Star Citizen: Reverse the Verse LIVE - RSI Apollo and Medical Gameplay
The developers present the RSI Apollo, a medium medical ship: size, 28 SCU cargo, bridge, modular med beds, drone stretchers, variants and livery. They also cover tiered medical gameplay beyond 3.2, comparisons with the Cutlass Red and Endeavor, and docking.
So we were looking at the breakdown of ships per manufacturer. We know what's out there, what we planned for, be it ones that we haven't concepted yet, but things like Kickstarter reward tiers and ones that we've got in development. And yeah, RSI had not had one for a long time, and it sort of fitted the styling of it really, where, in our heads, we were thinking to go with this ship. It didn't quite fit in with... we've done a lot of Aegis ships, they're more military stuff. There can always be more, but at this time, not really. Anvil again, very military. Drake has the Cutlass Red, which I'm sure we'll talk about during this. MISC's got the Endeavor, again sort of medical gameplay. RSI starts being that big manufacturer that doesn't have something like this.
TL;DRPaul Jones started from the Constellation as the signature, accessible RSI shape, working out original artist Ryan Church's intent and applying key components to the new ship, likening it to cooking with a base recipe.
That's a good question. I mean, for me, the Connie was the launching point, really. I think for me, the Connie is the one that's most accessible in terms of relative size or size bracket. For me, it was the signature ship. Obviously, we'd worked on the Polaris previously, but Polaris is quite a bit bigger, and I just really wanted to drive this back to the basics of those Connie shapes. Really, once you factor in the functionality of the ship, how you want to get in and out easily, the things you want it to do... again, sometimes these things just start to shape themselves. So yeah, it's been fun. I sort of really got to understand the workings of Ryan Church's mind, I would say, because he was obviously the original concept artist. And without having a conversation with him, you really sort of have to figure out what's going on. And then you take your key components and transpose them onto the new ship. It's a little bit like cooking, isn't it? You've got your base recipe and then you add in your chef's flair and then hope everybody likes it at the end.
TL;DRMedium was chosen as the sweet spot because the ship was too big for small but large would need more crew, turrets and components, while medium offers much more usable space than the Cutlass.
So, yeah, medium is basically... there's medium-large. Basically, once we started looking at what we wanted with the Apollo, which is having several patients and doing this kind of stuff over a large distance, we thought, well, it's too big to be a small ship. And the issue is that even if the Endeavor is massive, like bigger than large, large was too big for what we wanted to do. So medium was basically the sweet spot, even if it's close to some ships that are a bit too small, or some ships that are a bit too close to large. So it's a bit tight, but it's the sweet spot basically to do what we wanted to do, which, well, we will talk about it, and we've seen that in Ship Shape and other stuff. But yeah, the sweet spot on a medium ship is basically going around, but without needing a lot of people with you to do this kind of stuff.
The larger you get, the more extra stuff you have to factor in. They start becoming big targets. So you either need to start throwing turrets all over the place on them, which then, if they're manned turrets, you need spaces for people to be in those manned turrets, you need spaces to get to them. Or you start sort of almost needing larger components to provide that defense, which then just makes it a bigger ship, at which point you're back to being a large one. So medium just fits that goal nicely. And if you compare it to the Cutlass, they're the same sort of width if you factor in the Cutlass's engines, which sort of artificially bloat it, but it is a fair length longer because of the shape of it. Whilst on paper it doesn't seem that much bigger than the Cutlass, there is a lot more usable space in it.
TL;DRThe ship is slightly longer than a Cutlass with similar width and two separate rear cargo rooms, comparable speed to the Freelancer, a remote turret, modular medical beds, and a more armored but slower Medivac variant.
So in terms of stats, like John said, it's basically a bit longer than a Cutlass, but about the same width. So it's 43 meters long, 30 meters wide, and 10 meters high. It has 28 SCU. The thing is that it's separated into two rooms at the back; it's not one big room. You've got two entrances: basically you've got a small lift, like at the front of the Constellation, which is basically for the crew, and at the rear you've got a big ramp, which also allows it to work as a big docking collar, if you want. Outside of that, in terms of speed, it's relatively a bit like the Freelancer, if I remember well, which is 205 meters per second for the base variant and 195 meters per second for the Medivac variant. The thing that is different between the speeds is that, as people might see later on, or have already seen, the Medivac variant is better armored, but basically it's a bit slower and not as maneuverable. You're trading that.
In terms of weapons, it's relatively simple. It's one remote turret on the top with two size 2 cannons. Well, it's two size 2 laser cannons for the regular variant and two size 2 miniguns, ballistic miniguns, Gatlings, for the Medivac. Outside of that, in terms of thruster placement, it's relatively the usual. The Medivac variant has heavy armor, the regular has medium armor, two shield generators. It has a large radar, which is different from the usual, because obviously you will need to scan space to find bodies and other injured people. I've seen that some people might be interested in the number of toilets, so there's two toilets in the ship. There's two ejection beds as well. It's basically like on the Constellation: it's ejection pods that also act like beds. So it's pretty good.
I think the really interesting thing about this is the two rooms where the medical beds are; they're going to be modular. So you can swap them out depending on what level of medical gameplay you want to do. And alongside the pages later today, there is actually going to be an updated design post that talks about medical gameplay, because we haven't really talked about it since the Death of a Spaceman post. So it's sort of like a short update post to that.
TL;DRPaul Jones describes this ship as a smooth process compared to past difficult ones, with style and silhouette found early after a note that it wasn't RSI enough; John Crewe jokes naming was hardest.
So some ships are like... in the past we've had emergency C-sections. This one, I'd say, was a good natural birth. We had the birthing pool, everything went naturally, it all flowed. It's been enjoyable actually, this one; it's actually gone well, even though there's always a couple of surprises that are thrown in there. We've been heavily on top of this one, so we've wasted no time and pretty early on hit the style, hit the shape and the sort of silhouette. Chris was like, well, it's not RSI enough. So I just dived back in and we just started messing with more of the shapes and just getting more of that core architecture in there. And so, yeah, pretty good process.
I think the hardest bit was coming up with the names for it. I feel sorry for the people doing the brochures because they must have had to change it multiple times a day.
TL;DRThe bridge layout has changed slightly because the ship was extended, with visibility improved by removing struts, styling taken from the Polaris interior, and a refactor under way to clarify the interior for artists.
I can see an image of the reflection on your TV. So it looks like it's the layout that I provided right at the start of the process. So it has changed a little bit since then, because we had to extend the ship just to factor in all the components. But in terms of the bridge, it's fairly straightforward. We sort of went back and forth on things like visibility, because we all know... struts. I tried to get some extra struts in, Corentin was like, no, get them out. And then once we fixed that up, it was just adding some additional visibility to the left and right, the corners of the ship. And then, again, it was just a matter of taking some of the styling from the Polaris interior and factoring that in. Obviously, you can't see that from the layout. And then we've got the beds. To be honest, we're just doing a little bit of a refactor now, just this week, just to tie up some loose ends on some of the interior space, just so that when it gets to the artists, it's super clear what they need to achieve.
TL;DRThe two mirrored med bay rooms are swappable modules with three bed tiers, from many general-injury beds to large single-patient surgery rooms, and can be mixed and matched per side.
Yeah, so you can see that they're essentially mirror images of each other. So when I say med bays, I'm talking about them both at the same time. Part of the medical gameplay post talks about different levels of injury and healing, and different equipment can do different levels of things. So an abandoned moon that might have this old ancient medical facility might only be able to do certain levels of healing. Like it might be able to stop some bleeding, patch you up enough to get you somewhere properly. It's not going to be able to replace a ruined limb or multiple injuries. And that's something we want to do with the Apollo. So in, I think, that shot, there's three beds on every side. So these are three of the sort of... I can't remember which way the numbering went in the design post... I think tier three beds.
JH
Jared HuckabyHost, Content Manager for Global Video Production
Tier three is recovering from minor injuries, like limbs being damaged. Tier one is recovering from near-death experiences and fatal injuries. So tier one is the more severe.
Yeah. So these are essentially tier three medical beds. So you've got six medical beds that can heal a variety of just general injuries that you'd expect people to find. If you want to be a bit more serious, you can swap those rooms out for some tier two rooms, which only have two beds on each side, but they're bigger beds, they can do more. And then if you really want to be full doctor, full surgeon, you swap them out for tier one rooms. And those are your big isolation rooms, big surgery rooms that can do the whole thing that you would find in, like, Hurston's big planetary medical facilities, but in a small ship. But you can only do one at a time in those beds. You can mix and match, so you could have one tier one on one side and a tier three on the other, so you can provide some flexibility, and it sort of allows you to tailor how you want to play that. But it's all about just letting you...
It will be interesting to see what the players are going with in terms of configuration, like if players really want to be basic three on three or two on one.
TL;DRFor now the promotion includes only the ship with tier three beds, and how tier one and two modules are rolled out or priced will be decided later once the tech comes online.
It's just the tier three ones at the moment. I don't know how we're going to plan on that. That's one for the marketing department to decide on. Once we've sort of nailed that down a bit more, we can decide how much extra gameplay they give and whether you get a set with that base purchase or they're additional.
JH
Jared HuckabyHost, Content Manager for Global Video Production
Right now, I do want to confirm that when the RSI Apollo promotion starts in earnest towards the end of this broadcast, there are no modules that are being provided for the promotion at this time. The ship that you get will have the tier three beds, and how we choose to roll out the tier one and two, we will decide once the tech for that comes online and we know more. It's one of those things we wanted to preserve until that tech comes online and it's developed further before we tried to ascribe value to them and stuff like that. So for right now it's just the ship with the tier three beds.
TL;DRIn 3.2 medical gameplay is basic, using a MediPen or dying, while the plans are permanent injuries and more depth as described in Death of a Spaceman, which is still mostly accurate.
Yes, 3.2 right now is fairly easy. Obviously, it evolved a bit over time; it's not what we had a long time ago. But right now, it's basically: you get injuries or you get bleeding or whatever, and you use your MediPen or you die, basically. So that's it. We have some stuff that is already in the code, like planned for it, like for injuring limbs and stuff like this. But it's not where we want to go yet. Basically we have this plan, but obviously it's not there yet. And the thing is that what we want to do is some kind of permanent injuries, like in Death of a Spaceman.
As we were reading through that during this post, there was quite a lot of it that is still completely accurate today, even though it was written four years ago, five years ago. It's still exactly what we plan to do. So in our heads, we had, oh, we need to do this huge design post about how much has changed. And actually, there isn't a huge amount that's changed. The design post talks about what Corentin said, how it is now, how we want to go in the future, so this more persistent damage, how people are going to be dealing with respawning from death and other sort of injuries, what side effects that has, why you choose to respawn at a medical ship versus going somewhere else, just things like that. When that was written, there wasn't a huge amount in game to sort of get your mind wrapped around, whereas now there is significantly more. So there's a lot more questions that have come up since then. It's not a huge, full, in-depth article like Death of a Spaceman 2.0. It's more like an appendix.
Tier 2 is sort of... at the moment, when you get to that final state in our limbs, the ruined state, you sort of lose functionality, but you can heal with your MediPen and that goes away. Tier 2 is: that won't go away just from injecting yourself with a pen. You're going to have to start getting some serious medical support. Otherwise, you're losing massive functionality like being able to hold stuff or being able to jump, sprint. So that's your sort of... if you don't get healed quickly enough, there's going to be long-term effects for that.
Yeah, Tier 1 is: something has gone badly wrong and you need to get help, otherwise you're going to die, and then you're going to have even more problems when you come back, beyond having presumably lost your ship that you were in, or you were just on a planet somewhere and got taken out. I think Death of a Spaceman talked about a lot of persistence: if you repeatedly kill yourself or get killed, this sort of starts accumulating persistent effects. And that's very much the case. So tier one medical equipment is like the traditional big sci-fi healing machines you see in Elysium and things like that. That sort of tier of...
TL;DRPaul Jones chose red from about thirteen liveries to add colour and personality, drawing on emergency and avalanche rescue vehicles, with two-tone finishes and gold accents, and Chris picked it as favourite.
Yeah, I mean, we've spoken about this before. I think this year probably has been our most colorful year. And I think it was just a natural event, really. I started looking at our ships and there are easy wins we can do to add more personality to our ships, rather than being the traditional white or the silver or the black. I mean, they're all cool, but why not? Let's get some color in. Those 13 sort of fall into different groups. So, if my memory serves me right, there were the whites, then there were the blacks, and then there were the reds. And it's kind of the process I really enjoy, actually, because the concept artist will have done all the hard work and come up with the great geometry and stuff. And then I render out about 20 different finishes and then just overlay them in Photoshop and just start getting creative. And obviously there are many influences you can pull from: typical EMS, ambulances; depending on which country you're in as well, they have different colors. So for me, I think by the time I got to the red one, that was probably one of the later ones. And I don't know, I just really liked it. And the devil was in the detail. It was essentially having a two-tone red. There was a satin, there was a gloss. Then you had your polished metal frame of the canopy. We've got probably about 5% gold accents on the ship and just really went for that quality RSI feel, basically. And I did my pitch to Chris. I basically sent them all to Chris, but said which were my favorites, and the red one won out. So, yeah, I was very happy, because it kind of heavily pulls on recovery, like when you see those vehicles in the snow, avalanche rescue vehicles, that sort of stuff. And so it's really hinting at that side of things. And I think just the shape, just because of the complexity of the shapes that are in RSI, you can get away with just having that one block of color, because all the shapes are doing the breakup.
JH
Jared HuckabyHost, Content Manager for Global Video Production
Well, there's a battle royale going on in Twitch chat right now while folks are calling out their favorites.
I mean, there's a lot of good ones there. There's some that I like, and you never know. There's one for everyone, isn't there? So as we go along, we're sort of trying to do more of that, basically, to look at more options. Those were the ones that got released, you see. So those are the ones I was happy with. There was a whole bunch that I hated and they just got left.
TL;DRThe ship's two drones are used only to rescue injured people, enclosing them in a protective field and delivering them to the beds, and they double as stretchers that can be pushed through the airlock.
At a functional level, drones are drones are drones. They can be controlled remotely or they can be semi-autonomous. But these ones are specifically designed for... I was going to say capturing, but that's probably an aggressive tone... for rescuing injured people, particularly in space where they're just floating around. So they can be sent out; they come out of the bottom of the ship and encase the person in this sort of protective field. Because obviously in space you might be in a cracked suit; you probably don't want to just be left in the void until you get back in the ship, so it sort of encases them. It goes back in the ship, and it's quite a neat system. I don't think we really showed it in any detail, but they go in the bottom of the ship and they sort of get filtered to the underside of the beds, and the drone attaches onto the other side of the beds, and they come up through the beds, and the beds all sort of open up to take them. Then the drone goes back down and leaves them on the bed. So it sort of makes a nice seal to put them in this sort of healing bed, and then they can go off and do it again. Obviously, if you've got six beds, you can fill it up with six people. You only get two drones with it, and they are just for that. It's not like the Vulcan's drones that you can repurpose into doing other things. They are purely for capturing and rescuing bodies. You can't use them to go up to another ship and rescue the missiles off them. And they are sort of the stretcher in the same way. So if they're not being semi-autonomous... unless I'm just speaking nonsense now, they are one and the same.
One of the reasons that we put a big hump at the back with a big airlock is, if needed, if the drone can't be used properly, you just push it and go in.
Hopefully, if you've done a good enough job, they can get off by themselves. There's space in there for those drone stretchers to go into the room and get people back into them and take them. Say you've only got Tier 3 beds and someone just keeps bleeding out; you've transported them from where you found them across to a big medical facility. They've got a Tier 1 injury that they need healing. There's only so much time you can keep them alive in your ship with Tier 3 equipment. You put them back on the drone stretcher and you take them, like you see with an air ambulance that lands at a hospital. It lands, they come out, you take them in to get healed for good.
TL;DRIt definitely won't fit in the Polaris, but it's intended to fit in the Endeavor's hangar, at least one and maybe not two, and a docking collar lets it get close to big ships.
Definitely not the Polaris. We were looking at what we'd said on record about the Polaris all those years ago and found this really nice fan-created image where they had extrapolated the landing pad size out of the holoviewer model and then taken all our ships in-game. And the old Cutlass couldn't fit on there, so the new Cutlass definitely won't fit on there, which means the Apollo won't fit on there. We were talking about the Endeavor. Obviously, the Endeavor is not being built at the moment, so we're quite flexible in what we can do with that. So we fully intend for it to fit in the hangar module there. I know way back in the day when we talked about it, it was said to hold two Cutlasses, I believe. I don't know whether it will still take two Cutlasses; the Cutlass has got bigger since then. But if it holds one Cutlass, it will definitely hold one Apollo. Maybe not two, because it's going to start getting very long. It might look a bit odd.
Something that we will look at when it comes to the Endeavor... We were about to check the Idris before we came on here. The thing is that it's supposed to have a docking collar anyway, so it will be able to get close to some other big ships that won't be able to have it inside anyway. It's not a small ship that you try the usual 'can it fit?' with, because it's a big ship; it's 40 meters long and 10 meters tall. Basically, the biggest issues are it's really long, and it's pretty tall as well.
TL;DRThe Cutlass Red is a smaller, faster, armed one-bed combat ambulance, the Apollo a small clinic and the Endeavor a big hospital; all three are meant to be complementary, and the Cutlass Red's production was pushed back to settle this.
So basically, there's two things about that. Obviously, the Cutlass Red, the last time we talked about it, was when it was way smaller. Now it's way bigger. But the intention stays the same, which is that it only has one bed inside. So it's not something where you can take a lot of patients. It's something where you get on the scene, you get someone. You can either go somewhere to a hospital, for example, or to an Apollo, to an Endeavor, this kind of stuff. Yeah, it's a bit complicated with that. And the other thing is that the Cutlass Red obviously is based on the Cutlass, which is a pretty big fighter now, a medium fighter. So while it won't be as powerful as the Cutlass Black, because, well, it's not a fighter...
It will still be more powerful. I'd say it's a bit more like you go into a hot zone with the Cutlass rather than going there with an Apollo. Obviously, the Medivac variant of the Apollo is pretty good, but it's more: you've got an emergency, you need to go there, you need to escape quickly.
Yeah, the sort of methodology we use internally is the Cutlass Red is your ambulance, or sort of your combat ambulance. It's very small scale, but it's faster, it's got the armament. The Apollo is like a little doctor's clinic where it can treat a small amount of things, and the Endeavor is your big city hospital. And all three are completely valid. Not everyone wants to have the big hospital. Not everyone wants to have just an ambulance. Some people want all three. That's fine. They all work together in the same career, and you can go up and down the chain as you please, because if you want to just jump in and just ferry one injured person around at a time, the Apollo is sort of overkill for that, whereas you might get a medical mission where you've got 400 people to transfer within a time limit. You could probably do that in your Cutlass Red, but you're going to have to be going fast and not make a mistake or not get interdicted during that time.
The Cutlass Red was actually due to go into production around the time we were starting this process. And we pushed it back because of this ship, because we wanted to solve a lot of the unanswered questions with medical gameplay that we just hadn't really thought about. And rather than just start the Cutlass Red and sort of put ourselves into a corner, we pushed that back. It's still some months away before we start doing it. We got our ducks in a row with this, and then we can work out where does the Cutlass Red fit against this? Where does the Apollo fit against that? And make sure that they're both complementary to each other, not that one just blasts the other one out of the water.
We talk about it in the design post. It's sort of something that comes with medical ships, as a feature of their gameplay. I can't remember whether the Cutlass Red came before the Endeavor or vice versa. Obviously those two ships at the time were such a huge scale apart that it made sense for the Endeavor to be that higher tier. But yeah, you get it through various levels of medical gameplay. Having those tier 1 beds that allow you to bring people back from the dead is, I think, the way we'll go with it. So the Endeavor is going to have those out of the box. The Apollo, you can make it be like that if you want to. The Cutlass Red, probably not, but we'll see. All stats subject to change.
TL;DRThe interior borrows shape language, doors, frames and buttresses from the Polaris (and Bengal) so it advances the RSI look while staying clean for medical areas and tying in with familiar ships.
Yeah, obviously there's been a lot of work done on the Connie, and... I mean, yes, we have done some stuff on the Polaris, and this is a little bit of having your cake and eating it, maybe. I've taken some elements from the Polaris and some of the shape language that works well for this, for the overall medical bays and central room. Obviously it's medical, so we're keeping it clean in that area, but the cockpit and those sort of areas definitely will have similar doors, things that the fans are familiar with, door frames, buttresses. So, yeah, I think it will be an advancement of the RSI visuals, but everything will still tie in.
TL;DRThe slanted glass and side struts keep the RSI look while keeping struts out of view when the player turns their head to aim, avoiding the visibility problems seen on other ships.
We had a bit of a debate, not a long debate, but obviously when we look at the Constellation, there are some struts. When we look at the Apollo, it's a different kind of ship, and you need to look: oh, there's a body there, a body there, a body there. And it's something that personally I wanted to push on. Paul managed as well to keep the RSI style with the struts on the side, and it's a bit different. The main issue that we've seen, for example recently with the Cutlass or with the Razor before, is that obviously it's always a bit of a pain if you use your head to aim and you've got a big strut in front of you and you can't see shit. So yeah, that's something that works really well as well with the slanted glass. So it's still really RSI if you look from the side at the struts, but in a way that if you turn your head, yes, there are some struts, but they're not in your view. It just works well.
Armor, maneuverability. There's some missiles. Oh, yeah. There's two, say, three missile launchers. So obviously, it comes with two size two missiles on each. But yeah, I've seen people wondering why there are missiles on a medical ship. But yeah, it ties pretty well with when we were making the variant. It works well as well with the minigame and other stuff. It's not like it's overpowered or whatever. It's not like you will start taking down all the ships coming at you with your medical ship. It just works well.
JH
Jared HuckabyHost, Content Manager for Global Video Production
And RSI has got a bit of a standing history with these projectile weapons, between the torpedoes on the Polaris and the missile racks on the Constellations.
That's a good question. We didn't put it in the concept images. I mean, we've obviously got lights. Well, me personally, I've left that open. I mean, it's more...
It's going to be in the same band as the other ships with medium quantum drives, so Freelancer and Vanguard style. It is quicker than the smaller ones, but it's not specifically tuned for faster quantum speeds.
I think we always want to make this sort of player-driven rather than just click and forget. So I would expect them, to do them well, to be player controlled, and we'll probably leave some sort of level of semi-autonomy. So they might go out and find the things for you, but to actually bring them back, that will be something we want players to do. Chris is always very much make things hands-on rather than just click a button.
I'm not sure if... The question is probably, can you do a scam where you get someone, hit him, and say, now you must pay, even if I shot your leg before? That sounds like... yeah, that's a bit sandboxy, so who knows?
Yeah, I would expect for players to put people in these drones, they're going to have to be unconscious or knocked down. I'm not suggesting how you get them into that state to start with, but you're not just going to be poaching people running around space stations with them.