cross-posted from: https://lemmy.world/post/17687515

Guests:

  • Edward Fuller, Senior Principal Systems Designer
  • Rick Porter, Design Director
  • David Haddock, Narrative Director
  • Ali Ahmadi, Senior VFX Artist I
  • Jake Dunlop, Senior Environment Artist I
  • Dan Meadowcroft, Senior Sound Designer I
  • Guillaume-Roch Pinard, UI UX Designer Senior I
  • Alistair Brown, Senior Director of Graphics and Procedural Tech

TL;DW:

  • sound and visuals are obviously work in progress, there are some visual target images shown during the video
  • there are two different jump point types:
    • permanent
      • always available
      • on well traveled routes
      • surrounded by infrastructure
      • no more circular gates (present in old concept art) around jump points
      • usable by all ships
    • transient
      • need to be found
      • unknown destination
      • various sizes (small, medium, large)
      • unknown presence (might last a long time or a single jump)
  • patch 4.0 will only contain the Stanton - Pyro connection
  • security and turrets near permanent jump gates
  • you need to call ATC before jumping through permanent jump gates
  • jumps are grouped so if you want to jump with a party you need to make sure you’re grouped together (queuing as a party planned in the future)
  • jumping requires you to align with the jump direction, failing to do so will lead to jump cancellation and losing your place in a queue
  • alignment is followed by a attunement process
  • entering/exiting a jump gate is completely automatic, you’re committed at this point
  • any obstructions between you and the jump gate during attunement process will pause it
  • trying to get close to the jump gate without attuning will push you away to prevent deliberate obstructions
  • can’t control your speed during the jump but you will have to navigate
  • you’ll see ships traveling in the same directions but not those going the other way
  • bumping into the tunnel walls/obstructions will fill a “distortion bar” of your quantum drive, when it’s full you’ll be dropped out of the jump (destination depends on how long you spent in the tunnel but it’ll be on the edge of one of the systems you were jumping between)
  • current planned jump duration is 3 minutes, might change depending on various factors
  • exit point of a system is not the same as the jump gate entry between systems
  • exit on the Pyro side has a “normal and safe” R&R station, like the ones in Stanton
  • transient jump gates will have more difficult routes
  • there will be more testing in a preview channel before 4.0
  • 4.0 is scheduled to release “in a few months”, not “before end of the year” as they’re still targeting a date earlier than that
  • credits with all the people who took part in previous episodes of all the shows, from Wingman’s Hangar to Inside Star Citizen
  • @Essence_of_MehOP
    link
    42 months ago

    Probably my biggest disappointment with this update. Rings looked cool and were suppose to stabilize the jump gates but whatever. CIG has been on a lore changing spree to justify their new design directions for months now, I just hope they work fine.