{"data":{"id":17989,"title":"Vehicle Experience Team AMA Recap","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17989-Vehicle-Experience-Team-AMA-Recap","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17989","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17989","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":26482,"name":"Shipdetail-Concept-Bg_bw.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/c2ae7q1c7cg63r\/source\/Shipdetail-Concept-Bg_bw.jpg","alt":"","size":1111159,"mime_type":"image\/jpeg","last_modified":"2017-05-24T19:35:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26482","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26482\/similar"},{"id":26661,"name":"AMA_VET.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/grmt9ax1lze8pr\/source\/AMA_VET.jpg","alt":"","size":618330,"mime_type":"image\/jpeg","last_modified":"2021-02-09T12:40:13+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26661","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26661\/similar"}],"images_count":2,"translations":{"en_EN":"Vehicle Experience Team AMA Recap\n\nEach month we host an open submission live Q&A on Spectrum joined by developers from various specialties across CIG. These questions and answers were collected from the Spectrum AMA on February 10, 2021.\n\n\nThis time, we welcomed four guests from the Vehicle Experience Team, wo recently finished their combat summit:\n\nRichard Towler \u2013 Lead Game Designer\n\nJoe Edgeley \u2013 Game Designer\n\nJonathan Young \u2013 Gameplay Programmer\n\nYogi Klatt \u2013 Senior Gameplay Programmer\n\nThis AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!\n\n\nIs there any intention to reduce the speed ceiling or force combat into SCM speeds?\nRichard Towler:\n\nWe don\u2019t plan to actively force players into a certain speed range, but we do want the speeds at which players engage in combat to be much lower but how we achieve this organically is still under evaluation as it requires lots of moving parts to come together to achieve.\n\n\nThe current experience we see when it comes to combat is triangles, names and lots of icons\u2026everywhere on screen. Has there been any discussion on streamlining the information the pilot gets for targets, friendlies, POI, during combat to clear the clutter?\nJonathan Young:\n\nThere are definitely plans to be able to filter different kinds of radar contacts at different times (e.g., choosing to only see friendlies, turrets, mineables, etc.), although this falls into another teams hands rather than VET.\n\n\nWill G-force mechanics make a return? As of now they are non existent.\nYogi Klatt:\n\nYes, we definitely want proper G-force exhaustion effects back. We\u2019re focusing on capacitor gameplay first, though.\n\n\nWhy is ship tuning and balancing not a higher priority task within CIG?\nYogi Klatt:\n\nIt is a high-priority task, but we are dealing with a lot of ships and items. There are a lot of moving parts and interacting elements with the ships, e.g., thrusters, power consumptions, heat build-up, etc. So changing one thing might \u201cfeel\u201d good but could have a lot of unforeseen consequences.\n\nIt\u2019s incredibly complex, and going through everything just takes time. But we\u2019ll get there step by step.\n\n\nAny info on the landing camera yet and if it can show the terrain underneath it while landing?\nJonathan Young:\n\nWe\u2019ve definitely talked about the need for landing cameras, and while it\u2019s not on our short-term schedule, this week\u2019s ISC on docking shows off something quite similar for some ships\u2026\n\n\nWill multicrew ships operated by x amount of players ever be balance to be able to compete with the same amount of players in separate ships ? Multicrew feels like the underdog in every scenario.\nYogi Klatt:\n\nThere is no simple answer to that; it depends on the chosen ships and what they are meant to do. A second crew seat should not automatically mean \u201ctwice the combat performance\u201d but we obviously want a crew seat to matter and make a difference. That part of the game is obviously not fully developed yet but we\u2019re slowly steering towards it. The first steps happened with the turrets (which are not under pilot control), and more steps will be taken in the future.\n\nSo crew seats will be a force multiplier \u2026 though not necessarily by a factor of 2.\n\n\nThe Arrow and Talon have better rate of acceleration and higher vertical thrust, which allows them to be more efficient in dogfights . Are you going to update the other light and medium fighters in this direction or decrease the abilities of these two fighters?\nRichard Towler:\n\nThese are two of the highest performing ships; where we move these ships going forward depends up on the results of multiple changes we have planned to how combat will work and the speeds they happen. As far as overall balance goes though, we do plan to move specific fighters like these closer together in terms of performance.\n\n\nWill capacitors replace\/eliminate thruster overheat?\nYogi Klatt:\n\nCapacitor gameplay will be used to drive \u201cshort term\u201d consequences of using your ship systems while heat will be moved to longer-term. So (without speaking out guarantees about balance numbers) the idea is that in a 1-minute dogfight heat won\u2019t matter that much. If you keep fighting for 10 minutes or longer though, heat will become an issue that needs to be managed.\n\n\nShip combat, many backers feel, is in a weird place right now, with the apex predators of the verse being the Talon and Vanguard. Do you feel that future systems (Armor, Physicalized damage etc\u2026) will allow ship combat to organically shift into the non-meta style you\u2019re looking for, or is there more that has to be done with the ships themselves to achieve that?\nRichard Towler:\n\nThat is our goal, these systems should push the combat more organically into an area we\u2019re more happy with, but it isn\u2019t just armor and damage, it\u2019s the performance of the ships, the weapon balance, and how multi-crew gameplay changes the dynamics.\n\n\nAre there plans any time soon to increase specialization\/focus of ships and their intended roles?\nYogi Klatt:\n\nYes, a lot of our work this year will entail to change the tunings and abilities of the ships to fit their intended roles and purposes. The rough plans were already laid out during the combat summit but doing the actual work will take some time to complete.\n\n\nAny plans for futur to rollback on Gimbal Assist or it is settled for good ?\nYogi Klatt:\n\nThe amount of gimbal assist and all other aiming helpers we\u2019re using is heavily dependent of the combat speeds, network performance, pip stability, and other factors. As these factors change, we will re-evaluate if we need to increase or decrease the effects.\n\nSo no, it\u2019s not set in stone. :)\n\n\nLight and door panels for all ships?\nRichard Towler:\n\nYes, that\u2019s planned and all new ships are having this built in during production and we\u2019ll retroactively add to existing ones as we go back and do other fixes.\n\n\nAny ideas on how to combat pip wiggle?\nYogi Klatt:\n\nYes, we are aware of those problems, and it is actually caused by several issues coming together. We tried out a couple of things already but working with prediction is not the easiest topic in game development. So atm we\u2019re not yet confident that we found a good solution yet, but it is a high-priority issue due to its impact on the game.\n\n\nSpace combat is mostly face to face shooting, which better resembles a shooter game than a dogfighting game. Has the team given serious consideration to the aspects of the ship flight models that generate this result, i.e. the ratio of linear acceleration to rotation rate?\nYogi Klatt:\n\nWe are invested heavily in achieving a good combat geometry, so the way how ships can move around each other. We\u2019re approaching that from both a mathematical and an experiential point of view. Ultimately we do not want the FM to feel on rails, or like you\u2019re controlling a camera, but we still want to give you a proper 6-DOF experience. Developing the capacitor systems is actually based on that demand. They allow us to add more variation into dogfighting to create a meaningful and fun experience.\n\n\nWith Missile Operator Mode coming up (Which we should from now on refer to as MOM) What is the overall feel that you want larger from torpedo\u2019s, S9 and above? Do you want it to be a more strategic weapon fired from afar after planning or the more tactical, dogfighty type that smaller missiles lean towards?\nRichard Towler:\n\nOur goal with Missile Operator Mode is that firing missiles or torpedoes becomes a much bigger event, it\u2019s a specific choice you\u2019re making at that time to engage. It brings together a lot of the dynamics we\u2019ve been working, so from a long distance, you open up yourself to a lot more risk from all the defense systems, the missile can be deflected with countermeasures, intercepted by other ships, or even destroyed by turrets, but we also want the risky gameplay of fighting to get your ship closer to your target to increase your chances of having a successful hit, and if you\u2019re good enough to hit your target without a lock, you feel the achievement of doing so.\n\n\nIs a more realistic friction simulation planned for ground vehicles?\nRichard Towler:\n\nYes, we\u2019re planning a complete overhaul of the ground vehicles that will bring more realistic physics and behavior.\n\n\nCan you tell us anything about New Features that you have been working on that are planned for later this year? Like what you are most excited about?\nRichard Towler:\n\nI\u2019m most excited about the capacitor gameplay, how players will manage the energy available and how it changes the combat dynamics, but also how the balance will change because of it as thrusters, shields and weapons will all have to adapt and be rebalanced to deliver the short and long term dynamics will want.\n\n\nWhats the difference between capacitators and the power triangle we currently have? Will capacitators be a different system or an evolution of the existing one?\nJonathan Young:\n\nCapacitors will be a separate system, and so we\u2019re reviewing how existing features (such as the power triangle) could possibly change to give us the gameplay we want while not stepping on the toes of other systems, as each feature has to fit nicely into the overall ship experience.\n\n\nHello folks. After the PvP of the Xenothreat event, will you consider evaluating comparative fighter stats to identify underperforming \/ over performing ships, with a view to tuning balance?\nRichard Towler:\n\nWe\u2019re constantly evaluating the ships, and events like Xenothreat are a great way for us to further understand the balance we have in the game, but it\u2019s not just about the balance for Xenothreat it\u2019s the PU overall.\n\n\nWhat\u2019s the story with component sub targeting and disabling ships? Right now you can sub target engines (and some turrets) but it\u2019s not a particularly deep mechanic.\nRichard Towler:\n\nWe do plan to add more deep mechanics to sub targeting that allow you to target specific components that go beyond just the engines and turrets.\n\n\nWhy are these afterburner overheating ceilings so drastically different between fighters? Most being way too short.\nYogi Klatt:\n\nThat is based on the dynamics between the amount of thrusters and much cooling and power they require (which in turn informs the heat build-up). For the capacitor gameplay, pretty much all items and ships will have to be taken under scrutiny. A large part of our design work resolves around predicting dynamic effects and finding potential balancing problems before they end up in the game. We\u2019re really trying to improve in that regard, but there is quite some complexity to manage.\n\n\nIs it planned to give the spaceships a more realistic behavior in atmosphere in the near future?\nRichard Towler:\n\nYes, our goal is to make the light fighters at least behave more and more like modern jet fighters, as we move the movement from maneuvering thrusters to control surfaces, allowing our ships to perform more extreme behaviors in atmosphere than is currently possible with thrusters alone.\n\n\nWill the Nova Tonk control like a just another ground vehicle or will it have independent track movement like a real tank?\nRichard Towler:\n\nIt will have independent track movement and behave like a real tank would.\n\n\nWhat is your favorite thing you have done since you joined the Vehicle Experience Team?\nJoe Edgeley:\n\nWatch Wing Commander\n\nYogi Klatt:\n\nUpdating head tracking, I just can\u2019t play without a head tracker :D\n\n\nTell us about Bombs and Mines and what you guys have been working on for them (or are planning)?\nRichard Towler:\n\nI wouldn\u2019t want to drop any details right now\u2026\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":"Fahrzeug Erfahrung Team AMA Recap\n\nJeden Monat veranstalten wir auf Spectrum eine offene Frage-Antwort-Runde, an der Entwickler aus verschiedenen Fachbereichen von CIG teilnehmen. Diese Fragen und Antworten wurden von der Spectrum AMA am 10. Februar 2021 gesammelt.\n\nDieses Mal begr\u00fc\u00dften wir vier G\u00e4ste aus dem Vehicle Experience Team, die vor kurzem ihren Combat Summit beendet haben:\n\nRichard Towler - Lead Game Designer Joe Edgeley - Game Designer Jonathan Young - Gameplay Programmer Yogi Klatt - Senior Gameplay Programmer Dieses AMA ist abgeschlossen, aber halte Ausschau nach kommenden Threads, in denen du uns alles fragen kannst!\n\n\nGibt es irgendeine Absicht, die Geschwindigkeitsobergrenze zu reduzieren oder K\u00e4mpfe in SCM-Geschwindigkeiten zu zwingen?\nRichard Towler:\n\nWir haben nicht vor, die Spieler aktiv in einen bestimmten Geschwindigkeitsbereich zu zwingen, aber wir wollen, dass die Geschwindigkeiten, mit denen die Spieler in den Kampf ziehen, viel niedriger sind, aber wie wir das organisch erreichen, wird noch evaluiert, da viele bewegliche Teile zusammenkommen m\u00fcssen, um das zu erreichen.\n\n\nDie aktuelle Erfahrung, die wir sehen, wenn es um den Kampf geht, sind Dreiecke, Namen und viele Symbole... \u00fcberall auf dem Bildschirm. Wurde dar\u00fcber nachgedacht, die Informationen, die der Pilot w\u00e4hrend des Kampfes \u00fcber Ziele, Freunde und POIs erh\u00e4lt, zu vereinfachen, um das Durcheinander zu beseitigen?\nJonathan Young:\n\nEs gibt definitiv Pl\u00e4ne, verschiedene Arten von Radarkontakten zu verschiedenen Zeiten zu filtern (z.B. nur Freundschaftsziele, Gesch\u00fctzt\u00fcrme, verminbare Ziele usw.), obwohl dies eher in die H\u00e4nde eines anderen Teams als in die von VET f\u00e4llt.\n\n\nWerden die G-Force-Mechaniken zur\u00fcckkehren? Im Moment sind sie nicht existent.\nYogi Klatt:\n\nJa, wir wollen definitiv richtige G-Kraft-Ersch\u00f6pfungseffekte zur\u00fcck. Wir konzentrieren uns aber zuerst auf das Gameplay der Kondensatoren.\n\n\nWarum hat das Schiffstuning und Balancing keine h\u00f6here Priorit\u00e4t bei CIG?\nYogi Klatt:\n\nEs ist eine Aufgabe mit hoher Priorit\u00e4t, aber wir haben es mit sehr vielen Schiffen und Gegenst\u00e4nden zu tun. Es gibt eine Menge beweglicher Teile und interagierende Elemente mit den Schiffen, z.B. Triebwerke, Energieverbrauch, Hitzeentwicklung, etc. Eine Sache zu \u00e4ndern k\u00f6nnte sich also gut anf\u00fchlen, k\u00f6nnte aber viele unvorhergesehene Konsequenzen haben.\n\nEs ist unglaublich komplex, und alles durchzugehen braucht einfach Zeit. Aber wir werden Schritt f\u00fcr Schritt vorankommen.\n\n\nGibt es schon Infos \u00fcber die Landekamera und ob sie bei der Landung das Terrain unter ihr zeigen kann?\nJonathan Young:\n\nWir haben definitiv \u00fcber den Bedarf an Landekameras gesprochen und obwohl es nicht auf unserem kurzfristigen Zeitplan steht, zeigt die ISC diese Woche beim Andocken etwas ganz \u00e4hnliches f\u00fcr einige Schiffe...\n\n\nWerden Multicrew-Schiffe, die von x Spielern betrieben werden, jemals so ausbalanciert sein, dass sie mit der gleichen Anzahl von Spielern in separaten Schiffen konkurrieren k\u00f6nnen? Multicrew f\u00fchlt sich in jedem Szenario wie der Underdog an.\nYogi Klatt:\n\nDarauf gibt es keine einfache Antwort; es kommt auf die gew\u00e4hlten Schiffe an und was sie leisten sollen. Ein zweiter Crew-Sitz sollte nicht automatisch \"doppelte Kampfleistung\" bedeuten, aber wir wollen nat\u00fcrlich, dass ein Crew-Sitz eine Rolle spielt und einen Unterschied macht. Dieser Teil des Spiels ist nat\u00fcrlich noch nicht vollst\u00e4ndig entwickelt, aber wir steuern langsam darauf zu. Die ersten Schritte passierten mit den Gesch\u00fctzt\u00fcrmen (die nicht unter der Kontrolle des Piloten stehen), und weitere Schritte werden in der Zukunft gemacht werden.\n\nCrew-Sitze werden also ein Kraftmultiplikator sein ... wenn auch nicht unbedingt um den Faktor 2.\n\n\nDie Arrow und Talon haben eine bessere Beschleunigungsrate und einen h\u00f6heren Vertikalschub, wodurch sie in Dogfights effizienter sein k\u00f6nnen . Wirst du die anderen leichten und mittleren J\u00e4ger in diese Richtung updaten oder die F\u00e4higkeiten dieser beiden J\u00e4ger verringern?\nRichard Towler:\n\nDies sind zwei der leistungsst\u00e4rksten Schiffe; wohin wir diese Schiffe in Zukunft bewegen werden, h\u00e4ngt von den Ergebnissen der zahlreichen \u00c4nderungen ab, die wir in Bezug auf die Art und Weise, wie die K\u00e4mpfe funktionieren werden, und die Geschwindigkeiten, die sie verursachen, geplant haben. Was die Gesamtbalance angeht, planen wir jedoch, bestimmte J\u00e4ger wie diese in Bezug auf die Leistung n\u00e4her zusammenr\u00fccken zu lassen.\n\n\nWerden Kondensatoren die \u00dcberhitzung der Triebwerke ersetzen\/beseitigen?\nYogi Klatt:\n\nDas Spiel mit den Kondensatoren wird genutzt, um die \"kurzfristigen\" Konsequenzen der Nutzung der Schiffssysteme zu steuern, w\u00e4hrend die Hitze in den l\u00e4ngerfristigen Bereich verschoben wird. Die Idee ist, dass in einem 1-Minuten-Dogfight die Hitze keine gro\u00dfe Rolle spielt (ohne eine Garantie f\u00fcr die Balance zu geben). Wenn du jedoch 10 Minuten oder l\u00e4nger k\u00e4mpfst, wird die Hitze zu einem Problem, das gemanagt werden muss.\n\n\nViele Unterst\u00fctzer sind der Meinung, dass sich der Schiffskampf im Moment in einer seltsamen Situation befindet, da die Talon und die Vanguard die Spitzenreiter des Verses sind. Glaubst du, dass zuk\u00fcnftige Systeme (R\u00fcstung, physischer Schaden etc...) es dem Schiffskampf erlauben werden, sich organisch in den Nicht-Meta-Stil zu verwandeln, den du dir w\u00fcnschst, oder muss mehr an den Schiffen selbst getan werden, um das zu erreichen?\nRichard Towler:\n\nDas ist unser Ziel, diese Systeme sollten den Kampf organischer in einen Bereich bringen, mit dem wir zufrieden sind, aber es geht nicht nur um R\u00fcstung und Schaden, sondern auch um die Leistung der Schiffe, die Waffenbalance und wie das Gameplay mit mehreren Crews die Dynamik ver\u00e4ndert.\n\n\nGibt es in n\u00e4chster Zeit Pl\u00e4ne, die Spezialisierung\/Fokussierung der Schiffe und ihrer vorgesehenen Rollen zu erh\u00f6hen?\nYogi Klatt:\n\nJa, ein gro\u00dfer Teil unserer Arbeit in diesem Jahr wird darin bestehen, die Tunings und F\u00e4higkeiten der Schiffe zu \u00e4ndern, damit sie zu ihren beabsichtigten Rollen und Zwecken passen. Die groben Pl\u00e4ne wurden bereits w\u00e4hrend des Kampfgipfels festgelegt, aber die tats\u00e4chliche Arbeit wird einige Zeit in Anspruch nehmen.\n\n\nGibt es Pl\u00e4ne f\u00fcr die Zukunft, den Gimbal Assist zur\u00fcckzudrehen oder ist er endg\u00fcltig eingestellt?\nYogi Klatt:\n\nDer Umfang des Gimbal Assist und aller anderen Zielhilfen, die wir verwenden, ist stark abh\u00e4ngig von den Kampfgeschwindigkeiten, der Netzwerkleistung, der Pip-Stabilit\u00e4t und anderen Faktoren. Wenn sich diese Faktoren \u00e4ndern, werden wir neu evaluieren, ob wir die Effekte erh\u00f6hen oder verringern m\u00fcssen.\n\nAlso nein, es ist nicht in Stein gemei\u00dfelt :)\n\n\nLicht- und T\u00fcrpaneele f\u00fcr alle Schiffe?\nRichard Towler:\n\nJa, das ist geplant und alle neuen Schiffe haben das w\u00e4hrend der Produktion eingebaut und wir werden es nachtr\u00e4glich in die bestehenden Schiffe einbauen, wenn wir zur\u00fcckgehen und andere Korrekturen vornehmen.\n\n\nIrgendwelche Ideen, wie man Pip Wiggle bek\u00e4mpfen kann?\nYogi Klatt:\n\nJa, wir sind uns dieser Probleme bewusst, und es wird tats\u00e4chlich durch mehrere Probleme verursacht, die zusammenkommen. Wir haben schon ein paar Dinge ausprobiert, aber die Arbeit mit Vorhersagen ist nicht das einfachste Thema in der Spieleentwicklung. Wir sind uns also noch nicht sicher, ob wir eine gute L\u00f6sung gefunden haben, aber es ist ein Thema mit hoher Priorit\u00e4t, da es Auswirkungen auf das Spiel hat.\n\n\nWeltraumk\u00e4mpfe sind gr\u00f6\u00dftenteils Schie\u00dfereien von Angesicht zu Angesicht, was eher einem Shooter-Spiel als einem Dogfighting-Spiel \u00e4hnelt. Hat das Team ernsthaft \u00fcber die Aspekte der Schiffsflugmodelle nachgedacht, die dieses Ergebnis erzeugen, d.h. das Verh\u00e4ltnis von linearer Beschleunigung zu Rotationsrate?\nYogi Klatt:\n\nWir investieren viel in eine gute Kampfgeometrie, also die Art und Weise, wie sich Schiffe umeinander bewegen k\u00f6nnen. Wir n\u00e4hern uns dem sowohl von einem mathematischen als auch von einem erfahrungsbezogenen Standpunkt aus. Letztendlich wollen wir nicht, dass sich der FM wie auf Schienen anf\u00fchlt, oder als ob man eine Kamera steuert, aber wir wollen trotzdem ein richtiges 6-DOF-Erlebnis bieten. Die Entwicklung der Kondensatorsysteme basiert tats\u00e4chlich auf dieser Forderung. Sie erlauben uns, mehr Variation in den Dogfight zu bringen, um ein sinnvolles und spa\u00dfiges Erlebnis zu schaffen.\n\n\nMit dem kommenden Missile Operator Mode (den wir von nun an als MOM bezeichnen sollten), was ist das allgemeine Gef\u00fchl, das ihr von Torpedos, S9 und dar\u00fcber hinaus haben wollt? Willst du, dass es eine eher strategische Waffe ist, die nach Planung aus der Ferne abgefeuert wird, oder der eher taktische, dogfighty Typ, zu dem die kleineren Raketen neigen?\nRichard Towler:\n\nUnser Ziel mit dem Missile Operator Mode ist es, dass das Abfeuern von Raketen oder Torpedos ein viel gr\u00f6\u00dferes Ereignis wird, es ist eine spezifische Entscheidung, die du zu diesem Zeitpunkt triffst, um anzugreifen. Es bringt viele der Dynamiken, an denen wir gearbeitet haben, zusammen, so dass man sich aus gro\u00dfer Entfernung einem viel gr\u00f6\u00dferen Risiko durch alle Verteidigungssysteme aussetzt, die Rakete kann mit Gegenma\u00dfnahmen abgelenkt, von anderen Schiffen abgefangen oder sogar von Gesch\u00fctzt\u00fcrmen zerst\u00f6rt werden, aber wir wollen auch das riskante Gameplay des Kampfes, um dein Schiff n\u00e4her an dein Ziel zu bringen, um deine Chancen auf einen erfolgreichen Treffer zu erh\u00f6hen, und wenn du gut genug bist, um dein Ziel ohne einen Lock zu treffen, f\u00fchlst du die Leistung, dies zu tun.\n\n\nIst eine realistischere Reibungssimulation f\u00fcr Bodenfahrzeuge geplant?\nRichard Towler:\n\nJa, wir planen eine komplette \u00dcberarbeitung der Bodenfahrzeuge, die eine realistischere Physik und ein realistischeres Verhalten bringen wird.\n\n\nKannst du uns etwas \u00fcber die neuen Features erz\u00e4hlen, an denen ihr gearbeitet habt und die f\u00fcr sp\u00e4ter in diesem Jahr geplant sind? Zum Beispiel, worauf du dich am meisten freust?\nRichard Towler:\n\nAm meisten freue ich mich auf das Kondensator-Gameplay, wie die Spieler die verf\u00fcgbare Energie verwalten werden und wie es die Kampfdynamik ver\u00e4ndert, aber auch, wie sich die Balance dadurch ver\u00e4ndern wird, da Triebwerke, Schilde und Waffen sich alle anpassen und neu ausbalanciert werden m\u00fcssen, um die kurz- und langfristige Dynamik zu liefern, die sie wollen.\n\n\nWas ist der Unterschied zwischen den Kondensatoren und dem Energiedreieck, das wir derzeit haben? Werden die Kondensatoren ein anderes System sein oder eine Weiterentwicklung des bestehenden?\nJonathan Young:\n\nKondensatoren werden ein separates System sein und wir pr\u00fcfen, wie bestehende Features (wie z.B. das Energiedreieck) m\u00f6glicherweise ver\u00e4ndert werden k\u00f6nnen, um uns das gew\u00fcnschte Gameplay zu bieten, ohne anderen Systemen auf die F\u00fc\u00dfe zu treten, da jedes Feature gut in das gesamte Schiffserlebnis passen muss.\n\n\nHallo Leute. Werdet ihr nach dem PvP des Xenothreat-Events in Erw\u00e4gung ziehen, vergleichende K\u00e4mpferstatistiken auszuwerten, um unter- bzw. \u00fcberdurchschnittlich leistungsstarke Schiffe zu identifizieren, um die Balance zu optimieren?\nRichard Towler:\n\nWir evaluieren die Schiffe st\u00e4ndig und Events wie Xenothreat sind eine gro\u00dfartige M\u00f6glichkeit f\u00fcr uns, die Balance im Spiel besser zu verstehen, aber es geht nicht nur um die Balance f\u00fcr Xenothreat, sondern um die PU insgesamt.\n\n\nWie sieht es mit der Komponente Sub-Targeting und dem Ausschalten von Schiffen aus? Im Moment kann man Triebwerke (und einige Gesch\u00fctzt\u00fcrme) anvisieren, aber das ist keine besonders tiefe Mechanik.\nRichard Towler:\n\nWir planen, dem Sub-Targeting eine tiefere Mechanik hinzuzuf\u00fcgen, die es dir erlaubt, spezifische Komponenten anzuvisieren, die \u00fcber die Triebwerke und Gesch\u00fctzt\u00fcrme hinausgehen.\n\n\nWarum sind die Obergrenzen f\u00fcr die \u00dcberhitzung des Nachbrenners bei den verschiedenen J\u00e4gern so drastisch unterschiedlich? Die meisten sind viel zu kurz.\nYogi Klatt:\n\nDas basiert auf der Dynamik zwischen der Anzahl der Triebwerke und der Menge an K\u00fchlung und Energie, die sie ben\u00f6tigen (was wiederum die Hitzeentwicklung beeinflusst). F\u00fcr das Spiel mit den Kondensatoren m\u00fcssen so ziemlich alle Gegenst\u00e4nde und Schiffe unter die Lupe genommen werden. Ein gro\u00dfer Teil unserer Designarbeit dreht sich darum, dynamische Effekte vorherzusagen und potenzielle Balancing-Probleme zu finden, bevor sie im Spiel landen. Wir versuchen wirklich, uns in dieser Hinsicht zu verbessern, aber es gibt eine ziemliche Komplexit\u00e4t zu bew\u00e4ltigen.\n\n\nIst es geplant, den Raumschiffen in naher Zukunft ein realistischeres Verhalten in der Atmosph\u00e4re zu geben?\nRichard Towler:\n\nJa, unser Ziel ist es, dass sich zumindest die leichten Raumj\u00e4ger mehr und mehr wie moderne D\u00fcsenj\u00e4ger verhalten, da wir die Bewegung von den Man\u00f6vriertriebwerken auf Steuerfl\u00e4chen verlagern, was unseren Schiffen extremere Verhaltensweisen in der Atmosph\u00e4re erm\u00f6glicht, als es derzeit mit Triebwerken allein m\u00f6glich ist.\n\n\nWird sich der Nova Tonk wie ein gew\u00f6hnliches Bodenfahrzeug steuern lassen oder wird er eine unabh\u00e4ngige Kettenbewegung haben wie ein echter Panzer?\nRichard Towler:\n\nEr wird sich wie ein echter Panzer verhalten.\n\n\nWas ist deine Lieblingssache, die du gemacht hast, seit du im Vehicle Experience Team bist?\nJoe Edgeley:\n\nWing Commander beobachten\n\nYogi Klatt:\n\nAktualisierung der Kopfverfolgung, ich kann einfach nicht mehr ohne Kopfverfolgung spielen :D\n\n\nErz\u00e4hl uns etwas \u00fcber Bomben und Minen und woran ihr f\u00fcr sie gearbeitet habt (oder plant)?\nRichard Towler:\n\nIch w\u00fcrde jetzt keine Details verraten wollen...\n\n\nHaftungsausschluss\n\n\nDie Antworten spiegeln genau die Absichten der Entwickler zum Zeitpunkt des Schreibens wider. Das Unternehmen und das Entwicklerteam behalten sich jedoch das Recht vor, Features und Schiffsdesigns als Reaktion auf Feedback, Spieltests, Design\u00fcberarbeitungen oder andere \u00dcberlegungen zur Verbesserung der Balance oder der Qualit\u00e4t des Spiels insgesamt anzupassen, zu verbessern oder zu ver\u00e4ndern.","zh_CN":"Vehicle Experience Team AMA Recap\n\nEach month we host an open submission live Q&A on Spectrum joined by developers from various specialties across CIG. These questions and answers were collected from the Spectrum AMA on February 10, 2021.\n\n\nThis time, we welcomed four guests from the Vehicle Experience Team, wo recently finished their combat summit:\n\nRichard Towler \u2013 Lead Game Designer\n\nJoe Edgeley \u2013 Game Designer\n\nJonathan Young \u2013 Gameplay Programmer\n\nYogi Klatt \u2013 Senior Gameplay Programmer\n\nThis AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!\n\n\nIs there any intention to reduce the speed ceiling or force combat into SCM speeds?\nRichard Towler:\n\nWe don\u2019t plan to actively force players into a certain speed range, but we do want the speeds at which players engage in combat to be much lower but how we achieve this organically is still under evaluation as it requires lots of moving parts to come together to achieve.\n\n\nThe current experience we see when it comes to combat is triangles, names and lots of icons\u2026everywhere on screen. Has there been any discussion on streamlining the information the pilot gets for targets, friendlies, POI, during combat to clear the clutter?\nJonathan Young:\n\nThere are definitely plans to be able to filter different kinds of radar contacts at different times (e.g., choosing to only see friendlies, turrets, mineables, etc.), although this falls into another teams hands rather than VET.\n\n\nWill G-force mechanics make a return? As of now they are non existent.\nYogi Klatt:\n\nYes, we definitely want proper G-force exhaustion effects back. We\u2019re focusing on capacitor gameplay first, though.\n\n\nWhy is ship tuning and balancing not a higher priority task within CIG?\nYogi Klatt:\n\nIt is a high-priority task, but we are dealing with a lot of ships and items. There are a lot of moving parts and interacting elements with the ships, e.g., thrusters, power consumptions, heat build-up, etc. So changing one thing might \u201cfeel\u201d good but could have a lot of unforeseen consequences.\n\nIt\u2019s incredibly complex, and going through everything just takes time. But we\u2019ll get there step by step.\n\n\nAny info on the landing camera yet and if it can show the terrain underneath it while landing?\nJonathan Young:\n\nWe\u2019ve definitely talked about the need for landing cameras, and while it\u2019s not on our short-term schedule, this week\u2019s ISC on docking shows off something quite similar for some ships\u2026\n\n\nWill multicrew ships operated by x amount of players ever be balance to be able to compete with the same amount of players in separate ships ? Multicrew feels like the underdog in every scenario.\nYogi Klatt:\n\nThere is no simple answer to that; it depends on the chosen ships and what they are meant to do. A second crew seat should not automatically mean \u201ctwice the combat performance\u201d but we obviously want a crew seat to matter and make a difference. That part of the game is obviously not fully developed yet but we\u2019re slowly steering towards it. The first steps happened with the turrets (which are not under pilot control), and more steps will be taken in the future.\n\nSo crew seats will be a force multiplier \u2026 though not necessarily by a factor of 2.\n\n\nThe Arrow and Talon have better rate of acceleration and higher vertical thrust, which allows them to be more efficient in dogfights . Are you going to update the other light and medium fighters in this direction or decrease the abilities of these two fighters?\nRichard Towler:\n\nThese are two of the highest performing ships; where we move these ships going forward depends up on the results of multiple changes we have planned to how combat will work and the speeds they happen. As far as overall balance goes though, we do plan to move specific fighters like these closer together in terms of performance.\n\n\nWill capacitors replace\/eliminate thruster overheat?\nYogi Klatt:\n\nCapacitor gameplay will be used to drive \u201cshort term\u201d consequences of using your ship systems while heat will be moved to longer-term. So (without speaking out guarantees about balance numbers) the idea is that in a 1-minute dogfight heat won\u2019t matter that much. If you keep fighting for 10 minutes or longer though, heat will become an issue that needs to be managed.\n\n\nShip combat, many backers feel, is in a weird place right now, with the apex predators of the verse being the Talon and Vanguard. Do you feel that future systems (Armor, Physicalized damage etc\u2026) will allow ship combat to organically shift into the non-meta style you\u2019re looking for, or is there more that has to be done with the ships themselves to achieve that?\nRichard Towler:\n\nThat is our goal, these systems should push the combat more organically into an area we\u2019re more happy with, but it isn\u2019t just armor and damage, it\u2019s the performance of the ships, the weapon balance, and how multi-crew gameplay changes the dynamics.\n\n\nAre there plans any time soon to increase specialization\/focus of ships and their intended roles?\nYogi Klatt:\n\nYes, a lot of our work this year will entail to change the tunings and abilities of the ships to fit their intended roles and purposes. The rough plans were already laid out during the combat summit but doing the actual work will take some time to complete.\n\n\nAny plans for futur to rollback on Gimbal Assist or it is settled for good ?\nYogi Klatt:\n\nThe amount of gimbal assist and all other aiming helpers we\u2019re using is heavily dependent of the combat speeds, network performance, pip stability, and other factors. As these factors change, we will re-evaluate if we need to increase or decrease the effects.\n\nSo no, it\u2019s not set in stone. :)\n\n\nLight and door panels for all ships?\nRichard Towler:\n\nYes, that\u2019s planned and all new ships are having this built in during production and we\u2019ll retroactively add to existing ones as we go back and do other fixes.\n\n\nAny ideas on how to combat pip wiggle?\nYogi Klatt:\n\nYes, we are aware of those problems, and it is actually caused by several issues coming together. We tried out a couple of things already but working with prediction is not the easiest topic in game development. So atm we\u2019re not yet confident that we found a good solution yet, but it is a high-priority issue due to its impact on the game.\n\n\nSpace combat is mostly face to face shooting, which better resembles a shooter game than a dogfighting game. Has the team given serious consideration to the aspects of the ship flight models that generate this result, i.e. the ratio of linear acceleration to rotation rate?\nYogi Klatt:\n\nWe are invested heavily in achieving a good combat geometry, so the way how ships can move around each other. We\u2019re approaching that from both a mathematical and an experiential point of view. Ultimately we do not want the FM to feel on rails, or like you\u2019re controlling a camera, but we still want to give you a proper 6-DOF experience. Developing the capacitor systems is actually based on that demand. They allow us to add more variation into dogfighting to create a meaningful and fun experience.\n\n\nWith Missile Operator Mode coming up (Which we should from now on refer to as MOM) What is the overall feel that you want larger from torpedo\u2019s, S9 and above? Do you want it to be a more strategic weapon fired from afar after planning or the more tactical, dogfighty type that smaller missiles lean towards?\nRichard Towler:\n\nOur goal with Missile Operator Mode is that firing missiles or torpedoes becomes a much bigger event, it\u2019s a specific choice you\u2019re making at that time to engage. It brings together a lot of the dynamics we\u2019ve been working, so from a long distance, you open up yourself to a lot more risk from all the defense systems, the missile can be deflected with countermeasures, intercepted by other ships, or even destroyed by turrets, but we also want the risky gameplay of fighting to get your ship closer to your target to increase your chances of having a successful hit, and if you\u2019re good enough to hit your target without a lock, you feel the achievement of doing so.\n\n\nIs a more realistic friction simulation planned for ground vehicles?\nRichard Towler:\n\nYes, we\u2019re planning a complete overhaul of the ground vehicles that will bring more realistic physics and behavior.\n\n\nCan you tell us anything about New Features that you have been working on that are planned for later this year? Like what you are most excited about?\nRichard Towler:\n\nI\u2019m most excited about the capacitor gameplay, how players will manage the energy available and how it changes the combat dynamics, but also how the balance will change because of it as thrusters, shields and weapons will all have to adapt and be rebalanced to deliver the short and long term dynamics will want.\n\n\nWhats the difference between capacitators and the power triangle we currently have? Will capacitators be a different system or an evolution of the existing one?\nJonathan Young:\n\nCapacitors will be a separate system, and so we\u2019re reviewing how existing features (such as the power triangle) could possibly change to give us the gameplay we want while not stepping on the toes of other systems, as each feature has to fit nicely into the overall ship experience.\n\n\nHello folks. After the PvP of the Xenothreat event, will you consider evaluating comparative fighter stats to identify underperforming \/ over performing ships, with a view to tuning balance?\nRichard Towler:\n\nWe\u2019re constantly evaluating the ships, and events like Xenothreat are a great way for us to further understand the balance we have in the game, but it\u2019s not just about the balance for Xenothreat it\u2019s the PU overall.\n\n\nWhat\u2019s the story with component sub targeting and disabling ships? Right now you can sub target engines (and some turrets) but it\u2019s not a particularly deep mechanic.\nRichard Towler:\n\nWe do plan to add more deep mechanics to sub targeting that allow you to target specific components that go beyond just the engines and turrets.\n\n\nWhy are these afterburner overheating ceilings so drastically different between fighters? Most being way too short.\nYogi Klatt:\n\nThat is based on the dynamics between the amount of thrusters and much cooling and power they require (which in turn informs the heat build-up). For the capacitor gameplay, pretty much all items and ships will have to be taken under scrutiny. A large part of our design work resolves around predicting dynamic effects and finding potential balancing problems before they end up in the game. We\u2019re really trying to improve in that regard, but there is quite some complexity to manage.\n\n\nIs it planned to give the spaceships a more realistic behavior in atmosphere in the near future?\nRichard Towler:\n\nYes, our goal is to make the light fighters at least behave more and more like modern jet fighters, as we move the movement from maneuvering thrusters to control surfaces, allowing our ships to perform more extreme behaviors in atmosphere than is currently possible with thrusters alone.\n\n\nWill the Nova Tonk control like a just another ground vehicle or will it have independent track movement like a real tank?\nRichard Towler:\n\nIt will have independent track movement and behave like a real tank would.\n\n\nWhat is your favorite thing you have done since you joined the Vehicle Experience Team?\nJoe Edgeley:\n\nWatch Wing Commander\n\nYogi Klatt:\n\nUpdating head tracking, I just can\u2019t play without a head tracker :D\n\n\nTell us about Bombs and Mines and what you guys have been working on for them (or are planning)?\nRichard Towler:\n\nI wouldn\u2019t want to drop any details right now\u2026\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":2,"comment_count":32,"created_at":"2021-02-11T21:00:00+00:00","created_at_human":"5 years ago"},"meta":{"processed_at":"2026-05-07 20:24:49","valid_relations":["images","links"],"prev_id":17988,"next_id":17991}}