to ship in the component parts as long as you have a supply of raw materials. You don\u2019t need a Pioneer to build a homestead but if you want to build a decent settlement, or you want to build something relatively quickly as opposed to having to fly in prefabricated components from major landing zones you will want to have a Pioneer, or have a friend or someone that is willing to lend their services to you.\n\nWe\u2019re very excited about the gameplay that all of this will provide and can\u2019t wait to see what kind of player settlements sprout up over the huge amount of land area the game has. We will need iCache in and working well before we will see this in the game, so expect to see some updates on this later next year.\n\n\nWould you implement Pyro without server meshing?\nTony Zurovec:\n\nOur current plan is to release both Pyro and the server mesh tech at the same time.\n\n\nChris mentioned the Room System in another post. How in-depth are you looking to go with the management of pipes are resources throughout ships? And will that also apply to Stations and Outposts?\nTodd Papy:\n\nPretty in-depth, where you would have to reroute power and\/or physically replace an item to keep the ship up and running.\n\nYes, we are planning on doing the same for Stations and Outposts. Depending on the setup certain functionality might be accessible to the players and some might not be. For example, on a NPC ran major space station, the player probably wouldn\u2019t have access to turn off gravity or life support in the common play area.\n\n\nIn 3.12, your plan is to introduce the push\/pull mechanic for large objects, you have also mentioned introducing the tractor beam in the future. That being said, can these future mechanics be used to remove units of cargo off a ships?\nTony Zurovec:\n\nAllowing cargo to be manually extracted from ships is high on our list of priorities and will be possible via the tractor beam, but will also require some revisions to the cargo grid system to make it compatible with local storage and iCache.\n\n\nDisclaimer\nThe answers accurately reflect development\u2019s intentions at the time of writing, but the company and development team reserve the right to adapt, improve, or change feature and ship designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall.","de_DE":"Sternenb\u00fcrger Geburtstag 2020 AMA Rekapitulation\n\nJeden Monat veranstalten wir eine offene Live-Frage-Antwort-Runde zu Spectrum, die von Entwicklern aus verschiedenen Fachgebieten in ganz CIG veranstaltet wird. Diese Fragen und Antworten wurden auf der Spectrum AMA am 9. Oktober 2020 gesammelt.\n\nW\u00e4hrend unsere Standard-AMAs eher auf ein bestimmtes Thema fokussiert sind, haben wir zu unserem Geburtstag drei besondere G\u00e4ste willkommen gehei\u00dfen, die sich heute zu uns gesellen, um alle eure Fragen \u00fcber Star Citizen zu beantworten:\n\nChris Roberts - Gr\u00fcnder & CEO Todd Papy - Star Citizen Live Director Tony Zurovec - Persistent Universe Game Director Dieser AMA ist komplett, aber haltet Ausschau nach kommenden Threads, damit ihr uns alles fragen k\u00f6nnt!\n\n\nWas hat es also mit Theatres of War auf sich?\nTodd Papy:\n\nDerzeit wird daran gearbeitet und getestet, im Idealfall werden Sean und Rich jedem ein Update geben, sobald es f\u00fcr jeden spielbereit ist.\n\n\nWas verhindert, dass zuf\u00e4llige FPS-KI auf Planeten\/Mond-Oberfl\u00e4chen au\u00dferhalb von Missionen oder Set Locations erscheinen? Ist das geplant, damit sich die Planetenoberfl\u00e4chen weniger leer anf\u00fchlen?\nTodd Papy:\n\nWir m\u00fcssen noch einige Arbeiten am planetarischen Nav-Mesh erledigen, wir haben eine ganze Menge davon schon erledigt. Sobald das erledigt ist, k\u00f6nnen wir damit beginnen, es in Missionen oder Zufallsbegegnungen umzusetzen. Wenn das erledigt ist, wird KI in der Lage sein, reibungslos vom Schiff zur Oberfl\u00e4che zu wechseln. Dies wird uns auch f\u00fcr den Bau von Kreaturen (Weltraumkuh oder gr\u00f6\u00dfere Tiere) oder Boids (sehr kleine Kreaturen...Fr\u00f6sche, V\u00f6gel) \u00f6ffnen, um zus\u00e4tzliches Leben hinzuzuf\u00fcgen.\n\n\nDeath of a Spaceman wurde bereits im Februar 2013 geschrieben. Offensichtlich hat es seitdem einige \u00c4nderungen gegeben (z.B. wurden Landezonen geplant, um eine im Motor integrierte Cutscene zu haben und die Spieler k\u00f6nnen nun manuell einfliegen, was nach Meinung aller viel cooler ist). Wahrscheinlich wird das Design gerade \u00fcberarbeitet, aber k\u00f6nntest du uns sagen, was deiner Meinung nach jetzt anders sein k\u00f6nnte und welche Pl\u00e4ne es gibt? Was hat sich ge\u00e4ndert?\nChris Roberts:\n\nSp\u00e4ter in diesem Monat wird es eine Calling All Devs Episode zu \"Death of a Spaceman\" geben, mit mir und Richard Tyrer, dem Core Gameplay Director (zu dem auch die Actor-Teams geh\u00f6ren), in der wir auf die aktuellen Pl\u00e4ne eingehen werden, die ihr ab Mitte n\u00e4chsten Jahres sehen werdet, wenn wir mit dem medizinischen Gameplay beginnen. Passt also darauf auf, w\u00e4hrend wir in das aktuelle Design gehen, das bereit f\u00fcr die Implementierung ist.\n\n\nWie stellst du dir das Gameplay der NPC-Crew vor?\nTodd Papy:\n\nDie ersten Schritte sind der Ausbau der Spielerfunktionalit\u00e4t auf jene Rollen (Kapit\u00e4n, Ingenieur, etc.), die den Piloten und Turmsch\u00fctzen \u00e4hneln. Im Moment haben wir einige dieser KI-Funktionen, wie z.B. das Fliegen des Schiffes, aber wir m\u00fcssten noch den \"Kleber\" f\u00fcr die KI bauen, wie z.B. das, was sie au\u00dferhalb des Dienstes tun. Der Kapit\u00e4n\/Eigent\u00fcmer des Schiffes wird einen Weg brauchen, um festzulegen, welche Rollen die NSCs \u00fcbernehmen sollen. Der Kapit\u00e4n wird auch eine M\u00f6glichkeit brauchen, sich mit der KI zu verbinden, um ihnen zu sagen, was sie tun sollen, z.B. zu einem bestimmten Ort fliegen oder ein bestimmtes Ziel angreifen.\n\nWir planen immer noch, den Spielern die Fernsteuerung der NPCs zu erm\u00f6glichen.\n\n\nWie sieht der Plan f\u00fcr die Computer und die Klingen aus? Momentan wissen wir nur \u00fcber die Verwendung von Klingen f\u00fcr die Turmautomation und die Sklaverei Bescheid, hast du momentan andere Ideen, wof\u00fcr Klingen verwendet werden k\u00f6nnten?\nTodd Papy:\n\nHier sind einige Dinge, die diskutiert wurden, die f\u00fcr Hardware (neue Klinge) oder Software (auf den Computer oder die Klinge geladen) gedacht sind, dies w\u00e4ren Arten von Ideen, die wir mit der Zeit online bringen w\u00fcrden:\n\n-Raketenabwehrsystem (Kampf) - feuert automatisch die richtigen Gegenma\u00dfnahmen ab, um zu verhindern, von Raketen getroffen zu werden -Verschl\u00fcsselungs-\/Entschl\u00fcsselungsklinge (Data Runner) - kann Daten verschl\u00fcsselt halten, um Diebstahl zu verhindern und bietet au\u00dferdem die M\u00f6glichkeit, zu versuchen, Daten zu entschl\u00fcsseln. Emissions-Controller (Combat) - Erlaubt es dem Piloten, strenge Grenzen f\u00fcr die Emissionsproduktion zu setzen, zus\u00e4tzliche Warnungen zu geben und unn\u00f6tige Systeme automatisch abzuschalten. -Offensive E-War Blade (Combat) - Erweitert bestehende offensive E-War-F\u00e4higkeiten, k\u00f6nnte offensive Programme\/Viren beschleunigen oder verst\u00e4rken oder neue zum Ausf\u00fchren anbieten. Defensive E-War Blade (Combat) - Verbessert die bestehende defensive E-War-F\u00e4higkeit, gew\u00e4hrt weiteren Schutz und reduziert die Potenz offensiver Programme. -Mining Blade (Mining) - Beschleunigt das Scannen von Wracks und liefert zus\u00e4tzliche Informationen (lokalisiert Erzlagerst\u00e4tten, Mineraliendichte etc.) - Salvage Database (Salvaging) - Beschleunigt das Scannen von Wracks und liefert zus\u00e4tzliche Informationen (lokalisiert wertvolle Schiffsgegenst\u00e4nde, zeigt in Wracks enthaltene Materialien etc.) - Criminal Database (Bounty Hunter) - Liefert eine Liste bekannter Krimineller oder illegaler Aktivit\u00e4ten und die M\u00f6glichkeit, Kopfgelder anzunehmen, um sie aufzusp\u00fcren und vor Gericht zu bringen. - \"Trefferliste\" (Pirat) - \u00c4hnlich wie die Verbrecherdatenbank, aber von Kriminellen zu benutzen. B\u00f6se Menschen k\u00f6nnen Vertr\u00e4ge einsehen und annehmen, um sich um Menschen zu k\u00fcmmern. - \"Erweiterte Routennavigation\" (Handel \/ Erkundung) - Wesentlich verbesserte Starmap\/Navigationsoptionen. L\u00e4sst den Piloten wissen, wie gef\u00e4hrlich die Route ist, die sie nehmen, und erm\u00f6glicht es ihnen, Routen nach Geschwindigkeit, Sicherheit oder Vermeidung bestimmter Gebiete auszuw\u00e4hlen. Handelsdatenbank (Handel) - Erlaubt es H\u00e4ndlern, Kauf- und Verkaufspreise an verschiedenen Orten im Universum einzusehen, w\u00e4hrend sie unterwegs sind, anstatt sich an einer Handelsstation aufhalten zu m\u00fcssen. -Schildverwaltungsklinge (Kampf) - Bietet erweiterte Schildkontrolloptionen, um eine feinere Kontrolle zu erm\u00f6glichen. -Stellarkartensystem (Erkundung \/ Allgemein) - Macht es einfacher, Sprungpunkte zu entdecken, wenn sie sich woanders hinbewegen, macht m\u00f6glicherweise auch das Sprungreisen einfacher. -Item Lock Blade (Kampf) - Verbessert das Zielsystem weiter, um es dem Piloten zu erm\u00f6glichen, auf bestimmte Teile des Schiffes zu zielen, so dass er in der Lage ist, einzelne Systeme auszuschalten. -Cargo Manifest Masker (Schmuggel) - Tarnt die Gegenst\u00e4nde in deinem Frachtmanifest, damit du Schmuggelware vor den ersten Scans des Schiffes verstecken kannst. -Internes Sicherheitssystem (Gr\u00f6\u00dfere Schiffe) - Liefert interne Schiffsinformationen, Positionen von Lebensformen an Bord des Schiffes und die M\u00f6glichkeit, einzelne T\u00fcren zu verriegeln\/entriegeln. Drohnen-Management-Klinge (Gr\u00f6\u00dfere Schiffe) - Erlaubt Schiffen, bordeigene Drohnen zu kontrollieren.\nWelche Meilensteine gibt es noch, um dynamische Missionen zu erstellen?\nTony Zurovec:\n\nEines der gr\u00f6\u00dferen verbleibenden Probleme bezieht sich auf die Tatsache, dass die aktuelle Missions-UI und die dazugeh\u00f6rige Logik nicht in der Lage sind, mit Echtzeit-Parametern umzugehen und von Flash in Building Blocks umgewandelt werden m\u00fcssen. Dies h\u00e4ngt auch damit zusammen, warum nicht mehr Service Beacons eingef\u00fchrt wurden, da die UI-Entwicklung mit dem alten System viel langsamer ist als mit der neuen Tech. Quantum beginnt damit, einige seiner Simulationsdaten in die Backend-Dienste einzuspeisen, die der Dynamic Mission Service ben\u00f6tigt, um diese angepassten Missionen verf\u00fcgbar zu machen, aber die ersten Schritte beinhalten nur einige wenige verschiedene Arten von Szenarien. Dynamische Ereignisse hingegen werden durch dasselbe System geleitet und sind etwas ausgereifter, und die erste Demonstration dieser Technologie war die Flottenwoche im letzten Fr\u00fchjahr, die nur f\u00fcr eine kurze Zeit aktiviert war und die auf allen Servern existierte. Wir sind bereits dabei, weitere dieser dynamischen Szenarien zu konstruieren, von denen einige weitaus ausgefeilter sind.\n\n\nK\u00f6nnen wir ein Update zu Quantum und Quanta haben?\nTony Zurovec:\n\nWir haben viel Zeit und M\u00fche in die Optimierung der Simulation gesteckt und machen jetzt Tests mit bis zu zwei Millionen Quanten, aber es sieht so aus, als w\u00fcrden wir nicht mehr als 100K pro System brauchen, um die gew\u00fcnschten Effekte zu erzielen. Wir haben damit begonnen, einige ausgew\u00e4hlte Bits der simulierten Daten mit den Backend-Diensten zu verbinden, die die Spieleserver speisen, mit Dingen wie Treibstoff- und Reparaturpreisen, Begegnungsarten und -frequenzen und Service Beacons als erste in der Reihe. Dies wird einige dramatische Auswirkungen auf das Spielerlebnis haben, da es dazu f\u00fchren wird, dass sich die bisher unterschiedlichen Dinge wie Piratenaktivit\u00e4ten, Hilferufe und Reparaturpreise in einem Gebiet endlich so anf\u00fchlen werden, als w\u00e4ren sie alle miteinander verbunden.\n\n\nAus vielen Gameplay-Loops wie Bergbau, Erkundung, Frachtschleppen und Kopfgeldjagd. Welches davon ist dein Favorit, und welches davon siehst du in der kommenden Zukunft am meisten ausgearbeitet?\n\nWie ich mit einigen Leuten gesprochen habe, scheint die Kopfgeldjagd um den Vers herum ein Witz zu sein. Zur Zeit gibt es zum Beispiel keine M\u00f6glichkeit, die Kryopods zu nutzen. Und einzelne Kopfgelder tot\/lebendig zu fangen ist noch keine Sache.\n\nGeh\u00f6ren diese Dinge zu den Dingen, die geb\u00fcgelt werden, wenn die Kern-Gameplay-Mechanik fertig ist und dann jeder einzelne \"Beruf\" so poliert wird, wie es n\u00f6tig ist?\nTony Zurovec:\n\nIch interessiere mich besonders f\u00fcr die Kopfgeldjagd. Im Moment sind die Missionen in diesem Bereich haupts\u00e4chlich darauf ausgerichtet, irgendwo hinzugehen und jemanden zu bek\u00e4mpfen, w\u00e4hrend die gro\u00dfen Verbesserungen, die wir geplant haben, den Aspekt der Jagd zu einem viel gr\u00f6\u00dferen Teil der Herausforderung machen werden. Dies wird der erste Einsatz der Virtual NPC-Technologie sein, die es Charakteren erlaubt, ihrem Leben nachzugehen, unabh\u00e4ngig davon, ob sich Spieler in der N\u00e4he befinden, und ein neues UI wird es Kopfgeldj\u00e4gern erm\u00f6glichen, sich zu registrieren, um ausgew\u00e4hlte Informationen zu erhalten, die ihnen bei der Verfolgung ihrer Beute helfen, wie zum Beispiel Feedback von Comm Arrays, ATC-Controllern und NPC-Informanten.\n\n\nIn der \u00dcberlieferung gibt es derzeit 95 Systeme, 324 Planeten, 74 Monde, 50 Raumstationen und 76 Asteroidenformationen. Im Spiel und bei der Interaktion mit einem, wissen wir, dass ein anderes ziemlich weit fortgeschritten ist, und es sollte 2-3 Systeme geben, die zumindest einen gewissen Fortschritt haben, basierend auf den Fortschritten, die wir aus den Staffelanh\u00e4ngern sehen k\u00f6nnen.\n\nWir haben geh\u00f6rt, dass Werkzeuge entwickelt werden k\u00f6nnen, um den Prozess zu beschleunigen, und ihr k\u00f6nnt euch die \u00dcberlieferungen ansehen und sehen, dass einige Systeme wesentlich einfacher zu entwickeln sind als andere: Gurzil ist nur ein Asteroidenfeld, Tanga ist 3 hei\u00dfe Planeten und keine Landezone, etc.\n\nAbgesehen davon sind es immer noch Hunderte von Planeten, Monden, Asteroideng\u00fcrteln und Heldenzonen, die du besuchen musst. Selbst wenn du 10 Systeme pro Jahr auspumpen w\u00fcrdest, w\u00fcrdest du ab morgen 9 Jahre brauchen, um das alles herauszubekommen. Also, ohne die Werkzeuge zu kommentieren, was ist dein realistischer Plan hier?\nTodd Papy:\n\nWir sind nicht bereit, auf allen Systemen voll aufzutreten. Wir sind dabei, die Werkzeuge, das Wissen und die Macht der Menschen aufzubauen, um die Systeme schneller liefern zu k\u00f6nnen.\n\nKannst du nicht \u00fcber Werkzeuge sprechen? Das ist es, was uns erlaubt, schneller und schneller zu bauen, w\u00e4hrend sie verfeinert werden! So haben wir den Bau eines Mondes im Jahr an den Bau eines Mondes in 2 Wochen angepasst. Wir haben die gleichen Ziele f\u00fcr Raumstationen.\n\nEine Menge Zeit und Arbeit steckt in der Zusammenstellung der Asset-Pakete. Sobald wir die Assets aufgebaut haben, k\u00f6nnen wir ziemlich schnell Standorte und Planeten zusammenstellen. Das Einf\u00fcgen der Gameplay-Hooks in die Standorte wird Zeit brauchen, um sie zu platzieren und die Orte zu etwas Besonderem zu machen. Offensichtlich hat sich die Qualit\u00e4t und der Detaillierungsgrad der Sonnensysteme, die urspr\u00fcnglich ganz am Anfang der Massenfinanzierung geplant waren, bei der Produktion von SC drastisch ver\u00e4ndert. Als uns klar wurde, in welche Detailstufe wir mit den Planeten und den Landezonen gehen konnten, wollten wir die Grenze der Klangtreue ausreizen. Vergleicht man SC mit den Privateer\/Freelancer-Systemen, erh\u00e4lt man exponentiell mehr Gameplay und Details auf jedem Planeten und Mond.\n\nWir versuchen, das Team aufzubauen, um Sonnensysteme in einem Tropfen zu liefern, im Gegensatz zu dem iterativen Ansatz, den wir derzeit in Stanton verfolgen.\n\n\n...Pyro?\nTodd Papy:\n\nJa!\n\n\nGibt es Fortschritte bei den Pl\u00e4nen f\u00fcr das Laufen und Hacken von Daten? Mit dem Erscheinen des Merkur und dem Herald, der so gut wie vergessen ist, scheint es so, als ob zumindest eine Basisversion des Datenlaufs f\u00fcr den Warentransport relativ einfach w\u00e4re und einige neue Optionen hinzuf\u00fcgen w\u00fcrde.\nTodd Papy:\n\nEs ist nicht vergessen worden, es ist einer der Berufe, auf die ich mich pers\u00f6nlich am meisten freue, wir haben nur einige Arbeiten mit h\u00f6herer Priorit\u00e4t, die erst noch erledigt werden m\u00fcssen. Wir konzentrieren uns darauf, zuerst gro\u00dfe physische Fracht abzuliefern.\n\n\nSQ42 liegt derzeit 6 Jahre hinter seinem urspr\u00fcnglichen Auslieferungsziel zur\u00fcck. In den letzten Jahren gab es wenig Kommunikation \u00fcber aktualisierte Auslieferungsziele f\u00fcr SQ42. Die letzte verf\u00fcgbare Information war die gesch\u00e4tzte SQ42-Beta im Q3 2020 auf der jetzt aufgegebenen Roadmap. Dieses Datum ist nun vorbei und es gab keine Mitteilung dar\u00fcber, ob SQ42 in die Beta eingetreten ist. So wie es aussieht, hat die Community v\u00f6llig geteilte Meinungen \u00fcber das erwartete Ver\u00f6ffentlichungsdatum von SQ42, wobei die Meinungen von der Tatsache, dass SQ42 derzeit in der Beta ist, bis zu der Tatsache, dass es noch \u00fcber 5 Jahre entfernt ist, variieren.\n\nDu hast in dem Versprechen angegeben: \"Wir, die Entwickler, beabsichtigen, dich mit dem gleichen Respekt zu behandeln, den wir einem Verleger entgegenbringen w\u00fcrden. Du wirst regelm\u00e4\u00dfig \u00fcber den Fortschritt des Spiels auf dem Laufenden gehalten.\"\n\nAngesichts der massiven Unsicherheit \u00fcber den Fortschritt von SQ42 innerhalb der Community, hast du das Gef\u00fchl, dass du dieses Ziel erreicht hast?\nChris Roberts:\n\nMorgen werden wir die erste Episode des \"The Briefing Room\" starten, eine Show, die sich nur auf Squadron 42 konzentriert, was wir jedes Quartal (3 Monate) planen, bis Squadron 42 ver\u00f6ffentlicht wird, wo wir einiges davon ansprechen werden.\n\nWir waren nicht zufrieden damit, wie effektiv wir die Fortschritte bei Squadron 42 gezeigt haben, da wir das Gef\u00fchl hatten, dass das vorherige Format von allen keine gute Arbeit geleistet hat, um zu vermitteln, wie viel Arbeit vor sich geht. Das neue Roadmap-Format, auf das wir hingearbeitet haben, seit wir angek\u00fcndigt haben, dass wir es \u00e4ndern werden, wird viel besser zeigen, woran die Leute zu einem bestimmten Zeitpunkt arbeiten, anstatt sich nur auf lieferbare Features zu konzentrieren. Ich habe hier kurz unser Denken besprochen.\n\nSquadron 42 ist ein kniffliges Kommunikationsprojekt, da wir die Erfahrung und die Geschichte nicht verraten wollen, was die Aktualisierung bestimmter Inhalte oder Features zu einer Herausforderung machen kann.\n\nWir geben regelm\u00e4\u00dfig Updates \u00fcber Squadron 42, auch wenn wir die Squadron 42 Roadmap seit Anfang dieses Jahres nicht mehr mit den Monatsberichten aktualisiert haben. Der letzte war Anfang dieser Woche. Wir haben auch gelegentlich Inhalts- oder Feature-Updates \u00fcber Dinge, die in der Staffel sein werden, wie wir es mit den neuen Vanduul-Schiffen in der Inside Star Citizen Episode gemacht haben: Enemy Mine\n\nWir kommunizieren auch viel mehr als jeder andere Entwickler oder Publisher, von dem ich wei\u00df, in Bezug auf die Arbeit und den Fortschritt bei Star Citizen, auf das sich das Spiel \"The Pledge\" bezog; Wir haben mehrere Videoshows pro Woche, \u00dcberlieferungs-Updates, Entwickler engagieren sich regelm\u00e4\u00dfig in den Foren, haben einen w\u00f6chentlichen Newsletter und auch regelm\u00e4\u00dfige monatliche Berichte.\n\nIch glaube nicht, dass es darum geht, ob wir unsere Gemeinschaft mit Respekt behandeln, denn das ist der Kerngedanke des gesamten Unternehmens, oder ob es an Kommunikation mangelt; es sind verschiedene Leute, die Kommunikation in verschiedenen Formen wollen; einige wollen tiefgr\u00fcndige, lange Talk-Videos, andere wollen nur die Sizzle-Videos mit h\u00fcbschen Grafiken. Einige Leute wollen riesige technische Abhandlungen \u00fcber das Vermaschen von Servern und andere wollen einfach nur die ELI5-Version und schlie\u00dflich wollen viele Leute einfach nur wissen, wann ein Feature oder das Spiel fertig sein wird.\n\nUnd ich glaube, das ist der Knackpunkt des Problems; es ist unm\u00f6glich, es allen Leuten immer recht zu machen, und bei einem so komplizierten Projekt wie Star Citizen oder sogar Squadron 42 ist es unm\u00f6glich, eisenbeschichtete Termine zu haben, da die Forschung und Entwicklung noch im vollen Gange ist.\n\nAlso ja, ich habe das Gef\u00fchl, dass wir \"The Pledge\" getroffen haben.\n\nBedeutet das, dass wir uns nicht verbessern k\u00f6nnen?\n\nNein, wir k\u00f6nnen uns immer verbessern, und wenn du CIG und Star Citizen nah genug folgst, wirst du bemerken, dass wir immer neue Dinge ausprobieren und bestehende Prozesse optimieren, sowohl in unserem Entwicklungsansatz als auch in der Struktur, wie wir mit euch allen kommunizieren und Informationen teilen. Die neue Roadmap wird ein Teil davon sein, genauso wie der Briefing Room.\n\n\nFolge der vorherigen Frage:\n\nEs tut mir leid, aber das f\u00fchlt sich wie eine Nicht-Antwort an. Kannst du bitte angeben, in welchem Entwicklungsstadium sich SQ42 befindet? Die alte Roadmap hat gezeigt, dass es jetzt in der Beta sein sollte, aber basierend auf den monatlichen Berichten, die immer noch Prototyping erw\u00e4hnen, denke ich, dass es sicher ist, anzunehmen, dass dies nicht der Fall ist.\nChris Roberts:\n\n\"...schlie\u00dflich wollen viele Leute einfach nur wissen, wann ein Feature oder das Spiel fertig sein wird. Und ich glaube, das ist der Knackpunkt des Problems; es ist unm\u00f6glich, es allen Leuten die ganze Zeit zu recht zu machen, und bei einem so komplizierten Projekt wie Star Citizen oder sogar Squadron 42 ist es unm\u00f6glich, eisenbeschichtete Termine zu haben, wegen der riesigen Menge an laufender Forschung und Entwicklung. Betonung liegt auf mir.\n\nIch habe die gestellte Frage beantwortet, nur nicht die Frage, die DU beantwortet haben wolltest :)\n\nDu fragst nicht wirklich, woran an der Staffel 42 gearbeitet wird, du willst wirklich nur wissen, wann sie fertig sein wird. Die beste Antwort auf deine Frage ist: Squadron 42 wird fertig sein, wenn es fertig ist, und wird nicht nur ver\u00f6ffentlicht, um ein Datum festzulegen, sondern stattdessen, wenn die ganze Technik und der Inhalt fertig ist, aufpoliert wurde und es gro\u00dfartig spielt. Ich bin nicht bereit, Kompromisse einzugehen, um ein Spiel zu machen, an das ich mit ganzem Herzen und ganzer Seele glaube, und auch wenn jeder (mich eingeschlossen) Squadron 42 fr\u00fcher oder sp\u00e4ter haben will, w\u00fcrde es allen, die wirklich hart an dem Projekt arbeiten und allen von euch, die sich darauf freuen, einen gro\u00dfen B\u00e4rendienst erweisen, um etwas zu liefern, das nicht gro\u00dfartig ist.\n\nDie neue Roadmap wird zeigen, wie wir uns diesem Ziel n\u00e4hern, und je n\u00e4her wir dem Ende kommen, desto genauer wird sie sein, aber es wird nie eine perfekte Kristallkugel der Zukunft sein, da es immer ein gewisses Ma\u00df an Unvorhersehbarkeit in der Spielentwicklung gibt, besonders wenn das Spiel enorm ehrgeizig ist und einen sehr hohen Qualit\u00e4tsanspruch hat; Red Dead Redemption 2, Last of US 2 und jetzt Cyberpunk haben alle viel l\u00e4nger gebraucht als urspr\u00fcnglich kommuniziert und diese Projekte haben nicht einmal ein Ver\u00f6ffentlichungsdatum angek\u00fcndigt, bis sehr tief in ihre Produktion eingedrungen, als der Gro\u00dfteil ihrer Tech gel\u00f6st war.\n\nWir haben noch einen weiten Weg vor uns, bis wir in der Beta sind, aber jeder in Staffel 42 arbeitet sehr hart daran, etwas Gro\u00dfartiges zu liefern.\n\n\nLetztes Jahr auf der Citizen Con sahen wir NPC, die sich zwischen den Physikgittern bewegten und aus der Walk\u00fcre herauskamen. Wie ist der aktuelle Stand der Dinge?\nNSCs, die sich in Z\u00fcge ein- und aus Z\u00fcgen bewegen (was ich vermute, dass es dasselbe wie in der Walk\u00fcre ist), w\u00fcrden meiner Meinung nach die St\u00e4dte viel lebendiger wirken lassen.\nTodd Papy:\n\nWir haben momentan ein paar Bugs, die wir noch ausmerzen m\u00fcssen, die es der KI erm\u00f6glichen, sich zwischen Schiffen, Planetenoberfl\u00e4chen und von Menschenhand geschaffenen Orten zu bewegen.\n\n\nSind Fl\u00fcsse geplant?\nTodd Papy:\n\nJa\n\n\nWas sind die Pl\u00e4ne, um diese systemischen Missionen weniger repetitiv und fesselnder zu machen?\nTodd Papy:\n\nWir tun das, was wir Missionsmodifikatoren nennen und nutzen unsere einzigartigen Standorte.\n\nNimm eine grundlegende Mission an, bei der du eine Frachtkiste von einem Au\u00dfenposten zu einer Raumstation bringst.\n\nF\u00fcge einen oder mehrere dieser grundlegenden Modifikatoren hinzu:\n\n\n-FPS KI, die diese Kiste haben wollen -Schiffs-KI, die diese Kiste haben wollen -Schiffs-KI, die diese Kiste haben wollen -Ladekiste, die fl\u00fcchtig ist -Aufnehmen ist an einem feindlichen Ort -Absetzen ist an einem feindlichen Ort -Liste kann weiter und weiter gehen.\nGibt es Pl\u00e4ne, regelm\u00e4\u00dfige\/randomisierte \"Welt\/Universum\"-Events einzuf\u00fchren?\nTony Zurovec:\n\nJa, das ist ein wichtiger Schwerpunktbereich. Wir nennen diese Dynamischen Ereignisse, und es sind bereits mehrere im Gange, und der Plan ist, diese Bem\u00fchungen n\u00e4chstes Jahr noch mehr zu verst\u00e4rken. Die Flottenwoche wurde \u00fcber dieses System ausgel\u00f6st - ein tempor\u00e4res Ereignis, das auf allen Servern aktiviert wurde. In Zukunft werdet ihr aber noch viel mehr Raffinesse in den Events sehen. Einige von ihnen werden systemisch ausgel\u00f6st und andere werden von uns manuell aktiviert. Die meisten werden sich individuell anpassen lassen, so dass die Vielfalt selbst mit einer bescheidenen Bibliothek solcher Szenarien ziemlich gro\u00df sein wird. Der ultimative Plan ist es, die Routine periodisch mit verschiedenen Ereignissen zu unterbrechen, die dazu dienen, viele Spieler auf eine gemeinsame Sache aufmerksam zu machen, auch wenn sie nicht immer auf der gleichen Seite stehen.\n\n\nKannst du die derzeitigen \u00dcberlegungen dazu erl\u00e4utern, wie der Bau von Basen funktionieren soll?\nChris Roberts:\n\nWir haben ein paar ziemlich aufregende Pl\u00e4ne an der Front des Basisgeb\u00e4udes \/ der Spielersiedlung. Einer der Ausf\u00e4lle von iCache, an dem wir gearbeitet haben, um den Zustand und den Standort aller dynamischen Objekte im Universum von Star Citizen vollst\u00e4ndig zu erhalten, ist, dass das Aufnehmen und Wiederherstellen eines Geb\u00e4udes, das du gerade gebaut hast, wirklich nicht anders ist, als sich zu erinnern, wo du deine Kaffeetasse auf einem entfernten Planeten fallen gelassen hast oder auf welches Regal du sie in deinem hab gestellt hast.\n\nIm Grunde wird iCache es uns erm\u00f6glichen, euch allen zu erlauben, die Sterne zu besiedeln!\n\nAls wir das Konzept der von Spielern gebauten Au\u00dfenposten und Landanspr\u00fcche entwickelt haben, war iCache technisch noch nicht entworfen worden, aber jetzt haben wir ein System, das sich viel genauer merken kann, wo sich jedes Geb\u00e4ude oder jede Komponente befindet und in welchem Zustand es sich befindet. Anstatt einfach nur einen einzelnen Au\u00dfenposten fallen zu lassen, kannst du nun verschiedene Strukturen ablegen und sie mit Dingen wie Stromgeneratoren, Gesch\u00fctzt\u00fcrmen, Ressourcensammlern, hydroponischen Domen und so weiter verbinden.\n\nParallel dazu haben wir an Tools gearbeitet, um Siedlungen oder Homesteads zu bauen, sowohl f\u00fcr unsere K\u00fcnstler \/ Designer (eher eine RTS-Gott \u00e4hnliche Ansicht) als auch f\u00fcr Spieler (eine Ego-Person-Ansicht).\n\nDamit haben wir neu \u00fcberlegt, wie die Pionierin arbeiten wird, um sie flexibler zu machen, anstatt nur einen vorgefertigten Au\u00dfenposten auszuspucken - wir wollen sie mir eher als eine mobile Fabrikationsanlage vorstellen, die sich in der N\u00e4he eurer Baustelle befinden w\u00fcrde. Mit einem Pionier kannst du diese Strukturen bauen, ohne die Einzelteile einschiffen zu m\u00fcssen, solange du einen Vorrat an Rohmaterialien hast. Du brauchst keinen Pionier, um ein Geh\u00f6ft zu bauen, aber wenn du eine anst\u00e4ndige Siedlung bauen willst, oder wenn du relativ schnell etwas bauen m\u00f6chtest, im Gegensatz dazu, dass du in vorgefertigten Bauteilen von gro\u00dfen Landezonen aus fliegen musst, wirst du einen Pionier haben wollen, oder einen Freund oder jemanden haben, der bereit ist, dir seine Dienste zur Verf\u00fcgung zu stellen.\n\nWir sind sehr gespannt auf das Gameplay, das all dies bieten wird, und k\u00f6nnen es kaum erwarten, zu sehen, welche Art von Spielersiedlungen \u00fcber die riesige Landfl\u00e4che, die das Spiel hat, entstehen werden. Wir werden iCache brauchen und gut funktionieren m\u00fcssen, bevor wir dies im Spiel sehen werden, also erwarte ein paar Updates dazu sp\u00e4ter im n\u00e4chsten Jahr.\n\n\nW\u00fcrdest du Pyro ohne Server-Meshing implementieren?\nTony Zurovec:\n\nUnser aktueller Plan ist es, sowohl Pyro als auch die Server-Mesh-Technologie zur selben Zeit zu ver\u00f6ffentlichen.\n\n\nChris erw\u00e4hnte das Raumsystem in einem anderen Beitrag. Wie tiefgreifend willst du die Verwaltung der Pipes are resources in den Schiffen angehen? Und wird das auch f\u00fcr Stationen und Au\u00dfenposten gelten?\nTodd Papy:\n\nZiemlich tiefgr\u00fcndig, wo du Energie umleiten und\/oder einen Gegenstand physisch ersetzen m\u00fcsstest, um das Schiff am Laufen zu halten.\n\nJa, wir haben vor, dasselbe f\u00fcr die Stationen und Au\u00dfenposten zu tun. Abh\u00e4ngig von den Einstellungen k\u00f6nnen bestimmte Funktionen f\u00fcr die Spieler zug\u00e4nglich sein und einige nicht. Zum Beispiel h\u00e4tte der Spieler auf einer NPC betriebenen gro\u00dfen Raumstation wahrscheinlich keinen Zugang, um die Schwerkraft oder die Lebenserhaltung im gemeinsamen Spielbereich abzuschalten.\n\n\nIn 3.12 ist dein Plan, die Push\/Pull-Mechanik f\u00fcr gro\u00dfe Objekte einzuf\u00fchren, du hast auch erw\u00e4hnt, dass du in Zukunft den Traktorstrahl einf\u00fchren willst. Abgesehen davon, k\u00f6nnen diese zuk\u00fcnftigen Mechaniken benutzt werden, um Frachteinheiten von einem Schiff zu entfernen?\nTony Zurovec:\n\nDie manuelle Extraktion von Fracht von Schiffen zu erlauben, steht ganz oben auf unserer Priorit\u00e4tenliste und wird \u00fcber den Traktorstrahl m\u00f6glich sein, wird aber auch einige \u00dcberarbeitungen des Frachtgittersystems erfordern, um es mit dem lokalen Speicher und iCache kompatibel zu machen.\n\n\nHaftungsausschluss\n\n\nDie Antworten geben die Absichten der Entwicklung zum Zeitpunkt des Schreibens genau wieder, aber die Firma und das Entwicklerteam behalten sich das Recht vor, Feature- und Schiffsdesigns aufgrund von Feedback, Spieltests, Design\u00fcberarbeitungen oder anderen \u00dcberlegungen anzupassen, zu verbessern oder zu \u00e4ndern, um die Balance oder die Qualit\u00e4t des Spiels insgesamt zu verbessern.","zh_CN":"Star Citizen Birthday 2020 AMA Recap\n\nEach month we host an open submission live Q&A on Spectrum hosted by developers from various specialties across CIG. These questions and answers were collected from the Spectrum AMA on October 9th, 2020.\n\n\nWhile our standard AMAs tend to be focused on a specific topic, for our Birthday we welcomed three special guests joining us today to take any and all of your questions about Star Citizen:\n\nChris Roberts \u2013 Founder & CEO\n\nTodd Papy \u2013 Star Citizen Live Director\n\nTony Zurovec \u2013 Persistent Universe Game Director\n\nThis AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!\n\n\nSo what\u2019s the deal with Theatres of War?\nTodd Papy:\n\nCurrently being worked on and tested, ideally Sean and Rich will give an update to everyone once it is ready for everyone to play.\n\n\n\nWhat is preventing random FPS AI from appearing on planet\/moon surfaces outside of missions or set locations? Is this planned to make the planetary surfaces feel less empty?\nTodd Papy:\n\nWe need some Planetary Nav Mesh work done, we have a fair amount of it completed. Then once that is done we can start to implement it into missions or random encounters. When that is done AI will be able to transition from Ship to Surface smoothly. This will also open us for building creatures (space cow or larger animals) or boids (very small creatures..frogs, birds) to add extra life.\n\n\nDeath of a Spaceman was written way back in February 2013. Obviously, there have been some changes since then(e.g. landing zones were planned to have an in-engine cutscene v. now players pilot in manually which is way cooler in everyone\u2019s opinion). While this is probably currently undergoing a design rework, could you tell us what you know to be different now, and what some possible plans are? What\u2019s changed?\nChris Roberts:\n\nLater this month there is going to be a Calling All Devs episode on \u201cDeath of a Spaceman\u201d with myself and Richard Tyrer, Core Gameplay Director (which includes the Actor teams), where we\u2019ll go into the current plans, which you\u2019 start to see the results of mid next year as we begin to bring in Medical gameplay. So watch for that as we\u2019ll go into the current design which is ready for implementation.\n\n\nHow do you envision NPC crew gameplay?\nTodd Papy:\n\nFirst steps are building out the player functionality to those roles (Captain, Engineer, etc) similar to pilots and turret gunners. We currently have some of those AI functions, like flying the ship, but we would still need to build the \u201cglue\u201d for AI, like what they do off duty. The capt\/owner of the ship will need a way to set what roles he wants the NPCs to do. The Capt will also need a way to interface with the AI to tell them what they want them to do, like fly to a set location or attack a certain target.\n\nWe are still planning to allow players to take remote control of the NPCs.\n\n\n\nWhat is the plan for computers and the blades? Currently we only know about using blades for turret automating and slaving, do you have any other ideas currently for what blades could be used for?\nTodd Papy:\n\nHere is some things that have been discussed that are being thought of for hardware (new blade) or software (loaded on computer or blade), these would be types of ideas that we would bring online over time:\n\n-Missile Defense System (Combat) \u2013 Automatically fires correct countermeasures to avoid being hit by missiles\n\n-Encryption\/Decryption Blade (Data Runner) \u2013 Able to keep data encrypted to prevent theft and also provides the means to attempt to decrypt data.\n\n-Emissions Controller (Combat) \u2013 Allows the pilot to set strict limits on emission production, providing additional warnings and shutting down unnecessary systems automatically.\n\n-Offensive E-War Blade (Combat) \u2013 Enhances existing offensive e-war capability, could speed up or strengthen offensive programs\/viruses or offer new ones to run.\n\n-Defensive E-War Blade (Combat) \u2013 Enhances existing defensive e-war capability, grants further protection and reduces potency of offensive programs.\n\n-Mining Blade (Mining) \u2013 Speeds up mining scans and provides additional information (pinpointing pockets of ore, mineral density etc.)\n\n-Salvage Database (Salvaging) \u2013 Speeds up scanning wrecks and provides additional information (pinpoints valuable ship items, shows materials contained within wrecks etc.)\n\n-Criminal Database (Bounty Hunter) \u2013 Provides a list of known criminals or unlawful activity and the ability to accept bounties to track them down and bring them to justice.\n\n-\u201cHit List\u201d (Pirate) \u2013 Similar to the criminal database but to be used by criminals. Bad people can view and accept contracts to take care of people.\n\n-Enhanced Route Navigation (Trade \/ Exploration) \u2013 Essentially enhanced starmap\/navigation options. Lets the pilot know how dangerous the route is that they are taking, enables them to pick routes based on speed, safety or avoiding certain areas.\n\n-Trade Database (Trade) \u2013 Allows traders to view buy\/sell prices in different places in the universe while on the move, rather than having to be at a trade station.\n\n-Shield Management Blade (Combat) \u2013 Provides advanced shield control options to allow finer control.\n\n-Stellar Charting System (Exploration \/ General) \u2013 Makes it easier to discover jump points if\/when they move elsewhere, possibly also makes jump travel easier.\n\n-Item Lock Blade (Combat) \u2013 Further enhances the targeting system to allow the pilot to lock onto specific parts of the ship, so they are able to take out individual systems.\n\n-Cargo Manifest Masker (Smuggling) \u2013 Disguises the items in your cargo manifest to allow you to hide contraband from initial ship scans.\n\n-Internal Security System (Larger ships) \u2013 Provides internal ship info, positions of lifeforms aboard the ship and the ability to lock\/unlock individual doors.\n\n-Drone Management Blade (Larger ships) \u2013 Allows ships to control on-board drones\n\n\nWhat milestones are left to create dynamic missions?\nTony Zurovec:\n\nOne of the larger remaining issues relates to the fact that the current mission UI and associated logic aren\u2019t able to deal with real-time parameters and need to be converted from Flash to Building Blocks. This is also related to why more Service Beacons haven\u2019t been introduced, as UI development with the old system is far slower than with the new tech. Quantum is starting to inject some of its simulation data into the back-end services, which the Dynamic Mission Service requires to make these customized missions available, but the first stages involve only a few distinct types of scenarios. Dynamic Events, on the other hand, are routed through the same system and are a bit more mature, and the first demonstration of that tech was last Spring\u2019s Fleet Week, which was activated for only a brief period of time and which existed across all servers. We\u2019re already in the process of constructing more of these dynamic scenarios, some of which are far more sophisticated.\n\n\nCan we have an update on Quantum and Quanta?\nTony Zurovec:\n\nWe\u2019ve spent a lot of time and effort optimizing the simulation and are now doing tests with as many as two million quanta, but it looks like we won\u2019t need more than 100K per system to get the desired effects. We\u2019ve started to connect some select bits of the simulated data to the backend services that feed the game servers, with things like fuel and repair prices, encounter types and frequencies, and Service Beacons first in line. This will have some dramatic effects on the gameplay experience as it\u2019ll mean that previously disparate things like pirate activity, calls for help, and the price of repairs in an area will finally start to feel like they\u2019re all connected.\n\n\nOut of many gameplay loops such as mining, exploration, cargo hauling and bounty hunting. Which one of these is your favorite, and which one of these do you see to be most fleshed out in the upcoming future?\n\nAs I\u2019ve talked to some people, bounty hunting seems to be a joke around the Verse. As currently there isn\u2019t a way to utilize the cryopods for example. And catching individual bounties dead\/alive is not a thing yet.\n\nAre these some of the things that are going to get ironed out once the core gameplay mechanics are finished, and then polish each individual \u201cprofession\u201d as it\u2019s needed?\nTony Zurovec:\n\nI\u2019m particularly interested in Bounty Hunting. Right now the missions in this area are predominantly geared towards going somewhere and fighting someone, whereas the major enhancements we\u2019ve got planned will make the hunting aspect a much larger part of the challenge. This will be the first usage of the Virtual NPC tech that allows characters to go about their lives regardless of whether any players are in the vicinity, and a new UI will allow bounty hunters to register to receive select bits of information to help with pursuing their prey, like feedback from Comm Arrays, ATC controllers, and NPC informants.\n\n\nThere are currently 95 systems, 324 planets, 74 moons, 50 space stations, and 76 asteroid formations in lore. In game and interact with one, we know another is pretty far along, and there should be 2-3 systems that have at least some progress based on progress we can see from Squadron trailers.\n\nWe have heard that tools can be developed to speed up the process, and you can look at the lore and see some systems are sigificantly easier to develop than others: Gurzil is just an asteroid field, Tanga is 3 hot planets and no landing zone, etc.\n\nThat all said it\u2019s still hundreds of planets, moons, asteroid belts, and hero zones that you have to go. Even working at pumping out 10 systems a year it\u2019d take you 9 years from tomorrow to get that all out. So without commenting on tools, what realistically is your plan here?\nTodd Papy:\n\nWe are not ready to go full bore on all of the systems. We are building up the tools, knowledge, and people power to be able to deliver the systems quicker.\n\nCan\u2019t talk about tools? That is what allows us to build faster and faster as they get refined! That is how we have adjusted building a moon in year to building one in 2 weeks. We have the same goals for Space stations.\n\nA lot of time and work goes into building up the asset packs. Once we have the assets built we can put locations and planets together fairly quick. Putting gameplay hooks into the locations will take time to place and make locations feel special. Obviously the quality and detail level of the solar systems that were initially planned in the very beginning of crowd funding has drastically changed over production of SC. Once we realized the detail level that we could go into with the planets and the landing zones, we wanted to push the limit of fidelity. Comparing SC to the Privateer\/Freelancer systems, you are getting exponential amount of gameplay and detail on each planet and moon.\n\nWe are trying to build up the team to deliver solar systems in one drop vs the iterative approach that we are currently doing in Stanton.\n\n\n\u2026pyro?\nTodd Papy:\n\nYes!\n\n\nHas there been any progress on the plans for data running and hacking? With the Mercury coming out and the Herald being all but forgotten it seems like at least a baseline commodity transport version of data running would be relatively easy and would add some new options.\nTodd Papy:\n\nIt hasn\u2019t been forgotten, personally it is one of the professions I\u2019m looking forward to the most, we just have some higher priority work that needs to be completed first. We are focused on delivering big physical cargo first.\n\n\nSQ42 is currently 6 years behind its original delivery target. Over recent years there has been little communication on updated delivery targets for SQ42. The last information available was the estimated SQ42 beta in Q3 2020 on the now abandoned roadmap. That date has now passed and there has been no communication on whether SQ42 has entered beta. As it stands the community has completely divided opinions on the expected release date of SQ42 with opinions varying from that SQ42 is in beta currently to it being 5+ years away.\n\nYou stated in the pledge: \u201cWe, the Developer, intend to treat you with the same respect we would give a publisher. You will receive regular updates about the progress of the game.\u201d\n\nGiven the massive uncertainty on the progress of SQ42 within the community, do you feel as though you have been meeting this objective?\nChris Roberts:\n\nTomorrow we\u2019ll be launching the inaugural episode of the \u201cThe Briefing Room\u201d a show focused just on Squadron 42, which we are planning to do every quarter (3 months) until Squadron 42 releases, where we will address some of this.\n\nWe haven\u2019t been happy with how effectively we\u2019ve been showing progress on Squadron 42, as we felt the previous format didn\u2019t do a good job of all in communicating just how much work is going on. The new roadmap format which we\u2019ve been working towards and on since we announced we would be changing it up will do a much better job in show what people are working on at any given time as opposed to just focusing on deliverable features. I briefly discussed our thinking here.\n\nSquadron 42 is a tricky project to communicate on as we really don\u2019t want to give the experience and story away which can make updating on certain content or features challenging.\n\nWe DO give regular updates on Squadron 42, even though we haven\u2019t updated the Squadron 42 Roadmap since the beginning of this year with the monthly reports. The most recent one was earlier this week. We also occasionally have content or feature updates on things that will be in Squadron, as we did with the new Vanduul ships in the Inside Star Citizen Episode: Enemy Mine\n\nWe also communicate way more than any other developer or publisher than I am aware of in terms of work and progress on Star Citizen, which is the game \u201cThe Pledge\u201d was referring to; We have multiple video shows per week, lore updates, developers regularly engage in the forums, have a weekly newsletter and well as regular monthly reports.\n\nI don\u2019t think the issue is whether we treat our community with respect, as that is core tenet of the entire company, or lack of communication; it\u2019s different people want communication in different forms; some want in depth long talky videos, some want just the sizzle videos with pretty graphics. Some people want huge technical treatises on server meshing and others just want the ELI5 version and finally a lot of people just want to know when a feature or the game will be done.\n\nAnd I think that\u2019s the crux of the issue; it\u2019s impossible to please all the people all the time, and with a project as complicated as Star Citizen or even Squadron 42 it\u2019s impossible to have iron clad dates due to the huge amount of ongoing R&D.\n\nSo yes, I do feel like we have been meeting \u201cThe Pledge\u201d.\n\nDoes that mean we can\u2019t improve?\n\nNo, we can always improve, and if you follow CIG and Star Citizen close enough you will notice that we are always trying new things and tweaking existing processes both in our development approach and structure in how we communicate and share information with all of you. The new Roadmap will be part of this, as will the Briefing Room.\n\n\nFollow up from previous question:\n\nI am sorry but this is feels like a non-answer. Can you please state at which stage of development SQ42 is? The old roadmap showed that it should now be in beta but based on the monthly reports that still mention prototyping I think it is safe to assume that this is not the case.\nChris Roberts:\n\n\u201c\u2026finally a lot of people just want to know when a feature or the game will be done. And I think that\u2019s the crux of the issue; it\u2019s impossible to please all the people all the time, and with a project as complicated as Star Citizen or even Squadron 42 it\u2019s impossible to have iron clad dates due to the huge amount of ongoing R&D.\n\nEmphasis mine.\n\nI answered the question asked, just not the question YOU wanted answered :)\n\u2003\nYou\u2019re not really asking about what is being worked on Squadron 42, you really just want to know when it will be done. The best answer for your question is Squadron 42 will be done when it is done, and will not be released just to make a date but instead once all the tech and content is finished, polished and it plays great. I am not willing to compromise making a game I believe in with all my heart and soul, and even though everyone (including me) wants Squadron 42 sooner than later, it would be doing a huge disservice to everyone working really hard on the project and all of you that are looking forward to it to deliver something that isn\u2019t great.\n\nThe new roadmap will show how we are doing towards that goal and as we get closer to the end it will be more accurate but it will never be a perfect crystal ball of the future as there is always a certain amount of unpredictability in game development, especially when the game is hugely ambitious and has a very high quality bar; Red Dead Redemption 2, Last of US 2 and now Cyberpunk have all taken a lot longer than originally communicated and those projects didn\u2019t even announce a release date until very deep into their production, when most of their tech had been resolved.\n\nWe still have a ways to go before we are in Beta, but everyone on Squadron 42 is working very hard to deliver something great.\n\n\nLast year at Citizen Con we saw NPC moving between physics grids and walking out of the Valkyrie. What is the current status of this?\nNPCs moving in and out of trains (which I guess is the same as the Valkyrie) would make cities feel much more alive in my opinion.\nTodd Papy:\n\nWe currently have a few bugs that we need to work out, that will allow AI to path between ships, planetary surfaces, and man made locations.\n\n\nAre rivers planned?\nTodd Papy:\n\nYes\n\n\nWhat are the plans to make those systemic missions less repetitive and more engaging?\nTodd Papy:\n\nDoing what we call mission modifiers and leveraging our unique locations.\n\nTake a basic mission of delivering a cargo crate from an outpost to a space station.\n\nAdd in one or multiple of these basic modifiers: -FPS AI that want that crate\n\n-Ship AI that want that crate\n\n-A cargo crate that is volatile\n\n-Pick up is in a hostile location\n\n-Drop off is in a hostile location\n\n-List can go on and on.\n\n\nAre there plans to introduce regular\/randomized \u201cworld\/universe\u201d events?\nTony Zurovec:\n\nYes, this is a major area of focus. We call these Dynamic Events and there are multiple ones already in progress, and the plan is to ramp up these efforts even more next year. Fleet Week was triggered via this system \u2013 a temporary event that was activated across all of the servers. Going forward, though, you\u2019ll see a lot more sophistication in the events. Some of these will be triggered systemically and others will be activated by us manually. Most will allow for customization so the amount of variety with even a modest library of such scenarios will be pretty significant. The ultimate plan is to periodically break up the routine with distinct events that serve to draw a lot of players to a common cause, although they might not always be on the same side.\n\n\n\n\nCan you elaborate on the current thinking on how base building is supposed to work?\nChris Roberts:\n\nWe have some pretty exciting plans on the base building \/ player settlement front. One of the fall outs of iCache, which we\u2019ve been working on for full persistence of state and location of all dynamic objects in the universe of Star Citizen, is that recording and restoring a building you\u2019ve just constructed is really no different to remembering where you dropped your coffee cup on some distant planet, or which shelf you placed it on in your hab.\n\nBasically, iCache will enable us to allow all of you to settle the stars!\n\nWhen we first came up with the concept of player built outposts and land claims iCache hadn\u2019t been technically designed, but now we have a system that will have a much higher degree of fidelity in remembering where each building or component is and what state it is in. So rather than just dropping down a singular Outpost, you\u2019ll be able to place down various structures and connect them to things like power generators, turrets, resource collectors, hydroponic domes and so on.\n\nIn parallel with this we\u2019ve been working on tools to build settlements or homestead both for our artists \/ designers (more of a RTS god like view) and players (a first person view).\n\nWith this we\u2019ve been rethinking how the Pioneer will work to make her more flexible rather than just spitting out a pre-fabricated outpost we want her to me more of a mobile fabrication facility that would be near your building site. With a Pioneer you\u2019ll be able build these structures without having to ship in the component parts as long as you have a supply of raw materials. You don\u2019t need a Pioneer to build a homestead but if you want to build a decent settlement, or you want to build something relatively quickly as opposed to having to fly in prefabricated components from major landing zones you will want to have a Pioneer, or have a friend or someone that is willing to lend their services to you.\n\nWe\u2019re very excited about the gameplay that all of this will provide and can\u2019t wait to see what kind of player settlements sprout up over the huge amount of land area the game has. We will need iCache in and working well before we will see this in the game, so expect to see some updates on this later next year.\n\n\nWould you implement Pyro without server meshing?\nTony Zurovec:\n\nOur current plan is to release both Pyro and the server mesh tech at the same time.\n\n\nChris mentioned the Room System in another post. How in-depth are you looking to go with the management of pipes are resources throughout ships? And will that also apply to Stations and Outposts?\nTodd Papy:\n\nPretty in-depth, where you would have to reroute power and\/or physically replace an item to keep the ship up and running.\n\nYes, we are planning on doing the same for Stations and Outposts. Depending on the setup certain functionality might be accessible to the players and some might not be. For example, on a NPC ran major space station, the player probably wouldn\u2019t have access to turn off gravity or life support in the common play area.\n\n\nIn 3.12, your plan is to introduce the push\/pull mechanic for large objects, you have also mentioned introducing the tractor beam in the future. That being said, can these future mechanics be used to remove units of cargo off a ships?\nTony Zurovec:\n\nAllowing cargo to be manually extracted from ships is high on our list of priorities and will be possible via the tractor beam, but will also require some revisions to the cargo grid system to make it compatible with local storage and iCache.\n\n\nDisclaimer\nThe answers accurately reflect development\u2019s intentions at the time of writing, but the company and development team reserve the right to adapt, improve, or change feature and ship designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall."},"links_count":6,"comment_count":63,"created_at":"2020-10-09T23:00:00+00:00","created_at_human":"5 years ago"},"meta":{"processed_at":"2026-05-07 20:47:21","valid_relations":["images","links"],"prev_id":17817,"next_id":17822}}