The Inside Star Citizen episode Danger!High Voltage!- Spring 2020 was published on 29. May 2020 on the CIG YouTube channel.
Topics and timestamps[]
Topic | Timestamp |
---|---|
Atzkav Sniper Rifle and Yubarev Pistol, from concept to working in engine | |
Player Trading App prototype |
Video[]
Transcript[]

1 00:00:04,420 --> 00:00:09,760 [Music]
2 00:00:08,000 --> 00:00:11,120 the players and the people that get
3 00:00:09,760 --> 00:00:14,320 shot by one of these things are going to
4 00:00:11,120 --> 00:00:16,080 be fried two words unlimited power do
5 00:00:14,320 --> 00:00:16,960 you feel like a god firing the sniper
6 00:00:16,080 --> 00:00:18,640 rifle
7 00:00:16,960 --> 00:00:21,279 it's like you're firing lightning down
8 00:00:18,640 --> 00:00:21,279 from the heavens
9 00:00:22,720 --> 00:00:27,119 electron damage is a new energy damage
10 00:00:25,599 --> 00:00:28,480 type that we've got going in game and
11 00:00:27,119 --> 00:00:30,480 it's comprised of
12 00:00:28,480 --> 00:00:32,480 several different other damage types
13 00:00:30,480 --> 00:00:34,399 really it's a little bit of energy
14 00:00:32,480 --> 00:00:35,920 a little bit of distortion and a little
15 00:00:34,399 --> 00:00:37,360 bit of a new damage type that we have
16 00:00:35,920 --> 00:00:39,040 under the hood called stun
17 00:00:37,360 --> 00:00:40,160 so the damage types we've got in game at
18 00:00:39,040 --> 00:00:40,960 the moment they're a little bit more
19 00:00:40,160 --> 00:00:43,280 straightforward
20 00:00:40,960 --> 00:00:44,160 and we've got ballistic and laser and
21 00:00:43,280 --> 00:00:45,440 it's kind of like
22 00:00:44,160 --> 00:00:47,039 very straightforward what those things
23 00:00:45,440 --> 00:00:47,840 do there's no like additional special
24 00:00:47,039 --> 00:00:49,440 behaviors
25 00:00:47,840 --> 00:00:51,280 one of the big things about electron is
26 00:00:49,440 --> 00:00:52,480 um there's multiple levers we can kind
27 00:00:51,280 --> 00:00:54,000 of pull as designers
28 00:00:52,480 --> 00:00:55,440 it's comprised of energy damage
29 00:00:54,000 --> 00:00:57,360 distortion damage and something called
30 00:00:55,440 --> 00:00:59,600 stun damage which you will have seen
31 00:00:57,360 --> 00:01:00,559 in the new melee damage systems so with
32 00:00:59,600 --> 00:01:02,239 the new damage type
33 00:01:00,559 --> 00:01:04,320 we obviously needed new weapons to go
34 00:01:02,239 --> 00:01:05,280 with that and after a discussion with
35 00:01:04,320 --> 00:01:06,720 the writers we
36 00:01:05,280 --> 00:01:08,159 thought lightning bolt company would be
37 00:01:06,720 --> 00:01:08,640 the best fit that we kind of had on
38 00:01:08,159 --> 00:01:10,159 paper
39 00:01:08,640 --> 00:01:11,760 it was only a couple of sentences but
40 00:01:10,159 --> 00:01:12,960 there's a corporation matrix that we
41 00:01:11,760 --> 00:01:14,720 looked through and
42 00:01:12,960 --> 00:01:16,080 we saw that it's like they were called
43 00:01:14,720 --> 00:01:18,400 lightning bolt company
44 00:01:16,080 --> 00:01:20,320 and it was like a pmc turned like
45 00:01:18,400 --> 00:01:21,360 military weapons manufacturer the sick
46 00:01:20,320 --> 00:01:22,880 of everyone else's crap
47 00:01:21,360 --> 00:01:27,840 it was quite cool to kind of link them
48 00:01:22,880 --> 00:01:27,840 in and get something really in the game
49 00:01:28,400 --> 00:01:31,439 the two weapons that we wanted to work
50 00:01:29,840 --> 00:01:32,640 on were a sniper rifle and a pistol
51 00:01:31,439 --> 00:01:34,400 because they're like opposite ends of
52 00:01:32,640 --> 00:01:35,840 the spectrum we get to test this new
53 00:01:34,400 --> 00:01:37,920 damage type really thoroughly with them
54 00:01:35,840 --> 00:01:39,680 both when it came time to start modeling
55 00:01:37,920 --> 00:01:42,399 the actual weapons in-game
56 00:01:39,680 --> 00:01:42,799 it starts off with a website that has
57 00:01:42,399 --> 00:01:45,040 the
58 00:01:42,799 --> 00:01:46,399 development of the weapon up to that
59 00:01:45,040 --> 00:01:48,799 point we're given
60 00:01:46,399 --> 00:01:49,520 a concept piece as well as a concept
61 00:01:48,799 --> 00:01:51,520 model
62 00:01:49,520 --> 00:01:53,680 it's been rendered in keyshot which just
63 00:01:51,520 --> 00:01:55,920 adds some materials to it though
64 00:01:53,680 --> 00:01:57,280 which is great for us to work from um to
65 00:01:55,920 --> 00:01:59,280 be honest because it allows us to
66 00:01:57,280 --> 00:02:00,000 already build upon the work of somebody
67 00:01:59,280 --> 00:02:01,439 else's
68 00:02:00,000 --> 00:02:03,360 so you can get a better product in the
69 00:02:01,439 --> 00:02:05,360 end of things and then
70 00:02:03,360 --> 00:02:06,479 it's our job to kind of take that to a
71 00:02:05,360 --> 00:02:07,680 functional level
72 00:02:06,479 --> 00:02:09,599 a lot of the time you have to make
73 00:02:07,680 --> 00:02:11,599 changes such as oh the script is too far
74 00:02:09,599 --> 00:02:13,440 away this doesn't quite work
75 00:02:11,599 --> 00:02:15,280 you have to kind of rejig the concept so
76 00:02:13,440 --> 00:02:16,959 it's actually functional too
77 00:02:15,280 --> 00:02:18,400 the sniper rifle and the pistol are both
78 00:02:16,959 --> 00:02:20,640 very different in their usage
79 00:02:18,400 --> 00:02:22,720 so the sniper rifle is at the kind of
80 00:02:20,640 --> 00:02:24,239 extreme power end of the spectrum it
81 00:02:22,720 --> 00:02:26,080 fires very slowly
82 00:02:24,239 --> 00:02:28,480 despite the sniper rifle being quite a
83 00:02:26,080 --> 00:02:31,599 high-tech weapon it does have a pull
84 00:02:28,480 --> 00:02:34,239 action for reloading and and that's so
85 00:02:31,599 --> 00:02:35,519 it always feels much more powerful that
86 00:02:34,239 --> 00:02:37,680 way because you can really see the
87 00:02:35,519 --> 00:02:38,000 resistance of the character pulling it
88 00:02:37,680 --> 00:02:39,599 back
89 00:02:38,000 --> 00:02:41,360 adding power to the shot when you do
90 00:02:39,599 --> 00:02:43,200 fire it and in addition to that it's got
91 00:02:41,360 --> 00:02:45,760 the electron behavior on top of it
92 00:02:43,200 --> 00:02:47,599 plus on top of that it also chains
93 00:02:45,760 --> 00:02:49,599 electron damage between targets with the
94 00:02:47,599 --> 00:02:51,440 damage getting less and less each
95 00:02:49,599 --> 00:02:53,120 jump that it does some of the key
96 00:02:51,440 --> 00:02:56,160 elements of lightning weapons
97 00:02:53,120 --> 00:02:57,360 are the moving parts um all those things
98 00:02:56,160 --> 00:02:59,680 that you don't really see on other
99 00:02:57,360 --> 00:03:02,239 weapons really make this one stand out
100 00:02:59,680 --> 00:03:03,120 so the sniper rifle has the vents at the
101 00:03:02,239 --> 00:03:05,920 side that open
102 00:03:03,120 --> 00:03:07,519 up it has all the pins that spin same as
103 00:03:05,920 --> 00:03:08,319 the pistol but i think the pistol is
104 00:03:07,519 --> 00:03:10,159 more of a
105 00:03:08,319 --> 00:03:12,080 shrunken down version of the sniper
106 00:03:10,159 --> 00:03:13,680 rifle which fires obviously a lot faster
107 00:03:12,080 --> 00:03:15,840 than sniper rifle but it is weaker
108 00:03:13,680 --> 00:03:17,280 but what that does mean is if you do
109 00:03:15,840 --> 00:03:18,480 shoot someone you can shoot them quickly
110 00:03:17,280 --> 00:03:20,400 twice in succession
111 00:03:18,480 --> 00:03:22,159 it makes it a lot more exciting to use
112 00:03:20,400 --> 00:03:23,040 and wield just the reload animation
113 00:03:22,159 --> 00:03:25,519 alone
114 00:03:23,040 --> 00:03:26,400 uh getting that to work as well is a
115 00:03:25,519 --> 00:03:28,400 challenge but
116 00:03:26,400 --> 00:03:29,840 i think it's really worth it for how you
117 00:03:28,400 --> 00:03:31,519 get to like whip it out and you have to
118 00:03:29,840 --> 00:03:33,120 take it out it's a bit like a flare gun
119 00:03:31,519 --> 00:03:35,599 that gives a lot of opportunities for
120 00:03:33,120 --> 00:03:36,159 vfr vfx artists to play around as well
121 00:03:35,599 --> 00:03:38,879 and
122 00:03:36,159 --> 00:03:39,599 see some vfx there once we had the the
123 00:03:38,879 --> 00:03:41,680 concept
124 00:03:39,599 --> 00:03:42,720 put together some effects just to
125 00:03:41,680 --> 00:03:46,000 initially block out
126 00:03:42,720 --> 00:03:48,560 how the gameplay loop would work so like
127 00:03:46,000 --> 00:03:49,120 placeholder effects for each of the
128 00:03:48,560 --> 00:03:53,439 vents
129 00:03:49,120 --> 00:03:54,879 the muzzle flash having it fire
130 00:03:53,439 --> 00:03:57,599 yeah just just trying to work out
131 00:03:54,879 --> 00:04:00,400 visually how the lining would
132 00:03:57,599 --> 00:04:01,760 arc around the gun how it would affect
133 00:04:00,400 --> 00:04:03,360 the player
134 00:04:01,760 --> 00:04:04,640 we knew for a fact that down the barrel
135 00:04:03,360 --> 00:04:05,599 we want to get all the visual interest
136 00:04:04,640 --> 00:04:06,879 in there and
137 00:04:05,599 --> 00:04:08,319 the mechanisms that we wanted to play
138 00:04:06,879 --> 00:04:10,560 with were all to do with this charge
139 00:04:08,319 --> 00:04:12,720 system that you were having to cycle out
140 00:04:10,560 --> 00:04:14,640 and discharge so we were already talking
141 00:04:12,720 --> 00:04:17,040 to vfx in the concept phase
142 00:04:14,640 --> 00:04:19,040 to make sure that we were giving them
143 00:04:17,040 --> 00:04:20,560 kind of these items all over the gun
144 00:04:19,040 --> 00:04:22,479 that you can see when you you know make
145 00:04:20,560 --> 00:04:24,479 doing your shots doing your reloads that
146 00:04:22,479 --> 00:04:25,680 there's tons of interesting things to
147 00:04:24,479 --> 00:04:27,520 see and look at
148 00:04:25,680 --> 00:04:29,120 so when the weapon is fired it releases
149 00:04:27,520 --> 00:04:29,759 this powerful arcing electrical
150 00:04:29,120 --> 00:04:31,360 discharge
151 00:04:29,759 --> 00:04:32,960 that propagates down the end of the
152 00:04:31,360 --> 00:04:35,759 barrel and towards the target
153 00:04:32,960 --> 00:04:36,880 so for this i'm using like beam splines
154 00:04:35,759 --> 00:04:40,080 and
155 00:04:36,880 --> 00:04:41,520 the trail emitters to make a sort of
156 00:04:40,080 --> 00:04:42,960 lightning arcing effect
157 00:04:41,520 --> 00:04:45,280 really like releasing from the actual
158 00:04:42,960 --> 00:04:47,280 muzzle flash itself
159 00:04:45,280 --> 00:04:49,199 and then when when it actually hits the
160 00:04:47,280 --> 00:04:52,240 target it impacts
161 00:04:49,199 --> 00:04:53,120 which is just generally gpu sparks some
162 00:04:52,240 --> 00:04:56,320 steam
163 00:04:53,120 --> 00:04:58,560 some electrical crackle which is again
164 00:04:56,320 --> 00:04:59,919 trails there's a mixture of textures and
165 00:04:58,560 --> 00:05:02,160 some distortion
166 00:04:59,919 --> 00:05:04,000 once it's fired again at another target
167 00:05:02,160 --> 00:05:05,759 it creates this chain lightning effect
168 00:05:04,000 --> 00:05:07,600 and then if you get shot again it causes
169 00:05:05,759 --> 00:05:08,080 an electron discharge which is like a
170 00:05:07,600 --> 00:05:10,080 mini
171 00:05:08,080 --> 00:05:11,520 pulse explosion which does a little bit
172 00:05:10,080 --> 00:05:13,199 of additional damage to you and anyone
173 00:05:11,520 --> 00:05:14,800 near you and then that can also
174 00:05:13,199 --> 00:05:16,400 if someone else is charged near you it
175 00:05:14,800 --> 00:05:18,320 will cause a chain reaction and cause
176 00:05:16,400 --> 00:05:22,160 them to push back at you as well
177 00:05:18,320 --> 00:05:24,800 which is a big big wave of release of
178 00:05:22,160 --> 00:05:25,840 like plasma and distortion and some
179 00:05:24,800 --> 00:05:29,440 extra crackly
180 00:05:25,840 --> 00:05:31,280 electric sparks uh these two weapons are
181 00:05:29,440 --> 00:05:33,759 of the lethal variety of electron and
182 00:05:31,280 --> 00:05:34,320 uh there are many kind of aspects we can
183 00:05:33,759 --> 00:05:35,759 play with
184 00:05:34,320 --> 00:05:37,600 the multiple damage types in there that
185 00:05:35,759 --> 00:05:39,360 we've got and then down the line we want
186 00:05:37,600 --> 00:05:40,639 to do bounty hunter weapons like tasers
187 00:05:39,360 --> 00:05:42,800 we've already been talking about
188 00:05:40,639 --> 00:05:44,240 so you know completely non-lethal it'll
189 00:05:42,800 --> 00:05:46,000 just knock someone out
190 00:05:44,240 --> 00:05:47,759 to be captured but yeah these two are
191 00:05:46,000 --> 00:05:49,520 very highly lethal primarily like
192 00:05:47,759 --> 00:05:51,680 they'll be doing energy damage to people
193 00:05:49,520 --> 00:05:52,960 i really like these weapons because all
194 00:05:51,680 --> 00:05:56,560 the teams that you get
195 00:05:52,960 --> 00:05:58,160 on them they really bring it together
196 00:05:56,560 --> 00:06:01,680 and it looks better every single time
197 00:05:58,160 --> 00:06:03,759 somebody does their pass on things
198 00:06:01,680 --> 00:06:04,960 in addition to our first electron damage
199 00:06:03,759 --> 00:06:07,360 fps weapons
200 00:06:04,960 --> 00:06:09,120 the upcoming alpha 3.10 also aims to
201 00:06:07,360 --> 00:06:10,720 bring with it the first iteration of our
202 00:06:09,120 --> 00:06:12,560 new player trading app
203 00:06:10,720 --> 00:06:14,000 an attachment to moby glass over the
204 00:06:12,560 --> 00:06:16,319 next several patches
205 00:06:14,000 --> 00:06:18,000 aims to set a foundation that will allow
206 00:06:16,319 --> 00:06:20,800 citizens better control of their
207 00:06:18,000 --> 00:06:23,680 emerging commercial destinies
208 00:06:20,800 --> 00:06:25,280 so a key feature in any mmo is the
209 00:06:23,680 --> 00:06:27,840 ability for players to
210 00:06:25,280 --> 00:06:28,639 trade goods and services with each other
211 00:06:27,840 --> 00:06:30,080 and
212 00:06:28,639 --> 00:06:32,319 pay each other for those goods and
213 00:06:30,080 --> 00:06:34,800 services you might want to be able to
214 00:06:32,319 --> 00:06:37,039 say here have this item
215 00:06:34,800 --> 00:06:38,400 or hey i'll buy that spaceship off of
216 00:06:37,039 --> 00:06:42,479 you for
217 00:06:38,400 --> 00:06:44,800 x amount or even hey if you can
218 00:06:42,479 --> 00:06:45,600 bring me from point a to point b i will
219 00:06:44,800 --> 00:06:48,080 pay you this
220 00:06:45,600 --> 00:06:49,520 amount these are core things in any mmo
221 00:06:48,080 --> 00:06:50,960 and they've been lacking in star citizen
222 00:06:49,520 --> 00:06:52,720 for a while now and we're going to
223 00:06:50,960 --> 00:06:55,919 finally be able to put them in place
224 00:06:52,720 --> 00:06:55,919 with the player trading app
225 00:06:56,400 --> 00:07:00,080 up until now we've had the service
226 00:06:57,919 --> 00:07:00,960 beacons which are a system that allows
227 00:07:00,080 --> 00:07:04,160 players to
228 00:07:00,960 --> 00:07:05,599 say i need a service performed and i'm
229 00:07:04,160 --> 00:07:06,080 willing to pay this amount of money for
230 00:07:05,599 --> 00:07:08,880 it
231 00:07:06,080 --> 00:07:10,960 and anybody could accept them it was
232 00:07:08,880 --> 00:07:13,199 more of a grand craigslist call
233 00:07:10,960 --> 00:07:14,400 kind of situation as with many other
234 00:07:13,199 --> 00:07:16,400 features we're going to be
235 00:07:14,400 --> 00:07:17,599 developing this over time and rolling it
236 00:07:16,400 --> 00:07:19,440 out in stages
237 00:07:17,599 --> 00:07:21,360 for what we call the tier 0 the first
238 00:07:19,440 --> 00:07:24,080 release that's going to come out
239 00:07:21,360 --> 00:07:24,800 we're going to allow players to gift
240 00:07:24,080 --> 00:07:28,000 each other
241 00:07:24,800 --> 00:07:31,120 currency in this case a alpha uec
242 00:07:28,000 --> 00:07:32,800 and merit this will be a one-way send
243 00:07:31,120 --> 00:07:34,400 there will not be any kind of handshake
244 00:07:32,800 --> 00:07:35,919 process and it will be limited
245 00:07:34,400 --> 00:07:37,599 exclusively to currency
246 00:07:35,919 --> 00:07:39,039 the reason we're starting with this and
247 00:07:37,599 --> 00:07:41,199 it seems very simple
248 00:07:39,039 --> 00:07:43,120 really but this is the first time that
249 00:07:41,199 --> 00:07:45,759 we're really in star citizen having
250 00:07:43,120 --> 00:07:47,199 ownership of something transfer from one
251 00:07:45,759 --> 00:07:48,960 player to another player
252 00:07:47,199 --> 00:07:50,479 and so we need to start with something
253 00:07:48,960 --> 00:07:53,599 very simple and very easy to track
254 00:07:50,479 --> 00:07:54,080 um currency is that thing that way we
255 00:07:53,599 --> 00:07:55,680 can
256 00:07:54,080 --> 00:07:57,599 make sure that there aren't any hitches
257 00:07:55,680 --> 00:07:58,000 any exploits all those things kind of
258 00:07:57,599 --> 00:08:00,560 iron
259 00:07:58,000 --> 00:08:02,400 out any of the flaws before we roll into
260 00:08:00,560 --> 00:08:04,240 more complicated things
261 00:08:02,400 --> 00:08:06,160 the way that players will be interacting
262 00:08:04,240 --> 00:08:07,120 with this they'll bring up a moby glass
263 00:08:06,160 --> 00:08:09,360 app it'll be
264 00:08:07,120 --> 00:08:10,479 one of the first new moby glass apps
265 00:08:09,360 --> 00:08:11,759 that we're going to be implementing in a
266 00:08:10,479 --> 00:08:13,120 while and it's going to use our new
267 00:08:11,759 --> 00:08:14,960 building blocks technology which is
268 00:08:13,120 --> 00:08:17,919 pretty exciting and it's going to
269 00:08:14,960 --> 00:08:18,319 allow you to essentially select a player
270 00:08:17,919 --> 00:08:20,000 from
271 00:08:18,319 --> 00:08:21,599 any player whether they're on your
272 00:08:20,000 --> 00:08:23,360 server on a different server whether
273 00:08:21,599 --> 00:08:26,560 they're offline online
274 00:08:23,360 --> 00:08:27,840 and via name search similar to how we do
275 00:08:26,560 --> 00:08:29,919 friends list searching
276 00:08:27,840 --> 00:08:31,759 and you'll be able to select them and
277 00:08:29,919 --> 00:08:34,320 then type in an amount of
278 00:08:31,759 --> 00:08:35,519 merit or auc that you want to send them
279 00:08:34,320 --> 00:08:36,959 and hit send and
280 00:08:35,519 --> 00:08:38,880 there will be a confirmation process of
281 00:08:36,959 --> 00:08:40,560 course and then they will
282 00:08:38,880 --> 00:08:41,919 get a notification that your gift has
283 00:08:40,560 --> 00:08:42,719 arrived you will get one that they have
284 00:08:41,919 --> 00:08:46,399 received it
285 00:08:42,719 --> 00:08:47,120 and there we go our recent work in three
286 00:08:46,399 --> 00:08:49,279 nine
287 00:08:47,120 --> 00:08:50,720 on the unified friends list has actually
288 00:08:49,279 --> 00:08:53,040 allowed us to
289 00:08:50,720 --> 00:08:54,000 search very easily a massive database of
290 00:08:53,040 --> 00:08:56,320 all players that are playing
291 00:08:54,000 --> 00:08:57,120 the game and with this we are now able
292 00:08:56,320 --> 00:08:59,600 to allow you
293 00:08:57,120 --> 00:09:00,640 to quickly find a person that you just
294 00:08:59,600 --> 00:09:03,120 type in their name
295 00:09:00,640 --> 00:09:03,839 no matter where they are and send them
296 00:09:03,120 --> 00:09:05,600 currency
297 00:09:03,839 --> 00:09:07,600 um and this just wouldn't have been
298 00:09:05,600 --> 00:09:08,800 possible before so it's a pretty nice
299 00:09:07,600 --> 00:09:11,279 leap forward
300 00:09:08,800 --> 00:09:12,959 so as we move from tier zero to future
301 00:09:11,279 --> 00:09:13,440 tiers we're going to be implementing a
302 00:09:12,959 --> 00:09:16,240 few
303 00:09:13,440 --> 00:09:18,480 uh additional features the first thing
304 00:09:16,240 --> 00:09:20,240 is a two-way trade rather than simply
305 00:09:18,480 --> 00:09:22,320 sending a gift
306 00:09:20,240 --> 00:09:23,920 when we do that what we will allow is
307 00:09:22,320 --> 00:09:26,160 for players to actually open an
308 00:09:23,920 --> 00:09:27,360 active trade interface in between
309 00:09:26,160 --> 00:09:29,920 players where they can
310 00:09:27,360 --> 00:09:31,279 almost barter you can put up a few items
311 00:09:29,920 --> 00:09:32,560 on one side of the screen and see what
312 00:09:31,279 --> 00:09:33,440 the other person is putting up on their
313 00:09:32,560 --> 00:09:35,200 side of the screen
314 00:09:33,440 --> 00:09:37,440 and you'll be able to see and see and
315 00:09:35,200 --> 00:09:39,920 trade and and basically debate what you
316 00:09:37,440 --> 00:09:42,240 want to send them
317 00:09:39,920 --> 00:09:44,240 and that is to allow the other player to
318 00:09:42,240 --> 00:09:45,920 essentially say no i don't want this or
319 00:09:44,240 --> 00:09:47,440 yes i do want that or please give me
320 00:09:45,920 --> 00:09:50,399 more of this
321 00:09:47,440 --> 00:09:52,080 the next step with that of course since
322 00:09:50,399 --> 00:09:52,640 we're still at currency at that stage is
323 00:09:52,080 --> 00:09:54,560 to add
324 00:09:52,640 --> 00:09:56,320 items when we say items that could be
325 00:09:54,560 --> 00:09:58,399 ships that could be commodities that
326 00:09:56,320 --> 00:09:59,279 could be guns that could be all kinds of
327 00:09:58,399 --> 00:10:02,079 things
328 00:09:59,279 --> 00:10:02,640 and that next step is of course a pretty
329 00:10:02,079 --> 00:10:04,560 massive
330 00:10:02,640 --> 00:10:06,240 layer of complexity which is why we've
331 00:10:04,560 --> 00:10:06,880 kind of stripped it out of the earlier
332 00:10:06,240 --> 00:10:09,040 bits
333 00:10:06,880 --> 00:10:10,079 and then finally and this is a very
334 00:10:09,040 --> 00:10:13,040 important bit
335 00:10:10,079 --> 00:10:14,959 up until now when we've been doing these
336 00:10:13,040 --> 00:10:16,320 trades and sending ownership if it was
337 00:10:14,959 --> 00:10:17,279 currency it didn't have a physical
338 00:10:16,320 --> 00:10:19,120 location
339 00:10:17,279 --> 00:10:21,200 and up until this point if it was a
340 00:10:19,120 --> 00:10:22,560 commodity or something physical it was
341 00:10:21,200 --> 00:10:25,920 going to basically stay
342 00:10:22,560 --> 00:10:29,040 where it was um we in a later
343 00:10:25,920 --> 00:10:29,760 uh iteration will allow players to place
344 00:10:29,040 --> 00:10:31,200 their goods
345 00:10:29,760 --> 00:10:33,440 in the cargo decks that you may have
346 00:10:31,200 --> 00:10:34,720 been hearing about elsewhere
347 00:10:33,440 --> 00:10:36,640 and when you place them in these
348 00:10:34,720 --> 00:10:38,079 publicly accessible spaces and put them
349 00:10:36,640 --> 00:10:40,399 up for trade and put them
350 00:10:38,079 --> 00:10:41,440 to trade with other players that will
351 00:10:40,399 --> 00:10:44,000 allow them
352 00:10:41,440 --> 00:10:45,360 to be then shipped to other places we
353 00:10:44,000 --> 00:10:47,200 actually hope to
354 00:10:45,360 --> 00:10:48,880 integrate this very thoroughly with the
355 00:10:47,200 --> 00:10:51,360 shipping gameplay that is so core to
356 00:10:48,880 --> 00:10:53,120 star citizen
357 00:10:51,360 --> 00:10:54,320 what we learned this week well we
358 00:10:53,120 --> 00:10:57,120 learned that there's more to fighting
359 00:10:54,320 --> 00:10:59,200 fps battles than just bullets and lasers
360 00:10:57,120 --> 00:11:01,040 that while lethal at the moment electron
361 00:10:59,200 --> 00:11:02,640 damage sets the stage for the kind of
362 00:11:01,040 --> 00:11:04,560 non-lethal enforcement some bounty
363 00:11:02,640 --> 00:11:06,480 hunters look forward to in the future
364 00:11:04,560 --> 00:11:07,680 that when all is said and done shooting
365 00:11:06,480 --> 00:11:10,079 lightning is just
366 00:11:07,680 --> 00:11:11,360 cool and that the player trading app
367 00:11:10,079 --> 00:11:12,839 will continue to iterate
368 00:11:11,360 --> 00:11:15,440 adding additional features and
369 00:11:12,839 --> 00:11:17,279 functionality patch after patch
370 00:11:15,440 --> 00:11:29,839 for inside star citizen i'm jared
371 00:11:17,279 --> 00:11:29,839 huckaby we'll see you next week
372 00:11:39,440 --> 00:11:41,519 you