If you want answers to many questions, watch today's Town Hall Q&A with Tony Z. He gives answers. Lots of them. And very few have anything to do with combat.....
Summary stolen from the forums:
Eschatos | Eschatos said:
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Here's my summary of TZ's interview.
Quantum interdiction requires an illegal device, and using it makes you a target for the local authorities. Interdiction involves setting parameters that govern how much power you use (how strong of a signal you put out), how close a ship gets pulled out of quantum to you and how long it takes them to re-enter QD. They want to allow a service beacon call to have a reasonable prospect of a rescue, and mitigating that to have consequences or trade offs in terms of risk.
Quantum speeds aren’t locked down yet but they’re probably looking at ‘multiple minutes’ to go between points of interest. 0.2c to 0.35c, somewhere in that range.
Quantum linking will allow multiple players to jump to the same coordinates. May be determined by the mission or party mechanics, and is needed for doing escorts properly.
The more you explore and branch out the more varied of an experience you will have - this requires "an astronomical quantity of content."
Scripted storyline missions exist but are very expensive, with limited replay value. Many missions will be built by creating the individual component pieces and algorithmically stringing them together. A player can choose to do a single mission or find the key that continues the thread of the mission chain for 3 or 4 additional missions - if it goes on for too long it starts to lose meaning. Tony calls this "object-oriented content," making all the little things you see going on around you feel like they have a purpose and aren’t just arbitrarily placed.
Some NPCs will react to you based on your org, rep and other affiliations.
Talking to important, named NPC quest givers was compared to lining up to talk to the Godfather (lol). lnteractions might be managed by making players go through an intermediary first. Players could be removed by security if they harass the quest giver or try to grief other players by monopolizing an NPC.
Outside of a few big areas in cities like Terra, exploring every landing zone like GTA is not in the plan, it’s not that type of game. They’re aiming for more quantity of cities and landing zones that each feel unique and high quality. Clothing, commodities and prices will be dramatically different based on proximity to factories, refineries or manufacturing facilities, and different types of missions will be available at each location. Landing zones are designed to encourage social interaction and grouping.
"3.0 is absolutely huge." NPCs will appear in 3.0 but not as crew members yet. That will come at least a few ‘point’ releases later. They’re still working on the hiring system, AI logic, skills, command interface, what happens when they die, etc.
Currently there’s no plan to limit the amount of hangars a player can have.They may rent or sell them outright. It’s possible they’ll have temporary storage spaces at any landing zone to allow players to do some speculation locally. Hoarding is possible but risky, you may take a loss. If you stockpile copper because you think a war is coming and the price will go up, other players may work to prevent the conflict.
There will be a back end infrastructure that ties shopping into the rest of the game economy. Behind the scenes is a service that determines what the store’s inventory is and how it is impacted by events (managed through the galaxy server). Prices will vary based on supply and events such as a factory’s freighters being cut off.
Tony would like to see events like IAE be tied into the fiction as much as possible, the goal is still to have live updates on the news reacting to what happens in the PU.
Between occupations there will be a lot of overlap and involve a lot of different skills. Medical gameplay in the schedule is classified under Rescue. Cargo and information are both classified as transport but each can require different skills and tools. Activities will be dramatically different in terms of the challenges so players can share tasks and participate in what they like.
It should be quite easy to hide. We don’t want you to just hit a button and have everything visible to you. It should be difficult to know everything that’s around you.
They're already heading in a different direction from the golf swing. Long range scanning involves collecting radiation over a period of time, noting interesting anomalies, focusing in and eventually getting some detailed feedback. As opposed to short range, it should be much more difficult to master. They’re aiming for a fairly intellectual exercise and a much more skill oriented challenge than short range, that’s going to reward players who put in the time to learn what a specific type of anomaly looks like under certain conditions when viewed through a specific spectrum.
They’re borrowing a lot of concepts from real world astronomy, radar and so on. Currently they're looking at analyzing different areas/types of electromagnetic spectrum such as infrared, visible and x-ray. IR, for example, isn’t obscured by gas and dust but is fairly low res, and you’ll need to be good at cooling to minimize interference. X-ray spectroscopy will pick up radiation readings from shields, energy weapons etc. and be able to flag large ships but will be limited in terms of identifying specifics. Details like exposure time and fields of view will have an impact.