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Yeah and seeing them run their videos and ads on Facebook is absolutely tone deaf. Like we can't even log in...who could you possibly be inviting to come experience this right now?
@@r92871 yeah of all times to advertise they get people to buy a ship spend ages downloading 100gbs only to not be able to play. talk about feeding the scam feel of the game. they are going to have a lot of refunds this week.
I think the “fix” is in the 3.24.3 patch this is dropping into PTU today… I think they need to do more than hotfix… the entity and command structure of 4.0 code base is definitely stressed
I'm OK with blades for my remote turrets, since my Zeus is seriously undergunned for a solo guy, but I am keen to one day have a Tevarrin copilot ... a cross between Chewbacca and Long John Silver's parrot.
Funny, that some people think, NPC are only for solo players. It is essential for orgs and „simple“ coop players, as well. How to staff all those boring ship positions with disciplined players on regular basis. LOL… at least you should be able to have a hybrid crew (some real ones on the bridge and the rest NPC)
I keep seeing comments like this and I don't get it. Can't AI blades or other forms of automation take care of those positions? What am I missing here? I get that NPC crew will be nice for role playing, but in terms of a game where the ships can be operated and gameplay loops can be completed, what do you get from NPC crew that AI blades or other automation (auto loading cargo for example, which already exists) don't get you?
@@ryebreadreturn1 AI blade slot are limited. Because of missing crew, you need block them for those WW2 style manned turrets. As you may know, there are a lot of other tasks, you need to perform as crewmember on a multicrew ship. Maintenance and cargo loading for example. Role play is the last thing I was thinking about. Multicrew ships in star citizen require crew. A lot of people pledged for multicrew ships and want to jump into their own multicrew ships as captain of their own ship, whenever they have spare time and start adventures they want. If other players want to join… great… but like I said… find enough crew on a regular basis… at times you have time… and have at least a littlebit discipline…… is simply… not that simple. ;-)
@@ryebreadreturn1 They of course haven't actually explained how any of that stuff will work (because I suspect they don't really know, yet), but I have always assumed that AI blade "slots" will be limited. So choosing to semi-automate some turrets via blades will come at the opportunity cost of not being able to improve you ship's loadout via other "blade" methods, and this could be pretty huge. On the flip side, AI crew members will require a salary. So assuming the options are equally effective at their jobs, one will hurt your ship's performance compared to what it would be otherwise, and one will hurt your wallet.
@@ArgonoxI think we can assume the game will allow enough ai blade slots at launch to allow you to fully man your turrets, if the aim here is to get around having to have the NPC crew fully working and still have the game functional. That's such an easy thing to change and there's no reason at all they wouldn't change it (literally it would be just increasing a value in a database). I think it's disingenuous to use a limit they stated would exist a while ago (which was clearly intended to work alongside NPC crew and encourage you to hire NPC crew) as a reason why not having NPC crew will wreck them game, when they can definitely just change that temporarily now that they're thinking NPC crew might have to wait a bit. Like that decision clearly will require other decisions they made previously to be changed and it doesn't make sense to me to assume they won't make those changes in order to have a working game. Cargo loading is already able to be automated so... no don't need NPCs for that, unless I missing something? Maintenance, yes, you need someone to go replace a relay or other part. But, I can imagine CIG developing a temporary game mechanic to get around this (eg having a "drone" auto-replace parts "magically" while no one is looking).
@@124thDragoonlimiting ai slots is an arbitrary thing that can absolutely be temporarily changed. Maybe in the end state yes that's what they want, but day 1 there's no reason why they would cripple your ships by not letting you have enough blades to run them. Ditto for any other penalties caused by AI blades vs NPCs. All those are just numeric values that can be modified whenever they want to suit the state of the game at that moment in time.
I'm a little disappointed that NPC crews won't be in 1.0 as it seems like a pretty big feature, but at least we'll have blades to act as some to a basic extent.
They prolly have a ton of realistic features planned for NPC crews. They used to talk about being able to make extra game packages on your acct into npc characters. I guess we'll just have to wait and see... 👀
Not surprised on the roads front since last time roads was brought up they said "roads? I fail to see why anyone would want roads." Not surprised, still somewhat disappointed. With the density of locations that they showed off at CitCon, roads would actually be useful and viable to use. And they would make ground vehicles a bit more worth using over any ship.
Right, more so with sooner or later cycles coming in. I personally don't understand how roads won't be a thing in 1.0. With Terra being a system to be released in 1.0. I feel like "earth", is going to look like crap or extremely dumb down
@@MSFTJustice without roads I feel like every planet is going to look like a colonial rimworld instead of the seat of a civilized system. Better than Starfield, haha, but that’s neither here nor there.
Roads ... but more importantly, STREETS in the cities, connect the separate POI sites. We have river tech, so roads should not be that much more difficult.
i mean definitely should not be priority. first i would fix bugs and focus server meshing.and those are gonna be dumb anyways. i can't wait them to sit my turret and me screaming shoot piece of 💩 😂
Do you mean in reference to AI blades first or in general? If you mean over the blades it is easier to just make them do things over the structure of what they want a player to do all the things required to get an NPC to do it. I'm not surprised NPC crew is still down the road given where they are with everything. Given they will have both it make sense the easier thing would be in first. I do think NPC crews will be more fun.
I would be ok with visible NPCs being delayed as long as the blades offered all the same functionality, but with “invisible” NPCs. They would do this through wingman type commands or something similar.
If NPCs are going to be delayed, does that mean that some jobs can only be done by human players? The ones that come to mind is the Engineer and the Janitor.
I've already got an idea for the sand worms... I don't know if it would be considered cheese, as you'd still do the fight as intended, you'd just make the fight a bit faster by having 1 or 2 additional ships that are well away from the worm, and that ship would be the Inferno and/or ion to snipe the worm while the rest of the team keeps it occupied lol.
I would like to see a bit more on how they plan to encourage people having positive or even neutral interactions. I know rep will be some of that so hopefully we will get to see something with it soon.
In a way it’s a good sign that they’re able to say that AI crewmates are not planned for 1.0. BEFORE YOU SAY ANYTHING, HEAR ME OUT. The reason is because it shows that they truly are working towards 1.0 and that they actually have an idea as to how to get there and what they have left to do. I could see a beta/1.0 happening in 2026 with SQ42 or in 2027
The great thing about AI blades is they can't mutiny, dump your body out of the airlock and steal your ship. Sure there was that whole 2001: A Space Odyssey thing, but that was only a movie, amiright?
I really wanted npc crew too but now that i have seen how easy and fun the org stuff is i dont mind so much. Plus we get blades for now. But i will probably joining orgs and be a crew member on a ship from time to time
CiG probably has lots of senior designers, rather than one of them being "the" senior designer. In the old days you'd have tons of juniors, a few seniors, and a lead, but these days it's a handful of juniors, like a bazillion seniors, a principal or two, and a handful of leads, for most teams.
I hope AI blades aren't made apparent to other ships scanning us. We need ship names, rather than player tags, (especially on huge ships w/ a lot of players aboard), which would just be clutter on our scanners. "All ships should have a name" - Void Dude
I’m really curious as to how hiring npc crew members will work. Can we hire them for ships and/or bases? Where could they be hired? Are they faction and lawful/unlawfully aligned? Will they have their own motives and could be potentially bribed? So many questions and so excited for it!
in the interview with benoit, did he mean rotation or orbit? i ask only because planetary rotation is in the game already is it not while planetary orbit is not
I assume they have an internal idea of timing on 1.0, they must if they are open to saying "this will make it" or "this likely won't", so my question would be, if the whole thing takes longer than anticipated (which we all know it absolutely will) will they add more things into the release, or hold them back for subsequent .1, .2., .3, etc patches? I understand it's an unknowable, likely even for them at this point, but to me, it's an interesting thing to ponder on. I would love to see more than the originally pitched 5 systems, still seems like there is not enough there to justify a global release of a game, that by that point, will have been 15+ years in the making.
im still curious how will bases persist over servers like if i will build a base i will only find it on that server cause at a point all planets will be filled with bases and there will be no resources like i dont understand how it will work
Mu understanding is that with Server Meshing we are functionally playing on a single shard. You build anything and it gets uploaded to the replication layer and is then part of the whole 'verse. Server hopping is invisible and seamless.
I'm wondering how much resources a base can hold. As well as if someone was to raise your base and your stuff is inside of a freight elevator down below, how do they get them out
would be interesting to see how well the ai crew works on a ship whit alot of turrets, or like alot of crew stations and equipment, and also hope they are actually help full and dont miss 80% of the time.
so what's the difference between blades and AI crewmen? I'm guessing crew can take care of the ship and repair, or do menial work like organizing crates from salvaging?
I think all features that use AI will be dependend on the server fps. And we need to see the results of server meshing to know how much performance we will get.
Extremely unlikely for 1.0 to ship then, that wouldn't be enough for both castra and terra plus other systems and server and backend upgrades etc, 2028 is likely the earliest for 1.0 and 2030 is probably the more viable date, of course im fine with being wrong but those dates are both more realistic
I can see why they'd want to hold NPCs back - but with the firefighting dynamics, cargo loading and unloading - it basically limits solo players to solo or two-seat ships (for now).
I mean.. cargo isn't really ever a solo job that's just reality.. and as for combat well that's less of an issue with how many ships there are for that
I don't see base building being out anytime soon though, that being within the next year. But I guess as long as 1.0 is years out then it wont really matter. Seeing as anything to do with base building is 12-18 months or more away, I just don't see it coming before 1.0.
I wonder if theyll do pledges for land claims again. Would be interesting to see the price now. Was hoping to see blades / npc crew sooner, but happy enough to muddle along on my own until then😂
If I'm looking at the fleets some of the concierges are having, I think NPCs should better become REALLY useful. Otherwise ship wreckyards might get flooded...
while there will be swimming and such, water vehicles haven't been planned out yet and aren't really needed because well spacecraft.. so while there will be some later it'll likely be only a few
Going both ways on the NPC and Blade implementation time frame. Personally I think they should come with 4.0 and before “1.0”. I don’t really have the ability to sync up schedules with even 3 other people. I know I could just call out for someone to help but tired of people just being an ass at times and betraying, even though I know that is approaching irl behavior. Is there a way to look at someone’s rep as if they are applying for a job?
AI blades will be a great place holder to keep us tracking while NPC crew get spun up and added in. Do you think my hired crew will accept the medical gown ship uniforms
I wonder if passenger gameplay then is also being pushed back? This is a loop many original ships like the 600i need to fulfill their purposes. I hope the E1 spirit isnt awol till after 1.0.
Same man, I hope we get more unarmored clothing at some point, and a reason to why we need to wear them. The Leader from Dressed to Kill is probably a similar style to what I want to run.
@@Glathgrundel exactly, how are they going to put a space cow in the game and now let me live out of my dreams of being a space cowboy, make it make sense fr 😌
Nice to know they are thinking about 1.0 but lets be honest its years away still. They've got to get squadron 42 out the door still. I am really looking forward to the building stuff though.
Its definitely interesting to hear them talking about 1.0, and whats coming vs whats not being dealt with prior. Is this rhe start of bug fixing as opposed to new feature development?
As much as I am exited for the future of the game I just wish live was playable right now, these server 30Ks every 10 minutes are wrecking it for everyone.