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Star Citizen Live

Star Citizen Live | DefenseCon Showcase: Odin Battlecruiser

24 May 202601:06:001,943 linesWatch on YouTube ↗

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    Hello everybody. Welcome once again to Star Citizen Live Defense Con Showcase part two, the Anvil Odin. I'm your host Jared Huckabe and uh joining us on the show this week are members of our Steam vehicle teams uh that were all involved in some way, shape, or form in the creation of the new battle cruiser that we've revealed just today, the Anvil Odin. Uh, starting to my left, you see John Crew. >> Hello. >> Oh, there we go. Nope. N that way. >> John Crew. >> I'm John Crew. >> John Crew. That's Dan. >> All right. >> That's Chris. >> I don't know why you guys don't get first and last name. He's just in my head. He's always John Crew. We got Matia. We got Mark. We got Ben. Hello. And now finally where he belongs, Alberto.

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    Tickling the Ivaries. All right. If you want the more involved uh intro of everybody, check out last week's show, part one. It's where we did it. It was It was okay. >> But they can't. >> We're really sticking to that bit, huh? >> Italian references that bit. >> Oh, you can't Well, we don't know where it cut off. >> Oh, well, there we go. >> It's on Twitch. >> The whole thing's on Twitch, including 30 minutes where nobody could hear us and anything because I thought it would be cool to look behind the scenes. We put a little note up there and everybody was just like there's no audio. >> You try something. >> You did write on the screen. >> I know. >> Yeah. >> You you you try but it just >> I know m >> it's right. So uh today we are discussing uh the last great concept ship of Star Citizen the Anvil Odin

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    battle cruiser. John introduce us what the heck is a battle cruiser? So, uh, if we're using naval parliament, uh, a battle cruiser is a ship that has the weaponry of a battleship in a cruiser's frame, hence the name. So, it has lots of punch. Very close to doing glass cannon and punch above weight jokes, but I'm not going to do that. And the speed of a cruiser. So, sort of the best of both worlds in one big package. >> Okay. And, uh, is this this is obviously a solo ship? >> Yep. completely solo run. I mean, you can fly any ship with one person. It's just >> Yeah, but can you do anything with it? >> You can fly around. You You have some weaponry with it, but really this is a you and a lot of other people uh to make

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    use of it. >> Who wants to do the rundown of the weaponry? >> Mark. >> Mark, got your cheat sheet. >> Hang on. I didn't cheat. >> No, no, no, no. We've got we've got a cheat sheet because I think the only person the only person who would be able to memorize it off the top of her head is Lee and Lee is currently not in the country. Otherwise, he would be here doing this. Uh so starting from the top, we have two size 12 triple ballistic cannons that man turrets. And for and for reference, what's the biggest gun on the Javelin? >> Uh it is nines on the big remote turrets at the back. And the rail gun on the address is a 10. >> 10. >> Yeah. So the these are triple size 12s here. >> Is there two of these? >> One on the top and one on the bottom. >> Well, there's two triples.

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    >> Two triples. So the the Bengal the >> large lower turret on the Bengal that people would have seen in the squadron videos. That's size 12. So that's that's got four. >> Okay. We have three single size 10 man turrets. So that is instead of having dual mount, it's a single mount. We have eight once again size 10 uh single ballista cannon remote turrets. We then have eight. I know it it's still a lot to get through. We have eight size eight double uh cannons that are manned and then there is two quadruple laser cannons that also piloted

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    >> and those are >> and those are size eight >> two quadruple size >> size eight cannons are man. >> So essentially it's a size 32. >> No >> no no >> no it's just think of it more like the um the one on the bottom of the the Bengal where it's multiple barrels. Yeah, >> it's worth noting that the weapons for this ship just because of the sheer size and scale and complexity of the just everything to do with it, all of the weapons are specific. They're not just using our generic PU weapons. All of them are built in and designed to specifically work with each of the turrets cuz like you can't just go down to your local shop and pick up a size 12. >> Yeah. You can't go down to your local shop and pick up an Odin. I mean, so I like like every every every every you

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    know every ship that we make available through pledge will be attainable in the game, but there's this there's this long-standing rule that Chris and Rich have had. It's like you can't just go down to a Herz rent a car and rent it and rent a battleship. You know, you're not going to get an Iddris or or or or a Javelin or whatever, you know, walking walking into, you know, Cousin Crows like this. So, so when this does make it into the game and stuff like this, we imagine the amount of effort involved in getting this in game will be, you know, quite fierce. >> Yeah. You missed one. >> Yep. Well, >> yeah, you missed the other one, didn't you? >> You missed. >> Next line. >> What's on the front of it? >> Oh, yeah. >> Oh, well, I mean, we did say it had some pilot weapons. It has a It has a beam weapon of >> Yes. size. It is the entire front of the ship. >> Indeterminable size. >> It's It's a beam weapon with with 12 barrels. It's six on each side.

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    >> Yeah, but it it does combine to one giant beam. But it's a giant beam on a capital ship. That's it. It's a beam on a capital ship of a scale. Well, the size of the ship as a just random jump point is over 750 m and then we just have a giant beam that is the front of the ship. >> So sick. >> Yes. >> I mean, we we can give it a size, but All right. Fine. I'll also cover it has a significant suite of PDTs, Flack, and other automated defense systems. Uh there is still hot debate about the specific of number of this. Um it's either going to be 42 + 1 or 43. the we had an interesting problem when

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    we were actually doing the um the PDT and FLAC distribution across the ship because they were so small you couldn't actually see them. So what we ended up having to do was make clustered banks of them just so that they were actually readable on the exterior and there's just so many it meant that we had nice little defensive clusters so they could cover each other as well quite nicely. And you why do you need them to be readable on the exterior? >> Well, the reason we need them to be readable on interior is because part of the game play of tackling a ship of this size, it's going to be peeling back the layers defense. You're not just going to rock up with a couple of torpedoes shooting jobs of gun. You're going to have to take out the subcomponents, take out the shield emitters, take out the PDCs and defense before you can even

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    begin dreaming trying to either board it or disable it. So, if we just had the tiny little dots distributed everywhere, people would struggle to actually be able to engage with that gameplay. We want people to visually know like without owning the ship where to target for for as powerful as this thing is going to be. >> It's still it still has to be killable. It still has to be, you know, assaultable. It's going to end up being its own TSG just attacking one of these. >> All right, so >> we're not done with the Yeah, there's one more here. Which one that is missing the top torpedo? >> I was talking. We said guns, not torpedoes. >> I said weapons. >> Ah, fine. Fine. It has 20 size 12 torpedo launch tubes >> that can hold approximately, remember

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    this is a concept >> every Yeah. Yeah. Uh 40 in. So 40 cued ready to go, 20 that actual tubes, but then you can obviously manually stock them as well. So, it's however many you could fit in your hold theoretically. And how big is the whole junk crew? >> Uh, it's 6,000 SCU in capacity. So, it's >> I think that's just a ball number as well at this point. >> It's a whole se and a half of cargo inside it. >> So, you'll be able to is that Jared? >> We might be able to do the math. >> No, >> please don't. >> I'm sure someone in chat can do that for us. >> All right. So, Alberto's going to ceue up some of the imagery uh here that that went out with the promotion. Again, I encourage you to check out all of the imagery and all the specific stats and

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    everything on the dedicated web page that went live at the same time as this video. Uh it's going to be much higher res and and whatnot than we're going to look here. But let's start with the first image that uh that we revealed on social media uh earlier last week or I guess it's like two weeks of the time that we've that we've uh that we showed this. So, yeah. So, here's the first image that we released of the Odin uh about two weeks ago now, the week before Defense Con at this point. Um, and everybody was like, "Where's the weapons? Where's the weapons?" We've noticed this recently. There there's there seems to be a a trend towards retracting retractable weapons, hiding the weaponry. Am I imagining that or is that something that's actually more common now? Yeah, I guess I guess a few of the more recent combat ships have had that sort of um

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    visual cue in them. I don't I don't think it's something we're going to do for for all ships. Um it's it's not it's not like a shift in kind of mentality or anything. It's just uh a couple of the new ships kind of all felt like it was the right decision to make. I think with the the Odin particularly um you know there was a a lot of different reference of kind of different contemporary ships that that people are familiar with. Um and one of the things we kind of wanted to do early on was kind of uh just just have things retracted and and tucked away. It >> it's a pretty bold move because it's a lot of lot more work to make all these retractable. >> Yeah. There's no fab. >> Oh yeah. That's it's just such a cool moment like it it is a moment in itself when they actually deploy and show that the fangs or teeth as the ship are as it

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    were >> and we we don't have an anvil ship anywhere near this size. No >> as like the kicking off point. So it was an opportunity for like what what is big anvil and sort of >> what is anvil today? >> Yeah. And I think I think as well is you know you've um there's two very clear different visual states when it's when it's retracted and then when it means business. And obviously when it's retracted you are limiting your defensive capabilities but that's where things like the automatic turrets come in. Um and then when it's time to party that's that's when everything comes out. And yeah and you know a ship of this size there there's we we could wave it away with lots of um you know Yeah. makes it more efficient. Everything's tucked away. You know, it

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    makes it kind of uh you know, a little bit uh I say more efficient to fly, but but really it was a visual decision that we made early on with the the vehicle when we started kind of having those very early conversations as to what we wanted the kind of like the core visuals to be. That was that was one of them. >> This is a lovely image we had. This is one of uh one of the team's favorite images here. What what are we showing here? >> Just a kathartic moment, I guess. A cath whose catharsis, Alberto? >> Mine. >> Your what are you trying to what what are you trying to get out? What what what what are you trying to find in your catharsis? >> No, just to describe a moment of power. >> Okay. >> I remember when I first saw that picture like in in a meeting, I went straight to

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    Alberto's desk and I was like, can I have that like right now? And it's now my desktop background cuz I was like, it's just so sick. I remember when when I when you first shown it to me, I came over to your desk and there was um I think you talked about it from like a like how it was like kind of hiding in the asteroid belt and then it would like pop out and we we talked a little bit about um you know in the in the Arctic you see these really large ships that are like icebreaker ships. Yeah. And it's just insane. That's a great picture for it. And and I think I think that's one of the kind of core things with with the um the concept art as a whole is there's obviously things that we want to show to kind of really show um the details of the ship and and you know like what that ship's functionality and loadout and everything else is. But then there's also pieces that we want to do

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    that just set the scene and set the atmosphere and and give a an idea of the the the dream of what we're trying to achieve. Um, so, so yeah, some of these pieces might be more art pieces than you. I remember me and you had a big conversation about this and and it was one of the, you know, it was I'm not going to say it was a heated conversation because it wasn't, but it was a it was a, you know, there's things that we wanted to show that really put this in our universe. And then there's things that we wanted to show that were >> kind of like a little love letter to concept vehicles as a whole. Um because you know this this being uh you know almost the end of an era with with with you know concept concept vehicles a lot of work went into it and and from a from a kind of concept artist point of view

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    um delivering those those really cinematic shots at the end of of a long period of time working on it is is kind of part of the payoff. >> Yeah there's a misconception I think that uh in these concept promotions that these images are actually created by the marketing department. They're actually not. They're created by Alberto and the and the team that's making the ship. It's like that. So that that's what you're referring to. You it's it's it's explorations by the artists who are designing the ship itself uh to evoke a feeling and evoke a sense and try try to communicate what you know uh their feelings in and and sense of the ship. And yes, the uh they they they >> it wasn't it was a good solid conversation and I was just like if it hits that many rocks it's going to explode. And I'm like, "Yeah, but it looks really cool. >> If it hits that many rocks, it's going

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    to explode, Ben." >> But, you know, we we we we we let we let you we let you do some cool stuff. This next image is this is this is really cool. And this was this is Levki, right? >> Yeah. This is uh Levki. It was the best way to communicate the uh the scale of the thing as the diameter of the hole I think is 5 km. The length of this trip is 150 m. So, uh, gives a better idea of what you could see and where when, uh, when these will come out. >> We thought that was such a big hole when we built it. >> And then and then we and we put an Odin in there. It's like, oh, >> oh, no, no, it is still a big hole. Odin's just a very big ship. >> I think to build on what you said about like the key art being and like the how it's like almost a love letter in some ways to all the insane work that we've seen. um you know from like an artist

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    perspective and you know the team's grown so much over the last few years it's these pieces of concept kio art that appear on Google images on the YouTube videos where the backers are talking about how excited they are and even when internally you're about to start the project and you get presented with this is the ship you're going to be making and you know that's going to be your world for 5 months that >> that's what they're for right they no not that but like yeah I was thinking about like specific ships in the past like the meteor for example in front of you but the um you know for whatever it could be months and in the large ships case is like even longer the those moments are what like motivates you as a game developer and it's what like you know when you go into that first call with Ben and John and they're like okay here's the kickoff for this this is what

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    this is what it's all about and you see the pictures and you're like yo we're going to make that >> and it's like >> it's about setting the vision so like obviously the concept doesn't cover every single area, but it gives everyone an idea of what the vision is for this vehicle. So, when you're making that decision about what do we do with this space, what do we do with this bulkhead, we know what the intention was. So, sure, they may not be realistic about everything that will happen in our engine, >> but it gets the the vision and the narrative of what we want the vehicle, the identity. >> Yeah. It's it's it's just it's it's it's nice. We it's been so long since we've done a a concept only promotion. We didn't do any last year at all. Uh we've only this is the only one we're doing this year and then never again. So it's it's just it's you know it's I I like

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    that we've you know finally be able to talk, you know, concepts are are these love letters from the people who are making the ship to the thing. And I've always liked that about it because we we do we do some tremendous marketing art. like I'm I'm going to put I'm going to put our marketing art team up against any marketing art team in the world and we're going to win. >> But you know the the the the nice thing about the concept art though is that that's not marketing. That that that is the people here making the ship and >> communicating from their from their perspectives >> with with like the production ships. We get that from the marketing team at at the end of that stage if you know what I mean. And so, you know, we get these amazing trailers that come back and they're like, that's one of my favorite parts, right? Is is like handing the ship over and, you know, we we we sometimes push it quite close to the

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    wire. We're like, here you go. Sorry, it's a bit late. Good luck. And then and then we get it back and it's like, >> oh yeah, >> like your mind gets blown. And that's that's really what we're trying to achieve here for our production here. >> You you already know the the Odin trailer when the time comes when that when that thing's fight ready, the Odin trailer is going to destroy everything. just literally y'all upload it and it's going to nuke the entire, you know, playlist on YouTube. >> It's just one. >> This is it. This is it. >> Cat and her team do do these wonderful things every once in a while where they they go through the events of some of the previous trailers. Like the Odin is so big. Yeah. >> Like I want to go I want see if I can convince her. Let's go back through every ship trailer and just like the Odin was always there.

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    Constantly going through. >> Oh, no. It was that wall that we were >> Yeah. Do you know that white background? No, no, that was just one. >> All right. So, how much how much any more images to look at at this point? >> Oh, do we mention it can carry other ships inside? >> Oh, there we go. >> No. So, so yeah. So, so folks have speculated on the on the bays to the side. Yes, these these are >> so baywise it is six small two metric small hangers and one medium hanger and that that's to the actual metric ones as well. So it's not like um the pads are designed for specific vehicles. It's anything that's designated for that metric they can fit on. >> Because people people had seen the the three side doors, right? So like, oh, that's gonna have some hangers. But what they won't have seen is the larger >> seen hanger. We'll get to the larger

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    hanger, you know, inside. But yes, six side hangers, three on each side. >> Uh, big enough to hornets and stuff. >> Oh, easily. Easily. >> Uh, cutlesses. >> I think this count is small. >> Uh, I'm tight. You'll be able to fites in. And of course that's a concept size and we all know what happens when a concept goes to final art >> especially in the UK. >> I don't know if this gets any bigger we're going to have trouble. >> This gets any bigger and I think it has been like quite interesting to see because that early image and the the hologram that's been above area 18. You know people have been able to kind of make assumptions from that. But I've seen so many questions about how do the hangers work? What they're going to do? And some like has it got fly through hangers? And I'm like I'm sat there like >> can't say anything but this is getting me hyped. So

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    >> So so six ship hangers kind of side clearly with the with with the ship repair refuel rearming. So like that. What else we got looking at here? >> Uh capabilities of the vertical launch >> Okay. So yeah the these are the 20 tubes that you mentioned here. >> These are the 20 tubes just in front of the coning tower. >> While you can have a better illustration and understanding of the front laser. It's a front L and that's what we're talking about the the the the 12 emitters on the front, >> you know, six on each side. You just, >> you know, >> very space. >> Have you shown this to Mike Snowden yet? >> Have we? >> I don't know. >> He's seen it now. >> So, so this may be the first time Mike Snowden's seen such a thing. >> We're going to blow every budget. >> No, we we would have done in the

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    reviews. It's fine. Okay. Okay. Uh what else we got? Uh just an explanation of the position and capabilities of the lower hangar of the medium hanger is quite big. We're talking about 68 m for 100 for 44. >> Uh relatively in X, Y, and Zed. So quite massive. >> The the really cool thing about the hanger arrangement on this is that they're sort of interconnected. So you can fly in the rear as that ship is flying out. >> Yeah, they're all part of the same environment. And >> are the are the hangers fly through like the the smaller ones? Yeah. >> Well, the the whole thing is >> Well, the medium >> the medium's in the middle and then the >> Yeah. The medium's in the middle and then the six small hangers arrange three per side. But the whole thing is just open and then at the back of that

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    there's then all the cargo as well as then the conveyor belt up for the torpedoes to get them into the actual torpedo control room. >> Yeah. So, so we kind of Yeah. We spent quite a lot of time playing with ideas about how the hanger could could look and how it could function. Um, and one of the things that we kind of settled on and we're really excited about was having, you know, this big kind of open expanse where you could have your kind of ships primed, ready to to launch in all the hangers, but then you had um enough space around them to kind of do all the operations you needed. So, if you had other ships in there that were landed that were getting repaired or you had other ships in there that, you know, were getting kind of uh guns or loadouts changed or your pilots ready, you had space to do all that. And and we really wanted the idea to be that, you know,

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    you could fly in through the rear of the ship and, you know, if you're in a big combat situation and you're like, right, you know, recall recall the the the fighters, >> they weren't all scrambling to get in these tiny little hanger doors, you could load them up in through the rear of the ship, kind of get them back into their ready positions and get out of there kind of quite quickly. >> So, what is this? What is this room here? So that I know although it looks like it's an entire room, what you're actually seeing there is the walkway that you saw at the top of the hanger. That's the sort of scale we're talking. Like I mentioned, at the bottom of the hanger, there's the there's basically a conveyor belt that connects to the torpedo control at the top. So behind what you're seeing in that image there is the cargo grid. >> Mhm. >> And what you're seeing to the left there closest to us is an actual constantly rotating conveyor belt. So, if you want

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    to load torpedoes, you take them from the cargo grid, put them on there. They'll then make their way to the actual um torpedo control room where the tube bays actually are for them to be taken off the bay. So, and then loaded into the tubes to be fired. So, on either side there's a constant rotating thing. So, if you need more torpedoes, you can just take them straight off the grid, straight onto there, and it goes up to then be manually loaded. >> And oh, yeah, we've mentioned this is a multi crew ship. It's It's definitely a multi crew ship. Like if you want this thing to be efficient, then you you will need >> Can you do this by yourself? Yes. You'll get you'll get a good workout running around the ship. >> Well, you'll get 20 shots out of the torpedo tubes and that's it. Instead of >> soon as it's ready to go again cuz at the end of the day, as long as there's

  31. 00:24:15

    someone there feeding it, >> it can just keep going. >> So, you more more multi- crew roles than just sitting in a turret. Although, we do have a lot of turrets. We haven't people just sitting in turrets. >> I remember >> 23. >> Well, me and Alberta were counting them before. We had to keep recounting to make sure we're getting which ones were right. >> Turned out we're not good at math. >> No, we're terrible at it. We're absolutely atrocious and we made the damn thing. Um, it was 15 man, eight remote, and that's just turrets. Not to mention all the other things people can do across the ship. >> But those remote turrets still have to be operated. >> Yeah, they are remote turrets. There's an entire room dedicated to that. >> Yeah. So, what else we got to look at >> So, what you can see here as well is in in the kind of like the uh roof of the um the hangers. Yeah. You've got um

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    basically your uh >> what we see is like the ATC effectively. Yeah. You you've got your control room for the the hangers and you know uh just a great overview of like not the battle stations but everything else. Um, >> it's managing the cargo, it's managing the hangers, it's managing the doors, it's it's making sure that, oh, you can go into bay three, you can go into bay seven because there's no one in it. It's it's away from the battle of the main ship because that their war isn't what's going on outside. It's making sure what's going on inside the ship is working correctly. >> Let's go ahead and keep the images going. What else we got? You made a lot of images for this. >> This is the cargo area. This is the cargo area that we learned was held

  33. 00:25:51

    6,000. >> 6,000 >> plus 2,000 for the elevator. >> All right. So, there's 6,000 on the on the hold and then the elevator. You know, if you want to leave Kraco on the elevator, that's another 2,000. >> Yeah. And that that's a elevator that goes down and up between the medium hanger, which is at the back of the medium hanger. >> We have an image of that because right now you're telling me there's an elevator that holds as much cargo as the ironclad. >> The elevator is this part with the stripes. >> So, see the chevrons at the back? That's the elevator that goes up and down at the very back of the hangout. >> Is that like red light at the top? Is that the ATC thing you would >> see that that's the scale, right? We we showed that side shot and it looked like it was an entire room. It's not an entire room. It's literally the catwalk that you're seeing on the left and right >> and and you know when we went into this and when we got the initial brief um we you know it came out we're doing an

  34. 00:26:41

    anvil ship and it's like yeah cool. And and then we got we got the brief and it's like okay this this we can work with and then you know through each kind of point of um uh decision we made we were always looking at it like this is our kind of like ultimate ship for this purpose. This is this is the what I would class our our kind of like endgame. Yeah. And and so >> we kind of obviously we need to make it obviously we need to deliver it. So we so you know there's got to be compromises in somewhere but we did our best to kind of always kind of look at it and think right how do we make the best we can and and this is what we tried to do and you know when we get into production we get to see whether or not we can can achieve it. Um but we we put you know a lot of discussions I think and and decisions

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    into trying to get this thing to be like you know really really something that we can be proud of. >> What else we have have to look at? >> Oh there's plenty. We have all the interiors. Um, >> we haven't even got to the >> conf. Sorry. Sorry. The first room still essentially see the general layout of the >> Yeah, I want I want to see everything >> So, this was the area we just seen. Here is situated the cargo. Here is uh the part of the elevator and this one is the medium hanger. This is the setup for the side uh small >> the small hangers. Here there is the conveyor belt you have seen early and just above there is the loading uh room for the launching tubes. From here is where you will take the

  36. 00:28:19

    conveyor belt uh missiles and load them into the pipes. Here is your favorite room. You remember that one? >> It's the one we showed in this was on the weekly uh newsletter a couple weeks ago. >> Yeah. This one is the actual size of the turret when it's collapsed in itself. And we have enough space that we could put a gantry passing on the outside of the ship, but on the inside of the turret that effectively look like this. And you know, just just to try and communicate the sense of scale with this thing, you know, we do expect areas like this to exist where, you know, when you look at the the the ship full screen and it's just that kind of silhouette, >> you don't see it. But yeah, this this is >> well the the hanger catwalk was the

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    prime example there, right? We looked at image we thought it was entire room. It was just the catwalk. >> Yeah. My my favorite scale bit on the ship is the little zigzag ladder on the staircase side of the cunning tower. All right, let's talk about the Conning to Tower. I mean, we'll we'll get we'll get to the we get to the base. Okay, let's let's be disciplined here. Let's continue into in the main hall before we go to the Conning Tower. What else? What else are we looking at here? >> We got the um my train, my lovely train. >> Your train? >> Uh we have a train system that connects the most important parts of the ship to the most remote meant turrets. So sim similar to the the Bengal realistically getting around the ship is going to be a huge task. It it it is an absolutely massive ship. So it has its own train tram system, whatever you want to use

  38. 00:29:57

    the specific word for that runs constantly throughout. It's not like the lifts where you press a button because that that's its own thing somewhere else where there's the lifts to get up and down. There's multiple of them, but just because of the sheer size, we had to set up something to get you around. So there is multiple trains running in a constant loop so that people can navigate the >> Will it be like how on microte you have like the trains? >> Exactly like that. We we needed something of that scale because the the ship is colossal >> and and when the train when the tram leaves its path and takes you up out out in the thing that's it's a escape pod and functioning it. We'll get to the escape pods. Don't worry. >> Let's hope they work. By by the time this comes out, let's transit will be should be much better. So, uh there's

  39. 00:30:49

    already tremendous improvements in that are in now. Um all right, let's go back. Oh, no. We still we still got we still got more in the hole here. We still got more in the main hole. >> No, in the main hall, I think we're done. There is >> another room for the order size 12 that is on the bottom. >> There's areas of the ship as well that we're not quite ready to show yet. So there there's yeah the front area that's >> engineering engineering habitations uh the mess area because obviously it it is designed to be a multi- crew ship. So there substantial crew quarters and stuff but obviously the amount of time it took to even assemble what we have so far was substantial. >> Yeah. I think folks who have followed the project uh uh this long know we we don't concept out every single nook and cranny, every inch of the ship. You know it's it's enough to get the idea across. It's enough to it's enough to to put the work in motion because then when it

  40. 00:31:37

    comes time to build it, there's going to be other people who have ideas and inputs and stuff and new you new thoughts, new technologies come online and stuff. So the less there there there's a benefit to not being super prescriptive in every single aspect of this because it leaves us the freedom later to have better ideas. >> And so okay, so now let's go ahead and go look into the conning tower here. the the the kind of a signature element here. I know folks online are like, why would you create a such a everybody knows where to attack now? Obviously, you attack at the conning tower, right? Well, it looks cool. So, that's what AR that's what armor and shields are for. >> It's well protected as well. >> Components are elsewhere across the ship as well. >> So, so what is this? This is >> So, uh this is the tactical uh room to

  41. 00:32:27

    study your map, to study your fleet. uh to collect datas and above is a quiet room. >> Yeah, this one of the things that we again that we tried to kind of like think about when we were making this is um we wanted to try and include some areas of the ship that weren't >> just focused. >> Yeah. Just combat and and and uh functionality. We wanted to have some areas that, you know, uh gave the crew some some freedom to relax. So there here's our next image. What are we looking at? >> Uh this is the room where uh the captain and the higherups will manage the fleet. >> Uh so yeah, so a lot of ships have hol globes

  42. 00:33:16

    in a room and this sort of has many rooms that are for the hol globe just because of the size of it. very tall. >> Very tall. >> Okay. And not don't want to focus on too much, but we wanted to have little kind of areas of the ship where if you needed to have more private conversations, you needed to, you know, that there was there was areas that were away from like the main thorough affair that that would allow for kind of planning and and discussions and >> mutinies and stuff like that. >> Uh I'm not saying planning. >> Not. >> Yeah. What are you trying to say, Dan? >> It's not Drake. >> And then in inside the big T. So is this actually the the seat that controls the turret or >> that goes up into the turret. >> So you enter this room full of death and then you get in like and then you you >> get pulled up >> to dispense such death.

  43. 00:34:04

    >> Correct. >> That lets you understand what you're about to have at your disposal. >> This is okay. So the scale of this turret alone this is the All right. All I ran out of words. All right. What what else? What else we got? We have a parliament. >> Of course, we have a parliament. And what's a parliament? >> So, I thought that since you're driving a destroyers of wars, you should be able to dispense it democratically or not, but in some ways, you should be able to communicate your crew what the plan is. >> This Yeah, this is the equipment of our briefing room, but uh taken to the next level. >> Okay. Okay. It's a bit more lyrical, I guess, >> with with a ship of this size, it it's going to be crewed by a huge group of

  44. 00:34:52

    people. And obviously, it people aren't required to be there cuz at the end, it's a game, people having fun, but it it gives orgs and groups a location to meet and gather and discuss what they plan. >> I think it's safe to say this is an org ship. This is a ship you you leave and you don't come back for a while. >> Well, you you take your ships to their ship to then go off and play the game. All right. And the bridge here. So, we got a couple images of the bridge, I would say. >> So, front and center, obviously, commanding officer, captain, owner, it's the person in charge. Off to one side, they have their head of security. So, they'll obviously a ship of this size, someone needs to be in charge of just making sure the inside of the ship is running the way it's meant to be. And to

  45. 00:35:39

    the left side, obviously it it's an exo take over when the person who owns the ship or commands the ship needs to go off and do something else. >> Okay. Uh in addition to that, there's a cool little feature that we added to the actual um commanding officers uh dome. Do we have a picture of it? The >> the video. >> You want to go to video? Let's go to video. >> Let's go to video. So, if you need to have private confidential conversations, um just like how in real life you'd have proper meeting rooms for it, um the captain has a way to actually generate one themselves on the bridge to have that conversation away from everyone >> to then >> Well, well, it's it's it's a reflection of those times where John asked me to come into his office and close the door behind me. >> You've literally made the 1960s get smart cone of silence.

  46. 00:36:28

    >> Can you imagine? The idea was is is you know if if you are captain of this this vessel and you need to have a very confidential conversation but you are in the middle of a battlefield. You need to happen there and then you need to be able to make that decision, have that conversation and get on with it. So this is for all the remote turrets. So obviously like I mentioned before there's a lot of remote turrets on the ship. So there's an entire area basically. It It's not a bridge per se, but it's a control center for all the different remote turrets across the >> It it needs it. The scale is we can't just shove them in the bridge. They need somewhere dedicated. So they'd have their own priorities and conversations. >> I appreciate you don't make them run to every corner of the ship. >> Exactly. >> Well, we've got to train for that, so they don't need to run. >> Yeah. There's so many opportunities with

  47. 00:37:17

    like a dedicated room like this like for artists to come up with like new fun ways of like expressing stuff. So like something that jumps out to me is like you know if you've got all those people sat down in their remote turrets like having some kind of just like an indicator light saying that the seat is occupied like a little green light above it. So if you're like the the boss and you're walking in you're like overseeing all the remote turrets you just see green all around. It's like all right my crew is ready to go. >> Yeah. Well, one of the features that needs further development is is the is the communication between the turrets and the command and control and stuff like like I'm sure somebody saw the command and control room earlier and it's like well what's that for? And it's like uh eventually you know someone will be there able to feed targets to all these people and you know and control UI elements for everybody that's in there and you know show is like no no show here your guy is over here you need to

  48. 00:38:05

    you need to look here you need to go here. like, you know, the four of you are on this guy, the four of you are on this guy, something like this is essential to something like like the Odin. So, having having all of those guys in one area and then having a command and control that can that can communicate with them. You know, imagine you imagine one of the guys goes down or something, you know, you armor piercing round or the guy forgot to hydrate or something and you wasn't paying attention, wasn't paying attention, dies in his chair. You know, somebody can get out and run to the other turret. It's like, no, they're on this side and stuff. The the abilities for >> coordination within the Odin are at are are are >> are just immense. Like I would say not even the the the ability of coordination, the raw necessity of coordination necessary for this ship.

  49. 00:38:53

    I mean, this is not the ship that you buy. you. Yes, technically you get in the pilot seat, you can fly this giant spear around the the, you know, the universe, but the full potential of this thing requires just a massive amount of coordination. >> This is also how are we going to like deal with the gameplay in general with the ship, right? So like we want to let you achieve the full power and let you you know uh undergo all your combat operation and potentially doing so but just you know with the crew because otherwise like yes you have a pilot controlled weapon but what are you going to do uh if like most of your uh arament is not going to be coming into play into a battle right so >> what is the crew of this thing the expected crew >> the cheat sheet here >> 33 33

  50. 00:39:41

    >> for really is like >> that's barebones How many operator turrets was there? >> Um like we're talking bare bones not even working at full efficiency that that's not even saying there's anyone feeding the torpedoes. That's just to man the operator seats. That's the sort of numbers you're talking I I I I I feel like when it comes time to balance a ship like this, that's probably the biggest thing. If you can get 33 people together, >> if if you can coordinate 33 people together, it's like you deserve to just be, >> you know, the Norse god of >> everything. Well, it's it's it's like whenever you have a large group of people playing games together, there needs to be someone who is doing a little bit less of the interaction, but managing everyone, actually getting them all to coordinate it. It's like anyone that's ever done raid leading in any

  51. 00:40:30

    sort of MMO, like that person absolutely isn't outputting the highest DPS in the group, but they're taking a step back and watching everyone while doing the 40man raid >> pretty much. Yeah. >> Yeah. And that that's exactly what I was about to reference was that that is that it's the 49 raid uh experience, but it's it's you with your org, your friends going out and and having that gameplay for an evening and having your cap shift to run. >> Yeah. And the best part is also it's like you have different specialtities, right? Because you need fighter pilots, then you need uh third gunners, then you need engineering, then you need the guys that actually coordinate the entire crew and probably more than one guy at that point cuz it's going to be very difficult. Like >> raid leading is a really unique skill. Like when whenever you play MMOs, there's only ever a handful of people

  52. 00:41:16

    that are even willing to do it >> and they they choose to do it cuz they enjoy doing it. But it's a very unique set of subs skills. If anyone who is a raid lead or has ever been in a raid will understand just how different is as a way to play the game. >> It's like an epitome of um sandbox kind of um emergent gameplay really. It's like a role that doesn't necessarily get put in by the game design teams, but it has to exist. >> Yeah. You don't create your character like Ridley as your class. >> And what else? What else? What else do we have to look at? >> We close with uh fire shot of everything opening up. >> So, yeah, this is a moment. It just is. When you see that, it's time >> Well, at that point, you're like, "No, when you see that it's time to die."

  53. 00:42:05

    If you're not ready to quantum travel, it's too late. >> No, it's a >> That's a shame when you got that close to look at this. >> Only if it lets you. >> No, it's it's a heck of a good-looking ship. I mean, it's it's it was interesting to see the reaction online when the first when the first teaser image went out, you know, it's it's the first image went out on social on on social in the morning UK time and then the first shot of the interior went out in the afternoon and then the 3D ver, you know, hologram version with the with the weapon. So, it was fun for a nice little 24-hour period to watch the perspective of the ship change. There are some people who absolutely hate this thing and some people who are like, "This is the most beautiful ship I've ever I've ever seen." Those are people with eyes. Um,

  54. 00:42:56

    >> hashtag notbiased. >> But I mean, it is. Let's Let's talk about the inspirations for this thing on the on the on the exterior. What are we What are we What are we thinking when we build this? So we wanted to convey um that this was inspired by a battleship. Sadly in sci-fi there are other ships inspired by battleships. So we had to differentiate from these ones and not going into the steampunk or World War II aesthetics. We initially tried to group all the guns in the center like you would do in World War II. Uh like on the USS Iowa comes to mind a famous Japanese one that I will not mention. um instead with the fact that they all have to operate in a video game uh they don't have to compenetate we started spreading them and that

  55. 00:43:43

    aesthetic would no longer be supported so we decided to look actually at the zoomful class at the literate combat ships from the US at the visb class from Sweden all the more modern stealth ships and yet retain the coning tower aesthetic uh that there was in World War II ships and that got lost uh after then but we want to hint at that word with a little bit of new. >> Well, this has been an amazing look here. Let's go ahead and take a take a few minutes now at the end here and jump into now this is an engine. This is this you you work in what? Blender. >> Yes, this is blender. This is this is brown actually. But >> so we're gonna we're gonna let's let's

  56. 00:44:30

    take a look at the at the actual concept model. Now, some folks have already extracted the the the concept mesh from the hologram as they do, but this is the actual legitimate. >> Yeah. And and just a note on that hologram mesh. Um it it is a optimized isn't the correct term. It is um >> it's reduced. >> It is a reduced version of what we're seeing here. When when Alberto kind of handed this over, I mean, this thing's sat at >> 37 million polygons. >> 37 million polygons. that's not something we just put in game. Um, so, so yeah, there there was a lot of decisions made to just kind of like just strip out a lot of that stuff to get it to to run above area 18. And also, it was a hologram. It wasn't supposed to be a a you concept. Um, this is the the real deal. All right. So, so, so let's

  57. 00:45:19

    let's get closer here. Let's take a look. What What do we want to look at at this point? We've just seen a whole bunch of images and a whole and some videos here, but what what what can we look at here that we would like to get real close to? We haven't looked at the laser beam yet. >> Let's look at the laser beam. >> Let's let's start with the laser beam. >> When the laser beam activates, these uh side pieces that were not in the hologram model will open up uh and they are part of the laser beam in order to become part of the target. Ideally, they are the uh radiators of the of the laser be itself. with with something so massive, we need justification for why it cannot it doesn't just overheat. In addition, it adds a targetable aspect of the actual laser beam because if if you obviously once you start peeling back

  58. 00:46:07

    the defenses, it gives it a nice area to be targeted to try and knock that out cuz I imagine if you're targeting the ship, you're going to want to knock the beam out. >> Yeah. Just >> Is that the first thing you target? Is that the first thing you take out the beam? I mean, or or or do you just not get in front of it? I mean, >> depends what you're in. >> Fair. That's fair. >> If you're in something small, just stay away from the uh >> from the front. >> I do feel like the first tactic in fighting an Odin is don't be in front of it. >> Right. >> Or behind it or beside it or the big guns above it, the big guns below it. >> The same server as it is. >> Doing area in the little uh like >> Yep. >> walkways that you've got. Oh, we haven't looked at the staircase. >> We can walk around it. Right. >> All right. So, it does have a docking

  59. 00:46:53

    collar. >> Yeah, it's got a docking collar. And then also there's um it's kind of hard to see, but we added some like exterior kind of like walkways and channels that you could walk through. Um >> Oh my god, the sense of scale. >> Hang on. Who's that? >> So, when when was trying to sort the navigation for the ship, we we didn't want it to be too simplifying. We want people to be able to go onto the actual exterior, but at the same time, we didn't want loads of issues with the the grids and the physics issues that we sometimes encounter. So, we ended up trenching all of the exterior walkways behind what basically behind mesh, but it it's greater mesh, so you'll still be exposed to the elements, but you don't have to worry about debris or stray shots hitting you. But it meant that we had this, to be blunt, an entire level's

  60. 00:47:44

    worth of navigation that the the designer who primarily did a lot of the layout for the the floor lee. >> So, you're going to be walking around the exterior of this. >> Well, you've got to cuz the just to maintain some of it, you're going to have to go out and do a lot of the repairs. And there's alternate routes for when the power goes down on the inside like the the staircase on the coning tower. And obviously that it's a full staircase so you get some sort of idea of just the scale of it. It the first time I saw that I immediately thought of the mida tower in Final Fantasy 7 when you have the choice to either run up the giant staircase or go up the lift. >> Wow. What else can we look at? >> Haven't really looked at the engines on the back of it in any of the shots there. >> There is very big. >> We'll do the engines next. What are we

  61. 00:48:32

    looking at here, Alberto? at the protection for the um for the bridge >> shields. >> Of course, the bridge is armored. That was cool. >> We wouldn't just even unarmored. >> Love a blast shield. >> All right. So, so so so you've got so you've got like, you know, the Carrick made by Anvil, you know, nice little brand carryover here. >> Uh so you've got the shielded conning tower. Uh one assumes you don't go blind when you close it. >> No. Uh and then a little star destroyer influence here with the uh with the radar globe. >> Yeah. Yeah. I mean he's on the top of every contemporary ship. Uh so >> star destroyer. >> Star destroyer. Oh, okay. Inside here there is your parliament. So there's a quite nice call to the circular motif of Anvil.

  62. 00:49:19

    >> You got the escape pods here as well. >> Oh yeah. We haven't talked about the the lifeboats. >> Life boats. Life boats. A bit more than a than a typical escape pod >> just for the sheer volume of the the ship. we couldn't really just have tiny little pods so that they have entire rafts and they're scattered throughout the entire ship. Um the ones on the conning tower are the most visible because we didn't want to fully embed them. Um just because we would have had to increase the size of the coning tower even more. >> Um so obviously if if if somehow someone manages to peel back in millions layers defense and you need to escape, >> there's plenty of rafts. >> So there there are lifeboats in the tower. There are lifeboats in the main hole. >> Yeah. They're just below here. Yeah. >> So, you know, so so if you know if somebody does manage to to take one of these down and one would assume that

  63. 00:50:08

    those are somewhat pilotable. >> Yeah, they they have limited control, but they they're essentially like tiny little um habitable environments. >> Uh let's take a look at the engines. Oh, you want to show the you Okay, you want to show the underside of the gun? It's cool. Let's do the underside of the gun. Alberto, would you be able to go into like walking mode in Blender and like show the scale of it from the catwalk? >> Blender has this really cool mode that allows you to like walk around. >> So, we can really appreciate how big it is. >> I I don't think anyone until they actually get it into game will ever understand just how big it is. It's It's absolutely ludicrous. And this this is just on the gun. This is just the

  64. 00:50:57

    walkway next to the gun. >> This explains why we needed a train. >> I mean, yeah. >> I feel like that gun is the size of a Carrick. >> Is one/ird of the Polaris. I think >> the gun is one/ird the length of a Polaris >> or maybe a half. Polaris is about 160 m. So, call it 80 m. >> Yeah, it's not far off character size. >> Yeah. Jeez. >> Sorry. Engines. >> Yeah. Let's look at those. Let's look at the engines. >> So, there are a bunch of engines. uh >> as you would need because you know that's the cruiser element of this. >> It's also partially gameplay. Um it's so that we obviously if it's just one engine, you take it out, but it means that you have multiple that you have to disable to try and stop the ship moving cuz that that would be a good tactic if you want to try and actually disable one of these first of all immobilize it.

  65. 00:51:46

    Then you can gradually work on individual areas to try and um get into whatever state you want, whether it be destroying or boarding. Can we go inside the main hanger there? >> I have to open another file. >> Open another file. Okay. >> But just to point out the engines, we have this one obviously the central one and the side ones, but there are also on these little winglets on the bottom and on the coning tower. >> There's an engine on the conning tower. >> Little ones to avoid, you know, to the tower to be dragged away by inertia >> to distribute better this forces. >> Amazing. Amazing. Okay, let me find the other. I >> thought you were going to tell me the uh I thought you were going to tell me the coning tower detached. >> It's it's actually a parasite and no >> no slap the dick command. >> That reaction means he thought about it.

  66. 00:52:34

    That reaction means it came up at some point. >> Um we had that conversation maybe about a different ship earlier today. >> How interested are you in public transport ship? Need a rail card when you board this ship. It's got one, two, three, four, five, six stops. >> Six stops. >> Like the the the tram has six stops. Yeah. >> What are the six stops of the tram? >> So, you have obviously your two foyer entrances for the docking collars, >> obviously. >> Uh you have your very front man turret. >> You have the underside man turret. >> And then you have the two man turrets at the back. Uh and they also put you next to the main uh elevator thorougher. >> Yeah. And and that and that's before you've done all the habitations. I was

  67. 00:53:20

    going to say I think we might have >> that's that's six. I'm not Yeah, I'm not going to stop right now. >> Well, >> Uh Matia had to go. Uh he had to catch a train. We've we've been here for a while. If you ever noticed, this is the longest BTS we've ever or anything on a single ship we've ever done. So, he unfortunately had a train to catch. Not this one. A real one. But >> so now we're gonna jump inside the hanger area. >> Where are we? >> This is the lift that you can see here. Uh this opening on the left. >> Yeah. So the right Chicago hold. So directly behind is the 6,000 SCU. That is the uh lift that connects to the medium hanger and that's 2,000 SCU. Um to the left and right hand side uh the catwalks that take you to the small

  68. 00:54:10

    hangers. So if we just spin around. Oh, I filled it out. Sorry. >> All right. So, how many box missions can you do with the Odin? >> At least three. >> All of them. >> Uh, so directly zero to her. >> So, there's the uh metro stop for the actual trains. >> So, that's the obviously it's mirrored on both sides of the hanger. Um, because it it might be quicker to get the train round. We're not 100% sure yet. Um, right. The hanger is so big that it might that the tram runs around the hanger. Yeah, might be tech might technically be faster to take the train around the hanger than it is to walk from one end to the other. >> It depends how many stops we end up with. At the minute, we're looking about six, but more might be added as we evolve the other spaces inside of it. Um, >> yeah, one of the main stops is also the center of the coning tower. So, you would have the elevator to bring you to

  69. 00:54:57

    most of the living room, the living spaces. >> And when you get to the center of the coning tower, it's elevator. >> Well, elevators. >> Elevator a bunch. >> Yeah. because of the fact that we obviously when there's only one elevator, we've already had it on the the Idris where people are waiting. >> I thought this was already the most deadly ship ever designed, but now with multiple elevators >> I can safely say the most deadliest ship ever designed. >> You go back to where the smaller hangers were. Sorry about that. >> Remember that these are concept mesh, folks, so none of these are textured, materialed. So, so this is the the metric small hanger and what we were talking about earlier where just behind that you've got this this additional space to kind of uh that's all kind of chevroned off here as your kind of like

  70. 00:55:45

    ready area. Um you've got the uh like the blast shields that would rotate up when when vehicles need to move around within that space. Um so uh there's also it it's to for the actual flight crew to do resupply and change over. So if you decide you want to swap for ballistics instead of energy or vice versa, you can take them off the cargo bridge, bring them down so they're ready to swap out on the ships as they come in to restock. So if it's not just rearming, but actually changing loadouts, you got plenty of space for the crew to get ready for the imagine like a pit from a Formula 1 >> or just stack more ships, which is what most people most people are going to do >> because we were very conscious of them. >> Have we at any point tried to work out how many pits we could fit in this? >> I'm sure there'll be a Reddit post. Run the numbers, guys.

  71. 00:56:32

    >> If there's not a Reddit post by the end of the day, I'll be very disappointed that no one's done the math. >> That is >> I await your link. >> I mean, that that is crazy when you when you think about how many furies how many how many pit bulls you could conceivably put into this. >> This this is this is the scale of our game in one ship, right? So, so you know, you think about remember the old uh pupil to planet Yeah. >> video we did. >> This this is like the ship's team's nod. >> Yeah. back to that. >> Well, how big was uh Portal? >> Uh it was a couple of K, wasn't it? >> Of the actual space that not just the >> Oh, not the actual >> Yeah, the actual habitable space. >> I suspect this is probably bigger. >> Yeah, you're you're probably right. This is this is actually more habitable space than Portal had.

  72. 00:57:20

    >> Well, okay. Any anything more? Anything before we leave? We've shown we've shown Don't give me that look. Alberto's like, I've got so much more to show. Uh, you can show you can show two more things, Alberto. What what do you want to show? >> I've shown everything to be fair. >> Tell them, Brun, >> what what's your favorite image? >> What what's your what's your favorite aspect of the ship, Alberto? >> My favorite image? That's a good question. >> I'm not going to judge you. >> It's the Parliament. Your favorite is the Parliament. >> Wait, is >> Oh, I know why it's the Parliament. >> Oh. Oh, I know exactly why it's the Parliament. Oh, >> there he is. >> There you go. >> That's why it's his favorite image. >> You've hidden your dog. >> Yeah, of course. >> All doesn't come with every Odin, just to be clear. >> Not yet.

  73. 00:58:08

    >> Comes with everything else. I >> was going to say it. It comes. So, you know, of course, you know, the Odin for this first this first promotion that that's that's launched today. Uh five unique paints that are exclusive to this promotion. So, if if you if you if you manage to pick up an Odin as part of the Odin Founders Club uh during this promotion at Defense Con 2956, those five paints come with it free of charge. They will never be made available in any other promotion. Uh it's it's one it's our way of saying, you know, thank you for being there and supporting this massive uh undertaking from the get-go. Uh any last words anybody wants to say about the Odin other than it's really really big and it's going to take a lot of people to run it >> and make it. >> Yeah. And make it, Alex.

  74. 00:58:55

    >> A lot of people to make it, too. >> I think um over the over the development and like when we took a peer behind the curtain like or walked over to Alberto's desk, like there is this like sense amongst the team that this is going to be something pretty immense and seismic literally. Um I'm looking forward to seeing which team creates it and how cuz we're going to have to like do a lot. I think Ben made a good point where he's like our teams like from in the last like few years has been it's so much like larger and it's so much more educated that it feels like we're in a position where we can tackle these problems now and we can really start to we always try and push the envelope but really see like what what can we actually really do. >> I can promise you hand on heart Dan that

  75. 00:59:44

    the is going to generate more than we could have ever imagined. Are you talking about money or what? >> Problems. >> Problems. Problems. >> Wake up. Wake up. The And team been doing the last few years. >> The positive thing is that I will be drawing other concepts and I don't have to part. >> You still got a lot. You still got a lot more to do. There's still plenty of areas. >> We got the two two concept cheat left to do. Uh so yeah. So yeah. So we've got So yeah. So Oh, you do have a cheat. So you so we've we've seen the hold the torpedo launching room, the ammo rooms for the size 12, the map room, the contemplation room, lots to contemplate. Uh the turrets control room, the conference hall, and the bridge. We have unfinished concepts,

  76. 01:00:34

    things that we're not showing you right now for the hospital. >> For the morg. >> Uh for the engine engineering that we mentioned, uh habitations and the executive briefing room. So, those are all in progress right now. They're not quite ready to show. Things still left to concept. >> Subject to change. >> Subject to change. You know, work's not done yet. Uh, uh, navigation engineering. How is that different than Oh, the second There's the engineering, then there's navigation engineering. Okay. The train stations themselves, the executive quarters, an armory, additional crew quarters, the self- sustaining >> cantina. >> Cantina. What? >> Question mark. >> What is the self-sustaining cantina? What do you mean self- sustaining? What does that mean? >> Is there a farmer? That was your idea. >> That was me.

  77. 01:01:21

    >> What are you on about grow room again? >> And I love bits. >> We're bringing back the >> Subject to change. Subject to change. Mix. >> I don't remember writing it, but >> Mixmaster lives. >> Yeah, it absolutely will have a messole. It may not have a self- sustaining messole. >> Basically, we wanted a >> greenhouse. >> Greenhouse. Yeah. >> Oh, a greenhouse. >> Space. >> A gym will have a kitchen. A gym, a wreck room, a panic room. >> Question mark. I don't know. >> It's next to the contemplation room. >> It's the same thing. >> It's the same thing, but one's on fire. >> Yeah. Turn. Turn. Yeah. >> Contemplation. >> It's just a button that changes the effect in the room. >> A crafting room. Cuz obviously a ship this size is going to Yeah. A crafting room. And then a running track. Just that's just the exterior, man. You just

  78. 01:02:09

    you just run around the entire exterior. >> No, that's a marathon. There is a path in the train tracks that will allow you to run all of it in case running is >> you got to run the same train go in otherwise you're in trouble. >> Well, one would assume that through engineering if you if if you're really fighting for power, you could draw power away. You know, the tram stops working. You know, you need that power somewhere else and yeah, you still need to be able to get around on foot. So, all right. And that's >> who knows what who knows what we're going to add between >> I mean that doesn't cover stuff like the multiple lifts or >> or how manyund bathrooms we're going to >> how many maps it's got. >> How many bathrooms? Two >> just two on the entire ship. >> Got two taps every bathroom. >> 750 meters away from the promise. >> It's a promise every bathroom. >> That's the two top promise. >> Yeah. So, that's a lot about the Anvil Odin, Star Citizen's final concept ship

  79. 01:02:59

    and its largest. Uh, available right now on robert spaceindustries.com exclusively to members of the Odin's Founders Club. Those are folks who who took the time and effort uh to submit their stories about uh why uh coordination and cooperation uh was so important to them in the Star Citizen experience. Um, it's a it's it's it's it's a big, you know, I think I think it's it's a hallmark. Star Citizen is replete with a number of hallmark moments. Uh, 4.8, uh, the launch of tactical strike groups and and the and the the biggest step towards coordinated shipbound gameplay and combat that we've had. Uh, and then of course this putting a nice little marker in the ground for the future and being like this is where we're going and the

  80. 01:03:47

    kind of gameplay that this uhh creates and the kind of gameplay necessary to deal with it and stuff. It's it's a it's a it's a clear calling our shot to the evolution of of of space ship and space combat gameplay in the future. So, it's an exciting thing to work towards. Um, John um >> done it. It's been a long day. We've been here. >> What you need is Alberto sat next to you. >> My parents say, "Where's Alberto?" >> A need. >> In my head, it just said, I call him young squire for some unknown reason. That's all my head was giving me. My head was giving me young squire. Uh Dan, Chris, uh uh Matia who had to who had to take off, Mark, Ben, Alberto, uh our friends on the cameras here. We don't usually have cameras, but we had we

  81. 01:04:35

    wanted to have so many people here. You can't see them, but they're here. Thank you so much for your time. I mean, I'm sure you're paid, but you know, thank you anyway. And of course, uh, Seb, Lauren, Dave, Pete, uh, behind the scenes, uh, our big show this, uh, this week. Uh, thank you for watching. Uh, hope you're having a lovely Defense Con. I hope you were able to to get everything uh, that you wanted. Remember, the finale comes uh, after this where most of the ships, I think actually all the ships that have been available in the various days all come back. So, you still got another chance at Kraken. still got another chance at Idrises, Javelins, uh and of course, uh the Odin Waves right now for those in the Founders Club. So, thank you for watching. Thank you for supporting uh Star Citizen all these years. Um we still got a lot coming the rest of this year and uh if if I already look at the

  82. 01:05:24

    uh the the ship schedule for 2027 already, there's a lot more spaceships to come. So, uh thanks for watching. Bye, everybody.

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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