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Star Citizen: ATV Anniversary Special - Consolidated Outland & UEE Land Claim Licenses

28 November 201700:40:391,076 linesWatch on YouTube ↗

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  1. 00:00:15

    welcome to episode 5 of our 8 day starts as an anniversary special of our round the verse today we are celebrating consolidated Outland I'm sandy gardner and i'm chris roberts so consolidated Outland is one of our youngest manufacturers in the star uses and universe started as a passion project by famed industrialists on spacecraft enthusiasts silas corner the company released its first ship the Mustang has a stylish and affordable alternative to the Aurora or 300 series for their next ship Silas refused to play it safe and pushed the designers to innovate just as they had done when conceiving the Mustang the end result was the pioneer a full colonization and outpost manufacturing platform they would allow regular people to establish settlements across the Empire and beyond of course a big part of setting up a new outpost is

  2. 00:01:03

    first finding some land to build it on let's learn how about how you can claim your own piece of land and also take a look at the reworked Mustang greetings citizens and welcome to a unique edition of the brand-new shipshape we provide the latest news on ships coming to star citizen interviews with the developers and today only as a special treat a discussion about a new and upcoming game mechanic that has taken the star citizen community by storm I'm your host community content manager Jared Huckaby at citizencon 29:47 we revealed the consolidated Outland pioneer the groundbreaking capital ship that introduced an entirely new game system to the star citizen universe the ability to own and create surface outposts to start us off for

  3. 00:01:53

    today let's check in with some of the team working to bring this brand-new capital ship to life the overarching kind of role of a pioneer is it creates it's there to create colonies essentially it's like a big Flying Fortress slash Factory with that kind of overarching archetype who say it's it presented quite a few challenges both on on the art front and the design front the purpose of the ship is to give players an entirely new gameplay element and to create a very unique experience for the players in terms of where they're going to settle how that's going to affect the job market within the game how that's going to affect exploration in general which is now a lot more exciting than or let's just fly to a planet and see what's

  4. 00:02:41

    there now you actually can do something on those permits which is only to take loads of inspiration from from real life you have to as the old saying goes like everything in life is a remix so you really kind of start with with real world reference because it gives you the most tangible approach to start from though in the case of the Pioneer it was it was we were looking for more the actual function of it a lot of kind of car production lines and really kind of manufacturing processing lives where and we kind of get in under the skin of how they work you know where where do the the the products to manufacture arrive how they processed how does that manufacturing take place and then you know at the end result you've got this this essentially an outpost that's kind

  5. 00:03:29

    of ready to rock so yeah it's quite it's quite interesting and challenging to be honest the key features is of course basically the the whole outpost part of it it's not we didn't design the ship to be a ship per se we designed it to be a floating factory in space so everything in and around the ship is just geared towards production and building outposts claiming your settlement my personal favorite thing about a pioneer was essentially it created two subsets of challenges number one we've got this big floating factory we didn't really want to make a pretty ship per se needed to feel kind of quite aggressive weighty and heavy so hence you got this

  6. 00:04:17

    kind of slab construction to it which i think is really cool but the most interesting thing for me was really kind of how how it transforms when it when it basically lands on the planet when we decided to do this thing nobody really knew what the best way of making it work was because there's a lot of limitations you're walking up against like if we are going to make this this floating factory the footprint of it is going to be massive which means that the landing spots need to be massive so we decided to have the ship fold just fold out because that'll be at least when it lands it'll be massive but when you're maneuvering it it won't be as massive figuring out how the entire ship is going to fold out and then how all the

  7. 00:05:05

    robot arms are going to disappear into the bodywork how the production line slides in unfolds around the magic box to conserve space where all the materials go it was a really unique and massive challenge daunting sometimes but definitely fun we've got the technical challenges under the hood of like moving of his areas and moving interiors in the ship which is incredibly challenging so when we were designing the layout of that we had to kind of keep all that to a minimum so even though the whole ship moves really what's going on under the hood there's a lot of kind of should we say magic tricks to make it look a far more far more alive than it than it needs to be if that makes sense so then when you've landed you in this kind of you it is a risky situation that

  8. 00:05:53

    you're in like this number one you in a really kind of should we say a ship that's probably going to be worth an awful lot a lot to people you're gonna meet tanked up on minerals you're gonna be tanked up on everything you need to create what you're doing and then you're also ill course you've got the outpost that you four down which need then to become another high-risk high-reward factory in gameplay so when myself and Dan were kind of like chatting about it we would just say my eye kind of said you know it needs to feel fortified it needs to be designed in a fashion that you can kind of defend what you're doing not just for our should we say air fire hence you've got the upward-facing turrets when you're down on the ground but also from ambushes on foot so if you study the layout of the ship when it's on the ground it kind of feels a little bit

  9. 00:06:40

    like a prison yard you've got these kind of outlook posts with visibility over the whole ship the captain's bridge and where the architect is can overlook that whole process and they still have 100% visibility over the landscape that they're planting on right so it's that that was an incredibly challenging but really fun thing to work on and it kind of once you get those first ideas in the rest kind of grows itself right so that's really kind of a sign of I personally think it's a sign of a really good game development it's all very well sitting in a room and coming up with all these ideas and saying it's going to be X Y & Z what generally happens and the most successful titles that you see is that you you they'll have an idea something will come through maybe

  10. 00:07:28

    unexpected which is the case of the Pioneer and you just build on those positives and that was that was the case with the Pioneer we had an idea and it grew and grew and grew to what we have now that went out into the sale and it's it's it's a really cool something that we've never done before something I don't think anybody's done before it's really a command & Conquer flying Factory but in FPS which is crazy but it's awesome the creation of the outpost is actually quite simple when we got to it we basically decided that since this ship is going to land and give the player such a unique experience we wanted to feel as kind of like a home base like a command & Conquer style based at lands where you you plot down and it has to be laborious you can't

  11. 00:08:17

    just like land for a second and then just fly off and do your thing again no this is an intense process it costs a lot of money a lot of resources and we just we get everything towards that so this ship is not super fast it's not super agile and it just does one thing in its production so when it lands it as you guys probably seen it it folds open and the to manufacturing sites basically get exposed it takes resources from the resource base all the way through those two manufacturing lines kind of like how things get crafted in a car plant and then it puts them in kind of a magic oven because we obviously showing our posts get made is not really efficient in terms of how the engine runs etc etc

  12. 00:09:07

    so we we feed the parts into kind of an oven or a construction module that then takes all those parts to say on the right side of the plant very clearly you can see a moving line where raw materials get crafted into a door and that door moves down through a line of production robots that give it color weld extra little little details extra little bolts on it attachment points holes and then once that door is semi complete it moves into the oven and then in the oven magic takes place and out comes this outpost and that then gets placed by autonomous arms in a spot that you designate basically I'm really happy with you I

  13. 00:09:55

    send out I think I think when I'm really excited to see it in the game basically it's it's gonna have quite a presence when it comes down not just from a visual perspective but also all the VFX that they're gonna kick off and I will see the sound you know when you know when you're when you're doing this procedure you need to be lit up like a Christmas tree literally like seen from outer orbit and they okay right something's going on down there so it's it's going to be it's going to be interesting to see other community use it now no surface outpost is complete without some place for it to call home and that's where the UAE land claim licences come into play thanks to the enormous scale of our planets and moons there are amazing opportunities for players to stake their claim in the star citizen universe in a

  14. 00:10:44

    very special feature for shipshape let's check in with no less than Dave haddock erin roberts and chris roberts himself to learn more so we've heard a lot about the pioneer which obviously you know we introduced back at citizencon but also one of the things which really interests me is actually one that one of the defense more than interests really excites me about the game mechanics going forward is what actually comes with Japan you know and that's the right to claim land but that's something we really didn't go into much detail about so I'm basically now joined with Chris and Dave here guys how you do it and we're gonna talk a bit about that so I guess I'll just sort of kick it off a little bit of his okay what exactly is this right to claim well okay so so when we were designing the pioneer well

  15. 00:11:31

    actually there's all sort of came from our original procedural planet text so once we started to bring it online we were like wow I mean look at you know because previously it was just gonna be one landing location maybe two landing locations on a world that you couldn't actually walk around so you would see it from orbit you would say oh can I land and then we'd sort of have a cinematic that would bring you down there and then you could walk around the small sort of first-person level of the landing location but the moment that you know Marco and all those guys started to bring the tech online we're like wow okay this is amazing because we'll be able to have whole world you know planets moons that you know you can walk all over and I rendered at you know the high level of sort of first-person detail that we're going for in star citizen and so at that point we're like okay well you know there's a lot of land and so the you know it and then a planet

  16. 00:12:19

    or a moon is gonna feel pretty empty if you just have one location that you go and visit on it so you know we've been very focused on things like okay well what other things can we do on the planets you know building out the ecosystems you know distributing resources we really want to push fauna so there could be no dangerous wildlife there or creatures you could hunt or you would attack you or you know gold or minerals or all sorts of stuff you could find and harvest even you know maybe areas that you could farm and you know grow crops and sell them off world or whatever so we want to basically create a lot of gameplay for the huge amount of land that is now available in in the game to play and so that was really one of the genesis of the pioneer in the first place was like you know we built these outposts to populate the moons and eventually populate other worlds as sort

  17. 00:13:10

    of these kind of small kind of pioneer outposts so to speak first footprints on worlds and you know just from an art standpoint or a design standpoint we're building tools to help this populate those but it's a huge amount of of land so we were thinking well one thing that we very cool is letting players go find a spot of land and build their own outpost and let the players almost join us in helping build this world so yes us designers and artists are building out the major locations and even secondary towns on some of the more populated planets but wouldn't it be cool if we had some virgin moons or planets and players could go there and then they could start to set up their own bet you know like their own little homestead or them and some friends get together and make their little organization basin so

  18. 00:13:58

    that was the genesis of the pioneer itself which was like okay we will probably on a ship that you could go and you can sort of be a base builder and then we were thinking well you know like the whole you know the gameplay of star citizen besides the various you know default tropes of science fiction sort of you know space Sims which is trading or space combat being a ministry being a pirate you know exploration is one of the biggest things that you know I think a huge amount of the community want to do and you know from from our standpoint our goal is you know not to sort of go to thousands of different star systems that are just a different random number seeded sort of set of planets that you just sort of see from a distance it's like you know you go down on to the planet and you see it in this beautiful detail that's sort of rendered you know

  19. 00:14:47

    we'd be saying crisis level or or beyond so it you know really packed out you can there you can touch the the trees the leaves of plants you see the wildlife living around all that sort of stuff so we sort of have that and the exploration aspect of it is well yeah let players discover it so not so much about how many star systems you can hear but you know what about mapping these planets or seeing these planets are going to see you know like what would be the location to put your perfect homestead or you know where where you're gonna build your farm or you know where you're going to settle and so I'll focus on exploration is almost more in the sort of more specific detailed areas and so we were thinking well we really want to take that and this idea of settlement yeah why don't we let players instead of us you know you go to some department or we you know you basically say oh I'll

  20. 00:15:37

    take tract 52 on this moon that you're selling land on or whatever we didn't really want that we wanted to make it active for the players so the player would go out and essentially scout for where they want to settle and where they want to put their base and they they basically discover it fly around you know it's all game play you do it in game you know you don't automatically get a place you got to find your place stake your claim to it and then we also wanted to make sure that we had a system in place because you know where the concern would be okay well I go build my base and I log off and you know some comes and blows up my base when I'm logged off and so we sort of came up with this idea of this this land claim mechanic and you know the the you know Department of planetary planetary development Bureau yeah country development Bureau and the idea is so so

  21. 00:16:25

    you could go to a world outside of uu space you know you don't have to have a claim would do anything you can build a base or whatever I hang out there of your mind resources there but it's completely the Wild West so some other player can just come in and try to take it from you forcibly you've built a base you log off it could get attacked so you'd have to worry about defending it all the time but if you went and had an actual official planetary development Bureau recognized claim so you went into a place you placed your what we're calling a sort of land beacon here and you've placed on this part of land and then you go and file it with the the Bureau they recognise your lame claim is filed in the UE records and then now in Yui space you're you're basically protected by them so if

  22. 00:17:13

    someone attacks your base or tries to take it from you essentially they'll be you know become an outlaw or a criminal or wanted so you have the protection of you a when it has a land claim mechanic so we thought that would be a really cool way and we so we decided we came up with this sort of gameplay mechanic and then we said okay well that's how as a pioneer owner you will sort of claim this spot of land and make sure someone's not going to troll it and then you go you know claim it file it and then build your base and that's where and that's where it came from right and so in terms of the mechanics in terms of so gets a bit more detail so you go to I mean I guess an office somewhere and then so what happens then at that point yeah I mean and also it's it's it sort of expands beyond you know pioneer ownership like it's this is basically a opportunity for anybody yeah so

  23. 00:18:02

    basically in the you know as we get because we're gonna build out this mechanic cuz we need for the pioneers but the idea would be in the game you could go to the bureau and you know pay with UEC money to do a claim on you know like basically go out and set your your place or homestead on a moon or a planet then you can do it right and and we're thinking about potentially having one where you have a claim and then potentially an option to lease because you know having a claim right may be expensive if you're just starting off but just like you know everything else it's like we're buying a house sometimes you lease it or sometimes you rent it but mechanic is you go to the office first yeah you basically say I want to I want to write to claim yeah and then once you have that then you go explore yeah the issue basically like the idea

  24. 00:18:49

    like the issue your certificate that and then basically you go out and get this beacon so you can you can put it in it can record the area that you're claiming it gets electronically transferred to whatever is some kind of data chip and then you take the data chip to the office after you've set your claim and give it to them and if no one else has claimed that same land it's recorded in your name and now it's legally legally yours okay so what what happens if someone else is trying to play at the same time to race yes this is why data runners could come in so if both two people decide oh this is a perfect spot its whoever fails at first is going to claim the land of course I mean there's so much land out there that you know I think there's plenty for everyone but there probably will be some cases where someone scouts

  25. 00:19:38

    and said oh this is a really rich resource mine or a beautiful view or a beautiful view and by the way that's what happens in I mean that was kind of happen in the land rush in the West as well so we kind of wanted to emulate that that's the whole idea of the Pioneers sort of emulating their sort of expansion westward and the land rush and the sort of physicality of like having to go out and making it gameplay right so so players are actually physically doing this and doing things in the game to achieve things and even in some cases could be an opposition with each other or whatever right and so you can go in you could say by ten claim rights in one go you could throw more together if you want a lot of land all you can do is you could space about in different areas or if you're you know I know we probably wouldn't limit you know - you just want like claim light because we're basically calling these sort of claim licenses and

  26. 00:20:27

    so you can you have a license to claim you know a plot of land and you know yes you could you could probably you know buy a few of these in the game like for instance some people may concern about building their outpost but some people like if you're just a minor like one of the reasons why it's not tied necessary to the Pioneer is if I'm a minor I don't really care that much about building myself an outpost what I care about is I want to secure an area rich in resources I look there's great minerals here and then I want to mine it well of course if you have a claim to it you're sort of protected otherwise you know you can be mining this resource and a bunch of other people can be coming in and trying to take it for a bite and so the clayton's for everything above and below-ground okay that's the idea is I think yeah I mean we've currently been playing with the idea of two sizes ones that sort of

  27. 00:21:14

    4x4 kilometres which is a plot and one that's 8 by 8 kilometres which we call in a state and if you're a pioneer owner you get with the ship the materials to build one outpost and in the state claim license and then so you have to go find your your place in the game claim it register it and then build your base and then but if you remain up for instance you may just be ok I want to get a bunch of different plots and then I look around I'm scouting on this moon and there's a really rich mineral seam and so I'll like claim that and then that could be mine to harvest I don't have to worry so much about someone else housing because if it's a new you space you'll be protected I'll be ok just like getting a license to mine in today's world so we wanted to put some structure and that doesn't mean that you can't go outside of Yui space and just mind without a license and that would be fine too it's just a bit more risky right and and and so and I guess

  28. 00:22:03

    also you know if you're looking at land and certain places obviously we have stuff like you know the prospector and so forth where you want to go and actually find out you know obviously if you just go buy if you just go and playing some land just because you think there might be minerals it may not be the wisest thing to do you definitely know so definitely you would like so like in terms of going and scouting your land like things that ships like the prospector some are more sort of scanning science-based ships like the Aquila Aquila there all those would be kind of the ships you would go and if you're looking for rich resources and minerals you'll be using them to be doing deep scans on the moon or the planets and finding where the resources are and and we're going to you know this is actually one of the focuses of you know going forward into the next year is to try to work very much on sort of things like the mining mechanics and

  29. 00:22:50

    stuff like that and resource management so and we are and it will be persistent resources so if you go and find a seam and then you start mining it at some point you'll probably mine it out you'll have to move on to another one and we'll record it persistently for the moons and the planets but they'll all be distributed there'll be resources on you know most of the celestial bodies so we'll be richer than other ones will be sorry so you know our hope is to create a lot of gameplay besides just say so on building his own outpost they you know like I said they could be mining or they could say oh this is where I this would be a good place to farm you know different kinds of crops that then I can go and sell to other people for a profit so we're really trying to like use this land right and let players choose what they want to do with it whether they just want to hang out the base or create a farm or create a mining I guess you

  30. 00:23:38

    could even just create a refinery because you knows a lot of miners near you you can you can say hey view could you come to my refinery I'll charge a bit more than usual but because it's right next time like longer-term definitely I mean I'm the first stage every hall the extra bit I mean I think we're just starting with a with an outpost and there'll be some add-ons like you know mining kind of nodding donkeys or some hydroponics and stuff which we have an outpost now but yes definitely we would start to you know have more variety of you know kind of modular building stuff you can do like the outpost and you know one of them would be building up more of a little refinery or building up you know your sort of farm this is the direction we're going to be going for sort of a bit of a crafting economy where you can see the resources of this universe and players utilize them in different ways

  31. 00:24:26

    to have money so yeah you could earn money being a badass mercenary but you could also money being a great miner or a good farmer yeah I guess it also you could also be a blessing protect people's faces so you know I would say that you know even in the case of you know you've got something protected by the UE there certainly will be people there want to operate outside the law that may want to come and steal stuff from you and so I would definitely think that like some of the bigger places or installations would be more sort of organization centric I could definitely see an organization getting together sort of building their own little settlement different people can log on at different times and they're basically running their operation so we will and and these are so this is one of the fundamental parts of building that toolset for players and I'm and I'm

  32. 00:25:13

    really quite excited because it's it has a lot of agency for a player themselves because you know we don't know what they're gonna do we don't know where they're gonna put stuff so it can be really cool it's gonna be a combination of what we're putting down as designers and artists and what players are actually creating if they move into a system and if they you know bring in more Yui presence and it's a there's a lot of things where you kind of like bring this up in the midterms and from a board of plates you know level ship the direction and the super excited I mean I know Marco and Tony are both very very focused on all this aspect because you know you know it's kind of the model that we're going for which is we're trying to go really deep we're not we don't want to go soup I'm not going so wide but we're trying to go

  33. 00:26:01

    super deep and just allow a lot of opportunity and then just natural behavior will come out of players interacting with each other and in their acting with AI and all the systems and rule sets that we have will I think make it pretty interest to reinforce to make sure you clear on this is is because obviously you know you are talking about you know with the panniers this quite you know is quite expensive ship and so forth means but the but you literally will be able to as a play if you want to get your aurora go go go you know go to the office get your claim and then just fly any way you want to go and i feel obviously if you're just really interested get a beautiful Vista over a lovely lake you can go there land and state your claim shouldn't I just happened that we had to come up with the mechanic for the Pioneer because a pioneer was gonna get you know build your base and we had to figure out the mechanic for but there's Mechanics for

  34. 00:26:49

    everybody and it shouldn't be exclusive to people with big super capital ships it should be for anyone and you know because you may not actually even want to build a basically I was saying if you're a miner you may just want to like secure some land for you to do mining or perhaps you build a piece of land and then you hire a person that has a pioneer to come and build you your your place and again that's cool because that's players working with other players because that's something going forward into next year you know we've talked about the service beacon but you know the next level with the what we're going to do is in 3-0 you have all these missions you can get but they're all sort of generated by the AI and some of them are generated by the system based on player actions but the next level will be player missions where you're like hey I'm stuck in space come rescue me or I need someone to be my escort and that's kind of what we're talking about

  35. 00:27:39

    the service beacon and again this would be the same thing you'd be like hey I need someone to build me an outpost on this moon or something like that so then I'm super excited of course once you own it then you've got right to sell it yeah and so like you know one of the things I was just thinking about is if you know a bit of a property developer you know and you switch out you find the most amazing location and you you just buy the land and then someone comes along and wants that location and you can flip it you go there you can build it and then you can flip it for you generally in star citizen the goal is you know what you think what happens in the real world we're sort of doing an approximation of on all levels and so they shouldn't really be you know any one specific profession you need to go in like there isn't there isn't there shouldn't be a definition of win in star citizen because when is however you look at right yeah I mean

  36. 00:28:29

    some persons version of winning could be being the best trader someone's version of winning could be being a great farmer or you know some people just like to putter around and make some money doing cargo run so you know or they want to be a badass pirate I mean so what we want to do is create the tools like in in the real world where like the definition your definition of whether you're a winner in art is totally up to you it's you know some people you know I help people and I feel I'm a winner or I'm the best athlete at this you know sport you know I feel like there isn't any particular one way to go and we don't want that in star citizen either so it's just creating this really deep sandbox that allows people all these tools to essentially live a virtual life in in our universe and I think that's going

  37. 00:29:19

    pretty cool yeah it's cool to me I've got no more questions there I'm just kind of there and stuff I'm just looking forward to where so that's me my him that's where we look forward to is this mechanic come in line and we'll be focusing on it so yes I know I think I only would where they were just you know three zeros almost out but you know from our plans that we're working on I mean our big focus I know that like you and Tony and Todd Paul you know all the you know what we're trying to get this you know coming year and Beyond is really focusing on ya diving down into more of the gameplay and the functionality so we've got a lot of the bones now in place with what's in three zero but you know really polishing out and adding more gameplay features and functions and

  38. 00:30:09

    more things to do and more ways to interact more ways to bring your your friends into the game and and that's unless that's pretty cool cool well thanks everyone and guys thank you very much thanks guys I can't tell you how much the idea of arming out my own little section of the star citizen universe on some moon or asteroid and calling up my own excites me and for those of you who are worried about us you know running out of room did you know that if all 1.9 million current star citizens today got a land license there'd be room enough for them all on a single planet in our universe and that's what's like half the planet to spare even the larger estate sized parcels that's a big universe of course I've got this fancy ship pipeline right let's go ahead and update on a few

  39. 00:30:57

    more ships before we leave you today on day one we highlighted the ships of anvil aerospace and talked about the upcoming Terrapin Kerik and devastating hurricane well ships suffering an onslaught of damage from those hurricanes we're gonna need repairs and when you can't make it all the way back to a cry astra service station you're gonna want a repair depot that can come to you enter the anvil crucible which is currently waiting to enter the white box phase of ship development but once it does it will resume its primary journey through the ship pipeline before making its way to the into the waiting controls of those pilots looking to make ships right or at least follow the ways of the pocket carrier auto carrier pocket carrier pocket carrier pocket carrier yeah you know what you guys like on day two we discussed aegis dynamics

  40. 00:31:46

    and today I'm prepared to update on two more ships in that lineup the Aegis Eclipse the bomber what bombs at midnight I'm proud to announce this gray box complete and as preparing for its move into final art phase while the Vanguard variants like the Harbinger and the Sentinel are currently in design review to bring aspects of their original inception in line with today's processes and game systems before they move further along in the pipeline this design review also applies to the 300 series of ships belonging to origin which we discussed on day 4 now this is a necessary step back for ships that were concept it or even implemented into the game before our present-day advances are took place so that they can now move forward and be all that they can be within the star citizen universe well let you know when they begin their

  41. 00:32:33

    journey in the white box face finally coming back to consolidated Outland the Mustang currently being reworked here in the LA studio is in the gray box modeling stage let's uh let's see if we can't dig up a little bit of video on that even though the Mustang was already a cool ship very sleek we really wanted to bring it in line with what the Pioneer was doing and that meant that we had to go back and sort of recon SEP the Mustang bring it in line essentially it's one of the more unique starter ships essentially so it's got some its shape language is very different than the other ships and it's a lot sleeker looking than the Aurora or the Reliant for example so more recently now that we've got the Pioneer to work with for consolidated Outland we needed to flesh

  42. 00:33:24

    out the manufacturer style guide more and the requirements for making the Pioneer the type of ship that it is led us to make some decisions about how consolidated Outland treated as ships that then required us to redress the Mustang from a gameplay standpoint we're not really changing the functionality of the ship it's still intended its intended use is already defined we're just streamlining the way we've achieved that so one of the main things that we're changing about the ship is that the original had a tunnel sort of in the center that you have to climb up in order to get to the cockpit and you had to do the same thing and the beta version to get into the habitation area and it was really cumbersome to do that it slowed down the gameplay really you just want to get into your ship and be able to fly off and the Mustang was getting in the way of that so in the new version we got rid

  43. 00:34:13

    of the tunnel now you climb into the ship like a normal fighter just climb up the side hop in the cockpit take off the beta version will allow you to get out of the cockpit and walk from the cockpit back into the habitation area and you'll still have to get out through the cockpit area and for the the variants each variant will still be obviously available except that the way we're functionally building it is a little bit more sensible where we're essentially building the back half of the ship separately from the front half and swapping those out for the variants so it makes a little bit more sense so we have the habitation version which is the beta we have the gamma which is a racer the Alpha which is a cargo and the Delta which is a military version of it there's some really cool stuff about the redesign for the ship we've decided to

  44. 00:35:01

    move the landing functionality of the ship from the wings into actual landing gear in the body and the reason why we did that was because previously the landing gears were the wings on the Mustang and what that meant was that if you got one of your wings blown off you can no longer land a ship so for us in this particular case we wanted for the Mustang to be able to take a little bit of damage maybe lose the wings but still actually be able to land a vehicle otherwise you're kind of dead in the water we still have the weapons mounted on the wing so losing a wing is detrimental to gameplay but you can the core functionality of being able to land and take office is now available for you and the new one the skids became a part of the shape language of the ship which people fell in love with those long-tailed wings

  45. 00:35:48

    so hey gonna throw a landing gear on it well do we need the skids anymore no we don't from a design standpoint but it's a favorite feature right it gives it a certain silhouette that people love so recon cepting it was sort of a let's make sure we transfer over some of these designs and some of this these aesthetics that people like and then give it a little more functionality we've also set up the wings so that when you land they actually fold out of the way they fold upwards out of the way giving you sort of like this nice V shape to it this is really cool and overall the design of the ship has been made a little bit sleeker so everything is the the shapes are a little flatter a little bit more streamlined so if you look at it it'll

  46. 00:36:37

    look a little bit faster than the than the original Mustang did as well as looking like it's part of the pioneer family now that we've sort of defined consolidated out land style some of the guiding principles of the design is that we want wherever possible we want to have sort of big sweeping shapes and most of them tends to be flat you don't have a lot of changing shapes or you know complicated shapes will tend to have a lot of detail in sort of the areas where we transition from one plate to another in addition to that because the overall shapes of consolidated outline ships tends to be a little simpler in terms of their surface complexity they have a lot of surface area to use crazy decals like humungous decals that sort of like spot the name

  47. 00:37:24

    of a company and they tend to use bright colors just to like you know give it some pop the other thing that consolidated Outland tends to do is they'll tend to have asymmetrical ships the Mustang isn't one of those but they're larger ships tend to be asymmetrical and they also tend to have a little sort of like boon antennas that are sticking out with detail off in the distance and they'll tend to have that in different directions which makes them look very very different than Aegis or anvil some of their spaceships and you'll notice this on the pioneer it almost looks like an gonna be a space station right it's not your typical spaceship looking now before we let you go if you haven't already don't forget to take the

  48. 00:38:11

    observer test currently up on the RSI website it's your chance to win one of the brand-new bounty hunting ships the anvil Hawk it's no purchase necessary and all the rules are there on the website for those of you who are interested for shipshape I'm Jared Huckaby back to you Chris and sandy all pioneer owners get an estate sized piece of land which is pretty cool yeah I'm actually looking forward to a skimming mechanic in the game where people go out and search for their land and stake their claim and I think it's a really cool gameplay mechanic and it'll make the world more interesting on the university that land a small piece of where you go also the rework Mustang is coming along very nicely so that's cool in the meantime visit our website to see the full consolidate Outland lineup back on sale from now until December 4th as well

  49. 00:38:59

    as a lot licenses which will be available until December 11th and that's it for day 5 be sure to check out our store to receive 20% off all merchandise until December 4th and a big thank you to our backers and subscribers for their support in helping to make star citizen you guys are a big part of what makes this project so unique and special yes definitely thank you very much yeah remember to join our special happy hour coming up this Friday where you can vote for the next brand-new Drake ship going into star citizen yeah we kind of cool to see what people want until tomorrow we'll see you three time Bros two and the hog in the pantry thank you for watching so if you want to keep it with

  50. 00:40:18

    the latest and greatest in the star citizen a squadron 42 development please follow us on our social media channels see you soon [Music]

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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