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Star Citizen Live | DefenseCon Showcase

15 May 202601:33:582,847 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

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    Hi YouTube, Jared here. You're watching the recorded version of the live stream that happened on Twitch just a couple hours ago. Well, we uh we messed up pushing the record button. So, the first couple minutes of that aren't here. So, you're seeing this now. What you're seeing now was recorded after what you're about to see. So, I can tell you what I I basically I know the future now. And I can tell you it's terrible. It's just it's just not very good. So, stop watching now, but if you want to brave the future anyway, keep watching. Welcome to Star Citizen Live Defense Con Showcase already in progress, and we'll try to do better next time. We decided uh to do a couple things to

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    really differentiate it from Invictus. And one of those things is we revealed almost everything early. There was a big uh social media campaign about a week ago where we introduced all the all the ships coming this year. Uh we were able to to to uh sneak in interior peaks into the weekly newsletter. In case you're not subscribed to the weekly newsletter, you should do that. There's lots of good stuff in there every Friday. Uh and then we were able to introduce the Odin uh in-game and the big giant hologram uh that's floating above Area 18 on last Friday, I think. And now we're here doing this show. Uh we are live on Twitch and we're going to go through uh almost all of the ships. We'll get there. We'll get there. Alberto has to sit in front of the broken panel. The panel broke like 20 minutes ago. Just decided to stop working. So Alberto had

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    a chair over there, but >> How you doing? How you doing, Alberto? >> It's warmer. >> Is your neck getting warm? >> Yeah. Yeah. It's the fire thing. >> Just Nobody will notice if you're sitting in front of it. >> It's fine. >> Okay, cool. >> As long as I don't look at it again. >> Long as you What? As long as I don't look like I've been edited. >> No, but you look like you have fire coming out your head. >> That's fine. That's fine. >> It would make it very easy to edit now because it's a completely black background behind them. >> Oh, people people can just put Alberto into anything. >> Mhm. >> That's an option. >> Don't give lace ideas. >> I mean, please >> point it out for uh so let's meet some of the developers here who are joining us on this Defense Con showcase. Uh we'll start immediately to my left. John, tell everybody who you are, what you do. >> Uh my name is John Crew. I'm the vehicle director here at Cloud Imperium. Get to look after all these people and many more around the world.

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    >> And so everything is ultimately your fault. >> Yes. >> Okay. >> Yeah. >> Immediately to uh to John's left, Dan. >> Yeah. Yeah. I'm one of the lead vehicle artists. Um just recently we finished the iron club. That was one of the things that our team worked on. >> Yeah. And my understanding is you're the only person on the vehicle team who makes ships. >> That's right. >> Uh since since uh >> I've been trying to shake the reputation for years, but I'm just running with it now. Why not? I mean, at this point, that's why you're the only artist here. >> Yeah, that's right. >> What we got? Got >> Will. [laughter] >> Uh, Chris. >> Uh, hi. I'm Chris Danks. I'm a senior vehicle content designer. So, I'm do more of the sort of backend hookups of ships and stuff like that. >> How exciting is that? >> It's a lot of fun. Although, I'm basically an XML monkey. >> I've always thought so. >> Yeah. Yeah, it shows.

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    >> Mata. >> Hello everyone. I'm Matia, a senior vehicle game designer and I'm an Excel monkey instead because I do balance and features for the vehicle. >> No, no, don't don't reveal that we still balance stuff in Excel. We're supposed to have these big giant tools that that do this and crazy databases. Don't don't don't expose the business like that. >> It's Excel. Mark, >> hi Jared. >> Hi. >> And finally, Ben. Ben, who are you and what do you do? >> Uh, I'm one of the art directors at CG. I look after weapons and vehicles. >> Okay. Uh and then uh what's going to differentiate this from more is we're going to have visuals. We're going to dive into the editor and take a look at the ships coming. Uh and helping us with that are two folks for the first half of the show that airs today. Uh Will, your

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    first ever. Tell everybody who you are and what you do. You got your camera right there. >> Hello. I'm Will. I'm a Vicassis one. I joined about a year ago and I have exclusively worked on the Ironclad in that time. >> But but you're going to help us look at all the ships today. >> All of the ships. >> And then as Will goes through the ironclad and the assault and the M80 and the Starlight and the Tibberon, eventually we'll switch over to uh the other [laughter] >> You want to get closer? Is that his lap? What's >> the camera? It's Alberto. [snorts] >> Hi, Alberto. >> Hi, I'm Alberto and I am the assistant vehicle. >> We fixed it. >> No, no, it's not fixed. It's only

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    partially fixed. >> Oh, shadow fix. >> Yeah. and I um I'm generally in charge of concept art and help them with the production of the vehicles in the uh in the spaceship department >> and after this year it's going to be known as Mr. Odin because this thing is amazing. Um all right so uh to get started our first uh topic oh yeah for people who are watching live hi everybody uh we'll be taking questions uh live from the chat so we're going to take a look at some of these ships and if you've got questions go ahead and dump them into the Twitch chat. You can see I got that going right here. So, I can take a look at what at what you're doing. Hi, Mom. Where is the Liberator? Not at Defense Con. Uh, and uh we're gonna start off today with a look at the Ironclad. So, Will, you got that fired

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    up for us? >> Yes, here it is. >> Um, I guess we'll start with the the exterior. >> Okay. So, Ben, John, introduce us here. What what what most people know what the ironclad is. The ironclad is a heavy freight can carry something like 2,000 >> su 200 something >> 20 I think it's 2204 >> how do you end up with 2204 >> because everything ends up is like divisible by eight or fours or twos powers of twos usually. >> Uh let's look around the what's that there? >> Oh say and we wanted space for mules. >> Mules. All right. So let's look around the exterior. Will you why don't you take us around and and Ben tell us what we're looking at here. >> Yes. This is the the new ship from Drake. Um it's uh big, it's square, it's got a lot of engines. Um it feels very

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    Drake. Um I think uh there we go. Um I think there's a lot of uh well it's also got the command module which is new feature um detachable uh life >> raft >> raft that we set on I think in the end. Um that yeah allows you to kind of get out dodging in case uh in case you need to get out quickly from your cargo. Um, I think the defining features are obviously the massive cargo bay at the front and uh the massive engines at the rear. Um, I think >> what happened to the rest of the door >> Oh. >> Oh, so so we're in in editor at the moment. We're not in game mode. So, um, we are playing animations slightly separately to how you would normally do it in in game mode. Um, so we've we've used a few kind of uh internal tricks to

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    make it so that we don't have to kind of drop into game and run around the planet and and uh be able to show off in the best kind of light that we can. Um, I think yeah, the the interior of the ship is obviously dominated by the kind of cargo hold. Um, but I think the rest of the ship kind of holds a lot of uh nice fun Drake feeling uh visuals. Um, this is the operations deck. Um, here you can kind of see out over over your kind of uh the bow of the of the the vehicle. Um, access to your track beams. Uh, open and close your door. Really nice kind of uh viewing platform out over the ship. >> Remote turrets. >> Remote turrets. Yep. And on the assault, we've got the other

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    remote turrets. >> The more remote turrets. >> Yep. Um, and I think I think also like just just visually it's one of the kind of um nice areas of the vehicle where you kind of can get that connection between the exterior and the interior. Um, I think the big kind of bulkhead that runs through it is is very nice, very fancy. Um, >> Ben, Mark, who's the Ironclad for? Like what kind of player is going to consider the Ironclad here? Who do we make this for? >> You said Mark. Are you looking at me? >> I said Mark and John. Did I [clears throat] say Mark and John? >> Better Mark. >> Oh, I don't know. I [laughter] I have never had this many people here. >> It's um to be blunt, it's it's someone who wants to do a lot of cargo. Um they want the ship that's relatively durable and they uh like Drake has lots of guns. >> Yeah. Because Drake ostensibly market this as a cargo manufacturer, but we all

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    know what Drake tends to get up to. So sometimes the cargo is not as legit as it should be. Or maybe the cargo is cargo you've got to deliver pain to other people. >> May maybe the cargo is someone else's ship. >> Maybe the cargo is someone else. >> So >> I wasn't going to go there, John, but >> uh yeah, it sort of cates to that. And externally at least, I think it's pretty true to the concept. We did make some changes to it. Um Dan begged for an extra >> secret entrance into the top of it. >> Yeah. There was there's a few like traversal was like such a massive thing for this ship like versus like the concept I remember um and with so the signage as well. I remember when we worked on the Polaris one of the key pieces of feedback was that the signage wasn't like as good as it could be and

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    obviously we went back and edited that a bit but with this ship we had we had the stairs around the other way as well. >> Yeah. Yeah. The stair the stairs are flipped. I believe the elevator was added as well. >> Yeah. When we actually got it in, started running around it once we actually started putting the block out together, we made a few changes just so it felt a bit more natural because there was a lot of like back and forth and hard 90 and hard 180° that people were having to do as they were walking around. So, we softened a lot of the corners, put 45s in. >> Yeah. Like here the wall got knocked in. So, this became like an open open area here, which I think really helped differentiate the different decks, which is obviously something >> that we tried really hard to do. Yeah, each of them should you should always like know roughly where you are and when you're in a modular kit cuz this is like one of the most modular ships we've ever made. Obviously, >> it's developer modularity. You always have to specify player facing modularity

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    and then there's the method in which we make our ships. >> Yeah. So like um when we talk about developer modularity the what we mean is how >> the asset pack that you kind of use to author the the vehicles. So let's say you have like a wall that's like 2 m long. it doesn't make sense to model every single wall two times in the same way that if you were to make a car, you wouldn't 3D model every single wheel again. You'd want to duplicate it. So, we kind of have this base layer of modularity of art assets underneath. And then we sit on top of that these extra assets that kind of make each of the spaces feel different. And it was really important for us to be able to make it so no matter where you were stood in the ship, um, you didn't feel lost and you were able to quickly orient yourself. I get the first time you're in it, it might be a little bit, it's a big ship. You're not going to know exactly where

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    you're going, but it shouldn't take long to establish that. >> Like the sense of exploration, though, isn't it? Like the first time you're in a ship, you kind of want to be you want to explore it. You don't necessarily kind of just want to be like, I go in it and I know exactly what's going on. So, I think I think, you know, that's kind of part of the charm with these bigger ships is that you do need to explore them a little bit. Um, obviously like like you say, you know, having navigation is is an important kind of uh user experience kind of thing that we need to, you know, try and improve. Um, obviously we've got the the mini map as well, which helps a lot with that sort of stuff. Um, but I think you kind of >> you shouldn't have to rely on that. >> You shouldn't have to rely on that. And I think, you know, as you're heading towards engineering, even though you're in a corridor, you want to start seeing those kind of like engineering kind of elements kind of calling out and Yeah. >> into the room. >> Yeah. So, so, so it doesn't feel like uh it's too kind of stale. And then when

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    you get up to like habitation and stuff, yeah, you want things to be a little bit more clad, a little bit more refined. Um, and you know, >> Oh, well, slow down. You know, >> sorry, sorry, sorry. [laughter] >> So, I know we're jumping around on topics. >> Um, let's go take a look at the the the command module. There's a number of questions in the chat about uh why the command module is such a critical weak point of the ship. What what what do we say to that? >> Uh it depends what I've seen a lot of discourse about it being like artificially weak which I think is not >> is not intended >> is not intended. Uh it should be uh sort of passing damage through to the main ship rather than killing everything. Um, but there is like some intent like designwise like number one

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    question everyone always has about the ironclad is why can't I fly it from the main bit and that's never been the idea with this ship is being a you have like this main block of a ship. Same with the Caterpillar and the command module gives you that functionality to fly around. That's that's the sort of USP of these sort of ships is >> it's not the same as every other ship, >> right? There there's always this assumption that you're trying to make every single ship be the ultimate yeah ship and it's not. The ships are supposed to have certain trade-offs certain you know you get this but you lose this and stuff. >> If you don't like it that's fine. >> There's 200 some odd other ships out there right the command module is interesting because it is for all intents and purposes a standalone craft. It it can do everything. It can do everything a standalone ship can do. It can it can go to quantum everything.

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    There was some there was some confusion internally earlier. People kept uh people kept referring to it as a parasite ship and I'm like actually I'm like no it's if anything the the the main hole is the parasite because it needs the command module to survive not the other way around. So it's so as far as the as far as it being a critical weak point that's something with the damage not being passed in. >> Yeah. Well, simply uh it's a bug uh that simple. Uh what is going to happen in live instead or when we're going to fix it is that and the intention with the feature itself is for the common module to not be a critical part clearly for gameplay purposes, right? Because you don't want a very big durable ship like the iron cut should be uh being able to uh get, you know, shot down by whoever with the common module being destroyed

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    in like very very few shots because clearly the size difference is enormous, right? Uh so yeah, the damage is going to be passed onto the ship of the ironclad specifically or the caterpillar depending on which one you're attached to. Uh and all the damage to the component itself will be passed to the iron cut as well. So everything inside the common module will be in a dormant state so to say. >> Uh so yeah, basically the damage is going to be passed on to the main body. >> Does that allow you to when it does detach have a suitable >> Yeah, exactly. A suitable raft that you can, you know, immediately go uh away and flee from it. The cool stuff is that you can also trigger the self-destruction and then leave the ship and then through our the module. >> So I fine with that. >> Yeah. Just >> Oh no, you're stealing my goods. >> So the short answer is that that damage is supposed to be passed on to the main

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    hall and it's just not at the moment. So it'll be addressed. >> Yeah. As soon as possible. I think we already have a fix in live uh in for the fix, but you know, as always, tentative >> fixes. There'll be a there should be a new uh there should be a new uh series of fixes going out on Tuesday of next week that address a couple other things with the item recovery stuff. So, you know, if we can we'll loop that in there >> and stuff like that. So, that should be get that should be better for people before >> it is clearly the intended gameplay dynamics that uh we want to reach because clearly we don't want you know you to lose the ship especially with the item recovery patch as well. Uh you know, >> talk to me about balancing the ironclad. It's it's you know every obviously you don't want to just make the same ship across 200 and and you want to avoid making the you know the super crazy Superman ship every single time. What does the Ironclad have going

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    for it that other cargo ships don't? So uh we have a couple of things that are interesting I would say specifically one of them being clearly the durability. It's meant to be a very durable cargo ship with you know very capable SU um cargo capacities and for that reason since we at some point we're going to have for all the ships in our roster the cargo had mass the ship we also need to make sure that the flight profile handles fine that you can carry the cargo uh inside the planets or outside of the moon and so on and so forth and one of the trickiest thing for us on the balance side for the aronad has been trying to find you know a sweet spot without compromising the overall balance performances uh in order to still let you be able to yeah lift off and with the full cargo hold because on the ironclad

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    specifically if you had cargo uh on your cargo grid the mass of the ship will change and the flight uh um maneuverability will change as well. So, one of them was tricking or was basically um tuning the veto thrusters and activate them in a way that basically can you can still lift off with a full cargo bay um loaded with you know all goods that you can have uh but only in vital mode. So like when you're fully loaded you have to use take off go into your uh go outside of the anger go outside of the palent and then you can switch them off. >> Gotcha. And so that's those are some strengths. What are what are the trade-offs? Why would somebody why would somebody not want an ironclad? >> Well, clearly one of the trade-off, as we mentioned, is the maneuverability. It's not a very maneuverable ship. It's

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    somewhat of a brick. Most of you might say it's absolutely brick. >> Absolutely a brick. Uh >> that's why we started the model. One large brick, the shoe box was a box. Uh so yeah this is probably one of the main um you know one of the main draw down of the ship which uh for a cargo ship can be quite severe because whenever you enter into a maybe a dangerous area or you get attacked by pirates clearly you maybe want that maneuverability and and speed to kind of get yourself out of it since you cannot outmaneuver those bad guys right um >> I suppose that's where that increased durability >> yeah exactly exactly also clearly the components on on the ships on the ships side are quite beefy as well because they size three, right? >> So, uh you have capabilities to defend yourself and you know to let your turret gunners try to defend you as well. >> Uh but clearly you cannot escape that

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    easily. So, you have to deal with it and somewhat fight. >> So, there's a number of questions about the lighting in the ships. Uh apparently there's there's some issues with the >> There is some issues with them. Drives me crazy. I love it when the first time people see ships all the lightning's broken. It's brilliant. >> I know. That's why we do it. What do you What do you So, what do you want to say about the broken lighting, Ben? >> Uh, it's broken. It It should be being fixed. >> Yep. It It infuriates me as much if not more than than uh everyone else. >> So, you're saying it's not a design intent. It is like something >> there is design intent in there in terms of uh >> it's supposed to be different. >> Yeah. We lit we lit the iron card to be quite moody. I think one of the the issues is uh you know it it's starting in emergency mode. So it's lots of

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    flashing red which is absolutely not the the intent, not what we plan for. Um unless your ship is in emergency state. Um we you know there's lots of light panels around the ship to be able to kind of put it back to how it should be. Um unfortunately that that isn't a particularly userfriendly way of getting your ship to look how it was intended to. Um but yeah, there's a bug. It's one of those things. Unfortunately, it it, you know, didn't make the the cut for 48. Um, but it should be getting fixed. Um, >> it's not unique to the Ironclad building. It's something we're fighting with across. >> Hold on. Hold on. Jassel Newar says, "Dude is infuriated that we're pointing out broken stuff on a ship. People actually pay money for. That's classy." He's infuriated that it's broke. Yeah. >> Not infuriated that you're pointing it

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    out. >> He's having the same reaction to it you are, Jasper. These guys work hard. These guys work hard to make these ships as good as they can be. And unfortunately, as the nature of running a live environment in the middle of your development, sometimes things don't work. I mean, folks are folks are asking obvious uh let's let's let's use this opportunity to talk about the mission system. Why not? We're just We were going to do it at some point. Uh the mission system is having some trouble. You obviously don't need me to tell you that if you've tried to jump in. Uh they are working on a hot fix to fix that right now. The patch that we mentioned that's supposed to be going out next Tuesday is not for hot fixes. That's an actual legitimate build and a patch. Uh the hot fix for the emission system that will hopefully uh restore what's happening there. I don't have any

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    more details about specifics will go out as soon as somebody decides that it's ready to go out. But hot fixes patch is different. Um there's also another question in there about why we release things in such states. And every time that question comes up quite often and I always I go I go back to 20 17 and the wait for 3.0 when we didn't have any new content for like nine months because we we waited and waited and waited and tried to get everything done. Tried to get everything perfect, tried to get everything dialed in and there was no new content for nine months. I had that stupid beard because I said I wasn't going to shave until the patch came out. >> I feel that's that's that's [laughter] not a it was stupid for me. Mark, it's lovely on you. >> Thank you, Dar. >> It's lovely on you. Mine was all great. I look like a homeless person.

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    >> But it's it's and even with all that work and even with all that waiting, it still had its issues and whatever. The answer is there's no such thing as waiting until something's perfect. There's there's just not. So, we we put things out in the best condition that we can. Uh, and we continue to fix and we continue to push and we continue to develop afterwards, which is what the folks working on the hot fix for the mission system are doing right now, which is what you're doing with fixing the, uh, the damage pass through for the ironclad >> and our friends from CGP4 as well. >> Y, >> shout out to them. >> So, uh, let's go ahead and take a quick look at the Ironclad Assault, which is mostly, you know, you know, it's pretty similar. What's the differences between the Ironclad and the Ironclad Assault? >> Uh, it's got more guns is one of the big ones. Uh, it has a larger front door. So this was uh again something from the concept time. It was an intentional difference that the ironclad assault is

  29. 00:22:36

    designed for assault. So it's got a big enough front door on it that can fit tanks and ballistas which the base ironclad can't. That can only really fit roversiz vehicles. It trades off some cargo capacity. So it's 1,500 odd. Um which is actually I think pretty much what the original concept had. So they both they both had a blow up. I think it's technically 14 something. I can't remember. I've been staring at stat sheets for so looking at so many numbers. Uh >> but its big thing is it's now got the the the service bay. >> Yes, the services bay which is located in the rear third um which will is handily looking at here. >> The floor texture change >> denoted by yeah the floor texture difference and the half gantries above as like a >> and an upgrade from the original concept. The concept was only supposed

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    to be able to service round vehicles, but >> just anything that can fit in the >> Z. You can fit it in the volume, then it will allow you to do it. And if you obviously have the supplies on board, yeah, you need to have the supplies on board. >> You know, the ship hanger service is probably one of my favorite features that are have come online with with 48. Uh because now, you know, you see you see you see all the people that do the the crazy fleet operations and stuff. And now being able to, you know, being able to actually repair, refuel, and rearm, you know, on the go, uh gives tremendous uh utility to things like the Idris, you know, beyond just I'm a rail gunner. >> Uh and even things like the 890 jump, you know, it's and stuff 890 jump, the 600i stuff. And and as those continue to uh progress, they'll get more utility. Um the vehicle services thing it's repair refill your arm. You need uh RMC

  31. 00:24:11

    to do the repairs. >> You need uh >> the appropriate uh >> fuel commodities. >> Fuel and commodities and ammo and countermeasures >> and the ammo stuff is new for 48 like actually having commodities. >> So that's that that's exciting. So you check that. And then it's got the additional uh uh uh remote turrets. And some of them are upguned sort of quad mounts instead of dual mounts as well. >> It's got the jump seats at the front as >> Oh yeah. >> Oh yeah, it's got a lot of jump seats. There was a question in chat about why so many jump seats. >> Because people get knocked around when you're going into atmosphere to be blunt. It was somewhere so that you don't have to sit inside your tank while you're actually landing. You can go sit in jump seats and not get thrown over. >> Yeah. I think the question I saw was why why so many jump seats if the crew is only for six? And like the answer is it's not for the crew. It's for the the

  32. 00:24:59

    people you're transporting. >> Yeah. It It's for your guests. Um, there was a question in here, Ben. Uh, uh, they asked if they asked if you swapped if you mixed up the paints. The the the paint for The suggestion was the paint for the assault looks very industrial. >> Oh, okay. >> And the paint for the industrial one looks >> No, I think a giant bumblebee is quite a aggressive thing for the assault. >> I think it's got a bit of a sting to it, isn't it? >> We The bee ship was something else, too. >> Oh, okay. Yeah. No bee hair. No, we liked it. >> Yeah. No, it's it's great looking. Um, for folks asking about uh the paints and stuff that are not showing up in game, yes, there is a separate issue. Basically, uh, without going into too many details, we have crushed our concurrency records for this patch. The

  33. 00:25:48

    last 24 hours have seen a concurrency the likes of which Star Citizen has not seen before. And that's slowing down a number of s uh systems. one, the mission system, and two, the ability for the entitlements to actually filter into the game. They are working on that. They are attributing more resources. The stuff that you uh the paints and stuff that you purchase in the store will show up in the uh in the game. They're not lost or or anything like that. It's just it's all slow right now because there's just a lot of people knocking on the knocking on the authentication and knocking on the entitlements right now. Uh but they're working on it. Um, which is also why it's something else. Let's just let's just do a couple things. Let's get it out of the way. The freefly. Uh, you may have seen some notifications about the freefly that was supposed to start today. Um, we are not going to start the free flight today. Uh, for no other reason than it would be

  34. 00:26:37

    wildly irresponsible of us to do it. Sure, we'd love the influx of people. Sure, we'd love the influx of you, you know, it could it could only help the bottom line, but it's a terrible experience for our existing, you know, Star Citizen player base. So, uh we are not going to start the freefly until the mission system uh cools down and we feel better about the experience for the existing players. And yeah, there's just there's probably a more elegant way of saying that, but I rather I figure I'd just lay it out straight. We're just not going to do it until we feel like it's a good experience for everybody here. Um all right, so ironclad ironclad assault. Let's take a look at the pitbull. The pit bull was a was a nice little surprise. So pit bull, what is this? Is this just a is this just a a Drake uh Fury? Is that where we started with?

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    >> Pretty much. Yeah. Um so one of the very common uh questions I get at our citizens a lot is I love ship X, but I hate manufacturer X. >> Right? Um, and as we've talked about many times, we we have our big ship matrix of sizes and roles and we always want to fill everything and then within that have options and the pit is just a great fury alternative. One of the hard like design requirements I set from the start for it was it must not exceed the bounds of the Fury. Uh, so that presented some challenges. Um, because the Fury, which Dan worked on, was a challenge. >> Yes. for fitting stuff in and >> wanting [clears throat] more guns on it didn't make it easy. >> Adding more guns and missiles to it. >> It's got six guns. What is it? A four

  36. 00:28:16

    size one. Yeah. >> Um nuts. >> So, [laughter] >> and it's got missiles. >> So, so talk to me about this decision. You're going to add six guns and missiles to this. It's It's Do do any of you have any conscience whatsoever? >> The only problem is we couldn't fit more. like physically there isn't space to fit more and make it still fit inside the Furies Bandon boxes. >> Yeah, I think I there there was a line I wrote for the copy on the website. It was more guns than common sense or more [laughter] they have more guns than sense. I don't remember if it actually made it to the live. >> There's going to be a massive write up on Reddit explaining all the different places we could put a gun. >> Yeah, I hope so. Oh yeah, I'll take inspiration for for if we ever make a variant of it. >> It's sort of got what what's the helicopter that it reminds me of? Hind. Is it a Hind helicopter? It sort of reminds me of Hind references. Yeah, we

  37. 00:29:03

    had a bit of that in the the kind of original concept, didn't we, with the the Hind references. Um, >> I think so. >> Yeah, I think it was it was one of Sam's, wasn't it? So, >> Yep. >> And talk to us about that concept. You just sitting quietly there, you know, blocking the hole in the screen. >> Like we've been told a couple of times, more than a couple of times, I'm afraid to make it less cute. >> Uh, >> come on. >> Because it was >> Come on. Come on. You're not really slide your chair up. Slide. Slide your chair. Bring your chair to the teacher. Ju just come and join me. [laughter] >> Come and join me. We we're not standing on ceremony here. >> We tried to make it as small as possible. Sam did obviously. >> Um so >> Sam Burrito say >> it's going Sam burrito. [laughter] >> Yes. San Burrito >> concept. We had to make a proper effort

  38. 00:29:52

    to change the aesthetic in order to be less cutie and more pitful and less pug. I guess >> it didn't work very well. It's very cute. >> Well, you didn't see the concept. concept. >> The other one had like really big eyes. >> one had like floppy ears and stuff. Like, not even exaggerating, there were parts of it that looked like they were floppy ears. >> It's when Chris first saw it and he just sent me a Minions GIF [laughter] and I'm like, >> "Yes, sure. >> I I don't know how to take this. Is this Is this a good thing or is this a bad thing?" And then we got to the bottom of what he was after and yeah, adapted it and I think it turned out great. >> Nice. >> I think it's amazing. >> Yeah, it's I think it's it's super Drake. Like I think one of my favorite bits is just the size of the engine. Like engine versus uh overall dimensions is is perfect for it. >> Um which is I think why it's quite

  39. 00:30:40

    >> 8020. >> One of the keys of the aesthetic that we wanted for the ship was that you're not riding a ship. You're running an engine >> with guns. Just guns. >> You stuck a bunch of guns to an engine >> and a seat. >> And a seat. Yes. >> Your retro thrust. You just fire it all and just break. >> You just turn around. >> Uh Red Hole. Red Hood 87 says, "In the current meta, why even put one to two repeaters on something when they don't do any damage to basically any ships?" >> Well, uh, our balance tuning will be revisited in the future, but in general, this is the the deal, right? Like, uh, we want those little snob ships to be a threat to smaller craft like the Gladius, for example, and not a threat for something bigger. And yeah, exactly. Like mostly everything else on this table. Uh so the question is more where

  40. 00:31:30

    you should try to imply those ships and why you should use them for cuz clearly on the other side yes you might say the gun size is a bit low but the performances instead are outstanding cuz like the overall forward thrust ratio is very good. Maneuverability uh the rates of rotation are amazing. The handling goes as well. It's very reactive. So, um, yeah, you might have less powerful guns, but if you want to, for example, let's say maybe storm a couple of fighters >> and fight them, then probably it's a good tool to do that. Clearly, there are downsides on the durability and drake and everything else, >> but also the guns are swappable. You can change the guns out. >> Yeah, you can use ballistic as well, but you know, we we now have with the armor system some damage threshold that you need to meet in order to apply any damage, right? Um,

  41. 00:32:17

    >> sure. But that that's still subject to change being on. We do have plans for it, but also like nothing prevent you to, you know, go out in a group and use other different type of ships to bring down the armor and then use other ship that has less powerful gun to then apply damage as well. >> Plus, it's bringing the right tool for the job. >> Exactly. >> It it the ship isn't designed to take on Polarises and it's not. >> What is What is designed to take on a Polaris? I'd love >> if only if only we had a ship we could talk about. [laughter] >> Shame. >> No, but yeah, there's again again we we run into the same thing that that you know everybody's going to want their ship to do what they want and so this and the reality is they're all

  42. 00:33:04

    designed to do different things. Some are designed to work in swarms. >> Yep. You you know like like like like the pit bull or whatnot. Uh, others are just supposed to be the best ship ever until somebody puts the wrong guns on it. >> What about What's [snorts] wrong with the guns? >> Well, we made the better ones, remember? >> it's it's it's got its new It's got its new guns. It's got it new guns at Defense Con now. >> Yeah. Do we like the new guns more? >> We like the new guns more. >> We like the new guns. >> That's good cuz you made them. >> No, I made both, so it's fine. Yeah, >> I made every You're right. I made every ship. >> I did actually make the guns. I normally [laughter] did. >> Uh, question for Dan. Can I move a door frame 3 cmters in the nose of the ironclad? >> That would be that would be Joe. That would be [laughter] >> Yeah, one of our door frames is like off

  43. 00:33:53

    by 3 cm and he's shown me and he was like, "Can I fix it?" And I just went, "No, because the ship was like ready to go." I don't think anyone spotted it yet. Um, but no, [laughter] >> go looking for that. >> No, not until it's posted on Reddit and you [snorts] link me the Reddit post. So, there you go. Go find your um >> Oh, he can't make the post either. >> Yeah. Yeah. Joe has to link me the post. People on Reddit have to find the 3cm door gap. >> And Will can't make the post. >> Damn. >> Uh I see three dude 31 uses his first time chat to say I want poop gameplay. Chris, what do you what's your response? [snorts] >> First time. >> Wow. That's a hell of a way to put me on the spot. >> Can I say no? [laughter] >> I mean, you did add the bucket. >> I did. I did add the bucket. The shift bucket is the shift bucket. That's it. Are you responsible for the shiv?

  44. 00:34:41

    >> I am responsible for the shiv bucket and I only mildly regret it. >> What bit of it do you regret? >> Can you sit on it? >> Most of it. >> That's nice. That's a good feature. >> Yeah, it was it was one of those cases where we we wanted to reuse this this area and uh cutless owners as a whole bemoan the fact that they don't have a bathroom. >> They had their opportunity. A poll went up and they voted for the Crusader shuttle, not the toilet. So, so this is this is our consolation prize to all Cutless owners. There's your bathroom. Um, >> so Drake, >> as as far as like where toilet gameplay is coming, dude, you're talking to the wrong man. I have [laughter] no idea. >> I just want to see what you do. >> We do put a lot of bathrooms in, don't

  45. 00:35:27

    we? >> Some sometimes with the wrong amount of taps. >> Yeah, we got two on the ironclad on each of them. >> So, it's correct. >> Yeah. Yeah. >> Two two bottles of water. >> Wait, wait, wait, wait, wait. We We have We have some two tap people at this table. We are all everyone's This is the two tap table. >> Come down. >> No, it is not. [laughter] >> Two tap table. >> Here we go. >> This is my table, son. >> This is a one tap table. >> The table of palms. >> Move your way. >> Are you all twotap people? >> For me, the Italians aren't, I guess. >> Never seen a twotap. >> You've never seen two taps. You have to come around my house. You can see that. >> Bring paintbrush. So, love the bomb racks on Oh, it's I love the bomb racks on the tally, but we need a ripple selector to allow for

  46. 00:36:17

    actual carpet bombering bombing. >> That sounds like a feature request. >> It's sort of there's a limitation at the moment. It's not really a limitation, uh, that there's a max number you can queue up of your ordinance. Um, and >> it's quite high though, isn't it? >> It can be. So, it defaults to four. We can do overrides per ship to give larger amounts, but it also applies to missiles as well. So, in the retailers example, if we increased the base one to be I think you can fit like a hundred in the of the size three bombs in it. If we increase it to that, you could firepr all your torpedoes >> all in one go. >> I'm not hearing a downside. I don't >> Well, the the issue is the the animations on the rack would also all try to play simultaneously.

  47. 00:37:07

    >> Doesn't it take time to like load them all up? >> Not if you queued them all. >> Yeah. You have to spend the time queuing them. >> Um Yeah. [laughter] >> Fully aware Spirit A1 owners are very mad about not being able to carpet bomb still. >> Uh so, final words on the on the what is it called? the pit bull or if you look at the one map inside the show hall the pee >> I do think while I wonder if that was on purpose because most calling it the pibble >> well we had that we had there was that you couldn't update the tiffs there was that bug that the last two days before release we're trying desperately to update the tiff file and they kept doing it you want to talk about hey whenever we do a move on just got over them. That's fine. Let's get them going.

  48. 00:37:56

    Pull the string. >> Hold on. So, whenever we do a big show like this, there's in invariably a whole bunch of questions about why didn't you fix this before you release this and stuff like that. Uh there are now it's it's no different. You know, I've been on I've been at this for a long time now. And the short answer is you just can't. It's these aren't the guys that work on performance and stuff and their work doesn't get held up by somebody else's work and stuff like that. Not if you can help it anyway. Sometimes it does, but sometimes it just takes [snorts] sometimes it is so ridiculous how to where these bugs come from and and and how to fix them. For the last two days, this isn't this isn't a a terrible bug. But for the two days before release, we couldn't update the tip file the TIFF files. Like we we'd submit a new TIFF and it just wouldn't

  49. 00:38:43

    update. That's why there's a map in the show that says the Drake people right now. And we're all just looking at it going, we seriously can't fix the Drake people on a map. We know it's there. We can't fix that. It's like, nope, there's just other there's other more important things to deal with, right? >> I think also there's other more important things. >> Groundhog Day as well because we were the same on there's a paint that's gone out that's the thumbnail's slightly wrong on it and we update it, submit it, come in the next day, >> still broken and you check and all the work's been done. It's just that groundhog day moment of and then you realize that it's not actually our fault. And >> it's all it's all it's all triage. It's it's you you do it you do the best you can. and you try to get as much as you can, but at the end of the day, it's the the only alternative is >> 2020 2017 and 3.0 and you just you end up with nothing out for for nine months.

  50. 00:39:30

    And we we swore after that that we would never do that again. >> So, all right. So, that's the Drake Pit Bull. You like it? >> I love it. >> Cool. >> All right. >> Off. Let's go. >> Done. [laughter] >> Next one. >> That's the end of that conversation. >> All right. Contribution here. Up next, let's look at a ship that uh releases tomorrow. Uh so this this will be many people's first look at the upcoming Origin M80. So before we switch to Oh, no. We're going to do it now. There it goes. >> You're eager, Will. You're ego. Sorry. Uh so before we switch to the M80, what is it? Let's set this up. >> Uh so the M80 is Origin's sort of debut into like dedicated combat ships. Uh, and it's a heavy fighter >> and we're f and when was the last time

  51. 00:40:19

    we did an origin ship. >> It's like >> 400i. >> 400i is the last new one. The X1 is the last >> release. >> Yeah, but the last new was the 400i. And that was was that that was >> 2019. >> That was before the I thought it was during the pandemic. Was it >> was like 2020? >> I remember we teased it for a very long time. >> No, it was during the pandemic. We we we recorded the Citizen Con >> the 404 >> video. >> No, it wasn't. It was the 404. It was It was the It was a spaceship not found. It was the first April Fools. >> It was 2021 or 2020. >> I think it's 2022 cuz it was like a >> Help us chat. Yeah. Why are we asking everyone? >> 2021. >> There you go. >> Somebody in there was like, I can't believe they don't remember when they released the 400i. We make a lot of spaceships, folks. Um so yeah, we

  52. 00:41:07

    haven't touched origin in so in so in so long. What how exciting was it to to to come back and actually, you know, resurrect this brand that we haven't touched in so long? >> Artist. >> Okay. Yeah. [laughter] Um I I think yeah, it it was kind of a a double-sided really because it was it was not only was it an origin ship that we we haven't done in ages. I mean, I've not been involved in like an origin start to finish new concept at all since looking after the ship team. Yeah, >> I was on it with the 400 life of production but not in terms of like the concept side. So we had new manufact new new manufacturer to us to play with but also it's their kind of debut into pure combat. >> So that was also something else we could do. So we kind of we looked at it and you know I've been obviously paying

  53. 00:41:54

    attention to what people's uh reaction has been and stuff and you know some people called out like oh this doesn't feel quite that origin. This bit doesn't feel quite that Origin. But, you know, it was a chance to kind of look at the manufacturer kind of with fresh eyes. It's it's a new role. It's it's where do we want to take it? Are we, you know, >> do we want to stick to the same old that we've done for all the kind of like more commercial stuff or do we actually want to push the limits a little bit? You know, you look at um a lot of uh kind of real world manufacturers of of cars. And don't get me wrong, some some do really cool things and then others do >> interesting things. Um, and I think, you know, you can uh it's our chance to kind of just inject a little bit new life into the manufacturer. >> Let's take a look. So, this is the Origin 404. No, >> I went back to the old guy.

  54. 00:42:44

    >> The Origin, what is it called? M80. >> M80. >> The M80. >> Uh, and this is a heavy fighter. And, uh, let's take a look at the exterior here. Talk to me about what we're looking at. >> Um, well, yeah, we saw his party piece. Um, I think I think one of the things with it being Origin is we wanted to make sure that we kind of kept it super sleek and uh kind of made sure that it has those kind of really nice kind of like uh flowing origin lines. Um, but obviously we didn't want to sacrifice functionality. Um, and that's why, you know, when when you kind of power the weapons on or off, you you do have that uh big deploy. And I know, you know, when people first looking at it, there was a lot of um discussion over weapon sizes and whether or not it was under gunned or whether or not it was overgunned and everything. And then >> slowly a couple people started to guess

  55. 00:43:31

    like, hang on a minute, there's there's some seams in these these panels here >> almost like we planned it. >> Yeah. Um and I think, you know, uh it it kind of shows that it's it's got some bite to it. Um >> so so what are our inspirations here? What what were we what were we thinking when we designed this? So, um, Jacob Lipple designed this one, uh, in the concept phase, and, uh, anyone who knows him knows that he's obsessed with planes, and you can tell. There is a strong contrast between the soft lines of the front and the strong lines of the rear. There is a strong contrast between the color as well. There is a lot of uh, lines flowing into each others, looping and reconnecting, typical of origin. So, it maintain that DNA also evolving the tail in something that is exactly like the 100 eye.

  56. 00:44:18

    >> Mhm. but just leaker. So there is a lot coming from the aonatic side. Uh I'm thinking of like drafal uh 35s uh some Russian planes and a lot coming from the automotive design world. So smooth transitions very sleek uh German Italian designs uh >> origin in the lore is actually from Germany. It's actually it's it's Cologne Germany actually if I remember that correctly. Um, is it possible to raise the landing gear and see what it looks like in flight mode? >> So, that's one thing folks haven't seen yet. Uh, the the preview images we put on social had the landing gear down. I noticed landing gear is wheels. Uh, Origin sticking with the wheeled landing gear. Uh, I'm assuming somebody in chat

  57. 00:45:05

    is asking when ships will roll >> on the landing gear. Anything we can tell people about that? >> Uh, nothing beyond that. It is something we still want to do. >> Yep. But we're not abandoning the the the idea of wheel landing gear, you know, texting. Now, this this is where it really starts to shine. Get it get a little lower if you don't mind. Yeah. Look at that thing without the landing gear. It's like that is a good looking >> That's insane though. I've never actually looked at it from the bottom. That's so good. >> I always look at the bottom first. >> There it is. >> There is so much parallax in the engines. There are so many lines that are absolutely intentional. Everything connects into each other is >> so masterfully designed. >> Can we bring the weapons out again? >> I remember like you know you know how the weapons come out from the side here.

  58. 00:45:52

    I remember seeing someone mention that they thought it might have been like a side ramp. >> So they they were close like they they spotted the seams like you you know you guys are you guys have got like you get given like one tiny image on Twitter and you you're able to work out that something's coming out of there. >> I am terrified of them. [laughter] work. >> So, what kind of performance we we talking about here, Matt? >> Well, uh, >> it's a heavy fighter, but not all heavy fighters. >> A heavy fighter, but it's very sleek, looks very, very fast. So, it's actually we thought from the getgo, to be fair, uh, with Yorgi, our other designer on the team, that the interceptor role would have been perfect for this type of ships. So basically I guess yeah you could expect this M80 to kind of go against up the scorpus in terms of performances. They're quite similar role

  59. 00:46:39

    and similar uh um with similar capabilities with differences in between the two of course. Uh but yeah this is pretty much what you can expect. So very very fast straight line speeds. Uh it's not the best in terms of race and rotation and endling but it's very fast. Uh and es especially with the uh speed uh that you can reach under boost regime uh that is going to like help you a lot in especially like in group fights. Uh it's going to be very very interesting as so far like the Scorpius we know nowadays is one of the best uh heavy fighters that we have in the lineup in terms of balancing and tuning and and feel. And we think with the M80 was u a good opportunity to kind of try to dive more into this type of tunings uh and into the this type of experience specifically to yeah make it shine as

  60. 00:47:28

    >> So within the heavy fighter genre there there are there are individual tunings within this is the interceptor tuning within heavy fighters. >> Yes. Yes. So basically like what we intend in in in terms of like interceptor tuning, it's basically you're trading up um speed and uh sorry, you're trading agility and maneuverability over forward accelerations uh and speed basically. Uh so you can be faster. You're basically more a boom and zoomers/ energy fighting type of style. Um and this is what the emit is. >> Okay. Uh let's go ahead and take a look inside. Now, one of the more interesting things. Can we use the door? Do we Do we have the option to go in through the >> Not right now, unfortunately. >> Oh, the door's broken. >> It's just we're in editor mode. We're not

  61. 00:48:14

    >> It's cuz the editor. All right. Cuz we're not in game mode. So So it does. We did something really cool where the bottom of the ship is actually also the door. >> Yeah, that's one of the kind of like the nods back to the 400i um where where you have this kind of ramp that comes in or staircase I should say that comes in from underneath the ship. Um, it was kind of like a, you know, a conscious decision of how do you want to get into this thing? And obviously, you know, you you can go kind of classic kind of fighter mode and and get into the cockpit and then have to climb out back into the kind of interior. Um, but we just felt that this kind of was a bit of a nicer entrance in. >> Okay. And and what are the amenities in here? It's >> got a bed. It's got >> it's got a bed. Um, it's got weapon racks. It's got access to all your components. We wanted it to um kind of keep its origin kind of DNA um but be in

  62. 00:49:03

    a in a heavy fighter. Um and so you know one of the things that you know is helpful is having kind of easy access to all your components. Um so we kind of prioritized that um that kind of functionality as the kind of like the main thing that we really wanted on the interior of the ship and then obviously being able to kind of stow your weapons and bit personal storage and that sort of stuff. Um, it wasn't meant to be like a an explorer or or anything like that. It was it was supposed to be, you know, combat focused. >> Yeah. It's got a little bit of space so you can keep general boxes from utility missions. So, like the small ones that you gather, not obviously for less you standard um weapon racks, a little bit of personal storage. The core components to keep the ship actually running are all inside so you don't have to go outside if they get damaged. So, you can repair them from the inside. Um, but

  63. 00:49:51

    obviously there's not enough space for all the components on the inside. So the less critical ones for being able to actually operate the ship are outside the ship. >> So will Origin ships in the future follow a similar design to the M80? Says somebody whose name I'm not going to say out loud. >> Uh I I think it really depends on the role and depends on what we want to do with it. I think you know um obviously we want an origin ship to feel like an origin ship. Um and I think that's kind of key to it. And I think, you know, you see this lineup um or you see this vehicle kind of lined up against the other, you can see the high-end, the DNA from it, and that's what we want to kind of keep. Um it really depends on the role of the ship. If we do more fighters, we might we might take similar inspirations. Um if we do more commercial ships, we might we might not. Um I think, you know, in the more kind of commercial stuff, we've looked at a

  64. 00:50:39

    lot of um I think uh like yachts, yeah, luxury yachts, that that side of things. Whereas obviously um you know personally a yacht doesn't feel very combat. Um so I think you know there's a lot of range within our manufacturers to um experiment with visuals and I think that's kind of one of the nice things of the the the game that we work on is that we are able to kind of um try new ideas and experiment with new kind of visual ideas. >> It's combined two different DNA. So you've got the the Origin DNA, which origin has its own identity, but you wouldn't expect a industrial origin ship or a combat origin ship to look the same. You'd expect them to be completely different. And it's >> this is one of our first times we're doing very dedicated combat focused like completely only combat focused origin

  65. 00:51:29

    ship. And it has a little bit difference, but it's the same way that a combat drake ship is a bit different from a combat. I mean, the 325 is a combat ship, but it's a variant of an existing line. So, there's only so much you can do with a variant. >> 125, and the M50 has that split of >> Interceptor and Racer. So, >> but it's the it's a true >> this is a completed stand chassis. So >> you see it in real life automotive manufacturing and aeronautic manufacturing as well that like even though you know Boeing makes plane driver but they also make helicopters and you know Rolls-Royce makes engines not just >> Oh yeah >> like you know the >> Mishi make everything. Mubishi is my go-to every time >> they make our lift. >> I need a product. >> You're you're touching on one of my

  66. 00:52:16

    biggest pet peeves here. When when people like that doesn't look like X manufacturer or Y manufacturer wouldn't do that. I always go to Mitsubishi above that. This is the same kind of thing versus the Supra. >> Right. Like >> refrigerators, tanks, elevators. >> I do think it's important to keep like some kind of core DNA like you know when there's a BMW really like you know right behind you. You know it's a BMW but like Yeah, cuz it's right behind you. But the um there's always like these these core parts of the DNA of like the manufacturer which >> you know I think Alberto touched on it perfectly when he was doing like the first fly around about how Origin always like reconnects the lines back around and like it's that core art direction can be applied to other companies. There's core rules, isn't there? And then there's areas to kind of flex those rules out. >> But even then, but even even brands >> evolve over time. I mean, in the fiction

  67. 00:53:07

    of our universe, some of these ships like, you know, like the Idris and the Javelin are hundreds of years old. So, so why would an Aegis ship today look anything like an Idris from that was designedund, you know, 200 years ago and stuff? It's they got new people. They come in with new ideas, new technologies, you know, stuff like this. The Zeus Mark 1 versus the Zeus Mark II is like probably the most clear example the players would be familiar. >> I mean technically the Connie folks are flying right now is the MarkV. You saw that change from the Mark III, you know, back in the day. It's it's these these RSI is a great one. You look you look at how the RSI, you know, the new Aurora and stuff. It's it's not that it's not that the old ones never happened or whatever. that you know these things evolve over >> and then within RSI as well you have like you know if you look at like the Polaris it's like the more military centered whereas like if you look at things like the Apollo it's a little bit more um cleaner and like not military

  68. 00:53:56

    >> look at the Connie as well like the Phoenix they're very different DNA but at the same time they're both very obviously RSI >> uh Belladrim had a question here it says uh for Mattea he goes if you say it competes against the Scorpius which is multi- crew while this is solo how do you keep the ship from being overpowered. >> Well, uh, as the most veteran pilot can attest, the turret on the Scorpio is actually a plus and not a minus. So, the fact of that being multi crew is not a downside at all. Uh, so uh I don't see specifically here in this context any uh any problem in terms of balancing. Uh, to be honest, uh, they're just going to be two different ship with different tools that are covering the same role. uh one is gonna shine on maybe certain tasks, the other one on

  69. 00:54:45

    others. So, uh I'm positive that on the balance side, it's going to be fine. It's going to be quite interesting seeing what people would prefer uh to go out and fight other people. >> Somebody's asking if the M80 has stealth features. I mean, a lot of >> turn off your signal, go down rapidly. >> Very stable. Well, there there's a lot of folks uh who have watched that movie, you know, see see kind see kind of a shared uh lineage uh with stuff. I thought I thought the first time I saw it, I was I thought it was more akin to the to the fighter at the beginning of Top Gun Maverick and what you know there's there's inspirations everywhere. Uh so folks are are asking about the stealth stuff. Of course, you can replace the components with stealth grade components and stuff. There'll be tunings that you can do. And then of

  70. 00:55:33

    course through crafting there's the stealth grade components and then there's the crafted stealth grade components and stuff and you know you you can make it quite more stealthy than it may be up the line. >> It's not base uh designed to be a stealth ship. It has nothing going for it that would force it to be stealth. Obviously with crafting with components you can alter profile of a ship and how it works to a degree. >> It's interesting because when it goes back to that question we had earlier about why would you put size one in size two repeaters on this thing. There's there's this I think sometimes there's this concept that the ship that you get off the factory line is that's supposed to be it. And and no, we're we're building an MMO here. And a big part of all MMOs is upgrading from your from your common gear to your uncommon gear to your rare gear to your epic gear to your legendary

  71. 00:56:20

    gear. and and being able to do that with not just weapons, but all of these components and stuff is is how you're able to take these ships from their base configurations and and and drive them closer to what you want. That's part of the fun in this. We're not supposed to just give you the best version of this ship right off the line. Well, every single Well, there are very very few except exceptions, but almost every component the player gets in the stock ships is a C- grid. It's a it's a C. You there's A and B to upgrade into. We we do that on purpose. It's not that we put the wrong one on. It's always a C-grade component. >> We want that space. >> Clearly there there are of course boundaries where we think it's acceptable, you know, to for you to personalize the ship because for example, we don't I don't think we don't want a scenario where you can tweak your

  72. 00:57:08

    people to be an absolute truck. Uh we want the DNA of the ship to stay in certain confined spaces to say, but inside those uh we want for you to be able to Yeah. basically um try to achieve whatever you want uh and have different play styles basically. So if you want for example run a stealth bull people with uh no shields and uh less guns uh because you want the surprise factor then you're free to do it, right? So >> but drake will never talk to you again. >> Yeah, clearly uh you have to be careful on that. >> Wonder how low it signal will go if you drop the shields off. It must be tiny. >> It must be tiny. Yep. Uh >> and what's and what what guns are come on the M80 again? uh two size fours, two size fives, and then a bunch of missiles underneath it, which not a lot of people talked about. Um think they've seen it has lots of size one missiles, but

  73. 00:57:56

    there's actually some larger ones that also deploy out the bottom. >> Oh, do we have the ability? No. Yeah, Will's shaking his head. We don't have the ability to deploy. >> I just imagine we don't have the technology. We can't rebuild it. >> Uh we had some technical issues before the show. >> Oh, the screen's back. Oh, no, it's not. Every time the fire goes, you can see you can see it's bad. Um, all right. So, final word on the M80. We happy with it? >> I think the team did an insane job to be honest. Like, uh, it wasn't something that we saw it from like the other side of the room, I guess, like watching the team tackle that. And >> is this is this an admittance that you didn't make it? >> No, I didn't make it. >> But we know that's not true. >> But a lot of people did an incredible amount of work and bro, looking at it now, it's just insane. It's it's

  74. 00:58:43

    [snorts] fascinating to walk around the office and in one half of the room I'm looking at someone trying to make the dingiest, darkest, grubbiest wall I can while making it look new. >> And then on the opposite side of the room seeing someone trying to make something so shiny that you can see your own reflection in it. >> I know. >> And yet we're just one company that can that seems to be able to make all these different styles. If only the brands could do that too. The biggest >> going back to my [laughter] >> brands can step outside of one thing. >> The biggest point of contention Ben and I >> have we busted the myth that there's no such thing. >> Ben can do anything is what I'm saying. Ben can do anything he wants >> except get lights working. >> He doesn't have to have rules [laughter] is what I'm saying. I think you can do whatever you want.

  75. 00:59:31

    like Drake team or a side team, MISK team like Yeah. >> Oh yeah. Yeah. Well, who's on the Drake team now? >> It's like the Origin team have been asleep for the last four years. >> Yeah. Yeah. The Origin team. They just like they just went on holiday. We forgot to let them back in. >> That's true. I suppose not. They're not being a new origin ship since 2021. Kind of. >> We had to hire a bunch of new people just to specialize. >> Those guys have been waiting for 5 years to make a ship. >> This is how long that's how long the M8 took to make it was like 5 years of just cooking. >> Yeah, it was it. Yeah. Now, now some part of some part of that we caused there were there were early ATVs where where we we made statements like this studio is more focused on this manufacturer and stuff like that. We we we caused that misconception way back in the day. But yeah, as as the project has evolved and stuff like that, it's become much more u homogeneous. >> Yeah, it's like this. Um Oh, my computer

  76. 01:00:21

    just crashed. Okay, no more questions. I'll reboot it here while we're looking at the next thing. So, from the M80 on which which which uh comes out on tomorrow. What day is tomorrow? >> Saturday. >> Um I like having a guy here. That's easy. [laughter] >> That's great. >> You can just stay there. Very >> What are you doing on Thursdays? >> We can get the laptop. >> So, I do concept art. >> Yeah. So, that's day three. On day five, we introduce another ship a little that could be considered a surprising addition for Defense Con. Uh can you know Defense Con everybody assumes you know the the these the Defense Con or Invictus, whatever you happen to call it, is always going to be fighting ships and stuff. >> Somebody's phone going.

  77. 01:01:10

    >> Was that you or me? >> It's me. Remind me to take my medication. >> No [snorts] medication. >> No medication. Let's do this. >> All right. We got We got a timer, guys. Um, and that's the uh MISK Starite from uh I already said it. MSK. Let's take a look at the Let's take a look at the Starite real quick. >> Look at this. >> How beautiful. >> Cute little lad. >> This is the cutest little thing. The first So, so I'm I'm I'm going to do I'm I'm I'm gonna pull the curtain back a little bit. There is going to be a trailer for this. It's magnificent. Uh it's one of my favorites we've ever done. our uh our creative director who makes all of these things. She was already on the tap for a TSG trailer and you can go and circle around a TS TSG trailer, a Defense Con trailer. Uh

  78. 01:01:57

    there's going to be an M80 trailer tomorrow that's also phenomenal. And doing three trailers at the same time. Doing three three trailers at the same time is already a lot. And then she saw this guy and she's like, >> I have to do a fourth trailer. And I'm like, you're going to kill yourself. I'm like, I don't care. Look how adorable it is. It looks like a little Pixar thing at the front. So, this is a refueler. Why Why make a new refueler? >> Cuz we need another one. Like you the opening into refueling >> can't be the starf era. It's too big. It's too far on through the game progression. We needed something earlier, smaller just for one person to get out there and start engaging with the game play. >> Yeah. And as a sort of one of the early like design brief parts of this was to have interoperability with the Star Farerra. So it reuses the

  79. 01:02:46

    Starfare fuel pods and they are quite large. Uh and just having one sort of didn't really give you that much fuel to do refueling with. So >> plus we needed the two types of fuel >> and yeah like you say we'd need two. One for if you want quantum and hydrogen. Um, so it becomes quite a large ship for what is essentially a starter in the refueling crib, but it it it does everything the star does in about a quarter of the size. >> Yeah. Well, does it does it confuse its occupants trying to find their way through the interior? >> I don't think you can get lost in this. >> Then it doesn't do everything the Starfare does. >> It's not a motor. >> It does all of the refueling gameplay that the Star does. [laughter] >> God, I love this ship. >> Yeah, it's cool. It it was it was I remember when we first kicked off the concept and we were like okay let's

  80. 01:03:34

    let's get the refuel the the fuel plugged in. [laughter] We're like >> in the volume we had >> where are we going to put the ship like because they're so big. Um >> but there is a a reason it looks so cute and chubby because there was no space left. >> This is a la concept. This is from Laith and he had to squash a lot of components, a lot like an entire dashboard interiors in a very limited amount of space with this massive refueling port. So, >> and it needed the refueling arm. >> Yeah. And beetles >> and they need to be accessible so they could be tracked beamed out. So, so yeah, I wanted a lift. >> Yeah. And Yeah. wanted lift. It It was It was one of those things where the requirements were like there was a long list of things that we needed to kind of uh tick off as we were concepting this. And I think I think yeah they kind of

  81. 01:04:22

    smashed it. It was it it looks it yeah we talk about recognizable manufacturers. >> Oh more miss than this. >> Yeah like this is mis through and through and again but but this does um kind of also feed into that argument of um you know manufacturers evolve. you look at our early mis concept ships um and they were um they had one style and and you know over the recent kind of releases we we've tried to kind of like >> modernize that that style of it and I think this is kind of really successfully kind of delivered on the the MISK kind of DNA. Um yeah it's it's it's cool. It's I don't like calling ships cute cuz people shout at me for making >> ships that are too cute. >> Mang of spaceships. >> Yeah, it's the moodang of spaceships. the pipes in air are so good like like

  82. 01:05:11

    what it's just in insane the amount of uh attention to detail. >> I I think what what's kind of successful as well is not only is it instantly recognizable as a a MIS ship. It you know it instantly recognizable as an industrial refueler like you >> you kind of know what you're getting straight from the the first look. Um >> you can't not when the pods are taken up what >> Oh yeah, [laughter] exactly. Yeah. >> It's got a window that lets you look out at a big fuel tank. Yep. Make sure no one's stolen your >> Make sure it's still there. >> Yeah. No entrepreneuring jerk pilots. >> It's it's this kind of this this kind of um design here function. It's very reminiscent of the golem actually with the with the whole it's it's building a ship around >> the feature, you know, the the feature. Is this is this been a conscious

  83. 01:05:59

    decision the >> I think well >> it was the only way. >> Yeah. And I think, you know, visually we had the the Starfare obviously um and that had this kind of gantries at the back and you there was no way we were fitting that sort of um that functionality onto this and you it doesn't really need the gantries but I think you know we we kind of wanted to again bring some of those little nods, those little bits of DNA back into it. Um so yeah, it's cool. >> Uh for your qu your statement earlier, John, where you said it does uh almost everything the Starfire does. Does it refine the gas? It doesn't >> doesn't know. So the the refueling side. Yeah. You need to >> It does all the refueling. It doesn't do the additional stuff. >> Only only there was a >> There was no space for anything else. >> Yeah. So it doesn't do the refueling and

  84. 01:06:47

    stuff like this. Uh EF Typhoon says, "Weird how no ships were ever released weaker than anything else." We're literally looking at one. It's We release starter ships all the time and every starter ship is weaker than everything because it's a starter. >> Everybody forgotten the cutter when it came out. >> Yeah. Yeah. We we we release weaker ships all the time. It's just not good for the for somebody's narrative at the moment. Um is LAMP working on some of the new ships? >> Uh yes. >> No. >> Mat, >> no. It's got an interior walk in space, >> but the canopy ejects. I'm pretty sure it works. It works on my machine. >> So is I mean it's John's fault if it doesn't work in release. >> No, it would be mine cuz I would have gotten to change it to the correct setup. >> but you can't have done because it the canopy ejects. Uh, we can move stuff if now, but

  85. 01:07:32

    >> it might not be. It might be worth it. >> Ding, ding. >> The answer is find out tomorrow. >> It It is just a case of it. We're not actively choosing not to put lamp on the new ships. It's just whether >> I did a post on Spectrum about it. >> A few weeks back that explain like it's not a we're choosing to ignore LAMP. It's a this is how ships are built. They're built one of two ways and one way supports out the box. And the feature of lamp needs to evolve to the next stage and then it will apply to everything. Yeah. >> It's another thing that Ben is annoyed by beyond lighting is >> I mean when >> lack of lamp >> when the cord side of it works they're already set up for lamp. All the setups there they just don't work. >> Yeah. So no fuel harvesting gameplay. Like I said this is this is a starter. This is an introduction to the refueling. >> It has all of the refueling features

  86. 01:08:20

    that the Star Farah has. Doesn't have the other stuff. It's just the refueling side of it. and uh number of new improvements coming to that gameplay. The process of refueling has gotten easier. You no longer have to open your nozzle and stuff like that. Uh and they've added refueling beacons. At the moment, only NPCs uh come to respond to the beacons, but that'll that'll continue to evolve like any other feature and to address to to u to push to more and more players and stuff. But it's it's refueling and medical gameplay are two of the loops that separate Star Citizen from a lot of stuff. It's it's I'm going to be real frank. They both need a lot of work. They both need some more development. Let's let's just get that out of the way. But they're loops that aren't for you. It's like everything else. You

  87. 01:09:10

    know, you understand bounty hunting is is is is for you. You get the thrill of the hunt and the kill. uh cargo and mining and salvage is for you. You're building your empire and stuff and amassing your fortunes and stuff. Uh uh what what no matter all the fighting, all the adventuring, all the industrial, it's all for you. But then there's this there's there's mining or there's uh medical and there's refueling which is just about helping your fellow citizen. That's really all it is. Nobody's going to get rich making, you know, refueling ships. It's just not going to happen. And nobody's going to get rich going out and patching people up. You've been done. But it's such an it's such an amazing opportunity for Star C Gameplay to kind of to push beyond the more obvious things into this kind of altruistic thing. And I always we need

  88. 01:09:58

    to be better at supporting it and to continue developing it because there's there's something really special in both of these. And yes, this is the this is the first step in refueling gameplay in almost a decade. at this point. >> Uh so so hopefully we continue to push this. We continue to push this because things like refueling and medical are really exciting because it's just it's nice to see somebody who's like you go to a bar citizen like oh I'm just a I'm a medic and I just play the game to help other people and I love that. So I'm hoping if we can keep pushing refueling gameplay that we'll start to I'll start to hear I'm just a refueler. I just go and I just help people. Yeah, >> that's what Alberta does. Well, we actually got um >> I heal people all the time. >> Okay. We we got a few nice things changed when we obviously obviously we

  89. 01:10:46

    looked at refilling again a little bit for the Starite coming out and it it's resulted in a few benefits for the the Star. The pods got some more attention, smart cleanup, making them easier to get on and off both the Starfare and the Starite. We ended up changing how the the nozzle worked. So, at the moment, you could change the nozzle on the Starfer, but you could only do it if you did it through the VMA. But because we want the nozzles to be shared between them, we changed how the art was attaching, the items attaching. So you'll be able to change nozzles between the starfare and the starlight. And it just gave it a bit more time. But you're right, it does need more time, more development on it because it's a really cool gameplay loop for someone that wants to do that. Quantum Space Weasel says, "Why are you not incentivizing in-game financial rewards for all gameplay loops equally? You need to be able to get rich doing all loops."

  90. 01:11:34

    No. No, you don't. That not not every game loop is supposed to be a path to riches. That's basically what I just got done saying. It's like so it's it's like not all ship is ships are supposed to be able to do all missions. Not all ships are supposed to be able to kill all other ships and stuff like this. It's it's there are choices to be made. And in Star Citizen, you're not meant to be one thing. You're not meant to be only this. You know, I'm only a minor and that's the only loop I do. If that's what you choose, so be it. But we are attempting to build a universe here where you're a minor on Monday and you're a hauler on Tuesday and you're a salvager on Wednesday and maybe you're a medic on Thursday and stuff. And they should all they all provide unique and interesting experiences with all their own unique and interesting rewards. Should we do this right? Uh and no, not

  91. 01:12:24

    every profession needs to be a a path to insane riches. It's not always about the destination to wealth in that case. Sometimes about the journey, just the experience. Uh, anything else we want to we want to share about the Starlight? >> I think one thing that um excited me about the Starlight was how um because we we obviously heard about it being in development while we were doing the Ironclad and we can like rearm and refuel inside of the Ironclad assault. And someone made a good point like, "Oh, you could just stay out in space in the Ironclad and just come and refuel it and then have all your smaller pit bulls come out of that and you can like stay out in space." And that was like when it first started to click for me that you know when you talk about how it's not about necessarily being you know this path to riches but if you're like the refueling guy for like a bigger org and that bigger org has got these bigger

  92. 01:13:11

    initiatives and they're taking on like they're making money doing these other things. You might not get rich doing it, but you might get paid really well if you were really really good at it. And you've, you know, maybe there's like I'm sure there's orgs out there that heard what we were talking about and it's like, well, we could have like a fleet of refueling ships in there. Only job is to just make sure that all of our fighters and all of our big ships have got fuel. >> And at that point, maybe you could get rich because you're part of that bigger ecosystem and that bigger progression. >> Oh yeah. And as you know, tactical strike groups, which just came out in 4A here, is this next big step towards these the more shipbased coordinated ship place gameplay. There are of course players and organizations out there that have been doing fleet ops for years and stuff. as those technologies continue to

  93. 01:13:59

    develop, as as as armor continues to come on, as Maelstrom comes online, as time to as time to kill starts to expand and stuff like this, and there's there's more time out in the fight. There's more capital ships come online. Uh the Javelin after the after the address, the Odin, uh you know, and like this, there will be more opportunities to oh, this fight isn't done. And for these larger ships, they can't fit in the bay of an Idris and can't fit in the bay of a six of an 89 jump. They're going to need refueling ships in order to stay in the fight and stuff. So, so there there's even a role within fleet ops for refueling ships and which is why to answer the question that we started at the beginning of this uh why a refueling ship is at Defense Con, which I just remembered to come back around to.

  94. 01:14:46

    >> Nice. [sighs] >> It's like what we can do. >> Sometimes it works. All right. Uh we have got one more ship to look at today. Uh and that is uh and that is I sat in a room. We we sat in a room we sat in a conference room with Chris uh in the middle of last year uh pitching the the ships for 2026 and whatnot. And and and and after I got done begging, please can we just do an origin? I just want to like an origin, please. What up? I just we pushed it we pushed our luck >> and and I stood in front of the big man himself and said, "Chris, it's a shark with a freaking laser beam on its head." >> And that's that that's the story of the Aegis Tibberon. Let's take a look at the

  95. 01:15:35

    Aegis Tibberon. So, this is more than just a hammerhead that just stuck a laser on. Look at this thing. Uh, take us around and tell us what we're looking at, Ben. Um, well, this this the original brief was let's let's add a beam weapon to the hammerhead and like you say with with uh every time we showed this in concept um it was it needs to be more shark and I I think you know I hope that we nailed it in the end. Um, so I I I'll be honest, I was a little bit skeptic about how far to push it. And I think that that's fair. And and then I I got I'm just going to say it. I got a uh an

  96. 01:16:22

    image of Bruce from Finding Nemo. >> And it was like this this I remember going to Alberta and being like, >> "Yeah, we sat down." >> Yeah. And it's like >> how [sighs] Okay. Um, but I think I think you know it I think uh you know this was Sam as well, wasn't it? That did this again. >> Yeah. Um I think it was one of those where um we pushed and pushed and pushed it and then we we kind of all sort of was like he nailed it. Like he's he's got it. It it still, you know, it definitely has that shark DNA. There's there's no, you know, hiding from that, but it it feels like a ship that could exist. It feels very brutal. It feels very aggressive. Um, and it's got that

  97. 01:17:11

    absolutely exquisite line that just runs all the way down from the side down to the very very tip. Um, and I think and it still sits in that sort of like uh that age of ages next to the hammerhead. And that's something we were really really conscious of doing is because it was being built um around the the hammerhead as its core, we wanted to make you know it it would have been so easy to push its its kind of um let's call it manufacturing date um you know far into the future and we didn't want that. We wanted it to kind of feel like it still kind of sat alongside the hammerhead nicely. Um yeah, I think it's super cool. And then the other kind of like I guess um not happy accident um but the the result

  98. 01:17:59

    of um us having to uh put more time into it than we were expecting was we took a look at the turrets and one of the things we looked at was like actually this would be a really good opportunity to put remote turrets onto it and I think that was kind of absolutely the right decision. Um I think you know functionality wise that's that's super good. It allowed us to >> Yeah. Don't bury the lead here. These are remote turrets. So you so your crew is not spread all >> Well, they are >> not to the extent >> not to the extent. Yeah, they are they are much better protected um within their their kind of like little cubby holes. Um but >> gives them much better visibility as >> Yeah, the the the kind of like the visibility uh the range um just how we can package it super cool. Um, one of the things that, you know, every time we kind of showed Mark the concept, we had

  99. 01:18:46

    the weapons on the outside and he was like, "No, put them on the inside and we we'd flip them." Um, and I think, you know, little little decisions like that that kind of really improve the the gameplay is like super cool. Um, and then yeah, just visually obviously the front looked like a shark and then we kind of tried to kind of build on that with like the little armor pockets on the side that kind of feels like the gills. um with the the kind of the big fin in the middle which is actually like a big kind of cooling mechanism for the main laser. So we wanted to make sure that you know we didn't want it to be just out of fin down the middle. We wanted to give these things purpose. Um and obviously you've got a massive beam on the front of it. So we needed to kind of build in those kind of like cooling elements. And so it kind of it was one of those things but the more time we spent with it the more things fell into place. Um, so yeah, >> you definitely exceeded the original

  100. 01:19:35

    >> the original, >> yeah, can we just put laser beam on it? Easy. Yeah, two weeks. >> I remember every time we were going through the concept meeting, every time Ben was coming back and being like, oh, well, it needs to be more shock. And I just kept thinking to myself, >> this still has the same delivery date. More shock. This is starting to look like a lot more modifications. More shock. >> Okay, man. There's this thing that I've learned that happens with art directors, creative directors, whatnot. you know, if for for four days of the week, there will be a oh, you're you're just adding to my plate. You're adding it's you're asking for too much. It's it's that that's way out of scope of not. And then something like this where all you had to do was stick the laser on the hammerhead. It's like, no, we're just going to completely redo this. We're going to make it so much more >> than it was. It's that that duality of art directors and creative directors is

  101. 01:20:23

    always amusing to me. >> Sorry. >> No, no, no. It's it's one. No, you you do not have you do not have to apologize for this ship. This ship is gorgeous. >> Like the plush team absolutely nailed it as well. I mean, they they did a fantastic job with it. Um >> I love the VFX on the laser beam. It's so cool when it actually fires and everything. >> And it has a shark paint. >> Yeah. And and and yes, as a it does have it does have a shark paint. It does have a little It's not the same as the address. It's got its own >> It's got its own shark paint. Um the interior is very similar to the to the hammerhead. Uh because we this was also an opportunity to gold standard the the hammerhead out. What is different about the interior? There's so obviously the front changes because of the fact that there's a a giant laser beam on the front of it. So the first color >> Yeah. So there's no docking collar. Instead it's got a much more expansive

  102. 01:21:11

    armory. Um so there's way more plugged into that. So there's way more for you to be able to actually using it. >> So what does losing the docking collar do though? Because folks have been asking in the chat, what happened to the docking collar? >> It doesn't have a docking collar. There is. >> What does that do for your gameplay? >> I mean, it has to land in hangers at this point. So, you you lose some flexibility for having a ginormous laser beam >> and huge armory. >> And uh the other question folks had is who fires the laser? Is that pilot controlled? >> It's the pilot. >> So, it is another pilot controlled laser. Uh >> the pilot does not have control of the remote turrets. So, those do require someone to be setting them. Um, >> and lots of questions. So, at this moment, the only beam weapon in the game is the Kit for the >> um that that's had somewhat of a of of a

  103. 01:22:01

    dubious existence uh since it come out. You know, lots of lots of um >> uh what's the word I'm looking for? Lots of uh contentious comments about about it being OP. In one patch, it's OP. In another patch, it doesn't seem to hit anything or do any damage or whatnot. Uh what's been going on with the Idris laser? Let's let's talk about that. >> There I can't remember if it was late in 472 or in 48 PTU. Uh but there were some fixes done that improved the hit registration of it. Um, and also there was a bug where if you hit an attached item, say like a door such as the the front of the address, which is all doors, it was not correctly passing damage up the ship. That's now fixed in 48. But there are still some other quirks uh regarding it

  104. 01:22:50

    not correctly doing damage. Um, >> so almost the inverse of the of the of the command module thing. The command module, we need it to pass damage and this one it wasn't passing. >> Yeah. I mean both of them are sort of torturously related and that it's failing to pass damaged in the correct way up and down the hierarchy. Um but people are working on it. Uh they know what is wrong with it. It's just trying to find an elegant solution like like most game development in any studio. You fix one thing doesn't mean you don't make two other >> issues. And does that with the the Kit on the Idris because there is no Idris K. >> Yeah. There's an M and a P and then a kit that you can apply. Uh does that apply to the tipon? >> Yes, it applies to any beam weapon. So,

  105. 01:23:37

    it also impacts the mer in TSG uh that also has two beam weapons on it for shooting at you. Uh but yeah, it equally affects all of them. Um, we have so many different ways of doing gameplay. Like the I'm trying not to explain what the reason is because I don't want people to abuse >> fair >> the uh the way around it uh until we fix >> But there have been fixes in the >> Yes. It it should be in a much better position in 48 than it was in 472. >> Okay. And then it'll continue to work. >> Um, anything else we need to share about Let's take one more look at the at the at the tip because it's just a really good looking ship. The the only thing for me to talk about is like this this completes the trifecta of heavy gunships,

  106. 01:24:23

    >> right? >> So you have the hammerhead which is your anti- fighter. You have the purses which is your anti-large ships and then this is sort of your anti- capital. Everything is designed to face forwards with this uh for that pain. >> It's also a bit of a kind kind of a the gunship mentality has always been engaging multiple targets. So, so the the Hammerhead and the and the and the Perseus are all about It's Perseus, right? >> Okay. Hammer and the Perseus are all about attack, you know, attacking multiple targets simultaneously. And this is a gunship, the first one that's like, "No, no, no. Focus fire to take down capital ships." >> It It still has those four remote turrets, so it can spread its fire. Um, but really, you want all that fire going in one direction. It still has its anti-fighter turret at the very rear um

  107. 01:25:11

    just for a little bit more coverage, but realistically the your four main turrets at the front that they're designed to hit something bigger. You you might be able to hit a fighter with it if you're very very good shot and the pilot isn't trying to avoid you, but realistically you're aiming at something big cuz you want to hurt it. >> Yeah. And this and the tuning reflect that as well in general. So this from the bachelor ship that we have for 4.8 it for us has been probably the most um difficult one to tackle because it has a very specific purpose and you want as a designer right to let the ship fulfill that purpose and if it has to be the only one only just that one and the risk with this powerful weapon was basically to let that be too effective against even everything else that was not supposed to be uh so for example against

  108. 01:25:59

    a Persus or against a smaller ship like the constellation. So our challenge here was to kind of try to uh make the ship interesting in order to go up against capital ships. So basically was having enough maneuverability and enough uh agility to cope up with an ID right and be somewhat safe just by orbiting around keeping the distance uh but also to not be effective against something more uh small than a like for example a Persus. So the way we did that was basically playing out with the um overall like feeling of the ship. So the the ship is going to feel way way way less like way more heavier than a hammerhead for example even though they are similar clearly like you have a giant laser beam on top of your head when you're piloting it. So you're going to feel it. You're going to struggle to stay on smaller target because once again the ship is going to be not responsive at all. Uh

  109. 01:26:47

    but clearly you don't need it against a very giant target like an Idris or even something bigger. Right? So, uh, this is going to be interesting to see come in play because, uh, also it's not going to be as armored as the Perseus and the Armored itself. So, it can be potentially threatened by those smaller ships. So, maybe a Persus showing up in the battlefield will pose a serious threat against against a Tibbron and can maybe nail quite quickly if the the gunners are very are very strong. >> That's really, as you said, that's sort of the rule. The per the per the p the Perseus is designed to take out other ships of its, you know, class. So, >> it'll also be very susceptible to torpedoes. Uh, because of the fact that it's lost all of its anti-ighter turrets, except for the one at the rear, if there's a Polaris in the area, the big turrets aren't really going to be

  110. 01:27:34

    able to stop >> if the turrets work more >> or the torpos work. >> Does that [sighs] um So, uh I've seen the same question a few times in chat. We we saw it when we uh we saw please do a mining hammerhead. >> I want to battle mole. >> just a mole, isn't it? >> Yeah. Don't people use them to [laughter] fight? Anyways, >> um one of the questions that's coming up in the chat a lot. It was it was on social media is is obviously this was that this was built on the hammerhead chassis. Is it a variant? Um, I've always I'm always curious about this question because there have been some very clear rules about this since the beginning of the project. A variant shares the name of the spaceship. You

  111. 01:28:24

    know, it's it's an Avenger Warlock. It's it, you know, it's a constellation Phoenix. It's it's it's an Aurora LX or whatnot. >> Saber Raven. >> It's a Saber Raven. When it shares the name of the base ship, that's a variant. when it doesn't share the name of the base ship, it's not a variant. And but you know, that rule has been in place since the project began. But there's always, you know, nevertheless, 13 years on, we still get a lot of questions and >> 5A 15P. >> Yeah. It's there there's always a very clear u naming attachment to the base ship. We're we're always very deliberate when we when we do that. And one of the reasons when we do, you know, from the Mantis to the Meteor and whatnot, one of the reasons we change the name is to

  112. 01:29:11

    make it, we thought very clear that this is not a variant. This is this is this this this is a whole new ship built on existing chassis. The way that the way that there are multiple ships built on the old Challenger, a chassis for Dodge or there was a Charger actually, not the Challenger. It's like that. So it's we can clear that up right now and hopefully you know that can get picked up and and people can you know shout from the the the rooftops uh when the name is different not a variant when the name when when it's the name plus a different you know differentiator or in your case for the origin ships if it's an if it if it's a number difference >> it's it's the same. Um so with that uh how are we feeling about this ship? So this defense con we have a pretty wide variety of ships. the Ironclad and the Ironclad Assault. I

  113. 01:29:59

    mean, I don't know how you're going to make another cargo ship after the Ironclad. Personally, the Ironclad to to my I've been saying this for the last year. It's it's for my money, it's the best >> cargo ship. >> H challenge accepted. >> We have all the letters of the alphabet >> for the whole You did a whole video on that one, Jared. >> No, I I think we made it very clear the the whole series is dead. There's there's no no more no more holes to be made. >> Um >> because we can. >> So, you know, Yeah. So, so the pit bull uh for the for for for the snub fighters uh a relatively a small class of ship h no pun intended uh that's just with the fury and and might be some use for for for snub uh more snub ships in the in the future. Do I want to hint at alien week? No, I

  114. 01:30:47

    don't want to mention alien week now. Uh the uh the Starlight. I did no such thing. uh the Starlight uh uh pushing refueling gameplay uh and and making it more accessible to new people and of course the Tibberon rounding out that trifecta as you said of heavy gunships between anti- fighter, anti- gunship and anti- capital ship. Um at this point uh that's the end of the show today. Uh but come on back on Sunday of all days, Sunday, May 26th uh for the last ship uh being uh revealed at Defense Con uh where we're going to we're going to go all through the Anvil Odin uh the new battle cruiser that's uh becoming available on the same day. Uh we're

  115. 01:31:34

    gonna f we're going to fire up the thing. We're gonna go inside the concept model. We're gonna explore the rooms inside. We're gonna take a better look at a concept ship than we've ever done. Assuming it works. It's all that's that's why we've made Alberto sit here. We're doing this now. We're going to go off the air and then we're going to do it and it'll be pre-taped because none of us are coming in to work on Sunday. Uh so come on back on Sunday the uh May what did I say it was? >> 24. >> May 24th I love having the guy here. >> It's not the first time. [laughter] >> Should have a guy here. What did I say? The 26th. >> Yeah. The 24th. I love having a guy here just to bring I should have like a little a little Ed McMahon. We'll we'll just make him a little working terminal. You can just sit there doing concept mesh. >> Uh but yeah, >> all I hear is you got a new office. Like it's a nice office. >> He's just empty for like most of the

  116. 01:32:22

    just sat here on your own. >> You got Sorry, Jar. Just trying to close, aren't you? Sorry. [laughter] Anyway, thanks for watching everybody. I I I'll thank you guys at the end of the second half and then you guys are still got to work. Um thanks for watching everybody. Come back on the 24th to check out part two of this with the anvil Odin. Uh, be sure to check out the M80 uh, coming tomorrow, the Starite coming on Monday, and then the Tibberon coming on Wednesday. I did that right, >> I think. So, >> sure. >> Yeah, >> probably. Uh, this the schedule's online, folks. And remember, uh, no matter what you see, as far as the freefly goes, we are not going to start that freefly until the issues with the, uh, mission system, uh, subside. So, um, I can't tell you when that's going to

  117. 01:33:11

    happen. There's there's just more it's more important that we protect the current experience as much as possible for existing players than open it up to everybody else. So, we're just going to we're just going to sit and we're going to wait and when we feel the game is in a better spot, that's when we'll fire up that free fly uh for your friends. So, thanks for watching. See you next week, everybody. Bye.

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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