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 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
6:01

Video[]

basic
basic

Transcript[]

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

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

Screenshots[]

References[]

Advertisement