I don't normally comment on youtube, but i think it's important to state that if you really want to understand what SC is trying to achieve, it should really behoove to watch this.
O good they realized that if they make the "discovery" info decay over time that allows all created content to remain relevant as far as exploration goes. That is an easy and cheap answer to a hard problem. (not being sarcastic, really is a good thing) Meaning a Carrak can fly through an area once and discover for the first time, then other ships flying through can scan the same stuff months or years later and not just receive zero credit due to it already being scanned, as they are confirming scans and updating info that in reality would not necessarily be static.
Excellent point. This panel also helped me grasp the role of data runners. You've been scanning a planet for an hour when you notice a herald nearby has just hacked you and stolen that data. If it takes off and gets that data to market, your copy is old news. Or if an org has a large scanning op, it is not feasible to constantly run data back to major hubs with something like an endeavor, but they also don't want to hold onto that data forever; so they send a runner to get the data to market, much like having transports come pick up from an Orion rather than flying that giant machine back to sell its goods.
I have been dying for a bit of Tony Z. He always goes so in depth and is obviously enthused by what he is talking about /working on :~) Everyone else too lol. Edit: Now I'm waiting for his 2nd hour long section where he tells us about multicrew and stuff :~)
Love listening to Tony, we get the technical details in pounds and its awesome! The shere depth and granularity of what they are working on is very exciting, I just wish they would think more in lines of keeping it fairly simple so we can get the full game in our hands within my lifetime! Or at the very least within the lifetime of Chris and Tony! At the rate they are going I will be surprised if it will be a fleshed out game by the time my 14 year old son is my age...;)
He used to work in wall street before this. you can see his insane in depth knowledge about economy and why is the perfect person to build star citizen living and breathing universe.
Tony just thank you. Your panel is just awesome. Ppl always be like: "It's just a space game. They will never be finish it." Ppl y so wrong. It's so much more that "just a space game" and we backers ensure that this great simulation will be kind of finished and i am so happy to be part of it. Part of a living breathing universe. :)
@25:55 Does that mean that some, if not most pirates will frown upon people that murder left & right ? That would be cool ! Making murderers pariahs that even pirates don't want to be associated with.
Thats the idea, in pirate controlled systems pirates are supposed to have their own policing as well. Not as strict as UEE of course but you wont be able to run around murdering people and just say "Hey, i'm a pirate". CR said it should always be more profitable and/or less hassle to go for disabling and robbing your booty than outright blowing up their ship.
It's likely a pirate may demand tribute to allow a murderer to continue to exist, or they may even turn them over to bounty hunters for a cut of the reward. However, remember though they did mention that assassination would also be a thing, and that is not necessarily "murder".
Murder is bad for business. Less pilots entering your system hunting in means more effort to pay the bills by finding opportunities. Also this can exert pressure on other levels, namely the social one, if xyz pirate clan allows foreign wanton murder happening in their system, it will weaken their political position. Gaming on a whole new level. As far as i am concerned, given my chosen role is pirate in most games, the following sentence is the essence of truth: "Control and efficiency is most important, as the risk is higher. Pick encounters, don't be dictated into them."
very nice. The tracking and bounty hunting stuff sounds pretty cool, hope they can integrate that soon as it is not too heavy on art or anything as a system, utilizes current systems and sounds very fun in general
just watched this today ahah, I am pleased to see they have stuck to practically everything and the mechanics he said here. sure not all have been completed yet but he did say this was their roadmap for the PU next year which is this (2019) year. And it is all there. The law system is in production as said, the salvage, dynamic missions, some of which have been delayed and pushed back but we know they are being worked on and have been being worked on for a while. The dynamic mission system working as he described here based on what the background simulation is experiencing is gonna be cool.
Since seeing the demo for the upcoming game, Cyberpunk 2077, I really hope CIG's bases, stations and cities populate their locations as you can see in Cyberpunk... THAT is how NPC's should be ... Not only that, but the numbers of them we see in that demo in local area is amazing too without any major problems noticeable at all. They did it so I see no reason CIG cannot come up with that or better for Star Citizen...
Loved the economics talk, but I want info about unregistered ships. Much like driving without a license plate, it should be possible to rip out my ship identifier.
Yea but unlike a licence plate, not having an active transponder signal is much more noticeable, and you might not be able to get station services etc. since they won't know who you are, and thus what your status with them is. I mean the option of simply turning off/disabling your transponder is immersive, but I don't really see the practical value in gameplay.
Tony Z your like a virtual drug. Give us that 1hr session on group gameplay and multicrew. What it means for ships, missions, organizations, group vs no group, etc.
This guy makes Star Citizen look good. He just talks the details that give you confidence they're making an actual game and not a gallery for graphics demos and ships you have to pay real dollars for like every video Chris Roberts hosts.
Whenever I listen to Tony Zurovec, I feel slightly more stupid. :D He has the same effect on me as John Carmack. In a good way! I feel he's the "John Carmack" of games design. I love listening to him.
Can we possibly add a bit of haggling? For exmaple, you could propose a price to purchase or sell an item to an NPC vendor and based on conditions, if you offer too low of a purchase price or to high of a sell price, the NPC could reject your offer, with varying levels of offense/response, etc. Just a thought.
5:40 So if i'm seeing this right a Cutlass should be a little bit more expensive than a Freelancer and the Prospector should fall in the same price range. Will we see those changes reflected in store prices? The prospector is very expensive at 155$ atm compared to a 100$ Cutlass Black.
He's not just good at the high level stuff, he's also great at breaking it down into it's key elements, so it's not like he's dreaming up gameplay and handing it off to coders to figure out. That's why he's so in the know about how all this stuff works, going on about probability clouds etc. Chris is the guy who thinks up desired gameplay, and Tony breaks it down and figures out how to make it happen.
So talking about all the security systems, detection and fake ID, can we expect to see some sort of heists which will require a proper study of the area by criminals to see which approach would be ideal to complete the heist ? And yes, I'm totally thinking of Payday 😉
The systems he was talking about in the video will allow the mission designers to create heist missions. Whether they will or not will depend on lots of things.
@@Raistlin015 Well it would be far more complex, imagine doing that in the middle of Lorville with everyone around especially without the opportunity of restarting your mission. But I'm sure pulling one off is going to make any retirement worries dissapear
I wouldn't mind the _option_ to stay with the captor with the ability to jump to the prison/whatever... There's possibility for some good roleplay, but I still think the option to skip should exist.
So what you are saying is, If we start bying Copper the game will generate additional Copper miners which we will kill and loot, so the game will create more copper miners, and more and more, untill we have all the copper ,and the market collapses ?
I wonder if they should have capital punishment in the prisons. Kill a bunch of people in the verse, get caught, then get executed in the prison. Consequences for killing multiple people should probably be a bit more severe than an hour time out.
There is no such thing as 'objective value'. The value of items in an economy is not based on "how much it costs to make + reasonable markup". The value comes not from the production end, but the consumption end. A product's value is based solely on "what will someone pay for it". The producer then has to hope that they can make the item within that constraint. However, in a fake economy full of NPC's, I can see coming at it backwards as a way to keep game balance. But it might be worth thinking about things from the demand end instead of supply.
The Order of the Red Hawk was started when a man had enough, he was tired of living day to day in fear hoping that someone would save him, tired of having to defend himself from the pirates that destroyed his home again and again, and tired of vanduul being the bringer of death to everyone around him. He took his best fighters and set out to find men and women to fight with him, to defend his home. He left, but not before promising his people, “I will return, when I am needed the most and defend my planet, my home. Under a banner of red I will descend upon my enemies like a hawk hunting its prey.” A decade after this promise a Vanduul fleet, set on taking the planet, arrived. The people called his name, called for him to arrive yet he never came. The planet soon was taken over by the Vanduul, and the survivors were sent to be executed. As they stood waiting for their turn at the block, a young girl said, with a smile on her face, “The hawk will come to reap vengeance, and save me from death.” The people shunned her, as he had not come in their hour of need. As she stepped up to the block a sound was heard, a distant hum as she knelled to face her executioner the smile still on her face. The Vanduul froze, looking up to the sky to see a fleet of ships arriving from hyperspace, only to hear the small girl say, “The hawk descends on his prey.” robertsspaceindustries.com/orgs/REDHAWK discordapp.com/invite/QaGxFQr
It will be possible to take over the identity of a real player and commit crimes (e.g. murder) afterwards. Then bounty will be placed on the player although he has not committed a crime.
Please explain how you would "see" a probability cloud, or the progress on some of these backed systems before they are finished and can actually do anything in-game. Something tells me you didn't actually understand a thing.
What if someone was just cruising around in.. I don't know... a Polaris with LTI, and rammed into an asteroid an exploded. He will get another ship back for free, but does he also get a free "discovery information" that hey there's a brand new Polaris wreck over there to salvage guys! Seems easy to abuse.
In the same way as you wouldn't have your insured car replaced right after a crash, the same would be true for one of these ships. And for the larger ships, I suspect the wait time for replacement would be annoying. Also, you'll lose anything that was on the ship, that wasn't insured, which on the larger ships, could be a lot of gear, not to mention the pilot's life, which unlike other games, is not of zero significance. People doing a proper cost to benefit may find this not worth abusing because it's actually too inconvenient.
For the prison: send them to a barely habitable moon or something, then you'd have all kinds of possible missions to reduce your sentence or try to escape ^^
@@Kingdomkey123678 I'm just curious how they will handle the criminality/legality. If the number if pursuing hunters increases with the wanted level, and everyone is getting the same alerts via the application he spoke of, I'm not so certain attempted apprehension coinciding is really an edge case. It seems more like a singularity or funnel effect. Am I at liberty to engage other hunters? I'm guessing not, but I'm curious how it will be implemented otherwise.
Oh Tony Tony Tony, lol, man your mind can be a bit too on topic sometimes. The guy who asked about survival gameplay, specifically asked about not having a com ability, and then you went off talking about simply being far away from people and how the probabilistic system would handle you. Not the question my friend, lol.
Of course, with mobiglass you would never be without com ability which is by design so that probably threw him as that specific scenareo can't come up. But I'm glad we eventually got confirmation of hunger and thirst will be examined next year.
Yes, but he did say that it's possible help would be a long way off, which basically introduces the same problem: lack of food and water and breathable air. Maybe lack of shelter could be an issue due to the local environment. Will there be emergency equipment to let you acquire this from suitable environments, will ships have an "emergency pack" that's basically indestructible and has water and food and a simple tent/shelter you can set up? Or what about if you are WAY out there, there literally is no one else in the system. Light speed comms don't extend through jump points unless there is a relay, and obviously being on the frontier there won't be a relay. What then? You'd have to wait for someone else to enter the system before anyone even knew you needed help, and even then, unless they went back through the jump point to relay the message, only they would know you need help, and might not be able/care to give it, or care enough to go get someone who could help. Just because you have a working comm doesn't mean someone will hear your call, not unless they ensure there is always a helpful NPC in every far flung system who either can help or is willing to pass on the message.
At a certain point the instead of the gameplay being based on the fiction the fiction starts being based on the gameplay. CIG is well aware they can't stop players communicating out of game, so they wrote the fiction to justify their ability to do it in game because it doesn't make sense to stand in the communities way. Yes hypothetically there are scenarios where a character can be in a position where they can't call for help... But not a player character. By design once a player can enter a system they can call anyone else playing the game with the same equipment and permissions to that system to help them. Even the first player to visit a location creates that link as part of the process of getting there. The soul exception this is maybe scripted setpieces in squadron 42 (and even a lot of that you can apparently call in your friends). The drama of being stranded is always going to come down to oxygen. There is nowhere in the game so off the grid no one will... Including the automated AI NPC rescue services won't be able to pick you up and get you back into the game before food and water become a legit survival issue. Don't get me wrong, it would be cool if that was the case and such things were possible, but it doesn't fit with the way the setup needs to be for all the other gameplay loops to work well. When they are discussing hunger and first they will be talking about immesive ways they can implement it without getting in the way of the existing gameplay loops. Not how can they retool the game around those systems being the core mechanic of the game.
Yes, you can spoof your personal identity and your ships. But if someone takes enough time with average gear, or has advanced gear, they will see through it.
I don't normally comment on youtube, but i think it's important to state that if you really want to understand what SC is trying to achieve, it should really behoove to watch this.
If Chris is the heart and soul of Star Citizen, Tony Z is the DNA.
by far the most interesting piece of the whole convention
It was FULL. For the life of me I don't know why they didn't put Tony's talk on the main stage.
For me the best panel was the face one
they left out one of the best panel of the con lol
now i wonder if there were anything else.
Agreed the best panel it should have been on the main stage and 5 hrs long
Flight model also
Tony "Y'know" Zurovec is the man! Every time he does a talk, you can see his passion for the project.
Well it's basically because he cares basically about what he's been basically doing ;~)
basically, becaauuuze, y'know, he's awesome.
I still say put Tony Z and Sean Tracy in the same room with a camera and let them talk about whatever they want. It would be the best thing ever.
I think they did that once for an RtV and they didn't stop talking for the entire thing and covered I think two questions, lol.
lol that sounds about right. I have to try and find that episode, bet it was awesome!
O good they realized that if they make the "discovery" info decay over time that allows all created content to remain relevant as far as exploration goes. That is an easy and cheap answer to a hard problem. (not being sarcastic, really is a good thing) Meaning a Carrak can fly through an area once and discover for the first time, then other ships flying through can scan the same stuff months or years later and not just receive zero credit due to it already being scanned, as they are confirming scans and updating info that in reality would not necessarily be static.
Excellent point. This panel also helped me grasp the role of data runners. You've been scanning a planet for an hour when you notice a herald nearby has just hacked you and stolen that data. If it takes off and gets that data to market, your copy is old news. Or if an org has a large scanning op, it is not feasible to constantly run data back to major hubs with something like an endeavor, but they also don't want to hold onto that data forever; so they send a runner to get the data to market, much like having transports come pick up from an Orion rather than flying that giant machine back to sell its goods.
I missed this panel when CitizenCon originally aired, thanks CIG for posting this! : )
I have been dying for a bit of Tony Z. He always goes so in depth and is obviously enthused by what he is talking about /working on :~) Everyone else too lol. Edit: Now I'm waiting for his 2nd hour long section where he tells us about multicrew and stuff :~)
Please do the 1 hour talk about multicrew, pleaaaase!
Your pic dude, wtf lol
haha
This is so important, if the economy doesn't work the PU will fail :)
I love, y'know, listening to Tony Z, he's always, y'know, interesting and in-depth with, y'know, his answers. Great panel!
Love listening to Tony, we get the technical details in pounds and its awesome! The shere depth and granularity of what they are working on is very exciting, I just wish they would think more in lines of keeping it fairly simple so we can get the full game in our hands within my lifetime! Or at the very least within the lifetime of Chris and Tony! At the rate they are going I will be surprised if it will be a fleshed out game by the time my 14 year old son is my age...;)
He used to work in wall street before this. you can see his insane in depth knowledge about economy and why is the perfect person to build star citizen living and breathing universe.
Tony just thank you. Your panel is just awesome.
Ppl always be like: "It's just a space game. They will never be finish it."
Ppl y so wrong. It's so much more that "just a space game" and we backers ensure that this great simulation will be kind of finished and i am so happy to be part of it. Part of a living breathing universe. :)
If a tree falls in a wood on an NPC who is virtualized because no one was arround, does it make a service beacon?
;)
Yes?
This is one of my favorites! Thanks for putting this up CIG.
One of the most exciting videos from the convention second only to the Keynote where we saw the dynamic mission
Ivo Herzeg did a really cool presentation about new character and facial tech, did you see that one?
@25:55 Does that mean that some, if not most pirates will frown upon people that murder left & right ? That would be cool ! Making murderers pariahs that even pirates don't want to be associated with.
Thats the idea, in pirate controlled systems pirates are supposed to have their own policing as well. Not as strict as UEE of course but you wont be able to run around murdering people and just say "Hey, i'm a pirate".
CR said it should always be more profitable and/or less hassle to go for disabling and robbing your booty than outright blowing up their ship.
It's likely a pirate may demand tribute to allow a murderer to continue to exist, or they may even turn them over to bounty hunters for a cut of the reward. However, remember though they did mention that assassination would also be a thing, and that is not necessarily "murder".
Murder is bad for business. Less pilots entering your system hunting in means more effort to pay the bills by finding opportunities.
Also this can exert pressure on other levels, namely the social one, if xyz pirate clan allows foreign wanton murder happening in their system,
it will weaken their political position.
Gaming on a whole new level.
As far as i am concerned, given my chosen role is pirate in most games,
the following sentence is the essence of truth:
"Control and efficiency is most important, as the risk is higher.
Pick encounters, don't be dictated into them."
There is no time frame that is too long when Tony is talking. I could listen to a 24 hour livestream of him.
I could listen to this man for hours without getting bored. Please to that multi crew talk.
These guys vision of a videogame is totally crazy and I love it!!! Keep it going!!!
amazing level of detail about SC!! Thank you so much and I am excited and nervous due to the magnitude of what RSI is wanting to do.
Awesome! Thank you Tony for your dedication.
Very important info and really helps you understand CIG's vision for the game
This is the one that ive "you know" been waiting for.
Been waiting for this! Thanks :D
I am so happy that we have the interaction with objects like a coffee cup. I am hoping that I will be able to collect beer mugs to place on my ship
I love listening to this guy! It's so interesting.
Got everything that space nerds need
Have a weekly show Tony, pleeeease!!!
gib moar toneee :) I want that hour long multicrew conversation now!
very nice. The tracking and bounty hunting stuff sounds pretty cool, hope they can integrate that soon as it is not too heavy on art or anything as a system, utilizes current systems and sounds very fun in general
His theatre area was filled to capacity. Couldn't get in to listen to him. They underestimated the power of Tony Z
just watched this today ahah, I am pleased to see they have stuck to practically everything and the mechanics he said here. sure not all have been completed yet but he did say this was their roadmap for the PU next year which is this (2019) year. And it is all there. The law system is in production as said, the salvage, dynamic missions, some of which have been delayed and pushed back but we know they are being worked on and have been being worked on for a while. The dynamic mission system working as he described here based on what the background simulation is experiencing is gonna be cool.
Great panel, loved it. Need that multi-crew update though.
Now that is the kind of talk I like to see.
Tony Z! Luv this dude! Prisons??? This game is going to be awesome!
Thanks a lot! :D
Since seeing the demo for the upcoming game, Cyberpunk 2077, I really hope CIG's bases, stations and cities populate their locations as you can see in Cyberpunk... THAT is how NPC's should be ... Not only that, but the numbers of them we see in that demo in local area is amazing too without any major problems noticeable at all. They did it so I see no reason CIG cannot come up with that or better for Star Citizen...
Still waiting for Salvage and Bounty Hunting..
Why wasn't this front and centre at CitizenCon???? I can't believe I missed this!!
Loved the economics talk, but I want info about unregistered ships. Much like driving without a license plate, it should be possible to rip out my ship identifier.
Yea but unlike a licence plate, not having an active transponder signal is much more noticeable, and you might not be able to get station services etc. since they won't know who you are, and thus what your status with them is.
I mean the option of simply turning off/disabling your transponder is immersive, but I don't really see the practical value in gameplay.
Tony Z your like a virtual drug. Give us that 1hr session on group gameplay and multicrew. What it means for ships, missions, organizations, group vs no group, etc.
This guy makes Star Citizen look good. He just talks the details that give you confidence they're making an actual game and not a gallery for graphics demos and ships you have to pay real dollars for like every video Chris Roberts hosts.
You don't have to pay real dollars for any of the ships...
? Paying real dollars is all you can do to get a ship in Star Citizen.
@@jmasked5082 Right now. But soon you can buy ships with game money.
Tony Z hype! choo choo!
You know ... it'd be cool if we got an ATV special to do that 1 hr multi-crew discussion Tony couldn't do at Citcon! Pls CIG :) Ty btw tony is awesome
FINALLY it's here!
Oh my....finally
I would love a reverse the verse episode that basically follows Tony z around all day so we can see what his days like.
Whenever I listen to Tony Zurovec, I feel slightly more stupid. :D He has the same effect on me as John Carmack. In a good way! I feel he's the "John Carmack" of games design. I love listening to him.
John Carmack of id Software? Yeah man, he's an absolute legend
Can we possibly add a bit of haggling? For exmaple, you could propose a price to purchase or sell an item to an NPC vendor and based on conditions, if you offer too low of a purchase price or to high of a sell price, the NPC could reject your offer, with varying levels of offense/response, etc. Just a thought.
my grandsons gonna have so much fun playing this game
This was so great. But someone needs to make a "y'know" compilation, y'know?
Sweet, been waiting to watch this.
great info
5:40 So if i'm seeing this right a Cutlass should be a little bit more expensive than a Freelancer and the Prospector should fall in the same price range. Will we see those changes reflected in store prices? The prospector is very expensive at 155$ atm compared to a 100$ Cutlass Black.
CitzenCon still lives!
Didn't we get the same "Answer" about the NPC Crews and Multi Crew last year?
Awesome panel by Tony Z, but he's CIG programmer's worst nightmare.
He's not just good at the high level stuff, he's also great at breaking it down into it's key elements, so it's not like he's dreaming up gameplay and handing it off to coders to figure out. That's why he's so in the know about how all this stuff works, going on about probability clouds etc. Chris is the guy who thinks up desired gameplay, and Tony breaks it down and figures out how to make it happen.
I ask one thing: with all this work on things being realistic and immersive - make sure people can't jump on the tables in the taverns.
TONY Z I LOVE YOU
So talking about all the security systems, detection and fake ID, can we expect to see some sort of heists which will require a proper study of the area by criminals to see which approach would be ideal to complete the heist ?
And yes, I'm totally thinking of Payday 😉
The systems he was talking about in the video will allow the mission designers to create heist missions. Whether they will or not will depend on lots of things.
@@Raistlin015 Well it would be far more complex, imagine doing that in the middle of Lorville with everyone around especially without the opportunity of restarting your mission. But I'm sure pulling one off is going to make any retirement worries dissapear
I wouldn't mind the _option_ to stay with the captor with the ability to jump to the prison/whatever...
There's possibility for some good roleplay, but I still think the option to skip should exist.
Always the best T.Z.!
If this guy ever quits I will quit the game, he is the brains of the PU project.
yeah without him star citizen would be vaporware
He's so committed to this game that I doubt he will ever quit.
So what you are saying is, If we start bying Copper the game will generate additional Copper miners which we will kill and loot, so the game will create more copper miners, and more and more, untill we have all the copper ,and the market collapses ?
Farmers?
Flora desigers? Labs to desing plants and seed planets with a new flora.
Everything you've said is amazing lol.
This gets a thumbs up for the troll laugh at 0:48 🤣
Am drooling
I wonder if they should have capital punishment in the prisons. Kill a bunch of people in the verse, get caught, then get executed in the prison. Consequences for killing multiple people should probably be a bit more severe than an hour time out.
Finally!
There is no such thing as 'objective value'. The value of items in an economy is not based on "how much it costs to make + reasonable markup". The value comes not from the production end, but the consumption end. A product's value is based solely on "what will someone pay for it". The producer then has to hope that they can make the item within that constraint. However, in a fake economy full of NPC's, I can see coming at it backwards as a way to keep game balance. But it might be worth thinking about things from the demand end instead of supply.
The Order of the Red Hawk was started when a man had enough, he was tired of living day to day in fear hoping that someone would save him, tired of having to defend himself from the pirates that destroyed his home again and again, and tired of vanduul being the bringer of death to everyone around him. He took his best fighters and set out to find men and women to fight with him, to defend his home. He left, but not before promising his people,
“I will return, when I am needed the most and defend my planet, my home. Under a banner of red I will descend upon my enemies like a hawk hunting its prey.”
A decade after this promise a Vanduul fleet, set on taking the planet, arrived. The people called his name, called for him to arrive yet he never came. The planet soon was taken over by the Vanduul, and the survivors were sent to be executed. As they stood waiting for their turn at the block, a young girl said, with a smile on her face,
“The hawk will come to reap vengeance, and save me from death.”
The people shunned her, as he had not come in their hour of need. As she stepped up to the block a sound was heard, a distant hum as she knelled to face her executioner the smile still on her face. The Vanduul froze, looking up to the sky to see a fleet of ships arriving from hyperspace, only to hear the small girl say,
“The hawk descends on his prey.”
robertsspaceindustries.com/orgs/REDHAWK
discordapp.com/invite/QaGxFQr
on the prison stuff they should have your online time count more than offline time of course.
I love when you talk quantum to me
Why does it look like he's casting a spell on me when he talks though?
Как хорошо что я знаю английский. Вот бы еще на CIG работать. Сайт поддерживать. CIG, do you need a cheap Russian php-programmers?
this game almost sounds like cyber punk 2077 in space
this game will be my second life lol
Ya know
Tony's obviously a fan of simulation theory.
It will be possible to take over the identity of a real player and commit crimes (e.g. murder) afterwards. Then bounty will be placed on the player although he has not committed a crime.
That depends on how ID kits work. From what I have seen they are not fully designed yet.
Nice
48:35 Dr. Phil's a Citizen?
Ok so people on the side are creating Asset... ? lol
Great speak :)
finally
What happened at 37:59?
Just 1-2 years out...
I wanna escape from Butcher Bay.
The least amount of down votes of any star citizen video.
The promises are very beautiful, but I would like to see something substantial.
Please explain how you would "see" a probability cloud, or the progress on some of these backed systems before they are finished and can actually do anything in-game.
Something tells me you didn't actually understand a thing.
What if someone was just cruising around in.. I don't know... a Polaris with LTI, and rammed into an asteroid an exploded. He will get another ship back for free, but does he also get a free "discovery information" that hey there's a brand new Polaris wreck over there to salvage guys! Seems easy to abuse.
I'm not sure that's cost effective lol.
In the same way as you wouldn't have your insured car replaced right after a crash, the same would be true for one of these ships. And for the larger ships, I suspect the wait time for replacement would be annoying. Also, you'll lose anything that was on the ship, that wasn't insured, which on the larger ships, could be a lot of gear, not to mention the pilot's life, which unlike other games, is not of zero significance. People doing a proper cost to benefit may find this not worth abusing because it's actually too inconvenient.
For the prison: send them to a barely habitable moon or something, then you'd have all kinds of possible missions to reduce your sentence or try to escape ^^
What happens when I try to execute a bounty at the same Time as an NPC bounty Hunter, or player bounty Hunter?
Adam Terwilliger
Edge cases like that get resolved after implementation
@@Kingdomkey123678 I'm just curious how they will handle the criminality/legality. If the number if pursuing hunters increases with the wanted level, and everyone is getting the same alerts via the application he spoke of, I'm not so certain attempted apprehension coinciding is really an edge case. It seems more like a singularity or funnel effect. Am I at liberty to engage other hunters? I'm guessing not, but I'm curious how it will be implemented otherwise.
Oh Tony Tony Tony, lol, man your mind can be a bit too on topic sometimes. The guy who asked about survival gameplay, specifically asked about not having a com ability, and then you went off talking about simply being far away from people and how the probabilistic system would handle you. Not the question my friend, lol.
Of course, with mobiglass you would never be without com ability which is by design so that probably threw him as that specific scenareo can't come up. But I'm glad we eventually got confirmation of hunger and thirst will be examined next year.
Yes, but he did say that it's possible help would be a long way off, which basically introduces the same problem: lack of food and water and breathable air. Maybe lack of shelter could be an issue due to the local environment. Will there be emergency equipment to let you acquire this from suitable environments, will ships have an "emergency pack" that's basically indestructible and has water and food and a simple tent/shelter you can set up?
Or what about if you are WAY out there, there literally is no one else in the system. Light speed comms don't extend through jump points unless there is a relay, and obviously being on the frontier there won't be a relay. What then? You'd have to wait for someone else to enter the system before anyone even knew you needed help, and even then, unless they went back through the jump point to relay the message, only they would know you need help, and might not be able/care to give it, or care enough to go get someone who could help.
Just because you have a working comm doesn't mean someone will hear your call, not unless they ensure there is always a helpful NPC in every far flung system who either can help or is willing to pass on the message.
At a certain point the instead of the gameplay being based on the fiction the fiction starts being based on the gameplay. CIG is well aware they can't stop players communicating out of game, so they wrote the fiction to justify their ability to do it in game because it doesn't make sense to stand in the communities way. Yes hypothetically there are scenarios where a character can be in a position where they can't call for help... But not a player character. By design once a player can enter a system they can call anyone else playing the game with the same equipment and permissions to that system to help them. Even the first player to visit a location creates that link as part of the process of getting there. The soul exception this is maybe scripted setpieces in squadron 42 (and even a lot of that you can apparently call in your friends). The drama of being stranded is always going to come down to oxygen. There is nowhere in the game so off the grid no one will... Including the automated AI NPC rescue services won't be able to pick you up and get you back into the game before food and water become a legit survival issue. Don't get me wrong, it would be cool if that was the case and such things were possible, but it doesn't fit with the way the setup needs to be for all the other gameplay loops to work well. When they are discussing hunger and first they will be talking about immesive ways they can implement it without getting in the way of the existing gameplay loops. Not how can they retool the game around those systems being the core mechanic of the game.
None of this is in the game yet right?
Can’t wait to go to Prison!
"we give players total freedom"... except when players want to put cargo in a valkyrie
lol ..eclipse will be cheaper than a cutlass
Is there a way to hide your identity so no one knows ita you?
Yes, you can spoof your personal identity and your ships. But if someone takes enough time with average gear, or has advanced gear, they will see through it.
@@Synthmilk Thanks for the I wasnt sure.