Star Citizen: ATV Anniversary Special - Alien Ships & Ground Vehicles
Transcript — every row opens the video at that moment
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hello and welcome to episode 3 of our 8 day anniversary special of around the verse today we are celebrating our alien ships and our ground vehicle manufacturers I'm sandy Garner and I'm Chris Robbins so on today's show we're gonna head out to the farthest reaches of our universe to explore some of the more unusual ships in star citizen jean van dahl Tavares and Bhanu all have unique cultures and to go along with it unique ship designs from the verticality of the giant vessels the aggressiveness of the Vandal fleet the reliance on shielding in the ancient of our own designs so the trade focus Panama who incorporated a little bit from all three with their own elegant stylings these alien ships really let our artists and designers unleash imaginations in fact we'll be hearing a bit more about one particular battleship and then you're all keen to
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hear about that is currently in the pipeline a little later on this show but before that let's discuss exploring planets with the moons of crusader coming to the game our designers have been working on creating an exciting lineup of land vehicles perfect for traversing a wide variety of terrain the most recent edition is the cyclone from new vehicle manufacturer tumbrel so specializing in tough and dependable exploration vehicles Tomball is actually not that new the company was originally founded in 2563 where I met with initial success it was sadly forced to close its doors a few centuries later thankfully a group of investors purchased the tumbrel land system and began manufacturing updated versions of their classic designs in 29:47 the inaugural design of the new tumbrel is the rugged and variable cyclone series let's check in with Jared our artists and designers for
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shipshape to see how the tumbrils cyclone and the Benham merchantman are shaping up greetings citizens and welcome to another edition of the brand-new shipshape we provide the latest news on ships coming to star citizen interviews with the developers and I stand here in front of a green screen like a weatherman giving you the forecast I'm your host we entity Content Manager Jared Huckaby behind me on said screen is the ship pipeline and ever-evolving continuously refined network of phases stages and checkpoints necessary before a fun idea becomes a fully fleshed out spaceship on today's show we're sitting down with a team members working to bring two exciting new additions to the star citizen universe first up let's
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check in with some of the team working in our studios to bring the tumbrel cyclone to life cyclone is a two-man vehicle a pilot or a driver and a navigator you can also swap out the module for a turret in the back which is also man so you can have up to three people it's transportation with like a focus on speed and maneuverability like a fusion of a Humvee and a jeep it's got kind of the utility of a Jeep so it's very all-terrain but it's like rugged like a Humvee you know it's strong and sturdy there's a lot of exposed parts and it's very off-road you know there's actually a specific variant designed for racing so it will have the ability to boost it's got a really tight turning radius it was
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sort of a first and lineup from tumbrils you know a new company it was a good opportunity to sort of work on new aesthetics new designs you know really sort of work on what makes us interesting so this is basically a mixture between you know sort of a military Humvee and you know like a paradata off-road 4x4 comes with multiple modules so players can sort of choose the kind of experience they want so it can just be sort of you know ragging it off-road you know as fast as they can or they can swap out missile pod or EMP pod or a cargo pod so basically it's pretty it's pretty damn flexible the difference between the
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cyclone and the other land vehicles is that it's less of a utility vehicle the the rover is more of a like a it's got more combat capabilities and a little bit more storage but it's kind of more like a like a box that just travels the cyclone is more of a just a just a vehicle it's more like just a truck and you can either store stuff on or you can swap out the module in the back and do different utilities depending on what when you switch it out this is a basically another surface vehicle to add to the fleet or to cheat garage you know you have your like habitation pods you know on your planet you know you have to park your your a tumbrel cyclone next to it but you know really the point of it is that yeah you can go exploring play it your way isn't it
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basically it's you know what do you want to do today where do you want to go you know you just put your nose and off you go this way you know players about to choose to sport you know which version of the book if you want hopefully they pick the right one they don't find too much trouble I think the biggest challenge in designing it was the modularity aspect of it because having to be able to swap out those pieces and how that was actually gonna work and function so you have the turret or the anti-air or their recon or the racing versions like what the functionality for each of those was going to be and how that made the vehicle unique when you swap them out and what kind of gameplay that actually facilitated was a kind of one of the biggest challenges we wanted to kind of make sure that each each module when you swapped it out build a different roles
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so if you put the turret in you'd have more of a combat ground combat vehicle if you put the anti-air one in you'd have more of a support vehicle that could take down ships in the air but also support ground troops by making sure that they weren't taken out by air vehicles the Recon version we wanted to have a scanner that would allow you to map terrain and store all of that data also allowing you to collect place beacons and kind of make landing zones or mark targets or something like that the racing version we just wanted to give it a like a boost like kind of like an afterburner or a nitrous boost kind of give it one of the fastest speeds and better tuning it is one of the fastest vehicles wheeled vehicles that we have the NOx is faster
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than it but it's it's got that gravel of technology but yeah it's pretty fun and it's also quite maneuverable the four-wheel turning and the four-wheel drive gives it speed and turning radius right now I just finished with the grey box art and I'm moving into final art so I'm applying a lot of Palms and decals and stuff like that and doing material work but the final mesh is basically done from me it goes to design and animation design will be controlling it actually it's pretty much set up for design that at least the white boxes but they'll be fine-tuning it and getting it to drive the way that they want it to and feel a little right like have the right feel animation will be like getting the shocks to working the characters to get in and out of it and
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looking nice you know and then of course sound will take a pass at it and then tech art and effects will make it blow up and look pretty exploding they should have a lot of fun you know this vehicles you know it's got a few it's got quite a few sort of interesting features it's got some unique styling you know we've tried to push you never try to sort of push on sort of new materials it's an external frame and then everything is sort of bolted on to the interior of it or bolted on to the side so it's kind of an exoskeleton and then we sort of pushed for 3d printed sort of materials in there I think it'll be interesting to see what players do with it it's pretty fun to drive around right now and we're going into grey box so we're actually gonna create the geometry for it's based on what we had for the white box and it's looking pretty good I think some of the issues that were running into with
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it is the modularity so like actually having to swap out stuff being able to control that thing through item 2.0 like having missiles fire with the pilot controlling the missiles and then actually aiming the missiles then like swapping out all the other mods and how that's gonna work we also wanted this open suspension on the vehicle and I think the suspension that we had on the rover and the grey cat wasn't as articulated or detailed as the what we want on the cyclone we have to go back and kind of change how we're doing our suspension parts and maybe add a few more options to that to get it looking as cool as we can I can't wait for the mounted gun attachment on the back I feel like that will make it like you're
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your typical FPS like Jeep vehicle and that's gonna be really fun having somebody in the back and the turret you know having a somebody riding shotgun and just like tearing up planets that's gonna that's I think that's what's gonna make the tumbrils special you know the cyclone tumble cyclone now space bikes are cool I've got nothing but awesome things to say about space bikes but there's also a lot to be said for feeling the ground beneath your wheels as you're covering the desolate terrain of one of crusaders moons and the tumbrils cyclone looks to fit that bill quite nicely on the ship pipeline I'm pleased to report this little buggy has off-road in its way through the entirety of brave ox phase and entered the modeling and surface tweak stage of final art versatility maneuverability and power it's almost here up next we're
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checking in with some of the team members working on the jack I don't want to spoil it check it out the banner merchantman is an interesting one for us it's been around for a long time people are waiting you know people are really hoping for this ship to come out soon and it's had some concept art done on it you know it's had first round and now that it's sort of going into production we need more we need more time and we've done some investigations into corridors I mean for me the sort of corridors are essentially the backbone of a ship you know start with the corridor from that you then sort of work your way out you know it's kind of like the human body you know you just spread out and just you know within attaches to those corridors we have until a new ship which is a new
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defender which is of the same ways so we have to keep in mind that those should go on in and like we've shown some concept art of the merchant man with the defender on this is the ship that we sold a long time ago so we have the same issues as some older ships which is does it respect the same metrics as we we have with the new ships on does it still make sense like to have those those guns those sisters those those statistics for the ships does it still make sense in terms of design the brand new merchant man is a really specific ship because it's transporting cargo like some other cargo ships like so miss pearl saris but especially this is a trading on sailing ship it has a negotiation home inside if
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you have some clients you can trade with them on sell them stuff directly in your ship so you don't have to go through a third party like going to a station sell your stuff on the other important stuff as well is that unlike some other ships you can learn with your cargo on it like this is about the same size of the pole is even bigger but this is not a ship talking about like supplies it's kind of like a flying flying bazaar in terms of market you know flying market isn't it it's been interesting you know because we obviously we've been dealing with a lot of very sort of mechanical hard-edged kind of styles and aesthetics from the other manufacturers Barney we're sort of pushing towards more organic more crafted kind of feel and
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this is just you know that obviously this is a challenge is going to be a challenge for the guys on the production art team to build it and sort of figure out how to turn it into a modular set we did a large amount of work on the defender and so you know we're hoping to take though the stars we've established from that the curved surface all sort of organic nature of its and and sort of transfer that over to the merchant all the stats that we bet recently on the website should be up-to-date with what we want for it at this point for size expense at the front a top turret that is relatively done with size five guns and it otherwise there's no miss Iceland on there's no
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other toy plant all the guns on all turrets are remote so there's no need to really look around or whatever Subban you are pretty good on the side until as long as he important thing about the Banu Weiss is that basically they are taking the best stuff they can find from other vices in the universe so if they find a good component I will put it on the ship they're a capital e about history or archaeology or design so they sort of they take bits for brother culture other cultures and stuff in but for us we kind of have to turn it into something that's it's understandable otherwise it's just like it's a nightmare to build this is a really big ship art is still working on what it should look like inside because this is
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in your eyes we want it to be really different from humans we have a lot of flaws on the merchant man if you are at the bottom of the floor add at the bottom of the ship you basically a big all way you can enter the ship on get here you got an elevator on not much else after that you got some shops you got a negotiation home but the negotiation home is more for the VIP crayons if you are VIP you can get into negotiation negotiation home if you are a regular client will come very stuff in regular shops on after that basically is as one Alf for the clients on one alpha that is for the venue where if you are an outsider you won't get into the ship
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the things that we add to to be sure about when making the merchant man when we're making it is working with the writers on with a character artist to be sure that it was what bunny would look like as Avenue race was undergoing some ReWalk that's a at some time so we had to work with character artists to be sure that which size has Avenue where so for example if you but if you do human ships they will all have the same metrics like like when you make your house they usually have the same doors they will be dis large this I if you make an alien that is way bigger like the Wonder obviously you can't make it the same way if you make a ship father by new same thing it would
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be a different size so this is one of the big reasons that the merchantman got bigger is that when you are bigger well say yeah taller are sentiments the doors are bigger generally so everything is bigger in this ship this is big on the outside but bigger on the inside as well on this is something really really different from any ships that we got in the game right now so binary as well have a win social system where basically the crew live in a different place with whether they are pilots or traders they don't live in the same place so we got some old concept of that we've shown to the public that we are keeping the negotiation home is a very important point of the merchant man but as a cockpit is also a very
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important point because the pilots live in the cockpit it's not like human ships where pilots we just go into cockpit ins and go back to their words to in another whom basically they sleep in the cockpit with other consoles around on certain days we working with art with writers with cart artists to be sure that this is correct for surveys because obviously when you make a human ship you are thinking in terms of what makes sense for human playing a human house on everything knows everyone knows how it works but for an alien ship we have a bit of a white card we can do what we want but we have to respect what we said about the Benjamins we can't really infant stuff just
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because it sounds cool this is a really big ship both outside on inside for an alien race that is friendly with everyone as well so this is a really important point as well that I wanted to put in the design is that uber knew our race as a trade with the vanduul which is highly special because nowise works with the vanduul usually comes the one to get in the elevator for example if they want to try it with the pannier so this is why it could be a insight as well at the moment we've made a new layout that has been approved the white box has been kind of approved as well we've looked at what would be the big issue in terms of animation art color Suffolk this this is a relatively simple
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ship mechanically but this is you're a big ship so we got issues that we got like fuzzy iOS like there is a big open space I'll do you be sure are you sure that the frame I it will still be good in those big open space I think at the moment art is looking at it to be sure that it looks fine on their side on they are happy with the artistic direction that it will take I really like this ship because this is a ship that is very anticipated for a lot of reasons by the players this is ships that we have not released any banished ship in the game at the moment and like the bundle on section so this is really important to be sure that we nail the look and feeling of Spanish ship and that we are sure that this will be quite on people
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like this face the merchantman prized among traders a generational ship so sturdy they're often passed from one era of band new to the other it was first offered a backers before many of the tools techniques and metrics available now were created for this reason the band new merch men currently exist in both the design review phase where developers are reading every aspect of the ship to bring it up to today's standards as well as occupying the additional concept stage white box where artists are exploring the vast internals of the merchantman and what it means to be the pride of any band new fleet when we have more to share we'll let you know finally if you haven't already don't forget to take the observer test currently up on the RSI website for your chance to win the
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brand-new bounty-hunting ship the anvil Hawk it's no purchase necessary and the full rules are there for those of you who are interested back to you Chris and Sandy I'm pretty excited for the band a merchantman that's one of my favorite ships that I actually have very good so I think a lot of people getting excited for the measurement that's it for day 3 be sure to visit our website to see what rare alien ships and ground vehicles are back on sale and while you're there check out our merchandise which is all 20% off from now until December 4th and to really celebrate star citizen's anniversary we have our special happy hour coming up this Friday it will be your chance to vote for the next brand-new Drake ship to go into star citizen very cool so as always thanks to all our backers and subscribers for your
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ongoing support and tune in tomorrow for our next a TV special we will be taking a look at origins and works until then we will see you around the verse right you ready alright ok 3 tumbrils to hammerhead [Music] thank you for watching so if you want to
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keep it with the latest and greatest in the star cities in the squadron 42 development please follow us on our social media channels see you soon
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

