Subliminal
arrow_backBack to results

Star Citizen: Reverse the Verse LIVE - A Wild Vulture Appears!

15 June 201800:57:301,404 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:11

    greetings citizens and welcome to another all-new edition of reverse the verse life the only show that constantly rolls one for initiative and therefore ends the round each and every week on Fridays I'm your host Content Manager Jared Huckaby and I've been playing GD games here in the office on Thursday nights it's starting to seep into everything else I do not sorry on the show this week we have vehicle pipeline director John crew and vehicle concept art director Paul Jones here to talk all about all things related to the recently revealed Drake vulture but up first let's do our quick Week in Review now last Friday we had John Crew on to answer questions regarding all 7 ships being added to star citizen in the upcoming alpha 3 - I bet when John crew got promoted a vehicle pipeline director he never dreamed his best responsibility

  2. 00:00:59

    would be to helping me out each and every week what a lucky guy that on Monday we saw another episode of our weekly question and question and answer series calling all deaths and in the variety of topics we touched on this week we we addressed the old chestnut referred to colloquially as agent smithing and because our TV rolled one on initiative and has to go on blast after everything else each week I have an update for you after this week's episode so in the early days of the project Chris talked about a potential mechanic that would allow players to drop in and out of star citizen wherever their friends were playing now this was intended to foster a short-term immediate gameplay experience with your friends in times where you you know potentially had a very limited availability at the time we like in this feature too Agent Smith from the Matrix movies where he would

  3. 00:01:47

    pop in where another person was and in control now over the years as new backers join the project and the term agents smithing was tossed around in casual conversation we noticed a second narrative emerge regarding this feature one featuring a more literal interpretation of the Aidan Smith metaphor where you as your character warped in and ultimately replaced the NPC with yourself complete with your look in capabilities just like Agent Smith did in the move now this second interpretation came up again very recently in a conversation with Kirk where he commented on the upcoming additions to the grouping system and spectrum integration where you can see what your friend was doing online where they were in the persistent universe and he said you could just push a button and join them now we began to see a whole bunch of questions about whether this comment meant that you could effectively teleport to another

  4. 00:02:35

    player's location it did not Kirk just meant that we'd like to give you a button to launch your game you know from the spectrums friends list it's still something on our wish list now when the question of Ages smithing came up two weeks later in this week's calling all devs everything star citizen live game director todd papy said was 100% correct we have no intention at this time to allow teleporting of any kind of your player character either through the spectrum group integration we plan or in the more literal interpretation of agent smithing where your character would overwrite that of an existing can be seen now where I messed up was in failing to ask Todd the follow-up question regarding Chris's original intention behind the mechanic which was just simply controlling a friend's NPC so all week after talking to Todd and Chris Boldt at

  5. 00:03:22

    length while such mechanic isn't anticipated anytime soon or even on the roadmap for the next year we do still want to pursue allowing players to assume control their friends NPC crew members when desired now this would be done without access to any of the advantages your player characters what having money ships or other resources and any gains made while you were control of the NPC would remain those of the NPC crew member it's still a system that needs quite a bit of development before I'm gonna have anything more to tell you in a definitive sense but I did want to take the time to set the record straight regarding our intentions to pursue such a feature in the future so agent smithing is still on and we can all go back to theory crafting the advantages and disadvantages the potential exploits and lightly implement implementations of such a feature now and when there's more to share about it

  6. 00:04:10

    which is again not on the roadmap for at least the next 12 months we'll let you know so what else happened this week Thursday Thursday saw the reveal of an all new entry level profession ship the drake vulture and when ever returned we're gonna be sitting down with John Crewe and Paul Jones to discuss this newest addition to star citizen so stay tuned we'll be right back I was an oldie but a goodie but I still think that's a let's light it again because I liked it Paul John how you doing guys oh good just discussing the integrate of the ship yeah those the best pictures of us you could find as well yeah I've got a complaint like on it like a deranged

  7. 00:04:59

    hamster in a check shirt so I'm talking yeah well admittedly I did John Kruse on purpose I don't know I said I said that I was looking through it when looking through when I was dying on hi guys all right hey welcome to reverse the verse John welcome back two weeks in a row you're the first you're the first two time in a row guests congratulations thank you alright so if you've never watched to reverse the verse before this is our weekly question answer series we take questions from spectrum and from twitch you can submit your questions in either chat spectrum chat or twitch chat by purposing your question with the word question and capital letter surrounded by brackets our good friend lead

  8. 00:05:46

    community manager Tyler no no tyler witkin is gonna pull him out of the chat he's gonna send it to me on mine into little iPad before we get start with the questions though let's talk a little bit about who you are and what you do for star citizen and what you did for the drake vulture and we'll start with you Paul Jones well that's a tricky question what is your name hi I'm Paul I am one of the art directors here at foundry part of Clarion Games and I spend a lot of my time working on the concept ships which then commands for the development team to be built and also deal with FPS weapons and ship weapons I know we we saw you we've seen you a lot in the last couple weeks especially when that when this week's atv at the second part of the weapons segment and then had this different segment and like Paul Jones

  9. 00:06:34

    and Bob Jones and Paul Jones and feeling a little bit abused yeah overused maybe well it's part of the job I mean we love you know we love talking about this stuff so that's you know it is a little yeah it is a hallmark of star citizen's development is it's lots of lots of buying the scenes lots of a description lots of lots of talking about process and how we go through things john crew who are you what do you do for sources and what did you do for the Adric vulture I'm the vehicle pipeline director so I sort of look over all the different aspects of the ships now from start to post release but at the time I was just the lead technical designer when this first started and I was the designer on

  10. 00:07:23

    the ship yeah so I with the Europe with your promotion to be like a pipeline director this will probably is this the last ship you will be the principal designer on it's not the last ship I'm the principal designer on but I don't foresee myself doing any more directly from this point onwards I know the trials and tribulations have been promoted alright so yesterday we unveiled the drake vulture which is our brand-new entry-level salvage ship and that is the subject of our show today again we have we have the the lead designer who was in charge of it during during its original conception the art director in charge of the of the look and feel the ship now Paul you weren't the actual artist on this one I you know the person who

  11. 00:08:12

    supervised the concept artists right yes that's right excuse me so we've had a we've had a you know you always have a troublesome child you know like this one this definitely was that one of this year so far so we did it's gone through the hands of several concept artists as we've tried to try to figure it out and find a solution yeah you bring up a good point I mean that this is this is art you know it's how long does it take to create something whenever whenever a almost every aspect of a video game development is art I mean there's art in the system design there's art in the in the physical asset design and when you're talking when you're looking to achieve some kind of you know creative endeavor some some of them tend to come very easily I've seen ships come through the

  12. 00:08:58

    pipeline where you know right away like the first the first from the first thumbnail sketches it was it's very quickly Chris is like that one and you just go and it's it's it's like it's like it's like the easiest childbirth and though in the world it's and then you see other ones where and if you're subscriber if you're if you're a member of our development subscriber program one of the virtues is the subscriber vault where you can see the evolution of many of these ships and the subscriber vault and some of these ships take three weeks worth of vault images because you just see thumbnails after thumbnails after thumbnails and then and then the first 3d designs and then no just you're struggling to find that thing that uh that strikes a chord and Chris it's something a little bit about what that process is like trying to trying to after you've done this for

  13. 00:09:47

    a number of years now for for crazy trying to kind of strike upon a look and feel of a ship that Chris is going to respond to I mean it's it's tough you know like I think I'm in my fifth year now so the expectation is ik it would get easier but I think every year the bar just gets higher you know the expectations and the quality of what we have to provide just increases and it's just one of those things sometimes sometimes you just get it you just you know you knocking out apart first time like I say and it's you know everyone's like great sometimes everyone's like great and then Chris is like I hate it and that for me is you know you know nobody nobody likes that position because you know you've got it wrong

  14. 00:10:34

    essentially but sometimes it happens because it is arts and it's just not what Chris expected and it's just how do you you know you've always got deadlines with these things so you know basically we we have this pretty down pat now in terms of how long we assign to each segment of the development process and you know obviously there's a sale day tied in so you do have these heavy demands of trying to hit these deadlines otherwise there's a there's a big knock-on effect so for me it's there's always it like of course you've got the you've got the artistic pressure and you've got the okay how do we make this cool you know is this gonna work for the game is John gonna be happy with this it's Nate gonna be happy is Chris gonna be happy is Todd gonna be happy and then you've got you

  15. 00:11:23

    know we gotta hit our dates so it's done so far in advance as well for some of them like the designs we had that was there are TV last year for the the three Drake ships so the design for their ship was done back then hmm really so that was November December December were in June now so seven months that this is taken and yeah and it's because I'm I mean this actually was scheduled in in terms of extra time because it was going to a concept artist who wasn't familiar with working on ships so you know a lot of our timelines are sort of work towards a senior artists so for this one we essentially doubled it

  16. 00:12:12

    basically because I know there's gonna be more back and forth I need to give myself time to sort of react to think you know to solve the problems because you know at the time there was still five other ships going on at the same time so it's not like I'm just working on one ship and we can noodle away and just you know craft this beautiful thing and solve every single problem I've got flat you know five of the ships one you know one FPS weapon like two other ship weapons going on at the same time so they're all in different stages so it's not like they're all yeah the linear one after another or they're all start at the same time and finish at the same time and you're swapping your brain for that changing of years you know she's swapping from say let's say VI you know the origin style to Drake style to aegis and and it's you know going from a small ship to a

  17. 00:13:02

    massive ship to a career starter ship and you know the career start ships are always interesting because they're because they're trying to solve something very specific and so they're you know it is quite important that you get you get the look right but also the gameplay experience right there's where one of the we're one of the few projects unlike a movie or even most games where we build our ships one one you know the the exterior the interior and and then function has to inform the form yeah so yeah it's be cut because these these all have to be usable and working out said nobody minds that the interior the Millennium Falcon doesn't really fit inside the exterior than they in Falcon if you really try to but alright so we have been taken we've been

  18. 00:13:52

    collecting questions though the questions have started coming in thank you guys so much we also a pregame some questions in our spectrum thread that was up in general chat that went up yesterday after the show so we've got questions from a number of sources here right off the bat John will the vulture have grab lips will have a grab web system like the dragonfly for salvaging records on planets there's something we talked about early on but ultimately they didn't didn't go with it and so it's got those veto thrusters there so it it can hover it's got legs so it can land on the ground it can it can salvage stuff on the ground it's not as easy to do it was it's on the ground because it doesn't have as much movement but if you find some wreckage there on the surface you'll be able to pull it in with the tractor beams and grind it up okay we

  19. 00:14:42

    have we had a lot we got a quite a few questions regarding the salvage charges are the salvage Sarge is something that's actually like manufactured on the vulture is it some of the vulture can make and then you take them out or is it something that you have to stock up you know before you go out what can you tell us about the salvage charges they're just essentially ammunition that you stock up before you go out somewhere so they're just loaded in it sort of gives you a fixed amount of stuff you can do so you have to pick pick your battles so to speak but it's not such a small amount that it's one ship and that's a lot you have to sort of you're not going to be able to go there and chop up 30 addresses with vultures worth of you

  20. 00:15:32

    probably need more Salvage charges than could physically fit in the vulture to do that and why would you want to use a salvage charge instead of just shooting the ship and trying to break it apart into bigger pieces salvage charges do it cleanly the same as the claw on the reclaimer the claw does the salvage the Chargers job for the reclaimer but the vulture doesn't have that so it has this and sort of Eevee a salvage will use those as well rather than you to strike with the tiny little poor crop it away at stuff it's it's the clean way of doing it so it cuts down those break points if you're shooting it with your ship you're going to be causing damage to the ship you're gonna be destroying the the surface of the ship so when you're scraping it you're gonna be getting much

  21. 00:16:21

    less returns the penetration of the weapons could probably will be damaging stuff on the inside when bits break off because you've shot them probably going to cause little mini explosions you see all the squids go down the wings when you it's it's all just deteriorating your return so yes you can go along and shoot it with the ship but it's not going to be as as good at return it's just doing it properly with Salvage judges yeah and the first question that came in from the live chat was about how can we how can we salvage something that's larger than a vulture I'm assuming the salvage Chargers play a Savas Chargers play a big part in that yeah so those days break it down into the bite-sized chunks that the vulture can manage now by entry level do you

  22. 00:17:13

    mean it will be a $45 starts as in-game package no that questions for me I don't don't worry about that I'll take the no entry level means this is the beginning of that profession the this profession is meant when you when you're ready to dedicate your your life to or at least a portion of your life to the career of salvaging and what I want to be a salvage I want it's it's this is your entry level you start here and then you progress up to something like the reclaimer because I mean they're claimers I mean everybody's seen their weekly I would assume everybody seen your reclaimer by this time you can't every to where you look you see reclaimer in the game which is fine because it's a lovely looking ship and I don't mind at all but this is this is meant to be your stepping stone you know you just you start here and then you move your way up after after you've built yourself a

  23. 00:18:00

    career and resources and capabilities to they reclaim her let's see a lot of questions about stats things like how long it is it how tall is it what's the cargo capacity I will I am gonna tell you guys that the promotion starts like it normally does later today probably very soon after the conclusion of this show and that'll have the the rate the stats page with all of the the stats so John unless you're sitting there with the stats on a note length the dimension stuff I don't know if the top of my head cargo capacity is 12 se you so it can be used as cargo transport but that 12 se you is ready for Salvage storing but yeah the stats on the webpage have all the dimensions

  24. 00:18:48

    the mass and some proposed speeds as well do the front arms tuck back or anything for there's this the the ship have any secondary form for landing or cruise flight that people just wanna know if the arms move yeah no there's no crab claw so it's it's basically that there are two poses but it's really it's really just for you've got a landed pose and a fly pose really so there's no there's no like mystery behind it it's just it's just pure mechanics um you know it when we you know the better looking poses when it's in flight mode so you get a sort of break of the silhouettes like there's a little dogleg essentially and but when you put that on

  25. 00:19:37

    a surface then suddenly you've got to have massive landing gear in the back really tall it just looks really geeky and ungainly bigger ramp as well yeah yeah so it just made sense to just solve those two problems by its having the pivot of the arms thank you now we're talking about the arms so let's talk about the arms for a second the when I've been following the ship since like I said because this was the you know the we had that you pick the next Drake ship you know in December which I got the host and put together so it's I mean all the ships I follow all the ships on the ship shape got anything but this one I've been kind of you know little has been a little more in my in my field of view over the last six months and as watching the progression of the ship was was interesting I think when we talked earlier and you talked about we talked

  26. 00:20:24

    about how some are an easy birth and some are not as easy at birth this one would you just say it's fair to classify is not an easy broish yeah it was it was a difficult one for sure I mean weights because we'd start you know they originally when we started off it was just it was basically the equivalent of a space transit van yeah we got some benders here JJ can we throw up the first image there there we go so it was you know we did some initial sketches and it was you know wasn't meant to be pretty it wasn't you know it wasn't you know it was literally meant to be super functional was like a dude and his and his truck and he's going out there and he's got a bit you know he's got a boom boom arm with the with the laser scraper on or whatever

  27. 00:21:12

    and that's kind of the sort of general theory you know there was an idea that you know it would have a side opening you know again was kind of like you know those bands you get where people get bundled into the side except this time you know you're thinking yeah so it was it was it was almost meant to be a little bit sort of pig-ugly yeah it's it's as a fan of the Drake aesthetic and how ugly and functional it is you know I when I saw these that I was personally excited because it's it's they were asymmetrical they were construction yellow like you know all the old Tonka toys I used to play with and again you could you could sense that it was it was definitely a function related it was definitely a piece of construction equipment or in this case D construction equipment as it started to

  28. 00:22:01

    go on I've got a second image here let me see we started you started oops I mean you make that bigger they're looking at then I'm looking at the Drake vulture version a this looks like where you started the so putting the six images yeah six in yeah yeah yeah so we kind of went a little more sort of slab-sided than I had intended at this point but it was still sort of getting across the overall the overall feel of the ship that we were you know initially looking at compact industrial mechanical space to stuff yeah now what were some of the week I know he said this wasn't easy breath what were some of the criticisms you were hearing at this point all right I'm gonna say it looks like an out flying outpost yeah the the sort of feedback was Chris hated it and anyways

  29. 00:22:58

    back to the drawing board just you know I you know sometimes I think Chris once you know this is Chris's game because his vision he what you know he wants something more interesting you know and this was I'm you know I can I'm guessing here I'm not Chris but it was just too simple it was just it was a it was a box you know I'm essentially don't ever show that again got me something better so from there you started to get out of the box shapes so yeah so then I kind of you know didn't want to like because looking at these the the nut they don't particularly fill fill the function that we wanted it to feel it was just sort of cool-looking shape so I was trying to sort of it was really just a way of sort

  30. 00:23:47

    of breaking the artist I have he's thinking I'm like okay let's just let's just mess around at the moment you know we're going back to the start let's just look at some shapes you know maybe you know rather than it just being a standard box shape at the back maybe there maybe the stuff that you're claiming is going into these storage capsules basically in the back I don't know how you'd get them out that would you know there was none of that thinking really it was just literally let's just look at some different shapes like something that's a little more interesting yeah you can definitely see the course correction from the it's too boxy to now you've got cylinders it's like that it's a it's a what would you say it's like a palate cleanser it's like let's go 180 degrees in and off another direction to to break from what we've been doing and see if we can go

  31. 00:24:34

    yeah and also just sort of Drake has a sort of signature cross-section to some of its areas and it's just and it's a very slight curve to some of the surfaces with a nice they sort of fill it basically and there was just it was just bringing more of those slightly softer shapes and more interesting forms back in now I should say we're showing a couple images from a couple key milestones but there were a lot of variation of this and again you can if you're a subscriber you can expect to see those in the subscriber vault in the coming weeks from there looks like you went back to a pen and paper so this was so what happened so we hit another road

  32. 00:25:23

    bump after just before this where the concept artist who was working with us decided he were to move on to to work for different studio work in a different field and of course that's you know that's kind of bit of a smoke in the wheels yeah yeah well I wouldn't say with the video game industry is just concept artists in demand and they're you know to find high-quality staff that we need for this project that you know the kind of like hen's teeth they really just you know when you find one you just want to keep hold of them for as long as you can but he you know he'd worked for this for a couple years and he wants to move on so basically we were we were kind of stranded for a couple of weeks

  33. 00:26:10

    because we had nobody to work on it and then I was just like okay well let's just I need to I need to keep this rolling and we need to you know we just need to keep moving forward so basically there's another chap that we work with he's a freelance so he did used to work for us and he was he created the Dragonfly writing secondly he comes from an automotive industrial design background it's very good it's sort of shotgunning ideas and I'm you know I don't kind of mean I'm like like okay you've got you've got two days to give me as many ideas as you can't that's it all you've got is two days and he's just like what like I can't do this and I'm like yeah you can and and so he just crashed that whole bunch and this is this was just

  34. 00:27:01

    one of them I think he did about at 6:00 and pretty much in the at the same time one of one of the guys on the team who was a junior at the time he was inspired and so he he like right off his own bat he just one day because I was working at home when he was like I've done this this morning and just sends me and we'll see her a little bit later on and so I'm sat there thinking well if he's he can do that I'm gonna I'm gonna have a crack - let's all have a go at this but the one that we're looking at now is you know it's you know it's a little more sort of off-the-wall thinking it's sort of you can see some of the elements sort of starts coming to you to the final yes you see the introduction of the arms the this is a ship that has to manipulate physical objects see on outside the ship

  35. 00:27:50

    but within close proximity so you see the introduction of arms here they're down there downward yeah and this was basically directly in response to that day we sat at home we just I was just you know just thinking about okay how do we how do we kickstart we you know how do we recap this off what's interesting is it and I think I I just said to myself right as a player what do I want to see like it when I'm in my cockpit what do I want to say and so it I was talking to the team and we were bouncing ideas and so we all sort of like the three you know couple others went off in this direction of okay we've got these two booms in front of us like that's you know these needs to keep it industrial let's let's just see what you come up with though then after that you

  36. 00:28:39

    start look like this was now this is supposed to be a an animated gif and I apologize for it's not playing but you can actually see this in notion in a TV so this looks like just the command module I like it like you drew back and just decided to focus on the command module now this is actually it's kind of hard to see from the from this this animation but essentially Malik's had done the full ship and you know basically he had carts you know extending booms on hits I think that was the collector yeah and then also he you know we basically got he'd put an arm on it and it was sort of collecting was wafting in the stuff that you'd that you'd chopped off your ship basically but it was a it was a really good it was a really good stab at it you

  37. 00:29:30

    know although you know at this point of all ideas are welcome a very thin wound of organ and it kind of you know and ultimately it worked out for Alex because he became the artist who who took the ship to the final stages and then from here after we've we've introduced the arms now that the retractable the last image had them face now this one has them retracted then we get to this this this is the this is the first time if I can if I remember looking at the real time board this is the first time that we get close to the shape that that would ultimately you know stick with the design yeah so this was you know it was just that fateful day sat at home you know that's we've got a couple of hours of you know free time I wouldn't say free time free headspace just you know to actually think this thing through and I've you

  38. 00:30:20

    know I I don't pretend to be a concept artist but I can you know I could certainly help my job is to push people and to break them out of their thinking so mine was more of a functionality pass okay but you know what could we do yeah maybe we don't have this mechanic just yet but like let's let's think about some cool things and and you know in a couple of hours just crashed out some shapes and and from there that was that was basically our jumping-off point it's a very common shape we don't the slideshow JJ thank you it's a very common shape you you you you see it all through sci-fi it's you know when you've got it when you've got a spaceship that has to manipulate something in close proximity and the pilot is facing forward and you want to

  39. 00:31:08

    be able to see the manipulation you end up with this yeah the thing when I first saw the thing that in my mind immediately went to was Attack of the Clones the little the the little ships that came and picked up the big vats that you know they didn't care little cargo things that come and flies down and pick up picks up the cargo when you need a when you need a flying vessel that is supposed to manipulate the physical environment front of you it's a it's a very common shape throughout sci-fi we've seen a Wing Commander in the original in the original Wing Commander there were ships that were like that the Star Wars is like that so it's a it's it's a it's a it's a definitely a function you know meets form or function and form swarm yeah I mean you know we've we've got so many things that we have to solve there's only so many routes you can really go without it looking wacky you know we've got you know we've I mean yeah we could

  40. 00:31:56

    do really some really crazy stuff but it's Drake it's it's you know we've passed we've got certainly thoughts that we're trying to continue with you know there's you know that obviously there's nods to the dragonfly obviously with the twin pontoons losing and and actually the my initial inspiration came from this mean no not the Sphinx from one of a junior guy who's joined is called Chang Lam and he's got some great work on his web site so I was just like okay let's just let's you know let's have a look at some ideas so he'd got ship their twin twin pontoons and was like okay let's like okay and it just sort of broke me out of the thinking and then and then off we go yeah but you know you when you sort of it's a you know it's it's a an

  41. 00:32:45

    industrial kind of vehicle you know you're references a JCB cat spill ground you know sort of Road laying vehicles I think if they you know there's a lot of commonality that people it's a classic sci-fi shape I think going all the way back the Blade Runner remember Tecna you're like the like the spinners are the same shape it's just it's a it's a very classic sci-fi shape take the round bit off the Falcon there you go still that's what it was straw yeah so but it's very cool that the minute I thought minute you hit under this I'm like that's that's where we're going that's where we're gonna it was very cool to see all right so back to the design questions because I know I know we took me yeah Paul we don't get Paul on very often guys so it's I'm going to talk about process because I like the art so thanks for indulging me all right

  42. 00:33:35

    can the vulture eat a ship that hasn't yet been destroyed yeah is essentially as I talked about and the ATV that there's multiple processes to salvaging so you can go in and strip all the components out if it's not destroyed that's fine it just makes it a little bit harder to obviously get in because there's probably gonna be people in there they're probably not too happy on you taking all the stuff out there ship if there's not people in there it's probably gonna be powered on so you're going to need to do some breaching to get in to get all the bits out and then you the first step after that is just creeping the whole so it does need to be destroyed too to go along and take the stuff off you said that my mind instantly went to can

  43. 00:34:24

    the salvage charges being used as breach charges like I'm just gonna salvage this door so unorthodox but probably will work in Orthodox as my that's all three of my name's I didn't quite aligned this Salvage charge to the whole properly and now it's on the door to shame okay is the vulture most effective in a fleet or can it truly do well so I can do well solo if you're in a there's plenty of ships that with envisioning envisioning visioning because I think we said the reclaimer can take essentially a connie's worth of a full connie's worth of salvage I think probably it can take

  44. 00:35:14

    a little bit more now the back hold is quite large we fed Connie in their whole alone crushed up so for the vulture with something in the the sort of extra small ship range m58 5x maybe a little bit larger Gladius boys if you take everything everything out of it and that's a lot of volume to grind and compact down so it's it's it's a whole new version of the ever-popular star citizen game will it fit yeah well have you salvaged this first you're not can we salvage a big Betty's easily sleep don't do that yeah if you're in a big if you're in a fleet you can obviously take bigger thing but then yours then you've got to come up

  45. 00:36:02

    with some gentlemen's agreement on how much of each day oh you take the left wing I'll take the right wing and then we'll meet in the middle of the hole somewhere I mean it could get a whole argument like a whole scene like from the matrix where you just got a whole bunch of yeah vultures and they're all you know they're all just basically stripping the ship yeah on something really big then yeah pack of them is not going to be able to strip everything so it's just gonna be this sort of feeding hotspot mm-hm should be great further ships and players to come across all these though not defenseless but not designed for combat which is now obviously a salvage gameplay is not you know it's not complete its it's obviously not implemented in game so the focus right now as far as the assistant

  46. 00:36:50

    those kind of systems are on mind coming in alpha 3.2 do what do we imagine knowing full well that this can change over the course of development how long are we currently thinking it would take to salvage something like a Hornet that's it that's a tiny question okay yeah it's not gonna be a point-and-click come back five minutes later job yeah it's an important distinction I figured I would try it guys but there's there's there's that there's the ship systems and there's the game systems and and while they certainly interact and stuff they are usually two different does the design principles so when we get closer to actually implementing Salvage in game you can

  47. 00:37:35

    be sure that will will have a will have a hole one of these with Tony and whoever is working on salvage to answer you know savage specific questions what's the on the back of the vulture there's a there's a there's a thing with wings that look it almost looks like a little drone sitting on the back well yeah we had a lot of questions in the thread last night about whether that was actually a drone or what purpose does it serve or to kind of detach and fly around it can I be a falconer in space what is the thing with a little spoiler in the back it's just a design detail I guess who could you know I guess it would be perceived as some sort of scanning equipment essentially but it doesn't there's nothing exciting as it detaching and you flying around and

  48. 00:38:23

    scouting or having a mini vulture a baby vulture just detach no there's none of that sorry I'm done we go over all these steps with such a fine-tooth comb and we just don't spot things like that and straight out okay yeah are there any monkeys hidden or I'm sorry any parents hidden in the concept art for this one fall no there are some birds though so you know one of the key are images you know with what's the word you know we featured the vulture in there but for those of you wondering where the heck that question came from we send you on a scavenger hunt there is an image that

  49. 00:39:14

    has a parrot hidden in there that Paul and his team decided to Jasmine sneaked in there I had thought you know maybe we'll make this a new thing we'll just try and squeeze a bird into a piece of concept art on so you know got some we've got some concepts are starting pretty soon so who knows another question for me now for you guys oh why no special skins or other boons for ordering early war bond because if you do something every time it's no longer special it's it's it's you know it's just like with the book with the with the Vulcan or we did different skins and some ships have you know costumes if we try to we try to change the things around we do because because you know this is one of the things you

  50. 00:40:01

    strive to avoid in any project management development is stagnation and the idea that you're just doing the same thing over and over again so sometimes a ship will have a special thing sometimes a ship won't have a special thing sometimes the special thing that if it does have it will be vastly different things and for this particular promotion the advantage is the discount on the price so which is pretty good if you ask me else do we got salvage charges do we do the it does the advent of savage charge mean that we can salvage without the use of something like the the vulture or the or the reclaimer can we take Salvage charges out in the back of our freelancer and then use them and bring stuff back to

  51. 00:40:49

    the freelancer so in theory yes you they obviously enable you to starts playing bits off ships so there's nothing to stop you're using them to the to do that if you've got a way of getting those bits back into your hole there's nothing to stop you doing that either where it all sort of starts falling apart is when you come to go to sell those bits so if in a salvage ship it's all been nicely processed maybe it's been refined depending on the ship maybe it hasn't so that dictates the value and where you're going to sells it if you rock up in your freelancer with oh hey I've got the the tail fin of a hornet here yeah and processed damaged if we give you the ability to sell that it's going to be

  52. 00:41:37

    nowhere near the effectiveness of turning up and your vulture hey I've got twelve sau of processed Hornets give me all the money yeah because I don't know if we I don't know in the concept are liking that stuff that will be released like today Francesc we don't really show the interior of the the cargo hold but we have basically figured it all out there is basically you could there's the business dot the nod to the reclaim and where you can actually see inside all the processing equipment and then basically it all gets back to this like a peak process didn't compacted into a box in it and basically it pops out of box ready for you to just go and sell essentially the reclaimer sort of we're not quite sure how the reclaim is gonna

  53. 00:42:26

    fill up its hold whether he's gonna use a similar bigger version of that or whether it's just gonna be raw cube reserved compressed metal but it'll there's the ability to have those two different states of is processed metal in a box easy nice ready to go ready to sell or whether it's just like the raw scrap compressed in a box you take that to a manufacturing plant or you can perhaps search a refinery or you can get your reclaimer to even process it more into those boxes so you have the options there to change the output yeah John the hypothetical would a vandal salvage ship be immortal good question it's actually not me that's quince a Quincy Porter he

  54. 00:43:18

    said it and I almost lost my cool that's a vandal salvage he's a DC comic character anyway he happens to be a mortal Vandal Savage Vandal Savage I appreciated you Quincey for Terr and you you keep dropping those in the chat this one of these comic book things I mean I appreciate back when we first started pitching the ship during the during the December you pick the next strike ship we one of the words that were that was applied to the vulture at the time was stealthy now is that stealth and in the traditional sense where it's got self components meaning a loss danger or is that stealth in that it's a whole lot smaller than something like the reclaimer and it's it's stealthy by its size not its components it doesn't have

  55. 00:44:06

    any super Draco tech stealth stuff on it it's just it's a one-man band ship even though it's got those two booms out the front but it's still very compact compared to just turning up in your claimant she's going to be this huge signature I think in the the ATV where we talked about it or you guys talked about it was you can sneak in to things that are happening so battles that are going on it's it's such a relatively small ship that you're not going to notice against all these fighters whizzing around so you'll be in there grabbing bits whilst you can being the opportunistic scavenger what can you tell us about the vultures defenses it's not particularly great it's to size ones

  56. 00:44:57

    it's not combat ship yeah it's got armor it's got size one guns to annoy people that are attacking it and put them off just got countermeasures but it if you're dogfighting in it its unless you're dogfighting another vulture or something similarly armed like the prospector it's it's not designed for that at the end of the day next question in the chat says what will the loaner be for the vulture please report that we anticipate the loaner for the vulture to be the prospector so so the the vulture will be a neat opportunity obviously the vultures is just a being revealed as a concept today or yesterday and today and we're not it won't be implemented in a

  57. 00:45:45

    game anytime the traditional you know soon right but uh but if you do decide to pick up a vulture you will have access to a prospector in the interim so with mining I'm coming in a very couple weeks yeah I just I don't even have a watch I don't know so that's a pretty pretty good deal there if you if you don't own yours if you don't own me you don't own a prospector it's a pretty good deal there I think let's see what else do we got so you already I think you already touched on this before but what do you do with Salvage material once you get it so yeah you touched on there's some kind of refinement process inside the the vulture yes so the vulture really just crunches it sticks in a box ready to sell mid to long-term well if it was

  58. 00:46:40

    in the game today what you'd be able to do with it would be able to take you to the various outposts and sell it for various prices meta long term you'll be taking it to manufacturing plants so they they're obviously gonna be in the universe they they need raw materials to create things so you'll be able to go there and do trading we want to look at like I said different options for onboard refining sort of like how the Starfarer mmm can refine fuel into different grades this would be the same whether the vulture can do that or not at a bare minimum it will be chopping it up and presenting it for sale but whether we let you sort of smelt it down or leave that to the refineries is its again there's a Tony thing but it's the

  59. 00:47:29

    supply and demand system of manufacturers and refineries need these raw elements you're the ones to get it for the price you sell it to them if you're able to refine things you can probably go straight to the manufacturing plant if not you need to go to the refinery you've got that onboard cargo capacity so you could go to the other end of the refinery pick up the same amount of refined or or refined metal take it to the manufacturing plant so you do you don't just have to do the scrapyard to refinery loop over and over and again you can you can be that intermediate person you could even go to the manufacturing one at the other side that take out what they've manufactured take that somewhere to sell yeah Paul we have a follow-up question for you you just showed us so many concepts you landed on before the final version

  60. 00:48:17

    is this normal and the pipeline to go through so many different ideas I mean we do we do do a lot I mean basically but this this was probably like sort of shift maybe 50% more than we'd normally do I mean what normally happens is we try well different artists work in different ways right so some work some happy to work in 2d so they you know they do the thumbnail sketches some some of the 3d only so often we generally try and sort of aim for three three options to present to Chris and they're all they're all good but they're all different you know they're not just likes like you know wing here or wing here because that's that's neither here

  61. 00:49:06

    nor there they've got three big style changes yeah and so yes the this one there was a lot but we've got I mean we've got we've got another one just in process where it's there's a lot more there too so I just realize I could see me as myself in the reflection when exploring the shapes and forms Paul does the artist explore the shapes or does is design involved in figuring out shapes the design is you know design is kept in the you know we work together but design basically works from a functionality point of view you know is the gun in the front on the top at the bottom navigation you know does this work well over the years we've changed the process quite like it used to be designers would

  62. 00:49:54

    come up with brief and we do white boxes of how we think it should be and really the ones sourcing reference but that sort of ends up down a path where the people working on it felt very constrained by what it had to be so we sort of took a step back we we just do the brief if we got some really cool ideas on how we think it should work then we just include that in the brief but we don't do any more than that until I've had a good go at coming up with these shapes if they want to confirm their things risky in terms of is this still gonna fit the brief then we we work backwards and for than that but by the time those three big shapes go to Chris they we know that they'll work with the design those three might have come out of 30 quick sketches and quite often Chris will go well I want the

  63. 00:50:45

    front half of that one the back half of that one but the colors from that one and then we go there from there and then design and I get much more hands-on as we build out from there says it's a waste of both to it's time if we spend a lot of time working on the details of those early stages because two out of three are going to be completely thrown away bare minimum so we wait for the vision I mean generally we have like two weeks we sign two weeks for that initial look basically so that so that's you know got two weeks boom let's go let's see what we can you know we know what it has to do you know like it has to you know and then we sort of where we can try and think out of the box and so by just having this sort of spec list from

  64. 00:51:34

    design it's just a it's just a wall of text and tick boxes and we change the template queries it used to be this huge long design document there's like six pages for the pictures and white boxes and it's now one sheet of a4 paper with tick boxes up it does this it must have this it must account for this made people so it's kind of like getting a recipe without without the pictures so then the artist isn't doesn't have a preconceived image that sort of can dictate how it starts so basically just by having this set of information they can you know ideally just come up with they're free to come up with different ideas and that's just part of the process you have to you know any of the any of the ships any over cut any of the like you just look at and any of the

  65. 00:52:23

    concept art that we do there's always a lot like a like history a large history of stuff that wasn't right you know didn't work for so x.x reason didn't look quite right but you know you start wide and then you you know you just slowly narrow in and in and you know if the starts just rough and loose you know and you know that you know you're gonna be throwing them away so you don't get attached but you just like boom boom boom boom and then and then just keep keep polishing keep polishing sometimes we we look back at them when we're coming up with other ones who go actually do you remember the early version of this ship that everyone hated for that manufacturer because it didn't look like that manufacturer row it actually looks now that we're doing this one we could

  66. 00:53:11

    look back at that one hmm I we we're pretty much out of time but I want to do a couple lightning questions here just questions that came up in multiple sources and just lightning fast quick answers does it have a bed yes does it have a toilet yes that's it guys let's see we said we said that you have to climb up to get in once you've climbed up on it where do you enter the bed to the toilet this yep the cab yeah so basically yeah um you know this hand holds up one of the but you know one of the arms climb up to the cab and again it's got that very sort of industrial construction feel the door has sort of swings open and there is a there is a you know sealed yeah it's a sealed space

  67. 00:54:02

    basically so you're not venting the whole ship and then you get in and then the seat moves and you get in and you're all good and all the instruments fall down from the not fall down but fall down if it fell if it fell down that would be kind of bad right you can also get in through the ramp at the back from the cargo bay there's a sealed shaft to get you up from the cargo bay to the living quarters which is what we're talking about at the start which we couldn't remember if we actually put a lift in the end or actually I think it's been both at various times throughout it so it might have both in there like a little lift with a emergency ladder in there so I think the lift actually makes a seal that yeah so it is sealed so the back can be open and you're not venting yourself in the cargo bay in cargo bay in the living quarters

  68. 00:54:49

    we have they leave of course has a door to the the cab so I'm guessing they don't have the term lightning around in the UK no no I love people I will never complain about that about anybody giving me more information than I asked for so let's see but that's it that is all that we have time for now so thank you so much guys thanks for taking the time to be on the show John of course thank you for for being here two weeks in a row Paul thank you for volunteering to be on this last week and then that's not being able to use you for the show but you so I I again it's you I can't do my job without you guys so thank you so much well best all right guys we're gonna take a short

  69. 00:55:38

    break and when we get back well I'll do the wrap-up stay tuned real quick guys what happens if you salvage a vulture that's got Salvage in the in the hold okay extra Salvage that works well that does it for this week's show a special thanks to Paul Jones and John crew for taking the time to be here on the show with us this week some quick housekeeping before we let you go the drake vulture promotion begins today and will run for the next several weeks so don't miss your chance to get in on the ground floor of a promising career in salvage and then next week we've got another all-new episode of calling all Deb's with your backer submitted backer voted on questions including one about insurance timers I know I wonder if I'll have to do it another correction next

  70. 00:56:27

    Friday and then of course we'll be right back here Friday probably with that correction on the insurance timers because Mike life is full of questions and answers and clarifications and well that's that's what happens that's what happens when you do game development live in the ocean live in the middle of game development it's I wouldn't have it anywhere the way you guys deserve it or reverse the first live I forgot my name I'm Content Manager for global video production Jared Huckaby I'll probably see you next week everybody you thanks for watching for the latest and greatest in star citizen squadron 42 you can subscribe to our Channel

  71. 00:57:15

    or you can check out some of the other shows and you can also head to our website at

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

Squadron 42

LiveSQ42 Launch Subathon

$2,100of $3,000

Getting Sub to Manchester for the Squadron 42 launch

Next giveawaySubscriber Store pick
$50to go