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Reverse the Verse ·
Published on this date.2018-09-21
· 31 Q&As

Star Citizen: Reverse the Verse - A Wild Hammerhead Appears

Developers describe how the Aegis Hammerhead grew from a Retaliator-sized patrol boat into a larger gunship with a mess hall and crew quarters. They cover Idris-derived interiors, its six manned turrets, power use, speed, ramming, cargo bay and 3.3 limits.

Transmission log

Full answers

Tell us about the Hammerhead when it first started. What was that original idea, and how did it change between that original idea and the concept?

TL;DRThe Hammerhead began as a small Retaliator-sized patrol boat with stronger turrets, but needing a mess hall, crew quarters and a bigger engine room practically doubled its size during concept, before concept art.

Adam ParkerSystems Designer

The original idea was a small patrol boat about the size of the Retaliator, and the general idea was a Retaliator that swapped out its torpedoes for stronger turrets. And from there, the job for the patrol boat was to go around systems and police the area in a sort of defensive way and protect stations and other fleets. We realized that people would be aboard it for much longer than they are on the Retaliator, so they would need a mess hall, proper crew quarters, that sort of thing. So the ship had to get bigger for that, which accordingly meant it needed a bigger engine room and bigger stuff than that. So it practically doubled in size from the initial thing, in the concept phase. This is before any kind of art or concept art had been done for it.

John CreweVehicle Pipeline Director / Lead Systems Designer

And that's part of what contributed to the whole confusion over the sizes when the concept was announced, and the brochure and everything like that.

Reverse the Verse·
Published on this date.21 Sep 2018
ShipsDevelopment process

What does the Hammerhead take from the Idris? Does it take anything from the Javelin, also by Aegis? And what was bespoke for this ship?

Calvin WilliamsSenior Ship Artist

Yeah, so we have an Idris and a Javelin with pieces already that fit into the Aegis brand. So we borrowed a lot from there, from things like corridors. A lot of the corridor pieces are the same pieces, and we've just tinted them to match the colour that we wanted them to be. Things like doors, that's all part of it, bunk beds, captain's quarters. We try and fit in as much as we can to help it get through and fit in the brand. But bespoke areas, we've got the engineering room, the engineering slash cargo room, and that's all bespoke to this ship, and you'll see that around the verse. You can see the big glowing lights at the side in the engines.

Reverse the Verse·
Published on this date.21 Sep 2018
ShipsDevelopment process

We have a history of ships that go through the UK pipeline getting bigger as they're built from concept to the actual in-flight model. Are the [Hammerhead's] dimensions changing all that much?

TL;DRThe Hammerhead's dimensions haven't changed much and the website's landed size is about right, though turrets make the measurement ambiguous, and it hasn't grown anywhere near 50%.

John CreweVehicle Pipeline Director / Lead Systems Designer

Not really. We were looking at it earlier before this, and on the website, I think it's 115 by 75 by 16, and that's pretty much where it comes in at. It's a little tricky because of the turrets, so you can argue about where you measure the ship from. Because if you just measure it from where the turrets mount, the doorways, it's 55 meters. But by the time you put the turrets on, it gets bigger. And so do you count to the edge of the turret, or do you count to the edge of the barrels on the turret, which is where 75 comes from? But that's with the turrets tucked in. So when they're sort of landed and inactive, they retract back into the ship.

Calvin WilliamsSenior Ship Artist

So it has like four different sizes.

John CreweVehicle Pipeline Director / Lead Systems Designer

Yeah, so when it's out and all the turrets are out, it gets even bigger. But landed size, the size people generally care about for fitting on landing pads, fitting in other ships, is the size that is on the website. And if it changes, we'll update it, but it's not got 50% bigger or anything like that.

Reverse the Verse·
Published on this date.21 Sep 2018
ShipsShip components

Was the addition of the second deck to fit the mess hall done in a found room that was already within the model, squeezed into the existing geometry?

Calvin WilliamsSenior Ship Artist

Yeah, there was space inside already for that, so we just had to work it in with a lift system to get through to it. So it wasn't a case of having to ramp the ship size up just to squeeze it in.

Reverse the Verse·
Published on this date.21 Sep 2018
Ships

Target information shared between gunners?

TL;DRSharing targets between gunners is a general game system, not coming with the Hammerhead in 3.3, though it will be very useful for it later, and turret rotation is now visible on the HUD.

John CreweVehicle Pipeline Director / Lead Systems Designer

So that's not really Hammerhead-specific. It's a game system that will be applicable to any ship that has multiple turrets and seats. It's not something that's coming with the Hammerhead in 3.3, but it will be something that, when it does come, will be incredibly useful for the Hammerhead, for people to target targets and share them between, for the pilot or captain to nominate things. I was actually looking at a video just before we came in here that Kirk had sent over on some turret stuff, and for the first time ever I actually noticed, and it's slightly related to the question, but only slightly, that on the self status on the HUD you can actually see the turrets rotating around. So that's something I hadn't noticed. I know it's been wanted for a long time. That helps a lot, especially for the pilot, to see where all these turrets are pointing. It's not where we want to leave it at. That's just a happy coincidence that's happened. We want to have proper feedback for those stations.

Calvin WilliamsSenior Ship Artist

If they're all pointing in one direction, you can get a gist of where they're going and help them out.

John CreweVehicle Pipeline Director / Lead Systems Designer

As the pilot, you want to see your turrets' target pips, and the same for other seats.

Reverse the Verse·
Published on this date.21 Sep 2018
MulticrewShip combat

Calvin, how do you determine which parts can be recycled from the Idris and which need to be unique?

TL;DRThey fit recycled Idris pieces against set corridor-length metrics, build bespoke pieces to fill gaps, and rely on some trial and error, with the second deck bringing unexpected fitting problems.

Calvin WilliamsSenior Ship Artist

It's all a matter of actually just getting it in and seeing if it fits. We have metrics that we work to, and that carries through to each ship. So we know how long the corridor can be with the pieces that we've got, and we just fit it in and then build bespoke pieces around that if we need to plug up any gaps. So it can be trial and error sometimes. You can plan it though, it's not too bad.

John CreweVehicle Pipeline Director / Lead Systems Designer

The concept for this was quite handy, because the concept artist who made it was given those pieces from those ships, so we had a fairly good idea what was going to work. But as I say, adding that second deck, we went through some curveballs to how stuff fits together that simply wasn't there in the concepts.

Calvin WilliamsSenior Ship Artist

Yeah, you just have to get creative with it. That's what we have these jobs for. We have to solve those problems, and I think we've done a good job.

Reverse the Verse·
Published on this date.21 Sep 2018
ShipsDevelopment process

Will we see NPC-controlled pirate Hammerheads as enemies in 3.3?

Adam ParkerSystems Designer

Not in 3.3, but I'd like to see that.

John CreweVehicle Pipeline Director / Lead Systems Designer

It'd be one for Luke.

Jared HuckabyHost, Community

That's a Luke Presley question.

Reverse the Verse·
Published on this date.21 Sep 2018
NPCs & AIShips

Does the Hammerhead have a brig for pirate hunting?

Adam ParkerSystems Designer

No.

John CreweVehicle Pipeline Director / Lead Systems Designer

No brig. Deal with the pirates the old-fashioned way.

Adam ParkerSystems Designer

It's just blasting them to pieces. You're not there to capture people.

Reverse the Verse·
Published on this date.21 Sep 2018

How fast or slow is the Hammerhead? What ship would you compare it to as far as speed?

TL;DRThey won't give exact numbers because balancing is ongoing, but the Hammerhead is around Starfarer speed and maneuverability, slightly more agile and faster, and its six turrets mean it needn't be fast.

John CreweVehicle Pipeline Director / Lead Systems Designer

I'm not going to give any exact numbers, because I know we're balancing it literally at the moment.

Adam ParkerSystems Designer

Yeah, we're balancing it at the moment. I'd say it's around the Starfarer sort of speed and maneuverability.

John CreweVehicle Pipeline Director / Lead Systems Designer

Yeah, it's similar in size to the Starfarer.

Adam ParkerSystems Designer

It's not quite as boxy. It's flatter, but it's wider.

John CreweVehicle Pipeline Director / Lead Systems Designer

Yeah, so a little more agile than the Starfarer, a little faster.

Calvin WilliamsSenior Ship Artist

But not greatly.

John CreweVehicle Pipeline Director / Lead Systems Designer

If we say the wrong number, then we're held to it.

Jared HuckabyHost, Community

I imagine a ship like that, game-balance-wise, is allowed to have a speed in that range not only because of its armor, but because with six turrets around the entire thing, you don't have to maneuver particularly fast. You can cover pretty much wherever you're trying to hit.

Adam ParkerSystems Designer

Every angle's got at least four or five turrets able to point that direction.

John CreweVehicle Pipeline Director / Lead Systems Designer

Yeah, just because it's slow doesn't mean it's not useful in this regard. Good luck getting close to it. Projectiles aren't slow.

Adam ParkerSystems Designer

It defends an area, and it does it well.

Reverse the Verse·
Published on this date.21 Sep 2018

Will the ship be able to produce enough power to run all six turrets at once, or will sacrifices have to be made in order to do so?

TL;DRThe Hammerhead can currently run all six laser turrets, but if power proves a problem they would change the weapons first, and they hedge because power and heat balancing keeps shifting.

John CreweVehicle Pipeline Director / Lead Systems Designer

It can run six at once. I'm trying to remember whether it was this ship or another one that we talked about in the initial concept that was sort of borderline in its power consumption. At the moment, it does have laser repeaters on all the turrets, but if they need to change, because we don't want to have a repeat of the 600i situation where even doing basic maneuvers it struggled power-wise, then we will change the weapons first. So they are big guns. They do take a lot of energy, being laser weapons. So there are multiple ballistic options that we can put on it to alleviate that. The stats on the stats page are still correct to my knowledge. We've not decided to add an extra... It hasn't got big enough to warrant having extra power plants or shields chucked in it.

Jared HuckabyHost, Community

And of course, in the future, once the full breadth of Item 2.0 and the components is out, things like the power plants, you'll be able to upgrade, not necessarily the size, but the grade and type of power plants for these types of things. So you'll be able to tune aspects of the ship.

John CreweVehicle Pipeline Director / Lead Systems Designer

Yeah, you can overclock them. Now, with 3.3, you'll be able to overpower them, which is sort of like a light overclock. It's pushing it past 100%. So you get a little bit more power with a little bit of increased wear, whereas overclocking is all the power and all the wear.

Adam ParkerSystems Designer

And overclocking is for a very short amount of time.

John CreweVehicle Pipeline Director / Lead Systems Designer

Yeah, you don't want to be in that for a long period of time. So that's sort of the difficulty we had 10 months ago, that we didn't know how much of this would be in by the time it came out. So we always hedge our bets when we're discussing power consumption so far in advance. Especially as the numbers we have have changed a lot in the last few patches in terms of power and heat and all the balancing that's gone into that, which Adam has been part of as well. It's always very tricky to go, yes, it will work with five weapons, but the sixth one will push it over the limit. There's so many variables in our ships that it's very hard to do that on paper in advance.

John CreweVehicle Pipeline Director / Lead Systems Designer

And I don't think anyone's going to complain that, oh no, my Hammerhead can power all my laser repeaters now out of the box. It's something we noticed with the power tunings we did in the previous patch with the Sabre. It runs very close to its limit if you go all energy weapons on it. So there is a big tangible difference to running an all-ballistics loadout. You have so much reserve power left to be able to put into your shields, to be put into your thrusters, to be put into your coolers, that you've got the options there. And it only gets bigger with bigger ships.

Adam ParkerSystems Designer

The Sabre was really the odd one out when it came to balancing stuff like that. So much larger and more energy weapons than most other ships of its size.

John CreweVehicle Pipeline Director / Lead Systems Designer

More shields. Yeah, when we did that power change, there were three or four ships that were just so far out. They would not behave. Like the Glaive, with its size five guns on a relatively small ship as well.

Reverse the Verse·
Published on this date.21 Sep 2018

For just building the ship geometry, do you remember how many people were working on the Hammerhead total?

Calvin WilliamsSenior Ship Artist

Yeah, so initially it was me doing the exterior, and then we had two guys doing the interior. And then I think it ended up being, yeah, three carrying on working on it. So there were three people at any one time working on it.

Jared HuckabyHost, Community

So for a ship this size, still only three people?

Calvin WilliamsSenior Ship Artist

Yeah, it's like rotating shifts for it.

Reverse the Verse·
Published on this date.21 Sep 2018
Development processShips

What type of references do you use for the Hammerhead? Do you look at an actual hammerhead shark?

Calvin WilliamsSenior Ship Artist

We never follow it 100%, because you need to have your own creative license with it. Sometimes you come into difficulties where you need to actually fit certain rooms in, and you have to work around that. That's all a natural part of it. People did look at hammerheads for reference for it, because that is the iconic shape and the name of it. That is part of it. You look at other Aegis ships that are in the game as well, because it all shares the same design language. Yeah, with Aegis, there's a lot of the alien manufacturing type style in there. Thank you, Nate Beasley. That's definitely a Nate special.

Jared HuckabyHost, Community

You can see every ship Nate's touched.

Calvin WilliamsSenior Ship Artist

Yes, definitely. So we always look at that stuff when it comes to Aegis.

Reverse the Verse·
Published on this date.21 Sep 2018
Art & graphicsShips

How does a ship get bigger? Do you just scale up the geometry and add new interiors?

TL;DRMaking a ship bigger is rarely a simple scale-up; it usually means fitting what must be inside and reworking the layout, with the Orion as the one example that was scaled up.

Calvin WilliamsSenior Ship Artist

Yeah, that's all it is. It comes from what actually needs to be inside the ship, doesn't it?

John CreweVehicle Pipeline Director / Lead Systems Designer

There's various levels of getting stuff bigger. Sometimes it's just filling the space more effectively. Other times it's, oh, we need to put a dog leg in this corridor, which means things need to go out. There's just a knock-on effect. There's very few times that we just simply scale up the ship. The only example I can think of is the Orion. We had the concept mesh. You look at the concept mesh and you think, well, that's fine. And when you actually went to start making it, because it didn't really detail the mechanics of the inside of it, it starts at the front where the big maw is to crunch all the rocks, and by the time they'd put the tube through the middle, there was about five meters around it to put everything else in. So we're like, oh, well, the design is fine, it's just the scale is completely off by the time you properly model the inside of it. So that one I think was literally 200%, and now everything's fine. They're not all like that.

Calvin WilliamsSenior Ship Artist

Yeah, it is a unique problem to have it working from the inside all the way through to the outside, in multiple layers.

John CreweVehicle Pipeline Director / Lead Systems Designer

Some of it is just to make it look nicer. If we follow the concepts or the interior plan 100%, it sounds weird, but it often doesn't turn out how the concept looks, given that you're following it.

Calvin WilliamsSenior Ship Artist

Yeah, because that concept is only from one or two angles, so you've got to take into account that it's a fully explorable area, and it needs to look good from every different angle, and sometimes that just means things have to change.

Reverse the Verse·
Published on this date.21 Sep 2018
ShipsDevelopment process

Does this flying death machine have any weak spots?

John CreweVehicle Pipeline Director / Lead Systems Designer

It's slow.

Adam ParkerSystems Designer

It's quite slow.

John CreweVehicle Pipeline Director / Lead Systems Designer

If you can stay outside the turret range, it's got problems.

Adam ParkerSystems Designer

Those large engines at the back, they're quite a target. So if you want to make it even slower, you can try and knock those off.

John CreweVehicle Pipeline Director / Lead Systems Designer

It's not great in atmosphere.

Adam ParkerSystems Designer

It comes down quite poorly.

John CreweVehicle Pipeline Director / Lead Systems Designer

It's really a spaceship.

Adam ParkerSystems Designer

EMP devices would probably give it a...

Reverse the Verse·
Published on this date.21 Sep 2018

Has the Hammerhead been through damage states yet? Is it possible to shoot the turrets off?

Cloud Imperium

Dev: Yes, it has.

John CreweVehicle Pipeline Director / Lead Systems Designer

Yeah, you should be able to. As far as I'm aware, you can shoot all the turrets off the ships. Some of them do just disappear. I remember a bug years ago where the turrets all ended up with one health, and that's why people kept finding themselves outside ships when missiles hit the ship, because the missile would hit the ship and anywhere within the radius, which was hundreds of meters, would just take one damage, kill the turret, and they'd just leave you where you were. It was confusing as anything.

Reverse the Verse·
Published on this date.21 Sep 2018
Ship combatShips

Are there any blind spots for the turrets?

Calvin WilliamsSenior Ship Artist

I wouldn't say there's blind spots.

John CreweVehicle Pipeline Director / Lead Systems Designer

There's probably the back, from the back.

Adam ParkerSystems Designer

From the back, maybe.

John CreweVehicle Pipeline Director / Lead Systems Designer

It's the best chance.

Reverse the Verse·
Published on this date.21 Sep 2018
Ship combatShips

Are the rear turrets not obstructed by the front turrets?

Calvin WilliamsSenior Ship Artist

The rear turrets sit a little bit wider than the front turrets, so you get a staggered, almost diagonal.

John CreweVehicle Pipeline Director / Lead Systems Designer

They can shoot past the front. I think there was some confusion because one of the concept art pieces had the stubs, the nose and the wing stubs, the same length, but the back ones are actually further out. So it's thicker in the back.

Reverse the Verse·
Published on this date.21 Sep 2018
Ship combatShips

How effective can we expect these turrets to be at shooting down incoming torpedoes?

Adam ParkerSystems Designer

We want to be able to shoot them down anyway, don't we?

John CreweVehicle Pipeline Director / Lead Systems Designer

Yeah, again, not a Hammerhead-specific thing, because we want to have missiles and torpedoes be targetable for all ships.

Adam ParkerSystems Designer

Yeah, that was one of the main ideas behind it, in that you've got a fleet of large ships like the Idris and the Javelin, and they're going to be somewhat vulnerable to torpedoes, so you can employ Hammerheads to form a flak screen to take out incoming torpedoes.

John CreweVehicle Pipeline Director / Lead Systems Designer

Yeah, when we were doing the initial pitch, it was that patrol boat slash flak barge idea, that it just floats around and rinses an area. Offensively, not great.

Adam ParkerSystems Designer

Because it's so slow.

John CreweVehicle Pipeline Director / Lead Systems Designer

But it's there to just put a wall of fire in between.

Reverse the Verse·
Published on this date.21 Sep 2018
Ship combatShips

Is it a literal hammerhead? Can you use it to ram, and is the front reinforced in some way to allow that? Any movement on that?

John CreweVehicle Pipeline Director / Lead Systems Designer

I know Art are really keen for it.

Calvin WilliamsSenior Ship Artist

Yes, we've built a mechanism inside that looks like it'll do that, and it's reinforced on the exterior. The design side is still TBD. We've done the easy part.

Jared HuckabyHost, Community

Well, at the same time, isn't one of the entrances to the Hammerhead right there in front?

Calvin WilliamsSenior Ship Artist

Yeah, you have the airlock right at the front.

Jared HuckabyHost, Community

So you're basically ramming people with the door.

Calvin WilliamsSenior Ship Artist

That's a choice you have to make, isn't it? Do you want to get out, or do you want to beat them?

Reverse the Verse·
Published on this date.21 Sep 2018
ShipsShip combat

What ships fit [in the Hammerhead]? Have you tried to jam anything in there?

Calvin WilliamsSenior Ship Artist

Not personally, no. Not in the front, though.

John CreweVehicle Pipeline Director / Lead Systems Designer

Yeah, the ramp is designed for an Ursa rover. So Ursa rover and smaller. Try it. I've seen people fit much bigger ships and much smaller ships. Creatively.

Reverse the Verse·
Published on this date.21 Sep 2018
ShipsGround vehicles

One Hammerhead versus 100 Argos: who wins?

John CreweVehicle Pipeline Director / Lead Systems Designer

Probably the Argos, the sheer weight. Presumably those Argos are going one way.

Calvin WilliamsSenior Ship Artist

Just fly into it.

John CreweVehicle Pipeline Director / Lead Systems Designer

Just kamikaze Argos?

Adam ParkerSystems Designer

If they travel in single file to hide their numbers, then maybe.

John CreweVehicle Pipeline Director / Lead Systems Designer

Optical illusion. It's going to be a lot of carnage either way.

Adam ParkerSystems Designer

Yeah. Please do that. I want the video.

Reverse the Verse·
Published on this date.21 Sep 2018
Ship combatShips

Can we equip the turrets with missile racks?

Jared HuckabyHost, Community

I was going to say that's ruled out in those Shipyard posts that we talked about earlier. Handy plug. Check that Shipyard post out.

Reverse the Verse·
Published on this date.21 Sep 2018

Calvin, any interesting art challenges that came up with modeling this ship, or was it all just riding the coattails of the Aegis?

Calvin WilliamsSenior Ship Artist

That's it, isn't it? In this studio, we're very familiar with the Aegis brand now. We don't need to have as much time experimenting to see what works and what doesn't. We kind of have a good grasp of what will work. So it was relatively straightforward art-wise for this.

Reverse the Verse·
Published on this date.21 Sep 2018
Art & graphicsShips

Can we use computers to automate turret operations so they can be used without being manned, or will these turrets require NPCs or players to operate?

Adam ParkerSystems Designer

Not all the turrets.

John CreweVehicle Pipeline Director / Lead Systems Designer

Yeah. In 3.3, none of them. It's all manned. In the future, read the Shipyard post, because this talks about the exact same thing. Like Adam was going to say, presumably there isn't enough computer space to do all of them at the same time.

Adam ParkerSystems Designer

And they won't be as good as getting a regular guy in there.

Jared HuckabyHost, Community

Obviously, it's almost certainly too early to tell, but do you have early thoughts about how many you'd be able to slave when that time comes?

John CreweVehicle Pipeline Director / Lead Systems Designer

Not all of them.

Reverse the Verse·
Published on this date.21 Sep 2018

Will any of the weapons be pilot-controlled?

Adam ParkerSystems Designer

That's the same with the AI turrets. We'll be able to slave some of them to the pilot, but not all of them. Read the Shipyard posts.

Jared HuckabyHost, Community

As far as the ship's state in 3.3, because we don't have AI, server blades, slaving, stuff like that, in 3.3 will anything be pilot-controlled?

John CreweVehicle Pipeline Director / Lead Systems Designer

You will need buddies.

Reverse the Verse·
Published on this date.21 Sep 2018
MulticrewShip combat

What will the co-pilot be able to do in 3.3, versus what the co-pilot will be able to do later on?

Adam ParkerSystems Designer

The co-pilot's kind of what they are.

John CreweVehicle Pipeline Director / Lead Systems Designer

Yeah, in 3.3, it's like we have in the other ships, where they have MFD functionality. They don't have flight control over the ship, I don't believe. And then in the future, it's like we talk about in Calling All Devs and other shows: they're the ones that start getting all that extra functionality for managing features on the ship, so the pilot can just be left to fly and the co-pilot can be there to manage all the systems.

Adam ParkerSystems Designer

I'd see, for the Hammerhead, the co-pilot would have the job of managing the turrets and designating specific targets for turrets for the turret guys. So he'd be in charge of controlling the fields of fire of the ship.

John CreweVehicle Pipeline Director / Lead Systems Designer

Yeah, we do have engineer stations in there as well. If you want to have a dedicated engineer, you can be there.

Reverse the Verse·
Published on this date.21 Sep 2018
MulticrewShip combat

Will there be missions available in 3.3 to use the Hammerhead to its full potential?

Jared HuckabyHost, Community

Luke and I talked about this on a Calling All Devs. It wasn't for the Hammerhead specifically, but it was for the way that missions are going to scale from now on with multiple people. Remember back in the day, if you flew a Constellation with four people in it, you got all these AI spawn, and you're still only one ship. We had a good conversation. I can't remember which episode number it was, but I think it was about two months ago, where we talked a lot about the future of missions and how that would apply to the Hammerhead in 3.3. So I would recommend checking that out.

Reverse the Verse·
Published on this date.21 Sep 2018

What kind of rooms does the Hammerhead have?

TL;DRThe Hammerhead has a mess hall, bridge, engine room, corridors, crew and captain's quarters with bathrooms, component rooms, an observation area, lifts, ladders, airlocks and escape pods.

Jared HuckabyHost, Community

We know it's got the mess hall. We added that upstairs. It's got a bridge. It's got an engine room. It's got corridors.

Adam ParkerSystems Designer

Crew quarters.

Calvin WilliamsSenior Ship Artist

Yeah, crew quarters.

Adam ParkerSystems Designer

There's a captain cabin.

Calvin WilliamsSenior Ship Artist

Captain's quarters. There's multiple component rooms, one either side, isn't there?

John CreweVehicle Pipeline Director / Lead Systems Designer

There's a bathroom. Multiple bathrooms.

Calvin WilliamsSenior Ship Artist

There's the captain's bathroom.

John CreweVehicle Pipeline Director / Lead Systems Designer

Captain's got his own quarters and his own bathroom.

Calvin WilliamsSenior Ship Artist

And then there's two showers, two toilets.

John CreweVehicle Pipeline Director / Lead Systems Designer

And the observation area room above the cargo bay.

Calvin WilliamsSenior Ship Artist

Yeah. And in the corridors, you've got the lift access for the crew as well.

John CreweVehicle Pipeline Director / Lead Systems Designer

You've got two lifts down to the ground.

Calvin WilliamsSenior Ship Artist

A lot like the Retaliator lifts.

John CreweVehicle Pipeline Director / Lead Systems Designer

And then you've got two inside.

Calvin WilliamsSenior Ship Artist

You've got one going down to the bridge and one going up.

John CreweVehicle Pipeline Director / Lead Systems Designer

Three inside, because there's one lift at the back.

Adam ParkerSystems Designer

The observation bit. So there's two lifts onto the second deck.

John CreweVehicle Pipeline Director / Lead Systems Designer

And they have ladders.

Calvin WilliamsSenior Ship Artist

Oh, and airlocks and escape pods.

Jared HuckabyHost, Community

How many escape pods?

Adam ParkerSystems Designer

Eight.

Reverse the Verse·
Published on this date.21 Sep 2018
ShipsMulticrew

Will we be able to add components to the front of the Hammerhead to assist with ramming, like maybe even spikes?

Adam ParkerSystems Designer

That might have to be a variant. Replace all the turrets with extra engines and just go really fast, I don't know.

John CreweVehicle Pipeline Director / Lead Systems Designer

That's not something we're planning on.

Jared HuckabyHost, Community

Well, I haven't been in the marketing department for a little over a year, but I'm sure they'd appreciate it if you want to add a spike strip.

Adam ParkerSystems Designer

We're not going to say no.

Reverse the Verse·
Published on this date.21 Sep 2018
ShipsShip combat

Anything specific you can share with us about the areas of the ship that weren't taken from the Idris?

Calvin WilliamsSenior Ship Artist

So the main one for that would be the engine room, cargo room. It's got two engines.

Adam ParkerSystems Designer

Yeah, two engines either side, and then there's the cargo lift in the middle. So it's quite an odd combination room, but it looks pretty cool.

Calvin WilliamsSenior Ship Artist

So one room does everything, type thing.

John CreweVehicle Pipeline Director / Lead Systems Designer

The cargo goes on the cargo lift. It's 40 SCU. If you put the rover on there, you lose your cargo space. So there's a trade-off to be made to be carrying one of those around. Although you could probably put the rover on and really wedge it somewhere else in that room.

Adam ParkerSystems Designer

I'd be careful driving the rover around in the engine room.

John CreweVehicle Pipeline Director / Lead Systems Designer

Maybe a smaller vehicle. Yeah, the cargo grids are dynamic, so if you put a smaller vehicle on, it only takes away the cargo space it occupies. Maybe a Cyclone TR.

Reverse the Verse·
Published on this date.21 Sep 2018

Is there anything else you want the community to know about the Hammerhead before it goes to Evocati and PTU?

TL;DRMissiles can't be put on the Hammerhead's turrets, but they can take heavy exploding-bullet guns, and the speakers suggest mixing four weapons per turret, including distortion ones to disable ships.

Adam ParkerSystems Designer

Yeah, there was that question about missiles on the turrets. Can't do that. But they can fit those guns that have the huge exploding bullets. So give that a try.

John CreweVehicle Pipeline Director / Lead Systems Designer

Yeah, I'm always a sucker for putting Gatlings on everything, but a Hammerhead with ballistic scatterguns on every single turret will be a sight to behold. That's scary.

Jared HuckabyHost, Community

And I imagine if you put ballistic scatterguns on the turrets, that would save you a lot of power to pump into your shields.

Adam ParkerSystems Designer

Four different guns on each turret as well, if you're feeling really spicy.

John CreweVehicle Pipeline Director / Lead Systems Designer

Put four different ones on a single turret, chain the fire mode so it goes distortion first and energy and then ballistics. So the first two take down the shields.

Adam ParkerSystems Designer

I think it would be a good idea to have the top and bottom turrets be fully distortion and then offensive weapons on all the others. So you've got two guys focused on disabling ships.

Calvin WilliamsSenior Ship Artist

Swiss Army knife of ships.

Reverse the Verse·
Published on this date.21 Sep 2018