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Star Citizen's FPS Mechanics & Gameplay with Chris Roberts

2014-04-13
hey everyone this is steve from gamers nexus donna and we are here at pax used to 2014 this is day two I think it's been quite a quite a launch start i'm here with chris Roberts of cloud imperium games and we spoke to Chris on Thursday about the dogfighting module which is coming in the pending weeks or next month sometime and check that link in the description below if you are interested but today we're talking about FPS mechanics of star citizen which haven't been delved into too much so far and I can't talk too much about them because we're going to do a reveal later on this year but I can give a few tippets of some of the cool stuff will do very cool so starting with the easier stuff in an FPS gameplay sort of the one of the driving forces of star citizen is the realism and obviously you've got your own rules in the universe so just like sorts you know it's realistic within the universe of star citizen and being fun just like George Lucas has his own rules with realism in the FBS side we've got a concern of respawning and death and lethality of weapons that have you thought about how you're addressing that thus far Wow so we're not with you're basically sort of respawn in in the star citizen world is not sort of the insta respawn you get shot and you back into a barrel so kind of the way we're looking at is sort of a more hardcore tactical shooter so you know you'll you'll get hit you'll take limb and body damage you kind of get a critical hit you know you're you're sort of frat you know your team or whatever it would be in the boarding party basically needs to drag you from the front lines and then back and they can patch you up or if you've got a bigger ship that has a med bay maybe you know patch you up a little better and then at that point you know you're you're fairly damaged and beating up and you'll have to be taken to the new nearby planet or a nearby space station to get fixed up because if you don't do it in a certain amount of time you'll basically bleed out so so kind of the mechanics are not that yeah so it sort of critical hit doesn't necessarily mean instant permadeath right away you can save it so can i I'm hoping that there'll be some kind of good combat where it's sort of like you know you've gotta like covering fire pull back your wounded comrade and then get them off and get them help within a certain amount of times that's a whole extra level of gameplay and if you if you do that then you sort of save what we've been calling sort of one of our lives in the sort of whole death of a spaceman kind of analogy we had so it think it'd be kind of fun but yeah it's going to be mostly I think would be a lot of I think there'll be a lot of tactics I think there'll be a fair amount of cat and mouse it obviously depends on the size of the ship you're going to be fighting over but you know in the smaller ones there isn't really a lot of a lot of room some of the bigger ones like the address frigate now we sort of built extra crawl spaces and stuff in so you should be able to like you know have some interesting stuff and then you'll be able to mess around with things like gravity and also spacing areas on a ship so I think there'll be a whole bunch of stuff that you don't normally see in first-person shooters they'll give an extra wrinkle how frequently these players getting involved are engaged in a firefight on foot I don't know a sort of depend mean I think it would depend on kinda what your focus was so I would think that if you were sort of focused on like capturing and taking other ships you'd do it a lot more than obviously someone that's just training trading or something like that so it's kind of hard to say I mean you know maybe twenty percent of the game I mean it's sure it's kind of it's sort of I could just see some people like spending thirty or forty percent of the time doing and some people spending like two percent of the time doing it you know we talked about having some you know planetside areas that there can be some first-person come back I think there could be some interesting stuff if we do some exploration & salvage stuff you know I think of the you know what you know the aliens style thing where you go and there's this derelict rack and maybe there's some creatures that attack you which would be kind of fun there wouldn't be that hard for us to do and I think it would just make an environment just feel a bit more alive have you thought about a the FPS gameplay sort of within the the simulator environment the I think arena commander Rita commander yes no we haven't I mean arena command is really just for the space combat so we haven't thought of like arena granite commander first-person module so we were thinking that was more just part of the game itself ok we're going to have a standalone FPS like when we do the module will be a standalone FPS module where we'll just be sort of combat aboard a derelict space station and then later and then later on we're folding it in with a dogfight where there'll be a whole boarding action that will happen on our interests and the the interest being one of the massive ships if you haven't checked it out yes it's much bigger than now that used to be it was 100 meters no no no it was 120 meters now is 245 yeah so it's big big change is but it'll have the turret on the back yes there was quite a few turrets on it and a big missile bay and the rail gun on the center spine so yeah I mean that's quarter of a killer meet along now it used to be obviously half the size of that so it's pretty big obviously not speaking some of the bigger ships but yeah so it should be alright it's got crawl spaces we built into it so that should be interesting for the FPS stuff have you thought about weapons class yeah I mean we have we have you know so we have ballistic we have energy weapons you know your pistols salt rifles shotguns electric shotguns you know all that kind of stuff sort of grenade launcher rocket launch electric shotgun function well it's just a big sort of electric charge so I think a lot of damage like a Taser on electricity seems to work well against humans yeah yeah so yeah there's a full range of weapons you'll be able to buy a full range of weapons all the different shops you go around and customize your loadout and I think any any aspiring spaceman needs to at least have you know be packing some personal level of heater so customization you just mentioned any anything you can say about weapons customization or loadout customization well I mean you know will allow I mean they'll be you know kind of like we do on the vehicle stuff is like you know you'll be able to you'll have your weapons and then to be you know be able to add laser sights or great you know silences all that the standard kind of like attachments you could do for weapons and ammo types any thoughts on that uh well yeah I mean there's you know the very I mean there's a lot of the energy types that and ballistic types that we have in space okay so it's kind of all the ones you would expect mean this laser Neutron plasma you know various different levels of ballistic like armor piercing or different caliber sizes so you can have and we also have like a crossbow and stuff like that so you know it all depends because some of the weapons will have downsides to using them and sort of the word right so you don't want to use too big of an explosive weapon inside a ship because you could basically you know crate you know a fishery at all right yeah yeah and then then you know all sudden you get your decompressing and we're gonna have decompression all that set yeah that's that's alright so I haven't actually read about that I think we talked previously actually about being able to destroy systems on the ship on voice yes in satchel charges or something yeah yeah especially on the bigger ships oh yeah all like bigger capital ships have like a whole complicated set of systems just like the fighters do but on the bigger ships that spread out and there's a lot of like you know you have your engineering and you know weapons and how and all the rest of stuff so there's the ability for you to like disable parts of the ship and there's also a mini game between you know shutting down areas shutting down bulkheads disabling it going on fixing areas other people with disabling you know like taking out the power plant to incapacitate the ship and close off sections of the ship be able to change the gravity and sections of the ship be able to vent areas that shit all those kind of things dealing with gravity I think I read there are plans for magnetic boots yeah now we have we're gonna have we're gonna have ever so we'll have magnetic boots we're going to have basically like you know little jet pack stuff you can do and then we'll allow you to also be pushing off and grabbing in zero-g any thoughts on armor yet for an infantry well we just we have we have multiple levels of armor so you know sort of the medium and the heavy and the super-heavy style by allama they both have all got advantages and disadvantages the heavier stuff obviously is more sturdy and actually better for you know in some cases e VA but obviously won't be as light can't move as quickly etcetera etc that's planetside plaintiff yes at all or is that kind of a now we're going to have so much the planetside is safe but there will definitely be some areas planetside that we will have some first person we actually announced it's a stretch called a while ago and then you know and we're going to mix it up so it won't always be boarding so there'll be some fun stuff where you know for instance if you're you know investigating a deserted asteroid or derelict alien spaceship maybe there's some creatures will jump out and attack you and you'll have to be armed and blasting away alien style so so we'll have some fun with it any chance for player-controlled regions on planets or pastoring I will not not planets at the moment but definitely there's going to be some player control persistent areas so like asteroid bases some space stations you know and so we're trying to think about ways to have different player groups be able to own some level of real estate or control in planets or systems so there's something for everyone to fight over so that's one of the core parts of obsessing universe is to have things that individuals or groups of individuals will be able to sort of fight over and then once you have it you gotta try to keep it basically and speaking to the HUD the HUD is one of the to me one of the coolest aspects of the actual space combat of course you have the helmet that you put on when you start out that everyone was chanting for ya in the how about HUD for infantry what you will it so if you're wearing it if you're wearing a suit and you got a fall like combo to your space suit then you'll have a HUD and depending on it is so like the the Battle suits would have HUD information that would basically link up to your smart weapons whereas maybe you just had a normal space suit you wouldn't have all the same features but it's all sort of men it'd be sort of in world immersion so you don't get a HUD unless you were wearing a helmet and assuming something that would happen thank you just running around without a limit or anything on and got a pistol then you just see a pistol and you have to kind of eyeball while you're going to shoot then your best how about sensors and radars for infantry well we we have we have sort of personal radar and sensors they have same of the same scamming classes that we have for the big ship so so so you know we have different types of radar we have heat you know sort of what you would call reflective and and II sort of EMF right so those are all different kinds of radars that the ships can have and then you can shield against them in different ways or hide behind asteroids or whatever and so we have sort of smaller versions of that for the the actual playgroup they use the same so it's the same kind of radar system that we have a lot of sounds like as with most things we've talked to star citizen so far a lot of back and forth between counters and yes yeah no no there's a bit that so a lot of the design is thinking about like exactly that kind of stuff so a lot of options and there's always like there's always you know rock paper scissors on a lot of stuff so what I'm hoping is because you know the game because it's in this sort of persistent universe and it's not the Wing Commander style where you're going to be you know you could just go wave after wave after karate and blow them up and they were relatively compared to you we're kind of weak and this you're not you're going to be playing against other players or other NPCs that are much more equivalent to you so you can't have the same sort of style of combat where you can just blow 20 people up in one go and feel like a badass so now it's going to be more you know I'm almost once a chess match but you know like when you get into a dogfight there's definitely a sense of like how you manage your weapons how you manage your energy kind of some flight tricks you too so it won't be something that is just like Gallants austell bam bam they're blown up I mean there's it's definitely so back and forth and we're trying to aim to do that with everything so there's you know so there's there's a lot of thinking about it I kind of think I think you know done right it could be really really good and speaking about the dog fighting unveil you mentioned that player account is still being tested that's what the office for yeah yeah oh yeah so no we've I mean we played I've gone up to about 11 people before we had some instability but on sort of a network bandwidth hasn't been optimized so there's a lot of data going back and forth has had a few things I have to go in our cloud stuff isn't stable yet so all of those things have to be worked on so kind of we definitely know that you know eight players are not a problem but obviously want a lot more than that so the goal with what we're doing over the alpha is we're getting it out there and then we'll be refining and honing and optimizing and getting going better to try and see quite how many players we can get in one instance at one time and then with the later sort of v2 drop with the multi crew chips you know that's folding them in and that's that's a whole different level of multiplayer because it's deal it's different you deal differently with the players aboard a ship than you do say when they're in space so that will probably allow us to have a few more players on because spaceships themselves have a lot of data associated with them anyone spaceship is already got 50 to 60 like systems already attached to them and you know currently right now they're all been synchronized over the network and so we're looking at some ways to optimize that but yet the whole point of the sort of dog fighting module is to to work on that so by the time we get closer to the final game will pretty much hopefully have that down and working well and it's optimized as possible sounds good so if if you want to check out more about star citizen you can go to robert space industries com yep exactly and still accepting backing yeah I know we're making a really big expensive game so we got a lot of money so far but I mean every dollar goes to making the game even bigger in coolers approaching 42 million or have you surpassed no I don't think we were surpassed I think word for I haven't looked at what is recently but i think it's i think it's like 42 and i know maybe a half or something yeah i mean fo sorry 41 and a half saree not 42 42 is a stretch go where everyone gets a foul what's a million dollars between friends yeah so check out gamers Nexus tonight links in the description below if you want to read more about this in full article form we all have more videos of course and check out the dogfighting module which was looked at on Thursday and we will see you all next time peace see you next time
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