Star Citizen Wiki

Welcome to the wiki! Be sure to read the rules before editing, and if you have any questions or confusions, feel free to contact us!

READ MORE

Star Citizen Wiki
Advertisement

The Inside Star Citizen episode Alpha 3.10 Approaches - Spring 2020 was published on 26. June 2020 on the CIG YouTube channel.

Topics and timestamps[]

Topic Timestamp
Vehicle Experience Team - Ship flight in combat and atmospheric flight
0:00
Turret improvements
7:47
Patch Report - Alpha 3.10 upcoming features
10:54

Video[]

Inside_Star_Citizen-_Alpha_3.10_Approaches_-_Spring_2020
basic

Transcript[]

The transcript was created automatically and needs to be proofread. Words may have been transcribed incorrectly.

1 00:00:00,300 --> 00:00:03,379 [Music]

2 00:00:06,480 --> 00:00:09,589 [Music]

3 00:00:13,840 --> 00:00:16,960 we have a lot of teams at cog

4 00:00:15,360 --> 00:00:18,480 they all work in slightly different ways

5 00:00:16,960 --> 00:00:20,160 so content teams work differently to

6 00:00:18,480 --> 00:00:23,039 feature teams

7 00:00:20,160 --> 00:00:25,279 but from playing the game and seeing how

8 00:00:23,039 --> 00:00:28,080 you guys play the game it was clear that

9 00:00:25,279 --> 00:00:28,720 it was not quite working for flight and

10 00:00:28,080 --> 00:00:30,320 combat

11 00:00:28,720 --> 00:00:32,559 so to rectify that we created the

12 00:00:30,320 --> 00:00:34,160 vehicle experience team

13 00:00:32,559 --> 00:00:36,399 we're kind of like a small kind of

14 00:00:34,160 --> 00:00:38,399 specialist team so we've all kind of got

15 00:00:36,399 --> 00:00:39,840 kind of core interests and that really

16 00:00:38,399 --> 00:00:42,320 allows us to kind of provide good

17 00:00:39,840 --> 00:00:42,320 feedback

18 00:00:43,200 --> 00:00:47,360 the really heavy ifcs bug right and we

19 00:00:45,680 --> 00:00:48,800 were like oh my god we fixed it we fixed

20 00:00:47,360 --> 00:00:52,559 it it was like oh i heard it and i was

21 00:00:48,800 --> 00:00:52,559 like oh my god we fixed this thing right

22 00:00:52,879 --> 00:00:57,199 a lot of our other internal teams are

23 00:00:54,719 --> 00:00:58,800 just dedicated to developing features so

24 00:00:57,199 --> 00:01:02,399 they get the brief feature they make the

25 00:00:58,800 --> 00:01:04,479 feature they move on to the next feature

26 00:01:02,399 --> 00:01:06,320 we created some kind of basic designs

27 00:01:04,479 --> 00:01:07,920 that allowed us the freedom just to

28 00:01:06,320 --> 00:01:09,680 tackle them in a way that

29 00:01:07,920 --> 00:01:11,840 it was more about trying to discover

30 00:01:09,680 --> 00:01:13,439 what was wrong and how we could improve

31 00:01:11,840 --> 00:01:16,159 it and how we could implement

32 00:01:13,439 --> 00:01:17,439 it right basically this time so you know

33 00:01:16,159 --> 00:01:18,640 that was kind of one of our goals was

34 00:01:17,439 --> 00:01:19,759 just to improve the kind of core

35 00:01:18,640 --> 00:01:21,119 experience

36 00:01:19,759 --> 00:01:23,040 you don't know upfront what's going to

37 00:01:21,119 --> 00:01:24,479 be fun right you have to experience

38 00:01:23,040 --> 00:01:26,479 these things and so we kind of embrace

39 00:01:24,479 --> 00:01:28,000 that kind of uncertainty now

40 00:01:26,479 --> 00:01:29,600 so i'd say that the experimental kind of

41 00:01:28,000 --> 00:01:30,400 sad so is how it's kind of plus the

42 00:01:29,600 --> 00:01:32,479 minuses

43 00:01:30,400 --> 00:01:33,520 this way of working with like rough

44 00:01:32,479 --> 00:01:36,880 design goals

45 00:01:33,520 --> 00:01:37,840 meant that we get very short iteration

46 00:01:36,880 --> 00:01:40,560 loops and very

47 00:01:37,840 --> 00:01:43,439 very short steps towards the the actual

48 00:01:40,560 --> 00:01:45,280 combat experience that we want to have

49 00:01:43,439 --> 00:01:46,880 as downside it does actually add to the

50 00:01:45,280 --> 00:01:48,479 kind of timeline because we end up kind

51 00:01:46,880 --> 00:01:50,880 of

52 00:01:48,479 --> 00:01:52,960 putting time into things possibly we we

53 00:01:50,880 --> 00:01:55,119 you know we work ship as a feature

54 00:01:52,960 --> 00:01:58,640 but you know overall we think that's a

55 00:01:55,119 --> 00:01:58,640 better kind of process

56 00:02:01,520 --> 00:02:04,880 so over the past few weeks we've kind of

57 00:02:03,759 --> 00:02:08,319 been putting the final

58 00:02:04,880 --> 00:02:09,280 tweaks on on the atmospheric flight and

59 00:02:08,319 --> 00:02:11,280 the

60 00:02:09,280 --> 00:02:12,640 source efficiency it hasn't been kind of

61 00:02:11,280 --> 00:02:14,480 a smooth journey but we've been working

62 00:02:12,640 --> 00:02:15,760 with the tech team to kind of

63 00:02:14,480 --> 00:02:18,239 improve some of the problems we've

64 00:02:15,760 --> 00:02:19,760 discovered along the way

65 00:02:18,239 --> 00:02:21,360 so we want the atmospheric flight and

66 00:02:19,760 --> 00:02:22,000 combat to feel completely different to

67 00:02:21,360 --> 00:02:23,840 space flight

68 00:02:22,000 --> 00:02:26,080 in combat it shouldn't just be the same

69 00:02:23,840 --> 00:02:28,160 model but with some drag applied

70 00:02:26,080 --> 00:02:29,280 you want to feel more like the the world

71 00:02:28,160 --> 00:02:31,280 war ii

72 00:02:29,280 --> 00:02:32,560 flight experience you want that combat

73 00:02:31,280 --> 00:02:33,840 ranges in closer

74 00:02:32,560 --> 00:02:36,800 you want it more visceral and you want

75 00:02:33,840 --> 00:02:38,560 to have a more dynamic experience

76 00:02:36,800 --> 00:02:40,319 a big challenge with the atmospheric

77 00:02:38,560 --> 00:02:41,519 flight is the kind of wide range of

78 00:02:40,319 --> 00:02:43,040 planets we have

79 00:02:41,519 --> 00:02:44,720 so we've got a place like laurel where

80 00:02:43,040 --> 00:02:46,800 you come in and you've got

81 00:02:44,720 --> 00:02:49,040 like 60 000 feet of atmosphere to come

82 00:02:46,800 --> 00:02:49,040 down

83 00:02:49,280 --> 00:02:52,080 and if you're carrying like a knitting

84 00:02:50,560 --> 00:02:53,920 now you jump into that atmosphere you're

85 00:02:52,080 --> 00:02:56,239 really going to ask yourself

86 00:02:53,920 --> 00:02:57,599 do you really want to do this because it

87 00:02:56,239 --> 00:02:59,120 takes a lot of effort and a lot of

88 00:02:57,599 --> 00:03:00,640 planning to kind of

89 00:02:59,120 --> 00:03:03,680 land that ship correctly and then you've

90 00:03:00,640 --> 00:03:07,760 got to take off and leave the atmosphere

91 00:03:03,680 --> 00:03:09,519 so the shape of the ship and the wings

92 00:03:07,760 --> 00:03:11,680 affect pretty much everything on the

93 00:03:09,519 --> 00:03:13,120 ship handling and this is like

94 00:03:11,680 --> 00:03:15,599 something that's really important to me

95 00:03:13,120 --> 00:03:17,599 personally because now i can

96 00:03:15,599 --> 00:03:18,720 i need to take care of my ship i cannot

97 00:03:17,599 --> 00:03:21,040 just like

98 00:03:18,720 --> 00:03:22,480 speed up and and hope that ifcs will

99 00:03:21,040 --> 00:03:23,760 correct all the errors that i'm doing

100 00:03:22,480 --> 00:03:26,879 with my piloting skills no

101 00:03:23,760 --> 00:03:29,200 ifcs cannot over correct everything the

102 00:03:26,879 --> 00:03:30,959 shape of the ship affects the lift and

103 00:03:29,200 --> 00:03:33,440 drag these debug planes

104 00:03:30,959 --> 00:03:35,040 we size them to either increase or

105 00:03:33,440 --> 00:03:37,360 reduce the lift and drag

106 00:03:35,040 --> 00:03:39,680 in any given axis and then that will

107 00:03:37,360 --> 00:03:42,319 increase or decrease the maneuverability

108 00:03:39,680 --> 00:03:43,280 of whatever axis you're traveling in it

109 00:03:42,319 --> 00:03:45,680 gives the ships

110 00:03:43,280 --> 00:03:46,640 a lot of characteristics so just to just

111 00:03:45,680 --> 00:03:48,400 to say they're still

112 00:03:46,640 --> 00:03:50,400 very controllable compared to like

113 00:03:48,400 --> 00:03:51,440 planes or so but they're acting more

114 00:03:50,400 --> 00:03:54,480 like planes

115 00:03:51,440 --> 00:03:57,360 and this is like like this

116 00:03:54,480 --> 00:03:58,319 it just feels real like you you you feel

117 00:03:57,360 --> 00:04:01,040 the

118 00:03:58,319 --> 00:04:02,319 you feel the air you're going through um

119 00:04:01,040 --> 00:04:04,560 so in terms of like

120 00:04:02,319 --> 00:04:06,159 atmospheric like the feeling just flying

121 00:04:04,560 --> 00:04:07,200 over the atmosphere now or flying over a

122 00:04:06,159 --> 00:04:10,000 planet

123 00:04:07,200 --> 00:04:11,519 is immensely great now so these

124 00:04:10,000 --> 00:04:13,519 aerodynamic changes what we're really

125 00:04:11,519 --> 00:04:16,639 kind of going for is

126 00:04:13,519 --> 00:04:19,440 the ability of ships to be different

127 00:04:16,639 --> 00:04:21,120 which means if you've got an m50 it's a

128 00:04:19,440 --> 00:04:22,720 racing ship it's a light ship you can

129 00:04:21,120 --> 00:04:24,160 pull some really extreme g in the

130 00:04:22,720 --> 00:04:26,720 corners but you can also pull some

131 00:04:24,160 --> 00:04:28,160 really cool maneuvers

132 00:04:26,720 --> 00:04:30,240 so when it comes to racing that's really

133 00:04:28,160 --> 00:04:31,759 good to define kind of the racing

134 00:04:30,240 --> 00:04:33,520 experience once we have racing on

135 00:04:31,759 --> 00:04:35,440 planets

136 00:04:33,520 --> 00:04:37,040 but also it's going to kind of take into

137 00:04:35,440 --> 00:04:39,120 consideration the larger ships and

138 00:04:37,040 --> 00:04:41,680 just adjust the differences in

139 00:04:39,120 --> 00:04:44,720 performance of these ships and how

140 00:04:41,680 --> 00:04:47,120 the players compare them in atmosphere

141 00:04:44,720 --> 00:04:47,759 you'll want to bring the right ship for

142 00:04:47,120 --> 00:04:50,160 the job

143 00:04:47,759 --> 00:04:51,199 with regards to planets if you've got a

144 00:04:50,160 --> 00:04:54,000 supply mission

145 00:04:51,199 --> 00:04:54,880 on a planet with thick atmospheric

146 00:04:54,000 --> 00:04:58,080 density

147 00:04:54,880 --> 00:04:59,360 to avoid any knocks or any turbulence

148 00:04:58,080 --> 00:05:01,919 throwing your ship around

149 00:04:59,360 --> 00:05:03,759 and potentially causing you to crash you

150 00:05:01,919 --> 00:05:04,320 might want to bring a beefier heavier

151 00:05:03,759 --> 00:05:06,000 ship

152 00:05:04,320 --> 00:05:08,400 so you can have a more streamlined

153 00:05:06,000 --> 00:05:10,720 journey to your destination

154 00:05:08,400 --> 00:05:13,039 weather's going to play a big part in

155 00:05:10,720 --> 00:05:15,680 how players approach atmospheric flight

156 00:05:13,039 --> 00:05:17,120 as uh let's say you were on a microtech

157 00:05:15,680 --> 00:05:20,080 with very strong winds

158 00:05:17,120 --> 00:05:21,039 the wind is going to blow your ship in

159 00:05:20,080 --> 00:05:22,240 certain directions

160 00:05:21,039 --> 00:05:24,240 and you're going to want to counteract

161 00:05:22,240 --> 00:05:24,960 that but it also means that as you're

162 00:05:24,240 --> 00:05:28,080 flying

163 00:05:24,960 --> 00:05:29,840 these forces are going to change how you

164 00:05:28,080 --> 00:05:30,960 control your ship so you might do a

165 00:05:29,840 --> 00:05:33,120 sharp right turn

166 00:05:30,960 --> 00:05:34,400 and then the wind slightly overcooks it

167 00:05:33,120 --> 00:05:36,320 meaning you'll crash if you're not

168 00:05:34,400 --> 00:05:39,520 careful

169 00:05:36,320 --> 00:05:40,960 if you crash or damage your ship or

170 00:05:39,520 --> 00:05:43,039 a rather managed to take out one of your

171 00:05:40,960 --> 00:05:45,280 thrusters it's really going to pull

172 00:05:43,039 --> 00:05:46,720 in one direction and as a player you've

173 00:05:45,280 --> 00:05:48,240 got to counteract that so you've got to

174 00:05:46,720 --> 00:05:48,800 try and count a balance and missing

175 00:05:48,240 --> 00:05:50,560 thruster

176 00:05:48,800 --> 00:05:52,639 if you lose like a main thruster and the

177 00:05:50,560 --> 00:05:54,560 ship's got two you're gonna have to pull

178 00:05:52,639 --> 00:05:56,720 the ship slightly in one direction to

179 00:05:54,560 --> 00:05:58,960 still move forwards

180 00:05:56,720 --> 00:06:00,880 so in terms of like feel of flight this

181 00:05:58,960 --> 00:06:03,440 is a massive step which really really

182 00:06:00,880 --> 00:06:03,440 excites me

183 00:06:04,720 --> 00:06:09,199 so we want combat in star citizen to be

184 00:06:07,280 --> 00:06:11,120 a varied experience we don't want there

185 00:06:09,199 --> 00:06:12,400 to be just a single way to win we don't

186 00:06:11,120 --> 00:06:14,720 want people to be

187 00:06:12,400 --> 00:06:16,639 min-maxing stats we don't want people to

188 00:06:14,720 --> 00:06:18,479 just rely on alpha strikes

189 00:06:16,639 --> 00:06:20,160 and that really promotes player choice

190 00:06:18,479 --> 00:06:21,039 over just ship selection and item

191 00:06:20,160 --> 00:06:22,400 selection

192 00:06:21,039 --> 00:06:24,400 so with everything being a lot closer

193 00:06:22,400 --> 00:06:26,240 and more dynamic and hectic

194 00:06:24,400 --> 00:06:27,520 we needed to do some improvements to how

195 00:06:26,240 --> 00:06:29,520 targeting works

196 00:06:27,520 --> 00:06:32,000 we're moving towards a more look-based

197 00:06:29,520 --> 00:06:33,520 targeting system than an aim-based one

198 00:06:32,000 --> 00:06:35,759 you can use head tracking or you can use

199 00:06:33,520 --> 00:06:36,560 free look to look at different targets

200 00:06:35,759 --> 00:06:39,360 and

201 00:06:36,560 --> 00:06:40,000 scan around the around your space and

202 00:06:39,360 --> 00:06:42,000 see

203 00:06:40,000 --> 00:06:43,280 which ones are most interesting to you

204 00:06:42,000 --> 00:06:43,840 and then when you've found one you can

205 00:06:43,280 --> 00:06:46,960 either

206 00:06:43,840 --> 00:06:49,919 lock it or you can pin it and locking it

207 00:06:46,960 --> 00:06:51,520 is uh effectively it has it gives all

208 00:06:49,919 --> 00:06:52,720 the combat information available to you

209 00:06:51,520 --> 00:06:54,720 that you would expect

210 00:06:52,720 --> 00:06:55,759 so you get shields you get targeting

211 00:06:54,720 --> 00:06:57,599 pips you get

212 00:06:55,759 --> 00:06:59,199 mfds you can only have one of these at a

213 00:06:57,599 --> 00:07:01,039 time but you will need

214 00:06:59,199 --> 00:07:03,360 additional targets that you might want

215 00:07:01,039 --> 00:07:04,080 to care about you know friendly targets

216 00:07:03,360 --> 00:07:05,280 or

217 00:07:04,080 --> 00:07:07,840 enemies that you might want to deal with

218 00:07:05,280 --> 00:07:09,840 later things like this that's what pins

219 00:07:07,840 --> 00:07:12,000 targets are for

220 00:07:09,840 --> 00:07:13,599 pinning is something that we had in the

221 00:07:12,000 --> 00:07:14,720 early arena commander patches and which

222 00:07:13,599 --> 00:07:17,199 was lost over time

223 00:07:14,720 --> 00:07:18,960 because of the uh maintenance overhead

224 00:07:17,199 --> 00:07:21,199 of the old ui tag

225 00:07:18,960 --> 00:07:22,800 so with the new ui technology the

226 00:07:21,199 --> 00:07:24,400 building blocks we can bring pinning

227 00:07:22,800 --> 00:07:26,080 back

228 00:07:24,400 --> 00:07:27,440 though we will have them in a somewhat

229 00:07:26,080 --> 00:07:29,039 different format than we had before

230 00:07:27,440 --> 00:07:30,960 the main aspect of pinning is that you

231 00:07:29,039 --> 00:07:32,800 can persistently

232 00:07:30,960 --> 00:07:34,000 target something and share it with your

233 00:07:32,800 --> 00:07:36,400 crew

234 00:07:34,000 --> 00:07:37,520 so it's not finished right we also want

235 00:07:36,400 --> 00:07:39,360 to have something like

236 00:07:37,520 --> 00:07:40,960 pinning shared with other with other

237 00:07:39,360 --> 00:07:42,479 ships and all that

238 00:07:40,960 --> 00:07:44,080 but that of course will have to happen

239 00:07:42,479 --> 00:07:45,599 in later releases for now we have a

240 00:07:44,080 --> 00:07:46,400 solid first step which we can iterate

241 00:07:45,599 --> 00:07:48,560 easily on

242 00:07:46,400 --> 00:07:50,720 so if a pilot pins a target the turret

243 00:07:48,560 --> 00:07:52,720 is going to see what this target is

244 00:07:50,720 --> 00:07:58,960 and they can then talk about it and

245 00:07:52,720 --> 00:08:01,680 coordinate their attacks based on that

246 00:07:58,960 --> 00:08:02,160 one thing that we learned in the past is

247 00:08:01,680 --> 00:08:04,080 that

248 00:08:02,160 --> 00:08:05,919 you cannot ship a new feature if you do

249 00:08:04,080 --> 00:08:08,800 not have appropriate ui support

250 00:08:05,919 --> 00:08:10,240 so for the turrets we created a very

251 00:08:08,800 --> 00:08:12,160 bare bone ui

252 00:08:10,240 --> 00:08:13,360 that turret ui will tell you exactly

253 00:08:12,160 --> 00:08:15,199 where turret is pointing

254 00:08:13,360 --> 00:08:16,720 it will tell you about the state of the

255 00:08:15,199 --> 00:08:17,039 turret it will tell you what kind of

256 00:08:16,720 --> 00:08:18,800 like

257 00:08:17,039 --> 00:08:20,800 modes on the turret you have enabled for

258 00:08:18,800 --> 00:08:22,240 example combined versus staggered fire

259 00:08:20,800 --> 00:08:22,879 turrets are now a threat they deal

260 00:08:22,240 --> 00:08:24,720 damage

261 00:08:22,879 --> 00:08:26,319 and so players are really going to have

262 00:08:24,720 --> 00:08:28,479 to reconsider how they might have

263 00:08:26,319 --> 00:08:31,919 approached combat scenarios

264 00:08:28,479 --> 00:08:32,320 the new turret system allows multi crew

265 00:08:31,919 --> 00:08:35,440 to be

266 00:08:32,320 --> 00:08:36,719 more viable in game play we added a

267 00:08:35,440 --> 00:08:38,000 thing called fixed assist

268 00:08:36,719 --> 00:08:39,760 and this is not just for the turrets

269 00:08:38,000 --> 00:08:41,680 it's also for the fixed weapons

270 00:08:39,760 --> 00:08:42,880 it takes an angular offset between your

271 00:08:41,680 --> 00:08:45,680 current aim

272 00:08:42,880 --> 00:08:46,560 and the aim direction of your target and

273 00:08:45,680 --> 00:08:48,880 then

274 00:08:46,560 --> 00:08:50,959 based on that ratio and if you are

275 00:08:48,880 --> 00:08:51,519 within certain thresholds it nudges your

276 00:08:50,959 --> 00:08:53,920 bullets

277 00:08:51,519 --> 00:08:54,880 a bit towards the target as for the

278 00:08:53,920 --> 00:08:57,519 control method

279 00:08:54,880 --> 00:08:58,240 we're included a v joy star control

280 00:08:57,519 --> 00:09:00,320 scheme

281 00:08:58,240 --> 00:09:01,600 which is the same that we're using in

282 00:09:00,320 --> 00:09:03,360 ships so um

283 00:09:01,600 --> 00:09:04,959 you have you're gonna have like a v-joy

284 00:09:03,360 --> 00:09:06,880 cursor on your

285 00:09:04,959 --> 00:09:08,160 around your crosshair of the turrets and

286 00:09:06,880 --> 00:09:10,000 by slaving that

287 00:09:08,160 --> 00:09:12,000 veto around your turret will follow the

288 00:09:10,000 --> 00:09:15,680 motion

289 00:09:12,000 --> 00:09:17,360 we also added a velocity limiter so

290 00:09:15,680 --> 00:09:19,360 with your mouse wheel just like in any

291 00:09:17,360 --> 00:09:21,920 other situation the game you can

292 00:09:19,360 --> 00:09:24,080 adapt your your velocity and the turrets

293 00:09:21,920 --> 00:09:27,200 that would be the rotational velocity

294 00:09:24,080 --> 00:09:29,120 and um this hookup with all the axis

295 00:09:27,200 --> 00:09:30,399 bindings makes makes actually quite nice

296 00:09:29,120 --> 00:09:32,240 to control turrets with

297 00:09:30,399 --> 00:09:34,160 a with a hotels as well so you can just

298 00:09:32,240 --> 00:09:35,040 have like your left hand on your on your

299 00:09:34,160 --> 00:09:36,320 throttle

300 00:09:35,040 --> 00:09:38,480 which is then just controlling the

301 00:09:36,320 --> 00:09:39,760 turret speed where and

302 00:09:38,480 --> 00:09:42,240 with the rest you just control the

303 00:09:39,760 --> 00:09:43,760 turret direction so in the past it was

304 00:09:42,240 --> 00:09:46,160 quite easy for a group of

305 00:09:43,760 --> 00:09:48,240 uh small fighters to be able to kind of

306 00:09:46,160 --> 00:09:50,320 overrun one of the larger ships despite

307 00:09:48,240 --> 00:09:52,880 its many turrets available

308 00:09:50,320 --> 00:09:54,560 whereas now you might find that you're a

309 00:09:52,880 --> 00:09:55,519 little more careful you're a little more

310 00:09:54,560 --> 00:09:58,800 considerate

311 00:09:55,519 --> 00:10:00,880 and maybe try and uh talk about your

312 00:09:58,800 --> 00:10:06,640 combat scenario before

313 00:10:00,880 --> 00:10:06,640 engaging a large ship yeah it's got one

314 00:10:07,120 --> 00:10:12,160 two more guys going

315 00:10:10,240 --> 00:10:14,800 one more you're nearly done nearly

316 00:10:12,160 --> 00:10:14,800 what's going to be

317 00:10:16,880 --> 00:10:23,360 you did it yay there we go

318 00:10:19,920 --> 00:10:24,959 yeah so the changes in 310 are the next

319 00:10:23,360 --> 00:10:26,000 step in the flight and combat experience

320 00:10:24,959 --> 00:10:27,519 they're not the first and they

321 00:10:26,000 --> 00:10:29,760 definitely won't be the last

322 00:10:27,519 --> 00:10:32,160 we don't want there to be a single way

323 00:10:29,760 --> 00:10:34,480 of just winning combat no matter what

324 00:10:32,160 --> 00:10:35,279 we don't want dps races or min maxing

325 00:10:34,480 --> 00:10:37,760 stats

326 00:10:35,279 --> 00:10:39,519 we want you as a player to have as much

327 00:10:37,760 --> 00:10:41,920 influence over the outcome of combat

328 00:10:39,519 --> 00:10:43,680 as the ship you've selected we know some

329 00:10:41,920 --> 00:10:45,040 players embrace change a lot and some

330 00:10:43,680 --> 00:10:45,519 are very scared of it but we do

331 00:10:45,040 --> 00:10:47,360 encourage

332 00:10:45,519 --> 00:10:49,440 everyone to get in game and test it out

333 00:10:47,360 --> 00:10:51,040 for yourselves we're really excited for

334 00:10:49,440 --> 00:10:52,399 these changes for star citizen

335 00:10:51,040 --> 00:10:54,720 and we look forward to seeing what you

336 00:10:52,399 --> 00:10:57,040 do with them

337 00:10:54,720 --> 00:10:59,120 the way that ships fly and fight their

338 00:10:57,040 --> 00:11:00,959 way through space and atmosphere alike

339 00:10:59,120 --> 00:11:02,800 is at the heart of the star citizen and

340 00:11:00,959 --> 00:11:05,519 squadron 42 experiences

341 00:11:02,800 --> 00:11:06,240 and as john said these changes for alpha

342 00:11:05,519 --> 00:11:07,920 3.10

343 00:11:06,240 --> 00:11:09,440 are the next step in that continuing

344 00:11:07,920 --> 00:11:10,959 evolution for both

345 00:11:09,440 --> 00:11:12,800 if you'd like to learn more about what's

346 00:11:10,959 --> 00:11:14,320 happening you can check out the conlink

347 00:11:12,800 --> 00:11:16,240 that's currently available now

348 00:11:14,320 --> 00:11:18,320 on the robertsspaceindustries.com

349 00:11:16,240 --> 00:11:20,399 website as well as keep an eye out for

350 00:11:18,320 --> 00:11:21,040 when wider pg testing becomes available

351 00:11:20,399 --> 00:11:22,800 for all

352 00:11:21,040 --> 00:11:24,480 so that you can get in and try it

353 00:11:22,800 --> 00:11:26,079 yourself with that

354 00:11:24,480 --> 00:11:27,519 we'd like to bring this quarterly season

355 00:11:26,079 --> 00:11:29,120 of isc to a close

356 00:11:27,519 --> 00:11:30,720 but before we let you go for the next

357 00:11:29,120 --> 00:11:32,560 few weeks we wanted to

358 00:11:30,720 --> 00:11:34,959 try something new and run down some of

359 00:11:32,560 --> 00:11:37,360 the features fixtures and fixes coming

360 00:11:34,959 --> 00:11:39,040 your way in the upcoming alpha 3.10

361 00:11:37,360 --> 00:11:40,399 in a new segment we're creatively

362 00:11:39,040 --> 00:11:43,519 referring to as

363 00:11:40,399 --> 00:11:45,040 the patch report let's get to it in no

364 00:11:43,519 --> 00:11:46,640 particular order we've got

365 00:11:45,040 --> 00:11:48,160 vehicle impounding where different

366 00:11:46,640 --> 00:11:49,920 infractions can have various

367 00:11:48,160 --> 00:11:51,760 fines and durations meaning lighter

368 00:11:49,920 --> 00:11:53,680 penalties for blocking pads

369 00:11:51,760 --> 00:11:55,760 and a longer duration forfeiture for

370 00:11:53,680 --> 00:11:58,079 crimes like pad ramming

371 00:11:55,760 --> 00:11:59,440 also players lingering over landing

372 00:11:58,079 --> 00:12:01,600 areas without permission

373 00:11:59,440 --> 00:12:03,360 should now see a countdown timer warning

374 00:12:01,600 --> 00:12:06,639 them of imminent impounding

375 00:12:03,360 --> 00:12:07,600 should they not withdraw delivery

376 00:12:06,639 --> 00:12:10,240 mission improvements

377 00:12:07,600 --> 00:12:10,800 where alpha 3.10 begins the process of a

378 00:12:10,240 --> 00:12:13,040 complete

379 00:12:10,800 --> 00:12:15,200 overhaul to the way they work starting

380 00:12:13,040 --> 00:12:17,600 with local deliveries which now have

381 00:12:15,200 --> 00:12:19,920 multiple pickup and drop-off locations

382 00:12:17,600 --> 00:12:21,360 of course there's also a new drug

383 00:12:19,920 --> 00:12:21,920 delivery mission for those who enjoy

384 00:12:21,360 --> 00:12:25,839 visiting

385 00:12:21,920 --> 00:12:25,839 the darker corners of the verse

386 00:12:32,240 --> 00:12:35,680 vehicle paint schemes are coming to

387 00:12:33,920 --> 00:12:37,920 vendors throughout the stanton system

388 00:12:35,680 --> 00:12:39,200 allowing players to personalize the look

389 00:12:37,920 --> 00:12:42,800 and feel of your vehicles

390 00:12:39,200 --> 00:12:44,880 for auc earned in-game

391 00:12:42,800 --> 00:12:47,120 electron damage weapons like the axe cap

392 00:12:44,880 --> 00:12:48,959 sniper rifle and uberoff pistol

393 00:12:47,120 --> 00:12:50,720 bring an electric new way to take out

394 00:12:48,959 --> 00:12:54,560 your enemies outside of their

395 00:12:50,720 --> 00:12:54,959 ships and vehicles body dragging will

396 00:12:54,560 --> 00:12:57,120 allow

397 00:12:54,959 --> 00:12:58,880 unconscious or deceased characters to be

398 00:12:57,120 --> 00:12:59,519 dragged around the environment by other

399 00:12:58,880 --> 00:13:01,279 players

400 00:12:59,519 --> 00:13:06,959 and i'm certain won't make for some

401 00:13:01,279 --> 00:13:09,440 amusing videos from the community

402 00:13:06,959 --> 00:13:11,279 restricted areas v2 where we've finally

403 00:13:09,440 --> 00:13:12,480 done away with the last remnants of the

404 00:13:11,279 --> 00:13:14,560 ugly red areas

405 00:13:12,480 --> 00:13:15,600 and implemented a new spline based

406 00:13:14,560 --> 00:13:17,279 landing system

407 00:13:15,600 --> 00:13:19,200 that will help guide pilots to their

408 00:13:17,279 --> 00:13:22,880 correct destination and away

409 00:13:19,200 --> 00:13:22,880 from places they shouldn't be going

410 00:13:23,040 --> 00:13:26,480 new thruster efficiency curves that

411 00:13:24,800 --> 00:13:28,240 lower the strength of thrusters in

412 00:13:26,480 --> 00:13:28,880 atmosphere depending on the thickness of

413 00:13:28,240 --> 00:13:31,040 the air

414 00:13:28,880 --> 00:13:32,959 which then in turn feeds into a complete

415 00:13:31,040 --> 00:13:36,560 overhaul of vehicle aerodynamics

416 00:13:32,959 --> 00:13:38,399 you just heard about high-speed combat

417 00:13:36,560 --> 00:13:39,279 changes designed to bring your opponents

418 00:13:38,399 --> 00:13:41,360 in closer

419 00:13:39,279 --> 00:13:43,040 by slowing the slew rate of gimballed

420 00:13:41,360 --> 00:13:44,560 weapons and the lock-on time for

421 00:13:43,040 --> 00:13:46,880 missiles at top speeds

422 00:13:44,560 --> 00:13:49,440 encouraging a more engaging combat

423 00:13:46,880 --> 00:13:51,199 experience

424 00:13:49,440 --> 00:13:53,279 new targeting methodology that should

425 00:13:51,199 --> 00:13:55,279 help players better find and keep track

426 00:13:53,279 --> 00:13:57,040 of their targets

427 00:13:55,279 --> 00:13:58,800 turret improvements which bring a new

428 00:13:57,040 --> 00:14:00,320 control scheme to bear that pilot should

429 00:13:58,800 --> 00:14:02,240 already be familiar with

430 00:14:00,320 --> 00:14:03,440 in an effort to make riding passenger

431 00:14:02,240 --> 00:14:06,720 and multi-crew ships

432 00:14:03,440 --> 00:14:06,720 more fun and exciting

433 00:14:07,600 --> 00:14:11,440 ai improvements like cover usage shotgun

434 00:14:10,399 --> 00:14:13,199 assault tactics

435 00:14:11,440 --> 00:14:14,639 and a better sense of when to move and

436 00:14:13,199 --> 00:14:16,639 hold position all

437 00:14:14,639 --> 00:14:18,079 aim to make fps engagements with

438 00:14:16,639 --> 00:14:19,839 non-player characters

439 00:14:18,079 --> 00:14:22,240 more dynamic and interesting than ever

440 00:14:19,839 --> 00:14:22,240 before

441 00:14:22,399 --> 00:14:26,560 visual improvements to the m50 and

442 00:14:24,560 --> 00:14:27,760 balance changes to the cartoon wall

443 00:14:26,560 --> 00:14:29,680 mean there's something new to look

444 00:14:27,760 --> 00:14:32,800 forward to for owners of these speedy

445 00:14:29,680 --> 00:14:35,040 and nimble spacecraft respectively

446 00:14:32,800 --> 00:14:36,880 grimhex is getting a new shop new

447 00:14:35,040 --> 00:14:38,880 hangars and a new viewing area to

448 00:14:36,880 --> 00:14:40,399 support the future release of scramble

449 00:14:38,880 --> 00:14:42,320 races

450 00:14:40,399 --> 00:14:44,079 not to be left out new babbage is

451 00:14:42,320 --> 00:14:45,920 getting hangers and perhaps a more

452 00:14:44,079 --> 00:14:47,920 impressive new shop of their own

453 00:14:45,920 --> 00:14:49,920 with the upcoming factory line in its

454 00:14:47,920 --> 00:14:52,079 new array of moby glass variants players

455 00:14:49,920 --> 00:14:54,639 can purchase

456 00:14:52,079 --> 00:14:56,160 then the various planets and moons all

457 00:14:54,639 --> 00:14:58,560 throughout the stanton system

458 00:14:56,160 --> 00:15:00,560 are seeing the return of outposts

459 00:14:58,560 --> 00:15:02,639 derelicts and caves that were lost after

460 00:15:00,560 --> 00:15:04,880 the conversion of planet tech v4

461 00:15:02,639 --> 00:15:05,839 but now with improved lighting exterior

462 00:15:04,880 --> 00:15:07,360 dressing and

463 00:15:05,839 --> 00:15:09,519 protection from the weather elements

464 00:15:07,360 --> 00:15:12,000 outside

465 00:15:09,519 --> 00:15:13,040 i feel like i'm leaving something out i

466 00:15:12,000 --> 00:15:14,639 mean sure we didn't cover

467 00:15:13,040 --> 00:15:16,480 everything that's in the upcoming alpha

468 00:15:14,639 --> 00:15:18,720 3.10 but

469 00:15:16,480 --> 00:15:19,600 there's something else i'm sure you'll

470 00:15:18,720 --> 00:15:21,519 figure it out

471 00:15:19,600 --> 00:15:22,959 uh for another quarterly season of

472 00:15:21,519 --> 00:15:24,959 inside star citizen

473 00:15:22,959 --> 00:15:27,120 i'm your host jared huckabee thank you

474 00:15:24,959 --> 00:15:41,839 for watching thank you for playing

475 00:15:27,120 --> 00:15:41,839 and we'll see you all next month

476 00:15:49,040 --> 00:15:51,120 you

Screenshots[]

References[]

Advertisement