Star Citizen Live: Ask the Devs - FPS and Flight Teams

"Today we’re following up on the Life in the First Person and Taking Flight presentations from CitizenCon with the FPS and Flight teams ready to answer your questions! "

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The Star Citizen Live episode discussed the disappointment over the lack of progress in the FPS team’s presentation, but acknowledged the need for improvements. The focus then shifted to the flight team’s presentation, covering topics such as ship hover times, co-pilot interactions, master modes, armor and damage, and ship weapons, with an emphasis on balancing gameplay and creating engaging mechanics for different ship sizes and roles.

The Star Citizen Live show discussed the progress and challenges of the FPS and flight teams in the game. The FPS team is focusing on reworking the looting UI to create a solid foundation for the Persistent Universe, while the flight team is gradually converting ships to master modes and envisioning strategic combat for larger non-capital ships.

In this Star Citizen Live recap, the discussion begins with disappointment over the lack of progress in the FPS team’s presentation during Citizen Con. The focus was on the limitations of looting screens and the need to go back to the drawing board for improvements. However, it is acknowledged that these changes are necessary for a solid foundation. The discussion then moves on to the flight team’s presentation with Yogi, where questions from the chat are addressed.

Yogi discusses the future of ship hover times, mentioning that VTO-capable ships will be able to hover longer due to their more efficient engines. However, all ships will have a sufficient amount of time to land before engines overheat. The conversation then shifts to co-pilot interactions and the potential for distributing weapon control between pilots. While it might not include mixing flight controls, there is an interest in improving the gunnery experience for turret gunners.

The topic of master modes comes up, specifically regarding the backlog of ships needing conversion and the testing done on industrial haulers and miners. Yogi mentions that all ships, regardless of their combat or non-combat nature, will follow the same rule set in the game. The balance between combat and non-combat ships will be achieved by tuning various aspects such as speed and handling.

Regarding armor and physicalized damage, Yogi explains that the details are still being worked on. However, the current design direction suggests that ships designed for combat will fare better against smaller fighters, while ships with larger profiles will be easier to hit. The intention is to make combat engaging and balanced between the different ship sizes. Finally, the discussion touches on ship weapons and ammo storage. Yogi mentions the desire to separate ammo storage from the weapons themselves to allow for more strategic choices in ship loadouts.

In conclusion, this recap provides an overview of the Star Citizen Live episode focusing on the FPS and flight teams. While some disappointment is expressed about the current state of development, there is optimism about the future improvements. The conversation covers a range of topics including ship hover times, co-pilot interactions, master modes, armor and damage, and ship weapons. The overall theme is balancing gameplay and creating engaging mechanics for different ship sizes and roles.

In the Star Citizen Live show, the topic of discussion was the FPS and flight teams. The host expressed disappointment with the FPS team’s progress, as they stated that nothing is ready for the Persistent Universe (PU) due to the need to rework the looting UI. However, they acknowledged that these changes were necessary to build a solid foundation for the PU. The focus then shifted to the flight team, with Yogi, a principal vehicle programmer, as the guest.

Yogi discussed his experience presenting at CitizenCon and the challenges they faced, such as technical difficulties and the breaking of a joystick during the demo. He also expressed gratitude for the support from the community. The discussion then moved into answering questions from viewers.

One of the questions raised was about the hover time of ships in atmospheric flight. Yogi explained that certain ships, especially those with vertical takeoff and landing capabilities, will be able to hover for longer periods before the engines overheat. However, he reassured that all ships will have enough time to land before overheating becomes a frustrating issue.

The topic of co-pilot interactions was also explored, with Yogi suggesting that while certain co-pilot actions like controlling the rudders may not be possible, they are considering changes to allow control distribution of weapons and items among co-pilots. The aim is to add more depth to the co-pilot role, especially in larger ships.

Yogi also addressed questions about the conversion of ships to master modes, which involve changes to speed tuning, handling, and individual differences. He mentioned that the conversion process will be done gradually in multiple stages, with the goal of streamlining the ships and creating unique experiences for each ship archetype.

Lastly, Yogi shared insights into his vision for large non-capital ship combat. He explained that combat between bigger ships would involve long-range engagements with cannons, torpedoes, and other weaponry. There would be a focus on maximizing damage output against opponents and strategic maneuvering to expose vulnerable sides or utilize optimal turret loadouts. He emphasized the evolving nature of gameplay and the need for balancing and player feedback throughout the process.

Overall, the Star Citizen Live segment provided updates on FPS and flight teams, highlighting the challenges and plans for future improvements.