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Reverse the Verse ·
Published on this date.2016-03-04
· 33 Q&As

Reverse the Verse: March 4th, 2016

The developers cover the 2.2 ship component rework (power plants, coolers) and planned shield changes for 2.3. They also give status on the Dragonfly, Polaris, Prowler, Caterpillar and Buccaneer, plus ship speeds, repairs, shopping and the Sabre rental.

Transmission log

Full answers

Where is the Endeavor?

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Endeavor is much further down in the schedule, so not in active development right now.

Reverse the Verse·
Published on this date.4 Mar 2016
ShipsRelease schedule

How about that Hull series?

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Hull series, no, it's further down the line. We'll hit the Hull A first and then build up from there, but it's scheduled, but not today.

Reverse the Verse·
Published on this date.4 Mar 2016
ShipsRelease schedule

Which ships are in development right now, and what has changed?

TL;DRShips don't change weekly, but staff have moved between projects (Xi'an Scout, Herald, Bengal), the Reliant is being made hangar-ready, concepts for a small mining ship are in, and Argo pods are being built.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Ships don't change every week, but we can talk about some of the changes. We had an artist who is moving. The folks who were working on the Xi'an Scout have moved on to the Herald, which, that's a good thing. Meanwhile, tech folks are working on the Xi'an Scout, getting it flyable right now. What else? Reliant is getting hangar-ified. The Bengal: a bunch of people have moved over to the Bengal because we need it for some scenes in Squadron. We just got the concepts in for our small mining ship. I can't say much more about it. This is one of the ones that you'll see in the vault someday. It will look nothing like what came out today, but I liked it. Chris Roberts had more changes than I did.

Jared HuckabyHost, Community Manager

What else, Ben?

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Argo pods. We've got a guy in the UK building Argo pods, because you'll be able to configure the Argo for different... They're working on the variants, I guess.

Reverse the Verse·
Published on this date.4 Mar 2016
ShipsDevelopment process

Any progress on the Dragonfly?

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Dragonfly is with our tech designers here in LA. I think, actually, maybe the sign-off was this week, so it'll go to a concept artist to do the initial renders.

Reverse the Verse·
Published on this date.4 Mar 2016
ShipsDevelopment process

How about that Polaris?

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

It's with design here in LA, and then it will go to a concept artist. I don't know that we have someone picked out. I think Nathan in the UK wanted the Dragonfly, so we're actually breaking up the tradition for Drake. Normally we're doing the design here, and then he's going to design it, but I'm not sure if we have somebody for the Polaris yet. I know we'd love to get Ryan Church, but that's not a promise, because he's very busy.

Reverse the Verse·
Published on this date.4 Mar 2016
ShipsDevelopment process

We're not skipping the Prowler, we're not stopping the Prowler [are we]?

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Yes, Prowler is what we call, in the parlance of game development, blocked right now, because we're still working on the Tevarin race stuff.

Reverse the Verse·
Published on this date.4 Mar 2016
ShipsRelease schedule

You guys have been working on our new ship component system, which went in with 2.2 last night [— what went in]?

Matt ShermanDesigner

Yep, the first step of it went in. We rolled out the groundwork for updated power plants and coolers. So we're moving away from ships having just one power plant on them to being a series of linked and additive components. So most of the ships now, you'll have two or three power plants installed. Pretty much every ship has a pair of coolers on it. So it's setting the groundwork for the new system, where we can build out a ton of components in the future.

Calix ReneauDesigner

We'll soon start to have that applied to shields. The groundwork is already laid out so that we can have an array of shield generators as well, which is important because otherwise you just get the one shield.

Reverse the Verse·
Published on this date.4 Mar 2016
Ship componentsShips

What's a cooler, what's a power plant, and how do they affect our gameplay?

Calix ReneauDesigner

Power plants make power. Every second they make a certain amount of power according to how healthy they are. You can throttle that to affect your signature, but they're pretty simple components. Coolers take the heat that's in the ship's system and disperse it. They generate a certain amount of signature as well. To do so, they use power. Basically you just have the heat and power resource on your ship moving through the pool system, and power plants contribute to it and coolers pull the heat away.

Matt ShermanDesigner

The reason we also went with the power plants and the coolers first is that pretty much every ship and every ship system uses those to some extent. Everything is either drawing power or generating heat as it operates.

Reverse the Verse·
Published on this date.4 Mar 2016

Why wouldn't somebody just want to use the most powerful power plant all the time?

TL;DRThe most powerful power plant has drawbacks: bigger EM and IR signatures that could weaken chaff and flares, more heat to compensate for, and worse consequences when things explode.

Matt ShermanDesigner

You'll glow like the sun. One of the nice things with this is it starts letting us build out bigger EM signature and IR signature ranges. So as those start to grow, we can eventually start doing some more fine-tuning with our missile tracking to make it so that, okay, if your EM is off the chart, that chaff may not help you as much as you thought it would. If your IR is just glowing red hot, the flares aren't going to be creating as much of a disparate signature as you'd want to avoid an incoming missile.

Kirk TomeLead Technical Designer

Right, and figuring out not only the benefits but the consequences of getting better or different equipment is going to be something that we're working on, because simply getting a better piece of equipment doesn't mean it's better across the board. We need to figure out how to balance things like becoming a bigger target for other ships. It will generate more heat. Therefore, you have to compensate by getting coolers that can cool the ship more effectively, and other properties like that.

Calix ReneauDesigner

Well, another thing is that it's more risky to have, because the higher the power plant, the more power going through the system. When things go really wrong, when things explode, you're going to have a far worse problem on your hands if you were using a larger power plant than if you had something smaller.

Reverse the Verse·
Published on this date.4 Mar 2016

Why wouldn't somebody want to use the cooler that cools the most all the time?

TL;DRThe strongest cooler isn't always best because of trade-offs between emissions, safety, cost, weight and power draw, plus higher repair and replacement costs, as with industrially tuned components that have larger signature multipliers.

Calix ReneauDesigner

Similar reasons, really, just on the opposite side of the spectrum, where the power plants are dealing with EM and coolers are dealing with IR. It's sort of a balance between emissions, safety, cost, weight, all these things. You can disperse a ton of heat, but you're possibly drawing more power to do so. These things don't necessarily scale one to one.

Kirk TomeLead Technical Designer

And since you are cooling better, you are generating more heat by the component.

Matt ShermanDesigner

For a live in-game example of this with the cooler, I want to say it's the Aurora CL. It has more industrially tuned components, so it's going to have a higher baseline power output and a bit more cooling efficiency, but in the same regard, they do have much higher signature multipliers. So you get that benefit, but it's at the cost of, well, if you're a cargo ship, you aren't really caring as much about having a baby EM or IR signature. You're caring more about 'I want to move this cargo from point A to point B.' And so it's sort of that trade-off you make.

Kirk TomeLead Technical Designer

Also, there's damage to consider. When you're in battle, repairing a component that is more costly, larger and more beneficial requires more resources. If it actually gets destroyed, having spare parts for repairing that component will come at a greater cost.

Reverse the Verse·
Published on this date.4 Mar 2016
Ship componentsShips

Coming soon we're talking shields. So what did we do to shields in the meantime, and where are shields going?

TL;DRIn 2.2 each ship's shields are locked to it to prepare for a pool-based, additive shield system with new generators that they are targeting for 2.3, depending on final tech being ready.

Matt ShermanDesigner

So with shields in 2.2, one of the things we did to give us a better baseline for the bigger component refactoring is that we've actually locked in the shields on ships. So the shields that every ship comes with inside its family are going to be restricted to those ships for 2.2. And a big part of that is just so that when we do roll out the new system, we can really start fresh with the much more detailed and updated damage formulas that we've been working out over the past few months.

Kirk TomeLead Technical Designer

Why don't you talk about how that system is actually going to roll out?

Matt ShermanDesigner

Oh, yeah. So the biggest thing that you'll be seeing when we get the updated shields out there is the smaller generators. They'll fragment out into a few other parts, like the power plants and the coolers. But now you're going to have pool-based shielding, so that everything becomes additive. Your overall performance will be more an average of the sum of your parts. So how much damage of each type you're absorbing and how much you're mitigating is going to be driven a lot more by the updated components.

Kirk TomeLead Technical Designer

And the specific rollout plan for that is?

Matt ShermanDesigner

Yeah, so for that, we're targeting 2.3. Some of it will depend on when we get some of the final tech implemented and all tested out so we're happy with it. But along with that comes the replacement of the existing shield generators that we've sold on the store. With the 2.2 patch notes, we had the conversion matrix. So if you currently own one of the Seal Corp INK Mark or Splash shields, definitely check out the patch notes or the patch posts so you can see how many of the new Seal Corp WEB shields you'll be getting once these new components roll out.

Reverse the Verse·
Published on this date.4 Mar 2016

What have you got to tell us about shields?

TL;DRShields are being reworked so ballistic penetration scales with shield health, regen delay applies only at zero, and each ship has its own emitter with stats from upgradable generators, plus hardening that rewards active management in multi-crew.

Calix ReneauDesigner

Some of the behavior is being updated. We're looking at having it scale. For instance, with ballistic penetration, you would have a certain amount of ballistic penetration when the shield is at 100% health versus when it's at zero, and it will scale between the two. So if you've brought the shields down a fair way, you'll be significantly more effective with your ballistics. And the curve on that means you probably want to have mixed loadouts. We're changing it so that the regen delay only happens when you hit zero. So if you hit zero, you get a big reprieve: now is your chance to really push, because they have some number of seconds before they even begin to recharge. And the recharge itself is switching to be basically on a curve as well. So you're recharging at all times. And when you take damage, it resets your regen rate, which then recovers over time. It doesn't actually reset it to zero. It chips away at it towards zero. So what this means is that, conceivably, the smallest weapon in the game could eventually overtake the strongest shield in the game. It will take forever, but it also means that those small weapons still have a place in a massive cap ship game. Because if we're dealing with something with hundreds of thousands of shield points, and you're doing 20 damage per shot, that still matters even though the regen rate is clearly going to overtake that, because you're interrupting the regen rate. And so if you have large ships doing the real meat of the damage and there aren't support ships, a lot of that health just comes back. Because at those larger scales, your rate of fire is reduced. You just have fewer incoming hits. So there is a reason to have the jabs from your small support ships.

Kirk TomeLead Technical Designer

And probably the biggest change that's going to occur is that each of the ships is going to have its own shield emitter. The shield emitter will derive the stats for the shield that it generates from the shield generators. So faces are going to be locked to each ship. If it's a four-face shield ship, it'll always have four faces. However, things like the overall health, the rate at which health recovers, shield hardening (where you choose the priority of a particular face, which means a bigger percentage of the overall shield health gets shunted to that face), how fast it recovers, the absorption factor and the waste ratio, those stats are going to be derived from the shield generators that you can install and then upgrade on the ship. So upgrading a shield is done by acquiring better shield generators. So if I have three shield generators and I get one that is much better at generating shield resource to repair the shields faster, I've upgraded the way the shield works. If I get one that is much better at the face hardening aspect of shields, getting one improves that aspect; getting all three and upgrading improves it dramatically.

Calix ReneauDesigner

The thing about shield hardening is that it's specifically a feature for multi-crew. With shield hardening, we can balance our shields so that if you don't ever touch shield management, you get basically the performance that it says on the tin. If you are constantly moving your shield health towards incoming fire, then you're increasing the amount of health, improving the percentage of health in that system, and that improves the hardening against incoming damage. And the way the numbers work out in some of our early tests, you could potentially be multiplying your total capacity for damage by a factor of as much as 5 to 10. So it's really powerful to have somebody, not in a supporting ship, but actually on your ship managing your shields.

Kirk TomeLead Technical Designer

Right. That's exciting, because it makes shield management a real thing. So doing things like shunting power, figuring out which face is going to be the priority, turning off shield generators if you need to conserve power, or regenerating the shield health at a faster rate at the cost of turning shields off for a limited amount of time. These are real things that we can achieve.

Calix ReneauDesigner

A lot of it is also coming out pretty systemically, which I'm pretty happy with. He mentions that if you turn off a shield face, it regens faster. And the reason it regens faster is that it's still drawing the same amount of shield power, or shield resource, but it's no longer using it for the maintenance cost of actually having it up. Which means that you can drop your shields to bring your shields up faster, accepting whatever window of damage you have. Or if you think you can get behind a rock real quick, drop your shields, they charge up faster, and now you have the benefit of all that hardening back. It's a pretty nice interlocking system.

Kirk TomeLead Technical Designer

Shields are hard. This also lets us do more realistic damage simulations. So if you damage one of the many shield generators you have on the ship, it has real consequences for the overall performance of the shield. Destroying one completely has a very dramatic consequence, but these are things that you can see and are going to be tangible.

Reverse the Verse·
Published on this date.4 Mar 2016

And this is what we hope to have the beginnings of in 2.3?

TL;DRThey aim to lay the groundwork for the core systems in 2.3, with more nuanced on-the-fly player configuration layered on later, since they want engineering stations to be meaningful player roles.

Matt ShermanDesigner

Yeah, we're really trying to get a lot of the groundwork in for the core function of a lot of the things we've been talking about. Some of the nuanced ability for players to actively configure these things on the fly will sort of layer on once we've got the core formulas and back end implemented. But it's absolutely something that we're pushing for, because, like Calix was mentioning with multi-crew ships, we don't want the engineering station to just be something where you think, 'I'm going to just assign an NPC crew member to this all the time.' We want it to be something where, no, this is the most badass shield-managing engineer in the galaxy, because he can take a 100,000-health shield system and get 400,000 health out of it in a single fight.

Kirk TomeLead Technical Designer

And having internally accessible items is something that we're also trying to achieve. So there's that excitement of: shield generator A is down, engineer, go run down the hall and repair that component, or grab a replacement component from the cargo hold and pop a new one in, because otherwise we're dead meat in the middle of battle.

Reverse the Verse·
Published on this date.4 Mar 2016
MulticrewShip components

Any news on whether we will be given the material kits the artists use to build stuff for player housing?asked by Ed Harrington

Jared HuckabyHost, Community Manager

Probably not anytime soon. Player housing isn't in the original design spec. I mean, we think of the hangars. At some point, once we get persistence, we're eventually going to have the ability to start customizing our hangars and moving things around.

Reverse the Verse·
Published on this date.4 Mar 2016

What can you tell us about future component types?asked by Red Hermit

TL;DRFuture components will flesh out existing placeholders such as radar, avionics and life support, while specialist components like mining equipment will be handled case by case and built for specific ships.

Matt ShermanDesigner

So for a lot of the components that we'll be rolling out, most ships have a placeholder right now. And it'll be similar to what we're doing with shields, where we take something we've had a somewhat functional but more simplified version of and just expand on it. So fleshing out radar, making that a more compelling set of choices in what the component does. Fleshing out avionics, getting life support to matter so you can't just meat-wagon your Constellation. Just slowly taking all those things we have the stubbed-in foundation for, really fleshing them out, making them nuanced, and making them something compelling for people to interact with.

Calix ReneauDesigner

Gravity generators, avionics. Probably we'll be dealing with the more specialist components on a case-by-case basis until there's a strategy for unifying all that. But things like mining equipment are probably going to be built for the ship.

Matt ShermanDesigner

Yeah, it'd be more specialized for some of the role-specific functionality.

Reverse the Verse·
Published on this date.4 Mar 2016
Ship componentsShips

Will the Dragonfly be able to use a jump drive?asked by Moonstruck

Matt ShermanDesigner

So the Dragonfly is still in the middle of its concept design. We are exploring the notion of it being the first snub that could have quantum, but the trade-off would be that it will never be able to land on a planet surface on its own and do orbital takeoff like the other snubs will. In terms of going into jump, I don't want to fully commit yes or no one way or the other. It's something that we'll definitely look at, but we definitely want it to be something that you could do quantum on, if nothing else.

Reverse the Verse·
Published on this date.4 Mar 2016
Quantum travelShips

Are there any plans for buying components in the mini-PU store, like actually earning UEC from missions and using that to buy components?asked by James Hobbs

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

We're looking towards it, but it's not going to happen immediately.

Matt ShermanDesigner

Yeah, I mean, it's absolutely part of the long term, where we want you to go check all these parts out at a store and be like, 'I want that one, I want this one.'

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

There's a reason that the folks in Austin who are working on shopping right now are focusing on the clothes and the decorative items: we can get that system in and working, and then we can apply it to stuff that really matters, like components, rather than having some awkward back and forth where we're...

Jared HuckabyHost, Community Manager

Clothing matters. Being able to customize a character is something that's at the top of a lot of people's lists. So it's an important step to being a living, breathing universe and not having everybody wear the same thing.

Reverse the Verse·
Published on this date.4 Mar 2016

What's the future of ship speed? Folks have noticed that speeds have changed a bit with 2.2.asked by Armored Citizen

Calix ReneauDesigner

Speeds have changed a bit. There's sort of a holistic refactor going on with the ship speeds, looking through all of our ships and re-examining them. We've nailed down our metrics a bit better for determining how we think ships should be performing versus how they are performing, and how we want to move them around. And these are sort of the first pushes into that. The SCM, afterburner and cruise speeds are all sort of in flux at the moment as we push them towards a better balance for Crusader. Until now, all of our balance has been done through the lens of Arena Commander. That's been the way to tell how our ships worked. And while that's still valid, it's no longer the whole picture. And so basically everything is getting reviewed and updated to fit better into a universe economy.

Reverse the Verse·
Published on this date.4 Mar 2016
Flight modelShips

How long is the Caterpillar right now?asked by Boldheart

Calix ReneauDesigner

It has changed. And no, I don't know the number offhand. It's awesome. Well, that's also because right now I'm working on floor plan stuff with it and doing interior white box implementation. I'm actually really excited about this ship. I actually wasn't too keen on it before, and now that I've spent some time working on it, I'm really happy with it. Seeing that floor plan actually come out, and walking through the space with the doors functionally opening and all these things moving around, it's actually really quite exciting. But that means the dimensions are slightly altered, and I won't actually know the full scope of that change until we get the second art pass on it after this.

Reverse the Verse·
Published on this date.4 Mar 2016
ShipsDevelopment process

Are we going to have different engine components?asked by Lunar

Calix ReneauDesigner

As in thruster engine components, I imagine. I mean, yeah, you're meant to be able to upgrade your engines. That's actually part of what we're looking at in terms of, again, the universe economy: what is it like to alter these things in the baby PU? I think we're looking to simplify and unify those systems so that we can get some of the benefits we're now starting to see in coolers and power plants, and soon in shields, applied to engines as well. So ideally, yes.

Reverse the Verse·
Published on this date.4 Mar 2016

Will cockpit views be getting better?

TL;DRSome cockpit views will change, though probably not the ones people expect, since cockpits are deliberately designed to differ, and improved HUD and MFD interactions should make bulky obstructions feel purposeful.

Calix ReneauDesigner

Some cockpit views will be changing. Probably not any of the ones you're thinking of, because we actually do design these cockpit experiences to be as open or limited as... I mean, generally, we don't want every ship to feel the same. First of all, you want it to fly differently. You want it to have different strengths and weaknesses. The Freelancer cockpit is fundamentally different from the Merlin cockpit or the Mustang cockpit. And really, the driving force for improving or altering these things is bringing in the improvements to HUD and screen MFD interactions, and making it so that when you sit down in front of this bulky thing, that bulky thing is doing something. It's part of the gameplay. And maybe you aren't seeing space, but you're not seeing static art either. That, I think, is where a lot of the issues with some of the current cockpits would fade away: when the thing that's blocking your view is actually doing something other than just being pretty art.

Reverse the Verse·
Published on this date.4 Mar 2016
UI & HUDShips

Can we expect 2.3 this month or in April, since 2.2 dipped into March?

TL;DRNo release date is given for the next patch; the goal is a patch every month, slips are possible, and PTU length is hard to estimate.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

To be determined, really. The goal is to try to get a patch out every month. We will sometimes slip, sometimes we won't, and we'll see how it shapes up. I imagine we'll know a lot more in about two or three weeks. I imagine we'll know a lot more in four weeks. Yes, we'll definitely have the answer in five weeks. Hopefully.

Jared HuckabyHost, Community Manager

We've gotten the patch to PTU every month on schedule. It's always impossible to fully estimate how long a PTU period each patch will need, though. It depends on the available testers and the available resources to fix things.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

There are two essential criticisms, one of which is totally invalid and the other of which is true. 'Star Citizen is a scam, we're stealing everyone's money,' blah, blah, blah. No, we're delivering something every month and you can see it. That's what really, really matters to us from a public perspective. We want to show you what we're doing. The second criticism is that this game has all sorts of delays and so on, and to that I would say it's Chris Roberts' game. It will never be quite on time, but we will always try.

Reverse the Verse·
Published on this date.4 Mar 2016

Right now, crashing and ramming are major issues. Will we get shields so that we can repel and be protected from that?asked by Dr. Gordon O'Dare

Calix ReneauDesigner

I don't have a good answer to that. That's certainly not something that I've worked on directly.

Matt ShermanDesigner

A lot of the shield work right now has just been on the active damage caused by weapons. It hasn't been as much on ramming and collision stuff. I'd say that would most likely be a down-the-road kind of thing, something to explore later, but probably not right with 2.3.

Calix ReneauDesigner

Yeah, I'd like to have features that allow you to address this, and we've talked about some of them, but they're not the next thing on the plate, so I don't know exactly their status or how that's going to come out.

Reverse the Verse·
Published on this date.4 Mar 2016
Ship combatPhysics

Have we determined whether the Buccaneer will have cargo or not, and are we ready to share that?

Matt ShermanDesigner

No, we are not ready to share that. Sorry, Kraken. As I mentioned when we set up that reference image thread, the description of the Buccaneer is being left intentionally vague for the moment. We do have a plan in place. We have a good idea of where we want to take this ship. And it was very much left open-ended, with as little information as possible on the concrete specs of the ship, just so that people didn't feel innately constricted in what they could submit as their own personal inspiration for a reference image. And that thread has definitely been going really well. I'm really happy with how that's been turning out. I think it's just short of 20 pages right now. I'll probably be making an update in there when it hits 20, but great stuff so far.

Reverse the Verse·
Published on this date.4 Mar 2016
ShipsCommunity & events

How will component repair work for non-multi-crew ships?asked by Deep6

Calix ReneauDesigner

In the same way as it works for multi-crew ships.

Jared HuckabyHost, Community Manager

You have to get out?

Calix ReneauDesigner

Yeah. Components have a physical location on your ship. You can access them to whatever degree you can access them, which is true on multi-crew ships as well. And when you have full access to them, you open up a panel and repair them directly with your tool, a multi-tool that allows you to... thank you. And then you can also do the subcomponent replacement. So you pop open the panel to the component, then you pop open the panel on the component, then you have the stuff inside, and you fiddle with that until it's working better. I really want to get percussive maintenance in, but I don't know exactly how that's going to... Hit it till it works.

Jared HuckabyHost, Community Manager

Part of the grabby hand system.

Calix ReneauDesigner

Everything is part of the grabby hand system.

Reverse the Verse·
Published on this date.4 Mar 2016

How will the updated ship components work with the Vanduul Glaive and Scythe?asked by The Weaponer

Matt ShermanDesigner

So right now, the updated component system is mainly for the UEE-make, human-made type of flyable ships. So it won't be sprawling out as much to the Glaive or the Scythe. Those are going to be more bespoke to what the Vanduul make. They're not really on friendly terms, so they don't play with the same size standards.

Reverse the Verse·
Published on this date.4 Mar 2016
Ship componentsShips

What's the difference between engines and thrusters?asked by Gaius

Calix ReneauDesigner

Engines generate thrust. Thrusters point it in a direction.

Reverse the Verse·
Published on this date.4 Mar 2016

We all love the Fan Cave. Are there plans for other sets?

Jared HuckabyHost, Community Manager

Yes. Soon.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

I think we have three sets of walls like this, and we'll be decorating the other two in different ways.

Jared HuckabyHost, Community Manager

Working on it.

Reverse the Verse·
Published on this date.4 Mar 2016

Matt said that for now, each ship type will have all the same shields. Does that mean that the Gladiator now has the same shield as the Hornet, or the Vanguard has the same shield as the Sabre?asked by Ethnite

TL;DRShields are fixed per ship type, so ships keep distinct shield setups but components can't be swapped between ships, to avoid breaking the system while components are still being tuned.

Matt ShermanDesigner

No, no, that means all the Avengers will have the same shield on them. The Constellation has its shield set for it. So the Gladiator has its own shield setup fixed to that ship right now. So there are still going to be differences between the ships. You just won't be able to move the shield components around between the ships.

Calix ReneauDesigner

Yeah, the main reason for this has to do with the changing numbers, and how quickly and easily this can break the system when we don't have 100% of the components tuned up yet. If you'd like an example of this, go ahead and look at the Vanguard in PTU.

Matt ShermanDesigner

I've said a few times that we're very much spinning plates as we get a lot of these components set up, and no one wants to clean up a bunch of broken plates, so we're focusing on the spinning.

Reverse the Verse·
Published on this date.4 Mar 2016
Ship componentsShips

Are there any more ship commercials in the works?asked by Draxus

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Not immediately. Our cinematics guys are all working on Squadron right now. We have people who kind of learned on those ship commercials, and now they're doing amazing things on Squadron. Once we're finished with Squadron 42, or finished with the cinematics for Squadron 42, we'll have some more assets we can do things like the Retaliator commercial with, which was a stretch goal. But for now, no big ship commercials. But we were also at a point, when we started doing the ship commercials, where there wasn't a game you could actually go and see the ships in. Now we like to think that Alpha 2 is a ship commercial.

Reverse the Verse·
Published on this date.4 Mar 2016
Squadron 42Art & graphics

Any plans for the Sabre being rentable?asked by Tokachu101

Jared HuckabyHost, Community Manager

Yes.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Yes, we should go and fix that.

Jared HuckabyHost, Community Manager

Actually, it may be fixed right now. That was on the list for Turbulent to do this morning. So when we're done here, we'll go check, and if it's not, we'll get it up there. But the Sabre will be rentable now that it is flyable.

Reverse the Verse·
Published on this date.4 Mar 2016
ShipsEconomy

Please tell us something about this week's ATV Sneak Peek.

TL;DRThe sneak peek showed a previs of the Reliant's HUD, not yet in game, and similar 3D hologram HUDs are expected on other MISC ships eventually.

Matt ShermanDesigner

It was the Reliant interface, wasn't it? That looks very good. The HUD previsualization: Zane did awesome, awesome work on that.

Jared HuckabyHost, Community Manager

Now, this is a previs. It's not something that's enabled in game. Another word we use is look dev. It's them finding different ways and finally figuring out what look they want before they have to actually build it in the game. The MISC UIs all tend to use 3D holograms. I think that's the direction we've been going with that. So you can expect similar-looking HUDs on all MISC ships eventually, at some point: Starfarer, Freelancer.

Matt ShermanDesigner

And actually, looking back to the earlier question about viewing angles, one of the big things that helped prompt that was that we wanted the Reliant, more than any of the other MISC ships, to have just an unprecedented viewing angle. It has the biggest open cockpit. We removed a bunch of struts from some of the initial concept art to make sure you just have this great clean look. And now the HUD helps with that, so you don't have anything really in front of your face. It's all cleanly tucked up at the top.

Reverse the Verse·
Published on this date.4 Mar 2016

Any chance shopping makes it into 2.3 or 2.4?asked by Akaro

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

There's a chance, but we can't promise any features for a specific patch yet. Imagine a bunch of cakes baking simultaneously, and there's a specific time, and when you hit that time, you take out all the ones that are done baking, and the rest are still baking. I'm bad with analogies today also.

Reverse the Verse·
Published on this date.4 Mar 2016
Release schedule