The Inside Star Citizen episode Check Your Babbage - Summer 2019 was published on August 2, 2019 on CIG's YouTube channel.
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1 00:00:05,359 --> 00:00:07,839 landing zones
2 00:00:06,240 --> 00:00:09,679 whether we're talking about the bustling
3 00:00:07,839 --> 00:00:10,400 center of industry that is area 18 on
4 00:00:09,679 --> 00:00:12,480 our corp
5 00:00:10,400 --> 00:00:14,400 or the hurston family's base of power in
6 00:00:12,480 --> 00:00:16,320 lauraville landing zones set the tone
7 00:00:14,400 --> 00:00:18,800 for life on their respective planets
8 00:00:16,320 --> 00:00:20,640 and on microtech the planet that as far
9 00:00:18,800 --> 00:00:22,880 as this from and the stanton system
10 00:00:20,640 --> 00:00:24,640 work is in progress on a luxurious domed
11 00:00:22,880 --> 00:00:26,080 city with open spaces designed to
12 00:00:24,640 --> 00:00:27,519 inspire the creativity and
13 00:00:26,080 --> 00:00:28,160 productiveness of the people that work
14 00:00:27,519 --> 00:00:29,840 there
15 00:00:28,160 --> 00:00:31,439 now beginning now and over the next
16 00:00:29,840 --> 00:00:32,880 several months we're going to follow the
17 00:00:31,439 --> 00:00:33,680 progress of development on this next
18 00:00:32,880 --> 00:00:35,360 landing zone
19 00:00:33,680 --> 00:00:37,520 as it makes its journey into the star
20 00:00:35,360 --> 00:00:39,600 citizen universe to get things started
21 00:00:37,520 --> 00:00:45,840 let's take a trip now to new babbage
22 00:00:39,600 --> 00:00:45,840 currently in the white box stage
23 00:00:47,840 --> 00:00:52,239 so today we're going to look at the
24 00:00:49,760 --> 00:00:54,079 white box for knee babbage
25 00:00:52,239 --> 00:00:55,520 so here we have the microtech plaza
26 00:00:54,079 --> 00:00:56,000 which is one of the locations that we've
27 00:00:55,520 --> 00:00:57,680 been
28 00:00:56,000 --> 00:00:59,199 working on now for newborn [ __ ] what
29 00:00:57,680 --> 00:01:00,399 we've been focusing on here is kind of
30 00:00:59,199 --> 00:01:02,719 making a
31 00:01:00,399 --> 00:01:04,000 different kind of interior experience
32 00:01:02,719 --> 00:01:06,240 for the pu
33 00:01:04,000 --> 00:01:08,640 where everything is sort of centralized
34 00:01:06,240 --> 00:01:10,159 within one big construct
35 00:01:08,640 --> 00:01:11,280 this is all designed by fred fred dealt
36 00:01:10,159 --> 00:01:13,119 with this one so you have to just
37 00:01:11,280 --> 00:01:15,680 interject whenever you have some
38 00:01:13,119 --> 00:01:17,119 some of your sure yeah so for those who
39 00:01:15,680 --> 00:01:18,080 don't know i mean you you ravage is
40 00:01:17,119 --> 00:01:20,320 going to be placed on
41 00:01:18,080 --> 00:01:21,840 on microtech this planet with a very
42 00:01:20,320 --> 00:01:24,799 harsh climate
43 00:01:21,840 --> 00:01:26,720 basically what microtech did was build
44 00:01:24,799 --> 00:01:27,439 these domes where tons of light can come
45 00:01:26,720 --> 00:01:30,159 in
46 00:01:27,439 --> 00:01:31,360 it has this sort of greenhouse feeling
47 00:01:30,159 --> 00:01:32,880 you can see that also
48 00:01:31,360 --> 00:01:34,960 by looking at all these exotic plants
49 00:01:32,880 --> 00:01:37,520 they have in here so this
50 00:01:34,960 --> 00:01:40,400 clinical design like of the domes lends
51 00:01:37,520 --> 00:01:43,040 itself very well to a symmetrical layout
52 00:01:40,400 --> 00:01:43,759 with this very prominent structure in
53 00:01:43,040 --> 00:01:47,200 the center
54 00:01:43,759 --> 00:01:50,479 which is the flagship store of microtech
55 00:01:47,200 --> 00:01:51,119 and other shops and offices placed
56 00:01:50,479 --> 00:01:53,200 around it
57 00:01:51,119 --> 00:01:54,399 it's basically two rings like one outer
58 00:01:53,200 --> 00:01:56,240 ring and
59 00:01:54,399 --> 00:01:57,920 a second smaller ring right around this
60 00:01:56,240 --> 00:01:58,320 central structure the factory line of
61 00:01:57,920 --> 00:02:00,960 this
62 00:01:58,320 --> 00:02:02,000 flagship store and you have these
63 00:02:00,960 --> 00:02:04,560 passages
64 00:02:02,000 --> 00:02:05,360 that go into each cardinal direction so
65 00:02:04,560 --> 00:02:07,840 you can
66 00:02:05,360 --> 00:02:09,440 quickly reach whatever shop or office
67 00:02:07,840 --> 00:02:11,840 you want to get to
68 00:02:09,440 --> 00:02:13,680 yeah so when we're white boxing this a
69 00:02:11,840 --> 00:02:16,160 lot of the things that we care about are
70 00:02:13,680 --> 00:02:17,840 performance is one trying to minimize
71 00:02:16,160 --> 00:02:19,760 fluff gameplay space
72 00:02:17,840 --> 00:02:21,360 still make it a sort of interesting
73 00:02:19,760 --> 00:02:23,040 location because these are all the
74 00:02:21,360 --> 00:02:24,480 things that we define now and if we
75 00:02:23,040 --> 00:02:26,319 don't get them right in this stage of
76 00:02:24,480 --> 00:02:27,760 development then later on it really hard
77 00:02:26,319 --> 00:02:30,400 to go back and change
78 00:02:27,760 --> 00:02:30,959 change that stuff yeah so i mean this is
79 00:02:30,400 --> 00:02:32,640 still
80 00:02:30,959 --> 00:02:34,480 pretty much early days i mean there's
81 00:02:32,640 --> 00:02:36,640 nowhere final what we're going to look
82 00:02:34,480 --> 00:02:39,519 at but there's already quite a bit of
83 00:02:36,640 --> 00:02:41,120 work that has gone into this location a
84 00:02:39,519 --> 00:02:42,879 lot of work that
85 00:02:41,120 --> 00:02:44,480 the players usually don't see because
86 00:02:42,879 --> 00:02:46,000 it's going on behind the scenes i mean
87 00:02:44,480 --> 00:02:48,400 at this point
88 00:02:46,000 --> 00:02:49,680 the narrative team for example has
89 00:02:48,400 --> 00:02:51,760 already
90 00:02:49,680 --> 00:02:53,280 written down like what they would expect
91 00:02:51,760 --> 00:02:54,640 from a law point of view from this
92 00:02:53,280 --> 00:02:58,000 landing zone
93 00:02:54,640 --> 00:02:58,800 our department has created concept arts
94 00:02:58,000 --> 00:03:00,640 to give
95 00:02:58,800 --> 00:03:01,920 visual direction and you know to find
96 00:03:00,640 --> 00:03:04,159 those
97 00:03:01,920 --> 00:03:05,760 visual key beats for the landing zone
98 00:03:04,159 --> 00:03:08,239 and also as designers
99 00:03:05,760 --> 00:03:10,080 i mean we've decided on what we expect
100 00:03:08,239 --> 00:03:12,159 from a gameplay point of view
101 00:03:10,080 --> 00:03:13,120 from the lz and basically all the
102 00:03:12,159 --> 00:03:15,519 departments have
103 00:03:13,120 --> 00:03:16,319 already come together and locked that
104 00:03:15,519 --> 00:03:18,800 that part
105 00:03:16,319 --> 00:03:20,640 basically that plan down okay so that
106 00:03:18,800 --> 00:03:22,000 was a look at the babbage
107 00:03:20,640 --> 00:03:23,360 so with that uh thank you fred for
108 00:03:22,000 --> 00:03:24,510 coming to my desk to talk about new
109 00:03:23,360 --> 00:03:26,159 babbage hey thank you
110 00:03:24,510 --> 00:03:28,400 [Music]
111 00:03:26,159 --> 00:03:30,000 alpha 3.6 introduced several features
112 00:03:28,400 --> 00:03:30,720 that lay the groundwork for enhanced
113 00:03:30,000 --> 00:03:32,640 gameplay
114 00:03:30,720 --> 00:03:34,319 as star citizen's development continues
115 00:03:32,640 --> 00:03:35,920 through 3.7 and beyond
116 00:03:34,319 --> 00:03:38,239 and one of the new aspects of ship
117 00:03:35,920 --> 00:03:40,480 gameplay recently added were misfires
118 00:03:38,239 --> 00:03:42,159 or the chance for our components to not
119 00:03:40,480 --> 00:03:43,519 do what they're supposed to do when we
120 00:03:42,159 --> 00:03:45,040 want them to do it
121 00:03:43,519 --> 00:03:46,720 we asked david and johnny from the
122 00:03:45,040 --> 00:03:48,239 vehicle feature team to shed some light
123 00:03:46,720 --> 00:03:50,319 on what can misfire
124 00:03:48,239 --> 00:03:51,599 and why this feature along with others
125 00:03:50,319 --> 00:03:53,200 that are coming down the line
126 00:03:51,599 --> 00:03:55,120 can add depth and consequence to
127 00:03:53,200 --> 00:04:00,310 gameplay decisions regarding your ships
128 00:03:55,120 --> 00:04:03,460 and vehicles
129 00:04:00,310 --> 00:04:03,460 [Music]
130 00:04:04,640 --> 00:04:10,239 so in 3.6 we have this new feature
131 00:04:07,120 --> 00:04:11,680 called misfires or faults in ships
132 00:04:10,239 --> 00:04:12,959 and we've seen a lot of discussion as to
133 00:04:11,680 --> 00:04:13,840 what that is and how that actually works
134 00:04:12,959 --> 00:04:14,879 so we're going to take a little bit of
135 00:04:13,840 --> 00:04:17,280 time to sort of
136 00:04:14,879 --> 00:04:18,880 clear that up and go into what what like
137 00:04:17,280 --> 00:04:20,239 a misfire is right shall we so can you
138 00:04:18,880 --> 00:04:22,560 tell us what a misfire is
139 00:04:20,239 --> 00:04:23,919 yeah so as you said a misfire is a fault
140 00:04:22,560 --> 00:04:26,639 in the behavior of an item
141 00:04:23,919 --> 00:04:28,400 it will happen semi-randomly but it is a
142 00:04:26,639 --> 00:04:30,800 consequence of your
143 00:04:28,400 --> 00:04:33,280 playing with the item so if you've been
144 00:04:30,800 --> 00:04:35,840 overheating it too much or it's just old
145 00:04:33,280 --> 00:04:36,880 the longer that you go with without
146 00:04:35,840 --> 00:04:38,639 doing anything about it
147 00:04:36,880 --> 00:04:40,160 the more likely it is to misfire and
148 00:04:38,639 --> 00:04:41,680 behave differently so
149 00:04:40,160 --> 00:04:43,840 in 3.6 the way we're going to
150 00:04:41,680 --> 00:04:45,680 communicate misfires
151 00:04:43,840 --> 00:04:47,120 is through a ui notification on your
152 00:04:45,680 --> 00:04:47,759 ship's hut we want it to be front and
153 00:04:47,120 --> 00:04:49,120 center
154 00:04:47,759 --> 00:04:50,639 something is happening you need to do
155 00:04:49,120 --> 00:04:52,000 something about that but there's not a
156 00:04:50,639 --> 00:04:52,560 lot of information right so we're going
157 00:04:52,000 --> 00:04:53,680 to
158 00:04:52,560 --> 00:04:55,520 in the future go a little bit more
159 00:04:53,680 --> 00:04:57,759 deeper right items that misfire or will
160 00:04:55,520 --> 00:04:58,880 misfire in 3.6 will be power plants
161 00:04:57,759 --> 00:05:01,360 they'll be shields
162 00:04:58,880 --> 00:05:02,720 thrusters and coolers will all misfire
163 00:05:01,360 --> 00:05:04,240 um and they'll misfire at different
164 00:05:02,720 --> 00:05:05,840 levels as well so the earliest kind of
165 00:05:04,240 --> 00:05:07,120 misfire is just a
166 00:05:05,840 --> 00:05:09,120 warning effectively like a little
167 00:05:07,120 --> 00:05:11,600 indicator on your car dashboard
168 00:05:09,120 --> 00:05:13,680 it's worth going over what actually why
169 00:05:11,600 --> 00:05:15,440 we'd want this right oh yeah
170 00:05:13,680 --> 00:05:16,880 the idea is that we want to have some
171 00:05:15,440 --> 00:05:20,080 consequence to
172 00:05:16,880 --> 00:05:22,160 the long term like misuse of items right
173 00:05:20,080 --> 00:05:23,919 i think that's pretty appropriate
174 00:05:22,160 --> 00:05:25,440 so in the pu when you have the ship you
175 00:05:23,919 --> 00:05:26,240 can sort of develop a character to it
176 00:05:25,440 --> 00:05:28,240 because
177 00:05:26,240 --> 00:05:29,680 maybe you lean toward using one more
178 00:05:28,240 --> 00:05:30,240 item than another and it gets a little
179 00:05:29,680 --> 00:05:32,000 bit
180 00:05:30,240 --> 00:05:33,440 you know rickety because it's been used
181 00:05:32,000 --> 00:05:34,639 too much and stuff like that and that
182 00:05:33,440 --> 00:05:36,160 will really help to bring a little bit
183 00:05:34,639 --> 00:05:38,240 more personality to the ship
184 00:05:36,160 --> 00:05:40,240 and give you consequences to decisions
185 00:05:38,240 --> 00:05:41,440 so that it's not obvious what you know
186 00:05:40,240 --> 00:05:43,440 what the best decision is always
187 00:05:41,440 --> 00:05:46,080 definitely if your power plant
188 00:05:43,440 --> 00:05:47,120 uh misfires and suddenly has half the
189 00:05:46,080 --> 00:05:49,120 capability
190 00:05:47,120 --> 00:05:50,160 and then you have to go and manage the
191 00:05:49,120 --> 00:05:51,759 consequences of
192 00:05:50,160 --> 00:05:53,440 the misfire as well it's worth
193 00:05:51,759 --> 00:05:55,199 clarifying that there is like a step to
194 00:05:53,440 --> 00:05:56,639 that process so you can't just get a
195 00:05:55,199 --> 00:05:58,400 critical misfire
196 00:05:56,639 --> 00:06:00,639 yeah so so the things that cause
197 00:05:58,400 --> 00:06:02,720 misfires uh will be the heat
198 00:06:00,639 --> 00:06:05,280 the distortion the degradation and the
199 00:06:02,720 --> 00:06:06,880 damage that go into your item and so
200 00:06:05,280 --> 00:06:09,440 if you've all of a sudden get hit by an
201 00:06:06,880 --> 00:06:11,840 emp you just go to 100 distortion
202 00:06:09,440 --> 00:06:12,479 um you won't get a critical instantly
203 00:06:11,840 --> 00:06:14,639 sure um
204 00:06:12,479 --> 00:06:16,800 there's caveats everywhere all over the
205 00:06:14,639 --> 00:06:19,840 system to try and avoid these kind of
206 00:06:16,800 --> 00:06:20,639 unfair feeling mechanics okay that
207 00:06:19,840 --> 00:06:22,960 sounds really good
208 00:06:20,639 --> 00:06:24,960 um so the idea as you can see is that
209 00:06:22,960 --> 00:06:26,160 the system is not unfair we put a lot of
210 00:06:24,960 --> 00:06:27,680 effort into making sure that it's not
211 00:06:26,160 --> 00:06:30,800 unfair
212 00:06:27,680 --> 00:06:32,160 and the result will hopefully be system
213 00:06:30,800 --> 00:06:33,440 gameplay with your ships that is a
214 00:06:32,160 --> 00:06:36,400 little bit more
215 00:06:33,440 --> 00:06:38,240 consequential i guess and it'll you know
216 00:06:36,400 --> 00:06:39,600 help to to make that whole experience of
217 00:06:38,240 --> 00:06:40,960 ships work together and
218 00:06:39,600 --> 00:06:42,639 you know all of your decisions actually
219 00:06:40,960 --> 00:06:44,479 matter so
220 00:06:42,639 --> 00:06:46,240 life in stanton means navigating the
221 00:06:44,479 --> 00:06:48,720 various industrial commercial
222 00:06:46,240 --> 00:06:50,000 and extra legal factions that buy for
223 00:06:48,720 --> 00:06:50,960 control and influence throughout the
224 00:06:50,000 --> 00:06:52,720 star system
225 00:06:50,960 --> 00:06:54,319 and learning who the players are and
226 00:06:52,720 --> 00:06:55,199 what they're after and why they do the
227 00:06:54,319 --> 00:06:56,960 things they do
228 00:06:55,199 --> 00:06:58,240 may someday make the difference between
229 00:06:56,960 --> 00:07:00,479 prosperous adventure
230 00:06:58,240 --> 00:07:02,160 or an unfortunate accident let's check
231 00:07:00,479 --> 00:07:04,800 in with dave and will as they shed some
232 00:07:02,160 --> 00:07:13,280 light on the life and lore under the law
233 00:07:04,800 --> 00:07:17,440 of stanton
234 00:07:13,280 --> 00:07:19,199 thank you hey welcome to touring stop
235 00:07:17,440 --> 00:07:20,880 and another conversation with the lore
236 00:07:19,199 --> 00:07:23,680 team this time about law
237 00:07:20,880 --> 00:07:24,800 the new law system in 3.6 just released
238 00:07:23,680 --> 00:07:27,120 very exciting
239 00:07:24,800 --> 00:07:28,800 it's our first kind of main crack at
240 00:07:27,120 --> 00:07:31,919 establishing the jurisdictions
241 00:07:28,800 --> 00:07:34,720 crosstan system yeah uh yeah so we
242 00:07:31,919 --> 00:07:36,000 kind of have uh this new system involved
243 00:07:34,720 --> 00:07:37,280 to basically like kind of give
244 00:07:36,000 --> 00:07:38,639 consequence to some of the sort of
245 00:07:37,280 --> 00:07:40,000 outlaw activities so yeah this is the
246 00:07:38,639 --> 00:07:41,759 first time we've been able to kind of
247 00:07:40,000 --> 00:07:43,440 create a system around it where you have
248 00:07:41,759 --> 00:07:45,919 kind of consequences and
249 00:07:43,440 --> 00:07:47,440 uh for your actions and stuff like that
250 00:07:45,919 --> 00:07:48,720 you know based off of smuggling and
251 00:07:47,440 --> 00:07:50,400 kind of laying the groundwork for what's
252 00:07:48,720 --> 00:07:51,360 to come down the road and what's really
253 00:07:50,400 --> 00:07:53,440 kind of
254 00:07:51,360 --> 00:07:55,280 unique and fun but the star citizen
255 00:07:53,440 --> 00:07:56,639 approach is this idea of jurisdictions
256 00:07:55,280 --> 00:07:57,440 that we have that there's a lot of
257 00:07:56,639 --> 00:07:59,440 different
258 00:07:57,440 --> 00:08:01,039 layers right like so the uee is our main
259 00:07:59,440 --> 00:08:02,879 governing body for like
260 00:08:01,039 --> 00:08:04,720 legal space and as you're flying around
261 00:08:02,879 --> 00:08:06,240 it's their laws and guidelines that kind
262 00:08:04,720 --> 00:08:07,759 of apply to everything yeah if you're in
263 00:08:06,240 --> 00:08:09,599 a uee system like there are sort of
264 00:08:07,759 --> 00:08:11,759 basic laws that kind of everybody has to
265 00:08:09,599 --> 00:08:12,479 abide by but the fun thing about that is
266 00:08:11,759 --> 00:08:14,479 that
267 00:08:12,479 --> 00:08:15,680 all the planets kind of get to tweak the
268 00:08:14,479 --> 00:08:16,479 laws a little bit as long as they're
269 00:08:15,680 --> 00:08:19,280 kind of not
270 00:08:16,479 --> 00:08:20,319 you know outright betraying some of the
271 00:08:19,280 --> 00:08:22,080 original laws
272 00:08:20,319 --> 00:08:23,280 can kind of make their kind of govern
273 00:08:22,080 --> 00:08:23,919 themselves the way they want to see they
274 00:08:23,280 --> 00:08:25,280 want to do it
275 00:08:23,919 --> 00:08:27,520 yeah and that comes down to like our
276 00:08:25,280 --> 00:08:27,840 planets having their own security forces
277 00:08:27,520 --> 00:08:29,440 and
278 00:08:27,840 --> 00:08:31,520 too like kirsten has their hearst in
279 00:08:29,440 --> 00:08:32,479 security you know there's crusader
280 00:08:31,520 --> 00:08:34,560 security and so
281 00:08:32,479 --> 00:08:35,680 all these different local police forces
282 00:08:34,560 --> 00:08:37,919 enforce the local law
283 00:08:35,680 --> 00:08:40,000 whereas you have the advocacy and the
284 00:08:37,919 --> 00:08:42,240 uee military to enforce the greater
285 00:08:40,000 --> 00:08:43,360 law yeah and it's really interesting for
286 00:08:42,240 --> 00:08:45,120 players flying around
287 00:08:43,360 --> 00:08:46,959 something that's legal in one world may
288 00:08:45,120 --> 00:08:47,680 not be legal on the other worlds and
289 00:08:46,959 --> 00:08:49,200 stuff like that
290 00:08:47,680 --> 00:08:50,800 yeah and i mean again that factors into
291 00:08:49,200 --> 00:08:52,399 sort of our jurisdiction thing with
292 00:08:50,800 --> 00:08:54,800 you know you compare and contrast kind
293 00:08:52,399 --> 00:08:55,680 of like uh lauraville versus new babbage
294 00:08:54,800 --> 00:08:57,120 on microtech
295 00:08:55,680 --> 00:08:58,880 whereas lauraville is obviously much
296 00:08:57,120 --> 00:09:02,320 more kind of like maniacal
297 00:08:58,880 --> 00:09:04,399 iron fist type type control uh you know
298 00:09:02,320 --> 00:09:05,680 new babbage is a little bit laxer on
299 00:09:04,399 --> 00:09:07,440 some of their laws because you know
300 00:09:05,680 --> 00:09:09,120 again that sort of silicon valley thing
301 00:09:07,440 --> 00:09:10,800 where it's a lot of innovation and
302 00:09:09,120 --> 00:09:12,959 you know creativity and technological
303 00:09:10,800 --> 00:09:14,560 development but has kind of a big party
304 00:09:12,959 --> 00:09:15,920 scene so like they're a little bit laxer
305 00:09:14,560 --> 00:09:17,920 about the drugs
306 00:09:15,920 --> 00:09:19,440 uh as opposed to like on hurston so you
307 00:09:17,920 --> 00:09:22,480 might not get as much trouble
308 00:09:19,440 --> 00:09:24,000 for running drugs and uh new babbage
309 00:09:22,480 --> 00:09:25,839 than you would in lourville
310 00:09:24,000 --> 00:09:27,680 and you can kind of go into the journals
311 00:09:25,839 --> 00:09:28,880 right now and read about the full
312 00:09:27,680 --> 00:09:30,160 jurisdiction what
313 00:09:28,880 --> 00:09:32,000 the apply is when you fly into that
314 00:09:30,160 --> 00:09:33,920 system and we're hoping down the road
315 00:09:32,000 --> 00:09:35,440 to you know move that into its own
316 00:09:33,920 --> 00:09:36,959 separate app possibly and give
317 00:09:35,440 --> 00:09:38,080 players a lot more information so that
318 00:09:36,959 --> 00:09:39,600 maybe you'll be able to check out the
319 00:09:38,080 --> 00:09:40,880 laws of where you're going without
320 00:09:39,600 --> 00:09:42,480 having to go there first
321 00:09:40,880 --> 00:09:43,680 and all that kind of steps as well and
322 00:09:42,480 --> 00:09:45,120 the fun thing too hopefully you know
323 00:09:43,680 --> 00:09:46,399 once we kind of can get into it a little
324 00:09:45,120 --> 00:09:48,240 bit more it's like one of the things
325 00:09:46,399 --> 00:09:49,920 i remember we always joked about was the
326 00:09:48,240 --> 00:09:51,760 fun thing that uh you know hurston
327 00:09:49,920 --> 00:09:53,120 cracks down so much that like
328 00:09:51,760 --> 00:09:55,680 you know something is arbitraries like
329 00:09:53,120 --> 00:09:56,240 blue jeans could be illegal on hurston
330 00:09:55,680 --> 00:09:57,839 because
331 00:09:56,240 --> 00:09:59,279 they don't want you to basically buy
332 00:09:57,839 --> 00:10:00,160 anything that's not they're not selling
333 00:09:59,279 --> 00:10:01,519 so there's a lot of room
334 00:10:00,160 --> 00:10:02,800 obviously for us to develop it down the
335 00:10:01,519 --> 00:10:03,760 road as we get into more planets and
336 00:10:02,800 --> 00:10:06,399 more systems and
337 00:10:03,760 --> 00:10:08,720 and more tech basically so that's a
338 00:10:06,399 --> 00:10:11,760 brief look at the lore behind the law
339 00:10:08,720 --> 00:10:12,959 uh except the other way around um
340 00:10:11,760 --> 00:10:18,720 and i think that that's about it we're
341 00:10:12,959 --> 00:10:20,880 behind the law oh hey we're good
342 00:10:18,720 --> 00:10:22,720 so fun fact i'm not allowed to touch the
343 00:10:20,880 --> 00:10:24,240 coffee machine
344 00:10:22,720 --> 00:10:25,760 that's what we learned this week we
345 00:10:24,240 --> 00:10:27,440 learned that landing zones begin their
346 00:10:25,760 --> 00:10:29,120 journeys in white box in much the same
347 00:10:27,440 --> 00:10:31,200 way our ships and vehicles do
348 00:10:29,120 --> 00:10:32,800 that in game design sometimes you want a
349 00:10:31,200 --> 00:10:34,480 thing to not work when needed
350 00:10:32,800 --> 00:10:36,560 to balance out the overclocking and
351 00:10:34,480 --> 00:10:37,519 abusive components and for life in the
352 00:10:36,560 --> 00:10:39,040 stanton system
353 00:10:37,519 --> 00:10:41,519 it's becoming just as important to
354 00:10:39,040 --> 00:10:43,760 consider how you interact with its npcs
355 00:10:41,519 --> 00:10:44,720 as it already is with other players to
356 00:10:43,760 --> 00:10:46,320 our subscribers
357 00:10:44,720 --> 00:10:48,079 don't forget to check out july's issue
358 00:10:46,320 --> 00:10:49,440 of jump point magazine with a first look
359 00:10:48,079 --> 00:10:51,200 at some of the work being done
360 00:10:49,440 --> 00:10:53,519 on our new procedural space station
361 00:10:51,200 --> 00:10:54,560 interiors and to everyone in the star
362 00:10:53,519 --> 00:10:56,320 citizen community
363 00:10:54,560 --> 00:11:01,839 our continuing thanks for making all
364 00:10:56,320 --> 00:11:01,839 this possible we'll see you next week
365 00:11:02,380 --> 00:11:08,559 [Music]
366 00:11:10,480 --> 00:11:14,000 thanks for watching for the latest and
367 00:11:11,920 --> 00:11:15,760 greatest in star citizen squadron 42
368 00:11:14,000 --> 00:11:17,600 you can subscribe to our channel or you
369 00:11:15,760 --> 00:11:21,120 can check out some of the other shows
370 00:11:17,600 --> 00:11:21,120 and you can also head to our website at
371 00:11:21,880 --> 00:11:29,839 www.robertsspaceindustries.com
372 00:11:23,279 --> 00:11:29,839 thank you very much for watching
373 00:11:29,920 --> 00:11:32,000 you
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