Vehicle Experience Team AMA Recap
Vehicle Experience Team AMA Recap
This time, we welcomed four guests from the Vehicle Experience Team, wo recently finished their combat summit:
This AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!
Richard Towler:
We don’t plan to actively force players into a certain speed range, but we do want the speeds at which players engage in combat to be much lower but how we achieve this organically is still under evaluation as it requires lots of moving parts to come together to achieve.
Jonathan Young:
There are definitely plans to be able to filter different kinds of radar contacts at different times (e.g., choosing to only see friendlies, turrets, mineables, etc.), although this falls into another teams hands rather than VET.
Yogi Klatt:
Yes, we definitely want proper G-force exhaustion effects back. We’re focusing on capacitor gameplay first, though.
Yogi Klatt:
It is a high-priority task, but we are dealing with a lot of ships and items. There are a lot of moving parts and interacting elements with the ships, e.g., thrusters, power consumptions, heat build-up, etc. So changing one thing might “feel” good but could have a lot of unforeseen consequences.
It’s incredibly complex, and going through everything just takes time. But we’ll get there step by step.
Jonathan Young:
We’ve definitely talked about the need for landing cameras, and while it’s not on our short-term schedule, this week’s ISC on docking shows off something quite similar for some ships…
Yogi Klatt:
There is no simple answer to that; it depends on the chosen ships and what they are meant to do. A second crew seat should not automatically mean “twice the combat performance” but we obviously want a crew seat to matter and make a difference. That part of the game is obviously not fully developed yet but we’re slowly steering towards it. The first steps happened with the turrets (which are not under pilot control), and more steps will be taken in the future.
So crew seats will be a force multiplier … though not necessarily by a factor of 2.
Richard Towler:
These are two of the highest performing ships; where we move these ships going forward depends up on the results of multiple changes we have planned to how combat will work and the speeds they happen. As far as overall balance goes though, we do plan to move specific fighters like these closer together in terms of performance.
Yogi Klatt:
Capacitor gameplay will be used to drive “short term” consequences of using your ship systems while heat will be moved to longer-term. So (without speaking out guarantees about balance numbers) the idea is that in a 1-minute dogfight heat won’t matter that much. If you keep fighting for 10 minutes or longer though, heat will become an issue that needs to be managed.
Richard Towler:
That is our goal, these systems should push the combat more organically into an area we’re more happy with, but it isn’t just armor and damage, it’s the performance of the ships, the weapon balance, and how multi-crew gameplay changes the dynamics.
Yogi Klatt:
Yes, a lot of our work this year will entail to change the tunings and abilities of the ships to fit their intended roles and purposes. The rough plans were already laid out during the combat summit but doing the actual work will take some time to complete.
Yogi Klatt:
The amount of gimbal assist and all other aiming helpers we’re using is heavily dependent of the combat speeds, network performance, pip stability, and other factors. As these factors change, we will re-evaluate if we need to increase or decrease the effects.
So no, it’s not set in stone. :)
Richard Towler:
Yes, that’s planned and all new ships are having this built in during production and we’ll retroactively add to existing ones as we go back and do other fixes.
Yogi Klatt:
Yes, we are aware of those problems, and it is actually caused by several issues coming together. We tried out a couple of things already but working with prediction is not the easiest topic in game development. So atm we’re not yet confident that we found a good solution yet, but it is a high-priority issue due to its impact on the game.
Yogi Klatt:
We are invested heavily in achieving a good combat geometry, so the way how ships can move around each other. We’re approaching that from both a mathematical and an experiential point of view. Ultimately we do not want the FM to feel on rails, or like you’re controlling a camera, but we still want to give you a proper 6-DOF experience. Developing the capacitor systems is actually based on that demand. They allow us to add more variation into dogfighting to create a meaningful and fun experience.
Richard Towler:
Our goal with Missile Operator Mode is that firing missiles or torpedoes becomes a much bigger event, it’s a specific choice you’re making at that time to engage. It brings together a lot of the dynamics we’ve been working, so from a long distance, you open up yourself to a lot more risk from all the defense systems, the missile can be deflected with countermeasures, intercepted by other ships, or even destroyed by turrets, but we also want the risky gameplay of fighting to get your ship closer to your target to increase your chances of having a successful hit, and if you’re good enough to hit your target without a lock, you feel the achievement of doing so.
Richard Towler:
Yes, we’re planning a complete overhaul of the ground vehicles that will bring more realistic physics and behavior.
Richard Towler:
I’m most excited about the capacitor gameplay, how players will manage the energy available and how it changes the combat dynamics, but also how the balance will change because of it as thrusters, shields and weapons will all have to adapt and be rebalanced to deliver the short and long term dynamics will want.
Jonathan Young:
Capacitors will be a separate system, and so we’re reviewing how existing features (such as the power triangle) could possibly change to give us the gameplay we want while not stepping on the toes of other systems, as each feature has to fit nicely into the overall ship experience.
Richard Towler:
We’re constantly evaluating the ships, and events like Xenothreat are a great way for us to further understand the balance we have in the game, but it’s not just about the balance for Xenothreat it’s the PU overall.
Richard Towler:
We do plan to add more deep mechanics to sub targeting that allow you to target specific components that go beyond just the engines and turrets.
Yogi Klatt:
That is based on the dynamics between the amount of thrusters and much cooling and power they require (which in turn informs the heat build-up). For the capacitor gameplay, pretty much all items and ships will have to be taken under scrutiny. A large part of our design work resolves around predicting dynamic effects and finding potential balancing problems before they end up in the game. We’re really trying to improve in that regard, but there is quite some complexity to manage.
Richard Towler:
Yes, our goal is to make the light fighters at least behave more and more like modern jet fighters, as we move the movement from maneuvering thrusters to control surfaces, allowing our ships to perform more extreme behaviors in atmosphere than is currently possible with thrusters alone.
Richard Towler:
It will have independent track movement and behave like a real tank would.
Joe Edgeley:
Watch Wing Commander
Yogi Klatt:
Updating head tracking, I just can’t play without a head tracker :D
Richard Towler:
I wouldn’t want to drop any details right now…