Around the Verse: Episode 1.22 (2014.11.27)
Transcript — every row opens the video at that moment
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[Music] welcome to episode 22 of around the verse I am Sandy Gardner and I'm Ben Lesnik Happy Thanksgiving it is Thanksgiving right now to you Watchers it's Tuesday for us uh actually it's Monday oh God it is Monday and I on Thursday will be in London so that sounds pretty cool oh do you have any special plans there no I don't I've got no friends I need to find a couple of Americans there ah well Ali and I can here anybody's welcome anybody's welcome are you sure you might
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all host of gagle of geese that never mind nobody's welcome yeah anniversary sale is live yes so for the past uh five days or so you've had access to a number of the limited edition packages and the Wave 2 ships uh hopefully there's something out there that folks are interested in uh speaking of buying ships we hit 62 million and probably closing on 63 so that's a strong argument that there is something out there that people interested in um it's always amazing when we hit these stretch goals it just it seems seems impossible that we're here right now uh very cool thank you guys for making this possible yes thank you but I I think people should stop our current backers I think they should go easy on the ships new backers though please join I hear that the head of marketing says go easy on the ships just you know it's like they
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have people have a lot of ships I think but see that's like me buying shoes or something ah keepes ships no I but I do like my ships too I have 11 11 wow H so 300 series is flyable for everybody uh yep through tomorrow um Everybody Can Fly any 300 variant we would love some feedback on uh the comparative flight models the different stats we have for the different ships we know that there are some uh Missing hard points in there but we will have them active and repaired soon with the next patch I believe uh and other than that you know how are you guys liking the 300 what would you like to see different and uh what else can we do let us know $10 treat sales stocking stuffers we have notepads the all-in-one notepads
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and 3in Men 3in uh little gray men there the uh plastic figures uh if you'd like one for your desk or uh spaceship uh pick it up at the store for 10 bucks and CS is backed up with tickets so we won't be having any CS this week we will be having some CS uh the but uh between the holiday and all the people writing in about the sale uh you may be a little bit slow to get a reply but we will get to you now it's time for news from around the [Applause] verse let's do this uh module by module starting with Arena Commander a dynamic counter measures camera is now being worked on that's just one of the uh
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cinematic cameras we're putting into Arena commander and ultimately the persistent universe and Squadron 42 of course uh there'll be you know kill camera missile camera tail view uh and countermeasures Camera single player Vandal swarm now has 18 waves and the Vandal are being rebalanced if you're playing a vandal SW today it has 15 waves uh we are working on making it even more challenging adding some new threats in there and uh we've done a lot of refactoring to the AI so it's just going to keep getting tougher Squadron 42 mission 10 has entered white boxing white boxing is the stage in the mission design where maybe we don't have all the ships ready in the engine but we put the Assets in we uh you know maybe this Cube represents the Destroyer that hasn't been finished yet we just uh put it all together to see if it's still working as
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we intended the conversation system has continued work including a bubble functionality uh one of Chris's goals for squadron 42 is to introduce an interactive conversation system that goes beyond sort of the you know wheel of choices like you see in Mass Effect so we're doing a lot of prototyping and we think we have something that works we're looking forward to sharing more and finally on Squadron 42 the inventory weapon wheel spec has been completed not going to be the hollow viewer everywhere you're going to need to uh switch your uh items and weapons and such uh in Squadron 42 as well so there's work on that interface persistent Universe medical props and relay station have entered the concept phase if you guys check out the com link from Friday we actually posted an extensive look at the uh healing mechanic in uh Squad 42 uh the first person well squatter 42 the
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first person shooter everything cuz it's all going to be the same system uh let us know what you think it seems like there's a good reaction so far people like uh the more in-depth healing we're putting into the game designed for characters in The Nick system have begun that's a NYX system it's a location not uh you know something that would be part of the game design if you're interested in learning more about nycks there is an article in the most recent issue of jump point and art has finished for dumpers Depot and the Ark Court bar those are two of our big signature Planet Side locations you're going to be seeing them in the Planet Side demo uh it's just you know bar where you go to get missions interact with other players dumpers Depot is uh just general goods and upgrades uh you've seen them before and they just keep getting cooler ships Avengers damag states have been designed
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we're working on getting the uh base model of the Avenger into Arena Commander version 1.0 uh flyable as promised and uh damage states are necessary for that vandel blade and Cleaver have started gray boxing we uh are really looking forward to showing you the cleav and some of the other vuel ships uh the guys in the UK have been really turning those out lately uh we want to keep some of them hidden for Squad 42 but we will be giving you hints going forward as well finally the 890 jump 85x reclaimer and Herald models have been moved into engine that's not to say they're going to be in the hanger the next time you update but it is to say that we are starting the process of getting them there uh there's still a lot to do with animations Interiors uh modeling and so on before you actually see them but they're coming along FPS module VFX has begun for laser weapons
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the FPS module isn't just going to have you know ballistic rounds like you've seen in the past there will be uh handheld versions of the various laser Neutron weapons that you see on the ships props such as the microwave kitchen sinks and boxing dummy have been completed it wouldn't be a Chris Robert's project that we didn't throw in the kitchen sink animation has begun for a burst Cannon uh that's another one of our weapons for the FPS module one of our beliefs is that every type of weapon should have a very distinctive effect if you think back to the original Wing Commander there were three different guns and they all looked totally different you knew which one was which at a distance uh as the series went on they added more and more guns and it kind of all blurred together what we want to do is create a visual reference where you say okay that's a laser that's
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a neutron cannon that's a particle gun and so on now let's go over to our concept artists gmmick and Omar to talk about the Carrick hi I'm gerok concept artist here at Cloud Imperium and I'm Omar concept artist at Cloud Imperium we've been working on the Carri for a while now uh it's been a long journey the ship was originally started by David hobbins uh a while ago and uh passed along to me and Omar to to R it up um our major influences on this ship I mean it's an exploration ship so yeah the the major influence for this ship was actually the Prometheus ship um we took a lot of uh design cues and and really kind of studied that ship to see the
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layout and you know how a exploration ship is kind of thought of yeah and how we can like bring it into the Star Citizen Universe right EX exactly kind of make it similar to the rest of the ships mhm size and scale so the major yeah the major functions of this ship are for exploring uh finding jump points and different parts of the universe let me uh let me go through this exterior all right so in the front here we have a full glass canopy uh inside is a double-decker bridge and the idea of this canopy is to provide minimal obstruction of your view in space so basically when you're the pilot in here or you're in the uh mapping suite and you looking through the front windows you know you have a very small frame that kind of tapers out very thin so
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it's not blocking your view of what is going on out in outer space and you're kind of feel like you're floating there and you're actually not really in the ship you're you're the the whole idea is to feel like you're just kind of in space and experiencing that but with the glass canopy we also want to provide protection so um there's this garage door type Shield that rolls out down tracks and covers up the majority of the glass so if you're flying through a comet field or you're under attack uh you have this extra armor that will come down and provide another layer of protection and then on the nose here you have a large antenna array and they're all for kind of helping to find Jump Point openings and help move your way through space then moving back you have a docking collar to so that you can link up with other ships you have information
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systems you have intakes you have and Escape doors and it all starts to get detailed out you're going to have some drones launching launching uh launching pads for your drones in the back here there's going to be a a smaller scouting ship that comes with the Carrick and this is where you're going to land your the doors are going to open up and you're going to land your ship then you have these uh antenna arms that kind of extend out and uh it's to help kind of uh stabilize your ship before you enter a jump point so the antennas Reach Out and they they kind of place you within the opening of the jump point so that you're entering it more in the center instead of cuz once you get into these jump points it's going to be a rough Journey getting through to the end and then uh on the ends here on the wings we
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got man turd on each side and these are more for Broadside attacks so the ship's very long if you have um if you're under attack you know they're going to be attacking you mostly from the sides and uh so those turrets are there for uh protection against that on the bottom here we have three modular pods that can be fitted as science stations uh extra fuel tanks potentially hold a cargo medical medical stations and these are uh pods that detach from the ship and then in the front here there's going to be a ramp that comes down and there's going to be a a scientific Rover in there for driving along the surface of new planets that you discovering and then in the back we have two very large engines so yeah it's just it's all meant for uh exploration and long travel we
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started designing by getting like we're trying to compile a spec sheet since we got such limited information in the very beginning it was hard to kind of understand what the ship was doing but as the project moved along we were able to go to different departments with inside the studio and actually figure out what does what how things work and What needs to to be in the bridge of a ship so what would you want essentially inside of an exploration ship right You' want obviously since it's a much larger ship we decided to have three Pilots essentially since it's also an exploration ship and we want to make a little bit different than the other ships by making The View kind of almost the focal point what's interesting about these seats is that they go all the way back and then they rotate cuz they have
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a track so you get on the seat and then it brings you out so you're completely suspended and then it'll rotate out so it should give you a pretty amazing unobstructed view you'd be able to turn off the HUD I assume on top on the glass and all sorts of things we knew we wanted it to be double decker but how is it going to work like the ship is big but it's also not like you know like a house big so how can we kind of make it industrial and functional and try to make the most out of our space so we decided to go with some of these motifs where you don't see a lot of like bar and banisters and trying to keep it as simple and as like unobstructed as possible the view from the front of the ship that's what's most important then I think what would be second most important we knew we had to have a
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mapping table and how was the mapping table going to work did it just project up did it project from the top down and that's ended up what we kind of went for was that it kind of creates this volume in between the top and the bottom and there' be like a some sort of display so yeah and then you have access to to certain systems like ventilation water and sorts of things by panels like this like if I hide that you can actually see some of these things inside the ship like let's say a certain part of the ship is getting damaged and you need to make some repairs you can probably repair it from here at least monitor see what's occurring and then we decided at the pretty pretty late later on that the ship if it's exploring you know who knows what the environment's really going to be like so it might be quite a bumpy ride and there might not be seats
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enough for everybody in there so we added these two kind of like flight attendance seats essentially yeah so it's pretty much just designating like what goes on on what floor and what what makes an anvil ship so to do that we kind of just kept like a little bit harder angles on things that might be rounded a little bit larger shapes a little bit more industrial but still cool looking and slightly simplified as not to distract from the main point of the which is essentially The View so we decided to keep the upstairs kind of like the meeting room the mapping table the little catwalk that you have here where you be able to project separate information on the glass and then on the bottom you know you have people monitoring whatever they choose to monitor these certain workstations
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and at the very end which is actually hidden right here we have another monitor here that would be displaying all the information that maybe the main pilot sees so everybody would actually know what's going on at what time by looking at this main monitor that stand that sits in the back of the room so you're never at a lack of any information so you pretty much know what's happening at at all times and I'm sure as different mechanics of the game are implemented these stations will adapt and change as well maybe with a eventually modular assets to help get more advanced and all sorts of stuff and then you know like little bench and stuff for repairs in case something occurred and damaged inside the ship and that can retract and then we have storage as well you pretty much have everything that you would need and we ended up removing the what was those GMU
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what are those things the Escape b/ beds you know cuz they're they're one and the same so we kick those off the bridge just because there's a place to sleep but the reason why we had them originally was because if the bridge is getting attacked that's why you would want to get out as quickly as possible I think it looks a lot nicer too and uh becomes a little more functional a little bit more homey because you want a separate place to sleep and to work and to do all these things so I'm actually really excited to to work on the rest of the ship and how each component comes together and works as like a separate piece hey guys thanks thanks for checking out uh what we've been working on on the Carrick and uh hope you enjoy it see you around the verse enjoy cool interview oh sorry love that Carrick guys the what oh the Carrick I thought you said carrot love that love
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that carrot let's see what Mark's up to in this week's bug Smashers hey guys welcome back to bug Smashers my name is Mark and today we're going to be smashing some bugs we're going to start with some Cen bugs and maybe go over some frame rate issues as well what you doing smashing some bugs but I'm the Bug Smasher not anymore since when since now bye mark back to you guys bug bashes hey y'all this week on bug Dynasty Willie gets more than he Bargains for on the family fishing trip hello everyone we are here in a fun
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little test map I use this to test out our countermeasures and the current release uh builds that you guys have our counter measures are uh basically tricking missiles that are locking onto the cross-section signature and basically it's how the electromatic and the um IR signals are working it was kind of like a quick temp thing we could get up and working until we had a much more advanced system like we do now what we wanted to have was a way for the chaff to basically prevent you from detecting things past it so it's kind of like an a noise it's it blocks your radar from seeing something because there's a bunch of lot of little tiny specks so what we have here in 1.0 is something new called a noise
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volume so if I pop this guy down I I am just like easily distracted and if you see here on the bottom this sight noise that I am detecting is 40% we use noise between zero and 100% 100% means you can't see anything uh so 40% is pretty high right now we have our default at 20% but that could change on the level so if I move the Scythe out of the sphere my noise drops down the 20 and if I bring it back I'm into 40 so we go back forward back forward so we can now use this technology to on the counter measures so they won't stop missiles with a certain cross-section they will just you know cause all kinds of havoc on their ability to detect things so I'm going to
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fly all the way over here and going to stroke a button I'm going to launch a countermeasure and if you watch the 20 it will explode and block my view I have 100% um noise and then as it goes down it will drop the so now it's back to 20 so if I fire again and if I hold down my debug button you could see what the noise value is so we're at a 100% noise and if I drop out of physics mode I could go into my little XML here and I could change the noise from a designer point of view start off with got read start
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off with one and then we'll and we'll keep it that so designers can change the noise you know if you want it first starts off it's a lot and it dissipates or it could ramp up and then disappear I have it the later where it ramps up and then it will die down just for testing but when the designers get it who knows what they're going to do but they can do some fun stuff so I shoot it again and then now I can't detect anything outside that box walk out it's like so if I'm outside the box I can see it if it's going to hit the box I have full noise and we could actually line up a bunch of these so if one did 20 another did 20 another to 20 that would be 20 20 20 so 60 to 80
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noise so now when you shoot off a chaff in 1.0 the missile won't go and follow it it will just be unable to detect things in or around it so what you could do is you could launch a countermeasure stay inside it and no one would be able to detect you but you can't see anyone else or you can launch it and keep going and hope the missile goes through it loses you and when it comes back out you're already far gone it can't get you one day I will get these lines correct I love they will add a little bit of interesting strategy it's a lot better than what we had before where you hit the button then you know it acts like a flare but except to the cross-section and that will you know follow and then the missile will go and fall it it now we have actual a collision for
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signatures and that is going to be some interesting things for 1.0 cheers so so as you guys can see in play um when you launch out a cha counter measure it will um send out a signature same as flares where the missile will go and track it instead of you and that was just a temp thing until we get a much more complex system for 1.0 so now when you shoot out a chaff it will explode into a sphere it'll actually have ambient noise where if you're trying to detect a ship through this noise the missile will not be able to see the ship so you could have the noise here the missile will go inside lose you that gives you time to get out it will come back and Tre try to
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find you if it can't find you it will just explode or keep going on its way but what's interesting about this is you can now um explode this chaff and you can stay inside it and no one could detect you but you have the problem where you can't detect anybody else because you're in something full of noise so it's going to introduce some interesting gameplay Dynamics into 1.0 and I hope you guys enjoy it smash them bugs Mark we're so cheesy let's see who this week's MVP winner is hey everybody I'm lead moderator will here to bring you this week's MVP this week's MVP goes to Hardy hero for his thread star cards organ
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in this thread he creates trading cards for organizations that include their nationality their logo and what they're focused on and he does it for completely free so if you're an organization and you want a cool trading item be sure to check it out so thank you very much Hardy hero you're this week's MVP good choice will over to you James who is interviewing associate concept artist Omar AA thanks guys I'm here with Omar AA Omar how you doing I'm doing pretty good thanks for coming on of course you excited yeah yeah excited how long you been here I've been here about 2 and a half months now yeah seems about right working up there in the concept Department with GMU yeah really loving it so far it's a really exciting shift of jobs have you worked in the game industry before uh kind of I've worked in the cinematics industry I was an intern at blur Studios right out of
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school and I worked on the Master Chief Collection cinematics those are beautiful uh yeah good great really amazing team worked on that after my internship I got the job here sweet man do 3D concept art yeah I'm glad you're here thank you do you want to get in some questions from the fans uh sure let's do it sweet first question comes from glastop if given the chance to concept and design a ship of any class or type what class of ship would you want I would definitely do a racer I've been wanting to do a racing ship the entire time but I know it's hard to get like a whole ship but there's small so you can design them kind of quickly I just have always been obsessed with like cars and formula and racing oh cool and I'm totally inspired by like car concept art and stuff like that and how they derive uh inspiration so if I was going
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to design anything it would definitely be a racer would you would it be more Formula One what I would it would definitely be somewhat like formula but I would also try to get some things from nature as well like I know some of the concepts from I think Chevy and I was watching their Grand Turismo one and they got it from they got their from like a flying suit that's cool and then that flying suit came from a squirrel so you know like try to figure out something that's like quick and then find a way to design that interestingly and then bring that into like the Star Citizen universe that's really cool you can do a whole bunch of different things with like shape language that you can't do with certain ships cuz you're not like housing anybody you know who's who's who's to say a character has to be sitting down and not like laying on its back or something like that oh that'd be
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really interesting yeah like a bom slid yeah like something like that you know anything like that and I think it's uh I think you you can kind of get a little bit more design Freedom a little more crazy with racing ships so what I'm getting is there's too many constraints on you no no I like what I'm doing now but racing ships are you know they're sexy and they're cool and uh like just the forms you know but I mean there is something cool about ships that I work on now which are like big and strong and Industrial sturdy sturdy like this is Anvil you know but you want you want to get the mix you want to get both of course cool dude all right next question comes from so much mass other than the car interior are you working on any other projects with cig are some of them non- ship related yeah I'm working on I just finished some Shield generators
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with kind of a new system on how to build things like kind like Russian nesting doll ask and then I'm working oh that's interesting can you go into that what do you mean sure uh so since we're we're trying to figure out ways to make the game more modular right so then we can have more variety and and stuff like that mhhm so the way that we can do it and design quicker and more efficiently and smooth out our pipeline would be to you know create something that's small right and then build upon that okay small thing and then kind of increase certain parts but have components that stay the same size and with that you also get a really good sense of scale so there's a lot of design benefits to taking a core the core mechanic and the core look of an object and then kind of just building a on top of it with it and keeping the same Motif across the entire
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thing so that's how I'm approaching building weapons and assets and stuff like that so you're building weapons and assets that you're going to be used in the FPS right now I'm building weapons for ships oh okay so I got a ballistic cannon that's going on that makes way more sense yeah I think the weapons for uh the FPS don't have size variations yeah so we're kind of going but I I don't don't quote me on that I don't know what the guys are doing oted confirmed next question comes from Primal the Carrick is one of the best interiors scen so far what was the thought process behind the ship's interior layout and how do you see Crews functioning with the two- tiered cockpit design essentially like me and uh well David hobbins I think started working on the ship and then griu took over I started to jump in on the interior and
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then me and gck and you know Chris Roberts obviously and all had kind of a and what the ship what they wanted it to look like right so we drew from like the Prometheus ship and uh Avatar and all sorts of things especially the ships that exist in the Star Citizen Universe at the same time we wanted to make it different so the way that we wanted to make it different was to kind of have this feeling of exploration right not just the mechanic of exploring bring back that like you know childlike Wonder of exploring New Frontiers and the way that we we attempted to accomplish that was to make this giant glass front right and two Decker so it's like two two levels so that when you look it's
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unobstructed you know there's not a whole bunch of things on the floor everything's kind of pushed away to the side the banisters have like holes in there's not a lot of things to distract your eye cuz when you want to get on that deck you want to look out and you want like the stars to take your take you mhm right right so that was essentially the real design objective and the rest of the motifs that we took in I know uh rest like Design Elements and form language that we used was driven from just like looking at reference and finding inspiration from other ships and looking at the design brief that we got you know but it was the design brief was really minimal so it left it really open for us to get creative interesting yeah that that that two-tiered cockpits really kind of special to that ship right now isn't it yeah I mean it's a it's one of the few I
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think there's a couple ships in development maybe that I mean I don't even know them yeah I don't know I don't I have no idea what's in development yeah and then I think the other to answer the end of this question you're saying uh it how do you feel Cru uh functioning in that type of system well we kind of created a unique solution to that problem because how is everyone going to know what's going on all at the same time yeah so we have different stations uh two on the bottom and then one and a half on the top okay and the half station is because uh that's the reason why I say one and a half is because we have like on the end of the the little like catwalk mhm we have some sort of user interface that'll be able to project on the glass okay I understand but for how the for the cruise to interact simultaneously
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there's a giant monitor on the back wall which should display what the guy who's actually flying the ship what he's seeing you know like what kind of damage what kind of like what what's actually occurring that doesn't really necessarily have to do with mapping finding jump points and navigation it mostly just has to do with like I want to see what he's doing whenever I want like casually right like you can just glance over you don't have to like enter something so that's the main goal and then the rest of it is kind of just like everyone gathering around the mapping table and they can see everyone can see what's going on from one central location so we design it in a way where we try to have it as characters can interact and see seamlessly uh go together as a team effort work together work together exactly that's exactly what I'm trying to say I'm really interested in seeing
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how that works in practice I think it's going to be really it's going to open up a lot of real cool gameplay uh possibilities mhm yeah I'm just a concept artist so that's down to the guys who do the game mechanics but yeah I think I think it's going to be really exciting I'm really excited for this ship cool next question comes from Wolfman what was the biggest inspiration for the Carrick inside and out what would you say makes it special the biggest inspiration I'd say was definitely the Prometheus ship because that was what was in our like design brief right so we wanted to take a lot of inspiration from that but also what is we we another thing was what is Anvil right like there's a couple Anvil ships and Anvil is like strong and it's sturdy and it's like this kind of thing but
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there wasn't all the ships made from Anvil haven't really been super cohesively designed you can tell it's an anvil ship but we wanted to make something that was almost like this is now going to be this is what Anvil looks like good representation so and I think on the exterior GMU did an amazing job kind of getting that down to where like you look at it and you could tell just by its silhouette that that's what that is so a lot of the inspiration actually came from the writers for when they were telling us like these is what manufacturer is doing this is what this is kind of like all the way down to the angles like you know this should be a 30° angle on this bevel right rather than let's just have it cut off sharp or or round it right let's keep something that's a little in between and something that's cool right so David hadock
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telling you what to do he's a smart guy yeah absolutely last question comes from yukara if you could build your own variant of the Carrick what would you like to have there I think I was talking to you earlier mhm and then I thought about another thing okay but then I thought about another thing now why don't you say all of them okay well first I would just put a whole bunch more engines on it and just make it a giant racer just a giant rocket seems so unfair that would be amazing i' just be the fastest in the verse yeah that versus an M50 I just take the engines that are already that are already massive on the car and I just put I'm on top and on bottom and then on the side just a one giant engine yeah I don't need to turn around I need navigate in space just rock at me then I thought about you know it's a big ship
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so why not be a little bit Sith likee and just go and like take over aliens and have kind of like a prison ship just turn all the rooms into prison ship that is interesting just turn them all into cells and just have like a flying prison right and but kind of like Battle Star you ever watch Battle Star Galactica yeah yeah just like that yep that's exactly what I want I me too now now now I want that I want to imprison fools what was the third one the third one I think would be like we were just talking about making an ecosystem right oh wow so like maybe something that would kind of be cool to like bring Organics from one place to another but I mean this is just my imagination while this is our imagination yeah yeah so it kind of be cool to have a ship with like maybe some like like a little biome or something yeah like a bi like cuz there's so many
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rooms and stuff like that I mean not so many I can't tell you how many but uh maybe like a garden and a place do like research and Organics and like animals and like species and studying you know go for exploration and science at the same time and create like a habitat really is what we were saying want both of those now yeah that's what I would like to do but that's again My Imagination Running Wild disclaimer yes well thank you so much for coming on cool it's been a pleasure having you thank you very much and back to you guys get interview Thanks James really interesting Carrick concept sale is on tomorrow yes starting tomorrow and for the week after you'll be able to pick up the concept version of the Carrick we are really proud of this ship it was built right here in Santa Monica uh like a lot of our ships it has gotten bigger
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over time uh it now carries a crew of six it's about 110 M long uh has all sorts of cool toys to play with if the uh if the G if the constellation is the money in Falcon this is you know this is Star Trek Voyager all sorts of cool things for explorers including SK scanners a buggy even a launch it's a really cool ship we hope you'll check it out in fact uh here is your very first sneak peek at the exterior of the character ew that's very cool did you say ew ew no I said ooh okay ooh that's
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very cool it is it's very cool yeah he's done a great job with that one I look forward to seeing more and uh it's not the only ship we're going to be selling tomorrow as you may have heard the javelin Destroyer will be on offer starting tomorrow we'll be offering it in four lots of 50 each uh this is a big big ship but it's not uh not a case of this is going to give me an instant advantage in Star seon it's actually going to be quite a challenge to kind of work with your friends to run this ship to outfit it again because it it won't come with all the military weapons uh but later today there will be a post on the com link you can check out with all the details of the Destroyer uh we want to have that up so you're an informed buyer if you're interested tomorrow and that's not all we also have a $20 special that's going on with that
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yes so the the high price of the Destroyer is allowing us to put out some discount packages for new backers uh we're making aaras with Arena command ready for just $20 if you have a friend or a loved one who you think would be interested in Star Citi Point them our way uh this is this is probably about as cheap as you'll be able to get the game before launch yeah if you're a newcomer on the fence $20 is I think is yeah yes worth it just to see content like this wait but seriously Oh I thought that was another sneak peek I was like okay and got another sneak peek I was talking about our awkward interactions ah I think that just hit 11 on the awkward scale thank
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you oh my gosh thank you everybody for watching thank you to subscribers for making this possible that's it for today's show yes Happy Thanksgiving to our American backers H heck Happy Thanksgiving to Everybody Happy Thanksgiving to everybody really yeah even you yes thank you thanks guys will see you next week see you next week around the verse around the [Laughter] verse
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on
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

