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[Salvage made its debut in 3.18.] How's that going? How's the response to that been? Are you happy with it?

TL;DRThorsten says he's happy with salvage given the short development time, liking hull scraping as a relaxing contrast to other loops and the first glimpse of crafting, and credits other teams.

Dan TrufinAssistant Design Director, PU Content

I thought I'd leave this one to Torsten. This is his baby. He started this, he brought it to completion. From mining, I have a lot of things to say, because I started it and then Torsten is bringing it to completion. But for this one, I'd rather let Torsten take it.

Thorsten LeimannLead Systems Designer, EU PU team

So the question was where we are with it and how happy we are, and I'm really happy with what we have, especially with the short time that we actually got to work on that. I know you all have been waiting for it for quite some time, but actually the timeframe it was thrown at us was quite short. So I'm really happy with what we pulled out or what we achieved in that timeframe. I think I mentioned it already at some point that what I like the most about the salvage that was introduced with 3.18, so the hull scraping, is that it is such a nice contrast to all the other gameplay loops that we have. We have an action-based combat, we have mining that is now even more than before challenging in terms of itemization, planning and preparation and stuff like that. While hull scraping right now is: you jump into your Vulture or into your Reclaimer, you drive past some debris pieces, and you can just put on some music and relax and just scrape off the hull. I think good games are made out of a variety of systems that deliver on certain demands that you as the player have. Sometimes you might have had a rough day, so what you need is just sit back, relax, and I think hull scraping is the perfect loop for that. I'm really happy with where we're at. What I'm also proud of is that we managed to deliver our first glimpse of crafting. So having that in there with a filler station is also a very nice thing to have. So it's already a glimpse for all of you players. But yeah, that's what's to come.

Dan TrufinAssistant Design Director, PU Content

I just wanted to fill in on this. It's kind of funny, because when we started working on this, there was a bit of a clash of ideas, which always happens with anything you're designing. Torsten was always trying to deliver this more chilled experience, just you and your ship in the middle of nowhere, just scraping whatever you found. And I was like, no, no, it needs to be challenging. It needs to explode if you touch a wire or something like this. And indeed, you need to have the variety. If everything explodes the second you do something wrong, you always have that tension. So it's nice to have the ups and downs. There will be chances for explosions and stuff like this with other gameplay or maybe with other parts of salvage. But yeah, it's nice to have a mix of everything. And I do have to add to what Torsten just said: the team pulled off an amazing feature. There were a lot of dependencies on other teams, and it came at a time when a lot of heavy tech was coming and it kind of influenced the delivery, and they did an amazing job.

Thorsten LeimannLead Systems Designer, EU PU team

Actually on that, before it's forgotten, because without the weapon feature team that did the pre-phase work and the VFX team that pulled off the amazing damage map work that was required for that, we wouldn't be sitting here and talking about this. So also huge kudos to the weapon feature team and to the VFX team that really helped us achieve what we have now.

Star Citizen Live›Mining, Salvage, Tractors, OH MY!·
Published on this date.5 May 2023