Star Citizen Live: Q&A Jump Points

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  • Опубликовано: 9 янв 2025

Комментарии • 465

  • @tyller77189
    @tyller77189 5 месяцев назад +156

    Questions/Time Stamps
    3:49 Will players with a crime stat be allowed to jump at the pyro gateway?
    6:01 How do you clear a crime stat in pyro?
    7:47 Will the jump through the jump point consume quantum fuel? If yes, how much?
    11:16 What's stopping us from falling out of the jump tunnel and arriving earlier in the other star system?
    13:26 How difficult are these jump tunnels supposed to be?
    17:35 How will the different jump drives affect jump point gameplay?
    23:37 Why have we decided to group everybody right in one place, right in front of the jump point and have them sitting there waiting for their turn?
    27:10 Why is the ATC apart of this process?
    30:00 Base campers?
    33:28 It was mentioned in the ISC that exiting the wormhole will be a sort of shotgun approach to minimize collisions and reduce the impact of gate camping, but how will the shotgun approach affect groups intending to coordinate their efforts?
    39:47 What happens if you kill a crew member or pilot during a jump?
    41:05 Can you tow ships through a jump point?
    42:09 Can the ATC play jump by Van Halen on the first jump each person makes?
    43:06 Are there any plans to reintroduce the big jump gate structures?
    50:05 Is the unified jump point size system a permanent solution, or will we see small, medium and large jump points make a return in the future?
    52:50 What can you tell us about how transient jump points will be discovered in the future?
    56:17 Will dynamic jump points stay open long enough to log and sell their existence for profit and then reuse them multiple times?

  • @mliekseter
    @mliekseter 5 месяцев назад +52

    How about a security perimeter around the station/jump point. When you enter it, they scan your ship and send you a message "Power down your weapons or we will shoot you, you have X seconds to comply". Doesn't force the player to power down their weapons, but it preemptively deters them from griefing by threatening a security responce before they have a chance to start attacking. And maybe your rep with the controlling faction determines if you are allowed to keep your weapons powered up. There could be other airspace restrictions as well, like a fine for going above a certain speed while flying near the station, etc. These sorts of restrictions exist in the real world (speed limits, metal detector gates, etc), theres no reason not to have similar sorts of in-game restrictions as well. Nothing that actually forces the player to do something, merely imposing reasonably consequences if they don't.

    • @andrewnicholson1999
      @andrewnicholson1999 5 месяцев назад +6

      i actually really like this because its giving a green zone while not artificially giving you one. you could essentially eliminate all forced airspace green zones around everything especially cities and outposts. you can shoot or keep your weapons on past that allowed time but you will be a fire ball in sky. Also would give MM a little more meaning.

    • @OviWanKeno9i
      @OviWanKeno9i 5 месяцев назад +2

      What a great idea! And the station can deploy something like a F8 to escort new ships. That way the threat is a ship, right on them.
      UEE ships spawns out of my butt in the middle on nowhere at random times to "check my cargo" all the freaking time. This is the same kind of thing, and it would help the verse finally feel more alive.
      Make them go back to the station and fly through an opaque shield into a hangar bay, Star Wars style, after. Then they just disappear out of sight instead of dealing with animating landing or having each one hanging around. We already have NPCs over spawning too often.
      That would be a really fun and useful Band-Aid. I bet it wouldn't take CIG long to code that in. I don't even care if the ships pop out of existance or quantum away and then disappear.

  • @VideoSage
    @VideoSage 5 месяцев назад +11

    I say bring back the Jump ring for controlled space, but have THAT be what opens the gate, not your quantum drive on individual ships.
    Would explain why so many have to sit and wait- as if each ship can open it, then why wait as a group? If it's cheaper, or doesn't ware down your Q drive, or as much fuel, to use the Gov.Ring, it would help make everything feel more cohesive.

    • @alexparris7769
      @alexparris7769 5 месяцев назад +1

      Or at least have it stablized so the tunnel is smoother/faster whereas transient or even static yet uncontrolled jump points would have more complex and longer jump tunnels

    • @explorer47422
      @explorer47422 4 месяца назад

      I saw it as more helping to stabilise the jump point meaning less wear on drives and easier to traverse with less turbulence, so will often be built in higher traffic systems, but aren't needed to actually create the JP

  • @KickstandOptional
    @KickstandOptional 5 месяцев назад +21

    "We're probably gonna cut this short, we'll run like 30 minutes."
    One full hour later:

  • @flightsimulatoradventures7246
    @flightsimulatoradventures7246 5 месяцев назад +70

    Can I use the fire extinguisher to propel myself across space ?

    • @f0xbd
      @f0xbd 5 месяцев назад +35

      If the game ever had achievements, using the extinguisher as propulsion should award one called the "Wall-E manoeuvre"

    • @StarCitizenSpeakeasy
      @StarCitizenSpeakeasy 5 месяцев назад +2

      like Cheese Girl spray cheese! 😂

    • @BGIANAKy
      @BGIANAKy 5 месяцев назад

      @@flightsimulatoradventures7246 no because the game isn’t based on physics. The vision is gone.

    • @CarbonPixel78
      @CarbonPixel78 5 месяцев назад +8

      Waaaaaall-e

    • @corwyncorey3703
      @corwyncorey3703 5 месяцев назад +5

      If ballistic weapons don't propel us... then why would any other kinds of thrust?
      In a game where you hear fireworks in space, can lose speed gained via afterburner in zero g, and can watch our ships bounce into an upside down hover *because we stepped off of the ramp* it is obvious that actual physics are only implied, and not actually followed.

  • @joelmulder
    @joelmulder 5 месяцев назад +62

    I love the SC Live format so much.
    Rarely do game studios just have these sorts of talks where they directly address player questions and concerns, and Jared does such a good job at pushing the devs a little bit to get those answers we really wanna hear.
    Ignore the negativity guys, this is awesome!

    • @rayfighter
      @rayfighter 5 месяцев назад +7

      this message needs a thumb up, so I will give you one

    • @StrikerWolf91
      @StrikerWolf91 5 месяцев назад +4

      I don't know of any other studio that is this open on how development is going :)

    • @tyller77189
      @tyller77189 5 месяцев назад +2

      @@StrikerWolf91 I don't think there is XD Ashes Of Creation tries, but it still isn't even close.

    • @damingy
      @damingy 5 месяцев назад

      Sc live is just an hour of bullshit. Don't confuse incompetence and snake oil promises for transparency.

  • @o-super2744
    @o-super2744 5 месяцев назад +7

    The gate could be there to indicate the Jump Point not necessarily to create the Jump Point.
    So it could make sense to have it on one side where humans have put sign and gates and lights and not have any structure on the other side where humans never went.

    • @explorer47422
      @explorer47422 4 месяца назад +1

      I saw it as more helping to stabilise the jump point meaning less wear on drives and easier to traverse with less turbulence, so will often be built in higher traffic systems, but aren't needed to actually create the JP

  • @carsonpower5948
    @carsonpower5948 5 месяцев назад +2

    Great show guys, thanks for the update

  • @gimilkhad8169
    @gimilkhad8169 5 месяцев назад +13

    Watching this after the fact. Length of video: 1 hour. Jared:" we're probably going to cut this short, will probably only be 30 minutes long"

    • @themanyouwanttobe
      @themanyouwanttobe 5 месяцев назад

      The meeting probably wasn't very important anyway.

  • @Jaxar20
    @Jaxar20 4 месяца назад

    Well these two were a delight to watch.

  • @Deva-Jufan
    @Deva-Jufan 5 месяцев назад +4

    The reason for the rings or "gates" don't have to be to sustain the jump point, but rather a way to control who can go through or not. Kinda what a gate actually does. See it more like a filter of sorts. That way an uncontrolled jump point wouldn't have any kind of ring gating who goes through it.

    • @explorer47422
      @explorer47422 4 месяца назад

      I saw it as more helping to stabilise the jump point meaning less wear on drives and easier to traverse with less turbulence, so will often be built in higher traffic systems, but aren't needed to actually create the JP

  • @Azkr-
    @Azkr- 5 месяцев назад +16

    It makes no sense to me that a "natural occurring wormhole" has ATC regulations and traffic managing, but CIG will not work on jumpgates to contain the wormhole, because it cannot be contained due to being "naturally occurring". As well as the "attune your ship to the wormhole by shooting a magic laser before proceeding", when the two spaces are already "NATURALLY" connected

    • @randlebrowne2048
      @randlebrowne2048 5 месяцев назад +3

      I think that ATC is actually using some sort of dampening/jamming tech on the ship's themselves, rather than on the jump point. After all, if they could control the wormholes themselves, Vanduul attacks wouldn't be such a problem.

    • @SternLX
      @SternLX 5 месяцев назад +8

      If you were paying attention to all the video's and the post clarifying this topic you would have seen that ATC literally has the ability to jam your JD from operating. Like a remote control lock out of sorts. Also you don't shoot anything at the jump point, what you saw in the video was artistic license. What does shoot from the ship however is the Quantum wave that attunes your Quantum bubble to the worm hole, QUOTE: "After activation the ripple wave completes across the ship and then launches as a projectile from the front of the ship. At no point do we show the projectile coming from a gun. It didn't happen. We haven't added combat to opening a Jump Point."
      In the lore a ship entering a worm hole without a Quantum bubble around it gets torn to shreds.

    • @alexparris7769
      @alexparris7769 5 месяцев назад +4

      @@SternLX I think his point still stands. The inconsistency of having ATC able to jam your jump drive from a distance without some obvious sort of means to project said disruption field from is silly. The ring structure is the ONLY option that makes sense for a checkpoint controlled natural object. A river crossing on a border typically has a structure to control ingress and egress in the form of a bridge with a gate/toll booth etc… the handwavium “emits a disruption field that can jam your QD” wouldn’t seem so contrived if there was some massive obvious structure that does so. Think of the IRIS in stargate. That made sense why someone couldn’t just walz in without permission… at least give us a platform NEAR the jump point with an obvious interdiction module/fixture and I will be able to buy the loss of the ring structure a bit easier.

    • @sidaekao
      @sidaekao 5 месяцев назад +2

      It was in one of the spectrum threads, but essentially ATC jams your QD until you get clearance. It's a form of border control. Similar to the arm gates you see at physical road borders. The land is naturally occurring, but people built infrastructure around the land (roads, crossing points, security offices, booths, guard towers, etc.) to limit traffic through those areas.

  • @philroni
    @philroni 5 месяцев назад

    Hope you hear that a lot but your videos and information you share about the development and the game itself is great! Love to see your videos

  • @Tainted-Soul
    @Tainted-Soul 5 месяцев назад +2

    All you have to do to protect the ships waiting to jump is make the turning give the ships a quantum shield to protect them ( that bubble that formed around the ships )
    simple nothing can entre the bubble just like the jump itself

  • @EeroafHeurlin
    @EeroafHeurlin 5 месяцев назад +3

    As I said earlier, it would probably be a good idea to have a no-fly zone around the jump point that applies to anyone not in the currently aligning jump group (NPC security obviously excempt), lets say 10km in diameter with *immediate* deployment of whatever is used to enforce no-fly zones at the time (right now teleport to impound, in future hopefully distortion and tow to impound), then have another zone with the 15s warning that is for example 30km in diameter.
    Also I've long advocated for 1. not auto enabling guns at flight ready 2. having weapons enabled "near" (say 50km) a space station, city etc "ATC controlled area" when there is no active threat present to be considered hostile (just like locking missiles already is), or very least acquiring a weapons lock (t with weapons powered on) should be (and that probably should be considered hostile everywhere). "considered hostile" refers to the hidden hostility meter that enables the self-defence and defence of other mechanics (and also triggers response from local authorities).
    Similarly when equipping a gun it should come to "carry lowered" by default and raising a gun should be considered hostile.

    • @alexparris7769
      @alexparris7769 5 месяцев назад

      Yes… 100% to everything
      You just said.

    • @explorer47422
      @explorer47422 4 месяца назад

      They have said anyone not attuned when the point opens will be 'pushed' back by the force of the JP opening, but the distance for this hasn't been confirmed.

  • @piedpiper1172
    @piedpiper1172 5 месяцев назад +1

    39:00 We paid you already. It’s not our job to help you. It’s your job to show you deserve more help (which we provide by spending more money.)
    This is a terrible look. “Boo hoo, my customers want a product after over a decade of waiting and are tired of hearing the same old excuses, woe is me.”

  • @Citizen-Nurseman
    @Citizen-Nurseman 5 месяцев назад

    for the discussion at 26minutes
    Your turret issue is EASY TO SOLVE.
    Add a weapon type that has a near hitscan, low DPS, high ROF (maybe even a beam) quality but a huge power draw.
    This means you could equip turrets on stations etc with a weapon that is incredibly hard to dodge, and just wears down the enemy who are attempting to impact the area
    additionally the low DPS, high ROF, hitscan nature makes them essentially like modern laser point defences being developed like dragonfire; perfect for shooting down Torpedos
    The huge power draw means that this wouldn't be something you see outside of large ships, who might only be able to power 1 turret's worth of these weapons.

  • @FieldHoodGaming
    @FieldHoodGaming 5 месяцев назад

    Thank you for this episode. Great info and now Pyro looks better than ever

  • @Raziel_SSJ
    @Raziel_SSJ 5 месяцев назад +6

    22:35 "Do it!"
    Ah ah! Love you Jared
    And now the devs

    • @Aureus23
      @Aureus23 5 месяцев назад +1

      He knows his player base sooo well. Lmao 😂

  • @twelvewingproductions7508
    @twelvewingproductions7508 5 месяцев назад +2

    6:37
    You should have to bribe Rough & Ready since they hold the jump gate and related comms.
    I think that would be very appropriate.
    The amount of that bribe will depend on your faction affiliation.

    • @callsigngrimdoll
      @callsigngrimdoll 5 месяцев назад

      They don't have authority over the gate. The UEE has security there.

  • @SixFeetRabbit
    @SixFeetRabbit 5 месяцев назад +4

    Are we waiting to reach a billion raised before the beta?

  • @explorer47422
    @explorer47422 4 месяца назад

    I always thought the physical gate structures didn't create the jump points, but helped stabilise them after discovering them, so lore-wise you can still have them in select systems where there is higher traffic and it means their Jump drives wouldn't have to work as hard to stabilise and are easier to traverse. They're not neccessary, in the same way as tarmac roads aren't neccessary to drive on, but they do make it much smoother and easier with less wear resulting on your tyres/drive.

  • @124thDragoon
    @124thDragoon 5 месяцев назад +2

    I feel like the answers given to the question at 17:35 were delivered…begrudgingly? Do they simply not know if there will be pitch/roll/yaw authority differences between the various jump drives? Was this a design discussion that hadn’t actually happened yet?
    The same could be applied to the “shotgun exit” question - surely there were concise answers to this that didn’t make the devs uncomfortable. Is the exit field a disc of possibility? A sphere? If so, how many kilometers wide is it? Sure, this distance could very well change over time. But you can actually answer a question with finite values/concepts. And if you need to bring notes, bring ‘em.
    With all due respect, of course.

    • @benjwgarner
      @benjwgarner 5 месяцев назад +2

      Look at 6:05. These poor guys are spitballing and trying to keep their jobs by not revealling just how little of the pre-production work has even been done.

  • @IronMan9771
    @IronMan9771 5 месяцев назад +12

    In Invader Zim, there's an episode where Zim uses Mars as a giant space ship, and when he asks a Martian why they turned the planet into a giant space ship, their answer is simply "because it's cool"
    That's Pacific Rim in a nutshell. Why is Pacific Rim? Because it's cool

  • @Gwydion_Wolf
    @Gwydion_Wolf 5 месяцев назад +1

    "How do you clear your CS in Pyro?" -- Cool way would be a off-the-grid style 'forgotten' UEE waystation location that is manned by a band of outlaws that you need to either get around, or go through, to get to the computer they have that still functions and is still connected to the UEE network... similar to how you do things at the station near Yela. Though, not necessarily a 'station'... this one could be a ground location of some type. something with both air and ground defenses + affected by the "Space Hugs" Pyro's sun gives.

  • @John_Krone
    @John_Krone 5 месяцев назад

    29:38 Jump GATES would help explain why some jump points are stable. The Gates themselves help stabilize them. The others, like what pirates and aliens would use to sneak into another system would need to be constantly searched as they don't have a stabilizing gate. I'm still pist the gates were removed. It was SO cool. Must be a technical limitation we are not completely being told. If fear of griefers behind the gates then make the gates thinner or make what despawns our ships when we go down too far in Area 18 remove griefers that get too close to the gates and not in queue to jump.

  • @harlankovacs6276
    @harlankovacs6276 5 месяцев назад +1

    All star system should have at least ONE main LARGE jumpoint to connect to, but NOT all main jumpoints that connect to that system should be LARGE. That's how you can have fun with all system being accessible with large ship without losing the strategic aspect of smaller main jumpoints.

  • @1scrub2
    @1scrub2 5 месяцев назад

    ~~~LIBERATOR~~~ (!)
    Well done gang. Very enjoyable. This is sounding amazing all over again! Thanks!

  • @EiriUesugiKun
    @EiriUesugiKun 4 месяца назад +1

    37:55 - Yeah! Early days! Only 12 years and 750 million dollars! EARLY DAYS! xD

  • @Bubblegum_Ronin
    @Bubblegum_Ronin 5 месяцев назад

    First off, good job SC team on bringing us this update, fun to watch.
    Please don't take this as being negative but I really do wish the idea of jump points were simpler.
    I envision something like this:
    Jump points are just paired points between folded space.
    For the time being I'll describe these paired points as a black and white hole. Black to enter and a white to exit.
    Transit is instantaneous and a jump drive isn't required but instead a jump SHIELD is required in order to maintain a ship's material integrity. The jump shield can only be maintained for a fleeting moment as it drains it's power all at once. The gameplay to jump is timing the activation of the jump shield with the actual contact of the jump threshold.. too early or late and you take damage.
    All black and white holes have a signature that's essentially a 6-10 digit combination of numbers which describe aspects of the holes which can be shared as in game data.
    The signatures are used to locate an entry jump point (black hole) and to identify where an exit originates from.
    Jump drives could still exist to initiate a jump without a permanent jump point - this could be accomplished by when a jump drive is initiated, it creates a "momentary/temporary" black hole from the center of a ship.
    Due to the nature of this temporary jump point, there's no time to bring up jump shielding which means ships using this method will always take damage.
    The reference to black and white holes is just to describe the idea and I'm not saying to make the points actual black holes linked to white holes.
    Anyways, the future of SC is exciting. Really looking forward to server meshing.

  • @Teufelaffe
    @Teufelaffe 5 месяцев назад +1

    I'm glad that CIG is recognizing that it's not good to place the majority of risk on the players who don't want to PvP, unlike so many other devs do. Especially in monitored space, being a pirate should be *more* risky than being a law-abiding citizen. Attempting to prey on people at the Stanton -> Pyro jump point should be dangerous af even if none of the players there have their own escorts.

  • @phrack8327
    @phrack8327 5 месяцев назад

    Great info! thanks guys!

  • @archerkee9761
    @archerkee9761 5 месяцев назад

    Thank you Jared and Team!

  • @rensolsen4400
    @rensolsen4400 5 месяцев назад +1

    will the 400i be able to sniff transient jump points? (I so hope for that ship to be useful :)
    )

  • @rk-jn5mp
    @rk-jn5mp 5 месяцев назад

    @11:16 ..."falling out" of a Jump Point should mean finding yourself in dead, black, vast, empty space between systems.
    Easy enough to have a 'cell' that represents that with Star Map coordinate positioning that makes sense to the player.
    End result: you lose your ship and you have to... well... either live out your days until your food, drink, and oxygen run out... or regenerate.

  • @Ben-ee8oo
    @Ben-ee8oo 5 месяцев назад

    Great episode!

  • @ro-mon_gerrs_u-tube1944
    @ro-mon_gerrs_u-tube1944 5 месяцев назад +2

    FPS weapons fire should "Boomerang" back to the shooter while in transit. LOL. >26:00 Queueing Up: Once you've been added to the "Q" Only then are you allowed to enter passed the "Push Back Zone" AKA a bubble near the mouth of the tunnel.

  • @pxkqd
    @pxkqd 5 месяцев назад +4

    If I'm in a Piscies inside a Carrack, can I spool the drive and fly out of the Carrack while inside the wormhole?

    • @jrzgcwrocks
      @jrzgcwrocks 5 месяцев назад

      No cause you didn't contact ATC before you hit the gate in the carrack.

    • @SternLX
      @SternLX 5 месяцев назад +3

      @@jrzgcwrocks I don't think ATC has control of your Jump Drive once inside the JP. But you do have to tune your Jump Drive to the JP before you can enter it. I would think being inside another ships Jump bubble would prevent you from tuning another drive to it.

    • @aber_rok
      @aber_rok 5 месяцев назад

      @@jrzgcwrocksbut what would happen if you had? Well… You’d probably be teleported out of it and into the line 😆

    • @thePrisoner1000
      @thePrisoner1000 5 месяцев назад +1

      No because the Pisces doesn't have a jump drive, just a a quantum drive.

    • @alexparris7769
      @alexparris7769 5 месяцев назад

      @@thePrisoner1000the pisces does have a slot for a jump drive module. Just doesn’t come stock with one. Not sure if that will survive to the long term implementation but that is what we have to go from on the pisces/carrack Q&A, brochure and past publications

  • @GlennLMS
    @GlennLMS 5 месяцев назад

    Given the speeds involved in Jump Point travel, wouldn’t firing a weapon out the front of your ship effectively cause you to “catch” the projectile yourself? Effectively shooting your own ship?
    As for shooting out of the back, perhaps the energy of the jump point tunnel would be so incompatible with any type of projectile that the round is effectively destroyed/torn apart the moment it leaves the “bubble” of your ships jump drive.

  • @DPendrillion
    @DPendrillion 5 месяцев назад

    A thought: Freelancer had it pretty nailed. So many times I just hung onto AI commercial jumps to get from one system to another, basically convoying up with them at a Tradelane intersection and then laying back and be in formation with them through the gates...

  • @CMDR_Birb
    @CMDR_Birb 4 месяца назад +2

    How do devs get anything done if they are always filming for marketing. Oh wait....

  • @Gwydion_Wolf
    @Gwydion_Wolf 5 месяцев назад +2

    44:29 Not even DS9 had a 'gateway' around the Wormhole they had..... Just saying :)

    • @Roboticus_Prime_RC
      @Roboticus_Prime_RC 5 месяцев назад

      No. It was controlled by omnipotent aliens from the inside.

    • @SternLX
      @SternLX 5 месяцев назад +1

      Exactly. The SC wormholes are basically Star Trek worm holes. With transit times and all that. Less the beings that live inside the one near DS9. ;)

    • @Roboticus_Prime_RC
      @Roboticus_Prime_RC 5 месяцев назад +1

      @@SternLX the DS9 WH required the aliens to open it. They just weren't very picky about who could enter it most of the time.

  • @alasca.4
    @alasca.4 5 месяцев назад

    Good morning Starcitizen, another incredible video and as always the game is more and more incredible, I really like the game because it creates things that no one else has done, like fire on a ship, I would never think of something like that. Simply perfect.
    I was watching some of the game's shooting scenes, which are already incredible, but I thought it could be even more immersive if the bullet counter on the side was removed and instead of the cartridges charging themselves, they were discarded.
    Of course, honestly speaking, this seems really unfeasible. the positive side would be that players would value each bullet even more. But I imagine it wouldn't be easy to think about having to count the bullets all the time and what the game would look like with a bunch of cartridges thrown on the floor, (note: I'm not a developer).
    I can't imagine how much work this could be.
    But researching, I discovered that at least in real-world counting, each magazine of a gun always has an indication of how many bullets it has, so I imagine it would be incredible if in every massive firefight I had to hide, remove the magazine from the side of Take out the gun and see how many bullets I still have. This idea really excited me just thinking about it in the game...
    Thank you in advance to anyone who read this far 🫶🫡

  • @gregcarter3504
    @gregcarter3504 5 месяцев назад +2

    So if I take a hammerhead into the jump, and self destruct mid jump, would my debris drop out of the jump or become obstacles for those in the line behind me

    • @jrzgcwrocks
      @jrzgcwrocks 5 месяцев назад +1

      This is the only question I wanted them to answer. I think it's going to persist in the beginning

    • @SuperlunarNim
      @SuperlunarNim 5 месяцев назад +5

      What it should do is dump all the wrecks wherever any other ships that fail a jump fall out, so in those instances where you do inadvertently (or purposefully) fall out of a jump you don't end up in empty space, instead you end up in a huge skeleton reef out in the middle of nowhere. Maybe you salvage some components, siphon some fuel to finish your quantum into the system etc.
      Of course, because CIG devs didn't come up with this idea they'd never consider implementing it, but it would be cool.

    • @SternLX
      @SternLX 5 месяцев назад +4

      If you were paying attention, anything not in a Jump Drive bubble falls out of the worm hole. i.e. The debris would fall out.

  • @VideoSage
    @VideoSage 5 месяцев назад +1

    Pacific Rim always did bother me, with they had a "hot gates" scenario, and instead decided to battle the enemy with big mecha all over the place...
    Many things in that film are terribly illogical. But that one really stuck out to me.

    • @davidpitman9941
      @davidpitman9941 5 месяцев назад +1

      What annoyed me was that they spent most of the film fist-fighting monsters when they could have just whipped out that sword all along...

  • @OviWanKeno9i
    @OviWanKeno9i 5 месяцев назад

    Amazing Idea!!!: Exploration ship finds transient jump point with fancy radar, and you create a player owned mission, that cost other players aUEC to take, for ~30 minutes. They basically pay the discoverer to get a mission beacon to the transient jump point. Omg, it's so simple, but it would work so well!
    Why don't we have that for finding salvage and other useful stuff, including high yield minable asteroids/rocks?? Even selling a coords point in space would be amazing, and including a player rep in this mission type/explorer faction alongside the mission description. Then we would have the first player to player mission rep too, and you would mostly know who's trustworthy. So cool! That would be such a great gameplay loop! Please?! 🙃😁

  • @Armory508
    @Armory508 5 месяцев назад

    The jump gate looks really cool and could be just as functional as your imagination would allow it. Instead of your ship using it's quantum fuel to activate the jump gate it could be the ring around the gate that initiates it which actually makes more sense. Not sure why they cut this out but w/e.

  • @joruffin
    @joruffin 5 месяцев назад

    I have a few thoughts on in-lore wormholes and gates around them. I have always thought of the wormholes as natural features with the gates merely being industrial sized, permanently installed quantum openers. This would explain why ATC has to be involved in the queuing and opening of gates. I've also always presumed you only need them on the opening side, not the exit side. As they're still openable with regular quantum drives if needed, not having a gate doesn't strand anyone.
    If you further say that the reason to use them is that the act of opening the quantum tunnel deals large amounts of distortion damage or device wear, then that also explains why they're desirable economically and opens up interesting gameplay possibilities. This would imply there's a cost to be paid to take rogue tunnels and allows a price to be paid to self-open a stable tunnel _without_ ATC, blockade running style, or in exploring systems that may not have gates available.

  • @Malakie
    @Malakie 5 месяцев назад +2

    I can see it now... "New wormhole found..." Everyone rushes to find out what's on the other side... only for a bug to trap everyone in a time loop around and round you go

    • @X3R013
      @X3R013 5 месяцев назад +1

      sounds like an episode of star trek

  • @Strandbacker
    @Strandbacker 5 месяцев назад

    High five for all the designers that like the game designed for the fun of griefers.
    Cannot get worse, CIG please hire more of these specialists!

  • @PatrickFisker
    @PatrickFisker 5 месяцев назад +2

    Is it close guys? Pyro

  • @vizagor2714
    @vizagor2714 5 месяцев назад +1

    ➣ Q - Are there any plans to add the huge jump point structure?
    ✦ A - No, we do not think it makes sense anymore within the lore of the game.
    SOON !!!

  • @everettumphrey
    @everettumphrey 5 месяцев назад

    @ 6:01 Pyro indentured workforce, fixing the station or running cargo missions for them until the debt is paid, oh and you will wear an Armor/uniform (prison suit) labeling you as such, so others won't attack you or they will be subject to the same for attacking a servent of Pyro.
    @21:06 If we turn off our Nav to Combat it's a fail. What if you are an SRV towing a ship and for some reason the tow disconnects, will the ship in tow now become a rampaging hunk of debris damaging all other ships in the tunnel?

  • @DeSinc
    @DeSinc 5 месяцев назад

    liked just for the theory at the beginning of the stream I thought the exact same thing when that movie came out like how can you not plug a hole after years and years? and you have these giant robots and the hole is just sitting there all this time? seems silly

  • @nathannathakon4075
    @nathannathakon4075 5 месяцев назад

    Do we probably get a Turtorial for the Gateway?

  • @TianarTruegard
    @TianarTruegard 5 месяцев назад +3

    I think they are trying to explain the jump point exits more like the branches on a tree. If you're queued up together you'll all come out the same "branch" of the jump point, but you will be staggered in a small area around that "branch" of the exit. Just like how leaves don't grow all in the same spot on a branch, but are still often close together.
    Hostile players won't know which "branch" of the jump point you will exit from, and thus be unable to camp the exit.

  • @jaknazryth2488
    @jaknazryth2488 5 месяцев назад +1

    This is really exciting! I can't wait to make my first jump!
    But one of my concerns is a real world problem, that happens enough as it is. I have lost count of how many times I've lost connection. It takes a couple of minutes to log back in... and if you do it quick enough, the server saves your place, But in the game... your avatar is just sitting still, or ends up standing in a corner.
    Currently if a multi-crew pilot gets kicked off for one reason or another, the other members can simply wait until the pilot logs back on and resumes control of the ship. If it's an emergency... like the ship is about to crash... you can shoot the pilot dead (before the player reestablishes a connection) so that you can jump in the pilots seat..
    Depending on the situation, you might have enough time to do it... but if you're flying fast towards the ground... everyone on the ship is probably going to die.. But in a Jump Tunnel.... this could be really bad. If you exit the jump tunnel in empty space... how do you get back in?
    I know we have "co-pilot" seats... but has there ever been a consideration for a copilot to take control of the ship if the primary pilot drops connection?

    • @EeroafHeurlin
      @EeroafHeurlin 5 месяцев назад +1

      We really need "take controls" kind of option for the co-pilot, and in generally allow co-pilots to actually do useful things (basically everything the pilot can except fight for the controls without "take controls" being asserted, the active pilot can deny this but the default needs to be accept in short amount of time).
      But until those improvements come online, make sure your pilots have reliable connections and computers...

    • @aber_rok
      @aber_rok 5 месяцев назад +1

      The only ship currently having dual controls (AFAIK) is the Carrack. You can pilot from the command station at the top deck and the pilot can override that control at any point from the pilot chair.
      Captain chairs in ships should be able to override the pilot control and vice versa

  • @michaelreagan7149
    @michaelreagan7149 5 месяцев назад

    So the "Jump Drive" for jump points is going to use "Quantum Drive" fuel? ?

  • @steved4475
    @steved4475 5 месяцев назад +1

    Exiting a jump should dump all the excess energy into supercharged shields effect. Give the clear advantage to the jump group. Also gives a good attack strategy.

  • @foofi5273
    @foofi5273 5 месяцев назад

    Hey Alyx if you see this. I hope you're doing all right. I hope you're enjoying your trip. I love you so much ❤️ and I will never give up on you

  • @uhhsam
    @uhhsam 5 месяцев назад

    The ring could not be for maintaining the jump point, but to study or analyze it. Or it could just be completely made out of turrets for defensive purposes.

  • @TheMediaMakerYT
    @TheMediaMakerYT 5 месяцев назад +2

    Crime Records should be permanent. Just clearing your crime stat shouldn't fully clean your record.
    Players who often commit crime should show in red to reflect their crime "record" despite their crime stat.
    Perhaps a timer begins once you clear your crime stat. Once the timer runs out you no longer show up in red.
    That way if you are constantly committing crimes, you'll always show up in red.

  • @DeviDaylight
    @DeviDaylight 5 месяцев назад +1

    Ohh Noo!
    SRV Jumpoint gameplay is said to not exist, my group planning to tractor ships trough different Jump points are verified to be a broken dream.

  • @waynespeedy859
    @waynespeedy859 4 месяца назад

    Will there be a wipe in 4.0?

  • @WarlockSRB
    @WarlockSRB 5 месяцев назад +2

    Where to get that Drake Vulture model?

    • @AltzillaSC
      @AltzillaSC 5 месяцев назад

      Yea!

    • @SternLX
      @SternLX 5 месяцев назад +1

      It was 3D printed from the Games 3D model data then hand painted. There's tutorials floating around on how to do it.

  • @chevy7912
    @chevy7912 5 месяцев назад

    Will there ever be a cost for going through those jump points Like a toll road cost In lore it could be said its used to help pay for the atc station and the guards

  • @chrictonj9503
    @chrictonj9503 4 месяца назад

    I wonder if the ARK Starmap will be updated for this new scheme of jump points or if it is dead. There is not a large jump point/tunnel between Stanton and Pyro in the current map.

  • @sfulweb
    @sfulweb 5 месяцев назад

    How about a distortion energy collection mission for science or possible criminal uses (distortion bombs).

  • @teahousereloaded
    @teahousereloaded 5 месяцев назад

    Senior principal designers are the ppl that do as much work as a whole team, but without being team leader.

  • @breadbeard6722
    @breadbeard6722 5 месяцев назад

    For the campers issue:
    I still think there should be a status you can get (like a new Crime stat) that makes all AI factions stay away from you or even make them hostile, no matter what standing you had with them before. That status is reserved for murder hobos who just kill random people, pad ram and stuff. Not pirates, but actual griefers.
    Because this makes sense logically from the point of view of the factions, and heavily discourages such behavior, because even the worst faction would stay far away from some crazy guy who just kills everyone, because those factions could easily become a target for no reason. And the players who get that status can basically do nothing because they won't be welcome at any station and they won't get contracts and will maybe even get shot at in many places. They would have to live off of whatever they find. No more buying food or ships or selling stuff to stations or whatever

    • @Qwarzz
      @Qwarzz 5 месяцев назад

      Yes. Making this a game mechanic might not be easy to code however. Pirating and griefing might not be that easy to tell apart. Pad ramming is something that should be easy to notice.

  • @CurtAlfrey
    @CurtAlfrey 4 месяца назад

    I'm an old Air Force F-16 Crew Chief still getting used to there being a "Space Force".....wondering, wouldn't ATC (Air Traffic Control) relay you to STC (Space Traffic Control) once you left atmosphere?

  • @reamoinmcdonachadh9519
    @reamoinmcdonachadh9519 5 месяцев назад

    Well, there ARE plenty of empty racks that could be filled by components not (yet) in the game that can be introduced as and when necessary.

  • @shaddouida3447
    @shaddouida3447 5 месяцев назад +1

    Squadron 42 (2024) Update
    Synopsis
    Take the role of a rookie UEE Navy combat pilot in a cinematic single-player adventure set in the Star Citizen universe.🎮🎮🎮🎮🎮🎮🙏🏊‍♀️🏊🐬🌊🤿🐳🧑‍✈️👩🏼‍✈️👨‍✈️👮👮‍♀️👮‍♂️🧑‍🚀👩🏼‍🚀👨‍🚀

  • @MarkTatsu
    @MarkTatsu 5 месяцев назад +1

    Are pirates gonna make missiles with a jump drive on them?

  • @tobis.4037
    @tobis.4037 5 месяцев назад +10

    Well... I still think the round jump gates would make a lot of sense. After all, wasn't there some talk about the jump points being "stabilized"?

    • @scarumanga
      @scarumanga 5 месяцев назад +4

      Not stabilized, they are just big enough to be stable for commerce. The rings make zero sense when you realize its not a man made wormhole like in stargate.

    • @rickshaw3397
      @rickshaw3397 5 месяцев назад +1

      I think they would make sense in the way of stabilizing it for permanent use.

    • @thumpertron
      @thumpertron 5 месяцев назад

      No one ever said that. You're just making stuff up.

    • @thumpertron
      @thumpertron 5 месяцев назад +2

      ​@rickshaw3397 They're already stable and in permanent use, though. They're naturally occurring and humans don't have any control over them whatsoever.

    • @SternLX
      @SternLX 5 месяцев назад

      No. There was never talk of them being "Stabilized". They're naturally stable. The rings around them in the concept art was purely for esthetics. They looked cool put provided no function. Also who's to say they won't add one to another highly trafficked star system down the line. Maybe Sol system for example will have a ring that's used as a space station around the JP instead of a stand alone structure like Stanton does at it's 3 JP's.

  • @Malakie
    @Malakie 5 месяцев назад

    I think we should be able to jump even if we do not have enough fuel... make it a lesson learned thing PLUS it might add new gameplay.. i.e. someone runs out of fuel, can they keep their ship steady as they wait for a high risk starfarer refueler to arrive or an SRV to tow them out... OR the pilot could shoot to try to abort the jump and take a chance the damage will not be catastrophic when they drop out of the wormhole... This could be some awesome game play because contracts to come rescue a ship might be super lucrative but hugely dangerous...

  • @IO_ROBOT_OI
    @IO_ROBOT_OI 5 месяцев назад

    they should just post up 2 bengals and a couple of Idris's around the jump gate. the bengals don't even have to move they can just park and shoot similar to what they did when they showed of the bengal in game a few years ago.

  • @iantsears
    @iantsears 5 месяцев назад

    How can a Quantum Snare be used near a Jump Point?

  • @rantsaboutgaming
    @rantsaboutgaming 5 месяцев назад

    It's called Left on "Read" like "Red" Mr. Huckabe(y)(e)? Idk lol.

  • @Blue_Monkey
    @Blue_Monkey 5 месяцев назад +3

    We want the jump gates back.
    @Other players: Stand your ground on this. It was part of the original vision, it is heavily requested by the community and it just looks so much better ... all the concept arts etc. had them sofar until CIG, in their infinite wisdom, removed them ...

  • @DrakeStardragon
    @DrakeStardragon 5 месяцев назад +2

    I agree with removing the rings. While I like the way they look, from the first time I saw it I thought technically they do not make sense because they are not a controlled phenomenon, they are naturally occurring.

    • @ksl-988
      @ksl-988 5 месяцев назад

      They are both. That's why there is a jump drive.

    • @DrakeStardragon
      @DrakeStardragon 5 месяцев назад +1

      @@ksl-988 No, they aren't. The wormholes are not initiated by anything technological. They just exist, naturally.

  • @fatman9994
    @fatman9994 5 месяцев назад

    If coming out of a jump point early requires your jump drive to die. Can you start jumping and then go back and just pull your jump drive out mid jump (or have someone do it for you)?

    • @Qwarzz
      @Qwarzz 5 месяцев назад

      I think this was mentioned before in some video. If you fall off the worm hole early you'll be ejected at either the system you started or at which was your destination. Where you end up depends on how close you were to the end of he worm hole.

    • @fatman9994
      @fatman9994 5 месяцев назад

      @@Qwarzz right I meant as a way to avoid the distortion build up or damage to your ship. Would that work for a multicrew ship or will they default damage your ship or something.

    • @aber_rok
      @aber_rok 5 месяцев назад

      They did answer that as part of this video. If you take enough distortion damage then your jump drive will be off, it’s the same as if you simply swap to scm or turn the engines off, you will fail the jump. Failing the jump is what will then cause damage to your components and possibly fire or even leave your ship incapacitated, not the original distortion damage that will most likely only shut down your component. They did also say that if the component had some wear and tear, then the distortion could cause a malfunction and fire before shutting it down, that’s something that they’re currently changing as part of the engineering rework.

    • @fatman9994
      @fatman9994 5 месяцев назад

      @@aber_rok I know that. I am asking what if you just simply remove the jump drive from your ship mid jump instead of waiting for your ship to get distortion damage. Can you avoid the damage to your ship by simply removing it mid jump or are you locked into the jump no matter what unless distortion damage pulls you out.

  • @Saaph-yf2gc
    @Saaph-yf2gc 5 месяцев назад

    Branaugh system, lorewise the jump point is a smaller size then usual

  • @AnEmortalKid
    @AnEmortalKid 5 месяцев назад

    But Lando fighting the robots is fun

  • @Brather2
    @Brather2 5 месяцев назад

    I want that Mug! put it in the store!

  • @steved4475
    @steved4475 5 месяцев назад

    It would be great if you go faster the closer to the edge you are. Give that temptation.

  • @Mops33
    @Mops33 5 месяцев назад +1

    I have no preference on jump gate or not... but all things considered you could have a Circular Gate available and instead of it being something like a means to stabilize the wormhole it could simply be a defense structure. Basically load the gate with a bunch of turrets that are there to defend the wormhole access

    • @EeroafHeurlin
      @EeroafHeurlin 5 месяцев назад

      I was about to make this point as well, though there is no need for it to be any sort of circular structure, we already have turret platforms just out in space. And the point they made about blind spots was a good one (floating turrets with multiple turrets always being able to cover each other from every angle would solve a lot of that).

  • @cidhomerimperialpneulemen2107
    @cidhomerimperialpneulemen2107 5 месяцев назад +1

    Will there be actual space between systems, a vast void in interstellar space that your ship could drop into if you somehow drop out of the jump point mid journey 🤔?

    • @nydabeats
      @nydabeats 5 месяцев назад +1

      No they dump you on one side or the other depending on if they've transferred you over or not, but its in a random spot on the edge of the system

    • @orangeoffline
      @orangeoffline 5 месяцев назад +3

      nah i think it's basically
      up to 1/2 of the journey if you move out: dumped very far out in stanton
      after 1/2 of the journey if you move out: dumped very far out in pyro

    • @theuselessteammate2097
      @theuselessteammate2097 5 месяцев назад +1

      What the reply above me said. The explanation Is that jump point are essentally non linear in where you are relative to time. Meaning the jump between systems itself is very quick.

    • @rayfighter
      @rayfighter 5 месяцев назад +3

      @@theuselessteammate2097 sounds right to me.
      However, just especially for the OP, I would design an exception for his ships, and spawn him in a special container, where general PU code no longer applies, so when he would travel to any direction for any amount of time, including bed-log-offs, he would never approach anything.
      I guess it would make these people happy? Because that's definetly how actual voids in space work like.
      What an exciting exploration game, am I right, ED players? 😆

    • @Frank-os6gq
      @Frank-os6gq 5 месяцев назад

      Nope.

  • @StarNavigatorfromandto
    @StarNavigatorfromandto 5 месяцев назад

    Hi Jared! When are you going to invite those involved in the "spectrum" section of the site and in the game to your show? I'm most interested in the game chat. Why isn't transliteration implemented there? It would be very convenient for those who don't know English.
    Even now I write through this app. Why didn't they think of this?

  • @GhostofZuuzGaming
    @GhostofZuuzGaming 5 месяцев назад

    does pyro have its own jail, or do you get shipped back to klesher?

  • @ref2491
    @ref2491 5 месяцев назад

    If maneuvering in a jump tunnel is a thing, small ships are highly agile but deal with more turbulence and larger ships (assuming the larger ships are the 890, Reclaimer, Hammerhead etc) have less turbulence but are slower to maneuver, then how will capital ships make it through the tunnel and avoid the obstacles? They are WAY bigger than any of the current ships in game and as such even less maneuverable.

  • @GealuGalu
    @GealuGalu 5 месяцев назад

    wouldnt mind working for these chill guys making 3d models tbh

  • @tealwraith9045
    @tealwraith9045 5 месяцев назад

    What ever happened to the Titan suits?

  • @Qwarzz
    @Qwarzz 5 месяцев назад

    I would love to see UEE come up with a jump gate tech at some point (after release) that then creates massive contruction effort to create new gateways between major systems. Would probably ruin the economy in some systems that would be bypassed by these.

  • @filkinsjonathan
    @filkinsjonathan 5 месяцев назад +2

    The whole concept they have of "dropping out of quantum" is ridiculous. There is no edge of space. In real space, star systems have no defined boundaries, and you aren't either in one system or another. There is the measure of gravitational forces, and that is it. Star systems are not round/circular/spherical. They are like bubbles. Lots of bubbles bunched together. Bubbles that are grouped together are not round/circular/spherical. Don't even get me started on the ridiculousness of these jump paths and their durations. SC was set out to be "realistic" and is becoming more and more gimmicky, sci-fi-esque, and like a fps rather than a sim.

  • @IronMessenger
    @IronMessenger 5 месяцев назад

    I recently saw it proven that you can stick a chair, or couch, to the cargo grid on your haulers... so get a team of railguns sitting in office chairs, then go for that ride and start taking out other travelers mid-jump point. lol no loading dock needed.

    • @corwyncorey3703
      @corwyncorey3703 5 месяцев назад +1

      You know how to draw weapons while seated? Neat trick! Teach us, oh ChairMaster!

    • @TianarTruegard
      @TianarTruegard 5 месяцев назад

      Your bullets would drop out of the jump point the moment they left your ship's quantum bubble. Not sure about how lasers would act in a jump, maybe get pulled into the jump tunnel wall? I would love to see video of someone trying to fire various FPS weapons in a jump tunnel.

  • @dunravin
    @dunravin 5 месяцев назад +2

    Can Ed have his own show please, thanks.

  • @skelly0774
    @skelly0774 5 месяцев назад

    So...will all ships have jump drives? Liberator was meant to transport "non jump drive" fighters.

    • @Qwarzz
      @Qwarzz 5 месяцев назад

      I assume that any ship that does not have a quantum drive will not be able to jump, snub fighters for example. Good question tho, fighters with military drive might have trouble reaching jump points on their own but is quantum drive automatically a jump drive?

    • @SternLX
      @SternLX 5 месяцев назад

      Snub fighters don't have space for a Jump Drive let alone a Quantum Drive. Also iirc in the original design of Jump Drives, they require a Quantum Drive to operate correctly. i.e. They work in tandem.

    • @aber_rok
      @aber_rok 5 месяцев назад

      The Pisces used to only have a quantum but not a jump drive, as its main function was to operate in tandem with the Carrack.

    • @Qwarzz
      @Qwarzz 5 месяцев назад

      @@SternLX Yea, I think jump drive is an extension of a quantum drive. The first jump thru a worm whole was basically caused by malfunctioning quantum drive in lore wasn't it?

    • @TianarTruegard
      @TianarTruegard 5 месяцев назад

      Not all ships that have quantum drives have jump drives. Snub fighters for example. Jump capability is something that's additional to the quantum drive. You can have a quantum drive and not be able to use a jump point (not have a jump drive).

  • @stevewest5397
    @stevewest5397 5 месяцев назад

    36:00 They really need to learn how to be clear and concise with their language. From what I gather, there will be multiple exit points at the jump gate, and your entire group will exit at one of them. But the next group of ships will likely exit at a different point near the jump gate. The ships in a single group will be in proximity to each other upon exiting the tunnel, but the next group will be somewhere else, but in proximity to each other. So griefers can't camp a single exit point to try and ambush every group that comes through.

  • @steventhunderhawk
    @steventhunderhawk 5 месяцев назад

    i want to buy that iron drake model and for us hobby toy builders , you should have a list of physical model ships as a 25 piece snap in build kit for sale and let us build them, like legos id buy