By Th3 Warm0ng3r
Yesterday I asked the question in spectrum on the origin X1 Q&A and was hoping for some up votes to know what to do next. My question is this, When the 600i complete Origin pack was selling it states it includes the X1. However now that there are 3 variants it does not state what that is. So does the Complete Pack include just the base model or all 3 variants justly still making it the Complete Origin bundle, any help with a quick upvote would be greatly appreciated.
TL;DR From INN:
[3:42] Q: Drake ships do not have ejection seats, how does this square with the perma-death concepts envisioned in ‘Death of a Spaceman’?
A: Drake ships are a little like Russian military hardware: rugged, functional but doesn’t necessarily have all the extras (like ejection seats) in order to offer better value elsewhere (like bigger guns). While an ejection seat might allow you to potentially escape, “Death of a Spaceman” means that even if you are blown up with your ship you are instantly dead: you wake up in a med bay after being patched up. However you can only do this a number of times before you old character passes away and you have to move on to a new one. So Drake ships are more risky but if you are aware of that you should still be able to get out and EVA away.
[7:12] Q: Will there be an event planned for Gamescom?
A: Due to venue issues we won’t be doing the same “Big presentation” like we’ve done in the past couple years, but instead we’ll have a booth on the show floor showing off new stuff coming up for the game and having a playable build of the current release as well as having pop up events, like the big garden event we’ve done the last couple years where it’s meet and greet for the fans with developers and such.
[9:30] Q: Will you receive a notification if you are away from your locked ship and a pirate is trying to disable the lock and loot your ship?
A: One of the next stages is to put in security systems which partly come with item 2.0 stuff. With that is other levels of boarding mechanics to hack or blow open a door, all in the stages of getting fleshed out and then get implemented. This would also involve notification to your Mobiglass within a reasonable amount of distance if you were, say EVAing somewhere else.
[11:11] Q: Biggest development challenge preventing rudimentary versions of exploration, cargo, mining and economy mechanics from being implemented in PU/PTU builds? Can we get focused updates on this in the future?
A: 2.4 added persistence which we will be opening up and expanding on. 2.5 will contain the outlaw base so there will be two factions and two spawning places. Our other “big” focus is the full Stanton system, which will be about a billion kilometres across, with procedurally generated planets. CryEngine was never built to simulate so many object so we’ve been working on full rewrite of everything in CryNetwork to get everything in place for the this and it is scheduled for 2.7. Once we have that and some messaging and organisational stuff which will be rolled out later this year we have the foundations to accelerate cargo, mining, etc. Our goal is to get Stanton fleshed out to the fidelity we want for all of Star Citizen: the “Pupil to Planet” level of detail.
[17:48]Q: Anything from the E3 expo that really amazed you? What do you think of how big space games are now?
A: Everyone seems to be doing space games now all the way up to mainstream titles like Call of Duty: Infinite Warfare. Cool stuff with Mass Effect and Battlefield One. Star Citizen FPS stuff in the works that we’ll see in the not too distant future.
[19:22] Q: Nyx still in the works? When will we see it?
A: Yes! The landing area and environment is done, but we’re in the process now of integrating it into the huge star system and how it works with planetary tech. You should see it around 2.7 and ArcCorp won’t be in 2.7, but it won’t be long for that so you won’t see loading screens anymore when visiting Nyx and ArcCorp in the future and we’ll continue to build upon that from that. We’re working on having all that come together by the end of this year.
[21:15] Q: Will AI opponents have any aspect of self preservation?
A: Big AI technical session in Frankfurt recently and they’re in the implementation stage of the grand design. Going to unify AI and mission stuff into one system that has different levels and scopes and knows how to talk amongst itself, which will in turn allow things like self preservation and a more seemingly intelligent AI.
[23:30] Q: Will you eventually pass along the knowledge you gained where CryEngine is concerned from SC’s development?
A: Absolutely. I believe it’s important to share the knowledge that we’ve learned in order to help the industry evolve and advance like it has in the past from other people sharing what they’ve learned.
[25:30] Q: Will Hangar Module and Universe Module be combined for better immersion? Ex: Walking from your hangar into a space port and requisitioning a ship.
A: Yes, 100%. For him the goal is to get the game to a point where you’re not going to the Hangar Module or ArcCorp as separate modules, it’ll all be one. Setup may be slightly different than right now.
[26:58] Q: Planned role for Vanduul harvesters now that planetary landings are in game possibility.
A: We’ll definitely have them planned to appear when the systems that Vanduul occupy or threaten come into the bigger Star Citizen universe (he mentions Chapter 2) and the potential that the procedural tech gives us is unparalleled compared to what we had originally planned a couple years back. It’ll be very exciting the various scenarios you’ll encounter down the road.