- 3 ore fa
Cloud Imperium Games ha pubblicato un nuovo video diario di Star Citizen.
Categoria
🎮️
VideogiochiTrascrizione
00:15Welcome to Episode 5 of our 8-day Star Citizen Anniversary Special of our Round-the-Verse.
00:21Today we are celebrating Consolidated Outland. I'm Sandy Gardner.
00:25And I'm Chris Roberts. So, Consolidated Outland is one of our youngest manufacturers in the Star Citizen universe.
00:32It started as a passion project by famed industrialist and spacecraft enthusiast Silas Korner.
00:37The company released its first ship, the Mustang, as a stylish and affordable alternative to the Aurora, or 300 series.
00:44For their next ship, Silas refused to play it safe and pushed the designers to innovate just as they had
00:49done when conceiving the Mustang.
00:51The end result was the Pioneer, a full colonization and outpost manufacturing platform
00:56that would allow regular people to establish settlements across the Empire and beyond.
01:01Of course, a big part of setting up a new outpost is first finding some land to build it on.
01:06Let's learn about how you can claim your own piece of land and also take a look at the reworked
01:11Mustang.
01:16Greetings, citizens, and welcome to a unique edition of the brand-new Ship Shape.
01:21We provide the latest news on ships coming to Star Citizen, interviews with the developers,
01:26and today only, as a special treat, a discussion about a new and upcoming game mechanic
01:32that has taken the Star Citizen community by storm.
01:35I'm your host, Community Content Manager, Jared Huckabee.
01:39At CitizenCon 2947, we reveal the Consolidated Outland Pioneer,
01:44the groundbreaking capital ship that introduced an entirely new game system to the Star Citizen universe,
01:49the ability to own and create surface outposts.
01:52To start us off for today, let's check in with some of the team working to bring this brand-new
01:57capital ship to life.
02:00The overarching kind of role of Pioneer is that it creates, it's there to create colonies, essentially.
02:06It's like a big flying fortress slash factory.
02:10With that kind of overarching archetype, should we say, it presented quite a few challenges,
02:15both on the art front and the design front.
02:17The purpose of the ship is to give players an entirely new gameplay element
02:22and to create a very unique experience for the players in terms of where they're going to settle,
02:31how that's going to affect the job market within the game,
02:35how that's going to affect exploration in general,
02:37which is now a lot more exciting than,
02:39oh, let's just fly to a planet and see what's there.
02:42Now you actually can do something on those planets, which is amazing.
02:46Take loads of inspiration from real life.
02:49You have to, as the old saying goes, everything in life is a remix.
02:55So you really kind of start with real-world reference
02:58because it gives you the most tangible approach to start from.
03:01Though in the case of the Pioneer, we were looking for more the actual function of it,
03:07a lot of kind of car production lines and really kind of manufacturing processing lines
03:13and really kind of getting under the skin of how they work.
03:16You know, where do the products to manufacture arrive?
03:21How are they processed? How does that manufacturing take place?
03:24And then, you know, at the end result, you've got this essentially an outpost that's kind of ready to rock.
03:30So, yeah, it's quite interesting and challenging, to be honest.
03:33The key features is, of course, basically the whole outpost part of it.
03:39It's not, we didn't design the ship to be a ship per se.
03:45We designed it to be a floating factory in space.
03:48So, everything in and around the ship is just geared towards production and building outposts and claiming your settlement.
04:00My personal favourite thing about the Pioneer was essentially it created two sub-set of challenges.
04:06Number one, we've got this big floating factory.
04:10We didn't really want to make a pretty ship per se.
04:13It needed to feel kind of quite aggressive, weighty and heavy.
04:17So, hence you've got this kind of slab construction to it, which I think is really cool.
04:21But the most interesting thing for me was really kind of how it transforms when it basically lands on the
04:28planet.
04:29When we decided to do this thing, nobody really knew what the best way of making it work was.
04:35Because there's a lot of limitations you're walking up against.
04:38Like, if we are going to make this floating factory, the footprint of it is going to be massive.
04:45Which means that the landing spots need to be massive.
04:48So, we decided to have the ship just fold out.
04:54Because that will be, at least when it lands it will be massive.
04:57But when you're maneuvering it, it won't be as massive.
05:01Figuring out how the entire ship is going to fold out.
05:04And then how all the robot arms are going to disappear into the bodywork.
05:08How the production line slides in and folds around the magic box to conserve space.
05:15Where all the materials go.
05:17So, it was a really unique and massive challenge.
05:21daunting sometimes.
05:23But definitely fun.
05:25We've got the technical challenges under the hood of like moving vis areas and moving interiors in the ship.
05:30Which is incredibly challenging.
05:32So, when we were designing the layout of that, we had to kind of keep all that to a minimum.
05:36So, even though the whole ship moves, really what's going on under the hood.
05:40There's a lot of kind of, should we say magic tricks to make it look far more alive than it
05:46needs to be.
05:47If that makes sense.
05:48So, then when you've landed, you're in this kind of, it is a risky situation that you're in.
05:54Like this, number one, you're in a really kind of, should we say, a ship that's probably going to be
05:59worth an awful lot to people.
06:02You're going to be tanked up on minerals.
06:03You're going to be tanked up on everything you need to create what you're doing.
06:08And then also, of course, you've got the outposts that you put down, which need then to become another high
06:12risk, high reward factor in gameplay.
06:15So, when myself and Dan were kind of like chatting about it, we were just saying, I kind of said,
06:20you know, it needs to feel fortified.
06:22It needs to be designed in a fashion that you can kind of defend what you're doing, not just from,
06:28should we say, air fire.
06:30Hence, you've got the upward facing turrets when you're down on the ground, but also from ambushes on foot.
06:37So, if you study the layout of the ship when it's on the ground, it kind of feels a little
06:40bit like a prison yard.
06:41You've got these kind of outlook posts with visibility over the whole ship.
06:46The captain's bridge and where the architect is can overlook that whole process and they still have 100% visibility
06:52over the landscape that they're planting on, right?
06:55So, that was an incredibly challenging but really fun thing to work on.
07:03And it kind of, once you get those first ideas in, the rest kind of grows itself, right?
07:08So, that's really kind of a sign of, I personally think it's a sign of really good game development.
07:15It's all very well sitting in a room and coming up with all these ideas and saying it's going to
07:19be X, Y and Z.
07:20What generally happens in the most successful titles that you see is that they'll have an idea, something will come
07:27through, maybe unexpected, which is the case of the Pioneer, and you just build on those positives.
07:31And that was the case with the Pioneer.
07:34We had an idea and it grew and grew and grew to what we have now that went out into
07:40the sail.
07:40And it's a really cool, and it's something that we've never done before.
07:43It's something I don't think anybody's done before.
07:45It's really a Command and Conquer flying factory, but in FPS, which is crazy, but it's awesome.
07:51The creation of the outpost is actually quite simple.
07:56When we got to it, we basically decided that since this ship is going to land and give the player
08:03such a unique experience,
08:05we want it to feel as kind of like a home base, like a Command and Conquer style base that
08:12lands where you plot down and it has to be laborious.
08:17You can't just like land for a second and then just fly off and do your thing again.
08:22No, this is an intense process. It costs a lot of money, a lot of resources.
08:26And we just, we geared everything towards that.
08:29So this ship is not super fast, it's not super agile, and it just does one thing and that's production.
08:35So when it lands, as you guys have probably seen, it folds open and the two manufacturing sites basically get
08:43exposed.
08:45It takes resources from the resource base all the way through those two manufacturing lines, kind of like how things
08:54get crafted in a car plant.
08:56And then it puts them in kind of a magic oven because we obviously showing outposts get made is not
09:02really efficient in terms of how the engine runs, etc, etc.
09:07So we feed the parts into kind of an oven or a construction module that then takes all those parts.
09:15So say on the right side of the plant very clearly, you can see a moving line where raw materials
09:24get crafted into a door.
09:25And that door moves then through a line of production robots that give it color, weld extra little details, extra
09:36little bolts on it, attachment points, holes.
09:39And then once that door is semi-complete, it moves into the oven and then in the oven magic takes
09:46place and out comes this outpost.
09:48And that then gets placed by autonomous arms in a spot that you designate basically.
09:54I'm really happy with the way it's turned out. I think I'm really excited to see it in the game
10:00basically.
10:02It's going to have quite a presence when it comes down, not just from a visual perspective, but also all
10:07the VFX that are going to kick off.
10:09And obviously the sound, you know, when you're doing this procedure, you need to be lit up like a Christmas
10:16tree,
10:16literally like seen from outer orbit and then, OK, right, something's going on down there.
10:21So it's going to be interesting to see how the community use it.
10:26Now, no surface outpost is complete without some place for it to call home.
10:32And that's where the UEE land claim license is coming to play.
10:35Thanks to the enormous scale of our planets and moons, there are amazing opportunities for players to stake their claim
10:42in the Star Citizen universe.
10:43In a very special feature for Ship Shape, let's check in with no less than Dave Haddock, Aaron Roberts and
10:49Chris Roberts himself to learn more.
10:54So we've heard a lot about the Pioneer, which obviously, you know, we introduced back at CitizenCon.
11:01But also one of the things which really interests me and is actually one of the things that really excites
11:07me about the game mechanics going forward
11:08is what actually comes with the Pioneer and that's the right to claim land.
11:12But that's something we really didn't go into much detail about.
11:15So I'm basically now joined with Chris and Dave here.
11:18Hey guys, how are you doing?
11:19And we're going to talk a bit about that.
11:21So I guess I'll just sort of kick it off a little bit of as, OK, what exactly is this
11:26right to claim?
11:27Well, OK, so when we were designing the Pioneer, well, actually, this all sort of came from our original procedural
11:34planet tech.
11:35So once we started to bring it online, we were like, wow, I mean, look at, you know, because previously
11:40it was just going to be one landing location,
11:42maybe two landing locations on a world that you couldn't actually walk around.
11:46So you would see it from orbit, you would say, oh, can I land?
11:49And then we'd sort of have a cinematic that would bring you down there and then you could walk around
11:52a small sort of first person level of a landing location.
11:56But the moment that, you know, Marco and all those guys started to bring the tech online, we're like, wow,
12:01OK, this is amazing.
12:02Because we'll be able to have whole world, you know, planets, moons that, you know, you can walk all over
12:08and are rendered at, you know, the high level of sort of first person detail that we're going for in
12:13Star Citizen.
12:14And so at that point, we're like, OK, well, you know, there's a lot of land.
12:17And so, you know, and then a planet or a moon is going to feel pretty empty if you just
12:22have one location that you go and visit on it.
12:24So, you know, we've been very focused on things like, OK, well, what other things can we do on the
12:29planets?
12:29You know, building out the ecosystems, you know, distributing resources.
12:33We really want to push fauna so there could be, you know, dangerous wildlife there or creatures you could hunt
12:39or, you know, would attack you or, you know, gold or minerals or all sorts of stuff you could find
12:44and harvest.
12:45Even, you know, maybe areas that you could farm and, you know, grow crops and sell them off world or
12:50whatever.
12:51So we want to basically create a lot of gameplay for the huge amount of land that is now available
12:56in the game to play.
12:58And so that was really one of the genesis of the pioneer in the first place was like, you know,
13:03we built these outposts to populate the moons and eventually populate other worlds as sort of these kind of small
13:11kind of pioneer outposts, so to speak, first footprints on worlds.
13:16And, you know, just from an art standpoint or a design standpoint, we're building tools to help us populate those.
13:23But it's a huge amount of land. So we were thinking, well, one thing that would be very cool is
13:29letting players go find a spot of land and build their own outposts and let the players almost join us
13:36in helping build this world.
13:38So, yes, us designers and artists are building out the major locations and even secondary towns on some of the
13:43more populated planets.
13:45But wouldn't it be cool if we had some virgin moons or planets and players could go there and then
13:51they could start to set up their own, you know, like their own little homestead or them and some friends
13:55get together and make their little organization base.
13:58And so that was the genesis of the pioneer itself, which was like, OK, we probably want a ship that
14:03you can go and you can sort of be a base builder.
14:06And then we were thinking, well, you know, like the whole, you know, the gameplay of Star Citizen, you know,
14:11besides the various, you know, default tropes of science fiction sort of, you know, space sims,
14:17which is trading or space combat, being a mercenary, being a pirate, you know, exploration is one of the biggest
14:23things that, you know, I think a huge amount of the community want to do.
14:27And, you know, from our standpoint, our goal is, you know, not to sort of go to thousands of different
14:35star systems that are just a different random number seated sort of set of planets that you just sort of
14:40see from a distance.
14:41It's like, you know, you go down onto the planet and you see it in this beautiful detail that's sort
14:46of rendered, you know, we've been saying crisis level or beyond.
14:50So, you know, really tactile, you can there, you can touch the trees, the leaves, the plants, you see the
14:55wildlife moving around, all that sort of stuff.
14:57So we sort of have that. And the exploration aspect of it is, well, yeah, let players discover it.
15:03So not so much about how many star systems you can hit, but, you know, what about mapping these planets
15:08or seeing these planets or going to see, you know, like,
15:11what would be the location to put your perfect homestead or, you know, where you're going to build your farm
15:16or, you know, where you're going to settle.
15:18And so our focus on exploration is almost more in the sort of more specific detailed areas.
15:25And so we were thinking, well, we really want to take that and this idea of settlement. Yeah.
15:30Why don't we let players instead of us, you know, you go to some department or, you know, you basically
15:37say,
15:37I'll take track 52 on this moon that you're selling land on or whatever.
15:41We didn't really want that. We wanted to make it active for the players.
15:44So the player would go out and essentially scout for where they want to settle and where they want to
15:49put their base.
15:50And they basically discover it, fly around. You know, it's all game play. You do it in game.
15:55You don't you don't automatically get a place. You've got to find your place, stake your claim to it.
15:59And then we also wanted to make sure that we had a system in place because, you know, where the
16:03concern would be, OK, well, I go build my base and I log off.
16:07And, you know, some asshole comes and blows up my base when I'm logged off.
16:11And so we sort of came up with this idea of this land plane mechanic and, you know, the Department
16:20of Planetary Development Bureau.
16:22Yeah. Planetary Development Bureau. And the idea is so you could go to a world outside of UEE space.
16:29You know, you don't have to have a claim or do anything.
16:31You can build a base or whatever, hang out there or, you know, mine resources there.
16:36But it's completely the Wild West. So some other player can just come in and try to take it from
16:41you forcibly.
16:42You've built a base. You log off. It could get attacked.
16:45So you'd have to worry about defending it all the time.
16:47But if you went and had an actual official Planetary Development Bureau recognized claim.
16:53So you went to a place. You placed your what we're calling a sort of land beacon here.
16:58And you place it on this part of land. And then you go and file it with the bureau.
17:04They recognize your lame claim. It's filed in the UEE records.
17:08And then now in UEE space, you're basically protected by them.
17:13So if someone attacks your base or tries to take it from you, essentially they'll be, you know, become an
17:21outlaw or a criminal or wanted.
17:22So you have the protection of UEE when it has a land claim mechanic.
17:25So we thought that would be a really cool way. And so we decided we came up with this sort
17:30of gameplay mechanic.
17:31And then we said, OK, well, that's how as a pioneer owner, you will sort of claim this spot of
17:36land and make sure someone's not going to troll it.
17:38And then you go, you know, claim it, file it and then build your base. And that's where and that's
17:43where it came from.
17:44Right. And so in terms of the mechanics, in terms of so against a bit more detail.
17:49So you go to, I mean, I guess an office somewhere. And then so what happens then at that point?
17:54Yeah, I mean, and also it's it's it's sort of expands beyond, you know, pioneer ownership.
17:58Like it's this is basically an opportunity for anybody. Yeah.
18:02So basically in the, you know, as we get because we're going to build out this mechanic because we need
18:05it for the pioneers.
18:06But the idea would be in the game, you could go to the bureau and, you know, pay with UEC
18:12money to do a claim on, you know,
18:15like basically go out and set your your place or homestead on a moon or a planet, then you could
18:21do it.
18:22Right. And we're thinking about potentially having one where you have a claim and then potentially an option to lease,
18:27because, you know, having a claim right may be expensive if you're just starting off.
18:31But just like, you know, everything else, it's like you're buying a house.
18:34Sometimes you lease it or sometimes you rent it.
18:37But sorry, just to clear the mechanic is you go to the office first.
18:42Yeah. You basically say, I want to I want to write to claim.
18:45Yeah. And then once you have that, then you go explore.
18:48Yeah, they issue basically like the idea, like they issue you a certificate that and then basically you go out
18:52and a beacon.
18:53You get this beacon so you can you can put it in, it can record the area that you're claiming.
18:59It gets electronically transferred to whatever is some kind of data chip.
19:03And then you take the data chip to the office after you've set your claim and give it to them.
19:08And if no one else has claimed that same land, it's recorded in your name and now it's legally, legally
19:13yours.
19:13OK, so what happens if someone else is trying to claim at the same time?
19:18It's a race. Yes. It's a great race.
19:21So that's true. This is why data runners could come in.
19:23So if both two people decide, oh, this is a perfect spot, it's whoever files at first is going to
19:30claim the land.
19:30Of course, I mean, there's so much land out there that, you know, I think there's plenty for everyone.
19:35But there probably will be some cases where someone scouted and said, oh, this is a really rich resource mine.
19:41Or a beautiful view.
19:42Or a beautiful view.
19:42And by the way, that's what happens.
19:44And I mean, that was kind of what happened in the land rush in the West as well.
19:46So we kind of wanted to emulate that. That's the whole idea of the pioneers sort of emulating that sort
19:51of expansion westward and the land rush.
19:54And the sort of physicality of like having to go out and just.
19:57And making it gameplay. Right.
19:58So players are actually physically doing this and doing things in the game to achieve things.
20:02And even in some cases could be in opposition with each other or whatever.
20:05Right. And so you could go in.
20:07You could say buy 10 claim rights in one go.
20:11You could throw them all together if you want a lot of land.
20:13Or you could space them out in different areas.
20:15Or if you're, you know, I don't know.
20:16Yeah.
20:17So we haven't, we haven't, we haven't considered.
20:19We probably wouldn't limit, you know, to you just want like claim like.
20:24Because we're basically calling these sort of claim licenses.
20:27And so you can, you have a license to claim, you know, a plot of land.
20:33And, you know, yes, you could, you could probably, you know, buy a few of these in the game.
20:37Like, for instance, some people may concern about building their outposts.
20:40But some people like if you're just a miner, like one of the reasons why it's not tied necessarily to
20:45the pioneer is if I'm a miner, I don't really care that much about building myself an outpost.
20:50What I care about is I want to secure an area rich in resources.
20:54Oh, look, there's great minerals here.
20:56And then I want to mine it.
20:57Well, of course, if you have a claim to it, you're sort of protected.
21:01Otherwise, you know, you can be mining this resource and a bunch of other people can be coming in and
21:05trying to take it from you.
21:06Right. And so the claim is for everything above and below ground.
21:09Yeah, that's the idea is, I think, I mean, we've currently been playing with the idea of two sizes, ones
21:14that sort of four by four kilometers, which is a plot and one that's eight by eight kilometers, which we
21:18call an estate.
21:19And if you're a pioneer owner, you get with the ship the materials to build one outpost and an estate
21:25claim license.
21:26And then so you have to go and find your place in the game, claim it, register it and then
21:31build your base.
21:32And then but if you're a miner, for instance, you may just be, OK, I want to get a bunch
21:36of different plots.
21:38And then I look around, I'm scouting on this moon and there's a really rich mineral seam.
21:42And so I'll like claim that and then that could be mine to harvest.
21:45I don't have to worry so much about someone else harvesting because if it's in UEE space, you'll be protected.
21:50It's just like getting a license to mine in today's world.
21:53So we wanted to put some structure.
21:54That doesn't mean that you couldn't go outside of UEE space and just mine without a license.
21:59And that would be fine, too.
22:00It's just a bit more risky.
22:01Right.
22:02And so and I guess also, you know, if you're looking at land in certain ways, you know, obviously
22:06we have stuff like, you know, the prospect and so forth where you want to go and actually
22:10find out, you know, obviously, if you just go and buy, if you just go and claim some land
22:15just because you think there might be minerals, it may not be the wisest thing to do.
22:17Oh, yeah.
22:18No, no, you definitely know.
22:19So definitely you would like.
22:20So like in terms of going and scouting your land, like ships like the Prospector, some
22:26of our more sort of scanning science based ships like the Aquila, Aquila, they're all
22:30those would be kind of the ships you would go.
22:33And if you're looking for rich resources and minerals, you'll be using them to be doing
22:36deep scans on the moon or the planets and finding where the resources are.
22:41And we're going to, you know, this is actually one of the focuses of, you know, going forward
22:46into next year is to try to work very much on sort of things like the mining mechanics
22:50and stuff like that and resource management.
22:52So and we are and it will be persistent resources.
22:55So if you go and find a seam and then you start mining it at some point, you'll probably mine
22:59it out and you'll have to move on to another one and we'll record it persistently for the
23:02moons and the planets.
23:03But they'll all be distributed.
23:05There'll be resources on, you know, most of the celestial bodies.
23:08Some will be richer than other ones will be.
23:11So, you know, our hope is to create a lot of gameplay besides just say someone building his own
23:15outposts, they, you know, like I said, they could be mining or they could say, oh, this is where I
23:19this would be a good place to farm, you know, different kinds of crops that then I can go
23:24and sell to other people for a profit.
23:27So we're really trying to like use this land.
23:30Right.
23:30And let players choose what they want to do with it, whether they just want to hang out
23:34with the base or create a farm or create a mining.
23:37I guess you could even, I guess, create a refinery because, you know, there's a lot of miners near you.
23:42And you can say, hey, if you come to my refinery, I'll charge you a bit more than usual.
23:48But because it's right next to you.
23:49I mean, like longer term, definitely.
23:51I mean, I'm at the first stage having all the extra bit.
23:54I mean, I think we're just starting with an outpost and then there'll be some add-ons like, you know,
23:58mining kind of nodding donkeys or some hydroponics and stuff, which we have in the outpost now.
24:02But yes, definitely we would start to, you know, have more variety of, you know, kind of modular building stuff
24:09you can do like the outpost.
24:10And, you know, one of them would be building up more of a little refinery or building up, you know,
24:15your sort of farm.
24:16This is the direction we're going to be going for sort of a bit of a crafting economy where you
24:21can see the resources of this universe
24:24and players utilize them in different ways to earn money.
24:27So, yeah, you can earn money being a badass mercenary, but you could also earn money being a great miner
24:33or a good farmer.
24:34Yeah, I guess also you could also, like you said, be a mercenary and protect people's bases if, you know,
24:38it's like that.
24:39Exactly. Well, no, that's what we're looking at.
24:40I mean, so, you know, I would say that, you know, even in the case of, you know, you've got
24:44something protected by the UE,
24:46there certainly will be people that want to operate outside the law that may want to come and steal stuff
24:50from you.
24:50And so I would definitely think that like some of the bigger places or installations would be more sort of
24:56organization centric.
24:57I could definitely see an organization getting together, sort of building their own little settlement.
25:02Different people can log on at different times and they're basically running their operation.
25:05So this is one of the fundamental parts of building that toolset for players.
25:12And I'm really quite excited because it has a lot of agency for a player themselves,
25:19because, you know, we don't know what they're going to do.
25:21We don't know where they're going to put stuff.
25:23So it can be really cool.
25:24It's going to be a combination of what we're putting down as designers and artists and what players are actually
25:29creating.
25:30Well, also, if they move into a system and they populate, you know, enough, they bring in more UE presence.
25:35And there's a lot of things where you kind of like bring this sort of stuff and they move,
25:37it turns in from a border place, you know, to a much more populated level.
25:42Yeah, they shift the direction of the better.
25:45Super excited by it.
25:46I mean, I know Marco and Tony are both very, very focused on all this aspect,
25:53because, you know, it's kind of the model that we're going for, which is we're trying to go really deep.
25:58We're not, we don't want to go super, we're not going so wide, but we're trying to go super deep
26:03and just allow a lot of opportunity.
26:04And then just natural behavior will come out of players interacting with each other and interacting with AI
26:10and all the systems and rule sets that we have will, I think, make it pretty interesting.
26:13I just want to just reinforce to make sure I'm clear on this is, because obviously, you know, you are
26:18talking about, you know,
26:19with the panniers, it's quite, you know, it's quite an expensive ship and so forth and things.
26:23But you literally will be able to, as a player, if you want to get in your Aurora, go, you
26:30know, go to the office,
26:31get your claim and then just fly anywhere you want to go.
26:33And if you're obviously, if you're just really interested in getting a beautiful vista over a lovely lake,
26:37you can go there, land and state your claim and do stuff.
26:40So, yeah, I mean, the idea is that it shouldn't be tight.
26:42It just happened that we had to come up with the mechanic for the Pioneer because the Pioneer was going
26:46to get,
26:46you know, build your base and we had to figure out the mechanic for it.
26:49But this mechanic's for everybody and it shouldn't be exclusive to people with big super capital ships.
26:54It shouldn't be for anyone.
26:56And, you know, because you may not actually even want to build a base.
26:58Like I was saying, if you're a miner, you may just want to, like, secure some land for you to
27:01do mining
27:02or perhaps you build a piece of land and then you hire a person that has a Pioneer to come
27:07and build you your place.
27:08And again, that's cool because that's players working with other players because that's something going forward into next year.
27:15You know, we've talked about the service beacon, but, you know, the next level with what we're going to do
27:19is in 3.0,
27:20you have all these missions you can get, but they're all sort of generated by the AI.
27:26And some of them are generated by the system based on player actions.
27:29But the next level will be player missions where you're like, hey, I'm stuck in space.
27:34Come rescue me or I need someone to be my escort.
27:38And that's kind of what we're talking about, the service beacon.
27:40And again, this would be the same thing.
27:41You'd be like, hey, I need someone to build me an outpost on this moon or something like that.
27:45So I'm super excited by that.
27:47So, of course, once you own it, then you've got a right to sell it.
27:49Yep.
27:49And so, like, you know, one of the things I was just thinking about is if, you know, a bit
27:53of a property developer, you go in, you switch out, you find the most amazing location, and you just buy
27:58the land.
27:59And then someone else comes along and wants that location, and you can flip it for more.
28:02Or you could go there, you could build it, and then you could flip it for even more.
28:05Flip it even more.
28:06Yeah, yeah, totally.
28:07So, like, generally in Star Citizen, the goal is, you know, what you think, what happens in the real world,
28:13we're sort of doing an approximation of on all levels.
28:15And so there shouldn't really be, you know, any one specific profession you need to go in.
28:21Like, there isn't, there shouldn't be a definition of win in Star Citizen because win is however you look at
28:28it, right?
28:28Religious terms.
28:29Yeah, I mean, some person's version of winning could be being the best trader.
28:34Someone's version of winning could be being a great farmer.
28:37Or, you know, some people just like to putter around and make some money doing cargo runs, you know, or
28:43they want to be a badass pirate.
28:44I mean, so what we want to do is create the tools like in the real world where, like, your
28:50definition of whether you're a winner or not is totally up to you.
28:53It's, you know, some people, you know, I help people.
28:56I feel I'm a winner or I'm the best athlete at this, you know, sport.
29:01You know, I feel like there isn't any particular one way to go, and we don't want that in Star
29:05Citizen either.
29:06So it's just creating this really deep sandbox that allows people, all these tools, to essentially live a virtual life
29:16in our universe.
29:17And I think that's going to be pretty cool.
29:20Yeah.
29:21Sounds cool to me.
29:22I've got no more questions there.
29:23I'm just kind of, and stuff.
29:25I'm just looking forward to, like I said, what we're really looking forward to is this mechanic coming online.
29:31And we'll be focusing on it.
29:34So.
29:34Yes, I know.
29:34I think, I mean, we're just, you know, three zeros almost out.
29:40But, you know, from our plans that we're working on, I mean, our big focus.
29:44I know that like you and Tony and Todd, Paul, you know, and all the, you know, what we're trying
29:50to get this, you know, coming year and beyond is really focusing on, you know, diving down into more of
29:57the gameplay and the functionality.
29:58So we've got a lot of the bones now in place with what's in 3.0, but, you know, really
30:05polishing out and adding more gameplay features and functions and more things to do and more ways to interact, more
30:11ways to bring your friends into the game.
30:14And that's pretty cool.
30:17Cool.
30:18Well, thanks, everyone.
30:21Thanks, guys.
30:22Thank you very much.
30:24Thanks, guys.
30:24I can't tell you how much the idea of carving out my own little section of the star citizen universe
30:29on some moon or asteroid and calling it my own excites me.
30:32And for those of you who are worried about us, you know, running out of room, did you know that
30:37if all 1.9 million current star citizens today got a land license, there'd be room enough for them all
30:43on a single planet in our universe.
30:45And that's with like half the planet to spare, even the larger estate size parcels.
30:50That's a big universe.
30:52Of course, I've got this fancy ship pipeline, right?
30:55Let's go ahead and update on a few more ships before we leave you today.
30:59On day one, we highlighted the ships of Anvil Aerospace and talked about the upcoming Terrapin, Carrack, and devastating hurricane.
31:07Well, ships suffering an onslaught of damage from those hurricanes were going to need repairs.
31:11And when you can't make it all the way back to a Cryastro service station, you're going to want a
31:16repair depot that can come to you.
31:18Enter the Anvil Crucible, which is currently waiting to enter the white box phase of ship development.
31:24But once it does, it will resume its primary journey through the ship pipeline before making its way into the
31:31waiting controls of those pilots looking to make ships right.
31:34Or at least follow the ways of the Pocket Carrier.
31:38Pocket Carrier, Pocket Carrier, Pocket Carrier, Pocket Carrier.
31:41Yeah, I know what you guys like.
31:44On day two, we discussed Aegis Dynamics.
31:46And today, I'm prepared to update on two more ships in that lineup.
31:50The Aegis Eclipse.
31:51The bomber what bombs at midnight.
31:53I'm proud to announce is gray box complete and is preparing for its move into final art phase.
31:58While the Vanguard variants like the Harbinger and the Sentinel are currently in design review to bring aspects of their
32:04original inception in line with today's processes and game systems before they move further along in the pipeline.
32:11This design review also applies to the 300 series of ships belonging to Origin, which we discussed on day four.
32:18And this is a necessary step back for ships that were concepted or even implemented into the game before our
32:24present day advances took place so that they can now move forward and be all that they can be within
32:30the Star Citizen universe.
32:31We'll let you know when they begin their journey into white box phase.
32:34Finally, coming back to Consolidated Outland, the Mustang, currently being reworked here in the LA studio, is in the gray
32:41box modeling stage.
32:42Let's see if we can't dig up a little bit of video on that one.
32:49Even though the Mustang was already a cool ship, very sleek, we really wanted to bring it in line with
32:55what the Pioneer was doing.
32:57And that meant that we had to go back and sort of reconcept the Mustang, bring it in line essentially.
33:03It's one of the more unique starter ships essentially.
33:06So it's got some, it's shape language is very different than the other ships.
33:11And it's a lot sleeker looking than the Aurora or the Reliant, for example.
33:16So more recently, now that we've got the Pioneer to work with for Consolidated Outland,
33:22we needed to flesh out the manufacturer style guide more.
33:26And the requirements for making the Pioneer, the type of ship that it is, led us to make some decisions
33:33about how Consolidated Outland treated its ships that then required us to readdress the Mustang.
33:41From a gameplay standpoint, we're not really changing the functionality of the ship.
33:44It's still intended, it's intended use is already defined.
33:48We're just streamlining the way we've achieved that.
33:51So one of the main things that we're changing about the ship is that the original had a tunnel sort
33:56of in the center that you had to climb up in order to get to the cockpit.
33:59And you had to do the same thing in the beta version to get into the habitation area.
34:03And it was really cumbersome to do that.
34:05It slowed down the gameplay.
34:07Really, you just want to get into your ship and be able to fly off.
34:09And the Mustang was getting in the way of that.
34:11So in the new version, we got rid of the tunnel.
34:13Now you climb into the ship like a normal fighter.
34:16Just climb up the side, hop in the cockpit, take off.
34:19The beta version will allow you to get out of the cockpit and walk from the cockpit back into the
34:24habitation area.
34:25And you'll still have to get out through the cockpit area.
34:28And for the variants, each variant will still be obviously available, except that the way we're functionally building it is
34:38a little bit more sensible.
34:39Where we're essentially building the back half of the ship separately from the front half and swapping those out for
34:44the variants.
34:45So it makes a little bit more sense.
34:47So we have the habitation version, which is the beta.
34:49We have the gamma, which is the racer.
34:52The alpha, which is the cargo.
34:53And the delta, which is the military version of it.
34:56There's some really cool stuff about the redesign for this ship.
35:00We've decided to move the landing functionality of the ship from the wings into actual landing gear in the body.
35:08And the reason why we did that was because previously the landing gears were the wings on the Mustang.
35:14And what that meant was that if you got one of your wings blown off, you can no longer land
35:17the ship.
35:18So for us in this particular case, we wanted for the Mustang to be able to take a little bit
35:24of damage.
35:25Maybe lose the wings, but still actually be able to land a vehicle.
35:28Otherwise, you're kind of dead in the water.
35:30We still have the weapons mounted on the wings.
35:33So losing a wing is detrimental to gameplay.
35:35But the core functionality of being able to land and take off is now available for you in the new
35:40one.
35:40The skids became a part of the shape language of the ship, which people fell in love with.
35:46Those long tailed wings.
35:49So, hey, we're going to throw landing gear on it.
35:52Well, do we need the skids anymore?
35:54No, we don't from a design standpoint, but it's a favorite feature.
35:59It gives it a certain silhouette that people love.
36:03So reconcepting it was sort of a, let's make sure we transfer over some of these designs
36:09and some of these aesthetics that people like, and then give it a little more functionality.
36:17We've also set up the wings so that when you land, they actually fold out of the way.
36:22They fold upwards out of the way, giving you sort of like this nice V shape to it.
36:26It's really cool.
36:28And overall, the design of the ship has been made a little bit sleeker.
36:31So everything is, the shapes are a little flatter, a little bit more streamlined.
36:36So if you look at it, it'll look a little bit faster than the original Mustang did,
36:41as well as looking like it's part of the Pioneer family.
36:44Now that we've sort of defined consolidated Outland style,
36:48some of the guiding principles of the design is that we want, wherever possible,
36:52we want to have sort of big sweeping shapes and most of them tend to be flat.
36:57You don't have a lot of changing shapes or, you know, complicated shapes.
37:02We'll tend to have a lot of detail in sort of the areas where we transition from one plate to
37:08another.
37:09In addition to that, because the overall shapes of consolidated Outland ships
37:13tends to be a little simpler in terms of their surface complexity,
37:17they have a lot of surface area to use crazy decals, like humongous decals
37:23that sort of like spell out the name of a company,
37:25and they tend to use bright colors just to like, you know, give it some pop.
37:32The other thing that consolidated Outland tends to do is they'll tend to have asymmetrical ships.
37:37The Mustang isn't one of those, but their larger ships tend to be asymmetrical,
37:41and they also tend to have little sort of like boon antennas that are sticking out with detail off in
37:47the distance,
37:48and they'll tend to have that in different directions,
37:50which makes them look very, very different than Aegis or Anvil.
37:55Some of their spaceships, and you'll notice this on the Pioneer,
37:59it almost looks like it can be a space station, right?
38:02It's not your typical spaceship-looking vehicle.
38:08Now before we let you go, if you haven't already,
38:10don't forget to take the Observer Test currently up on the RSI website.
38:14It's your chance to win one of the brand new bounty hunting ships, the Anvil Hawk.
38:18It's no purchase necessary, and all the rules are there on the website for those of you who are interested.
38:23For Ship Shape, I'm Jared Huckabee. Back to you, Chris and Sandy.
38:28All Pioneer owners get an estate-sized piece of land, which is pretty cool.
38:32Yeah, I'm actually looking forward to us getting a mechanic in the game
38:36where people can go out and search for their land and stake their claim.
38:39I think it's a really cool gameplay mechanic,
38:42and it'll make the world more interesting, or the universe more interesting.
38:46I just want my piece of land, a small piece of land.
38:48There you go.
38:48Also, the reworked Mustang is coming along very nicely, so that's cool.
38:53In the meantime, visit our website to see the full Consolidated Outland lineup
38:56back on sale from now until December 4th,
38:59as well as the land licenses which will be available until December 11th.
39:02And that's it for Day 5.
39:04be sure to check out our store to receive 20% off all merchandise until December 4th.
39:08And a big thank you to our backers and subscribers for their support in helping to make Star Citizen.
39:13You guys are a big part of what makes this project so unique and special.
39:17Yes, definitely. Thank you very much.
39:19Yeah, remember to join our special happy hour coming up this Friday
39:22where you can vote for the next brand new Drake ship going into Star Citizen.
39:26Yeah, it'll be kind of cool to see what people want.
39:28Until tomorrow, we'll see you...
39:31Around the verse!
39:33Five pioneers,
39:34Four eight nanny jumps
39:36Three tumbrows
39:38Two hammerheads
39:40And a hawk
39:42In a pear tree
39:46When you set up
39:46Twice
39:47Are new
39:47Big
39:49These
39:50우와
39:52They
39:53No
39:59It'sATA
40:15Grazie per la visione!
Commenti