Star Citizen Live | Lots of Ship Talk
Transcript — every row opens the video at that moment
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change back. There you go. We haven't done this in a while. Hi everybody. Happy Thanksgiving. They just they couldn't get me the the pumpkin pie in time. So, and I mean I love you guys, but your pumpkin pie. You guys don't have any pie. I've had mine. No pie. >> No pie. Just me. >> No, you don't really do pumpkin pie here, do you? >> No. >> No. We carve pumpkins and >> pump Yeah. pumpkins go out once a year. Yeah. >> I had a fascinating conversation with the rest of that team about that actually cuz back home we used to carve up turnipss instead. >> Oh. >> Cuz you couldn't get pumpkins in the supermarket. Like big pumpkins. You just couldn't get them. So you used to get the biggest sweet that you could carve
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that out. That's what you'd use. >> They just charge twice as much for those nowadays >> nowadays. Yeah. They used to be dime a dozen. The studio experience team, uh, delightful that they are, went to Costco because we still have a Costco here, and they came back with what they approximated was an American Thanksgiving, uh, meal, which was a pumpkin pie, red vines. Crazy delicious. >> Not twizz twizzlers. >> Not Twizzlers. >> They not. >> Get the f out of here with Twizzlers. >> No. Red vines and Twizzlers are not the same thing. >> Twizzlers are solid. >> Not even close. >> Oh, are they? >> Yeah. Twizzlers are outright plastic. Okay. Pancakes hobo says Twizzlers are greater than red vines. Can we ban him from Twitch chat, please? Uh Reese's peanut butter cups and Welsh's fruit snacks. A proper Thanksgiving meal.
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I realized I took a bite before. >> So you're really brave [laughter] eating the opening. [clears throat] >> Welcome to Star Citizen Live. a lot about a lot of ship talk eventually. I'm your host Jared Huckabe. And if you've never seen Star Citizen Live before, well, it's usually where we take about an hour uh out of our out of out of our week and uh talk about all manner of things related to the ongoing and continuing development of Star Citizen. Uh today, we're going to go a little bit extra because we haven't done a show in a while. Let's see if we can't make up for it and uh answer as many questions from the community, as many questions from my own curiosity uh as we can. Joining us on the show this week are three members of our esteemed vehicle content team. Uh we'll go ahead and uh uh start here immediately to my
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right. Uh tell everybody who you are and what you do, John Crew. >> Uh I'm John Crew. I'm the vehicle director. So I look after the whole pipeline of all the content, >> all the teams, all the studios. So everything related to a vehicle is your fault. >> Correct. >> That's not remotely true. [laughter] >> Most things though. >> Yeah. >> Ben, who are you and what do you do? >> Uh I'm Ben Curtis. I am the vehicle art director. So I look after the visual side of the vehicles, I guess. Make sure they uh look as good as they fly. >> So you don't like how they look? >> Yeah, that's my fault. >> It's all his fault. >> Everything else, though, is [snorts] >> Yeah. If if you didn't care for the uh for the fin on the L21. >> [laughter] >> his phone. >> We get it get it out well at the beginning.
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>> Uh, and uh, Mark, who are you and what do you do? >> Uh, my name is Mark Gibson. I'm the lead vehicle content designer and I make sure what John wants to happen actually happens. >> And when do you start doing that job? >> Uh, probably in the new year. Okay. Uh, Tazda in chat says, "Question. Should I have bacon and eggs for breakfast or beans and toast?" Bacon and eggs. >> Bacon and eggs. Bacon and eggs. >> Beans and toast >> or both? >> No. Yeah, both. >> The better question is how do you do the eggs? >> I'm a simple man. I like scrambled. See, I always want to do them fried and then when they go wrong, they turn into scrambled. >> That's fair. That's [laughter] a bad catastrophically. >> Yeah, that is a bad >> for some reason. It's the one thing I can't cook. Eggs always go wrong for me. >> [clears throat]
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>> So, one thing I like about this beginning of this show is that there's a whole bunch of content creators who are like, "Bring back the shows and whatnot because we need your content to make our content, whatever." And I I'm just like, "Yeah, yeah, that's why we do it." Um, I'm just wasting your time. I'm just I'm just [snorts and laughter] thinking about how many how how many rereamers and they're like, you know, waiting are waiting to to to watch and to have comments on things and we're just wasting time talking about >> eggs. It's important. >> In all fairness, we did say we're going to ask community questions, and that was community questions. That was a community. [laughter] >> That was a community question. >> That's the one. >> So, um, all right. So, this show's going to be a little different. We're going to we're going to do some general chat. We're going to we're going to we're going to talk about some highle things that I think are important first, and then we are going
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to get to the uh uh community questions. Like I said, it's going to be a longer show than normal. I can't tell you precisely how long, but uh there's a lot I want to talk about. Uh we haven't been on the air for a while. You know, Citizen Con notwithstanding. So, I got you guys here. I came in on Thanksgiving. I want to make sure that we get the most out of this time. So, let's start with some some general convers some general stuff about ships in general, the project and whatnot. I want to start off with this year. This year, if my math is correct, and please you guys Correct me if it's not. You have now delivered 27 vehicles this year. So my question is WTF like how did this happen? Uh and
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what's this change been like? >> Uh it's been pretty fullon. Um we so at the start of the year we talked about doing this year of uh quality of life and content. Uh so we sort of knew we were going to be working at this pace ahead of time. Um we knew that uh there was a lot of content to fill, a lot of ships to fill. Uh I think we've done a pretty pretty good job of that. Big thanks to the not just the team that works on the ships, but all the supporting teams like all the people who do the web pages and the marketing art and the trailers and economy side QA everybody because it's all just a big group effort especially to do it at that scale. Like it's the most we've ever
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done in any year. >> Uh last year was 20 I want to say 23 or so. So even more this year is a big big improvement. Um but yeah, it's it's not gone without its challenges, but I think we've done pretty well on there. >> Yeah, I think um I I'll be honest, I lost count of how many we've done this year. It's been >> a lot. I think I think the kind of like the transition to the you like the monthly releases and everything. It's you know, it's been fullon, but I think we've kind of weathered it pretty well. I think the you know, there's been no secret that we've been kind of expanding the vehicle team a little bit over the last couple of years, and we're kind of starting to, I guess, uh see some of the benefits of that. Um, I think we've also, um, kind of or I guess we're still in progress of kind of like changing some of our, um, processes and and how
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we kind of tackle ships. Um, that has kind of allowed us to speed up. Um, our concept team's grown like you everything has kind of grown a bit to allow us to kind of get a little bit more kind of uh, throughput. Um, I think, you know, it's it has been a challenge, but I think we've um I think the team are in a pretty good place with what they're able to deliver and the speed and what we can deliver. Um, we've, you know, ticked off a few big ones, ticked off a lot of small ones and and it's kind of finding that that that balance of um, you know, getting through some of the big ships, but also still being able to deliver a whole bunch of kind of new and exciting ones as well. >> Finally getting the address out the door finally. >> Yeah. Yeah. >> Yeah. Yeah. And I mean I mean you know some of that stuff um you know we kind of got thanks from the other the other teams on the other project that that helped us with that kind of side of
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things. But um yeah it's been I think it's been a a busy year but it's been a good year. Like everyone's come to the end of it. It's like yeah you know what we >> very proud of what the team's delivered. >> Oh yeah. >> No. And it's been reflected in every metric. Our daily average users are way up. Our concurrency is way up. >> Yeah. So, >> and I I think some of that stuff as well, to be fair, is um we can't lay claim for that. Like some of that side of things, you know, if if the the plan at the beginning of the year, for the year of kind of stability improvements, I think has meant that there's more people want to play and they want more ships to play with. And so, you know, the the kind of work of some of the other teams um outside of the ships that kind of helped with that side of things. >> So, I want to follow up with another question. So, 27 ships. Uh, about how
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many were from the backlog? Like, like like my my next question is there's this question that always happens. We're just going to jump right into it, guys. Here, you know, the the decision between making a brand new ship that nobody's ever heard of, straight to flyable. And by the way, I want to you miss the fact that not a single concept ship this year. This is our first year we've done entirely straight to flyable or backlog ships. You know, no more, you know, the era of of selling JPEGs or whatnot, as the you know, folks on the internet like to say, done. But where was I going with this? Oh, but the choice between the backlog ships, like how do you how [snorts] does that work? You know, there there's folks out there who were obviously waiting on their BU merchantmen for however many years. I think it's almost 12 at this point and
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stuff like this versus getting a brand new ship like the L22 or whatnot. How how do you make these decisions? >> As we've said this a few times, but as you say, always someone's first show. Um, when it comes to the backlog ships, uh, quite a few years ago, we decided that we're not just going to release ships that just don't have their gameplay loop, um, or like their main gameplay loop. And for a lot of those older backlog ships, they rely on features or gameplay loops that just simply aren't in the game or won't be in the game within the period of time it's going to take to make that vehicle. And I can't remember how many backlog chips we did this year, but I know the backlog has gone down because of it. Like we've not added to it. Uh it's net decreased. Um, so when you look at the ones that
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are left, there is a sizable proportion of those that fall into that camp of they require feature gameplay loop. And we just we don't want to start and go through a whole vehicle to get to the end and not be able to release it. We'd rather use that time and resources to do other things. So the backlog pool of ships to pull from is relatively slim. So that has to be balanced against we've got 11 patches this year. We want to have a ship in every patch. We've got fleet week and uh IE which we need to have a lot of ships in. So >> it's always a back and forth of >> shiny new content, upgrading older content with gold standards and then delivering backlog ships.
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>> So that's a good answer and I say you said we have answered it before but it's it's important to continuously reiterate this again. some for a show and sometimes people just don't pick it up from the from the first time. It's while we don't always succeed. Obviously the the the clipper just went out. It's got a it's got a crafting fabrication station in there. Fabric crafting is not in just yet whatot. There is a certified and deliberate e effort to only make ships that come with their with their gameplay whenever possible. in that and that's a major factor in why we make certain ships versus some other ships while making 27 ships this year and while working down the you know not adding to the backlog with no new concept ships while work you know cutting down the backlog with delivery
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of of those ships you also I think everybody's aware at this point that we're on the cusp of releasing finally our first version of engineering like we've been talking about engineering so long the first time we mentioned it, I was dressed as a vampire like like [clears throat] that's how long uh it was it was pre- pandemic and we are on the verge of finally delivering this this first version of of engineering that we're currently shooting for um December before the end of the year. But obviously this has been a massive undertaking for your teams because you have to go back and as we're as we're approaching nearly 200 ships now, you know, not just convert the old ships to work with the new system, adding components like this, but making sure you build the new ones with this in mind. Uh how's that been? That's been
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crazy. Um it's it's a huge amount of work and it isn't just a they finish the feature, here's how you do it, off you go. we we work with them to do the prototypes for it as well. So we actually test out and implement on normally a test vehicle that gets chosen. Um but then to go back because we've been developing ships for 8 n 10 years at this point, it means that how we've set stuff up over the years has changed as well. So how we have to deconstruct and then reconstruct it to work is different depending on when the ship was released. So on top of having to actually get the ships out and release all the new content, any downtime is spent a combination of either bug fixing, quality of life for existing ships or
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doing all of this feature support. Um, right now the entirety of the vehicle design team is off doing tweaks and changes to improve how features coming out in December feel and experience. and we're actively making changes to from what we thought it was going to be to what feels better and is a better experience. Literally right now the team is sat doing it probably listen to me talk about them as well. >> Yeah. I think that's like, you know, part of the challenge is um even like simple things like make sure the ships have got fire extinguishers. Like we've known that's been coming for a while and we've been adding them to a lot of our ships. Um you know, as soon as we kind of knew that was coming on, but we didn't necessarily know exactly how that system was going to work and uh we had no real way of kind of like testing it. So really now a lot of the time is you
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know you think oh yeah most ships got function which is fine but we still need to go through test them all make sure they all work realize that oh actually you know there's a bit of collision that is a tiny bit too big that looks fine but we had no way of testing it and and it's those sort of little things that kind of catch out on the art side we're probably in a better place because you know our side is um less impacted by it. I think it's really kind of the design set upside this kind of weathering the >> for engineering there's a lot goes into it that players just don't see. Um so we I mean we could spend two hours talking about how we do it but essentially it's and we've been doing this process under the hood over the last 18 months, two years. >> Yeah, near enough. >> Basically stripping out the old item pipe system, replacing it with resource
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network. Um, that was a lot of manual labor to do that. >> And the way that's been in the game since before 4.0 has just basically been all the items just automatically connected themselves. That was just to get the system in functional. And now we've been doing the passes of actually physically linking all the items correctly to the relays. So people will have seen in larger multi cruise ships that have released the last two years, physical relays, physical items, and it's literally connecting up the resource network for those. So when you have a ship that has an engineering screen, you can see all these connections, you can manage it. And for the initial release, everything will support engineering. It just comes in different sort of stages. Um it's obviously everything has to work. Step one.
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>> Uh >> ideally, >> ideally, ideally, >> it's not the requirement. It's not always a guarantee. >> It's not always a guarantee. >> Let's just be real. It's not always a guarantee. Um, but obviously a single-seater is less work and less requirements than say the Polaris where a single seater you you have the ability to repair your items through the MFD. And that's our sort of fallback case for a ship that doesn't have physical components. You could be able to do that gameplay from the cockpit from an MFD. And then as we go through the ships physicalizing all the items, adding engineering screens. Again, not every ship will have an engineering screen because it just doesn't make sense to do >> No, >> you get more and more of that gameplay unlocked, but it's not like if a ship doesn't have physical components, it's
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way better than one that does for the gameplay. They they both get impacted the same. Uh Mr. Mal Zero in the chat says, "What about armor?" Well, yeah, it's coming too. So, engineer's been on tech preview for a little while. It was on tech preview without armor. When it they they just finished the code checkin, I was talking to Torston earlier today. um when it returns to PTU, [clears throat] I think tomorrow, the day after, the day as soon as as soon as the the build is st is where it needs to be, uh armor will the first version of armor will be in as part of uh engineering and it's going to dramatically change the balance between ballistics and lasers and all that stuff.
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>> Different tiers of ships and everything. So, it's just fundamentally different how combat's going to play out. >> Yeah, it's it's now it's now you're now gonna have this choice. You know, sure, I can use lasers if I want to peel down the shields and then melt the arm or stuff, or if I know where the shield generator is and I've got ballistics, I can punch right through that and take those out faster. It's like, it's going to be a it's going to be a real interesting uh uh challenge and change to to to to combat. You know, the more you know these ships, you know, the the the more effective you're going to be and stuff. And then of course, you know, continuing changes to flight, the flight model will make that better and stuff as time goes on. >> It it also massively benefits people actually taking larger crews because if you're trying to fly on your own, you can't go around repairing all the like components in the bigger ship. So, it
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encourages to actually go out with your friends because stay in the fight a bit longer. Um, it's going to be huge shift in the dynamic of the multi cruise ships. Yep. So, uh, we've got an ISC that'll air next week, uh, that we shot with Torston. Uh, it'll it'll go over a bit, um, when the PTU goes. You you'll learn more about engineering from from PTU and then you will from from the ISC. And, uh, and then we're working on a big engineering doc to to release uh, alongside 45. Uh, that'll help explain a bunch of the fundamentals and stuff. So, uh, we're all shooting to get this out before the end of the year. So, we're going to do our best. We've talked about making all the new ships, talked about, you know, the the choice between backlog stuff and whether
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there are still also there's this other class of stuff. There are still flight ready ships who were still needing their gold standard, their gold standard. So, let's explain what the gold standard is real quick. Uh, and if you're so inclined, give me a list of what ships are getting their gold standard in 2026. I know it's a when kind of a when question, but >> and then I can't get in trouble. >> I'm I'm I'm going to push for it. I want to know what ships get their gold standard next year. >> So, uh, gold standard, I mean, it's a term that kind of gets thrown around a lot, but for me, it's about, um, if we were releasing that ship today, making sure it has all the features, all the functionality of a ship that we are releasing that's brand new. So really it's it's going through and just kind of like you know ticking off all of its components. It's you know physical items um the different
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interactions making sure the metrics are correct and it's really just kind of bringing it up to the gameplay experience that uh a a more modern ship would have. Um it's it's less about um kind of making like stylistic changes for the the just because you can. I think I think there's there's you know um something to be said for kind of keeping a ship's history. Now we have you know obviously um you know over the last 10 years or so you know things have improved in how we kind of create the ships. So you know we do tend to go in and make some material changes. We might relight it and and do those sort of things. I don't really want to go in and take away um like the kind of core DNA of a ship to if if we're going that far,
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then I think we may as well do a you know a Mark 2 or a Mark III or or whatever it might be. But for me, gold standard is just bringing it up to the kind of um the functionality that we would would if we were kind of releasing it today. >> Okay, so that's gold standards. There's a lot of questions in the from the community thread and we're going to get to that in a few minutes here. um about the other ways we update yeah the ships. So So there's the gold there's the gold standard which you just explained >> and then there's an outright >> rework. You know you you've got I think it's Polaris owners are are are now um you know somewhat envious of the the Perseus interior. >> Yeah. [laughter] >> Star Starrunner owners are looking at the Clippers second entrance being like where's my second entrance? Uh >> the 600i.
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>> Yeah. Just just just do that there. Sometimes we do a gold standard, sometimes we shoot for a rework, and sometimes we do a Mark 2 as we did with the with the Hornet. So So talk to me about how the choice between a rework and a Mark 2 comes about. So with the reworks versus Mark 2, it depends on what we're trying to achieve and whether what already exists actually achieves that. So using the the 600i as a prime example just as a a talking point for one, the when we made the original 600i, we had a a particular vision for how we wanted the interior to be used and laid out. And then as the game evolved, we realized that the interior just doesn't work for what we actually want the ship to be able to do, what we wanted to
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achieve, what we want the experience to be by you while using it. And realistically, if that ship was left in the state that it was, it wouldn't actually fit its role or purpose within the game. So, what we want to do is rework something like that. It needs to be taken back and then re-reviewed. And obviously, everyone's seen the the rework images, the concept, or this entire thread on Spectrum where people are keeping track of everything for that we've ever said and covered. That that's that's the rework. That's that's when what's there doesn't work. It doesn't need tweaked. It doesn't need things adding. It doesn't need minor changes. It it's straight up. It just needs removing and putting back in. A the gold standard can sometimes be just bringing something up to scratch. So that's adding say the suit locker is missing or
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the weapon rack doesn't work or other features that help the gameplay experience but don't require us to fundamentally change something about the ship. And then the mark twos exist where the mark one the original still works for the role but we want to make it bigger and better but we don't want to get rid of what the original role was being fulfilled. So if we talk about the Aurora [snorts] >> too late too late now >> if we talk about the Aurora um so the Aurora interior Oh man I'm getting in trouble after this. Mark, [laughter] let's do it. >> Okay, so the Aurora is obviously getting a gold It's not obviously, but people are now hearing the Aurora is getting a gold standard. >> If you've been reading the monthly
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reports, >> is it in the monthly Thank God I missed that. Okay, so the Aurora is getting the gold standard. So what that is, the interior still mostly works, but there's some tweaks needed to make it work with our gameplay loops, but we don't need to strip the entire interior back. It it needs a place to put weapons. It needs a place to so you can actually walk inside with storage boxes. It needs a fire extinguisher. We don't need to gut the entire ship. So that's why the Aurora is getting its gold standard. It doesn't need a full rework. And we don't want to change what the Aurora is cuz the Aurora's it it's the Aurora. So that's when a M2 might come along because we can do something bigger, better, different, something we're more interested, engaged in, something that allows it to be more than what it was, but is something new.
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>> Don't give me this might stuff. You you already said it and they already saw my [laughter] reaction. An Aurora Mark II is coming. >> Yeah. Yeah. The Aurora Mark 2 is a thing. I'm not going to go into details about it, but it's it allows us to take the the DNA of what a a Mark 1 is and then expand upon it, make it something different, make it its next generation of itself. >> Yeah. If you look at it compared to the Hornets, [laughter] >> just looked at the chat, >> the >> the Hornet MK 2 and the MK1 side by side, you can tell they are both anvil hornets. Even though they are stylistically very different, they're the same roll. They're the same rough shape. And that's what we want to do with the MK1 Auroras and the MK 2 that you look at it and go, that's an Aurora. It does the same rolls, but it's new RSI style.
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So, why make an Aurora Mark II? That's from the chat. >> Uh, primarily a big visual upgrade. Um, compared to the Mark 1's, but there are so many Mark 1's out in people's accounts. Like, it's one of the most iconic Star Citizen ships. We don't want to just suddenly one day they all disappear >> uh and you've all got this new other ship that you perhaps didn't want 10 years ago. So, it's the same with the Mark 1 Hornets. didn't get rid of them and replace everybody's with Mark's. We wanted both can coexist and yeah, like say as collector's editions for I was here back when the Mark 1 was a thing. >> Yeah. As one of our kind of like iconic starships, you kind of want, you know, it's getting its gold standard to make it to bring it up to what we want that experience to be. And then the MK2 gives
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us an opportunity to update its visuals to a point that it, you know, like I say, it's it's kind of like the new generation of RSI. Um, so it gives us the options to do kind of both the the [snorts] making the originals um function and and play how we want and also doing a kind of a full visual overhaul as well. And there'll be people out there that will be like don't like it. I want to keep Mark 1. And people out there that will be like >> Mark 1's not for me. I love the MK 2. And that's that's, you know, that's a good thing. More options. So, I'm going to say something and I don't want you to react one way or the other. [clears throat and cough] >> Then just don't put the camera on. >> But but with the opportunity, there's been a fan idea out there for as long as I've been
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here, well over a decade for what an update to the Aurora could do. And I just want to I just want to know, have you seen it? And are you considering it? Well, adding ramps instead of STES. [clears throat] Yes, that's what I'm talking about. Absolutely considering ramps instead of STS. Don't worry. Okay. All right. We'll leave it at that. We'll leave it at that. [laughter] Uh and we'll go ahead and confirm that's coming in 2026 cuz why not? It's on the 2026 schedule [snorts] first half. That's [laughter] >> enough. It left to get angry at me. Um, [laughter] uh, there have been a few cargo capacity changes recently. Uh, the raft, which was a big surprise. Like I I didn't even
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know about that until it went live, and I'm like, what? >> This guy just, >> um, and then a few more coming up in the future with the whole series. The the Railin, which we man, which we managed to sneak in there with a little hologram thing, as well as an announcement that it's coming in 2026, which was nice. Um, and I hear even cargo changes to the Ironclad are probably in order. Uh what can you tell us about these? >> Uh let's start with the whole series. Uh the they were concepted back 20 >> 2015 >> 15 >> by the great Jim Martin. >> By the great Jim Martin. Uh back then they were everyone's favorite measurement of cargo freight units. >> Uh how many FUs? >> They had so many FUS. Uh and it got converted to SEUS. And as we've brought the whole series to the game, uh the
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whole C actually I think kept at its original SE conversion rate. The Hull A uh was 48 at concept, but we increased that to 64. Again, >> cargo metrics in our game solidified over the years. It didn't make sense to do this weird 48 because it didn't nicely fit in with the size cargo crates we have in the game. And as part of that, we decided that we want 32 SEU containers to be our largest uh container in the game. There there's not going to be like a magical 64 128 256 one. And that sort of has knockons for the whole D& uh but I want to talk about the whole B first in that we've been working on that. Um and that was 384 SCU concept. It's now going to be
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and it can still land with the cargo fully on planet side and you can get in and out of it as a important thing. There was a lot of finagling to get that to fit. >> We we we we we don't have images and I want to be clear. We don't have images because Ben gave them to me and I forgot to load them up. So you can blame me. But essentially it went from this to like this in order. Yeah. >> Should be a concept art. >> That to that and >> paint pictures with words. Yeah, >> slightly longer, but still within the same uh hand. >> It was a little bit of a headache, but we tried a lot of different things. Um, but yeah, we got there at the end. So, >> Well, it'll be it'll be all right. It'll it'll be a nice reveal when it comes. Uh, and you're you're working on it now, so that's all we'll say about uh that >> Did you just say it's coming in 2026?
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>> Yeah, if we're doing this, let's go. >> All right. Yeah, the whole B is coming in 2026, too. position. [laughter] >> Should we just lift the mold drunk? >> No. No silhouettes this year. We're doing these days. >> Yeah. I got a question about the silhouettes. Talk to me about the railing. >> Uh Railen uh 320 to 640. Uh people have seen the hologram in the halls and seen a lot of comments about the triangles missing. >> Yeah. Uh so >> it's not it's fake news. >> Yeah. It it's not. So the the hologram was based off of um the the you know the game we have in the model we have in game at the moment. Um we are currently working out uh exactly what we're going to do with the cargo on it in terms of I I want to keep the aesthetic say I want to keep it as close as we can to the
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original concept. Um but I also want to make sure that it it it works and and you know like I said we don't want to end up with these weird shaped kind of cargo containers. Um, so, uh, we're trying a few different things. Not haven't nailed it down in concept yet. It's kind of in the next couple of weeks we'll start looking at it. Um, but, uh, it will support kind of just standard cargo metrics. Um, we will keep the kind of like the visuals of these triangles. They may be like a frame that kind of clasps around it and holds it and kind of moves out the way. Um, there may be little end caps. Not sure exactly, but uh, it was just a case of uh, we haven't fully resolved that yet. So that's why it's not on there. >> Okay. >> But they it is. >> Yeah,
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>> that is still the plan. >> Won't go back to the DNA because I forgot to go back to them. >> I was going to go back after we did the iron to but you can do it now. We'll sandwich we'll sandwich some some bad news in with the news. >> Whole owners sit down because this is going to sound like bad news, but it's >> right. >> It's it's the news. >> You look right at your camera there. This one. >> Yep. Nope. The John Crew camera way. >> You're in the bad news camera. Zoom in. Zoom in. >> All the way. [clears throat] uh your cargo capacity is going quite a long way down. Uh so the D and I've got my notes here uh is going down to 6,912 SEU which is a lot of SEU and the E is going down to 12,288 SEU. So gut reaction that's a big drop from I think 98,000 and I can't remember what the D was.
- 00:33:03
>> Yeah. Um, but for years people have quite rightly said, "This is going to be so boring. I don't want to sit and load 3,000 plus 32 SU containers by hand or even in an org. Economy wise, huge concerns. And then performance-wise, also huge concerns. So whilst they have on paper gone down by a big percentage, they are still the top of the >> absolute top. And we have no plans currently to have any ships that get anywhere near those. Like >> I can't think of one that actually beats the whole sea at this point in terms of cargo capacity. So the DNA is still the cream of the crop. Their role remains unchanged as the bulk and super carriers. They're just their seu comes down to >> more reasonable levels.
- 00:33:49
>> Yeah. I'd genuinely be curious to see how long it would take to load a whole E with the original numbers. Like hand on heart generally curious how long it would take to put that many 32s on it. Yeah. And we looked at the concept meshes of it and there's some quirks. >> Uh they they basically add extra spindle for the D and then for the E, >> but the scaling's all like off and there was just no way we could even get to those numbers with the current actual cargo metrics. Like >> the spindles would have had to have like quadrupled in size. Yeah. >> It just it was >> I think it would look >> Yeah, proportionally. interesting. Um, and obviously, yeah, we uh we'll revisit the the concepts when we kind of get to that point as well because they're going
- 00:34:35
to need a pass. >> It's one of those things I'm looking at chat here live. I think a a lot of people suspected the same thing. It's like it's like the numbers never quite made, you know, made sense. They were they were they were a mistake back then. Whatever. Uh these are these are ships that are not coming in 2026. Uh but we know the answer now. We know what the correction is. And uh John came to me gosh it was like last week I think and said hey I'd really like to get this information out there now. There's no reason to sit on it. So I really appreciate uh you doing that. Um back to some better news than ironclad talking about cars. >> Yes. So that's obviously in production again. Monthly reports backlog ships are always mentioned in there. We don't keep them a secret. Uh Ironclad cargo capacity both of them going up. So, the
- 00:35:24
base ironclad was uh 1,536. >> 1536 >> 1536. >> That's going up to 2,24 and the assaults going from 1,152 to 1440. >> I see why you got notes now. >> Yeah, this is why I have it written down. Um, >> again, they may change slightly as we get close to release, but they're it's that proportional change. Um, why did that happen? >> We reshuffled the inside of it. It it's as it went >> it was the bulkhead move and it was changing where the ladders were. So it there was as we went into uh when we went through white box with the actual layout we then get a good chance to walk around and play and feel what the ship would be like. There were a few changes that happened to the layout and how we were orientating everything. And as things push and pull around a little bit
- 00:36:13
there's a little bit more space. It made sense to fill it. So we we end up putting a little bit more cargo in there. It's it's one of those things where there might be a little bit of change. We'll never go down, but we'll we'll sometimes take it up a little. Well, sometimes might go down. Talk about the whole the whole day and um but it it made sense from the layout and everything. So, just got a little bit more cargo cuz it made sense to add it and it looked dumb not being there cuz it looked just like a gap. So, >> yeah, I think that's it, isn't it? Yeah. When we were looking at it, there was some gaps in the cargo grid and it's kind of like if they're justifiable, it's fine, but [snorts] when there's just a gap, it's just people just going to shove more cargo in anyway. So, >> well, it was just cuz the ladders moved. >> Originally, there was paths so you could get to the ladders to the catwalks, but because we moved them out to the side, it just didn't make sense for it anymore. the um Aurora Mark1 sneak peek image that went out a few weeks ago was
- 00:37:05
sat in the Ironclad's cargo hold as a background just for a little bit of a >> Oh, we we didn't mention uh when the when the Aurora uh gold standard arrives uh >> 26 [laughter] uh it's also coming with all those damn >> Kickstarter I've gone pretty Sherlock Holmes on some of the old paints and trolling our archives and and the internet trying to find all the details of the paints that >> going back to the original Kickstarter >> once promised before my time. And uh literally some of the oldest outstanding things uh one of the one of the reasons I one of the reasons I really respect and and enjoy working with John and Ben and sometimes Mark um is is that we can have a conversation at like 11:00 at
- 00:37:53
night about how guys if we're going to do this gold standard we really should dig out these paints. We really should dig out, you know, these things that existed before I was here, before you were here, before you were here. You know, figure out what they are. figure out what's going to what's going to take to get them and and do them and and >> you guys are always down for stuff like that. Yeah, absolutely. If that's something we we're on the hook for and deliver, let's just get it out of the way and stuff like this. It's it's >> I think >> it's just nice. >> There's four that we know what they look like and there's still two or three that I just I can't find any visuals for at all. >> No, they never had any. >> So, uh yeah, we'll just um >> we'll make something cool. >> So, all right. Uh, and finally, before we get to the player questions portion of the show, this is the last question that's from me. Every other question for the rest of the show is from you folks.
- 00:38:42
Um, what was my question? We didn't do a silhouette >> thing uh for Sisagon Direct this year. Um, mostly because the two of you are lazy, I suspect. >> Um, so we didn't do a silhouette. We're not going to do one here today. >> Do it live. Don't don't don't get that hand shapes. >> There's a white board. I'll just drag it over. >> We'll start doing silhouette everything for 2026. >> There were there are still two outstanding ships from that silhouette of things that were supposed to come in the next year. >> Go ahead. We've already We've already revealed We've already said the Aurora Gold Standard is coming next year. We've already said the Aurora Mark I was coming next year. We've already said the uh Oh, I almost revealed. [laughter] >> Not that easy, is it, Jared? When there's so many of them. Tell me what those two ships are.
- 00:39:29
>> There's There's actually three. >> There's actually three. >> There's actually three. So, everyone thinks it was the MTC Silhouette, but it was actually the MFC, which Ben >> announced in the MDC video yesterday. So, that's the crafting. That's the fabricating version of the of the uh >> Yep. Yeah. So, so basically, it's got a it swaps out the rear section for a crafting section. Um, opens up, >> again. Okay. >> Yeah. does this. >> Uh yeah, just imagine the backs like >> It kind of adds a little bit of like shielding so you can get to your crafter if you're under attack and >> reload. Be so proud of us, right? >> Yeah, I know. It's brilliant. It's basically how I'd deal with my team. It's just >> this the classic art director me gift just [laughter] >> um so yeah, we got that. >> Uh the big anvil Atlas chassis one is the auxilia.
- 00:40:18
>> Yep. uh which is if you like the Clipper, it's basically that in a Atlas ground vehicle chassis. So, it has a crafting machine. Same dimensions as the one in the Clipper and a tier 2 medbed in it in a big hulking great. >> It looks really cool as well. >> It looks really cool. >> Yeah. Nice little kind of forward operating base kind of. >> Yep. >> Yeah. One person >> drive it in and you've got your little >> uh respawn and crafting and everything. >> keep trying that bunk mission. >> Yeah. And then the last one, a lot of people correctly guess guest was a Glast Guest was a consolidated outlands ship. Uh, and that is, I think, currently called the forge. I don't know whether we're going to keep that name or not. >> Uh, and you can guess from the name what it does. It's another crafting ship. Uh, it's basically a
- 00:41:08
small to mediumsized solo ship with a whacking great crafting machine, bigger than the ones people have seen in the Clipper and other ships. Um, and it also has a onboard refinery so you can refine goods to make your things you are crafting or fabricating. And then, uh, 11th hour request for it as well was much like the Pioneer, it's super big brother. Uh, it also has ground extractors in it. So you can land on a planet and extract the resources to refine to use for your crafting. >> And I mean with that one, we were fairly early with the concept when we kind of paused it. Um the concept is super cool. It's got this amazing kind of like slab front kind of glass uh canopy to it. >> Full width flat glass.
- 00:41:54
>> Yeah, full width flat glass. So it was a really cool looking ship. Um can't wait to pick it back up, but we I don't know if we'll end up doing better. >> We'll end up tweaking it. Yeah, again it's it's got a like we talked about earlier, we don't want to do things that we're not confident that the gameplay is going to be there in time for its release and it got a few extra things added to it than when we started uh the concept for it. So then that's obviously pause it. >> And obviously if it hasn't been apparent now, the reason those didn't come out last year is because crafting didn't come out last year. >> Yeah. And you know, it was on the production schedule, but we knew ahead of time enough that, you know, we were going to end up with a ship that that didn't have the gameplay. So, we pulled that out of what we put in it place, but we released something else in its place. >> So, is crafting coming in 2026?
- 00:42:45
>> It's above my pay grade. You need to >> That's it. I'll start team. We're going to try. All right. Oh, there's a good question in in in the uh in the in the the chat. Uh I lost it. Oh, well, you know who you were. Um so, let's jump into the questions from the community. So, the the next 30 questions or so are entirely from members of of of our player base. Uh and we've grouped them uh into a couple different subjects. Let's start with some Perseus questions. We'll start with the questions related to our six uh currently new vehicles at IE. Um and the
- 00:43:34
first question, and these are generally in order of what they were voted up most that could actually be addressed. Will you be adding gravitational plates to the outside walkway of the Perseus? >> Uh no. Uh it's >> it was question. [laughter] Uh there's a lot of people love those areas that you can walk around outside of the ships. There's some really fun annoying bugs and technical consequences from it that happen as a result of basically abusing the setup to get that to function. Uh, and for the Perseus, we really just wanted it as this planet side. Like I've landed on a planet in my Perseus, and I've got this nice little balcony on the side of it that I can go out the rear bridge airlock door, then just survey the land and
- 00:44:22
>> defend the ship from. >> It's not to say that we won't ever explore some gra, you know, gravitational plates on the walkway, but not not the physics grid method that we currently use. So, we used to have it on the outside of the character, stop people clipping themselves into the back of it and stuff. It's It's not what that system's intended for. And there's way too many consequences as a result of using it. >> All those people hoovering up transport shuttles and asteroids with the front of their 890s and cars and things like >> It's their fault. [clears throat] Why is the Perseus pilot Why has Why does the Perseus pilot have control over the ship's torpedoes when the Polaris pilot isn't allowed to use the torpedoes? There's a lot of questions from some rather salty Polaris owners
- 00:45:10
who who see the Perseus and like why not me? So, what's the deal with the Tropos there, Mark? >> I'll let John give the good news. >> Oh, >> it is good news. >> It is [laughter] good news. >> Uh, so in 4.5, uh, we're going to allow one of the bridge stations. I We were talking about this last night. Which which one? >> We went for the gun, not the missile. >> The gun one, not the missile. So the back right station of the Polaris uh bridge will have torpedo control as well. Now um it's as you can imagine you can use it from there. There's still a reason to go down into the depths of the ship to use it because you then get that 360 camera and it also has a much larger uh queue of missiles from there. So you >> How many did we sell on there? Eight.
- 00:45:58
>> Eight. So eight. If you want to bankrupt yourself, go down to the basement of the Polaris and queue up eight torpedoes. >> Something you don't want to exist. >> Uh so yes, we do want to um and people will in 4.5 have it. So at least they're on the bridge together doing things. Uh the why why not the pilots? >> Yeah, why not? >> Uh because we sort of want to have some enforced balance there. The Perseus torpedoes are way smaller, way less damage compared to the Plarus ones. >> I think it's there's this thing. It's like when the the the the Mercury Star owners look at the Clipper, you know, it has a second entrance. It's like this. There's this there's this it's easy to want every ship to have everything.
- 00:46:46
>> it's real easy uh uh and completely understandable from a player standpoint. Let's just be let's just be real. You know, you have your favorite ship and your favorite ship can't do something that some other ship does. And that irks that that that just makes your brain itch. But this is my favorite ship and I want my favorite ship to do everything because it's my favorite and this this is the last ship I want to fly. But weirdly, that's not exactly great game design. You don't want everybody to just pick one ship and that's the only ship they ever fly for the rema for remainder of their time in the game because that becomes boring. You want choice. You want you you you want compelling differences between this ship, that ship, and the other ship and stuff like this. So, while there's certainly things that can be done like like adding the,
- 00:47:33
you know, the control to another station, you know, behind the Polaris and stuff to bring certain things into par, you don't want this forced equalization of all things. >> Yeah. without even looking at chat over there, I can already tell they're going, "Well, the pl the Polaris doesn't have this. Why? How why does the Idris pilot get the rail gun?" And I can see that and it's a sort of different problem in that if you don't give the pilot of a ship that has a fixed weapon on the front of it control over firing the weapon, it's basically useless. You will never hit anything trying to coordinate between two people with something with such force accuracy. That doesn't mean that we're happy with how powerful that rail gun or beam is and won't look to balance that in the future, but it's not justification for the Polaris pilot or
- 00:48:22
co-pilot because we had also had this discussion, why do we just give it to the co-pilot, the Polaris? Well, then no one will sit in the pilot seat because they would go sit in the co-pilot seat because they can fly and then shoot the torpedoes at the same time. So, it's all sort of a fun multi-layered thing and it can seem like, oh, they're just ignoring the problem, but it's there's lots of things to >> Yeah. And I think that there's loads of balance things and there's loads of things that we've just learned over time that we could improve on. And we're not saying we're never going to go back and make improvements to ships, >> but these guys are trying to balance them. So, you just wandered into one of my, you know, I' I've got I've got my I've got my seven catchphrases, you know, that have developed over the last decade and a half. And one of them is that every ship that you guys make is better than the last. I mean, I I really
- 00:49:09
truly believe that there's this there's this idea that it's again, it's another really easy idea to fall into that we just know everything in 2012, we know everything in 2014, we know everything in 2016, we know everything in 201. We don't learn from each ship that we make when the reality is we do. And we should we should learn from every ship we make. Um uh uh not Falco. Oh gosh, I can't think of his name. When we were talking about the Perseus >> Yeah. Um yeah probably you about the signage on on on the Perseus. It it's it's just it's >> it's we should learn about learn from these things and get better with every single one. >> You want me to go into this or not? Have we got time to talk about Perseus Polaris and things? >> Yeah, by all means do it. >> So I I think so there was a little misconception over the the Polaris is
- 00:49:59
that um you know we we didn't have signage because we didn't know what we were doing or we didn't have signage this that and the other. I assumed you I'll be honest. Um I didn't want it to be overly signposted. And was that right? >> Probably not now looking back at it because the the general feedback has been people much prefer it. For me, what I was trying to really what I was trying to do with the Polaris was I wanted it to feel like a cold, intimidating kind of brutalist space that that wasn't like particularly welcoming, wasn't particularly well signed. Like there were all decisions that we were making to try and make it feel um just just somewhere that you know was a war machine. And that was kind of like the vision that we were trying to I was
- 00:50:45
trying to put into it. Did the team ask put signage? Yeah, some of the team did want to put signage on it and I was like actually I don't I don't want to overcook it. Um obviously uh on top of that it was the first time that that we were you know we were learning a lot as we were going. We were building out kind of RSI kits. We were kind of investing a lot of time into like the the underlying um uh structure that we needed to then be able to build future ships quicker and and smoother. Um and I think you know obviously with the Perseus we saw that a lot of the feedback was people didn't like it. People got lost. They didn't like the lighting. we thought it was bland and everything else. So, we used the Percy as an opportunity and and the the NA team, they did, you know, a fantastic job with it and all credit to those guys that they looked at it and they were like, "What did we learn? What we going to improve?" And it it's, you know, resoundingly been a success.
- 00:51:32
Everyone seems or from what I've seen, it's been very very positive in how that's been received. Are we going to go back and and change that on the Polaris? Are we going to back and make changes? we will make changes when it's it's it's not coming tomorrow. Um so yeah, we need a little bit of time to kind of go back and focus it. We are making some quality of life changes sooner rather than later. But what I don't want to do is I don't want to kind of like knee-jerk react, make loads of changes to it, put it all in, and then them not be, you know, just kind of rush it. I'd rather kind of do it do it right and have a little bit of time just to kind of um let the dust settle, look at what what was really successful, learn from it, and go in and make those changes to it. So, uh I was trying to do one thing and it turned out people didn't like it. And that's fine. Like that's absolutely
- 00:52:20
fine. And and I'd rather have the opportunity to go in and fix it. Yeah. >> Then actually no, screw you guys. You're kind of done. Um so yeah, we will get back. We will kind of make updates to it. Will it be as colorful and bright as what the Perseus is? Maybe, maybe not. But I want to experiment with it and try it first before I kind of hard commit to Yeah, this is exactly what we're doing. >> I appreciate your cander on that. Uh Chad's made that comment a couple times in the in the show in the show today. It's it's one of the things I like about getting to do these shows is that we get to just be real candid about that kind of stuff and and yeah, it's it's some things happen because of it takes a village and there's 30 people
- 00:53:07
involved in that and and and a thing is like that because it has to be the synthesized decisions of 30 people and that's why it ended up that way and some things are >> I wanted it that way and And you know, I take I take credit and also responsibility. >> Responsibility. That's that's >> Exactly. And I really appreciate you saying that. Um and whatnot. And again, just to read between the lines there, um >> eventually he said he'd go back and look at some quality of life stuff in the in the short term, but this like like the folks who have been waiting for the 600i, you you know, rework. This isn't a rework, but it's just when we talk about these things, we're giving our best intentions and knowledge that we have at the time, but that's not a schedule. >> Yeah. And there's there's some things that we can do relatively quickly, and there's other things that take a little
- 00:53:55
bit more time and just just a little bit more thought process into it. And I just want to make sure that we we kind of like we do it right. >> Yeah. But I will say the RSI kit like in the last starting with the Polaris, you know, I know I know we I know we just had some words about the Polaris interior, but there is so much of the Polaris that just pushed that RSI brand beyond. >> Yeah. And we also have the Zeus. >> The Polaris and the Zeus >> and like this. It's there was this this whole thing with the Polaris and the Zeus where um for me the Polaris was what originally I'd wanted >> RSI military ships to feel like and the Zeus was this commercial something like a little bit more inviting a little bit more welcoming. Um and I think with the persist we kind of found that really nice balance between the two. So we just need to we just need to go and sort it. >> I'm I'm I'm excited about the future of RSI. you know, I've I've always been,
- 00:54:43
you know, I've always been an admitted, you know, you know, Drake guy because I like the usable future and the last year I've really come around on RSI. It's what I saw with the Zeus, what I saw with the person with the with the Polaris was just like, "Oh, maybe I have a new favorite." And it's nice when your favorite also shares the boss's name just as a political commentary. Um, this next uh question is simply shark mouth Percy skin, please. >> Maybe maybe not sure yet. [snorts] I'm going to be non-committal. I don't know. I I'll be honest. When Chris asked for the shark mouth uh Idris, I was just like, >> nah. >> Well, you know what? I could, >> you know, we we got we got all these like monthly holiday promotions, Stella Fortuna. And
- 00:55:31
>> I am going I'm I could go back there and we could invent Shark Week. >> Shark Week. Okay. >> Shark Week 30th century. >> I bet you and and just force you to make Shark Paint for >> I'm waiting and see if someone in chat says that Shark Week's already a thing. >> It is a thing. >> Oh, no. It is a thing in real life, but this is the 30th century. >> We just continued it. >> Sharks still exist in the 30th century. >> Manny, let's talk about a shark week. Manny doesn't watch the show. Um, the next question, Star Kitten Perseus PL paint, please by two different people. >> Well, of them wasn't me, I promise. >> Yeah, I was gonna say this is [laughter] um so so it's always starting in it. Bloody sting. Um, just give us Ben hates. >> No, no, >> just like everyone everyone's like, give us start. And Ben's just like, nah, can't I refuse?
- 00:56:19
>> Everyone thinks I hate stark kit. I don't hate star kit. >> It's like me and Drake. I I just want it to be used and released um for a reason >> deliberately. >> Yeah. Like like you know if we have a star kit in celebration month then yeah of course we do start kit and paints. Absolutely. But I don't want to just slap star kit on it. >> You challenging me? >> No. Uh just because everyone likes like you know I I think um it's got to feel right and just slapping it on the side of a ship for no reason doesn't feel right to me. Um, I'd also I' I'd love to build out that uh whole family, whole brand a little bit further. So, it's not just Star Kitty. There's there's a whole, you know, a whole host of of characters. >> Star Shark. >> Star Shark. Yeah, that's fine. Um, but yeah, uh,
- 00:57:06
not right now. >> Yeah, unless Chris asked me to and then I'll be >> I [laughter] doubt that request will come from >> I don't know. >> Um, he he he does have a whims whimsical. is on board with doing that people don't give credit for. >> You know, the fact that I've survived for 11 years proves it's got a whimsical streak. >> But um last Perseus question. How will animate animation ammunition be replaced on the Perseus during combat? Will there be some kind of ammunition containers in the cargo hold? >> Uh yes. So I think we've talked about this before uh but I'll go over it again. Uh we have plans um short term that you'll be able to sort of restock rearm refuel from select ships from the stores that you have loaded onto their cargo grids and if there's another ship
- 00:57:54
in the hanger bay whatever >> talked about that at gone direct so >> we we talk about so much I'm starting to forget where we said stuff. So that's that's more for like rearming and refueling ships that are docked aboard your ship, landed on your ship. But the same will apply to ammo as well. So if you've got ballistic ammo on your ship, ballistic weapons, short term, it will essentially hoover out the cargo grid. Mid longterm, uh we'll have like dedicated space next to those turrets. Uh we sort of left space for this in the Perseus two turret rooms. They're just arted up with like fluff. You see it in the stance attack. there's all this cool artwork that implies loading of stuff >> uh that you'll be then manually loading the specific ammo type >> into that area and that will go to that weapon.
- 00:58:41
Um, salvation questions. Uh, can you add a button on the back of the salvation to keep expelling the boxes in the in the buffer? Having to keep going into the cockpit to press the button should not be necessary. Thank you. That sounds like a bug. >> Yeah, it if you've pressed the button in the cockpit to keep auto ejecting, it should just keep auto ejecting. Uh, and if not, it's a bug. >> Removed. >> Didn't get it working. >> Um, it is a bug though. So, if we go to issue council, we can get that looked into. >> Okay. Uh, will the Salvation fit in and work with the Galaxy's refinery module? Look, I mentioned the Galaxy >> Galaxy question. The only one. >> Uh, it will fit inside the ringer hanger and then you can unload the cargo and refine it. >> Yeah, there's there's like a big double door from the rear hanger to the modular section. So,
- 00:59:30
>> it'll be relatively easy to fit inside there. To be honest, >> we might have to stop. >> Get a couple of men. Not a bother. >> We have to stop the salvation flying through that double door into the refinery module. >> I hadn't thought of that >> challenge. >> no. I don't want people doing that. >> Chad's like, "Galaxy 2026 confirmed." [laughter] >> Um, what made you decide to lock the Salvation salvage beams to modified cinches instead of allowing them to be upgradable, swappable? So the the main role and purpose of the Salvation is to be a introduction into the actual the entire world of salvage. It it's a good entry ship just to get started. And we wanted the the heads that came with it to specifically try and be a easy experience. So it it's it's very forgiving, but obviously the result is
- 01:00:18
the yield isn't very good. It it's just supposed to be hey listen you know you know you don't really know what you're doing very well with it. let's make it nice and easy for you and then if you end up really liking the core and wanting to progress, you move out of the salvation. So, we we wanted to be able to very strictly control that experience and not have that head used on other ships cuz it isn't it's not meant to be a good optimal head. It's just supposed to be a >> it's a starter. It it that that's exactly the in a nutshell. We don't want to add complexity to a starter. >> Yeah. It's the same thing we did with the golem earlier earlier. >> Exactly. that that it's the when we originally talked about them, we talked about them being the opposite sides. Swan Salv. >> Torson's not here. I don't know if Cinches are the best option for hole scraping. It's supposed to focus on whole scraping, but that might just be me being me being a little
- 01:01:06
>> The the beauty of them being locked and bespoke versions is we can tune them. Like if they're not performing how we want, then we can change them. >> All right, let's move on to Clipper. Clipper. No [snorts] clippy. >> That was a You ever You ever see it, you know, there there are things you see in this game, you know, in this project. You work here long enough, you see a lot of things. The Intrepid showing up early and everybody absolutely hating it and then it going live and then it moving like hotcakes as far as volume. the Clipper, you know, when we when we, you know, put it in that's everyone's put it into build and you know those folks who data mine and and stuff like that putting out YouTube videos and whatever and people like,
- 01:01:52
"Oh, this thing's so ugly and what and then it goes live and I mean it's it's it's now the the most successful Drake introduction ship that we've ever done." >> Um, so where was I going with it? Where was I going with this? I got lost. Oh, there's a question here. or they already wrote it. The Clipper, what will it be able to craft? >> Uh, obviously we we're not the people doing crafting, but and uh so I can't give you exacts, but it's designed to be FPS items and small ship items, uh, sort of within that world. It's not designed to be like, I want to make another vehicle. It's clearly not going to fit. Um, and it's sort of part of the balance of that ship. Everyone's like, >> "Why does it not have a bigger cargo bay? Why does it have a bigger this?"
- 01:02:40
It's it's the jack of all trades, master of none. It has a relatively small cargo grid. >> Relatively small crafting machine to sort of constrain that. >> I feel like there was a pretty good answer to this question in the Q&A in the Q&A that got published alongside and that's that, you know, basically, you know, crafting is still being worked on. We did a we did a a segment on it at Syson Direct, what the very first version of crafting is currently scheduled uh to look like. uh it should avail itself of everything in that first version, but then as crafting continues to develop and it continues to diversify, you know, the nature of what it can craft will probably change as the nature of what can be crafted in the game can change. So, it's not really a answer that we can give right now. Uh uh Tris Pone says, "Jared, it's still ugly though." Your mom,
- 01:03:31
>> I love the clipper. Uh, why has the Clipper, despite its massive physical size, only two size one shields? >> Again, it's the it's the jack of all trades, master knife. We gave it really big shields. Like, when we were doing this ship, uh, it had quite a few internal nicknames for it. It's it sort of its roles and capabilities. And we were pretty concerned it was just going to be like when people first heard about it, they're like, "This is going to break the game." Like, we need to have some form of like balance and control it. And that's sort of why it doesn't have a huge amount of shields. >> Mhm. >> And as a benefit of having size one shields, it means you can actually craft size one shields. Like if your shield gets destroyed, you can go craft another one on board and go fix it. Whereas if it had a size two shield, it's probably not going to fit. Like we wouldn't have
- 01:04:19
had space to fit it in. It would have got even bigger, taller, longer to fit. Also, >> it's quite dra isn't it? >> Yeah. I think it kind of fits with the theme. >> Too many guns, too few shields. >> Yeah. Cut. >> Send it. fun. >> Um, and this this this next question on the clipper, uh, we originally had, uh, Rich on the show for from the vehicle experience team. Uh, he wasn't able to make it the last minute, so this really a question him for him, but why limit the Clipper in speed to below 1,000 and not,00 to,200? This ship should be fast based on its name and the number of engines. So, we know his his answer was balance just where it's supposed to be in in line with it being a general generalist and not a not a specific speed demon kind of thing. Um, uh, there are a lot of engines.
- 01:05:06
>> There are again, it's Drake. There's a lot of engines. They may not be the best engines in the world, but it's it makes up for >> sure. [laughter] Just big doesn't mean they're powerful. >> No, exactly. Yeah. >> I do. Very inefficient. this the uh the the it's it's a weird thing to like, but the the animation on the engines, >> is really satisfying to watch when you open it up. I don't know why. It's it's there there there are two things that are getting there are two things that are getting really again, it's really nice to see evolve over time. One is the anim the ship animations are getting really really really dialed in. And two, um, I want to shout out Simon and everybody on CI audio, your your your ship audio lately. Um, we we had we had Simon on I can't
- 01:05:55
remember how long. Simon Phil on about the new era and and CI audio team and whatnot and what they've been doing for our ships this year. The L22 weapons specifically. >> The wolf's noises were incredible. the audio from the weapons. >> Like, I know it makes no sense to vac the vacuum of space. I don't care. Looks cool. [snorts] Uh, speaking of the wolf, we only had one qu only one question here of the wolf. Will the kits for the wolf be available in game for AUC? Yes. Uh, eventually. Um, the the wolf weapon kits are no different than the Let's see how many have we've done. So, we we introduced the first weapon kit with the Idris K. The Idris K was a weapon kit and that we introduced that back in 2019 and
- 01:06:42
whatnot. And and yeah, it didn't come online until May of this year, but it came online there. Uh the Heartseeker turret for the Hornet in February is another weapon kit. Uh that is currently not in game. I just had a conversation with Andre and the economy guys. That's going in game in four or five. Um it's just one of those things that that we didn't see it. um the Nova tank uh Gatling gun and the and the Scorpius missile turrets. Um th those those were sold exclusively on the store for a period of time to fund the project. And those are those are in game now. These are absolutely no different. It's no different than all those things that we've literally been doing since 2019 with the Idris Kit. It's the weapon kits uh like the ship weapons. We used to I'm going go off on a tangent here. We used to make variants that were just weapon
- 01:07:30
loadouts like like the Hornet Wildfire and the and and the Saber Comet and whatnot at the Starf Fighters, the the the the ion and the Inferno and whatnot. And I don't think any of us really felt super good about that. It it was it was where the tech was at the time and we had that's what we could do. Um, now with this era of of weapon kits and whatever, we can not have to develop an entire variant just for a just for a loadout thing. And I think that's a better value proposition for our players quite frankly. Um, but it is still a means of of, you know, just like we used to sell those I'm just going to call them kind of crappy variants, weapon loadout variants, we used to sell those for to fund the project. Now we now we do these instead of those. Uh, and like
- 01:08:18
everything they'll go into they'll go into the game. Uh, I don't know what the period of exclusivity is, but it it's it's not it's not hardcore and defined. It's like the the hardseker turrets going in now because we just it just is. Um, but yeah, those those will those will go in uh every the Idris K uh weapon kit will go in at some point. In fact, when I leave here, I don't think it's in right now. So, I'll go and I'll talk to economy after this. >> Idris T. >> The Idris T kit, right? Idris T. We've done weapon kits for a while now and stuff like this. So, they all make it into the game eventually. So, no. >> Can I just mention wolf one wolf thing? >> Is I know the paints were a little bit broken when they went out, >> right? >> It hurt me, but it was either that or broken damage and it was deemed that we wanted the the ship to function properly
- 01:09:07
even if the paints were a little bit a little bit broken. The yellow lines over the front uh retros just Yeah. crushed me. But it's been fixed. It was fixed within a few hours of the build going. It was just something that was too late for us to fix for for the release. >> Yeah. Um and yes, Chad is reminding me uh eventually a way to get the rail gun for the address from the HDSM. >> Look at the shop. >> Um >> big shop. Big shop. >> I think the big mistake is everybody assumes they go into they go into UC shops. Yeah. And that's never been what's said. they will be attainable in-game. So sometimes so for the long time UEC shops were the only way we could do that. But now loot is diversifying. Uh people have just seen the the the the physicalization of
- 01:09:56
helmets and stuff like this. It's it's there's going to be certain things that you can only get through loot. Uh crafting uh is is somewhere around the corner. That will be another way to attain these things in game. and Wiccolo, everybody's favorite, >> everyone's favorite bunny, >> uh, which some people online, not completely uh, incorrectly have, you know, have dubbed crafting light. You know, when it works, despite what some people online have said, I've never sat here and lied to you. Not once in 11 years. I'm not going to start now. Um, but all of these different ways are ways to achieve or ways to acquire things in game. It's not just automatically UEC shops. Um, so, uh, that said, the Wolf kits will
- 01:10:46
eventually be in UC shops. I'm just making a point that it's not just automatically that. Um, all right, let's move to some general ship questions. Uh, really excited about the generalist class of ships seemingly formalized by the Clipper. any other manufacturers that we might be seeing some generalist ships from? >> Yeah. Uh I definitely think it's it's in 2026. There'll definitely be at least one more. Um I'm not going to say any more than that. >> We're just going to reveal the entire 2026 schedule tonight. That's right. All right. There's going to be another general ship. >> There'll be another general ship. I scratched my head thinking what was signed up for. I can't remember [laughter] it. >> It's been so many at this point. >> Yeah. Um, and I don't know if this is the next question, but the why we've changed the categories and gone through
- 01:11:35
them all. >> Yeah, in 44 people probably logged in and saw that a lot of the categories were kind of fixed and updated on their ASOP. >> Uh, I had a bug come across my desk for ground vehicles displaying as ground ground. >> Uh, and it annoyed me immensely. So I went into our tools to have a look at it and just discovered this web of broken stuff and as you do you start pulling up the thread and fixing one thing and then you realize the inconsistencies. So uh we went through and aligned them all. We got rid of ground as a career because whose whose career is ground? Uh so all the combat vehicles that are ground vehicles are now combat with their like subclassification and that just morphed into just relooking at them all. uh light, medium, heavy, freight.
- 01:12:22
>> Uh we also realigned some of the categories because they were done five plus years ago when we didn't have the range of cargo ships we have in game. >> Uh so we've sort of normalized that out to new numbers. I can't remember if we've published that or it's our thing. We're going to do shipyard. >> Yeah. No, no, no. We are we are It's one of those things. Uh you and I did the shipyard back in 2016 2017 and we say every year that it's time to update it and whatever. We are going to find >> time yeah >> to do an updated shipyard in 2026. That's another thing that's coming in 2026. It's absolutely needed. >> I got I got I got to get these uh other teams I'm building fully up on board and I'm not whatever then I can go back uh to that stuff. The >> also knocked onto the web as well. Like
- 01:13:11
the web store is an entirely different set of data saying an entirely different set of things. >> I had to make a post. I had to make a post last week because we are part of the things people are like, "What does Jared actually do when he's not filming like this?" Well, >> you don't be filming. >> Um, one one of the things I'm in charge of is this massive store audit that we're doing. So, uh, we made we made a mistake. We've been we've been trying to add we've been slowly adding def slowly working out definitions for all the different roles and and and the types and adding them to the to the website and like it's Rome's not built in a day but I made an I made an update to and it was me. It was me who did it. I made an update to I can't even remember what ship it was and and I removed a part of a definition that I didn't mean to remove and I had to like oh nope that's not an actual change. That's me trying
- 01:13:58
to do a good thing messing up. So we put it on there. Um Jared, we want more video content because we like it. Well, I like it too. And there will be more video content next year. >> Probably not back to what it was at the high at the high day, but I am bound and determined to do more next year than we did this year. >> That's another thing. >> I don't know how I'm going to do it. >> Save this for like New Year's Eve. >> This sort of is our No, no, no. It's kind of our New Year's Eve. Um >> they might New Year's Eve more. I'll get in trouble. >> Have you made any good progress on the Caterpillar and Ironclad command modules? >> Yes. Um, the next question. >> Oh, okay. Fine. >> No, no, no, it's fine. That's all you want from me. Say it.
- 01:14:46
>> So, the the actual parasite stuff for being able to take control of the larger ship and fight control. We've actually got the first playable coming up very soon. Um, they've used a prototype of existing chips, but the ironclad and the command module have been built with it in mind. Um, there's slight tweaks needed for them to use it with that, but first label's coming up soon, and we're currently on track to have it come out with it, >> with the actual release card. >> Oh, was there any uh any truth to the rumor that you just took the command module of the Caterpillar, stuck asymmetric wings on it, and called it the Clipper? >> No. Now that you think about the ship, it's similar. >> No, we we turned it upside down and called it the cutter. >> That was the cutter. Yeah. [snorts and laughter] five new ships released at this year's
- 01:15:37
IE, yet all are missing a practical, quite useful element. Downwardfacing landing lights. Why has this critical element been overlooked in ship design? Are you stupid? >> Maybe. I added that last. >> Oh, I mean, >> possibly. Um, so I think if it's it depends what context we're talking about because if if the practical purpose of them is the same reason that people wanted really really powerful headlights and lights on the ship, it's to help them navigate in the dark so it's easier to to land and go about on dark planet surfaces. It when we kept extending the range of the headlights, it didn't work well. It's really unperformant. And when you got a group of ships together and they were all pointing at each other, it was
- 01:16:25
impossible to see anything cuz it would just be like driving down the highway. >> Everyone remembers the scouts. >> Everyone's got the high super bright thing you can see from orbit. >> Yeah, it was it was too much. But people need a way to be able to actually navigate in the dark like absolutely that's something that's needed. So >> night vision landing camera. >> So the the we do have plans for for a solution. It it's a system called um we're calling it lamp um >> lamp >> not star lamp >> I mean I I didn't pick the name I didn't pick the name of it but it's lamp um lamp is back >> it's to >> I love lamp >> oh I love that film um it the entire purpose is uh light amplification so it's to let people be able to fly and
- 01:17:12
navigate at night it's currently in early stages we don't exactly know when it's going to be going out but what it does is it puts um light amplification on all the canopy glasses so you actually be able to see what you're doing in the dark. >> if people have used the FPS scopes with the light amplification, it's it's a more expanded version of that >> for your cockpit glass. >> Oh, so that that that's that's the solution to have you navigate at night. Now, if the question was cuz it's cool. >> Yeah, it is cool. Chips. Yeah, just blame me. It's fine. [laughter] I still want I still want an underneath landing camera though. Still want especially on what's the one that took off and landed vertical? >> That was good for that. >> with the Clipper debuting an integrated
- 01:18:05
crafting station, are we going to see them added to existing ships such as the Carrick or Achila? Carrick, yes, because it was one of the promised features of that ship was this repair room, which at the time sort of was pretty undefined, but now it's repair is sort of like crafting, crafting your own small items for things, and you can sort of repair adjacently to it. Uh, and we were talking about the killer. We can't remember that being a thing for it. So, >> I don't remember that either. I think that >> if someone has uh some hard evidence for that being a thing, put it in chat or comments or Spectrum thread. Tag me. Tag me on Spectrum. >> Send your comments. Car John Crew. >> we we we spent like a good hour today digging through every single bit of the old marketing material for every
- 01:18:53
generation of it and couldn't find a thing about it on the Aquilla. Um >> Aquilla >> Aquilla. >> Agila. >> Tomato tomato. >> Agila. Um, if anyone has anything of it, just tag me at mean John Spectrum. We'll >> I do look on Spectrum, but it's >> just don't reply. >> I don't reply because I get a lot of tags. >> Okay, so here's another one. With another large ship added, Perseus conspicuously lacking the option to reserve a name, even if it wouldn't be visible in game. Can someone please give us an update on the intentions around ship naming? We've had absolutely no word in years to confirm or deny that the original reservation system is still aligned with the team's philosophy. If it is, then what's stopping you from adding ship naming simply on the web hanger site so we can reserve the unique
- 01:19:41
names we have in mind? So, from a vehicle content point of view, uh there's two things there. Since we introduced vehicle naming and serals with the Hercules and a slew of other ships, we've done the setup on all the ships to support having names since then. So anything in like the last three, >> four years, >> four years >> at least one >> has a setup for it. >> We're not from a at least from an art point of view not particularly happy with how it works because >> it's basically a fixed size maximum 32 karat long length string that goes on the exterior of the vehicle. If you name your ship B, it's the same size B as if you had 32 B's in a line. So it doesn't look great. Uh it doesn't react to the paints. We get to pick the font and the color in the current system. So if you
- 01:20:30
pick uh you've got a black hole ship with white font, looks great on the default. You go put a white paint on it. It doesn't react to that. We need to enhance that. So it the either the paints have an override for the serial numbers and colors or the serials do some magic to detect that. Um and we also want to like highlight them with lighting. So like you see on the enterprise, it has little lights that illuminate up the the name and the serial number and we need that to work with the dynamic scaling side of it as well. So from an content side of view, it works. We're not particularly happy with it. There's also a huge amount of work that goes on the platform side that they would need to answer. I I know it's a hugely manual process uh because of the way so many people own so many ships
- 01:21:19
and because it's unique names they do it in a wave system. So you need to go work out the owners of every ship divide it into waves let each wave have time and it like I say it's manual and then it has to be approved because people on the internet put naughty words on the outside of their spaceship. >> And basically needs feature work. Yeah. >> We can do it, but it's it's a huge amount of manual work that >> still wanted. Chris is beating busters on it. It's just future >> work. Says, you know, we set all the ships up. There's some polish and nicities. We would like to improve the visuals, but then it's it's more on the the feature side. That's >> we need it to be scalable as well from like the the time investment to set it up. It it's a huge amount of there needs to be more practical way to do it.
- 01:22:09
Um, back away from this one cuz it looks like a hard >> trying to work out which is >> Oh, it's one of them. >> Oh, no. >> Oh, no. It's me. I'm in trouble. Don't say a word. Going to need some more info on the battle cruiser there, chief. Don't say a word. Oh, don't say a word. I'll say this so if somebody gets angry at me, they can just come to me. Um, the
- 01:22:59
battle cruiser, for those of you who [snorts] know, don't know, uh, is our last concept. It's our it's from the original crowdfunded campaign. Um it it it's it it's it's it's we didn't do any concept ships this year. Uh it's our intention to never do another concept ship again other than the battle cruiser. Um and when it comes I'm watching chat for this >> being a being a giant military style thing. If only there was a giant militarystyle event that would be appropriate to reveal such things. That's probably where you might expect to learn more
- 01:23:48
about it. And definitely not here where we've already spilled the beans on too much of the 2026 schedule. >> did you [snorts] confirm the manufacturer then or not? >> No, we're not revealing them. Wait, [laughter] did you just confirm it for 2026? >> I feel like we're not 2026. >> Did I? No, >> you didn't. >> Citizen Joel's like, open development. Open development doesn't mean we just say everything that comes into our brain. That's never been what open development is. It's never what it's going to be. Open development. It's been very open.
- 01:24:42
all right. Have you identified a stopping point where SC will have enough ships? Why does there have to be a limit? Well, like we haven't even like if you think of a matrix of all different sizes and manufacturers, we we haven't even filled one of every size and row. >> We just got our our salvage starter, >> right? And one of them. >> We we don't just want one in most of the slots because people want a choice, right? Some people don't like RSI, some people don't like Drake, some people don't like um >> those are all terrible people. I granted, but we want people to have options and we haven't even filled out the basic matrix yet >> and like our alien races. We've got a few more systems to make and a few
- 01:25:30
more, you know, places to go. And I think I think there's a lot of uh opportunities there. >> There's one alien race that is in the law that we've never done anything with. >> The Kak. Shout out to Wingman. Um, just deep lore there. He to my knowledge, he invented it. And >> yeah. Um, [laughter] okay. So, at this point, uh, as as we work towards the the the end here, um, the these are going to be more general gameplay questions that are related around spaceships. I want to preface this by saying these are the vehicle content folks. These are the people that make the spaceships. The folks who make gameplay that spaceships utilize are not always the same thing. For instance,
- 01:26:21
salvage and mining. These folks have nothing to do with salvage and mine that those are whole gameplay system design teams and stuff like this. And we will have more shows. It's tourist in and stuff like that. So, uh we're not able to answer every single question that comes in about this stuff, but we've we we've tried to work out a few that we could, you know, research and ping some people for some answers. Um, can you separate docking and hanger requests for ships with a docking port like the Perseus? Please, dear God. Yes. As docking is quite buggy and very unreliable, it makes it very hard to get into places like Orizen, Alpski, and stations. Uh, is there anything more we can say other than I think every single one of us here is annoyed by this? It'd be cool. it. Yeah, we should probably talk with the people doing the command
- 01:27:08
module work because they might be able to squeeze that in >> with their work. And actually, fun backstory that goes to the Apollo. So, a lot of people, well, I think probably 50/50 realize the back ramp and opening of the Apollo is very small. That's because it's a docking collar. It's it's both a small one and a big one, but it doesn't function in game because of that bug. And I told the team not to set it up as a docking collar because that would have meant that the Apollo would have had this. So every time you come to try and land somewhere instead of a medium hanger, >> it was always trying to do that. >> So that's why the Apollo has this small entrance is because it has a built-in docking collar to dock to other ships stations in the future when we have the ability to split up properly.
- 01:27:56
>> Not because I wanted to stop bit crammed in the back of it, which is also another reason. But >> yes. Yes. Cobalt 016 butt docking. >> What that's what it's officially referred to as correct. Um but no, I I I I would say I I think I can safely say there's not a human being here that isn't annoyed to heck by it. It's on the feature request list. Um maybe >> everyone go to Levki. >> Yeah. So, you know, maybe that maybe that's one of those things. It's it's just a priority call like everything else. Let's just be let's just be real. But every there's not a single human being here that doesn't want it. Um let's see. Um uh the question there's question about AI blades. It's not really for this team uh to discuss but yes still wanted still
- 01:28:46
intended. Um, you might have seen some struggle with the MDC recently and and I mean that's essentially what is a what is a PDT but an AI blade controlled turret and what and you see uh you're seeing right now live and in real time some of the limitations with the current implementation of that uh there's I know that we were you were bugging things up and you were chasing you were you were chasing uh this stuff down. Um, I'm watching one of the pleasures of my job is I get to watch John pop up in like half dozen different half dozen different chats like this needs to get fixed and this needs to get fixed and this needs to get fixed and whatnot. So, it's yeah, it's still intended. It's still the thing. It's it's ships like the Clipper and the generalist solo
- 01:29:34
players will all it is our intention never to leave solo players behind. Yes, it is a massively multiplayer online universe. Yes, you'll be able to always do more with friends and with with colleagues and allies and stuff like this, but there should be a place for people who don't want to do any of that. We're we're very passionate about that. That is still at the core of our intention for this game and things like AI blades, things like, you know, we used to talk a lot about NPC crews, stuff like that. All that stuff was designed for that. It's just all things in their time. Yeah, I've seen a lot of people obviously on spec and Reddit talking about, oh well, they've got the flight blades and the eye blades. Surely it's easy just to get the rest of it in that the way we've had to implement them. Just it isn't how blades are going to have to work. We've
- 01:30:23
had to use our current systems in interesting ways to get them to function the way that they are. And it it's just not how blades are going to be. >> How much does Seven Seven Up pay me? Oh, [laughter] >> quick turn to Dr. Pepper. >> This is all the sugar I'm allowed for like an entire year. >> Do we get commission? >> Still still stay with it. >> Oh, you can't see. >> Oh, they can't see it. >> I can't see mine. It's fine. >> Um, he's got Dr. Pepper. >> There it is. >> Camera's back. Okay. where is that camera? Uh, will ships like the Perseus and other multi- crew ships for that matter ever get missions with scalable payoffs rewards that actually encourage multi- crew? I don't see the point of any multi
- 01:31:10
crew ships like the Perseus when nothing in this game rewards group play as rewards and credits are always split. Um, if you again, this is not one for uh for the vehicle content team, but if you follow along with the monthly report, it's like this. Uh, you'll you'll see occasional mentions of mission 2.0 No. Uh, this this is I mean I'm not going to Yes, I'm going to sound a little like a broken record here. It's another refactoring of the entire mission system in order to in order to do the things that we all wanted to do. For years, missions weren't able to give you rewards. You you you couldn't ever complete a reward and get anything other than other than uh credits for that and stuff. It is it's just one of the challenges of we run a live environment during the development of our game. Most games get
- 01:31:57
to do all this secretly. you would never get a mission system that doesn't have, you know, things like we can give you an item for a reward and stuff like this. The the mission system, the mission system that they're currently uh working on and whatnot is is the thing that we've been specking specking out for years. Uh, it's a thing that will unlock uh incredibly dedicated developers like Elliot Maltby and Yur and and and all those and and and and um when you only list two names that you start to sound like a real jerk because you don't list everybody else. Max and I'm blanking on other names. I'm they're going to think you real thanks for not mentioning me. But all those members of the mission team uh they are chomping at the bit. They want this new system too so that they can do exactly the kinds of things that you're you're talking about.
- 01:32:44
It's just another uh way the Star Citizen will continue to evolve. Uh and after a year that's been relatively um dry with features and we knew it would be. We came out here I sat here for two three hours with Ben Watt at the beginning of the year saying that um the 2026 schedule should be we've done a lot of talking about 2026 and I want to I want to I want to say this as honestly and as candidly as I can. I'm using the word should be because the other maxim that I run into the ground is the only constant in game development is change. Uh it should be a marked change from from 2025 as far as feature work goes. It won't be the relentless pace of 2024 or 2023 as far as broken half finished things. But we
- 01:33:33
took this year to get those proverbial ducks in a row to develop these things further along. So it is you'll see with engineering uh on the horizon and then crafting tech preview after that and then you know hopefully all on its way to base building and a whole manner of whole host of things like like scanning and radar improvements and stuff in between. Um 2020 are it is everybody's hope that 2026 is going to have a lot more stuff like that including mission system work which is how I got on this. for disco directly, are we going to see more normal SCCL and ISC schedule next year? I was going to say there are no normal or ISC's. Um, uh, yes, again, I think I said it earlier, not back to 2024 schedule, not back to 2015 schedule where I was doing
- 01:34:22
five shows a week. Um, but I want to find I want to find more ways to to get back to this more often. Um, the reason for the change this year was alludicated back in February with that show with Benwa, but it was also big changes in my role here internally and my responsibilities and stuff like this. So, we're at the point now where I can go back and we can go back and and with feature work coming online, we should be able to tell more stories. It's hard because quite frankly when when you're doing content, you don't want to spoil the content. You don't want to it it's if we had done it if we had kept doing an ISC every single week every single aspect of of of of dark territory and a line of mind all this there would have been no discovery for anybody whatsoever
- 01:35:12
and we just really try to avoid that. It's we we we're a game company. It's important. We you know all these lots a lot of people are working to make this tremendous content. They would like for you to experience it in game and I agree with that. So, we scaled the shows back, but with more feature work coming online next year, we should be able to to spike the shows up a bit, and we're still kicking around ideas of different kinds of shows we can do. Uh, that's still >> puppet show. >> A what? >> Oh my god. Yes. uh, when are we getting the Polaris and other newly released capital ships into PU shops? Uh, that goes back to the answer I gave earlier today. Not every ship is going to is going to UEC shops. It's just not. These ships will be
- 01:36:00
attainable in-game. These ships will be earnable in game. That's not the same as every ship goes into a store. It this is one of those things that that that he'll forgive me if I speak on his behalf, but I've literally heard him say these words. It It's like the idea that you go into a Herz rena car and rent a Nimtt's class aircraft carrier. like it it just makes the brain itch. It's like there there should be other ways. That's where crafting comes in. That's where uh to an extent the moment Wiccolo comes in. So like this and then other ways reputation uh gains and stuff like that. There'll be many more ways for you to attain these ships other than just UEC. It's just frankly boring and not particularly interesting which are I
- 01:36:47
guess are the same thing and just not diagetic with the universe that we're building to put every single thing into a UEC shop. The idea that you go to New Deal and pick up an address is kind of silly. So finding other ways but they will all be attainable in game one way or another or in multiple ways. Um, [singing] can we please, please, please get a general quarters alarm on multi- cruise ships? Gosh, we we were talking that ship that on that show that I had Simon and and Phil on earlier. Uh, they they committed to doing that on that ship. And if I'm misremembering that and they didn't, I'm going to say they did right now. But yes, again, it's one of those things. There's not a human being here that doesn't want it. Who doesn't want
- 01:37:35
that red alert moment? >> We You need it. You need that red alert moment. You all hands, you know, the battle station, stuff like this. We just want it. Um, will ballistic weapons have different types of ammunition. For example, high velocity, explosive, incendiary. Uh, >> uh, that's still the plan as far as I'm aware. Again, that's not really a vehicle thing. That's just like that's a gamewide ammo types question for the game system designers. I've heard talks of explosive rounds quite a few times. are you ever going to make turrets actually decent >> or should we just all bring light fighters? >> Yeah, there that that's the work of that's the work of >> Rich's team and whatever. They've done >> several passes and making improvements
- 01:38:23
of them over the years. They've gotten better, but I don't think anybody's going to sit here and tell you they're where everybody wants it to be. So, >> I do quite like the idea of >> little fighters as turrets that you can eject off. And >> you you keep bringing that up. >> I know. >> Oh, you're shutting me down. >> What? >> You want uh ships as turrets that detach and fly. >> Fly around. Shoot things and come back. >> Like like detachable turret pods >> that just they just fly around in the back. You fly around, blow some stuff up, come back, land. >> Mark should hunt me down. >> He's he's the reason of good in >> I I'll accept that reason. I will [laughter] if if people don't like that one, I will bear that cross. >> You know, that makes sense. [sighs]
- 01:39:12
>> We'll be able to do it right when we get the uh Come on. >> Whether just cuz we can doesn't mean we should. >> Open development. >> Oh, chat's going real fast. Hold on. >> See, they love it. Uh, that's not my what I'm seeing here. >> Oh, [laughter] >> team Mark, if you agree with not doing it and it's a bad idea. Team Ben, if you think it's a good idea. >> Uh, the LGBT Alibaban says, "Fix the things in game first." Um, >> I could be I could be really snide here, but this is a comment that comes up very often, so I'm I want to address it. There are nearly a thousand people who work for CI between Star Citizen and Squadron 42. And the people who who
- 01:40:01
worked on the 30K errors and whatnot are not the same people that build the Argo Mole and like this. It it's it's not a question of fix this first before you do that. It is with with hundreds and hundreds of people on dozens and dozens of team all teams all with different focuses all with different aptitudes stuff like this. It's it's possible to do these things over here not at the expense of these things over here. And in fact allowing these people to do these things are how these people get to focus and how these people get to bury their head you know in their work and just hit on it. There has been a freight elevator strike team going since just before um uh was it race for Stanton was
- 01:40:53
was that one? And they have not stopped there. There's been a there's there's there's been a little strike team and I check I I'm I'm privileged to be in that chat and I get to I get to see them every single day. They have not stopped one day since race for Stanton dropped working and fixing freight elevator stuff and all the various edge cases and hardening that system and they get to do that because we have other teams content teams working to put other things in the game to keep engagement going to keep the game you know alive and thriving while while they stay while they keep their heads down and focused on that. So it is not ever a question of fix this before you do that. It's we're doing both. We're doing both with two
- 01:41:40
different teams, three different teams, five different teams, 10 different teams, and things will be done in their time, which is not always the super delightful answer. I mean, kind of sucks to be told it's not tomorrow. you know, not as bad as John's nerf to the whole D and Holy Cargo. That's just trash. But But no, it's it's just I I I want to take that opportunity just just to smash that because I I still I I see that and it's a total it's a totally normal thing to think that you can't do this. You should do this before you do this, but that's just not the way game development works. Um, all right, we're wrapping up here. Um, I'm going to do one last question.
- 01:42:29
That's really a a series of questions. [sighs and gasps] Let's see how far much I can get away with. Um, we've said a lot about this next year ships. So, we we we we've talked about the the Aurora Gold Standard and we revealed that an Aurora Mark I is going to come. Uh, we What else? What else did we confirm? That's a defin not fall into that trap. I'm I'm getting confused or >> uh Railen Railen is coming. Railen is coming next. >> Parasites module. >> Command module. >> Which which implies >> Well, well, no, because you said the command module will come alongside the ironclad. >> And so if you just said the command module is going to come next year.
- 01:43:16
>> No, no, we didn't say it was coming next year. We just said what have we confirmed? >> But John just said >> I just said it. You just said the command mod. >> I'll go say everything. >> Lamps are coming to the game. >> This is what happens when we don't do a show in a while. I forget how these things work. Let's go ahead. Let's not reveal the entire ship list of 2026 because people like, you know, no one's interested in that. People like to people like to talk and people like to But let's give I I I I hit the content creators at the beginning of the show. the the the the people who do the the the the the what are they watching? >> What what's it called when they when they do the watch >> parties like >> No, not watch parties. They're not party. >> Co- streaming. >> No, when when when they sit there and they react react videos. That's what it's called. >> That's what it's called. Let's give
- 01:44:03
people Let's Let's give them something to react to that they that they can feed the feed the beast because they do they do do wonderful uh service for our project and get the game out and stuff like this. Let's reveal the manufacturers of every ship in 2026 because we know what the we know what the schedule is. >> Hope someone's got the list. >> Let's let's reveal the man. Let's >> releasing or working on >> releasing. Let's different >> just the manufacturers of the releasing ships in 2026. >> Drake. >> RSI. >> Aegis. Yep. Did you say RSI? Anvo. >> Yes, mis. >> Yes. Uh, a misk ship. Oh, >> Krueger. >> Krueger is getting another ship.
- 01:44:51
>> What else we got? >> Graze. >> Uh, Graze is getting another ship. >> Origin. >> ORIGIN IS BACK. Origin is back with another ship next year. >> Uh, uh, Gatak. >> Gatac has another ship next year, >> I think. Oh, your favorite color. Oh, article. >> No, it means Gray Cat. >> and Gray Cat. >> Gray Cat's getting a vehicle next year. So th those are the I'm pretty confident those are the >> rack my brain. These questions hurt me. >> Yeah. So So those are the manufacturers who who are who are releasing new ships in in 2026. And immediately people like, >> "OH, CONSOLIDATED OUTLAND FORGOT AGAIN. Crus No. Crusader. Boo. Oh, he's not crusader. Ben,
- 01:45:38
>> I love Crusader. Yeah, those those just the ones we're work or releasing on. >> Those are just the not the ones that are being worked on. >> There are other manufacturers being worked on. >> Imply from that what you wish. >> Um, reveal the new Let's just Let's just push our luck. Reveal that there's going to be another Krueger ship. Uh, uh, this is not another wolf. You want You want to Let's give him the name. Let's give him the name >> and let let him speculate. >> I'm just I'm totally panicking that I This is the It's Stingray. Yep. Yeah. Okay, good. Sorry. Sorry, I was just making sure it wasn't a working title because we have some quite interesting working titles. >> Yeah, we do. >> Yep. For So, so the Stingray, the Stingray will be the name of the next Krueger ship some point next year and people can guess uh people can speculate about what that is. And then let's let's end on a high note. This is IAE.
- 01:46:29
This is IAE. We're about to go into the finale. The finale where I think all the all the all the ships come back and whatnot. The big ship for IAE this year was Perseus. I mean, it was always like a a big ship. The big ship for fleet week this year was the Idris. Uh what was the big ship for IE last year? >> Polaris. >> Polaris. Oh, the big ship for the for I last year is the Polaris. >> Go ahead. Let's Let's let John do this. I was gonna say I'll go to John's camera. We we can't get all >> Let's go ahead and tell people what the big ship for IE is next year. >> The big ship planned for next IE is the RSI Galaxy. >> There you go.
- 01:47:20
>> Just like we said we were going to do the RSI ships in a series. Still sticking to that. >> So So there there is from some of those manufacturers there is multiple ships coming, not just >> Oh yeah, yeah, yeah. that that's not We only We listed like >> I saw some people asking about certain >> Yeah, we listed like 11 manufacturers. That's not only 11 ships. We did 27 ships this year. >> We're I don't know how many ship I can't remember off the top of my head how many ships next year, but it's close if not >> about the same. >> About the same. So So some of those manufacturers have multiple >> some big, some small. >> Yep. But yeah, but all right. So yeah, that's been 2026 Star Citizen live. Lots of ship talk. Um, I hope you enjoyed it. Uh, hope you had some laughs. Uh, we had some we had some we had some good news.
- 01:48:09
We had some bad news, but all throughout it, we had some real news. And as always, uh, I'm eternally appreciative to John and Ben and Mark who are willing to come on here and speak candidly about this stuff. Um, sometimes a little too candidly about about the 2026 schedule, but it's all right. Open development. >> Don't choke, Jared. We kind of need you, mate. >> Just as he went for the [laughter] bite. >> Anyway, thanks for watching. Remember that Twitch drops are going on right now with Star Citizen's first Twitch drops are on Twitch. Um, I don't know if we had them set up for our stream or not. Other people handle that stuff. But if they didn't watch if you didn't earn
- 01:48:57
them watching our stream, there's dozens and dozens and dozens and dozens of Star Citizen streamers out there. Uh you can watch them and earn um a pretty cool set of light armor that matches with a set of medium armor and some heavy armor. And honestly, it matches with like the concierge armor we did, what not. So, you collect them all and you can mix and match certain parts and whatnot. Um, personally I like I like the I like the um helmet from the concierge armor on the heavy version of of of this armor. I think I really like the heavy version of the armor. I don't like the helmet. It's just not for me. But I like the mix and match personally. So Twitch drops going on. If you didn't get them watching this show, uh you can watch any of one of our tremendous Star Citizen content creators on Twitch right now uh and earn those. So do that next week.
- 01:49:50
>> Part of my red vine fell off. You were just Our red vine's heads are falling off. Um, what was I saying? Next week ISC comes back uh with with a with a special dedicated to engineering. Uh, we're calling it talking with Torston because [snorts] as evidenced by the naming of this episode, I've given up. I just dropped my Happy Thanksgiving everybody. Thank you for watching. Thank you as always for continuing to support Star Citizen as we as we're closing out our 13th year, moving in to our 14th year. I think those numbers are correct. Um, and yeah, uh, I won't see it live again before the end of this year. Uh, but when I see a live again, it'll be a brand new year and we'll be off and seeing what 2026
- 01:50:39
has to discover, uh, has to discover, has to, uh, reveal about Star Citizen and it continuing development. So, I'm Jared. That was John. That was Ben. That was Mark. These are Red Vines. Crazy delicious Thanksgiving treat. See you later. Take care. Uh, remember to spay new to your pets. It's Bob Barker from Price is Right. No, you old heads. You know what I'm talking about. Bye, everybody.
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

