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The Inside Star Citizen episode To Go or Not to Go - Winter 2020 was published on 27. February 2020 on the CIG YouTube channel.

Topics and timestamps[]

Topic Timestamp
Actor Feature Team - Actor status, effects of temperature
0:45
What is the "Go/No-Go Meeting"
4:43

Video[]

Inside_Star_Citizen-_To_Go_or_Not_to_Go_-_Winter_2020
basic

Transcript[]

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

1 00:00:05,839 --> 00:00:09,360 in the universe of star citizen

2 00:00:07,520 --> 00:00:11,360 we want the choices players make to

3 00:00:09,360 --> 00:00:12,639 matter what ship will you need for a

4 00:00:11,360 --> 00:00:14,559 particular mission

5 00:00:12,639 --> 00:00:16,960 what kit will you use to accomplish your

6 00:00:14,559 --> 00:00:18,960 goals what supplies must you have to

7 00:00:16,960 --> 00:00:20,560 survive the elements and duration found

8 00:00:18,960 --> 00:00:23,039 in your upcoming enterprise

9 00:00:20,560 --> 00:00:24,560 the adventurer that masters preparation

10 00:00:23,039 --> 00:00:25,359 will find themselves with an edge over

11 00:00:24,560 --> 00:00:27,279 those who

12 00:00:25,359 --> 00:00:29,199 tap themselves hazardly throughout the

13 00:00:27,279 --> 00:00:31,439 universe and that's where the upcoming

14 00:00:29,199 --> 00:00:33,520 actor status system comes into play

15 00:00:31,439 --> 00:00:35,280 now more than just putting on a jacket

16 00:00:33,520 --> 00:00:36,000 when it's cold or eating a ration when

17 00:00:35,280 --> 00:00:37,520 hungry

18 00:00:36,000 --> 00:00:40,079 the actor feature team are working to

19 00:00:37,520 --> 00:00:41,920 create a system that aims to avoid the

20 00:00:40,079 --> 00:00:44,000 treacherous traps of tedium and

21 00:00:41,920 --> 00:00:48,160 tiresomeness while providing a

22 00:00:44,000 --> 00:00:48,160 fun and rewarding experience to players

23 00:00:48,800 --> 00:00:52,079 star citizen is not really a survival

24 00:00:50,320 --> 00:00:54,399 game in the traditional sense

25 00:00:52,079 --> 00:00:56,800 survival games generally kind of pin

26 00:00:54,399 --> 00:00:58,480 eating and drinking and you know staying

27 00:00:56,800 --> 00:00:59,680 warm at the you know the forefront of

28 00:00:58,480 --> 00:01:01,520 the gameplay that's kind of

29 00:00:59,680 --> 00:01:02,800 their main game mechanics are to kind of

30 00:01:01,520 --> 00:01:04,799 keep yourself alive

31 00:01:02,800 --> 00:01:07,520 whereas the star citizen experience is

32 00:01:04,799 --> 00:01:08,799 so much more it's just another addition

33 00:01:07,520 --> 00:01:11,280 it's been very interesting working on

34 00:01:08,799 --> 00:01:13,200 actually actor status is essentially

35 00:01:11,280 --> 00:01:15,680 anything that can affect the status of

36 00:01:13,200 --> 00:01:16,799 the player it's been like a mini science

37 00:01:15,680 --> 00:01:19,360 lesson every day it's just because you

38 00:01:16,799 --> 00:01:21,439 want to ground this in reality

39 00:01:19,360 --> 00:01:24,000 we want the player to kind of like have

40 00:01:21,439 --> 00:01:24,640 a realistic response to the environment

41 00:01:24,000 --> 00:01:26,640 they're in

42 00:01:24,640 --> 00:01:28,240 and change the way they play around the

43 00:01:26,640 --> 00:01:30,320 places that they're visiting

44 00:01:28,240 --> 00:01:31,680 and we want to make it so it's not

45 00:01:30,320 --> 00:01:32,799 getting in the way of you doing anything

46 00:01:31,680 --> 00:01:33,680 but it's something that you have to

47 00:01:32,799 --> 00:01:36,320 consider

48 00:01:33,680 --> 00:01:37,600 depending on what you want to do one of

49 00:01:36,320 --> 00:01:39,360 the big things was like you

50 00:01:37,600 --> 00:01:41,119 don't think about it very much but you

51 00:01:39,360 --> 00:01:42,399 know people always just say hypothermia

52 00:01:41,119 --> 00:01:44,000 in reference to cold

53 00:01:42,399 --> 00:01:45,439 people don't think about it also being

54 00:01:44,000 --> 00:01:46,399 hyperthermia and it starts to get a

55 00:01:45,439 --> 00:01:48,240 little bit hot

56 00:01:46,399 --> 00:01:49,759 we also found out kind of like how much

57 00:01:48,240 --> 00:01:50,799 humidity and wind chill affect the

58 00:01:49,759 --> 00:01:52,960 temperature

59 00:01:50,799 --> 00:01:54,880 if it's humid you can't sweat and wick

60 00:01:52,960 --> 00:01:55,360 away temperature from your body and if

61 00:01:54,880 --> 00:01:57,360 it's

62 00:01:55,360 --> 00:01:58,560 if there's wind chill it affects you

63 00:01:57,360 --> 00:02:00,000 know the temperature a lot and makes

64 00:01:58,560 --> 00:02:01,280 things a lot colder so

65 00:02:00,000 --> 00:02:02,799 kind of like looking all of that up

66 00:02:01,280 --> 00:02:03,439 online and just kind of like reading

67 00:02:02,799 --> 00:02:05,040 some like

68 00:02:03,439 --> 00:02:06,960 scientific journals and whatnot just to

69 00:02:05,040 --> 00:02:10,319 kind of get a good basis

70 00:02:06,960 --> 00:02:11,599 of what we're doing here the way this

71 00:02:10,319 --> 00:02:13,280 works is um

72 00:02:11,599 --> 00:02:14,879 every kind of room or planet will have

73 00:02:13,280 --> 00:02:16,239 an apparent temperature which is

74 00:02:14,879 --> 00:02:17,920 the temperature of the planet that's

75 00:02:16,239 --> 00:02:20,160 then affected by

76 00:02:17,920 --> 00:02:21,520 humidity or wind chill and you'll have

77 00:02:20,160 --> 00:02:22,560 that kind of number present to you so

78 00:02:21,520 --> 00:02:24,239 you kind of know

79 00:02:22,560 --> 00:02:25,920 what the environment's like you're in

80 00:02:24,239 --> 00:02:26,640 that in turn then affects your body

81 00:02:25,920 --> 00:02:28,080 temperature

82 00:02:26,640 --> 00:02:29,520 and if it starts to go too far out of

83 00:02:28,080 --> 00:02:30,800 whack you'll either start to suffer the

84 00:02:29,520 --> 00:02:32,640 effects of something like

85 00:02:30,800 --> 00:02:33,840 hypothermia when you start getting too

86 00:02:32,640 --> 00:02:35,360 cold

87 00:02:33,840 --> 00:02:37,200 so you might start getting sensitive to

88 00:02:35,360 --> 00:02:38,400 light again start shivering

89 00:02:37,200 --> 00:02:40,400 all the stuff that you saw the good

90 00:02:38,400 --> 00:02:41,599 stuff you saw it sits and come and then

91 00:02:40,400 --> 00:02:41,959 on the other side you've got something

92 00:02:41,599 --> 00:02:43,440 like

93 00:02:41,959 --> 00:02:45,280 hyperthermia which is when you're

94 00:02:43,440 --> 00:02:46,879 getting too hot and you start like

95 00:02:45,280 --> 00:02:48,560 getting like raspy breath

96 00:02:46,879 --> 00:02:49,920 like your vision might start swimming a

97 00:02:48,560 --> 00:02:51,440 little bit

98 00:02:49,920 --> 00:02:53,280 and eventually both of those conditions

99 00:02:51,440 --> 00:02:55,040 will result in death if you get far too

100 00:02:53,280 --> 00:02:57,040 cold or far too hot

101 00:02:55,040 --> 00:02:58,879 not all active statuses are negative so

102 00:02:57,040 --> 00:02:59,760 like hypo and hypothermia there are no

103 00:02:58,879 --> 00:03:01,680 benefits from

104 00:02:59,760 --> 00:03:03,360 suffering from those two things we do

105 00:03:01,680 --> 00:03:05,360 have buffs and debuffs

106 00:03:03,360 --> 00:03:07,120 gained from the food they will have some

107 00:03:05,360 --> 00:03:08,959 positive effects as well

108 00:03:07,120 --> 00:03:10,319 so you might drink some water which will

109 00:03:08,959 --> 00:03:10,959 kind of keep your thirst at bay for

110 00:03:10,319 --> 00:03:13,280 longer

111 00:03:10,959 --> 00:03:14,640 um you might eat a chocolate bar that

112 00:03:13,280 --> 00:03:16,480 kind of gives you a bit more energy and

113 00:03:14,640 --> 00:03:18,159 increases your stamina regeneration

114 00:03:16,480 --> 00:03:20,159 there might even be something medicinal

115 00:03:18,159 --> 00:03:23,760 that you can eat to you know give you a

116 00:03:20,159 --> 00:03:23,760 small amount of health regeneration

117 00:03:23,920 --> 00:03:27,120 it's fun in the same way that you have

118 00:03:25,680 --> 00:03:28,480 to pick the right ship for the right job

119 00:03:27,120 --> 00:03:29,840 in the pu like if you want to go and

120 00:03:28,480 --> 00:03:31,519 kill some pirates you want to take a

121 00:03:29,840 --> 00:03:33,840 combat ship if you want to go mine

122 00:03:31,519 --> 00:03:34,720 you want to go and take a mining ship in

123 00:03:33,840 --> 00:03:36,080 the same way

124 00:03:34,720 --> 00:03:37,920 you want your choice to matter when you

125 00:03:36,080 --> 00:03:38,400 go to a planet we want you to consider

126 00:03:37,920 --> 00:03:40,159 ahead

127 00:03:38,400 --> 00:03:42,000 you know what you want to do when you're

128 00:03:40,159 --> 00:03:42,319 there like you you're going to go there

129 00:03:42,000 --> 00:03:44,400 to

130 00:03:42,319 --> 00:03:45,840 go and explore outside your ship then

131 00:03:44,400 --> 00:03:48,239 yeah you'll probably want to you know

132 00:03:45,840 --> 00:03:49,760 take a cold suit with you in some food

133 00:03:48,239 --> 00:03:51,040 if you want to go to a hot planet for

134 00:03:49,760 --> 00:03:52,400 example as well you might want to take

135 00:03:51,040 --> 00:03:53,760 the hot suit with you and you might want

136 00:03:52,400 --> 00:03:55,680 to take a lot of drink with you

137 00:03:53,760 --> 00:03:58,000 and you know make your decisions really

138 00:03:55,680 --> 00:03:59,840 matter it just kind of rounds out the

139 00:03:58,000 --> 00:04:02,560 starters and experience that people

140 00:03:59,840 --> 00:04:04,959 expect with all of these varied massive

141 00:04:02,560 --> 00:04:06,959 environments to explore

142 00:04:04,959 --> 00:04:09,599 the process of developing star citizen

143 00:04:06,959 --> 00:04:11,599 is a continuously evolving operation

144 00:04:09,599 --> 00:04:12,640 constantly evaluating where things can

145 00:04:11,599 --> 00:04:14,560 be improved and

146 00:04:12,640 --> 00:04:16,880 how the way we make video games can grow

147 00:04:14,560 --> 00:04:18,639 and mature from the move to a quarterly

148 00:04:16,880 --> 00:04:20,400 release schedule with 3.1

149 00:04:18,639 --> 00:04:22,639 to the switch to a staggered development

150 00:04:20,400 --> 00:04:24,639 cadence one of the ways we improve the

151 00:04:22,639 --> 00:04:26,880 process towards the middle of last year

152 00:04:24,639 --> 00:04:27,759 was the implementation of the go no go

153 00:04:26,880 --> 00:04:30,080 meeting an

154 00:04:27,759 --> 00:04:31,440 effort to better identify not only when

155 00:04:30,080 --> 00:04:33,280 features and development were ready to

156 00:04:31,440 --> 00:04:35,440 be included in a quarterly patch

157 00:04:33,280 --> 00:04:37,040 but to find those which would be better

158 00:04:35,440 --> 00:04:40,840 served by hanging back

159 00:04:37,040 --> 00:04:43,759 and staying in incubation a little while

160 00:04:40,840 --> 00:04:45,600 longer

161 00:04:43,759 --> 00:04:47,600 the go no goes are where we make a

162 00:04:45,600 --> 00:04:48,400 decision on whether or not features and

163 00:04:47,600 --> 00:04:51,120 content

164 00:04:48,400 --> 00:04:51,520 are ready for the releases the feature

165 00:04:51,120 --> 00:04:53,440 team

166 00:04:51,520 --> 00:04:55,680 get together with the directors and

167 00:04:53,440 --> 00:04:57,840 production some members of the executive

168 00:04:55,680 --> 00:04:59,040 and with all of the other directors from

169 00:04:57,840 --> 00:05:01,039 the other teams as well

170 00:04:59,040 --> 00:05:02,080 to collectively review the feature

171 00:05:01,039 --> 00:05:03,440 they've been working on

172 00:05:02,080 --> 00:05:05,039 actually one of the reasons why we

173 00:05:03,440 --> 00:05:06,240 started this process was before we

174 00:05:05,039 --> 00:05:08,479 didn't have those gates

175 00:05:06,240 --> 00:05:09,520 to actually really control what was

176 00:05:08,479 --> 00:05:10,960 going into the game

177 00:05:09,520 --> 00:05:13,600 sometimes people will do things in

178 00:05:10,960 --> 00:05:14,320 isolation and then they won't see how it

179 00:05:13,600 --> 00:05:17,280 works together

180 00:05:14,320 --> 00:05:19,039 as a whole thing it really makes a point

181 00:05:17,280 --> 00:05:21,759 in time the development schedule

182 00:05:19,039 --> 00:05:23,680 to say actually guys let's pause let's

183 00:05:21,759 --> 00:05:26,800 evaluate let's really look at this

184 00:05:23,680 --> 00:05:29,440 play it through i think as directors we

185 00:05:26,800 --> 00:05:31,360 we basically had to create a list of hey

186 00:05:29,440 --> 00:05:32,240 this is our criteria this is what we

187 00:05:31,360 --> 00:05:33,840 expect from the

188 00:05:32,240 --> 00:05:35,759 from the product owner this is what we

189 00:05:33,840 --> 00:05:38,160 expect from the team

190 00:05:35,759 --> 00:05:40,000 and so the real important thing is that

191 00:05:38,160 --> 00:05:42,000 we actually as a group are able to make

192 00:05:40,000 --> 00:05:44,479 those decisions to say

193 00:05:42,000 --> 00:05:45,360 this is ready and it hits a certain

194 00:05:44,479 --> 00:05:47,039 quality bar

195 00:05:45,360 --> 00:05:48,960 that we want to be able to push forward

196 00:05:47,039 --> 00:05:50,479 with

197 00:05:48,960 --> 00:05:52,560 the determination of whether something

198 00:05:50,479 --> 00:05:54,080 goes live or not is basically dependent

199 00:05:52,560 --> 00:05:56,720 on the quality of that experience

200 00:05:54,080 --> 00:05:58,240 for instance when we have a typical

201 00:05:56,720 --> 00:06:00,240 feature or a game loop

202 00:05:58,240 --> 00:06:02,080 we want to make sure that a lot of what

203 00:06:00,240 --> 00:06:03,039 is needed to prime the player to perform

204 00:06:02,080 --> 00:06:05,680 a certain action

205 00:06:03,039 --> 00:06:07,039 take fps mining for example you can

206 00:06:05,680 --> 00:06:08,960 actually go to

207 00:06:07,039 --> 00:06:10,240 the store buying in buy the mining

208 00:06:08,960 --> 00:06:13,120 equipment

209 00:06:10,240 --> 00:06:13,759 go out find the mining mineable rock

210 00:06:13,120 --> 00:06:16,319 mine it

211 00:06:13,759 --> 00:06:16,880 take it back sell it you know and that

212 00:06:16,319 --> 00:06:19,680 would

213 00:06:16,880 --> 00:06:21,199 be a complete game loop so if the

214 00:06:19,680 --> 00:06:23,120 experience is something that we think

215 00:06:21,199 --> 00:06:24,639 enhances the game and something we want

216 00:06:23,120 --> 00:06:26,720 to get into the public's hands

217 00:06:24,639 --> 00:06:28,560 and get feedback on then obviously it's

218 00:06:26,720 --> 00:06:30,720 a go in terms of

219 00:06:28,560 --> 00:06:32,639 decisions we've made there's been times

220 00:06:30,720 --> 00:06:34,319 where things have been a bit 50 50.

221 00:06:32,639 --> 00:06:36,319 with those kind of decisions there's

222 00:06:34,319 --> 00:06:37,600 been a fair few times where we've said

223 00:06:36,319 --> 00:06:39,919 well actually we think that it'll be

224 00:06:37,600 --> 00:06:41,039 good to get out to the backers

225 00:06:39,919 --> 00:06:43,280 and that means they're not always going

226 00:06:41,039 --> 00:06:44,319 to be 100 perfect but that's why we want

227 00:06:43,280 --> 00:06:45,840 to push them out there

228 00:06:44,319 --> 00:06:48,400 we want to gather feedback we want to

229 00:06:45,840 --> 00:06:49,520 look at analytics we want to talk to the

230 00:06:48,400 --> 00:06:51,199 community and discuss

231 00:06:49,520 --> 00:06:52,560 how can we progress this how can we move

232 00:06:51,199 --> 00:06:54,479 this on to the next level

233 00:06:52,560 --> 00:06:55,599 in some circumstances clearly the

234 00:06:54,479 --> 00:06:57,840 feature isn't ready

235 00:06:55,599 --> 00:06:59,840 and then it's easy to say actually let's

236 00:06:57,840 --> 00:07:01,759 relieve the pressure it's a no go

237 00:06:59,840 --> 00:07:03,520 and then let's give the team more chance

238 00:07:01,759 --> 00:07:05,120 and opportunity to make it better

239 00:07:03,520 --> 00:07:07,039 i think you anytime you work on a

240 00:07:05,120 --> 00:07:08,720 project or or anything

241 00:07:07,039 --> 00:07:10,400 you're expecting it to be done by a

242 00:07:08,720 --> 00:07:12,400 certain deadline um

243 00:07:10,400 --> 00:07:14,080 if it doesn't hit that deadline you know

244 00:07:12,400 --> 00:07:16,639 then you have questions of why

245 00:07:14,080 --> 00:07:17,280 what held us back but at the same time i

246 00:07:16,639 --> 00:07:19,360 would rather

247 00:07:17,280 --> 00:07:21,840 hold something back if it's not right

248 00:07:19,360 --> 00:07:23,520 than put it out into the public

249 00:07:21,840 --> 00:07:25,360 in terms of how these things affect the

250 00:07:23,520 --> 00:07:27,599 roadmap i always feel that

251 00:07:25,360 --> 00:07:28,639 on a personal level can feel a bit

252 00:07:27,599 --> 00:07:30,240 disappointed that

253 00:07:28,639 --> 00:07:31,680 we were really close to delivering

254 00:07:30,240 --> 00:07:33,520 something but

255 00:07:31,680 --> 00:07:34,960 it may need to be pushed out that's kind

256 00:07:33,520 --> 00:07:36,960 of why we've started doing the roadmap

257 00:07:34,960 --> 00:07:39,440 roundup is that so that we can

258 00:07:36,960 --> 00:07:40,800 try and convey the reasons behind why

259 00:07:39,440 --> 00:07:42,639 something that was on the roadmap for a

260 00:07:40,800 --> 00:07:44,720 little while has then got moved

261 00:07:42,639 --> 00:07:45,919 if we let a feature in that maybe isn't

262 00:07:44,720 --> 00:07:49,039 ready

263 00:07:45,919 --> 00:07:51,440 there will be delays there will be other

264 00:07:49,039 --> 00:07:53,440 bugs that it might create and you know

265 00:07:51,440 --> 00:07:54,639 therefore it affects our quarterly

266 00:07:53,440 --> 00:07:58,240 releases that's why we

267 00:07:54,639 --> 00:07:59,599 we need to be so harsh on these things

268 00:07:58,240 --> 00:08:01,759 an example of something that we've held

269 00:07:59,599 --> 00:08:05,120 back from releasing actually is

270 00:08:01,759 --> 00:08:06,639 in this quarter we have a

271 00:08:05,120 --> 00:08:08,160 a new targeting system that's been

272 00:08:06,639 --> 00:08:10,080 worked on from the

273 00:08:08,160 --> 00:08:11,440 vehicle team they're working to update

274 00:08:10,080 --> 00:08:12,479 and overhaul the targeting system for

275 00:08:11,440 --> 00:08:14,160 the ships

276 00:08:12,479 --> 00:08:15,599 which currently does work and we could

277 00:08:14,160 --> 00:08:16,960 actually release at this point in time

278 00:08:15,599 --> 00:08:21,280 right now however

279 00:08:16,960 --> 00:08:21,280 the dui that comes along with it is

280 00:08:21,919 --> 00:08:26,000 not the best way of us showing this

281 00:08:24,400 --> 00:08:27,120 feature off for the first time

282 00:08:26,000 --> 00:08:28,960 this is actually going to make a lot

283 00:08:27,120 --> 00:08:30,000 better use of the new building blocks ui

284 00:08:28,960 --> 00:08:32,719 so we're going to

285 00:08:30,000 --> 00:08:33,760 be holding the new targeting system back

286 00:08:32,719 --> 00:08:36,000 until the building block

287 00:08:33,760 --> 00:08:37,680 ui is at a position that we can release

288 00:08:36,000 --> 00:08:39,200 that to the public and these two things

289 00:08:37,680 --> 00:08:40,880 can come together and be a really good

290 00:08:39,200 --> 00:08:44,640 first example of this

291 00:08:40,880 --> 00:08:46,320 new targeting system sometimes when you

292 00:08:44,640 --> 00:08:47,680 do get a no-go you know it can be

293 00:08:46,320 --> 00:08:49,200 disheartening because you

294 00:08:47,680 --> 00:08:50,800 really work and you put some effort in

295 00:08:49,200 --> 00:08:53,760 to actually get it up to that point

296 00:08:50,800 --> 00:08:54,240 our job is to try and hopefully convey

297 00:08:53,760 --> 00:08:55,360 that

298 00:08:54,240 --> 00:08:56,880 it's not because we don't think what

299 00:08:55,360 --> 00:08:58,080 they've done isn't good enough it's just

300 00:08:56,880 --> 00:09:00,399 simply that

301 00:08:58,080 --> 00:09:01,600 in the review meeting uh we're addressed

302 00:09:00,399 --> 00:09:03,279 to just give it the

303 00:09:01,600 --> 00:09:04,880 the best impact that it could do so the

304 00:09:03,279 --> 00:09:06,720 community can feel

305 00:09:04,880 --> 00:09:08,880 uh really impressed with it all so while

306 00:09:06,720 --> 00:09:10,640 it might be a moment of disappointment

307 00:09:08,880 --> 00:09:12,240 in the long run it's a much greater

308 00:09:10,640 --> 00:09:12,880 feeling when you release that feature to

309 00:09:12,240 --> 00:09:15,040 the public

310 00:09:12,880 --> 00:09:16,240 and they really enjoy it so what we

311 00:09:15,040 --> 00:09:17,839 learned this week

312 00:09:16,240 --> 00:09:19,760 well we learned that in star citizen's

313 00:09:17,839 --> 00:09:21,440 first person universe it's not just the

314 00:09:19,760 --> 00:09:22,800 spaceships you'll need to maintain to

315 00:09:21,440 --> 00:09:24,720 achieve your goals

316 00:09:22,800 --> 00:09:26,240 that delaying an anticipated feature can

317 00:09:24,720 --> 00:09:27,760 be disappointing to developers and

318 00:09:26,240 --> 00:09:30,080 players alike and a decision

319 00:09:27,760 --> 00:09:32,320 never made casually or lightly but that

320 00:09:30,080 --> 00:09:33,839 a no-go is an important firewall against

321 00:09:32,320 --> 00:09:34,640 allowing a feature to go live before

322 00:09:33,839 --> 00:09:36,240 it's ready

323 00:09:34,640 --> 00:09:37,920 in just one more way we're working to

324 00:09:36,240 --> 00:09:39,680 ensure all features get the time and

325 00:09:37,920 --> 00:09:41,120 resources they need to maintain and

326 00:09:39,680 --> 00:09:43,680 improve the gameplay experience

327 00:09:41,120 --> 00:09:45,600 for star citizens everywhere for inside

328 00:09:43,680 --> 00:09:51,839 star citizen i'm jared huckaby

329 00:09:45,600 --> 00:09:51,839 we'll see you next week

330 00:10:06,720 --> 00:10:08,800 you

Screenshots[]

References[]

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