Is the current SCU number for the Reclaimer, 288, remotely accurate, given that it is now less than the Caterpillar's currently stated 512 SCU? The original concept design doc for the Reclaimer stated it was to have less standard cargo space than the Banu Merchantman, Hull C and Starfarer, but more than the Caterpillar and Freelancer MAX. Also, are there still modules planned that can go into the Reclaimer's huge salvage hold when it is not being used?asked by Red Dot 24
TL;DRThe Reclaimer's cargo figure isn't settled since SCU for unfinished ships is still in flux, and module choices await a flyable baseline ship and community ideas.
So as of right now, all SCU that we're giving for ships that haven't been done yet are still in flux. And that's something that we've been working on, talking with, where every single ship has its uses, its purposes. But basically every ship will go through an interior design pass. Then we'll be working with the artists. We'll be working with the designers and making sure that everything actually fits that we need to be inside the hull. And then we'll worry about making sure that the cargo and everything is situated where it needs to be. Other than that, it's us just working together and trying to push what we want for the designs lately.
Yeah, I mean, it's just an ongoing thing with building out these ships. They're such huge and detailed things to even get off the ground that we can't really lock into a rigid number right now. We can give our best guess, our ideal scenario, but an exact hard metric really isn't something we can do until it's like, hey, now the ship's flying, now the ship's in game. We can really start exploring this stuff. Things like modules, other kit for the ships, that's something we also have to sort of wait until we have a baseline version of the ship flyable before we can really start evaluating, OK, what is going to be a good module choice for this ship? What is something cool that we can swap out, make a meaningful give and take for?
To jump on that, with modules, it's different because in some ships, we knew exactly what modules we wanted. In other ships, we were like, we have no clue what module we're going to go with on this one. So then that's when we pore over the forums and look at your guys' ideas and be like, all right, what does the community want? What do they expect from this ship? And that's where we're playing that balance game between us having some crazy ideas and then the community having some really great ideas that fuel our own creativity.