The developers answer community questions on upcoming ship sales (Endeavor, Genesis, Prowler, Reliant variants), the Freelancer rework, Vanguard internals and multi-crew stations. They also cover the CCU system, hacking and electronic warfare, hangar flair and the Nyx landing zone.
Yes, that hangar flair will be going out later today. Alexis would know for certain, but I believe it's Vanduul related. I can't remember what it is. I think it's the ship. Honestly, I don't know. I've got this list of flair in my head, and I don't know which one is next. So strike the Vanduul comment. I'm not sure that that's what's next. But when we get Alexis in here, we'll answer that question for you. I thought I had the answer. I do not.
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Ben LesnickDirector of Community Engagement and Online Strategy
Yes, it's a Puglisi thing. I just can't remember which one it is in line. Anyway, the hangar flair is going out today. It's another one in the Puglisi series, so it'll be a rock or a scrap of metal or a fragment of some ship or something. It'll be something along those lines.
TL;DRThe next design doc is expected to be on Nyx, probably science-related for the Endeavor, though a modularity update doc may also come, and the Endeavor concept art shown is iterative, not final.
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Ben LesnickDirector of Community Engagement and Online Strategy
Nyx, and probably related to science for when we put up the Endeavor, although I've seen there's a doc in the works from folks upstairs about the modularity update, so that might make it up for us too.
And an important reminder about the artwork that you saw for the Endeavor that we showed at Dragon Con and that we put out in the subscriber archive and then that we showed on Around the Verse. That's iterative development. None of those are the final concept art. As you saw, there were some tremendous differences between some of them. Those are some explorations we've done. They do not represent the final concept art. You'll see that when it's ready.
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Ben LesnickDirector of Community Engagement and Online Strategy
Yeah, the one with the ring around it is the latest, but, well, you'll see.
There'll be a number of options. I can't tell you how long. It's all still in development. But we have a section of artwork in our Shotgun called Terra White Collar. So all of the clothing options you've seen on ATV in the last several weeks, including those hair options, are part of the Terra White Collar series. So that's just one series from one fashion designer on one planet. It's not indicative of the broad range of options that will be in the finished game. Just like with the Avenger thing on Ship Shape. There's just one set of options for the Avenger modularity. Not the only.
I think the answer to that is no. I believe the Reclaimer is slated for next year. Ben?
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Ben LesnickDirector of Community Engagement and Online Strategy
I have not seen the latest schedule. I know they're moving stuff around. I would expect to see us do the combat multi-crew ships before the role-specific ones, but I don't want to give a timeline. I don't know if it's December or January or February. We're getting close to the end of the year, so it becomes increasingly difficult to say which year.
Yes, that's one of those things that's slated for 1.1. So when we finished up the very first iteration of Community Hub, that was the same day they launched YouTube Gaming. So it should be in the next iteration, which we don't have a timetable for yet.
Nope. That's probably more on the Frankfurt guys, since they've done a lot of the heavy work on the engine. That's all programming and design far beyond my realm of comprehension.
I see that question every week and we normally don't answer it because we're not the ones who possess those kind of answers. So I figured we'd just do it once and finally tell people we don't have that answer.
Hopefully, yes. There was an FPS report we did two or three weeks ago that had the different characters and different poses. I'm pretty sure one of those was a finger gun. I could be wrong though. I probably am.
TL;DRNo date can be given for the Endeavor sale, since sales follow when the ship is done, it isn't ready this week or likely next, and component changes are affecting specs.
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Ben LesnickDirector of Community Engagement and Online Strategy
We can't give you a date for the Endeavor, mostly because our sales schedule is based on when it's done rather than when we would like to have money. So if it were done this week, it would be on sale. It's not done this week. I don't see it next week either. After that, it's anybody's guess.
Despite some accusations to the contrary, the tail does not wag the dog here. We send something out to you guys when production and whatnot says it's ready.
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Ben LesnickDirector of Community Engagement and Online Strategy
For these concept ships, especially with these new role ones, it's important to have a design buy-in. It's important to have a lot of our questions answered going into it. How it works.
Also, some of these bigger ships are also being impacted by a lot of this component work that's getting prepped. So that's also changing up how many of what components are going into these ships, when before it was like, oh, that's just going to be one size nine of this. And now what does that one size nine turn into in terms of... So lots of fun questions to answer.
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Ben LesnickDirector of Community Engagement and Online Strategy
Yeah, actually, yesterday at our review meeting, Chris put Matt Sherman on this immediately. And you said Matt Sherman and Calix, and then Calix wasn't here, so you're probably going to do it all yourself.
Yeah, actually, all those specs updates, so it's now even lined up for the new component size classes. So it'll be really good when we get that all ready for you guys.
It's just like in the real world, like you've been saying for a while. Some manufacturers utilized a variant system. Some manufacturers made their ships more modular. It has to do with the individual project. They're not all manufactured using the same process.
And they're definitely not mutually exclusive, because we can have very distinct variant hulls that still have modules that are interchangeable across the whole series, which also then can create a lot more different loadout and gameplay opportunities for just how do you want to set up your ship.
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Ben LesnickDirector of Community Engagement and Online Strategy
Yeah, I would love to see additional Retaliator hulls personally. I see the current Retaliator as the B-17G, the one with the nose turret and all of them.
I think the work is mostly on expanding Area 18 right now, right? Well, next is the... Yeah, the Nyx landing zone right now. Which is why we previewed it in that very cool video. By the way, if you haven't seen the Nyx landing zone preview video, see the Nyx landing zone preview video.
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Ben LesnickDirector of Community Engagement and Online Strategy
Yes, it's much more interesting than anything we're going to tell you in this hour.
For those of you who may not have been around back then, when we were doing stretch goals, all the Wave 4 ships were voted on by the citizens. We put up a list of possible concepts and the citizens voted on them. And the Prowler was one of the very last player-voted ships that we had. So it's made by Esperia, who is the manufacturer of the human version of the Glaive that was on sale recently. And they are producing the Prowler. And like you said, it's a boarding ship.
It's the Puglisi Collection, it's like a tablet fragment with alien writing on it.
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Ben LesnickDirector of Community Engagement and Online Strategy
The Puglisi Collection is proud to announce the third in their line of artifacts, the Vasili Fragment Stone. The quasi-ruins on Terra have been shrouded in mystery for centuries. That is, until 2832, when an expedition made a bold discovery: a fragment of stone buried deep within Zafaray Bay. Named after the discoverer, the stone is inscribed with what many believe is a remnant of the ancient civilization's language, holding its secrets. The Puglisi Collection created the perfect replica of this tremendously important artifact for citizens to enjoy. So you're getting a rock.
Not sure when. It's definitely something that we're working on getting worked out a bit more, because we need the power, heat, distortion, data pipes. We need to get all those up and running how we want them as part of the component physically-based damage system changes. So hopefully in the near future, but I can't give an exact timeline just yet. But that's going to actually be one of those first step bits for the electronic warfare, especially when we get distortion working how we want it, where you're using those sucker punches to take out a ship and stop them dead in the water. So once we get that going, it should be really cool.
There's that one. Some other guys on the general thread also started up a post that's been getting a bit of traction. I've got bookmarks. So definitely seeing a lot of the suggestions you guys have put out. There's actually one really cool game that someone messaged to me yesterday that I really want to check out, but I don't speak French, so I'm going to have to figure out a way to overcome that.
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Ben LesnickDirector of Community Engagement and Online Strategy
I speak French, I can help you with that if you want.
Yeah, definitely appreciate the different thoughts you guys have. And it's good to get an idea on what kind of activities you guys think would be fun while still being faithful to electronic warfare type activities.
Remember when I was talking about how the folks voted on the Wave 4 ships? The Dragonfly was one of the ships that did not win the vote. It actually lost out to the Reliant. So it's one of those things we'd like to put in the game at some point, eventually, but it's backburnered.
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Ben LesnickDirector of Community Engagement and Online Strategy
No details yet. There's no details on it. We've got a bunch of previous ships we want to finish first.
Well, even ones that we sold a while ago. Without giving out any details because he's still ironing everything out, I know the Caterpillar is getting some much-needed love that people have been asking for for a few months now. We'll have some cool stuff for that, hopefully in the future as well.
Ben LesnickDirector of Community Engagement and Online Strategy
I would watch 10 for the Chairman on Monday, because we have a question about AC 2.0. The short answer, and short, not as accurate an answer, is that there's going to be a difference between the multi-crew test universe and AC 2.0. And you'll be learning about that real soon now.
It's because Chris is a very, very busy man. And we film 10 for the Chairman around his schedule, not the other way around.
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Ben LesnickDirector of Community Engagement and Online Strategy
There's a lot of evenings and weekends involved in catching Chris at an hour of time. But it's also an edited show. It's like the old Simpsons joke: very, very little animation is done live. It would be a terrible strain on the animator's hands. But there's multiple cuts and different takes and all that.
TL;DRThe CCU system is fast-tracked and nearly finished, while manual unmelting is only an early idea whose feasibility is still being investigated because of heavy database work and economy risks.
No news that we haven't already said. The CCU system is fast-tracked. Front end works. Felix with Turbulent is working on the back end. It's probably not a name that will mean anything to you, as I realize I said it out loud. But it's almost there. We're just carrying it across the finish line.
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Ben LesnickDirector of Community Engagement and Online Strategy
Whereas manual unmelting is a germ of an idea right now. Basically, we looked at our tickets. There were six or seven hundred people writing in because they melted some package during the Gamescom sale to get another one. And we just were not able to help all of them right now. So basically, we went to Trudy and said, hey, can you look into how to do this? Let us know. We're waiting to find out what it will take. A lot of times people look at this and say, oh buddy, just have this, just have this, and go, okay, but that's 600 hours of database work and it may break the game economy. So there's a lot of stuff to look into before we can even know whether or not we're going to do it. But we'd like to, because it would make life a lot easier for UK Ally and Michael and the other one, Patrick, Henry.
Yeah, it's sort of like how you get in the elevator in your asteroid hangar, and that elevator takes you up to ArcCorp.
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Ben LesnickDirector of Community Engagement and Online Strategy
Actually, yes, it's much more appropriate for the elevator to take you to Nyx from the asteroid hangar, but just assume it's like a Wonkavator for a while.
TL;DRTurrets count as stations because not every station needs permanent occupancy, and constraints like a crew member splitting duty between turret and pod make gameplay choices more impactful.
I don't want to speak too much for the designers, but the idea behind the stations is that not all of them are full-time stations. Some of them are, you need someone there flying the ship at all times, obviously, like a pilot on a plane, but there are a lot of stations that you don't need someone there 100% of the time. Like, for example... my brain just died and I can't think of a ship like this, but if you have a really tiny ship that can only hold two people, and two people can fly it, then no one can ever take a break and go eat food or sleep.
Even actually just the Vanguard that we sold is probably a good example, because there's going to be things that you can be doing inside of the pod for each of the ships, but all three models are a two-person ship, so you're going to be looking at that guy in the turret also having to do double duty, changing between being in the turret and being in the pod, to really maximize the full functionality of that ship. That's also what gives a lot more interesting aspects to gameplay in the long run. It isn't so much that, oh, you get to do everything from everywhere, it's having those restrictions, limitations and constraints to make those choices be more impactful and not just glad-handed.
TL;DRMost ships will still appear hangar ready before flight ready, with exceptions for surprises or batch releases, since hangar ready takes far more work and some ships come out flyable directly.
Definitely. Most ships will go through a hangar ready stage before you see them flight ready. Exceptions might be for certain events, if we really want to surprise you guys, or if we have a bunch of stuff ready at once for a different module and we're just like, oh, let's bring it over here. So there will be exceptions, but the majority of ships you will see hangar ready first and then flight ready. For us on our side, getting something to hangar ready is exponentially more time and work than taking it from hangar ready to flyable. So that's why sometimes you'll see things just come out as flyable, because we'll just wait a little bit longer and get the whole thing out. But most of the time you'll see that breakdown still.
Yeah, like the Merlin, the amount of work to just get that hangar ready was about a half day less than what it took to get it flight ready, so that one rolled right in. But especially into the multi-crew ships, we'll probably have to start seeing those in the hangar for just how complex the ship could really be.
That's a good question. I don't think so. I think they did a little dimension tweaking on the inside just to make sure it fit with our cargo dimensions, but the size of the ship itself hasn't changed.
Yeah, the main changes I think we're seeing right now, some of it was just a bit of visibility and pilot movement cleanup around the cockpit, and making sure that as it's transitioned from vertical into the horizontal flight mode, it wasn't going to cause any clipping, that we'd have all the right screens and panels that we need so that you have your full HUD. But it's still about the same size as when we first sold it.
We actually have Chris and Josh who've been working on the Constellation. They're still working on that right now. They're finishing some stuff up. So art for that ship will start probably before the end of the month, around the beginning of next month. But they still have some stuff to do. So I'm sort of doing my rounds right now and making sure that design and everything is ready for them to start.
TL;DRNo real Starfarer news is given; the UK team is actively working on it, and Lisa Ohanian offers to ask whether there's something worth sharing in the coming weeks.
This is actually a good question I kind of want to ask you guys. So I know that the UK is working on that actively. And I talked about it a little bit probably a few months ago on Ship Shape, and I was trying to take a look and prioritize other ships that I hadn't covered at all. But if you guys want me to reach out and see if there's more information on it, anything worth sharing, maybe try to do it coming up. If you guys are interested in that, let me know and I'll see.
All right, I'll reach out. I know they've been working on it. I don't know if the progress they made is interesting enough to do a whole little episode on, but if it is, then I'll try to do it in the next few weeks. I have some cool stuff planned, though. I'm trying to do something on the Caterpillar in the next few weeks. I've been talking to Randy, who's doing some design work on that. Layout stuff. If you remember the episode I did on the Starliner, which showed sort of like cutaways and layouts of that ship, Randy is doing something similar for some parts of the Caterpillar right now. So I let him know in a few weeks I might be hitting him up.
So it's definitely one of the things that we're exploring. Actual gameplay would still be something we'd have to sort out, but it's definitely on the list of things that we want to look at, especially for the communication and scanner aspects of electronic warfare, where it's something you're able to do without having to spike a target.
Inside of the bigger nacelle bays, that's where a lot of its core components are going to go. So one thing you guys didn't see in those cutaways is that's really the walkable core space of the ship. And you didn't see where its power plants are, where its shield generators are, where its coolers are. So those components all have a place. None of that empty space it looks like in the cutaways was actually empty. There's going to be things placed into all those compartments. So just because it wasn't filled to the brim in the concept art doesn't mean it won't have place or purpose.
Ben LesnickDirector of Community Engagement and Online Strategy
Max crew is one of those terms that we used in the very early pitch document for how ship specs work, and people just kind of gravitate towards it still. I would just ignore that number on every ship forever, if I were you.
Right now, it's looking more like when we get some cleanup on those kinds of numbers, we'd actually be more listing, hey, this is the max number of interactive stations that a ship would have, and then the number of people that could physically survive on that ship will actually be more determined by your life support. So don't expect to just cram 50 guys into your Constellation and not quickly suffocate.
So I don't believe we have someone slated to work on them full time coming up. But I did hear something this morning about how we wanted to do some cleanup on it coming up. So there won't be major rework or anything like that. But I know we have some bugs floating around that we want to try to prioritize in the next week or two. Maybe I can even do something about fixing bugs, if they're interesting.
That is something I might also cover in the next week or two of Ship Shape. So stay tuned. I've been talking to the UK about putting something together. So yes, keep listening.
Talking with the writers, they do have a purpose to it. I don't know what that purpose is. I just heard them talking two days ago about what they were doing and what they were going to do with it, just not hearing enough to actually retain the details. So there is a plan, whatever that plan is. It's a writer thing. So if you see a 10 for the Writers thread on the forums, maybe throw that question in there.
That's a very vague question, but I do kind of want to cover eventually, when we have a little more further along, a little more shown, an episode on what makes the capital ships the capital ships and stuff. That's too vague of a question to answer.
Ben LesnickDirector of Community Engagement and Online Strategy
The answer is that yes, there will be more ship commercials. Retaliator will be the next one. We did our first set of ship commercials essentially to help train up our Cinematics guys before we started getting mocap, PCap data and so on for, of course, Squadron 42. Now that we've done the shoot, we have all that, Cinematics is working 26 hours a day to make Squadron 42 awesome. Once that winds down, we will get resources back to do ship commercials, but for now, advertising is blocked by the real game.
Why? You guys enjoy theorycrafting, turning every ship we create into a pocket carrier. We're talking about the Endeavor, and people are already talking about converting the Endeavor into a pocket carrier.
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Ben LesnickDirector of Community Engagement and Online Strategy
Anything that we'd let you do that on, you're not going to be coming out ahead on that. You're not going to be having a bunch of guns and be a pocket carrier. Guess how much you have to lose, how much you're going to sacrifice, to try and do this less effectively than a role-dedicated ship would be doing that.