Visuals and current state of development
PN: How much PV creatures are currently in a similar state in polish as the New Jericho soldiers, that have not been shown?
UV: What has been seen is certainly the most polished (but not necessarily finished). Other creatures are in various states of modelling/rigging/texturing/animation etc.
PN: Is my assumption true that the PP soldiers as seen in Fig are no more and that we will see the same changes as with New Jericho?
UV: The most up to date images I have seen of PP was the concept drawings that I shared somewhere (I've seen them re-shared on the Codex). I don't know if those original designs from the Fig will still be use (either as PP or something else, or if they will be PP at a different tech stage).
PN:
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what can you tell me about this guy. New Jericho? Is this a "lower tier" New Jericho?
UV: It is a NJ model. I believe it is just a basic (tier 1 if you like) assault soldier.
PN: The Assault we have seen in the PC Gamer Weekender would be than "top tier"? Are there tiers inbetween? Or will it "just" be low and high tier?
UV: I honestly don't know the answer, other than the soldier models in the demo aren't the basic guys. There will be customisation too, so there will be variations on the look of armour even within the same tier too. I'm not 100% certain but I believe the factions will have some variations (though it won't be as extensive as player customisation)
PN: Has 3D work started on Synderion (I spelled it wrong), also Disciples of Anu we have seen the Mutog Rider are there more models in the work currently? Or will you finish NJ first?
UV: I'm not sure if 3D work has started on Synedrion (you were so close). There are all sorts of different models being worked on at the moment.
Sadly, being 1500 miles away, I can't just walk around the studio and look at what individual people are doing. We have 30 developers and most of those are in the art department. Most of what I get is from the weekly meetings. I get a sense of what is going on overall, but I generally don't get the details of what things individual people are working on.
PN: Somewhere you had said that the old New Jericho concept could still make it into the game, as like soldiers for a free haven. Any news about that?
UV: I think I said I hoped they could still make it into the game. But it is true, there will be Havens that aren't part of any of the factions - and it would be a shame for some of these concepts to go to waste. A small, isolated independent faction is more likely to have that "Mad Max" look
Backer Build One multi-shot and game mechanic related stuff
PN: Will the Backer Build One have multi-shot or be more like what was seen on the PC Gamer Weekender?
UV: It will have the full TU system, but I don't believe multiple shots will have made it in by that point (it would require some other things to be changed for balance (including enemy AI))
Julian's main concern with multiple shots is that standing still and doubling or even tripling your firepower every turn means that standing still becomes very powerful. We don't want to design a game where the optimal way to play is to just camp in the corner of the map (and I have to agree with him - it's a good point). So while a lot of people (including myself) would love to see multiple shots, there are still some downsides which need to be overcome for it to be an enjoyable experience.
The TUs have always been part of the build - even in the Fig prototype last year (although you couldn't move after firing back then). The "hybrid" system was always designed that firing (or performing certain other actions) would end your turn, but you could spend willpower to chain more actions together.
PN: with PP shown as in the PC Gamer Weekender I could shoot and than hide behind a corner, neglecting possible return-fire. It will take longer to kill enemies but I will not risk my own soldiers.
UV: Well you can stand behind a corner and step out to shoot anyway (as in, the animation will actually cause you to step out, take a shot and duck back in)
Obviously you can still be hit by Return Fire, but the UI actually tells you the enemy chance to hit you with Return Fire before you take the shot.
Well the enemy can still use overwatch or take a shot at the cover (we've implemented a free-aim system)
PN: the AI can use the free-aim system? Thought it would be players only?
UV: Well the "snap" aim system, like in XCOM only allows you to aim at an enemy. The free aim system allows you to aim at anything you want. Point the gun and pull the trigger.
At the moment, the AI aren't coded to use it as it has just been added. I don't know if they will or not.
About the recent success with pre-orders and options it might enable
PN: Is it save to assume that with average of 100k $ pre-orders monthly that you will have the option to delay the release without to much of a risk to run out of money?
UV: With the current rate of pre-orders (which is trending up), it would give us a bit of a buffer. And of course, we don't want to release a game that is unfinished/not ready - but at the same time we don't want Star Citizen levels of delays :D
PN: With the 100k $ monthly in mind, could we see more extensive VO after all, what about cut-scenes?
UV: We want to provide the best quality and most polished product that we can. We'd love full VO and we'd also love to support more languages (and a combination of the two becomes exponentially more expensive). I'm not sure if we ever planned on going down the route of cut-scenes (and if we did it would most likely be in-engine as opposed to pre-rendered). This is something that we do consider, but it is still most likely too early to say for sure. Certainly, if we have the funds spare, we will use them for polish.
About "commercial success"
UV: It was like when I said "we want to be commercially successful" which I now see getting thrown around (my own words by the way - not Julian's or anyone from the studio)
UV: We want to make a good game. Of course we do. But we're a company in business with 30+ employees. Of course we want it to be a commercial success - otherwise the studio closes and the staff are laid off. This shouldn't come as a surprise to people. What company doesn't want to make money? I doubt many developers say "we want to make a fantastic niche game but make no money"